#HELPS 0 !~ Syntax: ! ! repeats the last command you typed. ~ 1 A~ . 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 <20hp 10bp 20mv>, the 'mv' refers to your movement points. If your movement points were to run out, you will be unable to move between rooms due to exhaustion. If you type SLEEP or REST your movement points will slowly be replenished. You must type STAND or WAKE before walking again. ~ 101 AASSIGN~ 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. Warning!! 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 either have that area bestowed to you or you must be Greater God+. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by a member of the Area Council or you must be Exalted+. Even if you have the area bestowed to you, only Lesser+ can assign themselves nonproto areas. See BESTOWAREA ~ 101 ACTFLAGS~ sentinel Mobile always stays at its post. scavenger Mobile picks up items of value. aggressive Mobile attacks players. stayarea Mobile does not leave its home area. wimpy Mobile flees when low in hits. practice Players can "practice" at this mobile. immortal Mobile is immortal (not implemented). deadly Mobile has a deadly poison (not implemented). meta_aggr Mobile is VERY aggressive (not implemented). nowander Mobile doesn't wander unless attacked. mountable Mobile can be mounted. prototype Mobile is under construction. See MSET. ~ 1 ACUTE_AWARNESS~ . Syntax : Acute_awarness This skill adds the ability to detect the hidden, for a short time. ~ 1 ACUTE_DAMAGE~ . Syntax : Acute_damage This skill will add abonus to your damroll. ~ 1 ADARI ADARIAN~ an alien race native to the planet Adari, the Adarians are humanoids with unusual cranial structures. Their skulls are elongated and tall, and havea large hole which goes completely through it. They have no ears or noses, and their mouth is ringed with sharp, bony ridges instead of lips. The Adarians make up to the lack of ears with a covering of fine hairs along their skulls that pick up the vibration of sound waves. A series of glands near the skin's surface allows them to smell. Their throats can be distended and filled with air, and the resulting "long call" can be useful as a communication method or a kind of defensive action. The Adarians have a rigid caste system which dominates their society, and the have evolved an advanced technology based on the use of super-cooled carbon-ice computers. They were able to remain neutral during the Galactic Civil War by signing a non-agression treaty with the Empire, providing the Empire with unlimited raw materials in return for their neutrality. ~ 1 "ADDPILOT" "REMPILOT"~ . Syntax : Addpilot (name) Syntax : Rempilot (name) Used for adding and remove pilots from your ship. Must be used in the cockpit of the ship. ~ 101 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 101 ADVANCEDEXITS~ SMAUG supports having more than one exit in the same direction, as well as the special direction 'somewhere', represented by a '?'. If you already have an exit leading north, and would like another one, use a plus sign '+' in front of the direction: redit exit +n 3001 - Adds another exit north to room 3001 To modify an extra exit like this, or to remove it, you'll have to refer to it by number: redit exit #2 3002 - Change the second exit to go to room 3002 To know what number an exit is, do an "rstat". For someone to be able to use the second north exit, you have to set one of the extra flags (see EXFLAGS) like CAN_CLIMB. It is also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer with autoexits on. The AUTO flag makes it possible to go in a direction by simply typing the keyword for that exit: redit exit ? 3001 - Create a 'somewhere' exit to 3001 redit exflags ? auto hidden - Set the proper flags redit exname ? swim - Set the keyword "swim" If a player types 'swim' in the room, they will move to room 3001. ~ -1 ADVENTURE~ . 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. ~ 0 AFFECTED 'AFFECTED BY'~ Syntax: affected (abbrevation: af) Syntax: affected by (abbreviation: af by) 'Affected' is a powers-at-a-glance function, which displays only the powers (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 <power/skill name> or 'score'). Characters level 20 or above and deadly characters will also see the number of rounds remaining for each affect. Affects with a remaining lifespan of less than 25 rounds are displayed in white, and those in immediate danger of wearing off will flash. 'Affected by' displays a character's affects separate from its power/skill affect list. This is useful for ensuring that affects given from equipment are actually functioning. For example, if you are wearing a visor with detect_invis but 'affected by' does not show you as having that affect, you are not detecting invisibility. 'Affected by' also displays your current susceptibilities, resistances and immunities if your character is level 20 or higher. ~ 101 AFFECTEDBY AFFECTED_BY~ The following are affect flags that can be used when osetting an item (with oset <item> affect affected <affect flag>). These flags can also be used when msetting a mobile (mset <mob name> affected <affect flag>). They may additionally be used to mset players if your level allows it. Blind Invisible Detect_evil Detect_invis Detect_magic Detect_hidden **Hold** Sanctuary Faerie_fire Infrared Curse **Flaming** Poison Protect Paralysis Sneak Hide Sleep Charm Flying Pass_door Floating Truesight Detect_traps Scrying Fireshield Shockshield Iceshield Aqua_breath Possess Note - Hold and Flaming are current not in use. See also: OSET AFFECTTYPES ~ 101 AFFECTTYPES APPLYTYPES~ none strength dexterity intelligence wisdom constitution sex level age height weight mana hit move gold experience armor hitroll damroll save_para save_rod save_poison save_breath save_power charisma resistant immune susceptible affected luck backstab pick track steal sneak hide detrap dodge peek scan gouge search mount disarm kick parry bash stun punch climb grip scribe brew Additionally: weaponpower <sn> Will cast a power on victim with every blow of a weapon wearpower <sn> Will cast a power on wearer when object is worn removepower <sn> Will cast a power on wearer when object is removed <skill> <modifier> Will modifify a player's ability in a skill See AFFECTEDBY ~ 1 AFK~ Syntax: afk The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 1 AID~ Syntax: aid <character> This skill allows you to bring a stunned person back into consciousness. ~ 101 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban Syntax: ban <# of ban on ban list> level <level of char to ban and below> BAN <site> prohibits players from that site from logging in. BAN with no arguments returns an enumerated list of banned sites. To set a specific level of character to ban from a site, use 'ban' to get the list number of the banned site and then use 'ban level'. Example: ban 2 level 10 This will ban all characters level 10 and under from the second site on the 'ban' list. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. ~ 1 ALLSHIPS ALLSHIP~ This command will list all the ships in the universe and there current owner or sale price. ~ 1 ALLSPEEDER ALLSPEEDERS~ This command will list all the speeders in the universe and there current owner or sale price. ~ 1 AMMO AMMUNITION BATTERIES BATTERY CHARGE CHARGES BLASTER BLASTERS~ Blasters sometimes need to be recharged. To recharge a blaster, you must find an ammunition cell. Once you have an ammunition cell; you must load it into the blaster. To load an ammunition cell; you must hold it then type AMMO ( or battery for blades and sabers ) ~ 100 AMOTD~ Imms, don't forget this MOTD, change it every now and again! There is nothing to see here, please move along. Thank you for your time! ~ 0 ANSI~ 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. ~ 0 APPOINT~ Syntax: appoint <name> < first | second > This allows a clan leader to appoint a number one and two ~ 0 APPLY~ Syntax: apply <item> In your travels you may come across various ointments and salves, use 'apply' to rub them into your skin. ~ 1 APPRAISE~ Syntax: appraise <item> appraise all Appraise, when at a repairshop type mob, will tell you the condition of your equipment in question. The mob will tell you if it needs repair or not, and if so, how much it will cost. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all the areas in the game, with the author's name and the suggested levels. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. (Special thanks to KaVir for mailing us lots of extra socials) ~ 1 ARM~ . Syntax : Arm (device) Used for arming of various devices around the mud. See also help grenade. ~ 0 ARMOR~ Syntax: feel armor <character> This power decreases (improves) the armor class of the target character by 20 points. ~ 101 ASET~ Syntax: aset <area filename> <field> <value> Aset is used to set the following fields for an individual area: author - The name of the area's author name - The full "name" of an area... ie: {10 20} Somegod Some Area filename - The filename (ie: somearea.are) lo_room - The lowest room vnum hi_room - The highest room vnum lo_obj - The lowest obj vnum hi_obj - The highest obj vnum lo_mob - The lowest mob vnum hi_mob - The highest mob vnum low_economy - minumum amount of gold the area will start with at reboot max_economy - maximum amount of gold the area _can_ start with at reboot resetmsg - Message displayed throughout the area at reset resetfrq - Number of minutes between area resets flags - Area-wide flags: nopkill The area must be folded to make these changes permanent. See FOLDAREA, ASTAT, ECONOMY ~ 101 ASTAT~ Syntax: astat (area stats for the area you are in) Syntax: astat <filename of area> (area stats for specified area) Astat displays the vital stats of an area, including the following: Name: title of the area Filename: filename of the area Prototype: If the area is prototype or under construction, will be 'yes' Max_players: max # of players in the area as of last reboot IllegalPks: number of illegal pkills in the area since last reboot Gold looted: total amount of gold looted from the area since last reboot Area Economy: current pool of gold for the area (not including player gold) Mdeaths: number of players mobs killed in the area since last reboot Mkills: number of mobs killed in the area since last reboot Pdeaths/Pkills: number of players killed by players in area since reboot Author: name of the area's author Number Players: current number of players in the area Area flags: area-wide flags (such as nopkill) Low/hi_room: first/last room vnum of the area Low/hi_obj first/last object vnum of the area Low/hi_mob first/last mob vnum of the area Soft range: level range recommended for the area Hard range: level range enforced for area (outside range cannot enter) Resetmsg: current reset message for the area at repop Reset frequency: frequency with which the area resets See ASET ~ 101 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile or player, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 101 ATTACKS~ *** WARNING some of these have been removed from SWR *** bite claws tail sting punch kick trip bash stun gouge backstab feed drain firebreath frostbreath acidbreath lightnbreath gasbreath poison nastypoison gaze blindness causeserious earthquake causecritical curse flamestrike harm fireball colorspray weaken See MSET and DEFENSES (Some are not implemented). ~ 3 AUCTION~ Syntax: auction Syntax: auction <item name> <starting value> Syntax: auction bid <value> Syntax: auction stop The auction command is used for performing auctions. Simply typing auction will display the current item being auctioned, if there is one. If nothing is being auctioned, auction <item name> <starting value> will begin an auction. If no starting value is specified, it will start at 0 gold. Auction bid <value> will place a bet for the item, and auction stop (immortals only) will stop an auction in progress. Special thanks to Erwin Andreasen for writing this function. (Ported here from a publicly available source.) At the present, if the mud crashes in mid auction, you will lose both your bidded money and the item. This will soon be fixed. You are able to see auction almost from the point of character creation, however, you cannot USE auction until level THREE or higher. To remove the auction channel from your screen, type CHANNEL -AUCTION. ~ 1 AUTOPILOT~ Syntax: autopilot This command toggles a ships autopilot, while on the ship while automatically defend itself when attacked. Only works while ship is in realspace. ~ 101 AUTH AUTHORIZE AUTHORIZATION~ Associated help files: authorize Authorize <player> name -- This is the command used to allow a player to continue past the academy pre-auth area, but will make them choose a new name prior to entering the MUD. Authorize <player> yes -- This is used to accept a players name. Once this command is used, the player requires no further Immortal commands to enter the game. Authorize <player> no -- denies a player's name and also forces them to leave the game. These commands are mostly unused while the school master is auto-authing ~ 1 AUTORECHARGE SHIELDS RECHARGE~ . Syntax : Autorecharge or Shields This will set your shields to automatically recharge. Syntax : Recharge Recharges shields faster. See SHIPS ~ 1 AUTOTRACK~ . Syntax : Autotrack This will set your nav computer to automatically adjust course to keep you firing on a targeted ship. ~ 1 AVATAR AVATARS~ . These are players that have shown enough devoyion to the mud to attain level 100 in at least one skill area. ~ 100 AVTALK IMMTALK :~ Syntax: immtalk <message> Syntax: avtalk <message> or can be abbreviated as ": <message>" This allows you to use the avtalk (level 100+) channel. ~ 1 B~ . 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> *SLEEP (sl) - sleeping will replenish your hitpoints, force, and movement *REST (r) - will replenish your hp, force, 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 ~ 0 BACKSTAB BS DISARM KICK KILL MURDER~ Syntax: backstab <character> Syntax: disarm Syntax: kick Syntax: kill <character> Syntax: murder <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. MURDER is used to kill other player characters. There are restrictions on murdering low level players, and there are penalties for using MURDER. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. ~ 101 BALZHUR~ Syntax: balzhur <character> This is an instant demotion of a character to level 2, with the simultaneous destruction of all its belongings, and a mud-wide echo accompanying its execution. ~ 101 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 101 BANNED~ The following sites have been banned: 156.29.1.x 204.225.103.222 (for players level 50 and under) This doesn't appear to be dynamic! Anyone know why it is here? ~ 0 BASH~ Syntax: bash Bash can only be used once a fight has started. It will inflict damage and temporarily daze both yourself and your opponent for approximately two rounds during which you cannot heal, flee or perform other extraneous combat actions (i.e. you will be able to dodge/parry/attack but nothing else). These same consequences are inflicted on your opponent if it is a player character, otherwise the skill only inflicts damage. Note that bash has a drastically reduced chance of hitting if the basher is not one of the primary targets (i.e. is not tanking). ~ 1 BEG~ . Syntax : Beg (mob) The beg skill is simply that begging. Usefull for gaining starting cash for a character. ~ 1 BERSERK~ Syntax: berserk Going berserk sends your warrior into a frenzied state, increasing its attacks per round to a maximum of six and your strength by one. While you are berserking you cannot flee. ~ 101 BESTOW BESTOWMENTS~ Syntax: bestow <victim> command [command] [command] etc Syntax: bestow <victim> list Syntax: bestow <victim> none Bestow is used to give a command to a player that they would not normally have as a function of their level. Bestow victim command will give the command to the person. Bestow victim list will show all commands corrently bestowed on the person. Bestow victim none will remove all bestowments. ~ 101 BESTOWAREA~ Syntax: bestowarea <victim> <filename>.are This command allows members of the Area Council to bestow area names to immortals so that they can engage in group building. Once an AC member bestows a proto area on a player, that player can use the aassign command to assign themselves that proto area in order to help the owner of the proto area. Examples: bestowarea joe bob.are allows joe to work on bob's proto area bestowarea joe lists all of joe's bestowed areas bestowarea joe list ditto bestowarea joe none removes all of joe's bestowed areas See AASSIGN ~ 1 BLIND GOUGE BLINDNESS~ BLINDNESS: syntax: feel blindness <victim> This power renders the target character blind. GOUGE: syntax: gouge This attack can only be used in combat, and will strike at the eyes of your opponent, causing damage and temporary blindness. General: Certain powers and attacks can render a player blind for anywhere from a few rounds (gouge) to several hundred rounds (the blind power). 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 to a healer such as Kyan in Darkhaven, who will eventually remove your blindness. ~ 101 BOARDS~ Syntax: boards This command displays statistics on all boards in the game. Example: immortal.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0 The first column lists the board's filename (immortal.brd) Vnum - object vnum to which the board is attached (the object vnum must be present to read the board, allowing a board to be placed in one or many places by simply placing that object where needed) Read - minimum level required to read that board Post - minumum level required to post to that board Remove - minumum level required to remove notes not addressed to 'All' Max - maximum number of posts the board is set to hold Posts - the current number of posts on the board Type - not currently used See BSTAT, BSET ~ 101 BODYBAG~ Syntax: bodybag <character> Bodybag retrieves all of <character's> corpses and places them into your inventory, as well as removes the decay timer on each. This is primarily used for performing corpse retrievals and the like. ~ 1 BOUNTY ADDBOUNTY~ . Syntax : Addbounty (character) (amount) Syntax : bounty Addbounty will allow you to add a bounty to a character as long as they are online and you are in a bounty placement office. Minimum bounty is 5k, Please realize that placing a bounty is a serious thing.See help death. Bounty by itself will list all the current unclaimd bounties. ~ 1 "BOUNTY HUNTER"~ A bounty hunter is a serious profession in the Star Wars Universe. The are both loved and hated by all. In the current set up the only way to increase bounty hunting levels is buy collecting bounties. See also help bounty, help death. ~ 101 BSET~ Syntax: bset <board filename> <command> <argument> Example: bset immortal.brd vnum 1200 BSET is used to set fields governing an individual board's operation. Filename - filename to store the board's information (should be set first) Vnum - object vnum assigned to the board (see 'help boards') Read - the mininum level required to read the board Post - the minimum level required to post to the board Remove - the minumum level required to remove notes from the board NOTE: notes addressed to 'all' can be removed by anyone Maxpost - maximum number of posts the board can hold Filename - filename to store the board's information Type - not currently used Board groups: (example: bset druid.brd read_group guild of druids) read_group - group that may read that board, regardless of level post_group - group that may post to that board, regardless of level extra_readers - characters who may read the board regardless of their level extra_removers- characters who may remove notes from this board regardless of their level or membership in a reader_group See BOARDS ~ 101 BSTAT~ Syntax: bstat <board filename> BSTAT is used to display the fields of an individual board. (see 'help bset' for an explanation of each field) See BSET ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 1 BUILD1 BUILDER1 BUILDING1~ SWReality Building Page 1: -- ASSIGNING AREAS -- *************************************************************************** If you are less than level 102 most of this information is useless to you. You can skip ahead to HELP BUILD2 *************************************************************************** ZONES Gives you 3 lists of zones being built, newly added zones, and permanent zones. CHECKVNUM ALL <min> <max> Gives you a list of conflicting mobs objects and rooms between zonenumbers <min> and <max> VASSIGN <player> <min> <max> Creates a new area named <playername>.are and assigns it to the <player>. The vnums for the rooms, mobs and objects in the area will be between <min> and <max>. *************************************************************************** see HELP BUILD2 ~ 1 BUILD2 BUILDING2 BUILDER2~ SWReality Building Pg 2: ROOM BUILDING BASICS *************************************************************************** GOTO <vnum> You need to use this to goto the vnum where you wish to create the new room. RSTAT Gives you the current room statistics. RLIST Gives you a list of rooms in your area. REDIT NAME <name of the room> REDIT DESC Puts you into the description editor. Make sure you press enter after each line. REDIT SECTOR <sector value> Type redit sector by itself for sector list. REDIT FLAGS <flag> <flag> .. Type redit flag by itself fo a flag list. REDIT BEXIT <dir> <room> Creates a two way exit to <room> REDIT EXFLAGS <flag> <flag>.. Type redit exflags by itself for choices. SAVEAREA Saves your area .. do this alot :) *************************************************************************** see HELP BUILD3 ~ 1 BUILD3~ SWReality Building Pg 3 MOB BUILDING BASICS *************************************************************************** MCREATE <vnum> [cvnum] <names> Creates a mob with the vnum/names specified. A mob with Empire or Republic (or other clan name) as one of their names will give less xp when killed by someone of that clan. MLIST Lists mobs in your area. MLIST <lowvnum> <hivnum> Lists mobs between those numbers. MFIND <name> Returns a list of all mobs with that name. MSET <mob> HP <value> these are the most important values MSET <mob> ALIGN <value> to set although there are many optional MSET <mob> HITROLL <value> choices type MSET by itself for a list MSET <mob> DAMROLL <value> MSET <mob> LEVEL <value> MSET <mob> CLASS <value> class 0 citizens don't give as much xp when MSET <mob> SHORT <short desc> killed for obvious reasons MSET <mob> LONG <long desc> MSET <mob> DESCRIPTION puts you into the editor MSET <mob> HITNUMDIE <amount> MSET <mob> HITSIZEDIE <amount> MSET <mob> DAMNUMDIE <amount> MSET <mob> DAMSIZEDIE <amount> MINVOKE <vnum> Loads a previously created mob. SAVEAREA Do this alot. *************************************************************************** see HELP BUILD4 ~ 1 BUILD4~ SWReality Building Pg 4 OBJECT BUILDING BASICS *************************************************************************** OCREATE <vnum> [cvnum] <namelist> Creates a new object. OLIST Lists objects in your area. OLIST <from> <to> Lists objects within the given range. OFIND <name> Lists all objects with that name. OINVOKE <vnum> Creates a new instance of the object. OSET <object> <field> <value> Try typing oset by itself to get a list of fields. Then "oset <object> <field> to get a list of values for that field. You should set the type first. SAVEAREA Do this alot *************************************************************************** ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: buy <# of object> <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <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. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 1 BUYHOME HOMES HOME "PLAYER HOME" ~ . Syntax : Buyhome (home name) This lets you buy one of the many available player homes around the galaxy. All equipment droped in the home will be saved unless there is a crash before you save there. ~ 1 BUYSHIP SELLSHIP~ Syntax : Buyship (ship name) Syntax Sellship (ship name) Ships may only be bought from the port that they are currently docked in. ~ 1 C~ . 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 *SACRIFIC (sac) <object> - the object disappears and you are given a coin *RECITE (rec) <object> - the power corresponding to the scroll will activate *QUAFF (qua) <object> - the power corresponding to the potion will activate *BRANDISH (br) - causes the staff's power to activate (must hold staff) *ZAP <target> - zaps a wand at a target (must hold wand) *EAT/DRINK <object> - you can eat or drink different foods and drinks *FILL/EMPTY <object> - fills/empties the container with water ~ 1 "CAPITAL SHIPS" "MIDSHIPS" "STARFIGHTERS"~ . These skills allow you to fly the ships of there respective size. Each is automatic once it is practiced. ~ 1 CAPTURE~ Syntax: capture This command is used to capture a planet for your clan. It can only be do when the planet you are on has a low support rating for the current government and when there are no enemy ships in the starsystem. A planet's support rating can be lowered by killing it's population or with the propeganda skill. ALSO SEE PROPEGANDA ~ 0 CAST FEEL~ Syntax: feel <force power> <target> Before you can use a force power, you have to practice it. The more you practice, the higher chance you have of success. You also must also be force sensitive and have enough force energy to use the powers. The <target> is optional. Many powers which need targets will use an appropriate default target, especially during combat. If the power name is more than one word, then you must quote the power name. Example: feel 'cure critic' frag. Quoting is optional for single-word powers. You can abbreviate the power name. When you use an offensive power, the victim usually gets a saving throw. The effect of the power is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual powers. ~ 101 CEDIT~ Syntax: cedit save Syntax: cedit <command> create [code] Syntax: cedit <command> delete Syntax: cedit <command> show Syntax: cedit <command> [field] Field being one of: level position log code Cedit create is used to create the entry and name for a new command. Cedit delete is used to delete a command. Cedit code is used to assign a defined section of code to a command. Cedit show displays current statistics on a command. Cedit level sets the minimum level for usage of a command. Cedit position sets the min_pos for execution of the command. Cedit log determines the manner in which the command will be logged. Use 'cedit save' to save changes permanently. See RESTRICT ~ 1 CHADRA-FAN CHAD~ The small, quick-witted inhabitants of Chad, the Chadra-Fan resemble humanoid rodtens, with large ears, dark eyes, and flat, circular noses with four nostrils. The fur-covered, rodent-like Chadra-Fan have seven senses. In addition to the five shared by most intelligent species, they are also bless with infrared sight, and an advanced chemoreceptive smell. These small, one meter tall beings love to have fun. They tend to be flighty and have short attention spans, though enjoy tinkering with technological items. ~ 1 CHAFF~ Syntax: chaff This release a chaff to attempt to stopan incomming missile. See SHIPS ~ 0 CHANGES~ CHANGES Listing of recent changes ~ 1 CHANNELS~ Syntax: channels Syntax: channels +<channel|all> Syntax: channels -<channel|all> With no options, CHANNELS show you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. With all as the option, CHANNELS will turn on/off all normal channels The first channels you will have available as a new player are SAY, TELL, and NEWBIE. To use say, the person you want to talk to must be in the same room, just type SAY <message>. To use tell, the target person may be anywhere, just type TELL <name or 0.name> [message]. Newbiechat is seen and used by only level 1 characters and the Immortals ~ 1 CHARISMA CHA~ Charisma (CHA in your 'score') represents your characters physical beauty and charm. It primarily affects: - a character's practice rate with a language scholar - prices charged to a character by shopkeepers No class receives charisma as a prime attribute. ~ 0 CHAT . MUSIC ASK ANSWER SHOUT YELL OOC~ Syntax: chat <message> Syntax: music <message> Syntax: ask <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> Syntax: ooc <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The ASK and ANSWER commands both use the same 'question' channel. These channels are reserved for immortals. YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. OOC stands for out of character and is the only chennel that should be used for real world chatting as opposed to roleplaying. Most channels now require a comlink. ~ 101 CHECK CECKV CHECKVNUMS~ Syntax: checkvnums all <begin vnum range> <end vnum range> Used to check the specified range of vnums to ensure they are not already assigned to another immortal or are otherwise being used. Examples: checkvnums all 9000 9099 If no vnum within the specified range is either assigned as part of someone's prototype area, and no vnum within the specified range is a part of a live (non-prototype) area, there will be no result from this command and the vnums are safe to assign. If any vnum in the specified range is already allocated, the area file to which it is allocated will be displayed. See ASSIGN, ZONES ~ 1 CHOKE~ . Syntax : Feel 'Choke' (victum) This nasty spell allows you to choke the life out of your victum. ~ 1 'CIRCLE'~ Syntax: circle This is a skill used by thieves while fighting. It is comparable to backstab, and requires a piercing weapon. ~ 1 CITIZEN~ ~ 1 CLAN CLANS ORGANIZATION ORGANIZATIONS ORGANISATION ORGANISATIONS~ The following commands are used with clans or organizations: clans ....... shows a list of organizations. donate ...... donates money to the clan funds. withdraw .... withdraws money from the clan funds. newclan ..... allows crimelords to start a new crime clan appoint ..... allows leader to appoint a number1 and number2 demote ...... takes away members status in the clan. empower ..... gives member special powers (ie. withdraw or induct) induct ...... inducts a person into your clan. outcast ..... kicks a person out of the clan. enlist ...... to join a clan at a recruitment office. resign ...... to quit a clan. clanbuyship . to purchas spacecraft and other vehicles for clan capture ..... allows a clan to capture the government and declare leadership over an area. *note not all of these are functional yet..... see also COUNCILS ~ 1 CLANBUYSHIP~ Syntax : clanbuyship <ship name> This buys a ship for your clan out of clan funds, you must be empowered by your clan to do this. See EMPOWER ~ 0 CLANTALK~ Syntax: clantalk <message> Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 1 CLASS CLASSES~ The old classes have been removed in favor of an ability system that lets you advance in several areas at once. These ability classes are as follows: ~ 0 CLEAR~ Syntax: clear This command clears the screen. See PAGELENGTH. ~ 1 'CLIMB'~ Syntax: climb <direction> This skill enables you to climb into and out of rooms that require it. ~ 1 CLONES CLONE CLONING~ Syntax : Clone Cloning is a vital part of your existence. Since death is perminant the only way to continue a character is to clone Note: Clones start at the last point you cloned not the point you died. ~ 1 CLOSEHATCH OPENHATCH~ Syntax: openhatch Syntax: openhatch <ship name> Syntax: closehatch Syntax: closehatch <ship name> Opens/Close the hatch on a ship. ~ 101 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 101 CMENU~ Syntax: cmenu Invokes an online menu to ease entering 'cset' arguments. May not be fully functional at this time. ~ 101 COINDUCT COOUTCAST~ 'Syntax: coinduct <player> Syntax: cooutcast <player> Coinduct and cooutcast are similar to the 'clan' commands of induct and outcast, but function to induct or outcast members from councils. Coinduct will bring a new player into the council. Cooutcast will remove them from the council. ~ 0 COLOUR COLOR COLOURS COLORS PCOLORS~ &w^xThe foreground special character is: && Tokens for && are: &w&&x -&x Black &w &&r -&r Red (blood) &w&&g -&g Green &w &&O -&O Orange (brown) &w&&b -&b Dark Blue &w &&p -&p Purple &w&&c -&c Cyan &w &&w -&w Gray (default color) &w&&z -&z Dark Grey &w &&R -&R Light Red &w&&G -&G Light Green &w &&Y -&Y Yellow &w&&B -&B Blue &w &&P -&P Pink &w&&C -&C Light Blue &w &&W -&W White &wThe background special character is: ^^ Tokens for ^^ are: ^x ^^x(z) - ^xBlack ^x ^^r(R) - ^rRed ^x ^^g(G) - &x^gGreen&w ^x ^^O(Y) - &x^OOrange&w ^x ^^b(B) - ^bBlue ^x ^^p(P) - ^pPurple ^x ^^c(C) - &x^cCyan&w ^x ^^w(W) - &x^wGrey&w ^zThe tokens in brackets are the same colors, but cause the foreground color to flash. ^x Note: If setting both foreground and background colors. The foreground must precede the background color. See also: HELP PROMPT ~ 1 COMBAT~ You may choose a fight by finding a mob, and using LOOK, CONSIDER, and IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob> to get a look at its equipment and description, this will often help indictate how hard a fight might be. You can CONSIDER <mob> for a one on one comparison of the mobs hitpoints and level to your own. You may also FEEL IDENTIFY <mob> to get more detailed information about the mob if you have force ability. You may start a fight by using KILL, MURDER, or many powers and skills available to players. The easiest way to start a fight is to KILL <mob>. Currently, you may also MURDER <mob>, but this causes the mob to yell out. You may find yourself in trouble during a fight, and wish to leave, this can be done by using FLEE or RECALL. You can flee a fight by typing FLEE. You may recall from a fight with the power 'word of recall' or by reciting a recall scroll. You may also set it up to flee automatically once you go below a certain number of hitpoints by using WIMPY. To use your wimpy, type WIMPY or WIMPY <number of hitpoints>. Leaving a fight with wimpy, flee, and recall WILL cost you a loss of experience, with recall causing the greatest loss. ~ 101 COMMENT~ Syntax: comment write Syntax: comment subject <subject> Syntax: comment post <player> Syntax: comment list <player> Syntax: comment read <player> # Comment write puts you into the buffer, and the commands work just like writing a note. You may only read and post comments on players currently online (works on link-dead players as well). ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 1 CONFIG~ 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. NORECALL Toggle automatic recall if you lose link during combat AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. AUTOCRED You automatically split gold from kills with your group. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNTGA You receive a telnet GA sequence. NOINTRO Toggle whether you see the graphic screen at login GAG Toggle whether you see battle details in full or brief form. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 101 CONSTATES~ State | Description ----------------------------------------------------------- 0 | Player is playing. 1 | Player is prompted for his or her name. 2 | Player is prompted for his or her password. 3 | Player is prompted to confirm his or her name. 4 | Player is prompted to select a password. 5 | Player is prompted to confirm the password. 6 | Player is prompted to select his or her sex. 7 | Player is prompted to select a class. 8 | Player is reading the message of the day. 9 | Player is prompted to select a race. 10 | Unused. 11 | Player is in the line editor. 12 | Player is prompted to select RIP, ANSI or NONE. 13 | Player is viewing the title screen. 14 | Player is prompted to PRESS ENTER. 15 | Player is waiting for authorization (1). 16 | Player is waiting for authorization (2). 17 | Player is waiting for authorization (3). 18 | Player has been authorized. ~ 1 CONSTITUTION CON~ Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints a character receives each time it levels - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - the number of additional moves a character receives at level - improvement or worsening of a character's mental state, thus affecting general endurance No class receives constitution as a prime attribute. ~ 1 'CONTAINERS' 'CONTAINER'~ Containers are almost a necessity in the game. They are used to carry items, food, and drinks. They help allow 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. ~ 100 CONTRA CONTRABAND~ A contraband flag has been added for objects .. DO NOT SET IT ... it will be added and removed automaticly by customs officers and crimelords etc. Its purpose is to give experience for smuggling illegal goods from planet to planet. ~ 1 COORDINATES~ . Syntax : Calculate (x) (y) (z) Cordinates are used for Hyperspace jumps into systems Below is a list of last know posistions of planets in the current known systems: Coruscant System: Menari Spaceport (Coruscant) -345 -987 1562 Outer System Landing Area 902011 -1003651 1100331 Coruscant Shipyard 2796 3074 -487 MC90 Mon Calamari Starcruiser (moves) Byss System Spaceport Landing Area (Byss) 1325 -1095 3287 Star Destroyer Dark Hand (moves) Byss Shipyard 4534 1211 -3150 See also Help Cordinates1, Help Cordinates2 ect. ~ 1 COORDINATES COORDINATE CALC CALCULATE "NAV COMPUTER"~ . Syntax : Calculate (x) (y) (z) Cordinates are used for Hyperspace jumps into systems Below is a list of last know posistions of planets in the current known systems: Coruscant System: Menari Spaceport (Coruscant) -345 -987 1562 Outer System Landing Area 902011 -1003651 1100331 Coruscant Shipyard (moves) MC90 Mon Calamari Starcruiser (moves) Byss System : Spaceport Landing Area (Byss) 1325 -1095 3287 Star Destroyer Dark Hand (moves) Byss Shipyard (moves) See also Help Coordinates1, Help Coordinates2 ect. ~ 1 COORDINATES1~ Honoghr System : Nystao Port (Honoghr) 3943 4782 4419 Tatooine System : Docking bay 92 (Tatooine) 2799 -3279 -4166 Adari System : System Barren Landing Facility (Adari) 1213 -1813 -4760 Lighted Landing Zone (Adari) 1213 -1813 -4760 Baituh City Landing Strip (Adari) 1213 -1813 -4760 Endor Starsystem : Forest Landing Area (Endors Forest Moon) 1400 7000 -2600 ~ 1 COORDINATES2~ Core Starsystem 11A3 : Small Landing Area (bojklinn) 1000 -1000 -500 Mon Calamari System : East Docking Bay (Mon Calamari) -2709 23 10013 West Docking Bay (Mon Calamari) -2709 23 10013 South Docking Bay (Mon Calamari) -2709 23 10013 Kashyyyk System : Rwookrrorro Landing Pad (Kashyyyk) -8762 -123 -3702 ~ 1 COORDINATES3~ Corperate Sector I : CF-90 Barricade Runner (moves) Corperate Sector Space Mall 3164 2474 -3878; Gamors System : Gamorr Landing Area (Gamorr) -8723 -2355 86 Yavin : Academy Landing Area (Yavin IV) 4000 4000 4000 Ryloth System None Rodia System None Nal Hutta System None Af'el Starsystem None Chad Starsystem None ~ 101 COPYSHIP~ Syntax : copyship <oldshipname> <newfilename> <newshipname> This command creates a copy of a starships stats ONLY. The rooms must be made separately and then be set using SETSHIP. See SETSHIP. ~ 1 CORPSE~ Corpses last approximately 15 minutes after the time of death. Corpse decay will happen even while you are linkdead or after you quit. ~ 1 COUNCIL COUNCILS SENATE SENATOR GOVERNMENT GOVERNMENTS POWER~ There are three levels of government: 1. ORGANIZATIONS: The major player run superpowers are the New Repubic, The Empire, and The Corperate Authority. There are also several small organizations and crime families operating independantly. Type CLANS for a list. 2. regional GOVERNMENTS: These are small areas that may be controlled and profited from by player organizations. They may be captured by organizations with the capture command. Type GOVERNMENTS for a list. 3. The SENATE: The senate was restored by the New republic shortly after the battle of Endor. It has since then broken off its direct ties with the New Republic in order to include the council heads from all worlds including Imperial controlled worlds. The senate meets monthly at the traditional senate hall on coruscant. However because of the difficulty that imperials face flying near coruscant a shuttle has been set up that provides safe transportation from a nuetral outpost to the Senate hall. The senate hall also has a series of opinion booths were council heads can comunicate with their people. These opinion booths are also used for electing new council heads. Type SENATE for a list of senators. See also ORGANIZATIONS ~ -1 CREDITS~ SWReality 1.0 is an extention of Smaug which was expanded from Merc which was derived from the original Dikumud code. SWReality 1.0 copyright (c) 1997, 1998 was created by Sean Cooper (specs@golden.net) based on a concept and ideas from the original SWReality immortals: Himself (Durga), Mark Matt (Merth), Jp Coldarone (Exar), Greg Baily (Thrawn), Ackbar, Satin, Streen and Bib as well as much input from our other builders and players. DikuMud (c) program and concept by Sebastian Hammer (quinn@freja.diku.dk), Michael Seifert (seifert@freja.diku.dk), Hans Henrik (bombman@freja.diku.dk), Tom Madsen (noop@freja.diku.dk), and Katja Nyboe(katz@freja.diku.dk). Merc 2.1 (c) was created by Furey (mec@shell.portal.com), Hatchet (hatchet@uclink.berkeley.edu), and Kahn (michael@uclink.berkeley.edu). Smaug (c) was created by Derek Snider with the help of Altrag, Blodkai, Narn, Haus, Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops. Star Wars and Star Wars names are the copyright (c) of Lucasfilm Ltd and the authors of the many Star Wars related books. see HELP DIKU, HELP SMAUG, HELP MERC and HELP SWREALITYfor more detailed credits. ~ 1 CRIMELORD~ ~ 101 CSET~ Cset is used to set the system's 'control panel' settings. Syntax: cset <field> <level> Fields: save - saves the control panel settings stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player dam_pvp - percentage adjustment for player vs. player fighting dam_pvm - as above, for player vs. mob dam_mvp - as above, for mob vs. player dam_mvm - as above, for mob vs. mob get_notake - level to pick up notake flagged items read_all - level to read all mail read_free - level to read mail for free write_free - level to write mail for free (no items necessary) take_all - level to take all mail muse - level to see/use muse channel think - level to see/use think channel log - level to see log channel build - level to see build channel proto_modify - level to modify prototype objects override_private - level to override private/solitary rooms forcepc - level to force pc's saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) guild_overseer - name of the Overseer of Guilds guild_advisor - name of the Advisor to Guilds ~ 1 D~ . WEARING AND SELLING EQUIPMENT ------------------------------- *WEAR <object> - you will wear that piece of equipment *WIELD <weapon> - you will wield that weapon *HOLD <object> - you will hold that object in your hands *REMOVE (rem) <object> - the object is remove and placed in inventory *COMPARE (com) <object1> <object2> - will compare the value of two items *REPAIR (repa) <object> - the blacksmith will repair your damaged item *APPRAISE <object> - the blacksmith will tell the cost to repair the 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 ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: barely scratch scratch graze bruise hit injure wound maul thrash decimate devastate maim MUTILATE DISEMBOWEL EVISCERATE MASSACRE OBLITERATE ANNIHILATE The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 101 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~ DAMAGE ACTION CLASS POWER SAVES none none none none none fire create lunar minor poison_death cold destroy solar greater wands electricity resist travel major para_petri energy suscept summon breath acid divinate life power_staff poison obscure death drain change illusion ~ 0 DEATH~ Death is now permanent unless you have made a clone. &R Note : You lose all possestions upon dying even if you have a clone. This includes ships homes and bank accounts &g See Help Clone. ~ -1 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~ . @%#$%&&*!@#!?!?! .-------------=======[ 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. | `----------------------------------------------------------------------' ~ 1 DEFEL "AF'EL"~ Defel are an Alien species that appear as large, red-eyed shadows under most lighting conditions. This has given rise to their common name: Wraiths. Under Ultraviolet light, Defels appear as stocky, fur-covered bipeds with protruding snouts and long, clawed, triple-jointed fingers. They stand about 1.3 meters tall, with shoulders as wide as 1.2 meters across. This species lives in underground cities on the planet Af'El, where most inhabitants make their living through mining and metallurgy. In the galaxy at large, Defel often find employment as hired muscle, spies, and assassins due to their shadowy forms. Defel can't wear armor because it would interfere wit htheir natural invisibility. However the fact that they are nearly impossible to see makes them very difficult to hit. ~ 101 DEFENSES~ parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary fireshield shockshield shield bless stoneskin teleport monsum1 monsum2 monsum3 monsum4 disarm See MSET and ATTACKS (Some are not implemented). ~ 10 DEITIES DEITY~ Syntax: deities Syntax: deities <deity> The deities command displays all the deities of the world. Using an argument will display the target deity's description. SEE ALSO: supplicate, favor, devote. ~ 1 DELETE SUICIDE~ . Syntax : Suicide (password) Usefull for getting rid of unwanted characters. &R NOTE: Only one character / Player is allowd &g ~ 1 DEMOTE~ Syntax : demote <player> This command demotes a number one or two in a clan to a normal clan member. See CLANS~ 101 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and can only be undone offline by someone with access to the player files directory. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 1 DEPOSIT WITHDRAW BALANCE BANK~ . Syntax : BANK (deposit|withdraw|ballance) (amount) A bank is the safest place to keep your credits people get killed for money quite often in the star wars universe. Bank are also used to deposit to and withdraw from clan accounts ~ 0 DESCRIPTION BIO~ Syntax: description Syntax: bio The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). The BIO command puts you into an editor to edit your personal bio: what people see when they check WHOIS on you. ~ 101 DESTRO DESTROY~ Syntax: destroy <character> This command immediately deletes the pfile of the victim, and will simultaneously force the character offline if they are connected. ~ 0 DETRAP~ Syntax: detrap <object> This skill allows one to disarm a trapped object. Use it with care. ~ 1 DEXTERITY DEX~ 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. - each additional point of dexterity also lowers (improves) your natural armor class. - the number of new moves you receive each time you level, as well as the number of moves you regenerate at each tick (when resting to refresh or regain movement points). - success chances with bash and stun, and helps determine whether a thief will be able to poison a weapon. Dexterity is also very important for quaffing potions 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 many of the valuable vials. Dexterity is the prime attribute of thieves and vampires. ~ 101 DIAGNOSE~ Syntax: diagnose of 20 Diagnose of n - object frequency of top "n" objects. The above example will return the 20 most numerous object vnums in the game at that time. ~ 101 DICEFORMULAS~ To make the special SMAUG powers possible, special dice formula handling had to be coded in. (At least to make it nice). This dice formula code supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related operators and variables: D dice L level H hit points M force V movement S strength I intelligence W wisdom X dexterity C consitution A charisma U luck Y age See SMAUGSPELLS and SSET. ~ 0 DIG DIGGING BURY BURYING~ Syntax: dig Syntax: dig <direction> Syntax: bury <item> You can dig and bury items through the use of the dig skill and bury command. Buried items are not visible to players, even through the use of powers such as locate object. To dig an item up, type dig with no arguments. Having a shovel raises your chance of success. If you dig in a direction, you will attempt to dig open an exit. 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. * Note: Deadly players can bury/dig up each other's corpses. * Items buried will not last beyond crash or reboot. Do not attempt to use this skill for storage of items you wish to keep. ~ -1 DIKU~ Realms of Despair 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. ~ 1 DISGUISE~ . Syntax : Disguise (string) This skill allows you to change your title to one that does not include your name. Handy for impersonating others. ~ 101 DMESG~ Syntax: dmesg Displays the contents of the boot log. ~ 0 DODGE~ This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. ~ 1 DOMINATE~ . Syntax : Dominate (mob) Basically the same as a charm spell, will make the mob join your group and take orders from you. ~ 1 DONATE~ Syntax : donate <amount in credits> Syntax : withdraw <amount in credits> These commands allow empowered clan members to withdraw or donate to clan funds at a bank (no empower needed for donate). See EMPOWER. ~ 1 DOORBASH~ . Syntax : Doorbash (direction) Handy for getting rid of closed locked doors. Although some doors are bashproof. ~ 101 DOORDIRS~ Here is the order of the exits, and their corresponding values: --------------------- | Direction | Value | |-------------------- | NORTH | 0 | | EAST | 1 | | SOUTH | 2 | | WEST | 3 | | UP | 4 | | DOWN | 5 | | NORTHEAST | 6 | Exits 6 - 10 are relatively new, and may not be | NORTHWEST | 7 | fully supported by all of the code yet. | SOUTHEAST | 8 | | SOUTHWEST | 9 | | SOMEWHERE | 10 | --------------------- See REDIT, RSTAT and RESETCMDS. ~ 1 'DREAM'~ Syntax: cast 'dream' <player> <message> This power enables you to cast a dream or message on a sleeping player. ~ 1 DRIVE SPEEDERS SPEEDER VEHICLES VEHICLE~ Syntax : drive <direction> This allows vehicles to be driven in the direction specified. ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> drop <amount> coins Syntax: get <object> get <object> <container> Syntax: give <object> <character> give <amount> coins <character> Syntax: put <object> <container> Syntax: get/put/drop <# amount> <object> Syntax: get/put <# amount> <object> <container> DROP drops an object, or some coins, on the ground. GET takes an object, either lying on the ground, or from a container, or even from a corpse (TAKE is a synonym for get). GIVE gives an object, or some coins, to another character. PUT puts an object into a container. Use 'drop/get/put all' to reference all objects present. Use 'drop/get/put all.<object>' to reference all objects of the same name. Examples: - drop 1000 coins - get all.ball backpack - get 5 sword - put 15 potion backpack ~ 101 'DUAL WIELD'~ This skill allows you to wield two weapons simultaneously. This is an automatic skill. ~ 1 DUINUOGWUIN~ Duinuoqwuins, or Star Dragons, are a sad, noble species with a habit of taking up lost causes. These huge, snakelike multipeds with gossamer wings average about ten meters long. Large, reptilian scales cover their bodies, though they have floppy, mammallike ears. Each body segment has a pair of legs, though the limbs attached to the foward segments have evolved into arms and hands. This ancient species comes from a secret, unknown world. They can be encountered on all types of worlds and even in deep space, where it seems they n eed to artificial protection. The Star Dragons have a deep-rooted sense of morality and honor, and most have at least some sensitivity to the Force. There are even tales that tell of an ancient time when Duinuoqwuin served as Jedi Knights. Because of their enormous size Duinouqwuin cannot wear armor. However they have excellent hit points and regeneration rate. They also fave the unique ability to fly. They are also very strong in the force. ~ 1 E~ . GROUPING WITH OTHER PLAYERS ----------------------------- If you are within 5 levels of another character, you have the ability to group with that player. You are not able to group a non-deadly and a deadly character however (see HELP DEADLY). When you are grouped with another player, you attack mobs together and share the experience for each kill. 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 ~ 0 EAT DRINK~ Syntax: drink <object> (drink liquid from a drink container) Syntax: eat <object> (eat food or a magical pill) eat <object> <container> (eat directly from a container) Drink instructs your character to drink from a fountain or a drink container to alleviate thirst. 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. 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 either 'score' or 'oldscore'), you will not regain hitpoints, movement points or force back as rapidly as if you were well fed and hydrated. If you stay hungry or thirsty too long and you are not an Avatar, your mental state will begin to suffer. 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. ~ 101 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 101 ECOLOR ECOLOUR~ . The following 16 colors are supported in the commands echo, recho, mpecho, mpechoat and mpechoaround. _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 _bla Black If the indicator is preceded by an asterisk, the message will blink. recho _red This is an example of recho in red. recho *red This is an example of recho in blinking red. mpecho _yel This is an example of mpecho in yellow. mpe _yel This is an example of mpecho in yellow. mpechoat $n _blu This is an example of mpechoat in blue. mea $n _blu This is an example of mpechoat in blue. mpechoaround $n _bro This is an example of mpechoaround in brown. mer $n _bro This is an example of mpechoaround in brown. You only need to enter as much of the color indicator as required to uniquely identify it. mpe _r This is an example of mpecho in red. ~ 101 ECONOMY~ Each area will initialize (on bootup of the mud) with a pool of gold based on the area's range and the wealth of each mob in that area. The shopkeepers and thieves will automatically deposit gold into the economy if they are carrying more than a certain amount (the higher the level of the shopkeeper, the greater they will carry before depositing). To allow mobprogs to be created to manipulate area economies, making them interactive and interdependent, there are two mpcommands: mpdeposit, and mpwithdraw (see related helpfiles). There is also an 'if economy' ifcheck. The aset command can also be used to adjust an area's economy by hand (example: aset <area filename> low_economy <amount>, this will give the specified area a minimum economy at the level you set). Mobs will not repop with more gold than what they were originally created with, but if the area economy runs low they will begin to repop with less until the economy is replenished (as they all share the same gold pool). Use foldarea to make changes to an area's economy with aset permenent. See ASET, FOLDAREA ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 1 EMPOWER~ Syntax : empower <player> Syntax : empower <player> <command> These commands allow the clan leader (or an empowered clan member) to toggle OTHER members use of clan command. These commands are :- pilot : pilot clans ships withdraw : withdraw from clan funds (at a bank) clanbuyship : buy a ship for the clan from the clan funds induct : induct a player into the clan none : removes all clan commands from player list : lists currently empowered commands for that player <blank> : ditto ~ 0 EMPTY~ 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. ~ 1 ENGINEER~ ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 1 ENLIST~ Syntax : enlist This command allows you to enlist in a clan in their recruitment office. These offices should be clearly marked. See CLANS ~ 0 ENTER LEAVE~ 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 cast by mages. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ 1 ENTRYVECTOR JUMPVECTOR~ This command is not currently implemented. ~ 0 EQ INV EQUIP EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 1 EQDAMAGE~ While in combat, you may notice that your equipment is taking damage. For example, you may see "Your lifebane gets damaged." Each time this happens, the AC of the item is damaged by one. If the AC on an item is 5, after it is damaged more than five times it will be destroyed or scraped. If you wish to preserve the equipment, you must repair it by taking it to the town blacksmith. (NOTE: Not all equipment is repairable) You may also notice that while fighting a creature which attacks you with acid breath or another acid attack, your equipment gets "etched and pitted." When this occurs the AC on that item is damaged by one permanently. You cannot repair the damage done by "pitting and etching." ~ 1 EWOK ENDOR~ The Curious, furred bipeds native to Endor's forest moon are called Ewoks. Standing about one meter tall, the tribal Ewoks have yet to advance beyond spears and bows, but their understanding of forest lore and survival skills cannot be matched by a more advanced species. These Hunter gatherers live in village clusters built high within the moon's giant trees. Easily startled, the Ewoks are nonetheless brave, alert, and loyal, and they can be fierce warriors when necessary. The Ewok language is liquid and expressive, and most humans and other aliens can learn to speak it. Ewoks, conversely can learn Basic, though they often mix in many words from their own language. During the day, Ewoks come down out of their tree villages to hunt and forage on the forest floor. At night, the forest belongs to huge carnivores, and even the youngest Ewoks know not to venture out after dark. The Ewoks' mystical beliefs contain many references to the Force, though it is never named as such. They are a musical species, are overly curious, and are loyal to their tribes and friends. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 101 EXFLAGS~ The redit exflags <dir> [flag] ... command accepts the following flags: ISDOOR | There is a door in that direction CLOSED | The door is closed LOCKED | The door is locked SECRET | The door is a secret door SWIM * | Must be able to swim to go that way (or have a boat or float) PICKPROOF | Door is pickproof FLY | Must be able to fly to go that way CLIMB | Must be able to climb to go that way DIG | Passage is blocked and must be dug out NOPASSDOOR | Door is resistant to the passdoor power HIDDEN | Door is not "obvious" -- doesn't appear with autoexits CAN_CLIMB | Can use the climb command to go this way CAN_ENTER | Can use the enter command to go this way CAN_LEAVE | Can use the leave command to go this way AUTO | Keyword can be typed to go this way SEARCHABLE | Searching in this direction can remove the SECRET flag WINDOW | Cannot go through this exit (doesn't appear with autoexits) * Not yet implemented ~ 101 EXITMAKING~ The 'redit exit' command is used to create, modify and remove exits in a room. For more than one exit in the same direction see ADVANCEDEXITS. The syntax of the 'redit exit' command is as follows: redit exit <direction> [vnum] [exit-type] [key] [keyword(s)] direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ? vnum : the room number in which the exit leads to. exit-type: a number detailing the exit -- has a door, open/closed/locked etc. key : a number corresponding to a key object which can unlock the door. keywords : keywords used to refer to the door, (or exit). If only 'redit exit <direction>' is specified, the exit will be removed. The 'key' field is optional when specifying keywords. All other fields are required previous to the field desired. Examples: redit exit n 3001 - Creates an exit north to room 3001 redit exit n 3001 3 gate - Changes the exit north to have a closed "gate" redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15 redit exit n - Removes the north exit See EXITTYPES for generating the exit-type value. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 101 EXITTYPES~ These are the currently valid exit-types: 0 - Plain exit 1 - Door exists (Required to be closed or locked) 2 - Door is Closed 4 - Door is Locked 8 - Door is Secret (Trying to go that way won't reveal door) 32 - Door is Pickproof (Door can't be picked by power or skill) 64 - Need to be able to fly to go that way 128 - Need to be able to climb to go that way 1024 - Door is Passdoor proof NOTE: You must ADD the values together to generate an exit-type: 3 = a closed door 7 = a closed and locked door 11 = a closed secret door 15 = a closed, locked and secret door -- Use the 'redit exflags' command to change these flags, and to set the advanced exit flags, most of which are not shown above. See EXFLAGS and EXITMAKING. ~ 0 EXPERIENCE LEVEL XP~ Syntax: level Your character advances in power by gaining experience. Type LEVEL to see how many experience points you'll need for the next few levels. You gain experience by: inflicting damage upon an opponent being part of a group that kills an opponent succeeding while learning a skill or a power through real world usage You lose experience by: fleeing from combat recalling out of combat being the target of some powers (energy drain, etc.) dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment and some random variation. Your last 25 kills are recorded. Each time you kill a creature that has been one of your last 25 kills you will receive less and less exp for it. The creature will also learn from its experience with you over time; if its intelligence is higher than your own it will begin to gain an advantage over you in combat. ~ 1 F~ . COMMANDS FOR COMBAT --------------------- *KILL <mob> - you begin to attack the mob (you need only type once) *FLEE - you attempt to flee from the fight *FEEL <force power> - you use the powet (see HELP <power> for more info) *CAST <force power> - being replaced by FEEL (but you can still use cast) *GLANCE <mob or player> - tells you how wounded the target is *CONSIDER (con) <mob> - gives you an idea on how tough the mobile is *LEVEL - shows you how many experience points you need till next level *WIMPY <number> - if your hitpoints go under that number, you flee combat *CONFIG +/-FLEE - you do/don't flee when attacked *RESCUE <player> - you replace a player in a fight *SHOVE <player> <direction> - a deadly player is shoved in a given direction *DRAG <player> <direction> - a sitting deadly player is moved that direction ~ 0 FILL~ Syntax: fill <drincon> 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>' ~ 1 FIRE~ Fires ships weapons, see SHIPS ~ 1 FIRSTAID "FIRST AID" MEDPAC~ . Syntax : First Aid (Character) First aid lets you use the contents of a med kick to heal minor damage to yourself. ~ 0 FIXCHAR~ Syntax: fixchar <character> Resets a character's saving throws and mentalstate. Should probably not be done while the character is equipped. ~ 0 FLAMESTRIKE~ Syntax: feel 'flamestrike' <victim> This power inflicts damage on the victim. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. ~ 1 FLOAT~ Syntax: feel 'float' <character> This power enables the target character to float. It is useful in saving mv (movement points), makes a character float slowly to the ground when falling from in the air, and allows you to move over water and through the air. Some water areas require the use of float to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast float immediately. ~ 101 'FLOAT'~ Syntax: cast 'float' <character> The power enables the target character to float. It is useful in saving mv (movement points), as well as in preventing damage taken when falling and in preventing an opponent from tripping you. It does not allow you to travel through areas which require you to fly, however. ~ 0 FLY~ Syntax: cast 'fly' <character> This power enables the target character to fly. It is useful in saving mv (movement points), preventing a character from falling when in the air, moving over water or through the air, and in preventing an opponent from tripping you. Some water areas require the use of fly to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast fly immediately. ~ 1 "FOCUS STRENGTH"~ . Syntax : Focus Strength This will allow you to increase your strength fo a time allowing you to carry more weight or wield larger weapons. ~ 101 FOLDAREA~ Syntax: foldarea <area filename> This command is used to save a live (non-prototype) area file, usually after it has been modified. It should be used with extreme care. See ASET, UNFOLDAREA and INSTALLAREA. ~ 0 FOLLOW GROUP~ Syntax: follow <character>; Syntax: group <character>; Syntax: group 'Follow' starts you following another character. To stop following, type 'follow self'. You cannot follow those more than ten levels above you. '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 automatically join the fight. 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. 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. You may follow lower level characters or characters up to ten levels higher. You may group only characters within eight levels of your own. '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). ~ 101 FOR~ Syntax: for <argument> <command> Syntax: for <argument> <command> <target> For allows an immortal to perform a command at or even on a large number of targets. The arguments include: all, mobs, gods. Example: for gods gl, you will 'glance' in the room of every god who is online (include link-dead) You can also perform an action on the argument target. Example: for mobs poke #, you will perform the 'poke' social on every mob in the game. 'For' does not override private flags. ~ 101 FORCE~ Syntax: force <victim> <command> Syntax: force all <command> Force forces one mob or character to execute a command. FORCE 'all' forces _all_ everywhere in the game to execute a command, typically used for 'force all save'. Note that the level required to use force on mobs can be different than the level required to use force on players, and can be adjusted via 'cset' (see 'help cset'). ~ 101 FORCECLOSE~ 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. ~ 101 FORMPASS~ 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. ~ 101 FQUIT~ Syntax: fquit <character> Can be used by low-level imms to force a level 1 player to quit the game, for example if the player is accidentally authorized or is causing problems and there are no higher immortals around to deal with the problem. Fquit does not work on any player higher than level 1. ~ 1 FRC~ . FRC is the force stat, this stat stays invisable to players throught their life, you never truly know how dtrong you are in the force, However that stat may be increased by training both wisdom and intelligence with mobs around the mud. See also help Train. ~ 1 G~ . COMMUNICATION COMMANDS ------------------------ *CHAT <message> - everyone can hear this message *TELL <player> <message> - only that player will see your message *ASK/ANSWER <message> - for asking and answering questions *EMOTE <message> - this prints <Your name> <message> on the screen *QUEST <message> - channel used for questing players *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 *SHOUT <message> - message is only heard by people who are awake *YELL <message> - message is only heard by people in the area *CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders *CHAN +/-<channel> - you can turn a channel on and off **** Also see HELP LANGUAGES, NOTES, and MAIL **** ~ 1 GAIN~ This command is not currently implemented. ~ 1 GAMORR GAMORREAN~ ~ 1 GAMORREAN GAMORREANS~ The Gamorrean people are known for their brutish, porcine appearance, along with their great strength and minute intelligence. Green skinned with pig-like snouts, they are among the Galaxy's best laborors and mercenaries. They also have impressive stamina, allowing them to with- stand large assaults and physical trauma. When Gamorr was discovered, the populace was enslaved. Those who escaped this fate quickly traveled offworld to sell their services to outsiders as guards and mercenaries. Now, thanks to their superb idiocy, they have been abandoned as a source of slave labor. ~ 1 GLANCE~ 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'. ~ 1 GOLD~ Syntax: gold Displays the current total credits you are carrying. ~ 1 GOSSIP~ Syntax : gossip <message> This command is now the same as OOC See OOC ~ 100 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. If the location is a vnum, and it does not already exist, and it is within your room vnum range; it shall be created for your to edit further with REDIT. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. See REDIT. ~ -1 GREETING~ . _________________ ____ __________ . . / | / \ . | \ . / ______ _____| . / \ | ___ | . \ \ | | / /\ \ | |___> | . \ \ | | / /__\ \ . | _/ . ________> | | | . / \ | |\ \_______ | / | | / ______ \ | | \ | |___________/ |___| /____/ \____\ |___| \__________| . ____ __ . _____ ____ . __________ . _________ \ \ / \ / / / \ | \ / | \ \/ \/ / / \ | ___ | / ______| . \ / / /\ \ . | |___> | \ \ . \ / / /__\ \ | _/. \ \ \ /\ / / \ | |\ \______> | . \ / \ / / ______ \ | | \ / . . \/ \/ /____/ \____\ |___| \____________/ *** REALITY *** SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net Original SMAUG 1.0 written by Thoric (Derek Snider) with help from Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog. Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer Star Wars and Star Wars names are a copyright of Lucasfilm ltd. Please enter your name: ~ 1 GRENADES~ . Syntax : Arm (grenade) This skill allows you to arm grenades, before using the