#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) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 GOLD SILVER MONEY~ Ghost Dancer's economy is based on gold and silver coinage (and the lowly copper, which you as an adventurer are far too proud to carry). Gold coins are worth 100 silver coins, but are also four times as heavy (25 to the pound, as opposed to 100 to the pound for silver). Gems can be bought to alleviate weight problems from the Shadow Dancer's jeweller, he charges a mere 10% more than they are worth. 10 gems weigh one pound, and they can be worth more than 100 gold pieces for the highest quality stones. ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ -1 DEAF~ The deaf toggle turns off incoming tells, helpfull if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are a diety (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ -1 AFK Replay~ Syntax: afk <optional message> Syntax: Replay Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing replay. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. You can set an away message, letting other people know the reason for your absence. It will show up in the "Who" listing. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. {W%h {M: {GDisplay your current hits{x {W%H {M: {GDisplay your maximum hits{x {W%m {M: {GDisplay your current mana{x {W%M {M: {GDisplay your maximum mana{x {W%v {M: {GDisplay your current moves{x {W%V {M: {GDisplay your maximum moves{x {W%x {M: {GDisplay your current experience{x {W%X {M: {GDisplay experience to level{x {W%g {M: {GDisplay your gold held{x {W%s {M: {GDisplay silver carried{x {W%a {M: {GDisplay your alignment{x {W%r {M: {GDisplay the room name you are in{x {W%e {M: {GDisplay the exits from the room in NESWDU style{x {W%c {M: {GDisplay a carriage return (useful for multi-line prompts){x {B *** Prompts by Taka *** {x {W%O {M: {GDisplay your current hits in Percentage form{x {W%P {M: {GDisplay your current mana in Percentage form{x {W%Q {M: {GDisplay your current moves in Percentage form{x {W%S {M: {GDisplay the current Stock value.{x {R *** Battle Prompts by Gothar *** {x {Rimproved by Taka to be within 5% accurate{x {W%b {M: {GDisplay enemy health in graphical form.{x {W%B {M: {GDisplay enemy health in percentage form.{x {D *** Immortal Prompts Only *** {x {W%R {M: {GDisplay the vnum you are in (IMMORTAL ONLY){x {W%z {M: {GDisplay the area name you are in (IMMORTAL ONLY){x Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ -1 SUMMARY~ {WMOVEMENT GROUP{x {Gnorth south east west up down follow group gtell split{x {Gexits recall{x {Gsleep wake rest stand{x {WOBJECTS INFORMATION / COMMUNICATION{x {Gget put drop give sacrifice help credits commands areas{x {Gwear wield hold report score time weather where who{x {Grecite quaff zap brandish description password title{x {Glock unlock open close pick bug idea typo{x {Ginventory equipment look compare gossip cgossip say shout tell yell{x {Geat drink fill emote pose{x {Glist buy sell value note{x {Gauto autoall gsoc{x {WCOMBAT OTHER{x {Gkill flee kick rescue disarm ! save quit{x {Gbackstab cast wimpy practice train{x {Gsecond{x {WNEW BANKING - bank subcommands listed below{x {Gremort unremort knock deposit sdeposit withdraw swithdraw{x {Gconsume scan check balance transfer buy1 buy2 buy3{x {G buy4 sell1 sell2 sell3 sell4 convert{x For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST ~ 0 DEATH DIE~ When you're in combat, and your opponent is hitting you enough, at some point your health/hitpoints will run out. You will die then. When your character dies, you are reincarnated in the morgue. You will find your corpse at your feet. It holds all the equipment you had when you died. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is two-thirds of the way back to the beginning of your level. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. ~ 0 MORGUE~ Your boby upon death is sent to the morgue. This is an optional function on Ghost and on various muds will vary. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need a set amount of experience points for each level based on your creation points. You gain experience by: being part of a group that kills a monster You lose experience by: - fleeing from combat - recalling out of combat - being the target of certain spells - dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. AS a mortal you can reach a maximum of 101 levels, and there are a total of 120 levels in all. Also, when you level, you will receive an autorestore, which will do two things. It removes any negative affects you might have suffered (ie. blind, plague, poison). And it restores your hp/mana/moves. **Experience can also be gained by completing quests. Most quests on Ghost Dancer award experience for completing quests. ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. New pets are planned for a shop in New Thalos. ~ 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 level 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. You can drop/get/give/put/take multiple items by typing <action> <number>*<item> ~ 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 FLEE RESCUE SURRENDER~ Syntax: flee Syntax: rescue <character> Syntax: surrender <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. Surrendering is someting you can allways try once in a fight, but some might not accept surrender. ~ 0 EXAMINE LOOK READ~ 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> Syntax: read Look without an argument will show you the room you are currently in. Look with an argument looks at something and reports what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. Read allso shows you the room you are in. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 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. ~ 0 GTELL ; REPLY SAY TELL SCHAT~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> Syntax: schat <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. Schat is the channel you share with the person you are married to. Only you and your spouse can see this. ~ -1 NOTE NOTES CHANGES NEWS PENALTY IDEA UNREAD FORWARD REPLY~ The notes on ROM replace the bulletin boards and mail systems found on many other mud. The following options are usable: reading notes: note list : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : markes all notes as read writing new notes: note to : sets the to line (playername, clanname, immortal, or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. note forward : forwards a note to someone else note reply : replyies to someone elses note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. Four other note directories exist, these are ideas, news, changes, and penalties (gods only). They are used the exact same way, for example idea read 5 will read idea #5. Posting to the news and changes boards is restricted. The 'unread' command can be used to show your unread notes on all the note spools. Forwarding notes Allows you to forward a note, idea to someone else you think may need that note/idea. You will need to provide 'Note to' then add comments with 'NOTE +' and remember to 'NOTE POST' it. Reply notes Works like forwarding but replies to a previous message. NOTE LIST (name) Lists all nots from (named person) ~ 0 CHANNEL GOSSIP . SHOUT YELL SING MUSIC TALK SPEECH SPEAK SAY~ Syntax: <channel> <message> Available channels: gossip auction music Q/A Quote grats shouts tell Say quiet mode SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. GOSSIP is a variant of SHOUT (without the delay). '.' is a synonym for GOSSIP. YELL sends a message to all awake players within your area. TELL is used to send a private message to a specific player. Syntax TELL <player> <message> MUSIC This channel can be used to express your musical needs, if you feel the need to burst into song, you can do it here. ACTION is the channel to use if you want to sell something to other players. Q/A is a two part channel, specifically for asking and answering questions. Use ASK if you want to ask something, ANSWER if you know the answer. QUOTE is the channel to use if you have a need to quote something or someone. SAY is the channel to use if you want only the people that are in the same room as you to hear you. Type a channel name by itself to turn it off. QUIET MODE turns off all channels except SAY, it allso allows you to see emotes ~ 0 EMOTE PMOTE POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are a lot of built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). POSE produces a random message depending on your class and level. SOCIAL commands are preformatted mud-commands, they can be used to enhance your interaction with other players. Related to this is GSOCIAL. ~ 102 SMOTE~ Syntax: smote <action> Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ 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 BUG 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. Credits for signal handling go to: ferric@UWYO.EDU ~ 0 CREDIT AMARON CREDITS~ NOTE: The following is a list of help entries derived from another mud called Amaron. www.amaron.mudservices.com Polearm, Poleaxe, Glaive, Guisarme, Halberd, Pike, Lance, Ranseur, Bardiche, Spear, History, Dragon Breath Spells, Pardon, Violate, Bonus, Mpstat, Mpdump, Lore, Circle, Hitroll, Damroll, Thaco/Thac0, Strength, Intelligence, Wisdom, Dexterity, and Constitution. These entries are believed to be all the help entries taken in part or in total from Amaron. Felix the Imp of Amaron has granted permission to use these entries provided this help block remains. To reach Felix: irsmith@telusplanet.net Also the standard help entries found in ROM 2.4b6 are still inplace. ~ 0 AREAS COMMANDS REPORT SCORE TIME WORTH~ Syntax: areas Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather Syntax: worth AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). 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. WORTH shows the amount of gold you currently carry, and the amount of XP you have gained up to now. It allso states your XP/level. ~ -1 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <clan name> Syntax: who <class or race> <level-range> <clan name> 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 players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics who demise e m lists all elven mages in Demise (hi Alander!) Classes and races may be abbreviated. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. This command works for both online and offline players. ~ 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 DESC~ Syntax: description <string> Syntax: description + <string> Syntax: description - 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. You can delete lines by uses description -. ~ 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 and when you advance a level. 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. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. 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 POUR~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of 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 <all> SACRIFICE offers an object to makoce, who may reward you. The nature of the reward depends upon the type of object. Be very carefull with the "Sacrifice all" though, it will sacrifice all the items and corpses in a room. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 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. These commands may require an item skill to be succesful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 FOLLOW GROUP NOFOLLOW~ Syntax: follow <character> Syntax: group Syntax: group <character> Syntax: Nofollow 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. You may FOLLOW and GROUP only with characters who are within five levels of your own. NOFOLLOW is a command toggle that allows you to specify whether or not you want other's to be able to follow you. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT SAVE~ Syntax: QUIT Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. You will not be able to save your char before reaching level 2. QUIT leaves the game. You may QUIT anywhere. 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. ~ 0 RECALL / HRECALL~ Syntax: RECALL HRECALL set RECALL prays to makoce for miraculous transportation from where you are back to the Temple of Taka. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. Hrecall allows you to set a chosen recall spot. By entering HRECALL set, the current location is set as target for HRECALL. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver the split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are 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 level 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. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute, or to increase move, mana or hp by 10. You receive one session per level. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. Type help MAX_STAT for more info ~ 110 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 110 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. ~ 108 ALLOW BAN PERMBAN~ Syntax: allow <site> ban <site> <newbies|all|permit> 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, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidently lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ 109 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen 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. ~ 106 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-gods (i.e. level less than 101), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. An immortal must be at least level 118 to wizlock the game. ~ 109 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 107 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 107 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than the deny command. ~ 103 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 117 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 106 SOCKETS~ Syntax: sockets sockets <name> SOCKETS 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. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 106 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 108 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 105 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 105 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 106 PURGE~ Syntax: purge 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, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers). Mobiles may be purged if they are called directly by name. ~ 106 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 107 SLAY MSLAY GSLAY~ {GSyntax: {Rslay {W<character>{x {GSlay kills a character in cold blood, no saving throw. Best not to use this{x {Gcommand on players if you enjoy being a god.{x {M** Only works in the same room{x {GSyntax: {Rslay {W<character> !{x {GSlays the character anywhere in the world in cold blood. There is no saving{x {Gthrow. Be careful with this command!{x {M** Works anywhere in the world. {RBE CAREFUL WITH THIS COMMAND!{x {GSyntax: {Rgslay {W<character>{x {GSlay kills a character in cold blood, for breaking the rules. Best not to {x {Guse this command on players who do not deserve it if you enjoy being a god.{x {GThe gslay command presents a global warning and forces the victim to read{x {Gthe rules. {x {M** Idea by Pyrox of the Ghost Dancer MUD Project.{x {GSyntax: {Rmslay {W<mob>{x {GSlay kills a mob in cold blood, no saving throw. ~ 105 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 104 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). ~ 104 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 102 GOTO~ Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, the name of a player 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 other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 102 HOLYLIGHT INVIS WIZINVIS~ Syntax: holylight wiznvis <level> 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. Wizinvis takes a level argument, and will make you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 120 characters are totally invisible. ~ 102 INCOGNITO~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ 102 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. ~ 106 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ 103 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 103 MWHERE OWHERE~ Syntax: mwhere <name> owhere <name> Mwhere shows you the locations of all mobiles with a particular name. Owhere shows you the locations of all objects with a particular name. ~ 105 PEACE WPEACE~ Syntax: peace wpeace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. Wpeace, or world peace, stops ALL fighting, and that means literally everywhere on the mud. ~ 102 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: poofout <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 poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 109 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 105 LOG SNOOP~ Syntax: log <character> log all 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. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. 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. Please do not use this unless you tell the imps. 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. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 104 SWITCH RETURN~ Syntax: switch <character> return 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). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 102 IMMTALK : HEROTALK~ Syntax: immtalk <message> immtalk herotalk <message> herotalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). Herotalk sends a message to all hero's, similar to Immtalk. This channel can be seen by both Hero-level players and imms. ~ 102 WIZNET~ Syntax: wiznet on/off wiznet wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immoral. Wiznet on/off turns wiznet on and off, wiznet lists all settable flags (they are not detailed here), Wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ 102 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell created a magical armor that surrounds you. This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 'ACID BLAST'~ Syntax: cast 'acid blast' <victim> This spell inflicts 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 makoce. ~ 103 '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 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' Syntax: cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 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 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. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 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 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ -1 'ENCHANT ARMOR'~ The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBLITY~ Syntax: cast 'invisibility' <character> Syntax: cast 'invisibility' <object> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. 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 locatable objects with the given name. ~ 0 POISON ENVENOM~ Syntax: cast poison <victim> Syntax: cast poison <object> Syntax: envenom <item> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. Envenom is a skill used to coat items with poison. Similar to the spell, it is the way of the non-magic user. It's potency on items is higer then the spell ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 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 GLOWING HUMMING FLAGS HIDE INVISIBLE MAGICAL AURA KILLER THIEF~ {G[G] Glowing{x {D[I] Invisible{x {M[M] Magical{x {Y[H] Humming{x {D[H] Hide{x {C[W] Wizi (immortal only){x {G[C] Charmed{x {M(Pink Aura) Fearie Fire{x {w(Translucent) Translucent{x {R(Red Aura) Evil Alignment{x {Y[AFK] Away From Keyboard{x {Y(Golden Aura) Good Alignment{x {W(White Aura) Sanctuary{x {r(KILLER) Player is a killer{x {r(THIEF) Player is a Thief{x ~ 104 NOCAST~ Syntax: NOCAST <player> An imm command that allows the immortal to prevent a player from casting spells. ~ 102 NOTITLE~ Syntax: NOTITLE <player> This command allows immortals to prevent players from changing their title This might be usefull in case of offensive titles from the player, or as a means of showing punishment by the imm. ~ 104 NOEXP~ Syntax: NOEXP <player> This command allows an imm to stop players from gaining experience points ~ 105 SETLAG~ Syntax: SETLAG <player> <argument> This command allows imm's to place a player under lag, where the <argument> is a time index in seconds, ranging between 10 seconds and 200 seconds. ~ 0 PHASE~ A skill allowing the user to pahse out of existance making them immune to physical damage for a brief period of time. ~ 0 axe dagger flail mace polearm spear sword whip~ The ability to use a weapon of this type. ~ 0 shield block~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. Only the thief, warrior, ranger, paladin and assassin classes may learn shield block. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ 0 bash~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ 0 enhanced damage~ This skill allows you to do more damage with an attack. It depends on your weapon skill and your skill in enhanced damage what the actual increase in damage is. This skill does not require activation, if you have the skill, you use it. ~ 0 parry~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his own and the opponent's weapon type. ~ 0 rescue~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster). ~ 0 recall~ Syntax: RECALL Syntax: / RECALL prays to the god Pelor for miraculous transportation from where you are back to the temple in your hometown. / is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ 0 butcher~ What to do with a corpse after you're done? Why not make use of it and get a few juicy steaks for your effort? With this skill you can turn corpses into food. ~ 0 dirt kicking~ Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. ~ 0 second attack~ Training in second attack allows the character a chance at additional strikes in combat, however, a 100% second attack skill does NOT guarantee 2 attacks every round. ~ 0 hand to hand~ Hand to hand combat is a rare skill. Learning this style of fighting gives the player a weapon even when disarmed -- his or her bare hands. Trained hand to hand experts are far more effective than many swordsmen. ~ 0 Fast healing~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. ~ 0 kick~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. If a player becomes a master at this skill, he/she will be able to do more damage with the roundhouse attack. ~ 0 hide sneak~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. ~ 0 disarm~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled in both your own and your opponent's weapon. ~ 0 third attack~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. A perfect third attack skill of 100% does NOT assure three attacks per round. ~ 0 dodge~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. ~ 0 haggle~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. ~ 0 peek~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. The peek skill functions automatically when you look at a character or mob. ~ 0 trip~ Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ 0 meditation~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting ~ 0 staves wands scrolls~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see help recite) staves The use of staves and similar devices (see help brandish) wands The use of wands and similar items (see help zap) ~ 0 berserk~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ 0 lore~ Syntax: lore <object name> Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. You must be holding the object in your inventory that you want to use the lore skill on. ~ 0 pick lock~ Lock picking is one of the prime skills of thieves and assassins, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. ~ 0 counter~ This skill enables you to turn the attack of your enemy back on him. ~ 0 critical strike~ Critical strike is a skill, that when learned, will increase the fighter's chance of delivering a death blow to the victim. This is a straight 2% chance of killing the mob in one hit. If the percent chance fails, critical strike will still increase the amount of damage that is dealt from the attack. Critical strike skill by: * Brian Babey (aka Varen) * [bribe@erols.com] ~ 0 circle backstab assassinate~ Syntax: backstab <target> Syntax: circle <target> Syntax: assassinate <target> Backstab is a skill that is needed for those surprise attacks. It initiates combat, but gives you a first strike. {R"author: morning glory"{x The circle command lets you backstab while you are fighting, thus allowing for a second attack. Only assassins may learn circle. Circle now has a small chance of killing a mob in one attack. This chance is calculated based our you level: 1% chance/20 levels of experience Assassinate is a more powerfull version of backstab. ~ 0 steal~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins or an object from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 delete~ Syntax: delete <password> Use the delete command to erase unwanted characters, so the name will be available for use. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. NOTE: You must play your character at least ONCE EVERY 3 MONTH. All player files are scanned every month and anyone that has not logged on in the last 90 days will be deleted. However, if you are going away for an extended period of time, tell any Immortal and we will make sure nothing happens to your player file ~ 0 'magic missile'~ Syntax: 'magic missile' <target> Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target ~ 0 'cause light' 'cause serious' 'cause critical' 'harm'~ Syntax: 'cause light' <target> Syntax: 'cause serious' <target> Syntax: 'cause critical' <target> Syntax: 'harm' <target> These spells cause various degrees of physical injury to the victim. The higher the spell level, the more damage it does. ~ 0 'cure blindness' 'cure disease' 'cure poison'~ Syntax: 'cure blindness' <target> Syntax: 'cure disease' <target> Syntax: 'cure poison' <target> When you are affected by blindness, disease or poison, these spells will cure you of the effects of those spells. ~ 0 'faerie fog'~ Syntax: 'faerie fog' <target> This spell enables the caster to outline one or more objects or creatures with a pale glowing light. This will make the target easier to hit, since it is now clearly visible. ~ 0 'burning hands' ~ Syntax: 'burning hands' <target> Once cast, a fan of flame shoots from the wizard's touching thumbs and outstretched hands. The fan reaches three feet forward from the thumbs, and extends 60 degrees to the right and left, gradually shortening until the fan slopes into the wrists ~ 0 refresh~ Syntax: refresh <target> This spell, when cast, restores a number of movement points to the target. ~ 0 'protection evil' 'protection good'~ Syntax: 'protection evil' <target> Syntax: 'protection good' <target> When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has a major effect: All attacks made by evil or evilly enchanted creatures in case of protection evil, or good in case of protection good against the protected creature receive a penalty on it's attacks. ~ 0 'shocking grasp' 'chill touch'~ Syntax: 'shocking grasp' <target> Syntax: 'chill touch' <target> These spells do damage to a target. When the wizard casts shocking grasp, he develops a powerful electrical charge that gives a jolt to the creature touched. Chill touch does cold damage. ~ 0 'dispel evil' 'dispel good'~ Syntax: 'dispel evil' <target> Syntax: 'dispel good' <target> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. Dispel evil invokes the wrath of ANON on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 bless~ Syntax: bless <target> This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ 0 earthquake~ When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. 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 blindness~ Syntax: blindness <target> "To strike your opponent you need to see your opponent" - ancient saying. With this spell you take away your foe's ability to see, thus making him more or less helpless. ~ 0 'floating disc'~ Syntax: 'floating disc' This useful spell creates a floating disc field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy ~ 0 fireproof~ syntax fireproof <target> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ 0 plague ~ Syntax plague <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. Most players announce if they have plague before returning to recall in order to warn other players, who will then have a chance of leaving the area and avoiding contracting the plague as well. You need the 'cure disease' spell to cure the plague. ~ 0 curse~ Syntax curse <target> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of Mota and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 0 lightning bolt~ Upon casting this spell, the wizard releases a powerful stroke of electrical energy. Striking down from the sky, it is a dangerous thing to face. ~ 0 weaken~ What do you do when you face an opponent that is stronger then you? With this spell, you can even out the difference a bit. Casting this spell on an opponent will cause him to lose some of his strenght. ~ 0 calm~ One of the most useful, and often overlooked, abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violent activity there is in a room, the harder the spell, and it is all or nothing --either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ 0 colour spray~ Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Blind or unseeing creatures are not affected by the spell. Creatures affected by this spell are struck unconscious or are blinded. ~ 0 giant strength~ This spell is rather the opposite of "weaken". By casting this spell on a target, the caster can magically enhance the strength of the target. This is not a permanent effect. ~ 0 call lightning ~ When a call lightning spell is cast, there must be a storm of some sort in the area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado. The caster is then able to call down bolts of lightning. Note that this spell only works outdoors. ~ 0 control weather~ Syntax 'control weather' worse Syntax 'control weather' better This spell allows a caster to create better or worse weather conditions, mainly in conjunction with the 'call lightning' spell. The caster can either turn the weather better or worse then current conditions. ~ 0 fly~ Are you wearing out those boots too fast? Are your feet weary from all that walking? Why not fly? With this spell you can allow yourself or another target to fly. ~ 0 remove curse~ Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. ~ 0 summon~ "If the mountain will not come to Methusalem, then Methusalem must come to the mountain." With this spell that no longer holds true. A wizard can use this spell to bring the target to him, instead of having to go to the target. Note that the summon spell only works on targets of lower level and targets who are not immune to summoning. ~ 0 energy drain~ this spell saps the experience points, hit points, mana, and movement points of its target. The caster however only gains hit points from the vitim. The higher the level of the spell, the more damage it does. Only the Necromancer may use this spell. ~ 0 heat metal~ If you have ever grabbed something off the fire by mistake, the effects of this spell can be imagined. Casting heat metal on a target causes all the metal items that the target is wearing to become very hot indeed. This causes damage, and forces the target to drop the items affected. ~ 0 create rose~ This spell creates a beautifull rose. ~ 0 adrenaline~ This spell pumps up the mighty warrior to help increase his to-hit and to-dam rolls, like giving him a "shot of adrenaline." However, there is a side affect of a penalty to armor class, making the recipient somewhat easier to hit. ~ 0 fireball~ This spell inflicts direct magical damage on the victim and is a vital part of the mage's arsenal of magics. The higher the level of the spell, the more damage it causes. ~ 0 frenzy~ The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment ~ 0 flamestrike~ This spell inflicts direct magical damage on the victim and is a vital part of the mage's arsenal of magics. The higher the level of the spell, the more damage it causes. ~ 0 gate~ The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no-recall rooms cannot be gated to, and no-recall rooms cannot be gated out of. Finally, any IMM or Hero is also immune to gate, as well as any player who has no-summon set. Clan members may not be gated to except by their fellow Clan members ~ 0 haste~ The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow') ~ 0 'dispel magic' 'cancellation'~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <characte> Both of these spells remove magical affects from the target. Dispel magic has a reduced chance of working, and is considered an attack spell. Cancel- lation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, these spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague, which must be cured. ~ 0 sanctuary~ The SANCTUARY spell reduces the damage taken by the character from any attack by one half. Only clerics and paladins may use the sanctuary spell ~ 0 slow~ Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halves healing rates, due to reduced metabolism ~ 0 'GAS BREATH' 'ACID BREATH' 'FROST BREATH' 'FIRE BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'gas breath' <area affect> Syntax: cast 'acid breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'lightning breath' <victim> These spells allow the caster to breath forth the breath of a dragon. Acid and Lightning damage one victim whereas Gas, Frost, and Fire damages everyone in the room. Fire and Frost can break objects, and Acid can damage armor. These spells are listed in order of power, with Gas Breath doing the least damage and Lightning Breath doing the most ~ 0 smoke screen~ Smoke Screen is a powerful shield spell allowing the caster to gain a -80 to his/her AC for a limited time. It is part of the Infernosphere group. ~ 0 chain lightning~ Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target within the room, until its force is fully expended. Allies of the caster may be hit by this spell even if they are members of a dynasty or group, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ 0 teleport~ This spell takes you from your current location to a random location somewhere in the world. This spell can be found in the transportation group. ~ 0 pass door~ This spell enables the caster to pass through closed and locked doors. ~ 0 portal~ The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used,namely a warp stone. ~ 0 holy word~ Holy word involves the invocation of the full power of a cleric's god, with disastrous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. ~ 0 demonfire~ Demonfire is a spell of blackest evil and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ 0 nexus~ This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower- powered portal spell. Both spells require an additional power source, namely a warp stone. ~ 0 stone meld~ Stone meld is a clerical spell similar to the mage's stone skin. It causes the character's skin to meld with stone providing 40 points of armor. ~ 0 'stone skin' 'shield'~ 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 mass healing~ The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure ~ 0 ray of truth~ Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil ~ 0 'detect evil' 'detect good'~ These spells enable the caster to detect good or evil characters, which will reveal a characteristic golden aura or red aura. ~ 0 vapor~ These spells protect the caster by decreasing (improving) the caster's armor class. ~ 0 'acid rain' 'ice rain' 'fire rain' 'ice storm' 'fire storm' 'acid storm'~ Syntax: cast <spellname> <target> These are all powerfull attack spells, all using the elements to do their havoc. Calling down the rain, will indeed rain down the chosen element down on your opponent in seven murderous waves. Calling upon a storm will cause three devestating attacks on your foe. ~ 0 'mudskin' 'moss-skin' 'barkskin' 'steelskin' 'emeraldskin' 'rubyskin' 'diamondskin'~ Syntax: cast <spellname> These spells, all part of the "skin"-spellgroup will turn your skin into the chosen material. This will give you more protection against the world, and the often sharp things that wander around in it. This is the effect of the various spells: mud -10 ac moss -15 ac bark -20 ac steel -50 ac emerald -60 ac ruby -70 ac diamond -80 ac ~ 0 witch~ Anyone familiar with the witches of Greek myth, or of medieval legend would know that the witch is not simply a subclass of the mage, locked in an internal battle against arcane spirits. Witches such as Circe, Rhiannon, or even Morgan LeFey were priestesses of Gods and Goddesses who were lesser known, but ultimately no more or less nefarious than their better known kindred. The essence of witchcraft is knowledge, secrecy, ritual, and a sense of respect for the powers of nature. Evil is not a necessary part of witchcraft, though certainly the secrecy of their sects has opened them to numerous rumors. Whatever their alignment, witches have more in common with druidic priests than any other class of character, though the way in which their spells work often is reminiscent of magecraft ~ 0 Warrior~ The warrior is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Warriors can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good warrior needs to be strong and healthy if he hopes to survive. ~ 0 'Paladin' 'Deathknight'~ The paladin is a warrior bold and pure, the example of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions. Deathknights are exactly like paladins except for the fact that they oppose all good. ~ 0 Ranger~ The ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. A ranger needs to be strong and wise to the ways of nature to live a full life. ~ 0 'Mage' 'Priest'~ Mage: The Mage strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research. A mage must rely on knowledge and wit to survive. The mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring. Cleric: A Cleric sees to the spiritual needs of a community or location. The cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well- suited to seek it out on its own ground and destroy it. ~ 0 'Thief'~ Thief: The thief can be found throughout the world, wherever people gather and money changes hands. While many thieves are motivated only by a desire to amass fortune in the easiest way possible, some thieves have noble aims; they use their skills to correct injustice, spread good will, or contribute to the success of an adventuring group. To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make. ~ 0 Assassin~ This class is intended for evil aligned characters, as the act of killing for pay cannot be justified as a good act. In any society there exists an element that wishes to dispose of rivals, business competitors, and any others deemed to be in the way. It is to this element that the assassin, a hired killer. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to earn his living. A successful assassin may not even be seen by his target. Slipping out of the darkness or a crowd of friends, the assassin does his dark deed and disappears. Social ranks: Assassins tend to be well off, as their services are expensive. Further, they often are educated, which helps them fit into different segments of society to stalk their prey. ~ 104 'Olevel' 'Mlevel'~ Syntax: Olevel <level> Mlevel <level> Immortal commands to find items and mobiles of a given level. ~ 103 'Mortskill' 'Mortspell'~ Syntax: Mortskill <player> Mortspell <player> Immortals can now see what groups/spells/skills a mortal has selected for the porpuse of helping that mortal better select things that will aid him/her in thier struggle. ~ 104 'rename'~ Syntax: rename <player> <newname> Immortals can now rename mortals with names that are not as medevil as might be preffered. ~ 0 'GSOC' 'GSOCIAL'~ Syntax: GSOC <social> <target> Gsoc and gsocial display a social mud wide so the target does not have to be in the same room anymore. Careful everyone sees these socials. ~ 0 Knock~ Syntax: knock <direction> Knock does exactly like it sounds one person knocks on a door others in a room hear the knock on the door. ~ 0 'someone'~ If a player is affected by an invisible spell or is hiding/sneaking, players who do not have the ability to see past those affects will see "Somone" when that player says/does something. When it's an immortal instead of a mortal player, "someone" will be replaced by "An Immortal". ~ 0 'icebolt' 'firebolt' 'gasbolt' 'lightningbolt' 'acidbolt' 'holybolt'~ Syntax: cast 'spellname' <target> These are spells that will shoot a bolt of the selected element at the target, damaging it. ~ 251 "Divine intervention'~ Syntax: cast 'Divine intervention' <target> This immortal spell will allow you to heal a player more thoroughly then with a heal spell, yet not require a "restore". ~ 0 'holy light'~ Syntax: cast 'holy light' This powerfull mass healing spell will allow you to heal all those who are wounded and in the room with you. ~ 0 'holy armor'~ syntax: cast 'holy armor' <target> This spell grants the target an armor of holy energy. ~ 0 'fireblast' 'iceblast' 'electric blast' 'gasblast' 'lightningblast' 'holyblast'~ Syntax: cast 'spell' <target> These spells will blast the target with the chosen element. ~ 0 'throw star'~ Syntax: cast "throw star' <target> This spell throws a poisonous star at thr target. It will not only poison the target, it will allso affect the damage roll of that target. ~ 0 'Fear'~ Syntax: cast 'fear' <target> This is the spell to use if you want to strike fear into the heart of your opponent. It will not only cause the target to flee from combat, it will allso give you first strike in the next round. ~ 109 'ushare'~ Syntax: This allows the imm's to update the share value, in other words, you can set the shares to any value you want... ~ 0 'Commstat'~ This command shows the people online and their channel settings ==Idea from Darkscapes, coding by {WTaka{x from Ghost Dancer== ~ 0 'bank' 'deposit' 'transfer' 'withdraw' 'buy' 'sell' 'check' 'convert' 'swithdraw' 'sdepostit'~ What to do with all that bulky gold you've been piling up? Why not deposit it at your local bank, where it is safely stored for you to withdraw later... Bank commands: Deposit - Deposit gold (syntax: bank deposit <amount>) Sdeposit - Deposit silver (syntax: bank deposit <amount>) Transfer - Transfer gold to another account (syntax: bank transfer <amount> <player>) Balance - Show bank balance (syntax: bank balance) Withdraw - Withdraw gold from your account (syntax: bank withdraw <amount>) Swithdraw - Withdraw silver from your account (syntax: bank withdraw <amount>) Buy1 - Buy shares type I (syntax: bank buy1 <amount>) Buy2 - Buy shares type II (syntax: bank buy2 <amount>) Buy3 - Buy shares type III (syntax: bank buy3 <amount>) Buy4 - Buy shares type IV (syntax: bank buy4 <amount>) Sell1 - Sell shares type I (syntax: bank sell1 <amount>) Sell2 - Sell shares type II (syntax: bank sell2 <amount>) Sell3 - Sell shares type III (syntax: bank sell3 <amount>) Sell4 - Sell shares type IV (syntax: bank sell4 <amount>) Convert - Converts 100 silver to 1 gold (syntax: bank convert <amount>) Check - Check your share value (syntax: bank check) {RBank System by Maniac{x {Rimprovements by Taka{x - Allow bank to deposit/withdraw/convert silver - Multi-stock system - General color, wording and bug fixes - added stock prompt - added atm support including daily limits ~ 102 'memory'~ syntax: memory This command shows memory usage by the mud, total and counterspecific, also it shows a spells counter and a skills counter. ~ 108 'frctick' 'force tick'~ This command allows an immortal to force the passage of time, in the form of a tick. In other words, one hour of mud time is passed when this command is entered. PLEASE USE VERY SPARINGLY!!! ~ 0 'ignore'~ Syntax: ignore <player> This allows you to ignore the tells of up to 12 people. ~ -1 SEARCH HIDE~ The search command is to benifit a pyrox idea to be able to hide and/or have in areas hidden items. hide <item name> To use the hide skill type hide with no argument. ~ 0 race~ Different races have different starting statistics, and also different statistic maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race. i.e. help dwarf, etc. ~ 0 class~ The class you have to choose is the type of adventurer you will be, like a warrior or a mage. This has an impact on the skills you can learn and whether or not you will be able to learn magic. To see more specific help on each class, look at the help entries for the different classes. ~ 108 nuke~ This high level imm command will both disconnect and delete a player. Use with great restraint. ~ 0 HEALTH~ Your health, expressed in a number of hitpoints. This is a measure of how much damage you can take in combat. As you are hit, you loose hitpoints, IE health. You can regain your health by resting, or by way of a spell. As you level, you will gain a certain amount of health/hitpoints. So as you grow in levels your health will become greater. ~ 0 BREW MPILL SCRIBE~ syntax: BREW <spell1> <spell2> <spell3> <spell4> syntax: MPILL <spell1> <spell2> <spell3> <spell4> BREW skill allows you to make potions for use by yourself or others. MPILL skill will allow you to make pills with spells for yourself or others. ~ -1 STRENGTH~ Strength is a measure of how strong you are. It affects the maximum amount of items you can carry and how much weight you can carry. It also has an affect on your Hit and Damage rolls which are used during combat. ~ -1 INTELLIGENCE~ Intelligence is a measure of how smart you are or how thick you are. Your intelligence will have a direct affect on how many percentage points you receive from each practice session you use. The higher your intelligence score the more your skill/spell will increase when you practice with your guildmaster. ~ -1 WISDOM~ Wisdom is a measure of how wise you are. Some consider it to be the most important statistic of them all and it typically is the one you increase to maximum first. Wisdom directly affects how many practice sessions you receive each time you level. You will receive anywhere from 0-5 practice sessions depending on your Wisdom score. ~ -1 DEXTERITY~ Dexterity is a measure of your physical agility and reaction time. It directly affects your armour class against attacks in combat. ~ -1 CONSTITUTION~ Constitution is a measure of your physical endurance and stamina. Your constitution is considered by some to be the second most important statistic that you can increase. It directly affects how many Hit Points you will gain each time you gain a level. ~ -1 PETNAME~ . This command allows you to rename your pets! The syntax is really quite simple, you have four options; [name|short|long|desc] and they work like this. Syntax: petname name dino (renames your pet to "dino") Syntax: petname short a fierce, mottled mutt! Syntax: petname long Dino, the stalwart companion of (your name) is here. The NAME you give your pet is what you must use in order to LOOK at it. If you call your pet FIDO, like the example above, the you must use LOOK FIDO to look at it. The SHORT description for your pet is what you will see in combat and what is displayed just before the health indicator when you look at it. Ex: When you LOOK at your pet you will see its description, then you will see its SHORT description followed by "is in perfect health". The LONG description is what everyone will see when the pet is in the room. So, if you used the LONG description that is in the example above you would see (Charmed) Dino, the stalwart companion of _____ is here, every time you looked at the room. Your pets DESCRIPTION is the main piece of info that is displayed when you look at your pet. In order to use multiple lines in your pets description, simply use the {{/ command to force a new line. Ex: This large dog is resting comfortably here.{{/Better not bother him. A word about color. Color works great for the pet's three description commands. Don't bother using color for the pet's name. The NAME is never shown unless you use it in the other descriptions. ~ -1 HITROLL DAMROLL~ Hitroll is added to your chance of a successful attack and Damroll is added to the amount of damage that you can do when delivering a successful attack. Obviously the higher these two statistics are, the better off you will be in melee combat. ~ -1 THACO THAC0~ THAC0, or "To hit armor class 0", is used to calculate your base chance of hitting a mobile during combat. Your Thac0 is listed on your score sheet and will change as you increase in levels. ~ -1 HISTORY~ Syntax: history <text> Syntax: history + <text> Syntax: history - <text> This {GHISTORY{x command works exactly the same way as the description command. The History command will allow you to enter a detailed history or background for your character. It can be up to twice the size of your description. Using the {C+ sign{x will add lines of text to your history and using the {C- sign{x will remove lines of text from your history. The history command by itself will show you your current history. To view any other players history, use the whois/whowas command. It will be listed after the normal whois/whowas information. Please see {chelp whois{x. ~ 102 FRECALL 'force recall'~ Syntax: frecall <player> This command forces a player to recall to his hometown. ~ -1 GLAIVE~ The glaive is a knife-bladed spear. It has the thrusting function of the spear and the secondary cutting function of the convex blade of the knife. The weapon was rapidly enlarged in the blade in order to give it a greater cutting function as well as a cleaving attack. ~ -1 GUISARME~ The guisarme was furnished with a sharp cutting edge along its convex side, probably from reverse spike to hook. The spike, of course, could be used to penetrate armor when the weapon was swung, and the curved hook provided an ample means of pulling horsemen to the ground. ~ -1 HALBERD~ This form of pole axe is seen as a convex-headed broad axe in early examples, but the head is set at a convenient angle, so this alone makes it quite distinct from an ordinary long-hafted axe. The whole weapon often reached 8 feet in length. It was also always topped with a fairly long spear point and backed by a spike, which was often angled or hooked slightly downward. The spear point is, of course, designed to keep oponents at bay and deliver a thrusting attack. ~ -1 VOULGE~ Place a hefty cleaver at the end of a long, stout shaft, and the leverage which the polearm gives the wielder will enable him to cleave through armor. The voulge has no provision to keep the enemy at a distance in its simple form, but if the top front or back edge is ground down so as to provide a pointed or dagger-like tip, the weapon assumes a more completed form. ~ -1 PIKE~ Although there is not set rule, any spear with a shaft of 15 feet or longer is considered to be a pike. The pike is designed to deliver a thrusting attack at an oponent at long range, and its great length was used to keep him there, as the weapon was always used in mass. One of the most common form of pike is the awl pike, a strictly piercing weapon, although there are many other forms of blades which were used. Swiss and German pikes were fashioned so that metal protected the wooden shaft up to 2 feet from the head, so that an enemy could not easily lop the blade off and make the weapon useless. ~ -1 RANSEUR~ At first glance, a ranseur appears to be a form of spetum, or vice versa, but the purpose of the design of the former weapon is more complex than that of the latter. A ranseur's secondary blades are backward-hooking projections set well below the large central blade. ~ -1 BARDICHE~ This very broad and heavy axe links the pole axes to the pole cleavers as a sort of transitional step between the two forms, although its only obvious use is as a military arm. A bardiche head ranged from about 2 feet to over 3 feet in length, and it was attached to its haft with two rings or a single one in those examples where the blade is shorter and backed with a hammer head or spike. ~ -1 SPEAR~ The spear is a dagger set atop a pole. It is principally a thursting weapon but if a broad blade is attached it can also be used as a cutting weapon. ~ -1 LANCE~ A lance is a long spear carried by a mounted person. Usually around 12 feet in length, some even as long as 14 feet. Just as with the spear and pike, many different heads were attached to the end of the lance shaft to meet the requirements of varying oponents armor. ~ -1 POLEAXE~ Strictly speaking, a pole axe is nothing more than an axe head of any sort set upon a long haft in order to to deliver an earlier and more forceful blow. It can be double bitted, backed by a spike, and or topped off with a dagger point, but it is still recognizable as an axe. ~ -1 POLEARM~ Ghost Dancer has various polearm weapons. Please see the following help files: Poleaxe, Lance, Spear, Bardiche, Ranseur, Pike, Volgue, Guisarme, Halberd, and Glaive. ~ 102 PREFIX~ Syntax: prefix The prefix command is used in conjunction with WIZNET. It simply adds the charatcers --> infront of any information that is displayed on WIZNET. ~ 103 AREALIST~ Syntax: arealist This command displays a list of all areas currently available on the mud, with the VNUM range and the filename. ~ 103 FREMOVE~ Syntax: FREMOVE <player> This command will force any target to remove his or her equipment, and transfer it to your inventory. Use some discretion with this command, as it will leave the target naked and weaponless. ~ 104 check~ This imm command is to fight cheaters .... Allow you to quick detect/compare modified chars... Syntax: 'check' display info about players of all players 'check stats' display info and resume stats of all players 'check eq' resume eq of all players 'check snoop' show who snoop who ( to avoid lowest imm abuse ) Use the stat command in case of doubt about someone... ~ 105 MORTLAG~ SyntaxSyntax : lag <char> <0-200> This command will force a lag on a player. Be very carefull with this command, and ALLWAYS have a reason for this, as abuse will be punished with immediate termination!! 100 and above use sparingly! ~ 103 MPDUMP MPSTAT~ Syntax: mpstat <mob name> Syntax: mpdump <mob prog number> These two command will allow you to check any mobile for a mob prog and also allow you to "dump" the mob prog code to your screen to see what it is doing. This can be used to debug mob progs or maybe to check what a mortal is doing wrong. The following is what you would see using mpstat: mpstat were Mobile #10096 [a werewolf] Delay 0 [No target] [ 1] Trigger [DEATH ] Program [10058] Phrase [100] You now can use the mpdump command on program numer 10058 showing you: mpdump 10058 if ispc $n if carries $n werewolf mob oload 10118 1 'room' mob echo The werewolf's head falls to the ground. else if wears $n werewolf mob oload 10118 1 'room' mob echo The werewolf's head falls to the ground. endif endif endif ~ 107 ADDAPPLY~ Syntax for applies: addapply <object> <apply type> <value> Apply Types: hp str dex int wis con sex mana ac move hitroll damroll saves Syntax for affects: addapply <object> affect <affect name> Affect Names: blind invisible detect_evil detect_invis detect_magic detect_hidden detect_good sanctuary faerie_fire infrared curse poison protect_evil protect_good sneak hide sleep charm flying pass_door haste calm plague weaken dark_vision berserk swim regeneration slow Affects availible include the ones you add too! This command will add affects or applies to an item. Some may be permanent, others will dissipate. ~ 107 BONUS~ Syntax: bonus <char> <exp> The BONUS command is used to give players a bonus amount of experience points. You can ADD experience points and also REMOVE experience points. The range is from -5000 to +5000 exp. This command can be used for rewards to quests, excellent roleplaying, discovering the secrets to area quests, etc. It also can be used for punishment. Please use it with common sense and good judgement. ~ 107 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by the Avatar acts as an automatic pardon. ~ 107 RSETPWORD~ Syntax: RSETPWORD <char> <new pword> This command allows imms to set a new password for a player, in case that player has lost/forgotten their password. Use only when required for this purpose. Abuse will be punished. ~ 108 FLAG~ Syntax: flag mob <name> <field> <flags> flag char <name> <field> <flags> mob flags: act, aff, off, imm, res, vuln, form, part char flags: plr, comm, aff, imm, res, vuln +: add flag, -: remove flag, = set equal to otherwise flag toggles the flags listed. The FLAG command is available to Arch-Angels and above. It can be used to set or modify various flag settings on Mobs or Players. The syntax above lists how to add or remove flags. Also use the Stat command first to get the needed information on a mob or player before using the Flag command. ~ 109 DISABLE~ This command gives a list of all disabled commands. {RSnippet from Erwin S Anderson{x ~ 110 LPFILE ULPFILE~ Syntax: lpfile <playername> ulpfile <playername> The lpfile command allows you to load a player, without the player actually connecting. This way, if there are problems, they can be fixed without having to wait for that player to log on. Use this command very wisely, abuse will be punished. The ulpfile releases the character, logging it of as it were... ~ 110 VIOLATE~ Syntax: violate <room vnum> The violate command is only available to MAX_LEVEL characters. It is used in place of the goto command to enter "private" rooms, or rooms that already have the max amount of people or IMMs present. ~ 110 DUMP~ Makes a dump of the memory, containing all the items. ~ 0 corpse~ When someone or something dies, there is usually a corpse. On this mud there are several commands that relate specifically to corpses. When you kill a mob, you can ofcourse search this mob for items. Allso, you can sacrifice the corpse to the gods, and perhaps get a little cash in return. You can allso butcher the corpse to turn it into food, and those who play an undead race, can consume the corpse. All commands mentioned above, can be executed manually, but for all except butcher there is allso an automatic setting. See help on autoloot, autosac and autoconsume for more information on that. ~ 0 consume~ Syntax: Consume corpse Certain races have the ability to consume the corpses of the mobs they've slain. From this, the player will gain a small amount of health, mana and movement. This command can be executed manually, but allso can be set to automatic with the autoconsume command. ~ 0 Loot~ Syntax: Loot corpse With this command, you can search a corpse for equipment. This command can allso be set to execute automatically after a kill with the autoloot command. ~ 0 combat kill~ In order to advance in this world, you'll have to combat mobs most of the time. You can initiate combat in a variety of ways. Most common is the command "kill <target>". Certain mobs will initiate combat themselves, either because you did something that they wont allow, or just because they dont like people. Other ways to initiate combat are the use of certain skills like backstab on mobs, or casting offensive spells on mobs. Related commands, that should be remembered when looking for combat are "consider" and "flee". ~ 107 addapply~ This is a highlevel imm command used to add affects or modifiers to items. For a list of all available affects and modifiers, as well as the proper syntax, simply enter the addapply command without any arguments. ~ 0 staff~ This is one of the most basic of weapons, usually a stout wooden pole, anywhere from 3 to 6 feet in length. It is very unimpressive at first glance, but a dangerous weapon in the hands of one who can use it. It is not uncommon that a person wielding a staff manages to outfight opponents wielding weapons like swords and axe-type weapons. (for a list of the people who make up the staff of Ghost Dancer, use the "wizlist" command) ~ -1 ALTERATION~ Spells in the alteration group enable the caster to channel magical energies to cause direct or specific change to an existing object, creature or condition. It includes defensive, protective spells; offensive spells, which help to increase the chance to inflict damage; and mobility spells that improve the caster's ability to move from harms way. blindness strikes the target blind control weather changes the weather curse prevents recalling and weakens the target in combat fly allows the target to fly giant strength grants increased strength haste doubles speed of the target, but slows down healing infravision allows monsters to be seen in the dark pass door allows the caster to walk through walls revelation allows the caster to channel movement into mana slow slows your enemies down, reducing the rate of attack stone skin improves ac by providing a stone skin shield water breathing allows player to breath in underwater areas weaken drains the strength of the target ~ -1 BEGUILING~ Beguiling spells induce changes or influence the behaviour of your victims and consist of various magics well suited for turning your foes to your cause. calm stops all fighting in the room charm person turns an enemy into a trusted friend sleep puts a foe into enchanted slumber nap a weaker sleep spell ~ -1 'COMBAT'~ The combat spells in the priest's arsenal are those that can be used to directly attack or harm his or her enemies. They are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. demonfire a powerful, but very evil, spell dispel evil torments evil foes dispel good calls down unholy power on good creatures flamestrike sends a column of flame from the heavens ray of truth sends forth a blinding ray of holy energy holy word aids your allies while calling divine wrath upon your foes ~ -1 CONJURATION CONJURE~ The conjuration spell group revolves around bringing (conjuring) creatures or objects to the caster for his or her use. continual light creates an eternal light source floating disc creates a floating disc of force to hold treasure summon transports the target to the caster ~ -1 CREATION~ The creation spell group is used to create objects of temporary or permanent duration. Skilled creators can travel without food or drink and use their powers to create nourishment as required. create food produces a nourishing mushroom create spring calls forth a small but pure spring from the ground create water fills any available container with water heroes feast creates a fulfilling meal, fit for a hero ~ -1 CURATIVE~ The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the recovery spell group. cure blindness restore sight to the blind cancellation a powerful dispel that removes spells from friends cure disease heals the plague cure poison removes the harmful effects of poison ~ -1 DETECTION~ The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, determine where an object is, or even scry out the true nature of your foe. The spells in the detection group are a pared down version of the divination group for use of non- magical classes. detect hidden shows the whereabouts of hidden foes detect invis allows the caster to see the invisible detect poison determines if food is safe to eat ~ -1 DIVINATION~ . The divination group includes a variety of spells that reveal information that would otherwise remain hidden or secret. These spells reveal the existence of specific items, creatures or players, as well as viable information about them. detect evil reveals the aura of evil monsters detect good similar to above, only for good monsters detect hidden shows the whereabouts of hidden foes detect invis allows the caster to see the invisible detect magic reveals magical auras to the caster detect poison determines if food is safe to eat farsight searches for living beings near the caster identify gives info about the nature of an object know alignment determines the moral character of a monster or person locate object finds a specific item ~ -1 DRACONIAN~ The Draconian spell group deals with the magic of dragons -- in this case, bringing forth the devastating power of their breath weapons upon your foes. Only spellcasters have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them. In order of power: gas breath suffocates your enemies with poison gas (area attack) acid breath uses the black dragon's attack upon an enemy frost breath drains life from a foe with the power a white dragon fire breath calls forth the flames of a red dragon lightning breath summons the electrical fury of a blue dragon ~ -1 NEGATIVE~ The negative spell group is available only to the necromancer. It includes spells used to draw vitality and life from the victim. vampiric touch you drain the blood of your victim energy drain drains exp. and mana, while strengthening the caster life drain you suck the soul of your opponent and make it your own ~ -1 ELEMENTAL~ Elemental spells are clerical spells that affect the four basic elements of fire, air, earth and water. The magical energies of the spell draw upon the elements to create protective, as well as, offensive magics for the caster. heat metal heats metal equipment to searing temperatures earthquake brings the power of earth to bear against your foes flameblade produces a blazing ray of red-hot fire to sear your foe airwalk allows you to walk on air as if it were solid ground barkskin turns a players skin into tough bark, improving armor class stone meld melds a players skin into stone, improving armor class ~ -1 ENCHANTMENT~ The enchantment spell group is used to imbue items with magical properties, whether to improve damage inflicted by weapons or by creating a protective shield on equipment. enchant weapon increases the hit and damage bonuses of a weapon enchant armor increases the protective value of armor fireproof shields items from the harmful effects of fire and acid recharge restores energy to depleted wands and staves NOTE: Enchant weapon and Armor cannot be used on items that are less than level 10. Also you cannot use them on items that are more than 3 levels above your level. You may also encounted some items in Ghost Dancer that cannot be enchanted at all. ~ -1 ENHANCEMENT~ The enhancement spells are a group of clerical spells which improve upon the body's potential, calling on divine powers to allow for superhuman feats of strength and stamina. aid improves the recipients hit roll adrenaline pumps you full of energy improving your fighting ability frenzy puts the recipient into berserker rage giant strength grants increased strength haste doubles the speed of the target, but slows down healing refresh restores energy to tired adventurers ~ -1 GENERIC~ This is a general grouping of special spells, which will be added to as time goes on. water breathing a spell that allows players to breath underwater ~ -1 HARMFUL~ The harmful spell group is a group of clerical/necromantic spells that are designed to inflict damage upon a victim's body. cause light inflicts minor wounds on an enemy cause serious inflicts wounds on a foe cause critical causes major damage to the target harm the most deadly harmful spell ~ -1 RECOVERY~ Recovery spells are used to cure everything from light to critical wounds that may befall an adventurer. They fall under the clerical/necromantic category of spells. cure light heals minor wounds refresh restores vigor to a tired adventurer cure serious heals wounds cure critical closes all but the worst wounds heal the most powerful healing spell mass healing casts a heal spell on each player in the room ~ -1 ILLUSION~ The illusions spells are dedicated to deception and trickery. They are used to create apparent changes in the caster or in other players or creatures. invis turns the target invisible mass invis turns the caster's group invisible ventriloquate allows the caster to put words in someone's mouth ~ -1 'BATTLE'~ The battle spells enable the caster to channel magical energies to cause direct and specific damage to the victim. They are powerful, damaging spells and are considered an essential part of the wizard's arsenal. magic missile sends an energy bolt (1 + 1 bolt / 10 levels) into a foe burning hands sends a blast of fire into your foe shocking grasp sends a powerful jolt into a foe lightning bolt sends forth a single bolt of lightning into an enemy colour spray blasts your opponent with rainbow spray, may blind him fireball a powerful spell, great for burning your enemy to ashes acid blast sends forth a stream of acid to eradicate your foes chain lightning sends lightning bolts arcing through foes ~ -1 MALADICTIONS~ Maladictions are a group of clerical/necromantic curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. blindness strikes the target blind curse prevents recalling and weakens the target in combat plague causes the target to suffer a slow, painful death poison weaker than plague, but often fatal ~ -1 NECROMANCY~ The spells in the necromancy group are only for use by the necromancer class. They include a variety of spells to inflict damage on the victim, as well as magics that help protect the caster and restore life to creatures. chill touch weakens your enemy with a frigid grasp resurrect turns a corpse into a zombie follower aid improves the recipients hit roll spectral wings allows the necromancer to fly ~ -1 PROTECTIVE~ Protective spells guard the user from harm, both from spell attacks and physical attacks. Some provide mystical shields and others provide protection from various forces. bless improves hit and saving rolls, also can bless objects cancellation a powerful dispel that removes spells from friends dispel magic removes spells from enemies protection evil provides defense from the attacks of evil creatures protection good protects from the attacks of good beings remove curse removes malevolent magic from players and items armor provides a protective armor shield shield creates a shimmering protective shield barkskin turns skin to tough bark, improves armor class sanctuary reduces all damage taken by half ~ -1 RALLY~ The spells in this group help to rally protective forces to aid the paladin class. giant strength grants increased strength barkskin improves AC by causing skin to become tough bark flameblade produces a blazing ray of red-hot fire to sear your foe ~ -1 THIEVERY~ The spells in the thievery group help to improve the thief's and assassin's abilities in their covert actions. haste doubles the speed of the target, but slows down healing infravision allows monsters to be seen in the dark pass door allows the caster to walk through walls poison weaker than plague, but often fatal charm person bend others to your will ~ -1 TRANSPORTATION~ The transportation group is used for traveling quickly throughout the world. gate transports the caster to the target nexus forms a two-way portal to a far off destination portal creates a one-way portal to a destination teleport sends the target to a random location ~ -1 WEATHER~ These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. call lightning summons a huge bolt of lightning, if weather is right control weather changes the weather in manner desired by the caster faerie fire surrounds the target in a glowing aura faerie fog reveals all hidden creatures in the room (the weather command, unrelated to this group, shows local weather conditions) ~ 0 Infernosphere~ Name Level Rating Min.Mana immolation 112 2 125 magma blast 112 2 70 fire storm 35 2 60 pyre strike 112 2 50 plasma blast 112 2 45 flare 112 2 40 backdraft 112 2 30 smoke screen 112 2 35 These are all fire-based spells. ~ 0 Marriage Wedding Divorce MARRY~ On Ghost Dancer, it is possible for two people to marry. This can be done by immortals. When two people get married, they will receive their own private channel, called "{Wschat}x, as well as a personalized ring. As in real life, it is allso possible to get a divorce on this mud. Under SCHAT your spouse can talk to you even if you are Invisible or WIZI ~ 0 Summon greater golem~ This spell summons forth a greater golem to do your bidding. It is a very draining spell, so you will not be able to summon them often... ~ 0 Trainer~ The trainer is the person who can teach you, he/she will help you practice your skills and advance your training of your stats. Many classes have their own specific trainer, look for them around the world. ~ 0 Dual wield~ This skill allows the player to wield two weapons, one primary, and a smaller one in the so-called off-hand. This ofcourse means the player cant use a shield. {RDual wield skill by Erwin S Anderson{x ~ 0 Stocks~ The world of Ghost Dancer has a stock-system, allowing the player to put his cash to work for him. It basically works much the same as the real-life stock market. Stocks can be bought at the bank, commands for this can be found in the bank help entry. They are allso called "shares". ~ 0 Remort~ Remort allows a player to start a new character, and is available after reaching legend status. After that, it is available at all times. When remorting, a player can select from a larger range of races and classes, and starts out as a lvl 1 character again, with some benefits such as more trainings. {WRemort by Dribble{x {Wimprovements by Taka{x - Allow for multi-level remort - Allow for unremort - Allow both race and class remort steps - General bug fixes ~ 0 Kill Fight~ syntax: Kill <mob> Fight <mob> These are the primary commands used to attack mobiles. They are the basic combat skill every player has. ~ 0 channels~ Syntax: Channels This command will show you the status of available channels, whether they are on or off. Allso it tells you the status of your scroll buffering and what your current prompt is. ~ 0 info~ syntax: Info Info <groupname> This will show you a brief info on the groups you have selected, if you do not enter a groupname. If you do supply the name of a group, it will give you the content of that group, along with the {WLevel, Rating and Min. Mana used{x. (this is case of a spell). ~ 0 Stats showstats~ As a player, you have certain statistics, like strength, intelligence and such. These can be seen in scoresheet, but can allso be checked more thoroughly with the {WShowstat{x command. It will tell you your current stats, and what their maximum is. ~ 0 alias unalias~ Syntax: Alias <command> <command> Syntax: Unalias <alias> The alias command can be used to shorten lengthy, often used commands. For example, {WCast heal{x could be aliased to heal. The command for that would be "Alias heal "cast heal". With the "unalias" command, you can remove unwanted aliasses. ~ 0 Combine~ With this command you toggle between the long inventory listing and the combined inventory listing. In the long setting, each item is listen sep- erately, when using the combined setting, if you have more then 1 of an item, it will have a counter in front of it. ~ 0 Noloot~ Syntax: Noloot This command enables or disables the possibility of others looting your corpse, should you die in battle. ~ 0 Nosummon~ Syntax: Nosummon This command protects you from or allows you to be summoned by others. When set to immune, you cannot be summoned by other players. ~ 0 ENTER~ Syntax: enter <location> This command is used to enter places, like portals and such. It can be used for instance to enter a hole in the ground, or a portal created by a mage. ~ 0 MAX_POINTS~ You can only train your stats to a maximum value of 92 even though each race can have a total of 107 when including the class bonus. Here is the example i will use. A human can have maximum stats of this: Str 21 Int 21 Wis 21 Dex 21 Con 2 If i were to choose a mage my class bonus is +2 Int therefore my max stats would be Str 21 Int 23 Wis 21 Dex 21 Con 21. However you can only use 92 of those available points as stats so in effect your max stats might look more like this. Str 18 Int 22 Wis 18 Dex 15 Con 19 The total adds up to 92 points. Bonuses from equipment or spells does not count as part of your 92 total stat points. ~ 0 AUCTION~ Ghost Dancer does not have an automated auction house. We do have an auction channel. ~ 0 AUTOQUEST QUESTS~ Ghost Dancer does not have an auto questing system our quests are all hand made and crafted just for Ghost Dancer. ~ 0 BUY1 BUY2 BUY3 BUY4~ To buy stocks or learn about buying stocks type help bank. ~ 0 BOARDS~ We use the ROM note system it has been improved some but it is still the ROM system. Try help note ~ 0 DIETY DIETIES DEVOTE ELATHAN MIRIEL NAROK YATAI NORAK~ Ghost Dancer has a few deities though at this time they do not impact game play. The choices for this are: Elathan Good - God of the heavens Miriel Good - Godess of the land Narok Evil - God of the under world Yatai Neutral - God of the seasons ~ 0 'GROUP HEADER' GROUP_HEADER~ Customizing takes more time but can add greater flexability to the creation process. By choosing No you will be given a default set of skills and spells and the lowest possible experience required to level. The more choices you make the more experience it takes to attain a new level. ~ 0 'GROUP HELP' GROUP_HELP~ This is where you can learn new groups of spells or skills. You can also see which spells/skills you have and the total creation points required to level up. ~ 0 HELP~ To see help type help and the word you wish help on. Try shortening the word to see if it is there. An example might be help history will return the same result as help hist. ~ 0 HERO LEGEND LEGENDS~ This is the highest mortal level attainable by leveling and on Ghost Dancer it happens to be 101. ~ 0 LEVELS LEVELING~ On Ghost Dancer levels are attained by gaining experience. You can gain it in many ways. They include fighting and killing mobiles, as well as being bonused experience for a quest from either the quest mob or an immortal. ~ 0 HP HITPOINTS LIFE 'HIT POINTS'~ Hit points are your life. They are how badly wounded you are. If they reach 0 you die. There are command slike WIMPY that you should atleast at early levels look into. ~ 0 MANA~ Mana is a measurement of the amount of magical power you have remaining. When your mana is reduced too low you can nolonger cast spells. Mana is not reduced by potions, wands, or stavers. It can however be drained by others casting spells on you or by some magical affects of weapons which drain mana. ~ 0 MUDSCHOOL NEWBIE SCHOOL~ Read more about GODSCHOOL ~ 0 STORY~ The age before time In the age before time there were two ageless beings who created the universe. In this age of creation there was lots of work to be done. Creatures and plants were created from thought and whole worlds took shape in the blink of an eye. The concepts of time and a circle of life were introduced as the new universe took shape. Beings were born and died all in the order of the great circle of life. The duo gave their creations the ability to learn, grow, and evolve into more than they were. As they worked they created one world they loved above all, teaming with life and filled with wonders known only there. It was our world, Ea. With their very hands they guided our evolution and this world became the most beautiful anywhere in the cosmos. Centuries passed, and millennia followed. The duo slowly drifted apart, each creating stars, planets, life of all sorts, and giving of themselves to each of their new creations. One must have given too much of herself and disappeared forever. When the other learned of this tragedy he was unwilling to lose his mate. So he returned to the world they made together, the world she loved so much and started a new ritual called the Ghost Dance, in the hopes of drawing his loved one back to him once more. This world is known for his dance now and he is known as the Ghost Dancer. The Coming of the Gods. Whilst he continued his unrelenting dance, the Dancer thought of ways to relieve the anguish of eternally hoping his mate would return. On a whim he introduced Gods to his world, who he called the Valar. They were eleven in number, and the Dancer put them in charge of all his creations. Then an idea came to his mind which was enormous in its potential - the concept of Good and Evil. The first God, Elathan, he made completely Good and ruler of the heavens. Elathan's mate, Miriel, was also Good, indeed the most compassionate of the Dancer's creations, and became the healer of the hurts to the universe. The names of the others were Yatai, Anval, Kiana, the brothers Vilya and Ormal, Fentia, Glok, Bodan and Marth. Each was given special powers over certain of the myriad aspects of the world the Dancer had created named Ea. Now some of the Gods he made Good and some Neutral, but none was entirely Evil save one. And he was called Narok the Black, who dwelt alone and was not one of the Valar. The Dancer gave him great power, went back to his dancing, and waited to see what would happen .... The Battles of the Universe For countless ages the Gods worked alone in the universe, shaping, modifying and strengthening all the life forms created by the Dancer. Thus were born the elves, dwarves, humans and many other races of great variety. These beings built homes and eventually cities for themselves on the golden world of Ea, the finest city being Thalion, which the elves constructed on the first continent of Rodania. But Narok saw the new life and feared and hated it. In envy and mockery he fostered the foul races of goblins, vampires, drow, and many others, placing them throughout the Universe to make war upon the other races. For a time Narok had the upper hand, and the Universe was filled with corruption. Though the gods endeavored to keep order and to protect their peoples, Narok and his hosts were forever ruining their work. Eventually there was no alternative for Elathan and the Valar but to attempt to destroy Narok. Great battles raged across the heavens and throughout the world of Ea, bringing terrible destruction. The Coming of the Immortals The Ghost Dancer paused in his sad eternal dance, and remembered his creation. He saw that without his further intervention, all of his created world of Ea would be destroyed in the fierceness of the battles between the forces he had unleashed, Good and Evil, particularly as Evil seemed to be winning. So he created the Immortals, selected members of the races he had put on Ea, and gave each extraordinary powers so that they could go forth and change the course of history. This small band of heroes fought, bled, and eventually brought peace back to Ea. They were a diverse group of characters, and not all followed Elathan in the ways of Good. Some were evil and favoured Narok, others neutral with Yatai as their God. But under the strong leadership of the mighty Taka and Kaithan, order took the place of chaos. The Immortals remain among us to this day, ever vigilant over this land. Without them the war would continue unrelenting even on the now safe Rodania. It is rumored they live on a small island paradise somewhere out on the Endless Ocean. Ever watchful of the threat that one day Narok might return, this time stronger than before. The Forgetting. "The horrors of all these wars over many centuries were so savage that Elathan cast a spell over the 25 races living on Rodania, the first continent of Ea. This was merciful, causing them to forget all the carnage that had killed their loved ones and almost destroyed their civilisation. All memories of those other continents across the seas, where Narok's minions had once held sway, were banished from their minds. And peace came to Ea. But deep underground, Narok stirred, for Evil once created will never be destroyed .... And the Ghost Dancer danced his lonely dance high above the firmament of heavens .... The Present With the hopes of glory and thoughts of the unknown you can start your journey today. Will you help shape the forces of destiny on Ea? There is but one way to find out for sure. Join us and start your quest. ~ 119 helpfildate~ Date of helpfile: 08-07-2002 by Taka ~ 0 CONSIDER~ New exp computation will give a bonus for things like sanctuary, haste, bless on a mobile since we all know they are harder to kill this way than the standard mobile. ********************************************************************* Mob Name: xxxxxxxxxxxx Level: xxx Expected exp gain: xxxxxxxxxxxxxxx Difficulty: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Improvement Factor: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ********************************************************************* MOB NAME is the name of the mobile you considered EXP GAIN is the expected exp return DIFFICULTY is the toughness estimate on the mob you considered **NOTE: EXP GAIN and DIFFICULTY are both affected by many things including the hours online. They are only estimates based on the level of the mobile. See also IMPROVEMNT_FACTOR See also CHART See also EXP_SYSTEM ~ 0 IMPROMENT FACTOR IMPROVEMNT_FACTOR~ Improvement factors are based on the mobs extra abilities like sanctuary, haste, fast offensive flag, ect..... The Higher the improvement factor the extra tougher the mob will be. A mob with the improvement factor of none is standard meaning the mob has no added affects to make it tougher. ~ 0 CHART~ Difficulty Level Exp Gain Message Diff Message It's your death!! +10 Astounding Are you of your rocker? +9 Amazing A most interesting challenge! +8 Unbelievable Are you up for a challenge? +7 Shocking You will break a sweat! +6 Surprising A good fight. +5 Immense Take a breath and charge! +4 Huge This foe may surprise you. +3 Large You are in a strong position to win. +2 Superior You know you can best this foe. +1 Good You appear to be evenly matched. 0 Average You may break a sweat. -1 Common An easy victory. -2 Fair If you insist on killing babies! -3 Reduced Go ahead get the blood bath over with! -4 Meager Little to no challenge. -5 Poor Leave your weapon sheathed! -6 Pitiful Come on be a man! -7 Deplorable You don't like a challenge do you? -8 Pathetic You can best this foe with ease. -9 Contemptible Why waste the time? -10 None It would not be advisable to attack when diffuculty is It's your death. ~ 0 EXP_SYSTEM EXP SYSTEM~ This EXP system was written by Taka (c) July 2002 NOTE: The 10 level restriction has been removed. ~ 0 $~ #$