#AREA Joker Help~ #HELPS -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Enjoy. ~ -1 VAMPIREWARS VW JOKER~ [Note: this entry must not be removed or altered.] This mud is based on Vampire Wars, created by Joker in association with Genghis, Dirge, Archon, Valis and Mute. Vampire Wars started life as a very early God Wars. God Wars was created by KaVir. see also: MERC, CREDITS ~ 6 DEITY DEITIES DHELP~ Rules for Deities. This is a guideline, if in doubt ... ask FIRST! Insert Deity rules here. ~ -1 INDEX~ This is HUGE, its an index of all help commands available. In no particular order :- ----------------------------------------------------------------- ARMOUR BLIND/BLINDNESS BREW/SCRIBE/CARVE/ENGRAVE/BAKE QHELP/QUESTHELP CLAIM/CALL/GIFT BEAST DEL/DELETE RECHARGE NPC ASTANCES STANCES MOBS/MOB/MOBILES LEVEL/LEVELS/LEVELLING WWW/HTTP/URL/WEB/HOMEPAGE/INTERNET/NET INT SEER/ORACLE/GOD/GODDESS/CODER/IMP/IMM/ADMIN/WIZ AVATAR/AVATARS LAG STAKE/STAKING HUNT/HUNTING AC ----------------------------------------------------------------- See help index2 for the next section. ~ -1 INDEX2~ . ----------------------------------------------------------------- ***BOTS/BOTTING*** VALIS BELLADONNA ARCHON ***LAW/LAWS*** ***LAW2/LAWS2*** GUIDELINES DIKU MERC NEWS CLANROOMS REPOP RESET TRADITIONS MORTAL MORTALS CHEATS/LOUGHBOROUGH/PROBLEMS ***RULES*** BUILDER/BUILDING STORY SUMMARY CHANGES DAMAGE DECAP/DECAPITATE CRACK DEATH ----------------------------------------------------------------- See help index3 for the next section. ~ -1 INDEX3~ . ----------------------------------------------------------------- ESCAPE MOUNT/DISMOUNT QUEST/TOKEN EXPERIENCE/XP STATUS SKILL SPELL/SPELLS DONATION/DONATIONS UPDATE GODLESS HOME TICK ! NORTH/EAST/SOUTH/WEST/UP/DOWN CAST EXIT DROP/GET/GIVE/PUT/TAKE EQ/EQUIPMENT/INVENTORY COMPARE BACKSTAB/BS/BERSERK/KICK/DISARM/PUNCH/KILL FASTDRAW ----------------------------------------------------------------- See help index4 for the next section of the index. ~ -1 INDEX4~ . ----------------------------------------------------------------- ANSI/COLOUR FIGHTSTYLE/FIGHT/STYLE HURL SCAN/SPY/THROW FLEE/RESCUE EXAMINE/LOOK ORDER/CHARM REST/SLEEP/STAND/WAKE GTELL/;/SAY/TELL NOTE AUCTION/BID/CHAT/./MUSIC/QUESTION/ANSWER/SHOUT/YELL EMOTE/,/SOCIAL/SOCIALS HOLD/REMOVE/WEAR/WIELD CHANNELS CONFIG BUG/IDEA/TYPO CREDITS REPORT/SCORE/TIME/WEATHER AREAS/COMMANDS PRIMAL VAMPIRE/BLOOD/VAMPIRES SIRE/PRINCE/FAVOUR DISC/CLANDISC/DISCIPLINES/DISCIPLINE PROTEAN CELERITY ----------------------------------------------------------------- See help index5 for the next section. ~ -1 INDEX5~ . ----------------------------------------------------------------- FORTITUDE POTENCE OBFUSCATE OBTENEBRATION SERPENTIS AUSPEX DOMINATE IMMUNE/IMMUNITY/RESISTANCES TIE/UNTIE/GAG/BLINDFOLD DIAG/DIAGNOSE WHO WHERE HELP DESCRIPTION PASSWORD TITLE WIMPY OPEN/CLOSE/LOCK/UNLOCK/PICK DRINK/EAT/FILL/EMPTY BUY/LIST/SELL/VALUE SACRIFICE/SAC SMOTHER BRANDISH/QUAFF/RECITE/ZAP ----------------------------------------------------------------- See help index6 for the next section. ~ -1 INDEX6~ . ----------------------------------------------------------------- CONSIDER FOLLOW/GROUP HIDE/SNEAK/VISIBLE QUIT/SAVE/BACKUP/BK/BKUP RECALL OR / SPLIT STEAL PRAC/PRACTICE TRAIN APPLICATIONS INDEX INDEX2 INDEX3 INDEX4 INDEX5 INDEX6 INDEX7 INDEX8 INDEX9 ----------------------------------------------------------------- See help index7 for next section of the index. ~ -1 NEWS~ No news yet, this mud's still a generic Vampire Wars Clone. To see the changes, type 'help changes'. ~ 0 CLANROOMS~ Clanrooms have changed. Gone is the old clan corridor, so don't bother looking there for your clan rooms (assuming you are in a clan that is :> ). To find your clan rooms, head for the courtyard of Joker's castle, and look around the edge of the market place for an archway containing the symbol of your clan. When you find it, just say the name of your clan, and you will be taken to your clan rooms. The secret entrance for all clan rooms works the same way, so ask your deity(s) where it is, as most of them will have changed. Non clan members may only enter your clan rooms if invited (ie you send a portal out to them) there is no other way for a non clan member to get in (short of godly intervention), though people in the clan rooms 'can' be summoned out. If your clan room has not been updated, or you can't find the archway for it complain to your clan deities, because they havn't mailed us the info we need yet :< Enjoy. ~ -1 REPOP RESET~ A REPOP is the timed resetting of mobs and items in an area. Since players are always killing the mobs and taking the items for personal use or quest cards, the mud must replace them. Each area resets at a set, predetermined rate. An area will REPOP/RESET at a much faster rate if all the players in that area leave. It will REPOP if players are in the area, but it is MUCH slower. This is why from time to time a player might ask you to leave an area for a brief moment so he/she/it can get a quest item. see also: help MOB, TICK ~ -1 TRADITIONS TRAD TRAD~ The First Tradition: The Masquerade Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood. The Second Tradition: The Domain Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain. The Third Tradition: The Progeny Thou shall only Sire another with the permission of thine elder If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain. The Fourth Tradition: The Accounting Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure. The Fifth Tradition: Hospitality Honour on another's domain. When thou comest to a foreign city city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing. The Sixth Tradition: Destruction Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest amoung thee shall call the Blood Hunt. ~ 0 MORTAL MORTALS~ When a player initially logs on to the mud, he or she is a MORTAL. MORTALS are just like you and me, they can die. It takes them a long time to heal. They are limited in their abilities. In other words, Mortals are weak. The main advantage to being a mortal is: Players can't harm you. You will not be PKilled. This doesnt mean that you can stay mortal and harass others. When a mortal feels that he or she is ready for the PK enviroment of the mud, it can train AVATAR. This should only be done after much consideration, because it's a rough world and the PK on VW can be extreme and heartless at times. If the only reason you are training avatar is to chat, maybe you should rethink this, young avatars who chat a lot get killed a lot. see also: help AVATAR, NEWBIE, CONDUCT, RULES ~ 0 CHEATS CHEATING PROBLEMS~ Be advised of the following : Insert Warning here. Punishments now include...: Insert Punishments here. ~ 3 RULES~ The Ten Commandments: 1) Kill and decapitate other players, or else: 2) Other immortals will kill and decapitate you. 3) Forgiveness may be divine, but vengeance is much more fun. 4) Don't whine or complain, or someone will kill you. 5) If someone whines or complains, you should kill them. 6) If someone DOESN'T whine or complain, kill them anyway. 7) Might makes right; A corpse will never betray you. 8) Friends are useful. So is the exp you get for decapitating them. 9) Rules and alliances are there to be broken; never trust anyone. 10) Stop reading the stupid rules and let the slaughter commence! NOTE - These are the 'roleplay' rules, for the PROPER rules of this mud (ie the ones you get deleted for breaking) see HELP LAW. ~ 0 BUILDING BUILDER~ Insert building info here. ~ -1 NEW NEWBIE~ TO ALL NEWBIES (mortals and such) Suggestion 1: Shaddup - talking / chatting will get you killed Suggestion 2: ask once - do not pester people Suggestion 3: there will always be ways to kill newbies - don't bug ppl and you won't be a statistic A NEWBIE should recall to 'The Temple of Midgaard' and say 'take me home' to enter the newbie zone. You will find easy to kill mobs and a set of newbie eq here. see also: help LAW, LAW2, CONDUCT, RULES, GUIDELINES, AVATAR, TORSO, BASICS, BODYPARTS and **ESCAPE**. ~ -1 STORY~ Insert Story Here. ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up follow group gtell split down exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold claim call report score time weather where who recite quaff zap brandish channels config description password lock unlock open close pick auction chat music question answer inventory equipment compare emote pose say tell title yell eat drink fill empty look bug idea typo shout reply list buy sell value COMBAT OTHER kill flee kick rescue disarm ! save quit qhelp quest backstab cast wimpy ESCAPE practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: CHANGES DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST *** SEE HELP INDEX ALSO for a list of all help commands *** ~ 0 CHANGES~ Just a few of the changes round here... No changes yet, this mud is still stock Vampire Wars. See also: OLDCHANGES ~ 0 DAMAGE~ When someone attacks someone else, a damage message is displayed to give you an idea of how much damage you have caused. The following messages represent the following amounts of damage. If you missed, then you did 0 points of damage. If you hit very lightly, then you did 1-10 points of damage. If you hit lightly, then you did 11-25 points of damage. If you hit hard, then you did 26-50 points of damage. If you hit very hard, then you did 51-75 points of damage. If you hit extremely hard, then you did 76-99 points of damage. If you hit incredably hard, then you did 100-150 points of damage. If you hit amazingly hard, then you did 151-250 points of damage. If you hit stupendously hard, then you did 251-450 points of damage. if you hit unfeasably hard, then you did 451-600 points of damage. if you hit impossibly hard, then you did 601-999 points of damage. if you hit supernaturally hard, then you did 1000 or more points of damage. You final blow will be a death move, depending on your weapon type. ~ 0 LOSTEQ~ Insert Lost EQ message here. ~ 0 DECAPITATE DECAP~ syntax: DECAP <player> If you are an avatar or higher, you may decap a mortally wounded player who has your status or higher. By decapping a player you gain one status point, and half of the current exp they have in hand. (ie, if they have 1 mil exp you get 500k exp). A player that is decapped loses all of their exp, 1 immunity, and 1 of each attribute. After a player is decapped, their head must be 'cracked' and their brain destroyed so they can call their eq. see also: help STATUS, help CRACK, help DEATH ~ 0 CRACK~ While holding a head in either your left or right hand, typing 'crack' will crack the head open, spilling the brains out onto the floor. After the head is cracked, the brain must be destroyed by eating it. **Remember Vampires cannot eat food** (Vamps can feed the brain to a mob) ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment and gold. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is ALL of your current amount, so it's a good idea not to hoard exp. You also lose 1 random immunity (unless you're a vampire, then you lose heat ;> ), and 1 of each attribute (str/int/wis/con/dex). Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). ~ 0 ESCAPE~ This command allows you to transport to the Temple of Midgaard when mortally wounded. This comes in handy when you are morted by an agressive mob (or player). Unfortunately, it also reduces both your mana and move to 0, and informs everyone else on the mud that you are lying defenseless at recall...so be careful how you use it. see also: help STRUGGLE~ 0 MOUNT DISMOUNT~ Syntax: mount <creature> Syntax: dismount This allows the character to mount the specified creature. Only creatures such as horses and the like may be mounted, and they will aid their rider in combat. For information on the MOUNT spell, type 'help mountspell'. ~ 0 QUEST TOKEN~ Syntax: quest <field> <value> Syntax: token <value> QUEST will allow you to spend any quest points you might have. For a list of the cost (in quest points), type 'quest'. TOKEN will allow you to create a quest token, with the value of the token set to the value specified. The tokens value must be within 1 and 50, and it cannot be greater than the number of quest points you currently have. For more information on quests, type 'help quests'. For information on the QUEST spell, type 'help questspell'. For information on how to quest, type 'help questing.' ~ 0 EXPERIENCE XP EXP~ Your character advances in power by gaining experience. You gain experience by being part of a group that kills someone/something. You lose experience by dying or being decapitated. The experience you get from a kill depends on several things: how many players are in your group; your size (total hps/mana/move){this is the main factor}, your age, your status, how hard the mob is to kill, and some random variations. See also help on STATUS and TRAIN. ~ 0 STATUS~ This represents the 'danger' of the player. You only have a status if you are avatar or above. It grants no extra powers, but is a good measure of how deadly that player is in combat. Each time you decapitate an Immortal+ (or an Avatar if you are also an Avatar) your status goes up by one and their status goes down by one (to a minimum of zero). The following shows how many kills (minus deaths) you need for each status: 0 = Avatar 1 - 4 = Immortal 5 - 9 = Fighter 10 - 14 = Adventurer 15 - 19 = Champion 20 - 24 = Warrior 25 + = Hero see also: LEAGUE, DECAP, DEATH ~ 0 SKILL~ Syntax: skill | skill <player> This shows the target player's skill with the weapon they are currently wielding. The following shows the different skill ratings: 1) Totally unskilled. 6) Very dangerous. 2) Slightly skilled. 7) Extremely deadly. 3) Reasonable. 8) An expert. 4) Fairly competent. 9) A master. 5) Highly skilled. 10) A grandmaster. Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on. See also: SPELL SSKILL WEAPON BASIC~ 0 SPELL SPELLS~ Syntax: spells | spell <colour> This shows your spell casting ability with the various types of magic. 1) Untrained. 6) An adept. 2) An apprentice. 7) A mage. 3) A student. 8) A warlock. 4) A scholar. 9) A master wizard. 5) A magus. 10) A grand sorcerer. Note that these are only rough estimates; one master wizard might well be slightly more skilled than another master wizard, and so on. For a list of all spells and skills, type: PRAC, PRAC1 or PRAC2 For information about individual spells, type: help <spellname> See also: help BASICSPELLS ~ 0 DONATION DONATIONS~ - -- I will set-up a fund for donations, we are considering making the move to a commercial site at some time in the future, any donations would make this easier/possible. Basically any money sent will be put aside, and not spent, and will ALL go towards the muds future, i want to get us hooked up to mudconnector.com or the likes, which has multiple networked T3 modems, which means NO LAG! ... ever! We need the setup fee's, then we have to pay monthly subscriptions, i am well aware we aren't going to get enough money from players for the monthly payments. But once myself, Bella and Archon get ourselves more settled in work, if we have some help from the players we may well move to mudconnector. We make no promises, but we remain hopeful. Speak to valis for details please. ~ 0 UPDATE~ - Azazel updated this on July 26, 2000. ;p - Read help changes. - Azazel updated this on January 4, 2001. ~ 9 GODLESS~ Msetting a player to godless means that they will now longer be affected by most god commands, including restore, force, slay, mset, transfer, deny, freeze, etc. ~ 0 HOME~ To set your recall point, enter the desired room and type 'home here'. From that point on you will recall to that point rather than the Temple of Midgaard (although you still go to the Templar Altar if you die). Your 'home' will be reset to the temple if you are staked. A home cannot be a safe room. (Or other "special" rooms that we choose) ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your magical ability increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQ EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. See also: CLAIM ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 BACKSTAB BERSERK BS DISARM KICK PUNCH KILL~ Syntax: backstab <character> Syntax: berserk Syntax: disarm Syntax: kick Syntax: punch <character> Syntax: kill <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight. BS is a synonym for BACKSTAB. BERSERK will make you strike out at every creature in the room. It will hit players as well as mobiles, so it's a good idea not to use this skill while you are grouped. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. PUNCH will inflict a small amount of damage, and stun your opponent for a short period of time. It also has a chance of breaking your opponents nose or jaw. In order to BACKSTAB, DISARM, KICK or PUNCH successfully, you must practice the appropriate skill. ~ 0 FASTDRAW~ FASTDRAW is automatic, if you have it. If another player attacks you while you have any sheathed weapons, you will draw them out with lightning speed and strike your opponent before they are able to land any blows on you. If you have any items in your hands at the time, you will throw them aside before drawing your weapons. ~ 0 ANSI COLOUR~ Syntax: ansi This will show things in colour. Spells will appear in their appropriate colour, and important messages will be highlighted. Your exp (or opponents condition if you're fighting), hp, mana and move are shown in scaled colour. Scaled colour is represented as follows: Cyan : Maximum. Yellow : 75% to just below maximum. Green : 50% to just below 75% Blue : 25% to just below 50% Red : Below 25% Ansi colour can be toggled on and off with the 'ansi' or 'config' commands. ~ 0 STANCE STANCES~ Syntax: stance <style> In combat, the stance of the fighter plays a very important role; you can't just stand there and exchange blow for blow unless you are very confident of your ability. Each fighting stance has advantages and disadvantages, the basic outline of which follows: CRANE : A solid stance, letting you hold your ground, while providing good defensive moves. MONGOOSE: A light-footed stance, which relies on leaps and acrobatics to keep you out of harms way. VIPER : A fast, striking stance, which sacrifices defence for speed and accuracy. BULL : A low stance designed for very powerful and aggressive attacks. To see a table with your skill leval in each basic stance, type: BASIC There are also advanced stances. For help on these type : help ASTANCES See also: SKILL SSKILL WEAPON ~ 0 FIGHT STYLE FIGHTSTYLE~ Syntax: fightstyle <number> <style> This is used for unarmed combat, and it allows the fighter to decide on their style of unarmed attack. Many different types of attack are possible, each with different advantages and disadvantages. Your first attack in combat always uses the first number slot. If you have a second attack, this will draw a fighting technique from slots 1 to 4. If you have a third attack, it will draw a fighting technique from slots 5 to 8. Any other attacks are randomly drawn from any of slots 1 to 8. If the slot is blank (0) then the attack is a standard unarmed attack. ***This code has been removed.*** ~ 0 HURL~ Syntax: hurl <name> Syntax: hurl <name> <direction> This ability allows you to hurl the target into walls, through exits, or through doors. Hurling someone through an exit does a little damage. Hurling them into walls does twice as much, and hurling them through doors does three times as much. If you don't specify a direction to hurl the target, it will be random (north, south, east or west). You cannot hurl someone who is already injured. ~ 0 SCAN SPY THROW~ Syntax: scan Syntax: spy <direction> Syntax: throw <direction> <target> SCAN allows you to see all the mobs/players within 1 room of you. SPY allows you to see all the mobs/players within 3 rooms in a specified direction. THROW allows you to hurl an object you are holding (in your right hand, or if that's empty left hand) to a target mob/player in a specified direction. The object can be throw up to 3 rooms. If it fails to reach the target by that time it will land on the floor. For information on the SCAN spell, type 'help scanspell'. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 ORDER CHARM~ Syntax: cast <charm> player/mob Syntax: order <player> action This command allows you to charm players and mobs, but due to some abuses it's power has been greatly reduced. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. For info on the sleep spell, type: 'help sleepspell'. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. 'Your message doesn't get through' - This will appear when your target is unable to get your message, i.e dead, mortalled, or in a silenced zone etc... ~ 4 NOTE~ Syntax: note list Syntax: note read <number> Syntax: note read all Syntax: note + <message> Syntax: note subject <string> Syntax: note to <to-list> Syntax: note clear Syntax: note show Syntax: note post Syntax: note remove <number> NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. Use NOTE + to write message lines onto the note, one line at a time. NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. Disabled currently for players. ~ 0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL BID~ Syntax: auction <message> Syntax: chat <message> Syntax: music <message> Syntax: question <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> syntax: bid <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. AUCTION/BID, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The QUESTION and ANSWER commands both use the same 'question' channel YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. ~ 0 EMOTE , SOCIAL SOCIALS~ Syntax: emote <action> Syntax: socials EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. SOCIALS shows you all the available social commands. More cool socials to come soon :> ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: remove all Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE ALL will attempt to remove all items currently equipped. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. You must be an avatar to use channels. Several players have mentioned a roleplay channel, and I think that vamptalk works well as a roleplay channel <unless you get staked>. It is best to consider all public channels as potential roleplay venues, including 'say.' However, it is safe to say that not all 'tells' are 'in character.' Tells between Players and Admin should always be considered 'out of character.' ~ 0 CONFIG~ Syntax: config Syntax: config +<option> Syntax: config -<option> This command configures some of your character behavior. With no options, CONFIG shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: ANSI You view things in colour. AUTOEXIT You automatically see exits. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. FIGHT You will not see parry/misses/dodges. FIGHT2 You will see shield attacks. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. BUG reports a bug, IDEA reports an idea, and TYPO reports a mistake in a room description. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics of your character to you only. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ 0 AREAS COMMANDS~ Syntax: areas Syntax: commands AREAS shows you all the areas in the game and the author's name. COMMANDS shows you all the (non-social) commands available to you. ** Please note that all commands can be abbreviated to their shortest form** ~ 0 PRIMAL~ Primal energy is the ultimate form of energy in the multiverse, the one from which all other energies are derived. Unfortunately, unlike mana, primal energy is only one-use, and is generally used for very powerful spells, such as 'voodoo' (which uses 5 points) and 'quest' (which uses 1 to 100 points - see HELP QUEST). ~ 0 VAMPIRE VAMPIRES BLOOD~ Vampires are the creatures of the night and thus take damage if exposed to daylight. Vampires cannot eat food, or drink any liquids except for blood. If they cannot drink blood for a long duration of time they will start taking damage or maybe even go berserk, so it's a good idea to store some blood in a drinking container. Vampires take half damage from cold, none from gas, and double from fire, although those with the Heat immunity take normal fire damage rather than double. Other abilities: * Fangs - Gives a free bite attack in combat, and required to 'bite' people. * Bite - Transforms target into a vampire, but costs the vampire 1000 exp. * Order - As if target lower generation vampire of your clan was charmed. * Introduce - Informs everyone in the room of your vampire lineage. * Vamptalk - A special vampire channel which distinguishes between clans. * Clan channels are also available now. use the first 4 letters of your clan+talk .. e.g. nosftalk, gangtalk, malktalk etc... * Regenerate - Vampire cannot regenerate naturally; they need to use this. * Vclan - Shows information on the other members of a vampires clan. * Feed - For feeding other vampires with your blood. In addition, all vampires get 3 or more disciplines, each of which grant one or more extra powers. For more information type 'help disciplines'. The VAMPIRE command toggles on/off whether vampires may bite/feed you. See Also: help BEAST ~ 0 FAVOUR SIRE PRINCE~ Syntax: favour <target> <sire/prince> Favour is an ability available to second generation vampires and vampire princes. SIRE allows the target vampire of your clan to sire another vampire. Once a single vampire has been created the power is lost, but can be granted again if the Antediluvian or Prince so desire. PRINCE turns the target vampire into a prince, who is then able to allow other vampires the ability to sire more vampires still. Only an Deity has the power to make some a prince (or to remove the prince's powers). ~ 0 DISCIPLINE DISCIPLINES DISC CLANDISC~ Each vampire (except for the original one) has three disciplines from which their powers come, although these disciplines vary from clan to clan. In addition to the basic three, vampires are allowed to select from one to three additional personal disciplines, depending on their generation. Personal disciplines are identical to clan disciplines in all ways, except that they are not passed on to further generations. There are nine disciplines, each with the following powers: * Protean - Nightsight, Claws, Change. * Celerity - Extra attacks. * Fortitude - improved Damage resistance. * Potence - Improved damage. * Obfuscate - Mask,Shield. * Obtenebration - Shadowplane, Shadowsight, Nightsight. * Serpentis - Darkheart, Serpent, Poison. * Auspex - Truesight, Scry, Readaura. * Dominate - Evileye, Command, Shield. For more information, type 'help <discipline name>'. ~ 0 PROTEAN~ This Discipline allows a vampire to transform either their entire body or a part of their body into something inhuman. The vampire can thus grow claws, turn into a bat, transform into a wolf or dissolve into a fine mist. A vampire can use most other Disciplines while shapeshifted, but may not cast spells. Full transformation is not possible during combat, although claws can be grown if you are fighting. While shapeshifted the vampire cannot wear any equipment. The powers available to this Discipline are as follows: * Nightsight: Gives the vampire full night vision, which is much better than normal infravision. * Claws: Enables the user to grow inch-long claws on each finger. These claws have no effect if the vampire is armed, however if not they cause considerably more damage than a normal unarmed attack. * Change: Allow the vampire to transform into bat, wolf or mist. Bat form can fly and detect almost everything (invis, hidden, etc). While in wolf form, the vampire enjoys the benefit of an extra 50hp and greatly enhanced combat abilities. Mist form is impervious to attacks and can pass through doors. Beware though, for two vampires in mist form CAN attack each other. ~ 0 CELERITY~ This Discipline explains the legendary superior quickness of vampires. Using the Celerity Discipline allows a vampire to move extremely quickly and have extra attacks in the same round. ~ 0 FORTITUDE~ Fortitude describes a type of supernatural toughness and vigor which allows Kindred to resist harm. Many vampires are very tough and are able to withstand a lot of injury inflicted by weapons and spells. However with the Fortitude power, they resist damage even further by often keeping the weapons from harming them at all. ~ 0 POTENCE~ This Discipline defines the superior strength that vampires often possess. This physical might allows the user to inflict much larger amounts of damage in combat than normal. ~ 0 OBFUSCATE~ Kindred with this Discipline excel at hiding among and away from crowds. When they do not wish to be seen, others rarely notice them even if they are standing in plain view. Though this Discipline affects others minds and does not actually render the users invisible, the end result is much the same. Obfuscate is the opposing Discipline to Auspex, and they cancel out many of each others powers. Kindred with this power gain the following advantages: * Mask: Allows you to disguise yourself as another player. * Shield: Protects you from the Auspex 'scry' and 'readaura' powers. ~ 0 OBTENEBRATION~ Obtenebration allows the user to manipulate the powers of darkness. By using their powers they are able to switch between the normal plane and the SHADOWPLANE at will. They may also view things in both planes simultaneously if they so wish. syntax: shadowplane (You need full blood to use this power.) syntax: nightsight (This power is the same as Protean nightsight.) syntax: shadowsight (This power shows both planes.) ~ 0 SERPENTIS~ Serpentis is the art of temptation and corruption. Vampires with this Discipline have the ability to tear out their own hearts, rendering themselves immune to being staked. Serpentis users also gain the ability to transform themselves into a giant serpent and back at will. The third ability available to vampires with this Discipline is the ability to run their tongues along weapons, coating them with a deadly snake venom. syntax: darkheart syntax: serpent (This will change you back to humanform also.) syntax: poison <weapon> (This power does not work.) ~ 0 AUSPEX~ This Discipline is one of extrasensory awareness, empathy and perception. Those using this Discipline tend to be strongly affected by environmental phenomena. Vampires with Auspex are able to see and sense things most other people cannot. Auspex is the opposing Discipline to Obfuscate, and they cancel out many of each others powers. This Discipline allows the following powers: * Truesight: The user can see everything, whether invisible or whatever. * Scry: Allows you to view the room that the specified target is in. * Readaura: Gives you detailed information about a creature or object. ~ 0 DOMINATE~ This discipline reflects the mystical ability of vampires to influence the minds and actions of others. Dominate is an aspect of the power of the mind and the will. This Discipline allows the following powers: * Evileye: The user gains a lot of control over people foolish enough to look at them. Not yet fully working. * Command: The user can issue a command that the target will be compelled to obey. This will only work on those who's minds are much weaker than the vampire's. * Shield: Protects you from the Auspex 'scry' and 'readaura' powers. ~ 0 IMMUNE IMMUNITY IMMUNITIES RESISTANCES~ Immunities and resistances give you protection from the following: Slash : Slashing/Slicing weapons inflict 10hp less. Stab : Stabbing/Piercing weapons inflict 10hp less. Smash : Blasting/Crushing/Pounding weapons inflict 10hp less. Beast : Clawing/Biting weapons inflict 10hp less. Grab : Grepping/Whipping/Sucking weapons inflict 10hp less. Charm : You are no longer affected by the Charm Person spell. Heat : You are unaffected by Burning Hands, Fireball, etc. Cold : You are unaffected by Frost Breath, Chill Touch, etc. Lightning : You are unaffected by Lightning bolt, Call Lightning, etc. Acid : You are unaffected by Acid Blast, Acid Breath, etc. Drain : You are unaffected by the Energy Drain spell. Summon : You cannot be summoned by other players. Hurl : You cannot be hurled. Backstab : You cannot be backstabbed. Kick : Kicks do no damage whatsoever to you. Disarm : You cannot be disarmed by other players or by mobs. Steal : Other players and mobs cannot steal from you. Bite : Vampires may not bite you or feed you blood. Stake : If you're a vampire with this, you cannot be staked down. Note that some immunities do have a 5% chance of being useless, for instance charm. ~ 0 TIE UNTIE GAG BLINDFOLD ~ Syntax: tie <target> Syntax: untie <target> Syntax: gag <target> Syntax: blindfold <target> TIE allows you yo tie up another player, who must be stunned, incapitated, or mortally wounded. While tied up, a players actions are limited - they cannot move, quit, or do many other commands. UNTIE will untie a player who is currently tied up. A player cannot untie themself. GAG places a gag over the mouth of the target player, who must first be tied up. This command will also remove a gag. A player can only remove a gag from themself if they are no longer tied up. It is not possible to talk or use any of the channels while gagged. BLINDFOLD places a blindfold over the eyes of the target player, who must first be tied up. The blindfold can also be removed with this command. A player can only remove a blindfold from themself if they are no longer tied up. Unsurprisingly, blindfolded players cannot see. See also: STRUGGLE~ 0 DIAGNOSE DIAG~ Syntax: diagnose <target> This will show you any injuries received by the target player or mob. If that person is bleeding to death, this will also be shown. ~ 0 WHO ~ Syntax: who Syntax: who Mortal/Avatar/Immortal/Fighter/Adventurer/Champion/Warrior/Hero Syntax: who God/Justicar WHO shows the people currently in the game. WHO <GOD> shows all of the Admin currently in the game. Some Admin may choose to remain unseen and won't appear on the WHO screen. To see people of a specific status, type: who <status> and the WHO screen will show ONLY people of that status. This command is stackable, so to see all players from (for example) fighter up, type: who <fighter adventurer warrior hero>. WHO without any arguments shows all of the (visible) people currently playing. Remember, you will not be able to see invisible and hidden people if you do not have the cast 'detect hidden' and 'detect invis' spells activated. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description + <string> Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. Your PASSWORD is case sensitive, so make sure you type it exactly the same each time. If you type it like this: pAsSwOrD, type it like that each time. The PASSWORD command is protected against being snooped or logged. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created. You can use TITLE to set your title to something else. You can see your title and other people's by typing WHO. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. NOTE - Higher status people do not have the same luxuries as low status people. After all, you should not be Fighter and above if you are a coward. Because of this, if you are fighter or above, you will not earn as much experience if you have a wimpy value set, and once you reach Adventurer status, you may not have a wimpy value set at all (for those of you that are Adventurer or above allready and have a wimpy set, it will no longer make you flee in combat ;p ). See also HELP FLEE ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL EMPTY~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container from a fountain. EMPTY empties the container onto the floor. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. You cannot trade with a shopkeeper if you are invisible or hidden.~ 0 SACRIFICE SAC~ Syntax: sacrifice <object> SACRIFICE sacrifices an object to the Gods, who in return give you a certain amount of gold depending on the value of the item sacrificed. The item must be on the ground when you sacrifice it. ~ 0 SMOTHER~ Syntax: smother <name> This is used to try and smother the flames on a burning player or mob. You cannot do this on yourself, and it may take several attempts to work. Also, there is a small chance that the person smothering might catch on fire as well... ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish <staff> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <wand> <target> Syntax: eat <pill> BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. *some are currently out due to abuse for recoding* see also: help MINOR ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character (mob or player). Of course, it's only a rough estimate. Remember, CONSIDER is an agressive command, don't whine if you get killed. ***Looking at people is also a BAD idea*** ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. ~ 0 HIDE SNEAK VISIBLE~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. If you attack while hidden, the surprise attack will inflict one and a half times your normal damage (assuming your opponent cannot see you). If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT SAVE BACKUP BACK BKUP BK~ Syntax: QUIT Syntax: SAVE SAVE saves your character and objects. You must be a mortal or avatar to save. The game will auto-save your character every few minutes whether you save or not. Some objects, such as keys, may not be saved. QUIT leaves the game. You may QUIT anywhere on the mud. When you re-enter the game you will be back in the same room. You can't quit while fighting. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. **BACKUP backs up your playerfile - this means that if you save a corrupt ** **playerfile and cannot log on with it, we can restore the old pfile, ** **saving, basically, your arse. IT'S UP TO YOU TO BACKUP! DON'T BACKUP** **SHAGGED PFILES or you're screwed! Don't backup when somebody attempts to** **log a shagged pfile either, if you get shagged, your backup will be too! ** ~ 0 RECALL /~ Syntax: RECALL RECALL prays to God for miraculous transportation from where you are back to the Temple of Midgaard (or wherever you have set your home). '/' is a synonym for RECALL. RECALL may take you to a different location if you belong to a clan. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. If you fail against a mob, it will typically attack you. There are *NO* penalties for using STEAL on other players, except that it announces to the mud when you fail, so if you spam steal and fail everytime - you spam the mud and that will get you in big trouble. In order to STEAL successfully, you must practice the appropriate skill. *NOTE* - Currently, steal is a useless skill, you will be able to steal NOTHING of value from a a mob you cannot kill and if by some chance you do manage to steal something from a player, it'll probaly be claimed and they'll just type: call all and get it back. ~ 0 PRACTICE PRAC~ Syntax: PRACTICE (skill|spell> Syntax: PRACTICE # <skill|spell> PRACTICE without an argument tells you your current ability in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practices that skill or spell. Your learning percentage varies from 0% (unlearned) to a maximum of 100%. You can practice anywhere. You can also type: practice # <skill|spell> so you can practice multiple times. If you type: practice 14 <skill|spell> - you will max out the spell or skill. The higher your intelligence, the more you will learn at each practice. Because the PRACTICE screen is so large, it is split up into two screens - type PRAC1 and PRAC2 to see these two screens seperately. ~ 0 TRAIN~ Syntax: train Syntax: train <'str'|'int'|'wis'|'dex'|'con'> Syntax: train <'avatar'|'hp'|'mana'|'move'> Syntax: train <'slash'|'stab'|'smash'|'beast'|'grab'> Syntax: train <'charm'|'heat'|'cold'|'lightning'|'acid'> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class. You can increase your attributes by spending experience points (exp). TRAIN with no arguments displays what you can train, and how much it costs to train that particular attribute. You can also train weapon resistances and spell immunities. For information on this, type : help immunities see also: help EXPERIENCE~ 9 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 7 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 9 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect. ~ 7 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 8 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command. ~ 6 USERS CONNECTIONS~ Syntax: users syntax: connections USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. CONNECTIONS shows similar information.~ 8 MLOAD OLOAD PLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> Syntax: pload <player> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. PLOAD loads the specified player under your control. To get back, simply quit and log back on as your normal character. ~ 8 MSET OSET RSET SSET QSET~ Syntax: mset <character> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <character> <skill> <value> Syntax: sset <character> all <value> Syntax: qset <object> <field> <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. QSET sets special properties and text messages on objects. There is currently no way to enter more than one line of text for a string-valued option. ~ 8 OCLONE~ Syntax: oclone <object> This creates an identical copy of the specified object, with the only exceptions being that the cloned objects creator is the person creating the clone, and the cloned objects owner is not set. ~ 8 OTRANSFER~ Syntax: otransfer <object> Syntax: otransfer <object> <character> This will transfer the specified object to the specified character. The character is defaulted to yourself. ~ 6 MCLEAR~ Syntax: mclear <player> This resets the target players stats to their correct value. ~ 9 QTRUST~ Syntax: qtrust <character> <on/off> A player with qtrust on is allowed to use the QUEST command to change the name/long/short descriptions on an object, as well as change the wear location. ~ 6 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 7 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 6 RESTORE~ Syntax: restore <character> RESTORE restores full hit points, mana points, and movement points to the target character. ~ 7 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 7 TRANSFER TRANS~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 5 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 6 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 4 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile or player, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one or more characters already present. Some useful numbers for new Admin are: Limbo: 2, Jail: 3, The Temple of Midgaard: 3001, The Chat Room: 1200, The Entrance to Mud School: 3700, The Dark Crypt: 30001, The Temple Altar: 3054, Quest Area: 30010, Hell: 20004, Questions: 810, Welcome to Vampire Wars Mud: 800, The God's Arena: 21000, A special room for certain players: 20030, Shrubbery! (The God's chat room): 21022, A Stagnant Swamp: 30000, Observation Room: 21004, The South side of the church: 21022, The Quest starting room: 30010, The Disconnection room: 30002, The Dark Crypt: 30001 CLAN ROOMS: Ventrue - 400 Tremere - 433 Toreador - 466 Gangrel - 477 Cappadocian - 411 Brujah - 444 Nosferatu - 422 Malkavian - 455 See also: Help Area1, Area2, and Area3. ~ 4 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 8 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 4 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 4 MSTAT OSTAT RSTAT QSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat Syntax: qstat <object> MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. QSTAT shows you the special properties and strings on an object. ~ 5 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 5 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 4 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 4 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 6 LOG SNOOP~ Syntax: log <character> Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP self to cancel all outstanding snoops. ~ 5 SWITCH RETURN OSWITCH ORETURN~ Syntax: switch <character> Syntax: return Syntax: oswitch <object> Syntax: oreturn SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). OSWITCH acts like switch, except it switches you into an object. RETURN and ORETURN return you to your original body. ~ 4 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 4 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 0 BLINDNESS BLIND~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 BREW SCRIBE CARVE ENGRAVE BAKE~ Syntax: cast brew <potion> <spell> Syntax: cast scribe <scroll> <spell> Syntax: cast carve <wand> <spell> Syntax: cast engrave <staff> <spell> Syntax: cast bake <pill> <spell> These spells allow other spells to be embedded in the specified object, which is usually created via the 'minor creation' spell. *Note some of these are out to to abuse awaiting recode* see also: help BRANDISH, QUAFF, ZAP, RECITE~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. ~ 0 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 DARKBLESSING~ Syntax: cast 'darkblessing' <name> This spell infuses the target with demonic energy, improving their abilities in combat. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of God on an evil victim. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON' ENCHANT~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 FRENZY~ Syntax: cast 'frenzy' <character> This spell causes the target to enter a berserk fighting rage, improving their damage and chances to hit, but also making them easier to be hit. ~ 0 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ 0 GUARDIAN~ Syntax: cast 'guardian' This spell summons a demonic guardian to aid the caster in combat (or just to show off to your friends ;). ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 MANA~ Syntax: cast 'mana' <name> With this spell, the caster draws the energy from around them and focuses it into the target person (defaulted to themself). This is very exhausting for the caster, but allows a faster recovery of mana. ~ 0 'MINOR CREATION' MINOR~ syntax: cast 'minor creation' <object> The <object> may be a wand, pill, scroll, potion, or staff. This powerful spell makes an empty item that may be filled with a magical spell. This spell is very useful for those 'no_spell' areas. see also: help BREW, SCRIBE, CARVE, ENGRAVE, BAKE ~ 0 MOUNTSPELL~ Syntax: cast mount This spell summons a mystical creature to serve as the casters mount. The type of mount summoned is dependant on the casters alignment, and the toughness of the mount is dependant on the casters spellcasting ability. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 PORTAL~ Syntax: cast portal <victim> This spell creates a magical portal between the caster and the target. The portal remains in existance for 2 or 3 hours (mud time), during which time anyone can 'enter' the portal on one side and come out on the other. Portal is area wide, until you reach Grand Master in all spell colours, when it becomes mud wide. This was implemented to stop players creating characters that were only there so that they could portal to difficult to reach areas. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 QUESTSPELL~ Syntax: cast quest This spell creates a quest card. The quest-point value of the card is the same as the amount of primal the caster has at the time of casting (and this primal is used up during the casting of the spell). No more than 100 primal will be used on any one casting of this spell. The difficulty of a quest card is totally random. A one point card could potentially be harder than a 100 point card. Quest Cards are automatically claimed by the maker, and cannot be gifted. see also: HELP QUEST, HELP QUESTING ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. ~ 0 REGENERATE CLOT MEND~ Syntax: cast 'regenerate' <body part> <character> Syntax: cast 'clot' <character> Syntax: cast 'mend' <character> REGENERATE will replace lost body parts on the target, while CLOT will stop them bleeding and MEND will fix any broken bones or cut open throats. See also: BODYPARTS ~ 0 SCANSPELL REPAIR~ Syntax: cast scan Syntax: cast repair The SCAN spell will tell you all the items you are carrying which are currently in need of repairing. The REPAIR spell will repair all the items you are carrying which are currently in need of repairing. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEPSPELL~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SOULBLADE~ Syntax: cast soulblade This spell summons the casters personal (named) soulblade, which is an extremely deadly weapon. The weapon is permanent. ~ 0 SPELLPROOF~ Syntax: cast spellproof <object> This spell makes the target object immune to the destructive powers of the various magical attacks. No protection from physical attacks is granted. ~ 0 SUMMON~ Syntax: cast summon <character> Syntax: Summon <on> or <off> This spell summons a character from anywhere else in your zone into your room. Characters who are fighting may not be summoned. A player may type: summon <off> to prevent other players from being able to summon him or her. This 'immunity' to being summon has a failure rate 5% of the time. So remember that you are never truly safe from being summoned. NOTE: A player CAN be summoned from his/her clanroom. ~ 0 TELEPORT~ Syntax: cast <teleport> Syntax: cast <teleport> local This spell takes you from your current location to a random location somewhere in the world, although it is only area wide, until you reach Grand Master in all spell colours, when it becomes mud-wide. When you become GS all, you must type: cast <teleport> local to teleport within an area. ~ 0 TRANSPORT~ Syntax: cast transport <object> <character> Syntax: Transport On/Off This spell will transport the specified object from your inventory to that of the specified character. You can also toggle transport on or off. This will allow you to prevent players from sending you unwanted items. Admin will still be able to send you whatever they want to :> ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 VOODOO~ Syntax: Spell: cast voodoo <victim> Ability: voodoo <victim> <action> Voodoo magic allows the caster to do things to another player indirectly. First, a body part of the victim is needed. The caster should hold this part and cast the spell on the target (they don't have to be in the same room). This will create the voodoo doll, which the caster the voodoo commands on to interfere with the victim. There are three voodoo actions. The first, 'Stab', is only of use as a warning to the victim, or to cause annoyance. The second, 'Throw', will hurl the victim from their feet and cause a small amount of damage. The third and final action, 'Burn', will set the victim on fire, as well as destroy the doll itself. To use a voodoo doll, you must hold it in your left hand. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 9 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> Acid, fire, frost, and lightning damage one victim, whereas gas damages every NPC in the room. Fire and frost can break objects, and acid can damage armor. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practice it. ~ 8 BIND RELEASE~ Syntax: BIND <player> <wearable object> Syntax: RELEASE <object with player bound in it> This command 'binds' a player into an object that you can the wear and then do with as you like. If the object is eaten the object will reappear on the floor. Release simply releases the spirit of the player from the object they were stored in.~ 7 WIZEXTRAS EXTRAS GODS1~ The following data is available :- MOB_ACT PLR_IMMUNE OBJ_ITEM MOB_AFFBY PLR_VAMP OBJ_EXTRA MOB_ITEM PLR_POLY OBJ_WEAR PLR_EXTRA PLR_ACT OBJ_SPECIAL MISC_MOUNTS ROOM_DIR OBJ_APPLY ROOM_FLAG ROOM_EXIT OBJ_APPLYQ ROOM_TEXTFLAG ROOM_SECTOR OBJ_CONTAINER ITEM_WEAPON Syntax: HELP <data>~ 7 MOB_ACT ACTS GODS2~ ACT for mobs ACT_IS_NPC 1 Auto set for mobs ACT_SENTINEL 2 Stays in one room ACT_SCAVENGER 4 Picks up objects ACT_AGGRESSIVE 32 Attacks PC's ACT_STAY_AREA 64 Won't leave area ACT_WIMPY 128 Flees when hurt ACT_PET 256 Auto set for pets ACT_TRAIN 512 Can train PC's ACT_PRACTICE 1024 Can practice PC's ACT_MOUNT 2048 Can be mounted~ 7 MOB_AFFBY AFFS GODS3~ Affected_by for Mobs AFF_BLIND 1 AFF_INVISIBLE 2 AFF_DETECT_EVIL 4 AFF_DETECT_INVIS 8 AFF_DETECT_MAGIC 16 AFF_DETECT_HIDDEN 32 AFF_SHADOWPLANE 64 Creatures in shadow plane AFF_SANCTUARY 128 AFF_FAERIE_FIRE 256 AFF_INFRARED 512 AFF_CURSE 1024 AFF_FLAMING 2048 For burning creatures AFF_POISON 4096 AFF_PROTECT 8192 AFF_ETHEREAL 16384 For ethereal creatures AFF_SNEAK 32768 AFF_HIDE 65536 AFF_SLEEP 131072 AFF_CHARM 262144 AFF_FLYING 524288 AFF_PASS_DOOR 1048576 AFF_POLYMORPH 2097152 For polymorphed creatures AFF_SHADOWSIGHT 4194304 Can see between planes~ 7 MOB_ITEM GODS4~ Item affect for mobs ITEMA_SHOCKSHIELD 1 ITEMA_FIRESHIELD 2 ITEMA_ICESHIELD 4 ITEMA_ACIDSHIELD 8~ 7 PLR_IMMUNE GODS5~ player immunities IMM_SLASH 1 Resistance to slash, slice. IMM_STAB 2 Resistance to stab, pierce. IMM_SMASH 4 Resistance to blast, pound, crush. IMM_ANIMAL 8 Resistance to bite, claw. IMM_MISC 16 Resistance to grep, suck, whip. IMM_CHARM 32 Immune to charm spell. IMM_HEAT 64 Immune to fire/heat spells. IMM_COLD 128 Immune to frost/cold spells. IMM_LIGHTNING 256 Immune to lightning spells. IMM_ACID 512 Immune to acid spells. IMM_SUMMON 1024 Immune to being summoned. IMM_VOODOO 2048 Immune to voodoo magic. IMM_VAMPIRE 4096 Allow yourself to become a vampire. IMM_STAKE 8192 Immune to being staked (vamps only). IMM_SUNLIGHT 16384 Immune to sunlight (vamps only). IMM_SHIELDED 32768 For Obfuscate. Block scry, etc. IMM_HURL 65536 Cannot be hurled. IMM_BACKSTAB 131072 Cannot be backstabbed. IMM_KICK 262144 Cannot be kicked. IMM_DISARM 524288 Cannot be disarmed. IMM_STEAL 1048576 Cannot have stuff stolen. IMM_SLEEP 2097152 Immune to sleep spell. IMM_DRAIN 4194304 Immune to energy drain.~ 7 PLR_VAMP GODS6~ VAM_FANGS 1 VAM_CLAWS 2 VAM_NIGHTSIGHT 4 VAM_FLYING 8 For flying creatures VAM_SONIC 16 For creatures with full detect VAM_CHANGED 32 Changed using a vampire power VAM_PROTEAN 64 Claws, nightsight, and change VAM_CELERITY 128 66%/33% chance 1/2 extra attacks VAM_FORTITUDE 256 5 hp less per hit taken VAM_POTENCE 512 Deal out 1.5 times normal damage VAM_OBFUSCATE 1024 Disguise and invis VAM_AUSPEX 2048 Truesight, etc VAM_OBTENEBRATION 4096 Shadowplane/sight and shadowbody VAM_SERPENTIS 8192 Eyes/serpent, heart/darkness, etc VAM_DISGUISED 16384 For the Obfuscate disguise ability VAM_MORTAL 32768 For Obfuscate mortal ability. VAM_DOMINATE 65536 Evileye, command VAM_EVILEYE 131072 Evileye, command~ 7 PLR_POLY GODS7~ Polymorph for players POLY_BAT 1 POLY_WOLF 2 POLY_MIST 4 POLY_SERPENT 8~ 7 OBJ_ITEM GODS8~ ITEM_LIGHT 1 ITEM_SCROLL 2 ITEM_WAND 3 ITEM_STAFF 4 ITEM_WEAPON 5 ITEM_TREASURE 8 ITEM_ARMOR 9 ITEM_POTION 10 ITEM_FURNITURE 12 ITEM_TRASH 13 ITEM_CONTAINER 15 ITEM_DRINK_CON 17 ITEM_KEY 18 ITEM_FOOD 19 ITEM_MONEY 20 ITEM_BOAT 22 ITEM_CORPSE_NPC 23 ITEM_CORPSE_PC 24 ITEM_FOUNTAIN 25 ITEM_PILL 26 ITEM_PORTAL 27 ITEM_EGG 28 ITEM_VOODOO 29 ITEM_STAKE 30 ITEM_MISSILE 31 Ammo vnum, cur, max, type ITEM_AMMO 32 ???, dam min, dam max, type ITEM_QUEST 33 ITEM_QUESTCARD 34 ITEM_QUESTMACHINE 35~ 7 OBJ_EXTRA GODS9~ ITEM_GLOW 1 ITEM_HUM 2 ITEM_THROWN 4 ITEM_KEEP 8 ITEM_VANISH 16 ITEM_INVIS 32 ITEM_MAGIC 64 ITEM_NODROP 128 ITEM_BLESS 256 ITEM_ANTI_GOOD 512 ITEM_ANTI_EVIL 1024 ITEM_ANTI_NEUTRAL 2048 ITEM_NOREMOVE 4096 ITEM_INVENTORY 8192 ITEM_LOYAL 16384 ITEM_SHADOWPLANE 32768 ITEM_SILVER 65536~ 7 OBJ_WEAR GODS10~ ITEM_TAKE 1 ITEM_WEAR_FINGER 2 ITEM_WEAR_NECK 4 ITEM_WEAR_BODY 8 ITEM_WEAR_HEAD 16 ITEM_WEAR_LEGS 32 ITEM_WEAR_FEET 64 ITEM_WEAR_HANDS 128 ITEM_WEAR_ARMS 256 ITEM_WEAR_SHIELD 512 ITEM_WEAR_ABOUT 1024 ITEM_WEAR_WAIST 2048 ITEM_WEAR_WRIST 4096 ITEM_WIELD 8192 ITEM_HOLD 16384 ITEM_WEAR_FACE 32768~ 7 OBJ_SPECIAL GODS11~ SITEM_ACTIVATE 1 SITEM_TWIST 2 SITEM_PRESS 4 SITEM_PULL 8 SITEM_TARGET 16 SITEM_SPELL 32 SITEM_TRANSPORTER 64 SITEM_TELEPORTER 128 SITEM_DELAY1 256 SITEM_DELAY2 512 SITEM_OBJECT 1024 SITEM_MOBILE 2048 SITEM_ACTION 4096 SITEM_MORPH 8192~ 7 OBJ_APPLY GODS12~ APPLY_NONE 0 APPLY_STR 1 APPLY_DEX 2 APPLY_INT 3 APPLY_WIS 4 APPLY_CON 5 APPLY_SEX 6 APPLY_CLASS 7 APPLY_LEVEL 8 APPLY_AGE 9 APPLY_HEIGHT 10 APPLY_WEIGHT 11 APPLY_MANA 12 APPLY_HIT 13 APPLY_MOVE 14 APPLY_GOLD 15 APPLY_EXP 16 APPLY_AC 17 APPLY_HITROLL 18 APPLY_DAMROLL 19 APPLY_SAVING_PARA 20 APPLY_SAVING_ROD 21 APPLY_SAVING_PETRI 22 APPLY_SAVING_BREATH 23 APPLY_SAVING_SPELL 24~ 7 OBJ_APPLYQ GODS13~ QUEST_STR 1 QUEST_DEX 2 QUEST_INT 4 QUEST_WIS 8 QUEST_CON 16 QUEST_HITROLL 32 QUEST_DAMROLL 64 QUEST_HIT 128 QUEST_MANA 256 QUEST_MOVE 512 QUEST_AC 1024 QUEST_NAME 2048 QUEST_SHORT 4096 QUEST_LONG 8192 QUEST_FREENAME 16384 QUEST_ENCHANTED 32768 QUEST_SPELLPROOF 65536~ 7 OBJ_CONTAINER GODS14~ CONT_CLOSEABLE 1 CONT_PICKPROOF 2 CONT_CLOSED 4 CONT_LOCKED 8~ 7 MISC_MOUNTS GODS15~ Mount flags IS_ON_FOOT 0 IS_MOUNT 1 IS_RIDING 2 IS_CARRIED 4 IS_CARRYING 8~ 7 ROOM_FLAG~ ROOM_DARK 1 ROOM_NO_MOB 4 ROOM_INDOORS 8 ROOM_PRIVATE 512 ROOM_SAFE 1024 ROOM_SOLITARY 2048 ROOM_PET_SHOP 4096 ROOM_NO_RECALL 8192~ 7 ROOM_TEXTFLAG GODS16~ RT_LIGHTS 1 Toggles lights on/off RT_SAY 2 Use this if no others powers RT_ENTER 4 RT_CAST 8 RT_THROWOUT 16 Erm...can't remember ;) RT_OBJECT 32 Creates an object RT_MOBILE 64 Creates a mobile RT_LIGHT 128 Lights on ONLY RT_DARK 256 Lights off ONLY RT_OPEN_LIFT 512 Open lift RT_CLOSE_LIFT 1024 Close lift RT_MOVE_LIFT 2048 Move lift RT_SPELL 4096 Cast a spell RT_PORTAL 8192 Creates a one-way portal RT_TELEPORT 16384 Teleport player to room RT_ACTION 32768 RT_BLANK_1 65536 RT_BLANK_2 131072 RT_RETURN 1048576 Perform once RT_PERSONAL 2097152 Only shows message to char RT_TIMER 4194304 Sets object timer to 1 tick~ 7 ROOM_DIR GODS17~ DIR_NORTH 0 DIR_EAST 1 DIR_SOUTH 2 DIR_WEST 3 DIR_UP 4 DIR_DOWN 5~ 7 ROOM_EXIT GODS18~ EX_ISDOOR 1 EX_CLOSED 2 EX_LOCKED 4 EX_PICKPROOF 32~ 7 ROOM_SECTOR GODS18~ SECT_INSIDE 0 SECT_CITY 1 SECT_FIELD 2 SECT_FOREST 3 SECT_HILLS 4 SECT_MOUNTAIN 5 SECT_WATER_SWIM 6 SECT_WATER_NOSWIM 7 SECT_UNUSED 8 SECT_AIR 9 SECT_DESERT 10 SECT_MAX 11~ 7 PLR_ACT GODS19~ PLR_IS_NPC 1 /* Don't EVER set. */ PLR_BOUGHT_PET 2 PLR_AUTOEXIT 8 PLR_AUTOLOOT 16 PLR_AUTOSAC 32 PLR_BLANK 64 PLR_BRIEF 128 PLR_COMBINE 512 PLR_PROMPT 1024 PLR_TELNET_GA 2048 PLR_HOLYLIGHT 4096 PLR_WIZINVIS 8192 PLR_ANSI 16384 PLR_SILENCE 32768 PLR_NO_EMOTE 65536 PLR_NO_TELL 262144 PLR_LOG 524288 PLR_DENY 1048576 PLR_FREEZE 2097152 PLR_THIEF 4194304 PLR_KILLER 8388608 PLR_GODLESS 16777216 PLR_WATCHER 33554432 PLR_VAMPIRE 67108864~ 7 PLR_EXTRA GODS20~ EXTRA_SIRE 1 EXTRA_PRINCE 2 EXTRA_TRUSTED 4 EXTRA_NEWPASS 8 EXTRA_OSWITCH 16 EXTRA_SWITCH 32~ 7 ITEM_WEAPON GODS21~ value [0] ?? value [1] ?? min damage value [2] ?? max damage value [3] weapon type 00 hit 08 crush 01 slice 09 grep 02 stab 10 bite 03 slash 11 pierce 04 whip 12 suction 05 claw 13 chop 06 blast 07 pound~ 0 QHELP QUESTHELP~ These are the following steps to completing a quest card. 1 PRAC quest then train primal energy to decide the cost of the quest card (100 primal = 100 point quest card) cast quest to generate a quest card. 2 Type complete card to see what object you have to collect when you get the objects type complete card <object>. 3 When you have completed the card and there are no object left on the card, you have to find a quest machine and then RECHARGE the card. 4 The machine will give you a token and you can then eat the token to get the Quest points. 5 Then type QUEST to see what you can do with the tokens. ~ 0 CLAIM CALL GIFT~ Syntax: CLAIM <object> Syntax: CALL <object> Syntax: CALL ALL Syntax: GIFT <object> <player> CLAIM: You can claim your equipment while it in your inventory for a small cost of 5000 exp per item. When you have claimed your items you can then use quest points to improve the equipment and also you can then use CALL on it. CALL: Call simply summons the equipment back to your inventory no matter where it is, even if someone else is using or wearing it. Call all calls all items, whereas call <item> calls a specific item. GIFT: If you have CLAIMED an item, then you can GIFT it to another player. The item must be in your inventory, and the player must be visible in the same room as you. It enables them to use CALL on that item, as if they had CLAIMED it. NOTE: You can't gift Indestructable or Autoclaim EQ. see also: help SPELLPROOF~ 0 BEAST~ Your BEAST value is ranged between 0 and 100, if you get your BEAST to 0 the your a rewarded with immunity to sunlight(called GOLCONDA). Your beast will always fluctuate, so keep an eye on it! To reduce your beast, you need to cast heal on a MOB. To raise your beast, there are various things you can do, but common ways are berserking, casting frenzy, backstabbing, not drinking blood AND decapping players. (There *could* be others ;>) There has been a major change to the way beast works. Now, if your beast is low, it will be easy to raise it. The lower the beast, the higher the chance of raising it. Also, as your beast gets lower, it will become much harder to lower it. This also works in reverse. The higher your beast is, the easier it will be to lower it, and harder to raise. In conjunction with this, the way the sun damages vampires has changed. Low beast means low damage and high beast means high damage. Eventually, most vampires will have a beast of approximately 50. All new vampires will start with a beast of 50. It will be easy to raise/lower it at this number. Remember, there are LOTS of dark areas on the mud. You can type 'safe' or 'weather' to find them. Vampires aren't supposed to wander about in the sun without taking damage, so look for dark places during the day. see also: help SAFE, help WEATHER, help GOLCONDA. ~ 0 DELETE DEL~ Syntax: delete <password> This will delete your player file from the game forever. So be warned! Don't come asking us for a restore because you got bored, disgusted, or logged on drunk. It really annoys us. ~ 0 RECHARGE~ Syntax: RECHARGE <quest card> <quest machine> When you get to the quest machine use this command with the machine to get your card recharged and to recieve your token. If you get 4 items (or if just one of the items) on the card are too hard for you to get or you have no clue where to find them, you may 'reset' the card by recharging it. This will cost you however many quest points the card is worth. If your card is worth 100 QP, it will cost you 100 QP to 'reset' it to 4 new (and random) items. Remember that the 4 new items MAY be more difficult to obtain than the original 4. To 'reset' a card, type: recharge <quest card> <quest machine> ~ 9 CLEARVAMP~ Syntax: CLEARVAMP <player name> This clears the player of all their vampire stats. ~ 7 FREEZE~ Syntax: FREEZE <player name> This simply freezes the player. This is a toggle command. ~ 8 QMAKE~ Who knows?? ~ 9 CLANNAME~ This is for The Coder to create a clan for a 2nd gen vampire. ~ 0 NPC~ NPC stands for Non-Playing Character and refers to a mob. ~ 0 ASTANCES ADVANCED-STANCES ASTANCE~ Advanced stances are a combination of two other basic stances - To use them, you must be Grand Master in two basic stances, although you have to find out which ones yourself! The types of stances are these : swallow - Quick and agile, this stance keeps you moving, and is the ultimate defensive stance. cobra - A well rounded stance, combining speed of offense with a solid defense. panther - Fast, and agile, leaping attacks that provide defence and rain constant blows down on your opponant lion - A solid stance, that sacrifices defence for an all out offensive assault. grizzlie - A nasty combination of solid defence, with attacks of raw power make this a stance to be feared. falcon - Just like the falcon, this stance is agile, and yet able to make powerful, punishing attacks. Remember, you have to find yourself out which basic stances you need to get these. For syntax and information on basic stances, type : help STANCE ~ -1 MOB MOBILE MOBS~ MOB stands for MOBILE, which is a computer generated monster/entity. Another word for them is NPC or Non-Playing Character. ~ 0 LEVEL LEVELS LEVELLING~ Levels are used in many MUDs, but not in Vampire Wars. Normally they dictate various things, such as what areas you can get into and other stuff, but in Vampire Wars, you don't have to worry about levelling. One other thing is that you don't have to train at a secific place, such as an acolyte or guild master. You can train any place that you like, provided you have enough experience points. For more information type: help train or : help experience ~ -1 WEB HTTP URL WWW HOMEPAGE INTERNET NET~ This mud has a world wide web site, the address of which is http:// ** The - is a Tilde ** NOTE : the TILDE stands for a tilda (a little wiggly line), but the MUD uses that character in certain files, and so cannot be stored in help files. ~ 0 INT INTELLIGENCE~ The higher your INTELLIGENCE the greater percentage you gain when you PRACTICE a skill or spell. To see your INTELLIGENCE, type "score". To raise your INTELLIGENCE, you must TRAIN it up to the maximum. For more information, see HELP TRAIN and HELP PRACTICE. ~ 0 SEER ORACLE GOD GODDESS CODER IMP IMM ADMIN WIZ~ A SEER is an admin character who's duties include helping people, making eq, watching for cheaters, and running clans. An ORACLE is an admin who does all the things that a SEER does and more. ORACLE'S are also capable of swiftly handing out punishments to those that break the law. A GOD/GODDESS is one of the people that help run this mud. They have various special powers, and being GODs, can do basically whatever they like. The only person above them is The OWNER. To see a list of the admin on the mud, type <wizlist>. When you type <who> you will notice them bc they have a [ ] around their name. DON'T PISS THESE PEOPLE OFF! A CODER is one of the mud coders, they say jump, you humbly ask how high, enough said! ~ -1 AVATAR AVATARS~ AVATARS are players on the level of STATUS above Mortal. You start off as a Mortal, which means that you can die from being attacked and killed by MOBS. When you train up to AVATAR level (this costs 1000 experience points) you can only be killed by being DECAPITATED by someone of the same STATUS as you or lower, and can only be mortally wounded (when you get to -10 hp). Mortals cannot attack or be attacked by anybody except a MOB, which means that they are safe from other players in the game. One thing to remember is that some players don't like it when other players train up to avatar status when they are still weak and pathetic. If you *are* still very weak, it is advisable to stay mortal until you can stand up to other avatars. Weak players are liable to be mortally wounded, tied up gagged and blindfolded by other players if they do go up to avatar too soon. It is advisable that you gain 2000 hps/mana/move before you train avatar. For refrence: some players have well over 10,000 hps/mana/move with hit/dam of 250/230. They WILL kill you quickly. You can also chat when you reach avatar status. see also : help DECAP, DEATH, STATUS, MOBS, NEWBIE, BASICS, and ESCAPE. ~ 0 'PLAYERS LEAGUE' 'LEAGUE TABLE' LEAGUE~ The league table is a list of all the players with more than 5 mob kills showing the number of player kills (amount of players decapitated by that player), player deaths (amount of times decapitated by another players, mob kills (number of mobs killed) and mob deaths (number of times killed by a mob when mortal). For a copy of the Players League, you can find it on the web site (see help WEB) or a not-so-up-to-date copy on the ftp site (see help FTP). The scoring system is included in the table. see also : help status ~ 0 ARM ARMAGEDDON~ Don't type this. Ever. And don't say you weren't warned. ~ 0 LAG~ Lag sucks big time. It's where the network gets mucked up and everything starts going really s l o w l y. There is also a social called LAG which displays to other players <player> starts complaining about the terrible lag. If you ever find a cure to lag, you'll be rich. But then we all know you won't. Lag is the equivalent of a day when you come back from a hard day at work and find that your fridge has broken down and all the beer has gone warm and flat. Complaining about lag doesn't help, so don't bother - you're probaly not the only person lagging. And besides, who wants to wait several minutes to see somebody complaining? Lag is caused by several different things, most commonly a downed router on the net. Although it can be caused by the server VW is on, this isn't common. ~ 0 REVEAL~ Syntax: cast reveal Syntax: cast reveal <player> REVEAL is a spell that, when cast on another player, reveals their true nature, ie if they are a vampire in human form, it turns them from vampire to human. REVEAL with no arguments casts reveal on the caster. ~ 0 STAKE STAKING~ Syntax: stake <character> To stake a vampire, you must be holding a stake in your hand. Once staked, a vampire loses all it's powers and is no longer a member of the clan or even a vampire anymore. Finding stakes is hard to do, as players were changing clans very often, which is not something that they should be able to do. Therefore stakes have been taken out of the game in most places, so the only way to find one is to get one created using quest points, or use another stake. Once used, a stake cannot be re-used. You cannot stake a vampire in human form, or one who has used the darkheart discipline to tear out their own heart. ~ 0 CLONE~ Syntax: cast clone CLONE is a spell that creates a clone of yourself. It will not have any of your equipment or the same attributes as you, just stand there and be you. It is useful if you are being hunted by another player(s) to fool them into thinking that you are somewhere you aren't, and faking your own death. You cannot create clones of other people. ~ 0 HUNT HUNTING~ Syntax: hunt <mob> If you are in the same area as a mob you need to find, you can HUNT it down by using this command. It tells you the direction that the mob is in. Be careful because if you hunt a mob that is dead, you won't be able to find it, and if you hunt a mob that is the same name as something else you will find it hard to find the right one. HUNTING takes up a certain amount of MOVE every time you move it tells you which direction the mob is in. Use this skill wisely - it is not for those who don't understand it. To use this skill properly, you need to PRACTICE it. ***Players can NOT be hunted*** ~ 0 'ARMOUR CLASS' 'ARMOR CLASS' AC~ Your ARMOUR CLASS (or AC) represents how well armoured you are. By typing "score" you can find out the current value of your AC - the lower the better. You can decrease this by getting better armour to wear, with a better armour value. Use IDENTIFY to find out the AC value of an item. When you cast IDENTIFY you will notice that armor says 'Armor class is #' This is the 'protection' ac. This costs 1 qp per point to raise. To raise the protection, type: q <item> protection #. The armor will also say 'Affects armor class by #' This is the 'ac.' This costs 20 qp per point to raise. To raise this type: q item ac -#. see also : help identify ~ 0 BOTS BOTTING~ Definition of a bot. A bot, is a set of trigger and aliases on a client, that interact to do a set of actions automatically, withought input by the player. They do such things as: train spells, get beast down, clear out areas, create and kill guardian demons/clones/mounts, get quest items and complete cards. Place Botting Laws (if any) here. ~ 0 LAW LAWS~ The Laws, in no particular order are : INSERT LAWS HERE. (IF ANY). See HELP LAW2 or LAWS2 for the rest of the Laws. ~ 0 GUIDELINES~ Basic do's and don'ts of THIS MUD. Insert Guidelines here. ~ 0 STRUGGLE~ Syntax: struggle STRUGGLE allows a player who is tied up to free himself from his bindings. This command has a success rate of 5%. see also: TIE GAG BLINDFOLD UNTIE ESCAPE ~ 0 INDEST INDESTRUCTABLE~ syntax: quest <item> indest Players who reach status 10 <Adventurer> gain the ability to make their eq 'indestructable.' This ability costs 500qp per item. Items that are made indestructable cannot be broken. The only drawbacks are: you lose the ability to sacrifice the eq, and the 'indestructable' powers do not work if the player's status falls below 10. It is up to you to learn which pieces should be indested. See also: help fighterbonus ~ 0 STANCESKILL SSKILL~ Syntax: skill | skill <player> This shows the target player's skill with the stance they are currently using. The following shows the different skill ratings: 1) Completely unskilled. 6) Well trained. 2) Apprentice. 7) Highly skilled. 3) Trainee. 8) An expert. 4) Student. 9) A master. 5) Fairly Experienced. - more masterful - even more masterful - on the verge of 10) A grandmaster. Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on. See also: SKILL WEAPON BASIC ASTANCE STANCE ~ 0 QUESTS~ In addition to the hard coded questing system in place on the mud, there are also special quests that are run by the Admin of the mud. These quests range greatly in their challenge and rewards, depending on the admin in charge's tastes <and creativity> <and patience>. Please don't ask us to run a quest, that pisses us off :> Quests are special events, they are not intended to be convieniant. ~ 0 BALANCE~ 'Balance is the true path of the warrior' This said, special code is put into place that affects the 'balance' of a player's hps/mana/move. The more balanced your stats are, the harder your hits hit. This code starts to affect your player when you reach 3000 in any stat. (hps/mana/move) ~ 0 CLAN CLANNED~ A clan is a group of vampires bound by blood. Each clan has special powers and weaknesses. Being in a clan grants a player special powers and priveleges. To be 'clanned' a player must be an avatar and have met certainrequirements. The reqs are set individually by each clan, and may include a variety of things, including <but not limited to>: hps/mana/movehitroll/damroll/ac/age/status/stances/spells To find out the reqs for each clan, try our web page, or seek out a member of the clan in question. The Vampire clans are: (in no order) Ventrue Cappadocian Gangrel Toreador Brujah Malkavian Tremere Nosferatu **To find a member of a certain clan, try: CAST LOCATE <CLANNAME>** see also: help VAMPIRE, VOUCH, BITE, FAVOUR, and NEWVAMP. ~ 0 DISRESPECT DIS~ INSERT STANCE ON ADMIN DISRESPECT HERE. Penalties include <but are not limited to>: INSERT PENALTIES HERE. Penalties will be handed out based on the severity of the incident. ~ 0 UPKEEP~ syntax: upkeep A vampire's upkeep is the amount of blood required to use it's special powers. see also: VAMPIRE DISCIPLINES ~ 0 FIGHTERBONUS FBONUS~ syntax: q <item> short <new short name> q <short name> long <new long name> When an avatar reaches status 5 <fighter> he/she/it gains the ability to 'rename' their eq. This costs 1 qp to do both the short and long descriptions. The short desc is what you see when you type inventory or eq. The long desc is what you see if it is on the ground. Clan EQ cannot be renamed. ***DO NOT RENAME SOULBLADES** (Is buggy) ~ 0 NEWVAMP~ When you become a vampire, there are certain things that you must do to activate your new found powers. Depending on your generation, you may be able to gain more disciplines. To check if this is possible, type CLANDI. If it say pick a discipline(s), type CLANDI <discipline>. When you become a newvamp, or are rebitten after being staked, you may need to <depending on your disciplines>: shield truesight fang claw set your home <home here> see also: HELP VAMPIRE, HELP CLANNED, HELP UPKEEP. ~ -1 INDEX7~ ---------------------------------------------------------------- NEWVAMP STRUGGLE INDEST INDESTRUCTABLE STANCESKILL SSKILL QUESTS BALANCE CLAN CLANNED DISRESPECT DIS UPKEEP FIGHTERBONUS FBONUS MULTIPLAY MULTI NEW NEWBIE HP HPS MANA MOVE ATTRIBUTES QUESTING BUILDER BUILDING SPAM ---------------------------------------------------------------- See help INDEX8 for the next section. ~ 0 MULTIPLAY MULTI~ Multiplay is considered to be the following: INSERT RULES AND PENALTIES OF MULTIPLAY HERE (IF ANY). ~ 0 VOUCH BITE~ syntax: vouch <player> syntax: bite <player> To become a vampire, a person must be an avatar and must not be in another clan. They must have their 'vampire' immunity off. A vampire must be a sire or Prince to bite a new vamp. The cost is 1000 exp. If there are no princes or sires online from your clan, you can use your Clan Rebiting Mob to rebite your clannie into the clan. The highest gen that a 'vouched' for person can have is 5th, and if the voucher is 5th or below, the vouchee is one generation leveldown. It costs 5 primal to vouch for somebody, and 10 primal to be vouched for. The location of your clan mob is a secret. It is your responsibility to know the location of this mob. see also: help CLAN, help FAVOUR ~ 0 SPAM~ SPAM is any repeated command, usually one of the communication commands (tells, chats), but not limited to just chats/tells. It is possible to spam any channel, spam with emotes or socials, and spam with some other commands such as 'consider.' SPAM is a bad thing, and spamming of public channels is illegal. It's also illegal for mortals to spam avatars. If you spam, don't whine when you get punished or killed. ~ 0 QUESTING~ After you have created a quest card, you must now find the 4 items on the card to complete the card. To see the items on your card, type: <complete> card This will list the 4 items. You must now find these items. You may find the 'locate' spell helpful: c <locate> <item> If you are a vampire, 'scry' will also be helpful. There are lists of directions to the various areas of the mud (and some items) on the VW webpage as well as some of the Clan pages. After you find an item, you must place it on your card by typing: complete card <item> After you find all four items and place them on your card, you must now find the quest card machine. Directions may be obtained from other players or on the directions lists. Once you reach the machine, you need to type: <recharge> <card> <machine> A token will be generated and you should then eat it to store it in your pfile. see also: help QUEST, QUESTS, QUESTSPELL, RECHARGE, QLIMIT, QUESTPOINTS, QP. see also: Http://www.vampire-wars.com/quest.htm ~ 0 ROLEPLAY~ ROLEPLAY is the act of 'portraying' a 'character' that is not the person's real personality. The 'character' is often one that follows a specific clans stereotypes, and has special individual traits that the person has selected. Serious RP'ers tend to stay 'in character' at all times, while other mudders do not roleplay at all. On VW, roleplay is not required, but it certainly makes it more fun. We the admin encourage RP. However, most of the players on the mud do not RP. We hope that this will change in the future. ~ 0 LEGENDARY~ Equipment gains the LEGENDARY flag when a player spends a certain number of 'quest points' on the item. A player with a complete set of 'LEGENDARY' eq should be considered well quested, and someone with great power. SEE ALSO: HELP QUEST ~ 0 OLDCHANGES~ Just a few of the changes round here... Place changes here when they're no longer new. ~ -1 INDEX8~ ---------------------------------------------------------------- VOUCH BITE ROLEPLAY LEGENDARY OLDCHANGES LIMBO WEAPON AFK PFILE SHAGGED BUGGERED BUGGED CORRUPTED QLIMIT SPELLSHIELD SPELLSHIELDS ALIGNMENT CONDUCT SLANG TORSO BODYPARTS IGNORANCE TERMS TERMS2 QUESTPOINTS QP SUPPORT ---------------------------------------------------------------- See Help INDEX9 for the final section. ~ 0 LIMBO~ LIMBO is a special room for players who do not input any commands after a certain amount of time. This is a built in safety feature for those players who are afk for long periods of time. Players who are in LIMBO cannot be reached by other players, and if they do not input any commands after a few minutes in LIMBO, they are automatically logged off the mud. see also: help AFK ~ 0 WEAPON~ syntax: <weapons> WEAPONS is a new command that shows you your skill in the various weapon types. see also: help SKILL, SPELL, BASIC, ASTANCE. ~ 0 AFK~ A player who is AFK is 'Away From Keyboard.' A player who is AFK does not have control of his/her character and can make no response to anything that occurs to his/her character. On a PK mud like this, however, afk can also mean 'A Free KILL.' So, don't whine when you go afk and come back to find your self decapped, staked, torsoed, or all of the above. ~ 0 PFILE SHAGGED BUGGERED BUGGED CORRUPTED~ A PFILE (player file) is the file where all of your characters data is stored. In some situations you pfile may become SHAGGED and this can cause you to lose stats or equipment, or worse CRASH THE MUD. If your pfile is SHAGGED (or Buggered, or Bugged, or Corrupted) please do not attempt to log it onto the mud. It may potentially crash the mud, further shagging your pfile, and possibly shagging others. DO mail the admin at: XXX@xxx.XXX so a Coder can look into the problem. Feel free to log on an alternate character til your character is fixed. See also: help SAVE, BACKUP, LOSTEQ, CRASH ~ 6 OUTCAST~ syntax: Outcast <playername> OUTCAST removes a vampire from your clan. The vampire becomes Caitiff. He/She can no longer use clan channels, clanrooms, or their clan eq. ~ 0 LAW2 LAWS2~ The word of a/an X (or higher) is FINAL, NO exeptions. Insert more laws here (if necesseray). See also: GUIDELINES, CHEATS, BOTTING, RULES, DISRESPECT, CONDUCT, and IGNORANCE. ~ 0 QLIMIT~ You can only place a certain number of qp on an item. The limit for 'created' eq is <1260 + (10 * Status)>. The limit for standard 'mud' eq is <760 + (10 * Status)>. Spells, "extra" flags, and Indest do not count towards the maximum value. ~ 0 SPELLSHIELD SPELLSHIELDS~ A SPELLSHIELD is a magical shield that can be quested onto your eq. Each spellshield costs 50 qp. The shields are: Iceshield Shockshield (lightning) Acidshield Fireshield These shields add extra attacks. Their power is based on your hitroll/damroll and stance. ~ 0 HP HPS MANA MOVE~ The main stats your character have are it's Hps, Mana, and Move. These stats help determine how powerful your character is. HPS - How much damage you can take before you are killed or mortally wounded. Mana - The number of spells you can cast before you must sleep or regenerate. This also affects the power of some spells. Move - Affects how far you can walk without sleeping (mortals). Also affects some Vampire Disciplines. see also: help ATTRIBUTES, TRAIN, HITROLL, DAMROLL, AC ~ 0 ATTRIBUTES~ A player's ATTRIBUTES are his/her STR, INT, DEX, WIS, and CON. These each affect various things: STR - How many items you can carry, How much weight you can carry, and your hitroll and damroll. INT - How much your practices increase your skill/spells. WIS - Base WIS reduces cost of training mana. DEX - Affects your AC, base DEX reduces cost of training move. CON - Base CON reduces cost of training hps. ~ 0 ALIGNMENT~ syntax: align <good/neutral/evil> Your ALIGNMENT is your personal temperment. This affects how mobs act towards you, and what eq you can wear/weild. It also affects certain spells. When you become an avatar, your aligment is set until you are decapped. ~ 0 CONDUCT~ There are certain rules of CONDUCT that a player should follow: Insert informal (or formal) rules for conduct here. see also: Help LAW, LAW2, RULES, GUIDELINES AND NEWBIE ~ 0 SLANG~ There are many terms and abbreviations used in muds. Here are a few to help you along... AFK : Away From Keyboard. BBL : Be Back Later. BRB : Be Right Back. BRT : Be Right There. ROP : Ring of Power IRL : In Real Life. LOL : Laughing out Loud LO : Hello. GTG : Got to Go. BF/GF : Boyfriend/Girlfriend. WB : Welcome Back ROFL : Rolling On Floor Laughing. TANKING : Leading a Group, therby taking the majority of the damage. BASHING : Hardcore, power exping. MUDDICT : The 'Mud Addict', or the person at the bottom of the who screen. ~ 0 TORSO TORSOING~ A TORSO is a bad, bad thing. A player gets TORSOED when his/her arms/legs/ribs/eyes/neck/spine/etc get cut off, broken, cut out or otherwise generally destroyed. INSERT rules on torsoing here, if necessary. see also: help BODYPARTS, NEWBIE, CONDUCT, RULES, LAWS, and LAWS2. ~ 0 BODYPARTS PARTS ~ Sometimes while exploring the mud, a player becomes injured. Most times it's minor, a quick heal will fix it, but sometimes it is more serious, and a player will find him/herself without one or more of his/her bodily appendages. When (not if, but when) this happens, don't spam the 'chat' channel w/ requests for a BODYPART. You can often find a bodypart yourself by killing weak mobs with certain weapon types (slice/slash/claw/etc). You can also 'cast locate <bodypart>' and find some parts. If you're missing an eye - ask once and then put it in your title.. somebody will help you eventually. If you repeatedly ask - you will probally end up much worse. **You CAN regenerate eyes even if both of yours are poked out if you have one in your inventory** see also: help REGENERATE, CLOT, MEND, HEAL, CONDUCT, DEATH.~ 0 TERMS~ There are certain TERMS that are necessary to fully understand the Vampire World. Some of those terms (but not all) follow: Anarch: A Kindred Rebel who apposes the tyranny of the Elders. Beast: The internal drives that threaten to make a vampire lose control. Caitiff: A vampire of unknown clan, or of no clan at all. Clan: A group of vampires who share common characteristics passed on by Blood. Diabelerie: The consumption of another Kindred's blood. Elder: A vampire who has experienced 3 or more centuries of unlife. Generation: The number of steps between a vampire and Caine (er, Joker). Inconnu: A sect of vampires who have removed themselves from Kindred concerns. Jyhad: The ongoing war between the Vampire Clans. Kindred: The race of vampires as a whole, or a single vampire. Prince: (VW) A vampire who has claimed leadership within a clan. Sire: A vampire's "parent"; the kindred who created it. see also: TERMS2 SLANG ~ 0 TERMS2~ More Terms to help you understand vampires: Ancilla: A "proven" vampire, between the elders and the neonates. Antediluvian: A member of the dreaded Third Generation. Cainite: A vampire; a member of the race of Caine. Embrace, the: The act of transforming a mortal into a vampire. Golconda: A fabled state of vampiric transcendance. (VW: immunity to sunlight) Kine: A term for mortals, largely contemptuous. Lineage: A vampire's bloodline; the Kindred's sire, the sire's sire, etc. Methuselah: A vampire who has existed for a Millennium or more. Neonate: A young vampire, recently Embraced. Retainer: A human who serves a vampiric master. Torpor: A period of deathlike sleep entered after great injury (or willfully). Vitae: Blood. Witch-Hunter: A mortal who searches out and destroys vampires. see also: TERMS SLANG ~ 0 QUESTPOINTS QP~ QUEST POINTS are the 'currency' used on the mud to improve equipment. To gain QUEST POINTS, you must complete a QUESTCARD. <see help QUESTING> Once you have gained QP, you can then use them to improve your EQ in various ways. You can raise the Hitroll, damroll, attributes, add spells, lower ac, reduce weight, and add/remove special flags. The syntax for questing different things on EQ follows: Hit/Damroll: quest <item> hitroll/damroll <number> ProtectionAc: quest <item> protection <number> AC: quest <item> ac < -number> (make sure this # is negative!) Attributes: quest <item> str/int/dex/wis/con <number> Extra: quest <item> extra <anti-good/anti-evil/invis/etc..> (You type the same thing to add OR remove. It is a toggle) Hp/Mana/Move: quest <item> hp/mana/move <number> Weight: quest <item> weight Min/Max: quest <weapon> min/max <number> Spell: quest <item> spell <spellname> (leave <spellname> off to list> Power: quest <weapon> power <number> Naming Eq: See help FBONUS Type QUEST to see the prices of adding this to your EQ. ~ 0 SUPPORT~ If you encounter problems and need SUPPORT, or just would like to make a general comment, please email: yourname@yourdomain.com Insert support contact info here. See also: LOSTEQ ~ 0 BASIC BASICS~ Here is a list of important basic commands every newbie should know: SCORE AFFECT ESCAPE FLEE DIAGNOSE RECALL EXIT WHERE CLAIM WIMPY SCAN INVENTORY STRUGGLE LOOK WEAR TIE GAG WHO OPEN REPLY LOCK UNLOCK DRINK EAT QUIT CONSIDER BACKUP SAVE N/E/S/W/U/D ! SPY REMOVE GET GIVE PUT TAKE EQ DROP WEILD EXAMINE TELL see also: BASICSPELLS ~ 0 HITROLL HIT DAMROLL DAM~ A player's HITROLL is the number that the mud uses to determine how likely it is that a player will hit a target. The higher the HITROLL, the more likely a player is to hit a target. A player's DAMROLL is the number the mud uses to determine how much damage a player will do when he hits a target. There are other factors involved, but a player's HITROLL and DAMROLL give a good indication of their relative power. The maximum HITROLL/DAMROLL on the mud is 250/230 (unspelled). ~ 0 DONATE~ syntax: DONATE <ITEM> DONATE sends an unwanted item to a special "Donation Room" where other players may take it for their own use. This is especially helpful to newbie players. If a player is a vampire, all donated items go to their clan's donation room. ~ -1 INDEX9~ ---------------------------------------------------------------- BASIC BASICS HITROLL HIT DAMROLL DAM DONATE LOSTEQ BASICSPELLS KILLING PK NAME NAMES QLIST QBUY JUSTICAR FINGER BUGS LOOPHOLE LOOPHOLES GOLCONDA SAFE AUTOCLAIM CRASH REVIEW ---------------------------------------------------------------- That's all folks! -Valis & Azazel ~ 0 BASICSPELLS~ There are a few BASICSPELLS that are very important. These spells fall into several categories: HEALING & DISPELLING SPELLS: heal - clot - mend - regenerate - cure poison - cure blindness dispel magic - remove curse PROTECTION & COMBAT SPELLS: armor - stone skin - shield - protection - sanctuary bless - darkblessing - frenzy - fireball - gas breath GENERAL SPELLS: fly - soulblade - locate - identify - teleport - summon create food - create spring - continual light - spellproof see also: help BASICS, NEWBIE, SPELLS~ 0 KILLING PK~ This mud is PK mud. PK stands for Player Killing, and that is the main activity intended for players to participate in. Sure, killing huge monsters is fun, but they typically cannot think, so they offer little challenge. If you do not like PK, maybe this isnt the mud for you, because if you AVATAR here, you WILL be killed sooner or later; if no reason other than the fact that you are an avatar. However, if you feel you are ready for KILLING, there are a few things you should take into consideration. When you first log on, you won't be able to compete with most people who have only played a few hours more than you. Don't despair, with a few hours of work, you will be able to compete. Don't let initial drubbings by HUGE players who are typically 5 to 10 times your size or age discourage you. Of course they can destroy you, they're big, old Vampires. You should spend your time hunting and killing people who are within your age bracket (give or take 25-50 years). A few thousand hps, hitroll/damroll of at least 50/50, and ac of -250 will put you on par with most advanced newbies, and on a road to fun. Remember: Vampires are hard to kill. see also: help KILL, DEATH, DAMAGE, DECAP, STATUS, AVATAR ~ 0 NAME NAMES~ Insert your rules and/or guidelines on names here, if necessary. ~ 0 QLIST QBUY~ syntax: QLIST syntax: QBUY <item> Players can now create their own 'created' eq without the aid of an Admin. To see which items you may create, type: QLIST. To purchase the item, type: QBUY <ITEM>. The QP price for each item will be automatically removed from your pfile. You will be given a created item with a generic name. If you would like to change the name of this eq, please feel free to go fighter, and then you can rename it yourself. see also: CLAIM, SPELLPROOF, FBONUS, INDEST, QUEST, and QP. ~ 0 JUSTICAR~ The justicar is the player's first point of contact for clan issues. The justicar has authority to make decisions on inter and intra-clan matters such as wars, alliances, who to bite, how the clan should role-oplay, etc. Justicars are GODS/IMMS, but not full fledged ADMIN. They only handle clan matters, but they can give advice on how to play Vampire Wars Mud. This does not mean they should be disregarded, show them the same respect you should show all ADMIN. At the current time, not all clans will have Justicars. These clans will keep their regular Admin leader. ~ 0 FINGER~ The FINGER command allows you gather information about players that are online while you are on the mud. To FINGER a player, you must be able to see them, so make sure you have the 'detect invisible' and 'detect hidden' spells. When you FINGER a GOD/ADMIN, they are notified, so do not SPAM them with FINGER, or you will pay the price. ~ 0 BUGS LOOPHOLE LOOPHOLES~ A BUG <not to be confused with the BUG command> is an undesired feature of the code. BUGS can often be abused for personal gain, giving a player an unfair advantage. Abuse of BUGS can lead to serious punishment, including deletion. If you find something you think is a bug, report it immediately. Remember that reporting it does not give you the right to abuse it until it is fixed. A LOOPHOLE is a way around limitations put in place by the code, or rules/laws put in place by the coders. Players that purposefully seek out ways to find a way around these limitations, especially new ones put in place specifically to solve a bug/problem, really piss the admin off. Don't do this. Players should try to beat other players, not the code. ~ 0 GOLCONDA~ For most Kindred, to be a vampire is to be eternally Damned. To become vampire means being forever forsaken by God and man. Even those that scorn this legend find a personal Hell in their BEAST. The BEAST controls many aspects of a vampire's unlife, including how much damage a vampire takes from the sun. Among vampires there is a fabled state of trancendance known as GOLCONDA. A vampire who has attained GOLCONDA is said to have gained a complete mastery over it's BEAST (and an immunity to damage from the sun). As the stories go, GOLCONDA is known only to a few among the undead, and these no longer participate in the Jyhad or the society of their kind. They are loners, who live at one with the animals in the wilderness. They are hallowed creatures who no longer have the inborne need to kill. If your beast is 0, and you kill, it always goes up, but the more you kill (or do any other beastly thing) the less likely it is to go up. So at 50, it's not very likely to raise because you did something beastly. Vampires with extremely low or high beasts are extremely rare. (or will be soon) ~ 0 SAFE~ This command allows a player to determine if he or she is in a 'safe' room. Players are protected from being attacked in safe rooms, but may be commanded or summoned from them. It also tells a vampire if he or she is safe from the sun. ~ 0 AUTOCLAIM~ Certain items, usually very powerful ones, are automatically claimed when a player picks them up for the first time. These items cannot be gifted to other players. ~ 0 CRASH~ A CRASH occurs when everybody gets kicked off of the mud then 100 seconds later they get to reconnect and grumble. CRASHES affect all players of the mud, and can be caused by any number of things. ~ 0 REVIEW~ Syntax: Review The Review command will allow you to see the last 10 tells and replies that were sent to you. It will also log your tells and replies to the other player. This will help you see all those 'missed tells'. ~ -1 GODWARS~ God Wars was created by Richard Woolcock, aka KaVir. Thanks also go to the following people (in order of help given): ...Zarkas, for teaching me how to mud properly. ...Malice, for getting me into the implementor and coder side of things. ...ShadoWeaver, for providing me with my first (and free) site. ...Rotain, for helping with the code - and the debugging. ...Calamar, for adding some nifty code that I still don't understand. ...Stephen from ACK mud, for coding advise and suggestions. ...Monochrome BBS, for supplying me with a decent free site. ...Lucifur, for providing a USA mirror site for the USA players. ...Shaddai, for a mirror site, code snippets and bug reports. ...Arioch, for comments, suggestions, and help running the mud. ...Tepic, for writing the web pages, and helping run the mud. ...Pandora, for trying to bring some semblance of order to the mud. ...All the players, for finally showing me why God Wars doesn't work. Note: This mud is based upon a pre-October 1995 version of the code. ~ 0 $~ #$