wolfpaw4.0-release/area/
wolfpaw4.0-release/backup/
wolfpaw4.0-release/bin/
wolfpaw4.0-release/boards/
wolfpaw4.0-release/clans/
wolfpaw4.0-release/councils/
wolfpaw4.0-release/deity/
wolfpaw4.0-release/finger/
wolfpaw4.0-release/gods/
wolfpaw4.0-release/guilds/
wolfpaw4.0-release/lockers/
wolfpaw4.0-release/log/
wolfpaw4.0-release/log/Clean/
wolfpaw4.0-release/maps/
wolfpaw4.0-release/offline_data/
wolfpaw4.0-release/player-obj/
wolfpaw4.0-release/player-obj/a/
wolfpaw4.0-release/player/
wolfpaw4.0-release/player/a/
wolfpaw4.0-release/plog/
wolfpaw4.0-release/save-rooms/
wolfpaw4.0-release/secure/
wolfpaw4.0-release/source/
wolfpaw4.0-release/source/betasrc/system/
wolfpaw4.0-release/source/betasrc/util/
wolfpaw4.0-release/system/clean-source/
wolfpaw4.0-release/system/clean-source/grux/
#HELPS

59 '~
' SAY
' Is used as shorthand to talk to people in the same room as you.
~

57 ~
~

0 !~
Syntax: !

! repeats the last command you typed.
~

0 "ACCEPT"~
This command is used to accept a challenge to an ARENA battle, you may
only accept a challenge from the player who challenged you.
Syntax: ACCEPT <player>      ie: accept whiplash

SEE ALSO : ARENA DECLINE CHALLENGE BET [IMM] - ARENACMD

~

0 "APPEAL"~
If you feel you have been treated unfairly by a god, or have been
wrongfully punished, you may use this command to appeal to the Gods about
your treatment. IF we feel your appeal holds erit we will let you know.

Syntax: APPEAL <reason for appealing>
ie: appeal Greywolf beat me with a stick!

~

59 "ARENA"~
This MUD uses [ARENA] v1.00 code by: Whiplash (whiplash@tft.nacs.net)
This [ARENA] Code was Ported to Smaug and DEBUGGED by: Greywolf 
(greywolf@wp.ancients.org), so HEH! =P
-
Players may safely battle each other in the "ARENA" regardless of the
outcome of any battles fought within the arena, players will not lose
experience, or gain experience, it is simply a safe means of player vs.
player combat.
Related ARENA commands.
CHALLENGE: command sent to challenge a player in the arena.
ACCEPT:    command given to accept a players challenge.
DECLINE:   command given to decline a players challenge.
BET:       command given to place a wager on the outcome of arena battles.
[IMM] ARENA: Command given to turn on/off access to the arena.
-
You can get more detailed information on all of the above commands by
checking the HELP for each of them.

Note: if you type decline <your name> you void tha challenge, it will also
      void if you type quit.(leave the game).
~

59 "ARENACMD"~
This command turns on/off access to the arena.

syntax: arena - show status of arena *note* if a match is in progress the
        status will be [BUSY].

arena busy - Set arena status to [BUSY] - this will prevent any pk matches
	     occuring in the arena.

arena cleared - Set arena status to [CLEARED] - this will allow pk
		matches. -- NOTE -- *PLEASE* DONOT set status to [CLEARED]
		DURING A MATCH - never tested, but i can only see that as 
		cuaseing some BAD problems.

Greywolf.
~

0 "BET"~
This command places a wager on the outcome of upcoming ARENA battles.
During the tinitial announcement of a battle, the fighters, as well
as their arena records will be displayed. You can bet between 1 and
5000 gold on the outcome of ARENA battles, but you may only bet on a
single fighter.
Syntax: BET <gold> <player>  ie: bet 500 whiplash

SEE ALSO : ARENA DECLINE ACCEPT CHALLENGE [IMM] - ARENACMD

~

0 "CHALLENGE"~
This command is used to challenge a player to an ARENA battle, you may
only challenge players, and they must be level 5 or above. You cannot
challenge immortals, pets, or other mobiles. In order to challenge a
player, both players must be fully healed, and the challenged player
must not be fighting something else at the time.
Syntax: CHALLENGE <player>   ie: challenge whiplash

SEE ALSO : ARENA DECLINE ACCEPT BET [IMM] - ARENACMD
~

0 "DECLINE"~
This command is used to decline a challenge to an ARENA battle, you may
only decline a challenge offered by the player who challenged you.
Syntax: DECLINE <player>     ie: decline whiplash

SEE ALSO : ARENA CHALLENGE BET ACCEPT [IMM] - ARENACMD

~

0 "REMOVE INVIS"~
Syntax: cast 'remove invis' <object>
 
This spell will make an invisible object in the character's inventory
visible.
~

59 ''~
bleh
~

56 ''IMM AUTH' 'IMM AUTHORIZE'~
Associated help files: authorize
 
Authorize <player> name -- This is the command used to allow a player to
  continue in the Spectral Gate pre-auth area, but will make them choose
  a new name prior to entering the Academy.  Use this command if the name
  is questionable, modern, or rude.  If the name is acceptible, but in all
  caps, accept the name, but send them a tell requesting they not use all
  caps for their name in the future.
 
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 Realms.
 
Authorize <player> no -- This command is exclusively used to deny players
  with extremely rude or profane names and banned sites.  Use this command
  sparingly.
 
Levels 51-54 have primary responsibility for character authorization.  All
Immortals should periodically type 'authorize' to assure their are not any
players waiting for authorization.  The new system allows the Immortals a
bit of time to decide if an name is appropriate before accepting or denying
it.  If you are in doubts to a names acceptibilty, but it is not profane or
extremely modern, you should probably accept it.
~

51 521~
521 has been a long standing clan in this realm. There are a few things
that one must abide by in order to become an active member of 521. First:
There are a few things that this club stands for 1. Loyalty - if you
decide to leave 521 DO NOT ask to come back ever, NO EXCEPTIONS!!
2. Help - although we are a PK clan we are still here not only to help 
eachother as well as the players that are less experienced than us..and
any time that we can we should help both higher and lower players with 
tasks where we feel we can be useful. 3. Respect -  It is expected that 
you respect your fellow members, giving a player a hard time is fine,
just let them you know you are j/k, also the members that have been members
of this clan for a long time will for the most part rank high, they have 
earned the right to be respected by all in 521. On a side note the only
people that we ask you respect outside of 521 are those above 51 and 
ESPECIALLY the IMPLEMENTORS they deserve at least this much. Finally:
have fun, that's what we are all here for. On a side note if you are not
interested in PK but you like what 521 stands for talk to Sentra or the
current leader of 521 and they will TRY to arrange something.. no promises
though.
 
In order to be accepted into this clan you must be voted upon
by all of the current members and the heirarchy, if you are 
accepted you will go to step 2. There will then be a full member
meeting and Sentra, Wayne and Romulus will have to be on to
transfer you there any questions you have or the members have for
you will be answered there. Finally you will have to prove to
us that you are willing to die for this clan to protect it's
members or its integrity we will decide this test as we feel
fit.
 
Sentra 521 Deity, and the leaders and members of 521
~

1 :|UK|: UK~
:|UK|:
The clan Underworld Knights is a group of devoted saints.  These honorable
players endeavor to better the MUD by helping out newbies and players
not currently in other clubs.  The UK also will help people in other clans
in a life or death situation.  The name :|UK|: stands for honor and
respect. This is one of the newest clans on Age of the Ancients.  It is
lead by Wyverns and was also founded by him.  Talk to any current :|UK|:
members about joining!
~

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.
~

1 'ACETUM PRIMUS'~
Syntax: cast 'acetum primus' target
 
This offensive spell calls on the first powers to damage your target.
 
~

1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'

  'MAGIC MISSILE' 'SHOCKING GRASP'~
These are all attack spells and should not be used against another player
unless both you and the other player are listed under 'who deadly' and are
within the legal pkill level range.

1) Syntax:  cast fireball         <victim>
2) Syntax:  cast 'acid blast'     <victim>
3) Syntax:  cast 'lightning bolt' <victim>
4) Syntax:  cast 'colour spray'   <victim>
5) Syntax:  cast 'shocking grasp' <victim>
6) Syntax:  cast 'burning hands'  <victim>
7) Syntax:  cast 'magic missile'  <victim>
 
Each of these spells inflict variable damage on the victim.  The higher the
caster's level, the more damage inflicted.  The spells are listed by their
inherent power from strongest to weakest, though differences in strength
are in many cases minimal.
Syntax: cast 'acid blast' <victim>
 
This spell is more commonly used in situations where there are multiple
attackers, as it affects the whole room equally and evenly.  ACID BLAST
is available to mages only.
 
~

0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~
Syntax: cast 'acid breath'      <victim>
Syntax: cast 'fire breath'      <victim>
Syntax: cast 'frost breath'     <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>

These spells are for the use of dragons.  Acid, fire, frost, and lightning
damage one victim, whereas gas damages every PC in the room.  Fire and
frost can break objects, and acid can damage armor.

High level mages may learn and cast these spells as well.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
Gas breath is an area attack, the other breath spells are not.
~

51 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.
~

55 ADDLAG~
Syntax: addlag <player> <time>
 
This command imposes a lag time on a player
the time field is measured in seconds
~

59 ADEPT-SLIST~
(Lv 39) fade out (Max:95)
(Lv 01) cloak (Max:95)
(Lv 40) spot (Max:95)
(Lv 13) smoke (Max:95)
(Lv 15) Envenom (Max: 95)
(Lv 50) Assassinate (Max: 95)
(Lv 20) Lunge (Max:95)
~

59 ADPET-SLIST~
~

1 ADV-DUAL~
Dual Advanced Classes Are here!
 
What it is is once you get to 50 Dragon on Avatar, you can
dual your advanced class with one of the new classes
thus getting more power! muhaha!
 
Read Help Pray for more details on how ..
 
New Classes Currently Available:
 
Archmage
Bishop
Blademaster
Wraith (For Vampires only)
 
Note: if your a vamp, you have no choice but wraith.
 
Greywolf.
~

59 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.
~

59 ADVANCE2~
Syntax: advance2 <char> <level> 
 
This command advances a player's second class to a desired level.
 
See also: ADVANCE
~

53 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.
~

57 ADVCLASSES~
Here are some ideas for advanced class convertion
 
Warrior -> Berserker
Mage -> Archmage
Cleric -> Bishop
Druid -> Alchemist
Augurer -> Prophet
Paladin -> Crusader
Kinju -> Samurai (if Kinju is what I think it is)
Vampire -> Wraith (not like the race just more undead then vamp)
Ranger -> Hunter
Thief -> Adept
Assassin -> Ninja
Werewolf -> Jackel
~

-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.
~

59 ADVLIST~
.
Advanced Class Status:
 
Blademaster -- Complete
Archmage -- Complete
Bishop -- Complete
Alchemist -- Incomplete
Prophet -- Incomplete
Crusader -- Incomplete
Samarai -- Incomplete
Wraith -- Complete
Hunter -- Incomplete
Adept -- Incomplete
Ninja -- Incomplete
Jackel -- Incomplete
~

59 AFFECTED~
This command allows you to see the spells that are currently
affecting you. You can also check for affects by using the score
command.
~

53 AFFECTEDBY AFFECTED_BY~
This is a list of the flags that can be used when osetting an item 
with oset <item> affect affected.

blind invisible detect_evil detect_invis detect_magic detect_hidden sanctuary
faerie_fire infrared curse poison protect sneak hide sleep charm flying
pass_door floating truesight detect_traps scrying fireshield shockshield
iceshield aqua_breath possess reflect_magic
~

53 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_petri    save_breath  save_spell
charisma    resistant   immune      susceptible   affected     luck
weaponspell wearspell   removespell backstab      pick         track
steal       sneak       hide        detrap        dodge        peek
scan        gouge       search      mount         disarm       kick
parry       bash        stun        punch         climb        grip 
scribe      brew        

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.
~

0 AID~
Syntax: aid <character>

This skill allows you to bring a stunned person back into consciousness.
~

59 ALCHEMIST-SLIST~
(Lv 15) create flask (Max:95%)
(Lv  5) brew (Max:95%)
 
Alchemy is an art which must be taught by one more skilled
You are not able to learn your full potential until you explore
and find master alchemists willing to help you
~

1 ALERTNESS~
Syntax: cast alertness
 
Casting alertness can be likened to drinking 3 litres of coffee...you get
so hyperactive that you move so fast, almost nothing hits you as much as
it normally would.  Very addictive.
 
~

1 ALIAS~
Syntax:alias <nickname> <full command>
       unalias <nickname>
 
Alias are used to spped up play
only type the nickname of the alias, to access the commands
~

58 ALLOW BAN~
Syntax: allow   <site>
Syntax: ban     <site>
Syntax: ban

BAN <site> prohibits players from that site from logging in.  BAN with
no arguments lists the banned sites.  ALLOW <site> removes a site from
the ban list.

The site ban test works by suffix comparison, so if you ban 'foo.edu',
all sites within 'foo.edu' are banned as well.

Site bans are not saved; every time the server is rebooted, the site
ban list is cleared.  
~

1 'ANIMATE DEAD~
Syntax: cast 'animate dead' <victim>
 
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob.  The mob will be animated with full
hitpoints and will be under the caster's control for a short period of time.
The undead can only exist in the living realm for a short period of time before
returning to the underworld.
~

57 'ANIMATE DEAD'~
Syntax: cast 'animate dead' <vicim>
 
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob.  The mob will be animated with
full hitpoints and will be under the caster's control for a short period
of time.  The undead can only exist in the living realm for short period of
time before returning to the underworld.
~

50 'ANKH OF POWER' 'ANKH' 'POWER'~
Syntax: cast 'ankh of power'
 
The ankh made with this spell lets you cast a broader range of spells.
You must be holding the ankh to cast them as well.
 
See also 'bishop-slist'
~

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 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~
This spell makes you more resistant to all types (including beneficial
types) of magic.
~

0 APPRAISE~
Syntax: appraise <item>

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.
~

1 'AQUA BREATH' 'AQUA'~
Syntax: cast 'aqua breath' <character>
 
This spell allows you to breath in water areas and underwater.  Certain
water sectors will require the use of aqua breath to prevent damage from
drowning.  If you are in an area and your movement suddenly begins to
drop and/or you begin losing hps <hitpoints>, you should either cast
aqua breath immediately or leave the area.
 
~

50 ARCHMAGE-SLIST~
(Lv 10) fire storm (Max:95%)
(Lv 10) lightning ball (Max:95%)
(Lv 40) reflect magic (Max:95%)
(Lv 14) enchant armor (Max:95%)
(Lv  1) mystic mist (Max:95)
(Lv 15) wizard fire (Max:95)
(Lv 35) orb of draining (Max:95)
(Lv  4) webbing (Max:95)
(Lv 22) Hammer of Purification
(Lv 10) life force (Max:95)
(Lv 40) ancient lore (Max:95)
(Lv 50) devil's hand (Max: 90)
(Lv 25) merlins robe (Max: 95)
~

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 ARENA~
Characters may duel in the arena, which is located in Limbo, if supervised
by an immortal.  Note that equipment will not scrap in the arena.
~

0 ARMOR~
Syntax: cast armor <character>

This spell decreases (improves) the armor class of the target character
by 20 points.
~

59 ASET ASTAT~
Set/display area statistics.
Syntax: aset  <area filename> <field> <value>
Syntax: astat <area filename>

Aset fields:
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
locklev -Setting this to 0 opens an area, otherwise sets lock level
~

0 ASSASSIN~
As an assassin you are the wolf among sheep.. the rouge.. you carry
a dagger in your hand and a target in your thoughts.. your mind thinks
only of the next name to fall to a stab in the back
~

59 ASSASSINN~
~

1 'ASTRAL WALK' 'FARSIGHT' 'TRANSPORT' 'PORTAL' 'HELICAL FLOW'~
Syntax:  cast 'astral walk'  <victim>
Syntax:  cast 'farsight'     <victim>
Syntax:  cast 'portal'       <victim>
Syntax:  cast 'transport'    <victim>
Syntax:  cast 'helical flow' <victim>
 
These spells allow the very shape of space and time to be warped at the
caster's bidding:
 
'Astral walk' instantaneously moves the caster to the victim's location.
 
'Farsight' allows you to see the room in which the 
victim stands.
 
'Transport' sends an object in the caster's inventory to the victim.
 
'Portal' forms a temporary tunnel from below the caster to above the victim.
A portal will not succeed when an exit leading down from the caster already
exists (this includes if a portal already exists at the victim).
 
'Helical Flow' morphs an Augurer into a coil of colour which instantly
travels to the victim's location.
~

52 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).
~

53 ATTACKS~
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).
~

0 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.
~

0 'AUGURER'~
The Augurer is very strong-minded in its nature, both physically and
magically. It is very confident of its actions in combat, and this
confidence shows in its physical appearance.  The Augurer is of a
medium height, with a defined bone structure which shows both
intelligence and assurance.  Its appearance is wizened, but at times
the Augurer may look frail due to exhaustion.  Though it is of a
medium size, its physical strength is not.  The Augurer relies on
both brain and brawn to overcome its challengers.  When it is
confronted, its wisdom decides what course of action it should take,
and wisdom is its prime stat.
 
While in combat, the Augurer is capable of utilizing both spells and
skills to their greatest potential.  However, because of the Augurer's
size, it tires of magic easily.  To overcome this mental exhaustion,
the Augurer is a strong believer in the use of mana for rejuvination
of its magical powers, and uses a lot of it.  In its spare time, the
Augurer enjoys the local lore, both the teaching and learning of it,
as well as musical and theatrical pursuits.  The Augurer is a very
independent person, and spends much of its spare time in meditation,
reflecting upon the days activities.
 
~

1 'AURA SIGHT'~
cast 'aura sight' <target>
 
Aura Sight allows the caster to know the alignment of any target, especially
useful for those wishing to stick to their chosen alignment.
 
~

1 AUTH AUTHORIZE AUTHORIZATION~
Associated help files: authorize
 
Authorize <player> name -- This is the command used to allow a player to
continue in the Spectral Gate pre-auth area, but will make them choose
a new name prior to entering the Academy.
 
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.
~

59 AVATOR~
syntax: avator <level>
This is one of the coolest commands an imp can have.  It allows you to
make yourself a lower level and still be trusted to 67.  So you retain
all the commands, flags, and perks of actually being an immort. One
rawback is the wizinvis thing, if you are avatored to like 15 and a 
level 52 hops on and is wizinvis, they a someone to you... I don't know
why, but they are:P  Anyways, still an awesomly fun command!
~

59 AVPSPELLS~
~

50 AVSPELLS~
Type |  Name          | LVL|  MAX %

Skill 'hand of chaos'    1   90
Skill 'restore mana'     3   90
Skill 'magnetic thrust'  5   90
Skill 'galvanic whip'    7   90
Skill 'liquid skin'     9    95
Skill 'ethereal fist'   10   90
Skill 'extradimensional portal' 14  95
Skill 'quantum spike'   15   90
Skill 'sulfurous spray' 22   90
Skill 'lifelift'        25   95
Skill 'feeble mind'     29   95
Skill 'forcefield'      35   90
Skill 'life force'      36   95
Skill 'black lightning' 39   90
Skill 'metal skin'      39   75
Spell 'visitation'     40  95
Spell 'acetum primus'   49  90
Spell 'sonic resonance'   50  95
~

1 AVTALK IMMTALK :~
Syntax:  immtalk <message>
Syntax:  avtalk  <message>
or can be abbreviated as ": <message>"
 
This allows you to use the avtalk (level 50+) 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, 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
~

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.
~

59 BADVANCE~
Syntax: badvance <charname>
 
This lets a mortal player become immortal, granting level 51 building
access.  It does not clear the target char's eq in any way, so you still
have to immortalise them.
 
~

5 BALLISTIC~
SYNTAX: CAST BALLISTIC TARGET
 
This is a great spell for psionicists that are of low to mid range,
causing a nice amount of damage for a low cost of mana.  As well,
For psionicists, this has to be the funniest spell ever.  
Cast it, and see what i mean :)
 
~

51 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.
When setting a bamfin or bamfout the variable @@ is used for your
name
~

1 BANDAGE~
Syntax: bandage <target>
 
This skill heals damage suffered by the target.
 
~

1 BANK BALANCE DEPOSIT WITHDRAW~
Syntax: balance
        deposit <amount>
        withdraw <amount>
 
Most major towns have a bank in them, at the bank you can deposit and
withdraw your gold as you need it.  Besides on here ya can't rob banks so
it is very safe to have money deposited.
 
~

0 BASH~
Syntax: bash <mob>

Bash is a skill which can only be used once a fight has started.  It will 
temporarily stun your opponent.  It will also cause you to lag about one
to three rounds.  This skill will inflict damage on the target.
~

1 BEEP~
Syntax: beep <playername>
 
Beep is really good for getting the attention of someone who might have
just gone idle for that extra instant longerthan expected, or to get the
attention of just any old person.  Beep issues a 'beep' from your target
so you had better be careful in regards to spamming it.
 
~

51 BENNYCPS~
ok, this is just the guidelines i used myself when i started to
re-edit mahntor eq, so its not _the_ cps, just a general guideline to follow.
 
clubs and maces should be cleric...
eq should have a MAX of 2 layers
daggers, mages and thieves
weapons should just have a nice avdam and damroll/hitroll
items restricted to ONE affect, ie, sanc, iceshield, fireshield, etc
wearable stuff to be group based, ie, warrior/kinju/paladin/blademaster have
access to same eq, unless RP says that the class gets that type of eq,
an example is platemail for paladins (someome told me that)
an absoloute max of 300hp/mana etc (thats for quads)
dual eq shouldnt have too much hp bonus's, concentrate on wis/int/etc
 
i think that covers what i had in mind, feel free to make any suggestions,
cos like i said, these arent the rules, its what i am gonna follow myself
~

1 BERSERK~
Syntax: berserk
 
This skill causes you to lose control and hit with wild abandon.
 
~

59 BESTOW BESTOWMENTS~
Syntax: bestow <victim> command [command] [command] etc
bestow <victim> list
bestow <victim> none
 
Bestow is used to give a command to a player that the player would not normally
have. Bestow victim command will give the command to the person, bestow victim
list will show all commands corrently bestowed on the person, and bestow victim
none will remove all bestowments.
~

59 BESTOWAREA~
Syntax: bestowarea <victim> [filename.are | none | list]
 
This command allows more then one person to work on a prototype
area (uninstalled)
 
bestowarea <victim> or with the list parameter will list all areas
bestowed on that person
 
bestowarea <victim> <filename.are> will bestow a proto area on that
person which will allow them to use loadarea and savearea on it
 
******** Warning
******** Do NOT bestow a NON prototype area on someone
******** It only causes problems
 
See also: AASSIGN
~

0 BIO~
The BIO command is used to allow a character to edit their personal
biography. Typing bio will take you to the editing buffer where a
player can change or modify their background.
~

50 BISHOP-SLIST~
(Lv  5) greater heal (Max:95%)
(Lv 45) revive (Max:95%)
(Lv 12) sun flare (Max:95%)
(Lv 23) inner light (Max:95%)
(Lv 12) enchant armor (Max:95%)
(Lv 40) constriction (Max:95)
(Lv 20) breath of life (Max:95)
(Lv 39) wrath of god (Max:95)
(Lv  6) webbing (Max:95)
(Lv 35) ankh of power (Max:95)
(Lv 15) life force (Max:95)
~

1 'BLACK' 'BLACK HAND' 'BLACK FIST'  'BLACK LIGHTNING'~
Syntax: cast 'black hand' <target>
        cast 'black fist' <target>
        cast 'black lightning' <target>
 
These offensive spells invoke the dark powers and inflict damage on the target.
 
~

50 BLADEMASTER-SLIST~
(Lv  5) berserk (Max:95%)
(Lv 14) hitall (Max:95%)
(Lv 20) rage (Max:95%)
(Lv 15) war chant (Max:95%)
(Lv 05) hack (Max:95)
(Lv 20) trash (Max:95)
(Lv 17) sixth attack (Max:95)
(Lv 34) seventh attack (Max:95)
(Lv 50) dtouch (Max:95)
(Lv 10) bandage (Max:95)
~

0 BLAZEBANE~
Syntax:  cast 'blazebane' <mob>
Syntax:  cast 'blazebane' <player>

This spell makes the victim more susceptible to fire and heat.  It
should only be cast on mobs.  Casting this spell on a player will be
considered an attack.
~

0 BLAZEWARD~
This spell makes you more resistant to fire and heat.  It can only be
cast upon yourself.
~

0 BLESS~
Syntax: cast bless <character>

This spell improves the to-hit roll and saving throw versus spell of the
target character by +1 each.
~

1 BLIND GOUGE BLINDNESS~
BLINDNESS:
syntax:  cast blindness <victim>
 
This spell 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 spells and attacks can render a player blind for anywhere from a
few rounds (gouge) 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 to a healer such as Kyan in Darkhaven,
who will eventually remove your blindness.
~

59 BOARDS~
Syntax: boards
 
This command lists all boards along with filename and vnum
 
See also: MAKEBOARD BSET BSTAT
~

51 BODYBAG~
Syntax: bodybag <character>

BODYBAG gets all of <character's> corpses and puts them in your inventory
to do with as you wish.

IF YOU EVER FIND YOURSELF GETTING A THE WRONG CORPSE, PLEASE POST A BUG REPORT!
~

59 BONUS~
Usage: bonus <character> <xp>
 
Bonus gives the designated player the designated number of experience points.
Reccomended for quest and bug finding rewards.
Anything below 450k will duplicate itself, and all bonus's over 450k
add an extra 450k.
 
~

1 BOUNTY~
Syntax: bounty <playername> value
 
Bounty is available to all leaders of clans with a rank of 8 and above.
It allows you to set a price on an opposing clan member's head, and once
the kill has been made, the ASSASSIN gets the booty.  (You must have the
nessacary gold on your possession when you bounty someone, else the bounty
wont be made.)
 
~

1 'BP'~
This is an abbreviation for blood points.  Vampires begin with 10 bp
at creation and gain 1/1 bp for each subsequent level.
~

0 BRANDISH QUAFF RECITE ZAP~
Syntax: brandish
Syntax: quaff    <potion>
Syntax: recite   <scroll> <target>
Syntax: zap      <target>
Syntax: zap

BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
<target> is optional, depending on the nature of the scroll.  ZAP zaps a
magical wand at a target.  If the target is not specified, and you are fighting
someone, then that character is used for a target.

You must HOLD a wand or a staff before using BRANDISH or ZAP.

All of these commands use up their objects.  Potions and scrolls have a single
charge.  Wands and staves have multiple charges.  When a magical object has no
more charges, it will be consumed.
~

50 'BREATH OF LIFE'~
Syntax: cast 'breath of life' <target>
 
Breath of life is similar to uplift, but is much more powerful, healing more
than twice 'uplifts' capabilities.
 
See also 'bishop-slist'
~

0 BROWNIE~
The Brownies of the forest are about the same size as a medium pixie
but lacking the wings and ability to fly.  Brownies are the swiftest
creatures around, but are frail in battle.  A Brownie can become a
pretty good magic user and some do dabble in the magical arts, sometimes
it's the only way out for a trapped Brownie
~

59 BSET~
Syntax: bset <board filename> <field> <value>
 
Field can be one of:
vnum: sets the board's vnum (this should be done first)
read: minimum level required to read notes on this board
post: minimum level required to post notes on this board
remove: minimum level required to remove notes from this board
maxpost: how many posts the board can hold
filename: the board's filename (should only be used if the name is
grossly wrong)
type: type of note board (1: note 2: mail)
read_group: The group able to read from this board (i.e. -(NO)-)
post_group: The group able to post to this board (i.e. -(NO)-)
extra_readers: any extra people who can read this board regardless of
level
extra_removers: any extra people who can remove notes from this board
regardless of level
 
Also see: MAKEBOARD BSTAT BOARDS
~

59 BSTAT~
Syntax: bstat <board filename>
 
This command shows statistics on a board
 
See also: BSET MAKEBOARD BOARDS
~

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.
~

51 BUILDING~
.
As a builder here you have complete control over your area as long as you
stick to a few simple guidlines.
 
1) No outrageous equipment or mobs.
   Keep your area fair and fun for the players. No one like aggressive 55th 
   level mobs running amock. Same goes with equipment, make sure that the
   power of an item matches the the area it is in and the mobs it is carried
   by.
 
2) No Towns!
   
   There are enough Midgaards and Thaloses already, a few shops are ok but 
   please stay away from towns.
 
3) Use creativity!
   This is probably the most important rule. Players don't want to explore an
   area you made by bastardizing a couple of your favorite areas. We need 
   new and interesting areas to make this mud stand out from the rest.
 
4) Don't get too pissed off if your area isn't installed.
   It's up to the Head Creator, Kommite members and Implementors wether or
   not your area is installed in the mud so please don't be sore if your area
   is made part of the mud, just start a new one and make it better than the 
   last.
~

0 BURY DIG~
Syntax: bury <item>
Syntax: dig <item>
 
These commands are used in conjunction with one another to allow
a character to bury items and dig them up later. 
~

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 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 spell corresponding to the scroll will activate
 
   *QUAFF (qua) <object> - the spell corresponding to the potion will activate

   *BRANDISH (br) - causes the staff's spell 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
~

51 CALCULATE~
Syntax: calculate <mob | obj> <target vnum> <zone #>
Example: calculate mob 24401 1
The calculate command is made to calculate the creation points that a mob
or obj has.  The creation points on a mob must match with the creation points
of the eq it has.
 
See Also: CREATIONPOINTS, CREATIONPOINTS2, CPS, CPS2
~

59 CALL LIGHTING~
~

1 'CALL LIGHTNING'~
Syntax: cast 'call lightning'

This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from God.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

1 CASINO~
The Mithras Casino commands for Blackjack are as follows:

sit - to sit down at the blackjack table.
bet ### - to bet an amount of gold.
hit - to draw another card.
stay - to not draw another card.
peek - to take a peek at your cards.
stand - to leave the casino table.

   The Mithras Casino has a bank limit at each reboot, once that bank
is broken (ie. no more money), I can no longer cover your bets in
blackjack.
 
   The Mithras Casino has a minimum bet of 1000, and a maximum bet of
   1000000 for each game of blackjack.
 
   Thank you for your support,

   the ghostly casino dealer

~

0 CAST~
Syntax: cast <spell> <target>

Before you can cast a spell, you have to practice it.  The more you practice,
the higher chance you have of success when casting.  Casting spells costs mana.
The mana cost decreases as your level increases.

The <target> is optional.  Many spells which need targets will use an
appropriate default target, especially during combat.

If the spell name is more than one word, then you must quote the spell name.
Example: cast 'cure critic' frag.  Quoting is optional for single-word spells.
You can abbreviate the spell name.

When you cast an offensive spell, the victim usually gets a saving throw.
The effect of the spell is reduced or eliminated if the victim makes the
saving throw successfully.

See also the help sections for individual spells.
~

0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~
Syntax: cast 'cause light'    <victim>
Syntax: cast 'cause serious'  <victim>
Syntax: cast 'cause critical' <victim>
Syntax: cast harm             <victim>

These spells inflict damage on the victim.  The higher-level spells do
more damage.
~

0 CDONATE~
cdonate allows you to donate items you've acquired to your clan storeroom,
instead of the general donation room.

Syntax: cdonate <item>

~

0 CENTAUR~
Centaurs have the upper body of a human and the lower body of a horse
while this does make them a little clumsy, their strength is far beyond
a human.. however like humans they have no special abilities to set
them apart from other species except for their incredible strength
~

37 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily).
~

0 CHANGES~
2/22/98 [Greywolf] Added MultiCommand Support .. help multicom 
2/22/98 [Greywolf] Added Mpfear/MpHunt/MpHate ... help mphunt/hate/fear
2/27/98 [Callinon] Fixed clan starting room bug
3/07/98 [Callinon] Added flag on 'who' for people in arena
3/07/98 [Callinon] Fixed 'who (class)' command now uses two letter names
3/10/98 [Callinon] Fixed healers.. they should all work now
3/10/98 [Callinon] Added 'cure serious' and 'remove curse' to healer prog
Skip a Few
8/07/98 [Greywolf] Added Quad Classing, and revamped the who.
8/07/98 [Greywolf] Revamped Finger to support Quad Classing.
8/07/98 [Greywolf] Added a whack of shit to the sc command
8/07/98 [Greywolf] Added the ATTRIBUTE Command, less cluttered SC too.
9/01/98 [Greywolf] Added OLDDEATH flag to config, at Loden's request
9/01/98 [Greywolf] Added the 'You gained blah Experiance' back to the end
9/01/98 [Greywolf] Changed Fighting Colors, red when yer hit, green when yer hi
~

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
~

51 CHANSET~
Syntax:  chanset <player>             - see a players current IMC flags
         chanset <player> +<channel>  - set 'allow' flag on a player
         chanset <player> -<channel>  - set 'deny' flag on a player
         chanset <player> =<channel>  - reset allow/deny flags on a player

This command allows you to view or change a players IMC channel priviliges.
In all cases <channel> can be the name of an IMC channel (rchat, rcode, etc)
or 'rtell' or 'rbeep'.

Setting the allow flag for a channel allows that player to see and use that
channel, regardless of their level. This can be used, for example, to give
mortals with coding experience access to rcode.

Setting the deny flag for a channel prevents that player from using or
seeing that channel, even if their level normally allows them to. This can be
used as a penalty for players who abuse the IMC channels or rtell/rbeep.

Resetting the allow/deny flags simply clears them, using only the player's
level to determing whether they can use the channel.

See also: IMC 'IMC IMMORTAL COMMANDS' RCHAT RCODE RIMM RINFO
~

59 CHAOS~
CHAOS
 
Basically any level 61+ can create a MUD-WIDE ARENA!!
you cvan kill anyone, except safe rooms still work, so
if you dont wanna dier recall or goto clan hall.
 
 Command [Imm Only, Level 61]:
 
 Chaos [on/off]"
 
 on - ENABLE FREE PKILL!
 off - DISABLE FREE PKILL!
 
 All use of this command also does a MUDWIDE ANNOUNCMENT
 and the Menu will tell this to players BEFORE they enter the
 game if it is activeated. It also Defaults to of if the mud
 crashes or cold/warm reboots.
 
 ***** WARNING: You WILL LOSE EXP if you die during a CHAOS
 SESSION! -- All it does is DISABLE KILLER FLAGS!
 ALSO If you commit an ASSASSINATION you WILL STILL GET
 FLAGGED!
 
 Greywolf, Aota Implementor.
~

1 'CHARGED BEACON'~
Syntax: cast 'charged beacon' <target>
 
This spell sets a charge on the target causing them to be susceptible
to the affects of electricity.
~

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.
~

1 'CHARM' 'CHARM PERSON'~
The charm spell, if successful, will place the victim (only mobs, attempts
to charm other player-characters may incur the wrath of the gods) under
your control for the duration of the spell.  While under your control
the creature is your servant, and may assist you in combat and other
more minor duties.  Use the 'order' command to give them orders.
 
Aggressive mobs will lose their aggressiveness while charmed, but will
immediately return to their violent ways when the spell wears off.
~

0 CHAT . MUSIC ASK ANSWER SHOUT YELL~
Syntax: chat     <message>
Syntax: music    <message>
Syntax: ask      <message>
Syntax: answer   <message>
Syntax: shout    <message>
Syntax: yell     <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

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.
~

1 CHECKIN CHECKOUT~
Usage: checkin/checkout
 
The checkin and checkout commands are used to rent rooms at inns and taverns
on the MUD. Enter a rentable room and type "checkin", your regeneration rates
for mana hit points and movement will double but you will be charged a 100
coins a tick. To stop renting type "checkout", exiting the room, recalling or
quiting will also cause you to stop renting.
~

59 CHECKVNUM~
Syntax checkvnum <room|mob|object> <low vnum> <high vnum>
 
This command will tell you if the vnum range specified conflicts
with an existing area entry
 
If no conflict exists it will return a blank line
If a conflict exists it will show the area(s) that conflict with it
 
This command should always be used before rassign massign and oassign
 
See also: RASSIGN MASSIGN OASSIGN
~

0 'CHILL TOUCH'~
Syntax: cast 'chill touch' <victim>

This spell inflicts damage on the victim and also reduces the victim's
strength by one.
~

1 'CIRCLE'~
Syntax:  circle
 
This is a skill used by thieves while fighting.  It is comparable to
backstab, and requires a piercing weapon.
~

15 CLAN~
Syntax: clan <player> <member|dismember|level #>
 
This command edits a players status in a clan
member: make the player a member of your clan
dismember: kick the player out of your clan
level: change a players clan level (clevel)
~

1 CLANCREATE~
.
-----======{==== CLAN CREATION RULES ====}======-----
 
1.  Clans May have ONLY there INSIGNIA's available to be created
    by the MAKE comamnd.

2.  Clan insignia's may NOT have ANY affects on them.

3.  Clans may have 4 objects totoal. 1 being an Insignia, and 3
    more. it can be 3 potions, or 3 peices of EQ, but a total of 3.

4.  Clan potions MAY NOT:
* restore more then 100 health points.
        * cast any spell that is not available to a 30th level player
       
4.  Clan EQ MUST Be inspected by AN IMPLEMENTOR before it can
    be sold to clan members.

5.  All clans MUST have a Maze, the maze must be placed on the mud
    open to anyone, and you must be able to walk up to the first guard
    with a naked newbie and survive, and come back.
 
7.  You may only have 2 clan guards loaded at one time. and they MUST
    be in your maze, not your hall.

8.  Clan halls are to have NO Safe rooms.

9.  Clan areas must have the club_area flag set, and each room must
    be set with the flags: nosummon, noastral, norecall

10. You MUST set the pk_name right by typing: aset <area> club <whoname>
    AFTER you set the club_area flag

11. Clan mazes may have NO more then 25 rooms, and 2 DT's, also
    there may be only 10 exits/entrances to/from the DT.

12. Clan guards MUST be FLEEABLE (eg. there must be 1 way they dont
    block)

Thats it for now. Please keep your clan/order/whatever within these 
guidelines, any clan found not to be within these guidlines will
be removed, permenently. All ammendments or changes to this file 
MUST go through ME.

Created: April 12th, 1998 by: Greywolf.
No Updates.
~

59 CLANCREATEW~
~

1 CLANRULES~
Ok we (the administration) are tired of people breaking rules
so we have decided to spell them out in the most straightforward
way....
 
1 - Do not give clan items to anyone outside the clan or donate them
  -- This is pretty serious and it will most likely result in being
  -- dismembered from the clan and being outcast (unable to join a clan)
  -- so don't do it
2 - If you teleport into another clan's hall LEAVE
  -- The temptation to take things or interfere with that clan is
  -- too high.. anyone caught in a clan hall other then there own
  -- will first simply be transfered back to mithras or their own
  -- hall.. if it persists however, count on a dismember or losing
  -- that spell
 
NOTE - Other rules are common sense.. if you don't know, ask
       These rules may be amended at any time depending on the imm's
       current mental state :P
 
Guess what folks the 521 stuff belongs to clan Knight so unless
you're in that clan you MAY NOT have 521 eq this means in plain english
ANYTHING FOUND, BOUGHT, LOOTED, or otherwise gotten from the 521
pyramid is ILLEGAL except to people in clan Knight
 
AMENDMENT TO RULE 1 -
   Anyone caught with items beloging to a clan other then there own
   May be LEGALLY pkilled outside the arena by members of that clan
   The killer must tell an immortal first though or face a killer flag
~

0 CLANS~
Syntax: clans

The clans command will show a list of all the current clans, their deity, 
leader, mobkills and player kills.
 
To see more information on the roles of clans type HELP DEADLYCLANS.
~

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 current classes are:
 
a) Mage
b) Cleric
c) Thief
d) Warrior
e) Ranger
f) Druid
g) Vampire
h) Augurer
i) Kinju
j) Paladin
k) Assassin
l) Psionicist
m) Werewolf
 
To get more information on each class, type "help <class name>".
 
~

51 CLASSNUMBERS~
Number | Class
--------------
0      | Mage
1      | Cleric
2      | Thief
3      | Warrior
4      | Vampire
5      | Druid
6      | Ranger
7      | Augurer
8      | Paladin
9      | Assassin
10     | Werewolf
11     | Kinju
12     | Avatar
13     | Psiconist
14     | Dragon
15     | Berserker
16     | Archmage
17     | Bishop
18     | Alchemist
19     | Prophet
20     | Crusader
21     | Samurai
22     | Wraith
23     | Hunter
24     | Adept
25     | Ninja
26     | Jackel
~

0 CLEAR~
Syntax: clear

This command clears the screen.

See PAGELENGTH.
~

0 CLERIC CLERICS~
A cleric is a healer and protector of the weak.  Clerics have in their
control many varied and sundry healing spells, as well as spells to affect
one's chances in battle, and one's armor.  Clerics do possess some combat
spells and skills, but combat is far from the focus of the class.  The
cleric is a fountain of wisdom and healing that many players rely on.
 
~

1 'CLIMB'~
Syntax:  climb  <direction>
 
This skill enables you to climb into and out of rooms that require it.
~

52 CMDTABLE~
Syntax: cmdtable

Lists all of the commands in the game, and how many times they have been used
since the last startup.
~

59 COINDUCT COOUTCAST~
Syntax: coinduct <player>
      : cooutcast <player
 
These commands give or revoke council membership to a player
~

1 COLOR~
.
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.
 
~

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 CAST IDENTIFY <mob> to get more detailed information about the mob.
 
You may start a fight by using KILL, MURDER, or many spells 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 spell '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.
 
~

1 COMET~
Syntax: cast comet <victim>
 
Comet is the most powerful attack spell available to a Dragon. It calls down a 
comet from the heavens and places it right between your opponents eyes.
 
~

51 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.
~

1 'COMMON SENSE'~
.
These are some general guide lines that should be followed at all times.
 
        * NO Swearing at Immortals
        * If an immortal speaks LISTEN! cause in case ya didn't know they 
          weren't picked at random out of a hat and have earned the right to
          be where they are.
        * MANNERS go a long way in getting whatever it is that you might want.
          Just in case ya hadn't figured it out yet, the immortals aren't
          paid to be here, they CHOOSE to be here and make AOTA a better
          place for the people to come here.
        * If ya expect the immortals to be at your beck and call go find a
          mud where they will be!  (may i suggest some of the pay-per-plays)
        * Be nice to other players as well.  Constantly begging for eq just
          angers everyone, and it is quite likely to get pkilled or worse
          if you persist on doing it.
        * Greywolf has more than enough on his plate and has much better things
          to do then look after little stuff, try asking an imm first (they
          can usually direct you to the appropriate person, if they can't
          help you themselves).
        * As a general rule if you get silenced, helled, banished, slayed or
          destroyed, you more than likely deserved it.  If you feel it was
          EXTREMELY unjust, take it up with that immortal.  (USE MANNERS and
          TACT, btw whining will probably get you even harsher punishment.)
          Also, use mud mail, creation of other character, or using other
          existing multi's will probably get them the same punishment or a
          site ban imposed.
 
Now, I know you are all thinking "I know all of this" .. in that case good
keep following it... and if any of this is new, well maybe it will stop you
from being on the bad side of the immortals who make this place better and
run alot smoother.
 
AOTA staff.
~

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.
~

15 'COMPLETE HEALING'~
Syntax: cast 'complete healing' <player>
 
Complete healing is ranked as one of the most powerful healing spells around,
fully restoring the victims hp.  The caster must note...it cant be cast on
yourself, and it will stun you due to the raw power involved.
~

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.
    AUTOGOLD  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.
~

52 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.
~

50 CONSTRICTION~
Syntax: cast 'constriction' <target>
 
Constriction is quite useful in combat, restricting the ability of the
victim to act in a violent way in a fight, however, the spell is very short
lived, making it nessacary to cast often.
 
See also 'help bishop-slist'
 
~

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.
 
~

0 'CONTINUAL LIGHT'~
Syntax: cast 'continual light'

This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely.
~

0 'CONTROL WEATHER'~
Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse

This spell makes the weather either better or worse.
~

59 CORPSE~
Syntax: corpse <player>
 
This will retrieve a player's corpse via the corpse file.. this can
be used even if the corpse is sacced or decayed
It helps to do as well if the relevent playerfile is loaded up, or even
logged on at the time.
~

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.
~

51 CPS~
Creation Point System (CPS) - This system was created to prevent putting +100
hp/mana/move, +30 hit/damroll on level mobs with only 300 HP.  This is also
to standardize the eq a little bit and make for a more diverse sets and stats
of eq in the game!  --AOTA Hyperions
Each piece of eq that you make will be given a certain number of points that
that it is allowed and each affect, charbit, etc that you add to it will cost
a certain number of points.  This system basically uses the mob level (amoung
other things) to determine how powerful the eq can be, but you can also add
negative affects to increase something else.
*-*Section I - This section shows you how to determine how CP's you get from
a mob. The following is the creation points per stat:
LEVEL
-65 is the max level
HITPOINTS
-this works with HITPLUS only - mobs should be set like with HITPLUS 
ARMOR CLASS
-minus numbers only
MOB AFFECTS
-infravision, detect_invis, etc 
MISC.
-number of attacks, sanctuary, aggressive
*-*Section II - This section lays out how much cpt's it costs to give certain
bonuses to eq.  Damage for weapons isn't listed, but it should be resonable
(no insane average dam!) and will be reviewed by imms.
ARMOR CLASS
-up to 90pts
HIT/MANA/MOVE
-up to 100 points
STATS (STR/INT/WIS/CON/etc)
-up to 8
DAM/HITROLL
-up to 20
***NOTE***
A mob w/ a piece of eq that has +5 hit/dam or higher, must have a minimum
damage rate of 25d25+25.  A mob w/ a piece of eq that has +10 hit/dam or
higher, must have a minimum damage rate of 50d50+250.  A mob w/ a piece
of eq that has +15 hit/dam or higher, must have a minimum damage rate of
75d75+500.
*-*Section III - This section lays out how many cpt's it will cost for affects
WEARSPELLS/AFFECTS:
 
-Invis,Fly,Sneak,Hide,True Sight,Sanctuary,Infravision,Eldritch Sphere
Dragonscale,Dragonskin
(Other spells and such will be added as needed, so don't think you can slip
a few by!  NOTE:  only two WEARSPELLS per piece ALLOWED!  Only ONE affect per
piece as well!!!)
*-*Section IV - Miscellaneous notes regarding the system
1. Negatives:  if you give eq a negative affect you can use that as a bonus,
~

51 CPS2~
affect. For anti-good/evil/neutral, you receive 15 cpt's each.  For each
anti-<class> you receive 5 cpt's.  Only THREE anti-<class> ALLOWED!!!
2. Multiple pieces of eq on mobs:  Each piece of eq you add can only have
half the points of the preceding piece of eq.  For example, a mob that gave
you 300 pts, the first piece can have 300, the second 150, third 75 and so on.
3. As of now only use the wearspells/affects lised above.  More will be added
later. Ok, I think that's everything.  If you have any questions at all about
how this works, or any suggestions on how to make it better, feel free to any
of the Hyperions know or mudmail Wyverns or Disaster.
 
AOTA Hyperions - 6/1/98
~

1 CR 'CORPSE RETRIEVAL'~
.
So you died did you?  Well your corpse is where you left it and I'd suggest 
going after it!  But if you are unable to do so you may ask an immortal to 
do it for you, providing certain things have been met already:

1.  You have tried and failed to get on your own
2.  You and others have tried and failed to recover your corpse

And last, the immortal will, depending on if he/she believes you deserve
one, grant you a CR.  But, with all immortal assistance comes a price.  It
will cost you 5 of your best pieces of eq!  THAT'S 5 EQ PIECES, YOUR
BEST ONES.

This is a privilege, not a right, and the immort can at any time can
refuse a CR - do not keep bugging/begging for one or you will face other
consequences.

There are NO CR's for DT's!  You hit a DT, all eq is gone for good!  There are
NO CR's for mobs that SAC corpses, it's like a DT - same rule applies!!!
 
See also:  REIMB
 
Update 10/25/98
 
~

0 'CREATE FIRE'~
Syntax: cast 'create fire'

This spell brings forth a magical fire from the ground.
Though it currently has no use other than a lightsource in the room, it
will soon have many uses, including cooking and lighting things.
~

0 'CREATE FOOD'~
Syntax: cast 'create food'

This spell creates a Magic Mushroom, which you or anyone else can eat.
~

1 'CREATE SOUND'~
This spell allows the caster to make a mob say just about anything.
 
Syntax: cast 'create sound' <mob name> <speech>
~

0 'CREATE SPRING'~
Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
~

53 CREATE SYMBOL~
The Holy Symbol is a tool that is used to show any deity that you are a
true believer in his or her abilities.
Holding this symbol, you have access to Divinity (at the appropriate level),
and Holy Sanctity.
~

10 'CREATE SYMBOL'~
As the name of the spell implies, the caster is bestowed a holy symbol
of faith, allowing him/her to cast majorly powerful spells.
 
See Divinity and Holy Sanctity.
~

0 'CREATE WATER'~
Syntax: cast 'create water' <drink-container>

This spell replenishes a drink container with water.
~

1 CREATING~
So you want to create for this mud?  You want to make a zone, a killer one,
the best the mud has every seen!  Have the best eq, the hardest mobs, the
best place for gold, the best place for exp and you know exactly what to make
inorder for this to happen!!!
 
Good or so we hope!  Couple of things, first off, you must be level 50 adv
or immort here.  Second we encourage you to have the area already laid out
on paper (graph paper is the best) the way you'd like to have it made.  This
way, your area can be finished ASAP!  And last, we also want you to create on
the builders port than play here - meaning, we want you to finish your zone
and log in more hours there than here.
 
4/2/98
~

51 CREATIONPOINTS~
Creation Point System (CPS) - This system was created to prevent putting +100
hp/mana/move, +30 hit/damroll on level mobs with only 300 HP.  This is also
to standardize the eq a little bit and make for a more diverse sets and stats
of eq in the game!  --AOTA Hyperions
 
Each piece of eq that you make will be given a certain number of points that
that it is allowed and each affect, charbit, etc that you add to it will cost
a certain number of points.  This system basically uses the mob level (amoung
other things) to determine how powerful the eq can be, but you can also add
negative affects to increase something else.
 
**Section I - This section shows you how to determine how CP's you get from
a mob.  If you mob is Level 50 with 30,00 HP, -100 AC, w/ SANC, DETECT_INVIS
and it's AGGRO, you would receive 290 CP's.  100 for the level, 100 for the
HP, 10 for the AC, 10 for DETECT_INVIS, 40 for SANC and 30 for being AGGRO.
So you could make a ring that has +10 hit/dam, +200 mana, and 30 AC.  The
following is the creation points per stat:
 
+2 creation points per level - up to level 50 only, 65 is the max
   Ex:  Level 50 mob = +100 pts
+1 creation point per 300 HP - this works with HITPLUS only - mobs should be
set like with HITPLUS - Ex:  "1d1+30000" would = +100 pts
+10 creation points per 100 AC ("-" number sonly)
   Ex:  -400 AC = 40 pts
+10 creation points for infravision/detect_invis/etc - You can only receive
a max of 10 pts tho - Ex:  infravision/detect_invis/detect_magic = +10 pts
+2 creation points per "number of attack" the mob has
   Ex:  20 attacks = +40 pts
+40 creation points for SANC
+30 creation points for AGGRO
 
**Section II - This section lays out how much cpt's it costs to give certain
bonuses to eq.  Damage for weapons isn't listed, but it should be resonable
(no insane average dam!) and will be reviewed by imms.
 
Armor Class
1 creation pt per AC to 30 = 30 pts
2 creation pts per AC to 60 = 90 pts
 
Hit/Mana/Move Points
2 creation pts per 5 hp up to 100 = 40 pts
4 creation pts per 5 hp up to 200 = 100 pts
 
Stats (STR/INT/WIS/CON/etc)
5 creation pts per stat to 2 = 10 pts
10 creation pts per stat to 5 = 40 pts
20 creation pts per stat to 8 = 100 pts
~

51 CREATIONPOINTS2~
Dam/Hitroll
2 creation pts per dam to 5 = 10 pts
10 creation pts per dam to 10 = 60 pts
15 creation pts per dam to 15 = 135 pts
20 creation pts per dam to 20 = 235 pts
***NOTE***
A mob w/ a piece of eq that has +5 hit/dam or higher, must have a minimum
damage rate of 25d25+25.  A mob w/ a piece of eq that has +10 hit/dam or 
higher, must have a minimum damage rate of 50d50+250.  A mob w/ a piece 
of eq that has +15 hit/dam or higher, must have a minimum damage rate of
75d75+500.
 
**Section III - This section lays out how many cpt's it will cost to add
wearspells/affects:
Invis-----------------5
Fly------------------10
Sneak-------------15
Hide----------------15
True Sight--------40
Sanctuary--------40
Infravision--------25
Eldritch Sphere-----25
Dragonscale-----25
Dragonskin-------20
(Other spells and such will be added as needed, so don't think you can slip
a few by!  NOTE:  only two WEARSPELLS per piece ALLOWED!  Only ONE affect per
piece as well!!!)
 
**Section IV - Miscellaneous notes regarding the system
1.  Negatives:  if you give eq a negative affect you can use that as a bonus,
equal to however many points it would have been if it had been a positive
affect.  For anti-good/evil/neutral, you receive 15 cpt's each.  For each
anti-<class> you receive 5 cpt's.  Only THREE anti-<class> ALLOWED!!!
 
2.  Multiple pieces of eq on mobs:  Each piece of eq you add can only have
half the points of the preceding piece of eq.  For example, a mob that gave
you 300 pts, the first piece can have 300, the second 150, third 75 and so on.
 
3.  As of now only use the wearspells/affects lised above.  More will be added
later.  Ok, I think that's everything.  If you have any questions at all about
how this works, or any suggestions on how to make it better, feel free to any
of the Hyperions know or mudmail Disaster.
 
AOTA Hyperions - 5/20/98
~

-1 CREDITS~
Wolfpaw Credits:
        ================
   Wolfpaw is a regestered Trademark of the Wolfpaw Services Corporation
   All database files, including but not limited to Areas, Code, Pfiles,
   and concepts are copyrigght 1996 - 1998, Wolfpaw Services Corportation.
 
     Code Implementation and Design:
    =================================
       The Wolfpaw Coding Team is Headed by Greywolf (Dale Corse),
with assistance from: Kwon Ecstrom (Justice), Mask (Adam Duke),
        Callinon (Unknown), Wyverns (Dustin Rice), Dhamon (Unknown),
        Altrag (Unknown), Scryn (Unknown), Thoric (Derek Snider),
        Tricops (Unknown), Min (Jan Vananbos), and LSD (Ivan Gohn).
 
     NOTE: This code base includes what used to be snippets by but not
           limited to the following Authors: Whiplash, Nivek, Spectrum,
           Wisdom, The ROM Consortium, The ENVY Team, Jeremy Eldson of
           the Circle MUD Devolopment Team, and many others.
 
     Zone, and Area Implementation and Design:
    ===========================================
       All the zones in this MUD are property of The Wolfpaw Services Corp.
        credit for them is attributed but not limited to the following:
        The Envy Team, Anon, CAW, The Wolfpaw Team, Brittany of RoD, the
        SMAUG Team, and the many builders past and present of Age of the
        Ancients MUD, and Cilissa (Kim Rock).
 
    If You know of someone who should be on this list, and is not, please
     contact Greywolf@ancients.org.
    And Lastly, the players of Age of the Ancients, for there tolerance
    of unstable times, ideas, and bug reports. We thank them, if not for 
    them, this game would not be close to what is now has become.   
   
         -Greywolf-
~

59 CRUSADER-SLIST~
(Lv  4) healing touch (Max:95%)
~

59 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
	maxhp - maximum player HP
	maxmana - maximum player mana
	auth - authorization auto or manual
~

0 'CURE BLINDNESS'~
Syntax: cast 'cure blindness' <character>

This spell cures blindness in one so unfortunate.
~

1 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' 'HEAL' 'GREATER HEAL'~
Syntax:  cast 'greater heal'  <target>
         cast heal            <target>
         cast 'cure critical' <target>
         cast 'cure serious'  <target>
         cast 'cure light'    <target>
 
These spells heal damage suffered by the target.  The higer-level spells
heal more damage.
 
~

0 'CURE POISON'~
Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.
~

0 CURSE~
Syntax: cast 'curse' <character>

This spell reduces the character's to-hit roll by 1 and save versus spells
by 1.  It also renders the character unclean in the eyes of God and
unable to RECALL.
~

0 CYCLOPS~
The Cyclops is a huge giant with a single eye in the center of its
face, its almost stone muscles make for a strength unsurpassed by
any other race, however they also contribute to an almost sloth like
agility, Cyclops' definately make poor thieves and the magical arts
elude them just as much as a shiny object will distract them
~

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 hit         Scratch         Scrape
Graze              Bruise          Hit
Hurt               Wound           Lacerate
Harm               Ravage          Demolish
Cripple            Mangle          Dismember
Slaughter          Liquefy         Disintegrate
Terminate
 
~

59 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                      spell_staff
poison          obscure      death
drain           change       illusion
~

0 DEADLY~
A "Deadly" character is one who shows up under the Deadly Characters portion
of the Who list (type 'who deadly' to see a list deadly characters online).
Your character will be deadly if you choose the path of the pkillers when
you first entered the game.  You are not officially a Deadly character
until your name shows up on 'who deadly'.
~

1 'DEADLY CLANS~
Clans are societies composed of a group of players which have joined 
together under a common cause.  If you are a member of a clan you have
the ability to pkill other deadly players outside of your own clan.
Depending on the clan you join, you may be asked  to follow set of
rules dictated by the clan's leaders. 
 
NOTE: Non-deadly and deadly players may join a deadly clan, however when
the character is outcasted it remains deadly.
~

1 DEADLYCLANS~
The role of clans is basically to give a player a group of people
that will help him/her in a time of need.  Clans also have the pk
aspect. So I clan can serve as a tribe and all can go to war with
another.(There may be more added later)
 
See also: CLAN
~

1 DEATH~
When you die, you are taken to either of the Main Cities, be it Mithras,
or the CursedLands(ie, your recall point).  If you are lower than level 10,
your corpse will be dropped just west and down from recall, easy to get.
However, if you are older that 10th level, your corpse will be left where
it is.  Unless the creature that killed you is intelligent, if it is the
chances are your corpse will be sacrificed.
 
New feature!
The Gods of AotA have agreed to teach Master Clerics the ability to 
RESSURECT people after they have been slain in combat.  This means that
when you die now, you will have the opportunity to re-gain the stats that
are taken away from you upon death (hp, mana, movement and a level).
No longer do you have the choice to loser either one con point or one level,
the choice is made for you.  Upon a successful ressurection, you automatically
gain them back, minus one strength and one constitution, as well as two
practises.
 
See: RESSURECT
 
~

-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.                   |
  `----------------------------------------------------------------------'
~

53 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).
~

0 DELETE~
.
Syntax: delete <your password>
 
This command will DELETE your character.
 
PLEASE BE SURE YOU WANT TO DO THIS!!!
**NO** REIMBERSALS will be given, this command is FINAL.
 
Greywolf - 1/25/98
~

59 DELETE AVPSPELLS~
hset save
~

59 DELETE TODO~
~

0 DEMONSKIN~
This spell makes you less susceptible to slashing attacks.
~

58 DENY DISCONNECT FREEZE~
Syntax: deny       <character>
Syntax: disconnect <character>
Syntax: freeze     <character>

DENY denies access to a particular player and throws them out of the game.
DENY is permanent (persists across reboots) and is not undoable from within the
game.  Only someone with access to the player files directory may repeal a
DENY by editing the appropriate player file.

DISCONNECT <character> immediately disconnects that character.

FREEZE <character> is a toggle which prevents a character from issuing any
commands at all.
~

0 DESCRIPTION~
Syntax: description

Puts you into a simple line editor to edit your long character description.
~

0 'DETECT EVIL'~
Syntax: cast 'detect evil'

This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.
~

0 'DETECT HIDDEN'~
Syntax: cast 'detect hidden'

This spell enables the caster to detect hidden creatures.
~

0 'DETECT INVIS'~
Syntax: cast 'detect invis'

This spell enables the caster to detect invisible objects and characters.
~

0 'DETECT MAGIC'~
Syntax: cast 'detect magic'

This spell enables the caster to detect magical objects.
~

0 'DETECT POISON'~
Syntax: cast 'detect poison' <object>

This spell detects the presence of poison in food or drink.
~

0 'DETECT TRAPS'~
Syntax: cast 'detect traps'

This spell makes one magically aware of dangerous traps for a period of
time.
~

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.
~

51 DIARY~
Command: DIARY
Use: Record all revevant things other immorts should know
      or things you are not sure were legal/.outta ordinary.
Syntax: as follows.
 
DIARY -- list all entries.
DIARY CLEAR -- Clear your entry.
DIARY SAVE -- Write your entry to the list.
DIARY WRITE -- Enter the buffer to write a new entry.
 
Using Diary:
 
Type: DIARY WRITE, then enter your text.
Type: DIARY SAVE, to write it to disk.
 
use DIARY with no argument to see the present entries.
NOTE: I dont wanna see, i helped a newbie, no thanks
please only relevant things, to prevent spam
 
Greywolf 7/15/97
 
ADDED 7/18/97
 
DIARY PURGE: Purges diary of ALL entries, KOMM+ only.
~

59 DICEFORMULAS~
To make the special SMAUG spells 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 mana
V movement     S strength       I intelligence    W wisdom
X dexterity    C consitution    A charisma        U luck
Y age
 
See SMAUGSPELLS and SSET.
~

-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 DISCERN~
Skill
 
Discern lets werewolves have the ability to see hidden treasures and
creatures that may harm them in any way.  The older a werewolf is,
the longer the affect lasts.
 
~

0 'DISPEL EVIL'~
Syntax: cast 'dispel evil' <victim>
 
This spell invokes the wrath of the gods upon an evil victim.  If you do
not specify a target, the spell's effect will strike you instead of a
secondary target.
~

0 'DISPEL MAGIC'~
Syntax:  cast 'dispel magic' <character>
 
This spell dispels magical affects on a character.  It may be used as
an offensive spell to remove an enemy's magical advantages, or as a
benign spell to remove one's own magical handicaps.
 
WARNING:  dispel magic is an offensive spell when cast on anyone other
than yourself, and will possibly begin a battle with the victim.
 
* DO NOT cast dispel magic on another player character unless you both
appear under the 'deadly characters' section of the who list!
~

42 DIVINITY~
Syntax:  ca 'divinity' <target>

This is a powerful heal, called down from above by an God-fearing cleric.
Due to the nature of the spell, the Cleric's deity demands that the Cleric
be holding a holy symbol.
 
See also:  CREATE SYMBOL
~

58 DMESG~
Syntax: dmesg

Displays the contents of the boot log.

If you have the ability, please fix any problems found in 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 DONATE~
.
Syntax:  doneate/cdonate <item>
 
This command will donate that object to the mud.  For newbies, or in the
case of cdonate, clan members to use, it will be taken from, and sent to
either the general donation pit (DONATE) or to your clan room (CDONATE).
 
NOTE:  LIMITED OBJECTS WILL BE DESTROYED WHEN DONATED!!!
 
There will be NO REIMBERSALS FOR THIS... you donate it... you lost it.
it is limited... that cannot be donated.
 
~

0 DONATIONS~
Those willing to donate to help with mud costs, can send anything at all to:
 
Wolfpaw Services
Suite 299
100-1039 17 Ave. SW
Calgary, Alberta, Canada
T2T-0B2
 
We thank you very much!
 
The AOTA Staff
~

1 DOORBASH~
Syntax: doorbash <door name>
        doorbash <direction>

This is a very crude way of opening a locked or closed door.  Becareful
as you might get injured in the process.
~

51 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.
~

59 DOUBLEEXP~
Syntax: doubleexp on/off
 
Turning this on doubles the experience points gained by characters.
Please do not leave this on for extended periods of time or log off
without removing it.
~

1 DPUNCH~
.
Dpunch is one of the better skills available to a warrior, delivering
a stunning blow to any poor soul unlucky enough to be on the receiving
end of it.
 
***  this is currently disabled ***
 
~

0 DRACONIAN DRACONIANS~
Draconians carry in their veins the blood of dragons.  Though their
outward forms resemble humans they are much fiercer warriors and
more intellegent as well, they possess the ability to see through
barriers of illusion, even beyond the abilities of the astral Gith
~

2 DRAGON~
DRAGON
 
 *----------------* The Race of The Champions *----------------*
 
 Dragons are a race for players who have atained level 50 in both
 of thier dual classes (50/50) and are Avatars, after they REMORT
 (help REMORT) they have the choice of a reqular race and class or
 to become a dragon. Note -= You MUST be a level 50 Dragon in order
 to become an Immortal.=-
 
 Dragons are a free PKILL race, kill or be killed, a best man wins
 kind of race. Once you become a Dragon, you are in a tournement from
 then on, you will get the best experience for slaying your Dragon Kin
 the winner of the tournement(sp?) is the Dragon who makes it to level
 50 Dragon, then becomes the ultimate, Immortal, however they must 
 complete the Quest for Immortality before they may become Immortal,
 no one knows what this test is, will you be the first to find out ?
 
 We await the Champion of the Dragons!
 
 Signed,
 
 Greywolf, Implementor of The Age of the Ancients.
~

1 'DRAGON SHRIEK' 'DRAGONSHRIEK' 'SHRIEK'~
Syntax: cast 'dragon shriek' <target>
 
This powerful spell causes the target's mental state to rapidly 
deteriorate, sometimes to the point of sleep or paralysis.
~

0 'DRAGON WINGS'~
Syntax: cast 'dragon wings' <target>
 
This spell give the target magical flight.
 
~

0 'DRAGON WIT' DRAGONWIT~
This spell increases your ability to reason for its duration.
~

1 DRAGONSCALE~
Syntax:  cast 'dragonscale' <target>
 
Dragonscale is the most powerful defensive spell available to a Dragon, with
a bonus of -80 to the AC.  It is by far one of the most used spells on any
respectful Dragon.
 
~

0 DRAGONSKIN~
This spell makes you less susceptible to stabbing attacks.
~

50 DRAGONSPELLS~
Type  |   Name           | LVL | MAX %

Spell  'restore mana'      2     95
Spell  'fear'              3     95
Spell  'create sound'      11    95
Spell  'enhance senses'    12    95
Spell  'extradimensi....'  12    95
Spell  'comet'             15    95
Spell  'acid breath'       20    95
Spell  'fire breath'       20    95
Spell  'frost breath'      20    95
Spell  'lightning breath'  20    95
Spell  'dragon wings'      25    95
Skill  'gouge'             34    95
Spell  'life force'        36    95
Spell  'magic vaccum'      40    95
Spell  'visitation'        40    95
Spell  'dragon shriek'     50    95
 
~

55 DRAIN ESSENCE~
DRAIN ESSENCE:
 
Wraith Spell which drains the life essence of the caster's target 
absorbing a part of their life and thier ability to move.
~

50 'DRAIN ESSENCE'~
Syntax: cast 'drain essence' <target>
 
This powerful spell allows the caster (Wraithes) to suck your life blood
away, and use it for themselves.  A strong wraith will quickly overpower
its victim with careful useage.
 
See also 'wraith-slist'
~

1 'DREAM'~
Syntax:  cast 'dream' <player>  <message>
 
This spell enables you to cast a dream or message on a sleeping player.
~

0 DRIDER~
Driders have the upper body of a Drow Elf and the lower body of
a giant spider.  They have mostly Drowish abilities and can cast
spells just as well, however their greatest asset lies in agility
and speed.  Like Drow most Driders are not welcomed by Elven Communities
~

0 DRINK EAT FILL~
Syntax: drink <object>
Syntax: eat   <object>
Syntax: fill  <object>

When you are thirsty, DRINK something.

When you are hungry, EAT something.

FILL fills a drink container with water.
~

0 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get  <object>
Syntax: get  <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put  <object> <container>

DROP drops an object, or some coins, on the ground.

GET gets an object, either lying on the ground, or from a container, or even
from a corpse.  TAKE is a synonym for get.

GIVE gives an object, or some coins, to another character.

PUT puts an object into a container.

DROP, GET and PUT understand the object names 'ALL' for all objects and
'ALL.object' for all objects with the same name.
~

0 DROW 'DARK ELF'~
The Drow are another type of elf, however they disdained the elves
love of the forest and the horrible thing they call sunlight.  The
Drow left, or were exiled from, the elven villages and forests and
took up residence in underground caverns, now playfully refered to
by other elves as "dark elves" they slink in shadow and strike with
a speed and intellegence unmatched.  They take after their kin the
Gith in the arts of magic
~

0 DRUID~
The druid is a lover and protector of the natural land.  Be it the forests
full of centaurs and deer, the streams full of fish, or the bug-infested
swamps, a druid always strives to protect and preserve nature.  Wielding
mighty spells from the gods themselves, druids strive hard at their work.
 
Strong in wisdom, with a body trained to near perfection by their rugged
lifestyle, a druid has many disciplines upon which to draw.  From powerful
spells of healing which can bring the near dead back to full vigor, to the
ability to mystically create water and food, to the awesome power of nature
which they command in battle via spells able to quake the land and split
the sky, druids demonstrate that mastery of magic is not just a hobby, but
a way of life for them.  Able to face many warriors on almost even footing,
and able to shield themselves nearly as well as some mages, druids are
truly a gifted class.
 
~

1 'DT' 'DT' 'DEATH TRAP'~
DEATH TRAPS
 
Death Traps are no fun at all.  Basically, these are rooms that once you
stumble into one, you die instantly.  No questions asked at all.  No
reimbursements at all.  You find one, you lose.  Thats it, its final.
The only way to avoid a 'dt' is to talk to people, find out where 'dts'
are, or in a new area, rely on the heavy use of the 'scry*' spell.
 
See: SCRY, REIMB, CR
 
~

1 'DUAL WIELD'~
This skill allows you to wield two weapons simultaneously.
~

1 DUEL DUELS DUELING~
The arena fee for all is 1 million gold, with 500,000 to the victor.
 
Duels between Deadly Characters:
 a) any level deadly may duel any deadly within their 5 level pkill range
 b) combat must be overseen by a Creator or higher (level 52 or higher)
 c) looting is permitted if agreed upon prior to combat
 d) if clanned characters are involved in combat, the respective clan deity
    or deities cannot oversee the duel
 
Duels between Peaceful Characters
 a) Avatar non-deadly characters may duel other Avatars
 b) combat must be overseen by a Demi God or higher (level 54 or higher)
 c) a one-item loot limit is imposed; parties can agree to no loot at all
 
Any additional stipulations for individual duels beyond those listed here
must be agreed upon by both combatants and the overseeing immortal _prior_
to combat.  (fleeing, disarming, quaff limits, etc.)  Anything within the
duel not stated as illegal will be considered legal.
 
The administration of the Arena is the purview of the Pkill Conclave, and
all concerns regarding its operation should be first addressed to them.
* Note that no immortal is ever required to oversee a duel.
** Non-deadly versus Deadly duels are not possible.
~

0 DWARF DWARVES DWARFS~
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.
 
~

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 EARTHQUAKE~
Syntax: cast 'earthquake'

This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

51 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.
~

0 'ELDRITCH SPHERE'~
This powerful spell increases your resistence to both magical and nonmagical
attacks.
~

0 ELF ELVES~
Tall, slender creatures with an affinity for the woods and nature, Elves
are distant cousins to the Pixies and share the intelligence and dexterity
of that winged race to a lesser degree.  With a lighter frame than Humans,
what they lack in strength and stamina is made up for with their superior
agility - both in thought and movement.  Elves are capable in all classes,
though they function poorest in the role of pure fighter.  Most Elves will
prefer to stay close to nature, and many become druids.  All Elves have
the inherent ability to detect magic.
 
The average Elf stands taller than most Humans, being well over six feet.
Most have fair skin and long, straight hair, though there are individual
Elves who chose a darker life reflected in their outward appearance.
 
~

0 'ELVEN BEAUTY' ELVEN BEAUTY~
This spell makes you more charismatic for its duration.
~

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 'ENCHANT ARMOR'~
Syntax: cast 'enchant armor' <item>
 
This spell enchants armor so it is more protective.
 
~

0 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>
 
This spell imbues a weapon with a magical enchantment, increasing its to-hit
and to-dam bonuses.  The weapon must be non-magical to start with, else the
enchantment will not succeed.  This spell also causes the weapon to be
aligned with the alignment with the caster.
~

0 'ENERGY DRAIN'~
Syntax: cast 'energy drain' <victim>

This spell saps the experience points, mana, and movement points of its
target.  This is an attack spell and should not be used against other
players.
~

1 'ENHANCE SENSES'~
Syntax: cast 'enhance senses' self
 
This power spell allows the recipient to be able to detect invisable as well
as hidden mobs and objects.
~

0 'ENHANCED DAMAGE'~
This skill increases the damage you inflict when attacking.  Use of the
skill is automatic once you have practiced it.
~

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."
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

1 'ETHEREAL FIST'~
Syntax: cast 'ethereal fist' <target>
 
This spell summons the ethereal powers around you creating an invisible
fist before punching your target with it.
 
~

0 'ETHEREAL FUNNEL' ETHEREAL FUNNEL~
This spell increases the damage done to the victim by energy attacks.
~

1 'ETHEREAL SHIELD'~
This spell decreases the amount of damage taken from energy attacks.
~

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'.
~

1 EXCIDIO~
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Excidio-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Once, long ago, there was a right and justful king named Arthur. At the
age of 18 he became the ruler of Great Britian. He was the most powerful
and wise ruler of his time.  He had slain dragons, giants, defeated entire
armies and searched for the Holy Grail. Always with him was his sword,
Caldevolc, for as long as he holds it nothing can withstand him.  King
Arthur had a round table, surrounded by the best and bravest knights of 
the realm.  One of these knights was named Tenerin.  Soon after Arthur's
death a new king took over.  He turned out to be even more powerful than
Arthur.  The new kings name was Greywolf.  Too involved in keeping
his realm safe from outside forces, Greywolf assigned Tenerin of the
Round to build a league of the best fighting force possible, to watch
over his kingdom.  And thus Excidio was born.  With Arthur's sword by
his side, Tenerin created this league with one thing in mind, upholding
the law.  Fighting to protect the weak and slay those that oppress the
poor.

-=-=-=-=-=-=-=-=-=-=-=   Excidio Is Law.   =-=-=-=-=-=-=-=-=-=-
 
~

52 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 spell
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
~

52 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).
~

51 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 spell 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.
~

1 EXP~
DUAL CLASS EXP LIST:

Level  1 :      1     Level 18 : 3410000     Level 35 : 24300000
Level  2 :   1499     Level 19 : 3950000     Level 36 : 26400000
Level  3 :   1500     Level 20 : 4750000     Level 37 : 28600000
Level  4 :   3000     Level 21 : 5400000     Level 38 : 30900000
Level  5 :   6000     Level 22 : 6100000     Level 39 : 33300000
Level  6 :  12000     Level 23 : 6900000     Level 40 : 35800000
Level  7 :  24000     Level 24 : 7800000     Level 41 : 38400000
Level  8 :  48000     Level 25 : 8800000     Level 42 : 41100000
Level  9 :  74000     Level 26 : 9900000     Level 43 : 43900000
Level 10 : 130000     Level 27 :11100000     Level 44 : 46800000
Level 11 : 230000     Level 28 :12400000     Level 45 : 49800000
Level 12 : 410000     Level 29 :13800000     Level 46 : 52900000
Level 13 : 690000     Level 30 :15300000     Level 47 : 56100000
Level 14 :1070000     Level 31 :16900000     Level 48 : 59400000
Level 15 :1850000     Level 32 :18600000     Level 49 : 62800000
Level 16 :2360000     Level 33 :20400000     Level 50 : 66300000
Level 17 :2880000     Level 34 :22300000     Level 51 : 70000000
 
ADVANCED CLASS EXP LIST:
 
Level  1 :   0 Mil    Level 18 :   71 Mil     Level 35 :   186 Mil
Level  2 :  10 Mil    Level 19 :   77 Mil     Level 36 :   194 Mil
Level  3 :  11 Mil    Level 20 :   83 Mil     Level 37 :   202 Mil
Level  4 :  13 Mil    Level 21 :   89 Mil     Level 38 :   210 Mil
Level  5 :  15 Mil    Level 22 :   95 Mil     Level 39 :   218 Mil
Level  6 :  18 Mil    Level 23 :  101 Mil     Level 40 :   226 Mil
Level  7 :  21 Mil    Level 24 :  107 Mil     Level 41 :   235 Mil
Level  8 :  24 Mil    Level 25 :  114 Mil     Level 42 :   244 Mil
Level  9 :  28 Mil    Level 26 :  121 Mil     Level 43 :   253 Mil
Level 10 :  32 Mil    Level 27 :  128 Mil     Level 44 :   262 Mil
Level 11 :  36 Mil    Level 28 :  135 Mil     Level 45 :   271 Mil
Level 12 :  40 Mil    Level 29 :  142 Mil     Level 46 :   280 Mil
Level 13 :  45 Mil    Level 30 :  149 Mil     Level 47 :   289 Mil
Level 14 :  50 Mil    Level 31 :  155 Mil     Level 48 :   298 Mil
Level 15 :  55 Mil    Level 32 :  162 Mil     Level 49 :   305 Mil
Level 16 :  60 Mil    Level 33 :  170 Mil     Level 50 :   400 Mil
Level 17 :  65 Mil    Level 34 :  178 Mil     Level 51 :  2000 Mil

DUAL ADVANCED CLASS EXP LIST:

Level  1 :   0   Mil
Level  2 : 500   Mil    Level 19 : 1.025 Bil    Level 36 : 2.010 Bil
Level  3 : 510   Mil    Level 20 : 1.030 Bil    Level 37 : 2.015 Bil
Level  4 : 530   Mil    Level 21 : 1.035 Bil    Level 38 : 2.020 Bil
Level  5 : 550   Mil    Level 22 : 1.040 Bil    Level 39 : 2.025 Bil
Level  6 : 580   Mil    Level 23 : 1.045 Bil    Level 40 : 2.030 Bil
Level  7 : 610   Mil    Level 24 : 1.050 Bil    Level 41 : 2.035 Bil
Level  8 : 640   Mil    Level 25 : 1.055 Bil    Level 42 : 2.040 Bil
Level  9 : 680   Mil    Level 26 : 1.060 Bil    Level 43 : 2.045 Bil
Level 10 : 720   Mil    Level 27 : 1.065 Bil    Level 44 : 2.050 Bil
Level 11 : 760   Mil    Level 28 : 1.070 Bil    Level 45 : 2.055 Bil
Level 12 : 800   Mil    Level 29 : 1.075 Bil    Level 46 : 2.060 Bil
Level 13 : 950   Mil    Level 30 : 1.080 Bil    Level 47 : 2.065 Bil
Level 14 : 1.000 Bil    Level 31 : 1.085 Bil    Level 48 : 2.070 Bil
Level 15 : 1.005 Bil    Level 32 : 1.090 Bil    Level 49 : 2.075 Bil
Level 16 : 1.010 Bil    Level 33 : 1.095 Bil    Level 50 : 2.080 Bil
Level 17 : 1.015 Bil    Level 34 : 2.000 Bil    Level 51 : 2000  Bil
Level 18 : 1.020 Bil    Level 35 : 2.005 Bil    
 
~

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 spell through real world usage
 
You lose experience by:
    fleeing from combat
    recalling out of combat
    being the target of some spells (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.
 
 ------=* Gaining Levels *=------
 
 See HELP TRAIN -- syntax : train <class> when your at your guildmaster.
 
~

1 'EXTRADIMENSIONAL PORTAL'~
The Great Wizard Thanatos, after creating his fabled WarMagicks,
found himself snubbed and abused in and about The Realms for his
researches.  Much time would pass before mages and other classes
alike would learn the true power of these spells.
 
In the interim, disguised as an assassin, Thanatos became interested
in a more minor problem: that of carrying off the loot he gained
from all those he slew with Quantum Spike.  Realising that such a
forumla would be easily grasped by his class, he thought to extend
it freely.
 
As a final touch to the spell, he thought he would spite those of
other classes by inbuing into these containers a quality which made
them unobtainable by the other classes.
~

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
 
  *CAST <spell name> - you cast the spell (see HELP <spell name> for more info)
 
  *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
~

50 'FADE OUT' 'FADE'~
Syntax: fade
 
Fade Out renders the wraith invisible to normal people, and requires others
to have the nessacary spells to find them.
 
See also 'help wraith-slist'
~

0 'FAERIE FIRE'~
Syntax: cast 'faerie fire' <victim>

This spell increases (makes worse) the armor class of its victim.  For each
level of the caster, the victim's armor class is increased by two points.
~

0 'FAERIE FOG'~
Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
~

1 FATIGUE~
Syntax: cast 'fatigue' <target>
 
This spell tires out your oppenent causing thm to be drowys and tired
and much more sucseptable to sleep.
~

1 FAVOR~
.
Favor has no use here, for now.
~

0 FEAR~
Syntax: cast 'fear' <target>
 
Fear is a powerful Dragon spell, allowing the caster to put a jinx on its
target.  The unfortunate soul that falls victim to such a terrible spell loses
the will to fight and mostly cowers during kombat.
 
~

0 'FEEBLE MIND'~
Syntax:  ca 'feeble mind' <target>
  
'Feeble Mind' does as it says, it sends the mind of any unwitting target
silly, reducing wisdom greatly.  Because of the nature of the spell, it
doesn't last too long so you have to work fast.
 
~

1 FEEBLENESS~
Syntax: cast 'feebleness' <target>
 
This spell cuases the target to become susceptable to many types of attacks
especially those of the draining nature.
~

0 FEED~
Syntax: feed
 
Vampires require copious amounts of blood to function properly, and
often the small puddle remaining after a kill is insufficient to
satiate the Hunger.  Thus, the Vampire will often need to grapple
with a victim in an attempt to feed from the living veins.
 
To 'feed', the Vampire must be engaged in combat; simply type 'feed'
while fighting.  If the bite succeeds a small amount of damage will
be done and a varying amount of blood will be drawn.
~

1 FINISHED~
lethargy                bounty             discern
grounding               alertness          metal skin
quantum spike           beep               repair
create sound            unravel defense   resilience
life force              restore mana       enhance senses
doorbash                charged beeacon    feebleness
forcefield              hand of chaos      liquid skin
ill fortune             fatigue            spiritual wrath
black hand              black fist         black lightning
ethereal fist           galvanic whip      dragon shriek
mudstat                 common sense
 
Updated:
fear                   sonic resonance    dragonw wings
 
Dual advance help files
greater heal            wizard fire         fire storm
webbing                 enchant armor      sun flare
lightning ball          mystic mist         bandage
berserk                 hack
 
~

1 'FIRE STORM'~
Syntax: cast 'fire storm'
 
This spell calls a violent storm of fire to rain down on the entire room.
 
~

0 'FIRESHIELD'~
Syntax: cast 'fireshield'

This spell will surround you with a shield of fire, that will return your
enemies attacks with balls of fire!
~

0 FLAMESTRIKE~
Syntax: cast 'flamestrike' <victim>

This spell 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: cast 'float' <character>
 
This spell 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.
~

57 'FLOAT'~
Syntax:  cast 'float' <character>
 
The spell 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 spell 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.
~

59 FOLDAREA~
Syntax: foldarea <area filename>

This command saves an area file (usually after modification).
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 anyone else,
just FOLLOW <yourself>.

GROUP <character> makes someone who is following you a member of your group.
Group members share experience points from kills and may use the GTELL and
SPLIT commands.  If anyone in your group is attacked, you will automatically
join the fight.

If the <character> is already a member of your group, then GROUP <character>
will remove them from your group.  Removing the <character> from the group
does not stop them from following you.  Characters can also leave your group
by using a FOLLOW command to stop following you.
GROUP with no argument shows statistics for each character in your group.

You may FOLLOW lower level characters or characters up to ten levels higher.
You may GROUP only characters within eight levels of yourself.
 
~

56 FOR~
Syntax: for <all|mobs|gods> <command> [parameters]
 
This command is like a universal AT
It executes the givin command with the parameters at either
all = all players and gods
mobs = all mob (NOT RECOMMENDED)
god = all gods
 
Additionally you can specify a '#' which will execute the command
on the people or mobs in the room rather then just the room itself
 
'for all look #' would cause you to look at everyone in the game
'for all look' would cause you to look in the room everyone is standing
in
~

51 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character to execute a command.

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
~

56 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.
~

1 FORCEFIELD~
Syntax : cast 'forcefield' self
 
This powerful protective spell will give you a greater resistance to many
attacks as well as improve your acrmor class.
~

51 FQUIT~
Syntax: fquit <character>
 
Fquit forces a character to quit. It is more stable than using "force
<character> quit" so please use it instead.
~

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 GALVANIC WHIP~
Syntax: cast 'galvanic whip' <target>
 
This spell causes damage to the target by striking with an invisible whip.
 
~

37 GATE~
Syntax: cast gate

This spell gates in a guardian vampire.  Player characters don't have much use
for it, but high demons, and guardian vampires themselves, like it a lot.
~

0 GITH~
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.
~

59 GJSIGJE~
~

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 GLORY-STORE~
Thats Right .. the Mithras Glory Store is Open!
 
DIRECTONS TO THE STORE:
directions are: recall, w,s,w,u,u
 
HOW DO I ACCESS THE STORE? List Doesnt Work, or Buy!
the commadn is PRIZE, prize list and prize buy
 
WHERE DO I GET GLORY POINTS?
The Questmaster, walk up to him and type: qwest request.
(no thats not a typo, it is qwest)
 
Have Fun!
 
Greywolf
~

2 GLORYLIST~
Prize        |Cost     |Prize          |Cost
--------------------------------------------
Minor Affect |500      |Minor Resist   |500
Major Affect |3000     |Major Resist   |3000
Rename       |200      |Skill to 100%  |1000
-10 AC       |300      |Lowered Weight |50
1 Con Point  |30 mil GOLD
indestructable item: 2000

Minor affects:  aqua breath, detect invis, detect hidden, detect evil,
     float and protection
Minor resists:  fire, cold, electricity, acid, poison and sleep
Major Affects:   scrying, invisible, hide, sneak, truesight,
     sanctuary, fireshield iceshield, shockshield, passdoor and flying
Major resists:  nonmagic, magic and energy

Anything you buy will be added onto an item you already own, probably a pin
or insignia which we shall provide if you dont have.  It will be non transfer
able, so your other morts can't use it.  NO IMMUNITIES!!!

You are limited to FIVE 100% skills/spells, FOUR resists, FOUR affects - this
aims to keep the mud varied and interesting.  People who sit there whining for
help, or ask for an IMP in their title, or basically hassle immortals for
prizes when that staff member might be alone, will get nothing and more than
likely lose glory.  (This goes for people asking for an immortal to do a trade
as well, WE will offer when we have the online time to do it, things get hectic
up here, asn any of you budding immortals would know.  Dont ask for a trade.
 
~

59 GOADVANCE~
.
~

50 GOADVANCED~
Syntax: goadvanced
 
This command will allow someone who has reached level 50 in both
classes to become an advanced class (Avatar)
~

51 'GODLY AURA~
.
SYNTAX : godly
 
Godly Aura is only available to immortals, offering them the chance to
rejuvinate themselves whenever they need to.  (ie, a way to restore
ourselves without having the ability to restore others)
 
~

1 'GOOD FORTUNE' GOODFORTUNE~
This spell increases your blind luck for its duraion
~

52 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 GREETING1~
.$>
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-[ Welcome to ... ]-=-=-=-=-=-=-=-=-=-=-=-=-=-=+.

                           ==(W{==========-      /===-
 mud.ancients.org 5000        ||  (.--.)        /===-_------------------_
  207.229.21.130 5000         | \_,|**|,__      |===--____,-'`
                 -==\\        `\ 'A`--'A  ),    `//-\\   ----`---.___.---
             __ ___-==|        /`\_.O._/\ \    | |  \\           _--`
    _--       /'    |  \\     )__/==0==-\<>/   / /      \      /
  .'        /       |   \\      /-\___/--\/  /' /        \   /'
 /  ____  /         |    \`\.__/---   \  |_/'  /          \/'
/-'-    --------__  |     --/-         ( )   /'        _---`
                  \_|      /        _) | ;  ),   __---
                   {\__--_/}    / \\_>-|)<__\      \
                   /'   (_/  _--  | |__>--<__|      |
                  |   _/) )--     | |__>--<__|      |
                  / /- ,_/       / /__>---<__/      |
                 o-o _//        /--_>---<__--      /
                 (^(-          /-_>---<__-      _--   Mud Email:
                ,/|  Run By:  /__>--<__/     _-- aota@ancients.org
             ,//('( Greywolf,|__>--<__|     /                  .----_
            ( ( ')) Sentra,  |__>--<__|    |   Art By:      /' _---_-\
         `-)) )) ( Disaster, |__>--<__|    | -Tua Xiong    /'  /   -\`\
        ,/,'//( (  Wyverns & \__>--<__\   \             /'  //       ||
      ,( ( ((, ))   Kinsman   --__>--<_--_ ---____----'   /'//'
    `-/  )` ) ,/|                 --_->--<_/- _       _ -- _/
  ._--//( )/ )) `                    ---'_/_/ /-------__---
   ;'( ')/ ,)(    Mud Wed-Site:             ----------
  ' ') '( (/   http://www.ancients.org
    '   '  `

       ___    ___       ___________________________        ___    ___
 ____/ _ \__/ _ \_____ (---------------------------) _____/ _ \__/ _\____
(  _| / \/  \/ \ |_   ) \ Age of the Ancients MUD / (   _| / \/  \/ ) |_ )
 \(  \|  )  (  |/  ) (___)    ________________   (___) (  \|  )  (   \||/
  `   `  \`'/  '  (__________)               (___________)    \`'/    ''
          ||                                                   ||
          `'                                                   `'
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
\                   WolfPaw Mud Engine Version 2.0A                     /
/                                                                       \
\       WolfPaw Mud Engine is Based on SMAUG 1.02a by Derek Snider      /
/                 MERC 2.1 code by Hatchet, Furey, and Kahn.            \
\  Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,  /
/                  Michael Seifert and Sebastian Hammer                 \
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+

 +=================================================================+
 | Please use the name NEW at this prompt to begin a new character |
 +=================================================================+

 A Man in a Dark Hood approaches thee ... he says " Who art thou?"~

-1 GREETING2~
.$>
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&w&W$&ro$$"&R    o$$$$$$$$$$            ""oo"$"$&ro&R""   &w&W&r$$&w&W$o    &RKinsman&w, &RSilvermoon&w,
&w&Wo&r$$$&R     o$$$$$$$$$$                """""&r$&R    &w&W&ro$&w&W$o      and &RGorbash&w&W
&w&Wo&r$$$&R    o$$$$$$$$$$$$o                   &r"o&R &w&W&r"oo$&w&W$o
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&w&Wo&r$$$"&R  ""  $$$$$$$$$$$$$$$$$$$$$$$$$$$$o    &r"&R &w&W&r$$&w&W$  
&w&W$ &r$$$&R       "$$$$$$$$$$$$$$$$$$$$$$$$$$$o    &w&W&ro$$&w&W"$ 
&w&W$$"&r$$o&R       "$$$$$$$$$$$$$$$$$$$$$$$$$$$o   &w&W&r$$$&w&Wo$
&w&W$$o&r$$$o&R       $$""$$$$$$$$$$$$$$$$$$$$$$$o  &w&W&r$$$&w&W $$  
&w&W$$$o&r"$$o&R    "$""  "$""$$$$$$$$$$$$$$$$$$$oo&w&W&r$$$&w&W"$$$
&w&W$$$$o&r"$$$o&R        "     $$$$$$$$$$$$$$$$$o&w&W&r$$"&w&Wo$$$$
&w&W$$$$$$o&r"$$$o&R         oo$$$$$$$$$$$$$$$$$$&w&W&r$$"&w&Wo$$$$$
&w&W$$$$$$$$o&r"$$$$ooooo&R$$$$$$$$$$$$$$$$$$$$$$&w&W&r"&w&Wo$$$$$$$ 
&w&W$$$$$$$$$$o&r""$$$$$$&R$$$$$$$$$$$$$$$$$$$&w&W&r"&w&Woo$$$$$$$$$
&w&W$$$$$$$$$$$$$o&r$""$$&R$$$$$$$$$$$$$$$&w&W&r""&w&Woo$$$$$$$$$$$$      
&W&W$$$$$$$$$$$$$$$$$$o$o$"$"$"$"$oo$o$$$$$$$$$$$$$$$$

                        &B-=&R Website &B=-&w&W
                    http://www.ancients.org

+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
\                   WolfPaw Mud Engine Version 2.0A                     /
/                                                                       \
\       WolfPaw Mud Engine is Based on SMAUG 1.02a by Derek Snider      /
/                 MERC 2.1 code by Hatchet, Furey, and Kahn.            \
\  Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,  /
/                  Michael Seifert and Sebastian Hammer                 \
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+

 +=================================================================+
 | &RPlease use the name NEW at this prompt to begin a new character&w&W |
 +-----------------------------------------------------------------+
 |           &RCharacters Auto-Deleted after 3 Months&w&W                |
 +=================================================================+

 A Man in a Dark Hood approaches thee ... he says " Who art thou?"~

-1 GREETING3~
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                                        &w&W"ss.$ss. .s'
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   			        &w&W$. s$$$$$$$$$$$$$$`$$Ss
                                &w&W"$$$$$$$$$$$$$$$$$$o$$$       ,
  mud.ancients.org 5000          &w&Ws$$$$$$$$$$$$$$$$$$$$$$$$s,  ,s
     207.229.21.130 5000       &w&Ws$$$$$$$$$"$$$$$$""""$$$$$$"$$$$$,
                              &w&Ws$$$$$$$$$$s""$$$$ssssss"$$$$$$$$"
    &B[ &w&WImplementors&B ]         &w&Ww&Ws$$$$$$$$$$'         `"""ss"$"$s""
 &RGreywolf&w, &RSentra&w,           &w&Ws$$$$$$$$$$,              `"""""$  .s$$s
&RDisaster&w, &RWyverns&w,           &w&Ws$$$$$$$$$$$$s,...`                 s$$' `
&RKinsman&w,Silvermoon&w,          &w&W`ssss$$$$$$$$$$$$$$$$$$$$&r####s.     .$$"$. ,
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                                    &w&W"$$$$$$$$$$$$$$$$$$$$$&r####s""     .$$$|
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                         &w&WS$$$$$$$$$$$$$$$$$$$$$$$$$$$&r######""
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 &R)  ( (       &w&W$$"$$$$$$$$$$$&r#####.&w&W$$$$$&r###' &R-Tua Xiong&w     &r.###&w&W$$$$$$$$$$"
 &R(  )  )  &w&W _,$"   $$$$$$$$$$$$&r######&w&W.$$&r##'                &r.###&w&W$$$$$$$$$$
 &R) (  ( \.         &w&W"$$$$$$$$$$$$$&r#######&w&W,,,.          &r..####&w&W$$$$$$$$$$$"
&R(   )&w&W$&R )  )        &w&W,$$$$$$$$$$$$$$$$$$&r####################&w&W$$$$$$$$$$$"
&R(   (&w&W$$&R  ( \    &w&W _sS"  `"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$S$$,
 &R)  )&w&W$$$s&R ) ) &w&W .      .   `$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$"'  `$$
  &R(   &w&W$$$Ss&R/  &w&W.$,    .$,,s$$$$$$##S$$$$$$$$$$$$$$$$$$$$$$$$S""        '
    &R\)_&w&W$$$$$$$$$$$$$$$$$$$$$$$##"  $$        `$$.        `$$.
        &w&W`"S$$$$$$$$$$$$$$$$$#"      $          `$          `$
            &w&W`"""""""""""""'         '           '           '

+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
\ 		    WolfPaw Mud Engine Version 2.0A		        /
/  									\
\       WolfPaw Mud Engine is Based on SMAUG 1.02a by Derek Snider      /
/	          MERC 2.1 code by Hatchet, Furey, and Kahn.		\
\  Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,  /
/                  Michael Seifert and Sebastian Hammer                 \
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+

 +=================================================================+
 | &RPlease use the name NEW at this prompt to begin a new character&w&W |
 +=================================================================+

 A Man in a Dark Hood approaches thee ... he says " Who art thou?"~

1 GRIP~
This skill is automatic, once practiced.  The skill causes you to grip
your weapon tightly as someone tries to disarm you, making it far more
difficult to successfully disarm you.  This skill will only increase as
you are engaged in fights where someone is attempting to disarm you.
~

1 GROUNDING~
Syntax: cast grounding
 
Grounding allows the caster to become even more resistant to electrical
attacks than they might already be.
 
~

0 GTELL ; REPLY SAY ' TELL~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>

All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.

SAY sends a message to all awake players in your room.  The single quote '''
is a synonym for SAY.

TELL sends a message to one awake player anywhere in the world.

REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.
~

51 GWCPS~
Here is the following things for editing equipment that i would like
to be considered a maximum .. try to stay at least CLOSE to this.
 
Weapon Damage: (value1 and value2 on weapons) 25D25 max.. thats 2 25's
Armour Class: No Higher then a 75 ac on armor .. and try to keep the added
(eq affected ac) to 30 or less
 
Hp/mana/move: 300 maximum for QUADS
Damroll and Hitroll: id say max of 25 of each on the hardest to get items
Wearspells: No more then 2 on any item, same with resistancies and immunities e
 
Keeping this in mind .. try to make the eq balance so that all levels have a si
significant differance in eq.. mobs will be next
 
If you would like to participate in this project, balancing the game
and you are a God+, please contact me .. as of right now .. unless
i told you otherwise .. no objects are to be edited except by benny
and kinsman .. as i have discussed it with them.
 
Also .. eq should be class and level restricted, read bennycps for the
class restriction info..and levels should be something you see as fit for an
item of that power range.
 
Thanks,
 
Greywolf
~

1 H~
.                  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
 
  *SOCIALS - lists the socials available to you
 
  *TIME - gives the mud time
 
  *WEATHER - tells you what the weather is like
 
  *WHO - shows all the people playing at the time

  *WHERE - lists the players in your area
 
  *CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different
   clans, orders, councils, and guilds
~

55 HACK~
Syntax: hack <target>
 
This skill allows you to hack at a target, inflicting damage.
 
~

0 HALF-ELF HALFELF HALFELVES~
A mixing of Human and Elven blood, these attractive creatures are neither
as intelligent as full-blood Elves (but moreso than Humans), nor as hardy
as full-blood Humans (but moreso than Elves).  They serve best in classes
which require a mix of mental and physical strength without demanding
superiority in either.  Half-elves carry the inherent Elven ability to
see limitedly in the dark with infravision.
 
Though not as tall as a pure-blood elf, a half-elf is a relatively tall
creature ranging from five foot five inches tall to six foot five inches,
with a generally more muscular build than the pure-blooded elf.
 
~

0 HALF-OGRE HALFOGRE~
Half-Ogres are offspring of the successful coupling of the neanderthal-like
Ogre with and Humans.  Standing from six to nine feet in height and packed
with bulging muscles, Half-Ogres possess great physical abilities, enabling
this race to thrive in battle.  Half-ogres tend to be less quick-witted
than humans and, like their pure-blood Ogre relatives, are aggressive in
the extreme, often engaging in battle to establish superiority, leaving the
loser shunned as a weakling incapable of survival.  Because of their human
parentage, Half-Ogres are not as large or powerful as pure-breed Ogres, but
nevertheless boast truly awesome strength.  Half-Ogres possess infravision.
 
The torso and limbs of many Half-Ogre are commonly covered in small, boney
growths.  Most are relatively hairless, with disproportionally long limbs,
giving many an ape-like appearance.  Their weight runs from three hundred
to four hundred pounds.
 
~

0 HALF-ORC HALF-ORCS HALFORC HALFORCS~
A recent mingling of Orcish and Human blood arising as the darker races
have encroached further upon the remaining settled areas, most members
of this half-blooded race are distinctly more Orcish than Human in both
appearance and behavior.  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 Half-Orc.  All Half-Orcs possess infravision.
 
Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually
retain their wider bodies, longer, bowed limbs and heavier musculature.
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.
 
~

0 HALF-TROLL HALFTROLL~
An intermingling (carried out in the darker lands of the world) of the
blood of the Troll with that of Humans, the Half-troll is as deadly as
it is hideous.  Though considerably smaller than full-blood Trolls, the
Half-troll often stands well over eight feet in height and carries over
three hundred pounds on its heavily-muscled frame.  Though naturally of
low wisdom, the race was sorcerously imbued with a wicked intelligence
and the ability to see naturally in the darkness.  Half-trolls usually
make poor pure magic users, and suffer from an unusually low dexterity.
Yet their boundless energy and high intellect create one of the most
cunning physical beasts in experienced hands.
 
Owing in part to the black blood which courses through their heavy veins,
the heavily-scaled skin of the Half-troll ranges in color from a charcoal
grey to a deep, blackish green.  Half-trolls revel in the fright of their
appearance, often wearing their hair in battle-braids and emblazoning
themselves with brands and tattoos to accentuate the effect.
 
~

0 HALFLING HALFLINGS~
Short, slender, bull-headed and very mischievous the Halfling has a level
of dexterity which knows no equal, and many enjoy the thrill of stealing
valuables from other people.  Many halflings choose the path of the Thief,
for which their silent footstep and nimble fingers serve them well.  This
dexterity coupled with a surprising fearlessness makes them a ferocious
(though somewhat underpowered) opponent.
 
Halflings have compact bodies and thick, long limbs, and are usually
covered from head to toe in hair of varying thickness and color.
 
~

1 'HAND OF CHAOS'~
Syntax: cast 'hand of chaos' <target>
 
This spell reduces the targets hitroll as well as doing some damage.
~

0 HATCHET~
Hatchet is a Merc Guy.  He founded Merc with Kahn one day in 1992 because one
day, when he complained about muds, the imps said, 'If you have a problem, go 
make your own mud.'  His love is for the mudders, specifically a lady named 
Icaza.
~

52 HEDIT~
Syntax: hedit [help topic]
 
This command allows you to edit a help topic.  If the specified help
topic does not exist, it will be created for you.
The default help page (summary) will be selected if you do not specify
a page.
 
See HSET.
 
* Help files support the same color codes as those for prompts
~

51 HELL UNHELL~
Syntax: hell <character> <number> <hours or days>
Syntax: unhell <character>
 
The hell command sends a character to hell for a given period of time.  It
automatically releases the character when their time has been served.  Upon
being helled, the character receives the message, "The immortals are not 
pleased with your actions.  You shall remain in hell for <time period>."
 
Hell takes arguments of either hours or days.  To hell someone for 3 hours,
"hell <character> 3 hours."  To hell someone for three days, "hell <character>
3 days".  Hell will default to hours if hours or days is not specified.

To release a player from hell early, simply "unhell <character>".  
~

0 HELP~
Syntax: help
Syntax: help <keyword>

HELP without any arguments shows a one-page command summary.

HELP <keyword> shows a page of help on that keyword.  The keywords include
all the commands, spells, and skills listed in the game.
~

0 HIDE SNEAK VISIBLE~
Syntax:  hide
Syntax:  sneak
Syntax:  visible
 
If you successfully HIDE, other characters and creatures cannot see you
unless they are affected by 'detect hidden'.
 
If you successfully SNEAK, you can move from place to place without being
noticed by other characters.
 
In order to HIDE or SNEAK successfully, you must practice the appropriate
skill.
 
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
effectively making you visible again to all.
~

6 HISTORY~
Command not Currently available.

This command allow you to check a command history of any player.
You can not get the comman history of players greater than your
level. This command will display the last 10 commands even after
a crash or reboot.
~

59 HISTORY LEVEL 61~
~

59 HITALL~
Syntax: hitall
 
Hitall is a fighter skill that will start a fight by hitting all the
opponents in the room.  For nondeadly characters, the 'opponents' means
mobs, for deadlies it means all the deadly players in the room.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

1 HITALL~
Syntax: hitall
 
This skill allows the user to hit everything in the room.
 
~

1 HOLD REMOVE WEAR WIELD~
Syntax:  hold   <object>
Syntax:  remove <object>
Syntax:  remove all
Syntax:  wear   <object>
Syntax:  wear   all
Syntax:  wield  <object>
 
Three of these commands will cause you to take an object from your inventory
and use it as equipment:
 
HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons.
 
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
 
WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory.
 
REMOVE will take an object from your equipment and place it into inventory.
 
REMOVE ALL will remove all your equipment and place it into inventory.
 
~

53 'HOLY DIVINITY~
Holy Divinity is the Clerics way of supplicating to his/her god and 
asking for a heal.  Yet, because it comes from a deity, it is much more
powerful.
To cast this spell, a player must also be holding a holy symbol.
~

51 HOLYLIGHT INVIS~
Syntax: holylight
Syntax: invis

HOLYLIGHT is a toggle that allows you to see (almost) every character and
mobile in the game.  With holy light, you can see what's in the game more
easily.  Without holy light, you can see what mortal players see.

INVIS is a toggle which makes you completely invisible to all player characters
of lower level than you, and to all mobiles.

When an immortal is INVIS, they will have a flag on the who list which 
indicates their level of invisibility, such as (51) for INVIS 51.  A 
similar flag will also appear when you 'LOOK' in a room - this flag will 
say (Invis 51).

HOLYLIGHT will not allow you to see immortal INVIS characters who are
higher level than you.
~

1 'HP'~
This is an abbreviation for hit points.  All classes begin with 20 hp
at creation and gain between 6 and 19 hp per gained level, depending on
class, race and CON.  Equipment can also add to your total hp.
~

52 HSET~
Syntax: hset  <command> [value] [help topic]
 save                            Saves all help pages (to help.are)
 level <level> <help topic>      Sets help topic to specified level
 keyword <keyword> <help topic>  Sets help keyword to specified keyword
 delete <help topic>             Removes the specified help page
 
Note:  if you wish to set more than one keyword to a help topic, enclose
all the keywords, space separated inside quotes.  (Like in spellcasting)
~

58 HSET HEDIT~
~

0 HUMAN HUMANS~
Humans are the most numerous and least unusual of the races.  They possess 
no special abilities or bonuses, but also have no penalties.  Because of
this, Humans are extremely adaptable and are able to assume a variety of
classes and roles.
 
Humans are bipedal beings, boasting two arms, two legs and a roundish head.
Amazingly, Humans have a strange tendency to look different from each the
other; almost none look exactly alike.
 
~

59 HUNTER-SLIST~
(Lv  4) slice (Max:95%)
~

1 I~
.               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
 
  *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...

  *SLIST - lists the spells you will receive and at what level

  *QUIT - quits the game
 
  * ! - will repeat the last command
~

2 IC OOC PLAY~
Syntax----effect
IC---puts your character in roleplaying mode
OOC---takes your character out of roleplaying mode
play---a global channel only available when IC and used in roleplay
-
when you are roleplaying any and all things you do and say will
be taken as if your character said them.  If you are not into
roleplaying please at least have consideration for those who are RPing
do not interfear and do not annoy by asking OOC questions as it will
anger those rping.  Also if your character cannot do it, ie flying
when no spell or affext is on them or they dont have wings.
Then please dont RP that you are flying, as that is called being a Zippy
and zippies are not appreciated in rp, they are just an annoyance.
~

0 ICAZA~
Icaza is a Goddess of the mud realm.  She is currently being pursued by Hatchet
of Merc.  Her smiles are contagious, and her Southern accent is intriguing.
~

0 ICESHIELD~
This spell will surround you with a shield of ice, that will return your
enemies attacks with tongues of ice!
~

0 IDENTIFY~
Syntax: cast identify <object>

This spell reveals information about the object.
~

51 IFCHECKS~
VALUE CHECKS                            TRUE/FALSE CHECKS                     
(If check == #/string/vnum)             
Ifcheck   Question                    Ifcheck       Question                   
--------- --------------------------- ----------    ------------------------
Hitprcnt  Percentage of hit/max_hit?  Isnpc         Mob?                       
Inroom    Room #?                     Ispc          Player character?          
Sex       Sex #?                      Isgood        Align +350 or higher?      
Position  Position #?                 Isneutral     Align < 350 and > -350?    
Level     Experience level?           Isevil        Align -350 or lower?       
Objtype   Type of Object?             Ispkill       Pkill?                     
Objval#   Value# equal to this?       Isfight       Fighting?                  
Number    Is its vnum equal to this?  Isimmort      Immortal?                  
Name      Name?  (STRING)             Ischarmed     Charmed?                   
Clan      Clan name?  (STRING)        Isfollow      Follow master in room?     
Race      Race name?  (STRING)        Rand (#)      Equal to or less?          
Mobinroom How many of mob? (VNUM)     Isaffected    Affected_by name?          
Guild     Guild name? (STRING)        Canpkill      Pkill >lev 5,18 or older?
Goldamt   How much gold ya got?       Ismounted     Mounted?
Class     Class name? (STRING)        Ismobinvis    Mobinvis? (versus invis)
Str       What's your strength?       Mobinvislevel Level of invis?
Int       What's your intelligence?   economy       if economy >=< xxx
Wis       What's your wisdom?
Dex       What's your dexterity?
Con       What's your constitution?
Cha       What's your charisma?
Lck       What's your luck?            Not implemented: DOING_QUEST
Deity     What's your deity?          Favor         What's your favor?
Norecall  Is target's room norecall?  Isdevoted     Is target devoted?
 
*    New ifchecks :  see HELP IFCHECKS2
** - Value checks can use == (equals), > (greater than), < (less than) and
     ! (not).  Combine for:  != (not equal), >= (greater than or equal).
 
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
      RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
      AFFECTEDBY (for a list of affect types)
~

59 IFCHECKS 2~
TimesKilled
if timeskilled($* OR vnum) == amount
   - for character checks only, can use any normal mobprog operator
           
OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv
if ovnum<place>(vnum) == amount
  - for objects only, counts how many objects of vnum 'vnum' exist in <place>
  - can use any normal mobprog operator
 
OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv
if otype<place>(type OR value) == amount
  - for objects only, counts how many objects of type 'value' are in <place>
  - can use any normal mobprog operator
  - will convert the type names (light is 1, for example)
 
<place> definitions:
 ... room  - in the room the mobile is in
 ... wear  - worn by the mobile as equipment
 ... inv   - in the mobile's inventory
 ... carry - worn or in inventory
 ... here  - all of the above
 
~

53 IFCHECKS2~
TimesKilled
if timeskilled($* OR vnum) == amount
   - for character checks only, can use any normal mobprog operator
           
OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv
if ovnum<place>(vnum) == amount
  - for objects only, counts how many objects of vnum 'vnum' exist in <place>
  - can use any normal mobprog operator
 
OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv
if otype<place>(type OR value) == amount
  - for objects only, counts how many objects of type 'value' are in <place>
  - can use any normal mobprog operator
  - will convert the type names (light is 1, for example)
 
<place> definitions:
 ... room  - in the room the mobile is in
 ... wear  - worn by the mobile as equipment
 ... inv   - in the mobile's inventory
 ... carry - worn or in inventory
 ... here  - all of the above
 
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
      RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
      AFFECTEDBY (for a list of affect types) and IFCHECKS
~

1 'ILL FORTUNE'~
Syntax: cast 'ill fortune' <target>
 
This spell causes the target to become very unlucky.
~

50 'IMC CONFIG'~
The 'imc' command is used to configure your IMC setup:

Syntax:  imc add <mudname>            - add a new IMC connection entry
         imc set <...>                - set the details of an IMC connection
         imc delete <mudname>         - remove an IMC connection
         imc rename <old> <new>       - rename an IMC connection
         imc reload                   - load a new IMC config file from disk

Add, delete, and rename should be self-explanatory. The name of an IMC
connection MUST match the name which the other end is using.

Reload destroys the version of the configuration in memory, and reloads it
from disk. This is useful if you have hand-edited the config file and want
to load your changes without rebooting. 'imc reload' also reloads the
rignores file.

The set command has several forms:

imc set <mudname> all <data...>     - set all values for a mud
                  host <hostname>   - set the hostname to connect to
                  port <portnum>    - set the remote IMC port to connect to
                  clientpw <pw>     - set the case-sensitive client password
                  serverpw <pw>     - set the case-sensitive server password
                  rcvstamp <value>  - set the receivestamp
                  noforward <value> - set the noforward bitmask
                  flags <value>     - set the connection flags

The 'all' form takes a series of values:

imc set <mudname> all <host> <port> <clientpw> <serverpw> <rcvstamp>
                      <noforward> <flags>

For information on the exact details of each field, see the IMC documentation.

See also: IMC 'IMC IMMORTAL COMMANDS'
~

51 'IMC IMMORTAL COMMANDS' RIMM RINFO RCODE~
IMC Immortal commands:

- RIMM        : like rchat, but seen only by immortals.
- RCODE       : like rchat, but seen only by immortals. Intended for general
                coding discussions.
- RINFO       : like rchat, but seen only by immortals. The various hubs put
                status reports onto rinfo, which can be spammy at times; you
                may want to turn off rinfo for this reason.
- RSOCKETS    : displays debugging info on the current IMC connection state.
- RCONNECT    : force a connection to a directly connected mud.
- RDISCONNECT : forcibly disconnect a directly connected mud.
- RIGNORE     : ignore a player or an entire mud on IMC.
- MAILQUEUE   : show the current queue of pending inter-mud notes.
- IMC         : edit the IMC configuration for your mud (see 'IMC CONFIG')
- RCHANSET    : manage access to IMC channels/rtell/rbeep for players.

See also: IMC
~

0 'IMC NOTES'~
Notes (boards, mail, etc) are very mud-dependent, but in general, if they
have been connected to IMC, then you can simply write notes to player@mudname
in addition to normal 'player'.

For example, you may be able to do:

note to abcde@somemud anotherplayer immortal@someothermud

and the note would go to:
  abcde on the mud called 'somemud'
  anotherplayer on your mud
  all immortals on the mud called 'someothermud'

The 'playernames' used are interpreted by the mud that receives them, not
your mud, so be careful when writing notes to group names such as 'immortal'.

If your note cannot be delivered within 12 hours for some reason (if the
mud is down, does not exist, or refused your mail) then you will get a note
from the system telling you so.

See also: IMC
~

59 IMMCR~
For all IMM's:
 
When doing a CR for a player, at his/her choice, you must take the 5 best
pieces of eq from the corpse - not just any random 5, the 5 BEST!!!  Even if
the player begs you not to!!!  The CR is not suppose to benefit the player,
just allow the player to get some of the eq back!
 
1-23-99
~

51 IMMORTAL~
1. DO NOT KILL MORTALS! DO NOT KILL MORTALS! DO NOT KILL MORTALS!
PENALTY: EXECUTION (high god command =  reset char to level
permanantly)
 
2. DO NOT TRANSFER MORTALS TO AGGRESSIVE MOBS AND VICE VERSA!
PENALTY: Well it depends on wether or not they die. They die you
killed them see 1.
 
3. DO NOT LOG ON SOMEONE ELSE'S IMMORTAL OR LET THEM LOG ON YOURS!
PENALTY: Execution. Site ban. Delete. Depends on how we feel and
if it has happene before.
 
4. DO NOT LOG YOUR MORTAL AND IMMORTAL ON AT THE SAME TIME. 
PENALTY: Well this is fairly serious and if it happens you can
almost count on being deleted. Of course if you log them on and
then log them right off you might just get frozen for a while. 
but logs are on and if we catch you helping your mortal then 
you might as well kiss both chars goodbye and don't plan on coming
back.
 
5. DO NOT RESTORE MORTALS FOR ANY REASON WITHOUT PRIOR PERMISSION FROM
AN IMPLEMENTOR. This is not a joke people. I don't know how many times
people have asked me if they could restore someone. The answer will 
almost always be no unless it's another immortal. We give you that 
command because we feel like you know the rules well enough not to 
just go restore crazy. If caught most likely it will just be a freeze
but it really depends on if it has happened before. If so punishment
will be decided while you are frozen. Please don't test us on this 
we aren't kidding.
 
6. DO NOT RETRIEVE A MORTAL'S CORPSE UNLESS THEY'RE GOING BY THE CR RULES
This is a bad thing to do people, the CR rules are there for a reason
and newbie or not, no one gets a free CR unless they comply with the
rules for getting an immortal CR (help CR)
 
7. DO NOT MODIFY AREAS BEYOND BUG FIXES OR AIC ADJUSTMENTS
This is very serious, someone else took a lot of time working on that
area, not to have you come in and go "oh well this is all wrong"
and start messing around with it, the AiC is authorized to correct
bugs and grammarical errors, NOT to drastically change a zone..
including removing DTs or safe rooms

8. DO NOT KILL MOBS!! Do not kill mobs for ANY reason. Also DO NOT start 
walking through zones mapping them. That is called cheating and you will
then be at the mercy of the imps. ALso, keep in mind we have everything
logged, and if you do break the rules you WILL be caught.
 
((( Rules subject to change without notice but you'll be told before
we do anything nasty to you )))
 
Greywolf, Wyverns, and Kinsman AOTA implementors
~

59 IMMORTALIZE~
Syntax:  immortalize <character>
 
Used to advance a level 50 character (avatar) to level 51 (the first
level of immortality).  This command will destroy the character's
inventory and display to them a pre-written message.
~

59 IMOT~
~

50 IMOTD~
ALL IMMORTALS: Site_lock your chars! That is NOT a request.
GW
 
NEW Imm rooms now available, read the note on the imm board.
Kinsman
 
Immortals Over level 55! If you see someone spam AO, type:
force Ancientone ignore <name>
 
This Should deal wiht it appropriatly.
GW
 
Gratz to the following people for Promo's:
Silvermoon to Hyperion
Gorbash to Hyperion
Haiiro to Council
Gayle to Head God
 
More may be planned later this month! Keep it up guys
Great job!
 
Wyverns is now a retired Hyperion. Respect is still in order should he show up
 
GW
~

59 IMOTD SAVE~
~

59 IMOTS~
~

59 IMP_LOCKOUT~
Wyverns' email:wyverns@psynet.net
Greywolf's email:greywolf@digital-genesis.com
 
If the Mud Gets locked out, email one or both of us ASAP!
--Wyv
~

1 'IN THE AIR'~
Recommended level range: 5 - 10

The skies above Darkhaven are unpopulated save for the amusing
faerie dragons. Wild rumors say that a portal to the Astral Plane
exists at the end of a rainbow high above the city.
~

51 INCOG~
.
typing incog alone will make you 'cloak your prescence', meaning that
only people in the same room as you, people above your level, and people
at the incog level you stated, will see you.  If you are incog 32, and
a level 20 walks into the same room as you, you wont be seen.  However,
the rest of the mud will see you as well.
 
~

51 INCOGNITO~
Usage: incognito <level>
 
Incognito functions the same as wizinvis except you are visible to players
of the designated level in the same room as you.
~

50 INDUCT OUTCAST~
Syntax: induct  <player>
     	outcast <player>

Induct and outcast are clan commands.  The leader and number 1 of the 
clan receive the induct commands, while the deity, leader, number 1 and 
number 2 all receive outcast.  Induct will bring a new player into the 
clan, while outcast will remove them.
~

1 INFORMATION~
SLIST   - a command that lists all your spells and skills and the level at
          which you may practice them.
AREAS   - Typing AREAS will get you a list of all areas.  You may get more
          information on each area by typing HELP <full area name>.
WIZLIST - This is a list of all Immortals of the game.
COMMANDS- This is a list of all commands available to you.
SOCIALS - This is a list of all socials available. 
TIME    - This will tell you the current times inside the game, the time
          the game was last rebooted, and the current time at the sight.
WHERE   - Where will give you a list of other players in the same area.
SAVE    - After level two, typing SAVE will save your process.
QUIT    - If you want to leave the game, type QUIT.
WHO     - A list of other players visible to you in the game.
TITLE   - Once you reach level five, you may make your own title.
PASSWORD- Your character's password can be changed with PASSWORD <old> <new>.
DESC    - You may set up a personal description, type DESC to edit.
 
Note that this is only a very brief list of commands.
~

0 INFRAVISION~
Syntax: cast infravision <character>

This spell enables the target character to see other players and mobiles
that are in the room with them.  This spell will also allow you to get
items from a corpse, but will not allow you to see the corpse.  You
must have a light source to see items, room descriptions, or "exits" in
a dark room.
~

59 INGREDIANTS~
Current Alchemist ingrediant list is:
 
water
wax
iron
stone
root
oil
~

1 'INNER LIGHT'~
Syntax:  ca 'inner light' <target>
 
Inner Light is a great spell that Bishops receive.  Unlike healing spells,
this spell will raise all three stats at once.  Though certain healing spells
are more powerful, this one is a better spell all-around.
 
~

0 'INNER WARMTH' INNER WARMTH~
This spell makes you more resistant to all forms of coldness.
~

59 INSTALLAREA~
Syntax:  installarea <area filename> <full area name/title>
 
Installs a prototype area into the mud as a non-prototype area.  The
filename can be fixed with aset (don't forget to foldarea afterwards).
 
Installarea renames the installed area file from 'author.are.file' to
'author.are.installed' so that the builder may be assigned new vnums.
 
~

51 INSTAROOM INSTAZONE~
Syntax:  instaroom
 
Functions the same as instazone, but is room-based instead of area-based.
 
Syntax:  instazone [nodoors]
 
This command lets your instantly create a whole set of resets for your area
based on all the mobiles and objects contained within your area.
All you have to do is place each mob in its proper room, wearing what it
should be wearing, carrying what it should be carrying, and objects in their
proper places, or in their proper containers, and doors in their proper
states, (open, closed, locked).  The instazone command will clear out your
current resets (if any), and create new ones for you.
You may optionally specify "nodoors" so that door resets will not be
created.

NOTE:  This command will wipe out any existing resets!  Do not use this
command after you have added your own resets with 'reset add'.
The recommended procedure is to use instazone, then use the 'reset' command
to add any special resets, and NOT use instazone again.

See RESET and RESETCMDS.
~

1 INTELLIGENCE INT~
Intelligence (INT in your 'score') represents your character's mental
capacity.  Among other things, it affects:
 
 - heavily influences the amount of mana a character gains at level
 
 - affects the amount of mana regenerated or recovered at each tick
   if a character is resting or sleeping
 
 - the rate at which a character learns a new skill or spell
 
 - the percentage rate at which a character practices a new language
 
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...
 
Intelligence is the prime attribute of the mage.
~

0 INVIS 'MASS INVIS'~
Syntax: cast invis <character>
Syntax: cast 'mass invis'

The INVIS spell makes the target character invisible.  Invisible characters
will become visible when they attack.

The MASS INVIS spell makes all characters in the caster's group invisible,
including the caster.
~

2 IRC~
.
IRC - Player Created Expandable Channels.
 
IRC Channels can be created by players, and the Channel Master, the firstr
player to ADDIRC, can choose who they do, and donot want on the channel.
 
Commands:
 
CHANNEL MASTER COMMANDS:
 
ADDIRC: Creates a new channel, adds users to it.
Syntax: addirc <player>
 
IRCKICK: Kicks a user off your channel.
Syntax: irckick <player>
 
OTHER COMMANDS:
 
ENDIRC: Quit an IRC Channel, if you are Channel Master, the channel is Terminat
ed. NOTE: If there is only 1 user on the channel it will Terminate.
Syntax: endirc
 
IRC: talk on the IRC Channel.
Syntax: irc <text>
 
Have a Blast,
Greywolf.
~

51 ISTART~
syntax: istart NUMBER
 
istart is invisstart, which dictates what level of invisibility you log in
as.  ie, istart 51 means you log in invis at level 51.  And so on.
 
~

51 ITEMVALUES~
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 |current MAC|Orig MAC   |         |
container |capacity   |flags       |key vnum   |condition  |         |
drinkcon  |capacity   |quantity    |liquid #   |poison?    |         |
food      |food value |(condition) |           |poison?    |         |
herb      |           |charges     |herb #     |           |         |
key       |(lock #)   |            |           |           |         |
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 |
potion    |spell level|sn 1        |sn 2       |sn 3       |         |
salve     |spell level|max charge  |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) |           |           |         |
wand      |level      |max charges |charges    |sn         |         |
weapon    |condition  |num dice    |size dice  |weapontype |         |
                                  
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, and WEAPONCONDITION.
~

59 JACKEL-SLIST~
(Lv 12) howl (Max:95%)
(Lv 22) rage (Max:95%)
(Lv 15) moon beam (Max:95%)
(Lv 23) mind wrack (Max:95%)
(Lv 25) mind wrench (Max:95%)
(Lv  3) fang (Max:95%)
(Lv 26) replenish blood (Max:95%)
~

59 JOBS~
I'm still making a list up.. til then just do what you been doing.
Wyv
~

1 KILLERFLAG~
<-------------------       KILLER FLAGS       ---------------->
 
   If you happen to obtain a KILLER flag by whatever means, you will
   keep your flag for a period of 24 hours.  End of arguement!  There
   will be no exceptions.
 
Added 3/5/98
~

59 KINDRED~
~

1 'KINDRED STRENGTH'~
This spell increases the strength of the recipient by three points.
It can be cast on yourself or other players.
~

0 KINJU~
The Kinju is the wielder of stealth, like the thief, the kinju
enjoys stealth and concealment, however, unlike the thief, the kinju
has a surprise in store for any who find him, kinjus are training
ninja, and become more powerful as they aquire more knowledge
 
The Kinjus abilities are limited at first, however it becomes a strong
fighting force when its training is complete
~

1 'KNOCK'~
Syntax:  cast 'knock'  <direction>
 
This skill enables one to unlock doors.
~

0 'KNOW ALIGNMENT'~
Syntax: cast 'know alignment' <character>

This spell reveals the alignment of the target character.
~

59 LANGNUMBERS~
LANG_COMMON0
LANG_ELVEN1
LANG_DWARVEN2
LANG_PIXIE3
LANG_OGRE4
LANG_ORCISH5
LANG_TROLLISH6
LANG_LEPRACHAUN7
LANG_INSECTOID  8
LANG_MAMMAL     9
LANG_MRRSHAN    10
LANG_DRAGON     11
LANG_SPIRITUAL  12
LANG_MAGICAL    13
LANG_GOBLIN     14
LANG_GOD        15
LANG_ANCIENT    16
LANG_HALFLING   17
LANG_CLAN       18
LANG_GITH       19
LANG_VAMPIRIC   20
LANG_WOLFISH    21
LANG_DRACONIAN  22
LANG_SATYR      23
LANG_WRAITH     24
LANG_CENTAUR    25
LANG_DRIDER     26
LANG_DROWISH    27
LANG_MINOTAUR   28
LANG_CYCLOPS    29
LANG_AREWYNDEL  30
LANG_BROWNIE    31
~

0 LANGUAGES~
Syntax: languages
Syntax: language learn <language name>

Languages alone shows which languages you know, and "language learn 
<name>" will add to your percentage of language knowledge.  To learn a 
language, a scholar who is knowledgable in that tongue must be present.

If someone is speaking in a language, and you know it, you will 
understand what they are saying.  However, to change the language in which 
you are speaking, you must change that manually.  (See help on SPEAK).

Also see help on TONGUES.
~

59 LAST~
Syntax: last <character>
 
This shows the last time at which the designated character was logged on.
~

0 LAWS~
.
This file contains the laws which the town guards will enforce.
Voilation of these will result in an arrest, and a townoutcast flag
 
IN TOWN Laws are:
 
#1: No Attacking ANY Players in town
#2: No Killers, THieves, or TOwnOutcasts are allowed to enter Mithras

Simple for now, if we have more problems with people doing
unethical things like killing Newbies in town, we will make
ammendments to the code, and the laws.
Currently, the MUD enforces these rules
so there is NO WAY to get around them.
 
--Aota Hyperions.
~

0 LEPRACHAUN~
Leprachauns are small folks, but very powerful in the use of magic
especially the magic of illusion and trickery.  While making excellent
thieves, Leprachauns make better Mages and Psionicists....
The legend however, about catching a Leprachaun and getting its gold
is not honored in this world, if you capture one, count on it to fight
back
~

1 LETHARGY~
Syntax: cast lethargy <target>
 
Available to several classes, lethargy comes in handy when the need to
lessen an enemies attacks are needed, lowering their dexterity
considerably.
 
~

0 LEVEL 1 'IMM SNOOP'~
~

56 LEVEL 1 CHANNELS~
~

56 LEVEL 51 COMMENT~
~

59 LEVEL 51 INCOGNITO~
~

1 LEVELCHANGE~
Well .. if your reading this, i guess your wandering WHY THE HELL
all this change .. heres whats up.. and it was my idea so i know whats up.
 
There are 3 classes of Immortals now ..
#1: The Ancients (levels 61 - 67) (High Gods)
#2: The Chosen Ones (levels 55 - 60)
#3: The Sevants (levels 51 - 54) <--- THESE ARE *** MORTAL ***
 
Let me explain .. Class #1, the Ancients will ALWAYS stay Invis.. they will be 
only heard, never seen
When in RL have you been sober and seen a god .. hehe ..
Class #2 are 'Go Betweens' between the Mortals and Us High Gods, they
can help quite a bit, and are Immortal, but can only do so much..
They will be able to see us if we choose to show ourselves to them.. and that
will be fully legal, Level 61+ Showing themselves to a Mortal is ILLEGAL.
The Chosen Ones have the OPTION of being Invisable, but may show as they
wish. They are our link to the Mortals.
 
Class #3, the Servants, are people we are watching and that we like. They are m
ortal but have been granted special commands by the gods, to help us 
deal with the problems of mortals, they may be able to deal with the problem
at hand, but if they cannot, they have a direct channel, that takes priority ov
er pray, that we see.
They Donot follow the rules of the gods, they are FULLY MORTAL.
They may act as they wish.
 
How Does a Mortal Contact a High God?
 
You May mud-mail one, or you may go to the Shrine, SOuth of Recall in Mithras
and type: pray <text> and we will see what you are typing.
Please Note, anyone Spamming the Pray channel will most likely
Die, if not worse.
 
Why? Well .. you will see some large changes for the better soon .. this has
to do with one of them.
 
Greywolf.
~

52 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
UP            |          1  |  Trigger is UP 
UNLOCK        |          2  |  Trigger unlocks something
LOCK          |          4  |  Trigger locks something
D_NORTH       |          8  |  Affects the north exit
D_SOUTH       |         16  |  Affects the south exit
D_EAST        |         32  |  Affects the east exit
D_WEST        |         64  |  Affects the west exit
D_UP          |        128  |  Affects the exit up
D_DOWN        |        256  |  Affects the exit down
DOOR          |        512  |  Affects a door
CONTAINER    *|       1024  |  Affects a container
OPEN          |       2048  |  Opens something
CLOSE         |       4096  |  Closes something
PASSAGE       |       8192  |  Creates a passage
OLOAD        *|      16384  |  Loads up an object
MLOAD        *|      32768  |  Loads up a mobile
TELEPORT      |      65536  |  Teleports the puller
TELEPORTALL  *|     131072  |  Teleports everyone in the room
TELEPORTPLUS *|     262144  |  Teleports everything in the room
DEATH        *|     524288  |  Causes instant death
CAST         *|    1048567  |  Casts a spell (sn in value1)
FAKEBLADE    *|    2097152  |  Lever is a wax covered sword blade (OUCH)
RAND4         |    4194304  |  Randomizes the exits N, S, E, W
RAND6         |    8388608  |  Randomizes the exits N, S, E, W, U, D
TRAPDOOR     *|   16777216  |  Opens a trap door, everthing falls down

See OSET and ITEMVALUES.  * = not yet implemented.
~

1 'LIFE FORCE' 'LIFEFORCE'~
Syntax: cast 'life force' <target>
 
This is one of the most powerful heal spells known, enabling the caster
to heal quickly in and out of combat.
~

1 LIFELIFT~
Syntax:  cast 'lifelift' <target>
 
Works exactly like UPLIFT, only stronger, restoring 100 HP to the target.
 
~

1 'LIGHTNING BALL'~
Syntax: cast 'lightning ball'
 
This area attack conjures a ball of lightning to eminate from the casters
body and hit the entire room.
 
~

10 LIMBER~
Type: SKILL
 
Limber allows werewolves to increase their dexterity greatly,
relying on the creature's own natural flexibility to do so.
 
~

1 'LIQUID SKIN'~
Syntax: cast 'liquid skin'
 
This spell allows the caster to improve their resistance against bludgeoning
attacks.
~

52 LIQUIDTYPES~
Value | Liquid Type
------------------------------
  0   | water
  1   | beer
  2   | wine
  3   | ale
  4   | dark ale
  5   | whiskey
  6   | lemonade
  7   | firebreather
  8   | local specialty
  9   | slime mold juice
 10   | milk
 11   | tea
 12   | coffee
 13   | salt water
 14   | cola

See OSET and ITEMVALUES.
~

52 LITTERBUG~
Syntax: litterbug <player>

Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~

59 LOADUP~
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.
~

0 'LOCATE OBJECT'~
Syntax: cast 'locate object' <name>

This spell reveals the location of all objects with the given name.
~

2 LOCKER~
Lockers are used for players o store extra eq over a reboot, they are
not that large, so keep that in mind, also .. you only get one.

Syntax: locker <open/close>

To access your locker, go to a locker room and type: locker open
If you donot have a locker, this will create one for you automatically.

Your locker will then appear in the room with you, i suggest using
put <item> <your name> eg. put stone greywolf
you can use: put <item> locker, however .. if there is more then 1 locker
open in the room, you take the chance of putting it in another players
locker.
 
To save to contents of your locker after you have finished, use:
locker close
this will save the contents, and put the locker away. these items
will stay in the locker untill you next open it, they save over
everything. The only one who can access your locker is you, so theft
is not a worry, only your character can access its locker.

 
changed 3/19.98 due to abuse of the locker system:
 
What you can store in your locker is now limited, it will NOT allow you
to store the following:
 
* Containers cannot be stored.
* LIMITED Eq cannot be stored.
 
Yhis was changed due to people with 17 sets of eq in there lockers
get a grip, escpecially limited eq.. if the old players have all of it, the new
ones cannot get it.
 
Greywolf -- 3/19/98
~

59 LOG SNOOP~
Syntax: log   <character>
Syntax: log   all
Syntax: snoop <character>

LOG <character> causes all of a character's commands to be logged into
the server's log file.  Like FREEZE, it is a permanent character toggle.

Certain commands (PASSWORD) are protected against LOG.  Conversely, certain
commands (especially immortal commands) are always logged.

LOG ALL logs all character commands.  It is a server-wide toggle; it does not
persist across reboots.

SNOOP shows you a copy of all the input and output going to a character.
The character must have an open channel.  You may snoop more than one
character at a time.
The input from the player will be displayed with a header of the players 
name and a percentage sign (i.e. Mudder%)
SNOOP yourself to cancel all outstanding snoops.
~

1 'MAGIC VACCUM' MAGIC VACCUM~
Syntax: cast 'magic vaccum' <victim>
 
This spell drains mana from the victim.. this is similar to an energy
drain spell or necromantic touch (using the same kind of power)
~

0 MAGICUSER MAGE MAGES~
A mage is one of the weakest class when it comes to body, but their minds
have no par.  As a mage you will begin weak, but as you grow in knowledge
and power, you will become a powerful fighting force.  Mages' spells are
varied and sundry, but they get many more combat spells than the clerics.
With a mage's vast repertoire of useful spells you will become a much
sought after commodity ... for your spells can mean victory or defeat
for other players.
 
~

1 'MAGNETIC THRUST'~
Syntax: cast 'magnetic thrust' <target>
 
This attack spell conjures the forces of magnetism and sends a wave of
power slamming into the target.
 
~

0 MAIL~
.
Syntax: mail <char> <subject>
 
Sends a private "Mud-Mail" to another character.
If they are online, they will receive a notice,
if they are not online, they will be notified
when they Login.
 
Please See the following Helps: RECEIVE and READ.
 
Greywolf - 1/25/98
~

0 MAILINGLIST~
.
We have a Mailinglist now.. for players to discuss .. well
what ever the hell they want .. and the imms are subscribed
so .. youll hopefully get input from one.
 
Please note .. this is not to tell us all to fuck ourselves
bad bad things happen if you do that .. like router blocks =)
 
Anyway .. heres the info:
 
to SUBSCRIBE to the list:
 
Send Mail to: aota-players-request@wolfpaw.net
with the word 'subscribe' without the ' s.
in the BODY of the message.
 
to UNSUBSCRIBE to the list:
 
Same as above .. just use the word unsubscribe.
 
After you to this .. the system will send you back some mail
with an auth code .. follow the instructions it sends you
and .. best of all to POST to the list: 
 
Send mail to: aota-players@wolfpaw.net ..
with whatever in it ..
 
All Site Updates.. and things you NEED to know will be posted to this list
so you may want to subscribe.
 
Greywolf.
~

50 MAILQUEUE~
Syntax:  mailqueue                         - show current IMC mailqueue

This command simply shows the current contents of the outgoing IMC mailqueue
for inter-mud notes.

See also: IMC 'IMC IMMORTAL COMMANDS' 'IMC NOTES'
~

59 MAIM PLRPURGE~
Syntax: maim <player>
 
This command will force the target character to remove all
drop all and then disconnect
 
An announcement will be made to the entire MUD about the purging
 
* This will not detroy a pfile only the player's eq and items *
* And you'd better believe THIS purge is logged *
~

50 MAKE~
Syntax: make <object>

For clan leaders only.

A clan leader has the ability to "make" one of the three clan objects.
~

51 MAKEBOARD~
Syntax: makeboard <filename>
 
Makeboard creates a new message board. All board file names should be
entered in the format of name.brd You can then use bset to set the boards
features.
~

59 MAKECLAN~
Syntax: makeclan <clan name>
 
This command makes a raw clan which needs to be set using setclan
 
See also: SETCLAN SHOWCLAN
~

59 MAKECOUNCIL~
Syntax: makecouncil (council name)
 
This makes a raw council which needs to be set using setcouncil
 
See also: SETCOUNCIL SHOWCOUNCIL
~

59 MAKEDEITY~
Syntax: makedeity <deity name>
 
This command creates a raw deity which must be set using setdeity
 
see also: SETDEITY SHOWDEITY
~

51 MAKEREPAIR~
Syntax: makerepair <mobvnum>
 
Automatically gives the mobile the ability to repair damaged equipment.
~

53 MAKESHOP~
Syntax: makeshop <mobile vnum>

Creates a new shop and assigns it to a mobile.

The levels of the items in the shop are picked randomly based on item type:

--------------------------------------------
|Item Type | Level Range                   |
--------------------------------------------
| default  | 0                             |
| pill     | 0 to 10                       |
| potion   | 0 to 10                       |
| scroll   | value[0] of the scroll object |
| wand     | 10 to 20                      |
| staff    | 15 to 25                      |
| armor    | 5 to 15                       |
| weapon   | 5 to 15                       |
--------------------------------------------

See SHOPSTAT, SHOPSET and SHOPS.
~

51 MAKEWIZLIST~
Syntax: makewizlist
 
Makewizlist automaticaly constructs a new wizlist. Use this after
altering other immortal's levels.
~

1 'MANA'~
Mana is the living inner power used by Druids, Clerics, Mages, Rangers and
even Thieves to cast their magic.  Warriors also have mana, but do not cast
spells.  As undead beings, Vampires neither have nor need mana.
~

1 MAP~
(Town of Mithras)
====================================      Key:                     
|                 |                |                             
|                 |                |      * = Commoners Square        
|                 |(13)            |      1 = General Board/Healer/  
|                 |                |          Trainer  
|                 E(14)            |      2 = Food Store
|          (15)   m                |      3 = Donation Room  
|       (16)*-----r(18)(19)        |      4 = Blacksmith  
|          (17)   a                |      5 = Jeweler     
|                 l                |      6 = Weapon Shop 
|   (9)  (8)  (7) d  (1)  (2)  (5) |      7 = Inn   
|=================*=Centaur St.====|      8 = Armor Shop 
|  (10) (11) (12) a  (3)  (4)  (6) |      9 = Pet Store /    
|                 v                |          Ranger's Guild 
|                 e                |     10 = Mage's Guild 
|                 |                |     11 = Container Shop 
|                 |                |     12 = Candle Store  
|             (20)|                |     13 = Bank
|                 |                |     14 = Boat Shop    
|                 |(21)            |     15 = Potion Shop   
|                 |                |     16 = Scroll Shop
|                 |                |     17 = Staff Shop 
====================================     18 & 19 = Post Office    
                                         20 = Rouge and Vampire Guild
                                         21 = Mob Factory   
Please tell Callinon about any errors on the map then duck as it took 
him a long time to make it :)     
~

51 MAP MAPOUT~
Syntax:  map
Syntax:  mapout
 
Map displays the 'map' of the current room (for use with automapper).
 
Mapout generates a copy of an area generated by the automapper.
 
These commands may not be functional currently.
 
~

59 MASSIGN RASSIGN OASSIGN~
Syntax: m|o|rassign <character> <low vnum> <high vnum>
 
These commands assign mob, room and object vnums to an immortal.
Please use CHECKVNUM to make sure the vnum range is available.
~

51 MCREATE OCREATE~
Syntax: mcreate <vnum> <keywords>
Syntax: ocreate <vnum> <keywords>

Create and new mobile / object.
A prototype monster or object will be created with the selected vnum, and
set up with the plainest of default values.  A material image of the magical
prototype will appear before you, for you to futher modify with MSET or OSET.

See MSET or OSET.
~

56 'ME I'M A MORON'~
We all know this, but put up with you anyways!
~

1 MEDITATE~
MEDITATE
Syntax:  meditate
 
While meditating, you gain 2 mana points per level of your primary class.
If your primary class is 15, you gain 30 mana points.
~

52 MEMORY~
Syntax: memory

MEMORY reports the current counts of objects, mobiles, affects, rooms,
areas, etc, etc.
~

52 MENU~
When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one
page to another, type '- <letter>'.  (For example, '- a' will bring you to
the first page in the current menu system).

'- h' will bring up a help file in any menu system.

'+ <name>' in OMENU or MMENU will change the object or mobile being edited
if it exists in your inventory/room respectively.

See RMENU, OMENU, MMENU.
~

-1 MERC FUREY KHAN HATCHET~
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 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.
~

59 MERLINS~
Syntax:  ca 'merlins robes' <target>
 
This is a very useful spell, when cast, it creates a robe that the caster may
wear adding 50 AC to their Armor Class and it's layerable as well.  For
Archmages only.
 
~

0 'METAL SKIN'~
Syntax:  ca 'metal skin' <target>

Metal Skin is the most powerful defensive spell available to an avatar,
with a bonus of -100 armor class.  It is usually the most highly revered spell
on any respectful avatar's spell list.
 
~

1 'METAL''METALSKIN'~
Syntax:cast metal
Cannot be cast on others
 
Metal skin is a great protective spell for Avatars, adding heaps of AC to them,
however, its is always destined to run out of potency right when you need it
most.
 
~

53 MFIND OFIND~
Syntax: mfind <name>
Syntax: ofind <name>

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

50 'MIND WRACK'~
Syntax: cast 'mind wrack' <target>
 
'Mind Wrack' is a much improved version of the spell 'dragon skriek' (DS is
available to dragons only).  It messes up your targets mentalstate, and most
times they wont even know they have it.
 
~

0 MINOTAUR~
A Minotaur is a large burly creature with huge horns atop its head
The Minotaur possesses great strength and an iron constitution
 
While making poor magic users, they make superb warriors, able to
fight battle after battle with little to no difficulty in maintaining
alertness
~

53 MINVOKE OINVOKE~
Syntax: minvoke <vnum>
Syntax: oinvoke <vnum>
Syntax: oinvoke <vnum> <level>

MINVOKE invokes an instance of a mobile referenced by its vnum (virtua
number).  The vnum's are just the #NNNN numbers that appear in world.obj.

OINVOKE invokes an object referenced by its vnum.  It takes an optional
parameter for the level of the object to be invoked.
~

1 MIST~
**********************         Mist         **********************
 
   Mist is a society of cold blooded and ruthless assassins. We 
of Mist are those of the hand, cloaked in the darkness, we bring
death to our chosen, for a fee of course. The society's past is
one surrounded by mystery and fear. No one knows the history of
we of Mist, but all that is known now is that we have been 
around for as long as anyone can remember. Until now, the very
knowledge of the guild was kept a secret.
 
   To join the ranks of mist you must be a minimum of level 25
of an advanced class. You must also be capable of killing without
feeling. We do not force our members to take contracts, but once
taken, the contract must be completed. It matters not how many
tries it takes, but the target must be dead. To break a contract
is to break your oath to the guild and the honor of Mist.
   A contract will be made between the assassin and the client. 
The price of will be decided between the two. Half of the fee
is paid before the killing and the second is afterwards. Remember
that it is the choice of the assassin, whether or not the contract
is accepted is up to him. If the fee is not payed following the
 
completion of the task, you will be hunted.
 
   Headhunters are the elite section of Mist. To enter the
enforcers of Mist, you must pass several tests and be judged
worthy of the HeadHunters. The spots are limited with the Mist
enforcers.
 
       'The daggers of Mist are the daggers of Death...'
~

0 'MIST WALK'~
Syntax: cast 'mist walk' <victim>
 
This spell allows a vampire to become a fine mist, capable of traveling
with speed and precision through the smallest of cracks and crevices to
to reach its victim.
 
Due to the nature of this spell, it only works in darkest night (between
the hours of 9 o'clock in the night and 5 o'clock in the morning).
~

53 MLIST~
Syntax: mlist
      :	mlist <first mob>
      :	mlist <first mob> <last mob>

This command will list all of the prototype mobs in your area, when used 
with no arguments.  When used with a single argument it will list all 
mobs including and after the argument, and when used with two arguments, 
it will list all mobs including and between the two. 
~

53 MMENU~
Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given)

Mmenu will bring you into a menu system of editing mobiles.  To use mmenu,
the mobile that you are editing should be in the same room as you.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

-1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.
         The MOBprograms have been contributed by N'Atas-ha.

         Haus hacked together room && obj programs 'cause
          he got sick of failing to add lever bitvectors,
               and cause he thought Carnage was a
                  Trancendentally Cool Mud.
~

51 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]
 
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.
 
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

58 MODT~
~

59 MORD~
~

-1 MOTD~
.         -=-=-=-=-=-=-=-=-=- Message of the Day -=-=-=-=-=-=-=-=-=-

* HC Is open again
* Fixed a few Limit Bugs..
* Link Loss Lockout bug is terminated aswell..
* The MUCH ANTICIPATED MYSTICS Are now available at the Shrine!
* Bug Fix: Assassins and Boutied people cannot collect killing themselves.
* Bug Fix: You cannot use the challenge command in the Arena
* NEW CODE: IRC Channels now have Socials and Emotes like Rumor does.
* NEW CODE: There is a Blackjack Casino in the Sleeping Dragon Inn
* HUMOR: Added a Mob called Rincewind, visit him and attack him for a laugh!
* CODE CLEAN: Cleaned up the code and optimized for speed

Mortals are asked to Please Post IDEAS on the Tome of Thought by the Shrine in
Mithras - as if you want new features - youll need to - im outta Ideas.
 
         -=-=-=-=- Updated: May 04/99 6:40 AM MST, by: Greywolf -=-=-=-=-
~

59 MOTF~
~

59 MOTS~
~

0 MOUNT DISMOUNT~
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.
~

1 MOVE~
This discusses the process of moving your character from one place in the
game to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
 
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
 
At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

1 MOVEMENT~
This discusses the process of moving your character from one place in the
game to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.

If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
 
At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

53 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

53 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

54 MPAT~
Syntax: MPAT <vnum> <command>

Lets the mobile perform a command at another location.
~

51 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
The following commands can be used for Room, Mob and Object progs. The commands
listed at the bottom are for mob progs only. A ** indicates command under 
development. Each command also has its own help file. Type HELP <COMMAND>.
 
MPCOMMAND       PARAMETERS            MPCOMMAND      PARAMETERS
--------------  --------------------  -------------  --------------------
MPASOUND        <phrase>              MPJUNK         <name/var>
MPECHOAROUND    <name/var> <phrase>   MPECHOAT       <name/var> <phrase>
MPECHO          <phrase>              MPMLOAD        <mob vnum>
MPOLOAD         <object vnum>         MPPURGE        <object/mobile name>
MPADVANCE       <player name> <level> MPTRANSFER     <name/all>
MPFORCE         <name/all> <actions>  MPSLAY         <victim>
MPDREAM         <name> <phrase>       MPDAMAGE       <name> <#hps> 
MPCLOSEPASSAGE  <room> <direction>    MPOPENPASSAGE  <origin> <dest> <dir>
** MPPRACTICE   <victim> (skill|spell) (max_percent)
Mobs only:
MPKILL           <name>                 MPGOTO <vnum>
MPAT             <vnum> <command>
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES.
~

53 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

54 MPECHO~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
~

53 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

54 MPECHOAT~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

53 MPEDIT~
Syntax: mpedit <mobile> <command> [number]  [program] [arguments]
Syntax: mpedit <mobile> add       <program> <arguments>
Syntax: mpedit <mobile> insert    <number>  <program> <arguments>
Syntax: mpedit <mobile> edit      <number>  [program] [arguments]
Syntax: mpedit <mobile> delete    <number>
Syntax: mpedit <mobile> list
 
MPEDIT is currently under construction.
Add, insert and edit will put you into the line editor to edit your
program.
The arguments consist of a trigger, plus any arguments associated with
that trigger.
 
For complete infomation, please reference the mob program documentation
available via FTP.  (building.tar.gz / building.tar.Z / building.zip )
 
See also: MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, VARIABLES.
~

51 MPFEAR MPHATE MPHUNT~
Syntax:  mpfear|hate|hunt <target name> <aggressor vnum>

These mud programs access the fearing, hating, and hunting portions
of the aggressors personality profile. The target name may be a
string substitution or a specific target name. Essentially, the
triggered mud program will cause all mobs with the vnum indicated
to fear, hate, or hunt the target name.

~

53 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

54 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

53 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

53 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

54 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
        MPOLOAD <vnum> [<level> timer]

Loads a mob or object.
~

55 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction>

Opens a passage to a room (does not affect pre-existing doors)

Syntax: MPCLOSEPASSAGE <room> <direction>

Closes a passage to a room (does not affect pre-existing doors that were
not created with mpopenpassage)
~

54 MPPURGE~
Syntax: MPPURGE <object/mobile>

Purges the room, or a specified object/mobile.
~

53 MPSTAT~
Syntax: mpstat <mob>
 
Mpstat will display all of the mobprograms that have been written for a mob.
 
See also: MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, VARIABLES.
~

53 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

51 MRANGE ORANGE~
These functions, when complete, will function similarly to 'rat', but
will be used to manipulate ranges of mobiles and objects instead of
rooms.
~

0 MRRSHAN~
The Mrrshan are a feline like race, possessing a cat-like appearance
including a tail which provides excellent balance..  Mrrshan also
possess swift reflexes and razor sharp claws
 
Mrrshan make exquisate thieves and assassins as well as a quick and
cunning warrior
~

51 MSET RSET~
Syntax: mset <character> <field> <value>
Syntax: rset <location>  <field> <value>

MSET and RSET set the properties of mobiles and rooms respectively.

RSET has been replaced with REDIT, which allows you to change every part
of a room.

MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
DEFENSES and MSTAT.

If a mobile has the PROTOTYPE flag, modifying an instance of the mobile
will also modify the index mobile, which all other instances of the
mobile are based on.

See MCREATE and REDIT.  For objects see OSET.

Also see MMENU, RMENU, and OMENU for the menu editing system.
~

52 MSTAT OSTAT RSTAT~
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat

MSTAT shows you statistics on a character.

OSTAT shows you statistics on an object.

RSTAT shows you statistics on a location. The location may be specified as
a vnum, as the name of a mobile, or as the name of an object.

See MSET OSET and REDIT.
~

59 MUDLOG~
Syntax: MUDLOG
 
Allows you to view the logs from this boot up
anything further back, ask a coder, or someone with shell access.
HIGH GOD COMMAND, DONOT ABUSE!
 
Greywolf.
~

1 MUDSTAT~
.
CHAOS     means free pkill for anyone, anywhere in the mud.  Although pk in
          Mithras Sanctuary is frowned upon.
 
DOUBLEEXP (double experience mode) means that all the experience you gain
          is doubled.
 
WAR       means that the whole mud has been designated to those who wish to
          to enter. Type "warme" to enter.
          Also see help WAR for greater detail.
 
TURBOmode means that you can cast and do skill at an accelerated rate.
 
KOMBAT    means that there is a Kombat in progress. (Kombat is a special area
          designed to perfect your pk skills.)
 
~

0 MULTICOM~
MULTI COMMAND STACKING SUPPORT 
 
This is usable as long as you are not Editing a note, or in a sub-state
eg. mset <mob> on etc..
 
to Use this: 
 
type (with no spaces) <command1> ;
 <command2> ;
 <command3> etc
 
(that is all on 1 line, the mud parses it in editing too i guess..
 
This is also usable with aliases,
 
Greywolf.
~

52 MWHERE~
Syntax: mwhere <name>

MWHERE shows you the locations of all mobiles with a particular name.
~

1 'MYSTIC MIST'~
Syntax: cast 'mystic mist'
 
This spell reveals the mobs in a room as well as making the cast invisible
and sneaky for a while.
 
~

50 MYSTIC-SLIST~
(Lv 01) Willed Strength
(Lv 03) Sphere
(Lv 05) Focusing
(Lv 10) Syphon
(Lv 15) Psychic Bonds
(Lv 20) Mind Bash
(Lv 25) Psi Blade
(Lv 30) Molecular Healing
(Lv 35) Angelic Mind
(Lv 40) Demonic Mind
(Lv 45) Merlins Robe
(Lv 50) Ethereal Strike
~

-1 M_BALZHUR_~
Suddenly out of nowhere, a hideous beast appears, bringing with it the
horrible smell of brimstone, death and decay!

The demon gives you the most evil and spine tingling sneer that makes you
fall to your knees, and release your bladder... 

The next second, the immense mass of slimey muscle and claws is all over you
...shredding you to a bloody mess!

Mercifully, everything goes black as it moves its widening maw towards your
head...
~

-1 M_GODLVL10_~
You are all powerful!
~

-1 M_GODLVL1_~
...Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
indeed much more free than you have ever felt before...

You float high into the heavens... a vortex of ever-changing curved beams
of colored light swirling around you faster and faster...

Your soul is bursting with emotions you can barely conceive...
You feel a burning inside... both cold and hot... a tingle of electricity
grows into a powerful buzzing surge jolting through every inch of your body.

A strange chorus of voices begins to sing indecipherable and long forgotten
words... the singing grows louder and louder... a million voices as one.

You feel yourself losing touch with reality... and all goes quiet.
~

-1 M_GODLVL2_~
...You begin to feel light-headed.

Your hands begin to tingle softly...
The feeling quickly grows into a strange radiating pulse of energy! 

The tingle rises up your arms and into your head, filing your mind with
visions of worlds of wonder, far off places, great towers, vast mountains,
oceans, seas, lush valleys, dark caverns and twisted passages...
 
You sense a feeling of wonderous potential and power in your hands...
Enough power to build and create these visions for yourself!

You feel much more powerful, eager and inspired!
~

-1 M_GODLVL3_~
...You feel slightly faint as your head begins to spin.

Your hands begin to tingle once more...
A vortex of energy starts to swirl throughout your hands, going faster
and faster... becoming almost painful! 

Beams of light break through your skin, one at a time, then more and
more until the light is almost to bright to bear...

As your squint your eyes, you perceive a vision of great beasts of wonder,
dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples
of all kinds, ancient forgotten artifacts, weapons of vast untapped powers,
crystal balls, magick rings, staves, wands, rods, arcane tomes of untold
secrets... your mind is bursting with inspiration...
 
You sense a new, reborn feeling of unlimited potential and power...
In your hands the power to build and create these visions for yourself!

The bright light from your hands fades away... but strange faint glow
remains always.
~

-1 M_GODLVL4_~
You suddenly feel much more powerful!
~

-1 M_GODLVL5_~
You suddenly feel much more powerful!
~

-1 M_GODLVL6_~
You suddenly feel much more powerful!
~

-1 M_GODLVL7_~
You suddenly feel much more powerful!
~

-1 M_GODLVL8_~
You suddenly feel much more powerful!
~

-1 M_GODLVL9_~
You suddenly feel much more powerful!
~

51 NBAG~
.
Syntax: nbag <character>
 
This works only on levels 1-5, and only if you are in the same room as them.
 
~

1 'NECRO' 'NECROMANTIC TOUCH' 'NECROMANTIC'~
Syntax: cast 'necromantic touch' <target>
 
This spell takes a small amount of life force from the victim and applies
it to the caster.
 
~

51 'NEW ORDER' NO -(NO)-~
The dawn comes beyond chaos and beyond reason, It is fire and yet it is cold
The night comes through storm and calm, It is wind yet it is still
 
Through all things comes the New Order, either thriving or simply
surviving, We endure.
We are a group of people, banded together for mutual protection and
friendship, we fight side by side, we achieve victory together, we
suffer defeat together, through all we do we do together..
 
The New Order Castle stands within the shadows and it stands within
the light, it is built on a foundation of fellowship, and grows on
the need of the moment.
 
We invite you now, come and join us, as a companion, and as a friend
 
See Also: NO-Induction NO-Rules NO-History
~

1 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~
SPAM -        Will explain what spam is, and why you should not do it.
CONFIG -      Will teach you about our configuration menu.
SCORE -       Will tell you about your characters personal score sheet.
MOVEMENT -    Will teach you various commands for moving about the game.
OBJECTS -     Will teach you various commands to use your equipment.
CONTAINER -   Will teach you about using containers to hold belongings.
CHANNELS -    Will teach you about communication with other players.
GROUP -       Will help you with grouping with other adventurers.
COMBAT -      Will teach you how to choose, start and stop a fight.
DEATH -       Will tell you about the death experience in the game.
PRACTICE -    Will teach you about training spells, skills, and weapons.
INFORMATION - Will cover ways to find certain types of information.
 
To use these help files, type HELP <topic> from the topics listed in
capital letters above.
~

58 NEWBIE~
Newbiechat is a channel created for and use by only low-level new
players.  It is designed to lessen the confusion of their transition
into the game, and can be used to gain answers to any questions
or problems the player may have.
~

51 NEWBIESET~
Syntax: newbieset <character>

NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory.  Recipient must be level 5 or lower.
~

-1 NEWS~
.*<< READ ME *<< READ ME *<< READ ME *<< READ ME *<< READ ME >>*
 
>--------------------> AOTA NEWS LISTING <-----------------------<
 
 5/19/97 - Greywolf finally gets fed up with ambrosia and moves to
           Toof.net - moved the mud in a record 10 minurtes.
 
 5/21/97 - Mud comes back up but is wizlocked for 2 days.
 
 5/23/97 - Router is up, mud begins to stablize
 
 5/23/97 - Mud Makes it to the first sceduled reboot in months
 
10/11/97 - Callinon sees the news file and decides to update it
 
10/11/97 - The MUD moves from Tander to Digital-Genesis
~

59 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

59 NINJA-SLIST~
(Lv 13) backkick (Max:95%)
(Lv  2) doublekick (Max:75%)
(Lv 10) haymaker (Max:95%)
(Lv 15) doublestab (Max:95%)
(Lv 10) smoke (Max:95)
(Lv 04) war punch (Max:95%)
~

-1 NMOTD~
.*----* Welcome Friend, to The Age of the Ancients *----*
 
Here is a list of suggested reading apon entering these realms the
first time:
 
1.Help RULES
2.Help PKILL
3.Help ARENA
4.Help CLANRULES
4.Help POLICIES
6.Help NEWBIE
7.Help LAWS
8.Help MAP
9.

Also, it is suggested you go through the newbie temple, if not for the
learning
for the EXP:)
 
Apon entering you should WEAR ALL, also please read HELP LEVEL.
 
-==- BE WARNED -==- If you choose to not read the rules, ignorance is
                    NOT a valid excuse here, please know them.
 
The Aota Staff.
~

51 NO-HISTORY~
"The strong are here to justify the weak"
 
That motto has lead the New Order to many victories.. and it stays
with us through our existance
 
The New Order started with Benvolio creating the castle and forming the
clan itself, he assigned Lucifer as leader.. The clan at this time
was all of 2 people, one a level 50 avatar and one a level 62 god.
 
All that changed when Callinon was inducted as a level 15 avatar.
He brought the clan into power, bringing into the clan more people
who in turn brought more in, eventually the clan composed of 75
people, almost 4 times the size of the second largest clan, WF
 
Through the great move the clan diminished, to the point where you
considered yourself lucky to see 2 at the same time....
 
And in this time, we now live, as we begin to expand our ranks again
until the New Order is as powerful as it was, and ever growing.
~

51 NO-INDUCTION~
In order to become a member of the New Order, there is a proceedure
to follow, to insure we only get people who really want to be here :)
 
1) You must contact a member of the Induction Team (all members have
   -(IT)- in their title and on their insignia)
2) That member will interview you, if you pass the interview you will
   be given a quest to complete, and a set of restrictions to completing
   it (all quests are given within the level range of the inductee)
2b) If you fail the quest or don't meet all the requirements (i.e.
    you leveled too much) You will be given a second quest to fit your
    present self (leveling in second classes counts)
3) If you complete the quest you will be inducted and given an insignia
   You will also likely be given a tour of the castle so you know what's
   where
 
Hope to see you in the clan soon
Callinon Soulforge, Deity of the New Order
~

51 NO-RULES~
Most of our rules are spelled out in help clanrules.. but here's a few
that aren't....
 
1) Anyone behaving in an offensive way such as making an ass of yourself
   on a public channel or badmouthing another clan will likely be
   dismembered (kicked out of the clan)
2) Anyone causing a war (this has happened so don't laugh) will definately
   be removed from the clan and set with an outcast flag preventing
   you from joining another one
3) Anyone selling, auctioning, giving, or donating clan equipment will
   be outcast immediately, this is mentioned in help clanrules but
   I'm putting it here too, in order to emphisize the importance of it
   (I've worked long and hard on this equipment I don't want to see
    my work wasted)
4) Pay attention to the clan board (no real penelty for not except
   that you won't know what's going on)
~

59 NORESOLVE~
Syntax:  noresolve
 
Toggles resolution of incoming player ip's into names.
 
~

1 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north or n
Syntax: south or s
Syntax: east or e
Syntax: west or w
Syntax: up or u
Syntax: down or d

Use these commands to walk in a particular direction.
~

1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~
Syntax: northeast or ne
Syntax: northwest or nw
Syntax: southeast or se
Syntax: southwest or sw
 
Use these commands to walk in a particular direction.
~

1 NOSTRUM~
Syntax:  c nostrum
 
A restorative spell of the Augurer which heals the caster of wounds.
The spell cannot be cast on others.
~

0 NOTE~
Syntax: note list    <number>
Syntax: note read    <number>
Syntax: note read    all
Syntax: note write
Syntax: note subject <string>
Syntax: note to      <to-list>
Syntax: note take    <number>
Syntax: note show
Syntax: note post
Syntax: note remove  <number>

NOTE LIST lists notes which you can read.  NOTE READ reads one or all notes.
By specifying a number after NOTE LIST, you will list all notes including
and after that number.

NOTE SUBJECT sets the subject line of a new note.  NOTE TO sets the list of
recipients.  The recipient ALL means all players, and the recipient IMMORTAL
means all immortals.

NOTE WRITE puts you into edit mode, where you can easily enter your note
with use of some simple editor commands:
            /? - help    /s - save    /l - list    /c - clear

NOTE SHOW shows your note in progress; NOTE CLEAR starts over.

NOTE POST posts your note for reading.  Posting is not automatic.

NOTE REMOVE removes the entire note if you are the sender, or just removes you
from the to-list if you are a recipient.

NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking 
it in your inventory.

Notes now require a blank note to be held in your hands, and a quill to 
be in your inventory.
 
See also 'voting'.
~

53 NOTELL NOTITLE NOEMOTE~
Syntax: notell <player>
      : notitle <player>
      : noemote <player>
 
Notell prevents a player from using the TELL channel
Notitle prevents a player from setting their own title
Noemote prevents a player from using emote or socials
 
These commands are toggles so when you want to remove it just do
it again
 
See also: SILENCE
~

51 NPCNUMS~
.0-Human          1-Elf         2-Dwarf           3-Halfling
 4-Pixie          5-Vampire     6-Half-Ogre       7-Half-Orc   
 8-Half-Troll     9-Half-Elf   10-Gith           11-Werewolf
12-Draconian     13-Satyr      14-Wraith         15-Centaur
16-Drider        17-Drow       18-Minotaur       19-Cyclops
21-Brownie       22-Leprachaun 23-Mrrshan        24-Ant
25-Ape           26-Baboon     27-Bat            28-Bear
29-Bee           30-Beetle     31-Boar           32-Bugbear
33-Cat           34-Dog        35-Dragon         36-Ferret
37-Fly           38-Gargoyle   39-Gelatin        40-Ghoul
41-Gnoll         42-Gnome      43-Goblin         44-Golem
45-Gorgon        46-Harpy      47-Hobgoblin      48-Kobold
49-Lizardman     50-Locust     51-Lycanthrope    52-Minotaur
53-Mold          54-Mule       55-Neanderthal    56-Ooze
57-Orc           58-Rat        59-Rustmonster    60-Shadow
61-Shapeshifter  62-Shrew      63-Shrieker       64-Skeleton
65-Slime         66-Snake      67-Spider         68-Stirge
69-Thoul         70-Troglodyte 71-Undead         72-Wight
73-Wolf          74-Worm       75-Zombie         76-Bovine
77-Canine        78-Feline     79-Porcine        80-Mammal
81-Rodent        82-Avis       83-Reptile        84-Amphibian
85-Fish          86-Crustacean 87-Insect         88-Spirit
89-Magical       90-Horse      91-Animal         92-Humanoid
93-Monster       94-God        95-Dragon2
20 is disabled.
~

51 NPCRACES NPC_RACES~
A mobile may be any of the following races:
 
human         elf         dwarf        halfling     pixie        vampire   
half-ogre     half-orc    half-troll   half-elf     gith         ant       
ape           baboon      bat          bear         bee          beetle       
boar          bugbear     cat          dog          dragon       ferret    
fly           gargoyle    gelatin      ghoul        gnoll        gnome       
goblin        golem       gorgon       harpy        hobgoblin    kobold       
lizardman     locust      lycanthrope  minotaur     mold         mule 
neanderthal   ooze        orc          rat          rustmonster  shadow 
shapeshifter  shrew       shrieker     skeleton     slime        snake 
spider        stirge      thoul        troglodyte   undead       wight 
wolf          worm        zombie       bovine       canine       feline
porcine       mammal      rodent       avis         reptile      amphibian 
fish          crustacean  insect       spirit       magical      horse 
animal        humanoid    monster      god
 
See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, 
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
 
~

51 NPC_CLASSES~
0-mage        1-cleric      2-thief     3-warrior      4-vampire   5-druid
6-ranger      7-augurer     8-paladin   9-assassin    10-werewolf 11-kinju
12-avatar    13-psionicist 14-dragon   15-blademaster 16-archmage 17-bishop
18-alchemist 19-prophet    20-crusader 21-samurai     22-wraith   23-hunter
24-adept     25-ninja      26-jackel   27-42 (not implenemted at this time)
 
You must use the numbers to set class on mobiles.
 
~

51 NUKEREP~
Usage: nukerep <character>
 
Nukerep clears the players reply, so if you go wizinvis to ignore them and
they continue to bother you with replies this will stop them.
Note: If you tell them again later they will be able to reply.
~

53 OBJECTFLAGS~
Flags that objects can have:
glow      hum        dark      lock        evil        invis
magic     nodrop     bless     antigood    antievil    antineutral
noremove  inventory  antimage  antithief   antiwarrior anticleric
organic   metal      donation  clanobject  clancorpse  prototype
~

1 OBJECTS~
To see the objects you currently posess, type INVENTORY and EQUIPMENT.
INVENTORY is the items you are carrying, but are not currently wearing.
EQUIPMENT shows you the equipement 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 REMOVE the old weapon. 
 
You can gain information on your objects by using LOOK or EXAMINE.  EXAMINE
tells you the condition of your item, as a more detailed form of LOOK.
 
~

53 OBJECTTYPES~
Object types:
none   light       scroll    wand    staff      weapon    treasure
armor  potion      furniture trash   container  drinkcon  key
food   money       boat      corpse  corpse_pc  fountain  pill
blood  bloodstain  scraps    pipe    herbcon    herb      incense
fire   book        switch    lever   pullchain  button    dial
rune   runepouch   match     trap

Not all are implemented.
~

53 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear          <percentage>        [when a player wears the object]
Remove        <percentage>        [when a player removes the object]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Sac           <percentage>        [when a player sacrifices the object]
Zap           <percentage>        [when the player is zapped due to alignment]
Get           <percentage>        [when a player gets the object]
Drop          <percentage>        [when a player drops the object]
Damage        <percentage>        [when the object is damaged]
Repair        <percentage>        [when the object is repaired]
Greet         <percentage>        [when a mob/player enters the room]
Exa           <percentage>        [when the object is Examined or Looked upon]
Look          ** THIS TRIGGER IS NOT CURRENTLY IN USE **
Push          <percentage>        [when a player pushes an object]
Pull          <percentage>        [when a player pulls an object]
Use           <percentage>        [see 'help useprog' for details]
 
For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES.
~

51 ODESC~
.
To add a description for an item, no matter what it is, follow this
simple procedure.
 
oset #vnum description
 
It will put you inside a writing buffer, similar to writing notes.  You will
see the objects desc when you look at it, or examine it.
 
FOR OTHER HELP, SEE HELP OSET.
~

0 OLDSCORE~
Syntax: oldscore

Oldscore shows the score information in a different way than 'score'.
~

53 OLIST~
Syntax: olist
      :	olist <first object>
      :	olist <first object> <last object>

This command will list all of the prototype objects in your area, when used 
with no arguments.  When used with a single argument it will list all 
objects including and after the argument, and when used with two arguments, 
it will list all objects including and between the two. 
~

59 OLYMPUS~
syntax: olympus <message>
 
The olympus command is a communication channel for level 61+ only.
~

53 OMENU~
Syntax: omenu <object name> [menu page] (defaults to 'a' if none given)

Omenu will bring you into a menu system of editing objects.  To use omenu,
you must be holding the object that you are editing in your inventory.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

53 OPEDIT~
Syntax: opedit <object> <command> [number]  [program] [arguments]
Syntax: opedit <object> add       <program> <arguments>
Syntax: opedit <object> insert    <number>  <program> <arguments>
Syntax: opedit <object> edit      <number>  [program] [arguments]
Syntax: opedit <object> delete    <number>
Syntax: opedit <object> list
 
OPEDIT is currently under construction.
Add, insert and edit will put you into the line editor to edit your
program.
The arguments consist of a trigger, plus any arguments associated with
that trigger.
 
To edit an Objprogram, you must be holding the object in your inventory.
 
See also: OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, VARIABLES.
~

0 OPEN CLOSE LOCK UNLOCK PICK~
Syntax: open   <object|direction>
Syntax: close  <object|direction>
Syntax: lock   <object|direction>
Syntax: unlock <object|direction>
Syntax: pick   <object|direction>

OPEN and CLOSE open and close an object or a door.

LOCK and UNLOCK lock and unlock a closed object or door.  You must have
the requisite key to LOCK or UNLOCK.

PICK can open a lock without having the key.  In order to PICK successfully,
you must practice the appropriate skill.
~

53 OPSTAT~
Syntax: opstat <object>
 
Opstat will display all of the objprograms that have been written for an 
object.
 
See also: OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, VARIABLES.
~

0 ORDER~
Syntax: order <character> command
Syntax: order all command

ORDER orders one or all of your charmed followers (including pets) to
perform any command.  The command may have arguments.  You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.

Most charmed creatures lose their aggressive nature (while charmed).

If your charmed creature engages in combat, that will break the charm.
~

0 ORDERS~
Syntax:  orders
 
Displays a list of active Orders, their deity, their leader, their
mkills (number of mobs the Order has killed) and their mdeaths (the
number of Order members who have died to mobs).
~

0 ORDERTALK~
Syntax:  ordertalk <message>
 
Provided that you are in an Order, ordertalk will send the message to
all members currently online, as well as the deity if they are online.
~

51 OSET~
Syntax:  oset <object>    <field> <value>
         oset object on
 
If the copy of the object you are currently modifying has the PROTOTYPE flag,
your modifications will also modify the index of that object, which all other
instances of the object are based on.  In the future, every copy of that obj
will reflect your modifications.
 
Also be aware that modifications to the object affect list (everything that
is listed after 'object values') will affect _every_ copy of that object in
the game, including old copies (even if they are not online).  Thus if you
change a prototype-flagged copy of a sword to +4 damroll, every copy of that
vnum ever made will reflect that change.  If you add a 'magic' flag to that
sword, however, only copies made after the change will be affected.
 
If the copy of the object you are modifying does NOT have the PROTOTYPE flag,
your modifications will affect only that copy.
 
OSET ON will lock you onto a particular object.  Once locked on, all commands
commands will imply 'oset <object>'.  Hitting enter while in OSET ON gives
you an ostat of the object you are working on.  To get out of OSET ON, simply
type the word DONE. Example:
 
        oset staff on
        long A long gnarled staff of burnished oak lies here.
        type staff
        done
 
See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING
TO SEE HOW TO ADD AN OBJECT DESC, SEE ODESC.
~

52 OWHERE MWHERE~
Syntax:  owhere <object keyword>
Syntax:  mwhere <mob keyword>
 
Owhere displays the location of all instances of the specified object.
 
Mwhere displays the location of all instance of the specified mobile.
 
See VSEARCH
~

0 PAGELENGTH~
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.
~

0 PALADIN~
The paladin is the right arm of all that is good.
As a paladin you will keep good in your heart even when evil surrounds
your being..  The paladin performs deeds of honor and service
 
As a paladin you are blessed with curative magics to further aid
those in need.
~

58 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief
Syntax: pardon <character> assassin
Syntax: pardon <character> cheater
Syntax: pardon <character> townoutcast
 
PARDON pardons a player for his/her/its crimes.
 
~

0 PARRY~
This skill wards off incoming attacks, taking no damage from them.  Use of the
skill is automatic once you have practice it.  You must be wielding a weapon
to parry.
~

53 PART BODYPARTS XFLAGS~
Misc body parts:
HEAD     ARMS    LEGS   HEART        BRAINS      GUTS        HANDS   FEET
FINGERS  EAR     EYE    LONG_TONGUE  EYESTALKS   TENTACLES   FINS    WINGS
TAIL     SCALES

Used for attacking:
CLAWS    HORNS   TUSKS  TAILATTACK   SHARPSCALES
~

0 'PASS DOOR'~
Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.
~

0 PASSWORD~
Syntax: password <old-password> <new-password>

PASSWORD changes your character's password.  The first argument must be
your old password.  The second argument is your new password.

The PASSWORD command is protected against being snooped or logged.

Passwords can not contain certain characters, or spaces.  As well, we 
advise that you use an alphanumeric password (containing both numbers and 
letters) as they are harder to guess.
~

1 PC NPC~
PC      =  player character
NPC     =  non-player character
~

1 PCOLORS 'PROMPT COLORS'~
The foreground special character is:  &&
Tokens for && are:
  &&x  - Black                     &&r  - Red (blood)
  &&g  - Green                     &&O  - Orange (brown)
  &&b  - Dark Blue                 &&p  - Purple
  &&c  - Cyan                      &&w  - Gray (default color)
  &&z  - Dark Grey                 &&R  - Light Red
  &&G  - Light Green               &&Y  - Yellow
  &&B  - Blue                      &&P  - Pink
  &&C  - Light Blue                &&W  - White
 
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.
 
Example: Prompt &&Y^^b%h&&x^^r%m
         Will give you hit points in yellow with a blue background, and mana
         in black with a red background.
 
See also: HELP PROMPT
~

51 PEACE~
Syntax: peace

PEACE causes all characters in a room to stop fighting.
~

0 PEEK~
This skill shows you a character's inventory when you look at a character.
Use of the skill is automatic once you have practice it.
~

0 PET PETS~
You can buy pets in the pet shop.  You may buy one more pet each time you
advance in level.  Your pet-buying opportunities do not accumulate; use them or
lost them.  This policy prevents wholesale abuse of pets.

You are responsible for the actions of your pets.
~

1 'PICK LOCK'~
This skill enables you to pick open locked doors.
~

0 PIXIE PIXIES~
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.
 
~

0 PK~
.
This file entails our PK System, please read this carefully.
 
Becoming a PKer: You MUST sign the Book of Blood.
       The book is located in Mithras (East of RECALL)
     Type SIGN BOOK in that room, to become PK, be warned .. 
     IT CANNOT EVER BE REMOVED!!!!
 
LOOTING:
     Looting is *ILLEGAL* Period! If you loot by accedent, you MUST
     Give any and all eq back when asked. The only Item you may take
     Off a corpse is the club insignia. Not the CHAMPS insig, only
     a regular club insig.
 
PLAYER KILLING RESTRICTIONS:
     * You May NOT kill in Town (Mithras)
     * You may NOT Interfere with a CR, no killing people trying to
       to get there corpses back!!
     * You May NOT Kill people whom are in a room with Saccing Mobiles
       Looting Mobiles, or aggressive Mobiles.
 
 LEVEL RESTRICTIONS:
     * For Single Class Player Killers:
          The Player Must be WITHIN 5 levels of yourself.
     * For Dual Class Player Killers:
          The Player Must be WITHIN 10 Levels, of ethier one of your classes
     * For Advanced Class Player Killers:
          The Player MUST be within 10 Levels of your ADVANCED Class
     * For Dual Advanced Player Killers:
          The Player MUST be within 10 Levels of your QUAD Class
 
The One exception to these rules, is players who donot have thier 
safety flag active. You may kill any player at any level who does not
have this flag on.
 
For Lower Players who choose to attack people higher then your PK Range
its your funeral.
 
 SAFETY FLAGS:
     Everyone has one. What it is, is a toggle, that if on enforces the
     PK Rules, you cannot be killed by someone who is out of your PK range
     if you have this flag on. If you are NON-PK, this flag prevents all
     player killers from attacking you. If you are PK OR NON-PK and you
     choose to turn this flag OFF, you are open to be attacked, by ANYONE
 
     The Safety Toggle may be turned on and off by typing: Safety.
     The Status shows up in your score Sheet. 
     When you enter the game, this flag will be SET TO ACTIVE, you must
     disable it manually each time you logon.

     I find this system, fair, and not to restrictive. Abuse of it
     will result in changes to make it ethier more restrictive, or
     for those who use it as a shield, less restriction.

     ** NOTE: Your Safety Flag WILL be disabled if you attack Someone! **
              you MUST reactivate it manually AFTER the fight, you CANNOT
              do it fighting!

Have Fun!

Jan 13/99 - Greywolf.
~

1 PKILL~
Please See HELP PK
 
Greywolf
~

0 'PLANT PASS'~
Syntax:  cast 'plant pass' <victim>
 
This spell allows the caster to merge with nearby foliage, and flow though
it to emerge near the victim.
 
Obviously this spell requires a good deal of natural foliage in both the
caster's and the victim's location.
~

58 PLRSTATS~
The following results were obtained by leveling a character with maxed
attributes from 1 to 50 a total of 20 times.  The results were averaged
and are as follows:
 
  ---------------------------------------------------
 |   Class   |  Hitpoints  |    Mana   |  Movements  |
 |---------------------------------------------------|
 | Mage      |     560     |    335    |     600     |
 | Cleric    |     630     |    340    |     600     |
 | Warrior   |     850     |    100    |     600     |
 | Vampire   |     790     |    60 bp  |     600     |
 | Druid     |     775     |    347    |     600     |
 | Ranger    |     855     |    320    |     600     |
 | Theif     |     730     |    100    |     600     |
 `---------------------------------------------------'
 
A characters's armor class (AC) will vary in relation to its dexterity.
The higher the dexterity, the lower the AC will be.  In general, the base
AC on a character will vary between 60 and 100.  In the worst case, if the
character's dexterity is very low (3 - 5) its AC can drop to 130 or so.
 
Various races have been imbued by the gods with certain effects:
* detect magic --  Elves
* sneak        --  Halflings
* flying       --  Pixies
* infrared     --  Dwarves, Half-elves, Half-orcs, Half-trolls
* none         --  Humans
* detect invis --  Gith
~

0 POISON~
Syntax: cast poison <victim>

This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate.
~

0 'POISON WEAPON'~
Syntax: 'poison weapon' <weapon>

Poison weapon is a skill, unique to thieves, which enables them to coat 
the tip of their weapon with a deadly poison.  In battle, this poison 
will cause ill effects on its recipient.  Be warned however, it has been 
told that poison has a strong lessening effect on the lifetime of 
weapons. To poison a weapon, you must have the weapon, poison, and a 
full waterskin in your inventory.  
~

0 POLICIES~
---==[ Age of the Ancients Policies ]==---
	      ----------------------------------------------

	These Policies are in place to make this game run well, and avoid
problems that we have experianced in the past.

Policies for Mortals are as follows:

1. Any Hyperion's word is final, if you wish to dispute the
   decision, you must take it up with that Hyperion. Should
   you choose to take your problem to another Hyperion. The
   penalty is a siteban. If you feel unjustified, please 
   post a note on the Mortal Concerns Board. And it will
   be reviewed, keep in mind, this board is not for vulgarity
   and insults, concerns only. Please be civil, or it will be
   ingnored .. if your lucky.

2. Clans are to be run by Mortals, there will be NO Immortals
   in clans, if an Immortal interferes in a clan, and a rule
   has not been broken, ie. they dont need to be there. Report
   it to a Hyperion Instantly.

3. There is to be no vulgar language on any global channel other
   then the flame channel, keep in mind racist remarks and insults
   targeted towards others will not be tolerated, use tells for this
   if you must.

4. The word of an Immortal is law, unless you are told by someone
   whom you KNOW outranks the first Immortal.

5. It is illegal to shove a player into a DT.
   It is illegal to use an aggressive mob to guard a players corpse.

6. You may NOT Sacrifice player corpses, this includes summoning
   mobs that loot, and or sac to do it for you. If you do this,
   you are the cause, and you get the punishment.

7. Looting a player corpse is illegal, penalty is that all your
   eq goes to the person/people you looted. and you get nothing,
   except maybe a demotion.

8. Lastly, please use comman sence. These rules are here for the
   betterment of the game. Anyone found following these rules by
   word, rather then spirit will be frowned upon.

Aota Staff

Written by: Greywolf.
~

51 POSITIONS~
Here are the number values for each position
 
0 - Slowly Decomposing (Dead)
1 - Mortally Wounded
2 - Standing
3 - Stunned
4 - Sleeping
5 - Resting
6 - Sitting
7 - Fighting
8 - Standing
 
There you go :)
~

57 'POSSESS'~
Syntax:  cast 'possess' <mob>
 
This spell enables you to switch into a mob for a short amount of time.
~

1 PRACTICE~
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 guild master to practice.

The higher your wisdom, the more practice sessions you will have each time you
gain a level.  Unused sessions are saved until you do use them.
 
All characters may practice skills, spells, and weapons in the Academy.
 
~

1 PRAY~
Syntax: pray (argument)
 
This Command Controls all the double classing, and also
communicates with the gods.
 
The Get Your SECOND Class:
 
At Shrine type: pray shrine dual (this is random, you have no choice)
 
To Get Your THIRD (Advanced) Class:
 
At Shrine Type: pray shrine advanced <dragon/avatar>
You may pick Dragon or Avatar for this class.
 
To Get Your Fourth (Dual Advanced) Class:
 
At Shrine Type: pray shrine dual <class name>
You May pick from the list of adv-dual classes, see
HELP ADV-DUAL for details.

Note: Approval of this by your deity is dependant on your
Favor, it has to be HIGH, check your score sheet.

*******
WARNING
Deities are humorless sorts, so don't try to jump the gun and
get a second class before you deserve one, your deity may let
its millenia of anger out on you
This Also Includes trying to get an Advanced, or Dual Advanced
before you deserve it, you must be level 15 to get a second class
level 50/50 for third, and level 50 in your third for a fourth
 
You Have Been Warned.
 
Greywolf
~

59 PROCURE~
Syntax: procure <char> <item>
 
This command will grab an item from a character's inventory
this is useful for retrieving containers, clan items, or what have you
 
NOTE: the item must be in the char's inven.. not worn or in a container
if it's in a container procure the container
if it's being worn force them to remove it first
~

51 PROMOTION~
.
So, you think you deserve a promotion do you?
Ok.. maybe you do.  As of 7/15/97 there is a note board in
room 30702.. if you REALLY feel you deserve a promotion
post a note on this board with only your name as the subject
and no text in the body...
 
All requests will be reviewed monthly by the directors komms and imps
 
&R************************************************************
&R* WARNING: DO NOT POST A NOTE IF YOU DON'T DESERVE A PROMO *
&R************************************************************
You will probibly lose a level or ALL your levels by asking too often
~

0 PROMPT~
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 (vampires will always have 0)
  %M  - maximum mana (vampires will always have 0)
  %b  - current blood (non-vampires will always have 0)
  %B  - maximum blood (non-vampires will always have 0)
  %v  - current movement
  %V  - maximum movement
  %g  - gold held
  %a  - your alignment
  %r  - vnum of current room (Immortal only)
  %R  - vnum of current room (Immortal only, and only if config +vnum is
        set.  Shows '<#vnum> ', including trailing space)
  %x  - current experience
  %X  - experience needed to gain a level
  %i  - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing
        space)
  %I  - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis
        is active)
  %c - Show the Condition of the mob in Words .. eg. Bleeding Awfully
  %Z - Show a graphic bar of the Enemy's health.
  %z Show a Colored Precentage pf the enemy's health.
  %Y - Shows a graphic bar of Your health.
  %p - Shows your power level (a combination of a bunch of stats)
  %P - Shows your enemy's power level (for comparisson to yours)
 
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.
~

59 PROPHET-SLIST~
~

0 PROTECTION SANCTUARY~
Syntax: cast protection
Syntax: cast sanctuary  <character>

The PROTECTION spell reduces the damage taken from any attack by an evil
creature by one quarter.

The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.

These spells may be used simultaneously for cumulative effect.
~

0 PSIONICIST PSIONIC~
A psionicist's powers come from their complex mind, unlike a mage
which derives almost all of its power from outside elements,
the psionicist derives all of its power from its personal resevoir
of power, even with all this he still manages to maintain a good
physical condition and does fairly well in non-magical combat as well
as the occasional wizard's duel
 
However because the psionicist can't maintain concentration on one
thing for very long, his powers don't have the same longevity as
one whos powers are not directly controlled by his mind
~

1 PSOCIAL~
To make you own personalized socials here are the simple steps:
 
1. type psocial create (the name of your social)
     example: psocial create wink  Thus the word you would type in to
do the social would be wink, but make them your own as you dont 
want to lose the socials already in place that are available to all
 
2.  The list of fields I will explain now so that you understand the
base from which to build
 
CNOARG  this is what YOU see is you just type the social example
      if you just typed  wink
ONOARG  this is what everyone else in the room sees if you just 
        type the social with no target.
CFOUND this is what YOU see if you define a target, example
       wink player
OFOUND  this is what everyone else sees (except the target) in the room
        if you define a target
VFOUND  this is what your target sees when you do the social to them
CAUTO  this is what YOU see if you do the social to yourself example
       wink self
OAUTO  this is what everyone else in the room sees if you do the social
       on yourself
 
3. For demonstration purposes I will use  Wink  as the social name
here is a complete example of making a psocial
 
psocial create wink
 
psocial set wink cnoarg You wink flirtatiously
 
psocial set wink onoarg $n winks flirtatiously
 
psocial set wink cfound You wink flirtatiously at $N
 
psocial set wink ofound $n winks flirtatiously at $N
 
psocial set wink vfound $n winks flirtatiously at you
 
psocial set wink cauto You wink flirtatiously at yourself are you ok?
 
psocial set wink oauto $n winks flirtatiously at $mself is $e ok?
 
You can have up to 10 personal socials and if you are going to use 
them in ANY public channel other than flame keep them clean or you
will lose the privledge of having socials or worse
 Read also Help PVARIABLES for more help
~

51 PSTAT~
Syntax: pstat <character>
 
PSTAT is used to quickly check on a mortal's health, and the information
that is displayed here is faster to access than MSTAT, although MSTAT is
much MUCH more detailed.
 
SEE: MSTAT
 
~

0 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~
These skills represent your facility with various type of weapons.  Different
classes have different maximum proficiencies with different types of arms, i.e.
mages are best with 'short blades' and clerics with 'bludgeons.'

Proficiency less than 50% with a given weapon type means that damage inflicted
is less than "normal," proficiency greater than 50% increases your damage
per hit.

These skills are automatic: you need not type anything to invoke them.
"Pugilism" affects your proficiency with otherwise unclassified weapons.
~

0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~
Syntax: pull <trigger>
Syntax: push <trigger>

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!
~

0 PUNCH~
Syntax: punch <mob>

Punch is a skill which can only be used once a fight has started.  It 
will reduce the hit points of your opponent if successful.
~

53 PURGE~
Syntax: purge
Syntax: purge <character>

PURGE is used to clean up the world.  PURGE with no arguments removes all the
NPC's and objects in the current room.  PURGE with an argument purges one
character from anywhere in the world.

PURGE will not get rid of PC's.
~

59 QPLIST~
Prize        |Cost     |Prize          |Cost
--------------------------------------------
Minor Affect |500      |Minor Resist   |500
Major Affect |3000     |Major Resist   |3000
Rename       |200      |Skill to 100%  |1000
-10 AC       |300      |Lowered Weight |50

Minor affects:  aqua breath, detect invis, detect hidden, detect evil,
     float and protection
Minor resists:  fire, cold, electricity, acid, poison and sleep
Major Affects:   scrying, invisible, hide, sneak, truesight,
     sanctuary, fireshield iceshield, shockshield, passdoor and flying
Major resists:  nonmagic, magic and energy

Anything you buy will be added onto an item you already own, probably a pin
or insignia which we shall provide if you dont have.  It will be non transfer
able, so your other morts can't use it.  NO IMMUNITIES!!!

You are limited to FIVE 100% skills/spells, FOUR resists, FOUR
affects - this aims to keep the mud varied and interesting.
People who sit there whining for help, or ask for an IMP in their title, or
basically hassle immortals for prizes when that staff member might be alone,
will get nothing and more than likely lose glory.

============================================================================
~

1 'QUANTUM' 'QUANTUM SPIKE' 'SPIKE'~
Syntax: cas 'quantum spike' <target>
 
Quantum Spike has to be the Avatars most powerful offensive spell, carving
through the most fastidious defensive person.
 
~

0 QUEST~
Syntax: QUEST <message>

The quest channel is one which is typically used when a quest is being 
run, to notify players who are involved as to new updates.

PLEASE SEE: help QWEST for info on AUTOMATED-Questing, and yes, that
w IS intentional, thats qWest

--GW
~

0 QUEST QUESTS QWEST~
Certain characters in the game will allow you to go on quests to recover an
item or kill another mob. To go on a quest, you must be in the same room with
a questmaster. When you successfully complete a quest, you will receive a
certain number of quest points. These points may be saved up and used to buy
incredible items from the questmaster.

The QUEST command is used for information about your current quest, to request
a quest from a questmaster, etc. Commands are as follows:

QWEST POINTS - Gives your current number of quest points. This command may
be used anywhere.

QWEST INFO - If you are on a quest, this will remind you who or what you
are after.

QWEST TIME - Gives the amount of time remaining on your current quest, or the
amount of time until you can request another quest. This command may be used
anywhere.

QWEST REQUEST - Petitions the questmaster to send you on a quest. If you
accept the quest, you will be given a realtime limit (in minutes) in which you
must complete the quest.

QWEST COMPLETE - Once you have completed your quest and recovered the item or
killed the mob or whatever, you must return to the questmaster who sent you on
the quest and use this command. If you have successfully completed your quest,
he will reward you with gold and quest points. Once you complete a quest you
cannot request another for 10 minutes.

QWEST LIST - Displays the list of fabulous items for sale by the questmaster.
These items are not buyable via gold, they must be purchased with quest points.

QWEST BUY <item> - Purchases an item from the questmaster and deducts the cost
of the item from your quest points.
~

1 QUIT~
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.
~

0 RACE RACES~
There are currently 9 races:
Type "help [race]" for specific information on the specified race:
 
Human ...... the generic race, with no inherent strengths or weaknesses.
Dwarf ...... short, hardy and hairy; often cantankerous in personality.
Elf ........ tall, thin and swift like the wind; close to nature and earth.
Halfling ... Short, quick and furry; mischevious and head-strong.
Pixie ...... a winged race, small of stature and with keen minds.
Half-Elf ... a mix of Human and Elf, possess the advantages of both.
Half-Ogre .. tall, powerful and deadly in combat; the prototypical warrior.
Half-Orc ... large, squat and smelly; make exceptionally deadly warriors.
Half-Troll.. a constitution just short of god-like; a truly deadly race.
Gith........ gaunt and long of limb, these astral beings naturally detect invis
~

59 RACENUM~
~

51 RACENUM~
Race | Number
---------------------
Elf |  1
Hafling |  2
Pixie |  3
Vampire |  4
H-Ogre |  5
H-Orc |  6
H-Troll |  7
H-Elf |  9
Gith |  10
Werewolf |  11
Draconian |  12
Saytr |  13
Wraith |  14
Centaur |  15
Arewyndel |  16
Brownie |  21
Leprachaun| 22
Mrrshan |  23
~

59 RACENUMBERS~
~

50 RAGE~
Syntax: rage

Rage is a special skill that is bestowed upon great warriors.
It allows them to hit harder, and makes them just that little bit stronger
 
See: help blademaster-slist
~

0 RANGER~
A ranger is the outdoorsman and adventuresome free spirit of the times.  A
self-sufficent person, the ranger is adapatable and can survive in almost
any locale.  Skilled with weapons and able to utilize some of the finest
armor available, a ranger is more than skilled enough to defeat most of
his foes.  However, for especially hardy opponents, a ranger also can cast
many useful spells to both hinder his opponent and aid himself.  From minor
curative magics, to calling down lightning from a cloudy sky, the ranger is
the most adept class at surviving on its own.  A ranger typically travels
light, but he does have the mighty strength of a warrior to carry equipment
needed in his travels.  Like the druid (a class he closely resembles), his
need for help from outside sources is low.
 
~

54 RAT~
Syntax: rat vnum1 vnum2 command [parameters]
 
Rat, or 'range at' is the at command with the added parameters of two
room vnums.  Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
 
Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~

0 RAZORBAIT~
This spell makes the victim more susceptible to stabbing attacks.
~

51 RCONNECT~
Syntax:  rconnect <mudname>                - start an IMC connection

rconnect will initiate a connection to the given mud. Note that this has to
be a _directly_ connected mud (ie. a mud in the first section of imclist).
Feedback on the state of the connection will be logged to 'wiznet imc', and 
you may want to check imclist to see if it was successful.

See also: IMC 'IMC IMMORTAL' RDISCONNECT
~

59 RDELETE MDELETE ODELETE~
Syntax:  rdelete <vnum>
Syntax:  mdelete <vnum>
Syntax:  odelete <vnum>
 
These commands will allow you to delete a vnum's entry online.
They are not currently functional.
 
~

51 RDISCONNECT~
Syntax:  rdisconnect <mudname>             - terminate an IMC connection

rdisconnect reverses rconnect, severing all connections to the named mud.

See also: IMC 'IMC IMMORTAL COMMANDS' RCONNECT
~

0 READ~
.
Syntax: read mail
 
If you have a peice of Mud_mail in your inventory,
this command will read the mail.
 
Please see the Following Helps: MAIL and RECEIVE.
 
Greywolf - 1/25/98
~

59 REBOOT SHUTDOWN WIZLOCK~
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.
~

0 RECALL /~
Syntax: recite recall
With a scroll of recall you can get yourself back to your home town when you
are lost or stuck.  These scrolls are available at the wizard's shop in
Darkhaven.

See WORD OF RECALL.
~

0 RECEIVE~
.
Syntax: receive mail
 
This command given at a Postmaster will cause him to
give you your mail, if you have any.
 
Please See the Following Helps: MAIL and READ.
 
Greywolf - 1/25/98
~

0 'RECHARGE'~
Syntax: cast 'recharge' <wand/staff>

This spell is used to recharge wands and staves after use.  The mage
or cleric performing the recharge should always insure the item is
not fully charged, as overcharging is considered dangerous.  Also,
there is always a small chance of destroying the staff, or in even 
rarer instances multiplying the charges available.
~

51 REDIT~
Syntax: REDIT FIELD [parameter list]

FIELD  | PARAMETERS             -- DESCRIPTION / NOTES
---------------------------------------------------------------------
name   | <room name>            -- sets the room name / short description
exit   | <direction> [vnum] [exit-type] [key] [keywords]
bexit  | same as above, but does the exit in both directions
desc   | none                   -- you will be placed into the buffer editor
exdesc | <direction> [text]     -- sets/clears an exit's description
ed     | <keyword(s)>           -- adds/edits an extra description to the room
rmed   | <keyword(s)>           -- removes an extra description from the room
sector | <value>                -- sets the sector type
flags  | <flag> [flag]          -- toggles room flags
exflags| <direction> [flags]    -- displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey  | <direction> <key vnum> -- sets an exit's key vnum/value

Note: Put a '+' before the direction to force ADDing of that exit
      and use a '#' to specify the exit by sequential order.

See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS.
~

52 REDRAW~
Syntax: redraw

This will redraw the whole screen, and update the menu that is being worked
on if any.

See REFRESH.
~

1 REFRESH~
Syntax: cast refresh <character>

This spell refreshes the movement points of a character who is out of movement
points.
~

51 REGOTO~
Syntax:  regoto
 
Returns an immortal to the previous roomvnum from which that immortal
used the 'goto' command.
 
See GOTO
~

2 REIMB~
Did the mud crash again, leaving you without some valuable eq that took
you 3 weeks to get?  Don't fret too much, there are some ways to get your
items back.

1.  Speak to a GOD+ IMMORTAL, and be nice about it, OR
2.  MUDMAIL/EMAIl an IMPLEMENTOR and explain what happened.  Do this in as
    much detail as possible.  We don't want a two line description!!!

We don't want people crying and swearing because the mud crashed and you
forgot to regularly save your character.  People that try to defraud the mud
and its staff will be dealt with harshly.  How so?  How does a slay and a loss
of a few valuable items sound?

There are NO REIMB for DT'ing!  You hit a DT, all eq is gone for good!
 
See also:  CR
 
~

53 REMOR~
.
Remort isnt supported any more, with the implementors favoring
AVATOR instead.  Dont worry about remort.
 
 
 
~

2 REMORT~
Syntax:  goadvance
         (follow directions after hitting return)
 
Remorting, or ADVANCING as some might call it, is achieved when a player has
reached level 50 in both classes (DUAL), which allows you to go back to
level 2 as either a DRAGON or an AVATAR.
 
*** WARNING! *** This process cannot be REVERSED -- it is COMPLETELY FINAL!!
 
~

59 REMORTING~
~

0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>

This spell removes a curse from a character, or one of the objects a
character is carrying or using.
~

56 REMOVE NEWBIE~
~

0 'REMOVE TRAP'~
Syntax: cast 'remove trap' <object>

This spell will magically disarm a trap on an object.
~

1 RENAME~
&b&Y1. Type prize buy 3 (item)
When you first type in prize buy 3, you do NOT want to type anything
more than a keyword of the eq you wish to rename. 
Use the most unique keyword (ex. Black spectral would use Black, not
spectral, if you are wearing more than one spectral item) or, to 
avoid ANY possible confusion, remove all your eq and put it in a 
portal until only the item to be renamed is visible besides the 
portal.(ex. Prize buy 3 black)

2. Type prize buy 3 (item) keywords
When you enter this line, be careful to note step 1 above
Once you have set the keywords even once, the item is now recognized
by the new keywords.  Note: If you have more than one Keyword, it 
will recognize ANY of those new Keywords.
(ex. Prize buy 3 black fish scales)
 
3. Type prize buy 3 (new keyword) short description
Keep in mind the Help PCOLORS file in case you want special coloring. 
(ex. Prize buy 3 fish &bA &Osuit &gof &CFish &WScales&Y)
 
4. Type prize buy 3 (new keyword) long description
(ex. Prize buy 3 fish A suit of &Cfish &Wscales lies here)
~

1 RENT~
Syntax: RENT ... characters never have to rent!
 
There is no RENT here.  Just SAVE and QUIT whenever you want to leave
the game.
~

1 REPAIR~
When equipment gets damaged it need to be repaired.  Visit your nearest
blacksmith and for a nominal fee, he will be glad to help you out.
 
Syntax:  repair <item>
         repair all      
 
Note: the equipment must be worn, wielded or held for you to repair it.
 
See Also:  EQDAMAGE
~

53 REPAIRSET~
Syntax: repairset <mobile vnum> <field> <value>

-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| fix#   | Types of items the keeper will fix |
| profit | Profit on fixing items             |
| type   | Repair shop type                   |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of repair shop keeper         |
-----------------------------------------------

Lets you set certain stats on a repair shop.

See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS.
~

53 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

53 REPAIRSTAT~
Syntax: repairstat <mobile vnum>

Shows statistics on a mobile's repair shop.

See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~

50 'REPLENISH BLOOD' 'REPLENISH'~
Syntax: cast 'replenish'
Cant be cast upon others
 
Replenish blood works for wraiths, allowing them to restore their precious
bloodpoints, similar to a mage meditating.
 
See also 'help wraith-slist'
~

1 'REPORT' 'TIME' 'WEATHER'~
Syntax: report;  Syntax: time;  Syntax: weather
 
REPORT shows your current statistics to you and also announces them to other
players in the room.
 
TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.
 
WEATHER shows the current game weather.  You must be in an outside room
to see the weather.
~

51 RESET~
Syntax: reset list   [start] [end]
Syntax: reset delete [number]
Syntax: reset add    <command> <parameters>
Syntax: reset insert <number> <command> <parameters>
Syntax: reset edit   <number> <command> <parameters>
Syntax: reset area   (will "reset" your area based on the defined resets)

WARNING:
  The order that resets are in is VERY important.  You cannot equip
  a mobile with an object before putting the mobile into a room first.
  Likewise, you cannot put an object into a container until the container is
  put into a room first.

This command is used to display, edit, delete, add and insert resets for
your area.
See INSTAZONE and RESETCMDS.
~

51 RESETCMDS RESETCOMMANDS~
Syntax: reset edit   <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add    <commands>

Commands:
MOB   <mobile vnum> <room vnum> [limit]  loads a mobile into a room
OBJ   <object vnum> <room vnum> [limit]  loads an object into a room
GIVE  <object vnum> [limit]              gives object to last loaded mobile
EQUIP <object vnum> <position> [limit]   equips object on last loaded mobile
PUT   <object vnum> <object vnum>        puts and object into another object
DOOR  <room vnum> <door dir> <state>     resets a door to a certain state
RAND  <room vnum> <last door dir>        randomizes a range of exits
TRAP  <vnum> <type> <charges> <flags>    sets a trap
HIDE  <object vnum>                      hides an object

For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.

See RESETS.
~

1 RESILIENCE~
Syntax: cast 'resilience' <target>
 
This spell helps to protect the recipient against draining attacks.
~

1 RESSURECTION~
Syntax: cast ressurect <playername>
Requires: A holy symbol, 500 mana
 
Ressurect is the most useful of any classes spells.  It allows a Powerful
cleric the ability to 'ressurect' a player, reinstating most of the victims
statistics.
Ressurect takes alot of willpower to cast, and leaves the user almost powerless
themself, using all his/her mana as well as reducing him/her to near death
and very open to attack.
 
~

0 REST SLEEP STAND WAKE~
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake

These commands change your position.  When you REST or SLEEP, you 
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.

Use STAND or WAKE to come back to a standing position.  You can
also WAKE other sleeping characters.
~

1 RESTORATION~
Syntax: cast restoration <target>
Requires: 2 people and a holy symbol each
 
This spell is similar to uplift and lifelift, healing another person
elsewhere in the mud.  However, the people casting this spell must have a 
holy symbol each, else the gods wont listen to the prayer.
 
~

53 RESTORE~
Syntax: restore <character>

RESTORE restores full hit points, mana points, and movement points to the
target character.
~

1 'RESTORE MANA'~
Syntax: cast 'restore mana' <target>
 
This spell allows the caster to restore thier own or someone else's mana
at a cost to thier movement.
~

51 RESTORETIME~
This command tells you the last time that someone restored all, and last
time you restored all.
 
See also: RESTORE
~

59 RESTRICT~
Syntax: restrict <command> [level]
 
If used without the level field this will show the current status
of a command
 
If used with the level field this will set the command to the level
specified
 
See Also: CEDIT
~

52 RETRAN~
Syntax: retran <player>
 
This command will return that player or mob to the room from which
you last transferred it from.
~

50 REVIVE~
Syntax: cast 'revive' <target>
 
Revive is THE most powerful heal spell available in all the lands, affording
Bishops the chance to be just as powerful as anyone else.  No spell components
are needed for the spell.
 
See also 'help bishop-slist'
~

59 RIGNORE~
Syntax:  rignore <player@mudname> [<type>] - ignore a single player
         rignore <*suffix> [<type>]        )
         rignore <prefix*> [<type>]        ) ignore a group of players

rignore ignores, at a mud-wide level, everything coming in over IMC for a
specified player or group of players. This means:

- rtells/rbeeps/rwhos will be ignored, and a rtell sent back to say that the
  mud is ignoring them.
- no messages from them on rchat, rcode, etc will appear on your mud.

This assumes you do not specify a type field. By default the type is set to
'ignore' which behaves as above. If 'notrust' is set instead, then the
specified player(s) will be treated as level 0 mortals, regardless of their
actual status - this means that, for example, wizi imms won't be seen by them
on rwho.

Prefix and suffix wildcards can be used, for example 'rignore *@xyz' will
ignore all players at the mud 'xyz', and 'rignore abc*' ignores anyone
with a name beginning with 'abc' on any mud.

Use with care.

See also: IMC 'IMC IMMORTAL'
~

0 RIP~
Syntax: rip <on/off>

The rip command will either enable or disable rip graphics.  Rip graphics 
will only work provided you are using a rip compatible terminal program.
~

53 RIS RESISTANT IMMUNE SUSCEPTIBLE~
Players and mobiles may have resistance, suceptibility or immunity to
certain types of attack:

FIRE      COLD      ELECTRICITY  ENERGY     BLUNT     PIERCE     SLASH
ACID      POISON    DRAIN        SLEEP      CHARM     HOLD       NONMAGIC
PLUS1     PLUS2     PLUS3        PLUS4      PLUS5     PLUS6      MAGIC
PARALYSIS
~

52 RLIST~
Syntax: rlist
      :	rlist <first room>
      :	rlist <first room> <last room>

This command will list all of the prototype rooms in your area, when used 
with no arguments.  When used with a single argument it will list all 
rooms including and after the argument, and when used with two arguments, 
it will list all rooms including and between the two. 
~

52 RMENU~
Syntax: rmenu [menu letter] (defaults to 'a' if none given)

Rmenu will bring you into a menu system of editing rooms.  To use rmenu, you
must be in the room that you are editing.  To choose an option in the menu,
type the number of the section followed by the desired letter, and any
variables that may follow.

See MENU for generic menu commands.
~

51 ROOMFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
DARK          |          1  |  Room is always dark 
DEATH         |          2  |  Room causes instant death
NOMOB         |          4  |  Mobs cannot wander into this room
INDOORS       |          8  |  Room is indoors - MUST also use sectortype 0
LAWFUL        |         16  |  Room is oriented to those of lawful alignment
NEUTRAL       |         32  |  Room is oriented to those of neutral alignment
CHAOTIC       |         64  |  Room is oriented to those of chaotic alignment
NOMAGIC       |        128  |  Magic cannot be used in this room
TUNNEL        |        256  |  Room is a tunnel (restricted amount of people)
PRIVATE       |        512  |  Room is private (restricted to 2 people)
SAFE          |       1024  |  Room is safe... no violence allowed
SOLITARY      |       2048  |  Room is solitary (restricted to 1 person)
PETSHOP       |       4096  |  Petshop (next vnum must be the storeroom)
NORECALL      |       8192  |  Players cannot recall out of this room
DONATION      |      16384  |  Donation room... cannot get all
NODROPALL     |      32768  |  Cannot drop all in this room
SILENCE       |      65536  |  Not a sound can be made or heard in this room
LOGSPEECH     |     131072  |  All speech in this room is logged
NODROP        |     262144  |  Nothing can be dropped in this room
CLANSTOREROOM |     524288  |  Clan storage room
NOSUMMON      |    1048567  |  Player cannot be summoned out of this room
TELEPORT      |             |  People in this room will be teleported out
TELESHOWDESC  |             |  Players will see the room desc of the dest room
NOFLOOR       |             |  Room has no floor: exit down + no fly = fall
PROTOTYPE     | 1073741824  |  Room is a prototype, (under construction)
 
also, a level flag has been added, restricts the room to # and higher.
usage
redit level #
 
~

51 ROOMTRIGGERS RPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]
 
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.
 
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

53 RPEDIT~
Syntax:  rpedit <command> [number]  [program] [arguments]
Syntax:  rpedit add       <program> <arguments>
Syntax:  rpedit insert    <number>  <program> <arguments>
Syntax:  rpedit edit      <number>  [program] [arguments]
Syntax:  rpedit delete    <number>
Syntax:  rpedit list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments 
ssociated with that trigger.
 
To edit a toomprogram you must be in the room.
 
See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

53 RPSTAT~
Syntax:  rpstat
 
Rpstat will display all of the roomprograms that have been written for a 
room.  You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).
 
See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

51 RRESET~
Syntax: rreset <list|edit|delete|add|insert|place>
Syntax: rreset remove <#>
Syntax: rreset mobile <mob#> [limit]
Syntax: rreset object <obj#> [limit [room]]
Syntax: rreset object <obj#> give <mob name> [limit]
Syntax: rreset object <obj#> equip <mob name> <location> [limit]
Syntax: rreset object <obj#> put <to_obj name> [limit]
Syntax: rreset hide <obj name>
Syntax: rreset trap <obj name> <type> <charges> <flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags>
Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags>
Syntax: rreset bit <set|toggle|remove> room <room flags>
Syntax: rreset random <last dir>
~

51 RSOCKETS~
Syntax:  rsockets                   - display IMC socket usage

rsockets displays the current connection state for the direct IMC connections
that your mud has. The various fields are:

Desc  : the system-level descriptor used for this connection

Mud   : which mud this connection is for

State : how far through the connection process this connection is:
        - connecting: waiting for the other end to accept our TCP connection
        - wait1:      waiting for the password from an incoming client
        - wait2:      waiting for the server to respond to our password
        - connected:  the connection is completely 'up'

Inbuf : the size of data waiting in the input and output queues for this
Outbuf: connection.

Spam1 : spam-protection counters
Spam2 :

See also: IMC 'IMC IMMORTAL COMMANDS'
~

0 RULES CHANNELS~
See help Policies.
~

58 RULES DEADLY~
~

1 SACRIFICE~
Syntax:  sacrifice <object>
 
Sacrifice offers an object to the gods, or to your Order or Clan's deity.
The gods may reward you for the sacrifice, and the nature of the reward
depends upon the type of object.
 
Hint: the gods like corpses.
~

0 SAGACITY~
This spell increases your wisdom for its duration.
~

59 SAMURAI-SLIST~
~

1 SAVE~
~

59 SAVE '~
~

59 SAVE IMOTD~
~

53 SAVE MOTD~
~

52 SAVEAREA LOADAREA~
Syntax: savearea
        loadarea

Savearea and loadarea will save or load your prototype area.
~

53 SAVINGTHROWS~
Saving throws:
  sav1 - Saving vs. poison or death
  sav2 - Saving vs. wands
  sav3 - Saving vs. paralysis or petrification
  sav4 - Saving vs. breath
  sav5 - Saving vs. spells or staves

See MSET or type MSET by itself.
~

1 'SCAN'~
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.
~

1 'SCORCHING SURGE~
Syntax:  c 'scorching surge' <victim>
Abbrev:  c scorching, c scorch
 
A powerful wave of heat created by an Augurer and directed at its victim.
The spell inflicts fire damage on the target, the higher the level of the
Augurer the greater the damage.
 
~

1 SCORE~
Syntax: score
 
SCORE is a sheet filled with your characters statistics.  When you type
score, only you can see what is listed there.  Should you want to let
others see your characters health, you can type REPORT.  
 
~

0 SCRIBE BREW~
A mage of sufficient level holding a 'blank scroll or 'empty flask' 
may transform them into spelled scrolls or potions via the scribe and
brew commands.

It takes significantly more mana to bind a spell to a potion or scroll
than to simply cast it.
~

0 SCRY~
Syntax: cast scry <character>
 
This spell will allow the caster to scry (look) into nearby rooms.
After casting the spell, the caster needs only to "look" in the
desired direction.
~

0 SEARCH~
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.
~

0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~
These skills let you attack more than once during a combat round.  Use of
these skills is automatic once you have practice them.

You can practice THIRD ATTACK before you have mastered SECOND ATTACK,
although it isn't efficient to do so.
~

52 SECTORTYPES~
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
INN                14
~

59 SETBOOT~
Syntax: setboot time <hour> <minute>
 	setboot manual <0|1>

The setboot command is useful for planning a reboot, (to save you from 
the trouble of all those echos :) ) and for the daily boot.  The manual
bit is used by the mud to determine whether the boot time was set by 
hand.  When the mud starts up, the boot time is set to 0600hrs (6am)
and the manual bit to 0.  If 'setboot time' is used, the mud sets the
manual bit to 1.  When it comes time to do the reboot, the mud checks
how long it has been running.  If it has been running less than 18 
hours and the reboot time has not been set manually, the reboot does
not take place (nor do the automatic warning echoes).

Echoes: when a scheduled reboot is coming up, the mud will send out
echoes to that effect.  The echoes start 30 minutes before the reboot
and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). 
~

59 SETCLAN~
Syntax: setclan <clan> <field> <value>
 
Field being one of:
deity: the clan's deity (usually the person who builds the clan hall)
leader: the clan's leader (clan level 10)
align: the clan's alignment
storage: the clan's donation room vnum
recall: the vnum clan members recall to
members: the number of members in the clan (used if you mset (someone)
clan (clan))
board: the vnum of the clan's note board
morgue: the vnum clan corpses go to
obj1 | obj2 | obj3: these are used to designate clan objects
guard1 | guard2: vnums of the clan's guards
name: the clan's name
filename: filename clan data is stored in (must be set FIRST)
motto: the clan's motto
desc: a description of the clan
favour: the favor the gods place in this clan
strikes: strikes against this clan
type: type of clan (0: clan 12: order 13: guild)
 
See also: MAKECLAN SHOWCLAN
~

59 SETCOUNCIL~
Syntax: setcouncil <council> <field> <value>
 
Field being one of::
head: the head of the council
members: number of members (used is someone was mset into the council)
board: vnum of the council board
meeting: the next council meeting
name: the council's name
filename: file where council data is stored (must be set FIRST)
desc: a description of the council
powers: commands which ALL council members can use
 
See also: MAKECOUNCIL SHOWCOUNCIL
~

59 SETDEITY~
Syntax: setdeity <deity name> <field> <value>
 
Field being one of:
filename: file where deity data is stored (must be set FIRST)
name: deity's name
description: text seen with 'deities <deity>'
alignment: alignment required to gain favor from this deity
worshippers: number of devotees (use after mset (player) deity (name))
npcfoe: the npc_race this deity hates
npcrace: the npc_race this deity likes
deityobj: vnum of object which can be supplicated for
race: required race to worship this deity (-1 for any race)
class: required class to worship this deity (-1 for any class)
element: deity's element (followers will resist it)
avatar: mob vnum of deity's avatar (supplicate avatar)
sex: required sex to worship this deity (-1 for any sex)
affected: affectedby which all followers will have
suscept: susceptibility all followers will have
flee: favor adjustment when follower flees
kill: favor adjustment when follower kills
die: favor adjustment when follow dies
(flee kill and die CAN have _npcfoe or _npcrace after them to designate
what happenes when you flee kill or die from those)
dig_corpse: favor adjustment for digging up a corpse
bury_corpse: favor adjustment for burying a corpse
spell_aid: favor adjustment for casting helpful spells
steal: favor adjustment for stealing
backstab: favor adjustment for backstabbing
aid: favor adjustment for using the 'aid' skill
aid_spell: favor adjustment for casting healing spells
sac: favor adjustment for sacrificing a corpse
scorpse: favor adjustment for supplicating your corpse (unnesseccary)
savatar: favor adjustment for supplicating an avatar
sdeityobj: favor adjustment for supplicating the deity's object
recall: favor adjustment for supplicating recall (bypasses norecall flag)
 
See also: MAKEDEITY SHOWDEITY
~

51 SEXES~
Syntax:  mset <mob> sex <#>
 
The numbers correspond to what the sex of the mob will be:
0 = IT
1 = HE
2 = SHE
~

0 SHADOWFORM~
Entering Shadowform makes you almost untouchable by non-magical attacks, 
at a great cost to your strength.
~

0 SHIELD 'STONE SKIN'~
Syntax: cast shield
Syntax: cast 'stone skin'

These spells protect the caster by decreasing (improving) the caster's armor
class.  SHIELD provides 20 points of armor.  STONE SKIN provides 40 points of
armor.
~

0 'SHOCKSHIELD'~
Syntax: cast 'shockshield'

This spell will surround you with a shield of electric energy that will
return your enemies attacks with bolts of lightning!
~

53 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See MAKESHOP, SHOPSET and SHOPSTAT.
~

53 SHOPSET~
Syntax: shopset <mobile vnum> <field> <value>

-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| buy#   | Types of items the keeper will buy |
| buy    | Profit on buying items             |
| sell   | Profit on selling items            |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of shop keeper                |
-----------------------------------------------

Lets you set certain stats on a shop.

See MAKESHOP, SHOPSTAT and SHOPS.
~

53 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET and SHOPS.
~

51 SHOWCLAN~
Syntax: showclan <clan name>

Displays statistics on a clan.
~

1 SHOWCOUNCIL~
Syntax: showcouncil '<name> council'
 
Shows the statistics on the council.
~

51 SHOWDEITY~
Syntax: showdeity <deity name>
 
This command shows you statistics on a deity
 
See also: SETDEITY MAKEDEITY
~

51 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
 
Displays the statistics on a guild.
~

59 SHOWPLAYER~
Syntax: showplayer (player)
 
This command displays the complete pfile of the player in question
 
NOTE: This command will *NOT* work with ansi color enabled!!
you MUST type 'ansi off' before using this command or you won't see
the entire file (you'll have pages of nothing but black)
 
When I can figure out how to fix that I will :P
~

53 SILENCE UNSILENCE~
Syntax: silence <player>
      : unsilence <player>
 
These commands toggle a player's ability to use public channels
the target player must have at least one public channel turned
on for this to work
~

0 SIT~
Syntax: sit

Sit makes your character sit down.
~

1 SITELOCK~
SITE_LOCK provides you with extra protection. It restrics what hosts your chara
cter (the current one) can login from.
 
Using SITE_LOCK:
 
Firstly, BE CAREFUL! If you do this wrong, you will not be able to login your
character. Secondly, please put in BOTH the IP entry, and the HOSTNAME entry fo
r each of the hosts, as if name resolving is on, and you used only IP's then..
it will boot you, and same goes if you used all hostnames, and Name Resolving i
s off
 
Setting a Lock:
type: sitelock set <ip#, or hostname>
 
Hostname, or IP Format:
For static hostnames, or IP's, use the name of your ip, and the ip number
for Floating IP's (most dialin ISPS use these) use the following formats:
 
Your Host: blah.blah.aol.com
Your Entry would be: .aol.com
or
aol.com
 
with IPS:
Your host: 240.65.384.587
the last number floats.. so you use: 240.65.384.
 
Simple.
 
Deleteing Locks:
sitelock delete <host or IP>
 
Viewing locks:
sitelock list
 
Whats my IP?
sitelock myhost
 
Thats about all there is to it, if you lock yourself out, mail aota@ancients.or
g
 
GW
~

1 SKILLS~
Type 'practice' to get a list of skills currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all skills available at each level to your class.
~

59 SLAY~
Syntax: slay <victim> [immolate/shatter/demon]

SLAY 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.
 
Slay bypasses auto actions such as autoloot and autosac.
~

0 SLEEP~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

0 SLINK~
This spell makes you more dexterous for its duration.
~

0 SLIST~
Syntax: SLIST
Syntax: SLIST <lo> <hi>

SLIST without an argument gives you a compleat list of the spells and
skills available to your class, also indicating the maximum level to
which you can practice it.

SLIST lo hi gives you a list of spells and skills available to your class
from levels lo to hi.

Example:
    <554hp 156m 700mv> <#2> slist 2 2
    SPELL && SKILL LIST
    ------------------
    Level 2
      skill :                mount   Current:  75 Max: 85 
~

52 SLOOKUP~
Syntax: slookup <skill-or-spell>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell.  The 'sn' is used for OSET and OSTAT.  The 'slot' is used for area
files.  Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.

SLOOKUP ALL shows this information for all skills and spells.
~

58 SMARTFLAGS~
There are four (as yet) smartflags you can add to mobiles.  They are:
 
corpseloot
corpsesac
attack-weak
sacinven
 
use them wisely, cos they log when activated.
~

-1 SMAUG THORIC~
.           [S]imulated [M]edieval multi-[U]ser [A]dventure game

SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has
taken on several assistants in expanding and improving the code.

 Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog
~

59 SMAUGSPELLS~
SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.
 
damtype   the class of damage done (see DAMTYPES)
acttype   the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag      special extra flags this spell has (see SPELLFLAGS)
hit       Message displayed when spell is successful
miss      Message displayed when spell misses or fails
die       Message sent if spell causes death
imm       Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice      a dice formula used for rolling things like damage (see DICEFORMULAS)
saves     saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTED_BY, the bitvector applied by the spell, if any
affects   see AFFECTTYPES, the effect the spell has, if any
value     an extra field reserved for things like the vnum used in spells
          that create objects, or summon monsters to the caster's aid.
~

1 SMOKE~
You may 'smoke' a pipe after first filling it with a smokable herb or
tobacco.
~

59 SOBER~
Syntax: sober <player>
 
This command will remove all affects of alchohol(sp?) from a player
 
but it's still no match for annoying AA meetings and coke :P
~

1 'SOLAR FLIGHT'~
Syntax:  c 'solar flight' <victim>
 
This spell allows the caster to merge from an outdoor area to their victim
in an outdoor area.
 
The spell has a few restrictions:  you will only succeed in casting it
during daytime hours, between 7 A.M. and 5 P.M. and you will only succeed
in casting if both you and your victim are in an outdoor area -- you need
the power of the sun in order for this spell to work (thus it will also
not succeed in bad weather).
~

1 'SONIC RESONANCE'~
Syntax: cast 'sonic resonance' <target>
 
This spell sends powerful waves of sound through the target inflicting damage
as the sound waves vibrate.
 
~

55 SOUL THIEF~
.
Syntax: c 'soul thief' <target>
 
When cast, allows the caster to steal the target's strongest 
characteristic, rendering the opponent vulnerable to even the weakest
attack.
~

0 SPEAK~
Syntax: speak
Syntax: speak <language>
Syntax: speak all (immortals only)

The speak command changes the current language in which you are speaking. 
To speak your native tongue, type 'speak' alone.  To speak a specific 
language (such as common, for example), type "speak common".  Immortals 
have the unique ability to speak so that everyone can understand, by 
typing "speak all".
~

54 SPECFUNC~
~

53 SPECFUNCS~
These special functions are available to assign to mobiles.
Use them sparingly:

To add spec:  mset <mob> spec <function> (ex. mset guard spec spec_guard)
To remove:    mset <mob> spec none

spec_breath_any          Mobiles breathes one of the four breaths randomly.
spec_breath_acid         Mobile has breath of acid.
spec_breath_fire         Mobile has breath of fire.
spec_breath_frost        Mobile has breath of frost
spec_breath_gas          Mobile has gas breath.
spec_breath_lightning    Mobile has lightning breath.
spec_cast_adept          Mobile casts helpful spells.
spec_cast_cleric         Mobile casts healing spells.
spec_cast_mage           Mobile casts offensive spells during battle.
spec_cast_undead         Mobile casts offensive spells during battle.
spec_guard               Mobile attacks KILLERS and THIEVES.
spec_executioner         Same as above except summons guards to help.
spec_fido                Mobile eats corpses.
spec_janitor             Mobile picks up trash.
spec_mayor               Reserved for the mayor... don't use.
spec_poison              Mobile poisons during battle.
spec_thief               Mobile steals gold from players.
~

59 SPELLCOMPONENTS~
T###         check for item of type ###
V#####       check for item of vnum #####
Kword        check for item with keyword 'word'
G#####       check if player has ##### amount of gold
H####        check if player has #### amount of hitpoints

Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
^^ decrease component's value[4], and extract if it reaches 0
&& decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
 
Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101.  The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.
 
With the decremental operators (@#$%^^&&), the object must have at least
a value of 1 in the respective location for the spell to succeed.
~

59 SPELLFLAGS~
water           water based (create water, ice spells)
earth           interracts with nature (earthquake)
air             involve the air or winds
astral          involve the astral plane (astral walk)
area            an "area spell"... affects everyone in the room
distant         affects something far away
reverse         has a reverse affect
save_half_dam   victim can save for half damage
save_negates    victim can save for no effect
accumulative    can be cast repeatedly to have an increased effect
recastable      can be cast again to refresh the spell
nobrew          cannot be brewed into a potion
noscribe        cannot be scribed onto a scroll
group           affects everyone in the caster's group (same room only)
object          specifically affects an object (for target 'ignore')
character       specifically affect a character (for target 'ignore')
~

0 SPELLS~
Type 'practice' to get a list of spells currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all spells available at each level to your class.
~

59 SPELLSAVES~
Here are the saving throws you can set for use in SMAUG spells:
none            victim doesn't get a saving throw
poison_death    save vs. poison or death
wands           save vs. wands
para_petri      save vs. paralysis or petrification
breath          save vs. (dragon) breath
spell_staff     save vs. spells or staves
~

1 'SPIRAL BLAST~
Syntax:  c 'spiral blast'
Abbrev:  c spiral
 
A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks
every enemy target in the area.  The spell is hostile to all creatures in
the room, and will cause them to engage the caster in combat.
 
~

1 'SPIRITUAL WRATH'~
Syntax: cast 'spiritual wrath'
 
This powerful spell requires 3 casters with holy symbols to summon
the wrath of the spirits.  The spirits will temporarily blind the whole
room and inflict damage.
 
~

0 SPLIT~
Syntax: SPLIT <amount>

SPLIT splits some gold between you and all the members of your
group who are in the same room as you.  It's customary to SPLIT
the gold after a kill.
~

59 SSET~
Syntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset <sn>     <field> <value>
 
name          the name of the skill or spell
code          for spells, the code executed when the spell is cast
target        for spells, the target of the spell (see TARGETTYPES)
minpos        the minimum position required to use this skill/spell
slot          for spells, the slot number used in area files
mana          for spells, the amount of mana consumed by the spell
beats         how long this skill takes to be used (in 1/4 seconds)
dammsg        a word to describe the damage done by this skill or spell
wearoff       for spells, the message given when the spell wears off
type          the type of skill (Spell, Skill, Weapon, Tongue)
difficulty    how difficult the spell/skill is to learn and/or use
damtype       for spells, the class of damage it does
components    the components required for this spell (see SPELLCOMPONENTS)
teachers      will restrict the teaching of this skill to these mob vnums
participants  the minimum number of required participants (for spells)
 
For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS
 
~

51 STARTROOM~
.
 
SYNTAX : startroom
 
This command allows the individual immortal to set the room he or she
starts in, each time they log in. Beats logging on at recall invis,
alerting all the morts that an imm is here.
 
~

0 STEAL~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a mob or another player.

There are penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the skill.
~

1 STRENGTH STR~
Strength (STR in your 'score') represents your character's physical power.
 
The most common concern with strength deals with how much your character
can carry.  For each additional point of strength  you gain an additional
amount of maximum carryable weight.  Any character with 20 strength can
carry 500kgs; Warriors and Rangers can have a maximum of 25 strength, and
can therefore carry up to 999kgs when their strength is at its maximum.
 
Strength also affects (among other things):
 
 - damage roll and hitroll; for each additional point of strength, each
   of these will increase
 
 - chances of success for bash, stun, bashdoor, shove and drag, and the
   ability to dual-wield heavier weapons
 
Strength is the prime attribute of warriors and rangers.
~

0 STUN~
Syntax: stun <mob>

Stun is a skill which can only be used once a fight has started.  It will 
stun your opponent if successful.
~

1 'SULFUROUS SPRAY'~
With the incantation 'Sulfurous Spray,' the casting mage culls from
the air the elements necessary to form a strong acid which rains
down upon his opponent or opponents.  This strength and velocity
of the spray is such that it can work its way into various forms
of armor and clothing, and it is also able to harm opponents one
might think resistant to such attacks, due to its magical nature.
 
~

1 SUMMON SUMMONING~
Syntax:  cast summon <character>
 
This spell summons a character from elsewhere in the game to your own
location ... and stuns your character.
 
Characters who are fighting cannot be summoned.  Do not summon aggressive
mobs into an area lower in level than the one from which they came, and
do not summon aggressive mobs of any level into Darkhaven.
~

1 'SUN FLARE'~
Syntax: cast 'sun flare'
 
This spell opens up a portal to the sun and allows a flare to come down into
the room.  The flare usually will blind and damage all on the room.
 
~

51 SWITCH RETURN~
Syntax: switch <character>
Syntax: return

SWITCH switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC).

RETURN returns you to your original body.
~

0 SWORDBAIT~
This spell makes the victim more susceptible to slashing attacks.
~

59 TARGETTYPES~
.
Target                Function
--------------------------------------------------------------------
ignore                Spell affect relies on the casting argument
offensive             Spell will initiate combat
defensive             Can be cast on anyone safely
self                  Spell only affects the caster
objinv                Casted onto an object in the caster's inventory
~

0 TELEPORT~
Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere
in the world.
~

58 TEMPLATE~
This is the basic HELP screen.  For more information, try help <topicname>.
`
channels rumor, pray, clantalk, guildtalk
commands who, score, att etc
spells/skills..slist and prac
movement up down enter
combat kill, murder
newbie
death lower than level 10, free cr etc, cr
ploot
rules
pkill
config
motd
command seperator
, shortcut for emote (works in channels)
. shortcut for gossip/rumour
: avatar channel
reimb price, rules (no DT reimbs)
group follow, autosplit, gtell
exits lock/unlock/search/close
deities
favor
note how to post, etc
mail ""
~

0 THIEF THIEVES~
The thief is a dark character which makes use of many skills often deemed
improper by the rest of society.  The skills of the thief reflect his way
of life, namely sneaking in the dark, picking locks, and attacking from
behind with deadly backstabs.  Thieves have always had a bad reputation
so don't be suprised if you are always under suspicion.  Thieves start off
fairly weak, but as they gain skills such as backstab and circle they soon
become dangerous foes.  A thief is always usefull when there is a lock
that needs opening or an item that needs to be stolen.
 
~

10 'THOUGHT SHIELD~
.
SYNTAX : cast thought
 
Thought shield is one of the Psionicist's better defensive spells,
greatly boosting armor class.   However, the nature of the spell draws
alot of will power from any Psionicist, and therefore is very short indeed.
 
~

0 TICK~
Many of the actions in the game are based upon interval timers, including
combat, most autonomous monster actions, hp/mana/move regeneration, spell
duration, weather, and area resetting.
 
Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'.  Ticks in the game average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.
 
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present.  Also
note that objects lying on the ground will not be regenerated if anyone
is in the area when it resets.
 
Area resets are indicated by 'squeaking noises' just prior to the reset.
~

2 TIP~
Grin
 
This is where i hope to impart my basic knowledge of the mud since i came
here all that time ago.
 
The tip that comes to mind foremost is that you can use 'mob' as a target
to kill creatures, it was made a long time ago and has been almost forgotten
by people, now i remind you all that you can use it :)
My favorite way to use 'mob' is to 'alias k kill mob'.  Now, the keyword
'mob' is useful, it attacks the first creature in the room, however, it
doesnt discriminate between an easy mob, such as a pixie, and a forest guard.
It also comes in handy if you want to look at or consider a mob but dont know
what word to use (con mob will almost certainly tell you the keyword of a
specific mob).
 
Thats my tip for today :)
 
If you have a tip you'd like to share with people, or have a question, send
me a mail about it and i'll see what i can do to pass your message on to the
rest of the Realms.
 
Benny
 
~

0 TITLE~
Syntax: title <string>
 
Your title is what you see beside or around your name when you type
who. The title command sets this information to whatever you input.
When setting your title the variable @@ represents your name.
~

59 TODO~
~

1 TOMAKE~
.
socials over channels (timber)
 
drain essence
undead shriek
unseen claw
soul thief
~

58 TONGUE TONGUES~
The different PC languages include common, elvish, dwarven, pixie, ogre, 
orcish, trollese, goblin, halfling and gith.
 
NPC languages include rodent, insectoid, mammal, reptile, dragon, 
spiritual, magical, god, and ancient.
~

1 TOPICS~
Additional topics you may want to look over:
*TICK
*WIZLIST
*EXPERIENCE
*EQDAMAGE
*CLANS
*CHANGES
*DAMAGE
*NEWS
*STORY
 
To view a topic type: HELP <topic>
~

0 TRACK~
Syntax: track <mob>

Track will assist you in tracking down a mob that is within the area, 
giving you its general direction.
~

2 TRAIN~
TRAIN
 
 The train command is used to train Attributes and Levels,
 
 Syntax:
 
 train hp -= train hitpoints =-
 train move -= train movement points =-
 train mana -= train mana points =-
 train <str/wis/int/ etc.> -= train an attribute =-
 train <class> -= Advance a level in a class (see HELP LEVEL) =-
 
 -= Note =- Vampires CANNOT train Blood Points.
~

52 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all         <location>

TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~

53 TRAPFLAGS~
Flags to describe a trap and what triggers it:

ROOM    - Trap is in a room
OBJ     - Trap is on an object
ENTER   - Trap is triggered by entering the room
LEAVE   - Trap is triggered by leaving the room
OPEN    - Trap is triggered by opening
CLOSE   - Trap is triggered by closing
GET     - Trap is triggered by getting the object
PUT     - Trap is triggered by putting the object
EXAMINE - Trap is triggered by examining the object
PICK    - Trap is triggered by picking the object
UNLOCK  - Trap is triggered by unlocking the object
NORTH   - Trap is triggered by moving north
SOUTH   - Trap is triggered by moving south
EAST    - Trap is triggered by moving east
WEST    - Trap is triggered by moving west
UP      - Trap is triggered by moving up
DOWN    - Trap is triggered by moving down

See RESET, TRAPSETTING and TRAPTYPES.
~

52 TRAPSETTING~
Setting a trap is a little tricky.

Parameters: <vnum> <type> <charges> <flags>
VNUM    - The vnum of either the room or object to be trapped.
TYPE    - The type of trap.  (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS   - Flags specifying the characteristics of the trap.
          (ie: room trap or object trap, what triggers the trap, etc.)

See RESETS, TRAPTYPES and TRAPFLAGS.
~

52 TRAPTYPES~
Types of traps:

 --------------------------------------------------------------------
 | Number | Description             | Number | Description          |
 --------------------------------------------------------------------
 |    1   | Poison gas              |    8   | Flame                |
 |    2   | Poison dart             |    9   | Explosion            |
 |    3   | Poison needle           |   10   | Acid Spray           |
 |    4   | Poison dagger           |   11   | Electric Shock       |
 |    5   | Poison arrow            |   12   | Blade                |
 |    6   | Blindness gas           |   13   | Sex change spell     |
 |    7   | Sleeping gas            |        |                      |
 --------------------------------------------------------------------

See RESET, TRAPSETTING and TRAPFLAGS.
~

54 TRIGGER~
A trigger is an action, phrase, or game event that causes a program
held within a room, mob or object, to begin playing out its commands.
 
Triggers can be anything from a player or mob entering a room, to a
player stating a particular phrase within a room, or to a mob or an
object.
 
For detailed information on triggers, see:
 
RPTRIGGERS, MPTRIGGERS, OPTRIGGERS
~

0 'TROLLISH VIGOR' TROLLISH VIGOR~
This spell increases your stamina during its duration.
~

0 'TRUE SIGHT'~
Syntax:  cast 'true sight'
 
This spell can only be cast upon yourself.  It is a combination of
infravision (enabling you to see in the dark), detect invisible,
and detect hidden.  This spell also allows you to see through
blinding attacks.
~

1 TRUE TRUESIGHT~
Syntax:  cast truesight
Syntax:  c true
 
Truesight confers the caster with a very brief immunity to blindness
(from attacks such as gouge or the blindness spell itself).  While
under the spell's effect, the caster continues to see.  Be warned
that when the spell wears off the caster will become blind should
the effects of the blinding attack still remain.
Truesight cannot be cast on anyone but the caster itself.
~

59 TRUST~
Syntax: trust <character> <level>

TRUST sets a character's trust to the specified level.  This is similar to
advancing the character for accessing immortal commands, but has no effect
on combat strength, et cetera.  You can give more trust to mortal (or
immortal) characters to give them access to more power without messing up
the character.  You can also restrict a player's trust to less than their
natural level.

A trust of 0 means to use the character's natural level again.
~

-1 TSR D&&D AD&&D~
.               Dungeons && Dragons (tm) and TSR Hobbies Inc.

  Here we'd like to duplicate the original credits from the Basic Rules,
Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc.

Acknowledgements:
The following individuals have made this work possible through its years of
evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold
Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow,
Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer.

      DIKUMud's concepts were directly based on TSR's D&&D concepts.
~

1 'TURBO' 'DOUBLEEXP' 'CHAOS'~
.
AotA has some special features that affect the way your character plays.
These are:
 
Turbo-Fighting, where you can cast multiple spells/use multiple attacks
in combat.  When activated, there is almost no wait to cast another spell.
 
Doubleexp is as it sounds, it DOUBLES the amount of exp you get per kill.
Instead of getting 1million for the kill, you would get 2million exp for
the kill, and so on.
 
Chaos Mode, where EVERYONE is pkillable, and there are no safe rooms at all.
Nondeadly characters are free to kill pkillable characters, and pkill is
not punishable if you are in the city when it happens.
 
War-mode is similar to Chaos mode and Kombat mode, the difference is, you
have to type 'war me' when War-mode is activated, and then you can kill
any of the other War-mode combatants, with the whole mud as an 'arena'.  All
safe flags and town-safety modes are still active tho, so dont kill in the city
or else you will be branded a killer.
 
I hope that makes it all clear for you.
 
~

59 UNFOLDAREA~
Syntax: unfoldarea <area filename>

This command will load up an area file.

NOTE: It could be quite dangerous to unfold an area that is already loaded,
      or one that has not been tested.
~

1 'UNRAVEL DEFENSE' 'UNRAVEL'~
Syntax: cast 'unravel defense' <target>

This spell causes the victim to become much more succeptable to attacks
made against them.
~

55 UNSEEN CLAW~
Syntax: c 'unseen claw' <target>
 
Unseen claw is a wraith's spell that allows the caster to create 
invisible claws to hit his or her opponent.
~

1 UPLIFT~
Syntax:  cast 'uplift' <target>
 
Uplift is a useful spell where a player in dire need of a heal can be healed
anywhere on the mud.  This spell only heals the player a mere 20 HP, but that
could be the difference between life and death.
 
~

1 USE~
Syntax: use <insignia>
 
This command will allow you to use the insignia of your clan
to return to your clan hall
 
Of course this will only work if you HAVE an insignia and are wearing
it
 
--------Contact an immortal of your clan to get an insignia if you
--------don't have one
--------They are the ONLY way to reach your clan hall
~

54 USEPROG~
Syntax: opedit <object> <command> [number] [use_prog] [percentage]
 
The use_prog is an objtrigger that can be used in object programs.  The
use_prog will be executed when the item is used.  To define what will
trigger the use_prog, here is a list:

* Wands - when you zap
* Staves - when you brandish
* Food/pills - when you eat
* Blood/fountains/drink containers - when you drink
* Lights/armour/weapons - when you wear/wield/hold
* Potions - when you quaff
* Pipes - when you smoke
 
When the use_prog is executed you will not see the standard 'use message'
(ie You quaff a violet potion). What you will will be any mpechoes placed
in the program.  Also, any mobprog commands can be used in use_prog (see 
MPCOMMANDS).

**NOTE** The use_progs on lights, armour, and weapons are executed BEFORE
the player wears/holds/wields any item. Therefore, a mpforce to remove the
item will not work in the use_prog.  You will have to use a wear trigger
to accomplish this.
~

52 USERS~
Syntax: users <host ip>
Syntax: users <playername>

USERS reports all of the visible users connected to the server, including users
in the process of logging in.
If used with an argument, it will show all users from that host ip.
Shortforms of host will work -- e.x. 205, or 205.113, etc.
Shortened names will also work.  e.x., users fre would show
Fredrick and Fred if they were on at the time.
The first number, (desc), is the descriptor number that this user is on.
The second number is the user's connected state.  (See CONSTATES)
The third number is the number of seconds the user has been idle.
The fourth number is the remote TCP port on the user's host machine.
Next is the user's character name, then the user's host address.
(Usually the IP number as name resolving is normally disabled.)

The FORCECLOSE command can be used to force a connect to close by its
descriptor number.
~

0 VALIANCE~
This spell increases your perserverence when you are on the verge of
losing consciousness.
~

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

0 VAMPIRE VAMPIRES~
Vampires are powerful beings which require copious quantities of fresh blood.
Here is a brief summary of how they compare to the other classes:
 
 - Vampires use blood points (bp) instead of mana for casting spells.
 - Blood points can be lost by taking large amounts of damage during battle.
 - Spare blood points can save a vampire during battle by providing a small
   burst of extra hit points (hp).
 - Vampires get a penalty to armor class during the day, and a bonus during
   the night.
 - Vampires may mist walk to their victims under cover of darkness.
   (help 'mist walk')
 
Note: We have Race Skills here, so YES you WILL have Feed.. and other
         Vital things
~

1 VARIABLES~
This is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.
 
VARIABLE         MOBILE  ACTOR  VICTIM  RANDOM  OBJECT  2ND_OBJECT
---------------  ------  -----  ------  ------  ------  ----------
Name               $i     $n      $t      $r      $o        $p
shrt_desc/title    $I     $N      $T      $R      $O        $P
he/she/it          $j     $e      $E      $J      --        --
him/her/it         $k     $m      $M      $K      --        --
his/hers/its       $l     $s      $S      $L      --        --
a/an               --     --      --      --      $a        $A
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS.
~

0 VENTRILOQUATE~
Syntax: cast ventriloquate <speaker> <message>

This spell throws your voice, making it appear that some other object or
character in the room is saying your message.  Victims who make their saving
throw will know that someone is using ventriloquism, but not who.  Victims who
fail their saving throw will think that the object or character really did say
your message.
~

1 VISITATION~
Syntax: cast visitation <target>
 
Visitation is available to high-end dragons and avatars.  It allows them
the ability to move from one place of the mud to another, like Astral Walk.
Such as Astral Walk, the success of the spell depends on various things,
such as your level vs the targets level, is the mob hurt? and is the target
in a room where travel spells are not permitted?.
 
~

2 VISOGY~
Syntax:  visogy

Visogy is a great skill to have.  It allows the adeptee an allowance to see
even when blinded or gouged.
 
~

52 VNUMS~
Syntax: vnums [low] [high]

Lists the vnum range for rooms/mobs/objects in all prototype areas.
~

1 VOTING VOTE VOTES~
Syntax: note vote <number> open/close/yes/no/abstain
 
Once a note has been posted on a bulletin board, the author may open
voting with 'note vote <number> open'.  All those who can read the
board may then vote on the issue in the note with 'note vote <number>
yes/no/abstain'. The author may close the voting; the syntax for that
should be clear enough.
 
Note list will show whether a note is not a voting note, open to voting
or closed to voting.  The character that separates the author and the
recipient in 'note list' will be a colon, a capital V or a capital C
accordingly.
~

51 VSEARCH~
Syntax: vsearch <object vnum>
 
VSEARCH is used much the same was as ofind, in that it finds the object that
belongs to the specific vnum that you enter.  Ie, vsearch 30601 returns the
fountain in Mithras, and so on.
 
SEE: OFIND
 
~

1 WAR~
This is the ultimate combat!
 
You get an entire MUD to yourself to go around killing the other
people in the game.
ALL people in the game are eligable targets
 
You will be unable to see the people not in the war and they are
unable to see you.. you are also not seen by aggressive mobs
 
When (if) you are killed you are disconnected, after reconnecting
you are no longer in the game.. same goes if you quit out
 
The idea is the be the last one in the war
 
To join the war type 'warme' you will be in it until you die or quit
 
Do YOU have what is takes
~

0 WARRIOR WARRIORS~
Warrior are the epitome of fighters, able to use all weapons and armours in
excercise of their most lethal of combat skills.  A warrior must be strong
in body to survive his dangerous lifestyle, and though he has no magic and
limted skills he is nevertheless a formidable force with which to be
reckoned.  Warriors learn no magic, and have no use for mana.
 
~

0 WEAKEN~
Syntax: cast weaken <victim>

This spell reduces the strength of the victim by two points.
~

53 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:

Value3 | Type     | Weapons
------------------------------
   0   | hit      | general
   1   | slice    | knife/sword
   2   | stab     | dagger
   3   | slash    | sword
   4   | whip     | whip
   5   | claw     | claw
   6   | blast    | magical
   7   | pound    | club/hammer
   8   | crush    | club/hammer
   9   | grep     |
  10   | bite     | 
  11   | pierce   | dagger
  12   | suction  |

See OSET.
~

53 WEARFLAGS~
These flags should be self explanitory:
 take   finger   neck    body    head   legs
 feet   hands    arms    shield  about  waist
 wrist  wield    hold    ears    eyes

See OSET and RESETCMDS.
~

53 WEARLOCS~
Here are the various locations where items may be equipped:

 ---------------------------------------------------------
 |  0 | light       |  1 | finger1     |  2 | finger2    |
 |  3 | neck1       |  4 | neck2       |  5 | body       |
 |  6 | head        |  7 | legs        |  8 | feet       |
 |  9 | hands       | 10 | arms        | 11 | shield     |
 | 12 | about       | 13 | waist       | 14 | wrist1     |
 | 15 | wrist2      | 16 | wield       | 17 | hold       |
 | 18 | dual_wield  | 19 | ears        | 20 | eyes       |
 ---------------------------------------------------------

See RESETS and RESETCMDS.
~

50 WEBBING~
Syntax: cast 'webbing' <target>
 
This spell spins a web around the target, paralysis soon sets in rendering
them helpless.
 
See also 'archmage-slist'
~

0 WEREWOLF~
The werewolf is the epitome of the dark, night stalkers
a werewolf is both strong and agile.. both cunning and clever.
 
Only the nosferatu, the vampires, rival werewolves for control of
the night
~

0 WHERE~
Syntax: where
Syntax: where <character>

WHERE without an argument tells you the location of visible players in the same
area as you are.

WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~

0 WHO~
WHO shows the characters currently in the game.  Invisible characters will
not appear on this list if you cannot detect invisible.  Immortals who are
wizinvis higher than your own level also will not appear.
 
Syntax:  who                 who <class>    who <class> race>
         who <level range>   who deadly     who <class> <race> <level range>
 
With arguments, WHO can show players of certain classes, races, or levels:
For example:
 
 who 10                  lists all characters level 10 or above
 who 15 20               lists all characters between level 15 and 20
 who cleric              lists all clerics playing
 who cleric elf          lists all cleric elfs playing
 who immortal            lists all Immortals playing
 who cleric 1 5          lists all clerics between levels 1 and 5
 who deadly              lists all deadly (pkill) characters playing
 
NEW ADDITIONS:
 who 'guild of mages'    lists all online members of the specified Guild
 who <order name>        lists all online members of the specified Order
 who <clan name>         lists all online members of the specified Clan
 
~

0 WIMPY~
Syntax: wimpy
Syntax: wimpy <number>

WIMPY sets your wimpy value.  When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to flee.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy.
~

0 'WINTER MIST' WINTER MIST~
This spell makes the victim more susceptible to all forms of coldness.
~

1 WISDOM WIS~
Wisdom (WIS in your 'score') represents your character's wisdom and ability
to incorporate learning.  Among other things, it affects:
 
 - the number of practices a character gains each time it levels
 
 - the mana a character gains each time it levels, though intelligence
   affects this much more heavily
 
 - the percentage a character learns of a new language at each practice,
   though intelligence affects this slightly more
 
 - the ability to remove a trap or poison a weapon
 
Wisdom is the prime attribute of druids and clerics.
~

50 'WIZARD FIRE'~
Syntax: cast 'wizard fire' <target>
 
This spell scorches your target with magical fire.
 
 
See also 'help archmage-slist'
~

51 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.
~

51 WIZINVIS HESET~
Syntax: wizinvis
 
If you didnt know what wizinvis was, you really shouldnt be immortal.
Wizinvis is the command that tells the mud server that you want to turn
invisible, or become visible again.  You can also set the level of wizinvis
you are, so immortals/mortals below your level can see you at the specified
level.
If you were to wizinvis 51, only immortals can see you, if you were to use
wizinvis 50, advanced players and above can see you, and so on.
(i have my wizinvis aliased to plain old invis, for you purists out there :P )
 
~

0 WIZLIST~
Syntax: wizlist

Displays a hierarchical list of immortals.
~

0 'WORD OF RECALL'~
Syntax: cast 'word of recall'

This spell will recall the caster to his or her home sanctuary.
~

0 WRAITH~
Wraiths are the spirits of those long dead... Being undead they have
a very unattractive appearance on a translucent body.  They possess
a very high intellegence and are extremely adept in the use of magic
Wraiths, unrestrained by the barriers of the carnal world, have an
innate ability to pass straight through barriers
~

50 WRAITH-SLIST~
(Lv 35) drain essence (Max:95%)
(Lv 31) fade out (Max:95%)
(Lv 29) necromantic touch (Max:95%)
(Lv 25) undead shriek (Max:95%)
(Lv 26) enchant armor (Max:95%)
(Lv 30) magic vacuum (Max:95%)
(Lv 15) mind wrack (Max:95%)
(Lv 17) mind wrench (Max:95%)
(Lv 12) unseen claw (Max:95%)
(Lv 50) soul thief (Max:95%)
(Lv 29) replenish blood (Max:95)
~

50 'WRATH OF GOD' 'WRATH'~
Syntax: cast 'wrath of god' <target>
Needed: an Ankh of Power
 
Wrath of God lays down a curse on your enemy, rendering them almost useless
and unable to fight properly, also denying the unlucky victim the ability to
recall.
 
~

56 'WYVERN'S TOWER'~
~

52 ZONES~
Syntax: zones [low] [high]

Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
~

-1 _DIEMSG_~
.
ALAS! You put up a brave fight but unfortunately the Grim Reaper won, and
has you in his lair where he puts his scythe away...Didnt even clean it!
The Reaper plays with your torn out eyeballs as if they were marbles
on his sick, twisted table of life.  Anguish and sorrow fill your mind, 
causing you great misery, when the great god Greywolf enters the lair.
Hope is again with you as Greywolf takes the Reaper and slays him in cold
blood, showering the room with putrid blood and spattering you in a horrible
gooey mess.  Turning back to you, Greywolf begins to chant an almost 
incoherant phrase.  All of a sudden, your body begins to grow again, completely
free of injury and scars.
 
You are back in familiar surroundings again.  Now, where did you leave your
corpse again?
 
~

0 $~


#$