daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1064923912;

Area {
Name	"Mortal Help Area";
Plane	"Limbo";
Builders	"";
Security	5;
Flags	(hidden);
};


Help {
Level	-1;
Name	"GREETING";
Text	".                                          &c_&bxxxxxxxx&c_\n
&R--[======================]--          &KQ&bxx/\"^^      ^^^^:x&K-\n
         &MDALEKEN MUD                 &bx\" &K\\&b  &c^       &Ko&bx/\"^\n
&R--[======================]--        &b%;   &K\\&b      ox;        &K,\n
                                   &b%; &c^   &K\\&b   o;          &K/      &wDikuMud\n
&gImmortals:            &w,,          &b%; &c^     &K\\&b o;          &cX&b    &wwas created by:\n
&BSymposium,           &K//           &bX &c^       &K\\&b;          X       &wHan Henrik\n
&MFyrestorm,         &b_/ !^^x&c_&b      %X &c^      &bo%&K\\          &bX    &wStaerfeldt, Katja\n
&RFreakazoid,      &b_/ &rc      &bxx&c_&b   X &c^      &bo;            ]x   &wNyboe, Tom Madsen,\n
&RKaz.            &b/>  __J-xx&co&b   \\  Z ^     x&Ko&bZ             Yx    &wMichael Seifert\n
             &R_  &bK &c_&bx/     &bXxo  VU&c^    &K_&bxXOCXxXXxx&K,       &K`&bXx   &wand Sebastian\n
          &r_ &R/&yX&YXX&R'          &bXx&co&b^           &c^&K^&c^ &b^YYxxx&K,      &bXx      &wHammer\n
         &r/ &R/&yXXX&R/            &bXxo^   &c^          &K^  &c^&bOXOx     &K`&bXx  &w(see 'help\n
        &r|  &R|&yX&R/ &r/             &bXx&co&bo&c^&b   ^      o   o    &cO&bXx   &K]&cO&bX     &wdiku')\n
      &r'/   &R/   &r|              &b\\xo&co&bo^  o  ^xxx&Ko&b ^  xXX &cO&bXx xVOX\n
       &r|    |\\/                &bXXXXXx&Ko&bxo &Ko&b^ ^Xo&Ko&bxXZ &KY&bX xO&Kv&bY&cO&bX&K^\n
      &r/ _/|/ '                &b/%/ &K`&b\\XXXx/      \\XOXx  &KY&bXxxxY&K^\n
      &r/   /                &c,,&b/x&K[                ^&bX ]x  &K^&b^^&K^\n
  &K\\ &r'  ,                   &w{{{ }                 &c,&b;/ &w}       Based on Envy2.2\n
   &K\\&wO_                     &r``` '                 &w{{{ &r'       &w(see 'help envy'\n
   &w<&KX&w_>                                          &r```          &w&& 'help merc')\n
     &wK                    &g(rabble.uow.edu.au 12345)\n
    &w/ \\                   &g(http://rabble.uow.edu.au/~weevil)\n
   &w^  `^\n
&cWho the heck are you?&n ";
};
Help {
Level	-1;
Name	"MOTD";
Text	"&R----------------------------------------------------------------------\n
       &b.   &r.        &MWelcome to DalekenMUD!\n
      &g.  &wo  &y.\n
        &w<&rV&w\\_       We here don't give a rats arse about your enjoyment\n
       &w_&g/&b|&w_        as long as you don't piss us off.  We wont promise\n
                   anything but we realise that you as the gamers can\n
give valuable input so for that reason we call Daleken the MUD that\n
YOU code.                                       &r.  .\n
&wAny ideas for any aspect for the game           `&K()&w'  &K<X>\n
&wwill be considered by us imms and we           &w[^&yMM&w^]&K/'\n
&whope that you will enjoy your gaming.          `\\_oX&K/\n
                                                &w/&yMM&w\\\n
&wp.s. See an imm for a builder account          |    |\n
      and help build your MUD!                ^'    `^\n
&R----------------------------------------------------------------------&n\n";
};
Help {
Level	-1;
Name	"HUMAN HUMANS";
Text	"Humans are the most abundant of all races in the world, due to the fact that\n
they are equally adept at all classes and have average resistances to most\n
things.  They also get along well with most of the sentient races of the\n
world, although some do hold grudges against the human race.\n";
};
Help {
Level	-1;
Name	"ELF ELVES";
Text	"Elves are a race that came into being due to Baal Kir warping a large\n
number of HUman mages uinto much more magical creatures.  The spells used\n
to change these Humans diminished them in stature but increased their\n
mental powers greatly.  As such they make fair warriors, but are adept in\n
the spellcasting classes of which most of their societies are based.\n";
};
Help {
Level	-1;
Name	"HALFELF HALFELVES";
Text	"Halfelves are a halfbreed race descended from both Elves and Humans.\n
Although not as strong as their human ancestors, they are tougher than\n
normal Elves, but are also slightly smarter than Humans.  Due to the\n
extreme prejudice experienced by Halfelves from both Humans and Elves,\n
Halfelves have severed themselves from the two societies and have created\n
their own flourishing society.\n";
};
Help {
Level	-1;
Name	"DROW";
Text	"Drow are a race descended from a large group of Elves banished to a system\n
of underground caverns which served as a prison for many centuries.  During\n
this time, the Elves developed the ability to see well in the dark recesses\n
of their prison.  Due to the lack of sunlight, they also feel uncomfortable\n
in direct light, as they are blinded more easily by light.  Strangely,\n
instead of becoming paler over the centuries, these Drow developed ebony\n
black skin, possibly as a camouflage in their environment.\n";
};
Help {
Level	-1;
Name	"DWARF DWARVES";
Text	"Many Centuries before the Great Rending, in the dawn of the Human Race, a\n
strange mutation bred into humankind, a mutation that bore stunted children,\n
who grew up to be extremely strong and resilient. As the years progressed,\n
these stunted Humans interbred, creating their own genetic line.  After the\n
Great Rending, the Dwarves of Nargis became much stockier still, and lost\n
much of their mental potential, becoming the Dwarves we know today.\n";
};
Help {
Level	-1;
Name	"HOBBIT";
Text	"During the Great Rending, the magical disruption of the Universal fabric\n
du to the Gods amassed powers used to battle Baal Kir,the three key areas\n
of Dwarven civilization were corrupted by the unearthly magic.  In\n
Corwyddon, the people became much smaller, losing the bulky body of a\n
standard Dwarf, and becoming lithe creatures of great agility, but with\n
little strength and intelligence.\n";
};
Help {
Level	-1;
Name	"GNOME";
Text	"The Gnome race is a magical offshoot of the original Dwarves, brought about\n
during the Great Rending.  The Dwarves of Gyrrith Cyr became slimmer than\n
the normal dwarves, much like Hobbits, but they did not have the agility\n
of Hobbits, but had become slightly more intelligent than their twisted\n
brethren.\n";
};
Help {
Level	-1;
Name	"GIANT";
Text	"The Giants of the world are another natural mutation much like the Dwarven\n
race.  Unfortunately for most who meet these creatures, they are not very\n
smart, and have been known to pile-drive a man into the ground for showing\n
how stupid the Giant actually is.\n";
};
Help {
Level	-1;
Name	"MINOTAUR";
Text	"Known to have been present in the world since the Dragonbreed were still\n
hatchlings, these creatures appear as tall, well-muscled humanoids, all\n
bearing the horned head of a bull. Due to their natural fighting instinct and\n
extreme sense of honour, their culture developed solely on these two\n
principles. The first lesson taught to all young Minotaur is this:\n
    \"If one has no honour, one is unworthy of neither life\n
     nor the heart which pumps it\".\n";
};
Help {
Level	-1;
Name	"TROLL";
Text	"Trolls are a vile race of ugly green and brown creatures, with huge teeth\n
and claws.  During the Great Rending, the evil magics that corrupted the\n
world seemed to mutate a large portion of the Vartha population.  These\n
twisted mockeries of the beautiful Vartha were thus cast-out, forever\n
shunned by their beauteous brethren who considered them to be a cruel curse\n
upon the Varthan people because of their great stupidity, and constant wish\n
to \"Smash fings up\".  Trolls are extremely strong and amazingly agile and\n
their tough barklike skin makes them quite hard to hurt.\n";
};
Help {
Level	-1;
Name	"'RED DRAGON' RED DRAGON";
Text	"Red Dragons are amongst the most ferocious and dangerous creatures known.\n
With fiery breath and fiery temperament they can be quite formidable as a\n
foe, yet as a friend they are fiercely protective of that which they hold\n
dear.  They are one of the oldest known dragons, almost as old as the\n
aeons-ancient Vartha they hate so ferociously after centuries of enslavement\n
under them.\n";
};
Help {
Level	-1;
Name	"'BLUE DRAGON' BLUE DRAGON";
Text	"Known as the most intelligent members of dragonkind, their evil mind is\n
complemented by the extremely dangerous ability to breath a bolt of\n
lightning from it's mouth.  This power is used by the Blue Dragons to the\n
best of it's ability, and is quite often deadly.  These Dragons are recorded\n
in ancient Varthan texts as the key to Dragonkind's overthrowing of their\n
Varthan slavemasters.\n";
};
Help {
Level	-1;
Name	"'WHITE DRAGON' WHITE DRAGON";
Text	"White Dragons are said to be the true evil behind Dragonkind, with their\n
heightened Wisdom and cold calculating minds.  Tending to try to trick their\n
opponents rather than engage in direct combat, most will wait till their\n
hunter is exhausted, and then turn on them with a blast of their icy breath.\n
These are the only dragons know to have been free of Varthan enslavement,\n
due to their almost freezing bodies.\n";
};
Help {
Level	-1;
Name	"'GREEN DRAGON' GREEN DRAGON";
Text	"Green Dragons, with their slightly smaller bodies and heavily muscled\n
wings, legs and tail are the most agile of all Dragonkind, especially in the\n
air.  Their caustic breath of chlorine gas has been known to strip the skin\n
off a naked human, yet the Vartha who enslaved them were reasonably immune.\n
Thus these Dragons became the most numerous among the Varthan legions, as\n
each Dragon (and rider) had a much higher rate of survival over a Vartha\n
riding a Red, whether they died in true battle or were fried by their own\n
Dragon's chaotic breath.\n";
};
Help {
Level	-1;
Name	"'BLACK DRAGON' BLACK DRAGON";
Text	"Black Dragons, due to their much thicker hide and tougher scales can\n
withstand slightly more damage than the other Dragons, and with their\n
naturally acidic saliva, made the best demolition machines for the Vartha\n
War Fleets.  However, Vartha are especially vulnerable to this acid, and had\n
to wear bulky protective armour to stop from being eaten to the bone when\n
the Dragon breathed.\n";
};
Help {
Level	-1;
Name	"GITHYANKI";
Text	"The Githyanki are an ancient race, descended from a group of Humans enslaved\n
by the evil Mindflayers.  Over the centuries spent in slavery, they have\n
grown deathly pale, and extremely tall and lithe, while their mental\n
capacity has grown sevenfold. They are now extremely adept spellcasters,\n
althouh some have ben known as great martial artists as well.\n";
};
Help {
Level	-1;
Name	"'EARTH ELEMENTAL' EARTH ELEMENTAL";
Text	"A magical construct formed of the very earth it travels on, this creature's\n
body rises from a wide base to form a humanoid torso with a large head in\n
which is buried a pair of glowing red eyes. With the strength of the earth\n
behind it, this creature is extremely strong and resilient, while lacks in\n
highly formed intelligence.\n";
};
Help {
Level	-1;
Name	"'FIRE ELEMENTAL' FIRE ELEMENTAL";
Text	"Appearing as a large glowing flame, this creature's fiery essence is purely\n
magical. Resistant to high temperatures, but vulnerable to low temperatures\n
due to it's fiery nature, this magical being burns all within close range of\n
it.\n";
};
Help {
Level	-1;
Name	"'AIR ELEMENTAL' AIR ELEMENTAL";
Text	"Always heard before it is ever seen, this magical being takes the form of a\n
large, screaming whirlwind. Although thought to be made of only air, it's\n
actual essence is the dust it whirls about, blinding those who come too close\n
and attacking with whatever small debris it can lift.\n";
};
Help {
Level	-1;
Name	"'WATER ELEMENTAL' WATER ELEMENTAL";
Text	"Although this creature has no known natural form, it appears most often as a\n
large pillar of water with a large puddle at it's base. It's chilling waters\n
damage all it touches, and it shrugs off the effects of low temperatures with\n
ease.\n";
};
Help {
Level	-1;
Name	"BANSHEE";
Text	"Often seen as a ghostly apparition, a Banshee will announce the imminent\n
death of someone by emitting a blood-curdling scream, which is sometimes is\n
said to cause the death from sheer terror.  Since a Banshee's form is so\n
insubstantial they are extremely difficult to hurt with standard weaponry\n
and hence they have become the dread of all adventurers.\n";
};
Help {
Level	-1;
Name	"WEREWOLF";
Text	"Created by the Gods to combat the Vampire plague, these wolf-like creatures\n
were once extremely intelligent. During the Great Rnding however, the\n
Werewolves lost much of their sentience, and are now savage beasts. They\n
still retain their wolf-like form, and are extremely strong, agile and\n
resilient to damage.\n";
};
Help {
Level	-1;
Name	"FAERIE";
Text	"A Faerie is a tiny elf-like humanoid with a pair of small shimmering wings.\n
They are extremely weak creatures, and take quite a lot of damage, but they\n
are very intelligent and make excellent spellcasters.  Faerie history is one\n
of the most concise histories ever recorded, and is the only neutral record\n
of the Great Rending still in existence.\n";
};
Help {
Level	-1;
Name	"MINDFLAYER";
Text	"Tall humanoids, with a face covered in squid-like tentacles, Mindflayer's are\n
highly intellectual beings. Also known for their ability to pass an electric\n
current into any intended victim with a simple touch of their hands, they have\n
become known as quite a formidable foe to any in close combat. More often\n
found as those given to magic, these creatures' mental powers are astounding.\n";
};
Help {
Level	-1;
Name	"SNAKEMAN";
Text	"Once Green Dragons, these humanoid reptiles evolved when a group of these\n
Dragons dabbled with transformational spells, turning themselves humanoid to\n
fit into Human society.  They are extremely cunning in battle, yet are quite\n
stupid otherwise.  They are also very strong, and make fearsome warriors.\n";
};
Help {
Level	-1;
Name	"OOZE";
Text	"An Ooze is a primordial lump of unevolved jelly that drags itself around,\n
constantly feeding.  Due to their insubstantial form and lack of an evolved\n
brain, all Oozes are extemely stupid and quite weak.  When necessary they may\n
shape part of their form into a psuedo-limb with which to hold things.\n";
};
Help {
Level	-1;
Name	"OGRE";
Text	"Ogres are the larger brethren of the Orcs who were magically altered in\n
the Varthan war with the dragons.  In this mutation they became larger and\n
more intelligent, although they are still considered quite thick.  Ogres are\n
known for having short tempers and their size and strength makes them\n
somewhat more than a mere annoyance when they get angry.  It is often not\n
wise to cast spells around an ogre as their hatred of magic is intense.\n";
};
Help {
Level	-1;
Name	"DEMON";
Text	"A Demon is an eternal servant of Hell, transformed from an extremely evil and\n
sadistic creature by the Devourer of Souls.  These vile hell-spawn have a\n
long, slender tail, a pair of large bat-like wings and a long bifurcated\n
tongue.  Due to their dark origins, these beasts take great pain from the\n
sun, as it is the cleansing light of the benevolent Gods. They relish the\n
very thought of causing another being pain, and love bathing in the blood of\n
a fresh victim.\n";
};
Help {
Level	-1;
Name	"MUNCHKIN";
Text	"These creatures are the result of a series of inbreedings in a particular\n
section of Hobbits who were separated from the main group of their race.\n
The bloodlines of the munchkins became watered down and they began to lose\n
what physical strength they had.  The weakened race has become quite\n
peculiar, and have recently began to show a quickness of mind and a fair\n
insight, although they show extremely strange habits, particularly their\n
tendency to apply a song to every situation.\n";
};
Help {
Level	-1;
Name	"CENTAUR";
Text	"Bred for slavery, these horse-like creatures mostly inhabit secluded forests\n
away from those that may wish to enslave them again. They have developed an\n
empathic link with the wooded lands that surround them, and treat all animals\n
and plants with the kindness they deserve, even to the lengths of a hunting\n
party begging their prey's forgiveness the moment before they release their\n
arrows. Some members of this race, however, despise this lifestyle, and set\n
out for more populated lands.\n";
};
Help {
Level	-1;
Name	"DRACONIAN";
Text	"A mostly sadistic race of winged reptiles, these beasts were created during\n
the Great Rending as a creature of war, by the magical manipulation of a large\n
number of Snakemen. Now believed to be the cruelest, most cunning creature to\n
have ever existed, they are formidable warriors due to their suicidal\n
bloodlust.\n";
};
Help {
Level	-1;
Name	"WRAITH";
Text	"These vile undead apparitions are the disembodied souls of those willing to\n
betray all but their own black hearts to fulfill their greediness. Now trapped\n
in the earthly realm between life and death as a translucent being of pure\n
evil, their touch can drain the life-force of anyone at will. This draining of\n
the body and soul seems to be the creatures main source of nourishment.\n";
};
Help {
Level	-1;
Name	"VAMPIRE";
Text	"The Vampire are an unnatural race living in a state of almost life. Unwilling\n
victims of a vampire's bite, these creatures soon lust after the blood of\n
mortals, the only means in which they can continue their own tortured\n
existence. Unable to withstand even a small amount of sunlight on their\n
pallid flesh, and known for their aversion to silver for it's poisonous\n
effects, they are known as creatures of the night, and are often seen\n
wearing objects made of gold.\n";
};
Help {
Level	-1;
Name	"VARTHA";
Text	".                                  The Great\n
                                   Rending\n
                                                 ______Munchkin\n
                                       _________/______Gnome\n
                                      |________________Gully Dwarf\n
                       _Dwarf_________|________________Dwarf\n
                      /               |________________Hobbit\n
                     /\n
                    /                           _______Drow\n
                   /                   _Elf____/_______Elf\n
                  /                   |       \\________HalfElf\n
Human____________/____________________|_Human_/________Human\n
      \\          \\_____________________________________Giant\n
       \\_______________________________________________Githyanki\n\n
                                       ________________Troll\n
Vartha________________________________|_____. . . . . .Vartha?\n\n
Minotaur_______________________________________________Minotaur\n\n
                             __________________________Snakeman\n
                            /          ________________Draconian\n
Dragon_____________________/__________|________________Dragon\n
        \\______________________________________________Hydra\n\n
Mindflayer_____________________________________________Mindflayer\n\n
    Demon______________________________________________Demon\n\n
      Wraith___________________________________________Wraith\n\n
         Vampire_______________________________________Vampire\n\n
          Werewolf_____________________________________Werewolf\n\n
           Faerie______________________________________Faerie\n\n
                                       ________________Ogre\n
            Orc_______________________|________________Orc\n
                         \\               \\_____________Kobold\n
                          \\____________________________Goblin\n\n
            Banshee____________________________________Banshee\n\n
                   Centaur_____________________________Centaur\n\n
                     Kaskili___________________________Kaskili\n\n
         Vampire_______________________________________Vampire\n\n
          Werewolf_____________________________________Werewolf\n\n
           Faerie______________________________________Faerie\n\n
                                       ________________Ogre\n
            Orc_______________________|________________Orc\n
                         \\               \\_____________Kobold\n
                          \\____________________________Goblin\n\n
            Banshee____________________________________Banshee\n\n
                   Centaur_____________________________Centaur\n\n
                     Kaskili___________________________Kaskili\n\n
          (Magical beings created as) |________________Elemental\n
       (warriors for, or as a result) |________________Golem\n
              (of, the Great Rending) |________________Imp\n
                                      |________________Ooze\n
                                      |________________Harpy\n
                                      |_.  Weevil   _.\n";
};
Help {
Name	"HISTORY";
Text	"Vartha, Human, Minotaur, Dragon and Mindflayer races evolve\n
Arioch, Fyrestorm, Kaz, Sparhawk and Symposium ascend to Godhood\n
The pantheon is completed with the recruitment or creation of lesser Gods\n
Dalkiel creates the first Demons using the souls of the dead\n
Mindflayers enslave some Humans\n
Vartha enslave the Dragons\n
Vartha wage many minor wars, riding Dragons into battle\n
Dragons revolt against their Varthan masters, freeing themselves\n
Human slaves of the Mindflayers evolve into Githyanki\n
Dalkiel exiles the more powerful of Hell's souls to earth, creating Wraiths\n
Hydra evolve from Dragons\n
Vampires are created by Lilandra the Seductress, as conduits of her evil\n
Gods create Werewolves from Canker to combat the spreading Vampiric curse\n
The Faeries are created by Fyrestorm as guardians of nature\n
Orcs evolve from barbaric swamp-dwelling humanoids\n
Banshees are created by Canker from his female Human attendants\n
Dwarves and Giants evolve from Humans\n
The Vartha create Centaurs as beasts of burden\n
Kaskili are created by the failed experiments of the Sorceror's guild\n
One tribe of cavedwelling Orcs evolve into Goblins\n
Centaurs fight the oppressive Vartha, gaining their freedom\n
Snakemen evolve from Green Dragons\n
Varthan General Baal Kir takes charge of the Varthan seat of power\n
Dragons oppose Kir, fearing slavery again\n
The Vartha wage war on Dragonkind\n
Centaurs join the Dragons, also fearing a return to Varthan slavery\n
Orcs ally with the Vartha, craving the ecstacy of battle\n
Duergar also join the Vartha, and engage their Dwarven cousins in battle\n
The Dwarves fight reluctantly, but are aided by the Dragons\n
Minotaurs, knowing the Vartha wish to rule all, support the Dragon forces\n
Some Humans support the Dragons, not wishing to become slaves\n
Some Humans follow the Varthan promise of power, but end up as slaves\n
The Vartha magically alter stolen Dragon eggs, creating Draconians\n
The Vartha warp enslaved Human mages into Elves\n
Some Orcs volunteer for magical alteration, and become grotesque Ogres\n
Many battles and many million deaths later....\n
Many Elves revolt, escape and add their power to the Dragons combined army\n
Kir ascends to Godhood through his amassed power\n
Kir attempts to usurp the Gods using his own new powers\n
Fyrestorm creates Elementals to battle Kir's minions\n
Symposium, not wanting to be shown up by Fyrestorm, creates the Imps\n
Arioch, hoping to join the fun, creates millions of Weevils\n
Sparhawk tries to make a cool race too, but fucks up and creates the Oozes\n
Kaz, pissed off with Arioch's Weevils, hunts down and slays every last one\n
The Gods, working as one, each releases his most destructive spells\n
The mass incantation's immense power breaches the planar boundaries\n
-----------------------------------------------------------------------------\n
In every plane of existence matter begins to warp, starting the Great Rending\n
The broken planar barriers allow the strange Xenomorphs to enter the world\n
Kir's body also begins to warp, turning inside out before imploding\n
The Gods' combined spells rampage unchecked, wreaking chaos across existence\n
Some Elementals undergo a strange warping, becoming Golems\n
Many Vartha are killed, while many more are twisted into the savage trolls\n
One Dwarven clan remained unscathed by the magic\n
Another clan became the dextrous Hobbits\n
The third became the intelligent, tinkering Gnomes\n
The last clan became the mentally dull yet evercurious Gully Dwarves\n
Werewolves are drained of much of their Godgiven power and intelligence\n
One species of Plant native to Farthin are possessed by a sentient essence\n
The powerful force sweeping the world finally dissipates on the third day\n
Kobolds evolve from a rabid, canniballistic Orc tribe\n
The last Vartha are hunted down and killed for Kir's bestial horrors\n
As Human and Elven people become closer, Halfelves are born\n
Drow evolve from a number of exiled Elves living underground\n
Munchkins evolve from Gnomes\n
Weevils pop back into existence, but once again Kaz eradicates them\n\n
The rest is up to you. . .\n";
};
Help {
Level	-1;
Name	"WARRIOR";
Text	"A Warrior focuses on the art of combat, the cut and thrust of close combat.\n
Weapons and armour are a warrior's friends and he will learn to rely on their\n
strength.  A warrior's focus on combat means that he will be able to utilise\n
armour and weaponry with unparalleled skill which coupled with a massive\n
strength will make him extremely damaging in close.  However a warrior has\n
little defense against magics, preferring to trust in strength and steel.\n";
};
Help {
Level	-1;
Name	"MAGE";
Text	"Mages are students of the high magical arts which they learn to wield through\n
vast amounts of study.  The massive forces that a Mage controls allow him\n
destructive powers far and above any other class yet in close combat he finds\n
himself weakened from long hours of study.  A Mage's strength is in the wide\n
devastation his spells can cause and he finds defending extremely difficult.\n
Mages are by far the most intelligent of all the classes and use this crafty\n
nature to manipulate the forces of magic.\n";
};
Help {
Level	-1;
Name	"CLERIC";
Text	"Cleric's are working priests who adventure in the hopes of commiting some\n
great and lasting service on behalf of his beloved deity.  His power is\n
derived directly from his God and he uses these powers to aid him.  These\n
powers make the Cleric a marvelous healer and the wards that he can create are\n
the most potent available, often deflecting the most powerful strikes, magical\n
or conventional.  Clerics use the divine wisdom given to them by their God in\n
all things, it is rare that Clerics are duped or tricked.\n";
};
Help {
Level	-1;
Name	"THIEF";
Text	"A Thief is a master of deception and slight of hand, who revels in underhanded\n
tactics in all things.  While not as martially minded as a Warrior a Thief is\n
capable of a fair few martial skills but he would much prefer to attack from\n
the shadows.  A Thief can sneak up behind an unsuspecting victim and strike\n
viciously at the tender regions of their back, then he will use his agility to\n
avoid further trouble, ducking and weaving out of the way of subsequent blows.\n
A Thief also like to use his dexterity and sneakiness to get into places he\n
shouldn't, mostly to liberate precious gems and gold, a small weakness of the\n
Thief.\n";
};
Help {
Level	-1;
Name	"'MARTIAL ARTIST'";
Text	"A master of poise and self control, the Martial Artist is capable of amazing\n
feats simply by exerting equisite control over his own body.  In combat a\n
Martial Artist prefers to go weaponless, using his hands to devastating\n
effect, striking far more rapidly than any Warrior.  The deadly touch of a\n
Martial Artist can cause death as he moves through complex maneuvers using all\n
points of his body to great effect, yet he can also use these skills to heal.\n
The Martial Artist's abilities in magic are not small and these skills make\n
him a very flexible adventurer, capable of holding his own in a wide range of\n
situations.\n";
};
Help {
Name	"PRESCHOOL";
Text	"The Preschool is an area designed especially for characters of level\n
1 to 5. To get to the Preschool follow these directions from recall:\n
        - 2s2wnw\n";
};
Help {
Name	"'FAERIE HOLLOW'";
Text	"Faerie Hollow is an area designed especially for characters of level\n
2 to 10. To get to Faerie Hollow follow these directions from recall:\n
        - 2s2w3s2w3n2ws\n";
};
Help {
Name	"'PLEASANT GLADES'";
Text	"The Pleasant Meadow is an area designed especially for characters\n
level 1 to 10. To get to the Pleasant Meadow follow these directions\n
from recall:\n
        - 2s2w3s2wnw\n";
};
Help {
Name	"'KOBOLD VILLAGE'";
Text	"The Kobold Village is an area designed especially for characters\n
level 8 to 30. To get to the Kobold Village follow these directions\n
from recall:\n
        - 2s2w3s2w4s3wsws\n";
};
Help {
Name	"'TOWER OF THE SUN' 'SUNTOWER TOWER'";
Text	"The Tower of the Sun is an area designed for characters level\n
5 to 18. To get to the Tower follow these directions from recall:\n
        - 2s2w3s2w2s4w2n\n";
};
Help {
Level	-1;
Name	"DALEKEN";
Text	"This mud was designed by the imms that are running the mud, and all things\n
here are purely for their enjoyment. If you take offense to any thing that\n
is contained in the mud, then I suggest you leave now. There may be things\n
here of sexual or violent nature, and might offend some people, if you are\n
like that we're sorry but F*** OFF! (heh so rude :p).\n";
};
Help {
Level	-1;
Name	"SUMMARY START CONTENTS";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wDalekenMUD is a Medieval based MUD set in a fantasy realm filled with\n
honour, magic and fierce combat.\n\n
The helps in Daleken are structured into four main groups:\n\n
    &rConcepts&w    - Game concepts, how to play, what particular things are,\n
                  basic game information.\n
    &rCommands&w    - Help on the command system for Daleken.\n
    &rSkills&w      - What skills there are, what they can do for you,\n
                  how to access your skills.\n
    &rOther&w       - Includes information on Daleken and the Envy/Merc/Diku\n
                  release, maps and directions index,\n
                  +any other sundry information.\n\n
To get help on any of these type HELP KEYWORD,\n
&be.g.    help concepts&n\n";
};
Help {
Level	-1;
Name	"MUD MU*";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wWhat is a MUD?  Is a MUD different from a MUSH, MUCK or MUVE?  What the\n
hell are those anyway?  What it all comes down to is Multi-User, apart from\n
this, the difference is in the focus of the game really.  MUD stands for\n
Multi-User Dungeon a place where many people go to play a Dungeons and\n
Dragons style of game.  As for those other names, well they are trendy names\n
for variants on the style of play, invented as an alternative way of\n
describing games which have little or nothing at all to do with the hack and\n
slash style of game implied by MUD.\n\n
Ok, so that was gibberish, a MUD is text-based game on the 'net.  You play\n
for fun, nothing more.  No point getting hung up on definitions right?&n\n";
};
Help {
Level	-1;
Name	"CONCEPTS";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wBasic game concepts are explained in the following helps:\n\n
    &rTheology&w      - What &mDalekenMUD&w is based on, what we aim for.\n
    &rPlaying&w       - Logging on, choosing a character, saving and quitting.\n
    &rTick&w          - System of timed intervals for all game actions.\n
    &r'Wait State'&w  - How you have to wait a certain time between commands.\n
    &rCombat&w        - The combat system, how to interpret it.\n
    &rLevels&w        - Character advancement system.\n
    &rCharacter&w     - What does STR mean? or AC or ATTACK ROLL?\n
    &rCommunication&w - How to communicate with other players.\n
    &rHelp&w          - The Help system explained, how to use it.\n\n
Just type \"help playing\" to find out about that section.\n
&n";
};
Help {
Level	-1;
Name	"COMMANDS";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&mDalekenMUD&w's commands are interpreted in the following format:\n
    <command> <arg1> <arg2> ...\n
 - &rcommand&w is a word for the command, for instance the word help, these\n
    commands can be shortened to as little as a single letter to make it\n
    quicker to type.\n
 - &rarg1, arg2, arg3...&w are the arguments or paramters to the command,\n
    these add clarification to the command allowing you to direct the\n
    command, for instance you typed \"help commands\" which gave you help,\n
    but not any old help, it gave you this help.  Some commands can be used\n
    with arguments sometimes or with no argument.\n
 - arguments can be a subcommand which directs the command to do one of it's\n
    uses, for instance \"note to all\" which has the subcommand \"to\" and \"all\"\n
    is the target of the command.\n
 - argument may also have only a target, e.g. \"kill slime\" makes you attempt\n
    to kill the slime, targets may be abbreviated so \"k sli\" may work just\n
    as well in this instance.\n
 - arguments may also simply be a string of letters, e.g. \"say hello world!\"\n
    which simply makes you say 'hello world!'.\n
 - the command \"&rcommands&w\" can give you a list of the commands available\n
    to you, help on these can be obtained by using this help system.\n
 - in describing helps in commands angle brackets <> show compulsory\n
    arguments, square brackets [] show optional arguments and the | sign\n
    signifies an option e.g. \"surge [on|off]\" shows optional \"on\" or \"off\"\n
For a list of a few helpful commands, try \"help 2.commands\".\n
&n";
};
Help {
Level	-1;
Name	"COMMANDS";
Text	"MOVEMENT                          GROUP\n
north south east west up down     follow group gtell split\n
exits scan recall\n
sleep wake rest stand\n\n
OBJECTS                           INFORMATION / COMMUNICATION\n
get put drop give sacrifice       help credits areas commands socials\n
donate wear wield hold            report score time weather where who magic\n
recite quaff zap brandish         channels config description password title\n
lock unlock open close pick bash  auction chat music question answer shout yell\n
inventory equipment look compare  emote pose say tell\n
eat drink fill                    bug idea typo\n
list buy sell value               note wizlist slist spells autoexit\n
enter                             autoloot autosac blank brief combine prompt\n\n
COMBAT                            OTHER\n
kill flee kick rescue disarm      ! save quit pagelength colour\n
backstab cast wimpy               practice train\n\n
For more help, type 'help <topic>' for any command, skill, or spell.\n
Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK\n";
};
Help {
Level	-1;
Name	"SKILLS";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wCharacters on &mDalekenMUD&w use skills to assist them in the game, these\n
may be combat skills like \"kick\", spells like \"armor\" or general skills\n
like \"peek\" or \"hide\".  Skills can make it easier or more fun for your\n
character and will help improve your game.\n
Skills are used in three ways:\n
 automatic - once you know this skill you automatically gain its benefits\n
             these are the easiest skills to use and include skills like\n
             \"weapon skill\", \"peek\" and \"second attack\".\n
 command   - the skill has a command required to use it, these include\n
             \"backstab\", \"sneak\" and \"kick\".\n
 spells    - these are magical skills and require you to cast them\n
             (see help CAST) they cost mana to use and include\n
             \"armor\", \"magic missile\" and \"ventriloquism\".\n\n
See these helps for further information:\n
 &rslist&w    - a command showing skills and what level a class gets them.\n
 &rpractice&w - shows what skills you have and how well you know them,\n
                also allows you to gain new skills.\n
 &rspells&w   - shows your spells and their mana costs.\n\n
See also: MAGIC, MAGICAL SPHERES\n
&n";
};
Help {
Level	-1;
Name	"OTHER";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wThese topics are those placed here for player interest, as well as some\n
which can make it easier to play the game.\n
    &rMaps,Directions&w - Help index for directions and area maps.\n
    &rWizlist&w         - The immortals of &mDalekenMUD&w.\n
    &rEnvy,Merc,Diku&w  - The initial releases of the game.\n
    &rDaleken Credits&w - Daleken's credits, thanking everyone.\n
    &rEmail&w           - Immortals email addresses to get in contact.\n
    &rBuilders&w        - How to become an area builder on &mDalekenMUD&w.\n
    &rNews&w            - The latest about &mDalekenMUD&w.\n
&n";
};
Help {
Level	-1;
Name	"THEOLOGY RULES";
Text	"&B----------------------------------------------------------------------------\n
                 &mDALEKEN&c HELP CENTRE - &rTHEOLOGY AND RULES\n
&B----------------------------------------------------------------------------\n
&mDalekenMUD&w is a player oriented MUD which is interested in the newest and\n
greatest ideas in MUDding.\n\n
We realise that players hope for many different things from a MUD and we aim\n
to satisfy all tastes in a friendly atmosphere.  Role-playing, while not\n
manditory easy in a medieval magical world.  PKilling is possible but only\n
under certain conditions, picking on inexperienced players is strongly\n
discouraged as we hope to be a newbie friendly MUD.  We dont want many rules\n
but as soon as you impinge on other's rights we will be forced to clamp down.\n\n
As a forum for new MUDding ideas, &mDakekenMUD&w staff are obliged to listen\n
to new ideas and we hope that player input will become a major source of\n
fantastic ideas.  We have seen many other MUDs where coding staff ignore the\n
ideas of players even when totally reasonable, we hope that &mDalekenMUD&w\n
imms are far more open than most.\n";
};
Help {
Level	-1;
Name	"PLAYING HINTS";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n\n
 &bo&w Logging on - we assume you know the address of the MUD, telnet to the\n
given host and port (e.g. telnet daleken.org.au 12345) then all you have to\n
do is choose a name and follow the prompts to join the game.\n
 &bo&w Choosing a character - this is the most important step in playing the\n
game, see \"help character\".  A few points to consider:\n
    - Choose the right name, after all you can't really change it later.\n
    - Magic is not designed to be easy, start with a warrior unless you are\n
      looking for a challenge.\n
    - Experience to next level might appear to be a small price to pay for\n
      immense power, but you can be assured that gaining levels with a high\n
      powered race like a dragon can become tedious.\n
 &bo&w Saving and quitting - when you reach level 2 your character becomes a\n
permanent asset, this means you can quit and come back later exactly where\n
you left off.  Daleken saves all your equipment and you can expect nothing\n
to change.\n
 &bo&w Deleting - you get annoyed with the game and decide to take drastic\n
measures, this isn't a decision to take lightly, this actually removes your\n
character &rpermanently&w.  Be sure you are sure.\n
 &bo&w Other players - other people play the MUD too.  Make sure you are nice\n
to them, even if you are trying to slaughter them in some clan contest.\n
Very few things are disallowed but rudeness and generally being a bastard is\n
considered an extreme offence (levels and equipment are likely to disappear!)\n
In other words courtesy never cost you anything but not being courteous could\n
cost a lot more than you imagined.\n\n
See help COURTESY.\n
&n";
};
Help {
Name	"COURTESY 'OTHER PLAYERS'";
Text	"We would like this to be a MUD where people can enjoy the game and social\n
atmosphere without being victimised by other players, thus there are courtesy\n
rules.  We expect you to observe others rights in treating them with the\n
proper courtesy.  This doesn't cost you anything but it might if ever we find\n
out that any rudeness has been going on.\n\n
Courtesy mainly comes into what you say, particularly over channels.  Try to\n
avoid personal abuse and derogatory comments.  Observe others right to have\n
an opinion.  We expect there to be a certain amount of strange behaviour\n
including some offensive behaviour but if someone requests that they be left\n
out of it, respect their wishes.\n\n
Rudeness in the game is killing mobs that someone is already fighting without\n
apologising, taking gear that has been dropped temporarily, refusing to\n
return a borrowed item, that sort of thing.  Most of this applies to players\n
who aren't in clans, clans have laxer rules on this sort of thing.\n\n
In other words, respect others rights.\n\n
(HOW sappy, oh well I guess that is how it has to be, this way we can say\n
\"well we DID warn you\" as we flush all those player files...)\n";
};
Help {
Level	-1;
Name	"LEVELS EXPERIENCE ADVANCEMENT";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&mDalekenMUD&w is a fantasy game where you gain experience and power from your\n
actions.  Experience is a complex way of keeping score and as you build up\n
experience your power increases.  Most notably, at certain stages you gain\n
levels, the amount of experience you require to gain a level depends on your\n
race (and later your class also).\n\n
The main way to gain experience is by killing something, either on your own\n
or with the help of friends in a group.  The amount of experience varies\n
depending on what you killed. Immortals sometimes give experience for\n
service above and beyond the call of duty or for completing a quest.\n\n
You can lose experience if you aren't careful, if you die, flee or recall\n
from out of combat and if an immortal decides you have too much (in other\n
words you got them annoyed ;)\n\n
When you have enough experience you will gain a level, here you will increase\n
in power and you gain a number of hitpoints, mana, movement and practices.\n
Also every level higher you are the harder the game will become, monsters will\n
give you less experience than before and you will have to learn new skills\n
and techniques in order to survive, this makes the game fun and challenging\n
so you never run out of things to do.\n";
};
Help {
Level	-1;
Name	"CHARACTER";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wYour character on Daleken is the central point of the game.  A character\n
means many different things to different people, whether it is for role-\n
playing or just the continual strive for more power characters are important.\n\n
In order to acheive your goals for your character firstly you need to know\n
how to get all the information about your character.  The following commands\n
list different information about your character:\n
        &rscore&w, &requipment&w, &rinventory&w, &rworth&w, &rcondition&w.\n
Each of these displays several pieces of information about you, if you are\n
unsure about what some of these things mean try the helps, e.g. 'help str'\n\n
See also &rskills&w, &rcharacter specific&w.\n";
};
Help {
Level	-1;
Name	"'CHARACTER SPECIFIC'";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wA few central facts about critical statistics for your character, please\n
read the specific helps on each of these points for more clarity:\n
  &bo&w Level is the basic measure of character power.  As you gain experience\n
your level will increase, every time you will gain hitpoints, mana, moves and\n
practices.  As level increases the game will become harder.\n
  &bo&w Experience is required for you to gain levels, the amount depends on\n
which race you have chosen.  Experience is normally gained by killing, but\n
at certain times quests run by immortals may have experience prizes.\n
  &bo&w Hitpoints (HP) are a measure of health, try to keep these positive as\n
you will die when these reach -10 (past 0 you will be unconcious).  As you\n
gain levels your hitpoints will increase depending on your constitution.\n
  &bo&w Mana is your store of magical energy, it is used to power any spells\n
you cast, like hitpoints these increase dependant on intelligence however\n
certain classes gain less mana, warriors don't get mana.\n
  &bo&w Moves are your stamina, they are used as you move about and perform\n
physical actions, certain skills require this energy.  Everyone gains an\n
amount of moves every level which slightly depends on dexterity.\n
  &bo&w Practices are the coin of character advancement.  You use these to\n
increase strength etc... as well as get skills.  You gain a certain amount\n
every level depending on your wisdom.\n
  &bo&w Magic is your strength in a magical sphere, different spells rely on\n
different spheres of magic but all spheres are important, especially when it\n
comes to the success of casting spells.\n
  &bo&w Strength is pure physical power, high strength means you can hit harder\n
and carry larger loads, this is important for a warrior.\n
  &bo&w Intelligence is swiftness of mind, higher intelligence improves magical\n
ability in all aspects, important for casting classes, especially mages.\n
  &bo&w Wisdom is something like a common sense measure, it enables you to gain\n
more practices, important for clerics as it is critical for healing.\n
  &bo&w Dexterity is speed and agility, used to give faster attacks and better\n
chances of avoiding them, thieves and martial artists rely on dexterity.\n
  &bo&w Constitution is fitness and toughness, it is what determines how many\n
hitpoints you gain, everyone needs high constitution.\n
  &bo&w Armour Class (AC) is a measure of how difficult you are to hit, Armour\n
Class should be as low as possible, a lower AC means you get hit less often\n
and lighter.\n";
};
Help {
Level	-1;
Name	"COMMUNICATION";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wPart of the point of a MUD is the social atmosphere.  Chatting with other\n
players is for some as enjoyable, if not more so, than killing things.  For\n
this there are a huge number of options.\n\n
  &bo&w Communication Channels - These are places where you send a message to\n
all other characters in the game.  There are a large number of channels for\n
different contexts.  For instance the chat channel is where most talking\n
happens but for any questions you have you might like to use the question\n
channel, or for telling a joke there is a joke channel.  The CHANNEL command\n
lists channels and allows you to turn them on and off.\n
  &bo&w Say - This command lets you send a message to all the characters in\n
your room, often used for lengthy talks between people or as two people pass\n
they generally exchange greetings in this manner.\n
  &bo&w Tell/Reply - This allows you to send a message to a certain\n
character no matter where they are.  This is often used for private messages.\n
  &bo&w GTell - This is a command to facilitate group communication, this\n
command sends messages to all the members of your group.  Very useful for\n
coordinating actions or just chatting amoungst yourselves.\n\n
Don't forget that your words aren't the only possible form of communication,\n
you can use EMOTE for a funny message or any one of the many SOCIALS or\n
POSEs, remember people also see what you do, it's all communication.\n";
};
Help {
Name	"EMAIL";
Text	"If you want to get in touch with any of the staff about any subject\n
use the following email addresses:\n
  Kaz          no current address?\n
  Symposium    mwt02@uow.edu.au\n
  Fyrestorm    lab09@uow.edu.au\n
  Freakazoid   dlj05@uow.edu.au\n";
};
Help {
Name	"BUILDERS";
Text	"As you may have noticed, Daleken is in a permanent state of renovation.\n
We like to constantly change the world, making it larger, rich in detail\n
and more exciting to play in.  If you have an idea for an area that you\n
would like to contribute talk to an immortal and you can get your own\n
piece of the Daleken world to work on.\n
As you know we'd like areas to be in theme and completely original, our\n
world is a unique collection of medieval fantasy settings.\n";
};
Help {
Name	"NEWS";
Text	"Below is a list of recent changes and additions to Daleken.  You should\n
understand that this is probably way out of date, the MUD is changing\n
continually and sometimes it's hard to write all the changes down.\n\n
(7/99) New magic system with spheres of magic for spells added.\n";
};
Help {
Name	"MAGIC 'MAGICAL SPHERES'";
Text	"&B----------------------------------------------------------------------------\n
                          &mDALEKEN&c HELP CENTRE\n
&B----------------------------------------------------------------------------\n
&wMagic plays a large role in any fantasy world and the world of Daleken seems\n
to be even more filled with magic than most.  Magic is the essence of life\n
and the force which drives the world onward.  On Daleken magic exists as a\n
mixture of 5 different spheres each with its own strengths and weaknesses\n
and each with its own unique character.\n\n
When you cast a spell you draw power from some or maybe all of the 5 spheres\n
and bind that force together.  Some spells, mainly those that an apprentice\n
mage or a beginning spell caster can use, require only one or two spheres but\n
as the complexity of spells increase, they use a wider range of spheres, the\n
most powerful using all five.\n\n
The five spheres are:\n
    &CAIR&w, &YEARTH&w, &RFIRE&w, &WSPIRIT&w, &BWATER&w.\n\n
For help on each of the spheres type \"help fire sphere\".\n\n
See also CHANNEL MAGIC SKILL.\n
&n";
};
Help {
Name	"'AIR SPHERE' 'AIR MAGIC'";
Text	"&cAir magic centres about the ephemeral forces of wind and air.  The strength\n
of air is not solid but rather a subtle force which is flexible enough to\n
withstand violent force and at the same time be soft enough to cradle a\n
newborn.  Air is the breath of life and the wind in the trees.\n\n
Air is personified as a swift and sharp, defensively a deflection or a dodge\n
rather than an outright block, offensively as a series of lightning fast\n
strikes.  The air forces are often hard to grasp and some of the less\n
enlightened races have difficulty grasping the magic, a magic that isn't\n
brute force but something complex and amazing.\n\n
Air spells include FLY, HASTE, FAERIE FIRE.\n
&n";
};
Help {
Name	"'EARTH SPHERE' 'EARTH MAGIC'";
Text	"&yEarth magic is a magic of strength and vitality.  Earth's power lies in its\n
sheer unbending strength and slow forceful strength.  Earth is capable of\n
providing the binding strength in many enchantments as well as being a\n
stalwart force in defense, providing a resilient shield against attack.\n\n
Earth is personified as strong yet slow, defensively standing as a heavy\n
battlement against a barrage of catapults, offensively as a huge crushing\n
blow which splinters any defense.  Earth magic seems simple in itself yet\n
the complexity lies not in grasping its singular use but how the strength\n
of Earth can be added to other magics.\n\n
Earth spells include STONE SKIN, EARTHQUAKE, ENCHANT ARMOUR.\n
&n";
};
Help {
Name	"'FIRE SPHERE' 'FIRE MAGIC'";
Text	"&rFire magic is the magic of energy.  Fire is the passionate force that is\n
capable of consuming all with its vicious heat.  Fire is capable of\n
incinerating all else as it feeds itself, doing great damage to those it\n
nears.\n\n
Fire is personified as the angry magic, always attacking, even when appearing\n
to be defending.  Fire is the most commonly used magic in offense and it has\n
many forms that are used in various ways to inflict damage to the caster's\n
enemies.\n\n
Fire spells include FIREBALL, INFERNO, FLAMING SHIELD.\n
&n";
};
Help {
Name	"'SPIRIT SPHERE' 'SPIRIT MAGIC'";
Text	"&wThe sphere of Spirit is the sphere of the mind.  Spirits power is not a\n
tangible power, rather it is more an influence over those forces that are\n
manifest in other realms.  Spirit gives power over the mind and soul, as well\n
as a power over the substance of the earth.  Spirit is also the conduit\n
between a caster and his/her deity.\n\n
Spirit is personified as the universal magic.  All magic users have some\n
ability in the channeling of spirit magics.  Spirit is a manditory part of\n
spells that draw from a deities power and it permeates all other spheres.\n
Spirit is also the major component of magics of the mind.\n\n
Spirit spells include INVIS, MIND MIST, TURN UNDEAD.\n
&n";
};
Help {
Name	"'WATER SPHERE' 'WATER MAGIC'";
Text	"&bWater is the sphere of the oceans, rivers and lakes.  Water is a gentle\n
force and is an integral part of existence.  The power of water is through\n
persistence and gentleness.  Water is capable of great cleansing works yet\n
it also can be extremely destructive when used with force.\n\n
Water is personified as the healing magic, rebuilding broken bodies with its\n
gentle caress.  Water washes away pain and is hence used most often by\n
healers who use water extensively.\n\n
Water spells include HEAL, REFRESH, BLINDNESS.\n
&n";
};
Help {
Level	-50;
Name	"'NEW HERO'";
Text	"________________________________________________________________________\n
 )()(                  ** Congratulations! **                      )()(\n
 `]['                                                              `]['\n
  ||    You have completed the basic levels of your chosen class    ||\n
  ||  and from here you are offered choices to make your character  ||\n
  ||  more powerful.  From here you can choose to multi-class your  ||\n
  ||     character or even specialise in skills you already know.   ||\n
  ||                           -------                              ||\n
  || see HELP MULTICLASS for details.                               ||\n
_/<>\\______________________________________________________________/<>\\_\n";
};
Help {
Level	50;
Name	"MULTI-CLASS 'MULTICLASS CLASS' SPECIALISATION";
Text	"Syntax: multiclass <class-name>\n\n
<class-name> is the class you wish to add to your original class.\n\n
Specialisation and New Classes:\n
The first time you multi-class you are given the opportunity to specialise in\n
your chosen class, this will allow you to gain individual skills and also\n
gain expertise in the skills that you allready have.\n\n
If you choose not to specialise in your class then multi-classing is also\n
available which means you can learn the basic disciplines of another class\n
however if you choose to do this on your first multi-class/specialisation you\n
wont be able EVER to specialise in your class.\n\n
The class you choose to multi-class/specialise in first will give you a new\n
definition of your class and there will be new skills available to you as\n
part of being a member of this class, see help on SECOND CLASS.\n\n
You may multi-class up to 3 times, but the first time is the only time you\n
may specialise and only the first multi-classing means you can change your\n
class.\n\n
When you choose to multi-class/specialise you will first have to undergo an\n
\"initiation\" where you will have to gain a number of sublevels equivalent to\n
your current level (i.e. if you choose to multi-class at level 60 then you\n
will have 60 sublevels to gain before you complete the multi-classing).\n
While gaining sublevels as part of the initiation you only gain half\n
hit-points, mana and movement as well as one quarter of the practices.  After\n
finishing the initiation you will move onto the next level for real and from\n
there onwards your experience-per-level (TNL) is increased.\n";
};
Help {
Level	50;
Name	"'SECOND CLASS'";
Text	"When you first multi-class you will actually change class, the classes are\n
added together to make a new class:\n\n
&r2\\    1>&b+&r MAGE        CLERIC   THIEF       WARRIOR   MARTIAL ARTIST\n
&b++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n
&rMAGE    &b+&y SORCEROR    WARLOCK  ILLUSIONIST RANGER    PSIONICIST\n
        &b+&y\n
&rCLERIC  &b+&y WARLOCK     BISHOP   JESTER      PALADIN   MONK\n
        &b+&y\n
&rTHIEF   &b+&y ILLUSIONIST JESTER   ASSASSIN    MERCENARY NINJA\n
        &b+&y\n
&rWARRIOR &b+&y RANGER      PALADIN  MERCENARY   KNIGHT    SAMURAI\n
        &b+&y\n
&rMARTIAL &b+&y PSIONICIST  MONK     NINJA       SAMURAI   MYSTIC&n\n";
};
Help {
Level	50;
Name	"SPEED RESPONSE INITIATIVE";
Text	"This is a statistic which represents your speed.  The higher your response\n
characteristic, the faster you can act.  Initiative is especially useful in\n
combat, if you are faster than an opponent you will hit first and possibly\n
more often.  With high initiative you can even deprive an opponent of\n
attacks against you.\n\n
Response can be increased by having high dexterity, some items also modify\n
initiative as well.  When fighting creatures lower in level than you, you\n
gain an initiative bonus, conversely when fighting higher level creatures\n
you have a penalty to your initiative.\n";
};
Help {
Name	"MAPS DIRECTIONS";
Text	"There are a number of maps useful on your travels throughout the\n
world of Daleken. Many are just general maps with no scale, but\n
have been made as accurate as possible.\n
   For those with colour, anything &rred&x is a keyword to another map,\n
used for continents, regions and cities. Anything &bblue&x is a normal\n
area, and anything &yyellow&x is a pointer as to where the current map\n
joins to another.\n\n
Look at the 'WORLD MAP' help to get started, also 'DALEKEN CITY'.\n";
};
Help {
Name	"'WORLD MAP' WORLD MAP";
Text	".                                      ___\n
                                     /   \\____\n
                                  __/         |\n
                ____             /           /\n
           ____/    \\___        /           |\n
         _/             \\       \\    &rOriab&x   \\                    ___\n
        /   &rFarthin&x  ____|       \\___         \\___               /   \\_\n
      _/    __      /                \\            \\              \\     \\_\n
     | \\___/  \\_____\\__               |            \\          ___/       \\\n
     |_                \\             /     __      /         /            |\n
       |    &rKoronin&x     |            \\____/  \\____/         <   &rCathuria&x  |\n
       |     ___         \\                                   \\         __/\n
        \\___/   \\________/                                    \\_______/\n";
};
Help {
Level	-1;
Name	"'DALEKEN MAP' 'DALEKEN CITY'";
Text	"&7&B&fDaleken City:&x&7&k&n\n\n
                  &k&0+----+----+----+----+----+&7&n\n
                  &k&0|&7   &R Bank &k&0|&7  &M1 &k&0|&7  &M2 &k&0|&7  &M3 &k&0|&7&n\n
                  &k&0|&7         &k&0|&7    &k&0|&7    &k&0|&7    &k&0|&7&n\n
        &k&0+----+----+----+&7    &k&0+&7    &k&0+&7    &k&0+&7    &k&0+&7&n\n
        &k&0|&3    &RChurch    &k&0|&7                   &k&0|&7&n\n
        &k&0|&3              &0|&7                   &0|&7&n\n
   &k&0+----+----+&3    &0+----+&7    &0+----+----+&7    &0+&4  &7&n\n
    &7    &k&0|&3&RMorgue    &3&RPit &k&0|&7    &0|&7    &0|&7  &M4      &k&0|&4         &7&n\n
    &7    &k&0|&3              &0|&7    &0|&7    &0|&7         &0|&7&4                        &7&n\n
   &k&0+&7    &0+----+&3    &0+----+&7    &0+&7    &0+----+&7    &0+----+----+&4          &7&n\n
   &k&0|&7                           &M5 &k&0|&7            &RWharf  &k&0|&4      &7&n\n
   &k&0|&7                             &0|&7                   &0|&4          &7&n\n
   &k&0+&7    &0+----+&2    &0+----+&7    &0+&7    &0+&7    &0+----+----+----+&4         &7&n\n
   &k&0|&7    &0|&2              &0|&7    &0|&7    &0|&7    &0|&4                 &7&n\n
   &k&0|&7    &0|&2     &RPark     &k&0|&7    &0|&7    &0|&7    &0|&4         &7Shops&4  &7&n\n
   &k&0+&7    &0+&2    +    +    &0+&7    &0+----+&7    &0+----+&7&n  1.Tailor&n\n
    &7    &k&0|&2              &0|&7                 &M6 &k&0|&7&n  2.Jeweller&n\n
    &7    &k&0|&2              &0|&7                   &k|&7&n  3.Baker&n\n
   &k&0+&7    &0+----+----+----+&7    &0+&7    &0+----+----+&7&n  4.Boat Shop&n\n
   &k&0|&7                           &M7 &k&0|&7&n            5.Tower of Magic&n\n
   &k&0|&7                             &0|&7&n            6.Pet Shop&n\n
   &k&0+&7    &0+&7    &0+&7    &0+&7    &0+&7    &0+----+&7&n            7.Bar&n\n
   &k&0|&7  &M8 &k&0|&7  &M9 &k&0|&7 &M10 &k&0|&7 &M11 &k&0|&7 &M12 &k&0|&7&n                 8.Stables&n\n
   &k&0|&7    &0|&7    &0|&7    &0|&7    &0|&7    &0|&7&n                 9.Leather Worker&n\n
   &k&0+----+----+----+&7    &0+----+&7&x                 10.Grocer\n
                  &k&0|&7    &0|&7&x                      11.Weapon Seller\n
                  &k&0|&7    &0|&7&x                      12.Armoror\n
                  &k&0+&7    &0+&7&x                      13.Smith\n
                  &k&0|&7 &M13 &k&0|&7&x\n
                  &k&0|&7    &0|&7&x\n
                  &k&0+----+&7&x\n
&x\n";
};
Help {
Name	"'KORONIN MAP' KORONIN MAP";
Text	".                 &yTo\n
               Farthin&x\n
                  |___                   ____\n
                      |_________________|    |_________\n
                ______|                    &bFaerie&x      |\n
               |                           &bHollow&x      |\n
               |           &bWeeping&x                     |\n
                            &bStone     Tower   Pleasant&x_|\n
                  ____________|    &bof the Sun  Meadow&x  |_&rDaleken&x\n
                              |         |              |   &rCity&x\n
                              |_________|&bOld McDonald's&x|\n
                                        |    &bFarm&x      |\n
                                        |______|_______|\n
                     &bJurassic&x           |      |       |\n
                       &bPark&x      _______|    &bFields&x    |\n
                         |__    |            &bof Fey&x    |\n
                       _____|___|___&bTanarian&x___________|__\n
                  ____|        |     &bHills&x                |\n
              ___|    |     &bDwarven&x               ________|_&rRedwall&x\n
                             &bMines&x    ___________|\n
                                 ____|__\n
                                |       |\n
                              &bArena&x     |_____\n";
};
Help {
Level	900;
Name	"'FUTURE KORONIN' FUTURE KORONIN";
Text	".                 &yTo\n
               Farthin&x\n
                  |___                   ____\n
                      |_________________|    |_________\n
                ______|                    &bFaerie&x      |\n
               |                           &bHollow&x      |\n
               |           &bWeeping&x                     |\n
            &GSivilyn&x         &bStone     Tower   Pleasant&x_|\n
            &GForest&x____________|    &bof the Sun  Meadow&x  |_&rDaleken&x\n
                              |         |              |   &rCity&x\n
                              |_________|&bOld McDonald's&x|\n
                                        |    &bFarm&x      |\n
                                        |______|_______|\n
                     &bJurassic&x           |      |       |\n
                       &bPark&x      _______|    &bFields&x    |\n
                         |__    |            &bof Fey&x    |\n
                       _____|___|___&bTanarian&x___________|__\n
                  ____|        |     &bHills&x                |\n
              ___|    |     &bDwarven&x               ________|_&rRedwall&x\n
                             &bMines&x    ___________|\n
                                 ____|__\n
                                |       |\n
                              &bArena&x     |_____\n";
};
Help {
Name	"'FARTHIN MAP' FARTHIN MAP";
Text	".                          |                        ______\n
                          |_______                |\n
                                  |_______________|\n
                                         |\n
               _____               ______|\n
                    |_______      |\n
                            |_____|\n
                                  |                   _______\n
    &bMoranth's&x                     |        __________|       |\n
     &bCastle&x                   ___&rZoth&x_____|              &bKingsport&x\n
        |___             ____|    |\n
            |___________|         |___\n
                     |                |\n
                     |                |______\n
                 ____|                       |\n
           _____|    |                       |\n
          |          |                       |\n
                                      _______|___\n
                               ______|           |\n
                       &bThe&x____|                 &yTo&x\n
                     &bBlight&x                   &yKoronin&x\n";
};
Help {
Level	900;
Name	"'FUTURE FARTHIN' FUTURE FARTHIN";
Text	".                          |                        ______\n
                          |_______                |\n
                                  |_______________|\n
                                         |\n
               _____               ______|\n
                    |_______      |\n
                            |_____|\n
                                  |                   _______\n
    &bMoranth's&x                     |        __________|       |\n
     &bCastle&x                   ___&rZoth&x_____|              &bKingsport&x\n
        |___             ____|    |\n
            |___________|         |___\n
                     |                |\n
                     |                |______\n
                 ____|                       |\n
           _____|    |                       |\n
          |          |                       |\n
                                      _______|___\n
                               ______|           |\n
                       &bThe&x____|                 &yTo&x\n
                     &bBlight&x                   &yKoronin&x\n";
};
Help {
Level	-1;
Name	"SCHOOL";
Text	"MudSchool is currently under construction.\n\n
The purpose of Mud School is to orient new players to the basics of the\n
game and provide equipment and experience for a few levels.\n\n
Experienced players are encouraged to go through Mud School for their\n
initial levels and equipment.\n\n
You may not 'SAVE' your character until your character reaches 2nd level.\n\n
Here there are places you can TRAIN your stats and PRACTICE skills.\n";
};
Help {
Name	"REPEAT ! COMMANDS | # REPETITION";
Text	"Syntax: !\n
Syntax: <command>|<command>|<command>|...\n
Syntax: #<num> <command>\n\n
! repeats the last command you typed.\n\n
These commands allow you to do multiple commands with a single line command,\n
you might have to do this if you want to be quicker in doing things faster\n
than you can normally type or you might not like to type the same thing in\n
many times.\n\n
The '|' symbol separates commands as you enter them.\n\n
The '#' precedes a number which is the number of times to repeat the command.\n
This is limited to a reasonable (even generous) number of commands.\n\n
In order to prevent alias expansion totally, put the '|' symbol at the start\n
of the line, this will be ignored and aliases wont be expanded.\n";
};
Help {
Name	"NORTH SOUTH EAST WEST UP DOWN";
Text	"Syntax: north\n
Syntax: south\n
Syntax: east\n
Syntax: west\n
Syntax: up\n
Syntax: down\n\n
Use these commands to walk in a particular direction.\n";
};
Help {
Name	"AFFECTS";
Text	"Syntax: affects\n\n
Tells you what spells and skills currently affect you, this also tells you\n
how long this will last so you know how long you can rely on these.\n\n
Quite possibly one of the most important commands you will be using, this\n
command is only available to characters above level 15, those below are\n
assumed not to rely so much on the timing of their spells.\n";
};
Help {
Name	"APPRAISE SMITH";
Text	"Syntax: smith    <object | all> [smith]\n
Syntax: appraise <object>       [smith]\n\n
SMITH asks the smith to repair a particular item.  This takes the item to a\n
pristine condition with no chance of failure, unlike REPAIR.  Players with\n
the HAGGLE skill can get a discount on the price of repairing an item.  SMITH\n
can also be used with the ALL or ALL.<object> argument to repair items in\n
bulk.\n\n
APPRAISE asks the smith how much a smithing will cost for a particular item.\n\n
See also: REPAIR\n";
};
Help {
Name	"BUY LIST SELL VALUE";
Text	"Syntax: buy   [number] <object> [shopkeeper]\n
Syntax: list  <object | all>    [shopkeeper]\n
Syntax: sell  <object>          [shopkeeper]\n
Syntax: value <object>          [shopkeeper]\n\n
BUY buys an object from a shop keeper.  If no quantity is given, the\n
default is 1.  If no shopkeeper is identified, the first shop keeper\n
is selected.\n\n
LIST with no argument and LIST ALL lists the objects the first shop keeper\n
will sell you.\n
LIST <object> lists only the items corresponding with <object> the first\n
shop keeper will sell you.\n
LIST <object | all> <shopkeeper> will do above but from the specific\n
shopkeeper you defined.\n\n
SELL sells an object to the first shop keeper if no shopkeeper is identified.\n\n
VALUE asks the shop keeper how much he, she, or it will buy the item for.\n\n
BUY, SELL, and VALUE, as well as most other object manipulation commands,\n
allow the use of #.object format, where # is a number or the word \"all\".\n
For example, if LIST DAGGER showed you that a shopkeeper had five daggers,\n
and you were interested in buying the third one, you would type:\n
\"buy 3.dagger\".\n";
};
Help {
Name	"CAST";
Text	"Syntax: cast <spell> <target>\n\n
Before you can cast a spell, you have to practice it.  The more you practice,\n
the higher chance you have of success when casting.  Casting spells costs mana.\n
The mana cost decreases as your level increases.\n\n
The <target> is optional.  Many spells which need targets will use an\n
appropriate default target, especially during combat.\n\n
If the spell name is more than one word, then you must quote the spell name.\n
Example: cast 'cure blin' frag.  Quoting is optional for single-word spells.\n
You can abbreviate the spell name.\n\n
When you cast an offensive spell, the victim usually gets a saving throw.\n
The effect of the spell is reduced or eliminated if the victim makes the\n
saving throw successfully.\n\n
See also the help sections for individual spells.\n";
};
Help {
Name	"EXITS";
Text	"Syntax: exits\n\n
Tells you the visible exits of the room you are in.  Not all exits are visible.\n
You can use the 'bump' technique to find hidden exits (try to walk in a\n
certain direction and see what you bump into).  If you have AUTOEXIT set, you\n
will automatically see the visible exits whenever you walk into a room.\n";
};
Help {
Name	"COUNT SYSINFO";
Text	"Syntax: count|sysinfo\n\n
This command shows summary information about the game, such as:\n
    Number of logins: total and current as well as maximum at one time,\n
    Number of new characters, number of levels gained,\n
    Count of deaths, both player and non-player deaths.\n";
};
Help {
Name	"DROP GET GIVE PUT TAKE";
Text	"Syntax: drop <object>\n
Syntax: drop <amount> coins\n
Syntax: get  <object>\n
Syntax: get  <object> <container>\n
Syntax: give <object> <character>\n
Syntax: give <amount> coins <character>\n
Syntax: put  <object> <container>\n\n
DROP drops an object, or some coins, on the ground.\n\n
GET gets an object, either lying on the ground, or from a container, or even\n
from a corpse.  TAKE is a synonym for get.\n\n
GIVE gives an object, or some coins, to another character.\n\n
PUT puts an object into a container.\n\n
DROP, GET, and PUT, as well as most other object manipulation\n
commands, allow the use of #.object format, where # is a number or the\n
word \"all\".  For example, if you had five daggers and you wanted to\n
give the third one away, you would type \"give 3.dagger frag\".  Or if\n
you felt philanthropic and decided to let everyone eat your pot pies,\n
you could type \"drop all.pie\".\n";
};
Help {
Name	"HOLYPOWER RACIAL";
Text	"Syntax: holypower\n
Syntax: holypower <power> <target>\n
Syntax: racial\n
Syntax: racial <power> <target>\n\n
HOLYPOWER and RACIAL are used to utilise the powers that your religion or\n
race has.\n\n
Without arguments the commands tell you which powers you can use, with\n
arguments it uses the power you name, you can leave off the target in some\n
cases like with CAST.\n\n
e.g. if I'm fighting I type \"holypower 'dispel evil'\" and it casts the spell.\n\n
See also: RACEINFO RELIGION\n";
};
Help {
Name	"EQUIPMENT INVENTORY";
Text	"Syntax: equipment\n
Syntax: inventory\n\n
EQUIPMENT lists your equipment (armor, weapons, and held items).\n
INVENTORY lists your visible inventory.\n";
};
Help {
Name	"KILL MURDER";
Text	"Syntax: kill     <character>\n
Syntax: murder   <character>\n\n
KILL starts a fight, and, hopefully, kills something.\n\n
MURDER is used to kill other player characters, please don't try this, we\n
wont be very happy.\n";
};
Help {
Name	"EXAMINE LOOK READ";
Text	"Syntax: look\n
Syntax: look    <object|character|direction|keyword>\n
Syntax: look in <container|corpse>\n
Syntax: examine <container|corpse>\n
Syntax: read    <keyword>\n\n
LOOK looks at something and sees what you can see.  LOOK by itself will\n
give the description of the room you are in.  See also BRIEF.\n\n
EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.\n\n
READ is the same as LOOK, but it sounds better to 'READ sign' than to\n
'LOOK sign', doesn't it?\n";
};
Help {
Name	"OPEN CLOSE LOCK UNLOCK PICK 'PICK LOCK'";
Text	"Syntax: open   <object|direction>\n
Syntax: close  <object|direction>\n
Syntax: lock   <object|direction>\n
Syntax: unlock <object|direction>\n
Syntax: pick   <object|direction>\n\n
OPEN and CLOSE open and close an object or a door.\n
!WARNING! some doors and containers contain traps for the unwary!\n\n
LOCK and UNLOCK lock and unlock a closed object or door.  You must have\n
the requisite key to LOCK or UNLOCK.\n\n
PICK can open a lock without having the key.  In order to PICK successfully,\n
you must practice the appropriate skill.\n\n
See also: BASHDOOR for warriors, DETECT TRAPS for thieves.\n";
};
Help {
Name	"ORDER";
Text	"Syntax: order <character> command\n
Syntax: order all         command\n\n
ORDER orders one or all of your charmed followers (including pets) to\n
perform any command.  The command may have arguments.  You are responsible\n
for the actions of your followers, and others who attack your followers\n
will incur the same penalty as if they attacked you directly.\n\n
Most charmed creatures lose their aggresive nature (while charmed).\n\n
If your charmed creature engages in combat, that will break the charm, and\n
they will no longer follow your orders.\n";
};
Help {
Name	"BRANDISH QUAFF RECITE ZAP";
Text	"Syntax: brandish\n
Syntax: quaff    <potion>\n
Syntax: recite   <scroll> [target]\n
Syntax: zap      [target]\n\n
BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion\n
(as opposed to DRINK, which drinks mundane liquids).  RECITE recites a\n
magical scroll; the <target> is optional, depending on the nature of\n
the scroll.  ZAP zaps a magical wand at a target.  If the target is\n
not specified, and you are fighting someone, then that character is\n
used for a target.\n\n
Success depends on how well the character understands SCROLLS, WANDS, or\n
STAVES. See the helps on these subjects.\n\n
You must HOLD a wand or a staff before using BRANDISH or ZAP.\n\n
All of these commands use up their objects.  Potions and scrolls have a single\n
charge.  Wands and staves have multiple charges.  When a magical object has no\n
more charges, it will be consumed.\n";
};
Help {
Name	"REST SLEEP STAND WAKE";
Text	"Syntax: rest\n
Syntax: sleep\n
Syntax: stand\n
Syntax: wake\n
Syntax: wake  <character>\n\n
These commands change your position.  When you REST or SLEEP, you\n
regenerate hit points, mana points, and movement points faster.\n
However, you are more vulnerable to attack, and if you SLEEP, you\n
won't hear many things happen.\n\n
Use STAND or WAKE to come back to a standing position.  You can\n
also WAKE other sleeping characters.\n";
};
Help {
Name	"RECALL /";
Text	"Syntax: recall\n
Syntax: /\n
Syntax: recall set\n
Syntax: recall reset\n\n
RECALL prays to God for miraculous transportation from where you are\n
back to the Temple of Daleken or your own recall room.  '/' is a\n
synonym for RECALL.\n\n
If you RECALL during combat, you will lose experience (more than for fleeing),\n
and you will have a chance of failing (again, more than for fleeing).\n\n
RECALL costs half of your movement points.\n\n
RECALL doesn't work in certain God-forsaken rooms.  Characters afflicted by a\n
hex will not recall at all.\n\n
RECALL SET allows you to set the room that you are in as the room that you\n
will recall to that room.\n\n
RECALL RESET sets your recall to the default.\n\n
See:  FLEE, CLANS\n";
};
Help {
Name	"GTELL ; REPLY SAY TELL";
Text	"Syntax: gtell <message>\n
Syntax: ;     <message>\n
Syntax: say   <message>\n
Syntax: '     <message>\n
Syntax: tell  <character> <message>\n
Syntax: reply <message>\n\n
All of these commands send messages to other players.  GTELL sends a message\n
to all of the characters in your group, wherever they are, even if they are\n
sleeping or stunned or dying.  ';' is a synonym for GTELL.  You can GTELL no\n
matter what your own condition is (i.e., sleeping, fighting, mortally\n
wounded).\n\n
SAY sends a message to all awake players in your room.  The single quote (')\n
is a synonym for SAY.\n\n
TELL sends a message to one awake player anywhere in the world.\n\n
REPLY sends a message to the last player who sent you a TELL.  REPLY will work\n
even if you can't see the player, and without revealing their identity.  This\n
is handy for talking to invisible or switched immortal players.\n\n
You must be awake to SAY or TELL, but you can still REPLY while sleeping.\n";
};
Help {
Name	"HOLD REMOVE WEAR WIELD";
Text	"Syntax: hold   <object>\n
Syntax: remove <object>\n
Syntax: wear   <object>\n
Syntax: wear   all\n
Syntax: wield  <object>\n\n
Three of these commands will take an object from your inventory and start\n
using it as equipment.  HOLD and WIELD are simply synonyms for WEAR.\n\n
WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your\n
inventory.\n\n
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not\n
match yours, if it is too heavy for you, or if you are not experienced enough\n
to use it properly.\n\n
REMOVE will take any object from your equipment and put it back into your\n
inventory.\n";
};
Help {
Name	"AREAS";
Text	"Syntax: areas\n
Syntax: areas <min> <max>\n\n
AREAS shows you a list of all the available areas on the mud. AREAS also shows\n
the minimum, maximum and average levels of mobiles in that area.\n\n
Using min and max the areas listed have an mobiles in that range.\n";
};
Help {
Name	"BUG IDEA TYPO";
Text	"Syntax: bug  <message>\n
Syntax: idea <message>\n
Syntax: typo <message>\n\n
These commands will take your message and record it into a file as feedback to\n
the mud implementors.\n";
};
Help {
Name	"COLOUR COLOR 'INLINE COLOUR' 'INLINE COLOR' 'ANSI COLOUR'";
Text	"Hooray! We actually have ANSI colour, you can turn the option of whether you\n
see colour or not by using the CONFIG +/-colour command.  With color on you\n
will find the mud a little more fun.\n\n
To personalise your character with titles, descriptions and various other\n
messages from you in colour you use the '&&' character followed by one of the\n
following to change the colour to the desired one:\n\n
        k/K - &kblack&x/&Kbold black&x          0 - &0black background&x\n
        r/R - &rred&x/&Rbold red&x              1 - &1red background&x\n
        g/G - &ggreen&x/&Gbold green&x          2 - &2green background&X\n
        y/Y - &yyellow&x/&Ybold yellow&x        3 - &3yellow background&x\n
        b/B - &bblue&x/&Bbold blue&x            4 - &4blue background&x\n
        m/M - &mmagenta&x/&Mbold magenta&x      5 - &5magenta background&x\n
        c/C - &ccyan&x/&Cbold cyan&x            6 - &6cyan background&x\n
        w/W - &wwhite&x/&Wbold white&x          7 - &k&7white background&x\n
Also available using the '&&' codes:\n
        &&&& - '&&' character             &&- - '&-' character (obsolete)\n
        &&! - '|' character             &&f - flashing text\n
        &&r - reverse video             &&u - underline (mono only)\n
        &&/ - new line                  &&* - bell sound\n\n
Remember use '&&x' to return to normal, unlike '&&n' this resets the colour to\n
whatever is most appropriate at the time.\n";
};
Help {
Name	"COMMANDS SOCIALS";
Text	"Syntax: commands\n
Syntax: socials\n\n
COMMANDS shows you all the commands that you can use, in order of their\n
likelihood of being used.  SOCIAL commands are special EMOTES that give\n
different (clever) messages depending on the target.  \"Long distance\" SOCIALS\n
are now in, so you can perform social actions to player characters in\n
different rooms.\n\n
For a complete list of available SOCIAL commands, type \"socials\".\n";
};
Help {
Name	"COMPARE";
Text	"Syntax: compare <object>\n
Syntax: compare <object-1> <object-2>\n\n
COMPARE compares two objects in your inventory or equipment list.  If both\n
objects are weapons, it will report the one with the better average damage.\n
If both objects are armor, it will report the one with the better armor class.\n
If the second object is in your equipment, COMPARE will tell you so.\n
Otherwise, both objects are in your inventory list.\n\n
COMPARE doesn't consider any special affects on the objects, so it might not\n
be completely accurate.  An IDENTIFY spell is more accurate than COMPARE.\n\n
COMPARE with one argument compares an object in your inventory to the object\n
you are currently wearing or wielding of the same type.  It only compares\n
against the first item it finds; if you are wearing two cloaks, it would only\n
compare against the first one.\n\n
COMPARE with two arguments compares an object in your inventory with a second\n
object that can be either in your inventory or part of your equipment.  For\n
example, if you are carrying a cloak and wearing a necklace and an amulet, you\n
could type \"compare cloak\" or \"compare cloak necklace\" to compare it to the\n
necklace, or \"compare cloak amulet\" to compare it to the amulet.  If you are\n
carrying a cloak, and wearing two cloaks, you could compare the cloak in\n
inventory with the first worn cloak by typing \"compare cloak\" or \"compare\n
cloak 2.cloak\", and against the second worn cloak by typing \"compare cloak\n
3.cloak\".  COMPARE first numbers the items down the inventory list, followed\n
by items in the equipment list.\n\n
If, by some chance, you were carrying two cloaks and wearing two cloaks, you\n
wouldn't be able to COMPARE against the second worn cloak.  We will only make\n
things so easy for you; the rest you have to do yourself. :)\n";
};
Help {
Name	"CONSIDER";
Text	"Syntax: consider <character>\n\n
CONSIDER tells you what your chances are of killing a character, as well as a\n
comparison of your relative health.  Of course, it's only a rough estimate and\n
most mobiles are likely to be far healthier than you at high levels.\n";
};
Help {
Name	"CREDITS";
Text	"Syntax: credits\n\n
This command shows the list of the original Diku Mud implementors.\n";
};
Help {
Level	-1;
Name	"DIKU";
Text	".                    Original game idea, concept, and design:\n\n
          Katja Nyboe               [Superwoman] (katz@freja.diku.dk)\n
          Tom Madsen              [Stormbringer] (noop@freja.diku.dk)\n
          Hans Henrik Staerfeldt           [God] (bombman@freja.diku.dk)\n
          Michael Seifert                 [Papi] (seifert@freja.diku.dk)\n
          Sebastian Hammer               [Quinn] (quinn@freja.diku.dk)\n\n
                     Additional contributions from:\n\n
Michael Curran  - the player title collection and additional locations.\n
Ragnar Loenn    - the bulletin board.\n
Bill Wisner     - for being the first to successfully port the game,\n
                  uncovering several old bugs, uh, inconsistencies,\n
                  in the process.\n\n
And: Mads Haar and Stephan Dahl for additional locations.\n\n
Developed at: DIKU -- The Department of Computer Science\n
                      at the University of Copenhagen.\n\n";
};
Help {
Level	-1;
Name	"MERC";
Text	"[Note: this entry may not be removed or altered or you will face legal\n
 action.  See our license.txt.]\n
This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey.  Merc 2.2\n
is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn.  Merc 2.2\n
is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to\n
ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk\n
E-mail to 'merc-l-request@webnexus.com' to join the merc mailing list.\n\n
Thanks to ...\n
  ... Diku Mud for starting it all.\n
  ... The Free Software Foundation and DJ Delorie for kick-ass tools.\n
  ... Copper Mud and Alfa Mud for releasing their code and worlds.\n
  ... Aod of Generic for ... well, everything.  You're a hoopy frood, Aod.\n
  ... Alander for many ideas and contributions.\n
  ... John Brothers of Silly for permission to use Silly code and worlds.\n
  ... Zrin for administering the mailing list.\n
  ... Abaddon for proofreading our comm.c.\n
  ... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help.\n
  ... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge,\n
      The Crew of Salems Lot, and others for code and bug fixes.\n
  ... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar\n
      for the improvements and ideas to the pager.\n
  ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds.\n
  ... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric,\n
      Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing\n
      constructive input.\n
  ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers\n
      of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot\n
      for bug reports, ideas, new code, and hours of enjoyment.\n\n
Share and enjoy.\n
MERC Industries\n";
};
Help {
Level	-1;
Name	"ENVY";
Text	"[Note: this entry may not be removed or altered or you will face legal\n
 action.  See our 'license.nvy'.]\n
This mud is based on EnvyMud 2.2, created by the EnvyMud Staff.  EnvyMud\n
is based on Envy 2.0, created by Kahn, Thelonius, Kith, and Hatchet.\n
Envy 2.2 is available as Envy_22.tar.gz from ftp.envy.com,\n
ftp.solace.mh.se, ftp.tem.nctu.edu.tw, ftp.game.org, and\n
ftp.goodnet.com under /pub/mud/servers.  The file is about 963835\n
bytes long.  E-mail to 'merc-l-request@webnexus.com' to join the merc\n
mailing list.\n\n
Thanks to ...\n
  ... Zrin for administering the mailing list.\n
  ... the many implementors and contributors on the merc mailing list\n\n
  ... D'Sai, Elwyn, Averon, Fusion, Canth, Maniac, Vego, Rassilon,\n
      Cyanide, Judson Knott, LordROM, Kenneth Dugas, JKallie, Erwin A.,\n
      Derek Snider, Picard, Evii, Mystro, Dave Kaupp, JohnPaul, Zeke.\n
  ... AND the many players of EnvyMud for which this mud was created.\n\n
Share and enjoy.\n
The EnvyMud Staff\n";
};
Help {
Level	-1;
Name	"'DALEKEN CREDITS'";
Text	"Credit where credit is due, these people contributed to Daleken, please\n
don't remove this help, I don't have a lawyer but it just isn't nice.\n\n
DalekenMUD is based on Envy 2.2 and contains many enhancements.  The\n
following have contributed to the mud in some way, all bow before their\n
intellect!\n\n
The DalekenMUD staff:\n\n
  Lee Brooks aka Fyrestorm (lab09@uow.edu.au)     - Code, Ideas, Areas\n
  Ken Herbert aka Kaz (???)                       - Areas, Ideas, Areas\n
  David Jacques aka Freakazoid (dlj05@uow.edu.au) - Areas, Ideas\n
  Martin Thomson aka Symposium (mwt02@uow.edu.au) - Code\n\n
Significant bits have been added by:\n\n
  OLC: Jason Dinkel (jdinkel@mines.colorado.edu),\n
       Surreality (cxw197@psu.edu), Locke (locke@lm.com)\n
  MOBPrograms: N'Atas-Ha (murph@ri.cmu.edu), Kahn (envy@envy.com)\n
  Copyover and heaps of others: Erwin Andreasen (erwin@pip.dknet.dk)\n\n
Thanks goes to all those who released their code, of course the Envy,\n
Merc and Diku teams (see help ENVY, MERC and DIKU), the SMAUG team,\n
Jeremy Elson (jelson@circlemud.org) for CircleMUD, Alander for ROM.\n\n
These people have added their little bit too.  There are probably some names\n
missing, this is unfortunate but some are hard to track down.\n\n
  Incubus, Gary Mcnickle, Ferris, Belgarath, Martek, Todd Lair, Garion,\n
  Henry Spencer (henry@utzoo.edu), Mark H. Colburn (mark@jhereg.mn.org),\n
  Oliver Jowett.\n\n
There are only a few people here as it was difficult to track down some\n
additions and _most_ of our additions are our own work.  How novel!  So it\n
seems as though we should thank all those who make their ideas available.\n";
};
Help {
Name	"HELP";
Text	"Syntax: help\n
Syntax: help <keyword>\n
Syntax: help 0.<keyword>\n\n
HELP without any arguments shows a one-page command summary.\n\n
HELP <keyword> shows a page of help on that keyword.  The keywords include all\n
the commands, spells, and skills listed in the game.\n\n
HELP 0.<keyword> is the \"index\" command, which lists all the helps matching\n
<keyword> in a short format.\n";
};
Help {
Name	"HIGHEST";
Text	"Syntax: highest [topten]\n
Syntax: highest <class>\n
Syntax: highest <race>\n\n
HIGHEST on its own or with topten shows a list of the highest characters, with\n
an argument of a class or race name it will show the highest characters of\n
that class or race.\n";
};
Help {
Name	"LAST";
Text	"Syntax: last <character>\n\n
LAST shows who that person was the last time they were logged on, they don't\n
have to be on at the time which means you can check what level, race and class\n
that person was.\n\n
NOTE: You have to use their entire name, unlike many other commands.\n";
};
Help {
Name	"RACEINFO";
Text	"Syntax: raceinfo [list]\n
Syntax: raceinfo <race>\n
Syntax: raceinfo list all   (IMMORTAL ONLY)\n
Syntax: raceinfo short      (IMMORTAL ONLY)\n\n
RACEINFO on it's own or followed by 'list' lists all the available races their\n
starting stats, resilience and TNL experience.\n\n
RACEINFO on a particular race tells you everything there is to know about that\n
race.\n\n
The immortal arguments list NPC races and have a short version with just race\n
names.\n\n
See also: STR INT WIS DEX CON RESILIENCE TNL EXPERIENCE RACES\n";
};
Help {
Name	"RACES";
Text	"Races available in Daleken:\n
Human, Elf, Half Elf, Drow, Dwarf, Hobbit, Gnome, Giant, Minotaur, Troll, Red\n
Dragon, Blue Dragon, Green Dragon, White Dragon, Black Dragon, Githyanki,\n
Gargoyle, Fire Elemental, Mist, Water Elemental, Banshee, Werewolf, Faerie,\n
Mindflayer, Snakeman, Ooze, Demon, Munchkin, Centaur, Draconian, Wraith.\n";
};
Help {
Name	"REPORT SCORE TIME WEATHER";
Text	"Syntax: report\n
Syntax: score\n
Syntax: time\n
Syntax: weather\n\n
REPORT shows your current statistics to you and also announces them to other\n
players in the room.\n\n
SCORE shows detailed statistics to you only.\n\n
TIME shows the game time, as well as the time the mud was last started, the\n
current local time for the host computer, and when the mud will reboot or\n
shutdown when activated.\n\n
WEATHER shows the current game weather.\n";
};
Help {
Level	-1;
Name	"PAGELENGTH PAGE PAGER";
Text	"Syntax: pagelength\n
Syntax: pagelength <number>\n\n
Pagelength without an argument sets the number of lines before page pause to\n
the default of 20 lines.\n\n
Pagelength with an argument sets the number of lines you wish to see on screen\n
before page pausing.\n\n
The maximum number of lines allowable before page pausing is 60.\n";
};
Help {
Name	"SCAN";
Text	"Syntax: scan\n\n
SCAN looks in all directions for characters, it also shows closed doors.\n";
};
Help {
Name	"SLISTS";
Text	"Syntax: slist [class]\n\n
This command shows you ALL the spells available for your class, optionally it\n
allows you to see the skills for another class.\n";
};
Help {
Name	"LANGUAGES SPEAK";
Text	"Syntax: speak <language>\n\n
Each race on Daleken may have it's own native tongue which may or may not be\n
understandable to other players.  If a player chooses they may speak in any of\n
the languages that they understand.\n\n
All races can speak common and it is used most widely of all the languages.\n\n
Note: RACEINFO shows all the languages available to a race.\n";
};
Help {
Name	"WHO";
Text	"Syntax: who\n
Syntax: who <level-range>\n
Syntax: who <class>\n
Syntax: who <class> <level-range>\n\n
WHO shows the people currently in the game.  Some people may choose to remain\n
unseen and won't appear on the WHO\n\n
WHO without any arguments shows all of the (visible) people currently playing.\n\n
Other options are 'imm', 'lord' and 'multi'.\n\n
With arguments, WHO can show players of certain classes or levels.\n
For example:\n\n
who 10        lists all players of level 10 or above\n
who 15 20     lists all players between level 15 and 20\n
who cle       lists all clerics playing\n
who imm       lists all immortals playing\n
who cle 1 5   lists all clerics between levels 1 and 5\n\n
See also: WHOIS\n";
};
Help {
Name	"WHOIS";
Text	"Syntax: whois <character>\n\n
WHOIS gives you WHO information on a specific character.  If your request is\n
vague, it will match your text to anyone with that string in their names.  For\n
example, \"WHOIS frag\" might return information on Frag, Fraggle, and\n
McFraggadocio.\n";
};
Help {
Name	"FEE";
Text	"Syntax: FEE\n\n
FEE is a command trap to prevent you from mistakenly typing FEED onto a\n
PC.\n\n
If you wish to FEED on something type FEED in whole.\n";
};
Help {
Name	"FEED";
Text	"Syntax: feed\n
Syntax: feed <victim>\n\n
FEED will cause you to lunge at your victims throat.  This is useful for\n
VAMPIRES for this is the only way they may get food or drink.\n\n
With no argument, you will automatically feed on the one you are fighting.\n";
};
Help {
Name	"FLEE RESCUE";
Text	"Syntax: flee\n
Syntax: rescue   <character>\n\n
Once you start a fight, you can't just walk away from it.  If the fight is not\n
going well, you can attempt to FLEE, or another character can RESCUE you.\n
(You can also RECALL, but this is less likely to work, and costs more\n
experience points, than fleeing).\n\n
If you lose your link during a fight, then your character will keep fighting,\n
and will attempt to RECALL from time to time.  Your chances of making the\n
recall are reduced, and you will lose much more experience.\n\n
In order to RESCUE successfully, you must practice the appropriate skill.\n";
};
Help {
Name	"HEADBUTT";
Text	"Syntax: headbutt\n
Syntax: headbutt <target>\n\n
HEADBUTT strikes your oponent in combat, inflicting damage.  Wearing a helmet\n
when doing this attack helps, as someone not wearing a helmet can get knocked\n
out when headbutting or when getting headbutted, in this case they instantly\n
fall asleep.\n\n
HORNS add damage to this attack and it is possible to aquire a horned helmet.\n\n
See also: 'BODY PARTS' WEAR\n";
};
Help {
Name	"IMPALE";
Text	"Syntax: impale\n
Syntax: impale <target>\n\n
This skill allows a knight to stick your weapon into an opponent and do a very\n
large amount of damage to them in a single hit.  This skill requires you to\n
wield a piercing weapon such as thieves use for backstabbing. The time you\n
have to wait after you do it is quite large and is costs a fair amount of\n
movement but the hit can be very powerful and do a very large amount of\n
damage, there is also a small chance of doing lethal damage as your weapon\n
pierces a vital organ.\n";
};
Help {
Name	"RAM";
Text	"Syntax: ram\n
Syntax: ram <target>\n\n
This skill lets you ram into a target and push them to the ground if you are\n
wearing a shield, when they are forced to the ground they are unable to do\n
anything until they are able to stand.  Another advantage to this skill is\n
that when they are on the ground they are easier to hit and they also get hit\n
more often.\n";
};
Help {
Name	"QUICKEN";
Text	"Syntax: quicken\n
Syntax: quicken off\n
Syntax: quicken on\n\n
Allows you to reduce the lag from casting a spell by half.  This comes at a\n
vastly increased cost but many people think that it may be worth it.\n
Quickening to twice power makes the cost two times normal.\n\n
Quicken on and quicken off turn quickening on and off.\n\n
See also SURGE.\n";
};
Help {
Name	"SLIT 'SLIT THROAT'";
Text	"Syntax: slit <target>\n\n
An assassin has learnt the sneaky business of backstabbing to a fine art, with\n
their increased skill they find that slitting the throat of the target can\n
greatly increase damage as well as incapacitating them by making them\n
continually lose blood.  This skill does more damage than a backstab and\n
instantly makes the target BLEED making them much weaker.\n";
};
Help {
Name	"STAKE";
Text	"Syntax: stake <target>\n\n
STAKE is like a backstab like attack which is used on vampires, this skill\n
instantly kills them if the attack is successful.\n";
};
Help {
Name	"SMASH";
Text	"Syntax: smash\n
Syntax: smash <target>\n\n
This skills allows a mystic to attack with a powerful hit like kick between\n
rounds of combat, this skill requires great focus and it does lots of damage.\n";
};
Help {
Name	"STOMP";
Text	"Syntax: stomp\n\n
STOMP is used to inflict damage on characters whilst on the ground, if they\n
have been TRIPped, THROWn or RAMmed.  The stomper stamps down hard on top\n
of the prone victim, doing lots of damage.\n";
};
Help {
Name	"STRANGLE STRANGLEHOLD";
Text	"Syntax: strangle\n
Syntax: strangle <target>\n\n
This skill allows you to take hold of a monster and strangle them, at the\n
start the damage you do will be small, but the longer the stranglehold has to\n
take effect the more damage is done.  When a monster is being strangled they\n
cannot do anything but struggle to get out and the can't even hit the person\n
who is strangling them.  This means they are effectively frozen.  The only\n
problem occurs when they break free of the stranglehold they get a full round\n
of hits against the strangler with no regard as to who they were fighting\n
before.\n";
};
Help {
Name	"SURGE";
Text	"Syntax: surge\n
Syntax: surge off\n
Syntax: surge on\n\n
Allows you to increase the power of a damage spell by twice the normal power\n
of the spell.  This comes at a vastly increased cost but many people think\n
that it may be worth it.  Surging to twice power makes the cost three times\n
normal.\n\n
Surge on and surge off turn surging on and off.\n\n
See also QUICKEN.\n";
};
Help {
Name	"TRIP THROW";
Text	"Syntax: trip <target>\n
Syntax: throw <target>\n\n
TRIP or THROW force the target to the ground in a prone position, much like\n
sleep where they are more succeptible to attacks, which subsequently do twice\n
the damage they would normally.  However the target will instantly switch to\n
attack the next person to attack them after the throw/trip.\n\n
TRIP is different to THROW in that flying creatures cannot be tripped and\n
while a character is recovering from a TRIP, THROW or RAM and hence on the\n
ground they too cannot be tripped.\n\n
THROW ignores all restrictions unlike trip.\n\n
See also: STOMP RAM\n";
};
Help {
Name	"WHIRLWIND";
Text	"Syntax: whirlwind\n\n
This skill allows you to use your weapons to clear an entire room, or at least\n
start a fight with every monster in that room.  You spin around hitting\n
everything in the room with a very hard hit, regarless of whether you can see\n
the target or not, this means that it is useful for multiple combatants or\n
starting fights with monsters you cannot currently see.\n";
};
Help {
Name	"AUTO CONFIG";
Text	"Syntax: auto\n
Syntax: config\n
Syntax: config +<option>\n
Syntax: config -<option>\n\n
AUTO shows the status of some of your character behavior options.\n\n
The CONFIG command configures some of your character behavior.  With no\n
options, CONFIG shows you your current settings (identical to the AUTO\n
command).  With a plus or minus sign and an option, CONFIG turns that option\n
on or off.\n\n
The options are:\n\n
    AUTOEXIT  You automatically see exits.\n
    AUTOGOLD  You automatically loot corpses of their gold.\n
    AUTOSPLIT You automatically share the gold you get with your group.\n
    AUTOLOOT  You automatically loot corpses.\n
    AUTOSAC   You automatically sacrifice corpses.\n
    BLANK     You have a blank line before your prompt.\n
    BRIEF     You see brief descriptions only.\n
    COMBINE   You see object lists in combined format.\n
    COLOUR    You receive ANSI colour sequences.\n
    PROMPT    You have a prompt.\n
    TELNETGA  You receive a telnet GA sequence.\n
    VT100     You require vt100 codes.\n\n
You can also type AUTOEXIT, AUTOGOLD, AUTOSPLIT, AUTOLOOT, AUTOSAC, AUTOSPLIT,\n
BLANK, BRIEF, COLOUR or COMBINE directly from the prompt to toggle the status\n
of these options.  See the helps for these commands.\n\n
See also VT100\n";
};
Help {
Name	"AUTOEXIT";
Text	"Syntax: autoexit\n\n
AUTOEXIT toggles your ability to automatically see exits as you enter a room.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"AUTOLOOT";
Text	"Syntax: autoloot\n\n
AUTOLOOT toggles your ability to automatically loot corpses after you deal the\n
final blow.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"AUTOGOLD";
Text	"Syntax: autogold\n\n
AUTOGOLD toggles your ability to automatically loot corpses of their gold\n
after you deal the final blow.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"AUTOSAC";
Text	"Syntax: autosac\n\n
AUTOSAC toggles your ability to automatically sacrifice corpses after you deal\n
the final blow.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"AUTOSPLIT";
Text	"Syntax: autosplit\n\n
AUTOSPLIT toggles your splitting money with a group, when you kill a mob and\n
you loot its corpse for gold you will automatically split the loot with your\n
group, this is encouraged greatly, otherwise people will see you as a little\n
stingy.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"BLANK";
Text	"Syntax: blank\n\n
BLANK toggles existance of a blank before your prompt.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"BRIEF";
Text	"Syntax: brief\n\n
BRIEF toggles whether or not you automatically see verbose descriptions of\n
rooms when you enter them.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"COMBINE";
Text	"Syntax: combine\n\n
COMBINE toggles your seeing combined format of identical items in the room.\n\n
See CONFIG to find out which toggle is on and which is off.\n";
};
Help {
Name	"CHANNEL 'COMMUNICATION CHANNELS'";
Text	"Syntax: channels\n
Syntax: channels +<channel>\n
Syntax: channels -<channel>\n\n
With no options, CHANNELS shows you your current channels.  With a plus or\n
minus sign and an option, CHANNELS turns that channel on or off.\n\n
See also AUCTION CHAT\n";
};
Help {
Name	"DESCRIPTION";
Text	"Syntax: description <string>\n
Syntax: description + <string>\n
Syntax: description write\n\n
Sets your long description to the given string.  If the description string\n
starts with a '+', the part after the '+' is appended to your current\n
description, so that you can make multi-line descriptions.\n\n
Using 'description write' will enable you to use the note writing editor to\n
change your description.\n";
};
Help {
Name	"PASSWORD";
Text	"Syntax: password <old-password> <new-password>\n\n
PASSWORD changes your character's password.  The first argument must be\n
your old password.  The second argument is your new password.\n\n
The PASSWORD command is protected against being snooped or logged.\n";
};
Help {
Level	-1;
Name	"PROMPT";
Text	"Syntax: prompt\n
Syntax: prompt all\n
Syntax: prompt <%*>\n\n
PROMPT without an argument will turn your prompt on or off.\n\n
PROMPT ALL will give you the standard \"<hits mana moves>\" prompt.\n\n
PROMPT <%*> where the %* are the various variables you may set yourself.\n\n
        %h :  Display your current hits\n
        %H :  Display your maximum hits\n
        %m :  Display your current mana\n
        %M :  Display your maximum mana\n
           - with mana you can view only the mana from a single sphere\n
             by adding after the 'm' or 'M' 'a' for air, 'e' for earth,\n
                             'f' for fire, 's' for spirit, 'w' for water.\n
        %v :  Display your current moves\n
        %V :  Display your maximum moves\n
        %x :  Display your \"To Next Level\" experience\n
        %X :  Display the mob hit percentage\n
        %t :  Display your group leader's current hits\n
        %T :  Display your group leader's maximum hits\n
        %g :  Display your gold held\n
        %w :  Display your current Wait State\n
        %a :  Display your alignment\n
        %r :  Display the room name you are in\n
        %f :  Display your familiar's hp\n
        <- Gothar's battle prompts -> (colour!)\n
        %b :  A graph showing your enemy's percentage hps.\n
        %B :  Your enemy's percentage hitpoints.\n
        %R :  Display the vnum you are in (IMMORTAL ONLY)\n
        %z :  Display the area name you are in (IMMORTAL ONLY)\n
        %c :  Display the OLC state (BUILDER ONLY)\n
        %C :  Display the OLC vnum (BUILDER ONLY)\n
        % :  the '%' character\n\n
Example:  PROMPT <%hhp %mm %vmv %xtnl>\n
        Will set your prompt to \"<20hp 100m 100mv 1000tnl>\"\n";
};
Help {
Name	"SETMIN SETMOUT";
Text	"Syntax: setmin <message>\n
Syntax: setmout <message>\n\n
These commands are to set the message that others see when you enter or leave\n
a room, SETMIN is for the room you are entering and SETMOUT is for the room\n
you have left.\n";
};
Help {
Name	"SETNAME";
Text	"Syntax: setname <message>\n
Syntax: setname clear\n\n
This sets the name which you will show to the world, it must contain your\n
name unless you are immortal.\n\n
SETNAME CLEAR clears your setname so you just use your own name.\n\n
See also: TITLE SETMIN SETMOUT\n";
};
Help {
Name	"TITLE";
Text	"Syntax: title\n
Syntax: title <message>\n\n
TITLE allows you to change your title to a suitable message.  This means that\n
you can change it from the standard, but you must do this every time you level\n
because it will revert to the base title given by the system.\n\n
See also SETMIN, SETMOUT and SETNAME for other messages that you can set.\n";
};
Help {
Name	"WIMPY";
Text	"Syntax: wimpy\n
Syntax: wimpy <number>\n\n
WIMPY sets your wimpy value.  When your character takes damage that reduces\n
your hit points below your wimpy value, you will automatically attempt to\n
flee.\n\n
WIMPY with no argument sets your wimpy value to 20% of your maximum hit\n
points.\n\n
Some monsters are wimpy which means that they will run away when they are hurt\n
enough, to stop this look for spells and skills like WEB, SNARE and STRANGLE.\n";
};
Help {
Name	"CHAT . MUSIC QUESTION ANSWER SHOUT YELL CONGRATULATE GRTZ GRATZ";
Text	"Syntax: chat     <message>\n
Syntax: music    <message>\n
Syntax: question <message>\n
Syntax: answer   <message>\n
Syntax: shout    <message>\n
Syntax: yell     <message>\n
Syntax: grtz     <message>\n\n
These commands send messages through communication channels to other players.\n\n
SHOUT sends a message to all awake players in the world.  To curb excessive\n
shouting, SHOUT imposes a three-second delay on the shouter.\n\n
CHAT, MUSIC, GRTZ, QUESTION and ANSWER also send messages to all interested\n
players.  '.' is a synonym for CHAT.  The QUESTION and ANSWER commands both\n
use the same 'question' channel.\n\n
YELL sends a message to all awake players within your area.\n\n
You can use the CHANNELS command to hear, or not hear, any of these channels.\n\n
see also, AUCTION.\n";
};
Help {
Name	"AUCTION";
Text	"Syntax: auction\n
Syntax: auction <item> [<reserve>]\n
Syntax: auction bid/bet <amount>\n\n
AUCTION channel allows you to offer an item to all players over a formalised\n
system with an auctioneer and proper bidding, the first use with no argument\n
means that you will see what is currently being auctioned, the second auctions\n
an item you carry with the reserve allowing you not to have to give the item\n
away for too low a price, the third is how you bid on an item, you must bid\n
100 gold above the current bid.\n\n
See also: CHANNELS\n";
};
Help {
Name	"BEEP";
Text	"Syntax: beep <person>\n\n
Sends a beep character &* to that person.  People can stop this by using\n
the CONFIG command 'config +nobeep'.\n\n
You can't do until level 20.\n";
};
Help {
Name	"BUSY";
Text	"Syntax: busy [on|off]\n\n
Sets a flag for you character which will block all CHANNELs if you don't\n
want to be disturbed.\n";
};
Help {
Name	"BOARD BOARDS";
Text	"Syntax: board\n
Syntax: board <number|board-name>\n\n
BOARD on it's own shows you the status of all the notice boards, showing the\n
number of notes on each and the number of unread notes you have on each.\n
BOARD with an argument changes your current board to the specified one.\n";
};
Help {
Name	"BREW SCRIBE";
Text	"Syntax: brew    <spell>\n
Syntax: scribe  <spell>\n\n
These skills allow you to create a magical item from the most basic of\n
elements, if you hold a generic potion you may brew a spell into it as long as\n
the spell is designed to be purely defensive.  Any spell may be scribed onto a\n
scroll this is why it is the higher level skill.\n";
};
Help {
Name	"'BURY ITEM' DIG";
Text	"Syntax: bury <item>\n
Syntax: dig\n\n
Buried items can't be seen by anyone, they are saved in the room past reboots\n
and can be dug up later on.  A skill is required to bury items but not to dig\n
them up allthough if you know how to bury you can dig better.\n";
};
Help {
Name	"CARVE";
Text	"Syntax: carve <corpse>\n\n
Using this skill you can slice a corpse into edible pieces of meat.  You must\n
be using a slicing weapon to do this.\n";
};
Help {
Name	"'DETECT TRAPS'";
Text	"This skill allows you to see the traps present on containers and doors.\n";
};
Help {
Name	"'DISABLE TRAPS'";
Text	"Syntax: disable <object|door|direction>\n\n
This skills disables the trap in an object (permanently) or a door (for a\n
short while).  To use this skill well, the skill DETECT TRAPS may be useful.\n";
};
Help {
Name	"DONATE";
Text	"Syntax: donate all.<object>\n
Syntax: donate     <object>\n\n
DONATE allows you to donate to the donation pit whereever it may be.\n
Immortals have allowed you special communication to a speed daemon who will\n
place your donated object into the pit.  This daemon, however, will not\n
transfer items like keys, food, or trash to the pit.  These will simply\n
disappear.\n";
};
Help {
Name	"DRINK EAT FILL";
Text	"Syntax: drink <object>\n
Syntax: eat   <object>\n
Syntax: fill  <object>\n\n
When you are thirsty, DRINK something.\n\n
When you are hungry, EAT something (careful with pills).\n\n
FILL fills a drink container with water.\n";
};
Help {
Name	"EMOTE ,";
Text	"Syntax: emote <action>\n\n
EMOTE is used to express emotions or actions.  ',' is a synonym for EMOTE.\n";
};
Help {
Name	"HERBALISM HARVEST PREPARE";
Text	"Syntax: prepare <spell> <spell>\n
Syntax: harvest <plant>\n\n
The skill HERBALISM allows you to prepare seeds with one or two spells that\n
you know and then plant a tree.  After a while you will be able to harvest\n
pills from that tree which contain those spells.\n\n
Be wary as if you prepare the pill badly it may become poisoned.\n";
};
Help {
Name	"'MODIFY ARMOUR'";
Text	"Syntax: modify <armour>\n\n
This skills allows you to fix armour which may not fit you correctly to the\n
right size, however this can reduce the integrity of the armour and reduce the\n
armour's base armour class.\n\n
See also ARMOUR CLASS AC\n";
};
Help {
Name	"AFK";
Text	"Syntax: afk\n\n
This command notifies those on the mud that you are definitely away from your\n
keyboard.  It toggles on if not on or off if on.\n";
};
Help {
Name	"ALIASES";
Text	"Syntax: aliases\n
Syntax: aliases <to remove>\n
Syntax: aliases <name> <definition>\n\n
This command allows you to combine many commands into the one typed command,\n
on it's own it shows the current aliases and if a name is specified it will\n
remove that alias ( if it exists ).\n\n
The third option allows you to define an alias.  Each command in the alias is\n
seperated by an '=' and the alias command also allows you to call aliases with\n
arguments:\n
        ( i.e. <alias-name> <argument1> <argument2> )\n
these are incorporated into an alias by using %1, %2, %3, %4...  which\n
represent the first to ninth arguments as well as %* which represents the\n
entire input line\n";
};
Help {
Name	"ARENA";
Text	"Syntax: arena\n\n
This transports you to the arena where you can to battle with other players\n
without the chance of getting the bad effects from being killed and losing\n
experience.\n";
};
Help {
Name	"BANK";
Text	"Syntax: bank\n
Syntax: bank +/-<amount>\n\n
If there is a mob which is defined as a special banker you can deposit or\n
withdraw money from your account, an account costs absolutely nothing and it\n
is a good idea to put your money here as there are pickpocket mobs all over\n
the place and the money you accumulate will slowly disappear if you aren't\n
careful.\n\n
bank +amount will deposit.\n
bank -amount will withdraw.\n\n
You can also use \"bank +all\" and \"bank -all\" to deposit and withdraw all\n
the money available.\n";
};
Help {
Name	"BASHDOOR 'BASH DOOR'";
Text	"Syntax: bashdoor <direction>\n\n
A powerful warrior can attempt to bypass the intricacies of unlocking and\n
opening doors by simply BASHING through them.  This, of course, tends to make\n
the doors rather useless, which always amuses warriors.  Be aware, however,\n
that bashing is a fairly aggressive action, and some mobs don't take kindly to\n
that type of behavior...\n";
};
Help {
Name	"BATTLE";
Text	"Syntax: battle\n\n
Joins a battle run my an immortal, this is a worldwide battle with no\n
penalties for dying and experience for kills.\n";
};
Help {
Name	"BOUNTY";
Text	"Syntax: bounty <character>\n
Syntax: bounty <character> <gold>\n\n
This command allows warring clans to set prices on the heads of opposing clan\n
members.\n\n
The first use of the command shows the bounty on a player, this money is\n
claimed when that character dies, even if they are killed by a monster.\n\n
The second use of the command allows you to add money to the bounty on a\n
clan enemy.  The command takes the money from your bank account so you don't\n
have to visit the bank.  You can only set a bounty on a member of a clan\n
which you are at war with.\n";
};
Help {
Name	"CALL";
Text	"Syntax: call <item>\n
Syntax: call all\n\n
CALL makes items owned by you return to your hand, this means that they are\n
taken from anywhere in the world and placed in your hands, thus you cant\n
lose them.\n";
};
Help {
Name	"CHAMELEON 'CHAMELEON POWER'";
Text	"Syntax: chameleon\n\n
With CHAMELEON POWER, a psionicist uses the power of his or her mind to change\n
the appearance and coloration of his or her body, armor, and equipment to\n
blend in with the surroundings.  This skill is only effective if the\n
psionicist remains absolutely still.\n";
};
Help {
Name	"CONDITION";
Text	"Syntax: condition\n\n
Tells you how you are, how hungry, thirsty and drunk, as well as telling you\n
if you are bleeding and if you are missing certain limbs that you should\n
have.\n";
};
Help {
Name	"DELET";
Text	"This is a trap to stop people from deleting accidentally.\n";
};
Help {
Name	"DELETE";
Text	"Syntax: delete <password>\n\n
DELETE followed by your password deletes you character and quits the game,\n
you shouldn't be doing this unless you are absolutely certain.\n";
};
Help {
Name	"ENTER";
Text	"Syntax: enter portal\n
Syntax: enter nexus\n\n
You can move from one room to another by simply stepping into one of these\n
they can link two rooms together across long distances.  By entering a portal\n
or nexus you will be moved to it's target location.  There are other things\n
that you can enter besides portals and nexuses but these are the most common.\n\n
See also PORTAL and NEXUS.\n";
};
Help {
Level	5;
Name	"ENGRAVE";
Text	"Syntax: engrave <item> <spell>\n\n
This skill places the item with the effects of the spell, offensive spells\n
are placed on weapons only and defensive spells on anything.\n\n
The item, once engraved, becomes runed and then cannot be engraved further.\n";
};
Help {
Name	"FOLLOW GROUP";
Text	"Syntax: follow <character>\n
Syntax: group\n
Syntax: group <character>\n\n
FOLLOW starts you following another character.  To stop following anyone else,\n
just FOLLOW <yourself>.\n\n
GROUP <character> makes someone who is following you a member of your group.\n
Group members share experience points from kills and may use the GTELL and\n
SPLIT commands.  If anyone in your group is attacked, you will automatically\n
join the fight.\n\n
If the <character> is already a member of your group, then GROUP will kick out\n
the <character> from your group.  Characters can also leave your group by\n
using a FOLLOW command to stop following you.\n\n
GROUP with no argument shows statistics for each character in your group.\n\n
You may FOLLOW and GROUP only with characters who are within five levels of\n
your own.\n";
};
Help {
Name	"FORAGE";
Text	"Syntax: forage\n\n
In some places food can easily be found by those with the knowhow.  If you\n
are sufficiently adept with this skill and you are in the right place you\n
can find food just by looking.\n";
};
Help {
Name	"HEIGHTEN 'HEIGHTEN SENSES'";
Text	"Syntax: heighten\n\n
A psionicist is able to HEIGHTEN SENSES to detect things that would otherwise\n
go unnoticed.\n";
};
Help {
Name	"HIDE SNEAK VISIBLE";
Text	"Syntax: HIDE\n
Syntax: SNEAK\n
Syntax: VISIBLE\n\n
If you successfully HIDE, then other characters can't see you.\n\n
If you successfully SNEAK, then you can move in and out of rooms without being\n
noticed.\n\n
In order to HIDE or SNEAK successfully, you must practice the appropriate\n
skill.\n\n
VISIBLE cancels your hiding and sneaking, as well as any other effects which\n
could make you unseen.\n";
};
Help {
Name	"HIRE MERCENARIES";
Text	"Syntax: hire <mercenary> <bid>\n\n
This allows you to buy the services of a mercenary which will follow you\n
faithfully until your money runs out.  Mercenaries with even kill for you\n
unlike charmed creatures.  The main difficulty is deciding on the right mobile\n
and the correct bid.\n";
};
Help {
Name	"ISPELL 'SPELLING CHECKER'";
Text	"Syntax: ispell <word>\n
This command allows you to check if you spelt a word correctly.  Since this\n
uses the unix program 'ispell' it may be disabled for some reason.\n\n
You can also spell check notes and descriptions using ispell in the\n
string editor, just type '.p' and all the words it doesn't know will be\n
highlighted with possible alternatives.\n
Immortals note 'ispell +<word>' adds a word to the dictionary.\n";
};
Help {
Level	50;
Name	"MULTICLAS";
Text	"Syntax: multiclas\n\n
This is a trap so you don't multiclass accidentally.\n";
};
Help {
Name	"MOBDEATH";
Text	"Syntax: mobdeath\n\n
This command simply lists the top ten mobiles in terms of being killed.\n
The mobiles are ranked in terms of the number of times killed.\n";
};
Help {
Name	"MPCOMM";
Text	"None of your business!\n";
};
Help {
Name	"NOTE";
Text	"Syntax: note list\n
Syntax: note read    [next]\n
Syntax: note read    <number>|all\n
Syntax: note +       <message>\n
Syntax: note write\n
Syntax: note subject <string>\n
Syntax: note to      <to-list>\n
Syntax: note clear\n
Syntax: note send|post\n
Syntax: note show\n
Syntax: note remove  <number>\n\n
NOTE LIST lists notes which you can read on the current board.\n\n
NOTE READ or just NOTE reads one note.\n\n
NOTE SUBJECT sets the subject line of a new note.  NOTE TO sets the\n
list of recipients.  The recipient ALL means all players, and the\n
recipient IMMORTAL means all immortals.  Extra recipients can be\n
CLAN-<clan> or GUILD-<guild> or ORDER-<order> or RELIGION-<religion>,\n
where the bracketed string can be a clan/guild/order/religion name or\n
'ALL'.  Also you can exclude characters using '!<char-name>' or\n
restrict the target level by giving the minimum level as a number.\n\n
Use NOTE + to write message lines onto the note, one line at a time or\n
use NOTE WRITE to use the string editor to edit the note.  NOTE SHOW\n
shows your note in progress; NOTE CLEAR starts over.\n\n
NOTE POST or NOTE SEND posts your note for reading.  Posting is not automatic.\n\n
NOTE REMOVE removes the entire note if you are the sender, or just removes you\n
from the to-list if you are a recipient.\n\n
See also: BOARD\n";
};
Help {
Name	"'POISON WEAPON'";
Text	"Syntax: poison <weapon>\n\n
With this skill, a thief can create a deadly poison that can be poured onto\n
any weapon, rendering it more deadly.  This skill is not easy, however,\n
because the poison itself requires special ingredients, and the thief must be\n
steady of hand and clear of mind.  The profit-minded thief (is there any other\n
kind?) might even think about selling the products of his or her labor to\n
other adventurers for a tidy profit.\n\n
Be Warned!  The poison is highly corrosive and will damage your weapon\n
in due time.  Special blades may be more resistant to the poison effects\n
on the steel.\n";
};
Help {
Name	"POSE";
Text	"Syntax: pose\n\n
This command generates a random message that depends on your class, it is\n
a fun little command and the messages are related to the talents of your\n
class, often with a little twist on the theme.\n";
};
Help {
Name	"PRACTICE";
Text	"Syntax: PRACTICE\n
Syntax: PRACTICE <skill|spell> <percentage>\n\n
PRACTICE without an argument tells you your current ability level in all the\n
skills and spells available to you.  You can check this anywhere.\n\n
PRACTICE with an argument practice that skill or spell the percentage shows\n
how much you wish to add to the skill.  Your learning percentage varies from\n
0% (unlearned) to a some maximum between 80% and 100%, depending on your\n
class.  You must be at a GUILDMASTER to practice.  Your GUILDMASTER will\n
charge you a small amount of gold for your training.\n\n
The higher your intelligence, the less it will cost at each practice session.\n
The higher your wisdom, the more practice sessions you will have each time you\n
gain a level.  Unused sessions are saved until you do use them.\n";
};
Help {
Name	"QUEST";
Text	"Syntax: quest request\n
Syntax: quest info\n
Syntax: quest time\n
Syntax: quest complete\n
Syntax: quest score\n
Syntax: quest points\n
Syntax: quest cancel\n
Syntax: quest improve <obj> <location> [appraise]\n\n
Questing using the QUEST command is an automated way to gain quest\n
points which can be used to buy special equipment or improve gear you\n
already have.\n\n
At a questmaster (a particular mobile who is a designated questmaster) you can\n
REQUEST a quest and if you complete it in the specified time you will be\n
rewarded by quest points.\n\n
QUEST INFO shows you what quest you are on, QUEST TIME shows the time you have\n
remaining, either when you are questing or waiting for your next quest.  When\n
you finish QUEST COMPLETE will tell the questmaster that you have finished the\n
quest.  QUEST SCORE will display your total amount of quest points, same with\n
QUEST POINTS.  If you find the quest too hard, QUEST CANCEL ends your attempt\n
at it.\n\n
QUEST IMPROVE allows you to use quest points to improve your equipment.\n
<location> is ac, attackroll, damroll, resilience, str, int, wis, dex or con\n
and each time you add these the cost for the next addition on that piece of\n
gear in increased, in order to see the cost add the word 'appraise' to the end\n
of the line.\n";
};
Help {
Name	"QUI";
Text	"Syntax: QUI\n\n
QUIT is a command trap to prevent you from mistakenly typing QUIT when\n
you dont want to.\n\n
If you want to QUIT, then type QUIT in whole.\n";
};
Help {
Name	"QUIT RENT SAVE";
Text	"Syntax: QUIT\n
Syntax: RENT ... not!\n
Syntax: SAVE\n\n
SAVE saves your character and objects.  You must be at least second level to\n
save.  The game will auto-save your character every few minutes whether you\n
save or not.\n\n
Some objects, such as keys and objects of higher level than you, may not be\n
saved.\n\n
QUIT leaves the game.  You may QUIT anywhere, although there is an experience\n
penalty for quitting outside of Midgaard.  When you re-enter the game you will\n
be back in the same room.\n\n
QUIT automatically does a SAVE, so you can safely leave the game with just one\n
command.  Nevertheless it's a good idea to SAVE before QUIT.  If you get into\n
the habit of using QUIT without SAVE, and then you play some other mud that\n
doesn't save before quitting, you're going to regret it.\n\n
There is no RENT in this mud.  Just SAVE and QUIT whenever you want to leave.\n";
};
Help {
Name	"RELIGION";
Text	"Syntax: religion leave\n\n
If you are in a religion you can choose to leave at any time, but to join\n
you must ask an immortal to recruit you.\n";
};
Help {
Name	"REPAIR";
Text	"Syntax: repair <item> <item-to-use>\n\n
If an item is damaged then it can be repaired using material from another\n
object of the same material to patch the damage.  The second object is\n
completely destroyed by the process and the item is then fixed.\n";
};
Help {
Name	"SACRIFICE";
Text	"Syntax: sacrifice <object>\n\n
SACRIFICE offers an object to your God.  God may reward you for the sacrifice.\n
The nature of the reward depends upon the type of object.\n\n
Hint: Your God probably likes corpses.\n";
};
Help {
Name	"SHADOW 'SHADOW FORM'";
Text	"Syntax: shadow\n\n
A psionicist can use his or her mind power to blend in with the shadows while\n
moving, having the same effect as the thief skill SNEAK.  See also VISIBLE.\n";
};
Help {
Name	"SNARE UNTANGLE";
Text	"Syntax: snare    <target>\n
Syntax: untangle <target>\n\n
The SNARE skill will ensnare an opponent, keeping him from either moving\n
normally, or from fleeing from a fight.  A SNARE may be used either during or\n
outside of combat.  However, most creatures will react adversely to you\n
ensnaring them, and will try to attack.  Snares attempted outside of combat\n
will last longer than those created during combat.\n\n
A SNARED character can also be UNTANGLED by a nimble thief.\n";
};
Help {
Name	"SPELLS";
Text	"Syntax: spells [spellname]\n\n
This command shows the spell caster how much mana each spell he or she knows\n
will cost.\n\n
If you give the name of a spell, then only that spell will be shown.\n\n
For a list of ALL available spells for your class, type SLIST.\n";
};
Help {
Name	"SPLIT";
Text	"Syntax: SPLIT <amount>\n\n
SPLIT splits some gold between you and all the members of your\n
group who are in the same room as you.  It's customary to SPLIT\n
the gold after a kill.\n";
};
Help {
Name	"STEAL";
Text	"Syntax: steal coins    <character>\n
Syntax: steal <object> <character>\n\n
STEAL attempts to steal coins, or an object, from a character.\n\n
There are penalties for using STEAL on other players.  See HELP PSTEAL.\n\n
Anyone may steal.  Those with the appropriate skill are better at it.\n";
};
Help {
Name	"TEND BLEEDING";
Text	"Syntax: tend [character]\n\n
If someone gets too hurt they start to bleed and they wont regenerate without\n
tending, this stops the bleeding so they can naturally heal.\n\n
Note that some forms of magical healing do not actually stem the bleeding,\n
rather these spells concentrate on mending the life force of the injured,\n
only the spell medicine can stem the flow of blood as it concentrates more on\n
the injuries.\n";
};
Help {
Name	"TRACK";
Text	"Syntax: track <person>\n\n
This skill allows you to track down a creature in the same area as yourself,\n
this finds the shortest path to that creature, if there is one.\n";
};
Help {
Name	"TRAIN";
Text	"Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'hp'|'move'>\n
Syntax: train <'magic'|'mana'> <sphere>\n\n
TRAIN increases one of your attributes.  When you start the game, your\n
character has standard atttributes based on your class, and several initial\n
practice sessions.  You can increase your attributes by using these practice\n
sessions at a TRAINER (there are several in town).\n\n
It costs increasing amounts of practices to train an attribute, except\n
that it costs a little less to train your prime attribute.\n\n
You may also train your hitpoints, mana points, and movement points.  Each of\n
these costs a number of practice session depending on your class and gives a\n
somewhat unpredictable gain.\n\n
The best attributes to train first are WIS and CON.  WIS gives you more\n
practices when you gain a level.  CON gives you more hit points.  In the long\n
run, your character will be most powerful if you train WIS and CON both to\n
three above the start value before practising or training anything else.\n\n
With training magic and mana you have to specify which sphere to train.\n";
};
Help {
Name	"TRAINER";
Text	"TRAINERs can provide extensive training sessions which enable players\n
to TRAIN their base statistics.\n";
};
Help {
Name	"WHERE";
Text	"Syntax: where\n
Syntax: where <character>\n\n
WHERE without an argument tells you the location of visible players in the same\n
area as you are.\n\n
WHERE with an argument tells you the location of one character with that name\n
within your area, including monsters.\n";
};
Help {
Name	"WORTH";
Text	"Syntax: worth\n\n
This command shows a brief score for your character, in particular it\n
shows your level (sublevel in parentheses), practices, quest points and gold\n
(note that the number in parentheses is the amount of gold you have banked).\n";
};
Help {
Name	"PET PETS";
Text	"You can buy pets in the pet shop.  You may buy one more pet each time you\n
advance in level.  Your pet-buying opportunities do not accumulate; use them\n
or lose them.  This policy prevents wholesale abuse of pets.\n\n
You are responsible for the actions of your pets.  Conversely, if you attack\n
someone else's pet, you will be penalized as if you attacked them.  It is a\n
good idea to refrain from attacking creatures labelled '(Charmed)'.\n";
};
Help {
Name	"WAIT 'WAIT STATES'";
Text	"Wait states is a mechanism in which we count the delay between your actions.\n
Commands such like casting, kicking, walking, disarming, brandishing, zapping,\n
quaffing, etc cause a certain delay before your next action can go through.\n
This represents the amount of time you need in order to complete the action.\n\n
You may also accumulate a delay when a certain action is performed upon you.\n
These actions are being tripped, disarmed, etc.\n\n
If you are in combat, it is wise to use your wait state level as an indicator\n
as to when your next command will go through.  Should you have a wait state\n
greater than 0, all your other typed commands will be queued until your wait\n
returns to 0.\n\n
See: PROMPT\n";
};
Help {
Name	"PSTEAL 'PSTEAL RULES'";
Text	"There is no way you can steal from another player, that is really\n
scummy, however KILLERs can be stolen from if you feel cheeky.\n";
};
Help {
Level	-1;
Name	"OUTLAWS THIEVES KILLERS ILLEGAL";
Text	".\n
    &YOUTLAWS&x will be offered no sanctuary in a safe zones\n\n
    &YOUTLAWS&x will lose experience regardless of exps to level\n
        for every illegal PKILL or PSTEAL.\n\n
   &YOUTLAWS&g may be attacked or stolen from _LEGALLY_ by ANYONE\n
        regardless of PKILL status or level.&x\n\n
   You may be able to just type KILL <victim> in addition to\n
        MURDER <victim> to an &YOUTLAW&x.\n";
};
Help {
Name	"PK PKILL 'PKILL RULES'";
Text	"No PKILLing allowed the license is simply a waste of money if\n
you bought one, sucked in!\n";
};
Help {
Name	"AC 'ARMOUR CLASS' 'ARMOUR CLASS'";
Text	"Armour class shows how likely you are to be struck by a blow from an enemy.\n
The lower the armour class you have the less likely you will be hit and if you\n
are unlucky enough to be hit, a very low armour class can help to reduce the\n
damage you take.  Armour class is shown in your score as below:\n\n
        WORSE than naked                massively armoured\n
        naked                           supremely armoured\n
        wearing clothes                 awesomely armoured\n
        slightly armoured               divinely armoured\n
        somewhat armoured               incredibly armoured\n
        armoured                        like a brick wall\n
        well armoured                   hard as a rock\n
        strongly armoured               indestructable\n
        heavily armoured                made from steel\n";
};
Help {
Name	"'ARMOUR WEAR' 'BASIC ARMOUR'";
Text	"Syntax: wear <object>\n
        remove <object>\n\n
ARMOUR\n
  Armour is generally everything that will give you protection when you wear,\n
  or hold it.  Protection is measured in armour class (AC), then lower the\n
  armour class the better, i.e. -5 AC is better protection than +5 AC.\n\n
BASIC ARMOUR\n
  The amount of protection, the BASIC ARMOUR value, depends on the type of\n
  armour and the quality of the armour in question.  The type of armour is\n
  determined by the wear location; the quality of non-magical armour varies,\n
  but you an be sure that magical armour is of the highest quality available.\n\n
Sometimes armours have other minor protections, magically bestowed on them,\n
which will be comparable to just a fraction of BASIC ARMOUR.\n\n
Note: it may say that an item doesn't fit you, this means simply\n
        that your race is too big or small to wear that item.\n";
};
Help {
Name	"DAMAGE";
Text	"When one character attacks another, the severity of the damage is shown in\n
the verb used in the damage message.  See also FIREDAMAGE and ICEDAMAGE.\n
Here are all the damage verbs listed from least damage to most damage:\n\n
        &yscratches                    *&rMAIMS&y*&n\n
        &yannoys                       **&rMAIMS&y**&n\n
        &ysmacks                       ***&rMAIMS&y***&n\n
        &ywhacks                       *&r)&RBRUTALISES&r(&y*&n\n
        &ystings                       *&r)&y*&r)&RBRUTALISES&r(&y*&r(&y*&n\n
        &ybruises                      *&r)&y*&r)&y*&r)&RBRUTALISES&r(&y*&r(&y*&r(&y*&n\n
        &yinjures                      &r=] &MRAVAGES&r [=&n\n
        &rill-treats                   =]=] &MRAVAGES&r [=[=&n\n
        &rconcusses                    =]=]=] &MRAVAGES&r [=[=[=&n\n
        &rhurts                        <| &YCRIPPLES&r |>&n\n
        &rwounds                       <<| &YCRIPPLES&r |>>&n\n
        &rtorments                     <<<| &YCRIPPLES&r |>>>&n\n
        &yDECIMATES                    &m-=>&R&fMANGLES&n&m<=-&n\n
        &yDEVASTATES                   &m--==>&R&fMANGLES&n&m<==--&n\n
        &rDISFIGURES                   &m---===>&R&fMANGLES&n&m<==---&n\n
        &rDISEMBOWELS                  &b-&c+&b>&c&4MASHES&n&b<&c+&b-&n\n
        &r-&yWASTES&r-                     &b-&c+&b>&c+&b>&c&4MASHES&n&b<&c+&b<&c+&b-&n\n
        &r--&yWASTES&r--                   &b-&c+&b>&c+&b>&c+&b>&c&4MASHES&n&b<&c+&b<&c+&b<&c+&b-&n\n
        &r---&yWASTES&r---                 &m. &Mpops&m .&n\n
        &r)&yMAULS&r(                      &m.. &Mpops&m ..&n\n
        &r))&yMAULS&r((                    &m... &Mpops&m ...&n\n
        &r)))&yMAULS&r(((&n\n";
};
Help {
Name	"'ICEDAMAGE DAMAGE'";
Text	"Like normal damage, damage done by ice has it's degrees of severity, the\n
verbs represent damage done, see also DAMAGE and FIREDAMAGE.  Here are all\n
the ice damage verbs listed from least damage to most damage:\n\n
        cools                        &c*&bSOLIDIFIES&c*&n\n
        annoys                       &c**&bSOLIDIFIES&c**&n\n
        &bsmacks                       &c***&bSOLIDIFIES&c***&n\n
        &bwhacks                       &c*&b)&BPETRIFIES&b(&c*&n\n
        &bnumbs                        &c*&b)&c*&b)&BPETRIFIES&b(&c*&b(&c*&n\n
        &bbruises                      &c*&b)&c*&b)&c*&b)&BPETRIFIES&b(&c*&b(&c*&b(&c*&n\n
        &binjures                      =] &MRAVAGES&b [=&n\n
        &crimes                        &b=] &MRAVAGES&b [=&n\n
        &cchills                       &b=] &MRAVAGES&b [=&n\n
        &cstiffens                     &b<| &CFREEZES&b |>&n\n
        &chardens                      &b<<| &CFREEZES&b |>>&n\n
        &ctorments                     &b<<<| &CFREEZES&b |>>>&n\n
        &bDECIMATES                    &m-=>&B&fFROSTS&n&m<=-&n\n
        &bDEVASTATES                   &m--==>&B&fFROSTS&n&m<==--&n\n
        &cDISFIGURES                   &m---===>&B&fFROSTS&n&m<==---&n\n
        &cDISEMBOWELS                  &b-&c+&b>&W&4CRYSTALISES&n&b<&c+&b-&n\n
        &b-&cWASTES&b-                     &b-&c+&b>&c+&b>&W&4CRYSTALISES&n&b<&c+&b<&c+&b-&n\n
        &b--&cWASTES&b--                   &b-&c+&b>&c+&b>&c+&b>&W&4CRYSTALISES&n&b<&c+&b<&c+&b<&c+&b-&n\n
        &b---&cWASTES&b---                 &m. &Wsnow caps&m .&n\n
        &b)&cICES&b(                       &m.. &Wsnow caps&m ..&n\n
        &b))&cICES&b((                     &m... &Wsnow caps&m ...&n\n
        &b)))&cICES&b(((&n\n";
};
Help {
Name	"'FIREDAMAGE DAMAGE'";
Text	"Like normal damage, damage done by fire has it's degrees of severity, the\n
verbs represent damage done, see also DAMAGE and ICEDAMAGE.  Here are all\n
the fire damage verbs listed from least damage to most damage:\n\n
        &ywarms                        **&rSCORCHES&y*&n\n
        &ysinges                       **&rSCORCHES&y**&n\n
        &ytoasts                       ***&rSCORCHES&y***&n\n
        &ysizzles                      *&r)&KBLACKENS&r(&y*&n\n
        &yscalds                       *&r)&y*&r)&KBLACKENS&r(&y*&r(&y*&n\n
        &ybroils                       *&r)&y*&r)&y*&r)&KBLACKENS&r(&y*&r(&y*&r(&y*&n\n
        &ygrills                       &r=] &MCAUTERIZES&r [=&n\n
        &rfries                        =]=] &MCAUTERIZES&r [=[=&n\n
        &rcooks                        =]=]=] &MCAUTERIZES&r [=[=[=&n\n
        &rbakes                        <| &YCOMBUSTS&r |>&n\n
        &rburns                        <<| &YCOMBUSTS&r |>>&n\n
        &rtorrefies                    <<<| &YCOMBUSTS&r |>>>&n\n
        &yIGNITES                      &m-=>&R&fCARBONISES&n&m<=-&n\n
        &yINFLAMES                     &m--==>&R&fCARBONISES&n&m<==--&n\n
        &rBARBECUES                    &m---===>&R&fCARBONISES&n&m<==---&n\n
        &rINCINERATES                  &b-&c+&b>&c&4CREMATES&n&b<&c+&b-&n\n
        &r-&ySEARS&r-                      &b-&c+&b>&c+&b>&c&4CREMATES&n&b<&c+&b<&c+&b-&n\n
        &r--&ySEARS&r--                    &b-&c+&b>&c+&b>&c+&b>&c&4CREMATES&n&b<&c+&b<&c+&b<&c+&b-&n\n
        &r---&ySEARS&r---                  &m. &Mvaporizes&m .&n\n
        &r)&yCHARS&r(                      &m.. &Mvaporizes&m ..&n\n
        &r))&yCHARS&r((                    &m... &Mvaporizes&m ...&n\n
        &r)))&yCHARS&r(((&n\n";
};
Help {
Name	"DEATH";
Text	"You will die, and when you do you will be forced to find where you died\n
so you can retrieve the items you were wearing otherwise you will be\n
walking around nekkid.\n\n
Any spells which were affecting you, good and bad, are canceled by death.\n\n
Following and groups are not affected by death.\n\n
You lose experience points for dying.  The amount you lose is quarter-way back\n
to the beginning of your previous level.  Thus if you have a bad day and die\n
several times, the penalties won't clobber you.\n\n
Corpses decay after time, and the objects inside corpses decay with them.\n";
};
Help {
Name	"EXPERIENCE LEVEL XP TNL";
Text	"Your character advances in power by gaining experience.  Depending on the race\n
you have chosen you will require more or less experience points for each level\n
of experience.\n\n
You gain experience by:\n\n
    being part of a group that kills a monster\n
        (or killing it on your own)\n
    being rewarded by an immortal for extraordinary acts\n\n
You lose experience by:\n\n
    fleeing from combat\n
    recalling out of combat\n
    being the target of certain spells\n
    dying\n
    pissing off an imm :p\n\n
The experience you get from a kill depends on several things: how many players\n
are in your group; your level versus the level of the monster; your alignment\n
versus the monster's alignment; how many of this monster have been killed\n
lately; the resilience of the monster; and some random variation.\n";
};
Help {
Level	-1;
Name	"INTELLIGENCE INT";
Text	"The INTELLIGENCE of a character determine three things:\n
a) the MANA gain per level\n
b) the ability of learning a spell/skill, in terms of the percentage of\n
   proficiency you gain per PRACTICE.\n
c) the mana regeneration per TICK.\n\n
Although each RACE believes its kind to be the most intelligent in the land,\n
it isn't quite true.  Most -- like HUMANs, DROW, HALFELVES, HOBBITs, or\n
HALFDWARVES -- have a rather average intelligence.  ELFs or FAERIES seem to\n
have a slight advantage, but are dwarved by the superb intelligence of DRAGONs\n
and MINDFLAYERs.  And not to forget that mass overwhelms brain; RACEs like\n
GIANTs, ORCs, or TROLLs show an obvious lack in this attribute.\n";
};
Help {
Level	-1;
Name	"STRENGTH STR";
Text	"STRENGTH is a measure of physical powers, such as endurance, stamina, as well\n
as pure muscle.  It affects things like how much you can carry or how heavy a\n
weapon you can wield.  After all, how can you wield a weapon that you can\n
barely lift of the ground?\n\n
Of course the different RACEs do have different levels of STRENGTH.  RACEs\n
like GIANTs, MINOTAURs, TROLLs and not to forget the good old DRAGON have\n
formidable STRENGTH.  Others who do not have this advantage, but are merely\n
average in STRENGTH, are HUMANs, ELVES, and even DWARVES.  RACEs that do have\n
an obvious lack are those like FAERIES.\n";
};
Help {
Level	-1;
Name	"WISDOM WIS";
Text	"WISDOM might be one of the most important attributes for certain classes.  It\n
seems to be a combination of a character's judgement, enlightenment,\n
willpower, and intuition.  Along with that, it majorly influences the amount\n
of practices you gain per level.\n\n
We all know that some people think they have eaten WISDOM with spoons.  It is\n
true that some RACEs do have a better WISDOM.  Maybe due to their close\n
relationship to their diety, like the DROW.  Or maybe it is because they are\n
GODs themselves.  Other RACEs, like GOBLINs or HOBGOBLINs, which don't seem to\n
understand the benefits of worshipping a diety, do show an obvious lack in\n
WISDOM.  Those RACEs with only average WISDOM are HUMANs, DWARVES, and ELVES.\n";
};
Help {
Level	-1;
Name	"DEXTERITY DEX";
Text	"The attribute DEXTERITY is built up out of different things, like agility,\n
reflexes, balance, or speed of movement.  It affects things like dodging a\n
blow or anything else that is achieved by movement.\n\n
Speed and agility are of course heavily influenced by the weight and stature\n
of a character.  It is not very surprising that ELVES, HALFELVES, HOBBITs or\n
DROW have -- due to their lean stature -- certain advantages over DWARVES,\n
GIANTs, or OGREs whose heavy weights and square statures prove not very\n
helpful for this attribute.  Of course those annoying flyers (like BATs) or a\n
scurrying RAT have high DEXTERITY, and the otherwise formidable DRAGON shows\n
an obvious lack of it.\n";
};
Help {
Level	-1;
Name	"CONSTITUTION CON";
Text	"CONSTITUTION represent things like character fitness and resistance.  It is\n
the stat that affects the hitpoint gain per level.  Of course different RACEs\n
show differences in this field.  Stout RACEs like DWARVES, GIANTs, or TROLLs\n
have a certain advantage over RACEs like HUMANs or DROW with regards to\n
CONSTITUTION.  And wimpy bookworms like ELFs or HOBBITs are left behind when\n
it comes to bodily health.\n";
};
Help {
Level	-1;
Name	"RESILIENCE";
Text	"RESILIENCE represents your ability to take damage from a hit or offensive\n
spell, with a low RESILIENCE you will take a smaller fraction of the damage as\n
an actual loss of hitpoints, resilience shows how tough a character is so GODs\n
and DRAGONs have better resilience than ELFs or HUMANs.\n";
};
Help {
Name	"'BODY PARTS' LIMBS";
Text	"Each person has a number of body parts which are the normal part of being the\n
race they are.  Most people will have a human set of parts with two arms and\n
two legs and all the other normal appendages.  Peculiar races have different\n
combinations of limbs with some missing and some extra parts.\n\n
Body parts are required for most equipment slots and you cannot wear most\n
equipment without the body part to stick it on.  Some body parts are required\n
for seeing or flying or walking, and some give you extra advantages like an\n
extra tail attack or enhanced headbutting with horns.\n\n
You can lose body parts if you are hit hard enough and you can only replace\n
them by the spells 'BIND FLESH' and 'REPAIR FLESH'.\n";
};
Help {
Name	"'BODY TEMPERATURE' 'FIRE SPELLS' 'ICE SPELLS'";
Text	"Different race have high or low body temperatures depending on their normal\n
habitats and living conditions.  This makes different races more succeptible\n
to spells which depend on one temperature or another.  Ice spells damage warm\n
blooded creatures more than fire spells and vice versa...\n\n
Temperature differences can also affect how comfortable a character is and\n
this can affect his/her/its regeneration, if a character is not comfortable\n
then they will regenerate much slower than normal.\n\n
There are spells which modify body temperature to combat these temperature\n
differences such as RESIST COLD or FIRE SCREEN, also there are pieces of\n
equipment which can help combat problems on body temperature.\n";
};
Help {
Name	"TICK";
Text	"Many of the game actions are based upon interval timers, including combat,\n
most autonomous monster actions, hp/mana/move regeneration, spell duration,\n
weather, and area resetting, even command interpretation.\n\n
Of these timers, the hp/mana/move regeneration timer is popularly called the\n
'tick'.  Ticks on this mud average 30 seconds of real time, but the actual\n
amount varies randomly from 15 seconds to 45 seconds.\n\n
Area resetting happens roughly every 3 minutes if no one is in the area; less\n
often (15 minutes) if some one is.  Also note that objects lying on the ground\n
will not be regenerated if anyone is in the area when it resets.\n\n
You can tell when an area is about to reset by the patter of little feet.\n";
};
Help {
Name	"CLANS 'ORDERS RELIGIOUS' GUILDS";
Text	"&wClans, Orders and Guilds are formed by groups of players on Daleken.  Each\n
has their own unique mythos and reasons for existence, the idea being that\n
you choose your path and stick to it.  There are a lot of differences between\n
the three types but some common elements, for more detailed information on\n
each read the helps on these topics (remember to use '2.clans' or '2.guilds'\n
as this help obscures those helps).\n\n
Whatever the differences the types of clans (as they are referred to, note\n
the lack of capitalisation of the 'c') have, they are follow simple rules.\n\n
&bStarting a clan\n\n
&wIf a player wants to form a Clan, Guild or Order, she must first gain\n
immortal acceptance, this is generally a process of sucking up...  Following\n
this, the aspiring leader must provide the staff with a complete history of\n
the clan as well as any other rules that member of the clan must follow to\n
join and stay as a member.\n\n
&bJoining a clan\n\n
&wAnyone with significant rank in a clan may allow other players to join the\n
clan.  These leaders may also promote the more powerful or active members\n
with higher rank.  The number of those of higher rank is restricted by the\n
size of the clan though, so these places are often strongly contested.\n\n
&bLeaving a clan\n\n
&rIn short, DON'T.  &wThis is not at all encouraged.  Players who are sick of\n
their clan may leave their clan (or they can get kicked out for the precisely\n
opposite reason) become an exile and they are prevented from joining another\n
clan.  This is designed at encouraging serious thought before joining a clan.\n\n
&bWhy join a clan\n\n
&wThere are many reasons that someone would want to join or start a clan, most\n
join for the company of their friends, some find some bond with a higher\n
level player who might help them out.  The prestige of being a member of clan\n
is great, especially a leader or high rank in a successful and powerful\n
clan.  Roleplaying your choice is part of the fun, a few wars here and there,\n
passing on the clan secrets and enjoying the game are the best reasons.\n
&n";
};
Help {
Name	"CLANS";
Text	"Clans are formed by a group of like minded gamers, there are no real\n
restrictions on the type of player who wants to join a clan, although a\n
leader may form a clan and might impose some sort of restriction on the\n
joining the clan, most commonly a lower level limit but often a race/class\n
restriction applies also (see Guilds for class restricted groupings).\n\n
The main advantage (or disadvantage, depending on your taste) of being a\n
member of Clan is that of player killing within clan circles.  Clans wield a\n
certain power within the community and often rival clans war over money,\n
land, the ugliness and abusiveness of their enemies or simply to rub in the\n
fact that their clan has superiority.\n\n
Being in a clan may also offer prestige, especially if your clan is powerful.\n
Clans keep score by the number of scalps they take vs. the number of\n
colleagues they have lost to their enemies.\n";
};
Help {
Name	"'RELIGIOUS ORDERS'";
Text	"Religious orders are clans formed of a group of people following the same\n
diety.  This offers possibly the most power of the clans, but also packs the\n
most sting.  Orders are the arm of their god and for the most part they wield\n
this power with great distinction and responsibility.  Members of an order\n
all come from the same religion, much of their power is derived from their\n
deity.\n\n
Becoming a member of a religious order signifies that the believer has\n
devoted her life to her god.  With this commitment, she gains great holy\n
powers through her god, these consist of granted powers which the priest can\n
use at will.  Higher ranked members may also use additional powers.\n\n
These powers come at a cost, a believer must follow the letter of the law of\n
their god.  Members of an order who stray from their alignment range are\n
forever exiled from the order and shunned as an infidel.  This keeps the\n
followers of the faith on the straight path of their master as the holy\n
retribution of an angry god gets messy pretty quick...\n\n
Orders are also judged by the deeds of their members.  Through good works an\n
order may advance in the sight of their god, building karma towards a reward.\n
This is the way that orders keep track of their progress and they may also\n
eventually buy favours from their god with the brownie points they accrue.\n\n
Higher ranked members of a guild may also declare a holy war where all\n
members of religious orders are thrown into battle, the winner of the war\n
gaining great standing with their god.\n";
};
Help {
Name	"GUILDS";
Text	"Guilds are formed of a group of players from the same class.  Guilds are\n
often started by high level characters who give leadership to new starters\n
and guild members are encouraged to share information about the game so\n
guilds are often a good way to learn about the tricks of the trade.  Most\n
guilds are formed by members of the specialist classes, all members of these\n
guilds enjoy an elevated status in the game and as such a guild has great\n
power.\n\n
Joining a guild is often a means of a player gaining some status in the\n
community, guilds are reknowned for their great knowledge and the guild is\n
often a place where precious information about their class is passed on.\n\n
One of the most attractive things about a guild is the lack of any real\n
negatives.  No guild member will be killed by a surprise attack from a\n
warring clan member and they still gain all the advantages of being a part of\n
a powerful unit of players.\n";
};
Help {
Level	-1;
Name	"WIZLIST";
Text	".         ___                                __   _,\n
        ( | `\\       ,      ,              ( |\\ /|         ,\n
         =}   |  _,  |   _  | ,  _  ,_      =} ' |        _|\n
         _|__,' (_|_ |_ (/_ |<_ (/_ | |_/   _|   |_ |_|_ (_|_/\n
             ___\n
            ( |                          ,       ,\n
             =}    ,_ _  ,_ _    _  ,_  _|_  _,  |   (\n
             _|_/  | | |_| | |_ (_) |    |_ (_|_ |_ /_)\n\n
                  ---(( Supreme Overlords ))---\n\n
        Freakazoid     Fyrestorm      Kaz       Symposium\n\n\n
(A piece of friendly advice: there are a lot of options available to imms\n
 so they are VERY powerful.  It would be good for you to be nice to these\n
 people, and do as they say, there are worse things than death...)\n";
};
Help {
Name	"SCROLLS SCROLL";
Text	"The SCROLLS skill is necessary for proper use of a scroll. The command\n
RECITE is used to attempt to invoke the power of the scroll.  Trying\n
to use a scroll without the SCROLLS skill can result in the power of the\n
scroll being released in an unpleasant manner.\n\n
See also: RECITE\n";
};
Help {
Name	"STAVES STAFF";
Text	"The STAVES skill is necessary for proper use of a staff.  The command\n
BRANDISH is used to attempt to invoke the power of the staff.  Trying\n
to use a staff without the STAVES skill can result in the power of the\n
staff being released in an unpleasant manner.\n\n
See also: BRANDISH\n";
};
Help {
Name	"WANDS WAND";
Text	"The WANDS skill is necessary for proper use of a wand.  The command\n
ZAP is used to attempt to invoke the power of the wand.  Trying\n
to use a wand without the WANDS skill can result in the power of the\n
wand being released in an unpleasant manner.\n\n
See also: ZAP\n";
};
Help {
Name	"'ACID BLAST' BURN FIREBALL FREEZE 'ICE LANCE' 'LIGHTNING BOLT'\n
  'MAGIC MISSILE' 'POWER WORD' SHOCK";
Text	"Syntax: cast 'acid blast'     <victim>\n
Syntax: cast burn             <victim>\n
Syntax: cast fireball         <victim>\n
Syntax: cast freeze           <victim>\n
Syntax: cast 'ice lance'      <victim>\n
Syntax: cast 'lightning bolt' <victim>\n
Syntax: cast 'magic missile'  <victim>\n
Syntax: cast 'power word'     <victim>\n
Syntax: cast shock            <victim>\n\n
These spells inflict damage on the victim.  The higher-level spells do\n
more damage.\n\n
Note: spells have different types, so they have different applications,\n
      the type of spell depends on the mana it uses as well as the way the\n
      mana is used.  With use you will be able to tell which spells are\n
      more effective on certain types of monsters.\n";
};
Help {
Name	"'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'";
Text	"Syntax: cast 'acid breath'      <victim>\n
Syntax: cast 'fire breath'      <victim>\n
Syntax: cast 'frost breath'     <victim>\n
Syntax: cast 'gas breath'\n
Syntax: cast 'lightning breath' <victim>\n\n
These spells are for the use of dragons.  Acid, fire, frost, and lightning\n
damage one victim, whereas gas damages every PC in the room.  Fire and frost\n
can break objects, and acid can damage armour.\n\n
High level mages may learn and cast these spells as well.\n";
};
Help {
Name	"'ADRENALINE CONTROL'";
Text	"Syntax: cast 'adrenaline control'\n\n
By controlling the production and release of adrenaline in his or her system,\n
the martial artist can gain temporary boosts in dexterity and constitution.\n
This control cannot be initiated during battle because, hey, even martial\n
artists get a little excited from time to time.\n";
};
Help {
Name	"AGITATION";
Text	"Syntax: cast 'agitation' <character>\n\n
This skill is nearly identical to the Mage spell BURNING HANDS.  With this\n
skill, a psionicist can cause the cells in his or her victim to become\n
agitated, moving so fast as to cause burn damage.\n";
};
Help {
Name	"AID";
Text	"Syntax: cast aid <character>\n\n
This spell calls help from a paladin's God to assist the target character\n
in their fighting, this spell gives the target some temporary hitpoints\n
which, as level of the caster increases, becomes more and more.\n";
};
Help {
Name	"'ANIMATE DEAD'";
Text	"Syntax: cast 'animate dead' <corpse>\n\n
This spell calls underworld forces to inhabit a recently departed corpse.  An\n
undead creature made from the remains rises up to serve it's master, if the\n
caster isn't careful however the creature will attack him as he loses control\n
of the vast powers required for this difficult spell.\n";
};
Help {
Name	"ARMOUR 'HOLY ARMOUR' 'HOLY AURA' ARMOR";
Text	"Syntax: cast armour        <character>\n
Syntax: cast 'holy armour' <character>\n
Syntax: cast 'holy aura'   <character>\n\n
These spells decrease (improve) the armour class of the target character\n
by increasing amounts.\n";
};
Help {
Name	"'ARMY OF DARKNESS'";
Text	"Syntax: cast 'army of darkness'\n\n
This spell conjures a host of undead to follow you into combat.  There is a\n
variance used and sometimes you will get one creature, and other times many.\n
The race and type of creature ranges from wussy skeletons to mighty liches.\n";
};
Help {
Name	"AWE";
Text	"Syntax: cast 'awe' <character>\n\n
With this discipline, a skilled psionicist can use the power of his or\n
her mind to affect the morale of an opponent.  If successful, the enemy\n
will be overcome by awe for the psionicist, and will simply forget to\n
fight.  Of course, aggressive monsters will revert to their true nature\n
after only a brief lull in the action.\n";
};
Help {
Name	"AWEN FOCI FORTITUDES";
Text	"Syntax: cast awen <character>\n
Syntax: cast foci <character>\n
Syntax: cast fortitudes <character>\n\n
These spells are what are known as macro spells, which means that in a single\n
spell, several affects are given to the character.  In all cases these spells\n
cost a large amount of mana, however they give several different spells in\n
each.\n\n
The AWEN spell is a combination spell which adds the affects of the spells,\n
bless, armor, holy armour, holy aura, protection and sanctuary to the target,\n
which saves the bishop time, if not mana.\n\n
The FOCI spell gives the spells armour, shield, stone skin, fly, phase shift\n
and giant strength.\n\n
The FORTITUDES spell is not available for classes but can be the aim of a\n
quest due to it's power.  FORTITUDES includes energy containment, thought\n
shield, mental barrier, displacement, flesh armour and combat mind.\n\n
See also FORT\n";
};
Help {
Name	"'BALLISTIC ATTACK'";
Text	"Syntax: cast 'ballistic attack' <character>\n\n
BALLISTIC ATTACK lets a psionicist use the powers of his or her mind to throw\n
small objects, usually a rock or other debris that happens to be in the area,\n
at the target.  The results can be rather amusing to the psionicist, and\n
painful to the victim.\n";
};
Help {
Name	"'BIND FLESH' 'MEND FLESH'";
Text	"Syntax: cast 'bind flesh'   <character>\n
Syntax: cast 'mend flesh' <character>\n\n
When a character is struck hard and loses body parts these spells can take a\n
limb and repair the damage done.  The caster must have in their hand a limb\n
which has the necessary parts to bind to the character.\n\n
The spell mend flesh can only repair damage done but the spell bind flesh\n
can take limbs taken from another creature and bind it to someone giving them\n
limbs that they normally wouldn't have such as wings on humans etc...\n\n
See also: BODY PARTS\n";
};
Help {
Name	"'BIOFEEDBACK'";
Text	"Syntax: cast 'biofeedback'\n\n
BIOFEEDBACK is the power with which a psionicist controls the flow of blood\n
through his or her body.  This control allows the psionicist to reduce\n
bleeding, as well as cushion blows against him or her, effectively reducing\n
the damage by half.  Mind over body indeed...\n";
};
Help {
Name	"BLESS 'MASS BLESS'";
Text	"Syntax: cast bless <character>\n
Syntax: cast 'mass bless'\n\n
This spell improves the to-hit roll and magic resistance of the target\n
character by a number which increases as level increases.\n
MASS BLESS does the same for all the characters in the caster's group.\n";
};
Help {
Name	"BLINDNESS";
Text	"Syntax: cast blindness <victim>\n\n
This spell renders the target character blind.\n";
};
Help {
Name	"'AREA EFFECT SPELLS' BLIZZARD 'COLOUR SPRAY' INFERNO 'METEOR SWARM'";
Text	"These spells are area affecting spells and they will strike all enemies in the\n
room, you must be careful with these spell as sometimes they start more fights\n
than you can handle.  Also these spells will uncover characters that you can't\n
see.  The higher-level spells do more damage.\n\n
See also: EARTHQUAKE 'CALL LIGHTNING'\n";
};
Help {
Name	"'BREATHE WATER'";
Text	"Syntax: cast 'breathe water' <victim>\n\n
This spell allows the victim to breathe water as if it was air.  It is\n
a necessity for travelling in UNDERWATER areas.\n";
};
Help {
Name	"UNDERWATER";
Text	"Some areas of this world are submerged in water.  In order to safely\n
travel through these areas, you need to be able to BREATHE WATER.\n";
};
Help {
Name	"'CALL LIGHTNING'";
Text	"Syntax: cast 'call lightning'\n\n
This spell works only out of doors, and only when the weather is bad.  It\n
calls down lightning bolts from God, it strikes all enemies in the room so be\n
careful.\n\n
See also: 'AREA EFFECT SPELLS'\n";
};
Help {
Name	"'INFLICT PAIN' 'CAUSE AGONY' HARM";
Text	"Syntax: cast 'inflict pain'   <victim>\n
Syntax: cast 'cause agony'    <victim>\n
Syntax: cast harm             <victim>\n\n
These spells inflict damage on the victim.  The higher-level spells do\n
more damage.\n";
};
Help {
Name	"'CELL ADJUSTMENT'";
Text	"Syntax: cast 'cell adjustment'\n\n
A skilled psionicist can also perform CELL ADJUSTMENT, which can remove both\n
hexes and poisons from his or her body.\n";
};
Help {
Level	50;
Name	"'CHANGE SEX'";
Text	"Syntax: cast 'change sex' <victim>\n\n
This spell changes the sex of the victim (temporarily).\n";
};
Help {
Name	"'CHANNEL MAGIC SKILL'";
Text	"Automatic skill.\n\n
This skill allows a caster to augment the mana one sphere by using mana from\n
all the other spheres.  Thus if a spell requires a little more fire magic\n
than you have available you can draw mana from the other spheres to enable\n
you to cast it.  The ability to redirect mana like this comes with a\n
condition and a cost.  The amount of mana you can redirect depends on your\n
magic in that sphere and you have to draw twice as much mana from the other\n
spheres to enable you to convert its power.\n\n
e.g.  A mage wants to cast a fireball which costs 75 red magic but he only\n
has 60 fire mana available.  With the channel skill and at least 8 in his\n
fire magic ability he can convert 30 mana from all the other spheres into the\n
15 fire magic he requires.\n";
};
Help {
Name	"'CHARGE WEAPON'";
Text	"Syntax: cast 'charge weapon' <weapon>\n\n
This spell puts a magical charge into a weapon so that the next strike it\n
makes it will increase the damage it does as the power discharges into the\n
victim.  The weapon once used or once it leaves the hands of the caster will\n
lose it's charge and return to normal.  You must be careful with this spell,\n
as, if the spell fails the weapon may overload and explode as the large\n
amounts of stored energy can no longer be contained.\n";
};
Help {
Name	"'CHARM PERSON'";
Text	"Syntax: cast 'charm person' <victim>\n\n
This spell, if successful, causes the victim to follow you and to take orders\n
from you.  Use ORDER to order your charmed followers.\n\n
You are responsible for the actions of your followers.  Conversely, other\n
people who attack your followers will be penalized as if they attacked you.\n";
};
Help {
Name	"'CLAIM ITEM' 'GIFT ITEM' 'OWNER FLAGS'";
Text	"Syntax: cast 'claim item' <item>\n
Syntax: cast 'gift item'  <item> <character>\n\n
These spells use magical forces to bind an item to someone.  CLAIM ITEM\n
forces the object to become bound to the caster and once bound the object\n
will only be able to be used by that person.  GIFT ITEM binds an item to\n
someone else and this spell can only be used on an item owned by the caster.\n\n
See also: CALL\n";
};
Help {
Name	"'COLD BARRIER' 'FIRE SCREEN' 'RESIST COLD' 'RESIST FIRE'";
Text	"Syntax: cast 'cold barrier'\n
Syntax: cast 'fire screen'\n
Syntax: cast 'resist cold'\n
Syntax: cast 'resist fire'\n\n
These spells modify the target's body temperature so they can better resist\n
spells based on temperature.  COLD BARRIER and FIRE SCREEN are self-only\n
spells and cannot be cast on others.\n\n
See also: BODY TEMPERATURE\n";
};
Help {
Name	"CONDEMN";
Text	"Syntax: cast condemn <victim>\n\n
This spell invokes the wrath of God on an evil victim.\n";
};
Help {
Name	"'CONE OF SILENCE' MUTE 'REMOVE SILENCE'";
Text	"Syntax: cast 'cone of silence'\n
Syntax  cast 'mute'            <character>\n
Syntax: cast 'remove silence'  <character>\n\n
MUTE is a spell that completely silences its victim.  Because of this,\n
he or she will be unable to speak...or cast spells.\n\n
A CONE OF SILENCE completely eliminates all sound from the caster's room, so\n
nobody in that room will be able to hear or say anything until the cone is\n
removed.\n\n
REMOVE SILENCE will, if successful, enable its target to speak again.\n
It can also destroy a cone of silence when cast from a staff or wand\n
(when the wand is aimed at the user).\n";
};
Help {
Name	"'COMBAT MIND'";
Text	"Syntax: cast 'combat mind'\n\n
A psionicist using COMBAT MIND has a very keen understanding of his or her\n
enemies and their fighting tactics.  As a result, the psionicist has an\n
increased chance of hitting his or her enemies, and knows how to minimize the\n
damage received from their blows.  Because psionicists are telepathic, this\n
knowledge can also be shared with his or her companions.\n";
};
Help {
Name	"'CONTINUAL LIGHT'";
Text	"Syntax: cast 'continual light'\n\n
This spell creates a ball of light, which you can hold as a light source.\n
The ball of light will last indefinitely.\n";
};
Help {
Name	"'CONTINUOUS EFFECT' 'DELAYED EFFECT'";
Text	"These spells are effects which are different to the normal type, as they\n
involve a spell being cast on the target at certain times.\n\n
CONTINUOUS EFFECT involves the spell being cast every hour which is good for\n
certain spells like HEAL or BLESS but bad for things like FIREBALL or HEX.\n\n
DELAYED EFFECT only is cast on you when the affect wears off and then the\n
force of the spell will discharge.\n";
};
Help {
Name	"'CONTROL FLAMES'";
Text	"Syntax: cast 'control flames' <character>\n\n
With this skill, a psionicist can will the flames in his or her light source to\n
leap out and strike an enemy.  And if you don't think your light source uses a\n
flame, well, you're wrong.  You just aren't looking close enough.\n";
};
Help {
Name	"'CONTROL WEATHER'";
Text	"Syntax: cast 'control weather' better\n
Syntax: cast 'control weather' worse\n\n
This spell makes the weather either better or worse.\n";
};
Help {
Name	"'CREATE FOOD'";
Text	"Syntax: cast 'create food'\n\n
This spell creates a Magic Mushroom, which you or anyone else can eat.\n";
};
Help {
Name	"'CREATE SPRING'";
Text	"Syntax: cast 'create spring'\n\n
This spell brings forth a magical spring from the ground, which has the\n
same properties as a fountain.\n";
};
Help {
Name	"'CREATE WATER'";
Text	"Syntax: cast 'create water' <drink-container>\n\n
This spell replenishes a drink container with water.\n";
};
Help {
Name	"'CURE BLINDNESS'";
Text	"Syntax: cast 'cure blindness' <character>\n\n
This spell cures blindness in one so unfortunate.\n";
};
Help {
Name	"CURE HEAL DIVINITY 'MASS HEAL'";
Text	"Syntax: cast 'cure'       <character>\n
Syntax: cast 'heal'       <character>\n
Syntax: cast 'divinity'   <character>\n
Syntax: cast 'mass heal'\n
Syntax: cast 'psychic healing'\n
Syntax: cast 'complete healing'\n\n
These spells cure damage on the target character.  The higher-level spells\n
heal more damage.\n\n
COMPLETE HEALING restores all the characters hit points.\n\n
MASS HEAL restores hit points to all (present) members of the caster's\n
group.  The amount healed depends on the caster's level.\n\n
The CURE and HEAL spells increase in power as you increase in level.  They\n
also have an additional effect that is available if you have excess mana\n
(of any sphere) which increases the power of the spell for additional cost.\n
The amount of healing derived from this also increases with level.\n";
};
Help {
Name	"'CURE POISON'";
Text	"Syntax: cast 'cure poison' <character>\n\n
This spell cures poison in one so unfortunate.\n";
};
Help {
Name	"'DANCING WEAPON'";
Text	"Syntax: cast 'dancing weapon'\n\n
This spell is used to attack the opponent by sending your weapon out to attack\n
them, this means that the weapon cannot miss due to the proximity allthough\n
the attacks can be dodged or parried like normal attacks.  The spell cannot be\n
cast until you are fighting the victim and if the attacks do not kill the\n
target the weapon will drop to the ground, having spent all of it's strength,\n
otherwise it will return to your hand with the last of it's energy.\n";
};
Help {
Name	"'DEATH FIELD'";
Text	"Syntax: cast 'death field'\n\n
A DEATH FIELD is a life-sapping region of negative energy.  Only psionicists\n
of evil alignment can use this power without suffering repurcussions.  The\n
death field moves out from the psionicist and envelops every character in the\n
room.  Because player characters have souls, they are immune to its deadly\n
touch, but all mobiles are susceptible to it.  Should the saving throw fail,\n
the mobile will immediately die.  If the mobile is of a sufficently different\n
level than the psionicist, they will shrug off the attack and only take minor\n
damage.\n";
};
Help {
Name	"DECAY";
Text	"Syntax: cast decay <corpse>\n\n
This spell uses the death sense of a Warlock to home in on the decay of a\n
recently slain person to transport the Warlock.  An adept warlock can sense\n
the power of a fresh kill and use that fading power as a focus for a\n
transportation spell.\n";
};
Help {
Name	"'DESTROY CURSED'";
Text	"Syntax: cast 'destroy cursed' <character>\n\n
This spell expells all heavily cursed items the afflicted character may not\n
drop from his person.\n";
};
Help {
Name	"'DETECT EVIL'";
Text	"Syntax: cast 'detect evil'\n\n
This spell enables the caster to detect evil characters, which will reveal a\n
characteristic red aura.\n";
};
Help {
Name	"'DETECT HIDDEN'";
Text	"Syntax: cast 'detect hidden'\n\n
This spell enables the caster to detect hidden creatures.\n";
};
Help {
Name	"'DETECT INVIS'";
Text	"Syntax: cast 'detect invis'\n\n
This spell enables the caster to detect invisible objects and characters.\n";
};
Help {
Name	"'DETECT POISON'";
Text	"Syntax: cast 'detect poison' <object>\n\n
This spell detects the presence of poison in food or drink.\n";
};
Help {
Name	"'DETONATE'  'DISINTEGRATE'";
Text	"Syntax: cast 'detonate'     <character>\n
Syntax: cast 'disintegrate' <character>\n\n
With both of these skills, a psionocist uses his or her mind to affect the\n
latent energy inside inanimate objects.  If these objects are close enough to\n
the intended victim, they can cause great damage.  For this reason, most\n
psionocists choose the victim itself as the target, since there's bound to be\n
SOMETHING dead on it, sooner or later.  Mid-level psionicists can DETONATE\n
objects on their victim, and extremely skilled psionicists can even\n
DISINTEGRATE their victims, killing them instantly.\n";
};
Help {
Name	"'DISPEL MAGIC'";
Text	"Syntax: cast 'dispel magic' <character>\n\n
This spell dispels magical affects on a character.  It may be used as an\n
offensive spell to remove an enemy's magical advantages, or as a benign spell\n
to remove a friend's (or one's own) magical handicaps.  Be forewarned this\n
spell may not remove extremely powerfull magics.\n";
};
Help {
Name	"'DISPLACEMENT' 'INTELLECT FORTRESS' 'INERTIAL BARRIER'\n
'MENTAL BARRIER' 'THOUGHT SHIELD'";
Text	"Syntax: cast 'displacement'\n
Syntax: cast 'intellect fortress'\n
Syntax: cast 'inertial barrier'\n
Syntax: cast 'mental barrier'\n
Syntax: cast 'thought shield'\n\n
These are all protective disciplines exercised through mind control.\n\n
THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in\n
place by the caster's will.\n\n
DISPLACEMENT makes the target appear to be displaced from his or her\n
actual position, thus making him or her more difficult to hit.\n\n
INTELLECT FORTRESS shares the powers of the caster's mind with the other\n
members in his or her group, extending a shield around all of them.\n\n
INERTIAL BARRIER creates a barrier of positive energy that reduces the damage\n
infliced by creatures of negative energy.\n";
};
Help {
Name	"'DIVINE PROTECTION'";
Text	"Syntax: cast 'divine protection' <character>\n\n
This spell calls the greatest powers of the bishop to protect the target with\n
all the strength of the diety.  The spell improves the character's ability to\n
avoid weapon strikes as well as increasing the amount of damage that they\n
can soak up when struck.\n";
};
Help {
Name	"'DOMINATION'";
Text	"Syntax: cast 'domination' <character>\n\n
With this skill, a psionicist can DOMINATE the mind of his or her intended\n
victim, causing the victim to do exactly as the psionicist says.  As with\n
CHARM, the actions of dominated characters affect the status of the dominator;\n
don't whine if you get a OUTLAW flag.\n";
};
Help {
Name	"'DRAIN HEAT'";
Text	"Syntax: cast 'drain heat' <character>\n\n
This spell saps the heat from the body of the target and in doing so\n
does damage as well as reducing the body temperature.\n\n
See also: BODY TEMPERATURE\n";
};
Help {
Name	"'EARTH BIND'";
Text	"Syntax: cast 'earth bind' <character>\n\n
This spell, when cast on a flying creature, removes it's ability to fly,\n
stripping magical affects as well as it's wings if it has them.  As the victim\n
can no longer fly they fall from the sky and in doing so are hurt quite badly.\n";
};
Help {
Name	"EARTHQUAKE";
Text	"Syntax: cast 'earthquake'\n\n
This spell inflicts damage on every enemy character in the room.\n
Beware that other characters who are not yet fighting may attack\n
you as a result!\n";
};
Help {
Name	"'EGO WHIP'";
Text	"Syntax: cast 'ego whip' <character>\n\n
Because a psionicist understands the inner workings of the mind so well, he or\n
she can attempt to EGO WHIP a victim, making them less confident by bringing\n
up bad childhood memories, embarrassing moments, and failures.  This lack of\n
confidence can significantly reduce their battle effectiveness.\n";
};
Help {
Name	"EMPOWERMENT";
Text	"Syntax: cast empowerment <target>\n\n
This spell enables the caster to empower the target by sharing some of her\n
wisdom with them.  This reduces the caster's wisdom for a time, while\n
increasing the target's correspondingly.\n";
};
Help {
Name	"'ENCHANT WEAPON' 'ENCHANT ARMOUR'";
Text	"Syntax: cast 'enchant weapon' <weapon>\n
Syntax: cast 'enchant armour' <weapon>\n\n
These spells magically enchant an item, for enchant weapon it increases a\n
weapon's to-hit and to-dam bonuses and enchant armour makes better the armour\n
class of a particular item.  The spells come with a risk whci means that all\n
previous enchantments could be reversed or the item could even be totally\n
destroyed. These spells also cause the weapon to be aligned with the alignment\n
with the caster.\n";
};
Help {
Name	"'ENERGY CONTAINMENT'";
Text	"Syntax: cast 'energy containment'\n\n
By using ENERGY CONTAINMENT, a psionicist can absorb many forms of energy\n
without damage.  As the psionicist gains experience, this skill improves.\n";
};
Help {
Name	"'ENERGY DRAIN'";
Text	"Syntax: cast 'energy drain' <victim>\n\n
This spell saps the experience points, mana, and movement points of its\n
target.\n";
};
Help {
Name	"'ENHANCE ARMOUR'";
Text	"Syntax: cast 'enhance armour' <object>\n\n
With this devotion, a psionicist can change the molecular makeup of objects,\n
making them stronger and more durable.  This has obvious applications to\n
armour, but if the armour is already magically enchanted, a psionicist cannot\n
rearrange its molecules.  This in effect makes the wearer of the item more\n
resilient.\n\n
Obviously if the item is too complicated for the caster, there are higher\n
chances something will go wrong.\n\n
See also ENCHANT ARMOUR and RESILIENCE.\n";
};
Help {
Name	"ENLARGE SHRINK";
Text	"Syntax: cast enlarge <character>\n
Syntax: cast shrink <character>\n\n
These spells can increase or decrease the actual size of a character.\n
This is done by magnifying the material they are made from magically.\n
Size can make a difference in the game as equipment will sometimes only\n
fit a certain size of character.  Also there are advantages to being large\n
when it comes to combat.\n\n
These spells are very dependant on the normal size of the character and\n
it stands to reason that smaller races wont be affected as much by these.\n";
};
Help {
Name	"EXORCISE";
Text	"Syntax: cast 'exorcise' <character>\n\n
This spell removes the vampiric curse in one so unfortunate.\n";
};
Help {
Name	"'FAERIE FIRE'";
Text	"Syntax: cast 'faerie fire' <victim>\n\n
This spell increases (makes worse) the armour class of its victim.  For each\n
level of the caster, the victim's armour class is increased by two points.\n";
};
Help {
Name	"GLITTERDUST";
Text	"Syntax: cast glitterdust\n\n
This spell causes a fine mist of bright sparkling particles to fill the air.\n
These particles settle on every surface causing invisible, hidden and\n
sneaking creatures to be revealed.\n";
};
Help {
Name	"FAMILIAR";
Text	"Syntax: cast familiar\n\n
This spell creates a small demon companion to help you, the main advantage of\n
this tiny creature is it's ability to distract opponent's in combat with it's\n
darting flight in the air around you, an unlucky oponent will strike your\n
familiar instead of you or even be distracted enough to swing blindly and\n
miss.\n\n
Your familiar has only a small amount of power and they will slowly fade and\n
die, especially if they are struck as they will take damage.  You can\n
recast this spell to replenish the familiar as they fade though.\n";
};
Help {
Name	"'FAST TALK'";
Text	"Syntax: cast 'fast talk'\n\n
A self-only spell, FAST TALK concentrates the caster on avoiding combat.\n
While affected the character will use the guile of their tongue to great\n
advantage to avoid getting attacked.  Aggressive mobiles will quite often be\n
convinced by this babbling that they will be assured of the harmlessness of\n
this chatterbox.\n\n
Starting a fight whilst under the affect of this spell will negate it's affect.\n";
};
Help {
Name	"FEAR";
Text	"Syntax: cast fear <character>\n\n
This spell reminds the target about their worst memories and phobias, thus\n
making them easier targets and less aggressive.  Whilst under the affect of\n
this spell they are harder to cast spells on and easier to strike with a\n
weapon and they also hit less often with less power themselves.\n";
};
Help {
Name	"'FLAME OF GOD'";
Text	"Syntax: cast 'flame of god' <weapon>\n\n
This spell takes the wraith of your deity and places some of it's power in\n
the weapon.  Every hit afterwards will be reinforced by the strength of the\n
wrath of God's flames.\n";
};
Help {
Name	"FLAMESTRIKE";
Text	"Syntax: cast 'flamestrike' <victim>\n\n
This spell inflicts damage on the victim.\n";
};
Help {
Name	"'FLAMING SHIELD'";
Text	"Syntax: cast 'flaming shield'\n\n
This spell creates a \"shield\" of magical fire around the caster.  This shield\n
when in close contact with an enemy will cause him/her/it to be accosted by\n
magical flame.\n\n
This spell takes a long time to cast and saps a LOT of mana.  Take care you\n
do not prepare this spell in an area with many enemies.\n";
};
Help {
Name	"'FLESH ARMOUR' 'FLESH ARMOUR'";
Text	"Syntax: cast 'flesh armour'\n\n
With the FLESH ARMOUR devotion, a psionicist can harden his or her skin into\n
an armour-like substance which reduces (makes better) their resilience.\n\n
See also RESILIENCE.\n";
};
Help {
Name	"FLY LEVITATION";
Text	"Syntax: cast 'fly'        <character>\n
Syntax: cast 'levitation' <character>\n\n
These spells enable the target character to fly or levitate.\n";
};
Help {
Level	50;
Name	"GATE";
Text	"Syntax: cast gate\n\n
This spell gates in a guardian demon to serve the character.\n";
};
Help {
Level	400;
Name	"'GENERAL PURPOSE AMMO' 'HIGH EXPLOSIVE AMMO'";
Text	"Syntax: cast 'general purpose' <target>\n
Syntax: cast 'high explosive'  <target>\n\n
These spells are used by the judges and other enforcers in Glop's\n
Mega City One area.  Guess what they do?\n";
};
Help {
Name	"'GHOUL FORM'";
Text	"Syntax: cast 'ghoul form' <character>\n\n
This spell transforms the character into a ghost-like form where they are no\n
longer part of the material world.  They can move about and interact in almost\n
normal fashion but movement of objects is difficult and often impossible.\n\n
In this form, characters are impervious to attacks which just pass through\n
them and they also cannot inflict damage themselves due to their ghostly\n
form.\n";
};
Help {
Name	"'GIANT STRENGTH'";
Text	"Syntax: cast 'giant strength'    <character>\n\n
This spell greatly increases strength.\n";
};
Help {
Name	"HASTE";
Text	"Syntax: cast haste <character>\n\n
This spell increases the speed and dexterity of the target enabling them to\n
move faster and more deftly.  With this spell the target can attack more\n
rapidly and get more attacks than normal.\n";
};
Help {
Name	"HEX";
Text	"Syntax: cast 'hex' <character>\n\n
This spell reduces the character's to-hit roll by 1 and save versus spells\n
by 1.  It also renders the character unclean in the eyes of God and\n
unable to RECALL.\n";
};
Help {
Name	"'HOLY WEAPON'";
Text	"Syntax: cast 'holy weapon' <weapon>\n\n
This spell calls your god's blessing into the weapon, removing all previous\n
alignment on the weapon and strictly aligning the weapon to match your own.\n
This makes the weapon useable for you but the wraith of your God causes the\n
weapon to strike out at any who touch it.\n";
};
Help {
Name	"'ICE WEAPON'";
Text	"Syntax: cast 'ice weapon' <weapon>\n\n
This spell drains all heat from the weapon, making it cold to the touch.\n
When this weapon strikes your opponent it will strike them as if they were\n
also hit by the spell CHILL TOUCH.\n";
};
Help {
Name	"IDENTIFY";
Text	"Syntax: cast identify <object>\n\n
This spell reveals information about the object.\n";
};
Help {
Name	"'INCITE BRAWL'";
Text	"Syntax: cast 'incite brawl'\n\n
This spell uses the natural contenciousness of the caster to stir the tensions\n
in the room to make the people in the room start fights amoungst themselves.\n
However those that realise what is going on attack the caster.\n";
};
Help {
Name	"INFRAVISION";
Text	"Syntax: cast infravision <character>\n\n
This spell enables the target character to see objects in the dark in\n
relation to heat gradients.\n\n
Note: You will not be able to distinguish between a table and chair but will\n
        between an ELF and a HUMAN.\n";
};
Help {
Name	"INVIS 'MASS INVIS' 'IMPROVED INVIS'";
Text	"Syntax: cast invis <character>\n
Syntax: cast 'improved invis'\n
Syntax: cast 'mass invis'\n\n
The INVIS spell makes the target character invisible.  Invisible characters\n
will become visible when they attack, except characters affected by IMPROVED\n
INVIS wont be.\n\n
IMPROVED INVIS also has a good chance that you cant be seen even by someone\n
who would normally see you if you were normally invis.\n\n
The MASS INVIS spell makes all characters in the caster's group invisible,\n
including the caster.\n";
};
Help {
Name	"'KNOW ALIGNMENT' 'AURA SIGHT'";
Text	"Syntax: cast 'know alignment' <character>\n\n
This spell reveals the alignment of the target character.\n";
};
Help {
Name	"'AURA SIGHT'";
Text	"Syntax: cast 'aura sight'\n\n
This spell allows you to see the auras that surround other characters as well\n
as certain magical items.  The spell lasts for a certain duration but can\n
only affect the caster.\n";
};
Help {
Name	"'LAY HANDS'";
Text	"Syntax: cast 'lay hands' <character>\n\n
This spell uses the healing powers of the paladin's God to repair small\n
amounts of damage in the target.  The spell can also cure disease and poisons\n
using gentle power to increase the health of the target.\n";
};
Help {
Name	"'LEND HEALTH'";
Text	"Syntax: cast 'lend health' <character>\n\n
A psionicist can LEND HEALTH to a companion in need, but only at his or her own\n
expense.  That's what friends are for, right?\n";
};
Help {
Name	"'LOCATE OBJECT'";
Text	"Syntax: cast 'locate object' <name>\n\n
This spell reveals the location of all objects with the given name.\n";
};
Help {
Name	"'MAGIC AWARENESS'";
Text	"Syntax: cast 'magic awareness'\n\n
This spell enables the caster to detect that an item is magical, simply by\n
looking at it.\n";
};
Help {
Name	"'MAGIC LORE'";
Text	"This skill allows the character to know all there is to know about the casting\n
of spells, in particular the casting of defensive spells is enhanced by the\n
knowledge of this skill, and an adept in this discipline can increase the\n
duration of such spells and the true masters find that the time on their\n
defensive spells in increased from use of the skill.\n";
};
Help {
Name	"'MANA BALM'";
Text	"Syntax: cast 'mana balm' <character>\n\n
This spell channels magical energies from the caster into usable energy for\n
the target character.  In casting this there is always a small amount of\n
loss in power as the transfer cannot be perfect but the advantage is that\n
the power can also be stored in magical items with the help of skills like\n
BREW, SCRIBE and HERBALISM.\n";
};
Help {
Name	"MEDICINE";
Text	"Syntax: cast medicine <character>\n\n
The martial artists skills in inflicting damage here are transferred into\n
healing powers which given a short amount of time can tend the wounds of\n
the target character, the only disadvantage is that the spell cannot be\n
performed in combat like the clerical spells.\n";
};
Help {
Name	"MERCY";
Text	"Syntax: cast mercy\n\n
This spell calls upon the mercy of the caster's deity to transport them to\n
their corpse.  This spell takes the caster to their own corpse, magically\n
ignoring the normal limitations expereinced in casting TRANSPORT.\n";
};
Help {
Name	"'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'";
Text	"Syntax: cast 'mind thrust'   <character>\n
Syntax: cast 'inflict pain'  <character>\n
Syntax: cast 'psychic crush' <character>\n
Syntax: cast 'psionic blast' <character>\n
Syntax: cast 'ultrablast'    <character>\n\n
With these skills, a psionicist can telepathically cause damage to the neural\n
synapses of his or her victim.  The devotions are listed in increasing order of\n
damage inflicted.\n";
};
Help {
Name	"'PHASE SHIFT' 'ECTOPLASMIC FORM'";
Text	"Syntax: cast 'phase shift'\n
Syntax: cast 'ectoplasmic form'\n\n
These spells enable the caster to pass through closed doors.\n";
};
Help {
Name	"PLAGUE";
Text	"Syntax: cast plague <victim>\n\n
This spell is like poison but it causes an infectious disease which can be\n
easily transmitted, without curing this disease can spread over the entire\n
land.\n";
};
Help {
Name	"POISON";
Text	"Syntax: cast poison <victim>\n\n
This spell reduces the strength of the victim by two, as well as reducing the\n
victim's regeneration rate.\n";
};
Help {
Name	"POLYMORPH 'POLYMORPH OTHER'";
Text	"Syntax: cast 'polymorph other' <victim>\n\n
This VERY powerful spell changes the victim's race to a random race.\n
Being affected by this spell can be very annoying but at the same time,\n
rewarding or problematic.  Because of the power of this spell, all currently\n
known magics are not able to remove the affects of this spell.\n";
};
Help {
Name	"PORTAL NEXUS";
Text	"Syntax: cast portal <target person>\n
Syntax: cast nexus <target person>\n\n
These spells create a warp in the matter of space, bending it in such a\n
way as to create a small anomaly.  The disciplines allow spell casters to\n
direct this anomaly to centre on a target, which results in a portal that\n
will take any who enter it directly to the target's location.\n
The nexus spell also creates a reverse portal, made by using delicate\n
resonances that allow a reflection to be created, meaning that a nexus can\n
be traversed in both directions.\n\n
See also ENTER and TRANSPORT.\n";
};
Help {
Name	"'PROJECT FORCE'";
Text	"Syntax: cast 'project force' <character>\n\n
If a psionicist successfully PROJECTS FORCE, the force of his or her mind will\n
strike against the victim's body, causing moderate damage.\n";
};
Help {
Name	"PROTECTION SANCTUARY";
Text	"Syntax: cast protection\n
Syntax: cast sanctuary  <character>\n\n
The PROTECTION spell reduces the damage taken from any attack by an evil\n
creature by one quarter.\n\n
The SANCTUARY spell reduces the damage taken by the character from any attack\n
by one half.\n\n
These spells may be used simultaneously for cumulative effect.\n";
};
Help {
Name	"'PSYCHIC DRAIN'";
Text	"Syntax: cast 'psychic drain' <character>\n\n
With this discipline, a psionicist can drain the strength of an opponent.\n
The skill becomes more effective as the psionicist gains experience.\n";
};
Help {
Name	"'RECHARGE ITEM'";
Text	"Syntax: cast 'recharge item' <object>\n\n
If successful, this spell will fully recharge a wand or staff.  However,\n
it is not always successful...\n";
};
Help {
Name	"REFRESH";
Text	"Syntax: cast refresh <character>\n\n
This spell refreshes the movement points of a character who is out of movement\n
points.\n";
};
Help {
Name	"REGENERATION";
Text	"Syntax: cast regeneration <character>\n\n
This spell causes the target to regenerate hitpoints at an accelerated rate.\n
A cleric will call upon her God and ask that the target be blessed with divine\n
healing for a period.  Once granted this spell, the recipient will regenerate\n
an amount of hitpoints every second until all of the healing power of the\n
spell is used.  If no healing is required the healing will remain available,\n
but be aware that the healing will drain away slowly with time, even without\n
being used.\n";
};
Help {
Name	"'REMOVE ALIGNMENT'";
Text	"Syntax: cast 'remove alignment' <object>\n\n
If successful, this will remove all alignment restrictions on the given\n
object.  If unsuccessful..well, you don't want to know.\n";
};
Help {
Name	"'REMOVE CURSE'";
Text	"Syntax: cast 'remove curse' <character>\n\n
This spell removes a hex from a character.\n\n
If the target character is wearing a noremove item, the item will be\n
automatically expelled from the body.\n";
};
Help {
Name	"'RENAME ITEM'";
Text	"Syntax: cast 'rename item' <object> <new name>\n\n
This spell causes the item to appear to be the item described in <new name>.\n
Note carefully that this is only an appearance and the object is still the\n
same as before, it only appears to have changed.  This skill requires vast\n
amounts of power to create such an illusion, hence only the most powerful can\n
perform such a transformation.\n";
};
Help {
Name	"REPARATION";
Text	"Syntax: cast reparation <character> <good|neutral|evil>\n\n
This spell can make the target character more aligned to either good, neutral\n
or evil by asking their God for better forgiveness.\n";
};
Help {
Name	"'RESIST POISON'";
Text	"Syntax: cast 'resist poison' <character>\n\n
When affected by the effects of this spell the character has a greater\n
chance of resisting poisons, as it increases their metabolism, enabling them\n
to purge their system much more efficiently of such impurities.\n";
};
Help {
Name	"RESURRECT";
Text	"Syntax: cast resurrect <character>\n\n
This spell summons the character and their corpse(s) to the caster, this is\n
useful when they have died repetetively or their corpse is in a very\n
difficult place to get to.\n";
};
Help {
Name	"SCRY";
Text	"Syntax: cast scry <character>\n\n
This spell allows the caster to see the room in which the target character is\n
unlike transport this spell doesn't move the caster so it can be a useful\n
spell to check if a transport is safe.\n";
};
Help {
Name	"SENSE LIFE";
Text	"Syntax: cast 'sense life' <character>\n\n
This spell enhances the target's union with nature.  In deepening this link\n
they become more attuned to their surroundings and they can sense the presence\n
of other beings in the close vicinity.  This spell allows you to detect the\n
presence of things that you cannot see, especially those hidden beneath the\n
ground.\n\n
Be warned though, the presence of the undead cannot be detected through the\n
use of this spell, as they have no life force!\n";
};
Help {
Name	"'SHARE STRENGTH'";
Text	"Syntax: cast 'share strength' <character>\n\n
With this skill, a psionicist can augment the strength of a companion.\n
However, the psionicist's own strength is reduced at the same time.  It is\n
possible to augment the strength of several others, as long as the psionicist\n
does not become too weak.\n";
};
Help {
Name	"SHIELD 'STONE SKIN'";
Text	"Syntax: cast shield <target>\n
Syntax: cast 'stone skin'\n\n
These spells protect the caster by decreasing (improving) the caster's armour\n
class.  SHIELD provides 20 points of armour.  STONE SKIN provides 40 points of\n
armour. SHIELD can be cast on others but STONE SKIN is restricted to\n
protecting the caster.\n";
};
Help {
Name	"SLEEP LULLABY";
Text	"Syntax: cast sleep   <victim>\n
Syntax: cast lullaby <victim>\n\n
This spell puts its victim to sleep for a certain period during which\n
they are incapable of waking and are impossible to wake.\n";
};
Help {
Name	"'SOUL BLAST'";
Text	"Syntax: cast 'soul blast' <victim>\n\n
This spell is used as a last resort by the character to use all the power that\n
they have to strike out at someone.  The spell consumes all the hit points,\n
mana and movement points to inflict damage on the target, also the spell\n
forces the caster into a prone position where they are more likely to get hit.\n
This spell is only used as a last resort.\n";
};
Help {
Name	"STORY";
Text	"Syntax: cast story\n\n
This spell stops all fighting in the caster's room where all people find\n
themselves more interested in listening to the intriguing storytelling of the\n
caster.  Some unlucky people will be lulled by the spell into sleep.\n";
};
Help {
Name	"SUMMON";
Text	"Syntax: cast summon <character>\n\n
This spell summons a character from anywhere else in your zone into your room.\n
Characters who are fighting may not be summoned nor those who can not normally\n
recall.\n";
};
Help {
Name	"TELEPORT";
Text	"Syntax: cast teleport <victim>\n\n
This spell takes victim from his current location to a random location\n
somewhere in the world.\n\n
See also TRANSPORT.\n";
};
Help {
Name	"TRANSMUTE";
Text	"Syntax: cast transmute <object> <heavier|lighter>\n\n
Transmute is a spell which rearranges the material of an object allowing\n
it to become lighter or heavier without compromising the integrity of the\n
item.  Transmute however requires a non-magical item as the binding\n
strengths in a magic item are too strong to overcome.  Since transmute uses\n
these binding properties in order to keep the item whole, it is a spell\n
which cannot be cumulative.  Also note that the chances of success are\n
higher for softer, less durable substances whereas tougher materials resist\n
the magical rearrangement of transmuting.\n";
};
Help {
Name	"TRANSPORT ASTRAL";
Text	"Syntax: cast transport <target person>\n
Syntax: cast astral <target person>\n\n
This spell allows you to control a teleport for yourself enabling you to be\n
moved to the same room as the person you specify, transport moves you to the\n
same room as any person but astral wont allow you to move to the same as a\n
mob.\n\n
See alse TELEPORT, NEXUS and PORTAL.\n";
};
Help {
Name	"'TURN UNDEAD'";
Text	"Syntax: cast 'turn undead' <victim>\n\n
This spell causes the fighting undead to fear you and flee.\n";
};
Help {
Name	"'VAMPIRIC WEAPON'";
Text	"Syntax: cast 'vampiric weapon' <weapon>\n\n
This spell creates a thirst for blood in your weapon whereby the weapon will\n
drain energy from the target after every strike, whilst using such a weapon\n
the person will be able to gain hit points as the weapon drains the victim of\n
life.\n";
};
Help {
Name	"VENTRILOQUATE";
Text	"Syntax: cast ventriloquate <speaker> <message>\n\n
This spell throws your voice, making it appear that some other object or\n
character in the room is saying your message.  Victims who make their saving\n
throw will know that someone is using ventriloquism, but not who.  Victims who\n
fail their saving throw will think that the object or character really did say\n
your message.\n";
};
Help {
Name	"WARCRY";
Text	"Syntax: cast warcry\n\n
This spell bolsters the strength of the paladin's group enabling them to fight\n
better and stronger, this spell only lasts for a short duration where they\n
benefit from a confidence that makes them stronger.\n";
};
Help {
Name	"'WARP FLESH'";
Text	"Syntax: cast 'warp flesh' <victim>\n\n
This spell causes the target's skin to petrify and decay which makes them take\n
damage much more than normally from weapon strikes.\n";
};
Help {
Name	"WEAKEN";
Text	"Syntax: cast weaken <victim>\n\n
This spell reduces the strength of the victim by two points.\n";
};
Help {
Name	"WEB";
Text	"Syntax: cast web <victim>\n\n
This spell entangles a victim stoping them from fleeing and doing particular\n
other things. However their stuggling can damage them so you run the risk that\n
the web will actually kill them and you wont gain experience for the kill.\n";
};
Help {
Level	1000;
Name	"'WORD OF RECALL'";
Text	"Syntax: cast 'word of recall'\n\n
This spell duplicates the built-in RECALL ability.  It is provided solely for\n
Merc-based muds which wish to eliminate the built-in ability while still\n
providing the spell.\n";
};
Help {
Name	"BACKSTAB BS CIRCLE DISARM KICK";
Text	"Syntax: backstab <character>\n
Syntax: circle\n
Syntax: disarm\n
Syntax: kick\n\n
BACKSTAB is another way to start a fight, used by thieves.  BS is a synonym\n
for BACKSTAB.\n\n
DISARM is an auxiliary fighting command to disarm your opponent.  Similarly,\n
KICK will inflict more damage during combat by kicking.\n\n
A skilled thief can CIRCLE behind an opponent and stab them in the back, but\n
only if the opponent is sufficiently distracted during a battle and the thief\n
is free from fending away attacks.\n\n
In order to BACKSTAB, CIRCLE, DISARM, or KICK successfully, you must practice\n
the appropriate skill.\n";
};
Help {
Name	"'BAREHANDED FIGHTING'";
Text	"This skill allows a martial artist to fight well without weapons, this means\n
increased damage and more chances at striking.  This skill can only be used\n
when the martial artist is holding nothing in his/her/its hands.\n\n
See also 'BAREHAND ATTACKS' COMBOS\n";
};
Help {
Name	"BERSERK";
Text	"Syntax: berserk\n\n
If a warrior successfully goes BERSERK, he or she will wade into the fray,\n
hacking and slashing with a total disregard for personal safety.  As a result,\n
he or she will hit harder and more often, but will also be an easier target.\n
In addition, the player will be unable to flee the battle or rescue another\n
player until the madness clears.  It's a fight to the death!\n";
};
Help {
Name	"CHARGE";
Text	"Syntax: charge <direction>\n\n
This skill allows you to start a fight with every visible mob in a room\n
as soon as you enter thus saving other members of your group from\n
getting attacked, however this skill requires a large amount of movement.\n";
};
Help {
Name	"COMBOS 'BAREHANDED COMBINATIONS' 'BULL COMBO' 'DRAGON COMBO'\n
  'EAGLE COMBO' 'PUMMEL COMBO' 'VIPER COMBO'";
Text	"Syntax: combo <combo type>\n\n
COMBO is for the martial artist to use a specially determined set of moves in\n
attack, this requires a set of manuevers which have to all succeed in order to\n
complete the move.  If all moves succeed in damaging the target these skills\n
can inflict large amounts of damage.\n";
};
Help {
Name	"'DETECT TRAPS'";
Text	"This skill allows a thief to more easily see traps in doors and containers.\n";
};
Help {
Name	"DODGE PARRY 'SHIELD BLOCK' AVOIDANCE FAMILIAR 'DRUNKEN STUMBLE";
Text	"These let you avoid incoming attacks, taking no damage from them.  You are\n
allowed limited numbers of each type every round.\n\n
DODGE and AVOIDANCE are based on your dexterity to avoid getting hurt.  PARRY\n
is used when you use your weapon to halt a weapon strike.  You must be\n
wielding a weapon to parry.  'SHIELD BLOCK' is when you use a shield to stop a\n
blow.  You must, of course, be wearing a shield to benefit from this skill.\n
Use of these skills is automatic once you have learned them.\n\n
If you become intoxicated, your unpredicatable behaviour can save you from\n
harm but if you avoid a strike in this manner you fall over.\n\n
See the help on the FAMILIAR spell for that one.\n";
};
Help {
Name	"'ENHANCED DAMAGE'";
Text	"This skill increases the damage you inflict when attacking.  Use of the skill\n
is automatic once you have practiced it.\n";
};
Help {
Name	"HAGGLE";
Text	"This skill allows you to bargain with shopkeepers over the price of goods,\n
thus getting a better price for buying and selling.\n";
};
Help {
Name	"MEDITATION MEDITATE";
Text	"Syntax: meditate\n\n
This skill allows you to concentrate fully on yourself.  To meditate you\n
must first be resting.  While meditating you are invisible to mobiles.\n";
};
Help {
Name	"'MOB LORE'";
Text	"This skill allows you to tell, just by looking, the class and any other\n
special characteristics of the mobile you look at.\n";
};
Help {
Name	"PEEK";
Text	"This skill shows you a character's inventory when you look at a character.\n
Use of the skill is automatic once you have practiced it.\n";
};
Help {
Name	"'SECOND ATTACK' 'THIRD ATTACK' 'FOUTH ATTACK' 'FIFTH ATTACK'";
Text	"These skills let you attack more than once during a combat round.  Use of\n
these skills is automatic once you have practiced them.\n\n
You can practice THIRD ATTACK before you have mastered SECOND ATTACK,\n
although it isn't efficient to do so, similarly for the other two.\n";
};
Help {
Name	"DUAL 'SECOND WEAPON'";
Text	"A journeyman Warrior can forego the defensive arts and choose instead to\n
wield a SECOND WEAPON in place of a shield.  Attacks made with this\n
weapon will strike less often than with the primary weapon, but the best\n
defense is a good offense, right?\n";
};
Help {
Name	"SHARPEN";
Text	"Syntax: sharpen <weapon>\n\n
This skill sharpens a weapon increasing the minimum damage that the weapon can\n
do, there is also a slim chance of increasing the maximum damage for that\n
weapon.  When you sharpen you must be holding a whetstone.\n";
};
Help {
Name	"STUDY 'STUDY BOOKS' BOOKS";
Text	"Books are invaluable sources of information and they can be used to teach\n
someone about a very wide range of things.  The skill of reading and\n
understanding a book comes after many years and can give the skilled reader a\n
great advantage in that they can use their skills to learn other skills,\n
vastly improving themselves in that way.\n\n
The STUDY BOOKS skill allows you to glean information from a book with varying\n
success.  Using this skill you can learn about things you never would have\n
imagined or learn more about familiar skills.\n\n
Books are rare and expensive but this means they are extremely sought\n
after items, which can fetch extremely high prices.\n";
};
Help {
Name	"TAUNT";
Text	"Syntax: taunt\n\n
This skill allows a thief to entice all thoughts of aggression to point\n
in his/her direction.  Any creature with the slightest thoughts of violence\n
will tend to attack this person.\n\n
You can turn taunt on and off, it's state toggles with every use.\n";
};
Help {
Name	"'TWO-HANDED WEAPONS' 'DOUBLE-HANDED WEAPONS'";
Text	"This skill allows a warrior to forgo the defensive shield and instead benefit\n
from the extra power of wielding a weapon two-handed.  This gives far more\n
damage but reduces the number of attacks you will get every round (see 'SECOND\n
ATTACK' and 'THIRD ATTACK' ...).\n\n
An important thing ot note is that the use of a two-handed weapon restricts\n
the use of certain skills, some skills like BACKSTAB work well with a\n
two-handed weapon yet skills like 'SLIT THROAT' require finesse that a weapon\n
of such brute force cannot give.\n\n
Can use two-handed weapons: BACKSTAB, CIRCLE, IMPALE, WHIRLWIND\n\n
Can't use two-handed weapons:\n
SLIT THROAT, DISARM\n";
};
Help {
Name	"'WEAPON SKILL'";
Text	"This skill gives an special knowledge of weaponry that means a warrior can use\n
almost any sort of weapon and gain special advantages from it.\n";
};
Help {
Name	"'BAREHANDED ATTACKS' BACKHAND ELBOW JAB KNEE 'ROUNDHOUSE KICK' UPPERCUT";
Text	"These are attack which combined with BAREHANDED FIGHTING give extra damage\n
they are also used in COMBOS.\n\n
Higher level skills do more damage, but occur less often.\n";
};
Help {
Level	-1;
Name	"SPARHAWK";
Text	"Yes... he does need help doesnt he.!\n";
};
Help {
Name	"KAZ";
Text	"Legends speak of  Kaz as a once proud and noble  Knight, who became afflicted\n
by a  disease he  caught in  a murky swamp  in Farthin.   Due to  his failing\n
health and  the bewildered  but solemn healers  who visited, Kaz  delved into\n
black magic, becoming extremely powerful in his few almost sleepless years of\n
study.\n
Upon his deathbed  he was heard to  speak aloud to his four  students \"I will\n
not let death defeat me,\" before giving the key to a locked chest in the room\n
to  his eldest  student, Soth.   He  then proceeded  to chant  aloud a  spell\n
unknown even to his students, upon which he died.\n
Opening the chest,  Soth found two things; a  parchment describing the burial\n
Kaz wished,  and a scroll writ with  two spells devised by  Kaz himself.  The\n
first was to be  chanted by his four students over his  grave for nine nights\n
after his burial, the second was to be read by Soth on the tenth night.\n
Upon Soth's reading of  the second spell, the grave was torn  apart by a bolt\n
of lightning from the cloudless night sky, and the vile stench of Hell itself\n
erupted from the grave, as did the worm-eaten corpse of Kaz, possessed with a\n
renewed vigour unknown even in his younger years.  Kaz had cheated death, and\n
in doing so had ascended to Godhood.\n";
};
Help {
Name	"VT100 TERMINAL";
Text	"VT100 sequences allow you a nicer interface when you cannot use a\n
specialised MUD client.  These sequences are interpreted by most telnet\n
applications so Daleken shows up neatly on the screen.\n\n
Some MUD clients will have problems with vt100 so turn it off if you are\n
using one of these.\n\n
The vt100 used by Daleken uses an output window and a seperate input section.\n
It is assumed that the screen size of your terminal is \"pagelength\" + 2\n
the two extra lines are used for a prompt and your input.\n
Make sure you have your pagelength set to the correct size as it can be\n
annoying to have input off the screen or a tiny output window.\n\n
Note: if you use vt100 it wont be used until you are required to enter a\n
password, this can be confusing as the initialisation clears the screen.\n
Don't worry, the password wont be displayed and everything will be fine.\n";
};
Help {
Name	"MCCP 'MUD CLIENT COMPRESSION PROTOCOL' COMPRESS";
Text	"Mud Client Compression Procol is a protocol that enables a Mud server to\n
send compressed data to clients.  Using this protocol reduces bandwidth\n
usage, which in turn makes the game responses seem faster.  This is a\n
transparent protocol, meaning that the server and client collude to compress\n
data without any manual interaction.\n\n
Daleken supports versions 1 and 2 of the protocol.\n\n
The COMPRESS command enables you to view the status of compression when\n
typed on its own.  You may also turn compression off by issuing the\n
COMPRESS OFF command, it can be turned back on using COMPRESS ON.\n\n
Note that you can only turn compression back on, you can't enable it by\n
using the compress command, your client must be able to support the\n
protocol.\n";
};
Help {
Level	1;
Name	"SHADOW DOOR";
Text	"Syntax: cast 'shadow door' <n|e|s|w|u|d>+\n\n
A ninja casting this spell can pass through several rooms without\n
detection, simply by hiding carefully in the shadows.  It is said by some\n
that the ninja is completely undetectable except in the brightest light and\n
some even say that the ninja can travel through solid barriers such as\n
walls.  The truth is that the ninja concentrates on the shadow where he is\n
currently being one with the shadow at his destination, if he can do this\n
then the shadows are the same and no movement is required.\n\n
Simply type the directions you wish to travel as a series of single letter\n
directions when you cast the spell and you will move to the destination as if\n
you had walked there.\n";
};
Help {
Name	"'SECURE TRADE TRADING'";
Text	"The secure trading interface allows you to transfer goods with\n
complete safety, no-one can pinch your stuff unless you let them.  If\n
you don't trust someone completely, using this interface can ensure\n
that they don't cheat you.\n
To start a trading session the first player must offer to trade.\n
        trade offer [player]\n
The player target is option, if you leave this off, any other player\n
may join the session.  To join a session type:\n
        trade join <player>\n
At any time you may leave a trade by typing:\n
        trade withdraw\n
Once the session has started you may type 'trade' or 'trade examine'\n
to view the current state of the trade.  To view details on any item\n
in the trade, type:\n
        trade examine <object>\n
To add gold or items to the trade type:\n
        trade add <object>|<gold amount>\n
If you enter a number it will subtract the gold from what you carry,\n
this will be returned to you if you withdraw.\n
Objects and gold may be removed by using:\n
        trade remove <object>|<gold amount>\n
In order to ensure that no changes are made you may lock the session.\n
Once locked neither party may change what is on offer, while locked\n
you may both examine the goods carefully.\n
        trade lock\n
This command toggles the lock setting, you can check if the trade is\n
locked by typing 'trade'.  In order to finalise the deal both parties\n
must have locked the session, then they must both also accept the deal\n
by typing:\n
        trade accept\n
Once both parties have accepted the trade, the items are transferred\n
and the trade is over.\n";
};
Help {
Name	"KASKILI";
Text	"A mysterious race, not a great deal is known of the Kaskili.  What exists\n
in rumour, though often disputed as pure fancy, suggests that they are a\n
intensely magical race.  There are other rumours also, that hint at a dark\n
power that allows a Kaskili to craft their own flesh, giving them an\n
unnatural strength.  What is known is that they are clever and highly\n
volatile when questioned on their strange powers.\n";
};
Help {
Level	-1;
Name	"HOG 'HAND OF GOD'";
Text	"          &YHand Of God&x\n\n
This is perhaps the most potent spell available in the game.  It focuses\n
energy into the recipients hands so that their touch carries the weight\n
of a god.  Unfortunately, no mortal has ever been able to cast this spell,\n
the enormous forces are only barely controllable by the nearly limitless\n
power of a god of the highest echelon.\n";
};
Help {
Name	"HARMONISE";
Text	"Syntax: cast harmonise <item>\n\n
This spell uses powerful magics to convince a piece of equipment to change\n
its alignment to that of the caster.  This doesn't come without some risks,\n
however.  Most items are reluctant to be changed and the process may fail,\n
or worse still, they may be drained completely of magic and become empty\n
and worthless.\n";
};











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