zim/area/
zim/bin/
zim/clans/plists/
zim/corefiles/
zim/doc/muddy/
zim/gods/
zim/log/
zim/player/
zim/skill_tree/
zim/tmp/
#AREADATA
Name Groups Helps~
VNUMs 0 0
Credits Diku~
Security 9
LevelRange 0 0
End

#HELPS
-1 0 WANDS STAVES 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') 
~
-1 0 WEAPON WEAPONS AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP EXOTIC~
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.

The weapon skills consist of the following:

axe		the use of axes, ranging from hand to great (but not halberds)
{D                    Bonus for parry, penalty for dodge.{x
dagger		the use of knives and daggers, and other stabbing weapons
{D                    Bonus for dodge, penalty for parry. Penalty to enemy evade{x
flail		skill in ball-and-chain type weapons
{D                    Penalty to enemy parry{x
mace		this skill includes clubs and hammers as well as maces
{D                    Higher chance of damaging equipment.{x
polearm		the use of pole weapons (except spears), including halberds
{D                    Bonus to haft block, bonus to enemy evade.{x
spear		this skill covers both spears and staves, but not polearms
{D                    Bonus to haft block.{x
sword		the warrior's standby, from rapier to claymore
{D                    Average, shortswords give bonus to parry.{x
whip		the use of whips, chains, and bullwhips
{D                    Bonus to disarm, penalty to enemy shield block.{x
exotic          the use of strange magical weapons
 
The exotic skill can neither be known nor practiced, and is dependent solely
upon level. 
~
-1 0 'SHIELD BLOCK'~
Shield block is the art of parrying attacks with a shield.  While those
who have not learned this skill are also crudely able to block attacks with
a shield, their attempts are no where near as effective as one who has. 

NOTE: Flexible whips and flails are able to swing around the edge of a
shield to strike the wearer.
~
-1 0 KNIFE~
Syntax: knife <victim>

With a swift, lunging stab, a thief can slip his blade into the back of
his victim more swiftly than they can react to defend themselves.  Since it
is not carefully placed, knifing is not nearly as accurate, or as likely to
cause damage as great as backstab.  However, since the attack is executed
with such swiftness, it can be used on victims who are close to death and
are too wary to be snuck up on for a carefully placed backstab.  
 
See Also: HELP BACKSTAB
~
-1 0 BASH CRUSH~
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, so bashing a dragon
is not generally a wise idea.
 
Every now and then, you'll see a mob CRUSH you. This is a skill some monsters
have that is very similar to bash.
~
-1 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.
~
-1 0 DIRT 'DIRT KICKING'~
Considered by some to be a cowardly skill, dirt kicking casts a blinding
spray of sand and grit into the eyes of an opponent.  Though it doesn't last
long, it provides a distinct edge in combat.  Dexterity helps in avoiding or
landing a dirt kick.  It is useful to note that one can not dirt kick while
flying, though one may have dirt kicked at them though they are flying. 

~
-1 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 with both your own and your opponent's weapon types. 

~
-1 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.  Nearly all classes may learn dodging.
~
-1 0 'ENHANCED DAMAGE'~
Through practice and training a fighter learns where and how to strike
his opponent to inflict the greatest amount of damage.  This skill is
automatically checked every hit landed with a weapon, and stands a greater
chance of success the higher the learned percentage on the skill.  
~
-1 0 ENVENOM~
Syntax: envenom <object>

Envenom is a cowardly skill practiced only by thieves.  Using their
knowledge of debilitating and lethal poisons, a thief is able to poison
food, drink, or weapons with varying effects.  Poisoned Food or drink is
poisoned with a mild venom that usually weakens rather than kills the
victim.  A poisoned weapon, on the other hand, can inflict serious damage on
an opponent as the poison burns through his bloodstream.  The poison on
weapons tends to evaporate and is rendered powerless relatively quickly. 

~
-1 0 'HAND TO HAND'~
Hand to hand is a skill that everyone possesses.  This style is fighting
allows an adventurer to deal damage while unarmed.  Some classes are more
adept at using this ability than others, while some have specialized
augmentation.  
~
-1 0 KICK~
Kick gives an adventurer an extra attack in combat.  This skill may be
used once each round.  
~
-1 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 his opponent's weapon
types.  Warriors and samurai stand a greater chance at parrying attacks than
other classes 
~
-1 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 comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)
~
-1 0 TRIP~
To successfully trip an opponent, one must have quick reflexes and good
timing.  This skill is very quick to execute and can be used once every
round.  You can not be tripped while flying, nor can you trip while you are
flying.  
~
-1 0 'SECOND ATTACK'~
Second attack gives an adventurer a chance at an additional attack in
combat per round.  2 attacks are never guaranteed every round, even with the
skill at 100%, however the chances are much greater.  All classes may learn
this skill, but magicusers have difficulty in mastering and using it. 

~
-1 0 'THIRD ATTACK'~
Training in third attack allows an adventurer a chance at a third attack
per round of combat.  Three attacks is not guaranteed, even having attained
perfection in this skill, the chances are simply increased.  
~
-1 0 'HIDE'~
Syntax: hide

A thief can attempt to hide in the shadows so that he will be unnoticed. 
Thieves originally learned this skill to help them stand unseen in the
shadows of a back alleyway, waiting for unwary victims to pass by.  Though
it was intended for use in the city, a thief is able to find shadows to hide
in, in many different locales, and is similar to the ranger camouflage
skill.  His hidden status is cancelled as soon as he moves.  
 
Note: A thief is never sure if he is fully hidden in the shadows. He always
THINKS that he is, but is never entirely sure.
 
     See also HELP CAMOUFLAGE
~
-1 0 'FAST HEALING'~
Fast healing improves hitpoint regeneration rates whether standing,
resting, or sleeping.  It is checked every tick for success or failure. 
Failure occurs more often with a lower % on the skill.  All classes may
learn this skill, but magicusers find it very difficult to master, due to
their low stamina and bookish lifestyles.  
~
-1 0 LORE~
Syntax: lore <object>

Lore is a general skill, consisting of knowledge of myths and legends
about items and artifacts.  Use of the lore skill gives a chance of
obtaining information on an object concerning its power and uses.  The
harder you practice lore, the more information you will be able to discover
about an item.  
~
-1 0 HAGGLE HAGGLING~
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 untrainined adventurer had best 
guard his treasure closely.  Thieves are natural masters at haggling, 
although other classes may learn it as well.
~
-1 0 PEEK~
A thief is able to peek into the inventory of any mob or player to see
what they are carrying.  This has obvious applications for use in
conjunction with STEAL, and it automatic once practiced.  It is harder to
peek at more intelligent characters.  
~
-1 0 'PICK LOCK' PICK~
Syntax: pick <object>  {Ror{x pick <direction>

Lock picking is one of the prime skills a thief relies on to ply his
trade, as it allows him to gain access to many secured areas, and to unlock
vaults, chests, and safes.  Chances of success are improved with a higher
intelligence, and hampered by the difficulty of the lock.  Ninjas also learn
to pick locks, but never attain the expertise of a thief.  
~
-1 0 PERCEPTION~
With his keen eyesight, and a little practice, a thief can pick out
hidden exits.  This skill is automatically used once practiced, and all
closed doors will be seen with a * .  
~
-1 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.
Thieves and warriors, with their troubled minds and violent attitudes, have
great difficulty learning to meditate effectively.
~
-1 0 STEAL~
Syntax: steal coins <victim>
{Ror{x
Syntax: steal <object> <victim>

The ability to steal is a class defining skill for thieves.  No other
class may learn this ability.  It allows the thief to try to relieve their
fellow adventurers, and any other creatures they may encounter, of gold or
other items they may possess.  
~
-1 0 'DETECT GOOD'~
Syntax: cast 'detect good'

 This spell enables the caster to detect characters of good moral
standing, and he will see them surrounded by a ({YGolden Aura{x).  
~
-1 0 'DISPEL GOOD'~
Syntax: cast 'dispel good' <victim>
 
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.
~
-1 0 'RECHARGE'~
Syntax: cast 'recharge' <item>

The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used.  Magic items can only be
recharged one time successfully.
~
-1 0 'DEMONFIRE'~
Syntax: cast 'demonfire' <target>

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.
~
-1 0 'BLUEFIRE'~
Syntax: cast 'bluefire' <target>
 
Bluefire is a spell of neutral clerics, and as such can only be used by
those who have a neutral alignment. It conjures forth spirits from the
neutral planes to inflict terrible wounds on the enemies of the caster.
 
~
-1 0 'RAY OF TRUTH'~
Syntax: cast 'ray of truth' <target>

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.
~
-1 0 'PORTAL'~
Syntax: cast 'portal' <target>

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, unfortunately the
secret of this material component has been lost...
~
-1 0 'NEXUS'~
Syntax: cast 'nexus' <target>

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, the secret
of which has been lost...
~
-1 0 'HEAT METAL'~
Syntax: cast 'heat metal' <target>

Heat metal is a powerful clerical attack spell, with effects that vary 
according to the armor of the victim.  It heats up the metal equipment
(assumed to be all weapons and armor at this point in time) on the target,
causing him or her to drop them if possible, taking serious burns in the
process (possibly fatal if the equipment is too heavy to remove easily).
This spell does no damage to creatures who are immune to fire.
~
-1 0 'HOLY WORD'~
Syntax: cast 'holy word'

Holy word involves the invocation of the full power of a cleric's god, with
disasterous 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.  Experience loss is no longer associated with the spell.
~
-1 0 FRENZY~
Syntax: cast 'frenzy' <target>

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.
~
-1 0 'CALM'~
Syntax: cast 'calm'

One of the most useful and often overlooked spells a master cleric
possesses 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.  Either it
fails or succeeds, ending all combat in the room.  
~
-1 0 HASTE~
Syntax: cast 'haste' <target>

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').
~
-1 0 SLOW~
Syntax: cast 'slow' <target>

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 halve healing
rates, due to reduced metabolism.
~
-1 0 PLAGUE~
Syntax: cast 'plague' <target>

The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, and generally 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.
~
-1 0 'CREATE ROSE'~
Syntax: cast 'create rose'

A romantic spell that creates a fragrant red rose, with utterly no game
use whatsoever.
~
1 0 'PROTECTION GOOD' 'PROTECTION EVIL'~
Syntax: cast 'protection evil'     {Ror{x     cast 'protection good'

These protection spells reduce damage, of any type, taken from attackers
of the appropriate alignment, be they evil or good.  Saving throw is also
slightly improved, though they may not be cast on another person, and they
also may not both be cast at the same time.  
~
0 0 'GIANT STRENGTH'~
Syntax: cast 'giant strength' <character>
 
This spell increases the strength of the target character.
~
-1 0 'CHAIN LIGHTNING'~
Syntax : cast 'chain lightning' <target>

Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended.  Allies of the caster may be hit by this spell if they are members 
of a clan, 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 0 FARSIGHT~
Syntax: cast 'farsight' <direction>
Example: c far up

The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room.  It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away.
~
-1 0 MASS HEALING~
Syntax: cast '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.
~
-1 0 'FLOATING DISC'~
Syntax: cast 'floating disc'

This useful spell creates a floating field of force which follows the caser
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.
~
-1 0 FIREPROOF~
The fireproof spell creates a imbunes an item with a protective aura that
protects it from the harmful effects of acid and flame.  Items protected
by this enchantment are not harmed by acid, fire nor intense heat.  The
duration of this enchantment depends on the level of the caster, but
typically ranges from a few days to almost a month.
 
Syntax: cast 'fireproof' <object>
~
-1 0 ALIAS UNALIAS~
Syntax: alias
	alias <word>
	alias <word> <substitution>
	unalias <word>

The alias command allows limited shortening of command names.  At this time,
aliases cannot call other aliases, and cannot generate more than one command.
Alias by itself lists your current aliases, Alias <word> lists the alias with 
that name (if such exist), and alias with both a word and and argument 
produces a new alias.  You cannot alias either alias or unalias to a new
command.  Examples of use:

alias gc get all corpse --> typing gc will equal typing 'get all corpse'
alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc'

Only the first word on the line will be subsituted at this time.
~
-1 0 'BARKSKIN' 'BARK SKIN'~
Syntax: cast 'bark skin'

It is said that the ancient druids were capable of transforming their
bodies into giant oak trees, sending their roots deep into the healing soil
of the earth.  A great ranger in ages long past was granted the secret to a
minor enchantment of similar nature, whereby he was able to harden his flesh
into a protective barklike armor.  

This secret has been passed on, and rangers now are capable of learning it.
As a ranger grows in power, the protective strength of his barkskin grows.
~
-1 0 'IMPROVED MALADICTION'~
This unholy technique was developed by the Shilobazuth Mal'eus, a council
of necromancers rumoured to exist somewhere in the bowels of the Underdark. 
Combining the raw energy of the Negative Plane with the necromancer's
intense hatred for life, any maladictive spells he casts are focused and
greatly intensified in power.  Anti-paladins have also learned the secret of
this skill, which is automatic once learned.  
~
-1 0 GOSSIP~
Gossip is a global channel, it may be used by anyone who has reached or
surpassed level 3.  Please limit the use of foul language on this channel.  
 
To insert an adverb in your gossip, such as:
"Alamor gossips angrily, '{RGive my shoe back!!{x'"
One would type "gossip angrily ^Give my shoe back!!"
~
0 0 PETITION~
Syntax: Petition (clan) (your name)
 
Petition Accept ( Imm's and clan leaders only)
 
Petition Decline (imm's and clan leaders only)
 
When you petition for a clan you must have met the clan requirments.
You must also have a good RP desc made or your petition will be declined.
When you log off you must petition each time you log back on and off again.
Make sure you have met the requirements before you petition.
 
Petition Accept allows the Clan Leader or imm to induct a player into that clan.
 
Petition Decline allows a clan leader or imm to decline the petition of the player.
~
-1 0 BOW~
Rangers are well known for their skill in archery.  With training, a
ranger is even able to fletch his own arrows, and make his own bow.  The
ability to use bows is not limited to rangers, warriors may also learn their
use, but they never will never attain the level mastery that a ranger is
able to.  
 
Also see helps: 'SHOOT' {Rand{x 'MAKE BOW' , 'MAKE ARROW'
~
0 0 BACKSTAB 'DUAL BACKSTAB'~
Syntax: backstab <victim>

A thief approaches an unwary victim from behind and attempts a viscious
stab to the unprotected small of their back.  It is capable of inflicting a
tremendous amount of damage, and will kill some opponents instantly.  A
master thief eventually learns to land a second backstab before his target
can even react to the first.  Once 'dual backstab' is learned, a second
backstab is automatically attempted.  
 
The damage done on a backstab is based on the thief's skill with the weapon
he is wielding, his skill at backstab, and his current level; increasing in
power as his level increases.  Backstab can only be attempted while using
some type of piercing weapon.
 
See Also:  HELP KNIFE
~
0 0 'DRAGON STRENGTH'~
Syntax: cast 'dragon strength' <target>
 
This spell bestows the strength of a dragon, making things easier to hit, 
making you hit things harder, and making your strength score increase; however,
your AC becomes worse, as does your dexterity.
~
0 0 DELVE~
Syntax: commune 'delve' <target>

The delve spell is used by Clerics to gain an overview of the
health of their target.  As well as getting a rough idea of the
overhall health a target has, it will also allow the Cleric to
ascertain certain other ill effects the target might be suffering
from.
~
92 0 'IMMORTAL RANK'~
Avatar (92):
An avatar is a newly-inducted immortal, one who is still in the process of
learning what is expected of them, and how to go about doing the job they've
been hired to do. They will largely be unseen, as they are probably not yet
ready to handle the situations of Immortal intervention in Mortal affairs.
When they've proven they've been trained enough and are ready to begin their
job, they will be advanced to Angel (93).

Angel (93):
An angel is a relatively new immortal who's been trained in what they're to
do in their job, and is just beginning to do it. After someone of this rank
has accomplished something noteworthy in the course of their job (for example,
if a builder finishes their first area), they should be promoted to the next
tier of rank, Demigod (94).

Demigod (94):
A demigod is a somewhat experienced immortal who's finished a decent amount
of work, thus proving his capability and commitment. At this point, the need
for direction and help is less than it was before, but some guidance is still
recommended to make sure there is consistancy in the work, and the immortal's
first accomplishment was not a fluke. After a demigod has demonstrated to his
superiors that he can largely work independantly, he should be promoted to the
next rank, Immortal (95).

Immortal (95):
An Immortal is a moderately experienced member of the staff that has shown he
can largely work independantly, i.e. without much help. These immortals will
typically pitch their ideas to their higher-ups, and once fleshed-out and
approved, will go to work on them themselves, without a whole lot of guidance
from a higher staffmember. After the idea is completed, the higher staff should
be informed, so that the changes can be checked, and pending final approval,
implemented. When a staffmember of this rank shows the desire and the talent
to help guide others in their projects, they should be tested and subsequently
promoted to the next tier, God (96).

God (96):
A god is an immortal that has proven his skill and commitment, and has shown
interest in (and capability of) teaching and/or guiding new staffmembers in
their projects, as well as continuing their own. A god would serve as a teacher
to Avatars when they are newly created, acquanting them with what is expected
of them and teaching them how to do it. They would still be expected to fulfill
the duties of their own jobs as well. When a god has proven himself a good
teacher and guide, he can be promoted to the rank of Deity (97).

Deity (97):
A deity is an experienced member of the staff who has shown himself capable in
both his own work, and teaching others how to do their work. At this point,
the immortal has proven themselves capable and committed to the work he's
doing as well as capable of relating information to a younger, more
inexperienced member of the staff. His new role is now to help guide those
who have been taught the basics as they begin to do their jobs, those of rank
Angel (93). As a deity shows they are capable of good, solid work as well as
solid judgement in the guidance of others in their work, they can be promoted
to the next rank of Supremacy (98).

Supremacy (98):
A supremacy is one who has shown they are capable of making good decisions
about gameplay mechanics, creativity, and leadership. They have shown they
are very capable of finishing good work as well as helping others finish
good work, through friendly guidance and constructive criticism. A hot-tempered
or overly-bossy immortal will not make it this far. A Supremacy is now placed
in charge of guiding the more experienced (but still young) immortals of the
rank Demigod (94) in their continuing work after they've made their first mark.
When a supremacy shows they are capable of good decision-making as well as
solid leadership, and have accomplished a significant amount of work to show
their experience, they can be promoted to the rank of Creator (99).

Creator (99):
A creator is a very experienced immortal who has shown (s)he is capable of
sound decision-making, good leadership, and excellent work. The role of a
creator largely revolves around approving ideas pitched by immortals of rank
Immortal (95) or higher, who don't need nearly as much help and guidance in
their work as immortals of the lower levels. They are responsible for evaluating
and testing the work these immortals, and making sure any changes that need
to be made are made before the work is finally implemented into the mud. As a
whole, creators are the managers of those capable of independant work, and are
responsible for making sure the work being done on is creative, balanced, and
of good quality.

Dungeon Master (100):
They're the bosses. They hold the final say in any given dispute, matter, or
decision. Few are offered this rank, because of the responsibility involved.
A Dungeon Master has to be someone who has shown they are capable of great
creativity, solid quality work, excellent decisions, and impeccable leadership.
They are the wisest and most experienced members of the staff.
~
92 0 IMMORTAL OFFICER~
Your {ROFFICER{z is the person you report to when proposing, working on, and
implementing your projects to improve the mud.
 
Currently, a staff-member's officer is assigned to him on a case-by-case basis.
This will hopefully change to a hierarchy-based system as our immstaff grows.

{W-----


Aoth ---> Sadin ---> Daphais
(Nobody yet) ---> Nalaeya ---> Daphais
Pyriel ---> Zsuzsu ---> Angelo
Kira ---> Angelo
Alamor ---> Daphais


-----{z

The hoped-for model of report should be something like this:
 
{R100, 99, 98 :: Administrative Staff, Report to Eachother to Stay Informed{z

An IMM of Rank --- reports to ---> An IMM of Rank
 
97 --> 100
96 --> 100
95 --> 99
94 --> 98
93 --> 97 --> 100
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99 0 'howto howto'~
{WHowto Howto{x: Written by Daphais
                                
{DSyntax: {mhelp{x '{chowto howto{x'
{DExample: {mhelp {x'{chowto mpcode{x'
               
I decided to create this helpfile so that all the staff
will know about my 'Howto' helps. I am going through 
and creating a 'howto' help for everything one can do
with OLC. Some example are: 
                      
"{cHowto Create a room{x"
"{cHowto Create a Mpcode{x"
"{cHowto Create a Mob{x"
"{cHowto Create an Area{x"
                  
This is an on going process so bear with me. If you can't find
a help you are looking for, let me know. And I will write a help
up as fast as I can. Keep in mind though. I will also be writing
helps for OLC commands and give examples, Expecially for MPCODES.
So, if it takes me to long feel free to lend a hand!
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