#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 $~ #$