"PICK LOCKS"

For picking locks. Not all locks can be picked. Example:

> pick door
> pick safe

See Also : OPEN, CLOSE, LOCK, UNLOCK
#
ATTACK

The attack skill enables a player to attack all mobs in a room.
You hit them all once, then it's back to normal.  ATTACK is only
good for starting fights.  It's especially good for killing chickens.

#
TOKEN

A TOKEN is an item that can be spent at the metaphysician. The
IDENTIFY command will tell you how many mu's (Meta Units) the
token is worth.  One mu will get you the same thing as one million
experience points, at the metaphysician.

#
POWERPOINT

Your powerpoints = your max mana + your max hit points.

Powerpoints are used to determine whether you can advance beyond
level 100.
#
SNEAK

Used for sneaking (moving in and out of rooms without anyone taking notice).
When you type sneak, there is no way to know if you actually sneak. If you
sucessfully sneak, then you'll continue to sneak for a little while.

Example:

  > sneak

See Also : HIDE
#
HIDE

When you type hide there is a chance that you hide in the room. If hidden
you can only be "sensed" by the "sense life" spell. Even if sensed your
identity will remain hidden. Hide is broken by pressing return, regardless
of wherther you typed a command or not.

Example:

  > hide
  Ok.
  >  (you wait for ex. 5 mins and remain hidden for 5 mins)

  >  (You pressed enter and no longer hide)
#
LOOK
For studying your surroundings. Examples:
look                                      
look AT the angel
look IN the bag
look to the south   (or just: look south)

Note that if you LOOK AT CORPSE you will not see its inventory.
To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>.

See also : EXAMINE or READ
#
AC

AC is you armor class.  A naked player is at 0, a high level player
with good equipment will have an AC of 200 or 300.

#
OPEN CLOSE LOCK UNLOCK
Usage (example):
 > open portal
or
 > open portal to the south
   (if there's more than one to choose from)
#
NORTH SOUTH EAST WEST UP DOWN
To walk in a given direction.
#
EAT DRINK SIP TASTE
If you're hungry or thirsty. Example: eat hamburger.
#
WHO
Lists the people currently in the game. Some people may choose to remain
unseen:
  who -n   - shows people with level <= n
  who =n   - shows people with level == n
  who +n   - got the idea?
  or
  who  *   - for a list of people in the area (why * ??)

#
GIVE
If you feel benevolent, you may give some stuff to someone in need. Example:
give bread to the beggar.
#
SAVE
Does nothing, a placebo for old players.
Still has a use on inferior MUDs.
#
INVENTORY
If you're uncertain about what you're carrying, or simply want to check
that no thieves have got to your backpack.

See also: EQUIPMENT
#
EQUIPMENT
When you want to know what armor, weapon, charms etc. you're wearing.

See also: INVENTORY
#
WEAR
If you want to wear some clothes, armor or the likes.
For example :
> wear boots
> wear all

See also: REMOVE, EQUIPMENT
#
WIELD
When you get tired of bashing monsters with your fists, you might consider
wielding a weapon. Example : wield sword

See also: REMOVE, EQUIPMENT
#
SCORE
Whenever you want to check whether you're still alive and healthy
or simply want to see how much money you have left.
#
SAY TELL WHISPER SHOUT ASK
If you consider communicating with other beings, you might be understood
better if you start your sentences with either say,tell,whisper or shout.
Example : say I'm a jerk
          tell unclesam You're dead meat - sucker!

You can use ' as a shorthand for say, as in:

' hello there.
#
KILL HIT
A good way to start a fight.
#
KICK
The success of a kick depends upon how well you are learned. The higher
level you reach the harder you kick. There is one small catch - whenever
you kick (or miss) you will be unable to type any command for three 
rounds of 'Violence' - so be sure that you do not need to flee!

Fighters See Also : Rescue, Bash, Shoot, and Detonate.
#
BASH
The success of a bash depends upon how well you are learned. To bash someone
is to attempt to 'knock' that person over. If you succeed you will inflict
minor damage, and cause the victim to fall on it's rear. The victim will be
unable to issue any commands for 2 rounds of violence. If you miss you loose
your balance and fall.
A bash makes you unable to type commands for 2 rounds of violence.
Note that hitting a person who is resting/sitting will inflict 1.5*damage.
Fighters See Also : Rescue, Kick, Shoot
#
RESCUE
A rescue is an attempt to make a monster hit you instead of the person being
rescued. You can only 'turn' one monster for each attempt. This is highly
useable when playing in groups.
#
STEAL
Use steal to steal gold or items from people. The chance of not getting
caught depends on how well you have practiced steal, and if the person
is asleep.

Example:

> steal gold drunk

> steal sword mercenary
  (only possible if he is sleeping)

#
BACKSTAB

Is a way to sneak up on a person, and attempt to place you dagger in his
bag, at exactly the point where it does most damage. A successful backstab
gives a damage multiplier, depending on level:

The chance of successfully backstabbing a person depends on how well you
have practiced backstab at your guild. You can always backstab sleeping
persons.
#
CAST
If you want to throw a spell at someone or something.
Example : cast 'burning hands' <player>
   Note that the name of the spell must be enclosed by "'"s.

See also : help on each individual spell, for example:
  > help cure ligh
  > help energy drain
#
DROP
If you lose interest in a carried item, you can drop it on the ground.
Example : drop bottle
f you feel like getting rid of all your earthly possessions, you may use
"drop all".

See also: GET
#
ORDER
You can order your pets too, using "order pet bark" or "order followers bark".
#
BUY SELL
Commands for the shops - very useful too !
#
WEATHER
If you're uncertain whether the sun is shining or the rain is pouring down.
#
READ
If you can read this sign...
#
REMOVE
If you tire of wearing some armor or wielding a weapon.
Example : remove sword
#
SHOPS
Shops are places where the adventurer may purchase equipment for his quests,
and where he may sell his treasure if he should manage to survive the perils
with his life and sanity intact. Many shops trade only in a specific type of
merchandise. Thus, a baker may well refuse to buy your armor, even if it is of
high quality!
   To some people, the prospect of obtaining the entire inventory of a shop by
murdering the keeper may appear tempting - but beware: The shopkeepers are 
often rugged, capable men; roughened by years of trading and, indeed, surviving
in a world where the only safe prospect is death in the end.

See also: BUY, SELL, LIST, VALUE
#
SOCIAL ACTIONS
Commands mainly for social interaction.  Use SOCIALS to the the current list
of socials.
#
WIZ
A listing of the commands for immortals (should be unavailable for mortals  :)
#
COMMANDS
A mechanical listing (the code already exists) of the known verbs.
#
PRACTICE PRACTISE
Practice is the way you improve your spells and skills. You must go to
your guildmaster to let him/her help you improve.
If you type practice, you will see which skills you can improve upon, and
how good you already are at these.
You can then use practice <skill>, to practice the appropriate skill.
You can only practice a certain amount for each level you gain, and you
do not have to save this, it can be accumulated.
If you are not in your guild, practice will simply show you a list of your
skills, and your ability at each.
#
EXITS
Gives you a list of the obvious exits from your location. Of course, the less
obvious ones won't show up here - you have to THINK in order to locate those.
#
LEAVE
If you feel claustrophobic, typing 'leave' will make you use the nearest
obvious exit to the outside.
#
ENTER
If you type 'enter' while you are outdoors, you'll enter any nearby shelter.
You can also follow 'enter' with an argument; for example, 'enter window'.
#
TIME
Gives you the current 'gametime'. Your initial reaction to the output of this
command may be one of surprise, but you'll get used to it. You'll have to, at
any rate, since certain things in the game depend on this particular notion
of time; the opening hours of the shops, for example.
#
BUG TYPO
For making useful suggestions to the maintainers of the game. Examples:
1. bug the entire game crashes when I type 'put bag in bag'
2. typo 'sence' should be spelled 'sense'
#
QUIT
When you get tired of playing, you can leave the game by typing 'quit'. Note
that whatever stuff you might be carrying with you is simply left on the
ground. If you wish to have your equipment put away until you are able to come
back, you'll have to find an inn.

See also: INN
#
INN INNS
Inns are places where the weary traveler may rest while the innkeeper looks
after his equipment and treasure. Specifically, you may use inns to store your
gathered equipment while you are not playing the game (we all have to sleep
sometimes, there is no shame in that).

See also: OFFER, RENT
#
OFFER RENT
For use in the receptions of inns. The command 'offer' will make the innkeeper
tell you the cost of storing your carried items for one day. 'rent' will store
the items and make you leave the game. The next time you enter, you'll start
out in the reception where you left. The inn will store your items as long as
you have the gold to pay the rent.

See also: INN
#
GET TAKE
If you find something interesting on the ground, you may use 'get' to pick it
up. Example: "get greatsword". If you are in a hurry, or if you just feel very
greedy, you may type "get all". You can also use 'get' to extract objects from
containers. Example: "get dagger from bag".

See also: DROP PUT
#
PUT
For putting stuff in containers. Example: "Put the dagger in the bag".

See also: GET
#
EXAMINE
May give you some valuable information about an item.

See also: LOOK
#
NEWS
This command will show you the current edition of "the DikuMUD Herald", a
publication dedicated to news and useful information about this world. It's a
very good idea to check it out once in a while.
#
SLEEPING WAKE REST SIT STAND
For changing your position. If you feel tired, it's probably a good idea to sit
and rest for awhile; or maybe even take a nap.
#
POUR
If you want to pour some liquid from one container to another.
#
GRAB
For getting a good grip on something; a torch, for example.

See also: WEAR, WIELD, REMOVE
#
FOLLOW
If you happen to be going in the same direction as someone else, why not simply
follow that person? For example: "Follow joe". If you are following someone
and you wish to stop doing that, then all you've got to do is follow yourself:
"follow <your name>".
#
FLEE
If you are in a fight and things are beginning to get a little uncomfortable
(maybe your are dying), just type 'flee', and presto! you are out of harm's way
- that is, IF there is a suitable exit nearby, and IF that exit doesn't simply
bring you from the ashes to the fire... but then, who wants to live forever?
#
IMPLEMENTOR
The most powerful being in existence.
#
GUILD
The Guildhouse is the place where mortals may go to escape the troubles and
perils of a cruel world. Each guild is heavily guarded, so that only members
may enter the building. Guilds are also the places where people come to
learn and practice the skills of their trade.

See also: PRACTICE
#
INFO
Gives you some useful hints and information about the game.
#
LOCATE
Shows you where objects are.  You can locate objects worn by
characters whose level is less than (or equal to) yours.

See also: WHERE
#
WHERE
Tells you the location of a monster or a player. Example:

where dragon

Mortals can only "where" monsters or players, and only from their own
zone.
Immortals may type 'where' without arguments to see where everybody is.
#
USERS
For mortals, show how many people are playing (and visible), and also
the maximum number of players since last game restart.  For immortals,
tells you who's logged on to the game, and where they are playing from.
#
LEVELS
Lists the levels of your class. 
#
BRIEF
Toggle "brief mode". When in brief mode, you don't see the descriptions of the
room you are in; only the name of the room, and the people and objects in
there. Unless you are very familiar with the area in which you travel, however,
it is not advisable to use this command. Frequently, you will find small, but
vital hints in the descriptions of the rooms: An extra peek at your
surroundings could mean the difference between life and death!

See also: COMPACT
#
!
Repeat the last command typed at the keyboard.
#
CONSIDER
Usage : consider <monster>
This command will compare your Level with the <monsters> level. You will then
receive a rough estimate, which is by no means exact. Consider does not take
hitpoints/special attacks/damage into accout.

Example:
  > consider fido
#
EXPERIENCE XP

Whenever you kill a monster or a player, you earn experience points. When
enough experience points are earned, you raise a level.
Things you should know about experience points:

  * When damaging a monster, you get experience points.

  * If you kill a monster of higher level than yourself, you get bonus
    experience points. If killing a monster of lower level you'll gain
    less experience points

We strongly disencourage killing of other players, but the choice is yours.

See Also: GROUP
#
GROUP
Usage : GROUP [player]

If you are a group member, then you will share experience points for killing
monsters equally among the group. Experience points will only be shared among
group members that are in the same location, at the time of the killing
blow. Sharing is regardless of wherther the group members have been
participating in the fight.

Group with no argument show a list of people with whom you are grouped.

To make a group, a "leader" must be selected. All members of the group
must then "follow" the leader using the follow command. The leader should
NOT follow anyone at all! The leader can now toggle group membership for
each player in the group, by using "group <player_name>". The leader
should remember to include himself in the group.

See Also: XP EXPERIENCE GTELL
#
QUAFF POTION POTIONS

Use : Quaff <Potion>

Quaff is used to "drink" a (magical) potion.
#
RECITE SCROLL SCROLLS

Use : Recite <Scroll> [Target]

Is used to "read" a magical scroll. Target can be an object, character or
nothing (which may be yourself).
#
USE WAND STAFF STAFFS WANDS

Use : Use <Staff>
      Use <Wand> <Target>

Using staff's will automatically target everybody (or everything) in a
room, execpt yourself. Therefore staff's are naturally very powerful, and
yet may be very dangerous to use around other players.

Using wands require that you point it at a target, which can be eihter a
character or an object.

Both staff's and wand's must be HELD in the hand prior to use! (Use the
grab or hold commands). You must still supply the name of the staff or
wand to avoid confusion.
#
ARMOR

Usage       : cast 'armor' [self]
Accumulative: No
Duration    : 24 Hours

The Armor spell will improve your AC by 2.

See Also: AC
#
CLARITY

Usage       : cast 'clarity' [self]
Accumulative: -
Duration    : 3 Hours
Level       : 33

Under CLARITY a player will not be confused by CONFUSING rooms.

See Also: -
#
BLESS
Usage       : cast 'bless' <victim or object>
Accumulative: No
Duration    : 6 Hours, permanent for objects.

Bless on a victim will improve the victims saving throw versus spells
by 1, and furthermore improve the hitroll by 1 (or 2 for casters whose
level is 25 or more).

Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weight no more
than five pounds per level of caster. 

See Also: -
#
BLINDNESS
Usage       : cast 'blindness' <victim>
Accumulative: No.
Duration    : 2 hours.

Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.

See Also: AC
#
CLONE
Usage       : cast 'clone' <victim>
Accumulative: -
Duration    : Instantaneous

Clone makes a clone (copy) of the victim, for a while.

See Also: -
#
CON

CON or "constitution" is something that Mudhead knows absolutely
nothing about, so don't listen to anything he says about it.

See Also: -  SLUG
#
"CREATE FOOD"
Usage       : cast 'create food'
Accumulative: -
Duration    : Instantaneous

This spell instantly creates an edible magic mushroom. The mushroom
will filling for the next (5+level) hours, up to a maximum of 24 hours.

See Also: -
#
"CREATE WATER"
Usage       : cast 'create water' <drink container>
Accumulative: No
Duration    : Instantaneous

Expect disaterous results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.

Double amout of water will be created if it is raining (or worse).

See Also: -
#
"CURE BLIND"
Usage       : cast 'cure blind' <victim>
Accumulative: No
Duration    : Instantaneous

This spell will cure a person blinded by the "blindness" spell, it
can not remove blindness caused by for example cursed items.

See Also: -
#
"CURE CRITIC"
Usage       : cast 'cure critic' <victim>
Accumulative: -
Duration    : Instantaneous

This spell cures 3d8+3 hitpoints of damage.

See Also: -
#
"CURE LIGHT"
Usage       : cast 'cure light' <victim>
Accumulative: -
Duration    : Instantaneous

This spell cures 1d8 hitpoints of damage.

See Also: -
#
CURSE
Usage       : cast 'curse' (victim | object)
Accumulative: No
Duration    : 7 Days, permanent on objects.

Curse cast on a person that fails the saving throw, will reduce the
hitroll by one, and reduce the saving throw versus paralysation by
one. 

See Also: -
#
"DETECT EVIL"
Usage       : cast 'detect evil' [self]
Accumulative: No
Duration    : 5 hours per level

Detect evil will enable you to see the red aura surrounding evil
persons and items.

See Also: -
#
"DETECT INVISIBILITY"
Usage       : cast 'detect invisibility' [self]
Accumulative: No
Duration    : 5 hours per level

This spell enables you to see invisible items and players.

See Also: -
#
"DETECT MAGIC"
Usage       : cast 'detect magic' [self]
Accumulative: No
Duration    : 5 hours per level

This spell will let you see the magical aura surrounding magical
objects.

See Also: -
#
"DETECT POISON"
Usage       : cast 'detect poison' (victim | food | drink)
Accumulative: No
Duration    : Instantaneous

Cast on food or drinks (drink containers) you will be able to
sense if it is poisoned.

Cast on a person you will be able to see if that person is
poisoned.

See Also: - MacBeth
#
"ENCHANT"
Usage       : cast 'enchant' <item>
Accumulative: Is 'accumulative' a word?
Duration    : Not too long, but just right.

This spell will enchant any NON-MAGIC item.  It's really a great
spell, and the designer of the current version is a wonderful and
truly brilliant human being.  Thank you for your support.

See Also: - The Brady Bunch
#
HEAL
Usage       : heal <amount>

The HEAL command converts the specified number of mana points to
hit points.  It is not a spell.  HEAL is a level 300 command.  By
the time a player gets to level 300, he or she will have learned
not to waste time reading HELP.

See Also: The Effects of Mercantilism on Women's Rights in 18th Century France
#
INVISIBILITY
Usage       : cast 'invisibility' <victim | object>
Accumulative: No
Duration    : 24 hours, permanent on objects.

Self Explanatory.
Attacking while invisible will immediately break the spell.

See Also: "detect invisibility"
#
"LOCATE OBJECT"
Usage       : cast 'locate object' <object>
Accumulative: -
Duration    : Instantaneous

If possible you will know exactly where an object is, or the
name of the person using it. If more than one object by the
same name exists, you will get a listing of several objects.
The maximum number of objects you can simultaneously locate is
your level divided by 2.

See Also: -
#
POISON
Usage       : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration    : 2*level hours, or permanent on food and drinks.

Casting poison on food or drink (containers) will poison it.
Eating poisoned food/drinks will poison the person eating or
drinking.

A person who is poisoned will suffer 2 points of damage every
hour, and gain less points than usual.

See Also: "detect poison" or "cure poison"
#
"PROTECTION FROM EVIL"
Usage       : cast 'protection from evil' [self]
Accumulative: No
Duration    : 24 hours

This spell makes it less likely that evil monsters will attack.

See Also: -
#
"REMOVE CURSE"
Usage       : cast 'remove curse' <person | object>
Accumulative: No
Duration    : Instantaneous

Will remove a curse on carried objects or any persons in the room.

See Also: -
#
"REMOVE POISON"
Usage       : cast 'remove poison' <victim | food | drink> 
Accumulative: No
Duration    : Instantaneous

Will remove poison.

See Also: Poison
#
SANCTUARY
Usage       : cast 'sanctuary' [self]
Accumulative: No
Duration    : 3 hours

When protected by sanctuary you will receive only half the normal damage
from your opponents hits.

See Also: -
#
SLEEP
Usage       : cast 'sleep' <person>
Accumulative: Yes (duration)
Duration    : 4 hours + one hour per level

If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.

See Also: -
#
STRENGTH
Usage       : cast 'strength' <victim>
Accumulative: No (strength)
Duration    : ???

This spells add a bonus to your strength stat, the amount added depends
on your INT.  Note that the spell is no longer cumulative.  If you keep
casting strength on yourself, your STR will vary randomly. Of course, you
might get lucky.

See Also: -
#
FEARLESSNESS
Usage       : cast 'fearlessness' [self]
Accumulative: -
Duration    : 2 hours
Level       : 40

When affected by this spell, a player can FLEE without losing experience.

See Also: - FLEE, RECALL
#
"WORD OF RECALL"
Usage       : cast 'word of recall' 
Accumulative: -
Duration    : Instantaneous

The caster will be transferred back to his sancturay (presently
the Temple of Midgaard).

See Also: -
#
SUMMON
Usage       : cast 'summon' <victim>
Accumulative: -
Duration    : Instantaneous

Will summon a person of the name spoken. It is not possible to
summon someone who doesn't wish to be summoned, or who is of too
high a level.

See Also: - NOSUMMON
#
REANIMATE
Usage   : cast 'reanimate' corpse

Will transform a corpse into a (charmed) zombie.

#
RELOCATE
Usage   : cast 'relocate' creature

Will transport you to the creature (player or monster).
For example:  cast 'relocate' whitey (just an example)
#
"CHARM PERSON"
Usage       : cast 'charm person' <victim>
Accumulative: No
Duration    : A while

Charm works only on mobs (unless you're a high level Immortal),
and even then only on mobs of level < 21.

See Also: FOLLOW ORDER
#
"SENSE LIFE"
Usage       : cast 'sense life' [self]
Accumulative: No
Duration    : 5 hours per level

This spell will enable you to sense hidden life forms in a room.
Invisible persons are also considered hidden.

See Also: HIDE
#
"MAGIC MISSILE"
Usage       : cast 'magic missile' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 magic user.
Save        : Versus spell for half damage.

This is the least powerful offensive magic user spell.

See Also: 
#
"CHILL TOUCH"
Usage       : cast 'chill touch' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 3 magic user.
Save        : Versus spell for half damage.

This spell is more powerful than the magic missile spell.
A victim failing its saving throw will get its strength
reduced by one.

See Also: MAGIC MISSILE
#
"BURNING HANDS"
Usage       : cast 'burning hands' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 5 magic user.
Save        : Versus spell for half damage.

This spell is more powerful than the chill touch spell.

See Also: CHILL TOUCH
#
"SHOCKING GRASP"
Usage       : cast 'shocking grasp' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 magic user.
Save        : Versus spell for half damage.

This spell is more powerful than the burning hands spell.

See Also: BURNING HANDS
#
"LIGHTNING BOLT"
Usage       : cast 'lightning bolt' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 9 magic user.
Save        : Versus spell for half damage.

This spell is more powerful than the shocking grasp spell.

See Also: SHOCKING GRASP
#
"COLOR SPRAY"
Usage       : cast 'color spray' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 11 magic user.
Save        : Versus spell for half damage.

This spell is more powerful than the lightning bolt spell.

See Also: LIGHTNING BOLT
#
"ENERGY DRAIN"
Usage       : cast 'energy drain' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 13 magic user.
Save        : Versus spell for half damage.

This spell does not give much damage, but victims failing their
saving throws will loose up to 40,000 XP points. You will gain
a quarter of this XP.

Beware that this spell is evil.

See Also: -
#
FIREBALL
This is another offensive spell, it can be cast at monsters and it
is also emitted by the pitch-black longsword favored by Peter Pan.
#
EARTHQUAKE
This is an area effect spell - it damages all monsters in the room.
Don't use it when Mom is in the room.
#
"DISPEL EVIL"
Usage       : cast 'dispel evil' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 cleric.
Save        : Special

This spell will only affect evil creatures. An evil person of level
equal or less than caster will suffer 100 damage points.

If the victim is higher level than caster, the spell will inflict
(caster_level)d4 damage points, saving throw versus half damage.

See Also: -
#
ENANTIOMORPHIA
Usage       : cast 'enantiomorphia' <victim>
Accumulative: -
Duration    : Instantaneous
Save        : Versus spell for half damage.

This spell is a high level offensive spell.  It is NOT wise to use
the spell against monsters whose level is lower than yours.  The
spell is really a special form of lightning bolt.

#
HARM
Usage       : cast 'harm' <victim>
Accumulative: -
Duration    : Instantaneous
Save        : Versus spell for half damage.

This spell removes all but 1d4 hitpoints from the victim. The
maximum number of damage points are 100. It is not possible to
kill using this spell (but almost).

See Also: -
#
HELP

Following help is available:

HELP help       - This text.
HELP            - List the available commands.

Help searches for a partial match of the entered word, including any
spaces that may follow the word.

Example:
 > 'help magic mis'
    will find the help text for the magic missile spell.

 > 'help mag '
   will not match anything.

 > 'help mag'
   will match 'magic user' or 'magic missile' depending on first
   occurence in the help file.
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SPELL SPELLS

Spells are cast by Clerics and Mages.  There are a lot of spells.
See also: PRACTICE.
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ADVANCE
Advances a player to a level higher than his/her present level.
Must be done at the guild (when you have enough experience).
To advance to levels over 100  you need sufficent POWERPOINTS.
See also: POWERPOINTS
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NOSHOUT
Prevents you from (or allows you to) hearing shouts, if used with no arguments.
Can be used with the name of a player, to prevent him/her from hearing shouts,
as well as from shouting. Can only be used by certain more powerful beings.
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LINK

A lot of players have problems with their links to the game. This could be
very dangerous to your health in the middle of a combat. But we have worked
out a solution. There are two cases:

  I.If your link is broken, you will automatically attempt to flee each
    time someone attempts to hit you. If you manage to flee, then you
    will be saved by divine forces, and put in a safe place until you
    reconnect to the game.

 II.If your link jams (freezes) you got a problem. The only solution we
    can give, is that you break your link as quickly as possible. By
    breaking the link you can hope that the above procedure is initiated.
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COMPACT
If you have a small display you might want to use this command. It turns off
(or on) the extra newline after output to your screen.
See also: BRIEF
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SHOOT
Usage: shoot target
Assuming you are HOLDing a loaded firing weapon, this command will shoot
something (arrow, bullet, rock, etc.) at the target.
See also: RELOAD
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RELOAD
Usage: reload weapon ammunition
Assuming you have both the weapon and the appropriate ammunition in your
inventory list, this command will cause the ammunition to be loaded.
You can use EXAMINE to see how many shots a weapon has left.
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INFRAVISION
A spell that allows players to see in the dark.  Available from
Filthy in potion form.  Some monsters have also been given this
ability (e.g., Giant Sewer Rat, Master Mindflayer, Queen Spider).
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SUNBURST
Sunburst is a high level offensive spell.
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"FAR SIGHT"
Usage: cast 'far sight' self

This spells allows you to see the players and monsters in the next
room when you do: look <direction>.
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REGENERATION
Usage: cast 'regeneration' self

This spell (also available in wand form) causes your hit points to
regenerate at twice the normal rate.
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TRANSMOGRIFICATION
A spell than converts movement points to hit points.
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OESOPHAGOSTENOSIS
A spell than converts movement points to mana points.
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RADIO TALK

Radios are used for talking.

To use a radio, you must first buy one, or find one.
Then you wear it.  Then you set it to a channel (1-99),
using the CHANNEL command.  Then you TALK in it.
For example:

     wear radio
     channel 1
     talk Hello, world.

Typing 'talk' with no arguments, lists the recent talks.  This is called
'talk history' and was Slug's idea.  Slug has too many ideas.

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NOSUMMON
The command sets a flag which will prevent any mortal from
summoning you.  It is a toggle.
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SPELLINFO
Gives the minimum level and maximum skill for each spell.
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GTELL
A command borrowed from inferior muds.  Used to tell members of
your group something important.  GTELL is short for Group TELL!
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DETONATE BOMB
Usage: DETONATE BOMB TICKS

This command sets the fuse on a bomb to go off in a specified
number of ticks.  The bomb must be held in your inventory, so
there is a great danger that it will damage an unskilled
detonator.  It is wise to make TICKS at least 2.  It also wise
to drop the bomb or try to give it to someone else after it has
been ignited.  Note: unskilled detonators may get the timing a
little wrong...
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VERYBRIEF
Usage: VERYBRIEF

In VERYBRIEF mode you only see messages directly to YOU.  So you
won't see messages intended for the whole room.  This is intended
to be used in very big battles.  WARNING:  VERYBRIEF blocks things
like SAY.

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FORGETFULNESS
This spell causes monsters with memory (cityguards, cops, etc) to
forget who they are hunting and to lose the ability to remember in
the future.

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CLANK CLINK
Some monsters can damage your equipment.  When the armor value of
an item is damaged, you hear a "CLANK".  Items that "hum" cannot
be damaged this way.  You are notified by a "CLINK" when an item
loses it's "hum".

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XYZZY
The xyzzy command reset your recall room to the current room.  By
default your recall room is the Temple of Midgaard.  XYZZY is a
level 30 command.

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MR
Your MR (or Magic Resistance) is your ability to resist offensive
spells.  For damage spells it is the percentage of damage deflected.
So if your MR is 25, the damage done by an offensive spell will be
reduced by 25%.  For spells like drain life, things are different.
In that case MR reduces the amount of hp taken by 0.5%, per unit of
MR.
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PRIME ANTIPRIME

A PRIME item is one that cannot be used by low level (62 or less)
players.  An ANTIPRIME item is one that cannot be used by high
level players (level 250 or more).  These numbers, like all numbers,
are subject to change.

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KERPLUNK
A fascinating new spell which can raise the potency of other high
level spells when used in moderation, or in excess.  Certain colors
associated with this spell are different than others.  No two colors
are alike, unless they are identical.  When used in the Temple, the
chances of success are greater or equal to the chances for success
in other areas.  The mana cost will vary as the arctangent of the
move points of the target, plus a moderately large constant factor,
minus 10.

See also: KERPLUNK
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RADIATION
An area spell, can cause blindness.  Used by some monsters.  How's that?
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CYCLONE
Another area spell.  Also used by some monsters.
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SLIME
A farily high level offensive spell.  Some weapons will shoot out
slime, sometimes.  It's power increases with level.
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SLUG
The whining ingrate.
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NOVA
Nova? Hmmm. Isn't that a spell or something?
See also: Slug
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MOD MODIFY

MOD is the command used to change rooms.  It has four forms:

1. mod name NAME
   e.g., mod name My Room

2. mod description<RETURN>
   ] This is my new        <-- the ] is the prompt you'll see
   ] room. It sucks.
   ] @                     <-- terminate the description with a @

3. mod exit doorname direction
   e.g., mod exit trapdoor 4    <-- makes a trapdoor on the UP exit

4. mod flags FLAGS

See Also: FLAGS
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FLAGS

The rooms flags currently used here are:

   DARK           1 NOSUMMON       2 NO_MOB         4
   INDOORS        8 LAWFUL        16 NEUTRAL       32
   TRICKY        64 NO_MAGIC     128 CONFUSING    256
   PRIVATE      512 OFF_LIMITS  1024 RENT        2048
   NORELOCATE  4096 NO_DIG      8192 MODROOM    16384
   PK_ROOM    32768

See also: MODIFY
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AUTOCONVERT

The command AUTOCONVERT (or AUTO) sets or resets the AUTOCONVERT
flag.  When set, the experience you gain is automatically
converted to META points, which can be spent at the Metaphysicians.
This helps to avoid to "overflow" problem for high level players.

The command is not available until you reach level 100.

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DAMAGE

The following words are used to describe damage done by hitting:

   descriptive   damage
   --------------------
   tickle             1
   barely             3
   <none>             5
   hard               9
   very hard         13
   extremely hard    19
   MASSACRE          27
   PULVERIZE         37
   ANNIHILATE        49
   OBLITERATE        65
   DISINTEGRATE     100
   BIFURCATE        400
   VARIEGATE       1600
   LAMINATE        5000
   MASTICATE      20000
   REGURGITATE   100000
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ALIAS

Defines new commands:

  The following creates an alias for fido killing: alias kf kill fido
    Then when you type 'kf', the game executes the command 'kill fido'.
  Typing 'alias' by itself lists your aliases.
  Typing 'alias bob' will show you what, if anything, 'bob' means as an
    alias.
  
  Slug did alias first.  This is a remake.

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