#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 --__>--<_--_ ---____----' /'//' `-/ )` ) ,/| --_->--<_/- _ _ -- _/ ._--//( )/ )) ` ---'_/_/ /-------__--- ;'( ')/ ,)( 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+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ \ 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 $~ #$