#HELP Name !-command~ Text Syntax: ! ! repeats the last command you typed. ~ End #HELP Name aassign~ Text Syntax: aassign <filename>.are Example: aassign edo.are AASSIGN temporarily assigns all rooms, objects, and mobiles in the area range to your pfile. This allows you to use rlist, olist, mlist, and reset list. This also means that typing savearea, reset area, or instazone will affect this area. To save changes permenantly, type "aassign none" and foldarea. &rWarning&w!! Do not have an area aassigned to yourself when getting personal vnums assigned to you. The personal vnums will overwrite the area file. In order to assign a proto area to yourself you must have Hibuild perms for this to work. In order to assign a nonproto area to yourself, the same applies, you must hold the Hibuild permission or it will not work. ~ End #HELP Name adrenaline~ Text Syntax: adrenaline Syntax: adren Someone with this skill can control the flow of adrenline through their veins, allowing them a brief rush of strength and speed, but afterward they suffer from a period of weakness and exhaustion. ~ End #HELP Name affected~ Text Syntax: affected (abbrevation: af) 'Affected' is a spells-at-a-glance function, which displays only the spells (and skill affects) your character is currently under. Each affect will be listed by name only for the sake of brevity (if you want to know what each is doing, use help <spell/skill name> or 'score'). ~ End #HELP Name affix~ Text Syntax: affix <gem> <item> Syntax: pry <item> This skill allows you to affix a gem onto an item, increasing or perhaps decreasing its abilities. The Jewelry skill determines how well you can affix gems to items. See also: FASHION, ENGRAVE, ENCHANT, COMBINE, PRY ~ End #HELP Name afk~ Text Syntax: afk (abbreviation for "away from keyboard") The 'afk' command will place an [AFK] flag beside your name on the who list when activated, as well as informing those who send tells that you you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ End #HELP Name age~ Text The age skill does not work currently, if you need your age set for roleplay reasons, ask an immortal and they will set your age. ~ End #HELP Name aid~ Text Syntax: aid <character> This skill allows you to bring a stunned person back into consciousness. ~ End #HELP Name albrynnia~ Text The continent of Albrynnia is a heavily forested realm with several mountain ranges and a few thriving towns. Once the original home of the humans on Lezaria, the continent was torn apart in the cataclysmic War of Transformation, forcing much of the population to flee to the continent of Kalor to the north and the Sunrise Islands to the east. In recent times, Albrynnia has been settled again by hardy pioneers that brave the terrible mutated monsters that still roam the forests. ~ End #HELP Name alias~ Text Syntax: alias Syntax: alias <word> <command phrase> Syntax: alias <word> ALIAS displays the alias list ALIAS word command_phrase sets an alias. You can have a max of 20. ALIAS <word> removes an alias from your list. Alias has variables that can be used when the command requires an argument which might change. The variables are %0 %1 %2 %3 %4 %5 %6 %7 %8 %9 For Instance, you want to make an alias for note read. You would type: alias nr note read %0 And use it by typing: nr 2 You can now make an alias do multiple things by adding ; between commands: alias test test;cough This alias will use the test and cough socials. ~ End #HELP Name areas~ Text Syntax: areas Syntax: areas <world> The 'areas' command displays an alphabetically sorted list of all areas within the game, together with the author and suggested level range of each area. You can specify a world to see a list of all the areas within that world. The worlds currently available are: Sasherey, Straegarx, Mezulbryst, Veeden, Hasaris, Lezaria, Wilderplane, Sea-Lake, Corstad, Glassandia, Terra, Vestama, Tenlands, and Void. ~ End #HELP Name amplify~ Text Things said in this room will echo to neighboring rooms. ~ End #HELP Name android~ Text Androids are constructed of mechanical parts controlled by the artificial intelligence of a computer brain. See also: CONSTRUCT ~ End #HELP Name angels~ Text Angels are holy beings. They are vulnerable to unholyblast, and are surrounded by a holy aura that improves their healing magic. There are many different types of angels, some with wings, some without, some in the form of different races and species. See also: HOLY ~ End #HELP Name aniarten~ Text An obscure type of fat faerie. ~ End #HELP Name animal~ Text The animalistic race consists of mainly of non-humanoid creatures, which are otherwise unclassifible. ~ End #HELP Name ansi~ Text Syntax: ansi <on|off> The ansi command will either enable or disable ansi colour. Ansi colour will work provided your terminal has a compatible mode. ~ End #HELP Name anthropomorphic~ Text Animals the size of humans, and with hands. ~ End #HELP Name antimagic~ Text This ability is automatic, and will counter offensive magic with antimagic from the Void to nullify the attack. ~ End #HELP Name aol~ Text America On-Line sucks. Didn't you know that? ~ End #HELP Name aphrodites~ Text Cousin to the nymphs. These beings are known throughout myth's as beings of the greatest imaginable beauty. Sized as though a human, one can never confuse them. Even the ugliest aphrodite is beyond the beauty a human could ever achieve. Roleplay note. Aphrodites though not having power to enforce thier appearence into the desires of another are by far the most attractive beings in all realms. In other words, unless your blind, you notice them. You can meet them with adoration or jealousy. (These beings have a very high sex drive.) ~ End #HELP Name apprentice~ Text You will need to find skills from apprentices scattered throughout the mud. When you find one, look at them to see what they teach. Note that the description is rarely the exact name of the skill. ~ End #HELP Name aquatic~ Text Aquatic creatures are native to water, and as such, can breathe and swim easily underwater. This includes various merfolk, fishmen, as well as dolphins, sharks, and normal fish. NOTE: At present, most aquatic races are not selectable by players. The player selectable races can all go on dry land as well as water. ~ End #HELP Name archangel~ Text Mighty, glowing radiant angels. ~ End #HELP Name ariels~ Text Ariels are descendants of elves born with wings, giving them a beautiful, angelic appearance. They tend to be very gentle, charismatic, and wise. Not as strong as true elves, ariels get along well with pixies, sprites, and other creatures of faerie-kind. They find dealing with the darker races such as goblins and kobolds demeaning, and shun them whenever possible. ~ End #HELP Name armor~ Text Syntax: wear <item> Syntax: remove <item> Armor is worn on one or more locations on your body, and will protect that bodypart, as well as giving you any affects it has. ~ End #HELP Name artifacts~ Text Artifacts are unique items. They are indestructable. They cannot be enchanted, reshaped, or bound. They are much stronger than normal items. You can only have one at a time. Example of an artifact: Elven luminite spear of power named Havet. ~ End #HELP Name attributes~ Text This command will give a verbal representation of your current attributes (STR, INT, WIL, etc), as well as of the exp currently in your experience pool. If you are bored, there is little or no experience left, and you will need to earn more before you can raise skills ~ End #HELP Name auramask~ Text Syntax: config +auramask This will mask one's aura from being read. ~ End #HELP Name autodrink~ Text Syntax: config +autodrink If you are a vampire and have this set, you will automatically drain the blood of the victims that you kill upon their death, healing you somewhat. See also: CONFIG ~ End #HELP Name autoloot~ Text Syntax: config +autoloot If you have autoloot on, you will automatically loot the corpses of the mobiles that you kill. See also: CONFIG ~ End #HELP Name autosex~ Text This will attempt to maintain your gender after rebirth. See: HELP REBIRTH ~ End #HELP Name avians~ Text Avians are winged creatures such as birds, harpies, and ariels. ~ End #HELP Name axes~ Text Axes came into the scene of weapons after having been a tool for survival. Instead of putting the blade parallel with its handle, the blade is positioned perpendicular. The blade is also weighted to make the impact power near devasting. Where as a swords blade is made to be balanced and agile, the axes focus more on hitting harder with a sharp blade. The means of damaging your opponent is hacking away at them. In this sense there is much less finesse in your attack. Many variationshave been made on axes, including lengthening the pole, adding a second blade, adding massive weight, making them light enough to throw, etc.. An axe can be used with the SLASH and CHOP commands. ~ End #HELP Name aymiaysia~ Text Settled beneath the Icewall on the Plane of Sasherey, this open, frigid city is home to some hardy humans and a settlement of snow elves. However, the frozen land does not support a booming population, but Aymiaysia possesses a beauty entirely its own nonetheless. ~ End #HELP Name actions~ Text . COMMANDS FOR VARIOUS ACTIONS -------------------------------- *LOOK (l) - can used by itself to look at the room you stand in - you can look at objects: LOOK <object> - you can look at mobs and players: LOOK <mob or player name> - you can look into the next room if affected by the 'scry' spell *SLEEP (sl) - sleeping will replenish your hitpoints, mana, and movement *REST (r) - will replenish your hp, mana, and mv, but slower than sleep - you can still communicate when resting but not while sleeping *WAKE (wa)/ STAND (st) - will return you to the standing position *SIT - your character will sit down *OPEN/CLOSE <direction or object> - will open/close a door or container *LOCK/UNLOCK <direction or object> - will lock/unlock a door or container *PICK <direction or container> - will pick lock on door or container *INVENTORY (in) - will show you all the objects you are carrying *EQUIPMENT (eq) - will show you all the equipment you are wearing ~ End #HELP Name allow~ Text Syntax: allow <player> <clan> <permission> Allow will allow you to add or remove priveledges or restrictions to a player within a clan. See also: CLAN, CLAN SYNTAX, INDUCT, OUTCAST ~ End #HELP Name all_caps~ Text In help files, words in ALL CAPS usually denote that there is another help file you can access by that name. When used on channels, ALL CAPS means that you are shouting, and is generally considered a rude thing to do. ~ End #HELP Name attack~ Text Syntax: <attack> <victim> [bodypart] The possible types of attacks you can perform are based on your bodyparts and what weapon you are wielding. To attack with a generic item, use 'hit'. Otherwise, you can use these commands: slash, stab, pound, whip, lunge, chop punch, kick, headbutt, bite, claw, tail, elbow, knee, slap See also: COMBAT ~ End #HELP Name adopt~ Text Syntax: adopt <person> This adopts another player into your family. ~ End #HELP Name apply~ Text Syntax: apply <salve> [person] APPLY will use a salve. It can optionally be used on others. ~ End #HELP Name adventure~ Text . In our efforts to give credit to everyone who deserves it, we almost forgot to give credit to one of the "grandfathers" of computer adventure games... David Platt, the author of the original "Adventure" (c)1979. Also credit to Ken Wellsch for porting the original Fortran-77 version to UNIX-C (over a period of about 3 years) (c)1984. ~ End #HELP Name arena_syntax~ Text Arena syntax: arena add <arena> [name] - Hires a gladiator with specified name/arena. If name is left blank it will generate a random name. arena show <arena> - Shows details in arena. arena list - Lists all arenas. arena score <arena> - Lists scores for the arena arena move <arena> <gladiator> <new arena> - Moves a gladiator to new arena. arena find <gladiator> - Find what arena a gladiator is in. arena rename <arena> <gladiator> <new name> - Renames a gladiator. arena wait <arena> <gladiator> - Toggles gladiator waiting room arena toggle <arena> <gladiator> - Enter/leave wait when arena is over arena auto <arena> <gladiator> - Toggles between auto skill gains or manual arena skill <arena> <gladiator> <stat> - Uses a skill point to raise a stat. arena transfer <arena> <gladiator> <player> - Transfer ownership of a gladiator arena odds <arena> - Shows odds of each gladiator in an arena arena bet <arena> <gladiator> <amount> - See HELP BETTING arena collect <arena> - Collect winnings from arena. arena team <arena> <gladiator> <number> - Sets team number of gladiator arena delete <arena> <gladiator> - Fires a gladiator. WARNING, you will not get your money back, and the gladiator is gone forever! These commands are available only to those with misc permission: arena create <name> - Creates an arena with specified name. arena set <arena> room - Sets the arena room to the current room. arena set <arena> team - Toggles between FFA and Team Arena arena set <arena> halt - Toggles tempory halting of arena arena tick - Force an arena tick. arena save - Manually save all arenas. ~ End #HELP Name adom~ Text www.adom.de Ancient Domains of Mystery An excellent single-player roguelike game. ~ End #HELP Name afaik~ Text As far as I know. ~ End #HELP Name black_dragon~ Text The mighty black dragons, also known as shadow dragons or soul dragons, are greatly feared among dragonkind. Their breath comes out as either a cloud of noxious fumes, or tendrils of terrible darkness that threaten to cling to one's soul and drain it of its life essense. See also: DEATH TALENT ~ End #HELP Name blue_dragon~ Text Flighty dragons of thunder and storms, the blue dragons are also known as thunder drakes, storm dragons, or lightning dragons. Their breath is a burst of lightning. They thrive upon thunderstorms and electricity. See also: LIGHTNING TALENT ~ End #HELP Name bronze_dragon~ Text Mighty dragons of the wind and air, the bronze dragons make their homes in the desert or the high mountains. Able to call upon the power of the wind at will, they can bring upon the frigid north wind, or the stinging sandstorms of the desert. See also: WIND TALENT ~ End #HELP Name backstab~ Text When you hide before attacking, you will perform a sneak attack for extra damage. ~ End #HELP Name bandage~ Text Syntax: bandage <bodypart> <person> In the course of battle, one tends to take damage. You can heal the damage done to your and other people's limbs by bandaging them up. NOTE: You can only bandage bodyparts that are bleeding. See help BONESET ~ End #HELP Name bane~ Text A bane on a weapon means that weapon will do more damage against that type of creature. When an item is enchanted with magic, the first creature slain with the weapon it will become the bane of. The bane will become stronger each time it slays a creature of that type. ~ End #HELP Name bane_list~ Text Bane value for Value0 on a weapon: 0 - none 1 - undead 2 - demon 3 - elf 4 - orc 5 - dragon 6 - human 7 - dwarf 8 - faerie 9 - giant 10 -bovine 11 -troll 12 -halfling 13 -animal 14 -feline 15 -equine 16 -construct 17 -angel ~ End #HELP Name banshee~ Text Wailing undead spirits. ~ End #HELP Name bard~ Text The bard is a master of the magic of speech and song. They are inborn with the speech talent, and get auxiliary talents. ~ End #HELP Name bat~ Text Nocturnal flying mammals. ~ End #HELP Name bear~ Text A four legged carnivore that tends to make it's home within the forest. This race is known to disappear for months at a time, with no trace of them. ~ End #HELP Name beolar~ Text If demons had nightmares, it would surely be of this creature, a demon of sorts itself, it has unlimited strength and ferocity. Like the shards of a poorly put together mirror, such is the beolar's appearnce, twisted and misleading to the eye. These are beings dreaded by the inhabitants of the hells themself, their voilent evil nature even enough to make the demons cower at ones approach. ~ End #HELP Name bestow~ Text Syntax: bestow <player> <clan> <title> Bestow allows you to set somebody's title within a clan. This title can be anything and may include colorcodes, but should be related to the RP of the clan. See also: CLAN, CLAN SYNTAX, INDUCT, OUTCAST ~ End #HELP Name bft~ Text 'Bout Fucking Time. ~ End #HELP Name bind~ Text Syntax: bind <item> <person> Bind makes the item loyal to the person it is binded to. Making the item loyal returns it to the inventory of its owner when it is disarmed. Loyal items return to your inventory when you are killed. Bind is given by the catalysm talent. Bind requires that &R500 &Wmana be funneled into the item. ~ End #HELP Name bite~ Text An attack with teeth or fangs. On a bite, a vampire will drink the blood of the victim automatically. Having fangs causes bite to do extra damage. ~ End #HELP Name blindness~ Text Certain spells and attacks can render a player blind for anywhere from a few round (desert breath) to several hundred rounds (the blind spell). If you are blinded, you will see only your name on the 'who' list, and will be unable to see either your inventory or your location. You may either wait out the effect of the blindness, request assistance over channels, or make your way yo a cleric such as the one in Torn Elkandu. who will immediately remove your blindness. ~ End #HELP Name blur~ Text This skill is given with the Time talent. Starting at level 10, the blurring of your image increases. Making you gain an extra random dodge. After level 10, the chances of it happening increase. ~ End #HELP Name boar~ Text A squeeling, four legged, hairy animal with two small tusks. ~ End #HELP Name bleeding~ Text If you are bleeding, you should use BANDAGE. Using HEAL will also slow bleeding. ~ End #HELP Name broken~ Text If you have a broken bone, you should use BONESET. ~ End #HELP Name body~ Text Syntax: body or body <mob> This command gives you a list of all your body parts and thier current state. Body can also be used on mobs to see what bodyparts that particular mob has. It is very useful in sizing up your opponent and finding weak spots. ~ End #HELP Name boneset~ Text Syntax: boneset <bodypart> [person] Through intense combat it is inevitable to recieve blows that can cause broken bones. The mage must in order in rectify this situation set the bone back into place to utilize and repair thier broken appendages. ~ End #HELP Name bored~ Text It means you're out of exp. Go get more exp. ~ End #HELP Name botting~ Text Bots, the running of a character using triggers while there is no one attending it, is not illegal in itself. However, bots are held to the same rules as playing characters. The character is accountable for any act the bot commits. If you run a digging bot, please be courteous and get rid of materials you dont want every once in a while so as not to clog up the mud If you are using an auto reconnect script, PLEASE make sure it fully logs you in and doens't leave your char sitting at the login screen. ~ End #HELP Name bovine~ Text Bovines are cattle (cows and bulls), and their relatives, such as minotaurs. See also: MINOTAUR ~ End #HELP Name bows~ Text There are two pieces of equipment to utilise a bow as a weapon. One being the bow itself, and arrows as ammunition for it. By bending wood into a half circle arc and linking the ends with a lenth of string/sinew etc... you comprise a bow. The aim in creating a great bow is focusing on accuracy and the tension of the bowstring. By adding tension to the bowstring you slightly reduce accuracy but you increase its strength. The second part, the arrows. Have many variations in their shape and design, But three main parts to them seem to be the norm. A weighted and sharpened head used to guide and pierce what you aim upon. The shaft which places length between the head and the tail, and finally a tail that is designed to add drag to insure accuracy and that the tail stays perfectly aligned behind the head to maximize the chance of piercing. See also: MISSILES ~ End #HELP Name brand_list~ Text 0 - no brand 1 - poison 2 - flaming 3 - vorpal 4 - frost 5 - electricity 6 - acid 7 - storm 8 - radiant 9 - crush 10 - vampiric 11 - psionic 12 - anti-matter 13 - sonic 14 - distortion ~ End #HELP Name breathing~ Text Lets you breathe anywhere without drowning or suffocating. ~ End #HELP Name brownie~ Text Brownies are a race of humanoid fae that dwell in forests, smaller than sprites averaging a height of 5 inches, and lacking wings. They play tricks on other people for fun, most people can't see them, as they blend into their surroundings. ~ End #HELP Name brt~ Text Be Right There ~ End #HELP Name btw~ Text By The Way ~ End #HELP Name bugs~ Text If you have a bug, idea, or typo to report, please do so on the web boards. HELP BOARD for the current address. Thank you. ~ End #HELP Name build~ Text You have a set of vnums. Say you have been assigned 1000-1099. To make a room: &C1. &Wgoto 1000 &C 2. &Wredit name a forest &C3. &Wredit sector 3 &Wredit vegetation 80 &C4. &Wgoto 1001 &C 5. &Wredit name a river &C6. &Wredit sector 7 &Wredit water 50 &C7. &Wredit bexit s 1000 Also put roomflags where appropriate. Most common are NOFLOOR and INDOORS. See also: &YROOMFLAGS, SECTORTYPES, REDIT&w ~ End #HELP Name bull~ Text A huge brown cow with horns and big balls. ~ End #HELP Name buy~ Text Syntax: buy <object> Syntax: buy <# of object> <object> BUY buys an object from a shop keeper. BUY <# of object> <object> will allow you to buy up to twenty of a normal store item at once. See also: SELL, LIST, VALUE, SHOPSET, WITHDRAW ~ End #HELP Name battle~ Text See HELP COMBAT ~ End #HELP Name biography~ Text Syntax: bio The BIO command puts you into an editor to edit your personal bio: what people see when they check WHOIS on you. Your bio may contain information that characters wouldn't normally know immediately in RP. Information in the bio is to the players, not generally available to the characters unless the character learns about it through RP. ~ End #HELP Name bury~ Text Syntax: bury <item> To bury an item (or corpse), drop the item on the ground and bury <item>. Depending on the size and weight of the object, you might need a shovel. ~ End #HELP Name bank~ Text Syntax: deposit <amount> Puts gold into your bank account. Syntax: withdraw <amount> Removes gold from your bank account. Syntax: gold Displays the current total amount of gold you are carrying. Also shows the amount of gold in your bank account. You must be in the room with an ATM machine to use all of these commands except gold, which may be used anywhere. If you own a shop, you may also use withdraw in that shop to take out any money it has from selling items. See also: WITHDRAW, DEPOSIT, GOLD, COINS ~ End #HELP Name bodyparts~ Text Misc body parts: HEAD ARMS LEGS NECK STOMACH CHEST HANDS FEET FINGERS EAR EYE TONGUE EYESTALKS TENTACLES FINS WINGS SCALES HOOVES FORELEGS HAUNCHES FEATHERS PAWS Used for attacking: CLAWS HORNS TUSKS TAIL BEAK FANGS ~ End #HELP Name beep~ Text Syntax: beep <player> This will beep someone on the MUD and leave a blinking message. ~ End #HELP Name boards~ Text Message boards: http://www.dark-tempest.com/serriya/forum/ ~ End #HELP Name books~ Text To read the book, type look <title>, to see a list of titles the book contains, look at the book. Books can offer a variety of information about uses for magic, recipes, information on areas and races, hints on quests, and just background and flavor for the universe. See also: WRITING ~ End #HELP Name buy_shop~ Text Syntax: buy shop (but then you had figured that out already :P) This buys a shop for 1 mithril. You can get your profits from it by typing withdraw in the shop. ~ End #HELP Name bounty~ Text Syntax: bounty <person> <amount> This puts a price on someone's head. ~ End #HELP Name button~ Text Buttons in elevators or other places may be used to operate the mechanism. Simply type PUSH BUTTON. ~ End #HELP Name betting~ Text See HELP GAMBLING. ~ End #HELP Name cave_orc~ Text Orcs that dwell in the deep caverns underground. They are hardier but less intelligent than their surface dwelling cousins, the hill orcs. ~ End #HELP Name clan_syntax~ Text .Syntax: clan list - lists all clans clan create <abbr> - creates a new clan with the specified abbr clan disband <abbr> - disbands a clan you lead clan name <clan> <name> - sets the name of a clan clan abbr <clan> <abbr> - sets the shortcut to access a clan clan show <abbr> - shows info about a clan clan intsec <abbr> <value> - sets clan internal secrecy clan extsec <abbr> <value> - sets clan external secrecy clan deposit <abbr> <amt> - deposits mithril into the clan bank clan withdraw <abbr> <amt> - withdraws from the clan bank ~ End #HELP Name climb~ Text Syntax: climb <direction> This skill enables you to climb into and out of rooms that require it. ~ End #HELP Name common_sense~ Text If you don't have this, you are a rock. See also: Help ROCK ~ End #HELP Name containers~ Text Containers are almost a necessity in the game. They are used to carry items, food, and drinks. They help you to sort things, by using two or more types of containers at once. Corpses use many of the same commands as regular containers. EXAM <container> or LOOK IN <container> allows you to see what it contains. GET <item> <container> allows you to take one item from a container. GET ALL <container> allows you to take everything from a container at once. GET ALL.<item> <container> allows you to take all of a particular item type PUT <item> <container> puts an item inside a container. PUT ALL <container> will put as much of your inventory in the container as possible, until the container is full. PUT ALL.<item> <container> will put as much of one type of item into the container as possible, until the container is full. ~ End #HELP Name cafo~ Text Cast And Find Out. ~ End #HELP Name calendar~ Text The days of the week are: Vannes, Kelivan, Vesevan, Tativan, Retivan, Daltavan, Vestivan The months are: 1. Brykena 2. Relithoves 3. Vestejan 4. Tatarmyr 5. Sesiddet 6. Heygavan 7. Veseveret 8. Vankampa 9. Dalteyves 10. Nastarmath 11. Retsoves 12. Kinrelth ~ End #HELP Name catalyst~ Text A mage specializing in item enchantment and funneling. Throughout the planes, you may find catalysts to hire that will funnel your items for profit. See also: CATALYSM~ End #HELP Name centaurs~ Text Half-man and half-horse, these creatures of the plains and forests are an ancient and wise race is strong and hardy yet deep and thoughtful. They are well suited to magic, and their faith makes them strong as clerics as well. However, centaur arches are legendary, as well as the great centaur warriors of the hills. They tend not to get along well with the baser races as minotaurs and goblins. ~ End #HELP Name channeling~ Text This skill allows you to channel mana more efficiently, causing magic to cost less mana to use. ~ End #HELP Name cheating~ Text . &GCheating is a very serious offense and subjects _all_ characters involved to a slay, purge (loss of all equipment), freeze, balzhur (destruction of all equipment and public demotion to level 2), deny or even a site ban. What is considered cheating? - exploiting (intentionally using) a bug to gain equipment or gold - intentionally causing the system to crash - intentionally duplicating equipment or gold - knowingly accepting illegal equipment (see above) from others - attempting to duplicate equipment or gold -- * even if not successful * - using or making profit from equipment that was accidentally duplicated - using gold that was accidentally duplicated - doing something an imm told you specifically not to do Cheating hurts the game, and every player in the game. Protect yourself and report any bugs you find, and inform the Immortals if you have strong cause to believe someone is engaged in any of the above. If you find you have accidentally duplicated an item, turn the item over ~ End #HELP Name cheetah~ Text Fastest of the cats, these lithe strong cats hunt and live within the hot deserts. Capable of moving at intense and agile speeds for a short time, these beasts are impressive killers. ~ End #HELP Name cherub~ Text Cute little baby angels. ~ End #HELP Name chicken~ Text cluck-cluck. peck-peck. See help rock. ~ End #HELP Name chop~ Text Syntax: chop [victim] [part] An attack that can only be used with axes, it is similar to lunge in that it is a strong swing for a lot of damage, but takes a lot of effort to perform. ~ End #HELP Name chronomancer~ Text A time mage. ~ End #HELP Name clans~ Text The clan command allows you to view clans, their details, and edit things about the clans. Type 'clan list' to view a list of clans. Type clan <abbr> to view the details of a specific clan. Type clan by itself to see the syntax for other various commands. Note: Please do not make 1 member clans. At the end of each week, all clans with just 1 member will be deleted. Thank you. See also: INDUCT, OUTCAST, CLAN SYNTAX, BESTOW, ALLOW ~ End #HELP Name classes~ Text There are no classes here, this is a skill-based MUD. ~ End #HELP Name claws~ Text Syntax: claw [victim] [bodypart] This command will attack with a character's natural claws if they have them, or with a claw-type weapon if they are wielding such. ~ End #HELP Name clear~ Text Syntax: clear This command clears the screen. See PAGELENGTH. ~ End #HELP Name climate~ Text Syntax climate <field> <name> This command allows you to view or modify the climate settings for an area. There are settings for temperature, precipitation, and wind. In addition, you may specify neighboring areas who will affect changes in the current areas weather. Therefore there are four fields to choose from. Each field has a different range of values available. Field name: Values: temp cold, cool, normal, warm, hot precip arid, dry, normal, damp, wet wind still, calm, normal, breezy, windy mana dead, stagnant, stable, charged, energized neighbor <area name> Specifying an area name with neighbor which is already on the list will remove it. Using climate without any arguments will display the area's current setting. Note that this command always refers to the area which you are currently in. ~ End #HELP Name clover~ Text Syntax: clover <person> This skill is unique to leprechauns. It allows you to produce a four-leaf clover, increasing the luck of a person and blessing them with the ability to hit more frequently ~ End #HELP Name coins~ Text &C1 mithril = &Y100 gold &Y1 gold = &W100 silver &W1 silver = &O100 copper ~ End #HELP Name coldblood~ Text Coldblooded creatures are sensitive to extreme temperatures. ~ End #HELP Name colors~ Text The foreground special character is: && Tokens for && are: &&x - Black&w &&r - &rRed (blood)&w &&g - &gGreen&w &&O - &OOrange (brown)&w &&b - &bDark Blue&w &&p - &pPurple&w &&c - &cCyan&w &&w - &wGray (default color) &&z - &zDark Grey&w &&R - &RLight Red&w &&G - &GLight Green&w &&Y - &YYellow&w &&B - &BBlue&w &&P - &PPink&w &&C - &CLight Blue&w &&W - &WWhite The background special character is: ^^ Tokens for ^^ are: ^^x(z) - Black ^^r(R) - Red ^^g(G) - Green ^^O(Y) - Orange ^^b(B) - Blue ^^p(P) - Purple ^^c(C) - Cyan ^^w(W) - Grey The tokens in brackets are the same colors, but cause the foreground color to flash. Note: If setting both foreground and background colors. The foreground must precede the background color. Also, the last color setting in your prompt will wash over into the text you type. So, if you want a set of colors for your typed text, include that at the end of your prompt set. Example (assuming current h.p.'s of 43 and mana of 23): Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x = <43/23> {A }{B}{C } A) Yellow with blue background. B) Black with red background. C) Light Grey with black background. See also: HELP PROMPT ~ End #HELP Name combat~ Text You will benefit from being ready when you fight. Type ready to get ready to fight. Type relax when you want to rest up and regenerate, as you do not regenerate while ready. Combat factors in a lot of different things. To successfully hit, things like hitroll, dexterity, the weapon you use and the mobs bodypart all tie into a combat situation. See also: ATTACK, DEATH ~ End #HELP Name combine~ Text Syntax: combine <first material> <second material> This allows you to mix metals and materials, adding weight and larger sums of one specific type of ore. As you add different types of ore together they take on the property of the last ore you combined. You must have practiced the combine skill to use this. See also: FASHION, ENGRAVE, ENCHANT, AFFIX ~ End #HELP Name commands~ Text Syntax: commands Syntax: socials COMMANDS shows all the non-social commands available to you. ~ End #HELP Name compare~ Text Syntax: compare <item> <item> This command will examine the approximate cost of two items, telling you their value in relation to one another. Please note that this does not take into account the usefulness of an item's stats to you, just its cost, so keep that in mind. ~ End #HELP Name confetti~ Text Colorful paper people throw around in parties or something. Also Shod. ~ End #HELP Name configure~ Text Syntax: config + or - <option> This command configures some of your character behavior. Typing CONFIG alone shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits. AUTOLOOT You automatically loot corpses. (not on pkilled corpses) AUTOGOLD You automatically split gold from kills with your group. GAG Toggle whether you see battle details in full or brief form. PAGER Toggle page pausing on long scrolls. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. NOINTRO Toggle whether you see the graphic screen at login. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. ANSI You receive ANSI color sequences. RIP You don't receive RIP graphics. NOBEEP Toggles if you can receive beeps from other players. NOHUNGER You do not receive messages when hunger or thirsty. ANONYMOUS Your rank will be hidden. DEFENSE You will not attack physically in combat, and dodge more. AUTODRINK If you are a vampire, you will automatically drink blood. &w OOC If you are currently not in character for whatever reason See also: PAGER, PROMPT, PCOLORS. ~ End #HELP Name conjurer~ Text A catalyst specializing in conjuring items. ~ End #HELP Name connect~ Text Syntax: connect <person> Syntax: connect <person> <message> Connecting to a person will open up a telepathic link between you. You may also send a message directly without opening the link fully. See: HELP THINK ~ End #HELP Name consent~ Text Syntax: consent <player> This command lets you consent to the other player, allowing them to do various things that require your consent &RWARNING: &Wif you consent to a player, you must trust them completely, because they may be able to screw you over with it if you consent to the wrong person ~ End #HELP Name consider~ Text Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. Considering a player may be construed as a threat. ~ End #HELP Name constitution~ Text Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints a character has - improvement or worsening of a character's mental state, thus affecting general endurance - the number of hitpoints recovered or regenerated at each tick ~ End #HELP Name construct~ Text Constructs are magically or technologically put together beings, animated usually by magic, or implanted with a computer brain and artificial intelligence, sometimes also animated by the transplated soul of a living being or a demon. Constructs, not being living beings, do not need to eat or drink, and will not bleed, nor will they be affected by healing abilities. They must repair themselves to recover damage taken. The amount repaired is based on the Smithing skill of the one doing the repairs. See also: REPAIR, SMITHING ~ End #HELP Name copyover~ Text Syntax: copyover These commands copy the new MUD code and other such changes into the MUD without the need to shutdown or reboot. They will keep everyone online with a brief delay and a message. Immortals with log will see some spam. Also see HELP REBOOT ~ End #HELP Name copyright~ Text . SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software. Rogue Winds / CalareyMUD (c) 2000-2002 Heather Dunn ~ End #HELP Name corpse~ Text Corpses last approximately 30 minutes after the time of death. Corpse decay will happen even while you are linkdead or after you quit. When a corpse decays, it will leave the items on the ground. Some races, such as ethereals, do not leave a corpse when they die. Their items will drop directly onto the ground. ~ End #HELP Name corrupt~ Text Corrupt is also known as a transmutation, if you have cure corruption, it will remove a transmutation. ~ End #HELP Name counterspell~ Text Syntax: automatic One powerful enough in the Catalysm talent has the ability to issue a counterspell when offensive spells are cast on them. ~ End #HELP Name cow~ Text Just like BULL, but without balls. ~ End #HELP Name crafter~ Text Crafters are catalysts who specialize in the creation of items. They are primarily catalysts, but also have auxiliary talents that assist with item creation and enchantment. ~ End #HELP Name crash~ Text Crashes are unforeseen interruptions in the game that cause everyone to be disconnected. If you type time and look at the system start up time, you can determine if the game has just rebooted or if it was a problem with only your character. 99.9% of the time corpses will save over a crash. The game will start back up with your character at the last place you saved or the game saved you. See HELP SAVE ~ End #HELP Name credits~ Text . .----------------------------------------------------------------------------. : M A N Y S P E C I A L T H A N K S T O : : : : ================================================ :`-' : : : The DIKU Mud team for their contributions to the Internet world of MUDS,: : and the MERC Mud team for their work and development towards DikuMud. : : MERC 2.1 by Hatchet, Furey, and Kahn, DikuMUD by Hans Staerfeldt, Tom : : Madsen, Katja Nyboe, Michael Seifert and Sebastian Hammer. : : : : SMAUG by Thoric (Derek Snider) with Altrag, Blodkai, Haus, Narn, Scryn, : : Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and Nivek. : : : : Thanks to all these people for whatever they did on ResortMUD 3.0 : : Scion, Shogar, Tagith, Josh, Stoker, Justice, Magus, Yakkov, Cyrodian, : : Snowbird, Garinan, Keolah, Prophecy, Callinon, Arlen, Starlick, Froboz, : : Callidyrr, Louie && Jobo. RM 3.0 is a project of UCMM && UMRG Networks. : : : : Rogue Winds was developed by Scion and Keolah. : : Thanks to all the wonderful players of Rogue Winds for their dedication.: : :.-. : : : `----------------------------------------------------------------------------' ~ End #HELP Name crow~ Text Large black birds, usually scavangers. They are of average intellect, but not quite as smart as the raven, yet more hardy. ~ End #HELP Name cryomancer~ Text Frost mage. See: HELP FROST TALENT ~ End #HELP Name cure~ Text Cure Blind - Level 25 Healing/Seeking, Cures Blindness. Cure Corrupt - Level 35 Healing, Removes Transmutations. Cure Curse - Level 35 Security, Removes Curse from player. Cure Poison - Level 15 Healing, Antidotes Poison from player. Cure Weak - Level 10 Healing, Removes Weakness Status. Cure Drunk - Level 20 Healing/Mind, Removes Drunkeness from player. Cure Rot - Level 60 Healing, Removes Rotting Status Cure Plague - Level 90 Healing, Cures Plague and Disease. ~ End #HELP Name cyclops~ Text The black sheep of the giant nation, the cyclops has been shunned by societies forever. The fables behind the mighty cyclops grow everyday as many have never actually seen a cyclops and if they did, they told of mammoth giants that have a single eye placed in the middle of thier foreheads. ~ End #HELP Name channels~ Text chan list - lists all channels chan create <chan> - creates a new channel chan delete <chan> - delets a channel you own. chan show <chan> - shows information and who is on a chan chan join|leave <chan> - joins or leaves a channel chan invite|kick <chan> <player> - adds or removes a player from a chan chan save - saves all channels chan rejoin - rejoins all channels you were on before chan quiet - leaves all channels chan tag <chan> <string> - sets chan tag shown before chatter chan div <chan> <string> - sets chan divider between chatter and text chan flags <chan> <flags> - alters a channels flags chan info <chan> <string> - sets info shown on clan show chan access|ban <chan> <player> - prevents or allows a player to join a chan chan transfer <chan> <player> - transfers ownership chan clan|permit <chan> <restrict> - places restrictions on channel ~ End #HELP Name communication~ Text . COMMUNICATION COMMANDS ------------------------ *OOC <message> - global out of character message *TELL <player> <message> - only that player will see your message *EMOTE <message> - this prints <Your name> <message> on the screen *REPLY <message> - sends a messages to the last person who sent you a tell *SAY <message> - the message is only heard by the people in the room *OSAY <message> - out of character say to people in the room *SHOUT <message> - message is only heard by people who are awake *YELL <message> - message is only heard by people in the area *PRIVATE <message> - player-created private channels *CHAN +/-<channel> - you can turn a channel on and off ~ End #HELP Name character~ Text . COMMANDS FOR YOUR CHARACTER ----------------------------- *AFK - this adds an 'Away From Keyboard' flag to your name *CONFIG - lists all the config options available to you *DESCRIPTION - you can write a description for your character *BIO - a brief background for your character *PASSWORD <old> <new> - changes your password *TITLE <sentence> - changes the sentence behind your name *SAVE - saves your progress (good idea to do it often) *PRACTICE <skill, spell, weapons> - trains you to use a skill, spell, etc... *NOTE* Typing PRACTICE will show you all your spells, skills, etc... HELP <spell, skill, etc> - will define the spell, skill, etc... *TRADEIN <amount> <talent> - trades talent points into a talent or stat. Newbies are advised to use KITS unless they know what they are doing or are feeling adventurous. *KIT <name> - sets you up with a newbie kit setting your talents for you. Typing KIT by itself will list the available kits. *QUIT - quits the game * ! - will repeat the last command ~ End #HELP Name close~ Text Syntax: close <object|direction> CLOSE closes an object or a door. ~ End #HELP Name canines~ Text Various types of canines roam the realms, the primary of which are wolves and their smaller cousins, the wolflords. The wolflords were created due to a mutation, and are smaller than normal wolves, but much more intelligent, and have various telepathic and magical abilities. ~ End #HELP Name change_talent~ Text The mighty and rare Changers are those capable of changing their own form, and often that of others. While their Talent is not completely offensive, they are capable of doing considerable damage to others with their changing magic. When they attain polymorph magic, the very shape of their race may be changed at their whim. ~ End #HELP Name catalysm_talent~ Text Catalysm is item magic, and often deals with spells regarding enchantment or manipulation of items, and channeling of pure mana. They have an assortment of offensive spells involving mana and energy. ~ End #HELP Name calareymud~ Text This mud is based off the CalareyMUD codebase, created by Scion and Keolah, which is in turn based off ResortMUD, Smaug, Merc, Circle, and Diku. You can find the CalareyMUD codebase available for download at: http://mudworld.inetsolve.com/ResortMUD/#calarey~ End #HELP Name cheese~ Text Cheese is good. Cheese is great. Worship the cheese. ~ End #HELP Name chaos_cheese~ Text Chaos cheese is formed by the excretions of the soul of a dying wizard. Death mages can also form it at will. ~ End #HELP Name change_ability~ Text Syntax: change <person> <race> Change is a skill given to those who pick the Change talent. It allows you to change your race into a soemthing more suitable for a coming for or for RP reasons. At level 80 of the Change talent, You can change others races as well. Change is permanant, although it does not stop or limmit future changes. At level 30 you can change into any of the same species as your current race, whether in your normal form or morphed form. Hence a human werewolf could now become any nation of human, and any type of canine. With Change Species, a Changer can become anything at all they wish regardless of its species. A level 30 Changer can also change a person's height and weight, with the arguments, taller, shorter, heavier, and lighter. They may use this on another at will. The amount of difference allowed from the person's natural height and weight is based on the Changer's effectivity in Change. See CHANGE TALENT for information on the talent. ~ End #HELP Name crossbow~ Text Crossbows are a type of missile weapon that fires metal bolts at a target. ~ End #HELP Name dancing_lights~ Text Syntax: cast 'dancing lights' This area affect spell hits everyone in the room with faerie fire. See help: 'faerie fire' ~ End #HELP Name detect_traps~ Text This shows you traps. As there aren't many traps in this mud, its pretty useless. ~ End #HELP Name dream_talent~ Text Dreamers are those that can enter the World of Dreams, and have many powers only usable from within there, including the ability to pull sleeping people into the dreamworld with them. Also, they are masters of sleep, and can manipulate a person's mentalstate in order to put them to sleep. See also: DREAM ABILITY, DREAMWORLD ~ End #HELP Name droidarena~ Text www.droidarena.com The reason very little work has gotten done around here lately. ~ End #HELP Name daggers~ Text These are very similar to swords. The differance lies mainly in the size. While swords can be wielded with one or two hands a dagger never reguires more than one hand to wield. A dagger is meant to be easily concealed, and stealthy in their attack. The main goal with a dagger is to get in close as possible and deal one lethal blow. Because daggers are so light the means of landing a lethal blow is by piercing your opponant in a vital spot. A dagger can be used with the STAB or SLASH commands. ~ End #HELP Name dalizar~ Text Dalizar, the Caverns of Song, are the fabled home of the Windriders, high atop the sea-cliffs in northwestern Kalor. The Windriders reside in these caverns with their flokai, from which they patrol the skies over all of Kalor. They also mine these caverns for the valuable gems within them, claiming that some gems have magical properties that they can harness. ~ End #HELP Name death~ Text Characters under 10 hours playing time will not die, but simply be transported to the Nexus upon death, with their experience and equipment intact. When your character dies, you will become a ghost for a period of time during which you may still be resurrected. You may manually be reborn by typing REBIRTH. A powerful Death mage may resist the pull of the Void, or possess another corpse. See also: HELP REBIRTH ~ End #HELP Name development~ Text . @%#$%&&*!@#!?!?! .-------------=======[ Debugging / Coding Credits ]=======-------------. | | | Most of the extensive debugging and coding of Realms of Despair | | was done by Thoric in what little spare time he could set aside. | | | | Other credits go out to Haus for debugging work on the online | | building, and also to Strahd, Caine and all the gods who reported | | nasty bugs and crash causes. | | | | Nivek has been a crucial part of getting version 1.4 out as | | bug free possible. | | | `----------------------------------------------------------------------' ~ End #HELP Name deer~ Text Doe a deer a female deer, Ray a drop of golden sun... Me a name I call myself, Far a long long way to run... Sew a needle pulling thread, La a note to follow Sew Tea to drink with jam and bread, that will bring us back to doe doe doe doe... Duh, a forest dweller that freezes in it's tracks when you light a torch. ~ End #HELP Name demons~ Text Spawned from Hell itself, these creatures of mass distruction roam the land. Although not very bright, they have become something very fierce to be reckoned with. Their sheer numbers could overtake the world. Most fly to destroy their foes, while the lesser, the ice devils, do not fly. They are usually lone hunters, and do not play well with others. All are evil and will never rest until their bloodthirst is quenched. ~ End #HELP Name disconnect~ Text Syntax: disconnect <character> DISCONNECT <character> immediately disconnects that character. ~ End #HELP Name deny~ Text Syntax: deny <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and can only be undone offline by someone with access to the player files directory. ~ End #HELP Name description~ Text Syntax: description The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). Your description should be &YIC&W and contain nothing more than a person sees when they look at you. ~ End #HELP Name destroy~ Text Syntax: destroy <character> This command immediately deletes the pfile of the victim, and will simultaneously force the character offline if they are connected. NOTE: Destroy is a disciplinary action. Absolutely NO REIMBURSMENTS will be given for destroyed players. Asking for a reimbursment for a destroyed player may likely end up getting your current charachter punished as well. ~ End #HELP Name detrap~ Text Syntax: detrap <object> This skill allows one to disarm a trapped object. Use it with care. ~ End #HELP Name dexterity~ Text Dexterity (DEX in your 'score') represents your character's agility, and it affects (among other things): - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - the chance of hitting with a physical attack - the chance of dodging a physical attack Dexterity is also very important for quaffing potions, and eating pills, foods, and corpses, in combat. High dex will allow you to quaff without dropping many potions during the heat of battle, while a poor dexterity will cause you to accidentally drop these items upon use. ~ End #HELP Name digging~ Text Syntax: dig Syntax: dig <direction> You can dig up items and ore through the use of the dig command. Buried items are not visible to players, even through the use of spells such assist $tank seek. To dig an item up, type dig with no arguments. Having a shov raises your chance of success. If you dig in a direction, you will attempt to dig open an exit. See also: MINING, BURY ~ End #HELP Name diku~ Text . SMAUG was originally based on the Merc 2.1 code which was based on the orignal DIKUMud code created by: The Original DIKUMud Team: 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. 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. The Original DIKUMud was Developed at the Department of Computer Science at the University of Copenhagen. ~ End #HELP Name disarm~ Text syntax: Disarm <target> When successful, this skill disarms the target, sending their weapon to the ground, where it must be picked up by the target to be re-equipped. Note, that if you are fast enough you can use this opportunity to steal the weapon from them for yourself. Further, using disarm does not initiate a combat, so there's a lot of fun to be had with this. ~ End #HELP Name disclaimer~ Text By continuing to play this MUD you are acknowledging that: (1) you are willing to abide by the decisions of the Immortals concerning all issues involved in the game, and (2) conversation and situations may arise during the course of play that may not be suitable for young children. By these acknowledgments you hereby save and exempt this MUD and it's Administrators from any and all liability that may arise during gameplay. ~ End #HELP Name dispel~ Text Dispel is of the Catalysm or Void talent. Level 10 - Dispel Self Level 30 - Dispel Others Dispel removes all magical affects, and also causes damage to ethereals. ~ End #HELP Name displacement~ Text This Skill is given with the Illusion talent. Starting at level 10 the blurring of your image increases. Making you gain an extra random dodge. After level 10 the chances of it happening increase. ~ End #HELP Name djinn~ Text A race of demons made famous by the fact that some members of their race have been forced to serve wizards and grant wishes. ~ End #HELP Name dolphins~ Text Not your ordinary run of the mill dolphin, these are the magical flying dolphins of the Sunrise Islands. While their powers will not allow them to soar like the birds, they will be able to hover over dry land. They are quite adept at magic and psionics. ~ End #HELP Name doorbash~ Text Syntax: doorbash <direction> This skill can be used to effectively bash open doors. If you have hooves, you will kick down the door and take no damage. Otherwise you will take some damage from using this skill. NOTE: Not all doors are affected by this skill. ~ End #HELP Name dracolich~ Text Undead dragons. ~ End #HELP Name draconian~ Text With twisted, evil magic, draconians were created from the eggs of the good dragons. They are of metallic colors, bronze, silver, copper, gold, and such, and are humanoid in shape. They have wings which allow them to glide, and tails, and reptillian shaped heads. Draconians tend to be evil serving their dark lords, but exceptions may not be unheard of, them being descended from good dragons after all, their heritage has been known to surface much to the dismay of their masters. ~ End #HELP Name dragons~ Text Dragons are large winged reptiles, generally about 30 feet long and weighing 2000 pounds. Their scales are colored differently depending upon the type of magic they specialize in. ~ End #HELP Name dragonbred~ Text The result of human and dragon cross-breeding, these creatures are humanoid in apparence only so far as to the way thier body is built, having dragon traits such as, wings, claws, fangs, tails, eyes, and of course, the scales. These beings possess human blood and organs however. Carnivors by nature, cruel and calculating these beings feed off the other races, stealing their young in the night for feasts. The only friend of a Dragonbred is another Dragonbred. IC, any player of the Dragonbred is to expect open hostility from other players and a more difficult time getting through the game. ~ End #HELP Name drake~ Text Winged dragons, but without legs. Smaller then normal winged dragons. ~ End #HELP Name drider~ Text Driders have the upper body of a drow, and from the torso down they have the legs and abdomen of a giant spider. They are warped and twisted, unnatural beings, changed into their current form by disobedience to their spider goddess. Few driders have long lives, and they cannot reproduce, unless in some corner of the world someone with strong magic has changed that... ~ End #HELP Name driving~ Text This pertains to one person driving another off of Rogue Winds. This is not good for those people who have a distemperment with another. Driving one away for OOC (Out of Character) reasons will not be tolerated. The Immortals will deal with this accordingly if/when the time arrises. &RRemember&W: Rogue Winds is &RNOT&W a pkill MUD. This is a RP MUD. Its Just A Frickin Game (tm) ~ End #HELP Name drop~ Text Syntax: drop <object> drop <amount> coins DROP drops an object, or some coins, on the ground. Use 'drop all' to reference all objects present. Use 'drop all.<object>' to reference all objects of the same name. Example: - drop 1000 coins ~ End #HELP Name drow_elves~ Text Drow are the darker, more evil cousins of Elves. They were once part of the happy community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have black skin and white hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have innate infravision with which to discern objects and living things in the absence of light. ~ End #HELP Name drowfire~ Text Syntax: drowfire <victim> This skill is unique to drow. With it, the drow may call a misty pink fire upon its victim, much like faerie fire, which makes the victim easier to hit as well as preventing him from recalling while affected by drowfire. ~ End #HELP Name druid~ Text In touch with nature, Druids are inborn with the Earth talent. ~ End #HELP Name drunk~ Text Go to Alcoholics Anonymous in Jaston. ~ End #HELP Name ducks~ Text Duck Ducks &CA common water bird with webbed feet, short legs, and a broad flat bill. ~ End #HELP Name duergar~ Text Grey dwarves, an evil race of dwarves from the Underdark. ~ End #HELP Name dust~ Text Syntax: dust <person> This skill is unique to pixies. It allows them to sprinkle pixie dust upon a person, causing them to be able to fly for a time. ~ End #HELP Name dwarves~ Text Dwarves are relatively short (in Human terms), stocky and powerfully-built creatures. Long-lived and extremely sturdy, they are known equally as well for their hardiness as for their cantankerous personalities. Their thick, stout frames lend them poor dexterity, but high strength and stamina. This race has produced some of the most reknowned fighters. Dwarves possess the inherent ability to see in the dark with infravision. Dwarves average from four foot five inches and five feet tall, with dusky complexions and thick, fur-covered torsos and limbs. Both men and women proudly wear and take pride in their beards. ~ End #HELP Name dwerryl~ Text These beings are the unlikely combination of red dwarves and succubus/incubus. Slightly taller then the dwarves, but not as tall as the succubus/incubus, these beings are both slim and lithe as well as strong and dense possesing some of the traits of both parents. These beings possess the power of the succubi and incubi, but to a lesser extent, appearing eerily beautiful. ~ End #HELP Name dye~ Text Syntax: dye <item> <color> This skill is used to dye clothing a different color. There are primary colors and secondary colors. Mixing colors makes new ones. ~ End #HELP Name drink~ Text Syntax: drink <object> Drink instructs your character to drink from a fountain or a drink container to alleviate thirst, or to utilize a magical potion. See MENTALSTATES ~ End #HELP Name divorce~ Text Syntax: divorce <person> This will let you divorce your spouse. ~ End #HELP Name disown~ Text Syntax: disown <person> This will remove someone from your family. ~ End #HELP Name deposit~ Text Syntax: deposit <amount> Puts gold into your bank account. See also: WITHDRAW, BANK, GOLD, COINS ~ End #HELP Name dreamwalker~ Text Masters of the talent of Dream. See: DREAM TALENT ~ End #HELP Name death_talent~ Text Necromancers specialize in death and the undead, as well as poisons and disease. A powerful necromancer is capable of draining the life out of others to heal himself and harming others with plagues and disease. ~ End #HELP Name dreamworld~ Text The world of dreams is a parallel to the waking world, in all ways identical except that some creatures may exist only within the world of dreams. Dreamwalkers may control the world of dreams, inflict terrible nightmares upon those within it, draw others in and create things within. However, while they can see and hear those who are awake from the dreamworld, waking people cannot see or hear them, unless they are powerful Seekers. See also: DREAM TALENT ~ End #HELP Name dream_ability~ Text Syntax: cast 'dream' <player> <message> This spell enables you to cast a dream or message on a sleeping player. Syntax: dream enter This lets you enter the dreamworld. Syntax: dream watch <person> This will show you the room someone is in. Syntax: dream shift <person> This lets you move to the room someone is in. Syntax: dream pull <person> This will pull a sleeping player into the dreamworld. Syntax: dream rip <person> This will bring a person who is in dreamworld to you. See HELP DREAM TALENT for information on the talent. ~ End #HELP Name defense~ Text Syntax: config +defense This will increase your defense, but you will not attack physically automatically in combat. ~ End #HELP Name equipment~ Text . WEARING AND SELLING EQUIPMENT ------------------------------- *WEAR <object> - you will wear that piece of equipment *WIELD <weapon> - you will wield that weapon *REMOVE (rem) <object> - the object is remove and placed in inventory *SHEATHE <object> - puts down that weapon *COMPARE (com) <object1> <object2> - will compare the value of two items *REPAIR (repa) <object> - this skill will repair a damaged item *LIST - when in a store, the items for sale will be listed *BUY <object> - you will purchase the item for the given price *SELL <object> - you will sell the item to the store and receive money *VALUE <object> - the storekeeper will say how much they will pay for item ~ End #HELP Name east~ Text Lets you move east.~ End #HELP Name earth_talent~ Text Also sometimes called Druids, the Geomancers specialize in magic involving rocks and plants. At home wherever there is a lot of vegetation or stone, their magic can be very potent, but tends to be very straightforward. ~ End #HELP Name eat drink~ Text Syntax: eat <object> eat <object> <container> Eat instructs your character to eat an item of food or a magical pill (which function in a similar fashion as potions); pills do not fill stomach space. See MENTALSTATES ~ End #HELP Name editor~ Text The SMAUG Editor is used when you're writing mail, notes, your bio, description or other long bodies of text. The commands in the editor are (these commands are shown with a space between the / and the command letter. Omit the space when using the commands in your notes): / ? Displays editor help. / l Lists the current contents of the note. / c Clears the current contents of the note. / d [line] Delete line. If no line number is given, the most recent line is deleted. / g <line> Goto line. This is useful for inserting lines, deleting and fixing lines, etc. / i <line> Insert line. Inserts a new blank line where specified. / r <old> <new> Global replace. '/g' to the line you want to start replacing at first, or no occurences will be found. / f Formats the text using word wrap. '/g' to the line where where you want to start. / a Abort editing. No changes you made are kept. / ! <command> Execute mud command. '/! smile' sends the smile command, without exiting the editor. / s Save buffer, and exit the editor. ~ End #HELP Name effectivity~ Text Talent levels are dictated by three scales: Skill, Power, and Effectivity. Your Skill in a telent is simply how many high you have Leveled that Talent. Anyone can level any talent to 200. Without Power, however, Skill is useless. Power is how much you have traded in for a Talent. This requires tradein points (tps). Skill and Power combine to determine your Effectivity, which is your refined strength. Effectivity (Eff) regulates how strong your character's magic is. While Skill does determine which spells and abilities you have access to, certain spells and abilities require a high Eff to use (for example, 100 motion Skill will not give you Bypass Notravel; only if you have 100 Effectivity). See also: TRADEIN, SLIST ~ End #HELP Name ego_items~ Text Through your travels, you may find various ego items and artifacts. Ego items are ordinary objects imbued with various powers. Example: a dwarven mithril hand axe of might Artifacts are super powered named ego items. See: HELP ARTIFACT ~ End #HELP Name electromancer~ Text Lightning mages. ~ End #HELP Name elemental~ Text Creatures made of the raw elements, these can be any type of elemental depending on their Talents. ~ End #HELP Name elementalist~ Text A mage of elements and earth the elementalists are a rare breed and have come to an understanding with the world around them tread lightly or the vines and colds of the world itself may become your enemy. ~ End #HELP Name elkandu~ Text The Elkandu are a group of semi-immortal wizards who travel to other worlds, and have a variety of innate abilities called Talents. ~ End #HELP Name emotes~ Text Syntax: emote <message> Syntax: ,<message> This command will send a message to everyone in the room with your name attached, like this: You enter: &z&Cemote is bored.&z&W The room sees: &z&CKeolah is bored.&z&W If you put $n in the emote, your name will be substituted where the $n is instead of at the beginning. ~ End #HELP Name empty~ Text Syntax: empty <container> Syntax: empty <container> <container> This command allows you to empty a container of its contents. Use 'empty <container>' to dump the contents to the ground. Use 'empty <container> <container>' will empty the contents of the first container into the second container. ~ End #HELP Name emu~ Text &PEmu (Dromiceius novaehollandiae) Large flightless bird related to and resembling the ostrich and the cassowary. Emus are able to run large distances without resting. Because of their desert habitat, they have a natural resistance to fire, but a suscept to blunt weapons due to their frail bones. ~ End #HELP Name encumberance~ Text Your encumberance is the total weight of the armor you are currently wearing. It may hinder your fighting ability based on how severe it is and your strength. ~ End #HELP Name endurance~ Text How hardy you are. Endurance affects your movement points. ~ End #HELP Name engrave~ Text Syntax: engrave <item> <name> Allows you to personalize an item. Only metal objects may be engraved. An engraved object would appear like this: If you typed: engrave sword Nightbringer It would appear as: An iron greatsword named 'Nightbringer' See also: FASHION, COMBINE, ENCHANT, AFFIX ~ End #HELP Name enter~ Text Syntax: enter Syntax: leave In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. The most common use of this is with portals or vehicles. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ End #HELP Name equine~ Text Equines are beings related to horses, which includes true horses, as well as centaurs and the like. ~ End #HELP Name ether~ Text Ether is a unique material, in that is it both organic and metal, and is astoundingly good at absorbing mana. However, it is incredibly rare and is only available to Void mages. ~ End #HELP Name exits~ Text 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). ~ End #HELP Name experience~ Text Talent levels and Weapon skills are based on experience. If you are level 1 in Time, it will take very little experience to get you to level 2. In fact, casting one Time spell will probably raise your level. When you get to higher levels, it will take considerably more experience. Weapon skills work the same way. If you are level 0 in claws, and you claw someone, your claws skill will probably go up. When it gets to higher levels, it will take much more to raise it. The most common way of gaining experience is by exploring, although you do get some exp when you fight something. When first starting out, it is recommended that you gain your experience from exploring the areas around you and moving from one place to the next. In order to use this earned experience, try targetting yourself with some of your abilities. To see these, type SLIST. Don't worry, even your offencive capabilities are not dangerous to yourself at this point, so feel free to target them on to yourself. This is especially true of your inborn talent. Your experience is not shown, but the MUD keeps track of it. You must simply estimate how close you are to gaining a level. If you type "attributes" you can see a verbal indicator of your exp pool. If you are bored, you should go explore or fight to gain more. If you are "brimming with inspiration" you should have no trouble leveling when you use your skills. Your exp goes into a large pool, and when you use skills or abilities they take out exp and use it. Since you gain exp by fighting or walking, quite often your skills use up exp as fast as you can gain it. If you have trouble, do not hesitate to ask for assistance from fellow players. There is almost always someone willing to help. See also: MAGIC, TALENTS, SKILLS ~ End #HELP Name elves~ Text Elves are the hybrid of a human mixed in with the tiniest amount of feline changing, causing them to be agile and quick, as well as slightly smaller than the average human. They're eyes are slitted like a cat's, and most varieties of elves have some special enhanced vision due to them. See also: RED ELF, WOOD ELF, SNOW ELF, SONG ELF ~ End #HELP Name examine~ Text See HELP LOOK. ~ End #HELP Name ethereal~ Text Purely magical in nature, these beings lack all physical form, being no more then concentrated magic in the form they choose. Ethereals are both hardy and magical, resisting all attacks lacking the added power of magic, and yet weak to energy. These beings tend to enjoy making fun of the many beings bound by flesh, considering the flesh-bound weak and inferior. ***Ethereals are not an undead race, but neither are they living in the normal sense of the word. Heal and Drain will work on them as on living beings. ~ End #HELP Name echo_colors~ Text . The following 16 colors are supported in the echo command. _whi White _yel Yellow _blu Blue _dbl Dark Blue _lbl Light Blue _cya Cyan (sort of turquoise) _gre Green _dgr Dark Green _cha Charcoal (grey) _dch Dark Charcoal (dark grey) _pur Purple _red Red _ora Orange _bro Brown _pin Pink Note that the indicator is the first three letters of the color itself so that it is easy to remember. If the indicator is preceded by an asterisk, the message will blink. echo _red This is an example of echo in red. echo *red This is an example of echo in blinking red. ~ End #HELP Name echo_ability~ Text Syntax: echo [color] [target] <message> Color and target are optional. For colors, see HELP COLOUR. Target is one of room, area, or world. If no target is specified, the message will go as far as your Speech level allows. Level 30: Room Level 50: Area Level 80: World Level 100: Universe (no target needed) ~ End #HELP Name feather_fall~ Text This ability is automatic. Whenever you are falling, you will float lightly to the ground, taking no damage. ~ End #HELP Name fire_talent~ Text This talent usually occurs as creating fire in varying strengths. Some Fire Mages have such a weak talent that they can light their pipe with it, and nothing more. Sometimes the talent is strong enough to allow the person to maintain a smokeless fire on an empty hearth throughout an entire cold season. Often when the talent manifests to allow short, powerful streams or balls of fire, it is used for destruction. ~ End #HELP Name force_barrier~ Text This forms a barrier of Motion, pushing things away, protecting you somewhat. ~ End #HELP Name fighting~ Text See HELP COMBAT ~ End #HELP Name freeze~ Text Syntax: freeze <character> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ End #HELP Name faeries~ Text Fae are the smaller, faerie creatures of the lands. Although usually tiny and petite, they are very smart. The pixie and the sprites and others of that kind have been found to have wings. They flit about the land and usually find someone to tease and torment. Each of the fae are usually beautiful to look at, except maybe the cousin, the leprechaun. Each may have their own abilities and would use them to tease others, but they don't like confrontations all that well. ~ End #HELP Name family~ Text Players can create families and adopt other players into them. Syntax: family. This shows what family you are in if any. Syntax: family <name> This founds a new family with the specified name. ~ End #HELP Name faun~ Text Also known as satyrs, fauns are human from the waist up with the hooves and horns of goats. They enjoy music and frilicking in the forest. ~ End #HELP Name feed~ Text Syntax: Feed <player> This will allow a vampire to sire a childe, after having drained them to less than a third of their maximum hit points, and having their consent. This will drain some of the health of the sire into the new childe temporarily. SEE ALSO: Vampire ~ End #HELP Name feline~ Text These creatures are covered with a layer of fur, granted. Their eyes, big, and have the ability to see quite well in the dark. Playful as they may be, some would like to play with you and leave you be afterwards. Paws and claws accompany these creatures for such purposes as attacking their prey and to possibly reach the spot behind their ears for washing. Pouncing and prancing is usually how these creatures can be found. ~ End #HELP Name ffs~ Text For fuck's sake. ~ End #HELP Name fill~ Text Syntax: fill <drinkcon> Syntax: fill <drinkcon> <drinkcon, fountain, pool of blood, etc> Syntax: fill <container> Syntax: fill <pipe> <herb> FILL can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and 'fill <drinkcon>' - to fill a container such as a backpack with items from the ground, type 'fill <container>' - to fill a pipe you must have both the pipe and the herb in your inventory, then type 'fill <pipe> <herb>' ~ End #HELP Name fire-lizard~ Text Two foot long mini dragons. ~ End #HELP Name fixchar~ Text Syntax: fixchar <character> This command will fix a character's stats. Use this if for some reason your stats suddenly do not appear right, such as negative hitroll, or attributes far below or above what they should be. ~ End #HELP Name flails~ Text Flails hold basically the same idea and design as maces except one new addition. A chain between the handle and the weighted ball end. With the chain added to the weapon you can whip the ball around to put more momentum behind it. The chain also makes it possible to wrap the flail around your opponents weapon to disarm or demobilize their weapon. Many people who wield maces employ different tactics to maximise the inflicted damage. Where some will use spikes others will use blades, and even variations such adding hooks have been seen. See also Help Maces ~ End #HELP Name flee~ Text In the course of combat, sometimes a tactical retreat is necessary. In order to perform this tactical retreat, the first course of action is to get the fuck out of dodge. Fleeing is terribly simple. Simply type the direction you wish to flee in as if you were walking around normally. You lose absolutely nothing for fleeing. ~ End #HELP Name flokai~ Text Magically enlarged from either eagles, hawks, or falcons, the flokai tend to live in the high mountains or sea-cliffs. One group of psionically inclined flokai lives paired with the Windrider Elves in the sea-cliffs of Dalizar. Their psychic bond with the Windriders makes them unique, allowing the elf to direct the flight of the floka carrying her without distracting herself from combat. ~ End #HELP Name fly~ Text Syntax: fly Syntax: land If you are playing a race which has wings, these commands will be available to you. Type fly to start flying, and land when you don't want to fly anymore. While flying, you will not fall in rooms with no floor, and will be able to safely fly over water (but not underwater). ~ End #HELP Name foldarea~ Text Syntax: foldarea <area filename> This command saves an area file, usually after modification. &rThis command must be used with extreme care. If you aren't exactly and intimately familiar with the changes being made or what the command does -- don't use it.&w *NOTE* Area files have backups that record the file as it was prior to foldarea. If you folda something and realize there's a mistake, and you've only folded it once -- don't do anything else. Post a note or find someone with shell access. See ASET, UNFOLDAREA and INSTALLAREA. ~ End #HELP Name follow~ Text Syntax: follow <character>; Syntax: group <character>; Syntax: group 'Follow <char>' starts you following another character. To stop following, type 'follow self'. If someone is following you who you do not wish to be following them, type 'follow <char>' as if you were going to follow them, which will make them stop. This is useful if a member of your group loses their link or goes afk. 'Group <character>' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will not automatically join the fight, you must actually attack as normal. If character is already a member of your group, using 'group <character>' will remove them from your party. Removing the character from the group does not stop them from following you, however. You may attempt to follow them while they are following you to stop them from following you. A character can also leave your group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. 'Group all' groups all eligible players following you in the room. 'Group disband' allows a leader to disband his group (members stop following and are ungrouped). ~ End #HELP Name force~ Text Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character or mob to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. Force is restricted to mob use only until a certain level. *Note.. NEVER force a mob to drop eq and give to a player..lest God smite thee down in your very tracks. ~ End #HELP Name forceclose~ Text Syntax: forceclose <descriptor> This command will force a certain descriptor to close. This is useful to disconnect connections that aren't really connected due to a poor TCP connection. It can also be used to forceclose a connection before a potential problem player can even get to the authorization state of connection. See USERS, CONSTATES and DISCONNECT. ~ End #HELP Name formpass~ Text Syntax: formpass <new password> <character name> Example: formpass temporary Joseph Used to help in changing a character's password if they have forgotten or misplaced their own. This command will return the encrypted form of the specified password for the specified character name. Password and character name are case sensitive, and the character name _must_ be capitalized. The resulting encrypted password must then be pasted into the character's pfile offline by someone with access to player files. ~ End #HELP Name fox~ Text Small, cunning relatives of wolves. ~ End #HELP Name frog~ Text A strange race of amphibian creatures. It is fortold that if you lick certain ones within this race, your eyes haze over in a spectrum of &rr&ya&pi&on&yb&bo&cw&Ps&R.&G.&W. ~ End #HELP Name frogman~ Text Humanoid amphibians. ~ End #HELP Name frost_talent~ Text Wizards of the icy cold, they can freeze you solid like the winds of Sasherey. They also have an assortment of spells to manipulate ice, such as a spell to freeze a small disc of water around their feet to allow them to float on it. ~ End #HELP Name funnel~ Text This ability lets you channel some of your mana into a target. Anyone can channel into an object, but only a Catalyst can channel mana into a mob or player, hopefully giving them more than they can handle and giving them mana burn. The item will slowly absorb the mana into itself over time. ~ End #HELP Name fashion~ Text Syntax: fashion <item> <ore> This command will allow you to fashion armor, weapons, and other items from raw material. You must have a raw material in your inventory to use it. For example, if you have a lump of iron in your inventory, you may type 'fashion dagger iron' and you will attempt to fashion a dagger from the iron. See also: COMBINE, ENGRAVE, ENCHANT, AFFIX ~ End #HELP Name fire_demons~ Text Flames and heat fly from his eyes and poof you're a pile of ash. Simple. You get on the wrong side of this one and you'll be the main course at hell's own BBQ. ~ End #HELP Name faq~ Text http://www.dark-tempest.com/serriya/forum/viewtopic.php?t=39 ~ End #HELP Name gambling~ Text Syntax: arena bet <arena> <gladiator> <amount> This will place a bet on a gladiator of your choice. The odds will be based off the relative strength of the gladiator and the number of combatants in the arena. Warning, you must collect your winnings before the next arena match has completed, or you risk losing them. However, you may leave your bet in place, and if the gladiator you bet on wins a second time in a row, your winnings will be doubled. But if he loses, you will lose everything. Note that the odds of a bet may change by the time the arena starts, if more members have been removed or added to an arena. ~ End #HELP Name get~ Text get <object> get <object> <container> GET takes an object, either lying on the ground, or from a container, or even from a corpse (TAKE is a synonym for get). Example: - get sword backpack ~ End #HELP Name give~ Text Syntax: give <object> <character> give <amount> <coins> <character> GIVE gives an object, or some coins, to another character. Example: - give sword tarmakkan ~ End #HELP Name grouping~ Text . GROUPING WITH OTHER PLAYERS ----------------------------- When grouped with another player, you will be able to protect one another and share experience if you are both attacking. You will also be able to see the current hit points of your group members at will. Group Commands: *FOLLOW <player> - you will follow that player at which point they group you - to remove yourself from group type: FOLLOW <your name> *GROUP <player> - you add that player to your group - typing GROUP alone will list the people in your group - to remove someone from group type: GROUP <player name> *GTELL <message> - you tell the group a message *SPLIT <amount> - splits the gold among the group ~ End #HELP Name gar~ Text Big furry dragon-like creatures. See: LONG-TAILED GAR, SHORT-TAILED GAR~ End #HELP Name gargoyles~ Text Gargoyles were originally sculpted of stone to guard a variety of medieval cathedrals, but at night strong magicks worked on the gargoyles, letting them take to the skies as if they had always been truly living beings. But they always had to return to their perch and return to stone again at dawn, for they would turn into statues once again, and be frozen in place until the sun sets again. Gargoyles are almost alive, yet not quite entirely, having some remnant left of their stoney origins. See also: CONSTRUCT ~ End #HELP Name gecko~ Text Small cute lizards. Geckos are small lizards, coming in various colors. Rangeing in size from 4 inches to a foot. They are extreamly Quick and nimble, able to jump large distances (to them anyways). The most important thing to remember about Geckos is Always be nice to the Gecko, or you will be splatted. ~ End #HELP Name gemfolk~ Text Mystical beings constructed of raw magic, the gemfolk are in fact the consciousness brought forth from highly enchanted magical gemstones. These gemstones are embedded somewhere in the body of a humanoid body, be it elf, human, dwarf, whatever. Some have the gem embedded in their breastbone, others in the forehead, throat, navel, and so forth. The magic is drawn from the gemstone, and their eye color matches the gem. The gemstone will always be the color to reflect their talents. While other beings use magic, the gemfolk _are_ magic. ~ End #HELP Name genarea~ Text A wilderness generator has been installed! This command will create a 10x10 square of wilderness and link all the rooms for you, saving hours of tedious work! Here's how it works: 1) Write a note with 100 characters from the following table and hold it. 2) If you have 100 rooms assigned to you, type 'genarea' while holding your note, which is used as a map for the MUD to create rooms with. 3) Load your area, and you have 100 ready made rooms! The generator sets sector types as follows: i inside c city streets or roads f fields F forest h hills m mountains r shallow water, streams w deep water, rivers, oceans U underwater a air d desert V void, space u underground ~ End #HELP Name geomancer~ Text Geomancers are inborn with the Earth talent, and get several auxilliary talents. ~ End #HELP Name ghosts~ Text After a character dies, they become a ghost. A death mage may also turn a character into a ghost by use of reanimate. Ghosts are undead and ethereal, and some ghosts are permanently cursed. See also: DEATH, REBIRTH, UNDEAD, ETHEREAL ~ End #HELP Name ghouls~ Text Terrible, rotting creatures from beyond death, these beings rise from their graves with an insatiable hunger for flesh. The fresher the better, they hunt living beings. Their claws spread disease, and their eyes glow with a terrible red light... See also: UNDEAD ~ End #HELP Name giant~ Text Tall and lumbering creatures of the land. Very muscular in build, not very bright in mind. Usually found alone amongst the lands. It is said that one giant can demolish a single town in one advance, but others say that they can fall to the smallest of blows. Which way you percieve it as is your own. Different types of giants are named different things for the types of regions they live in, but they are pretty much very similar otherwise. ~ End #HELP Name gith~ Text The Gith are a race descended from humans. Once long ago, they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves, stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma. They had yellowed skin and were very long of limb. Sunken eyes peered from yellowed sockets, now strangely capable of naturally detecting invisible things. The Gith race has split into three distinct groups recently. The good, the Githzerai, the selfish neutral, the Pirates of Gith, and the evil, the Githyanki. ~ End #HELP Name glaives~ Text With the many revisions of polearms are the glaives. Because of the many renditions and variations applying to the area the weaponsmith is from, these are much harder to classify. Glaives are typically the polearms employing the addition of a second blade and/or weight. See also Help Staves, Spears, Halberds ~ End #HELP Name glance~ Text syntax: glance syntax: glance <victim> Glance alone shows you only the contents of the room you are in, eliminating the description. Glance <victim> shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as 'gl'. ~ End #HELP Name gnomes~ Text Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Additionally, due to their familiarity with such lore, they tend to be more resistant to magics. They can, though, suffer tremendously from physical attacks. Gnomes usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well.) Gnomes are a short, stocky race, similar to their dwarven cousins. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle. ~ End #HELP Name goat~ Text Ahem: In the great words of Inigo Montoya "You son of a motherless Goat!" The Princess Bride Pull your head out of your ass! ~ End #HELP Name goblins~ Text A small and agile race spawned of evil, said to have been originated from elves captured by dark lords and twisted to serve their needs. Goblins do not tend to be friendly toward any but their own kind, even other creatures of darkness often. They feud with harpies, raid elven villages, and torment humans and dwarves just for the fun of it. They tend to be none too intelligent, but they are quick and slippery, and can often slip out of a bad situation. ~ End #HELP Name goblinoid~ Text Large and dull of wit, with short but broad bodies, their poor mental and physical dexterity is offset by an iron constitution. Though some have dabbled in the sorcerous arts due to their human influence, brute combat is is still the natural call which stirs in the soul of the Goblinoid. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes; below a snout-like noses opens a maw filled with crooked fangs; dark skin emanating a rancid odor; their presence disgusts civilized races. Standing from five to seven feet tall and averaging two hundred pounds, an altogether fearsome race. ~ End #HELP Name gold~ Text Syntax: gold Displays the current total amount of gold you are carrying. Also shows the amount of gold in your bank account. See also: WITHDRAW, DEPOSIT, BANK, COINS ~ End #HELP Name golem~ Text A golem is a magical construct made from metals or other materials. See also: CONSTRUCT ~ End #HELP Name goose~ Text Silly goose. ~ End #HELP Name goto~ Text Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, or as the name of a mobile, player, or object. If the location is a vnum, and it does not already exist, and its within your room vnum range, it shall be created for you to edit further with redit. See also: REDIT. ~ End #HELP Name greeting~ Text . |\ <<\ _ / \ // _-----------------------------------------------------------{o}______/| < -==============================================:::{*}///////////] ------------------------------------------------------------{o}------\| /> \ / \\ /< Welcome to CalareyMUD 3.0 <</ - /< |/ |\_______{o}----------------------------------------------------------. [\\\\\\\\\\\{*}:::<=============================================- > |/-------{o}----------------------------------------------------------` \< \< \> Rogue Winds 2.0 + 1.2b by Keolah, Rogue Winds 1.1b by Scion ResortMUD 4.0 by Scion. ResortMUD 3.0 by Scion, Shogar, Tagith, and Josh. SMAUG 1.2 1.4 by Thoric (Derek Snider). MERC 2.1 by Hatchet, DikuMUD by Hans Staerfeldt. See 'credits' for details. ------------------------------------------------------------------------- ENTER YOUR NAME OR TYPE 'NEW': ~ End #HELP Name gremlin~ Text Mischevious green imps that like getting into things and causing problems for everyone. ~ End #HELP Name griffins~ Text A race of pure power and prestige. These magnificent creatures are born with the head and wings of an eagle and the body of a ferocious lion. Truly a magnificent creature, the Changers developed them for pure carnal delight. ~ End #HELP Name grip~ Text Helps prevent you from being disarmed. See also: DISARM ~ End #HELP Name groundrot~ Text Groundrot items will rot only on the ground, not in your inventory. ~ End #HELP Name guard~ Text Syntax: guard Guard will prevent people from leaving the room. Success is based on weight, and whether or not the person trying to leave is flying. If you're flying, you will be able to fly out. If they are flying too, you will not, if guard is successful. You cannot leave the room while you are guarding. (Typing 'guard' a second time will remove guard status.) ~ End #HELP Name gold_dragon~ Text The largest of the dragon races, gold dragons are known for being ancient and wise and often meddling in their relations with mortals. They are also known as sun dragons or light dragons, and their breath is a blast of radiant light like sunlight. They enjoy the heat and light of the sun, and can often be found sunning themselves on flat rocks or cliffs. See also: ILLUSION TALENT ~ End #HELP Name green_dragon~ Text These verdant serpents are also called forest dragons. They are at home in any place with lush foliage, and slither through forests without damaging the plantlife around them. Instead, they seem to make the vegetation grow wherever they go. See also: EARTH TALENT ~ End #HELP Name gully_dwarf~ Text Two. No more than two. They are dirty, filthy, stupid dwarves, that live in alleys and gullies and are unacknowledged by the rest of dwarvenkind as being related. ~ End #HELP Name hand-to-hand~ Text . Hand to hand combat. Simply put: unarmed combat. This skill improves your natural damage when not wielding a weapon. Well disciplined fighters can use hands and feet to the same effect as honed steel. ~ End #HELP Name hill_orc~ Text Orcs that live on the surface. They are somewhat more intelligent but less hardy than their cave dwelling cousins, and are very disdainful of them. ~ End #HELP Name hunger~ Text Eating and drinking are very important... When you are starving or dehydrated, you will be unable to naturally regenerate hit points without magical aid. Your mentalstate will also be slowly harmed by it, causing you to become tired or hallucinate. Note that some races such as undead never need to eat or drink, and as such as not negatively affected by lack of food or water. When you are hungry or thirsty (you will see messages at each tick that tell you if you are starving or dying of thirst, and can check your current state with 'score'), you will not regain hitpoints, movement points or mana back if you are starving or dehydrated. If you stay hungry or thirsty too long, your combat skills will be affected, your coordination will suffer and you may begin to either hallucinate or become depressed. Eating, drinking and a little rest will solve this problem after a short period of time. See also: NOHUNGER, MENTALSTATE ~ End #HELP Name halberds~ Text Another extension off of staves, halberds employ a single edged blade with a longer length than those found on a spear. Instead of the jabbing of a spear to pierce your enemy, those that wield halberds learn to use graceful and deft arcs to slice at their opponent. The advantage sought is to be able to grievously wound your enemy from a distance. See also Help Staves, Spears, Glaives ~ End #HELP Name half-elves~ Text These beautiful creatures are the result of the mixing of human and Elven blood. Though the resulting Half-Elf is not as intelligent as the pure- blooded Elf, nor as hardy as the full-blooded Human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. Their beautiful almond eyes enable them to discern objects in the darkness. Not as tall as the pure Elf, they range from five feet six inches to six feet five inches, with a heavier musculature than their ancestors. ~ End #HELP Name harassment~ Text . &GHarassment is giving a person unwanted attention, whether you perceive it as negative or positive attention. If a person is made to be uncomfortable by your attention or comments, you are harassing that person. If a person asks you to desist in talking to them or performing socials on them, and you do not stop, you are harassing that person. If you act in an intimate manner to a character, without their permission, you are harassing that person. Any time you feel you have been harassed, You must do the following: 1. Make a public channel announcement, telling the offending player to stop harassing you. 2. If harrasment persists after one or two times, contact an Immortal. 3. If no Immortals are available, type 'time' and make a log. 4. ANY and ALL logs of this nature are to be sent to Herbman, and noone else. Please make sure that it is an unedited log. Forged logs will result in the long term helling or outright deletion of your charachter. 5. Mudmail Herbman (and ONLY Herbman) RE: Harassment Harassment WILL NOT BE TOLERATED. Punishment for harassment varies, depending on severity and previous infractions. First offense is 24 hours in hell. Second offense is a 48 hour trip to the Icebox. It would be greatly appriciated if there were no need to post a punishment for the thrid offense. Thank you. ~ End #HELP Name harfoot~ Text Small, round creatures with furry feet that live in holes. They are plump and have a great fondness for food, and smoking a pipe after their meals. They prefer to stay at home and dislike adventuring, although there are some exceptions. ~ End #HELP Name harpies~ Text Harpies are part human and part bird, having the wings and talons of a vulture and the head and arms of a human. They are considered by many to be vile, evil, and filthy creatures who love nothing better than to watch a human die for a good laugh. They tend to live in flocks, and feed on carrion when they cannot get fresh meat. Most of the goodly races avoid them whenever possible. ~ End #HELP Name harvest~ Text Syntax: harvest This will let you search a room for alchemical ingredients. You can harvest from any room with vegetation. ~ End #HELP Name hawk~ Text A highly developed hunting bird. ~ End #HELP Name headbutt~ Text Syntax: headbutt [victim] [part] This is an attack with the head. Having horns will do extra damage and cause more bleeding. ~ End #HELP Name heal~ Text Given right off the bat to those who choose the Healing talent. example : heal <target> being either yourself or another player. Healing gets random bonuses if you're casting it on yourself, or not in combat ~ End #HELP Name healing_talent~ Text A Healer is usually able to cure diseases, or heal wounds and bruises, or block pain from such as a headache or an injury beyond their power to heal. Practicing Healers often use herbs and salves to remedy conditions outside their talent. See also: HEAL ~ End #HELP Name height~ Text How tall you are. What size equip you can wear is based on your height. ~ End #HELP Name hellhound~ Text Vicious dogs from the Fiery Hell, they are said to be the pets of demon lords or the steeds of imps. Their skin and fur are red as flame, and great heat will not harm them, however they are loath to enter cold regions for they suffer greatly from low temperatures. They have fierce fangs and demon-like horns, and a whip-like tail. The ability to throw streams of fire is common among hellhounds. ~ End #HELP Name help~ Text &RIf you are unsure about the help system, and what the help-file you are looking for is called, use the "hlist <keyword>" command. &w Movement Helps : North, East, South, West, Up, Down, Northeast, Southeast, Southwest, Northwest, Sleep, Rest, Sit, Wake, Stand, Unlock, Enter, Climb. ----------------------------------------------------------------------- Group Helps : Follow, Group, Gtell, Split. ----------------------------------------------------------------------- Information Helps : Areas, Score, Title, Weather, Channels, OOC, Description, Note, Who, Wizlist, Tick, MOTD, Mail, Time, Password, Report, Start. ----------------------------------------------------------------------- Comm Helps : Socials, Say, Tell, Chat, Channels. ----------------------------------------------------------------------- Object Helps : Get, Put, Drop, Give, Hold, Dig, Compare, List, Buy, Sell, Equipment, Quaff, Examine, Pick, Levers, &w Identify, Fashion, Engrave, Dye. ----------------------------------------------------------------------- Combat Helps : Combat, Weapons, Auto. ----------------------------------------------------------------------- Skill Helps : Tradein, Exp, Skills, Magic, Slist. ----------------------------------------------------------------------- Misc Helps : !, Save, Quit, Pagelength, Alias, Suicide. ----------------------------------------------------------------------- To use the help system, just type 'help <topic>'. If the help file you requested dosen't exist, the mud will message the Immortals automatically, so there is no need to request help files. Abusing this by sending messages to the immortals causes us spam, and will be dealt with severely. Help files never, ever, contain apostrophes or quotation marks. &YFor items on slist, see help on the first word only. ~ End #HELP Name hide~ Text Syntax: hide Syntax: sneak Syntax: visible If you successfully HIDE, other characters and creatures cannot see you unless they are affected by 'detect hidden', but high stealth will evade even very perceptive characters. In order to hide successfully, you must practice the appropriate skill, and success is based off Stealth. ~ End #HELP Name hiik~ Text Hell If I Know ~ End #HELP Name hippopotamus~ Text Big mammals that live in swamps and rivers. ~ End #HELP Name hippogryff~ Text Something of a cross between a griffin and a pegasus, a hippogryff has the body of a horse but the wings and head of an eagle. ~ End #HELP Name hiring~ Text If you wish to build here, you must talk to the owner or the head builder thank you. Builders are required to play a mortal from time to time. You must have 150 hours playing time and at least level 50 in a talent. ~ End #HELP Name hit~ Text Syntax: hit [victim] [part] This is there so that people can use other things such as pianos, anvils, chairs and stuff as weapons rather than being limited to using things like swords. It is part of the COMBAT weapons group. ~ End #HELP Name hitroll~ Text Hitroll represents your chances of hitting your opponent. The higher the number, the better chance of getting in hits. ~ End #HELP Name holylight~ Text Allows the immortal invoking it to see the vnum of the room they are in as well as all adjacent rooms. ~ End #HELP Name homepage~ Text syntax: homepage <url> example: homepage http://www.idirect.com/test.html If you have a web page somewhere, you can use the homepage command to show people a link to that page whenever they select the 'see who's on' link from this MUD's home page. To remove your homepage setting, type 'homepage clear'. ~ End #HELP Name housecat~ Text Furballs with claws. ~ End #HELP Name hitpoints~ Text HP is your basic life measurement. When you are damaged in any way (say if you fell off a cliff or lost your pecker in the jig-saw) your HP will fall reflecting your life force. If it reaches 0 your die. Constitution determines how much hp you have. Different races have higher HP per Con though, reflecting a stronger Racial-Constitution. See also (MANA, MOVEMENT, ATTRIBUTES) ~ End #HELP Name humans~ Text In the beginning, a group of Humans settled the continent of Albrynnia, and their nation become known as the Albrynnians. The Albrynnians were a dark skinned people that loved the earth and the forests that covered their continent. Farther to the north, however, two other groups of humans settled parts of the continent of Kalor. These became known as the Flylanders and the Doralisians. The Flylanders were a rough, war-like nation, while the Doralisians were a more peaceful people more in touch with magic and the healing arts. ~ End #HELP Name hydromancer~ Text Hydromancers are masters of water and the ocean. The begin inborn with the Water Talent, as well as having several auxiliary Talents. ~ End #HELP Name hadows~ Text Shadows are terrible undead ethereal beings, which are surrounded by a ghastly unholy aura. See: ETHEREAL, UNDEAD, UNHOLY ~ End #HELP Name hiscore~ Text You can see a list of the hiscore tables by typing 'hiscore' You can view each type by typing 'hiscore <keyword>' ~ End #HELP Name hellcats~ Text Cats from hell. ~ End #HELP Name hermaphrodite~ Text Hermaphrodites are generally freaks of nature, although they aren't uncommon among some species. They possess both male and female genetalia, and share the characteristics of both genders. ~ End #HELP Name ice_devils~ Text Wingless demons with the power of snow and ice. Nothing like a white winter to start off the christmas season. ~ End #HELP Name island_dwarves~ Text Long ago transported to tropical locations the Island Dwarves have adapted well, if not strangely, to their lives of sailing and fishing adept with harpoons and spears the Island Dwarves hunt Palistelli seeking to avenge many deaths caused by the monsters. These dwarves will never forget their hatred for the sharkmen and if ever the two meet one will most certainly meet his end ~ End #HELP Name inventory~ Text Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ End #HELP Name introduce~ Text Syntax: intro This introduces yourself to the room, telling your family, ~ End #HELP Name information~ Text . COMMANDS FOR GENERAL INFORMATION ----------------------------------- *WIZLIST - shows a list of all the immortals *AREAS - lists of areas and their level ranges *COMMANDS - lists all the commands available *SCORE - will show the stats on your character *ATTRIBUTES - shows your stats verbally *STATUS - shows status information related to talents *SOCIALS - lists the socials available to you *TIME - gives the mud time *WEATHER - tells you what the weather is like *WHO - shows all the visible people playing at the time *TALENTS - lists the available talents and their costs *TRADEIN - lists what talents you have *CLAN LIST - lists the names of different clans, orders, councils, and guilds ~ End #HELP Name illithid~ Text A race that is highly at an advantage for the mind talents. Mindflayers they are called by some. Blue in skin and tentacles appear forming from their mouth. Amost humanoid in appearance, standing on two legs, and having the build of a humanoid. Very well off with the mind, but lacking somewhat in physical combat. Found mostly alone, but they enjoy a relaxing mind chat with someone everyonce in a while. ~ End #HELP Name illusion_talent~ Text This talent allows a person to trick the mind, causing others to see things that are not there, or to fail to notice things that are actually there. Bright lights and shadows both are the hallmark of the Illusionists. ~ End #HELP Name illusionist~ Text Masters of Illusion, illusionists are inborn with the Illusion talent. ~ End #HELP Name ilwrath~ Text Some kind of large ugly spider thing. Nobody really seems to know what an Ilwrath is so just assume it's a big ugly spider or something. ~ End #HELP Name imho~ Text In My Humble Opinion (sometimes) In My Honest Opinion ~ End #HELP Name imps~ Text Imps are minor demons, and they may or may not have wings. They tend to be much smaller, but also much faster and more agile, than their larger cousins, but they lack the greater demons' distinctive horns. Imps also tend, on average, to be smarter and stronger with magicks than most other demons, but tend to be used as scouts, spies, and lackeys. ~ End #HELP Name inborn~ Text You may have one or no inborn Talent, a Talent that was born into you, which you will be naturally better at using than any other Talent. You may only ever have one inborn Talent, but it may change upon rebirth depending on your power in other talents. ~ End #HELP Name incubus~ Text Undead males, highly sexual in nature, like the vampires, they feed off of other living beings, but in the case of in the case incubus, they feed off sexual energy, the energy produced during sex, draining thier victim of energy and life to sustain themselves. Don't play a female incubus, just doesn't happen. Any female incubus will be turned to a succubus, see help SUCCUBUS. ~ End #HELP Name induct~ Text Syntax: induct <player> <clan> This commands will allow you to add a player to a clan in which you have the ability to induct from. They need to be in the same room and give you consent to induct them. See also: CLAN ~ End #HELP Name infravision~ Text This allows you to see in a dark room. No matter how dark the room is you will be able to see in that room. ~ End #HELP Name insectoid~ Text Insectoids are various insect and arachnid like creatures, grouped together for simplicity. They have varying amounts of legs and are of greatly differing intelligence and size, from large, fierce reavers to tiny but deadly scorpions. They are physiologically very different from most races, their eyes are faceted and they are protected by an exoskeleton rather than bones, and often have claws or mandibles among their armament. ~ End #HELP Name intelligence~ Text Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - heavily influences the amount of mana a character has - the effectiveness of spells - the higher a characters int, the higher the characters spell maximums will go Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... ~ End #HELP Name irc~ Text IRC stands for Internet Relay Chat. Rogue Winds MUD has an IRC Chatroom to get to this room, you will need mIRC or another IRC client. You may download mIRC from www.mirc.com or search for another if you prefer. The server is: chicago.icerealm.net The room is: #rwind Some other rooms: #serriya - Much more active than #rwind #icerealm - for irc help #cybots - for cybots web game ~ End #HELP Name itemvalues~ Text In these values, 'sn' is a spell number; a negative value means 'no spell'. Item Type |V0 |V1 |V2 |V3 |V4 |V5 ----------|-----------|------------|-----------|-----------|---------|------- armor |current AC |original AC | | | | container |capacity |flags |key vnum |condition | | drinkcon |capacity |quantity |liquid # |poison? | | food |food value |(condition) | |poison? | | furniture |# can use | |use flags | | | herb | |charges |herb # | | | key |(lock #) | | | | | keyring |capacity | | | | | lever |leverflags |vnum/sn |vnum |vnum/value | | light | | |hours left | | | money |# of coins |coin type | | | | pill |spell level|sn 1 |sn 2 |sn 3 |food val | pipe |capacity |# of draws |herb (sn) |flags ** | | potion |spell level|sn 1 |sn 2 |sn 3 | | projectile| | | | | | salve |spell level|charges |max charges|delay |sn |sn scroll |spell level|sn 1 |sn 2 |sn3 | | staff |spell level|max charges |charges |sn | | switch |leverflags |vnum/sn |vnum |vnum/value | | trap |charges |type |level |flags | | treasure |(type) |(condition) | | | | vehicle | capacity | | flags | | | wand |level |max charges |charges |sn | | weapon | bane | (unused) | damage | damtype | skill | brand missiles |condition | |dam bonus |weapontype |range | quiver |capacity |flags |key vnum |condition | | ** pipe flags : see help pipeflag See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET, ARMORCLASS, WEAPONCONDITION and MISSILES. ~ End #HELP Name issilwyn~ Text The Issilwyn are a race of peaceful reptilian humanoids. Their scales are pale colored and range in pastels in all colors of the rainbow. Their eyes are brighter but equally colorful and varied. They are an open and friendly people, and dislike violence. The few of them that do take up combat prefer using daggers and other small blades that can also be used for utilitary purposes. Issilwyn are often craftsmen, traders, merchants, and sailors, their love for travel and water is legendary. Although they cannot breathe water like their lizardman cousins, they retain webbed feet and small fins that allow them to swim easily in shallow water. Aside from being covered in scales, and having small fins, their bodies are primarily human-like, and their faces are much like humans, although lacking in ears. Their hair is sleek and smooth as silk, and ranges in as many colors as the rest of their bodies. They tend to wear it long and keep it very clean. ~ End #HELP Name janitor~ Text The janitors are strange, Lovecraftian monsters from another dimension. Their twisted, alien bodies contain every bodypart known to exist, how they manage to move or stay together with all that nobody knows. They are so named because they came to this dimension with a hunger for litter, and wander the streets eating trash. ~ End #HELP Name jaston~ Text A bustling seaport on the northern coast of the continent of Albrynnia, on the world of Lezaria. To the north of Jaston lies the Sea of Stars, and further on the port town of Hrackston on the continent of Kalor. Jaston boasts a fine lumber and sea trading industry, and a splendid palace inhabited by the Royal Family overlooks the eastern harbor. ~ End #HELP Name jedi~ Text Use the Force... The Jedi are knights of the Force, using it for knowledge, defense, and trickery, never for attack. These are practitioners of the light side of the Force, and are inborn to Mind Magic, as well as having use of Motion to allow them to move objects, Seeking to discern truth and see distant places, and Time as a weak precognitive sense. ~ End #HELP Name jump~ Text Syntax: jump This skill will allow you to jump into the air, letting you jump over pits or up walls, and prevent yourself from being tripped. After you jump, you need to enter the directions to move yourself. ~ End #HELP Name kender~ Text Kender are a small and very curious race, often too curious for their own good. When they see something that looks interesting, they often pick it up to look at it, and, easily distracted by another interesting item, might put the item in their pouches without thinking about it. They are small-boned and elvish in appearance, though they rarely grow over 4 feet tall. Their customary weapons include the hoopak and the whippik, and they typically wear their hair tied up in a topknot. ~ End #HELP Name kenku~ Text Kenku are humanoid relatives of hawks. They have a beak and talons on their legs, however they also have hands with which they can wield weapons. While kenku have wings, they are generally vestigial and only the fully mature kenku can use them to actually fly. They make their dwelling in the mountains of Terra, and on other worlds. ~ End #HELP Name ki-rin~ Text Ki-rin are mystical creatures taken from Oriental lore. They are unicorn- like in appearance, and are creatures of the Heavens. They combat evil wherever it is found and are often willing to aid kindred spirits. ~ End #HELP Name kicking~ Text Syntax: kick <victim> [part] Kicks with feet or hooves. Hooves do more damage than feet when kicking. ~ End #HELP Name kirre~ Text Six legged telepathic large cats. ~ End #HELP Name kobolds~ Text Kobolds at first appear to be part monkey and part goblin, or some other distasteful crossbreed. They are simian in appearance, their faces more closely resembling those of apes than anything else. Like many of the dark races, kobolds do not tend to get along well with others, unless under the command of some dark lord. They are none too intelligent, but they tend to be stronger and faster than your average human. ~ End #HELP Name kueijin~ Text The Kindred of the East. These vampires consume souls for their main treat, but still kindly consume available blood. Masters of combat... they focus very little time on their powers. These masters learn to make their bodies as fast as thought, if not faster... Their attitudes vary upon the wind... They all adhere to a dharma Unable to adhere their souls back into a body, they use the gates of correcting their past. Kindred "european vampires" and KueiJin are vehement enemies.. ~ End #HELP Name kuo-toa~ Text Evil humanoid fish things. Rather squat in size with fins on head and arms. Thier head is that of a fish. ~ End #HELP Name kelletirandia~ Text Kelletirandia is the largest city on the world of Wilderplane, situated in the center of the Civilized Realms on the plane. It is a sprawling city with a bustling economy, covering a peninsula that juts out into the Inner Sea. Many races inhabit the city, from elves and humans to drow and orcs. It is the seat of the Council of the Civilized Realms, which makes the laws for that region. ~ End #HELP Name key~ Text Keys can be used to open locks. Only the appopriate key will work with a given lock. See also: LOCKSMITH ~ End #HELP Name list~ Text Syntax: list Syntax: list <object> LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. See also: BUY, SELL, VALUE, SHOPSET, WITHDRAW ~ End #HELP Name leave~ Text Syntax: leave See: HELP ENTER ~ End #HELP Name look~ Text 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'. ~ End #HELP Name lag_demon~ Text Throughout the realms, a terrible predatory beast stalks. Regardless of your power, it may strike at any moment. This demon is known as the dreaded Lag. It is a creature of Time, and devours the time of its victims, causing their sense of time to slow down or even for time to seem to halt for them, preventing them from doing anything. Sometimes even Masters of Time become victims of the Lag Demon. ~ End #HELP Name lasers~ Text Unlike other missile weapons, lasers run off raw energy funneled into them. ~ End #HELP Name last~ Text Syntax: last <character> This command will show you when a character was last logged on. ~ End #HELP Name leopard~ Text A large feline. Many take pride in their spotted coats. Most live in wooded areas and prefer hunting alone. Leopards are viscous fighters, and are valued for their woodcraft. ~ End #HELP Name leprechauns~ Text Leprechauns are said to have been of faerie origin, for their exact nature is unknown to most. They tend to be very sensitive to luck, and will not stay around people they feel to be unlucky. For this reason, it is considered good luck to be in the company of a leprechaun. As a race, they are small and fun-loving tricksters, nimble-fingered and fleet of foot. They tend to be good at magic as well. ~ End #HELP Name levels~ Text There are no levels. There are skills and talents. See: TALENTS, SKILLS, WEAPONS ~ End #HELP Name lezaria~ Text Lezaria is the primary world of the Elkandu, where they were first formed generations ago. It consists of three major continents: Albrynnia, to the south, is a rough frontier country, with bronze-age technology. Kalor, the central continent, is a heavily populated land, consisting of several kingdoms, primarily with late medieval technology. Zarhanna, to the north, is a vast and diverse realm, the primary center of population on Lezaria. Technology on Zarhanna is approximately where Terra (Earth) was in the mid-1800's. ~ End #HELP Name lich~ Text Liches, Some little more then rotting corpses, to so nearly alive in appearence they are hard to to discern as undead. These accursed beings thrive on negative energy, a higher form of undead then your average mummy Liches are the more magical creatures of undead, enjoying the use of evil and destructive magics to cause harm and torement. ~ End #HELP Name lightning_talent~ Text Lightning Mages are often able to shoot bolts of lightning from their fingertips. In parts of the universe with electrical power, Electromancers are sometimes the source of this power, or at least a supplement to it. Syntax: lightning <person> <part> Syntax: lightning <direction> <person> Lightning is a ranged lightning attack. ~ End #HELP Name linking~ Text Syntax: link <person> Syntax: link self This ability allows a Catalyst to link their magic with that of another mage. While they are linked, their magic will have their combined effectiveness, and they will share mana costs for magic. The Catalyst requires the consent of the other mage to link with them. To break the link, type 'link self'. ~ End #HELP Name lion~ Text Large predatory felines that live in groups called prides. ~ End #HELP Name lionmen~ Text Fierce, warrior-like humanoid feline with yellowish gold fur. The males have long shaggy yellowish hair like a mane. ~ End #HELP Name living~ Text Alive. Duh. ~ End #HELP Name lizardman lizardmen lizard-man lizard-men 'lizard man' 'lizard men'~ Text Lizardmen are semi-aquatic, breathing air but often dwelling totally underwater. They are often noted to use underwater caves as their lair, and are typically found in swamps, marshes, and similar places. Members of this race band together in rough tribal form; they are omnivores, and are likely to prefer human flesh to other foods. This race, of course, has the innate ability to breath under water. ~ End #HELP Name load~ Text Syntax: load <projectile> <weapon> Syntax: load all <weapon> This command lets you load a bullet, arrow, or bolt, into a missile weapon of the appropriate type. See also: SHOOT ~ End #HELP Name loadup~ Text Syntax: loadup <player> LOADUP allows one to load up a player's character (playing or not), to do whatever needs be done to the character. (Modifying a flag, changing a password... etc). Use FORCE to make the character do your bidding. See FORCE. ~ End #HELP Name lost~ Text You can buy a map from the Wizard at the nexus. ~ End #HELP Name lunge~ Text Syntax: lunge [victim] [part] Lunge may be used with swords or spears. Lunging is an all-out attack throwing caution to the wind to inflict the most damage posible. ~ End #HELP Name lock~ Text Syntax: lock <object|direction> LOCK locks a closed object or door. You must have the requisite key to LOCK. ~ End #HELP Name lazion~ Text Lazion's are a tribal nomadic desert-dwelling human race, thier physical form much the same as that of a gith, but usually much darker do to long generations exposure to intense sunlight. All in all, the Lazion is tall and extremely lithe, thier bodies genrally more elongated then that of the other humans, with thier speed and length of arm and leg, they excel as martial artists, knowing few equals. Furthermore, Lazion's are often thought to be life fountains, having nearly unheard of vitality. This immense vitality seems to have come at a cost to the race however, for they possess very little if any magic. ~ End #HELP Name long-tailed_gar~ Text The long-tailed gar, like it's cousin, the short tail. Is a winged reptilian humanoid beast. The long tails are slightly smaller and less intellegent than the short tails, but are a good deal stronger. The gar sport tannish to black scales, large powerful claws, and a mouthfull of fangs intended for ripping flesh. ~ End #HELP Name lever~ Text Levers on catapults or other places may be used to operate the device. Simply type PULL LEVER or PUSH LEVER. ~ End #HELP Name light_command~ Text Syntax: light <pipe> This lights the herb in your pipe. Once lit, the herb will continue to burn until it burns itself out, is smoked out, or you tamp your pipe. See SMOKE, TAMP, FILL ~ End #HELP Name light_object~ Text Lights are a type of object that will increase the illumination level in the room. They do not need to be worn or wielded to be effective, but must be free in your inventory and not in a container. Any GLOWING item will act as a light in this manner. The more glowing items in the room, the higher the illumination will be. Dark items will decrease the illumination. ~ End #HELP Name locksmith~ Text Syntax: locksmith <door> <lock> <key> Locksmith allows you to create locks for doors. Locks and keys are fashionable. ~ End #HELP Name lost_game~ Text www.lost.no g0d is dead, hack the planet ~ End #HELP Name mining~ Text Syntax: dig In mines and other places with resources, digging will allow you to attempt to find gems, ore, or other resources. The chance of success is based on your perception and mining skill, as well as the concentration of resources in the room. ~ End #HELP Name marry~ Text Syntax: marry <person> This will let you marry someone. ~ End #HELP Name maces~ Text This is the weapon of choice for smashing something. Whether the object of your smashing desires is a toilet or your enemies head, a mace or a club will get the job done. Maces derive out of the good ole basic the club. A good club is anything heavy, "but not to heavy to hold" to clobber your enemy. A good mace is made from metals of good weight and strength and tend to be much easier to wield. A mace can be used with the POUND command. ~ End #HELP Name mageblade~ Text Mageblades are mystical weapons of pure energy that can be forged with magic and wielded to fight with. They are generally unstable and will vanish after a few minutes. ~ End #HELP Name mammoth~ Text Mammoths are giant pachyderms, and anscestor to the modern elephant. Their large amount of body fat, and the thick fur on some types, allows them to survive cold and even arctic climates easily, although some can be found in temperate regions. ~ End #HELP Name manaburn~ Text Manaburn can be caused by overtapping your mana past your maximum amount that you can hold at one time. IE: &PTap &W<amount&W>, uh oh, too much. Result: &RYour mana burns you as it courses through your body! &W You will take damage and your mentalstate will either raise or lower. See also: TAP ~ End #HELP Name map~ Text You can buy a map from the wizard in the nexus, simply type: give 1000 coins wizard ~ End #HELP Name me~ Text With what? ~ End #HELP Name medicine~ Text See: BANDAGE, BONESET ~ End #HELP Name memorize~ Text Memorize is a command that lets you set the location you recall to, as well as allowing mages with the 'recall command' to travel to places they have been before. To see a list of places you have memorized, type 'memorize list'. By just typing 'memorize' you will begin to memorize the room you are in as your recall location. It should take a few seconds to complete. If you want to cancel the memorization, simply enter any other command and it will stop. Mages with the recall command, or similar, may use 'memorize <number>' to fill the other 7 slots with memorized places. Any character may memorize rooms in these slots too, but will not be able to use them without the appropriate motion talent level. After level 30 in the motion talent, you will be able to add one more slot as a recall point. This next slot that can be used will become available to you after every 10 levels in motion occurs. &RIE&W: Level 40 motion mage has just reached that level. That mage will have two extra slots to recall to, letting them use up to slot 2, as well as the slot 0 of default recall that everyone gets. ~ End #HELP Name mensch~ Text Ordinary people without magic, animals, normal humans. On the MUD, represented by mobs. All mobs are mensch. All players are Elkandu. ~ End #HELP Name mentalstate~ Text Your mental state is your current frame of mind, and how clearly and realistically you view your surroundings. Mental states can be affected by spells, mana burn, mana exhaustion, or poison. If you are affected by one of the above for a period of time, your mental state will begin to deteriorate, and you will not view your surroundings as they truly are. You may begin to hallucinate, or become too lethargic to function, and your general abilities will be affected. In extreme cases you may collapse from exhaustion or enter a delirious coma. To restore your mental state, you may need to relax (resting and sleeping will speed your recovery), cure whatever poison afflicts you, etc. If you feel lethargic, you may want to make sure your mana is not negative and, if it is, TAP for more mana. Your mental state is by the text line in 'score' which describes your state of mind (You feel great, etc.) The 'group' display contains a less accurate reading of your and your group-mates' mentalstates as well. See also 'GROUP DISPLAY' TAP ~ End #HELP Name merc~ Text SMAUG was originally based on the Merc 2.1 code which was created by Furey, Hatchet, and Kahn. This original code base is available as Merc_21.tar.gz via FTP from: ftp.tcp.com, ftp.math.okstate.edu and ftp.game.org. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Merc would like to thank ... ... Diku Mud for their code base. ... 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. Share and enjoy. ~ End #HELP Name merfolk~ Text Merfolks are beautiful humanoids with a human or elven torso, and a scaly fish-like tail where their legs would be. Their hair is often brightly colored green, red, violet, blue, or other such colors, and they can breathe and swim underwater as well as air. Merfolk can move on land magically by splitting their tail into two flippered legs, which they sometimes use underwater as well. ~ End #HELP Name mezulbryst~ Text Mezulbryst. World of Shadows. Plane of Darkness. A place where foul and vile things dwell, and death lies around every corner. A forsaken world, difficult to reach, and difficult to escape. From the depths of the Abyss, to the expanse of the Underdark, Mezulbryst is not a place to be trifled with. Outside the justice of other realms, upon this evil plane, Elkandu can kill or be killed without fear of repercussions. See: HELP PKILL ~ End #HELP Name mimes~ Text Somewhere along the creation period, the Changers developed a highly cruel sense of humor. They leashed out into the world a great plague that caused those that were affected, to suddenly loose thier voices. These poor tortured souls only seemed to be found within the human nation, oddly. Having been robbed of thier voice, they have learned to survive with other forms of communication. ~ End #HELP Name mind_talent~ Text Psionicists are often able to hear other people's thoughts or feelings, and can often send messages to others, sometimes while awake. Some are also capable of causing pain and even insanity in the minds of others. ~ End #HELP Name mindshield~ Text Syntax: config +mindshield While mindshield is up, people cannot connect to you, or you connect to others. ~ End #HELP Name mink~ Text Its a fucking mink. ~ End #HELP Name missile_weapons~ Text GUN: Fast, High Damage, Non-re-usable bullets BOW: Fast, Low Damage, Re-usable arrows CROSSBOW: Slow, High Damage, Re-usable bolts See also: LOAD, SHOOT ~ End #HELP Name mistfolk~ Text Ethereal beings formed of mist. Humanoid in shape and appearence, though blurry for thier unsoild state. Being made of mist these beings do thier best to stay clear of heat. ~ End #HELP Name mix~ Text Syntax: mix <first ingredient> <second ingredient> This will mix two ingredients together in an alchemical recipe to create a third item. ~ End #HELP Name moloch~ Text Enormous insect-like demons that shake the very ground as they walk. They are considered by some to be the true incarnation of pure evil, and are feared for their extremely strong armor. However, luckily they are extremely slow, allowing people to run away if they're smart. ~ End #HELP Name monkey~ Text Hey get off my back ok!? ~ End #HELP Name moogle~ Text Cute white furred things with pink wings that say 'Kupo!' ~ End #HELP Name morph~ Text Syntax: morph Syntax: morph <race> If you do not have a wererace set, morph <race> will set one. Once it is picked, it will be permanent, so choose wisely. If you have hands, the race you pick must not have hands. If you do not have hands, the race must have hands. You may switch between the two forms with the morph command by itself. This command is level 10 in Change. See also: RACES ~ End #HELP Name motd~ Text Welcome to Rogue Winds 3.0. The mud will be undergoing some changes shortly, many of which are only as far as code cleanup and will not be noticable to most players. However, some major new features will be coming shortly, so stay tuned! And as the world came into the Fifth Age, the universe slowly changed... Remember to read the FAQ on the discussion board: &Chttp://www.dark-tempest.com/serriya/forum/&W Keep track of the latest developments, type '&Ynews&W'! ~ End #HELP Name motion_talent~ Text Travellers have a variety of abilities relating to motion, either moving themselves, or objects, or other people. Some of them are able to lift items and move them around the room, while others can travel great distances in the blink of an eye. Some of the stronger Travellers are able to summon others to where they are, or open portals from one place to another. Some (but not all) skills which Motion receives: 1 - RECALL 21 - TRAVEL 30 - SEND (for objects) 40 - SUMMON 70 - SCATTER 90 - SEND (for players) 100 - RETRIEVE ~ End #HELP Name mount~ Text Syntax: mount <mob> Syntax: dismount Mount is a skill, which allows you to mount certain mobs. Being mounted on a mob cuts down on movement points that are used whenever you move. New water sectors allow a person mounted to traverse them without damage from drowning. If you are in an area where your movement points begin to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you should try to mount immediately. ~ End #HELP Name mouse~ Text They squeak and eat cheese. ~ End #HELP Name mrrshans~ Text Mrrshans are a race of feline humanoids, highly agile and very intelligent. They prefer to keep themselves meticulously clean like cats, and have the feline ability to see in the dark. They are well suited to thievery, for learning to move quietly and stealthily comes easily to them, but many of them take up the ways of magic and become good at spellcasting well. Like their smaller feline relatives, Mrrshans are covered with a coat of fur. They also have the unique ability to communicate with most animals. ~ End #HELP Name multiplaying~ Text Multiplaying is defined as one human having multiple characters logged in at the same time. Multiplaying is legal on this MUD up to three characters. However, these characters may NOT: &r-&w work together to attack another player. &R-&Whave any interaction with each other, this includes: spelling up, enchanting items for, grouping, fighting You may roleplay with your alts, if it does not involve twinking them out. (&rhelp TWINKING&w) &GPlease ask an immortal if you have any questions or concerns..&w ~ End #HELP Name myrddraal~ Text Taller then average humans. Yet unlike humans in several ways. These beings possess no eyes. The Myrddraal's flesh is bloodless and pale, slug- like. Though having mostly humanoid skeletal features, Myrddraal are not hindered by this. Thier bodies capable of moving in fluid boneless movements. When Myrddraal move, there is no sound or movement of air. These beings all have a unique ability to travel along the edge of shadows to any location. Being near a Myrddraal, there is a tangible fear within the air. when the Myrddraal's eyeless gaze falls upon you, deep unshakible fear fills you to the core. However some are known to be able to overcome this fear. ~ End #HELP Name minotaurs~ Text Enormous bull-like humanoids, said to have originally been the descendants of a human/bull crossbreed, minotaurs are fierce warriors whether they fight for good or evil. They have hooved rear feet and horns on their heads, and tend to have a bad temper. They do not tolerate fools gladly, and their patience with humans tends to be slim. Minotaurs are also great seafarers, many of them owning or working on sailing vessels. ~ End #HELP Name movement~ Text . MOVING THROUGHOUT GAME: --------------------------- The game divided into many rooms which are connected by various directionals to make up areas. When you are in a room, you can find the exits in the room by typing EXITS. Autoexit is a helpful command to initiate (type CONFIG +AUTOEXIT), because it will automatically show you what exits there are in the room. Be warned however, you will only see the obvious exits. You must pay attention to the room descriptions to see if there might be any doors or hidden passages in the room. Directional commands: (in parentheses you find the shorthand) NORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d) NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw) Note: You will notice that in the prompt < &G20/20hp&P 100/100m &C500/500mv&W > the 'mv' refers to your movement points. If your movment points were to run out, you'll be unable to move between rooms due to exhaustion. If you type &RSLEEP&W or &RREST&W, your movment points will slowly be replenished. You must type &RSTAND&W or&R WAKE&W before walking again. ~ End #HELP Name magic~ Text Syntax: magic <type> <verb> <power> <target> Type indicates not only what talent is being used, but what type of magic from that talent. Some talents may have multiple types. For example, Earth Magic involves both nature spells and rock spells, and different types will be used to make use of each. Each type may have several different words to indicate it. Verb and power are interchangable, and any field may be left out to assume a default. Some verbs automatically assume a specific talent, and vice versa. Each verb may have several different words to indicate it. Power indicates how much mana will be used on the spell. More power power will do more damage, heal more hp, and some effects require high power to be successful. Target may be a character, an object, or none. Effects will often vary greatly depending on the target. A combo might do one thing when used upon an object, but a rather different effect when used with no target. The default verb is tricks. This will also be used whenever a spell fails for many reasons. Tricks will train the talent, and display a message to that can be useful for RP, but will have no other effect. See also: VERBS ~ End #HELP Name money~ Text Syntax: money Shows you how much money you are carrying and is in your bank account. See also: BANK, COINS, GOLD ~ End #HELP Name north~ Text Lets you move north.~ End #HELP Name naga~ Text These creatures, although odd in appearance, are a combination of human, from the waist up, and snake, from the waist down. Strong in their abilities to fight and very viscious when in packs. Their tails are what keep them standing up. The body is usually muscular and very cold. The scales on the tail make it a tough fight if you wish to attack their tails. ~ End #HELP Name nali~ Text Nali are a race of feline humanoids, whose form was changed by a battle between two powerful mages on their world thousands of years ago. They have the feline ability to see in the dark, and most have innate Dreaming and Earth abilities. Learning to move quietly and stealthily comes easy for them, and they can combine fighting techniques with magic very dexteriously. Like Mrrshan, they are covered with a thin coat of fur, but it generally tends to take on the pattern and colors of a white tiger. ~ End #HELP Name nations~ Text There are a number of different nations, each part of a species. While one nation might fit in more than one species, they are only part of one species for the sake of simplicity. However, they still might have the characteristics of the other species. Each species in turn embraces one or more nations, often several. ~ End #HELP Name nature~ Text This skill represents your attunement to nature, and your ability to locate and follow tracks and to find useful herbs and other things. See also: HARVEST, ALCHEMY, TRACK ~ End #HELP Name nirril~ Text A vampiric teddy bear with pink wings. ~ End #HELP Name nmf~ Text Not My Fault ~ End #HELP Name nochannel~ Text Syntax: nochan <player> This command prevents a player from using channels. Using it again on the same player will toggle this off. CHANNEL permission is required to use this command. ~ End #HELP Name nohunger~ Text This config option will make it so you do not see hunger messages. Be warned however that you will still get hungry and thirsty, but will not see when you do. See also: HUNGER ~ End #HELP Name newbie~ Text If you are new to the Rogue Winds, here are a few help files that will help you get acquainted with our world. We have tried to make the help system as detailed as possible for everyone's benefit: STRATEGY - Will give tips on how to survive your first few days. RULES - Will lead you through the laws of the land. CHANNELS - Will teach you about communication with other players. INFORMATION - Will cover ways to find certain types of information. To use these files, type HELP <topic>. Type HELP help for general commands. When you see a word in CAPITALS in these helpfiles, it means there is another helpfile on that term. For example, if a helpfile has the word WAKE in capitals, it means you can type HELP wake to see a helpfile on the word wake. If you find you cannot read a helpfile or that it does not exist, please tell an Immortal so we can fix the problem. Thank you. This is a NEWBIE FRIENDLY MUD. If someone is harassing you or you have any questions or problems, come to an imm. We will not tolerate people mistreating newbies, and they will be dealt with accordingly. Also, take a look at the board, and read the FAQ and Magic Tutorial on the Rogue Winds Discussions board. ~ End #HELP Name notake~ Text This flag on objects means that the object cannot be picked up, such as a player corpse. It does not prevent items from being removed from the item, nor any skills such as identify or reanimate being used on it. ~ End #HELP Name news_latest~ Text (10/2) You can now 'load all <weapon>' for missile weapons. (10/2) Keolah has made an official announcement about the new magic system. http://www.dark-tempest.com/serriya/forum/viewtopic.php?p=177 (10/2) Some better handling of large amounts of items in shops. (10/3) Fixed crash bug with race selection. (10/6) Mentalstate will now show under 'status'. (10/6) Changed how wait state of using magic is handled. (10/7) A new mud website has been put up. (Help website) (10/8) Before asking why a certain spell or skill you had disappeared, please take a look at the board. We have a new magic system coming in. (10/8) Randomly generated books will now get random texts. These may provide helpful hints about magic, alchemy, or quests, or just background about races or locations. (10/9) Blah. Something's corrupted with the books. I will try and fix it tomorrow, but I know of it. (10/9) Okay, I think I've got the books fixed, as well as some small problems with magic. (10/9) You can now use hyphens in character names. (10/10) Better handling of characters still busy doing things. (10/11) The new magic system is almost complete. Most old skills have been converted over now. They'll be removed entirely this weekend, but the help files still need to be updated, a daunting task in itself. (10/16) If you see any book with weird text, please just destroy it. The bug has already been fixed, but any book made during that time will still be messed up. (10/19) Races command now lists species. (10/19) Channel socials will work properly now. ~ End #HELP Name news_july_2000~ Text (7/12) Artifacts have been removed from the game. (7/18) The Dreamworld has been added. Have fun! (7/18) The 'guard' command has been added. (Help guard) (7/18) Polymorph added. (7/24) Swimming and moons added. Repair skill fixed. (7/24) Some combat bugs fixed. (7/29) New race code added. (7/30) Quickchant and improved invis added. (7/30) New talent ranks added. (7/31) Weapon branding added. (7/31) Propell added, feather fall is now automatic. (7/31) Exp required to raise a talent has been lowered. (7/31) Added private channels. (Help pchat) ~ End #HELP Name news_august_2000~ Text (8/2) Families added. (Help family) (8/3) Marriage added. (8/3) New spell commands added! Recall, heal, shock, burn, chill, and travel. (8/4) Vines, wind, blast, mindflay, flood, and drain have been added. (8/5) Seek added. (8/5) Detects are now automatic. (8/5) Divorce and Summon added. (8/6) Change, storm brand, and radiant brand added. (8/7) Kneeling position added. (8/7) Storm and displacement added. (8/8) Fly and apportation added. (8/9) Magma and disguise added. (8/10) Today is Keolah's birthday. Happy birthday! (8/10) Area attacks for combo talents added. storm all or magma all to use. (8/10) Mana required for spell commands has been reduced by half. (8/10) Conjure added. Motion will now raise carrying capacity. (8/11) The reflecting pool in the garden mazes seems to hold new power.. Take a look! (8/11) Blink and flare added! Two minor bugs fixed. (8/12) Pacify added. (8/14) Nightmare, wail, and slist added. (8/14) All damage spells that could be replaced by commands were removed. (8/14) Cure command added. (8/15) Distort, splash, taint, dispel commands added. (8/15) Sticky floor and slippery floor room flags added. (8/18) New shields and shield command added. (8/19) Score changed a bit. (8/20) Vines <person> hold added. (8/20) Disown command added (help family). (8/21) Bind and sing added. (8/28) Quake and crushing brand added. (8/30) Loyal items will now stay with you on death. (8/30) Config +spar added. ~ End #HELP Name news_september_2000~ Text (9/1) Brand command added. Summon tweaked. (9/4) Can now memorize up to 8 slots depending on motion level. memorize <number> and recall <number> to access them. (9/4) Some talent costs have been changed to balance out their power. Please check over your talents as you may or may not be eligible for reimb. (9/4) Funnel added. (9/5) Dream command added. (9/5) Connect and think added. (9/6) Reanimate added. (9/10) Identify command added. (9/10) Telekinetics added. (9/13) Today is Vakis's Birthday. Happy birthday! (9/14) Some changes to score. Merged 'gold' and 'balance' commands. (9/15) Write was added. You can fashion books and pens, if you didn't know. (9/27) Weapon talents added. (Type 'skills'). Some bugs with branding fixed. (9/29) Some new hiscore tables added. ~ End #HELP Name news_october_2000~ Text (10/2) Fixchar is now available to players. (10/4) Psionic brand added. Psionic and light resistance added. (10/4) Combat skill added (under 'skills') replacing second attack code. (10/5) Major crash bug fixed. Seeking objects re-enabled. (10/5) Enchant command added. (10/5) Weapon proficiencies from nations have been added. (10/6) Preserve and retrieve commands added. (10/8) Blur has been added. (10/9) Resurrect added. Racetalk will now work properly. (10/12) Scatter added for players. (10/12) The Void added. Consider recoded. (10/13) Reshape added. Void talent added, but not available to players yet. (10/14) New age formula on score. (10/15) Missile weapons tweaked. (10/15) Decay command added. ~ End #HELP Name news_november_2000~ Text (11/2) Where command added. Config +nohunger added. Many minor fixes. (11/2) Squatting added. (11/3) Many minor bug fixes. (11/4) Claw, kick, bite, tail, punch, headbutt, added. (11/5) Can now 'withdraw all' and 'deposit all'. Config +defense added. (11/8) Status command added. (11/9) Send command added. (11/9) Bug with materials decaying in inventory fixed. (11/10) Echo for speech added. Otransfer for imms added. (11/10) 2000+ worth can now set their rank. (11/11) Void pull and void extract added. Silent affect added. (11/11) Antimagic added. Whois display changed slightly. (11/11) Invis command added for Illusion. (11/12) Invis for objects. Conjure rose and conjure tea. (11/13) New Area: The Forest of Seyletar. (11/14) New Area: The Forest of Azkelya. (11/14) Sense magic added for seeking. (11/14) Can now 'wail all' and 'flood all'. Song of life added. (11/15) Brand anti-matter added for Void. (11/16) Age younger or older added for Time. (11/17) Mpmakeore. Dispel room. Rune ward and life. (11/17) Healing and drain affect undead differently. (11/17) Enchanted furniture will not break under weight. (11/18) Rotting and plague added (with appropriate cures) (11/19) Bane weapons added. (11/19) In celebration of the holidays, it will cost half as much exp to raise levels in talents and weapons. This will be in effect till New Years (11/20) Dispel will now work on objects. (11/22) Two-handed weapons. (11/24) Config +autodrink for vampires added. (11/25) Major exp bug fixed. (11/26) New Area: Rockpeak Mountains. (11/26) New spell: Psionic blood (11/27) New Area: Reflective Mountains. (11/27) Were-forms added for Change. (11/27) Players are now mountable. (11/27) Artifacts are back! But with a twist... (11/27) Change will no longer strip affects. (11/27) New Area: Underground Lake. (11/28) New Spell: Insomnia, for Dream. (11/29) Help Weapons and corresponding help files revised. (11/29) Scatter will now work on objects. (11/29) New Areas: Thorndelle Mountains, Flyland, and Shadow Realm ~ End #HELP Name news_december_2000~ Text (12/1) New Area: Valley of the Titans. (12/1) Bodyparts taking damage and bleeding. Heal cures damage to parts. (12/1) Talent effectivity. (12/3) Zibanitum is accepting Clan Info for helpfiles see note on main board. (12/3) Experience display, config +showexp added. (12/4) New Area: Nirril Mountains. (12/5) Talent and weapon experience changed. (12/6) Speech channel added. (12/10) New Area: Mrrshan Forest. (12/10) Roleplay command added for reporting roleplaying. (12/10) New Area: Reindeer Forest. (12/11) Inborn talents, a talent you are naturally good at. (12/11) Dragon color change based on inborn talent. Felines slur R's. (12/13) Today is Rhuan's birthday. Happy birthday! (12/14) Mixing alchemical ingredients is in. (12/15) Harvest and alchemical ingredients in. (12/16) Void shift and Void rift. (12/18) Today is Goghel's birthday. Happy Birthday! (12/20) Detonate and immobilize. (12/23) Material shops added. (12/25) Stat caps removed. Noncombat skills added. (12/27) Attributes command added. (12/27) Messages for travel based on talents. (12/28) Untrade command added for Catalysm. (12/28) Telepathy added for mind. (12/29) Object, mob, player display changed. (12/29) Can now access help files from character creation sequence. (12/29) AC changed. +1 AC now equals what -10 AC did. (12/29) Mithril will give hitroll now instead of AC. (12/30) New construct flag. Constructs will be healed by repair instead of heal (12/30) Fire mages can now 'burn room' at level 60. (12/30) Can now 'put <item> fire' to burn flammable items. (12/31) Purify added for healing. (12/31) Align changed. Align command added. ~ End #HELP Name news_january_2001~ Text (1/8/2001) Welcome to Rogue Winds 2.0: Brand new combat system. HELP COMBAT. New bodypart and equipment system. Enchantments on items based on your talents. Funneling mana into items. (No catalysm needed for this.) (1/9) Autogold, autoloot, autodrink and spar now work. (1/9) Can now wear up to two layers on a bodypart. (1/9) Brands and banes work again. (1/10) Death and fight progs now work again. (1/10) Affix has been disabled until it can be re-worked (1/12) Boards now work again. (1/12) Luck changed to endurance. (1/12) Create added for Void. (1/14) Config +roleplay added. Twink flag and channel added. (1/20) Channeling skill added. (1/21) Magical attacks from mobs will work again. (1/22) Remove all and wear all work again. Bounties work. (1/22) Fight prompts work again. Mobs have gotten smarter. (1/22) Nocorpse flag. Climate affects. Speed. (1/23) Generic mob resets added. (1/24) The mud is now known as &PChAoS cHeEsE&w Mud 2.1a (1/24) Shields should do something now. (1/24) New Area: Scalyr (1/24) Can now travel/shift to an area by name. (1/25) Compare has been added. (1/25) New channels: General, Foreign, and Humor. (1/26) New characters can now use untrade before entering the game. (1/26) Newbie kits added. Type 'kit' as a newbie. (1/26) Can now put items inside furniture. (1/27) New Area: Scalyr Bay. (1/27) Most Speech songs should work again. (1/27) MAJOR BUG FIX: Items inside corpses and containers will now save properly over crashes and reboots. ~ End #HELP Name news_february_2001~ Text (2/3) Archmages added. Highest person in a talent shows on whois. (2/4) New Areas: Tinemocun, Griffin Isle. (2/4) Heal will now regenerate severed limbs. (2/5) A sudden storm has covered all the worlds. (2/7) You will now gain 50 TP from reaching 100 in a talent, weapon, or skill. (2/8) New Areas: Vortiar, Vestama. (2/10) Archmages command added. (2/12) Keyweave and enchant weapon added. (2/12) Social added: Snerble. Shield Dream added. (2/14) Shatter added for Frost. (2/14) Master Healers can now restore once per day. (2/15) Holy and unholy aura added for Healing and Death respectively. (2/15) Experience can now be gained from exploring areas. (2/17) New Area: Space station Paerntax (2/18) Mobs have gotten a little smarter. (2/24) Mobs will now load random eq. (2/26) Change has been tweaked slightly. (2/28) Brand sonic added. ~ End #HELP Name news_march_2001~ Text (3/1) Ventriloquate rewritten. (3/2) Can now put your name anywhere in an emote with $n. (3/2) Named random mobs will now load with better equipment. (3/2) Auramask added for Illusion. (3/2) New prompt tokens: %r shows ready/relaxed, %R shows current race (3/3) Today is the 8 year anniversary of the Universe of the Elkandu. (3/3) Sandstorm added for Wind and Earth. (3/4) New Area: Dalizar. (3/4) Please read and vote on the note in the Nexus. (3/10) Order added for Speech/Mind. Config +longexit added. (3/10) Affix and pry are now in for gems. (3/11) Throw, shoot, and load are in. (3/12) Mindshield added for Mind, Enchant Container for Void. (3/18) 20 command spam protector disabled. (3/18) Reshape Dream and Reshape Ether added. (3/19) Antimatter and Chop commands. Brand Distort. (3/19) Weather manipulation commands. (Help Weather) (3/19) Enchant Flight and Enchant Nightvision. (3/20) Can now tradein talents to 200. (3/20) Holyblast and Unholyblast added. (3/20) Armor shields now work. Enchant Shield added. (3/21) Silence command added. Wands and laser guns added. (3/21) Can now say @<emotion> <text>. (3/24) Can now areas <world>. Organized slist. (3/24) Conjure Pool. Lightning and Story commands. (3/24) PLAYERKILLING IS NOW ILLEGAL. help pk for details (3/25) Radios have been added. (Help Radio) (3/27) Combat is now balanced for Player v Player. Pk is legal again. (3/30) Blizzard, soulfire, sunstroke, and balefire added. (3/31) Chainlightning added. ~ End #HELP Name news_summer_2001~ Text (4/2) New skills: Flamingrain, Steam, Meteor, Poisoncloud, Electrocute, Manastorm, Sonics (4/5) Some bugs fixed. Can now <channel> off|on. Enchant durable added. (4/6) Sleep fixed. Disarm fixed. Tame added. Adjectives for socials. (4/10) The great Easter Egg Hunt has begun! Find eggs and deliver them to the Questmaster for 1 TP for each egg you find! (4/12) Can now Change taller/shorter/heavier/lighter. (4/14) Logging off while morphed will no longer lose skills. (5/16) Hermaphrodites added. (7/1) Can now <channel> list to see a list of people tuned into it. (7/2) Reanimate works again. (7/7) Current and potential levels are now skill and power. Your power in a talent does not limit how much you can raise it, only how effective the abilities from it will be. Anyone can level any talent they have to 200 skill. (7/8) Catalysm has lost the Untrade ability, and has been given the Link ability instead. (7/9) Reanimate will now give the zombies the proper bodyparts. (7/9) Resurrect re-enabled, it will now restore lost exp. (7/9) Some changes to identifying a player's talents. (7/10) New menu added to character creation. Undead race format has been changed. Now any race can be undead, construct, etc. (7/18) Randomly generated artifacts and ego items added. (7/21) Four new sector types for areas: Lava, Ice, Beach, and Swamp. (7/21) Added color display change for rooms based on sector. (8/14) It was announced that on September 1st, 2001, there will be a reuinion party for mud members and former imms, which will include the unveiling of new areas and features. The party will last all day, and there will be guest appearances by people like Scion, the former coder for the mud. Hope to see you there! ~ End #HELP Name news_winter_2001~ Text Some news was lost due to file corruption. (9/18) Mob versus mob combat no longer crashes the mud. (9/23) You can no longer make golem air elementals or any other such impossible combinations. (9/25) Chances to generate a new artifact now based on number of items already loaded in the game. (11/5) %t and %T prompt tokens added. (Help Prompt) (11/9) Today is Ilia's Birthday, wish her happy birthday! (11/13) Player characters will now fight automatically in combat. Physical attack commands will have no lag, but EP cost is increased. (11/14) config +defense will now allow you to fight without attacking physically if you so choose once again. (11/16) 5 new kits added. Brainshock added. (11/17) Currency finished. Pyrokinetics added. (11/18) 2 new kits added. Kit random option added. (11/18) Smite, Geyser, and Sworddance added. 3 new kits added. (11/19) Melt added. Reanimate and Resurrect can now change types. (11/20) Frostbite added. (11/21) Trails and tracking will now work again. (11/21) Can now select "random" at race selection. (11/21) Combat tweaked slightly and combat messages changed a bit. (11/24) Possess, Ascend, Descend, and Transcend added. (12/1) Enchant Returning added. ~ End #HELP Name news_february_2002~ Text (2/1) Clan code being revamped. Can now set name and abbr. Colorcodes allowed in names! Can now outcast members who are offline. Please, if you have an old clan that isn't active, update it for the new code and outcast any inactive members. Thank you! (2/3) Fucking Terrabox! A bunch of pfiles and the clan code I was working on has been corrupted. I've uploaded backups for the affected pfiles I could find. Please let an imm know if your player file is messed up. If the mud crashes when you try to log ona char, for fuck's sake don't keep trying to log them on... (2/4) Allow is in. Please let me know what allows need to be put on players in what clans... Some clans do not have leaders yet either. (2/6) Dammit. Right as I'm about to get in clan secrecy levels, the completely unrelated code that loads the clans decides to be stubborn and break for no reason. Bah. Don't worry, your clans are backed up. I'll try and figure out what the hell is wrong now. (2/6) Yay! I got them working again. Now to put in secrecy levels. See help clan syntax, for details. (2/8) Clan deposit and withdraw have been added. (2/9) There's still problems with clans loading. I really don't suggest making new clans or putting money into clans. Thanks to Norbert and Kuzaar making new clans, I cannot retrieve the most recent versions of the clans they overwrote. Thanks guys :P (2/10) New channel code is in! If you are confused, first type chan join ooc before trying to talk on it. When you quit, whatever channels you are on will be remembered. See help channels for more info. (2/10) Immobilize command is now Anchor. (2/11) DAISHAN LIVES!!! (2/14) Wonderful, it looks like Terrabox corrupted some pfiles again. Thankfully, i've been making DAILY backups. If something is wrong with your pfile, let me know and I'll replace it. ~ End #HELP Name news_spring_2002~ Text (3/1) The mud has moved! We've done so to take care of some nasty problems with terrabox periodically corrupting pfiles, long bouts of downtime, and just general unfunness. You may notice that your pfile isn't up to date, or may even be missing -- if this is the case, understand that it was nearly impossible to backup anything from terrabox. If your losses are severe (several months old) a reimbursement might be arranged. Also, the staff knows that your houses are missing. The house area file was just too huge and unwieldy. Don't worry, though, there will be a new alternative soon. We're sure you'll like this :) Post on the board any levels or equipment you might have missing, really... if it's important and not recent stuff that happened. Keolah wasn't able to upload all area files or pfiles because she has a ftp quota on this new server. She also complains that she wasn't able to compile her code on Terrabox, either, because Terrabox was being lame and shit. That's all. Really. (3/3) Today is the 9th Year Anniversary of the Elkandu Universe. (3/6) Rune Distract added. (3/7) A slew of bugs fixed. (See bug board for details) (3/8) New forum: http://www.roguewinds.com/forum/ (4/5) The bug crashing the mud repeatedly has been fixed. (4/10) Hiscore tables have returned. Type 'hiscore' for a list. (4/20) Catalyst stations that will funnel items for you have been added. Find one in any major town and look at him for details. (4/20) Miners that will mine ore for you have also been added. You will find them in various places throughout the mud. Note that mines in different areas may produce different ores. (4/21) Farmers that will harvest ingredients for you are in as well. (4/21) Identifying items will now show verbal descriptions of their affects. (4/21) Many new recipes added. (4/22) A bug with possess not removing ethereal/undead flags has been fixed. (4/23) The mystery quest will work again. (4/26) Seek will now show more information at higher effectivity. (4/26) The kit list has been organized and some new ones added. (4/27) Player made objects and ores will now stack more properly. (4/27) Shops have been recoded. Players can now own shops. (Help Shop) (4/28) Can now identify items on the floor and in shops. ~ End #HELP Name news_may_2002~ Text (5/1) All materials have been updated to be useful. Note: Only materials generated after today will be affected. (5/2) New Area: Icewall. (5/7) Shield Vines added. (5/8) Vehicles are in! (Help Vehicle) (5/10) Artifacts are harder to find now. (5/10) Namegen will support multiple languages. (5/12) Following a player will no longer give explore exp. (5/13) Funneling items with gems will now funnel the gem also. (5/15) The broken quests have all been fixed now. (5/17) New Area: The Mitten. (5/18) Gladiator arenas are in. (Help Arena) You can find different arenas to fight in in many major cities. (5/19) Arena betting is in! (Help Betting) (5/20) New area: Mountains of Morderant. (5/20) Team Arenas are in! (5/21) Gladiators are mortal, and will eventually grow old. (5/22) Arena find and score have been added. (5/24) Gladiator top ten list has been added, type 'hi glad'. (5/25) Character creation now asks if you've played before. (5/25) "Newbie Approved" flag added to races. (5/25) Experience command added. ~ End #HELP Name news_summer_2002~ Text (7/21) Rogue Winds has been re-opened after a period of downtime at a new address. The pfiles were not able to be backed up, therefore there has been a pwipe in essense. (8/7) Sorry for the unexpected downtime. The host has been having problems lately. (8/10) Today is Keolah's birthday. (8/21) Times are changing... Birth and death are handled differently now. See HELP DEATH (8/22) Alter and rfind commands added. (8/23) Racial skin, eye, hair, etc colors are in. Changers may change them with alter if they wish. (8/27) Social flags have been added. Mobs may react to socials... (8/27) It will now be harder to raise some talents than others. (8/27) Aquatic flag is in. Aquatic players will require Breathing to breathe in air. (9/16) Chars will start with some basic equipment after birth and death. (9/16) A new area linking four areas together... Frozen River. (9/17) The annoying bug with mounting players has been fixed. (9/17) New area: the city of Fehndarlai on Lezaria (9/17) Shopkeepers will now automatically make items to stock their shops. (9/17) There will now be more variety in generic humanoid mobs. (9/18) Fixed crash bug with resurrect and reanimate. (9/24) A FAQ has been put up on the board (Help Board), please read before asking/reporting "bugs" (9/24) A new help system is being added. It is not fully functional yet, to use the old help system, type oldhelp <name> (9/24) Help files have been all updated and converted. If you notice anything missing or not right, let the imms know. (9/25) Improved help file match quality code. Added 'sell all'. (9/25) New area: the Kelletirandia Marketplace. (9/27) A new magic system is in the works. It is incomplete, but one may access what has already been completed via the 'magic' command. Documentation will be forthcoming upon completion. (9/29) Startup has been made a bit easier on newbies. (9/29) Characters can now choose a random race upon death when they are given a choice. ~ End #HELP Name names~ Text . When choosing a name, please try to choose one which is both medieval and unique. Good names help add to gameplay and will allow you to forge an identity for yourself. Simply put, your name should &YNOT &Wbe:&G - Nonsensical, unpronounceable or ridiculous. - Profane or derogatory as interpreted in any language. - Similar to that of any Immortal, major mob, or equipment. - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'. - Comprised of ranks or titles, such as 'Lord' or 'Master'. Please keep in mind that names which were tolerated in the past are still acceptable. Please follow the above guidelines when choosing your name, or you may be asked to choose a different name at some point. The final determination as to the validity of a name on this mud is the discretion of the Immortals and is NOT subject to debate or discussion. If you are asked to change your name, simply follow the guidelines and try a new one. ~ End #HELP Name nexus~ Text The Nexus is the center of the universe, where all roads meet. The Wizard there will allow you to transport to other worlds, or you can use the portals located throughout Torn Elkandu. Look at the sign hanging in the Nexus for details. ~ End #HELP Name namegen~ Text Syntax: namegen Generates a random name with the mud's name generator. ~ End #HELP Name noresolve~ Text Syntax: noresolve Toggles resolution of incoming player ip's into names. ~ End #HELP Name nyms~ Text Giant humans born in the War of Transformation. Nyms are a secretive and studious race. Driven away by the fear of the rest of the humans Nyms have grown a sophisticated society around their University and peaceful learning. Their greatest achievement, the University is secret to only themselves and a few trusted outside scholors and heros. ~ End #HELP Name nymphs~ Text Nymphs are beautiful creates of woods and water, at home in forest, lake and sea alike. Also known as naiads, dryads and hamadryads, nereids, and various other names, nymphs are a gentle race, very friendly even though they tend to keep to themselves. They shun all that is evil and dark, and can never drop below a neutral alignment without suffering mentally. Because of their attunement to nature, they can see those who are hidden, and can also breathe underwater. ~ End #HELP Name nightmare~ Text Nightmares are a race of strange equine beings with black fur and fiery eyes like coals. They are native only to the dreamworld and cannot exist outside of it. Warning: This is a very difficult race to play. ~ End #HELP Name neopets~ Text www.neopets.com A purely evil webgame. ~ End #HELP Name nethack~ Text www.nethack.org An excellent single-player roguelike game. Has nothing to do with hacking networks. ~ End #HELP Name objects~ Text . COMMANDS TO USE WITH OBJECTS ---------------------------------- *GET - GET <object> <container> will get an item from a container - GET <object> will get an object from the ground *PUT - PUT <object> <container> will put an item in a container *DROP <object> - will drop the object from your inventory to the ground *GIVE <object> <player> - you will give the object to that player *RECITE (rec) <object> - the spell corresponding to the scroll will activate *QUAFF (q) <object> - the spell corresponding to the potion will activate *EAT <object> - you can eat different foods or pills *DRINK <object> - drink from drink containers, fountains, or water rooms *FILL <object> - fills the container with a liquid *EMPTY <object> - empties out a container ~ End #HELP Name outcast~ Text Syntax: outcast <player> <clan> This commands will allow you to remove a player from a clan in which you have the ability to outcast from. The player need not be in the same room and may even be offline when you outcast them. See also: CLAN ~ End #HELP Name objects~ Text To see the objects you currently possess, type INVENTORY and EQUIPMENT. INVENTORY is anything you are carrying, but are not currently wearing. EQUIPMENT shows you the equipment you are currently wearing. You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece of equipment, you REMOVE it. Before you may wield a new weapon, you must first SHEATHE the old weapon. You can gain information on your objects by using LOOK or EXAMINE. EXAMINE tells you the condition of your item, as it is a more detailed form of LOOK. ~ End #HELP Name ogres~ Text Ogres are a tall, extremely muscular people, many tribes of which follow evil paths. Although there are exceptions, ogres tend to be pure fighters, for their typically dull wits cannot grasp the nature of magic. They enjoy strong drink, the stronger the better, capable of drinking any human under the table. Ogre society is divided into tribes, which are often at war with each other as often as anyone else. They get along poorly with the 'good' races, elves and dwarves, although they sometimes trade with humans (or eat them more often than not.) ~ End #HELP Name open~ Text Syntax: open <object|direction> OPEN opens an object or a door. ~ End #HELP Name orcs~ Text Orcs are a race of evil, often thought of as filthy and disgusting by humans and elves. Dull of wit, with short yet strong bodies, they tend to be somewhat agile, although less so than their smaller cousins, the goblins. There are many warriors and archers among the orcish race, as well as many powerful shamans. However, their fierce warrior society is little understood by outsiders, for the orcs carry a peculiar honor all their own. ~ End #HELP Name order~ Text Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers ~ End #HELP Name osay~ Text Osay is the command to use to talk to others in the same room as you but what your saying you dont want taking in character. This is also great for asking questions about a character. Or any questions that pertain to the two characters, but you dont want to ask the info in character. ~ End #HELP Name pick_lock~ Text This skill enables you to pick open locked doors. ~ End #HELP Name pry~ Text Syntax: pry <item> The pry command will remove a gem that has been affixed to an item. Pry does not need to be learned. See also: FASHION, ENGRAVE, ENCHANT, COMBINE, AFFIX ~ End #HELP Name put~ Text Syntax: put <object> <container> PUT puts an object into a container. You can also PUT flammable items into a fire to burn them. Use 'put all' to reference all objects present. Use 'put all.<object>' to reference all objects of the same name. Example: - put 15 potion backpack ~ End #HELP Name pick~ Text Syntax: pick <object|direction> PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ End #HELP Name pager~ Text Syntax: Pager <# of lines per screen> Syntax: Config +pager (turns page pausing on) Syntax: Config -pager (turns page pausing off) Syntax: Pager (toggles pager on/off) Pager is a configurable item that will pause screen scrollage at the user- specified pager length. To set it, first set a desired page length using: Pager <# of lines> Initially, page length is set to 24 lines. Once page length is set, use the Config command to turn it on and off, or simply type 'pager'. Commands available within the pager are: (C)ontinue, (R)efresh, (B)ack, (Q)uit. With 'continue' being the default item. When the screen pauses, hit the enter key to continue, or type another choice and hit the enter key. See also: CONFIG ~ End #HELP Name paladin~ Text Like the cleric, paladins are healers, but more oriented toward combat. They are inborn with healing. ~ End #HELP Name palistelli~ Text Merfolk of cruel habit, the Palistelli are half man and half shark. They haunt and hunt near the islands where the rare Island Dwarves live, and the feud between the races has become bitter. The appetite of these ocean killers is ravenous and their hunger is difficult, if not impossible, to cure. ~ End #HELP Name pass_door~ Text syntax: automatic Once this ability is attained, the bearer no longer need deal with the tediums of opening and closing doors. Be wary, however, as some doors prevent this spell from functioning. ~ End #HELP Name password~ Text Syntax: password <new password> <new password> PASSWORD changes your character's password. You repeat the new password only. If you do not get it correctly it will not work. This should end the typo locking you out of your character. The PASSWORD command is protected against being snooped or logged; it is impossible for any immortal to in any way see, find or retrieve it. It is the responsibility of the player to ensure that the password of the character is kept secure. Passwords can not contain certain characters, or spaces. We also advise that you use an alphanumeric password (one containing both numbers and letters) as they are harder to guess. We also recommend that you choose a password that is greater than 6 characters in length. A good rule of thumb is if it is in the dictionary, it is probably not a good password. NOTE: if you decide to trade a character, you do so at your own risk. Immortals are not responsible for ensuring fair trades. You may seek an immortal to oversee a trade, but it is not their responsibility. &YThe password policy is: password equals ownership.&w See also PASSWORD_ZMUD ~ End #HELP Name password_zmud~ Text When you're using zMUD and want to change your password, remember to change it in the zMUD character settings as well as on the mud. The MUD's command for this is: password <new password> <new password> In zMUD, click on 'File', then 'Another Character', or 'File', then 'Open' to access the character settings - and change the password there. If you have forgotten your character's password but can still log on with the character, you can still find out what the password is. Log on with that character, click on 'View', then 'Preferences' and then click on General Settings'. Find the checkbox for 'Gag Password' and make sure the box is not checked. Click on 'Ok' to close the dialog box. Type the command #say %pass [enter]. Your password will be shown on your screen, but not sent to the mud. Write it down, for future reference. For more information, see HELP PASSWORD and the zMUD web site: http://www.zuggsoft.com See also PASSWORD ~ End #HELP Name peace~ Text Syntax: peace PEACE causes all characters in a room to stop fighting. ~ End #HELP Name pebcac~ Text Problem Exists Between Computer And Chair ~ End #HELP Name peek~ Text This skill shows you a character's inventory when you look at a character. Use of the skill is automatic when you 'look' at a character when you have some skill in Seeking. ~ End #HELP Name pegasus~ Text Graceful horses with feathered wings, pegasi can fly and are highly intelligent creatures, and many of them can utilize magic. ~ End #HELP Name pelican~ Text Pelicans are fishing birds with large, flexible bills that allow them to carry their food back to dry land to eat. Like most fishing birds, they nest and spend most of their time on dry land, only going to the water to dive for fish. ~ End #HELP Name penguin~ Text Aquatic flightless birds that live in cold climates. ~ End #HELP Name perception~ Text Perception (PER in your 'score') represents your characters look on the world. It primarily affects: &R -&W hitroll &R -&W reactions of some mobs towards a character &R -&W ability to sense things ~ End #HELP Name phoenix~ Text The phoenix are great birds, their wings the color of flames, yellow and red. They are considered very beautiful, but are also extremely rare. Beings of fire, heat will not harm them. Legend has it that when a phoenix dies, it will rise again from its own ashes. This majestic legacy is so strong that phoenix will almost always be living, the very existance of an undead phoenix would be a travesty and an insult to their very kind, if it were even possible to achieve. ~ End #HELP Name pigeon~ Text Syntax: pigeon <item> <person> This skill will call a carrier pigeon to carry an item to another player. Both the players must be outdoors, and the item must be under 10 pounds. ~ End #HELP Name pipe~ Text Utensil for smoking various substances. SYNTAX: fill <pipe name> <substance name> empty <pipe name> light <pipe name> smoke <pipe name> This type of item also includes most "joints." ~ End #HELP Name pixies~ Text Pixies are small Elfin creatures with gossamer wings. They are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often choose the calling of magic and excels especially in the arts of the Mage; the mind of the Pixie knows no equal. Pixies possess the obvious ability of flight. Pixies are slight of stature, standing less than five feet in height. Both their skin and hair color varies from among all the colors of the rainbow. ~ End #HELP Name playerkilling~ Text Playerkilling is legal on this mud, so long as it is related to the roleplay of your charachter. Killing people is an extreme measure, and should be treated as such. Killing outside of roleplay, for OOC reasons, is strictly forbidden. (Comments on OOC and WARTALK are not reasons for playerkilling.) SPAM-KILLING: You are limited to killing a particular person once per day. This does not mean that you can kill someone with each of your charachters once per day. Naturally, if someone attacks you that you have killed already, you may kill him/her again, as long as it is in self defense. (i.e. if they flee, you cannot travel to them repeatedly and kill them) If the person attacks you and runs away repeatedly, they forfeit this right, and you may kill them until they leave you alone. This is considered defending yourself from harassment, and should be done only if no Immortals are present to deal with the situation. See also: SPAR ~ End #HELP Name pms~ Text Do you really want to ask? ~ End #HELP Name portal~ Text Portals can allow you to access distant realms and places. To see where a portal leads, type look portal. To go through, type enter portal. All of the portals in Torn Elkandu are safe to travel through. This cannot be guarenteed of portals you may find elsewhere. ~ End #HELP Name possess~ Text Syntax: Possess <corpse> If in etheral/ghost form and wishing to be living again you may possess a corpse with this spell, taking it's form and body in the process. ~ End #HELP Name pound~ Text Syntax: pound [victim] [part] Pound is an attack used with weapons such as the staff. This attack consists of pounding your target with brute force in the attempts of smashing their bones and killing them. ~ End #HELP Name power~ Text Basically, how strong you are in a talent. You can now level your skill beyond your power (up to 200). You will still recieve new talents and abilites according to your skill level, and effectivity determines how powerful they are. Effectivity is mainly based on power; skill does raise your effectivity some, but not nearly as much as power. ~ End #HELP Name powrie~ Text Evil dwarves, stout and hardy, from the islands. ~ End #HELP Name practice~ Text Syntax: PRACTICE Syntax: PRACTICE <skill|spell|weapon> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage starts off at 0% (unlearned), and can be practiced once. After this initial practice, the skill/spell must be used to develop it to the level of 'adept' (Adept is not always necessarily 100%) You must be at a cleric or teacher to practice. ~ End #HELP Name prompt~ Text Syntax: prompt <string> Sets your prompt to a given string. The game automatically sets your prompt when your character is created. You can use PROMPT to change your prompt to something else. If you type 'default' as the string, your prompt will be set back to the game default. Otherwise you may use any string you want. A few special characters may be embedded into the string to customize it to your player, followed by a token indicating what action to take. The first special character is: % Tokens for % are: %h - current hitpoints %H - maximum hitpoints %m - current mana %M - maximum mana %v - current movement %V - maximum movement %g - gold held %a - your alignment %c - enemies hitpoints remaining during battle %C - your tank's hitpoints remaining %t - time of day on the mud %T - current system time %r - ready/relaxed %R - current race %i - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing space) %I - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis is active) The other special characters are: && - Foreground color ^^ - Background color Example: Prompt %h%m%v Will give you a prompt of current hit points, mana, and movement. Please see HELP PCOLORS for a list of the color tokens. Your prompt is different during a fight. To set the prompt you get during a fight, use the FPROMPT command, which works exactly the same as the PROMPT command. ~ End #HELP Name propel~ Text This lets you move through the water more easily. See also: SWIM ~ End #HELP Name protect~ Text Syntax: protect <person> When protecting a group member, this will attempt to divert attacks against them onto you. ~ End #HELP Name punch~ Text Syntax: punch [victim] [part] Punch is an attack that raises your Hand to Hand skills. This attack consists of hitting the target with your limbs (usually hands or paws) and aiming to cause damage to the opponent. You need no weapon to perform this attack - just your hands :P ~ End #HELP Name push~ Text Syntax: push <button> Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a spell, summon a monster... you name it! ~ End #HELP Name pull~ Text Syntax: pull <lever> Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a spell, summon a monster... you name it! ~ End #HELP Name pagelenth~ Text Syntax: pagelength <number of lines> This command sets your screen to only display a certain amount of lines. After setting pagelength, type clear to reinitialize your screen. ~ End #HELP Name private~ Text Private is a room flag that indicates that this room is private. Only two people may enter the room, and when there are two people in the room it is essentially sealed and no others can fit in through normal or magical means. ~ End #HELP Name purple_pussy~ Text www.purplepussy.net A sick and amusing web comic. Be sure to go to .net, and not .com, which is a porn site. ~ End #HELP Name poison~ Text Poison is an effect that will slowly cause one to hallucinate, prevent them from regenerating, and take damage over time. ~ End #HELP Name quaff~ Text Syntax: quaff <potion> QUAFF will use a potion. DRINK will also work. ~ End #HELP Name quests~ Text Throughout your journeys in the planes, you may encounter beings which request your assistance, or enigmatic areas to solve. These are called quests, and their reward may include gold, the experience of exploring the area, and most importantly, TP, or Talent Points, that you can use to raise the power in your talents a bit. Some quests are very easy, and can be completed by beginners. Not all quests involve simply killing something, to be sure. Some may involve solving a puzzle, navigating a maze, retrieving an item, or any number of things. &RIMPORTANT&W: Do not give out or request information on quests, as players and admins cannot tell you. You may, however, find hints and other information on them throughout the realms, if you look hard enough. ~ End #HELP Name quickchant~ Text Syntax: automatic Those skilled in the Time talent may sidestep time, casting their spells without having to prepare them. ~ End #HELP Name quit~ Text Syntax: QUIT QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room, unless that room has a prog that moves you upon re-entry. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless, it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT here. Just SAVE and QUIT whenever you want to leave. ~ End #HELP Name quicklings~ Text A variety of wingless sprite that is extremely fast. ~ End #HELP Name red_dragon~ Text Terrible, violent dragons of flame and fire, red dragons are greatly feared throughout the realms for their evil and greed as well as their short tempers. They have little tolerance for foolish mortals, in general, and are quick to burn with their fiery breath. Red dragons are also known as fire drakes or fire dragons. See also: FIRE TALENT ~ End #HELP Name red_dwarves~ Text A kind of dwarf that enjoys British humour, both males, and some females, may have red beards. ~ End #HELP Name red_elves~ Text Violent, warlike, barbaric elves, with quick tempers. They typically have red hair and amber eyes. ~ End #HELP Name rim_elves~ Text A rim elf is a mountain-dwelling elf, with blue, grey, or green eyes, and hair that is black, white or grey, black being most common. They are hardier than most elves, and are rather quick. The rim elves have a natural tendancy toward swords as weapons. ~ End #HELP Name roleplaying~ Text &CIC&w IC stands for in-character. Anything said IC is said as if the character you are playing were saying it. That is, in the role of that character. For instance, a player playing an orc might say to one playing an elf IC to go stick something somewhere, then ask OOC if they want a pizza, or something. &COOC&w OOC stands for out-of-character. Anything said OOC is said from the players point of view, not the character's. &CRoleplaying&W You can get rewards for roleplaying by posting into the roleplay and story boards on the website. This is more for the sake of updating the Story than anything else. Rewards often consist of trade-points (tp). Please tell us in the roleplay post, whether you wish it to be placed in the Story. See also: &YCHANNELS, TP, STORY, TIPS ~ End #HELP Name rules~ Text So long as it harms no one, you may do as you will. Some things may potentially be harmful to others and have there- fore been banned: &YCHEATING&w - exploiting bugs to crash the mud, dup eq, or making gold. Also disobeying an imm. &YSPAMMING&w - the use of repeatitive phrases or all caps in an effort to disrupt or scroll other players' screens. &YDRIVING&w - any attempt to cause another person to quit playing Rogue Winds. &YPKILL&w - Player-killing is allowed, but only if it pertains to your character. &YMULTI&w - Having more than one character signed in at the same time IS allowed at Rogue Winds. However, your characters may only interact IC, and you may never use one to improve another outside of roleplay. &YTWINKING&w - trying to help someone &Yelse&w get the most powerful char possible even if it makes no sense in rp. &YCHANNELS&w - this mud has adult content. Swearing over public channels is not prohibited. Censoring yourself &Wis&w prohibited. Do not give hints, the location, or any info to anyone about quests. &C The point of a quest is to find and do it yourself!&w &YAbove all else&w: "it's just a game". Have fun, but don't spoil other people's fun in doing so. ~ End #HELP Name races~ Text Syntax: races Syntax: races <species> Syntax: races count This command lists the races and what species they are in. Typing races by itself will list the species available. Some races may exist but are not visible to players, although there are no restrictions on becoming those races should you know the name. With count, this will tell you how many races there are total. ~ End #HELP Name radio~ Text Syntax: turn <radio> <volume/frequency> <number> Syntax: radio <radio> <message> The turn command will change the volume or frequency of a radio. The words 'volume' and 'frequency' may be abbreviated, and 'channel' works as a synonym for 'frequency'. The radio command will send a message through a radio. The message will be heard by all players with a radio set to that frequency whose volume is on. If the volume is set to 2 or higher, all players in the room will hear the messages received by that radio. If the volume is 1, only the person carrying it will receive the message. If the volume is 0, the radio will not receive messages. Scanners work much like radios, but can only receive, but will receive 50 channels in either direction of the channel set. Radios are IC (IN-CHARACTER) channels. For OOC things, use private channels please. ~ End #HELP Name rae~ Text Raises An Eyebrow ~ End #HELP Name rakshasa~ Text Humanoid felines. However these beings possess many feline traits, such as feline hind legs that lead into humanoid feet. They posses other traits such as tail claws, fangs and fur. Thier ears are long and pointed as are the elvin ears, and thier eyes are slitted as a cats. These beings tall and lithe forms have a cost however, They are phyically weak and have a lower constitution then most beings. Yet, they are highly adapt in the forms of magic use having powerful and fast minds. ~ End #HELP Name ranger~ Text A warrior and being of nature, the ranger protects the woods with the power of the earth and it's elements herself. ~ End #HELP Name raven~ Text Nevermore. ~ End #HELP Name ready~ Text Syntax: ready Mages of great mind have to balance thier bodies in order to inflict non spell attacks upon thier foes. This command allows the mage to balance thier mind with thier body to allow the use of weaponry and skills such as dodging and parrying. Someone not in the ready is likely to become suprised and loose control of all thought process and reflexes. ~ End #HELP Name reavers~ Text .Its huge, leathery head was as big as the bed of a large wagon, and rows and rows of crystalline teeth filled its mouth. Reavers had no eyes or ears or nose but along the back of its head, feelers fanned out like snakes. Runes of power were tattooed onto its head, on its forehead and in columns near its leathery upper lips. The runes shone silver in the darkness, glowing with their own ghostlight. The reaver's four long legs wear dark and thin and gleamed like bone. Its huge forearms had three-toed hands with great claws, each claw curved like an assassin's khivar and just as long. -- from Runelords, by David Farland ~ End #HELP Name reboot~ Text Syntax: reboot <nosave> Syntax: shutdown <nosave> 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 51 may not log in. Players who lose their links, however, may reconnect. If nosave is specified for reboot or shutdown, it will not automatically save all of the players. Also see HELP COPYOVER ~ End #HELP Name rebirth~ Text When you are reborn, you may appear as a random race. Your talents may change, and go up or down depending on how much you've learned in them. Your sex may change. However, if you have grown powerful enough, you may control your destiny, and affect what sex, nation, and species you will become. See also: HELP DEATH ~ End #HELP Name recall~ Text Recall is given at the first level when obtaining the Motion talent. Recall will automatically teleport you to your recall point. The default recall point is the Nexus of Torn Elkandu. To change your recall point see: HELP MEMORIZE ~ End #HELP Name recipeflags~ Text FIRE - Need a fire in the room WATER - Need a spring or high water level in the room DRINKCON - Need a drink container in your inventory KNIFE - Need a cutting implement ICE - Need frost magic or to be in a cold climate. BLOOD - Need fresh blood on the floor. ~ End #HELP Name reflecting_pool~ Text Reflecting pools, when gazed upon, show you your true self, even those things which might not be readily apparent to you, such as your aptitude with the Elkandu Talents. Permanent pools exist in many places, the most well-known one being NE, E of the Nexus. ~ End #HELP Name refresh~ Text (null)~ End #HELP Name relax~ Text Syntax: relax Relaxing the body and mind helps the mage collect his/her thoughts again and reflect upon what combat they may have just been involved in. During relaxation the mage is able to regain his/her mana and health, preparing them for their next bout of combat. ~ End #HELP Name remove~ Text Syntax: remove <object> Removes a piece of armor and places it in your inventory. See also: WEAR, WIELD, SHEATHE ~ End #HELP Name rent~ Text Syntax: RENT ... characters never have to rent! There is no RENT here. Just SAVE and QUIT whenever you want to leave the game. ~ End #HELP Name repair~ Text Repair is one of the many skills that is taught by an apprentice. If you don't already have the skill and find the apprentice. Type: practice repair This will add the skill to your list of skills if it is applicable to the race of your character. After doing so, or if you already have the skill. Make sure the item is in your inventory. &YYou CAN NOT repair items that are either on the ground or are being worn at the moment you wish to repair, they must be in your inventory. &WType: repair <object> There is a chance that the repair will fail, and especially if your skill is still low. If you do fail to repair it can damage the item further. An item needs to be repaired if when looking at it in your inventory or equipment screen you see the damaged flag on the item. Repair can also be used to repair damage to a construct, whether it be a player or a monster. The amount of damage recovered by repair is based on one's Smithing. See also: CONSTRUCT, SMITHING ~ End #HELP Name report~ Text Syntax: report This shows your attributes to the people in the room. ~ End #HELP Name reshape~ Text Syntax: reshape <object> <string> This ability will allow you to partly change or form an illusion around an object, making it appear to be something else. This will not change the actual makeup of the object, only what it looks like. This spell is permanent until changed. Reshape dream merely allows the command Reshape to be used upon items created with imagine in the same syntax. Reshape ether does the same for items made from ether with Create. ~ End #HELP Name rest~ Text Syntax: rest When you REST, you regenerate hit points, mana points, and movement points at a much faster rate. However, you are more vulnerable to attack. Use STAND or WAKE to come back to a standing position. ~ End #HELP Name restore~ Text Syntax: restore <character> restore all RESTORE restores full hit points, mana points, and movement points to the target character. RESTORE ALL does this for all players. If restore is done to a specific person, it will restore all of their bodyparts as well, stopping any bleeding, fixing broken bones, and regenerating severed limbs. ~ End #HELP Name restoretime~ Text Restoretime shows you how much time has passed since you last did a restore all. Mortals can only restore once per several hours depending on their Healing effectivity. Immortals can restore whenever they want. ~ End #HELP Name resurrect~ Text Syntax: resurrect This command will resurrect the first corpse within the room, either it be a creature or a player. The corpse of a mob will be charmed and follow the caster about aimlessly. The corpse of the player will revert to having the original stats as if death was not there. The player may have their corpse resurrected by consenting to the caster. If the player being resurrected was undead, the resurrection will restore them to a living state. ~ End #HELP Name retell~ Text Syntax: retell <message> The command will send a message to the last character you replied to or sent a tell to. ~ End #HELP Name retrieve~ Text Syntax: retrieve Syntax: retrieve <player> This ability allows a Death or Motion mage to bring back their own corpse, or the corpse(s) of another. To bring back the corpses of someone else they will need their consent. The corpse may not be retrieved for two ticks after death. ~ End #HELP Name returning~ Text This flag on an item will make it return when thrown. On a missile weapon such as a bow, it will have unlimited shots. ~ End #HELP Name rights~ Text You have the right to remain silent or to hit the off button at any time. ~ End #HELP Name rock~ Text YOU MUST BE SMARTER THAN A ROCK TO PLAY THIS GAME. IF YOU ARE NOT SMARTER THAN A ROCK, YOU WILL GO AWAY. IF YOU TRY TO BE A DIPSHIT ON PURPOSE, YOU ARE GONE. ~ End #HELP Name rodent~ Text Rodents are creatures related to rats, and may include true rats as well as humanoid rats such as skavens. ~ End #HELP Name rogue~ Text Common thieves with a touch of Illusion to help them. They are inborn with the Illusion talent. ~ End #HELP Name roll~ Text Syntax: roll <number of dice> <number of sides> This command acts like dice, rolling random numbers for you. ~ End #HELP Name rtfhf~ Text Read The Fucking Help File ~ End #HELP Name rank~ Text Syntax: rank <string> This will set the part of your title seen to the right of your name. By default, it will be based off your current skill in your inborn talent. ~ End #HELP Name rats~ Text A rodent of a larger variety than mice.~ End #HELP Name rune_distract~ Text An ability of the Dream talent, this will place runes upon the room that will affect the subconscious. Animals and mensch attempting to enter the enchanted room will be distracted and not enter the room. It will not however work on Elkandu. ~ End #HELP Name roleplay_tips~ Text This is just a compilation of rules and helpful hints on roleplay... Roleplay in public areas of the mud should be open to any and all that wish to join in. Mudsex in public areas will not be tolerated and tp deductions will ensue for any offenses after the first. When using emotes, they should be open-ended, allowing other characters to react instead of predetermining that character's action. For example, if your character throws something at someone using a typed out emote, don't automatically determine that it hits said character. Information gathered OOCly is not known by your character, unless they have gathered it through rp. Though elkandu do not die permanently, if your character has been killed through rp, especially repeatedly, a rename may be appropriate. When rping or in a public area, use the command osay for room ooc comments. Repeated use of the say command for ooc comments will result in tp deductions. Don't forget to report your rp using the appropriate command. No actions permanently affecting another character permanently cannot be done without getting the approval of that character's player (This includes roleplayed pkilling.). Actual pkilling is allowed only on the plane of Mezulbryst, no consent is necessary in this world. PK outside of this area will be dealt with. Most importantly, HAVE FUN! See also RP, TP, STORY, CHANNELS ~ End #HELP Name remove_trap~ Text Syntax: cast 'remove trap' <object> This spell will magically disarm a trap on an object. ~ End #HELP Name rune_travel~ Text This makes a rune that randomly teleports whoever steps on it somewhere in the world. ~ End #HELP Name rabbit~ Text Ehhh, what's up, Doc? ~ End #HELP Name reptilian~ Text The reptile are creatures blazoned with scales, most of them. Usually loners by nature, but can be found throughout the lands. Although strong in body, not much can be said for brains. Their devious nature balances out the brains for brawn. Ugly can only describe the creatures as well. They speak with a forked tongue and slur their speech as if drunk. Most are very harsh towards other and love to engage in combat. ~ End #HELP Name rune_life~ Text Creates a rune within a room, allowing occupants of the room to heal at faster rates. ~ End #HELP Name rune_ward~ Text (null)~ End #HELP Name rune_ability~ Text Runes are a powerful ward one can place to protect their area. The intent of them is to guard your homes or places of hiding. See also: RUNE LIFE, RUNE WARD, RUNE TRAVEL, RUNE DISTRACT ~ End #HELP Name rotting~ Text Rotting, or mummy rot, can cause draining damage over time, it is very painful and can be deadly. ~ End #HELP Name shops~ Text At a shop, one may use BUY, SELL, LIST, and VALUE. Players may also own a shop. You can type shopstat in a shop to see who owns it and what it sells. If you see that it is for sale, you may type BUY SHOP to bu the shop. See also: SHOPSET, BUY, SELL, LIST, VALUE WITHDRAW ~ End #HELP Name sell~ Text Syntax: sell <object> SELL sells an object to a shop keeper. Shopkeepers will only buy the type of item they deal in. See also: BUY, LIST, VALUE, SHOPSET, WITHDRAW ~ End #HELP Name socials~ Text Syntax: socials SOCIALS shows all the social commands available to you. ~ End #HELP Name stamina~ Text Energy points. This is your stamina. You lose stamina several ways, such as fighting prolonged fights, swinging weapons and moving around. You gain ep back by resting. In fact most Elkandu mages find that their magical natures allow fast recovery, simply by relaxing and sleeping for a few moments. Most mages can survive on much less rest than any normal being. There is also a refresh spell for healing mages. See also HEALING, REFRESH, SLEEP, RELAX ~ End #HELP Name secrecy~ Text Clan secrecy can be set for both members and non-members of a clan. The commands are: CLAN INTSEC <abbr> <number> CLAN EXTSEC <abbr> <number> The numbers for the security are as follows: 6 - No information (Secret clan/organization) 5 - Clan's existence is public 4 - Information about clan is visible 3 - Members' names are visible 2 - Members' names and titles are visible 1 - Members' names, titles, and permits are visible ~ End #HELP Name say~ Text Syntax: say <message> Syntax: say @<tone> <message> SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. You can prefix a say with a tone or emotion using the @. Example: say @happily Hello. ~ End #HELP Name sneak~ Text Syntax: sneak If you successfully SNEAK, you can move from place to place without being noticed by other characters. In order to sneak successfully, you must practice the appropriate skill, and success is based off Stealth. ~ End #HELP Name spells~ Text The magic system of Rogue Winds is based on TALENTS, specific disciplines of magic. Each talent has its own set of spells and abilities. Although, there is some overlap. Your ability in a talent is measured by three variables: SKILL, POWER, and EFFECTIVITY. You start the game with talent points which can be allocated as you see fit. "Trading-in" talent points causes your POWER to increase. When you level, your skill increases. EFFECTIVITY is calculated from comb- ining both SKILL and POWER in that talent. To see these variables you can look into any reflecting pool. &G(RP TIP: The exact values of your SKILL, POWER, and EFFECTIVITY are unknown 'in character'. You should remember this before you start talking about your levels; Levels DO NOT EXIST 'in character'.)&w New spells and abilities are gained as you advance in SKILL, but the strength of your spells and abilities is determined by POWER (and your stats). You may gain more talent points later from roleplaying, bug reports, or quests, which can be used to increase the power in your talents, or to "discover" new talents within yourself. You must go to a cleric to practice your spells (listed under "practice"). See: SLIST, TALENTS, EXP, POWER, EFFECTIVITY, ROLEPLAY, LEVELS See also: SKILLS (non-magical abilities) ~ End #HELP Name sex~ Text Yes please. ~ End #HELP Name sheathe~ Text Syntax: sheathe <object> Sheathes a weapon and places it in your inventory. See also: WEAR, WIELD, REMOVE ~ End #HELP Name sleep~ Text Syntax: sleep When you SLEEP, you regenerate hit points, mana points, and movement points at a much faster rate. 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. ~ End #HELP Name stand~ Text Syntax: stand Brings you to a standing position. ~ End #HELP Name south~ Text Lets you move south.~ End #HELP Name satiate~ Text syntax: cast satiate <target> The recipient of this spell will be relieved of their innermost appetites...for food, you pervert. ~ End #HELP Name save~ Text Syntax: Save SAVE saves your character and its inventory. The system automatically saves approximately one character every minute, but you should not rely on auto-save to keep your character updated -- SAVE FREQUENTLY. Every character is auto-saved at reboot. ~ End #HELP Name scan~ Text Syntax: scan <direction> This skill enables you to scan for one or more rooms in the direction specified, dependent on the percent to which the skill is practiced, and the type of area you are in. ~ End #HELP Name scatter~ Text Syntax: scatter <victim> This will send a mob, player, or object to a random destination somewhere in the universe. ~ End #HELP Name school~ Text The school is all northwest then north from the Nexus. ~ End #HELP Name score~ Text Syntax: score SCORE is a sheet filled with your character's statistics. When you type score, only you can see what is listed there. Should you want to let others see your character's health, you can type REPORT. See also: ATTRIBUTES, STATUS ~ End #HELP Name scorpion~ Text Small, but deadly, these denizens of the desert possess a long stinger that can inject deadly poison into its victims. While most of this species are ordinary beings, rumor has it that deep in the desert, a more intelligent, deadlier version of this being resides. Arachnids that can throw fire or focus sunlight, and wield powerful magic. ~ End #HELP Name screelings~ Text Rachel looked over to the wall to watch where the dark thing was. She gave a start when she saw the hands reach over the edge of the wall. It was a lot closer. But they weren't hands. They were claws. Long curved claws. Rachel looked over to the dark thing. It was closer, as close as the wall came to them. With its claws over the top of the wall, it lifted its head up and looked right into her eyes. The thing grinned at her, showing long, sharp teeth, Her breath caught in her throat. Its shoulders shook. It was laughing. Rachel's eyes were as big as they would go. She could hear her heartbeat making a whooshing sound in her eyes. With a howl the dark thing sprang into the open. It ran like a streak, just a blur of black. The screeling grinned with bloodred teeth, its deathless black eyes momentarily reflecting golden in the sunlight coming in a tall, narrow window. It winced at the light, licked the blood off its claws, and then loped after them. They went down the next stairway. The creature followed, sometimes stopping briefly in confusion, seemingly unsure if it was them it was after. -- from Stone of Tears, by Terry Goodkind ~ End #HELP Name scrying~ Text This spell will allow the character to scry (look) in to nearby rooms. The character needs only to "look" in the desired direction. ~ End #HELP Name scythes~ Text Usually deemed as equipment for harvesting. Enthusiasts of the dark grim reaper folklore tend to be the ones to venture into its possible uses in combat. A straight handle averaging about 4 feet in length, and an arced single edged blade comprise of a scythes structure. Using either the tip to pierce or the inner edge of the blade to slice or rip, the scythe is not a weapon to be taken lightly or to be wielded without much forethought. ~ End #HELP Name sea-elves~ Text Also called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found almost exclusively among heavy weed beds in quiet, sheltered, salty waters, they are great friends of the dolphins. The race historically prefers to fashion caverns in lagoon bottoms and reefs in which to live and work, but the reality of the today's Realms has forced them into the general populace. The race is humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Sea elves have an inate ability to notice magical auras as well as breath under water. ~ End #HELP Name search~ Text Syntax: search Syntax: search <container> Sometimes not all there is to find is in clear view. Some things may be concealed or hidden, and will require some searching to find. See also: HARVEST ~ End #HELP Name security_talent~ Text The Binders have the magic of protection and warding, but also are capable of penetrating the protection of others with their magic. ~ End #HELP Name sedit~ Text View, create, edit or delete socials online. Sytanx: sedit <social> Syntax: sedit <social> [field] Syntax: sedit <social> create Syntax: sedit <social> delete Syntax: sedit <save> Field being one of: cnoarg onoarg cfound ofound vfound cauto oauto Use sedit <social> to view the current settings of an existing social. Use sedit <social> [field] to set one of the fields: CNoArg: response to character if no argument given ONoArg: response to room if no argument given CFound: Response to character if target is someone else OFound: Response to room if target is someone else VFound: Response to target if target is someone else CAuto : Response to character if target is self OAuto : Response to room if target is self Adj: Default Adjective Use sedit <social> create to create a new social, then edit with sedit field. Use sedit <social> delete to delete an existing social. Use sedit save to save the new social or changes to existing socials. Variables you can use are: $n - Name of the user of the social. $N - Name of the target of the social. $m - him/her/it for the user the social. $M - him/her/it for the target of the social. $s - his/her/its for the user of the social. $S - his/her/its for the targt of the social. $e - he/she/it for the user of the social. $E - he/she/it for the target of the social. $t - adj. if used, you MUST set default adj on social. &RWARNING:&W Using OTHER variables other than the ones listed above &RWILL&W crash the MUD upon use of the social. &RNO ANDS, IF OR BUTS ABOUT IT!&W &RYou have been warned!&W ~ End #HELP Name seek~ Text This is the primary skill of the Seeking talent. It will allow you to locate objects or people. Note that if there is a person with the name of an object it will find the person first if it can. ~ End #HELP Name seeker~ Text One who is skilled in the talent of Seeking, and also has some ability in Illusion. ~ End #HELP Name seeking_talent~ Text This talent is often passive, in that it usually works whether the person with it consciously thinks about it or not. Sometimes one will be able to see auras around other people, or gain knowledge of things in flashes of insight. Occasionally someone with this talent will be able to look across distances to look for something or someone. Sometimes Seekers are able to see things with thier eyes closed. Seeking will allow the mage to obtain information on how many points of energy are imbued into any given object at higher levels. Thus, seeking proves a vital role in any mages repetoire. Some (but not all) abilities available to a Seeker: SEEK, IDENTIFY, WHERE The higher one's skill in Seeking, the more these abilities will show. ~ End #HELP Name sense_magic~ Text This ability allows a Seeker to sense magic being used in the room they are in. The more mana is being put into the magic, the better a chance there is to detect it. Even those without Seeking will be able to sense magic if enough mana is used, and often even Seekers won't sense the magic used by good channelers. ~ End #HELP Name seraphim~ Text Wingless angels. Yet as beautiful if not more so then thier winged cousins, these beings possess a pale complex and long flowing light colored hair. However, thier eyes range a broad spectrum of vivid colors. Many are good and pure, however there are some among them with dark hearts. ~ End #HELP Name serpent~ Text Large snake-like dragons, lacking wings and legs.~ End #HELP Name shadowform~ Text This makes you resistant to nonmagical attacks. This includes physical attacks and non-enchanted weapons. ~ End #HELP Name shadowshroud~ Text This spell shrouds items in shadow, making the room darker. ~ End #HELP Name shatter~ Text Syntax: shatter <target> This destroys an object. This can also be used on non-pacifist mobiles, but no experience wil be gained from it, nor will it count as a kill. Please do not shatter janitors. ~ End #HELP Name sheenvale~ Text Nestled between the forested hills between the Mountains of Sorrow and the Reflective mountains, on the continent of Albrynnia on the world of Lezaria, Sheenvale is the home of many scholars and wizards coming to research ancient texts in the tower south of town. This tower boasts the largest library in the world, and the most extensive collection of magic books. It is said that in Sheenvale, the first magical tests to determine the Talents of an Elkandu were conducted. ~ End #HELP Name shock~ Text This attack is given to those of the Lightning talent. Its attack goes up as your skill in the Lightning talent increases. Be forewarned it can produce odd occurences underwater. ~ End #HELP Name shoot~ Text Syntax: shoot <direction> <victim> Syntax: shoot <victim> This lets you shoot a missile weapon at a person. You must be wielding a missile weapon to use this command. See also: LOAD ~ End #HELP Name shopset~ Text Syntax: shopset <field> <value> If you own a shop, you may set the prices you sell items at. Type: shopset sell 100 for example, if you wish to sell items at the base cost. Setting it to 120 will sell items for a 20% profit, and to 50 you would sell items at half off. A player may also set the salary they pay their shopkeepers. The higher the salary, the more quickly and well the shopkeeper will work for creating and selling items for them. Builders may also set type, flag, and owner on a shop. Players may view these but may not alter them. Salary will determine the % of profits the shopkeeper deducts. Type restricts the type of item to be sold. Flag restricts the items to be sold to have that flag. Owner is who owns the shop. Shops that are (for sale) may be bought by players. Shops owned by Keolah, any player may sell items to. ~ End #HELP Name shove~ Text Syntax: drag <character> <direction> Syntax: shove <character> <direction> Drag will drag the victim in the specified direction if they are not standing up, while shove will shove them in the specified direction only if they are standing. ~ End #HELP Name shovel~ Text It helps you dig. See HELP DIG. ~ End #HELP Name songs~ Text Song effects: FIRE - Fire attack in combat WIND - Wind attack in combat RIVERS - Water attack in combat LIGHT - Makes you glow, lighting the room SHADOWS - Makes you dark, darkening the room FLIGHT - Makes you fly SPEED - Makes you faster PROTECTION - Doesn't work at the moment SIGHT - Gives you true sight VIGOR - Raises your CON STRENGTH - Raises your STR CHARM - Raises your PER THUNDER - Lightning attack in combat WINTER - Frost attack in combat LIFE - Heals you in combat See also: SING ~ End #HELP Name sit~ Text Syntax: sit Syntax: sit <item> Sit makes your character sit down. You can also sit on a piece of furniture such as a chair or couch. ~ End #HELP Name skavens~ Text Half-human, half-rat. These vile creatures are well known for thier devious dealings. When the Changers started toying with half-breeds they decided that the feral creatures seemed to make excellent slaves, as well as extremely cunning hunters. Hence the Skaven race was created. ~ End #HELP Name skeleton~ Text Skeletal beings animated with magic. They were once humanoid beings, perhaps humans or elves, but have been animated after all the flesh rotted from theirr corpses. ~ End #HELP Name skills~ Text This command will list your combative and non combative skills and thier current level, through the use of the skills your talent in the given field will increase, thus better proficiency See also: TRADEIN, WEAPONS ~ End #HELP Name slash~ Text Syntax: slash [victim] [part] Slash is an attack which may be used with a sword, axe, halberd, scythe, dagger, or other similar weapons. This attack consists of slicing at your target with the blade of your weapon in hopes of cutting them to inflict damage. ~ End #HELP Name slay~ Text Syntax: slay <victim> SLAY is a Security Permit command. It kills a character in cold blood, no saving throw. The optional parameters cause different messages to be sent to the actor, the victim and the room, just for a bit of variety. These types of slays are available: immolate, shatter, demon, dog, rip, heart, kiss, many Note: the slay 'many' will severely spam the victim, use only when you really mean it. If config +spar is set, slay will not kill them. ~ End #HELP Name sleep_spell~ Text Syntax: cast sleep <victim> This spell puts its victim to sleep. The victim gets a saving throw based on their willpower. While asleep, a Dreamer may pull the victim into the Dreamworld, from which they cannot wake if sleep was cast upon them. ~ End #HELP Name sliths~ Text Sliths, as they are known to surface dwellers, are properly known by the name they call themselves, the Slithzerakai. They dwell in deep caverns and are not used to living upon the surface. Many of them are friendly towards surface dwellers, while other tribes would kill a human or elf without a second thought. They are highly intelligent, and quite strong, and many of them enjoy working with magic or clerical occupations. The are trained from birth to use pole weapons, and their traditional weapon is a Slith spear, which often has two or three prongs. ~ End #HELP Name sluggy~ Text www.sluggy.com Is it not nifty? Worship the comic! ~ End #HELP Name smaug1~ Text To get SMAUG running under Windows 95, perform the following steps, in order. 1. Download the following files from ftp.game.org/pub/smaug to C:\ SMAUG1.02.TGZ SMAUGw32.ZIP OR SMAUGW32_1_02A.ZIP Note: The two zip files are mutually exclusive. One file has routines for CRYPTO. See the index on the ftp site for details. Download only the latest version of the programs. 2. Download an UNTGZ program and a copy of mIRC or identd from a web site that has them. IF your uncompression program is able to handle both zip and tgz files, this step may be unnecessary. 3. With SMAUG1.02.TGZ in your C:\ root directory, UNTGZ the file. This will build the directories needed for SMAUG. See &Whelp smaug2 &w for Windows information ~ End #HELP Name smaug2~ Text . 4. Copy or move the smaug zip file into C:\DIST\SYSTEM and unzip the file. 5. Copy C:\DIST\SYSTEM\cygwin.dll to C:\WINDOWS\SYSTEM 6. Copy the .ARE and .LST files into C:\DIST\SYSTEM 7. Run mIRC/identd software and minimize the window. This handles the addressing routines. If it is not active, you may experience alot of lag as the system attempts to resolve the addressing fo the screen displays and responses. 8. Open a DOS window and set your memory configuration to place as much of your memory into EXTENDED memory allocation as possible. 9. To run SMAUG, you can either: a) Open a DOS window, go to C:\DIST\SYSTEM and type SMAUG. b) In windows, go to C:\DIST and double click on the SMAUG.EXE file. 10. Using a client, sign on to your new MUD using 127.0.0.1 port 4000. See HELP SMAUG to learn how to create your first immortal character. ~ End #HELP Name smite~ Text Syntax: smite <person> Using the powers of lightning and holy magic, a mage can strike down holy wrath on an enemy. While powerful against any creature, smite's damage is increased on the unholy, the undead, and the demons of hell. ~ End #HELP Name smithing~ Text This skill will affect your prowess in manipulating metals into equipment as well as smelting them and combining them into alloys. This skill will also increase the amount you repair on a construct. See also: FASHION, COMBINE ~ End #HELP Name snake~ Text More like a boa constrictor than a garter snake. ~ End #HELP Name sol~ Text Shit Out of Luck ~ End #HELP Name solar~ Text The solar is a being made up of light and energy. These beings make their homes within the dark recesses of space. The solar, an ethereal being of shifting haze and light can appear to glow as the moon, or shine as the stars. The solar, being the space dweller it is, has no need of food nor air, and can survive in most any climate. See: ETHEREAL ~ End #HELP Name sonics~ Text Syntax: sonics This will cause the air to vibrate in a high pitched hum, damaging everyone in the room. ~ End #HELP Name soulmage~ Text With the powers of life and death at hand a soulmage can be a great healer or threat. Being inborn with the magic of healing will not stop these mages from destroying those who anger them. ~ End #HELP Name spamming~ Text No, we are not talking about a luncheon meat here. Spam is the repeated use of a phrase, command, or channel that causes screen scroll for others. Not only is spam considered rude, but excessive screen scroll can interfere with the game play of anyone seeing it (not to mention combat situations). The It is also considered spam to use the same phrase over several different channels. The use of all-caps can also be considered spam. Only use capitals to add emphasis to key words in a sentence. Moving a large number of items into and out of a container in a crowded, non-store room is considered spam. Using multiple characters to chat the same message at the same time is considered spam. Making charmed mobs or pets cause screen scroll through movement or orders is considered spam. ANYTHING that causes excessive or irritating screen scroll can be considered spam. ~ End #HELP Name sparring~ Text A feature that was added for players to test their skills against others without fear of death and other such things associated with normal PK. Activate this option in the following manner: config +spar Even if the character bled to death or died of poison, they will not die if you have spar on. Spar loss IS NOT actual death, and should not be treated as such. ~ End #HELP Name spears~ Text These are an offshoot of staves in the idea that the staff now has a short blade attched to it. Use of the spear become a little more complicated because the focal point of attack and deflection gets narrowed down to the length of the blade attached. The goal other than keeping your own ass from getting killed, is to maneuver the blade to pierce a vital area of your opponents. See also: STAVES, HALBERDS, GLAIVES ~ End #HELP Name speech_talent~ Text Also known as Harpers or Spellsingers, the Speech Mages specialize in the powers of the voice, and often use a musical instrument to enhance their own magic in the spells they sing. ~ End #HELP Name speed~ Text Speed is automatic. It will make commands go through faster. ~ End #HELP Name sphinx~ Text Lions with human heads. ~ End #HELP Name spider~ Text Larger than normal spiders, however not quite classifying as giant, these beings are two feet tall and have large fangs. They spin webs and many of them have a poisonous bite. Wild rumors speak of a strange group of talking spiders hidden deep within the caves, but few have returned from there with their sanity intact. ~ End #HELP Name spiderweb~ Text syntax: cast spiderweb <victim> The target of this spell will have their dexterity lowered if they do not succeed a saving throw. This spell may be used multiple times on one target. ~ End #HELP Name spiritform~ Text Syntax: c spiritform This spell, available at 98 death and only castable on yourself, will allow you to take on an ethereal form at the expense of strength and constitution. While in spiritform all physical attacks, aside from magically enchanted weapons will pass harmlessly through you. Conversly, your physical, again aside from magic weapons will pass through opponents. Also note that while in spirit- form you will not leave a corpse when killed, your equipment and items that are not bound/loyal will drop to the ground. ~ End #HELP Name splash~ Text This skill allows a water mage to splash a hard spray of water on a victim. Combined with earth, it will change the water to acid. ~ End #HELP Name split~ Text 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. ~ End #HELP Name sprites~ Text Sprites are flighty descendants of faerie kind, related to the pixies. They are tiny, winged, and highly intelligent, delighting in spells and trickery. Sprites are naturally invisible, so thus many people have decided to disbelieve in their existance because they cannot see them. They tend to get along well with other faerie creatures as pixies and nymphs. In general, they are fun-loving tricksters and enjoy a good joke, the more evil of them glad to make a joke at someone else's expense. ~ End #HELP Name squirrel~ Text Small, fat rodents with bushy tails. ~ End #HELP Name stab~ Text Syntax: stab [victim] [part] Stab is a short, quick attack used with a thrusting weapon such as a dagger or a sword. It is a fast jab that might not inflict as much damage as a slash or a lunge, but takes much less time to perform. ~ End #HELP Name staves~ Text Fashioned by carving wood into a pole roughly 3-5 inches in thickness. These weapons are for the defensive minded, and those that cherish grace, form, mental control, and physical tempermant. By using its blunt impact, long length, and balance. One can trip up, disarm, shove or daze their opponent in combat. Masters of staves eventually learn to attack effortlessly and continuously. A staff can be used with the POUND command. ~ End #HELP Name status~ Text This command displays the status of various magical effects of your character, as well as their current position toward other characters, such as who they consent to, what they are disguised as, what shield they have up, and so forth. ~ End #HELP Name steal~ Text Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a mob or another player. If you use STEAL on another player, and they find out about it chances are that they will attack you, or place a BOUNTY on you. In order to STEAL successfully, you must practice the skill. Chances of succeeding a steal are based on your stealth skill, but can be hindered if the person you are strying to steal from has a high Streetwise. See also: STEALTH, STREETWISE ~ End #HELP Name stealth~ Text Your Stealth skill represents how skilled you are at things involving secrecy and stealth. It will affect your ability to pick pockets, sneak up on people, and backstab successfully. See also: STEAL, BACKSTAB, STREETWISE ~ End #HELP Name stfu~ Text Shut The Fuck Up ~ End #HELP Name sticky_flame~ Text syntax: cast sticky This spell causes the victim to take damage, as well as ignite, continuing to burn for a short period of it. ~ End #HELP Name stormbringer~ Text Masters of the Storm, the Stormbringer is inborn with the Wind Talent, and also begins with the Talent of Lightning and several auxiliary abilities. ~ End #HELP Name story~ Text Slowly, one by one, the ancient Elkandu wandered away, vanishing into the Void, with none to know where they went. With them the ancient powers of old dwindled away, making way for a new generation. The last to leave the realm of Torn Elkandu left behind a set of magic books from which their legacy might live on, and the next generation of mages learn, and grow once again. It was an end, but it was also, a beginning... ~ End #HELP Name strategy~ Text As a newbie here, you have many choices. You can begin playing the game, leveling your character and improving its stats. You may also roleplay. The imms often reward good roleplay and well written character histories. (see also help &Yroleplay&w) To begin managing your character you should choose your talents. It is suggested you choose talents which match both your character's race and its roleplay, though race is less of an issue. (see also help &Ytalents&w) After choosing talents, you can level them by gaining exp and using your abilities gained through the talents you have. You should visit the forest west of the Nexus and through the portal to Lezaria. Here you can simply explore for exp, or you can kill the furry woodland creatures. You should pay very good attention to the names of mobs. 'Baby' squirrels are wimps compared to 'large' squirrels. 'Ancient' dragons are much tougher than 'baby' dragons. This adjective system replaces "consider". (see also help &Yexp&w) It is very important that you prepare yourself when you go to fight anyone. (see also help &Yready&w) Armor is not important in Rogue Winds. Certain races do not use armor at all. Humanoid races do benefit from the protective ability of clothing. You may want to ask politely if someone has some spare clothing. You can also fashion your own clothing from raw materials readily available from the mud. (see also help &Yfashion&w) If you have any other questions, feel free to ask &Cpolitely&w. Many players actually live for helping newbies, and the imms are always available. &YBe warned...annoying newbies who beg, whine or bitch are not tolerated.&w &w Remember, Keo says, '&CIt's Just A Fricking Game.&w' ~ End #HELP Name streetwise~ Text Your Streetwise skill represents your 'street smarts'. It will allow you to notice things happening around you better, preventing theft and picking up people that are trying to sneak up on you. See also: STEALTH, STEAL ~ End #HELP Name strength~ Text Strength is a measure of your physical muscular ability. - It raises your damage roll. - It helps your carrying capacity. See also: STRENGTH SPELL ~ End #HELP Name succubus~ Text Undead females, highly sexual in nature, like the vampires, they feed off of other beings, but in the case of the succubus, they feed off sexual energy, the energy produced during sex, draining thier victim of energy and life to sustain themselves. Don't play a male succubus, just doesn't happen. Any male succubus will be turned to an incubus, see help INCUBUS. ~ End #HELP Name suicide~ Text Syntax: suicide <password> This command will delete your character. Useful if for some reason you do not want your character anymore or with to recreate with the same name. ~ End #HELP Name summoning~ Text Syntax: summon <character> / <mob> This ability pulls the player/mob from their current position to yours. Players fighting or in no summon areas cannot be summoned. Please do not summon any monster into Torn Elkandu ~ End #HELP Name svirfneblin~ Text Deep gnomes, living in the Underdark. ~ End #HELP Name swan~ Text Beautiful, graceful white birds that like to swim as well as fly. They are often depicted as a symbol of purity, grace, or beauty. ~ End #HELP Name swimming~ Text Syntax: automatic Swim will prevent you from sinking, and let you move about while underwater. It will not allow you to breathe water. ~ End #HELP Name swords~ Text This is a weapon devised by beating hard metals into the shape of a long blade. Then appropiate to the weapon a handle "hilt" is attached to the blade as a means of holding "wielding" it. Depending on the blade shape or weight, a sword can be used to pierce or slash your enemy. A sword can be used with the SLASH, STAB, or LUNGE commands. ~ End #HELP Name sworddance~ Text syntax: sword <victim> Using magic this spell creates copies of a wielded sword that will attack the victim and after dealing their damage disappear in a ghostly flash. ~ End #HELP Name sacrifice~ Text There is no sacrifice or junk command on this mud. If you wish to dispose of items you may put them in the trash can in the Nexus. You can also sell them at an appropriate shop. ~ End #HELP Name shield_power~ Text Syntax: shield <type> Syntax: shield none Types include: acid, dagger, dream, energy, fire, ice, light, mana, poison, shock, sound, stone, sword, thought, warp, water, and wind. (type 'slist' to see which shields you possess.) You may only be surrounded by one shield at a time. A shield will drain your mana to stay active until you type 'shield none', which will "turn off" your shield. A shield will protect you against that kind of attack, sending it back at the attacker at a cost of mana to you. If the attacker also has that type of shield, the attack will fizzle out harmlessly. See also: SHIELD SPELL, SHIELD EQUIPMENT ~ End #HELP Name sea_serpent~ Text Enormous snakes that live under the sea. They are said to eat hapless passing ships when hungry and can cause whirlpools with their massive tails. ~ End #HELP Name silver_dragon~ Text Lithe serpents of the mind and dreams, these wyrms will wriggle their way into your consciousness and know your every thought and memory. They are extremely intelligent as well as quick and strong of will. Considered to be the most beautiful of the dragon races by some, the silver dragons are a force to be feared as well. See also: MIND TALENT ~ End #HELP Name star_wyvern~ Text A smaller breed of wyverns, star wyverns are magically enchanted wyverns. These beings originated from a line of wyverns whose forms were altered by a polymancer who was obsessed with perfecting what he thought were imperfect creatures. Star Wyverns are lined with crimson scales, have vibrant silver wing and a long whip-like tail. They are more intelligent than regular wyverns, and focus more on spells than combat. On the inverse of being so magical, star wyverns tend to be weak physically, and have more frail bodies. In the wild, they live in hidden nests high in the skies, and generally do not venture far from their airborn living quarters. They are highly agressive creatures and will attack anyone whom they percieve to be a threat. Though they have not developed complete speech, they can communicate through emitting odors from their scales. By using this, they can strike down a foe in large groups by emitting a scent that alerts others nearby. Their name came from the magician who created them. "Born of the sky and holding the searing scales of fire from the heavens, they are beings destined to conquer the stars." ~ End #HELP Name shopvalues~ Text 1 - light 21 - pen 41 - rune 2 - scroll 22 - boat 42 - runepouch 3 - wand 23 - corpse 43 - match 4 - staff 24 - corpse_pc 44 - trap 5 - weapon 25 - fountain 45 - map 6 - radio 26 - pill 46 - portal 7 - scanner 27 - blood 47 - paper 8 - ore 28 - bloodstain 48 - tinder 9 - armor 29 - scraps 49 - lockpick 10 - potion 30 - pipe 50 - lock 11 - _worn 31 - herbcon 51 - disease 12 - furniture 32 - herb 52 - oil 13 - trash 33 - incense 53 - fuel 14 - instrument 34 - fire 54 - vehicle 15 - container 35 - book 55 - atm 16 - _note 36 - switch 56 - missile weapon 17 - drinkcon 37 - lever 57 - projectile 18 - key 38 - pullchain 58 - quiver 19 - food 39 - button 59 - shovel 20 - money 40 - dial 60 - salve 62 - keyring ~ End #HELP Name sectortypes~ Text INSIDE 0 CITY 1 FIELD 2 FOREST 3 HILLS 4 MOUNTAIN 5 WATER_SWIM 6 WATER_NOSWIM 7 UNDERWATER 8 AIR 9 DESERT 10 UNKNOWN 11 OCEANFLOOR 12 UNDERGROUND 13 LAVA 14 SWAMP 15 ICE 16 BEACH 17 ~ End #HELP Name short-tailed_gar~ Text The short-tailed gar, like it's cousin, the long tail, is a winged reptilian humanoid beast. The short tails are larger and smarter than their cousins, however don't have as much raw strength. The gar sport tannish to black scales, large powerful claws, and a mouthfull of fangs intended for ripping flesh. ~ End #HELP Name shield_equipment~ Text Shields are a unique piece of armour, in that they work differently from every other armour in the game. The reason for this is that while every other piece of armour you might wear has the purpose of reducing the damage you take, shields have a chance of negating an attack that would otherwise be successful. This chance is doubled if two shields are used. Also, note that shields are held in the hands, not worn, and so are equipped using the HOLD or WIELD command, and removed with UNWIELD. Lastly, it should be noted that enchant: shield can be used to make a piece of equipment act as a shield, which is often done with weapons. See also: SHIELD, SHIELD SPELL, ENCHANT ~ End #HELP Name shield_spell~ Text syntax: cast shield <target> This incantation will wrap the target in protective wards and glyphs, helping to deflect all manner of physical attack away fron the one so enchanted. Note that this does not block like a physical shield. See also: SHIELD, SHIELD EQUIPMENT ~ End #HELP Name snow_elves~ Text Hardy elves of the cold northern mountains of Lezaria. They are the only race of elves that sometimes has a short coat of fur. ~ End #HELP Name song_elves~ Text Peaceful elves with a liking to music. They typically have golden hair and amber eyes. ~ End #HELP Name stone_devil~ Text Slow demons built like tanks with skin as hard as rock. See also: STONED DEVIL ~ End #HELP Name stoned_devil~ Text A demon that smokes pot. See: STONE DEVIL ~ End #HELP Name storm_demons~ Text Demons with the power of the elements sprung from the depths of hell. With large wings-spans and powerful magic it's always a good idea to keep your distance from these beasts. ~ End #HELP Name surging_hands~ Text This spell causes electricity to surge around your hands, causing you to do extra damage. ~ End #HELP Name sing~ Text Syntax: sing <song> Syntax: sing none This speech skill will allow you to start singing a song, until you stop singing it or run out of mana. Some songs will allow combinations with other talents. See also: SONGS ~ End #HELP Name smoke_command~ Text You may 'smoke' a pipe after first filling it with a smokable herb or tobacco. For the spell, see HELP SMOKE SPELL. ~ End #HELP Name trolls~ Text Tall, stupid, and incredibly powerful, trolls are known for their voracious appetites and fierce fighting ability. They prefer to tear up meat with their bare hands and eat it raw and still fresh, sometimes even still alive. They tend to be very evil, the few of them that are smart enough to know what evil is, however to most races trolls are little better than animals. They have no organized society, living whereever they can survive, either alone or in small groups. Where they live depends on which kind of troll. Swamp trolls tend to live in swamps, and are smelly and their skin is slimy. Rock trolls are hard as rocks and tend to live high in the mountains. ~ End #HELP Name think~ Text Syntax: think <message> Think can be used by even non mind-mages to communicate with the person they are mindlinked with. See: HELP CONNECT ~ End #HELP Name tumble~ Text This skill is automatic, and will help your character evade incoming attacks. ~ End #HELP Name tell~ Text Syntax: tell <character> <message> TELL sends a message to one awake player anywhere in the world. This is an OOC (Out of Character) message and should not be used for roleplaying. 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. ~ End #HELP Name tap~ Text Syntax: tap <amount> Mana levels are described when you type 'weather', and vary from area-to-area. When you want more mana, you can use this command to draw in more mana from your surroundings. Be careful, however, as you may not always get what you want, and taking in more than you can handle can severely injure you. Take care also not to overextend yourself in your casting, for casting more than you can handle will exhaust you. See also: MANABURN ~ End #HELP Name title~ Text Syntax: title <string> Syntax: rank <string> These commands are used to change fields affecting the name/title/rank of your character. I am an Immortal named Keolah. I could type: title Lady $n Kedaire, the Seeker of Truth rank Head Imp Now, when someone types who, my name would show up like this: &z&C[ &z&WHead Imp &C] &wLady Keolah Kedaire, the Seeker of Truth. You need at least mage rank (see score) to set your rank. ~ End #HELP Name tail~ Text This is an attack with a tail. Syntax: tail [victim] [part] ~ End #HELP Name tailoring~ Text This skill will affect your ability to sew together fabrics and skins and to fashion them into clothing. See also: FASHION, COMBINE ~ End #HELP Name tame~ Text Syntax: tame <target> This will make the target tame and follow you and obey your orders for a time. To command them, type order <mob> <command>. You can also dismiss them by typing: dismiss <mob> For the moment, it only works on mobs. ~ End #HELP Name tamp~ Text Syntax: tamp <pipe> This empties your pipe so that you may fill it with fresh herbs. See FILL, LIGHT, SMOKE ~ End #HELP Name tbft~ Text Too Bad For Them ~ End #HELP Name telepathy~ Text This automatic ability will let a telepath sense people's minds even if they are invisible, if the mind is strong enough. ~ End #HELP Name thri-kreen~ Text A race of large, warrior-like desert dwelling insectoids. They thrive upon heat, and hate the cold. ~ End #HELP Name throw~ Text Syntax: throw <item> <direction> <person> Syntax: throw <item> <person> This lets you throw any item at a person. Note that this might not do as much damage as an actual projectile weapon. See also: SHOOT ~ End #HELP Name tick~ Text Many of the actions in the MUD are based on interval timers. A combat/affect round is 1 second long. HP/MP/EP regenerates about every 10-15 seconds. Time, hunger/thirst, updates every 10 minutes. ~ End #HELP Name tigers~ Text Big orange and black striped cats. ~ End #HELP Name time~ Text Syntax: time TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. See HELP TIME TALENT for info on the talent. ~ End #HELP Name timecmd~ Text Syntax: timecmd <command> Example: timecmd mpstat <mob> Returns the time required to execute the specified command for that instance of its execution. ~ End #HELP Name titan~ Text Massive giants once considered to be gods, titans are extremely strong and have bodies like mountains, but are very slow in movement as well as in mind. While many titans may be extremely wise and old, they tend not to think too quickly or thoroughly in a short amount of time, and it takes them a long time of pondering to deduce anything much. Elder titans can generally be found sitting around thinking, while younger, brash ones are often out rampaging. Thankfully the younger titans are smaller... ~ End #HELP Name tmi~ Text Too Much Information. ~ End #HELP Name toilet~ Text You sit on it. ~ End #HELP Name talents~ Text Talents are various magical abilities which may each be able to perform different magical effects. Type talent <name> to see a list of what abilities they get. See also: SKILLS, TRADEIN ~ End #HELP Name tracking~ Text This skill is automatic, and will show you trails of mobs and players that have been through the room. ~ End #HELP Name travel~ Text This ability lets a motion mage travel instantly from one location to another. Without an argument, this will teleport them randomly. This ability is limited by rooms warded against travelling, however, according to legend, this does not stop the masters of Motion. syntax: travel <area name> syntax: travel <person> When used to travel to an area, you will be dropped in a random location within the area. You must have first been to an area before you can travel there, and memories sometimes fade upon death. Travelling to a person takes more skill in the motion talent. Travel is for you only, you cannot take others with you. If you attempt to travel before aquiring 20 motion skill, you will teleport to a random location anywhere in the planes. ~ End #HELP Name traveller~ Text Motion mages. ~ End #HELP Name tribble~ Text Gerbil with no arms or legs. Try the tribble social. ~ End #HELP Name time_talent~ Text The mystical Prophets are capable of manipulating time and the possible futures of themselves and others. ~ End #HELP Name twinking~ Text If you are here just to get the biggest most bad-ASS character ever... you won't be here long. This is a roleplay mud. You are welcome to develope your character as much as you wish, but be prepared to have some sort of history or story to back it up. Any attempt to bend the rule, ruin roleplay, or disrupt another person's playing on this mud will be punished severely. &r If you have any doubts as to whether you are doing something wrong, ask an imm. It's better than being caught. Ignorance is no excuse.&w ~ End #HELP Name tradein~ Text Syntax: tradein <amount> <talent> This command will trade in talent points to raise the power in your talents. This will not give you new abilities immediately, but rather strength in abilities. Tradein the number of power levels you wish to gain in the talent. Each power level in a different talent costs a different amount of points. eg. tradein 100 fire would give you 100 fire power and cost 200 tp, since fire's cost is 2. tradein 100 seeking on the other hand would give you 100 seeking but only cost 100, since seeking costs 1. ~ End #HELP Name umber_hulk~ Text Gigantic demonic beasts. Feared and respected for thier battle poweress. These beasts thrive on death and carnage and the smell of blood in the air. Thick leathery hides serve them well as armor while thier long powerful arms can break the ancient red wood trees like twigs with ease. Pity the unlucky adventure to cross one of this beasts path. ~ End #HELP Name unlock~ Text Syntax: unlock <object|direction> UNLOCK unlocks a closed object or door. You must have the requisite key to UNLOCK. ~ End #HELP Name undead~ Text Undead creatures are those who are neither alive, or entirely dead. They subsist of negative energy, and thus are damaged by "Heal", and instead they are healed by "Drain". Undead need never eat or drink, not being alive, but they will be "killed" as normal in combat, generally called "destroyed", which is the destruction of their physical body. However, their souls, being of negative energy, will reincarnate of negative energy beings, undead, once again, rather than living beings. ~ End #HELP Name unicorn~ Text Magical beings like a horse with a spiral horn from their forehead and a tail like a lion. Known for their healing abilities. ~ End #HELP Name value~ Text Syntax: value <object> VALUE asks the shop keeper how much they will buy the item for. See also: BUY, SELL, LIST, SHOPSET, WITHDRAW ~ End #HELP Name vampire~ Text Vampiric beings of any race, these creatures are blood thirsty undead who burn like candles underneath the rays of the sun there are few ways to become a vampire. Either to be fed by another who is already vampiric, to be reanimated by the cold touch of a necromancer, or to be born that way through some terrible past. No matter the cause the hunger is insatiable. SEE ALSO: Feed ~ End #HELP Name veeden~ Text VEEDEN &YA land which was devastated by a battle between Hawthorne and Sedder. The outside land became a desert wasteland, ravaged by sand and manastorms. Between the deserts lies Livan Valley, a place protected from the storms where the residents of Veeden dwell. The Zovid race is unique to this land. ~ End #HELP Name vehicles~ Text A character may enter or leave a vehicle by typing enter <vehicle> and leave. When the character moves, the vehicle will move with them, and anyone and anything else inside. Vehicles may carry as many characters and items as you wish. Also note, that each vehicle has different restrictions on what terrain it may enter, and most of them require a reasonably high level of Smithing to construct even from ether. ~ End #HELP Name veyrkaal~ Text Carved from the stone at the banks of the Sea of Fire on the underground plane of Straegarx, Veyrkaal is home to a sizeable population of dwarves and an assortment of gnomes. The primary economy of Veyrkaal is based upon its mining industry, and the trading of metals, armor, and weapons. ~ End #HELP Name vehicle_flags~ Text LAND - can move on flat land SURFACE - can move on surface of water UNDERWATER - can move underwater AIRTIGHT - people inside don't drown CLIMB - can move in hills, mountains, and forests ICE - can move in ice and slippery rooms UNDERGROUND - can move in caves AIR - can fly anywhere aboveground and in air SPACE - can move in space SAND - can move in desert and beach ~ End #HELP Name vines~ Text Syntax: vines <victim> This earth power lets you call forth thorny vines to rip at your enemies. It depends heavily upon the vegetation in the room. ~ End #HELP Name void_talent~ Text The Void talent is a powerful talent which allows a mage control of the powers of nothingnesss. The Void is everything and nothing, the space between worlds and the fabric that binds the universe together. A Void mage may learn to enter the Void, and manipulate its powers through use of commands such as 'distort'. Void is essentially the anti-talent to counterbalance all other talents. Anti-magic and anti-matter are parts of its repertoire. [&RWARNING&W]: The Void is extremely dangerous to the uninitiated. It can cause random uncontrollable movement, trap you, or even kill you. You have been warned. ~ End #HELP Name vulcomancer~ Text Vulcomancers are mages that harness the fire and earth magics to produce powerful volcanic effects. They are inborn with the earth talent. A vulcomancer's magma is something to be feared. Also under their control are other powerful fire attacks, and shielding physical protection from the earth talent. ~ End #HELP Name valkyries~ Text Winged warriors and warrioresses. Often thought of as "chooser of the slain." These beings are human in appearence, generally blond and blue eyed and beautiful with a pale skin tone. Valkyrie can most often be found over battle fields directing battles and picking the victor of their liking. ~ End #HELP Name verbs~ Text Verbs are used in the magic command. They indicate how you want to use the type of magic you specify, or raw mana, if you do not specify a type. Verbs are not spells. While there will be no list of all possible verbs, be aware that all verbs can be accessed through multiple synonyms. For instance, using harm, kill, destroy, or hurt in magic would all have the same effect. Some types allow shortcuts that will assume a particular type and verb. For example, typing m recall does not cast a 'recall' spell, rather, it uses the mind type with the move verb, to return you to a memorized location. See also: MAGIC ~ End #HELP Name whois~ Text Syntax: whois <player> The WHOIS command will tell you a bit of information about a player who is online. ~ End #HELP Name withdraw~ Text Syntax: withdraw <amount> Removes gold from your bank account. If you own a shop, you may also use withdraw in that shop to take out any money it has from selling items. See also: BANK, DEPOSIT, GOLD, COINS ~ End #HELP Name wands~ Text Unlike other missile weapons, wands run off raw mana funneled into them. ~ End #HELP Name wear~ Text Syntax: wear <object> Wears a piece of armor. You can't wear items that are too large for you, if you have a broken bone where it would be worn, or if you have too many layers on that part. See also: REMOVE, WIELD, SHEATHE ~ End #HELP Name wield~ Text Syntax: wield <object> Wields a weapon or other object to be used as a weapon. Light weapons may be wielded with one hand. If an item is too heavy for that, it may be wielded with both hands. If it is much too heavy for you, you won't be able to wield it at all. See also: WEAR, REMOVE, SHEATHE ~ End #HELP Name west~ Text Lets you move west.~ End #HELP Name warg~ Text Wargs are wolves enlarged and twisted by magic, and are often enormous and hideously deformed, but are extremely strong and fierce. Little calm exists in the warg's heart, and few exist anymore due to their great insatiable hunger. However, in the forests of Albrynnia many have been seen recently roaming the mountains and terrorizing the wildlife. Monsters, many consider them to be. But truthfully, it is a form that many werewolves take in combat, and only for brief amounts of time due to the effects of the form. ~ End #HELP Name warrior~ Text These masters of combat have very little magic that they consciously use. ~ End #HELP Name watchyourstep~ Text Constructed by a settlement of tinker gnomes, Watchyourstep lives up to its name. An experiment years ago with a magical contraption split a great chasm in the middle of the town, so watch your step that you do not fall into it when traversing the streets of this town. The tinker gnomes have a decent sized town, and a sizeable factory in which they continue to experiment and tinker with devices and contraptions. However, they are often harried by a group of kobolds who have apparently taken root in the caves to the south. ~ End #HELP Name water_talent~ Text Hydromancers can often control the weather and the flow of water, and the tides of the ocean. They are capable of flooding rooms and breathing under water. When combined with Earth, they can create powerful acid attacks. ~ End #HELP Name weaken~ Text This lowers the strength of the victim. ~ End #HELP Name weapons~ Text Weapons are the utilities that you arm youself to aid you in the coming battles. Look through the key words below to see information about weapon types. This command will list your proficiency at weapons. To wield weapons, type: wield <item>. To remove them, sheathe <item> See also help: SWORDS DAGGERS AXES MACES FLAILS STAVES SPEARS HALBERDS GLAVES SCYTHES BOWS WEAPONSLIST ~ End #HELP Name weaponskills~ Text 0 - Misc 1 - Swords 2 - Daggers and Knives 3 - Axes 4 - Whips and Flails 5 - Maces and Clubs 6 - Wands 7 - Firearms 8 - Bow 9 - Crossbow 10 - Staves 11 - Halberds and Glaives 12 - Spears and Tridents 13 - Misc. Polearms 14 - Claws 15 - Teeth and Fangs 16 - Horns 17 - Tail 18 - Hand to Hand 19 - Kicking ~ End #HELP Name weather~ Text Syntax: weather This shows the current weather in the room. Syntax: weather <alteration> This allows you to manipulate the weather in the area. Which manipulations are available to you is shown on SLIST. ~ End #HELP Name wemics~ Text Like a centaur, wemics are human from the waist up, but have the forelegs and haunches of a cat. ~ End #HELP Name weretiger~ Text Tiger, tiger, burning bright... These creatures of fire blaze orange in the sunlight, and flare like feline flame in the dark of the night. While inborn to fire, the weretiger also possess magic of Earth, and of Illusion. ~ End #HELP Name where~ Text This command, depending on your Seeking skill, will list the locations of those close enough for you to locate ~ End #HELP Name whip~ Text Syntax: whip <victim> [part] This command attacks with a whip. Whips are quick, low damage blunt weapons that consist of a strip of leather attacked to a handle. ~ End #HELP Name whisper~ Text Syntax: whisper <name> <message> To whisper to another, you must be in the same room as the recipient of the whisper. ~ End #HELP Name who_list~ Text Syntax: who WHO shows all characters currently in the Realms, regardless of where they are or what spells they are affected by. See also: RANK, TITLE ~ End #HELP Name why~ Text 1) You ask an imm a question 2) Imm says no. 3) You ask why? 4) You die. 5) Why? 6) You die again. ~ End #HELP Name willpower~ Text Willpower (WIL in your 'score') represents your character's stamina and ability to incorperate learning. Among other things, it affects: &R -&W the effectiveness of spells &R - &Wresistance to abilities such as mental abilities and indentify &R -&W the higher a character's WIL, the higher the character's spell maximums will go ~ End #HELP Name wind_talent~ Text Wind Mages deal with the power of the wind and air, and as such many of their spells will not work underwater. Powerful Wind Mages are capable of rising into the skies carried up by only their own winds The wind command allows a wind mage to bring a strong gust of wind, damaging their opponants. This will not work underwater, for obvious reasons. ~ End #HELP Name wisp~ Text Fairy like beings, thier about the size of a house fly and have a very bright distinct glow about them. due to thier small size they make weak fighters, but what they lack in brawn they more then make up for in wits. Be warned, wisp's are not an easy race to play, though you can wear eq, you can't hold or wield items. ~ End #HELP Name wizhelp~ Text Syntax: wizhelp WIZHELP provides a list of all the immortal commands. On this MUD you may see more then one command for one function, due to the fact that we made it so people from other bases can use this code without too much difficulty. ~ End #HELP Name wizlist~ Text Coder - Keolah Builder - Keolah Help Files - Keolah Items - Keolah Races - Keolah Newbie Help - Keolah ~ End #HELP Name wolves~ Text Wolves are fierce, loyal canines that live and hunt in packs. They are strong fighters and are accustomed to living in the forest and mountains. While they will not wield weapons, they can wear certain armor such as collars, although they prefer to rely only on their wits and strength. The leaders of a wolf pack are the alpha male and alpha female, and they mate for life. ~ End #HELP Name wolflords~ Text The wolflords were created due to a mutation, and are smaller than normal wolves, but much more intelligent, and have various telepathic and magical abilities. ~ End #HELP Name wolfman~ Text Wolfmen are descended from humans who were partially changed into wolves. It is also a common form of werewolves. They are humanoid in shape, but have fur and fangs as of a wolf, as well as a wolf's ears, eyes, and nose. They tend not to be as strong as true wolves however, in this form. ~ End #HELP Name worth~ Text Worth is a general rating of how powerful and how much skill your character has accumulated over time. Worth is reflected in the &CRank&W in your score, located in between race and hours. ~ End #HELP Name wraith~ Text Wraiths are ethereal creatures of the undead, who appear translucent for their ability to pass through closed doors as if they were open. They are a dark and evil race and shun that which is good and pure. They tend to make good thieves, and enjoy magic when it can cause the destruction of living beings. ~ End #HELP Name wrall~ Text Wrall are in short, creatures somehow created of magic. The wrall, with thier heads of straw and looking to be scarecrows are anything but simple-minded and intent on scaring birds. The wrall as a race are twisted and malicious, taking great joy from causing pain and suffering. The wrall having been removed from thier ancient home of the astral plane by the githyanki, now find themself living deep in the outer planes, seldom to be seen elsewhere unless summoned by strong magicks. The wrall when summoned often destroy the unlucky fool to have called them forth before turning to acts of destruction and violence. The wrall favor the more gruesome of weapons, scythe's and sickles being thier favored choice, but you will still find some that make use of swords. The wrall are highly intellegent, if sometimes twisted and insane. The greatest joy in life for a wrall is to torture other beings to death with thier claws and gruesome weapons. ~ End #HELP Name writing~ Text Syntax: write <book> <title> This allows you to write in a book. *Note: You must be holding a pen to write in a book. See also: HELP BOOKS ~ End #HELP Name wtf~ Text What the fuck ~ End #HELP Name wyvern~ Text A small draconic creature with wings but only one set of legs. ~ End #HELP Name white_dragon~ Text Dragons of the arctic north, white dragons are creatures of frost and cold, their glory being in the frigid winds and blizzards of the north. They are as much at home in a snowbank or ice cave as the red dragons are a pool of molten lava. See also: FROST TALENT ~ End #HELP Name wild_men~ Text The wild men were Albrynnians who, unlike their 'civilized' cousins, prefered to live off the land in the mountains and forests of the continent. Unlike the city Albrynnians, they ate meat and used the skin and bones of animals, which the 'civilized' people considered barbaric. They were deeply in tune with nature, and their technology tended to be ahead of the city Albrynnians. They were the first to build windmills, and discovered smelting, before such concepts reached the ears of the strict city Albrynnians. ~ End #HELP Name winged_dragon~ Text Dragon with wings, which can fly. ~ End #HELP Name winged_naga~ Text A naga with wings. See help naga ~ End #HELP Name wingless_dragon~ Text Dragon without wings. Are generally larger than their winged cousins. See: HELP DRAGON. ~ End #HELP Name windriders~ Text Ageless elves bonded from an early age with flokai. Their native home is the caves along the sea cliffs called Dalizar. ~ End #HELP Name wood_elves~ Text Elves that come from the forests of Kedresida. They typically have black hair and green eyes. ~ End #HELP Name ward_of_lights~ Text syntax: cast ward target &CThis spell surrounds the target with a &Rmulti-&Ycolored &Gaura&C, raising their save vs spell, rod, poison, paralysis and breath, and raises their magic armor class as well. &GWard of lights is a spell available at level 72 security and level 100 illusion. ~ End #HELP Name werewolves~ Text Werewolves... Children of the night, and of the moon of their homeworld, Luna, and children of nature, Gaia. They are closely in touch with nature, and are inborn to the Earth Talent. Their sharp eyes and sensitive noses can detect creatures with an almost supernatural power, with Seeking magic. And of course, they are capable of changing between a wolf form and a humanoid form. As they become stronger, they may transform into any sort of canine, such as the vicious warg, or a wolfman. ~ End #HELP Name wizard~ Text The wizard in the Nexus can send you many places, and can also help direct you to things you may need in town. Look at the sign, or ask him about 'food?' 'water?' 'school?' 'map?' ~ End #HELP Name water_demons~ Text The oppisite of the traditional demon, these demons rage with the power of the sea. Though with the wing span and strength of their cousins the fire and storm demons. These demons are more likely to drown you than to turn you to ash. ~ End #HELP Name water_dragon~ Text Water dragons are draconic inhabits of the sea. While they lack the ability to fly, unlike other dragons they possess the ability to move gracefully beneath the water. See also: WATER TALENT ~ End #HELP Name water_nymphs~ Text Water nymphs, also known as naiads or nereids, are nymphs native to oceans or streams, depending on the variety. They have blue or green skin and hair like lichen or seaweed. Their songs are said to lure sailors and are haunting and seductive. They are cousins to the wood nymphs. Water nymphs naturally have the ability to breathe water and swim easily. ~ End #HELP Name website~ Text http://keolah.tripod.com/rwind/ ~ End #HELP Name xenomancer~ Text A mage inborn with void and a master of earth magic, conjuring the power of the inner and outer realms. An angry Xenomancer is a force to be reckoned with. ~ End #HELP Name yaksheeni~ Text Yaksheeni are a large race of Dragon-like creatures that grow from 100-300 feet long at adulthood. Each Yaksheeni is one solid color. They are often varying shades of that color, and they love that color If a Yaksheeni were to see someone wearing that color they might instantly like that person. They also have a color they hate that has the opposite effect on them. This color can be any color. All yaksheeni are insane, though they may not seem it at all times. Gold is found to be a poison to these creatures, potentially deadly if ingested, fatal is sent directly into the blood- stream ~ End #HELP Name yeti~ Text Sometimes known as abominable snowmen, and generally considered monsters, the Yeti inhabit the cold regions and high mountains, and rarely come into the warmer climates. They are vaguely humanoid in shape, but taller than humans, and covered in a thick coat of fur that protects them from the cold. ~ End #HELP Name you~ Text There is no help for you. ~ End #HELP Name zephyl~ Text They're cute, highly intelligent flying monkeys. They live in the forest and love magic. ~ End #HELP Name zhavir~ Text The Zhavir are from a remote world they call Nona. It is as yet unexplored by any Elkandu. They are completely hairless and their skin is a dull metallic hue, ranging from silvery, gold, bronze, or copper. Most of the population is made up of sterile females (neuters) however. The few who are born fertile male or female are kept in safe places, strongholds, palaces, etc. The neuters do all the work, farm crops, build buildings, and such. They rarely go far from their homes however. Their eyes are faceted like gemstones, any color generally, and have no whites or irises. A popular profession in the Zhavi society is war. Warriors wear no armor into combat, as their skin has natural defense. Because of sweat and the way they tone their muscles, their skin shines like polished metal. A small percentage of the Zhavi population is born with magic, generally the same type of magic for the clan they live in. They see this magic as a "gift" however, and are trained in all traditional uses of their clan's gift. Those who are not born with the specific magics inherent to the clan are often overlooked as ungifted. ~ End #HELP Name zombie~ Text Animated, rotting corpses. ~ End #HELP Name zovids~ Text Dragon-like lizards with long hind legs and short, nimble forelegs, similar to human arms. They have three fingers on each arm and three toes on each foot, with tails and necks half the length of their body. They have ridged head-plates and three sets of eyelids: clear, thin and ridged They are agile creatures, and excellent runners. They have been tamed and are often kept as pets, though there are still wild Zovid nests about. ~ End #END