IMMORTING RULES There are many sections of the rules: Please use Help "chapter1 - chapter9" to view them Also there is help "intro" for an introduction to WIZ here. # INTRO These are the incomplete rules that all HERO's and higher level characters must follow, and obey. Failure to obey the rules that follow will result in negative actions taken against you. These actions taken can be anything from a slap on the wrist, to deletion of all your character(s) and banning your site. So please don't make us (The GODS) have to take such nasty actions towards you. If you think you did do something wrong, then make sure to talk to a GOD, as soon as you can, or send a bug message if there is no GOD on a the time. also be warned that ALL HERO's and higher are subject to permanent logging, that is we put into a file every action that you do on the mud. This is not a fun for us to do. We really don't have the time to read through long useless game logs, to see if a player has made an illegal action. We do understand that you will make mistakes, but if you do please leave a bug report. We will take a less severe action towards you, since you had the guts to admit you made an error. If you do not leave a bug report we WILL find out eventually, and when we see something wrong in the game_log and there is no bug report to follow it up, then you are going to be given the third degree! We will ask you questions about the situation, and we expect the truth from you. And after the questioning the GODS will go into confrence, and discuss the verdict. What we are saying is if for some reason you think you are doing something that is not exactly stated in these rules, please leave a bug report. Another big part of being a HERO or higher which we will refer to as a Wiz from here after, is the rules of playing a mortal character. # CHAPTER1 RULE 1: You are not allowed to play a mortal character, at the same time your Wiz is on the game. We know that many people can play from the same site at the same time, and there might be some players on from your site while you have your Wiz on. In this situation we might ask you if you are one of the players at your site. All we want is the truth, tell us who your mortal characters are, and just do us the favor and play one at a time, Wiz or mortal. # CHAPTER2 RULE 2: As a Wiz you are not allowed to take equipment or gold from mobs,or anywhere else from within the game. If you are running a Quest then you can either Load an object, if you have that command, or ask a higher level Wiz to load you an object. If no one on the game has the load command, then you can check the equipment room. There is usually items for quests lying in there. But if the equipment room is empty, and there is no one on that can load up objects. You must resort to only awarding the players with coins. Further rules on quest making are elsewhere in this document. # CHAPTER3 RULE 3: As a Wiz you can not get any corpses for mortals when they die, BUT there are some exceptions to this rule, if the player is level 10 or lower, then you can retrieve the corpse for them for a price. The current market price for corpse reterval is level dependent (1000) gold coins per level of the character. If the player is of the level sugested above, but does not have the money, you can still retrieve the corpse, but you MUST take a piece or pieces of equipment that add up to the suggested retrieval price. If the character is of the above mentioned level, and wants the corpse retrieved, but have neither the cash to pay for it nor the equipment to add up to the suggested price then they lose. Besides if a player can't afford that much, or doesn't have enough equipment to pay off the debt, then they aren't losing much. Another point to mention is that the MUDschool, VEGO-sub-issued equipment does not count as equipment that can be used as credit towards corpse retrieval fees. The reason being for this is that this equipment is free, and can be regained in a matter of minutes. see also "chapter3.1" # CHAPTER3.1 Part two of corpse retrievals: If the character is level 11 to level 20 then you can retrieve the corpse, but you MUST take a good piece of there equipment, this includes a weapon that does 3d6 or more damage, any kind of armor that affects armor class by -8 or more. Or any special magical item that has a special procedure, or any piece of equipmeant that affects stats by plus two or more. Besides the taking of the one piece of equipment, as mentioned above you must also charge the player 10000 coins per level past level 10. An example of this would be: Level 16 corpse retrieval...60k + a valuable piece of equipment. If the player does not have the money then you need to take two pieces of equipment. If the player does not the equipment then you must charge twice the price, that is 20000 coins per level past level 10. Which would total 120k in our previous example. If the player does not have the money or the equipment then as a Wiz you can not get the players corpse. see also "chapter3.2" # CHAPTER3.2 Part three of corpse retrievals: If the player is above level 20 then the rules are as follows: You MUST charge the player 100000 coins per level over level 20. Example: A 26th level player would pay 100K times 6 (for being six levels above level 20th) and this equals 600K in gold coins. Also you must take one of the players items, as items are described above. If the player does not have an item worth taking, then you have to charge the player twice the price he would normally pay. That would total 1,200,000 coins. If the player does not have the money then you MUST take 3 items. The best weapon he/she has, the best piece of armor, and the best stat affecting piece of equipment. You can use the identify to find out what item has the greatest affect. And finally if the player does not have either of the criteria then you can not get the players corpse. # CHAPTER4 RULE 4: You are not allowed to tell players statistics. This rule means that you, as a Wiz can not let another player know the stats of anything. This includes any object, any mob, or any other players stats. If a player wants to know stats on an item, tell the player to either have a mage cast an identify spell on it, or have them buy an identify scroll, and identify the item themself. If a player wants to know how hard or easy a particular mob is then let them use the consider command, or try attacking it. And if a player wants the stats on another player let them ask the player themself. Also remember stats include if an item is cursed, what level is needed to wield, or use the item, or what the item does. You can not tell players any of this vital information, for it will corrupt the game play, and it will also be unfair to others. RULE 4a: Telling players information continued... The only thing you can tell a player is descrete directions to a particular area in the game. This means just general directions on how to get somewhere. Example: Its out the west gate, or you need to go on the river, or something like south of the dwarven village. Nothing to exstensive. Searching the world is part of the game. As a player they must explore just as you did when you were a mortal. You can tell the players the estimated level recommended for the area, this information can also be found with HELP AREAS. # CHAPTER5 RULE 5: The rules about casting spells, or using skills. As a wizard you can ONLY pick a gate/door etc for a player if and there are no thieves on with that ability learned, or mages on that have a knock spell learned. If you do pick or knock something for a player you must charge the player 5000 coins. You may not pick a door if the key is available. You are allowed to cast affective spells on other players. Affective spells are spells like, Armor, remove curse, heal, detectinvis, and others that affect a player directly, casting a fireball at an enemy is not affecting a player directly! The prices for these spells are level dependent. Costing 1000 coins per level of the player you are casting it on. All spells have to abide by this rule except for healing spells which cost as follows: CURE_LIGHT == 100 coins per level of player CURE_SERIOUS == 500 coins per level of player CURE_CRITIC == 2000 coins per level of player HEAL == 10000 coins per level of player Also you can not cast any spells on a mob. Unless given permission to use the mob in a special quest. # CHAPTER6 RULE 6: Selling shop items to a player. If a player wants you to buy an item for him, and he/she will pay you for it you can. Example, the player is deep in the dump, and needs a few potions of healing, and asks you to buy them, you can, BUT you must charge twice the normal price. And do not purchase more than 5 items for an individual player, you are not the home shopping network. If the player starts to complain, you are given no option, but to say, and we quote "Next time you are in town make sure you have enough to last. Or pay me now. Simple!" Another thing to remember is that you can not load an item up and sell it to a player, this is only if you have the load command. If the item is not in the shop, then you can't buy it for them. # CHAPTER7 RULE 7: Rules on the Load command. As a Wiz, if you have the load command, you can not load up mobs for players, or load up objects for players, just because there isn't one in the game at the time. The load command is for quest, or reimbursements. Not just another neat command. Loading up all kinds of extra mobs, and equipment will corrupt the games natural balance of power. The games has items load up automatically in each zone, and there are limited items that are to stay limited. # CHAPTER8 RULE 8: Rules on purge You are not allowed to purge a players corpse, or any kind of equipment lying around in the mortals world. Extra items hanging around in WIZ rooms are an exception and can be purged. You can not purge anything that is in the mortals playing world. As a mortal player can tap corpses or items and be rewarded so purging stuff just interferes with a players opprotunity to get more experience and gold. # CHAPTER9 RULE 9: Rules for Noshout, Ban, Echo, Force, Disconnect, Set, Pardon etc... As a Wiz if you have any of the above mentioned powers, you are not to use them at your own convience. The noshout should be used on a player that keeps shouting, or keeps swearing (*we do have young players, lets respect them*) or a player that keeps shouting insults or just keeps shouting when a tell or gossip or auction could be used. A constant shouter should be given a warning, and made aware of the gossip and auction, and tell commands. Banning a site should only be used if there is a bug with the player coming from that site (and if this does arise LET US KNOW. We can deny that single character access to the game. Instead of the whole site.) We have seen some sites that are buggy, and will make the game crash if allowed on the game. A site can also be banned if the player or players coming from the site are trouble makers, or just mud crackers that just try to find bugs that crash the game. If you do ban a site please leave a bug message as to why it was banned. Echo should be used if you want to send an IMPORTANT message to all the players currently on the game. DO NOT use echo as a short cut for shouting. Example: Echo Short 2 minute shutdown, please save. Echo A quest is in the making...watch for more info! Freeze should only be used in extreme cases, where a player or if need be a Wiz has commited a major offense, and you don't know what to do at the time. Keep the player frozen until ALL the GODS are notified, and have discussed the situation. Leave a bug report if you freeze someone, and give a small reason why. Disconnect should only be used if the player is stuck in the Void, or if the player is very immature and is not worthy of playing this great mud, a ban can usually follow a disconect. Log should be used when ever there is suspicion that a player is cheating in any way shape or form. When you log someone leave a bug message so we know to check the players log file. Also leave a bug to let us know what is so suspisious about the players actions. Set should only be used if for some reason the player lost stats during a crash or by a bug. Make sure that you use it with care, set is a very powerful command. If you are not sure if you should set something on a player, then please leave a bug message and all the GODS will discuss the question together, and come up with a solution. ******************************************************************************* ******************************************************************************* *** *** *** These are the compiled rules for any Wizard in VEGO. Pay attention *** *** to them and there should be no problems. If you have a question, or are*** *** unsure of the proper procedure then don't do anything. Talk to a GOD or*** *** someone with more experience as a VEGO Wizard. They can either steer *** *** you in the right direction or refer you to even higher help. *** *** *** *** ALL GODS ARE ABOVE THE LAW. DON'T QUESTION OUR ACTIONS. *** *** *** ******************************************************************************* ******************************************************************************* # COLOR A wonderful new option... You can change the colors associated with channels. Type "color" alone to get a list of channels and their settings. If a color is in CAPS, it's highlighted, else it's normal. Possible colors are red, green, blue, cyan, yellow (brown), grey, magenta (purple), BLACK, RED, GREEN, BLUE, CYAN, YELLOW (BROWN), GREY, MAGENTA (PURPLE). Note that GREY actually appears as bright white, grey is normal white, and BLACK is a dark greyish. # SECTIONS 0-499 Mudschool .5k-1k Open 1k-1.5k God's Tower & Tower of High Sorcery 1.5k-2k Genival's Town and Castle 2k-2.5k Frost Kingdom & Paladine's Temple 2.5k-5k Open 5k-5.5k Pyramid (in new desert) 5.5k-6k Isle of Dread and Tower of Fear 6k-6.5k Arachnos (temp) 6.5k-7k Dread's Arena 7k-7.5k Sewers (temp) 7.5k-8k Swampman's Pyramid Temple and Jungle 8k-8.5k Lanz's Hell 8.5k-9k Open 9k-9.3k Goby's Aucan Stuff 9.3k-9.4k Talen's Thief Castle 9.4k-9.5k Riverwind Ozland and Abandoned Lands 9.5k-10k Raff's Tower Castle and Canyon 10k-10.5k Alder Harbour (new main city) 10.5k-11k Cannon's Village and Red Dragon Slave Complex 11k-11.5k Open 11.5k-12k Kior's Farming Village 12k-13k Benedict, Corrine and Kilner 13k-13.5k Raven (possibly a swamp) 13.5k-14k Thantos's Castle of Planes 14k-14.5k Wonko's Desert 14.5k-16.5k Kylar's Island 16.5k-17.1k Vishanti's Underwater 17.1k-17.5k Eldred's Part of the Desert 17.5k-18k Open 18k-18.5k David's Shipwreck 18.5k-19k Gerrith's Dinosaur Island 19k-20k Stealblade's Necropolis and Norse Area 20k-20.5k Rover's Underground Temple # WIZLINE GOD SUPREME DIETY IMMORTAL These are the various communication tools that can be utilized by your level. Please note that each of them has a single character abbreviation... ?, God = The GODS line. >, Supreme = The SUPREMES line. <, Diety = The DIETIES line. :, Immortal = The HERO and IMMORTAL line. # FLAGS /* Bitvector For 'room_flags' */ DARK 1 DEATH 2 /* Don't set */ NO_MOB 4 INDOORS 8 NO_MAGIC 128 PRIVATE 512 SAFE 1024 /* Door flags */ EX_ISDOOR 1 EX_PICKPROOF 32 # SECTOR TERRAIN /* For Terrain ('Sector') types */ SECT_INSIDE 0 SECT_CITY 1 SECT_FIELD 2 SECT_FOREST 3 SECT_HILLS 4 SECT_MOUNTAIN 5 SECT_WATER_SWIM 6 SECT_WATER_NOSWIM 7 SECT_UNDER_WATER 8 SECT_FLYING 9 SECT_DESERT 10 # AFFECTS AFFECTED /* Bitvector for 'affected_by' */ AFF_BLIND 1 AFF_INVISIBLE 2 AFF_DETECT_EVIL 4 AFF_DETECT_INVISIBLE 8 AFF_DETECT_MAGIC 16 AFF_SENSE_LIFE 32 AFF_HOLD 64 AFF_SANCTUARY 128 AFF_GROUP 256 AFF_CURSE 1024 AFF_POISON 4096 AFF_PROTECT_EVIL 8192 AFF_SLEEP 131072 AFF_FEAR 2097152 AFF_WIMPY 16777216 AFF_INFRARED 33554432 AFF_FLYING 268435456 # APPLY /* For objects */ APPLY_NONE 0 APPLY_STR 1 APPLY_DEX 2 APPLY_INT 3 APPLY_WIS 4 APPLY_CON 5 APPLY_AGE 9 APPLY_CHAR_WEIGHT 10 APPLY_CHAR_HEIGHT 11 APPLY_MANA 12 APPLY_HIT 13 APPLY_MOVE 14 APPLY_GOLD 15 APPLY_AC 17 APPLY_ARMOR 17 APPLY_HITROLL 18 APPLY_DAMROLL 19 APPLY_SAVING_PARA 20 APPLY_SAVING_ROD 21 APPLY_SAVING_PETRI 22 APPLY_SAVING_BREATH 23 APPLY_SAVING_SPELL 24 # ACTIONS /* for mobile actions: specials.act */ ACT_SPEC 1 /* special routine to be called if exist */ ACT_SENTINEL 2 /* this mobile not to be moved */ ACT_SCAVENGER 4 /* pick up stuff lying around */ ACT_ISNPC 8 /* This bit is set for use with IS_NPC() */ ACT_NICE_THIEF 16 /* Set if a thief should NOT be killed */ ACT_AGGRESSIVE 32 /* Set if automatic attack on NPC's */ ACT_STAY_ZONE 64 /* MOB Must stay inside its own zone */ ACT_WIMPY 128 /* MOB Will flee when injured, and if * /* If AGGR as well, attacks ONLY sleeping */ /* For ACT_AGGRESSIVE_XXX, you must also set ACT_AGGRESSIVE * These switches can be combined, if none are selected, then * the mobile will attack any alignment (same as if all 3 were set) */ ACT_AGGR_EVIL 2048 /* Auto attack evil PC's */ ACT_AGGR_GOOD 4096 /* Auto attack good PC's */ ACT_AGGR_NEUT 8192 /* Auto attack neutral PC's */ ACT_AGGR_ALL (ACT_AGGR_EVIL|ACT_AGGR_GOOD|ACT_AGGR_NEUT) ACT_UNDEAD 16384 /* The undead flag */ # POSITION /* positions */ #define POSITION_DEAD 0 #define POSITION_MORTALLYW 1 #define POSITION_INCAP 2 #define POSITION_STUNNED 3 #define POSITION_SLEEPING 4 #define POSITION_RESTING 5 #define POSITION_SITTING 6 #define POSITION_FIGHTING 7 #define POSITION_STANDING 8 # MULTICLASS You may gain in any of the four currently available classes for a great cost. This cost isn't in gold, but time. It will take you more to gain in secondary, tertiary, and a fourth level. The experience table for the respective class will be multiplied. The secondary class will be the next easiest to advance in the third the third easiest. Get the picture? I hope so. You will not auto level anymore. Instead you will have to train at the guilds for whichever class you want to gain in. This will not cost you any gold, but as levels get higher the amount you'll need for a secondary level will be outrageous. We have done this so people will group still. # CHANNELS GOSSIP AUCTION We currently have the Auction and Gossip channels for your use. To use them you must first subscribe to them. This can be accomplished by typing respectively: gossip auction Once you have subscribed you can commincate with others on these channels by typing gos <the text you want to gossip> or auc <what your offer is for the item being auctioned> I hope you enjoy these new commands. # TACKLE You will tackle the person you specify, or perform something else if you don't supply a person to tackle. # CHOKE If you get frustrated choke someone. I guarantee a great stress relief will be soon following. # UNDRESS You can quickly remove someones clothes this way. Instead of having to use the emote command. This can also be entertaining just typing "undress". # RECALL It acts like a scroll of recall, but there is a percent it won't work. Just try it and find out. # WIMP WIMPY If you are always worried about dieing in combat, then use this for a little security blanket. If you are wimpy you will auto-flee when your hit points reach a designated point. A NOTE TO THE WISE: Wimpy is not saved along with your characters after you have quit the game. So please don't forget to set it if you want it on. It will not, I repeat, NOT be set if you just log on. # "PICK LOCKS" Thieves only. For picking locks. Not all locks can be picked. Example: > pick door > pick safe See Also : OPEN, CLOSE, LOCK, UNLOCK # TAP JUNK If you have any undesirable items drop them then "tap" them. This will reward you through experience gain or through a gain in gold. The usage is as follows: If I want to get rid a dagger on the ground-----> tap dagger if I have a ring in inventory and want to get rid of it-----> drop ring tap ring # SPLIT When in a group it is sometime desirable to "split" the gold between your party memebers. If this is the case then you can use the split command to make this easier. The usage is as follows: the gold from the corpse was 1243----> split 1243 # TICK WAITING Instead of saying how long you want to wait before you begin journeying once again you can type "tick <# of ticks you want to wait>" An example of this follows: If I have about 8 ticks till I am maxed I would type----> tick 8 This will tell everyone in the room that you want to wait for 8 more ticks. # SNEAK Thieves Only. Used for sneaking (moving in and out of rooms without any mob/player taking notice). When you type sneak, there is no way to know if you actually sneak. If you sucessfully sneak, then you'll continue to sneak for a little while. Example: > sneak See Also : HIDE # HIDE Thieves Only. When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell affecting a mob/player. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of wherther you typed a command or not. Example: > hide Ok. > (you wait for ex. 5 mins and remain hidden for 5 mins) > (You pressed enter and no longer hide) # STATS In the game each player has stats, the five basic stats are as follows. They are Str (Strength), a players strength affects many things that the player can do. First of all if you have a high strength you will do more damage everytime you hit. Also with a high strength you will be able to hit targets easier. Another thing that strength also helps, is the amount of weight you can carry. Meaning a character with a high strength will be able to cary more stuff in there inventory, than a character with a lower strength. Strength is very help full to the warrior class, since a warrior resorts to physical strength, rather than inner strength, like a magic user, or cleric would use for there magical abilities. Another stat is Dex (dexterity), a players dexterity is the amount of agility, and quickness that a player has. This stat, when trained high enough can help you to move quicker, and be able to dodge faster, and therefore makes you a harder target to hit. Basically a high dex will help you to obtain a better (lower) armor class. This stat is highly used by most thieves, since they tend to be sneaky, and agile, and try to be as quick as possable in there attempts to backstab, and steal. But a high dexterity can help any player, with there armor class. The con (constitution) is a very important stat to players, no matter what class they wish to play. The constitution is really the way that your body heals, and recovers. Its main use it to help the player obtain a higher number of hitpoints every time they level. That is if you have a high con stat you will gain more hit points with every level, and that way you will become a stronger and more powerful character as you grow. A high con, is a very good idea, since it will make your player stronger, an therefore you will live longer, and have more fun. The Wis (wisdom, and Int (inteligence) stats are usually in conjunction with one and other. A high wisdom helps you to gain more mana for spells each time you level, and the int will make you gain mana back faster each time you rest. These stats are also used in helping your player gain more practice sessions, and help you to learn skills, with the least amount of sessions necessary to obtain (Superb) learning. The wisdom stat can also help you with saving throws against enemy spells cast on you. Well these are your stats, and a brief explaination of how they help you so when you train them, keep in mind there use, and practice the stats that you think will help you build the best character you can, and have fun playing Vego Mud. # LOOK For studying your surroundings. Examples: look look AT the angel look IN the bag look to the south (or just: look south) Note that if you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>. See also : EXAMINE or READ # AC ARMOR Is your armor class. The armor class scale is: 100 Naked person 0 Very Heavily armored (Plate mail, and "two shields") -100 Divine armor # OPEN CLOSE LOCK UNLOCK Usage (example): > open portal or > open portal to the south (if there's more than one to choose from) # NORTH SOUTH EAST WEST UP DOWN To walk in a given direction. # EAT DRINK SIP TASTE If you're hungry or thirsty. Example: eat bread. # WHO Lists the people currently in the game. Some people may choose to remain unseen. Who accepts various arguments, including level ranges and classes. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who newbie lists all the players with levels from 1 to 3 who low lists all the players with levels from 4 to 9 who average lists all the players with levels from 10 to 19 who high lists all the players with levels from 20 to 30 who immortal lists all the players with levels from 31 to 35 who cleric lists all clerics playing who cleric 1 5 lists all clerics between levels 1 and 5 To cut down on typing try who c 1 35. It acts sort of like a quick typer. The 'c' is recognized as the class cleric. # GIVE If you feel benevolent, you may give stuff to someone in need. Example: give bread to the beggar. # SAVE Save your persona. This includes experience points, strength, gold, etc. Most equipment you may have gathered is saved (keys are a notable exception). # STRING For changing the text-strings associated with objects and characters. The format is: string <type> <name> <field> [<string> | <keyword>] Type is either 'obj' or 'char'. Field is one of the following(the names may be abbreviated): Name (the call-name of an obj/char - kill giant) Short (for inventory lists (obj's) and actions (char's)) Long (for when obj/character is seen in room) Title (for players) Description (For look at. For obj's, must be followed by a keyword) Delete-description (only for obj's. Must be followed by keyword) Where a string is expected as the last argument, a newline will make you enter a string mode, and the game will prompt you for new lines to the string until you exceed the maximum length for the string or you end a line with a '@'. # LOAD For loading new objects or characters from the database. The format is: load <type> <number> Where <type> is either 'obj' or 'char', and number is the number of the object or character you wish to create. # INVENTORY If you're uncertain about what you're carrying, or simply want to check that no thieves have got to your backpack. See also: EQUIPMENT # EQUIPMENT When you want to know what armor, weapon, charms etc. you're wearing. See also: INVENTORY # KISS Well, can't you guess? # WEAR If you want to wear some clothes, armor or the likes. For example : wear boots See also: REMOVE, EQUIPMENT # WIELD When you get tired of bashing monsters with your fists, you might consider wielding a weapon. Example : wield sword See also: REMOVE, EQUIPMENT # SCORE Gives a detailed report on your character's statistics. See also: REPORT # REPORT Gives a one-line description of your character's stats to everyone in the room. See also: SCORE # SAY TELL GTELL SHOUT WHISPER ASK Communicate with other beings. SAY says something to everyone in the room. The quote char ' is a synonym for say. TELL tells something to another character, no matter where that character is. GTELL tells something to every character in your group, even if they are separated from you. The semicolon ; is a synonym for gtell. SHOUT shouts something to every character in the game. SHOUT costs half your mv to use. Excessive use of shouting annoys other people and may get your SHOUT ability turned off. WHISPER and ASK are still more communication commands ... figure them out yourself. Examples: shout Anyone want to group? Meet at fountain. tell Riverwind I just found a bug. gtell RECALL NOW! ; RECALL NOW! say So do you play VEGO a lot? ' So do you play VEGO a lot? See also: GOSSIP, AUCTION, CHANNELS # SOCIAL You can use Emote to show your own custom emotions. You can also use Pose to get a radomly generated emote. Other commands are: Tackle, Choke, Massage, Undress, Kiss, Bounce, Smile, Dance, Cackle, Laugh, Giggle, Shake, Puke, Growl, Scream, Comfort, Nod, Sigh, Sulk, Hug, Snuggle, Cuddle, Nuzzle, Cry, Poke, Accuse, Grin, Bow, Applaud, Blush, Burp, Chuckle, Clap, Cough, Curtsey, Fart, Flip, Fondle, Frown, Gasp, Glare, Groan, Grope, Hiccup, Lick, Love, Moan, Nibble, Pout, Purr, Ruffle, Shiver, Shrug, Sing, Slap, Smirk, Snap, Sneeze, Snicker, Sniff, Snore, Stare, Strut, Thank, Twiddle, Wave, Whistle, Wiggle, Wink, Yawn, Snowball, French, Comb, Tickle, Pat, Curse, Pray, Beg, Bleed, Cringe, Daydream, Fume, Grovel, Hop, Nudge, Peer, Point, Punch, Snarl, Spank, Hand, Need, Listen, Avoid, Noogie, Knee, Tongue, Roll, Drool, Bang, Duh, Moon, Sheesh, Spooge, Blow, Muff, Daydream, Spit, Taunt, Whine, Worship, Joy, Ren, Doh, Wedgie, Flex Now remember. We like new social commands. So there will eventually be more that can be used, buit for now this is as many as we have. If you have a special command you'd like to use. Then type "idea <the command> <a brief description on how it would be used>. We will try to accomodate you with something close to what you have given us. We do have limits. Example: shake Hatchet emote holds his breath and turns blue! # KILL HIT A good way to start a fight. To prevent you from accidentally killing your fellow players, you must type MURDER to do so. See also: MURDER # MURDER This is the command you must use to kill a player, though NOT recommended. You may kill a player that has a THIEF and/or KILLER flag without worrying about the consequenses. See also: KILL HIT # KICK Fighters only. The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee! Fighters See Also : Rescue, Bash, Disarm # BASH Fighters only. The success of a bash depends upon how well you are learned. To bash someone is to attempt to 'knock' that person over. If you succeed you will inflict minor damage, and cause the victim to fall on it's rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you lose your balance and fall. A bash makes you unable to type commands for 2 rounds of violence. Note that hitting a person who is resting/sitting will inflict 1.5 * damage. Fighters See Also : Rescue, Kick, Disarm # RESCUE Fighters Only. A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useable when playing in groups. # STEAL Thief Only. Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practised steal, and if the person is asleep. Due to misuse of the steal command, it now requires at least 1,250 XP points to steal from other players. You can still steal from monsters at all levels. Furthermore steal takes time to perform. you can't just rush in, steal 20-30 times and quit (unless you have a LOT of time). Example: > steal gold drunk > steal sword mercenary (only possible if he is sleeping) NOTE: If you choose to steal from a Player, be forewarned, you WILL be punished. # BACKSTAB Thief only. Is a way to sneak up on a person, and attempt to place you dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level. The chance of successfully backstabbing a person depends on how well you have practised backstab at your guild. You can always backstab sleeping persons. # DISARM Thief and Warrior only. The chance of a disarm depends upon how well you are learned. To disarm someone is to attempt to 'knock' away that person's weapon. If you succeed you will cause him to drop his weapon onto the ground. If you miss, your opponent will be able to attack one extra round. A disarm makes you unable to type commands for 3 rounds of violence for a success, 2 rounds of violence without. A character without a weapon will do less damage and will be unable to parry. # TRIP Thief only. The chance of a trip depends upon how well you are learned. To trip someone is to attempt to 'knock' a person down. If you succeed you will cause him to fall down onto the ground causing 1 point of damage. A successful trip will cause you to be unable to type commands for 2 rounds of violence, and cause your victim to be unable to type commands for 3 rounds of violence and sit down. # DODGE Thief only. The chance of dodging an attack depends upon how well you are learned. If you succeed, you would have skillfully dodged your opponent's attack. # PARRY Warrior only. The chance of parrying an attack depends upon how well you are learned. If you succeed, you would have parried your opponent's attack. Note: You must have a weapon wielded to be able to parry. # DUAL Warrior and Thieves only. This skill imparts the ability to attack once more than your primary attack. Highly usefull while in combat. :) With _just_ the skill DUAL, you can get a maximum of 2 attacks. See Also: Multiattack # MULTIATTACK Warrior and Thieves only. This skill imparts the ability to attack once more than your primary attack. Highly usefull while in combat. :) With _just_ the skill MULTIATTACK, you can get a maximum of 2 attacks. Used in tandum with DUAL, you would get a maximum of 3 attacks. See Also: Dual # CAST For magical people. Example : cast 'burning hands' <character> Note that the name of the spell must be enclosed by "'"s. See also : help on each individual spell, for example: > help cure ligh > help ventri > help energy drain # DROP If you lose interest in a carried item, you can drop it on the ground. Example : drop bottle If you feel like getting rid of all your earthly possessions, you may use "drop all". See also: GET, TAP # PURGE A way to make the world a little cleaner. Usage: purge To empty a room of monsters and objects. purge <character> To remove a living thing. Kicks out a player. purge <object> Figure this one out yourself. # STAT If you're interested in a person and want to find out about his/her/its skills, strength, mana, hitpoints etc. 'Stat room' will give you useful information about the room you're in. # ORDER You can order people under your charm to do things: order Sober say I'm a jerk and I know it. Or you can order all the people who're charmed by you, like this: order followers say We worship you, leader!! # LIST BUY SELL VALUE List tells you what a shop has for sale. Buy buys things by name. Sell sells items you have to the shopkeeper for gold. Value tells you how much a shopkeeper will pay for an item. # RENT SAVE QUIT VEGO doesn't have rent. Just save and quit, anywhere. If you are in town, you will come back where you left. If you are out of town, you will still come back where you left, and you will lose some experience points as well. This keeps you from getting free recalls back to town. All your stuff will be saved when you quit. (In fact, quit automatically does a save, so saving first is redundant). There is now no need to kill your link instead of quitting. In fact, link dying will be harsher on your character than using quit. SEE ALSO: WIMPY # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # READ When you want to read something. For reading scrolls, use RECITE. # REMOVE If you tire of wearing some armor or wielding a weapon. Example : remove sword # SHOPS Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE # WIZHELP A listing of the commands for immortals (should be unavailable for mortals :) # COMMANDS A mechanical listing of the known verbs. This command doesn't exist yet. Social commands are not listed. SEE ALSO: HELP SOCIAL # WARRIOR FIGHTER Warriors are better at raw combat than anyone else. They have more hit points, more chance to hit, and the skills of kick, bash, rescue, and multiple attacks per round. You can improve your skills by using the PRACTICE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # THIEF Thieves can pick locks, sneak, hide, backstab, and disarm during combat. You can improve your skills by using the PRACTICE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # CLERIC Clerics have the ability to cast spells. You can learn and improve spells by using the PRACTICE command. The more powerful you become, the more spells you have, and the more effect each one has. You can improve your skills by using the PRACTICE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # "MAGIC USER" WIZARD MAGE Mages have the ability to cast spells. You can learn and improve spells by using the PRACTICE command. The more powerful you become, the more spells you have, and the more effect each one has. You can improve your skills by using the PRACTICE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # PRACTISE PRACTICE Practise is the way you improve your spells and skills. You must go to your guildmaster to practise. With no argument, PRACTICE lists your current skills. With an argument, PRACTICE will practice that spell or skill. You get more practices every time you level. The number depends on your wisdom: 13 2 14 2 15 3 16 3 17 4 18 4 etc... See also: TRAIN # TRAIN You can use your practices to increase your ability points. First, find a trainer (there are two in Midgaard). Then, type TRAIN STR to increase your strength, or TRAIN WIS for wisdom. The trainable abilities are STR, INT, WIS, CON, and DEX. # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those. # LEAVE If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside. # ENTER If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window'. # TIME Gives you the current 'gametime'. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example. # BUG TYPO IDEA For making useful suggestions to the implementors. Examples: bug the entire game crashes when I type 'put bag in bag' idea make a restaurant in Midgaard typo 'sence' should be spelled 'sense' # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. Example: "get greatsword". If you are in a hurry, or if you just feel very greedy, you may type "get all". You can also use 'get' to extract objects from containers. Example: "get dagger from bag", "get all corpse". See also: DROP PUT # PUT For putting stuff in containers. Example: "Put the dagger in the bag". See also: GET # EXAMINE May give you some valuable information about an item. See also: LOOK # WRITE In order to write a note, you need a piece of blank paper (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard. # NEWS This command will show you the current edition of "the DikuMUD Herald", a publication dedicated to news and useful information about this world. It's a very good idea to check it out once in a while. # SLEEPING WAKE REST SIT STAND For changing your position. If you feel weary, it's probably a good idea to sit and rest for awhile; or maybe even take a nap. # POUR If you want to pour some liquid from one container to another. # GRAB HOLD For getting a good grip on something; a torch, for example. See also: WEAR, WIELD, REMOVE # FOLLOW For following someone around. Example: "follow joe". When you are through following, use "follow <your name>" to follow yourself. See also: GROUP # FLEE If you're in a fight and losing, then FLEE. # GUILD The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building. Guilds are also the places where people come to learn and practise the skills of their trade. See also: PRACTISE # INFO Gives you some useful hints and information about the game. # WHERE Tells you the location of a monster, a player or an object. Examples: where torch : Used to find a torch on the ground where dragon : Used to find the closest dragon where : Will list the players in your vicinity Mortals can only "where" monsters or players, and only from their own zone. Immortals may type 'where' without arguments to see where everybody is. # SOCKETS Tells you who's logged on to the game, and where they are playing from. # LEVELS Lists the levels of your class. # BRIEF Toggle "brief mode". When in brief mode, you don't see the descriptions of the room you are in; only the name of the room, and the people and objects in there. Unless you are very familiar with the area in which you travel, however, it is not advisable to use this command. Frequently, you will find small, but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death! See also: COMPACT # ! Repeat the last command typed at the keyboard. # CONSIDER Usage : consider <monster> This command will compare your Level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage into accout. Example: > consider fido # EXPERIENCE XP Whenever you inflict damage on a monster, you earn experience points. You get lots more when you kill it. When you get enough xp, you raise a level. You lose xp by dying or by quitting when not in town. You also may lose xp by fleeing in combat. See Also: GROUP # GROUP Usage : GROUP [player] If you are a group member, then you will share experience points for killing monsters equally among the group. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of wherther the group members have been participating in the fight. Group with no argument shows a list of people with whom you are grouped, and their current status. To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group. Example: Quifael and Redferne wishes to group with Dragon. Quifael : "follow dragon" Redferne: "follow dragon" (Dragon should be following no one but himself) Dragon : "group dragon" Dragon : "group redferne" Dragon : "group quifael" Later when Dragon get upset at Quifael (because he is sleeping all the time) he types : "Group Quifael" to kick Quifael out of the group. See Also: XP EXPERIENCE # QUAFF POTION POTIONS Use : Quaff <Potion> Quaff is used to "drink" a (magical) potion. # RECITE SCROLL SCROLLS Use : Recite <Scroll> [Target] Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). # USE WAND STAFF STAFFS WANDS Use : Use <Staff> Use <Wand> <Target> Using staffs will automatically target everybody (or everything) in a room, execpt yourself. Therefore staff's are naturally very powerful, and yet may be very dangerous to use around other players. Using wands require that you point it at a target, which can be eihter a character or an object. Both staff's and wand's must be HELD in the hand prior to use! (Use the grab or hold commands). You must still supply the name of the staff or wand to avoid confusion. Many objects behave like wands or staves without looking like them. For instance, check out the vandal's spray can! # ARMOR Usage : cast 'armor' <victim> Accumulative: No Duration : 24 Hours The Armor spell will improve your AC by almost one factor. See Also: AC # TELEPORT Usage : cast 'teleport' [self] Accumulative: - Duration : Instant Teleport (with error) will instantly transfer you to another location in the world. This location is random, and thus there will always be a risk of landing in a fatal location. See Also: - # FAERIE FIRE Usage : cast 'faerie fire' <victim> Accumulative: No. Duration : Unknown Makes the MOB easier for you to hit. # BLESS Usage : cast 'bless' <victim or object> Accumulative: No Duration : 6 Hours + Level, permanent for objects. Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 1. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weight no more than five pounds per level of caster. See Also: - # BLINDNESS Usage : cast 'blindness' <victim> Accumulative: No. Duration : Level + 1. Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC. See Also: AC # "CREATE FOOD" Usage : cast 'create food' Accumulative: - Duration : Instantaneous This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximum of 24 hours. See Also: - # "CREATE WATER" Usage : cast 'create water' <drink container> Accumulative: No Duration : Instantaneous Expect disaterous results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster. Double amount of water will be created if it is raining (or worse). See Also: - # "CONJURE ELEMENTAL" Usage : none, this spell is not yet completly implemented. sorry, hopefully we will get it in soon, but to be safe, don't practice it it will probably be a waste of your valuable practices. # "CURE BLIND" Usage : cast 'cure blind' <victim> Accumulative: No Duration : Instantaneous This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items. See Also: - # "CURE CRITIC" Usage : cast 'cure critic' <victim> Accumulative: - Duration : Instantaneous This spell cures more than Cure Serious. The amount of cure depends on the level of the caster. See Also: - # "CURE LIGHT" Usage : cast 'cure light' <victim> Accumulative: - Duration : Instantaneous This spell cures minor wounds but as the caster's levels increase, he/she may cure more. See Also: - # CURSE Usage : cast 'curse' (victim | object) Accumulative: No Duration : 5 hours per Level, permanent on objects. Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one. See Also: - # "DETECT EVIL" Usage : cast 'detect evil' [self] Accumulative: No Duration : 5 hours per level Detect evil will enabel you to see the red aura surrounding evil persons and items. See Also: - # "DETECT INVISIBILITY" Usage : cast 'detect invisibility' [self] Accumulative: No Duration : 5 hours per level This spell enabels you to see invisible items and players. See Also: - # "DETECT MAGIC" Usage : cast 'detect magic' [self] Accumulative: No Duration : 5 hours per level This spell will let you see the magical aura surrounding magical objects. See Also: - # "DETECT POISON" Usage : cast 'detect poison' (victim | food | drink) Accumulative: No Duration : Instantaneous Cast on food or drinks (drink containers) you will be abel to sense if it is poisoned. Cast on a person you will be abel to see if that person is poisoned. See Also: - # "ENCHANT WEAPON" Usage : cast 'enchant weapon' <weapon> Accumulative: No Duration : Permanent This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitabel for enchantment is to fully identify it. The enchantment will modify the weapon as: Level Hit Roll Damage 0..17 +1 +1 18..19 +2 +1 20..24 +3 +2 25..29 +4 +3 30..31 +5 +4 (must be checked) See Also: - # HEAL Usage : cast 'heal' <victim> Accumulative: No Duration : Instantaneous Heal will heal all the hitpoints from a person, execpt 1d4 points. Maximum 100 points can be healed. A victim who is blinded will also be cured by the heal spell. See Also: "Cure Blindness" # INVISIBILITY Usage : cast 'invisibility' <victim | object> Accumulative: No Duration : 24 hours, permanent on objects. Self Explanatory. Attacking while invisible will immediately break the spell. See Also: "detect invisibility" # "LOCATE OBJECT" Usage : cast 'locate object' <object> Accumulative: - Duration : Instantaneous If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. See Also: - # POISON Usage : cast 'poison' <victim | food | drink> Accumulative: Yes on persons. Duration : 2 hours per Level, or permanent on food and drinks. Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 2 points of damage every hour, and gain less points than usual. See Also: "detect poison" or "cure poison" # "PROTECTION FROM EVIL" Usage : cast 'protection from evil' [self] Accumulative: No Duration : 24 hours The meaning of this spell is not yet fully defined. See Also: - # "REMOVE CURSE" Usage : cast 'remove curse' <person | object> Accumulative: No Duration : Instantaneous Will remove a curse on carried objects or any persons in the room. See Also: - # "REMOVE POISON" Usage : cast 'remove poison' <victim | food | drink> Accumulative: No Duration : Instantaneous Will remove poison. See Also: Poison # SANCTUARY Usage : cast 'sanctuary' [self] Accumulative: No Duration : 3 hours When protected by sanctuary you can never receive more that 18 damage points in one strike. See Also: - # "SLEEP SPELL" Usage : cast 'sleep' <person> Accumulative: Yes (duration) Duration : 4 hours + one hour per level If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked. See Also: - # STRENGTH Usage : cast 'strength' [self] Accumulative: Yes (strength) Duration : Level hours A person will gain 1 strength point per spell (2 points if level of caster is greater than 18, 3 points if level of caster is grater than 25). Maximum strength is 18/100. See Also: - # VENTRILOQUATE Usage : cast 'ventriloquate' <victim | object> <text> Accumulative: - Duration : Instantaneous For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. People saving will only notice that someone tired to make it sound that way, not who. Example: > cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me. See Also: - # "WORD OF RECALL" Usage : cast 'word of recall' Accumulative: - Duration : Instantaneous The caster will be transferred back to his sancturay (presently the Temple of Midgaard). See Also: - # "INFRAVISION" Usage : cast 'infra' <victim> Accumulative : - Duration : it lasts about 2 * the level of the caster hours (tics) The victim of this spell will be able to see heat sources in the dark. This spell does not make you see through darkness as if you had a light. # "SUMMON" Usage : cast 'summon' <victim> Accumulative: - Duration : Instantaneous Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster,it will get a saving throw. See Also: - # "GATE" Usage : cast 'gate' <victim> Accumlitive : - Duration : Instantaneous Gate will basically do a reverse summon. It brings you to the victim. Instead of the victim coming to you. Do to problems you can now only gate to players of lower level than yourself. # "CHARM PERSON" Usage : cast 'charm person' <victim> Accumulative: No Duration : (432/Itelligence points of person) hours Is is not possible to charm anyone that is already charmed, if you're charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralysation". A charmed person will follow you, and not be abel to attack you, you can order charmed person using the order command. See Also: FOLLOW ORDER # "SENSE LIFE" Usage : cast 'sense life' [self] Accumulative: No Duration : 5 hours per level This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden. See Also: HIDE # "MAGIC MISSILE" Usage : cast 'magic missile' <victim> Accumulative: - Duration : Instantaneous Level : Level 1 magic user. Save : Versus spell for half damage. This is the least powerful offensive magic user spell. See Also: # "CHILL TOUCH" Usage : cast 'chill touch' <victim> Accumulative: - Duration : Instantaneous Level : Level 3 magic user. Save : Versus spell for half damage. This spell is more powerful than the magic missile spell. A victim failing its saving throw will get its strength reduced by one. See Also: MAGIC MISSILE # "BURNING HANDS" Usage : cast 'burning hands' <victim> Accumulative: - Duration : Instantaneous Level : Level 5 magic user. Save : Versus spell for half damage. This spell is more powerful than the chill touch spell. See Also: CHILL TOUCH # "SHOCKING GRASP" Usage : cast 'shocking grasp' <victim> Accumulative: - Duration : Instantaneous Level : Level 7 magic user. Save : Versus spell for half damage. This spell is more powerful than the burning hands spell. See Also: BURNING HANDS # "LIGHTNING BOLT" Usage : cast 'lightning bolt' <victim> Accumulative: - Duration : Instantaneous Level : Level 9 magic user. Save : Versus spell for half damage. This spell is more powerful than the shocking grasp spell. See Also: SHOCKING GRASP # "COLOUR SPRAY" Usage : cast 'colour spray' <victim> Accumulative: - Duration : Instantaneous Level : Level 11 magic user. Save : Versus spell for half damage. This spell is more powerful than the lightning bolt spell. See Also: LIGHTNING BOLT # "ENERGY DRAIN" Usage : cast 'energy drain' <victim> Accumulative: - Duration : Instantaneous Level : Level 13 magic user. Save : Versus spell for half damage. This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. You will gain a quarter of this XP. Beware that this spell is evil. See Also: - # FIREBALL Usage : cast 'fireball' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 magic user. Save : Versus spell for half damage. This spell is the most powerful spell a magic user can cast. See Also: COLOR SPRAY # EARTHQUAKE Usage : cast 'earthquake' Accumulative: - Duration : Instantaneous Level : Level 7 cleric. Save : - This spell will damage everybody except the caster in that area. See Also: - # "DISPEL EVIL" Usage : cast 'dispel evil' <victim> Accumulative: - Duration : Instantaneous Level : Level 10 cleric. Save : Special This spell will only affect evil creatures. An evil person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict a lot of damage, saving throw versus half damage. See Also: - # "CALL LIGHTNING" Usage : cast 'call lightning' <victim> Accumulative: - Duration : Instantaneous Level : Level 12 cleric. Save : Versus spell for half damage. This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse). The lightning will inflict damage dependent upon the casters level. See Also: WEATHER # HARM Usage : cast 'harm' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 cleric. Save : Versus spell for half damage. This spell removes all but 1d4 hitpoints from the victim. The maximum number of damage points are 100. It is not possible to kill using this spell (but almost). See Also: - # FEAR Usage : cast 'fear' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : Versus spell for null effect This spell causes fear in the hearts of the brave. Works best when you need a break from fighting a particularlly tough mob. See Also: - # REFRESH Usage : cast 'refresh' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell bestowes more endurance upon the receipiant. See Also: - # FLY Usage : cast 'fly' <victim> Accumulative: No Duration : Level + 3 Level : Level ? Save : None This spell gives the victim the ability to fly into the clouds. Great for getting into places where you were not meant to be. See Also: - # "CONTINUAL LIGHT" Usage : cast 'continual light' Accumulative: - Duration : Instantaneous Level : Level ? Save : - This spell creates a ball of light just in the event you run out of light. See Also: - # "KNOW ALIGNMENT" Usage : cast 'know alignment' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell gives the caster the knowledge of the target's alignment. See Also: - # "DISPEL MAGIC" Usage : cast 'dispel magic' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : Saves vs spell for no effect. This spell attempts to remove all magic from the target. An extremely nasty spell vs those that rely on magic for survival. See Also: - # "CURE SERIOUS" Usage : cast 'cure serious' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell heals fractures, cuts, and serious wounds with ease. The amount healed depends on the caster's power. See Also: Cure Light, Cure Critic # "CAUSE CRITICAL" Usage : cast 'cause critical' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell shatters bone, causes deep cuts, and critical wounds to the victim. The amount of physical damage done depends on the casters power. See Also: Cause Light, Cause Serious # "CAUSE SERIOUS" Usage : cast 'cause serious' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell fractures bone, causes cuts, and serious wounds to the victim. The amount of physical damage done depends on the casters power. See Also: Cause Light, Cause Critic. # "CAUSE LIGHT" Usage : cast 'cause light' <victim> Accumulative: - Duration : Instantaneous Level : Level 1 Cleric Save : None This spell causes minor cuts and bruises to the victim. The amount of physical damage done depends on the casters power. See Also: Cause Serious, Cause Critic. # FLAMESTRIKE Usage : cast 'flamestrike' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : Saves vs spell for half damage. The caster calls forth a column of fire from the heavens to burn the hapless victim. See Also: - # "STONE SKIN" Usage : cast 'stone skin' <self> Accumulative: - Duration : Level of caster Level : Level ? Affect : Armor by -40 Save : None This alteration spell causes the caster's skin to turn into hard gratite thus improving his armor rating. See Also: Shield # SHIELD Usage : cast 'shield' <self> Accumulative: - Duration : Level of caster + 8 Level : Level ? Affect : Armor by -20 Save : None This alteration spell creates a magical force shield surrounding the victim thus improving his armor rating. See Also: Stone Skin # WEAKEN Usage : cast 'weaken' <victim> Accumulative: - Duration : Half of Level of caster Level : Level ? Save : Saves vs spell for null effect This spell causes the victim to become weaker and thus more wimpy. The more powerful the caster, the weaker the victim would become. See Also: - # "MASS INVISIBILITY" Usage : cast 'mass invisibility' Accumulative: - Duration : 24 hours Level : Level ? Save : None This spell makes invisble every creature in the room. See Also: Invisibility # FAERIE FIRE Usage : cast 'faerie fire' <victim> Accumulative: No Duration : Level of caster Level : Level 2/4 (Cleric/MagicUser) Affect : Armor by +10 Save : None This spell makes a ring to appear around the victim enabling its opponents to see and attack it better. # HELP Following help is available: HELP help - This text. HELP - List the available commands. Help searches for a partial match of the entered word, including any spaces that may follow the word. Example: > 'help magic mis' will find the help text for the magic missile spell. > 'help mag ' will not match anything. > 'help mag' will match 'magic user' or 'magic missile' depending on first occurence in the help file. # SPELL SPELLS Magic User Cleric (1) Magic Missile (1) Armor (1) Ventriloquate (1) Cure Light (1) - (1) Cause Light (2) Detect Magic (2) Create Water (2) Detect Invisible (2) Detect Poison (2) - (2) Continual Light (2) - (2) Faerie Fire (3) Chill Touch (3) Create Food (3) - (3) Detect Magic (3) - (3) Refresh (4) Invisibility (4) Cure Blind (4) Continual Light (4) Detect Evil (4) Faerie Fire (4) - (5) Burning Hands (5) Bless (5) Armor (5) Detect Invisible (5) Refresh (5) Know Alignment (5) - (5) Cure Serious (5) - (5) Cause Serious (6) Locate Object (6) Blindness (6) Fear (6) Protection from Evil (6) Infravision (6) Animate Dead (7) Shocking Grasp (7) Earthquake (7) Strength (7) Sense Life (7) Fly (7) - (7) Weaken (7) - (8) Blindness (8) Summon (8) Teleport (8) Poison (8) Know Alignment (8) - (9) Lightning Bolt (9) Cure Critic (9) Conjure Elemental (9) Remove Poison (9) - (9) Cause Critic (9) - (9) Infravision (10) Control Weather (10) Locate Object (10) Identify (10) Dispel Evil (10) Faerie Fog (10) Identify (10) - (10) Gate (11) Color Spray (11) Word of Recall (11) Dispel Magic (11) Plague (12) Enchant Weapon (12) Call Lightning (12) Curse (12) Remove Curse (12) - (12) Fly (13) Energy Drain (13) Control Weather (13) Shield (13) Sanctuary (13) - (13) Flamestrike (14) Sleep (14) Heal (14) Charm Person (14) Faerie Fog (15) Fireball (15) Turn Undead (15) Mass Invisibility (15) Harm (16) Hands Of Wind (16) Hands Of Wind (16) - (16) Dispel Magic (17) - (17) Mass Invisibility (18) Stone Skin (18) Drown (19) - (19) - (20) Sandstorm (20) Sandstorm (20) Acid Blast (20) - (25) - (25) Demonfire # JAIL This command will send a character to jail. A player sent to jail can not escape, and they will be stuck in the jail to pay there dues, until they are transfered or teleported out. usage : jail victim # SETIN This will allow you to set a string for what it will say when you teleport into a room, the default is to just display your name. This string will be saved to your char, but can be changed at any time. usage is setin <string to be set> # SETOUT This will allow you to set a string to be echoed to the room when you teleport out of it, the default is just your name. This string will be saved to your char, but can be changed at any time. # ADVANCE To advance a player to a level higher or lower than his present. # WIZHELP List the privileged commands available to you. Can only be used by immortals. # NOSHOUT Prevents you from (or allows you to) hearing shouts, if used with no arguments. Can be used with the name of a player, to prevent him/her from hearing shouts, as well as from shouting. Can only be used by certain more powerful beings. # RESTORE If used on a mortal, this command will reset that players mana and hit points. If used on an Immortal various values will be reset to their proper values. # LINK A lot of players have problems with their links to the game. This could hurt you in combat. But we have worked out a solution. There are two cases: I. If your link is broken, you will automatically attempt to flee each time someone attempts to hit you. If you manage to flee, then you will be saved by divine forces, and put in a safe place until you reconnect to the game. II. If your link jams (freezes) you got a problem. The only solution we can give, is that you break your link as quickly as possible. By breaking the link you can hope that the above procedure is initiated. Some people like to break their link instead of quitting. We have changed link death and quitting so that breaking the link will cost you more than quitting. # COMPACT If you have a small display you might want to use this command. It turns off (or on) the extra newline after output to your screen. See also: BRIEF # AREA AREAS WORLD WORLDS Warning: the suggested levels are just that, suggestions. Obviously your chances of survival depend on the caliber of your group, how much armor you have, whether you have a client program with auto recall, and other things. If a mob kills you, don't blame us -- that's why we have mobs. :) {Level} Author Zone {None } Diku Limbo. { 1 5} Hatchet Mud School. { 1 20} Copper Plains North of Midgaard. { 5 10} Copper In the Air ... {10 30} Anonymous The High Tower of Sorcery. {10 30} Anonymous More High Tower of Sorcery. {10 20} Raff Catacombs. { 5 15} Raff Dangerous Neighborhood. {10 15} MERC Troll Den. {All } Diku Northern Midgaard. {All } Diku Southern Midgaard. {All } Copper River of Midgaard. {All } Diku Buildings in Midgaard. {15 25} Copper Chapel Catacombs. { 5 10} Copper Miden'Nir. { 5 10} Alfa The Graveyard. { 5 10} Diku Moria level 1-2. {10 15} Alfa Moria level 3-4. {10 25} Anonymous Dwarven Kingdom of Juergan. {10 20} Anonymous The Great Eastern Desert. {15 25} Anonymous Drow City. {10 25} Anonymous The City of Thalos. {All } Alfa City of Ofcol. {All } Diku Haon Dor - Light. { 5 10} Diku Haon Dor - Dark. { 5 20} Anonymous Arachnos. {10 25} Anonymous The Dwarven Kingdom. {None } Anonymous Quifael Custom Rooms. { 5 15} Diku Upper Sewer. {10 15} Diku Lower Sewer. {15 30} Diku Sewer Maze. {15 30} Diku Sewer Tunnels. {None } Anonymous Redferne's Fridge and Larder. {20 30} Diku Redferne's Residence. { 5 10} Anonymous Main Matrix. { 5 10} Anonymous Auxiliary Matrix. { 1 20} Alfa The Holy Grove. {15 25} Dylan Dylan's Area. {15 25} Goby The Aucan Village. #~