dba/doc/
dba/doc/old/MPDocs/
dba/src/old_files/
#HELPS
-1 SUMMARY~
MOVEMENT                            GROUP
north south east west up down       follow group gtell split
exits sleep wake rest stand

OBJECTS                             INFORMATION / COMMUNICATION
get put drop give sacrifice         help credits commands areas
wear wield hold                     report score time weather where who
lock unlock open close pick         bug idea typo
inventory equipment look compare    gossip cgossip say shout tell yell
eat drink fill                      emote pose
list buy sell value                 note
                                    description password title

COMBAT                              OTHER
attack flee kick 'eye gouge'        ! save quit
wimpy                               train


For more help, type 'help <topic>' for any command, skill, or spell.
Also help on: NEWBIE COMBAT DEATH NEWS STORY TICK WIZLIST
~

0 COLOUR COLOR ANSI~
Syntax: colour    Toggles colour mode on/off

        You may also talk in colour; the format is like this:
        the 'escape character' to specify a colour is the left
        handed brace '{{', following
        that you should use one of the following letters,  
        {r{{r     red      {c{{c     cyan
        {g{{g     green    {y{{y     yellow
        {b{{b     blue     {w{{w     white
        {m{{m     magenta  {x{{x     clear(reset colour)
        {{{{     {{ char   {{*     beep
        {{/     newline
        When using colour, it looks better if you finish the line
        with whatever colour it would normally be in, such as a
        gossip, the colour is magenta, so:
                {mLope gossips '{ghello,{r world{m'{x
        looks better than:
                {mLope gossips '{ghello,{r world'{x

        ColoUr is written by Lope (ant@solace.mh.se)
~

0 COLOUR2 COLOR2 ANSI2~
Syntax: colour <field> <colour>

        You may configure your colour setting for personal preference.
        current setting are indicated by colour.

fields are:                                    
  {ttext         {aauction      {dgossip       {emusic        {qquestion
  {fanswer       {hclass_text   {Hclass_name   {iimmtalk_text

{Iimmtalk_type
  {jinfo         {ktell         {lreply        {ngtell_text   {Ngtell_type
  {Zwiznet       {sroom_title   {Sroom_text    {oroom_exits

{Oroom_things
  {pprompt       {1fight_death  {2fight_yhit   {3fight_ohit   {4fight_thit
  {5fight_skill{x

   colours are: ( Hi- )
   {rred          {ggreen        {bblue         {yyellow       {mmagenta
   {ccyan         {wwhite{x

eg. to make the gossip channel red type 'colour gossip red'
    to make your hits in fights magenta type 'colour fight_yhit magenta'
~

-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 ZENNI MONEY~
The universal currency is zenni.  This type of coin is accepted on any
planet.
~

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~
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
recall.  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.

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 prompt.
 
PROMPT <%*> where the %* are the various variables you may set yourself.
 
       Var   Result
       ===   ======= 
       %h    Current hits
       %H    Maximum hits
       %k    Current ki
       %K    Maximum ki
       %p    Current powerlevel
       %P    Maximum powerlevel
       %g    Zenni
       %a    Alignment
       %r    Room name you are in
       %w    How long you are currently waiting (seconds)
       %q    How long you have charged (seconds)
       %e    Exits from the room in NESWDU style
       %c    Carriage return (useful for multi-line prompts)
       
        IMMORTAL ONLY:
       %R    Vum you are in
       %z    Area name you are in
       %o    Editor you are using
       %O    What you are editing
 
Example:  PROMPT <%hhp %kki %ppl>
        Will set your prompt to "<10hp 100ki 10000pl>"
 
~

0 DEATH~
Death is truly the worst scenario to end combat.  Unless you are new to
the game, you will lose both powerlevel and a point off your highest
statistic.  Finally, you are brought to Snakeway, where you will be judged
by Enma and sent to either Heaven or Hell.  
~

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.
~

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 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits.  (Try to walk in a
certain direction and see what you bump into).
~

0 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get  <object>
Syntax: get  <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put  <object> <container>

DROP drops an object, or some coins, on the ground.

GET gets an object, either lying on the ground, or from a container, or even
from a corpse.  TAKE is a synonym for get.

GIVE gives an object, or some coins, to another character.

PUT puts an object into a container.

DROP, GET and PUT understand the object names 'ALL' for all objects and
'ALL.object' for all objects with the same name.
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

0 COMPARE~
Syntax: compare <object-1> <object-2>
Syntax: compare <object>
 
COMPARE compares two objects in your inventory.  If both objects are weapons,
it will report the one with the better average damage.  If both objects are
armor, it will report the one with the better armor class.
 
COMPARE with one argument compares an object in your inventory to the object
you are currently wearing or wielding of the same type.
 
COMPARE doesn't consider any special modifiers of the objects.
~

0 FLEE~
Syntax: flee
Syntax: rescue   <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.

If you lose your link during a fight, then your character will keep
fighting.
~

0 EXAMINE LOOK~
Syntax: look
Syntax: look    <object>
Syntax: look    <character>
Syntax: look    <direction>
Syntax: look    <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
~

0 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~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>

All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.

SAY sends a message to all awake players in your room.  The single quote '''
is a synonym for SAY.

TELL sends a message to one awake player anywhere in the world.

REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.
~

0 NOTE 'NOTE WRITE' 'NOTE READ' BOARD 'NOTE SYSTEM' BOARDS~
Syntax:

board [number|name]                     Shows or changes board.
note                                    Reads next note.
note read [number]                      Reads a certain note.
note remove <number>                    Removes a note written by you.
note list [number]                      Shows up to number notes.
note write                              Posts a note.
note catchup                            Marks all notes in this board read.

These commands are used for the new note system. Instead of just one board, 
there are several, each with its special purpose. 

Changing between the boards is accomplished using the BOARD command. BOARD
without any arguments gives you a list of all boards together with number of
unread message. To change, type BOARD <number> or BOARD <name of the board>.

To read next unread note, type NOTE. To read a note with a specified number,
type NOTE READ <number>. Typing NOTE while in a board with no unread notes
shifts you to the next board. Note that unlike the standard note system, a 
note has the same number in NOTE LIST and NOTE READ.

Posting a message is as simple as writing NOTE WRITE. You will be moved 
into interactive mode, where all you see are prompts for the fields like 
To:, From: etc. You will be automatically put AFK while writing a note.

To see the list of the notes in the current board, type NOTE LIST. Typing
NOTE LIST <number> will list only <number> of the last notes in the area.

You can remove your own note by using NOTE REMOVE <number>. Implementors may
remove other people's notes. Implementors can also select how many days
their note is kept before being purged. Purging happens automatically at
bootup. Purged notes are not deleted, but saved into a file.

To let only immortals see your note, address it to "imm". To let players of
a specific level and above, address it to that level (no other recipients may
appear in that case).

This board system was created by Erwin S. Andreasen, erwin@pip.dknet.dk, aka
Phunk/Drylock and is freely available. The general outlook was based on
Mystic Adventure's note system (mud.gel.ulaval.ca 4000).
~

0 GOSSIP CGOSSIP . SHOUT YELL~
Syntax: gossip  <message>
Syntax: shout   <message>
Syntax: yell    <message>

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.

Type a channel name by itself to turn it off.
~

0 EMOTE PMOTE SOCIAL~
Syntax: emote <action>

EMOTE is used to express emotions or actions.  Besides EMOTE, there are
several dozen 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).
~

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.
~

0 AREAS COMMANDS REPORT SCORE TIME~
Syntax: areas
Syntax: commands
Syntax: report
Syntax: score
Syntax: time
Syntax: weather

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.
~

0 WHO~
Syntax: who
Syntax: who <race>
Syntax: who <clan name>
Syntax: who <race> <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 immortal     lists all immortals playing
who saiya-jin    lists all saia-jins playing

Races may be abbreviated.
~

0 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.
~

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 offers an object to Mota, who may reward you.
The nature of the reward depends upon the type of object.
~

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 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~
Syntax: follow <character>
Syntax: group
Syntax: group <character>

FOLLOW starts you following another character.  To stop following anyone else,
just FOLLOW <yourself>.

GROUP <character> makes someone who is following you a member of your group.
Group members share experience points from kills and may use the GTELL and
SPLIT commands.  If anyone in your group is attacked, you will automatically
join the fight.

If the <character> is already a member of your group, then GROUP will
kick out the <character> from your group.  Characters can also leave your
group by using a FOLLOW command to stop following you.

GROUP with no argument shows statistics for each character in your group.

You may FOLLOW and GROUP only with characters who are within five levels of
your own.
~

0 VISIBLE~
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
making you visible again.
~

0 QUIT RENT 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.

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.

There is no RENT in this mud.  Just SAVE and QUIT whenever you want to leave.
~

-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 TRAIN~
Syntax: train <str int wis dex con>

TRAIN increases one of your attributes.  When you start the game, your
character has standard attributes based on your race, and 50 initial
training sessions.  You can increase your attributes by using these
sessions at a trainer (there are several nearby).  As you increase in
power, you can gain more sessions.

The number of sessions needed to improve an attribute depends on your
race.  Some races need only 4 to increase a certain, while others can
take as many as 7.  See help <str int wis dex con> for more
information.
~

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.
~

0 COUNT~
The count command displays the number of people (that you can see) logged
into the mud.  It also displays the highest number observed that day, if
it is higher.
~

0 RACE~
The following races are playable on Dragon Ball Arena:

human        -   Planet Earth
saiya-jin    -   Planet Vegeta
namek        -   Planet Namek
android      -   Planet Earth
bio-android  -   Planet Earth
icer         -   Planet Freezer
half-breed   -   Planet Earth
~

0 HUMAN MAN~
Originating on the planet Earth, the Human race is not known to be a people
of great fighting skill.  Some, however, take their fighting seriously enough
to compete with any other fighter in the universe.  With the use of skills
such as Solar Flare, Destructo Disk and the Kamehameha, this race can learn
to be powerful in battle.  Those that become strong enough can master control
of thier ki and may achieve the title of Super Human.  It is foretold that
humans can become Mystics, though it has never happened before.  
~

0 SAIYAN SAIYA-JIN~
The Saiyan race is a very powerful and militant one.  They have a level of
pride that is unsurpassed, and the muscle to back it up.  They also possess
the ability to become Super Saiyans, taking that power and raising it to
great levels.  
~

0 MAJIN MA-JIN~
This race now stands for pure evil and destruction of all other races.  They
have powerful moves like mouth beam and powerbomb.  Majins may learn to
compress thier evil and hate, which allows them to shrink down.  This 
transformation makes them child sized, but with speed and power rival to any
Mystic, Ascended Saiyan, or any other race.  Unlike a bio android they do not
use anything from thier prior race.
~

0 NAMEK~
Nameks are a race from the planet with the same name.  They possess the
ability to regenerate limbs and heal quickly.  They may also become Hyper and
Super Nameks if they become powerful enough.  Nameks are the only race
capable of using the devastating Special Beam Cannon attack. Some may even
learn to heal their friends, making Nameks good allies and powerful foes.
~

0 HALFBREED HALF-BREED~
The child of a Saiyan and a Human is known as a Half-breed.  Half-breeds have
the potential to become devastating in battle.  Like their Saiyan parent, they
have the ability to become Super Saiyans.  Some even become Mystics and are
extremely powerful.  Half-breeds learn moves such as Kamehameha, Final Flash
and Solar Flare.  Most live on Earth, but a few have travelled to the
homeworld of Vegeta.  However, pure Saiya-jins are not fond of the
Half-breeds.
~

0 ICER~
Their 5 transformations differ from most of the others because they
drastically change in appearance: small and massive, smooth skin or covered
in horns.  They have better use of the Destructo Disk than any other race,
and have eye and finger beams to back that.  They are born with the meaness
that is symbolic of the race.  
~

0 ANDROID DROID~
Though originaly created by Dr.  Gero it is unknown who currently makes
these metalic threats.  Most are made from a living person though others are
made of completly metal.  When they reach certain power they can be upgraded
and eventualy become able to self fuse.  They originate from earth and most
do not think highly of the human race.  
~

0 BIO-ANDROID BIOANDROID~
Bio androids differ from androids in that they are not created from a
single person.  Bio androids are made up of the cells of many races.  This
allows them to learn a wide range of abilitys.  Through absorbing they are
able to change thier form in pursuit of thier ultimate goal....... 
Perfection.  It is rumored that even a perfect bio-android can reach a
higher plane of power though it is unknown for sure.  
~

0 HYPER HYPERNAMEK~
When Nameks reache a certain power they are able to transform into Hyper 
Nameks.  While in this transfromation a Namek's muscles become slightly
slightly larger and its speed increases.  A bright white aura is created
around the Namek and, depending on the power of the fighter, can be 
blinding.
~

0 SUPERNAMEK SN~
When a Namek's power reaches an incredible height, it becomes able to
multiply its power greatly and become a Super Namek.  This creates a bright
green glow around the Namek and causes a massive power increase.  This is
the last Namek form but its power allows Nameks to rival any other race in
the galaxy.  
~

0 SUPERSAIYAN2 ASCENDEDSAIYAN ASCENDED SSJ2~
When a Saiyan with the ability to become a Super Saiyan reaches another point 
of rage he can again increase his power.  Referred to as "Ascending" in the 
Saiyan race, the second level of this transformation causes the hair to
lengthen and stand almost completly straight up.  The golden aura around the
fighter becomes brighter and bolts of pure ki arc out around him.  
~

0 SUPERSAIYAN3 SSJ3~
The third stage of Super Saiyan is much like the first two.  When the power
and rage have built up to the point where they are about to burst the Saiyan
will become surrounded by a large golden glow.  The eyebrows will disappear
and the hair becomes very long and thick.  The power and speed boost far
exceeds the previous transformations.
~

0 SUPERSAIYAN4 SSJ4~
Tee fourth and final stage of the Super Saiyan transformations is completly 
different from the others.  The golden aura is replaced by a bright red aura
accompanied by red fur on everywhere except the chest.  The eyes become lined
with red and the hair becomes slightly longer then stage two, and blackens.
The power of this transformation is great and makes it a formatible weapon in
any battle.  
~

0 MYSTIC~
The Mystic form is an art attainable by Humans and Half-breeds.  Its power
boost is massive and allows a Half-breed or a Human to fight with the
greatest fighters of any race.  Even though it has great power, it causes
no visible change at all in the person transformed.
~

0 SUPERHUMAN~
When a human reaches a certain power she becomes able to increase her power.
Super Human causes the muscles to swell up, but no other changes occur.  A
Super Human has no signs that a passerby can recognize as a transformation.
~

0 FORM1 1ST 1STFORM~
The first form is the form Icers are born in, and spend most of their time
in to conserve ki.  It is about half the size of a human male, with small
horns that grow out of the sides of the head.  
~

0 FORM2 2NDFORM 2ND~
When an Icer's power grows to a certain level he becomes able to transform
into the second stage.  His size increases greatly and his muscles swell
to extremly large sizes.  The horns on the sides of his head also grow longer
and turn upwards.  
~

0 FORM3 3RDFORM THIRDFORM~
The third Icer form shrinks slightly from the second.  Though smaller,
spikes grow out of their backs, horns shrink into nothing, and their head
becomes very long.  The power is much greater than the previous forms.  
~

0 FORM4 4THFORM FORTHFORM~
Fourth form causes the Icer to shrink down to a size just smaller than a
human and their head becomes round again.  Thier power is much higher than the
forms before it.  While in this stage they greatly resemble a child, in both
looks and sound, but don't be fooled, because their power is enormous.
~

0 FORM5 5THFORM 5TH~
The final form of the Icer race has the look of a fighter, which is fitting for
this race of warriors.  When an Icer has pushed his body and mind to this
point he becomes a very dangerous combatant.  He swells slightly from the
fourth form, but his head becomes slightly longer and spikes grow in a half
circle around the head, pointing up.  
~

-1 $~

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