#HELPS -1 DIKU~ . Original game idea, concept, and design: 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. Ragnar Loenn - the bulletin board. 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. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... 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. ~ -1 GODWARS~ ---------------------------------------------------------------------- God Wars was created by Richard Woolcock, aka KaVir. Thanks also go to the following people (in order of help given): ...Zarkas, for teaching me how to mud properly. ...Malice, for getting me into the implementor and coder side of things. ...ShadoWeaver, for providing me with my first (and free) site. ...Rotain, for helping with the code - and the debugging. ...Calamar, for adding some nifty code that I still don't understand. ...Stephen from ACK mud, for coding advise and suggestions. ...Monochrome BBS, for supplying me with a decent free site. ...Lucifur, for providing a USA mirror site for the USA players. ...Shaddai, for a mirror site, code snippets and bug reports. ...Arioch, for comments, suggestions, and help running the mud. ...Tepic, for writing the web pages, and helping run the mud. ...Pandora, for trying to bring some semblance of order to the mud. ---------------------------------------------------------------------- ~ -1 THEMYTH MYTH~ -*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*- [Note: this entry may not be removed or altered. See our license] This MUD is based on The Myth, created by Morglum. The Myth is available as myth.tar.gz or myth.ace. E-mail to 'morglum@another.co.uk' to request a copy. The Myth was created by Dave Spink, aka Morglum. Thanks go out to the following people: - Marlow, for helping with the code - and some debugging. - Rox, for putting up with me and sticking with it - and some areas. - Alucard, for making some areas - and keeping order. - Luna, for being a real good friend. - Jonas, for giving me my first free server (www.coyote.org). - Diku & Merc, for making the bases from which The Myth was born. -*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*--*=*- ~ -1 WIZLIST~ . #c/#P-=-=-=-=-=-=#B[#G**#B] #wGodWars: The Myth #B[#G**#B]#P=-=-=-=-=-=-#c\#n #B[#P=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#B]#n #G| #b[#wCreator#b] #g| #rMorglum #G| #G| #b[#wImplementor#b] #g| #r??? #G| #G| #b[#wImplementor#b] #g| #r??? #G| #G| #b[#wHigh Judge#b] #g| #r??? #G| #G| #b[#wHigh Judge#b] #g| #r??? #G| #G| #b[#wHigh Judge#b] #g| #r??? #G| #G| #b[#wJudge#b] #g| #r??? #G| #G| #b[#wJudge#b] #g| #r??? #G| #G| #b[#wEnforcer#b] #g| #r??? #G| #G| #b[#wQuestMaker#b] #g| #r??? #G| #B[#P=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#B]#n ~ -1 GREETING~ . ,-. ___,---.__ /'|`\ __,---,___ ,-' \` `-.____,-' | `-.____,-' // `-. ,' | '\ /` | `. / ___// `. ,' , , \___ \ | ,-' `-.__ _ | , __,-' `-. | | / /\_ ` . | , _/\ \ | \ | \ \`-.___ \ | / ___,-'/ / | / \ \ | `._ `\\ | //' _,' | / / `-.\ /' _ `---'' , . ``---' _ `\ /,-' `` / \ ,='/ \`=. / \ '' |__ /|\_,--.,-.--,--._/|\ __| / `./ \\`\ | | | /,//' \,' \ / / ||--+--|--+-/-| \ \ | | /'\_\_\ | /_/_/`\ | | \ \__, \_ `-' _/ .__/ / `-._,-' `-._______,-' `-._,-' <-={The Myth}=-> http://the-myth.iwarp.com [**]Diku Mud was created by Hans Henrik Staerfeldt, Katja Nyboe,[**] [**]Tom Madsen, Michael Seifert, and Sebastian Hammer.[**] [**]Based on MERC 2.1 code by Hatchet, Furey, and Kahn[**] A God Wars MUD [**]The Myth was created by Morglum[**] Engrave thy name on thy tombstone: ~ -1 MOTD~ * This is a player killing and stealing mud. * Type 'help' for help. To see the changes type 'help changes'. * To see the new changes type 'help newchanges'. * Also type 'help news' for up and coming mud news. * Please check 'help policy','help rules' and read your notes regularly. * Remember ignorance is NO excuse! * If you have any ideas/bugs/complaints, please dont hesistate to email: MorglumUK@hotmail.com * Check out our new website http://the-myth.iwarp.com, it is always being updated and improved so check it out regularly. * To subscribe to our mailing list email the-myth-subscribe@egroups.com * As with any internet activities, any transmissions are subject be being logged/snooped. So if you have anything personal/private to say, please be warned, "There may be someone watching you". * Please note that this MUD is of an adult nature, if you are easily offended we suggest you leave now. * All newbies make sure you turn your willpowers on, this will prevent you being dominated by other players, use the 'willpower' command. * If you do not wish to play here any further, please delete yourself with the 'delete' command. * Due to limited disk space you are only allowed ONE thats 1 character! Press RETURN to continue: ~ 3 IMOTD~ ~ -1 POLICY~ #r* BUGS#n Dont abuse bugs, report them, any abuse of bugs could end up with the deletion or denial of your character. Report them and you *MAY* be rewarded depending on the seriousness of the bug you report. #r* NEWBIE KILLING#n Dont continually kill newbies, help them to learn the mud. If they train avatar advise them to train mortal. Do NOT kill them over and over forcing them to quit the mud, remember you were once a newbie, you know what its like. So this must stop now! #r* SPAM KILLING#n SPAM KILLING is not allowed, if any imm sees a fatality message involving 1 player and victim, more than 3 times the player will be denied. Torsoing is also not allowed, if this is seen the player doing the torsoing will be denied. #r* MULTI-PLAYING#n Multiplaying is NOT allowed, you cannot have two players logged in at the same time, not for any matter at all. #r* CHAR SHARING#n Char sharing is NOT allowed, you do it you stand a chance of getting the char denied for a period of time. #r* BOTTING#n Our botting rules are as follows: You MAY bot your spell levels only, BUT EXP, QUEST, STANCE and WEAPON botting is NOT allowed. Punishment for botting is those stats set to 0 depending on what you were botting. #r* PLAYER ABUSE#n Personal and racial abuse of players is frowned upon, if anyone is abusive to you either racially or personally, please inform an imm immediately and a suitable punishment will be handed out to the player. Please see 'help policy2' for further details ~ -1 POLICY2~ #r* ADVERTISMENT#n You may not advertise other muds here, other places don't allow you to advertise so why should we. (Punishemnt - Silence for A time decided by the imm who silenced) #r* ARTIFACTS#n You may not hold more than 1 artifact at any one time. If you are found to have more than 1, an imm will make a choice of which one you will lose. Artifacts are NOT to be held on storage, or chars you play very little, if this is found to be the case the artifact will be redistributed. If you have an artifact and choose not to play for more than 1 week, you will lose the artifact and it will be redistributed. #r* LANGUAGE ON PUBLIC CHANNELS#n Any form of swearing/cussing on public channels is NOT allowed. #r* RESPECT FOR IMMORTALS#n We are getting tired of people not listening to High Judges, Judges and Enforcers (and for that matter ourselves (the IMPs) too), you continue to disrespect them then you have no reason to play here and will be denied for an undetermined time!. If an imm is playing a character on the mud please don't ask their character to fix the problem for you. Mail MorglumUK@hotmail.com and we will fix it when we next see it. If an imm is on as a character it is probably because they want to play and don't want to be hassled! If An immortal tell you to do something you do it no questions asked. Respect the imms and we will respect you. See also 'help rules' and 'help punishment' ~ -1 NEWS~ To see changes type 'help changes' ~ 0 BOUNTY~ Have you ever been killed by someone and not been able to get them back? Have you ever asked someone to kill a player thats been annoying and been told no? Well this has changed :). You can now place a quest point bounty on players. Which will be taken when they are decapitated. Syntax: bounty <player> <ammount> To see who has a bounty on them type who status. ~ -1 NEWBIE NEWBIES~ Newbies are players who are new to the MUD. As such we wish to protect them until they learn their way around. Newbies are designated as: 1) Any player under 10 hours old. This includes players that have been classed. If you cap a player under 10 hours you will be paradoxed automatically for newbie capping. So best not to newbie kill. ~ -1 NEWCHANGES~ This is a list of newchanges. ANSI colour has been recoded. Mages now have an upkeep window "mageupkeep". Mages now have a chat channel "magetalk". Mages can now learn runes, glyphs and sigils "learn". Mages now have 3 bits of equipment "mageq" to create it, for a small cost. Mages type colour to see other mages on. Archmages can now teach their mages the master rune "teachmastery". Archmages can now advance an apprentice to mage level "advance". Werewolves have LOTS of new powers coded. Demons and Angels create dp and ap tokens using the "etoken" command. Demons and Angels can "outcast" and "induct". Demons to see the current powers you have type "demonpowers". Angels to see the current powers you have type "angelpowers". Angels now have a portal power called "angelgate". New who list, immortals on a different section. Ftalk channel added. Dont call us, we'll call you. Delete command added, type delete with your password to delete yourself. To apply for quest trusting type apply. To restore your self when classed type "selfrestore", for a small price. New who variable added "status" and "ftalk". Werewolves are now finished on the powers side. Aggresive kills removed, you now get mortally wounded. New MUDwide AFK command added "AFK". Newbie Equipment added. Autostance added. Demonic weapons added "demonweapon". Angelic weapons added "angelweapon". Lots of immortal stuff that don't concern players :). Werewolves klaives are now silver. Demonic weapons are now silver. Angelic weapons are now silver. Fixed bug relating to blindfolded tied and gagged. People under 10 hours and are caped have the capper auto doxed. If you're under 10 hours and have status, you can be capped for the status. Damcap is now shown in "score". Super Stances can now be autostanced. Each class has its own status levels. Score command re-made. And many many more that aint being listed coz there's just to many. -Morglum ~ -1 COMMANDMENTS~ The Ten Commandments: 1) Kill and decapitate other immortals, or else: 2) Other immortals will kill and decapitate you. 3) Forgiveness may be divine, but vengeance is much more fun. 4) Don't whine or complain, or someone will kill you. 5) If someone whines or complains, you should kill them. 6) If someone DOESN'T whine or complain, kill them anyway. 7) Might makes right; A corpse will never betray you. 8) Friends are useful. So are the exp you get for decapitating them. 9) Rules and alliences are there to be broken; never trust anyone. 10) Stop reading the stupid rules and let the slaughter commence! ~ -1 RULES~ To see the original 10 commandments type 'help commandments' * You will #rNOT#n Leave heads/brains of players un-Sacrificed. * You will #rNOT#n Abuse any bugs. * You will #rNOT#n Exp bot. * You will #rNOT#n Quest bot. * You will #rNOT#n Stance bot. * You will #rNOT#n Weapon bot. * You will #rNOT#n Have anymore than 1 Character. * You will #rNOT#n Share/Give away characters. * You will #rNOT#n Multiplay. * You will #rNOT#n Enter another HQ without permission. * You will #rNOT#n Spam PERIOD!. (Channels, Scry, anything that can be seen as annoying) * You will #rNOT#n Victimise any player/immortal. * You will #rNOT#n Log on and advertise any other muds. * You will #rNOT#n Transfer eq or qp from one character to another, using a middle man, or otherwise. * You will #rNOT#n Transfer status from one of your chars to another by use of a middle man, You do it, you get deleted along with all chars involved. * You will #rNOT#n fight at the Temple Altar. * Under #rno circumstances#n, are you to give your #ypassword#n out. If you break ANY of these rules your punishment will be enforced by an immortal on-line at the time. If the punishment that is given is decided by a higher level immortal to be to harsh, your sentence will be reduced. Any problems email: #yMorglumUK@hotmail.com#n and I will advise. See also 'help policy' and 'help punishments'. ~ -1 PUNISHMENT PUNISHMENTS~ PUNISHMENTS EXIST FOR THE FOLLOWING TRANGRESSIONS 1. NEWBIE KILLING (type 'help newbies' for definition) 2. MULTIPLAYING 3. COMPLAINING ABOUT PUNISHMENT 4. ARGUING WITH THE IMMS 5. TORSOING/SPAM KILLING 6. RUDE LANGUAGE 7. VERBAL ABUSE 8. CHAR SHARING/GIVING OUT OF CHARS Punishments may range from being silenced, through being banned/denied right up to deletion. NB. If you have caused a problem and your character is denied/banned please don't log on another character to insult/harass people. We don't like to ban a whole site but we will if we have to. Just remember, you do it, and any friends at the same site would get banned too! Repeat offenders will be subject to harsher punishment at the imms discretion involved. There will be no exceptions to these rules. ~ -1 CLAN CLANS~ . Current clans of The Myth:. Vampire Clans:. Werewolf Tribes:. #r<<#nFounder of Setite#r>>#n - ???. #g((#nRed Talons Chief#g))#n - ???. #r<<#nFounder of Unknown#r>>#n - ???. #g((#nBlack Furies Chief#g))#n - ???. #r<<#nFounder of Toreador#r>>#n - ???. #g((#nWendigos Chief#g))#n - ???. #r<<#nFounder of Unknown#r>>#n - ???. #g((#nGlass Walkers Chief#g))#n - ???. #r<<#nFounder of Unknown#r>>#n - ???. #g((#nBone Gnawers Chief#g))#n - ???. Mage Guilds:. Hybrids:. #c{{#nArchmage of #rFire#c}}#n - ???. To become a hybrid, check 'help hybrid' #c{{#nArsemage of #PAir#c}}#n - ???. then ask an imp. Hybrids are rogue classes #c{{#nArchmage of #bWater#c}}#n - ???. without leaders. #c{{#nArchmage of #ySpirit#c}}#n - ???. #c{{#nArchmage of #gEarth#c}}#n - ???. Demon Sects:. Angel Sects:. #y[[#nDemon Arse#y]]#n - ???. #w^^#nArchangel#w^^#n - ???. #y[[#nDemon Lord#y]]#n - ???. #w^^#nArchangel#w^^#n - ???. #y[[#nDemon Lord#y]]#n - ???. #w^^#nArchangel#w^^#n - ???. Also see 'HELP CLASS' and 'HELP HYBRID'. ~ -1 HYBRID HYBRIDS~ . We have the following hybrids: Abomination = Vamp/Wolf Lich = Vamp/Mage BSD = Demon/Wolf Baali = Demon/Vamp Skindancer = Wolf/Mage Nephandi = Demon/Mage So the mud is not over run with hybrids, there are some requirements, which you MUST (ie no exceptions) meet. They are the following: You must have a character which has 30k hp 15k mana 15k move, all stances/weapons and full myth or brass demonic or gold angelic equipment where it applies, in one of the 5 regular classes. If you are a mage you will need 20k hps 30k mana and 10k move, you will also need 240 in all spells and legenedary sphinxian. In addition to this, as we want you to know how to play at least part of your hybrid, the character that meets those reqs must be one of the classes that your hybrid has. e.g. If you want an Abomination, your char must be either a vamp or wolf, if a lich, then you must be a vamp or mage. If you want a hybrid leader, and reach the reqs, then ask an imp to make you one. Once we have all the Hybrid leaders, acception or refusal is down to them. Also see 'HELP CLASS' and 'HELP CLAN'. ~ -1 CLASS CLASSES~ . #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n #wThe Classes Of The Myth Are: #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n #rVampire Werewolf Mage Angel Demon #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n #wHybrids: #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n #rBaali, Lich, Amomination, Nephandi Skindancer, Black Spiral Dancer #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n #wBeing Play Tested or Made: #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n #rHighlander #b-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-#n Also see 'HELP CLAN' and 'HELP HYBRID'. ~ -1 STORY~ It is a time of great magic. Powerful immortals battle across the world for domination, slaying and pillaging at will. Only the greatest can survive...are you one of them? ~ 0 ARTIFACT ARTI~ Artifacts are above average weapons, armor, and items. The following is a complete list of all Artifacts currently available. #w*#n Ring of Hitting #w*#n Ring of Damage #w*#n Bracelet of Spiders #w*#n Claws of the Damned #w*#n Visor of Vision #w*#n Armour of Resistance #w*#n Tome of the Ancients #w*#n Sword of Darkness #w*#n Sword of Sharpness #w*#n Green Planar Ring #w*#n Red Planar Ring #w*#n Blue Planar Ring #w*#n Klaive #w*#n Vorpal Blade #w*#n Shortsword of Speed #w*#n Chaos Axe #w*#n Torc of Continual Restoration #w*#n Tooth of Fenris #w*#n Banner of Peace #w*#n WankBlade 'Deathkiss' #w*#n Bracers of Blinding Strike #w*#n Wyrm Blade Individual help files for each arti will be in soon. If an artifact is missing that you know of please inform us. ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold report score time weather where who recite quaff zap brandish channels config description password title lock unlock open close pick auction chat music question answer shout yell inventory equipment look compare emote pose say tell eat drink fill empty bug idea typo list buy sell value note COMBAT OTHER kill flee kick rescue disarm ! save quit backstab cast wimpy practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: CHANGES DAMAGE DEATH EXPERIENCE NEWS STORY TICK ~ 0 CHANGES~ * Improved combat system includes weapon skills, hit locations, critical hits, special moves, death moves, stances and variable speed fighting. * Levels and classes removed. * PK avatars that can only die by decapitation and complete destruction of their head and brain (unless they receive aggravated damage!). * Improved 'consider' command now gives much more information. * New training system uses exp to improve various attributes. * KILLER and THIEF flags removed, and player corpse looting allowed. * Spell casting weapons and spell affect armour coded. * Godless option, for player who dislike interferring gods. * Vampires, Werewolves, Mages and Demons coded. Type 'help vampire', etc. * Left/Right hand locations rather than wield/shield/light/held. * Object manipulation commands for wear/remove/activate/etc. * Mounts, missile weapons, marriage, sex and childbirth added. * ANSI colour added (using macros by Calamar). Type 'ansi' to switch it on. * Special hard-coded quest point system for Quest Makers and players. * Oswitch and oreturn, allowing imms to switch into objects and back. * Customisable prompts added (based on code by Morgenes from Aldara Mud). * Many extra skills/spells, new item types, extra mob specs, and the rest of the usual junk people generally add to their muds. See also 'help newchanges' for latest changes. ~ 0 DAMAGE~ When someone attacks someone else, a damage message is displayed to give you an idea of how much damage you have caused. The following messages represent the following amounts of damage. If you missed, then you did 0 points of damage. If you lightly hit, then you did 1 to 25 points of damage. If you hit, then you did 26 to 50 points of damage. If you hit hard, then you did 51 to 100 points of damage. If you hit very hard, then you did 101 to 250 points of damage. If you hit extremely hard, then you did 251 to 500 points of damage. If you hit incredibly hard, then you did 500 or more points of damage. You final blow will be a death move, depending on your weapon type. ~ 0 CLAIM CALL GIFT LOCATE~ Syntax: claim <object> Syntax: call <object> Syntax: call all Syntax: gift <object> <player> Syntax: locate By claiming an object (which costs 500 exp), that object becomes your personal property. Using the 'locate' command you can find what items currently belong to you and where they are in the mud. If you are not carrying the item, you can get it back by calling it with the 'call' command. You can change the ownership of your own items by use of the 'gift' command. ~ 0 DECAPITATE~ Do this to another avatar when they are mortally wounded, and you will suck out some of their lifeforce (represented by 1000exp), making them mortal again. You may also loot their corpse, of course, and if you are hungry you can even eat their head ;) Decapitation alone is not enough to completely destroy another avatar however, for their head will retain their remaining lifeforce. To truly kill them, you must crack open their head and eat (or in some other way destroy) their brain. ~ 0 CRACK~ While holding a head in either your left or right hand, typing 'crack' will crack the head open, spilling the brains out onto the floor. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. Your gold stays with you. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is half of your current amount, so it's a good idea not to hoard exp. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). ~ 0 ESCAPE~ This command allows you to transport to the temple of midgaard when mortally wounded. Unfortunately, it also reduces both your mana and move to 0, and informs everyone else on the mud that you are lying defenseless at recall...so be careful how you use it. ~ 0 MOUNT DISMOUNT~ Syntax: mount <creature> Syntax: dismount This allows the character to mount the specified creature. Only creatures such as horses and the like may be mounted, and they will aid their rider in combat. For information on the MOUNT spell, type 'help mountspell'. ~ 0 QUESTS~ Quest Makers (and occasionally higher levels) can set quests for one or more players to participate in. The rewards for such quests can be in the form of specially modified equipment. A number of quest points-worth will be allocated depending on the difficulty of the quest, using the following guidelines for point costs (QP's = Quest Points): Stats (Str/Dex/Int/Wis/Con): 20 QP's per +1, max allowed is +3 per stat. Hp/Mana/Move: 5 QP per +1, max allowed is +25 on each. Hitroll/Damroll: 30 QP's per +1, max allowed is +5 on each. Ac: 10 QP's per -1, max allowed is -25. Once a certain affect (str, hitroll, ac, etc) is selected, it cannot be chosen again for that item even if you didn't select the maximum allowed amount. Choosing to have penalties on an item will not decrease its cost, although some Quest Makers may allow extra points if you select a few disadvantages on the item. For more information, type 'quest'. ~ 0 QUEST TOKEN~ Syntax: quest <field> <value> Syntax: token <value> QUEST will allow you to spend any quest points you might have. For a list of the cost (in quest points), type 'quest'. TOKEN will allow you to create a quest token, with the value of the token set to the value specified. The tokens value must be within 1 and 50, and it cannot be greater than the number of quest points you currently have. For information on the QUEST spell, type 'help questspell'. ~ 0 QUESTCARD COMPLETE RECHARGE~ Syntax: complete card Syntax: complete card <object> Syntax: recharge card machine A quest card requires 4 objects to complete. To find out what 4 objects you need, type 'complete card'. When you find these items, you should type 'complete card <object>'. Once you have completed all 4 items on the card you will be told that you have completed the card. Then you should go and find the dark crypt, where there is a machine, and type 'recharge card machine'. You will receive a quest token reward, which you should eat, and the card will be recharged with 4 new items to find. HINT: Vallandar's tomb can be found by going 2 south, 7 east, 2 north from recall. Once you have found that area, you should look for the guardian and solve his riddle, enter the portal he creates, and you'll be in the dark crypt. ~ 0 QUEST-TYPES~ The following are a few examples of quest types: * Find the object/s. Examples: Find 5 different coloured potions, Find a pitch black longsword that flames brightly, Find a dragon dagger, belt and bracer, etc. * Kill the mob/s. These can be hunt down and kill, or simple placing the player in the same room as the mob/s. Can also be combined with finding objects - Example: Find and kill two different dragons and bring me their claws. * Solve a puzzle. For example find a certain room, solve a riddle in an area, or successfully get out of a maze. These are particularly good when several players of different ability are competing in the quest. * Duel: A one-on-one fight pitting either a player against a mob, or (more usually) a player against another player. The conditions will be decided beforehand, and can include any conditions that both sides agree on. Example: No sanctuary, no potions (or maybe a limited number), no spells, no weapons, or whatever. * Skirmishes: Like a duel, but involves several players on either side. Although the sides don't have to be equal in number, it is generally a good idea to make sure they are roughly equal in power. * There are also several more obscure quests that can be run - for example you could require that the player brings you 3 small green eggs, then load mob 30005 into the players room. Another battle might involve no melee - all combat must be with missile weapons. ~ 0 EXPERIENCE XP~ Your character advances in power by gaining experience. You gain experience by being part of a group that kills someone/something. You lose experience by dying or being decapitated. The experience you get from a kill depends on several things: how many players are in your group; your alignment versus your opponent's alignment; how many of this monster have been killed lately (if they are an NPC); and some random variation. See also help on 'status'. ~ 0 STATUS~ . The following are status levels for each class: #w.....#b|#wOther#b |#wVampire#b |#wWerewolf#b |#wMage#b |#wDemon #b-----|--------------|--------------|--------------|--------------|------------#w 0 #b|#rAvatar#b |#rAvatar#b |#rAvatar#b |#rAvatar#b |#rAvatar#w 1-4 #b|#rImmortal#b |#rRecognised#b |#rGarou#b |#rChanter#b |#rLost Soul#w 5-9 #b|#rImmortal#b |#rKnown#b |#rClaith#b |#rConjurer#b |#rLesserShadow#w 10-14#b|#rGodling#b |#rRevered#b |#rFostern#b |#rMagician#b |#rShadow#w 15-19#b|#rGodling#b |#rRespected#b |#rAdren#b |#rMagus#b |#rGreaterShadow#w 20-24#b|#rDemigod#b |#rClan Head#b |#rAhroun#b |#rSorcerer#b |#rShadow Lord#w 25-29#b|#rDemigod#b |#rPrimogen#b |#rAthro#b |#rWizard#b |#rLesser Devil#w 30-34#b|#rLesser God#b |#rShiriff#b |#rAdult#b |#rMagical Knight#b|#rDevil#w 35-39#b|#rLesser God#b |#rHerald#b |#rElder#b |#rWar Mage#b |#rGreater Devil#w 40-44#b|#rGreater God#b |#rPrince#b |#rSept Leader#b |#rBattle Mage#b |#rDemon Knight#w 45-49#b|#rGreater God#b |#rArchon#b |#rClaw of Gaia#b |#rMage Lord#b |#rHell's Knight#w 50+#b|#rSupreme God#b |#rJusticar#b |#rGaia's Rage#b |#rChosen#b |#rLord of Hell#n Remember, if your status is above Avatar you gain nothing for decapitating lower status ranked player (except a free loot, a head, and an enemy). ~ 0 SKILL~ Syntax: skill | skill <player> This shows the target player's skill with the weapon they are currently wielding and the stance they are in (if it's a specialised stance). Weapon skill Stance skill 1) Totally unskilled. 1) Totally unskilled. 2) Slightly skilled. 2) An apprentice. 3) Reasonable. 3) A trainee. 4) Fairly competent. 4) A student. 5) Highly skilled. 5) Fairly experienced. 6) Very dangerous. 6) Well trained. 7) Extremely deadly. 7) Highly skilled. 8) An expert. 8) An expert. 9) A master. 9) A master. 10) A grandmaster. 10) A grandmaster. Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on. ~ 0 SPELL SPELLS~ Syntax: spells | spell <colour> This shows your spell casting ability with the various types of magic. 1) Untrained. 6) An adept. 2) An apprentice. 7) A mage. 3) A student. 8) A warlock. 4) A scholar. 9) A master wizard. 5) A magus. 10) A grand sorcerer. Note that these are only rough estimates; one master wizard might well be slightly more skilled than another master wizard, and so on. ~ 0 GODLESS~ By typing this, you will no longer be affected by most god commands, including restore, force, slay, mset, transfer, deny, freeze, etc. You can toggle your godless flag on and off at will, and everyone in the mud is informed each time you do this. ~ 0 HOME~ To set your recall point, enter the desired room and type 'home here'. From that point on you will recall to that point rather than the Temple of Midgaard (although you still go to the Templar Altar if you die). A home cannot be a safe room. ~ 0 PET PETS~ You can buy pets in the pet shop. Your pet-buying opportunities do not accumulate; use them or lost them. This policy prevents wholesale abuse of pets. ~ 0 TICK~ Many of the game actions 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 on this mud 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 no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 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 magical ability 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 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). ~ 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 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 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. ~ 0 BACKSTAB BERSERK BS DISARM KICK PUNCH KILL~ Syntax: backstab <character> Syntax: berserk Syntax: disarm Syntax: kick Syntax: punch <character> Syntax: kill <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. BERSERK will make you strike out at every creature in the room. It will hit players as well as mobiles, so it's a good idea not to use this skill while you are grouped. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. PUNCH will inflict a small amount of damage, and stun your opponent for a short period of time. It also has a chance of breaking your opponents nose or jaw. In order to BACKSTAB, DISARM, KICK or PUNCH successfully, you must practice the appropriate skill. ~ 0 FASTDRAW~ FASTDRAW is automatic, if you have it. If another player attacks you while you have any sheathed weapons, you will draw them out with lightning speed and strike your opponent before they are able to land any blows on you. If you have any items in your hands at the time, you will throw them aside before drawing your weapons. ~ 0 COLOR COLOUR~ . #gColour Recoded By Morglum.#n Ansi colour is now player settable, can be used on channels and eq :) Using the following variables: #w Light Dark #b--------------------------------------------------- #w##w#n = #wWhite #e##e#n = #wGrey #r##r#n = #wLight Red #R##R#n = #wDark Red #g##g#n = #wLight Green #G##G#n = #wDark Green #c##c#n = #wLight Cyan #C##C#n = #wDark Cyan #b##b#n = #wLight Blue #B##B#n = #wDark Blue #y##y#n = #wYellow #o##o#n = #wBrown #p##p#n = #wPink #P##P#n = #wPurple#n ##n: escape character, which stops the colour. If you want to show the ## character, type '##' twice. ~ 0 STANCE~ Syntax: combat <style> In combat, the stance of the fighter plays a very important role; you can't just stand there and exchange blow for blow unless you are very confident of your ability. Each fighting stance has advantages and disadvantages, the basic outline of which follows: VIPER: A very fast and aggressive style of combat, concentrating on striking your opponent before they have the chance to avoid or block you. CRANE: A wide, sweeping style of combat, which concentrates on a very strong blocking defence. CRAB: A low, defensive fighting stance which uses agile footwork and rolling with attacks in order to reduce your injuries. MONGOOSE: A light-footed stance, which relies on leaps and acrobatics to ensure that by the time your opponent makes their attack, you've moved out of the way. BULL: A low aggressive stance which concentrates purely on physical power. See also help on 'advancedstance' and 'stancetable'. ~ 0 ADVANCEDSTANCE~ Syntax: combat <style> Advanced stances can be learned after you have become a grand master in two normal stances. These stances are much better than the others. MANTIS: Requires CRANE and VIPER before it can be learned. This stance combines a very strong defence with lightning fast counter attacks. DRAGON: Requires BULL and CRAB before it can be learned. This stance uses very powerful attacks, as well as protecting the fighter from injury. TIGER: Requires BULL and VIPER before it can be learned. Probably the most aggressive of all the stances, this style utilizes very powerful and lightning fast attacks. MONKEY: Requires CRANE and MONGOOSE before it can be learned. The only affect of this stance is to completely nullify the advantages of your opponents stance. SWALLOW: Requires MONGOOSE and CRAB before it can be learned. This is the most defensive of all the stances, combining agile dodges with the ability to 'roll' with an attack, helping prevent injury. See also help on 'stance' and 'stancetable'. ~ 0 STANCETABLE~ The following table is a rough comparison of stances, giving a value between 10 and -10, where the higher the number the better your chance of victory. Cross-reference your stance from the left with your opponents stance from along the top. Please remember these are only rough estimates, and may not be completely accurate... None Vipr Cran Mmgs Bull Crab Mnts Tigr Drgn Mnky Swlw None 0 -4 -5 -5 -5 -5 -9 -9 -10 0 -10 Viper +4 0 +3 +3 -2 -2 -2 -7 -9 0 -4 Crane +5 -3 0 0 +2 +2 -8 -6 -1 0 -3 Mongoose +5 -3 0 0 +2 +2 -8 -6 -1 0 -3 Bull +5 +2 -2 -2 0 +2 -5 -3 -3 0 -5 Crab +5 +2 -2 -2 -2 0 -5 -5 -7 0 -7 Mantis +9 +2 +8 +8 +5 +5 0 -3 0 0 +3 Tiger +9 +7 +6 +6 +3 +5 +3 0 -2 0 +1 Dragon +10 +9 +1 +1 +3 +7 0 +2 0 0 -2 Monkey 0 0 0 0 0 0 0 0 0 0 0 Swallow +10 +4 +3 +3 +5 +7 -3 -1 +2 0 0 ~ 0 FIGHT STYLE FIGHTSTYLE~ Syntax: fightstyle <number> <style> This is used for unarmed combat, and it allows the fighter to decide on their style of unarmed attack. Many different types of attack are possible, each with different advantages and disadvantages. Your first attack in combat always uses the first number slot. If you have a second attack, this will draw a fighting technique from slots 1 to 4. If you have a third attack, it will draw a fighting technique from slots 5 to 8. Any other attacks are randomly drawn from any of slots 1 to 8. If the slot is blank (0) then the attack is a standard unarmed attack. ~ 0 HURL~ Syntax: hurl <name> Syntax: hurl <name> <direction> This ability allows you to hurl the target into walls, through exits, or through doors. Hurling someone through an exit does a little damage. Hurling them into walls does twice as much, and hurling them through doors does three times as much. If you don't specify a direction to hurl the target, it will be random (north, south, east or west). You cannot hurl someone who is already injured. ~ 0 SCAN SPY THROW~ Syntax: scan Syntax: spy <direction> Syntax: throw <direction> <target> SCAN allows you to see all the mobs/players within 1 room of you. SPY allows you to see all the mobs/players within 3 rooms in a specified direction. THROW allows you to hurl an object you are holding (in your right hand, or if that's empty left hand) to a target mob/player in a specified direction. The object can be throw up to 3 rooms. If it fails to reach the target by that time it will land on the floor. For information on the SCAN spell, type 'help scanspell'. ~ 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. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). 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. ~ 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'. ~ 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 aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 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. For info on the sleep spell, type: 'help sleepspell'. ~ 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. ~ 0 NOTE~ Syntax: note list Syntax: note read <number> Syntax: note read all Syntax: note + <message> Syntax: note subject <string> Syntax: note to <to-list> Syntax: note clear 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. 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. Use NOTE + to write message lines onto the note, one line at a time. 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. ~ 0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL~ Syntax: auction <message> Syntax: chat <message> Syntax: music <message> Syntax: question <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. AUCTION, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The QUESTION 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. ~ 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. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. 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. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. ~ 0 CONFIG~ Syntax: config Syntax: config +<option> Syntax: config -<option> This command configures some of your character behavior. With no options, CONFIG shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: ANSI You view things in colour. AUTOEXIT You automatically see exits. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. 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. TELNETGA You receive a telnet GA sequence. ~ 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. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. 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. ~ 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 levels of the mobs that inhabit that area. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. ~ 0 PROMPT CPROMPT~ This command allows you to configure your prompt. The PROMPT command will set your standard prompt. You also have the option of having a combat prompt, CPROMPT, which will appear while fighting. If no cprompt is defined, the standard prompt will be used for both conditions. The following options are available: %a %A = Alignment (word/numeric). %b %B = Beast/Blood. %c = Armour Class. %f %F = Condition of opponent/tank. %g = Gold. %h %H = Current hp/Max hp. %m %M = Current mana/Max mana. %n %N = Name of opponent/tank. %p %P = Plus Hitroll/Plus Damroll. %q = Quest points. %r %R = Room name/Rage. %s %S = Status (word/numeric). %v %V = Current move/Max move. %x = Exp. %d %D = Current ep/Max ep. To switch your prompt on and off, use 'prompt on' and 'prompt off'. For some examples, type 'help prompts'. ~ 0 PROMPTS~ There are many possible prompts, and everyone will have their own favoured setups. However, to get you going, here are some examples: Original normal prompt: [%x exp] <%h/%Hhp %m/%Mm %v/%Vmv> Original combat prompt: [%f] <%h/%Hhp %m/%Mm %v/%Vmv> Simple prompt: [%hH/%mM/%vV] Vampire prompt: [%B Blood] <%hhp %mm %vmv> Werewolf prompt: [%R Rage] <%hhp %mm %vmv> Combat prompt: [%N:%F/%n:%f] Stat prompt: [%xX] [+%pHIT/+%PDAM] [%cAC] [%hH/%mM/%vV] Remember, you can switch between the default prompts and your customised prompts with 'prompt on' and 'prompt off'. Doing this will not destroy your customised prompts. ~ 0 PRIMAL~ Primal energy is the ultimate form of energy in the multiverse, the one from which all other energies are derived. Unfortunately, unlike mana, primal energy is only one use, and is generally used for very powerful spells, such as 'voodoo' (which uses 5 points) and 'quest' (which uses between 1 and 50 points). ~ 0 BREED~ A werewolfs breed in their natural form. Homid : This is the human face of the Garou. When they walk amoung men. Lupus : The Garou's natural form is a wolf. Metis : This is a result of doing what is forbidden. When two Garou reproduce they produce metis. The natural for of the metis is the feared crinos form; the man wolf killing machine form. ~ 0 AUSPICE~ This is one of the main factors affecting a Garous personality. It represents the phase of the moon under which the Garou was born. Ragabash : The new moon which is represented by the trickster. Theurge : The Garou spirtualists are most often Theurge. Philodox : As the moon reaches half way these are the Garou judges who meditate between the different auspices. Galliard : These are the song writers, the dancers and the loremasters. Ahroun : The full moon represents the height of Gais's rage and is composed of Gaia's choosen warriors. ~ 0 WEREWOLF WEREWOLVES~ At the beginning of things, Gaia - the world and the spirit that embodies it - set all things in a balance that would maintain and encourage life. Near the top of this chain of being was humanity, and above them were the Garou - the sacred warriors of the spirit. They were appointed to be the crusaders against the Wyrm, who spreads its cancer through the humans. They are the preservers of the raw essence of life, of nature's diversity and purity. They are the Earth's immune system, fighting the disease of the Wyrm. They are the werewolves, and they fight and destroy the children of the Wyrm (such as the vampires) at every opportunity. * Claw - Transforms target into a werewolf, but costs 10000 exp. * Intro - Informs everyone in the room of your werewolf lineage. * Howl - A special channel that only werewolves can understand. * Tribe - Shows information on other werewolves logged on. * Gifts - Shows a list of all the gifts you have available. * WWpowers - Lists all the commands (NOT powers) available to you. In addition, all werewolves can gain totem powers, which grant additional powers. For more information, type 'help gifts'. ~ 0 VAMPIRE VAMPIRES~ Vampires are the creatures of the night and thus take damage if exposed to daylight. Vampires cannot eat food, or drink any liquids except for blood. If they cannot drink blood for a long duration of time they will start taking damage or maybe even go berserk, so it's a good idea to store some blood in a drinking container. Vampires take half damage from cold, none from gas, and double from fire, although those with the Heat immunity take normal fire damage rather than double. Other abilities: * Embrace - Allows you to feed from the willing or defenceless. * Order - As if target lower generation vampire of your clan was charmed. * Introduce - Informs everyone in the room of your vampire lineage. * Vamptalk - A special vampire channel which distinguishes between clans. * Regenerate - Vampire cannot regenerate naturally; they need to use this. * Vclan - Shows information on the other members of a vampires clan. * Feed - For feeding other vampires with your blood. * Favour - Make a vampire a Prince, allow them to sire a childe, accepts or inducts them into the clan, or outcasts them from the clan. * Powers - Lists all the commands (NOT powers) available to you. In addition, all vampires get 3 or more disciplines, each of which grant one or more extra powers. For more information type 'help disciplines'. ~ 0 MAGE MAGES~ Mages are those who study the greatest of magicks. Their spells are far greater than those of a non-mage, as well as far more flexible. Some of the main features of mages are as follows: * Extra spells - Extra spells unavailable to non-mages, including spells such as 'find familiar', 'polymorph', 'major creation', etc. * Rune spells - Combinations of runes allow the mage to construct new spells. * Advanced spells - Available to the more powerful of mages, this ability allows the mage to create their own spells from scratch. Such a task is very difficult as well as time consuming, however. * Introduce - Allows the mage to list his/her master, master's master, etc. * Teach - Allows the mage to make an apprentice. ~ 0 DEMON DEMONS CHAMPION CHAMPIONS~ These fiends are the damned ones. They have sold their souls in exchange for power, and they improve this power by draining the souls of their victims. Their powers are mysterious, but the following facts are known: * Each Champion, Demon, or Demon Prince follows a specific Demon Lord. They are able to channel the souls of their victims to their Demon Lord, who in turn can use that power to grant favours to his/her followers. * Demonic armour improves the combat ability of the wearer, the more armour worn the better the improvement. * Many demons are able to transport themselves to each other at will. * Most demons are able to assume the form of a weapon. * The demons power over death is such that even after they have been decapitated, they are still able to employ a selection of powers. * The powers of a specific demon vary considerably. Some are barely more powerful than a common avatar, while others are as strong as the greatest of werewolves or vampires. * While in hell, a demon is virtually unkillable. ~ 0 BEAST~ Vampires, like mortals, are creatures of instinct. However, the instincts of the vampire are those of a hunter, not a gatherer. Vampires are the ultimate predators and stand at the apex of the food chain. They are highly developed killing machines - the harbringers of death. For vampires to survive in modern society, however, they must learn to keep the Beast in check. The instincts of violence (the Beast) so essential in the wild serve only to endanger the vampire in today's complex world. The Beast's rage has its uses, but the blindness it creates far outweighs its benefits. Vampires struggle to suppress the Beast, but, no matter how hard they try, they do not always prevail, and when it gets loose, the havoc it creates goes far beyond the horror of any mortal rage. ~ 0 FAVOUR SIRE PRINCE~ Syntax: favour <target> <sire/prince> Favour is an ability available to second generation vampires and vampire princes. SIRE allows the target vampire of your clan to sire another vampire. Once a single vampire has been created the power is lost, but can be granted again if the Antediluvian or Prince so desire. A childe sired without permission is known as an Anarch. PRINCE turns the target vampire into a prince, who is then able to allow other vampires the ability to sire more vampires still. Only an Antediluvian has the power to make some a prince (or to remove the prince's powers). INDUCT and OUTCAST will accept a Caitiff into the clan or outcast an existing member. ~ 0 GIFT GIFTS~ The Garou gains access to gifts though three distinct ways; this is breed, auspice and tribe. Breed Auspice Tribe Homid Ragabash Black Furies Metis Theurge Bone Gnawers Lupus Philodox Children of Gaia Galliard Fianna Ahroun Get of Fenris Glass Walkers Red Talons Shadow Lords Silent Striders Silver Fangs Stargazers Uktena Wendigos ~ 0 DISCIPLINE DISCIPLINES~ Each vampire clan has three disciplines from which their powers come. In addition to these basic three, vampires may learn additional disciplines from other vampires. Only the single clan discipline is passed on to later generations. Each Discipline has several power levels and each level must be learnt before the next can be gained. There are twenty disciplines, each with the following powers: * Animalism - Control over Animals * Auspex - Extra sensory powers * Celerity - Great combat speed * Chimerstry - Illusionary powers * Daiminion - Demonic gifts * Dominate - Hypnotic powers * Fortitude - Damage resistance * Melpominee - Power of the voice * Necromancy - Mastery over the dead * Obeah - Healing and purity * Obfuscate - Art of concealment * Obtenebration - Shadow magic * Potence - Supernatural strength * Presence - Charismatic aura's * Protean - Shapeshifting * Quietus - Assassination powers * Serpentis - Wyrm abilities * Thanatosis - Power of putrefacation * Thaumaturgy - Blood magic * Vicissitude - Body control ~ 0 IMMUNE IMMUNITY IMMUNITIES RESISTANCES~ Immunities and resistances give you protection from the following: Slash : Slashing/Slicing weapon damage reduced by 1-100% per blow. Stab : Stabbing/Piercing weapon damage reduced by 1-100% per blow. Smash : Blasting/Crushing/Pounding damage reduced by 1-100% per blow. Beast : Clawing/Biting weapon damage reduced by 1-100% per blow. Grab : Grepping/Whipping/Sucking damage reduced by 1-100% per blow. Charm : You are no longer affected by the Charm Person spell. Heat : You are unaffected by Burning Hands, Fireball, etc. Cold : You are unaffected by Frost Breath, Chill Touch, etc. Lightning : You are unaffected by Lightning bolt, Call Lightning, etc. Acid : You are unaffected by Acid Blast, Acid Breath, etc. Drain : You are unaffected by the Energy Drain spell. Summon : You cannot be summoned or portaled to, nor can you teleport. Hurl : You cannot be hurled. Backstab : You cannot be backstabbed. Kick : Kicks do no damage whatsoever to you. Disarm : You cannot be disarmed by other players or by mobs. Steal : Other players and mobs cannot steal from you. Bite : Vampires may not bite you or feed you blood. Stake : If you're a vampire with this, you cannot be staked down. ~ 0 TIE UNTIE GAG BLINDFOLD~ Syntax: tie <target> Syntax: untie <target> Syntax: gag <target> Syntax: blindfold <target> TIE allows you yo tie up another player, who must be stunned, incapitated, or mortally wounded. While tied up, a players actions are limited - they cannot move, quit, or do many other commands. UNTIE will untie a player who is currently tied up. A player cannot untie themself. GAG places a gag over the mouth of the target player, who must first be tied up. This command will also remove a gag. A player can only remove a gag from themself if they are no longer tied up. It is not possible to talk or use any of the channels while gagged. BLINDFOLD places a blindfold over the eyes of the target player, who must first be tied up. The blindfold can also be removed with this command. A player can only remove a blindfold from themself if they are no longer tied up. Unsurprisingly, blindfolded players cannot see. ~ 0 DIAGNOSE~ Syntax: diagnose <target> This will show you any injuries received by the target player or mob. If that person is bleeding to death, this will also be shown. ~ 0 TERMS~ There are many terms and abbreviations used in muds. Here are a few to help you along... AFK : Away From Keyboard. BBL : Be Back Later. BRB : Be Right Back. BRT : Be Right There. CYA : See you later/goodbye. IRL : In Real Life. L8R : Later/goodbye. LO : Hello. TTYL : Talk To You Later. BF/GF : Boyfriend/Girlfriend. BS : Backstab ROFL : Roll On Floor Laughing. TANK : The person (in a group) who takes the damage in combat. STABBER : A (usually decent) backstabbing weapon. DUPING : An illegal method of copying items by crashing the mud. MULTI : The process of playing more than one character at a time. MAXED : At maximum. Eg: "I'm maxed" (hitpoints, mana and move at max), or "my stats are maxed" (your five stats are all trained to 18). ~ 0 WHO~ Syntax: who Syntax: who <avatar/god> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show avatars (level 3's) or gods (level 4's and 5's). ~ 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 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 DESCRIPTION~ Syntax: description <string> Syntax: description + <string> Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. ~ 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. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created. You can use TITLE to set your title to something else. ~ 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 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. ~ 0 DRINK EAT FILL EMPTY~ 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 from a fountain. EMPTY empties the container onto the floor. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. 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. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE drains the energy matter from an object, transferring the energy to you in the form of exp. The number of exp gained vary according to the value of the object. ~ 0 SMOTHER~ Syntax: smother <name> This is used to try and smother the flames on a burning player or mob. You cannot do this on yourself, and it may take several attempts to work. Also, there is a small chance that the person smothering might catch on fire as well... ~ 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. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character, taking into account hitroll, damroll, armour class and hit points, and giving you an overview of your chances. If you are considering a player, you will also be informed how skilled they are with their weapon/s, and which stance they are currently using (if any) and how good they are at it. Please remember that this is only a rough estimate. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> 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 will kick out the <character> from your group. 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. ~ 0 HIDE SNEAK VISIBLE~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. If you attack while hidden, the surprise attack will inflict one and a half times your normal damage (assuming your opponent cannot see you). If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and objects. You must be a mortal or avatar to save. The game will auto-save your character every few minutes whether you save or not. Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere, although there is an experience penalty for quitting outside of Midgaard. When you re-enter the game you will be back in the same room. 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 in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to God for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. RECALL may take you to a different location if you belong to a clan. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ 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. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are *NO* penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability 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 varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str/int/wis/dex/con> Syntax: train <avatar/mortal/primal/hp/mana/move> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class. You can increase your attributes by spending experience points (exp) at a trainer. It costs 200 exp to train a stat (str, int, etc), except that it costs only 100 exp to train your primary stat. Primal costs 500 exp for the first point, 1000 for the second, 1500 for the third, etc, and hp/mana/move cost your current amount in that particular area minus your con (for hp and move) or wis (for mana) per point. Becoming a mortal or an avatar costs 1000 exp each. ~ 8 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. ~ 8 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot Syntax: shutdown 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 36 may not log in. Players who lose their links, however, may reconnect. ~ 6 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. ~ 6 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'. ~ 6 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 4 MLOAD OLOAD PLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> Syntax: pload <player> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. PLOAD loads the specified player under your control. To get back, simply quit and log back on as your normal character. ~ 5 MSET OSET RSET SSET QSET~ Syntax: mset <character> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <character> <skill> <value> Syntax: sset <character> all <value> Syntax: qset <object> <field> <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. QSET sets special properties and text messages on objects. There is currently no way to enter more than one line of text for a string-valued option. ~ 5 OCLONE~ Syntax: oclone <object> This creates an identical copy of the specified object, with the only exceptions being that the cloned objects creator is the person creating the clone, and the cloned objects owner is not set. ~ 5 OTRANSFER~ Syntax: otransfer <object> Syntax: otransfer <object> <character> This will transfer the specified object to the specified character. The character is defaulted to yourself. ~ 6 MCLEAR~ Syntax: mclear <player> This resets the target players stats to their correct value. ~ 7 QTRUST~ Syntax: qtrust <character> <on/off> A player with qtrust on is allowed to use the QUEST command to change the name/long/short descriptions on an object, as well as change the wear location. ~ 6 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 4 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. ~ 5 RESTORE~ Syntax: restore <character> RESTORE restores full hit points, mana points, and movement points to the target character. ~ 7 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 5 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. ~ 5 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 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). ~ 5 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. ~ 4 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. 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. Some useful numbers for new imms are: Limbo: 2, The Temple of Midgaard: 3001, The Entrance to Mud School: 3700, The Chat Room: 1200, The Dark Crypt: 30001, The Temple Altar: 3054, Hell: 30000. ~ 4 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. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 7 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 4 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. ~ 4 MSTAT OSTAT RSTAT QSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat Syntax: qstat <object> 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. QSTAT shows you the special properties and strings on an object. ~ 5 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 5 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 4 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. ~ 4 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. ~ 5 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. SNOOP yourself to cancel all outstanding snoops. ~ 5 SWITCH RETURN OSWITCH ORETURN~ Syntax: switch <character> Syntax: return Syntax: oswitch <object> Syntax: oreturn 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). OSWITCH acts like switch, except it switches you into an object. RETURN and ORETURN return you to your original body. ~ 4 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 4 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 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. ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 BREW SCRIBE CARVE ENGRAVE BAKE~ Syntax: cast brew <potion> <spell> Syntax: cast scribe <scroll> <spell> Syntax: cast carve <wand> <spell> Syntax: cast engrave <staff> <spell> Syntax: cast bake <pill> <spell> These spells allow other spells to be embedded in the specified object, which is usually created via the 'minor creation' spell. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. ~ 0 '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. ~ 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. ~ 0 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 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. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 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. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. ~ 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 DARKBLESSING~ Syntax: cast 'darkblessing' <name> This spell infuses the target with demonic energy, improving their abilities in combat. ~ 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 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of God on an evil victim. ~ 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 a friend's (or one's own) magical handicaps. ~ 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! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. 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. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 4 'FIND FAMILIAR'~ Syntax: cast 'find familiar' <familiar> This spell enables the caster to create a familiar, which can be either a frog, a raven, a cat, or a dog. The mage is able to see everything that the familiar can see, and is able to issue orders from any distance using the 'fcommand' or '[' commands. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 FRENZY~ Syntax: cast 'frenzy' <character> This spell causes the target to enter a berserk fighting rage, improving their damage and chances to hit, but also making them easier to be hit. ~ 0 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 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ 0 GUARDIAN~ Syntax: cast 'guardian' This spell summons a demonic guardian to aid the caster in combat (or just to show off to your friends ;). ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 IMPROVE~ Syntax: cast improve <object> This spell enables a quest created object to contain more bonuses. The object must be worth at least 750 quest points. Casting this spell will enable it to hold an additional bonus comparable to the bonuses that can be added to non-created items - ie: an extra +10 hitroll or damroll on a weapon, an extra +5 hitroll or damroll on a piece of armour, etc. The maximum number of quest points that the item can contain is also increased by an addition 500, plus 10 per status point. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 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. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 MANA~ Syntax: cast 'mana' <name> With this spell, the caster draws the energy from around them and focuses it into the target person (defaulted to themself). This is very exhausting for the caster, but allows a faster recovery of mana. ~ 0 'MINOR CREATION'~ Syntax: cast 'minor creation' <object> This spell creates an empty potion, scroll, wand, staff or pill, which can then be enchanted by the caster using other spells. ~ 0 MOUNTSPELL~ Syntax: cast mount This spell summons a mystical creature to serve as the casters mount. The type of mount summoned is dependant on the casters alignment, and the toughness of the mount is dependant on the casters spellcasting ability. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 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 PORTAL~ Syntax: cast portal <victim> This spell creates a magical portal between the caster and the target. The portal remains in existance for 2 or 3 hours (mud time), during which time anyone can 'enter' the portal on one side and come out on the other. ~ 0 PRESERVE~ Syntax: cast preserve <object> This spell will stop the specified object decaying. It's primary use is on severed body parts, which can be stored away safely in case the player should loose any limbs in combat. ~ 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 QUESTSPELL~ Syntax: cast quest This spell creates a quest card. The quest-point value of the card is the same as the amount of primal the caster has at the time of casting (and this primal is used up during the casting of the spell). No more than 50 primal will be used on any one casting of this spell. For information on how to complete the card, type 'help complete'. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. ~ 0 REGENERATE CLOT MEND~ Syntax: cast 'regenerate' <body part> <character> Syntax: cast 'clot' <character> Syntax: cast 'mend' <character> REGENERATE will replace lost body parts on the target, while CLOT will stop them bleeding and MEND will fix any broken bones or cut open throats. ~ 0 RESISTANCE~ Syntax: cast resistance <object> This spell makes the target object capable of withstanding 10 blows before it is destroyed, rather than 4. ~ 0 SCANSPELL REPAIR~ Syntax: cast scan Syntax: cast repair The SCAN spell will tell you all the items you are carrying which are currently in need of repairing. The REPAIR spell will repair all the items you are carrying which are currently in need of repairing. ~ 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 SLEEPSPELL~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SOULBLADE~ Syntax: cast soulblade This spell summons the casters personal (named) soulblade, which is an extremely deadly weapon. The weapon is permanent. ~ 0 SPELLPROOF~ Syntax: cast spellproof <object> This spell makes the target object immune to the destructive powers of the various magical attacks. No protection from physical attacks is granted. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in your zone into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 TRANSPORT~ Syntax: cast transport <object> <character> This spell will transport the specified object from your inventory to that of the specified character. ~ 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. ~ 0 VOODOO~ Syntax: Spell: cast voodoo <victim> Ability: voodoo <victim> <action> Voodoo magic allows the caster to do things to another player indirectly. First, a body part of the victim is needed. The caster should hold this part and cast the spell on the target (they don't have to be in the same room). This will create the voodoo doll, which the caster the voodoo commands on to interfere with the victim. There are three voodoo actions. The first, 'Stab', is only of use as a warning to the victim, or to cause annoyance. The second, 'Throw', will hurl the victim from their feet and cause a small amount of damage. The third and final action, 'Burn', will set the victim on fire, as well as destroy the doll itself. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 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. ~ 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 BAALI~ The Baali worship beings knows only as "The Children" for the power of their true names is enough to corrupt any who hear the blasphemous sounds, creatures created before light existed, evil incarnate and intent only on the corruption and destruction of all. These beings gift their disciples with terrible powers forged from the powers of hell and blood Rumours abound that this clan of supposed infernalists still exist, but the founders of vampire society claim to have wiped them from the face of this world long ago, sometimes however, when the right words are spoken, something stirs in the darkness and reaches out its powers to taint the kindred and once again the Baali hunt in the night. ~ 0 LICH~ Long ago, a cabal of mages discovered the rites to an ancient ritual rumoured to gift the recipients with eternal life, driven by the chance of knowledge and power the mages began to experiment in an attempt to refine the ritual to give them abilities beyond that of the other orders of magi, when the conspirators had waited long enough and belived their enhanced version of the ritual to be perfect they began, using long forgoten words and elements they created for each of the cabal a vial of dark liquid which they drank from. The results were vastly different from what was expected, each mage traded a portion of their magical power for the powers of the night, and with these powers came a curse, for their thirst for power had been so overwhelming that it now manifested in their new forms as a thirst for blood. ~ 0 ABOMINATION~ Abomination, no other word to the garou could describe these hideous corruptions of gaia's protectors. The product of the taint of a vampire's embrace forced upon a werewolf, if the tortured being survives they are transformed into a creature feared by their kinfolk and hunted by their packmates. Most abominations meet death at their own claws in their first waking nights as they realise the horror of what they have become, those who do not live their nights in blood and terror, becoming in death what they had alway strove to protect others from. Once proud, forever cursed to exist in the shadow of the wyrm. ~ 0 SKINDANCER~ Skindancers, the fanatical group that follow in their founder Samuel Height in their hunt for werewolf skins, when one of these seemingly insane humans has gathered five pelts they perform a bizzare ritual merging their body with the bloody remains of the werewolves, by doing so these crazy mages steal the ability to control the rage of the garou and to shift forms, although their control of the beast is far from complete and they must devote a great deal of their magical powers to keeping their bloodlust under control. ~ 0 BSD "BLACK SPIRAL DANCER"~ Once the proud and noble tribe the White Howlers; now cursed by all of gaia. This tribe held dominance in the frozen highlands of scotland, now they hunt in the night, cloaked in corruption and insanity and guided only by the taint in their blood. Each member begins its decent into madness by travelling through the black spiral, a maze of chaos and insanity located within the deep umbra in the twisted city of Malfeus and from there, the abominations mimic their corruped caerns and hives benath the earth, infesting gaia and attacking her protectors and slaughtering the innocent, this is their way, and they know only chaos. ~ 0 NEPHANDI~ With insanity comes power and the ability to alter reality, so belive the nephandi, dark servants of creatures beyond reality and sanity. Mages who consort with beings calling themselves anything and nothing, for their own imagination is the only limit to the madness, these are the Nephandi. They draw their power from reality but twist and break its rules without fear of paradox as their perception of reality is strong enough to overrule the guardians of the universe, at least at a small level,....within the deep umbra where they form their elaborate chantries their power if infinite, for with no forces to opose their will, reality is theirs to shape, control and destroy as they please. ~ 0 VALTOR~ The reqs for joining this sect is as follows: Lesser demon, with no recall to hq: No Reqs With this, you will get no recall to hq, 2 demonic weapons, and you are left to rot. Lesser demon, with recall to hq: 5k Hp, 2.5k Mana, 2.5k Moves You are given your choice of extra inparts, or extra eq. Greater demon, pacting ability: 5k Hp, 5k Mana, 5k Moves You will also need to have full inparts, and eq If you pact anyone without reqs, you die. If you pact anyone without telling me, you die. If you disobey me, you die. simple as that. Demon Prince: 10k Hp, 5k Mana, 5k Moves You will need 5th superstance, and you'll need to show me you know how to survive, and kill. I will only have 4 princes at a time. Do not asked to be princed if you do not see a slot open. Demon Prince - ??? Demon Prince - ??? Demon Prince - ??? Demon Prince - ??? You will need to show me you are worthy. ~ 0 $~ #$