#HELPS 0 WEAPONS~ /*************************************************************************** * This code is free for use within any non-commercial MUD. * * *********************************************************************** * * This is a simple snippet to make weapons a bit more diverse, in the * * hopes that players will choose a weapon other than sword. The new * * capabilities for each weapon are as follows: * * * * Swords have a VERY SLIM chance of attacking two enemies at once. * * Daggers and knives may recieve one additional attack. * * Spears apply your dexterity as additional damroll. * * Polearms can keep your opponent at bay for an extra defense. * * Axes can deliver a critical hit. * * Maces might knock your opponent down. * * Flails will inflict daze on your opponent. * * Whips apply your intelligence as additional damroll. * * * * You only need to edit one file to install this, fight.c. Afterwards, I * * would recommend noting these changes in a helpfile. I'd most certainly * * appreciate credit, but it isn't necessary, so long as you don't try to * * claim it as your own work. As always, if you have feedback, I'd love * * to hear from you. -- Midboss (eclipsing.souls@gmail.com) * * * *************************************************************************** * Converted to Godwars from Rom by Xrakisis * *************************************************************************** ~ 0 GODS~ syntax: gods worship name There are 21 gods in the dragonlance, cotn pantheon. The more souls your god has the stronger those are who worship him or her. eventually the souls will do more. for now the foundation of the system is in. -Xrakisis ~ 0 ARMORCRAFT~ Player Crafted Armor Requires a slab and a stone, each affects items stats Copper: hp:300, mana:300, move:300 Iron: hp:325, mana:325, move 325 Steel: hp:350, mana:350, move:350 Adamantite: hp:400, mana:400, move:400 Mithril: hp:500, mana:500, move: 500 Fire: HR:100, DR:150, AC:-100 Air: HR:140, DR:100, AC:-325 Earth: HR:125, DR:125, AC:-100 Water: HR:120, DR:120, AC:-200 slab: copper, iron, steel, adamantite, mithril runestone: fire, air, earth, water item: bracer, greaves, collar, plate, ring, helmet boots, sleeves, gauntlets, cloak, belt, mask Syntax: armorcraft <slab> <runestone> <item>. Written by Xrakisis, for The Rogue Legion ~ 0 RACES ~ [CLASS] ------------[Ability Scores]-----------[Race Powers]----------------------] str int wis dex con Human 80 80 80 80 80 SuperBerserk High Elf 80 100 100 100 70 Infravision, Lessons, Elfsing, Songs Wildelf 80 100 100 100 70 Infravision, Lessons, Elfsing, Songs HalfElf 80 80 80 90 80 Infravision, Lessons, Elfsing, Songs Gnome 60 110 110 90 60 Airshiptravel, Infravision HillDwarf 100 80 80 80 100 ThunderHammer, Infravision, Dwarfforge GullyDwarf 100 80 80 80 100 ThunderHammer, Infravision, Dwarfforge MountainDwarf 100 80 80 80 100 ThunderHammer, Infravision, Dwarfforge Kender 60 90 90 100 60 Pirate Ogre 100 60 60 60 100 SuperBerserk, Tremble HalfOgre 90 70 70 80 90 SuperBerserk, Tremble Minotaur 100 70 70 80 90 SuperBerserk, Tremble Goblin 60 60 60 70 60 GoblinGrenade Hobgoblin 80 70 70 70 80 GoblinGrenade DuergarDwarf 100 80 80 70 100 ThunderHammer, Infravision, Dwarfforge Troll 100 60 60 60 120 SuperBerserk, Regrow, Toughskin HalfTroll 90 60 70 70 110 SuperBerserk, Regrow, Toughskin Orc 80 70 70 70 80 SuperBerserk HalfOrc 80 70 70 70 80 SuperBerserk Centaur 80 80 80 80 80 SuperBerserk, Trample ~ 0 LIFESTONE~ Forge this item into a weapon to give it life. Lifestones cost one million quest points. After being forged it will grant your weapon the ability to raise levels, up to 100. As it raises in levels the average damage will go up and the damage from the weapons autoattack will increase. Living weapons gain exp as you do and exping will exp the weapon. +2 lower damage number +2 upper damage number per level Level 0 Soulsuck: 5-15 X Weapon Level Damage/Heal Level 10 +1 Glyph Earth Level Level 20 +1 Glyph Fire Level Level 30 +1 Glyph Electric Level Level 50 +1 Glyph Water Level Level 60 +1 Glyph Fire Level Level 70 +1 Glyph Electric Level Level 80 +1 Glyph Water Level Level 100 +1 Glyph Earth LEvel syntax: lifestone syntax: forge lifestone obj Xrakisis ~ 0 TIERCAP~ Use this command to gain tier kills. Merely mortally wound any player within range and type tiercap. Range: Any player in the same tier as you except tier 0 status 0 players. Hybrids cannot tiercap Base classes. Tiercap will not give you anything but tier kills. If you get tier capped you will lose a tier kill. This is the only way to gain tier kills now. Hutoshi ~ 0 GLYPHS SIGILS~ You can forge Glyphs into Weapons for special affects. For a Total of 5 Glyphs per Weapon HP Glyph: +2K Hp AC Glyph: -250 AC Fire Glyph: Special Fire Attack Water Glyph: Special Water Attack Air Glyph: Lightning Attack Earth Glyph: Earth Attack Attack Glyph: Increases Your Melee All The Glyphs Stack, 5 Fire Glyphs means 5 times the fire damage Coded By Xrakisis, Modified From Hutoshis Sigil System ~ 1 GIANTS~ The Giants were the first to walk this world. In the beginning, before the gods created man, and populated the worlds, the Giants would walk with the gods, they were scholars and warriors, born and breed in the image of the gods. Then came the time of man; humankin started walking the same earth the Giants had thought their own for millinia; the time of the Giantwars started, and for many centuries the children of the gods fought the onslaught of man. Finally the Giants, who had always been few in numbers, lost, and retreated to the barren parts of the world. Living in the wast wilderness, in the mountains and on the barren plains, the Giants declined, both in numbers and in spirit, they became the race of Giants we know today. The big and ugly brutes, that hates all of man. Few are those that meet a giant and lives to tell about it, such is the hatred of the Giants. Smack, Bash and Thwack - Attack types, combo based. Longstep - Walk somewhere fast. Growth and Giantgift - Gain powers and grow higher. Dawnstrength and Standfirm - Prepare to give a good bashing. (standfirm costs class points to keep active). Earthpunch and Sweep - Special attacks. Stoneshape - Modify equipment. (costs 50 qps). Revival - Call for the earth to restore you. Deathfrenzy - Look out for giants when they enter the frenzy. also rumble, truesight, scry and giantarmor. ~ 0 GHOUL~ #GG#chouls are powerful undead beings, once human, that arrise from the grave to kill again, and seek revenge on those whom have caused them harm in their mortal lives. These horrific creatures possess many supernatural powers from beyond the grave, and are very deadly in combat, although much stronger during the night hours. Ghouls gain powers by expending GP (ghoul points). These points are gained by consuming the lifeless corpses of slain victims. If a ghoul happens to find and consume a brain, they receive bonus GP and hitpoints #GTyping #c'realm' #Gwill show you the realms of power ghouls have access too. #gTo learn powers type : #G'realm <shadow/zombie/undead> manifest' #GYou can see the powers each gives by typing #c'realm <shadow/zombie/undead>'#n also see... 'HELP REALMS' ~ 0 REALMS~ #GS#chadow #GR#cealm : #g(shadowsight) #G*Shadowsight #c- The ability to see into the shadow realm. #g(truesight) #G*Truesight #c- The ability to see into the mortal realms. #g(shadowplane) #G*Shadowplane #c- You may transverse between planes at will.#n #g(auto) #G*Perception #c- The ability to attack more efficiently.#n #cAdds hit/dam. #g(gore) #G*Gore #c- A heavy assault from the shadowplane.#n #GZ#combie #GR#cealm : #g(gcreate) #G*Claws #c- Gain razor sharp claws!#n #g(auto) #G*Disease #c- Your claws spread disease!#n #g(ravage) #G*Ravage #c- A ferocious clawing attack!#n #g(sdecay) #G*Stench of #c- Remove a character's protection.#n #GDecay #g(sdeath) #G*Stench of #c- Remove a character's sanctuary!#n #GDeath#n #GU#cndead #GM#cight : #G*#cThere are 5 levels of this, each raising damcap.#n ~ 0 SKYBLADE~ Skyblades are an elite class of fighter. They have mighty wings and use rapiers as there main attack weapons. Not much is known about this class except for they always attack from the clouds. It is heard that skyblades are of Angelic off-breed. They are deadly opponents and are swift as the wind. To fight one in the ground you would die before you knew what hit you. They are true masters of the wind. SkyBlade Power Abilities Leye - Truesight Reye - Shadowsight Eaglestrength - Adds Damroll Hawkeyes - Adds Hitroll Vulturevigor - Adds AC FalconBlade - (Automatic) Skyblade Magic Abilities Skyforge - Use some of your energy to make a Rapier HeavenlyRain - Call upon the rain of the heavens to strike your opponent Climax - (automatic) DragonAura - (automatic WyrmAura - (automatic) Also see 'SKYSKILLS' ~ 0 SKYSKILLS~ Skyblade Skills Bladejump - Jump to Anyone(Class Travel) Pummel - A swift attack that knocks your oppenet off guard and out of stance. CloudsBlessing - Blessing from the clouds(adds hitroll, damroll) RapierStrike - (Automatic) Retort - (Automatic) LeapOfFaith - (Automatic) DragonCharge - (Automatic) DragonX - A Powerful Attack using your Dragon WyrmRoar - A powerful Stunning Roar DiveStrike - An attack so powerful, it Drains most of your Vigor. Also see 'SKYBLADE' ~ 0 PRIEST~ #W]#w>#B*#WBasic Commands#B*#w<#W[ #wPgain - Lists skills, powers and costs. #W]#w>#B*#WPriest Skills#B*#w<#W[ #wTruesight - Truesight Scry - Locate players Readaura - Read other peoples auras Shield - Hide your aura from prying eyes Priestform - Turn into a huge Priest Godstrike - Powerful attack of God #W]#w>#B*#WPriest Spells#B*#w<#W[ #wMinheal - Heals Majorheal - Heals x2 Grheal - Heals x3 Healstorm - Heal Group Minstorm - Heal Group x2 Grstorm - Heal Group x3 Godbless - Greater Bless Godheal - Healing x4 Turnundead - Turn people into Undead Holyaura - Sanct x2 Godpeace - Stops fighting#n ~ -1 COLOR COLOUR~ #u#2Color - Bright - Dark#n #7Grey #0 ##0 #n #7Red #R##R #r##r#n #7Green #G##G #g##g#n #7Cyan #C##C #c##c#n #7Blue #L##L #l##l#n #7Yellow #y##y #n #7Purple #P##P #p##p#n #7Brown #o##o#n #7Random #s##s#n #7Bold #i##i#n #7Underline #u##u#n #7White #7##7#n To stop a color from bleeding into the next line stop it with ##n ~ -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 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. ...Haus, for inspiring me to create a mud without levels. ...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 DRAGONS~ #0DRAGONS#n #GDragons are a very ancient, mystical race of beings, that have existed long before man. Their skins are made up of hard scales and most have wings with which to fly with. They have extremely powerful claws which can tear flesh and their teath are sharp enough to rip through metal. When a dragon is bore it begins in the form of an egg, when hatched it is quite small in stature and very weak. Over a great length of time dragons mature into larger, stronger creatures capable of destroying cities. The eldest of dragons are so powerfull that to stand against one is certain death. Dragons also come in a variety of colors, which characterize their powers. Although thought to be large lizards, dragons are actually magical in nature; their origin is shrouded in mystery and legend. They have been both celebrated and feared by man, but always respected. These creatures are truely one of natures greatest accomplishments.#n #0 Drag - Command to change from Dragon form to human and back. Dragons should always clearstat in human form after gaining an age, or being decapitated. Dgain - Command used to gain dragon powers. By itself shows list of powers able to be gained. To gain a power, type dgain <power>. Dgain "all" will show you a list of gained powers. Fbreath - Dragon firebreath. Used in combat to attack players with a powerful blast of flames. Lbreath - Dragon lightningbreath. Used in comabat to attack players with a powerful blast of electricity. Gbreath - Dragon gasbreath. Used to attack all mobs in a room with a powerful blast of gas. Abreath - Dragon acidbreath. Used in combat to attack players with a powerful blast of acid. Cbreath - Dragon chillbreath. Used in combat to attack players with a powerfull blast of frost. Dfly - Dragon travel command. DSwoop - Enhanced travel command used to swoop down and attack players with. Dgem - Command used to make dragon gems which store dragon points. syntax: dgem <amount> Hatch - Command to make new dragons, 5 max. Absorb - Command used to absorb dragon gems and return dragon points. Age - Command used to raise dragon age. Costs 5k hp 30k dp and 100 primal per level. Note: The higher a dragon's age, the stronger it becomes. Dlick - regenerates hp, mana, move and missing limbs Dconfuse - Used in combat to confuse the enemy. Droar - Dragon talk channel.#n ~ 1 RANK~ Player ranks:- #0R#ra#0n#rk#n 0: Serf #0R#ra#0n#rk#n 1: Peasant #0R#ra#0n#rk#n 2: Apprentice #0R#ra#0n#rk#n 3: Wanderer #0R#ra#0n#rk#n 4: Explorer #0R#ra#0n#rk#n 5: Adventurer #0R#ra#0n#rk#n 6: Veteran #0R#ra#0n#rk#n 7: Champion #0R#ra#0n#rk#n 8: Master #0R#ra#0n#rk#n 9: Mystic #0R#ra#0n#rk#n 10: Ancient #0R#ra#0n#rk#n 11: Seer #0R#ra#0n#rk#n 12: Savior #0R#ra#0n#rk#n 13: Myth #0R#ra#0n#rk#n 14: Legend #0R#ra#0n#rk#n 15: Forgotten #0R#ra#0n#rk#n 16: Chosen #0R#ra#0n#rk#n 17: Avatar #0R#ra#0n#rk#n 18: Omnipotent #0R#ra#0n#rk#n 19: Hero #0R#ra#0n#rk#n 20: Warlord #0R#ra#0n#rk#n 21: Demi-God Rank affects:- AC, HR, DR, Damcap #yThanks to:- #7 Stephen aka Scorpion-ice for the code. ~ 0 ShinPowers Jutsu~ To use shinobi powers, simply type 'justu <powername>' Typing justu by itself will show you what powers you know. #0Shadow: Vensai - Travel to a player or mob. Butomi - Create illusions of yourself, the number of illusions is based upon your status. These illusions can not deal damage. Sami - Become invisible to all non-shinobi players. SauTchen - Damage your opponent and attempt to web them. Daemi - Infuse yourself with the shadows, increasing your melee powers. You can not be webbed. Sau Butomi - You can not use this power yourself, but when you use Butomi, all of your illusions will be able to deal damage, parry, dodge, etc in battle. Their strength is in proportion to yours. #RFire: Fagra - Shoot a bolt of flame at your foe. Torra - Create a wall of shurikens, which damage any non-shinobi who walks through them. Bae - Blind whoever you target. Taiegra - Create a shield of fire around yourself, which damages your enemy everytime they hit you. Ennotate - A powerful fire attack which can be used in battle. Lava - Fill the room you are in with lava, this lava damages all non-shinobi's each turn of combat. This lava all increases the power of Fire Shinobis. #oEarth: Eagra - Scry/Readaura shield. Inos - Teleport your target out of the room to a random room. Yaoe - Cover your opponent in a hard clay. Acts like web. Easpi - Powerful Earthen Attack. Eshina - Become one with the earth. Your limbs can no longer be chopped off. You get melee bonuses. Sha - Your skin becomes incredably tough, reducing the combat damage you receive greatly. This only affects melee damage. You can choose to have Soft, Normal, or Tough skin. The tougher your skin, the less damage you take and deal melee. #CWind: Updraft - Travel power. Aero - Area attack wind power, only hits mobiles. Hoana - Scry power. Chagi - Any player afflicted by this, when they look in a room, all the players in that room will instead look like a random player who is logged on instead of who they actually are. Aeblade - A powerful wind based attack. Tornado - All Wind Shinobis in the room become invisible, and can not become visible again until they leave the room or the tornado ends. They gain extra attacks in a torndo. #LWater: Soothe - Heal hp. Wash - Freeze your enemy, they loose a few attacks each round. Fluidity - Your motions become more fluid, increasing your power to dodge, as well as giving more attacks a turn. Aqua - A powerful water based attack. ViuNemTo - Specify a player name, and when that player enters the room, you will automatically attack that player. You gain numerous extra attacks with an ambush. Storm - Water Shinobis become stronger in a storm, and all non-shinobi players get damaged each turn of combat by the storm. #7Holy: Shoju - Increase the average damage of a weapon, and set it Anti-Evil. Mian - Greatly heal the hp/mana/move of a player and remove web/blindfold/tie from them. GoaZenTo - The room you are in becomes a safe room. You will lose hp while this power is in affect (only you). You must have at least 10% of your max hp to keep this power in affect. Hishu - A powrful holy based attack. Beoutu - A powerful holy bless, every shinobi in your group will gain 350 hr/dr, and -500 AC. For each shinobi in your group, this affect will automatically be used again on each shinobi member. So if you have a group of 10 shinobis, each shinobi gains 3500 hr/dr, -5000 AC. If you are not grouped with any shionbis, you gain 350 hr/dr, -500 AC. Yu - Fill the room with holy radiance, increasing the regen of shinobi's in the room while damaging all non-shinobi evil-aligned players in the room. ~ 0 Shinobi~ #nA special note, this class can be selfclassed now, and you can leave the kingdom. #0 The shinobi are a secretive group, loyal only to other shinobis. There are 6 types of shinobi, Earth Fire Wind Water Holy and Shadow. Each element of shinobi has its own agendas, but all groups work together as a whole. To become a shinobi, one must seek out a Koge (Ko-gay) of whichever element you wish to pursue. That Koge will then apprentice you, and your life as a shinobi will begin. The shinobi class is also considered a kingdom, and therefore all players within it are treated as if they were in a kingdom. You can leave the Shinobi Kingdom once you become a shinobi, but you may never return to the kingdom. Shinobi powers are obtained by learning 'handmotions' with the handmotions command. each level costing more and more primal each time to obtain. There are 6 handmotions in total for each element. A good Shinobi must also obtain Chakra, the vital force of Spiritual and Physical energy. A Shinobi's Rank is determined by how much Chakra they have, as well as their normal rank + upgrade + class powers obtained. To obtain chakra, a Shinobi only needs to meditate, and stay mediting. #0 The ranks for Shinobi are as follows: #rApprentice: You start as this. Genin: 250k hp/mana/move, 3000 chakra. Jounin: 300k hp/mana/move 5+ status, 6000 chakra. Kage: 400k hp/mana/move 15+ status, 10000 chakra. #0 You can apprentice a person yourself, and if you do they get 3 levels automatically in your element, and the first power in the ones surrounding it. This is the breakdown for the elements: #RFire #oEarth #0Shadow #7Holy #CWind #LWater#0 You gain all 6 powers for your element, the first 3 powers of the two elements that are adjacent to that element, and the first power of the two elements which are adjacent to those elements. So a fire shinobi gains all 6 fire powers, the first 3 shadow and earth powers, and the first holy and wind powers. The element opposite of yours you gain no powers from, and your powers will negate theirs or harm them if you are grouped. To see class powers, see: #RHelp ShinPowers#n #YThis class was created for DarkSkies by Kasai.#n ~ -1 DAMIDEA~ DAM IDEA DAMIDEA if ( dam == 0 ) { vs = "miss"; vp = "misses"; } else if ( dam <= 20 ) { vs = "scratch"; vp = "scratches"; } else if ( dam <= 40 ) { vs = "graze"; vp = "grazes"; } else if ( dam <= 60 ) { vs = "hit"; vp = "hits"; } else if ( dam <= 80 ) { vs = "injure"; vp = "injures"; } else if ( dam <= 100 ) { vs = "wound"; vp = "wounds"; } else if ( dam <= 150 ) { vs = "maul"; vp = "mauls"; } else if ( dam <= 300 ) { vs = "decimate"; vp = "decimates"; } else if ( dam <= 500 ) { vs = "devastate"; vp = "devastates"; } else if ( dam <= 600 ) { vs = "maim"; vp = "maims"; } else if ( dam <= 1000 ) { vs = "MUTILATE"; vp = "MUTILATES"; } else if ( dam <= 1500 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if ( dam <= 2000) { vs = "DISMEMBER"; vp = "DISMEMBERS"; } else if ( dam <= 2500 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dam <= 3000 ) { vs = "MANGLE"; vp = "MANGLES"; } else if ( dam <= 3500 ) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if ( dam <= 4000 ) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if ( dam <= 4500) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if ( dam <= 5000) { vs = "==== ATOMIZE ===="; vp = "==== ATOMIZES ===="; } else if ( dam <= 6000) { vs = "<*> <*> ANNIHILATE <*> <*>"; vp = "<*> <*> ANNIHILATES <*> <*>"; } else if ( dam <= 7000) { vs = "<*>!<*> ERADICATE <*>!<*>"; vp = "<*>!<*> ERADICATES <*>!<*>"; } else if ( dam <= 8000) { vs = "<*><*><*> ELECTRONIZE <*><*><*>"; vp = "<*><*><*> ELECTRONIZES <*><*><*>"; } else if ( dam <= 9000) { vs = "(<*>)!(<*>) SKELETONIZE (<*>)!(<*>)"; vp = "(<*>)!(<*>) SKELETONIZES (<*>)!(<*>)";} else if ( dam <= 10000) { vs = "(*)!(*)!(*) NUKE (*)!(*)!(*)"; vp = "(*)!(*)!(*) NUKES (*)!(*)!(*)"; } else if ( dam <= 10500) { vs = "(*)!<*>!(*) TERMINATE (*)!<*>!(*)"; vp = "(*)!<*>!(*) TERMINATES (*)!<*>!(*)"; } else { vs = "<*>!(*)!<*>> TEAR UP <<*)!(*)!<*>"; vp = "<*>!(*)!<*>> TEARS UP <<*)!(*)!<*>"; } ~ -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 DYSTOPIA~ [Note: This entry must not be removed or altered. Read dystopia.license] This mud is based on the Dystopia 1.2.6 codebase, which was created by Dennis "#GTarasque#n" Aagaard, Thomas "#GVladd#n" Andersen, Henrik "#GDracknuur#n" Jensen and Brian "#Gjobo#n" Graversen. The dystopian codebase is available for download from the offical dystopia homepage, please check the homepage often for bugfixes and updated. Thanks to ... ... The Diku team for starting it all. ... The Merc team for their hard work. ... KaVir aka Richard Woolcock for creating God Wars. ... The players of Dystopia for their good ideas, humor and tolerance when strange things happended (sigh). Enjoy this codebase. ~ 1 STATCAP~ The statcap is 20K + 4K for each pkill you have, to a max of 120K, please enjoy. NEW STATCAP The statcap is 180K + 5K for each pkill you have, ~ -1 WIZLIST~ #0 /| /(_)\ |\ /' `\ \#r`,'#0/ /' `\ /' / | `\_/\#r"#0/\_/' | \ `\ O | \/' V `\/ | O O |,-,| ,_;_, |,-,| O oO \ \\ '\ I /` // / Oo oO \ \`\ \ / /'/ / Oo O /`\ \,\ | /,/ /`\ O #l _______________#0O /__/ /__| I |__\ \__\ O#l__________________ #L|| #0 \| ''' ''' ``` ``` |/#L || || || || || || #7 GODS OF COTN#L || || || || OWNER : Xrakisis || || Coders: Xrakisis || || WebMaster: || || Builders: || ||____________________________________________________________#n ~ -1 GREETING~ #n This mud is based of the stock Dystopia 1.2.7 code, a godwars deriviative #o ,. ____ #n #o ,_.,/ }\._ #n #o _/_#r,#o---( #r,#o )#n #o __ / #r<#o / ) \___#n #o - ------===;;;'====------------------===;;;===----- - -#n #o \#r/#o -"-"-"-"-"-\-"-)-"/#n #o (_ #r(#o #r\ #g( #r >#n#o \)#n #o \_#r(#o _ < >_>'#n #o - `-M#r'#o :#r:>#o|--"#n #o M;#7|.|.|#n _ #o M;#7|.|.| #n |:| _ #o M;#7|.|.| #n _ _#n |:| __ |:| _ #o <Ii:#7:|i|`. #n _ |:|_ |:|#n ___________|:|_|::|__|:|_|:|______#o(` ^'"`-' ")#n_|:|__|:::|_|:|_______________ #n #gC#CH#gI#CL#gD#CR#gE#CN #rOF #rT#RH#rE #gN#CI#gG#CH#gT#n #gT#CH#gE #CD#gY#CS#gT#CO#gP#CI#gA#CN #CR#gE#CI#gC#CH#n Owner : Xrakisis Head Coder: Xrakisis Coders: Xrakisis, Anubis Head Builders: Admins: Head Enforcer: Code Contributions made by: Drexx, Hutoshi, Akurei, Barcane, Sebeq, Assymetric Lura, Kurama, Dove, Morph, Anubis, Cairon Brother Muds: Eye of the Cyclops (ROM) zeno.biyg.org 2850 Cotn 4.3(MC 3) zeno.biyg.org 2852 ========================================================================================= Diku : Hans Henrik Saerfelt, Katja Nyboe, Tom Madsen, Michal Seifert & Sebastian Hammer ========================================================================================= Merc : Furey, Hatchet & Khan Godwars : KaVir ========================================================================================= Dystopia : Vladd, Tarasque, Dracknuur & Jobo ========================================================================================= Welcome To #rC#Rh#ri#Rl#rd#Rr#re#Rn #go#Gf #gt#Gh#Ge #CNight#g.#n Please read help changes to see whats been done thus far. ========================================================================================= CotN 2.5: Xrakisis ========================================================================================= #Y[#R*#Y]#0What be thy name?#n ~ -1 MOTD~ #n #B----====== #WMessage of the Day #B======---- #R* #wMake sure you Read the Rules #R* #wImportant Commands: #CHELP, COMMANDS, CHANGES, BOARDS, #R* #wMore: #C RULES, POLICY, FORGE, BRIEF, NEWBIE, CLASS and MCCP #R* #wTYPE CHANGES WHEN YOU ENTER TO SEE WHATS BEEN DONE! #gIF YOU NEED TO TALK TO ME, POST A NOTE OR EMAIL AT ian_shirm@yahoo.com#n #sEnjoy!#n ~ 1 CHANGES~ These are the changes done to the stock Dystopia 1.2.7 code Read Help Concept to see some of what is to come. MISC: #rLegend#n is In. You may now train legend. #rCOTN#n#C exp mod#n is in. You now get a large increase in exp. #rStatcap Raised#n: Min statcap is now 180k, was 20k. #rConvert QP/EXP#n IN. #rQPconverts#n in.. Damroll/Hitroll to a max of 20 converts at 50 dam/hit a piece. #rPlatinumeq#n in:Command to buy platinum eq for 100k qps. #rArtibuy#n in: You may now purchase/claim artis for 200k qps. Werewolves #rTALONS#n: Now does between 18k and 22K damage. Undead Knight:#rPowerword Kill#n now does 25k Damage. Undead Knight:#rSoulsuck#n is now 10K damage/heal Wraith:#rDimensional Aura#n Fixed. CLASSES ADDED: Wraith IN: Wraith class coded by Marcus. EOD Added by Xrakisis. Assassin 90% in. Assassin Class Coded by Xrakisis With some ninja elements. #gTHE #rFOLLOWING #GCLASSES #rHAVE #gBEEN #rREMOVED#g: #n #C***#yNinja#C***#n #0.x[#lMonk#0]x.#n {{#CBattlemage#n}} #0[#P*#0]#rShapeshifter#0[#P*#0]#n #p{#0-#p}#0Spider Droid#p{#0-#p}#n #C-=#RSamu#yrai#C=-#n #G>*<#7Lich#G>*<#n AREAS ADDED: EOD Shinar's Lair Class Battlegrounds Jade-Laiden rooms Jade-Laiden rooms Rokugan Forest Volcano Training Room Newbie Area DBZ Area Microwave Final Fantasy Omni Dark Abyss Land of Shadows #rFUTURE CHANGES WILL BE POSTED IN NEW CHANGES CODE.#n #rTYPE CHANGES TO SEE THEM. #n ~ 1 CONCEPT~ FIGHTING: Priest of Darkness dodges your attack. You slash Priest of Darkness's Forearm very hard [338] Priest of Darkness dodges your attack. You slash Priest of Darkness's Calf very hard [332] You slash Priest of Darkness's Shoulder very hard [332] MORE FIGHTING CONCEPTS ABLE TO FIGHT MORE THAN ONE MOB AT A TIME A Fire Symbiot Absorbs into Xrakisis's Skin making him one with the entity. Symiots: Midrounder Area attack Fire: fireball auto attack |Flamestrike |Fireaura Water: hydroblast auto attack |Icicle |Tsumani Earth: landslide auto attack |Earthshower |Earthquake Air: tornato auto attack |Air slice |Hurricane ~ -1 WRAITHS~ #n #n Wraiths, the spirits of the dead, are a deadly force that should be feared. Wraiths have the power to manifest themselves in the mortal dimension, as well as the ability to travel to their native realm. They do this during battle occasionally, increasing their dodging capabilities. These creatures of pure evil have the ability to banish a mortally wounded person to their own hellish realm, and the victim must find his way out from there. It is indeed smart to avoid a confrontation with these dark beasts. Finalrage : A last effort to not die again, you can only do this powerful move below 50k hp. Impale : Throw your weapon at your enemy, making them immobile, and take more dmg.. Darktouch : Inflict damage, and temporarily stun any unwary victim. Dimensionwalk : Travel anywhere in the mortal realms. Acquire : Increase your dark powers with this command. Wraithaura : The power of slave souls you have gathered in your realm protect you. Hatetransfer : Convert your undying hate for mortals into power (Upped hit/dam roll) Perfectsight : Allow your eyes to penetrade the deepest depths of the mortal realm. Darksummon : Create a portal that summons an enemy with a fighttimer to you. Wraitharmor : Create ethereal armor that protects you in battle. Dimensiondodge : Use your capability of jumping between your native realm, and the mortal realm to help you dodge in battle. Darkbanish : Banish a mortally wounded creature to your realm, where they must escape. Screech : Communicate with other players of your wraith kin. Wraith Class By Marcus ~ 1 RULES~ 1) Don't piss off or insult the immortals in any way. 2) Respect the coders, and other immortals. 3) If you need to talk to an immortal, you will address them in proper english. Use lamerspeak and get ignored. 4) Don't abuse the rules, if you think that you've found a smart shortcut, don't think the coders made it that way on purpose; report it or get deleted. 5) Read help policy and help changes often, and read all notes on board 3 (announcements), ignorance of the rules is not an excuse, and you WILL be punished for breaking them. 6) Dont harass other players. Xrakisis's Rules. 7) Only sing Korn over Music channel 8) PK/gensteal or i will PK you! 9) Swearing is fine here 10) No racial slurs if it offends anyone thats on. 11) If you want to bitch all the time i'll change your sex and you will be a bitch. 12) No Advertising muds that are still open or have been in the last 2 months. 13) NO PERMAMORTING. you can type kill name a max of 5 times. 14) DONT EXP BOT OR FEED!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 15) DONT cap a link-dead player unless THEY ATTACKED YOU before the current fight where they went linkdead. 16) ALT REVENGE: if you die, logging and alt to kill that person, i (xrak) will make you wish you were never born. the most severe punishment will be 50 percent of your qp given to victim or i'll temporarily set your HP to like 20K and let them cap you. their choice :P ALT REVENGE IS OK UNDER THE FOLLOWING RESTRICTION if you want to do this. you must wait 60 min to do it. Don't fucking multiplay, no matter WHAT!!!... If you abuse a bug, you abuse the mud, you abuse US!...DIE!.. ~ -1 ALIAS~ The alias system. You are allowed to have 30 aliases. The following commands can be used. alias - Creates a new alias. removealias - Removes an old alias you don't want. showalias - Shows all aliases that you have made. examples : * alias cc c 'dispel magic' By typing cc <target>, the player now casts dispel magic on that target. To remove this alias, a player would simply type 'removealias cc'. Feel free to experiment with aliases. ~ -1 LEGEND LEGENDTABLE~ Legends are another way to measure how strong a person is. The max legend you can get depends on your Mightrate. Every legend you have gives you 100 extra damcap. Legends can be recieved by typing "train legend". There are a max of 20 legends. To see what legends people on the mud are type "legendwho". Easy way to find requirements per each level : Required Mightrate : legend * 2500 Required Exp : (legend + 1) * 1bil Required Qp : (legend + 1) * 10000 Legend Table : Legend Mightrate Exp Qps Legend Name 20 47500 20 bil 200K #0Godlike#n 19 45000 19 bil 190K #7Almighty#n 18 42500 18 bil 180K #cSupreme#n 17 40000 17 bil 170K #RMaster#n 16 37500 16 bil 160K #rChampion#n 15 35000 15 bil 150K #LCavalier#n 14 32500 14 bil 140K #CGrand Duke#n 13 30000 13 bil 130K #GLord#n 12 27500 12 bil 120K #gSovereign#n 11 25000 11 bil 110K #LEmperor#n 10 22500 10 bil 100K #lKing#n 9 20000 9 bil 90K #CDuke#n 8 17500 8 bil 80K #oLegend#n 7 15000 7 bil 70K #PMystical#n 6 12500 6 bil 60K #pMyth#n 5 10000 5 bil 50K #CHero#n 4 7500 4 bil 40K #LKnight#n 3 5000 3 bil 30K #RSavior#n 2 2500 2 bil 20K #rCitizen#n 1 0 1 bil 10K #GSerf#n 0 - - - #RNone#n ~ 1 BULLY~ It's not considered nice to harrash players that are much weaker than yourself. It is quite okay to mort and tie someone weaker than yourself if they talked trash, killed your mobs or killed one of your friends, but it is not okay to constantly harrash players that are weaker than yourself simply because you feel like it. Should a player act like a real bully, a special bullyflag will be added to that player. Anyone with a bullyflag will show as a bully on who and have a harder time dodging and parrying. The bully flag will be removed when that player has learned to act like a normal person. (Whether a player is a bully or not is decided at the discression of the immortals, trying to get the immortals to set the bully flag on someone will result in the bully flag being set on yourself) We hope never to actually set the bully flag on anyone, this is afterall a playerkilling mud, and people should expect to be morted, tied and killed; but should harrashment be taken to the extreme by a player, we will set the flag on the offending player. ~ -1 ELEMENTAL~ Elemental Elementals are beings of great power from the four basic planes of existence: Earth, Air, Water, and Fire. Their abilities are both mysterious and powerful, and to anger such a creature is to invoke the very wrath of nature. ABILITIES: IN: Truesight : Enhanced vision. Magma : Magma Blast - The Elementals Midrounder. Enflame : A FireShield that damages people when they hit elementals. Solidify : solidify your outer layer of skin, causing you to take less damage.(AUTO) Naturesfury : Four part midrounder. Disperce : Disperse into elemental particles and travel to another location. Enfold : disperse your air particles, then surround your foe, preventing escape. Earthshatter : shake the earth, damaging the whole room. Hydro : Hydro Blast- Blast opponent with water unstancing them. FOUR AUTO ATTACKS Your Flame Blast hits <name> (amount) Your Wind Gust hits <name> (amount) Your Rain Torrent hits <name> (amount) Your Rock Slide hits <name> (amount) STILL NEED PUT IN: Elementaleq : Classeq Gale : slam your foe with wind to temporarily stun them Tornado : only can be activated while in battle, gives extra melee, dodge/parry (this is where the high melee comes into play, while out of tornado, average melee) Evaporate : turn to steam to render yourself invisible ~ 1 WHO~ Typing who will show a list of the players online that you can see, using the following style : #p Title#n #y(#Gx.xx#y)#n #0<<#RCLASS#0>>#n PlayerName * The Title is based on the players size, and who is sorted somewhat after this. The lowest title is 'Wannabe' and they cannot kill nor be killed by other players. If your a wannabe and want to pk, then you need to grow in size first, this is done by either training more hitpoints or training more skills (weapons, stances, etc). * The (x.xx) is the pkratio of that player, and the colors around the numbers shows whether you can kill that player and if she/he can kill you, heres the deal : if the #R()#n's are red, that means you can #Gboth#n kill eachother. if the #0()#n's are black, that means that the player can #Gkill you#n, but you can't kill him/her. if the #y()#n's are yellow, that means you can #Gkill them#n, but they can't kill you. if the #L()#n's are blue, #Gneither#n of you can kill eachother. * The Class and PlayerName are obvious. Enjoy! ~ -1 RAGNAROK~ #0RAGNAROK MODE#n When time comes, the world will sunder and the gods will walk the earth spreading havoc and destruction, this is a time of slaughter, and no one will be safe, this is the age of Ragnarok. Using the command 'mudstat' you'll be able to tell if ragnarok is on, if it's not, you'll just get the normal mudstat screen. Doing ragnarok the following changes are in effect : * There are no safe rooms. * Everyone has scry, and it bypasses all shields. * You can decap anyone, anywhere. (no paradox). * Heads will vanish faster. * Players will auto train avatar and get a restore. * Upgrades can only fight other upgrades. * You do not lose ANYTHING if capped during ragnarok. * Base classes can only fight other base classes. * You are safe for 3 ticks after training avatar. (to rewear) player can turn on ragarok buy pooling qps toward it, using the ragnarok command. ie. 'ragnarok 200' will add 200 qps to the ragnarok pool (currently 3000 qps is needed to turn on ragnarok). mudstat will show how many qps is still needed, and ragnarok cannot be turned on for two hours after it has last been on. Ragnarok lasts 15 minutes. Enjoy ~ 1 SETLOGIN SETLOGOUT SETAVATAR SETTIE SETDECAP~ With these commands you can set the message other players gets when you enter or leave the game, as well as train avatar. Each time you set this message, you must pay 1000 qps. There are certain rules that must be followed, they are rather simple though, so you shouldn't have any trouble following them. * No profanities in the message. * No referring to any of the immortals or other players besides the possibly victim. * I'll remove your ability to change your messages if you abuse this in any way. The syntax is easy, heres a few examples : setlogin $n draws his scimitars and prepares for battle as he enters Dystopia. settie $n grins in triumph as $e ties up $N. Heres the syntax : $n This is your name. $N This is the name of the possible victim. $e Results in he/she depending on your sex. $E Results in he/she depending on the victims sex. $m Results in him/her depending on your sex. $M Results in him/her depending on the victims sex. $s Results in his/her depending on your sex. $S Results in his/her depending on the victims sex. ~ 1 MCCP~ Mccp is a compression protocol, and the two main benefits of mccp are: 1. lower bandwidth usage by the mud. 2. clients (i.e. players) get large responses (such as, for example, combat spam) from the mud at a higher rate - the mud will "feel" faster, despite the fact that the actual round-trip times are unchanged. With a suitable client, mccp is entirely transparent to the user - it automatically enables itself when supported by both the server and client. For more details on the protocol, your welcome to visit the MCCP homepage #Ghttp://www.randomly.org/projects/MCCP/#n Currently the following mud clients are know to support mccp. * Papaya * Tkturf * Mcl * Amcl (cvs only) * Kmud * Zmud (version 6 only) * Mushclient If your client do not support mccp theres another way to use mccp, the instructions on how to do this can be found on the following page, and it takes no more than 2-3 minutes to get working. #Ghttp://www.daimi.au.dk/#-jobo/dystopia/mccp.html#n If you use mccp, you will be rewarded by an extra 25% exp bonus. ~ 1 BRIEF4 BRIEF3 BRIEF2 BRIEF1 BRIEF5~ With the command brief1, brief2, brief3 and brief4, you can toggle how much you'll recieve from looking and combat. brief1 -> Information when you look toggled between short/long. brief2 -> Toggle shields, misses and weapon burn/freeze in combat. brief3 -> Toggle dodge/parry messages in combat. brief4 -> Toggle message on exp modifiers, discipline points and class points. brief5 -> Toggle Battle Spam brief ~ -1 NEWBIE~ #RThe Newbie Helper#n #R*#n First kill some mobs in the newbie arena (located south of where you start, that's up and south from recall), when you have 2K hps, you can train avatar and use the selfclass command to gain a class. #R*#n After getting a class, you should get a little buffer from killing mobs in newbie arena, then move on to either Elemental Canyon or The Black Dragons Lair. The Lair can be found 2 south, 6 east, 2 south and down from recall. #R*#n During the first 4 hours of play you cannot be attacked by other players, and should use this time to get stronger, remember to get all your class powers, read the help file on your class and do the best you can. #R*#n There are some help files you might want to read, since they'll help you alot. The list : BRIEF, EXP, MCCP, CHANGES, RULES and POLICY, they each contain knowledge that is useful for new players to this mud (not just newbies). #R*#n Remember the following : #R*#n The higher your unarmed ability is, the less you will get hit by monsters. #R*#n Treat others with the same respect you would want them to show you, it will help you get along alot easier (Remember be nice while your small, you can always be mean later) #R*#n If you don't know how a thing is done, try seeing if their is a help file on the subject, if there isn't we could use one, and your welcome to write it and mail it the staff. Good luck, and all that :) ~ 1 MULTIPLAYING PLAYERSHARING~ Multiplaying and playersharing is strictly forbidden, the rules are as this (and don't try and find loopholes, I'll just wipe you). * No more than 1 char can connect via 1 ip, so local networks don't work, unless you have more than one ip available. * Going linkdead to trade items from one char to another is not allowed, it still counts as multiplaying. * Having more than one person controlling a character on the mud is called playersharing and it not allowed. * No transfering of items and/or qps from one char to another that you own, read HELP RULES on how I deal with people who think they found a loophole. * If an immortal tells you to stop multiplaying, you will stop instantly, there will only be given one warning, next time ANYONE multiplays from that ip, ALL chars from that ip will be deleted. Don't argue, if an imm tells you that your multiplaying, then you are. We don't give a shit if it's your mother that controls the other character. ~ 1 POLICY~ I CHANGED SOME OF THE POLICY IF ITS IN CAPS DO WHAT THAT SAYS.-xrak #R* #nNo spamming any channels. #R* #nNo exp botting - NOTE : xp-botting is getting ANY xp while NOT typing the commands yourself. #R* #nSpellbotting is allowed. OUTSIDE midgaard. Bot in midgaard and die. #R* #nNo multiplaying or playersharing. (read HELP MULTIPLAYING) #R* #nNo letting yourself be capped or genstolen. -#r THIS IS FINE YOU MAY #R* #rLET SOMEONE CAP YOU OR GENSTEAL YOU, CHARGE THEM IF YOU CAN :P#n - So NO selling of ratio or generation. #R* #nBe kind to newbies, being a total jerk to newbies isn't tolerated. #R* #nPurposely CRASHING of the mud. -#rDO THIS AND I'LL (xrak) STOMP A FUCKING#n #R* #rMUDHOLE IN YOUR ASS!#n #R* #nIf your going to argue and bicker with someone, please use the flame channel, spambitching on any of the other global channels is NOT allowed, and you'll most likely get silenced permanently if you do so. This rule is enforced by the imms, and the imms will be the ones who decide whether this rule has been violated. Live with it. #r ARGUING ON PUBLIC CHANNELS IS FINE JUST DONT GET OUT OH HAND#n #r I LIKE A LITTLE DRAMA :P and NO PLAYER BASHING -XRAK #n #R* #nNo saccing claimed eq in any way. #R* #nRead the announce board (board 3), any rulings made on that board counts as policy, and ignorance is not an excuse. #R* #nIf you find some way to get around something that is not normal possibly without breaking the rules, you can consider it illegal. - Use your brain, if safeguards was made to prevent players to do certain things, and you find a way around it, it's a bug, don't play stupid and think the coders made it this way on purpose, report it instead. #R** #nIf you don't like any or all of these rules or policies leave this site. #R** #nThe penalty for breaking the rules is decided by the immortal that punishes you. Any punishment is considered fair. ~ 1 PARADOX~ When a player decaps someone not in their range, they get paradox'ed, which means they end up morted in midgaard, which really isn't healthy. A player getting paradox'ed will also lose 10% of their MAX hps. The range works in this way : Each player has a certain powerscore assigned to them, and this score will go up (or down) as this player gets more powerful, these are the things that affect how powerful you are in regard to the powerscore : * How many hitpoints you have (max hps, not current). * If you have mastery or not. * How many superstances you have (0 to 5). * Whether your an upgrade or not. * A small change for the amount of rune a player may have. * Spell affects like trains or blesses should will not affect this score. If you decap someone which are not within your range, you get a paradoxcounter, should you ever get 3 of these counters you will be struck by paradox. You can only get rid of counters by decapping players within your range. Also read PARADOXSTATS. ~ 1 PARADOXSTATS~ Taking a base in hps, the paradoxrange looks at a number calculated from the following. * Each skill mastered (weapons, stances, spells) gives a small modifier, a fully mastered player get's a 10K total modifier. * Superstances counts as 5K hps a piece. (25K hps when you have ss5). If a player doesn't have more than 15K now, we don't add anything else. #G#y(actually a player with less than 15K can't be killed nor kill#G)#n But if the player has more than 15K we take a look at the following. * Possibly Rune eq counts as 1K hps a piece for a max of 14 (yes, 14K). * Being an upgrade will modify this number in a special way :) * Each extra level beyond level 1 as upgrade counts as an extra 12K hps. We then compare the number of the attacker and the defender, deciding whether the attacker is allowed to decap or not. And no, I will not explain this any better, if you don't understand, then you'll just have to live with not understanding. ~ -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? ~ 1 PKPOWERS~ Pkpowers are special powers that becomes available to players as they rise in pkscore. To see your pkscore type 'top' this will not only show you your own score, but also show the top10 of best players (in regard to pkscore). The pkscore is based on your pk record (kills and deaths), and you gain a power for each 500 points you have. You can type 'pkpower' to gain a list of powers you can use. pkscore power ----------------- 500 Sanctum - a healing power. 1000 Eaglesight - a scrying power. 1500 Awereness - (auto). 2000 Lifesense - a readaura power. 2500 Supreme attack - (auto). 3000 Call to Arms - summons help. 3500 Objectscry - scry through items. 4000 Ironmind - reverse damage. 4500 Crystalsight - superior sight for a while. 5000 Silverpath - powerful portal. ~ 1 MASTERY~ When you have grandmasterd all your stances, spells and weapons, you can use the mastery command to gain a mastery item, which is a piece of classeq that's better than your normal classeq. syntax : mastery NOTE : If you are so stupid that you gemstone your mastery item it's your loss, don't expect anyone to care. ~ -1 SUMMARY~ #RMOVEMENT GROUP#n north south east west up down follow group gtell split exits scan spy recall sleep wake rest stand #ROBJECTS INFORMATION / COMMUNICATION#n get put drop give sacrifice help areas commands socials title wear wield hold report score time where who yell recite quaff zap brandish channels config description password lock unlock open close pick auction chat music question answer shout inventory equipment look emote pose say tell clan classes eat drink fill empty bug idea typo note board #RCOMBAT OTHER#n 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: #GCHANGES OLDCHANGES TICK WIZLIST CREDITS#n #GSUPERSTANCE GENERATION PKPOWER UPGRADE#n #GMCCP MCCP ARENA#n ~ -1 FORGE~ #GForging rare metals onto your equipment gives extra hitroll and damroll#n * #ycopper#n = 3/3, #Ciron#n = 6/6, #Csteel#n = 9/9, #Cadamantite#n = 12/12, #PMithril#n = 15/15 #GForging hilts onto weapons gives strange effects, depending on what spell the weapon had already.#n #GShould a weapon not have any spell to begin with, the effect will be :#n * ivory = curse ebony = blind crystal = dispel evil marble = drain * gold = lightning bronze = acid sandstone = fire limestone = poison #GForging equipment with gemstones will _replace_ the old spell affect and set the follwing instead :#n * diamond = sanctuary emerald = acid shield sapphire = ice shield ruby = fire shield * jade = protection pearl = invis topaz = lightning shield amethyst = fly * onyx = sneak opal = pass door lazuli = detect invis syntax : forge <gem/metal/hilt> <item> ~ 0 QUESTKEY~ From now on ill put a #yQuest#RKey#n in game every day. Keep them they are very valueable. Do not keep them in containers, store chars, or in other ways keep them from other players if they cap you!! If i find you breaking ANY of those rules ill punish you. 1 Questkey 1000qp 7 Questkey 1 generation 15 Questkey 1 artifact affect on a pice of your eq Dracknuur. ~ 0 ARENA~ The rules in the arena are simple : * No use of 'safe powers', meaning no going invis, objectform, shadowplane or any other power that leaves you safe from attacks. To beat another player, you must tie them with the 'tie <players>' command, and that player will be removed from the arena and given a restore. Last man (or woman) standing in the arena will be the winner. The arena opens every 2 hours for normal battles, all the normal rules apply, and the winner gets a small prize. Some of these battles will be for base classes alone. (you can type timer to see when the next arena will be). Currently we are working on some nifty arena commands, and so far we have made these commands : * Arenastats - Shows the stats on the people in the arena. * Arenajoin - Let's you join the arena when it opens (happens once in a while). * Resign - Give up, you'll leave the arena and get an arena loss. ~ 0 GENERATION GENSTEAL~ All new chars start at generation 6, and can improve their generation by stealing generation from other chars with same or better (lower) generation than them self. syntax : gensteal <victim> victim must be morted. Generation gives a damcap bonus. At generation 2 your max weaponskill goes up by 10%. At generation 1 your max weaponskill goes up by 20%. ~ 0 CASTLE~ #CYes you are right, you got your self a new castle!.#n You say#y 'So whats new?'#n Dracknuur says#y 'Shut up and read the note!'#n 1. Every castle got a healer/guard now, pure stock! 2. more rooms addet. 3. A entrance (no more safe hugging in castles)...:) Now its up to you, to make the castle as you want it. I want a description for every room in the castle, a long and a short. The Temple Square #R<----#CThis is a short description#n [Exits: north east south west up] You are standing on the temple square. Huge marble steps lead up to the #R<----#Cthis is a long#n temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. A small white fountain gushes forth here. I want to know the name of your healer and guard (short and long description agin) And the info you guard shall shout when your castle is under attack. when you have done all this mail me on mayhaven@worldonline.dk and ill fill it in. colors in the castle you just put in like you do in the game, if i find you not interested in making your castle, ill just find another king. the guard is weak now, we are thinking of making a way to make him stronger, but that is future.....now make your descriptions and mail me. I know some of you spend qp on healer/guards before this...(you will be reimbet) #CFrom now off when there is a change on the mud, it will be on help changes!...#n ~ 0 CLASS CLASSES~ #n #n The REQ for training Avatar is 2K hp, Use Selfclass after that. #R(#00#r>#n=#RD#7e#nm#7o#Rn#n=#r<#00#R)#n Demonic fiends from hell. #P{#n>#p]#n-#RWe#rrewo#Rlf#n-#p[#n<#P}#n Shapeshifting beasts of the night. #r<#n*#r(#0[#rD#nro#rw#0]#r)#n*#r>#n Cruel dark elfs from the underdark. #RV#7-#Rv#n.#rV#0a#7m#np#7i#0r#re#n.#Rv#7-#RV#n Ancient beings of great power. #g]#G+#g[#G-#yT#0a#7n#na#7r#0r#yi#G-#g]#G+#g[#n Bestial demonkind that fight in The Blood Wars. #G|#0]#G>#gUnd#0e#7a#nd K#7n#0i#gght#G<#0[#G|#n Fallen Paladins cursed to live forever, never finding peace. #C.#cx#n]#CA#0n#7g#0e#Cl#n[#cx#C.#n God's avengers, sent to punish the wicked. #7(#0*#R=#r-#oWraith#r-#R=#0*#7)#n Dark, ethereal creatures from the realm of the dead. #g[#rX#g]#oAssassin#g[#rX#g]#n Masters of Tretchery and the Dagger. #y<#7/#y+#7>#nPaladin#7<#y+#7\#y>#n Knights with strong virtues and physical prowess. #Rx#rX#C[#gElemental#C]#rX#Rx#n Beings that are made of and use the four elements. #0^#L|#0..#L|#0^#GD#gr#0ag#go#Gn#0^#L|#0..#L|#0^#n Dragons, Ancient beings of the Gods#n. #C***#yHydra#C***#n An 18 Headed Serpent. #0(#r*#7Zombie#r*#0)#n Undead beings with metamorphic flesh. #G+#g-#G+#oTechnoMage#G+#g-#G+#n A SuperHuman Magic User Class, That Gets powers Via Implants. #l\#0|#l/-#7S#0hinob#7i#l-\#0|#l/#n class by Kasai, type selfclass shinobi then the element #r^-^#0Anti-Paladin#r^-^#n Evil Paladins, servents of Takhisis #c<>#GG#gian#Gt#c<>#n The firstborn, children of the gods, Tall as trees. #L=#R*#w>#CSky#Wblade#w<#R*#L=#n Rapier wielding warriors from the clouds. #w]>#L*#wPriest#L*#w<[#n Wandering holymen bringing healing to the faithful. #GX#gx#G(#gGhoul#G)#gx#GX#n Horrific undead with a rabid hatred of all things living. HYBRIDS #r[#yUNDEAD LYCAN#r]#n: Werewolf/Vampire #g[#rH#gELL#rS S#gOLDIE#rR#g]#n: Demon/Assassin #C-=#y(#rx#gG#Gaia Wol#gf#rx#y)#C=-#n: Werewolf/Elemental #g[#rS#chado#rw#cb#ro#cr#rn#g]#n: Drow/Wraith #C-=#y(#rx#gDruid#rx#y)#C=-#n: Paladin/Elemental #g[#cS#lhado#cw #cD#lrago#cn#g]#n: Demon/Dragon #g[#rS#chado#rw #rF#cien#rd#g]#n: Demon/Wraith #r[#gS#rtalke#gr]#n: Werewolf/Drow #g[#rH#gELL#rS S#gPAW#rN#g]#n: Vampire/Tanar'ri #G{#g/*\#G}#CBlack Assassin#G{#g/*\#G}#n: Drow/Assassin #g<<#rVampyric #oMist#g>>#n: Vampire/Wraith #y.x#g(#7Silver Dragon#g)#yx.#n: Angel/Dragon #o.x#y(#cGold #CDragon#y)#ox.#n: Paladin/Dragon ~ 1 HYBRID~ #rFUTURE PURE CLASSES#n #p{#0-#p}#0Faerie#p{#0-#p}#n {{#CWar Wizard#n}} #C-=#RBlade#yMaster#C=-#n #rFUTURE PURE-CLASS POSSIBILIES:#n GOLEM, AMAZON, AMAZON SLAVE, HUNTER, HIGHLANDER, XOMBI, MUMMY, FAE, DAYWALKER, CHANGELING, WERE-RAT/CAT/DOG/TIGER DRONE, HOBBIT, GIANT, SHADOW NINJA, FURIAN (would start off Base with one, then go pure.. these would not have a hybrid option) #rHYBRIDS#n Demon/Dragon - #g[#cS#lhado#cw #cD#lrago#cn#g]#n Demon/Assassin - "#g[#rH#gELL#rS S#gOLDIE#rR#g]#n Demon/Wraith - #g[#rS#chado#rw #rF#cien#rd#g]#n Vampire/Werewolf - #r[#yUNDEAD LYCAN#r]#n Werewolf/Drow - #r[#gS#rtalke#gr]#n Werewolf/Elemental- #C-=#y(#rx#gG#Gaia Wol#gf#rx#y)#C=-#n Drow/Wraith - #g[#rS#chado#rw#cb#ro#cr#rn#g]#n Drow/Assassin - #G{#g/*\#G}#CBlack Assassin#G{#g/*\#G}#n Vampire/Tan - #g[#rH#gELL#rS S#gPAW#rN#g]#n Vampire/Wraith - #g<<#rVampyric #oMist#g>>#n Tan/Elemental - #g[#GD#gEV#GA#n#g]#n Tan/Hydra - #C**#r{#yBa#r'#yatezu#r}#C**#n UK/Hydra - #g|[#lN#Lazgu#ll#g]|#n UK/Assassin - #0|#g[#LUndead #oAssassin#g]#0|#n UK/Elemental - #rx#RX#C[#gNecromancer#C]#RX#rx#n Angel/Paladin - #G<#7/+#G>Heaven's Soldier#G<#7+\#G>#n Angel/Dragon - #y.x#g(#7Silver Dragon#g)#yx.#n Angel/Hydra - #C**#yX#C(#yTyphon#C)#yX#C**#n Paladin/Drag - #o.x#y(#cGold #CDragon#y)#ox.#n Paladin/Elemental - #C-=#y(#rx#gDruid#rx#y)#C=-#n TO BECOME HYBRID First selfclass one of the two that will make your brid of choice. Then get it to 5 status and remort into your second choice. Then get second choice to 5 status and FUSE into hybrid. Hybrids have all the benifits of both class, bonuses and powers. PURE CLASSES: will be in soon, a Base class with HYBRID strength. After getting 10 status as a base class you will have the option to go pure. BTW There will be a New system Replacing upgrades, havent figured out the spefics yet though. Also, 5 new powers going in for each clan, available to members. ~ 1 TECHNOMAGE TECHNOMAGES~ #0A Cyber-Mage Class#n #RC#rhant #0- Use the common spells all battlemages have. #RI#rnvoke #0- Learn or use some of the more powerful magics. #RM#ragics #0- Keep track of what magical affects affects you. #RT#releport #0 - Teleport to any given location. #RO#rbjectgate #0- Summon items from afar. #RT#rruesight #0- Enhanced vision. #RD#rischarge #0- Discharge your elementalshields (striking everyone in the room) #RS#rcry #0- Use your farvision. #RR#reveal #0- Reveals everyone in the room. #RM#ragetalk #0- Class channel. #RC#rhaosmagic #0- Random spell effect. #RC#rlaws #0- Grow Razor Claws #RS#rteelClaws #0- Turn claws to Steel #RD#risorient #0- Make your Opponent Flee #RM#rentalBlock #0- Protection from Scry #RD#remonic #0- Fangs, Horns, Graft Abiliies #RS#rhadowsight #0- See into the Shadows #RS#rcry #0- Spy on people #RN#rightsight #0- See at Night #RI#rmplant #0- Augment your body #RM#ragearmor #0- Class EQ#n ~ 1 COTNKINGDOMS~ Fill out the details on your kingdoms here :) commands : kstat - lists the special stats for your own kingdom kset - changes the kingdom settings (king and immortals only) kinduct - inducts kingdom members (general and king only) koutcast - outcasts kingdom members (general and king only) kingdoms - lists all kingdoms and their stats/reqs ktalk - kingdom channel wantkingdom - toggles the ability to be inducted on/off kingset - immortal command to set players kingdom The kingdom code is just a coresystem, and doesn't contain much besides the basic functionality of a kingdom. The immortals of the mud should create the kind of kingdom they want. ~ 1 PALADIN~ Paladins are warriors whose only goal in life is to increase their physical abilities, in the areas of Power, Speed, Toughness, and Combat. These warriors carry high morals and virtues, with a strong desire to help those in need. Paladins train each and every day to learn the powers of the Paladins of old: -Pmight - Increase your physical prowess. -Holy Wrath - Channel your force into a single devastating blow. -Holy Aura - Your Paladin might harms those that dare to attack you. -Pure Blade - Enhance your Paladin weapons. -Bless Armor - Enhance your Paladin armor. -Bash - Slam into your opponent and knock off their equipment. -Leap - Jump to your opponent in a single bound. -Righteous aura - Shield yourself from scrying eyes. -Retribution - Wreck your opponent's body. Default powers: -Enlighten - Increase your physical capabilities and learn new abilities. -PaladinPractice - Increase your skill with weapons. -Ptalk - Speak with your fellow Paladins. -Holy Vision - See what you could not see before. -Paladin Armor - Forge the eq of legendary Paladins. ~ 0 SUPERSTANCES~ When you have grandmastered all you normal stances, you can create your own stances with the setstance command. The setstance command will tell you how to create a new stance, and how much xp it costs; but beware, once you have finished your superstance, your stuck with it forever. Also notice that you won't get any extra powers by chosing the same power several times, even if you choose both lesser and greater version, it's just a waste of xp. Enjoy. ~ 0 CLAN KINGDOM KING~ CLANS ON COTN. As Concepted by Xrakisis(mostly, Some of the names i took from the OLD COTN.. COTN 2 years ago was ROM-Anatolia, started over with this GW) Syndicate: This organization is for Assassins and Merchants. If you need someone killed come to a member of this clan to put a hit out on them. The price varies depending on a few factors. Also if you need a discount price equipment such as Platinum, Artifacts or Quest EQ ask a the a member and they will refer your request to the Syndicate Quartermaster. These people hold no loyalty and will assassinate anyone in Allied or Neutral Clans, there is a discount if the hit is on a member of one of the Syndicates Enemy clans. Only BClasses Allowed to be Members: Demon, Werewolf, Drow, Vampire, Tanarri, UK, Wraith, Assassin, Draconian, Elemental. Hybrids allowed: All but those who have 1/2 Paladin or Angel as one of their base classes. RANKS:Chairman, Board of Directors, Mercenary Invader: Invaders are those who seek to dominate the world of cotn and become strongest over others. When a clan declairs war on them they will go to any extent to bring the war to your door- step. This Includes many of them killing the guards at the entrance of your clan hall and killing anyone inside they can find. No restrictions on Ganging or killing anyone whom they happen to find in your Clan Hall. Only BClasses Allowed to be Members: Demon, Werewolf, Drow, Vampire, Tanarri, UK, Wraith, Assassin, Draconian, Elemental. Hybrids allowed: All but those who have 1/2 Paladin or Angel as one of their base classes. Ranks:Warlord, Maurauder, Raider Ruler: These are the protectors of the COTN world. They seek to administer their brand of ruthless justice to any who they deem to have commited an offence. The Ruler Clan is in a never ending war with the Invader clan. There will never be a pact of Neutrality or Allegance between these two. Only BClasses Allowed to be Members: Werewolf, Drow, Wraith, Draconian, Elemental, Paladin and Angel Hybrids allowed: All but those who have both evil baseclasses. Demon-Draconian is allowed. But UK-Assassin is not. Ranks:King/Queen Oberkommando des Herres:General SS:Special Forces SA:Stormtroopers,Heeres:Army Forsaken: This Clan is for those Forsaken by the Vampires, This clan was founded By those the Vampires view to be Abominations, The Undead Lycan. Only they may hold possitions of Leadership in this Clan. Werewolf's who for centurys worked to combine the bloodlines are the footsoldiers in Forsaken. Vampires are allowed to join if they strongly believe in that Werewolves and Vampires are brothers and need to mix to have their Corvinus Offspring as strong as possible. Only BClasses Allowed to be Members: ALL Hybrids allowed: ALL Ranks:Lord, General, Lieutenant, Colonel, Major, Captain, Sergent, Private. Hells Soldiers: descript at a later date. Will be finished later. Kingdom Help file: cotnkingdom ~ 0 UPGRADE~ Upgrading is a way to choose among some of the more powerful classes; to upgrade you need to max your char first, then you can choose to exchange that char for a new char of that class's upgrade class... CLASS UPGRADES TO ------------------------------------------------ #R[#0Demon#R]#n #y{#RTanar'ri#y}#n #y((#LWerewolf#y))#n #0[#P*#0]#rShapeshifter#0[#P*#0]#n #P.o0#0Drow#P0o.#n #p{#0-#p}#0Spider Droid#p{#0-#p}#n #C***#yNinja#C***#n #C-=#RSamu#yrai#C=-#n #0<<#RVampire#0>>#n #0|[#LUndead Knight#0]|#n #0.x[#lMonk#0]x.#n #y.x#0(#7Angel#0)#yx.#n #n{{#CBattlemage#n}}#n #G>*<#7Lich#G>*<#n #RThe reqs for upgrading is #0:#n 50K hp, 35K mana, 35K move, 40K Questpoints and generation 1. For each 100 pkscore you have less than 1000, you must pay an extra 3K in hp/move/mana to upgrade, you cannot pay more than 30K extra. Having more than 1000 pkscore will not reduce the cost for upgrading. When you upgrade you get set to 5K across and loose ALL class powers, then you get your new class. You've been warned, so don't whine when you lose all your old powers, that's just life. It is possibly for an upgrade to improve their powers even more, read HELP UPGRADE2 to check out the facts. ~ 1 UPGRADE2~ When a player have upgrade to his new class, he/she can upgrade again and again, though instead of losing his or her old class and gaining a new one, they keep their class and powers, but gets set to 5K across. In return for this, they gain additional damcap/dodge/ parry/attacks/etc. #GThe reqs for the next upgrade #0:#n #Rlevel #0| #RHP/MOVE/MANA #0| #Rqps #0| #Rpkscore#n #0 --------------------------------------#n #G2 #0| #G80K across #0| #G40K #0| #G2000#n #G3 #0| #G90K across #0| #G80K #0| #G2500#n #G4 #0| #G100K across #0| #G120K #0| #G3000#n #G5 #0| #G110K across #0| #G160K #0| #G3500#n #CThe maximum level is 5#n ~ 0 LICH~ #n #n Lichs are powerful sorceres that have cheated death by entering a state of living death. No longer subject to the affects of time, they use their time to explore other planes and perfect their magic. The lichs grow in power, far beyond that of most mortal mages, since they have so much more time to perfect their art. If you thought mages were scary, try fighting a lich that has used the last 2000 years comming up with nasty spells to kill and destroy. Masters of conjuring, death, life, necromantics and chaos, lichs have acces to several powers, some of them are know as : Conjuring : Objectgate, Fireball, Planartravel, Golemsummon, Pentagram. Death : Readaura, Chillhand, Painwreck, Creeping Doom. Life : Regeneration, Earthswallow, Powertransfer, Polarity. Necromantic : Zombie, Soulsuck, Planarstorm, Planeshift. Chaos Magic : Chaosmagic, Chaossurge, Chaosshield. Note : Lichs are a unique class made for Dystopia. ~ 0 XRAKISIS~ ABOUT THE OWNER, Xrakisis Name: Ian Shirm Email: ian_shirm@yahoo.com Age: 21 DOB : 2-2-83 Sex: M Height: 5'7 System: JBL Amp, 2 Twelve's, and Pioner Deck Car: 95 Nissan Sentra (piece of crap) got it to 130 once.. My Sports Car: 89 Mazda RX-7. Rotary Engine, Rear Wheel Drive, Standard, Speedomiter reads 160, had it to 140. black. 2 door/2 seater. Guns i own: 30 30 Winchester Lever Action Rifle FAVORITE GUNS Machine Gun: Fn Minimi (Belgium) BELT FED Box of Ammo under gun. like Tompson, but w/ box 750-100 rounds per minute Air cooled, gas operated, belt fed, automatic. can also use reg Magazines Heavy Machine Gun: Browning M2HB (USA) BELT FED 450-600 rounds per minute Mini Gun: Gatling guns. Belt fed of course (3-7 barrels) 4000-10000 rounds per minute :) Thats 66.6 to 166.6 ROUNDS PER SECOND! Sub-Machinegun: Heckler and Koch MP-5 (german) 800 rpm (rounds per minute) Hand Gun: Desert Eagle (USA) .357, .44 mag, .50 AE Favorite Drug: PCP and Pills (Adivan, Ritalin,) want to try Special K Mental: Bi-Polar/other prob's Been in Mental institutions 4 times. HELP XRAKCODE ~ 0 XRAKCODE~ These are in My GW Liberary. DONT ASK FOR ANY, YOU WONT GET THEM. IM A COLLECTOR IF YOU HAVE ANYTHING I DONT HAVE TELL ME, I WILL NOT TRADE THOUGH, SORRY. btw this is for me to chronicle them Angel Wars: Wraith Snippit Altar of Fate 7.0 (Dystopia 1.2) Arctic Dragoon Crimson Mud Dawn of Time Dawn of Time: Infernal Light Dark Skies (Dystopia 1.2.7) Eve of Destruction 2.0 Eve of Destruction Infernal Heat Eve of Destruction Marked for Death Eve of Destruction Underworld Eve of Destruction Fallen Empires 1.0 Fallen Empires 2.0 Godwars Deluxe Godwars Deluxe: The Myth Godwars 1995 Godwars 1996 Lords of War 4.0 Lords of War 5.0 LoW: Chronic LoW: Midnight Dreams LoW: Midnight Realities 2.5 LoW: Fates Promice LoW: Deaths Domain Lurking Fear Mindcloud 1.1 Mudders Delight Realms of Elkor (GW 1998) Revenge of Kalos Shadow Games Shyte Mud Static Chaos (chaosium) Temple of Death (Dystopia 1.0.15) Vampire Wars 1.0.2 ~ 0 TANARRI TANAR~ #n #n The Tanar'ri are a fierce breed of demonkind, who spends eternity fighting in the Blood Wars, a neverending struggle between the Tanar'ri and their abyssal enemies the Baatezu. Life for a Tanar'ri is mostly about wrecking havoc, killing Baatezu, and the occasional raids on the prime material plane. If you happen to stumble upon a True Tanar'ri or even worse a Tanar'ri Balor, run like you've never done before, these creatures are known to destroy entire cities single handed before they return to the Abyss to continue fighting in the Blood Wars. Bloodsacrifice - Sacrifice to gain powers. Tornado - Summon a powerful lightning storm. Infernal flames - Summon the abyssal flames to strike your enemy. Earthquake - Quake the earth and damge the landdwellers. Booming voice - Let your booming voice strike fear into the hearts of mortals. Enmity - Cause discord among friends. Enrage - Remove their sanity and let them fight like beasts. Truesight - Truesight. Web - Web the ugly mortals in icky demonic strands on power. Claws - Grow claws to tear the limbs of mortals. Chaosgate - Open a portal to far away places. Fury - Let your beastial side take over. Chaossurge - Destroy the pure of heart with the power of chaos. Lavablast - Shower the enemy with lava, and eat the corpses for dinner. Tantalk - Talk with other Tanar'ri. Taneq - Make class eq. Also remember to train the status among the Tanar'ri, strive to become a True Tanar'ri Balor, so you can lead your own army against the puny Baatezu. NOTE : Tanar'ri is a unique class made for Dystopia. ~ 0 ANGELS~ #n #n Angels, being the creation of the holy God, were created perfect without any flaw or sin. They are considered holy due to the cause of their createn, smithing evil everywhere and being the messengers of God. The word of an angel is the direct word of God, and must be considered as a divine command by all worshippers. Angelicaura - The aura of justice let's you strike down evil. Martyr - Suffer the pain of others. Innerpeace - Let the love of God heal you wounds. Touch of God - Let the burning wrath of God strike down unbelivers. God's peace - No harm will come to those protected by god. Eye for an Eye - They breake your arm, you cut both theirs off. They scare you gf, you kill their wife. They take your kill, your take their head. - IT'S THE JUSTICE OF GOD! God's Favor - Fill yourself with the love of God. God's Senses - See through God's eyes. Swoop - When you have gained your wings, you can fly anywhere. House of God - No fighting can happen in the house of God. Banish - Banish creatures of pure EVIL. Forgiveness - Forgive the sins of another. Sins of the past - Punish a person for his or her sins. Spiritform - Return to your true form. Harmony - Let the inbalance of your prey wreck his/her body. Touch of God - Strike down the unbelievers with the touch of God. Retribution - Midrounder. An angel also have WINGS and a HALO, and can create angelic armor suited for their war with hell. The command for creating this godly armor is 'angelicarmor <piece>'. True angels master the art of : PEACE, LOVE, HARMONY and GOD'S JUSTICE ~ 1 PEACE LOVE HARMONY JUSTICE~ #n #n PEACE HARMONY level 1 : gpeace level 1 : <none yet> level 2 : spiritform level 2 : angelicaura level 3 : innerpeace level 3 : gbanish level 4 : <none yet> level 4 : <none yet> level 5 : houseofgod level 5 : harmony LOVE JUSTICE level 1 : gsenses level 1 : swoop/awings level 2 : gfavor level 2 : halo level 3 : forgiveness level 3 : sinsofthepast level 4 : regeneration level 4 : touchofgod level 5 : martyr level 5 : eyeforaneye ~ 0 UNDEAD KNIGHTS~ The Undead Knights where great knights fighting for good when they lived, but a tragic twist in their life made them fail on some important mission, and they have been cursed to spend eternity earthbound. These creatures command many dark forces, and study the arts of necromancy. Knightarmor - Creates the ancient armor that the knights used when they lived. Gain - Gain acces to the darker and more powerful magics. Weaponpractice - Improves your fighting skills. Powerword - The most feared of the knights powers. Aura - Enable or disable some of the knights fearsome auras. Command - Command the living to do your bidding. Unholysight - Truesight. Bloodrite - Make a blood sacrifice to gain health. Knighttalk - Class Channel. Soulsuck - Drain the lifeforce of good people. Also read HELP AURAS. NOTE : Undead Knights are a unique class made for Dystopia. ~ 0 AURAS~ The Necromancy power gives the undead knight acces to powerful auras, that the knight can enable with the aura command. level 2 : Death Aura (Your mere presence hurts those around you). level 4 : Might Aura (Increased damroll and hitroll). level 6 : Bog Aura (You stand in a permanent swamp, making it hard to flee from you). level 9 : Fear Aura (Fighting you makes even the most brave warrior piss their pants). level 10 : Cloak of Death (Regen boost when your just about to die). ~ 0 ANTIPALADIN~ #Rs#rummonmount #0 - Summon a Nightmare to be your Mount #Ru#rnholyritual #0 - Increase your Fighting ability #Rl#rayonhands #0 - Deal damage and heal self #Rd#relve #0 - Gain Antipaladin abilities #Re#rntangle #0 - Web someone #Rd#rirtkick #0 - Blind someone #Rd#retectliving #0 - Supreme Vision #Rf#rlamestrike #0 - Priest Spell, Fire Attack #Rg#rrapple #0 - Middy with chance to Destance or Stun #Rs#randman #0 - Put Someone to Sleep #Rb#rattlerage #0 - Burst into a RAGE attacking everyone in the room#n #Rm#right #0 - Increased Damroll/Hitroll #Rs#rpeed #0 - +2 to number_attacks #Rm#ralice #0 - Autoattack #Rt#rakisisaura #0 - Autoattack #Rm#rorph #0 - Assume the true Anti-Paladin form #Rc#ramouflage #0 - Change objects#n #Rp#rotentia #0 - Autoraises with time, increases flamestrike/layonhands damage #Rr#raisedead #0 - Turn corpses into followers#n ~ 0 HYDRA~ #RH#rydragain. #0 - Inhance you Hydra Strength #RP#roisonbreath. #0 - A Poison BreathWeapon #RD#rbreath. #0 - Death Breath #RG#rrowth. #0 - Grow More heads. #RD#reath Aura. #0 - The Hydra Aura of Death. #RT#rruesight #0- Gain superior vision. #RM#ristwalk #0- Class portal. #RR#roar. #0 - Make them Flee #RB#rreath. #0 - FireBreath #RC#rharge. #0 - Midrounder #RS#rtomp. #0 - Trample them and knock off eq #RS#rpikes #0 - Autoattack #RF#riery eyes #0 - Heighten your awareness #RH#readbash #0 - Smash your head into your enemies for damage and stun #RA#rcidblood #0 - Even your blood becomes a deadly weapon #RV#renomspit #0 - Spit your deadly poison at amazing speeds #RS#rcales #0 - Grow protective scales#n ~ 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. It should be noted that relics CANNOT be gifted. ~ 0 DECAPITATE~ Do this to another avatar when they are mortally wounded, and you will suck out some of their lifeforce ( 1/4th of their exp), making them mortal again. You may also loot their corpse, of course, and if you are hungry you can even crack the skull and eat their brains ;) Decapitation alone is not enough to completely destroy another avatar however, for their head will retain their remaining lifeforce. To truely kill them, you must crack open their head and eat (or in some other way destroy) their brain. Syntax: decap <victim> ~ 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~ #n #n Experience is gained by killing mobs, the amount of experience gained through a kill depends on the level of the mob being killed. There are also different modifiers like happy hour and newbie exp. The exp modifiers are as listed : * Newbie hours (The first 4 hours) : gives 200 % extra exp. * Happy (Immortals can set this) : gives 100 % extra exp. * Pkscore (only positive value) : gives 1 % for each 50 pkscore. * Tithe (worshippers only) : gives -5 % exp (that's less) * Mccp (read Help mccp) : gives 25 % extra exp. * Alignment (explained below) : gives +/- 25% extra exp. #GAlignment explaned#n If your kill a mob of the opposite alignment as yourself, fx. if your aligned good and you kill an evil mob, you gain 25% extra exp from the kill. BUT if your the same alignment as the mob you get 25% LESS exp from killing that mob. #GGuidelines about modifiers#n * DO NOT ask immortals to turn on Happy Hour! * Use #ymccp#n to get the 25% extra exp, it helps the mud run smother. #RYou can use mccp with #yANY#R mudclient out there, please#n #Rread the help file on #ymcclient#R if your normal mudclient doesn't#n #Rsupport mccp by itself. Mcclient is NOT a client, it simply helps#n #Ryour normal client so it can use the mccp protocol.#n * If you for some reason don't get a certain modifier even though your sure that you should get it, please recheck everything, perhaps you shouldn't get it afterall. ~ 0 VLADD Vladd Law LawMaker~ Yer God and Master. #RAnd c file eraser!.#n Find any cheaters and report them to me, you'll get paid well.. STASI. ~ 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 specialized 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. ~ 7 PFILE~ Jope is an online pfile editor, which makes it possibly to edit pfiles without having shell access. Which parts of a pfile that can be editted depends on the immortals level, and it's quite easy to change these settings (and add more editable data) in the file 'jope.c'. syntax : pfile <players FULL name> Please don't use this command on a player that is already online. ~ 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 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. f 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 yntax: 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 ANSI COLOUR~ Syntax: ansi This will show things in colour. Spells will appear in their appropriate colour, and important messages will be highlighted. Your exp (or opponents condition if you're fighting), hp, mana and move are shown in scaled colour. Scaled colour is represented as follows: New scale. #7White = Under 0% #gDark Green = 0% #n(In Between) #pPink #PMagenta #oBrown #rDark Red #3Yellow #u-------#n #2Light Green = 100%+#n Ansi colour can be toggled on and off with the 'ansi' or 'config' commands. ~ 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 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. This is from my memory... i'll add more as i remember/read changes board COTN CREDITS: Rank: Scropion-Ice Paladin Class: Coded by Akurei for COTN 2.5 EOD: OLC, Wraith class, classleader, legend, auction command. Mincloud: Logstat command converted to Mudstat : Some draconian powers to Hydra : global HH and CP buying, just have to make commands : Priest, Giant, Skyblade, Ghoul classes. : wpn, stance, spell advancement messages : Familiars : The sigil system used here under the name glyphs. (substantialy modified) Dark Skies: Jail code, xp_compute function, newb-helper mod : Zombie, Shinobi, Dragon classes Low4: Level screen, the Superstances, WW/Vamp additions Fallen Empires 2.0/Morbid Nights: Score command, modified for here. ~ 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. %t = Current fighttimer. %k = Class special (Shapshifters & Samurai) 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 WEREWOLF WEREWOLVES~ The werewolf is a species of halfman, halfwolf beings that hunt down and destroy the wyrm. The wyrm composed of vampires and the like have been a bane to the wolf society long enough. From now on vile wyrm fear the wolves for they will destroy you all. #R*#n #GHowl#n - A channel for the werewolf community. #R*#n #GTribe#n - Shows information on other werewolves logged on. #R*#n #GDisciplines#n - Lists discipline spirits, use research to begin your training in one and use train to improve your discipline when its ready.. #R*#n #GRage#n - sends a werewolf into a violent rage that attacks everyone in the room and gives increased hit/dam for more information on the discipline spirits type 'help #Gtotem#n'. ~ -1 VAMPIRE VAMPIRES~ #0Vampires#n 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. #0Embrace#n - embrace a mob to drain their blood, use embrace again to release. (embrace depends on red spell level) #0Vamparmor#n - create vampire eq. (make a ring for rage/regen) #0Vamptalk#n - the channel for the vampire. #0Fangs#n - use to extend and retract your fangs. #0Inconnu#n - an inconnu vampire has to be diabed instead of decapped by other vampires. #0Regenerate#n - when unraged use this to regen. #0Disciplines#n - use research to begin a discipline when done train the discipline. (theres 10 levels of each discipline) #0Age#n - use train to increase your age the older the vamp the better. For more information on vamp disciplines type 'help #0disciplines#n'. ~ 0 BATTLEMAGES MAGE MAGES~ The battlemages are powerful wizards that use their knowledge of the arcane to help them in combat. They can command the elements to help or destroy those they choose. A mage is indeed someone to fear. Chant - Use the common spells all battlemages have. Invoke - Learn or use some of the more powerful magics. Magics - Keep track of what magical affects affects you. Teleport - Teleport to any given location. Objectgate - Summon items from afar. Truesight - Enhanced vision. Discharge - Discharge your elementalshields (striking everyone in the room) Scry - Use your farvision. Reveal - Reveals everyone in the room. Magearmor - Make magical equipment. Magetalk - Class channel. Chaosmagic - Random spell effect. Also note that the better the mage is at casting spells (higher spell levels), the more powerful the spells they cast become. NOTE : Battlemages are a unique class made for Dystopia. ~ 0 DEMON DEMONS~ Demons are mortals who have sold their souls for power, but they must take the souls of others to make their power grow, for they are the foul beasts of hell that will stop at nothing to rule the world. To steal a soul, you must simply decap another player. #R*#n #0Inpart#n - use this to give youself demonic powers. #R*#n #0Warps#n - shows warps alrdy gained. #R*#n #0Obtain#n - use this to gain warps (15000 dp each). #R*#n #0Disciplines#n - use research to begin a discipline, when you get a message that you are done, use the train command to improve. #R*#n #0Demonarmour#n - use the command to create demonic armour. #R*#n #0Weaponform#n - use this to transform yourself into a weapon, use the command humanform to return. Also read help on demondiscs, demonpower, warps and evileye for more information. ~ 0 DEMONPOWER~ #R*#n #0Fangs#n 2500 Slide out razor sharp fangs, extra attack. #R*#n #0Horns #n 2500 Slide out horns, extra headbutt attack. #R*#n #0Nightsight #n 3000 See perfectly at night. #R*#n #0Toughness #n 7500 Skin hardens and take lesser damage. #R*#n #0Scry #n 7500 Scry a opponent, to know where they are. #R*#n #0Leap #n 500 Leap to objects, or people when in weaponform. #R*#n #0Shield #n 20000 Shield yourself, so no one can scry you. #R*#n #0Immolate #n 2500 Immolate a weapon to burn someone in combat. #R*#n #0Unnerve #n 5000 Force your opponent to unstance in combat. #R*#n #0Leech #n 15000 Leech off your opponent hitpoints. #R*#n #0Claws #n 2500 Slide razor sharp claws, to aid in combat. #R*#n #0Hooves #n 1500 Feet transform to hooves, improve kick. #R*#n #0Wings #n 1000 Able to fly, and unfold wings, to be unhurable. #R*#n #0Speed #n 7500 Have Great speed for better dodges/parries. #R*#n #0Truesight#n 7500 Better awareness, see all. #R*#n #0Magic#n 1000 Able to control your magic in weaponform. #R*#n #0Longsword #n 0 Transform to a longsword. #R*#n #0Inferno #n 20000 Burn yourself when morted, to escape. #R*#n #0Freezeweapon #n 3000 Freeze your weapon, and hurt them with ice. #R*#n #0Demonform #n 25000 Transform to a huge demon, better attributes. #R*#n #0Tail #n 5000 Extend your tail, for an extra tail attack. #R*#n #0Graft #n 20000 Graft 2 more arms, to carry more objects. #R*#n #0Might #n 7500 Resist some damage when fighting. #R*#n #0Travel #n 1500 Travel to any mob or player with nosum on #R*#n #0Move #n 500 Able to move when in weaponform. #R*#n #0Lifespan#n 100 Crumble up faster when a severed head. #R*#n #0Caust#n 3000 Caust your weapon, better average damage. #R*#n #0Entomb#n 20000 Entomb a person, n,s,w,e,up,and down. #R*#n #0Blink#n 15000 Blink a person and do devasting attacks. ~ 1 WARPS~ All warps are automatic, so you don't need any commands to activate them, just the command obtain to get new warps. Theres a total of 18 warps, some have an affect, others don't. These are the possibly warps : Your body is protected by a indestructable crystal shell. Your skin is as hard as steel. Your arms are incredibly strong. Your legs are incredibly strong. Your tongue is long and venomous. Your tail fires deadly spikes during combat. Your breath is putrid and deadly. You have incredible speed. You have increased stamina, reducing the damage you take. Your heightened senses enable you to hunt people. (*) You have the ability to devour your opponents, sending them into the pits of Hell. (*) Your features are so horrid that they may stun those who look at you. (*) Your body has the ability to regenerate incredibly fast. Your mounts transform into hideous Demons. (use the mount spell) You have the power to transform into a deadly battle axe. (*) Your body is composed of deadly magma. Your skin is covered with shards of ice. A pair of leathery wings protrude from your back. The warps with (*) doesn't have any affect, and some of the warps are used together with inparts or disciplines, most are just extra attacks in combat or extra toughnes. Maybe some day when I have some spare time, I'll clean up the demon powers, but currently you'll just have to live with the mess. ~ 1 EVILEYE~ Syntax: Evileye Syntax: Evileye Action <action> Syntax: Evileye Message <message> Syntax: Evileye Toggle Spell/Other/Self Evileye is a power for demons to make those who dare look at them pay the price. * Evileye action is for setting what happens when somone looks at you, such as making them chat something, or making them do something, like walk south. * Evileye Message sets what they see right before they do the action, such as "Don't stare" or something. * Evileye toggle sets who it works on, Other for other than you, self is kinda self explainetory, and spell is for when someone casts a spell on you. Help file donated by Faekiss. ~ 0 DEMONDISCS~ Hellfire - Immolate, Inferno, Demonseed, Hellfire. Morphosis - Polymorphing powers. Discord - Chaosportal, Unnerve, Evileye. Attack - Claws, Fangs, Rage, Horns, Calm, Graft, Wings, Blink. Corruption - Caust. Nether - Deathsense, Leech. Temptation - The power of hellish charm. Geluge - Entomb, Gust, Freezeweapon, Frostbreath. Immunae - Demon Toughness. ~ 0 SAMURAI~ The Samurai is an ancient warrior and master of armed combat. A samurai must train for a long time before his true potential can be released. Once he has masterd the fighting weapons however, few can stand up to such power. Also the samurai is protected from most magiks by the spirits of the ancestors. Beware, the samurai may appear as only mortal, but much power resides in these warriros of old. ancestralpath - Class portal. technique - Start using the ancient fighting techniques. katana - Create the only weapon you'll ever need. web - These buggers have been know to throw webs at the opponent. martial - Command to learn the combos. Also read help on SAMURAICOMBO. NOTE : Samurais are built over the highlander class/concept. ~ 0 SAMURAICOMBO~ During combat a samurai can use four different attack forms, each will affect the samurais focus a bit. Slide 1 point Sidestep 2 points Block 4 points Countermove 8 points When the samurais focus hits 10, 15, 20, 25, 30 or 35 he or she will be allowed to make a special attack (auto). When not fighting the counter will slowly drop, while fighting, the samurai can use the focus command to make it drop. The focus counter can be added to the samurais prompt with the %k flag, read help prompt for details. ~ 0 SPIDER DROID~ The drows are know for spawning elite warriors, and from the very best of this fighter elite, Lloth chooses her champions, and bless them with powers way beyond that of normal drows. These creatures are called driders, and among them exists a few who are so close to their goddess that she has blessed them with superior bodies. These are the Spider Droids, the machine beeings who spread chaos and havoc in the name of the Spider Queen, their goddess Lloth. Venomspit - Spit venom on your opponent. AvatarofLloth - Accept Lloth into your body. Darkness - Summon a globe of darkness. Llothsight - Superior vision. Preach - Preach the will of Lloth to your fellow Driders. Dridereq - Create unholy Drider eq. Implant - Graft mechanical bodypart onto your body. Lloth - List the members of the Church of Lloth. Web - Entangle your opponent in a sticky web. Scry - Spy on mobs/players. Readaura - Know the true power of your enemy. NOTE : spider droids are a modified cyborg class. ~ 0 DROW DROWS~ Drow are an elite and deadly force of mages clerics and warriors. They are dedicated to there deity Lloth. Lloth binds them togther and grants them there powers. The drow channel power thought Lloth avatar to gain favour's in return. * Grant - Command to grant powers to followers * Drowcreate - Command to create drow relics * Sign - Drow chat channel * Drowpowers - View the powers you currently have * Lloth - Show all online members of the church of Lloth In addition drow's can have a number of powers granted to them by Lloth Type 'help Drowpowers' or 'help Drowclasses' for more ~ 0 DROWPOWERS~ Arachnid - Earthshatter, Confuse, Spiderform, Spiderarms(auto), Fightdance, Web Bat - Drowsight Chameleon - Drowshield, Glamour Pirana - Drowfire, Drowhate, Garotte, Speed Raven - Chaosblast, Darkness, Shadowwalk, Levitation(auto) Jellyfish - Darktendrils, Drowpoison(auto) Crustation - Toughskin -Drow Disciplines coded by Xrakisis ~ 0 DROWCLASSES~ Drows can be granted specialization in a class by their matron. * Mage - Higher spell levels in red and purple magic. 'chaosblast' skill. * Cleric - Higher spell levels in blue and green magic. 'heal' skill. * Warrior - Higher weapon skill. Extra attack. * Weaponmasters - Gain both heal, chaosblast and the extra attacks. You can only become a weaponmaster by getting generation 2. ~ 0 TOTEM TOTEMS~ Each totem spirit grants the werewolf certian powers depentant on their devotion to the spirit. May the spirits grant your wishes. #GLuna#n - Flame claws, Moonarmour, Motherstouch, Grandmotherstouch, Silverclaws, Moongate, Moonbeam. #GBoar#n - Rend #GBear#n - Quills, Roar, Skin, Slam. #GRaptor#n - Run, Perception, Devour, Shred, Jawlock, Talons. #GOwl#n - Vanish, Shield, Shadowplane, Staredown, Disquiet, Reshape, Cocoon. #GHawk#n - Nightsight, Shadowsight, Truesight, Quills, Burrow, Wither. #GWolf#n - Calm, Razorclaws, Claws, Fangs. #GSpider#n - Web. ~ 0 DISCIPLINE DISCIPLINES~ Each Discipline has several power levels and each level must be learnt before the next can be gained. obtenebration : lamprey grab shadowgaze shroud shadowstep shadowplane shadowsight presence : mindblast entrance summon far awe majesty quietus : spit assassinate bloodagony sharpen vsilence flash infirmity thaumaturgy : spew gourge taste cauldron tide theft auspex : truesight readaura scry astralwalk unveil dominate : mesmerise command baal forget acid possession obfuscate : vanish mask shield conceal protean : flamehands change claws earthmeld healing nightsight serpentis : tongue tendrils coil darkheart poison serpent vicissitude : fleshcraft dragonform bonemod plasma zuloform daimoinon : servant guardian fear portal vtwist bloodwall animalism : pigeon share frenzy beckon serenity chimerstry : mirror formillusion controlclone thanatosis : hagswrinkles putrefaction withering drainlife necromancy : preserve spiritgate spiritguard zombie bloodwater melpominee : scream obeah : (purify) (Beast control) (Movement of pure magic) For more information, type 'help <discipline name> thanks to WillaZ for making the missing discipline helps. ~ 0 THANATOSIS~ <<*>> #rHagswrinkles#n This allows you to mask anything. <<*>> #rPutrefaction#n This allows you to rot the skin of your vicitm. <<*>> #rAshes#n You can transform into a pile of ashes. <<*>> #rWither#n You can wither the limbs of your victims with this power. <<*>> #rDrain#n This allows you to drain the life of your victim. ~ 0 VICISSITUDE~ <<*>> #rZuloform#n This allows you to transform into a giant monster. <<*>> #rFleshcraft#n This allows you to pull fins,tail and other things out of your body. <<*>> #rBonemod#n You can pull horns,wings, and other things out of your body with this power. <<*>> #rDragonform#n This makes you a giant dragon. <<*>> #rPlasma#n This allows you to transform into a pool of blood. ~ 0 THAUMATURGY~ <<*>> #rTaste#n This allows you to see what a player has for stats. <<*>> #rCauldron#n This allows you to boil the blood of your victim. <<*>> #rTheft#n This is used to drain blood from your victims. <<*>> #rTide#n This gives you the strength of the kindred for a day. ~ 0 DAIMOINON~ <<*>> #rVtwist#n this allows you to change the shape of an object. <<*>> #rGate#n This allows you to gate to players. <<*>> #rBloodwall#n This makes a wall of flowing blood. <<*>> #rGuardian#n This makes a guardian. <<*>> #rFear#n This makes the victim fear you. ~ 0 MELPOMINEE~ <<*>> #rScream#n This stuns everyone in the room. <<*>> #rGourge#n This allows you to eat of small animals. <<*>> #rLove#n You can make people fall in love with you. <<*>> #rReina#n This allows you to make the room safe. <<*>> #rCourage#n You gain extra courage in battle. ~ 0 QUIETUS~ <<*>> #rSpit#n This power spits a at your victim sending them a powerful hit. <<*>> #rInfirmity#n This power slows your victim down and makes them weaker. <<*>> #rBloodagony#n This allows you to poison your weapons with blood of the kindred. <<*>> #rAssassinate#n This gives you a chance of killing someone in 1 hit. <<*>> #rVsilence#n This allows you to silence a room. ~ 0 PRESENCE~ <<*>> #rMajesty#n While this power is on you are protected from player attacks. <<*>> #rSummon#n You can summon certian mobs. <<*>> #rEntrance#n This makes a victim totally loyal to you. <<*>> #rMindblast#n This fills the victims mind with confusion thus making them collapse to the ground stunned. <<*>> #rAwe#n This makes you awe inspiring to players and mobs. ~ 0 NECROMANCY~ <<*>> #rZombie#n This allows you to bring corpses back to life. <<*>> #rSpiritguardian#n When you call upon this guardian he will tell you when people are scrying portaling or trying to summon you. <<*>> #rSpiritgate#n This allows you to gate to mob corpses. <<*>> #rPreserve#n This preserves a corpse, or any other object that needs preserving. <<*>> #rBloodwater#n This turns a vampire's blood into water. ~ 0 CHIMERSTRY~ <<*>> #rMirror#n This allows the vampire to form a mirror image of himself which will look exactly as he does but once forced to interact with the real world it will vanish completely. <<*>> #rFormillusion 'target'#n This will form an exact copy of the target and it will be every bit as real to the beholder as real people, however upon death destruction is complete and no traces will remain. <<*>> #rClone 'target'#n The vampire that uses this has the ability to completely clone objects making exact duplicates that are every bit as real and as powerful as the original, however the it is only really an illusion and as time passes so will the clone. <<*>> #rObjectmask 'self'#n By using this power the vampire gains the ability to mask as any object. <<*>> Control 'target' - At this final level of mastery the vampire actaully gains the power to control his illusions and may command them to do his bidding by using [<command>]. ~ 0 ANIMALISM~ This discipline is tied in deep with the origins of the blood of the kindred. These powers are in direct link with the ancient kindred. <<*>> #rBeckon#n This allows you to call certian animals for blood. <<*>> #rSerenity#n This allows you to calm your rage. <<*>> #rPigeon#n This allwos you to transfer any item to another player. <<*>> #rShare#n This allows you to share your mind with mobs of certian levels. <<*>> #rFrenzy#n This is a vampires rage it allos the vampire to increase there hitroll and damroll. ~ 0 AUSPEX~ This Discipline is one of extrasensory awareness, empathy and perception. Those using this Discipline tend to be strongly affected by environmental phenomena. Vampires with Auspex are able to see and sense things most other people cannot. Auspex is the opposing Discipline to Obfuscate, and they cancel out many of each others powers. <<*>> #rTruesight#n The user can see everything, whether invisible or whatever. <<*>> #rScry#n Allows you to view the room that the specified target is in. <<*>> #rReadaura#n Gives you detailed information about a creature or object. <<*>> #rAstral Walk#n This power allows you to astral to players and mobs. <<*>> #rUnveil#n This power allows you to see into the mind of a weaker victim and watch what ever they do. ~ 0 PROTEAN~ This Discipline allows a vampire to transform either their entire body or a part of their body into something inhuman. The vampire can thus grow claws, turn into a bat, transform into a wolf or dissolve into a fine mist. A vampire can use most other Disciplines while shapeshifted, but may not cast spells. Full transformation is not possible during combat, although claws can be grown if you are fighting. While shapeshifted the vampire cannot wear any equipment. <<*>> #rUmbravision#n A combination of truesight shadowsight allows you to see any hidden charchter accept for monk and ninja. <<*>> #rFlamehands#n This power erupts your hands into flames. <<*>> #rEarthmeld#n Allows you to sink into the ground hiding from enemies. <<*>> #rClaws#n Enables the user to grow inch-long claws on each finger. These claws have no effect if the vampire is armed, however if not they cause considerably more damage than a normal unarmed attack. <<*>> #rChange#n Allow the vampire to transform into bat, wolf or mist. Bat form can fly and detect almost everything (invis, hidden, etc). While in wolf form, the vampire enjoys the benefit of an extra 500hp and greatly enhanced combat abilities. Mist form is impervious to attacks and can pass through doors. Beware though, for two vampires in mist form CAN attack each other. ~ 0 CELERITY~ This Discipline explains the legendary superior quickness of vampires. Using the Celerity Discipline allows a vampire to move extremely quickly and have extra attacks in the same round. ~ 0 FORTITUDE~ Fortitude describes a type of supernatural toughness and vigor which allows Kindred to resist harm. Many vampires are very tough and are able to withstand a lot of injury inflicted by weapons and spells. However with the Fortitude power, they resist damage even further by often keeping the weapons from harming them at all. ~ 0 POTENCE~ This Discipline defines the superior strength that vampires often possess. This physical might allows the user to inflict much larger amounts of damage in combat than normal. ~ 0 OBFUSCATE~ Kindred with this Discipline excel at hiding among and away from crowds. When they do not wish to be seen, others rarely notice them even if they are standing in plain view. Though this Discipline affects others minds and does not actually render the users invisible, the end result is much the same. Obfuscate is the opposing Discipline to Auspex, and they cancel out many of each others powers. <<*>> #rMask#n Allows you to disguise yourself as another player. <<*>> #rShield#n Protects you from the Auspex 'scry' and 'readaura' powers. <<*>> #rMortal#n Switches between vampire and mortal mode. While in mortal form, you loose all vampire advantages and disadvantages, and are undetectable from a normal mortal. <<*>> #rVanish#n allows the player to be invisible to the common eye. <<*>> #rConceal#n This power hides any object it is used on. ~ 0 OBTENEBRATION~ Obtenebration allows the user to manipulate the powers of darkness. By using their powers they are able to switch between the normal world and the plane of shadows at will. They may also view things in both planes simultaneously if they so wish. <<*>> #rShroud#n This power is an advanced hide. <<*>> #rShadowsight#n This power allows you to see in the Umbra. <<*>> #rNightSight#n This power allows the kindred to see in the dark. <<*>> #rShadowstep#n This allows you to step through the umbra without being seen and appear in front of your victim. <<*>> #rLamprey#n This powerful ability allows you to shoot tendrils at your victim entraping them. ~ 0 SERPENTIS~ Serpentis is the art of temptation and corruption. Vampires with this Discipline have the ability to tear out their own hearts, rendering themselves immune to being staked. Serpentis users also gain the ability to transform themselves into a giant serpent and back at will. The third ability available to vampires with this Discipline is the ability to run their tongues along weapons, coating them with a deadly snake venom. <<*>> #rDarkheart#n This allows you to remove your heart, making you immune to being staked. <<*>> #rSerpentForm#n This transforms you into a powerful serpent. <<*>> #rPoison#n Releases poison venom into your victim. <<*>> #rTendrils#n Entraps your victim in tendrils. <<*>> #rTongue#n Your huge tongue strikes your victims with incredible power. ~ 0 DOMINATE~ This discipline reflects the mystical ability of vampires to influence the minds and actions of others. Dominate is an aspect of the power of the mind and the will. <<*>> #rCommand#n The user can issue a command that the target will be compelled to obey. This will only work on those who's minds are much weaker than the vampire's. <<*>> #rCoil#n This makes your body in a coil like postion ready to attack. <<*>> #rMesmerise#n This allows you to take over mobs and players. <<*>> #rPossession#n This allows you to tkae over a players mind controlling them. <<*>> #rAcid#n This fills your blood with acid making it so you cannot be embraced. ~ 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 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 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 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> Syntax: train <slash/stab/smash/beast/grab> Syntax: train <charm/heat/cold/lightning/acid/sleep/drain/voodoo> Syntax: train <hurl/backstab/kick/steal/disarm> 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. You can also train weapon resistances (reduces between 1 and all of the damage per blow for that weapon type), spell immunities (those types of spell do no damage to you), and skill immunities (they no long have any affect on you). These cost 10000 exp for the first, 20000 for the second, 30000 for the third, and so on. ~ 8 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 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. ~ 7 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. ~ 7 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'. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 OTRANSFER~ Syntax: otransfer <object> Syntax: otransfer <object> <character> This will transfer the specified object to the specified character. The character is defaulted to yourself. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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). ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 7 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 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. ~ 7 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 7 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 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 '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 'CHARM PERSON'~ yntax: 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 '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 '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 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 '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 '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 '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 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 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 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 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 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 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 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 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 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 NINJAS~ Ninja's are warriors trained in the dark art of Ninjutsu. They fight using stealth and quickness making them a deadly foe. Ninja's have few, yet powerful powers at their disposal, and when these powers are mastered a ninja can be a most powerful adversary. Through stealth a ninja can sneak upon a victim and do a deadly amount of damage, and if this is not enough they can slink away and hide in the shadows. However, if you try to run from a master ninja you shall find yourself hard pressed to make it out alive. It is vital for a ninja to focus his or her Ki, this is done with the command 'michi'. A ninja CANNOT regen while not in a state of michi. Ninjas are ranked with a system of belts. Each belt adds more punch to the ninjas abilities in combat, meaning more damage, better dodge, more attacks, etc. Belts can be trained with the command 'train beltX' where X is the current belt that the ninja wish to learn. Read help on principles. ~ 0 PRINCIPLES~ For a ninja to improve his or her principles, the syntax is : #R principles <sora/ningenno/chikyu> improve#n #GSORA#n 1: Mitsukeru : Scry type power. Syntax: (mitsukeru target) 2: Koryo : Readaura type power. Syntax: (koro target) 3: Kakusu : Class invis Syntax: (kakusu) 4: Uro-Uro : Super Sneak, leave no tracks. Syntax: (automatic) 5: Kanzuite : TrueSight power. Syntax: (Kanzuite) 6: Bomuzite : sleepgas, puts victim to sleep. Syntax: (bomuzite target) #GCHIKYU#n 1: Tsuyoku : Damage resistance power. Syntax: (automatic) 2: Songai : Inhanced Damage. Syntax: (automatic) 3: Isogu : Adds one attack. Syntax: (automatic) 4: Tsuiseki : Fast Hunting. Syntax: (hunt target) 5: Sakeru : Enhanced Dodging ability. Syntax: (automatic) 6: Harakiri : Hurt yourself to gain damcap. Syntax: (harakiri *self*) #GNINGENNO#n 1: Tsume : IronClaws worn on wrist. Syntax: (tsume) 2: Hakunetsu : Super Backstab Syntax: (hakunetsu <target>) 3: Mienaku : Improved flee. Syntax: (mienaku) 4: Shiroken : Added attacks per-round. Syntax: (automatic) 5: Dokuyaku : Adds poison to the Shiroken. Syntax: (automatic) 6: Circle : Backstab while in combat. Syntax: (circle target) ~ 0 QUEST~ To Quest prac the quest spell, then train primal the amount you want to quest for. If you want to get a 10 point token then train 10 primal once you have trained yer primal cast quest. You will then get a card type complete card to see what you get. after you complete the card ask someone how to do the rest. :P The max on cards are 100 point. Also help QUESTS. ~ 0 MONK MONKS~ These Followers of god, have devoted their lives to protect and help the good. They will fight against evil anytime to destroy and banish the evil from this world. With them they have been granted with the power of god. These powers are called mantras. #G*#R*#L Mantra#n : list currant monk powers. #G*#R*#L Monkarmor#n : Make special equipment bestowed by the gods. #G*#R*#L Learn#n : Learn the monk techniques and abilities. For more in depth information, See the following helps: #LMONKABILITIES#n,#L MONKCHI#n,#LMONKCOMBO#n,#LMANTRA#n ~ 0 MONKABILITIES~ Monks have four special abilities granted to them by God. Each ability has four levels, which cost 500k exp each. #LSpirit#n - Blinding agony, Healingtouch, Deathtouch. #LBody#n - Adamantium hands, Spiritpower. #LAwareness#n - Nightsight, Shadowsight, Truesight, Scry. #LCombat#n - Combat bonuses per level. ~ 0 MONKCHI~ A monk's chi is the essential part of combat. The higher the monk's chi, the better he or she can parry and dodge blows. It also gives the monk more strength and power, thus letting him or her inflict more damage and receive less. Maintaining chi is very strenuous, and requires that the monk have plenty of vitality. ~ 0 MONKCOMBO~ By using his or her special techniques, such as thrust kick, in a certain order, he or she may perform special combos. Each combo has a different effect. Some may do damage to the victim, some syphon movement points, and some may stun the victim. A monk's combos are a very mysterious thing, thus the monk must spend much of his or her life trying to perfect these combos. Lightning Kick - Strikes the opponent with a series of powerful kicks. Tornado Kick - Strikes everyone in the room with kicks. Choyoken - A devastating attack that targets the opponents stamina. Raptor Strike - An attack that syphons the mystical energies of the target. Nerve Pinch - A series of attacks targeted at central nerves, paralysing. ~ 0 MANTRA~ Eyes of God Truesight Shield/Readaura/Scry <---- Sacred Invisibility Monk Invisibility Heart of the Oak Toughness Adamantium Hands Advanced Parry Flaming Hands Sets your opponent on fire Skin of Steel Reduced Damage The Almighty Favor Adds Strength Dark Blaze Totally blinds the opponent Celestial Path Portal to players/mobs Prayer of the Ages (unknown) Cloak of Life Regenboost when hurt bad Gods Heal God Heals you Gods Hold God holds players when they flee To train a mantra use '#cMantra Power Improve#n'. ~ 0 OLC~ ONE WAY Exit : <dir> room <vnum> TWO WAY Exit : <dir> link <vnum> case ITEM_ARMOR: if (obj->value[3] == 4) sprintf (buf, "This object radiates an aura of darkness.\n\r"); else if (obj->value[3] == 27 || obj->value[3] == 2) sprintf (buf, "This item allows the wearer to see invisible things.\n\r"); else if (obj->value[3] == 39 || obj->value[3] == 3) sprintf (buf, "This object grants the power of flight.\n\r"); else if (obj->value[3] == 45 || obj->value[3] == 1) sprintf (buf, "This item allows the wearer to see in the dark.\n\r"); else if (obj->value[3] == 46 || obj->value[3] == 5) sprintf (buf, "This object renders the wearer invisible to the human eye.\n\r"); else if (obj->value[3] == 52 || obj->value[3] == 6) sprintf (buf, "This object allows the wearer to walk through solid doors.\n\r"); else if (obj->value[3] == 54 || obj->value[3] == 7) sprintf (buf, "This holy relic protects the wearer from evil.\n\r"); else if (obj->value[3] == 139) sprintf (buf, "This unholy relic protects the wearer from good.\n\r"); else if (obj->value[3] == 57 || obj->value[3] == 8) sprintf (buf, "This ancient relic protects the wearer in combat.\n\r"); else if (obj->value[3] == 9) sprintf (buf, "This crafty item allows the wearer to walk in complete silence.\n\r"); else if (obj->value[3] == 10) sprintf (buf, "This powerful item surrounds its wearer with a shield of lightning.\n\r"); else if (obj->value[3] == 11) sprintf (buf, "This powerful item surrounds its wearer with a shield of fire.\n\r"); else if (obj->value[3] == 12) sprintf (buf, "This powerful item surrounds its wearer with a shield of ice.\n\r"); else if (obj->value[3] == 13) sprintf (buf, "This powerful item surrounds its wearer with a shield of acid.\n\r"); else if (obj->value[3] == 14) sprintf (buf, "This object channels the power of god into its wearer.\n\r"); else if (obj->value[3] == 15) sprintf (buf, "This ancient item surrounds its wearer with a shield of chaos.\n\r"); else if (obj->value[3] == 16) sprintf (buf, "This ancient item regenerates the wounds of its wearer.\n\r"); else if (obj->value[3] == 17) sprintf (buf, "This ancient item allows its wearer to move at supernatural speed.\n\r"); else if (obj->value[3] == 18) sprintf (buf, "This powerful item allows its wearer to shear through armour without difficulty.\n\r"); else if (obj->value[3] == 19) sprintf (buf, "This powerful item protects its wearer from player attacks.\n\r"); else if (obj->value[3] == 20) sprintf (buf, "This ancient item surrounds its wearer with a shield of darkness.\n\r"); else if (obj->value[3] == 21) sprintf (buf, "This ancient item grants superior protection to its wearer.\n\r"); else if (obj->value[3] == 22) sprintf (buf, "This ancient item grants its wearer supernatural vision.\n\r"); else if (obj->value[3] == 23) sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r"); else if (obj->value[3] == 24) sprintf (buf, "This ancient item conceals its wearer from sight.\n\r"); else if (obj->value[3] == 25) sprintf (buf, "This ancient item invokes the power of the beast.\n\r"); else if (obj->value[3] == 28) sprintf (buf, "This ancient item invokes the power of ancient magic.\n\r"); else if (obj->value[3] == 29) sprintf (buf, "This ancient artifact grants its wearer the power of the third eye.\n\r"); else if (obj->value[3] == 30) sprintf (buf, "This great bird grants the power of talons.\n\r"); else ~ -1 EOD~ [Note: this entry may not be removed or altered. See our eveofdestruction.license] This EOD code was by Darrens and Marcus Downloadable @ #7http://z2designs.com/eod ~ 0 Zombie~ #0Zombies begin their journey for power as mere skeletons. By devouring the corpses of those they kill, they can store up enough biological energy to evolve their bodies to adapt to the environment. Zombies are the great hunter-killers. Able to sense the presence of anyone sneaking or invisibile, they can track them down with great skill. At a certain level, they can use this ability globally. Lacking mental capacity, the class relies entirely on its melee prowess.#n #RInnate Skeleton Powers#7:#n #rSatiate #7- #rWhen you have autosac turned on, you consume corpses for Flesh Points. #rFleshportal #7- #rThis power allows a zombie to move around instantly. #rShatter #7- #rAt the risk of taking extra damage, this power lets you stop a fight. #rGravespawn #7- #rAn advanced healing state, you dig a grave for yourself. #rZombiesight #7- #rThis power allows a zombie to see into the shadowplane. #RWretch Powers#7:#n #rBonecraft #7- #rThis power allows you to create class equipment. #rDeathvision #7- #rThe trademark of the zombie, the ability to sense the auras of the living. #rRelinquish #7- #rDestroy the sanctuary affect on a person. #RZombie Powers#7:#n #rDecay #7- #rAn extra attack each round, stops your victim from regenerating limbs. (Auto) #rArise #7- #rThis power allows a mortally wounded zombie to use directional commands. (Auto) #rExplosion #7- #rDestroy a corpse and hit all the monsters in the room. #RMinion Powers#7:#n #rClaws #7- #rGrow claws to fight better unarmed. (Auto) #rRegrow #7- #rInstantly regrow all your limbs at the cost of 100 Flesh Points. #rSpawn #7- #rCreate 3 generic corpses for use with any of your powers but satiate. #RUndead Powers#7:#n #rToughskin #7- #rYour skin takes less damage per hit. (Auto) #rUndead Plague #7- #rA few extra autoattacks each round. (Auto) #rInfest #7- #rPrevent your enemy from fleeing. #RForsaken Powers#7:#n #rAssimilate #7- #rAbsorb a corpse to heal hp. #rStore #7- #rStore a corpse for Corpse Points inside your body. You can have: Your upgrade level * 6 + 1 max #rForsake #7- #rDeal your Corpse Points in melee attacks to the victim. Uses up Corpse Points. #RWight Powers#7:#n #rShadowplane #7- #rEnter the Shadowplane. #rShed #7- #rBecome an ethereal spirit. #rHaunt #7- #rHide yourself from scrying eyes. #rNoxious #7- #rInstantly reveal and stun all invisibile people in the room.#n #YThis class was created for DarkSkies by Kasai.#n ~ 0 ASSASSIN~ #0Deadly masters of the dagger.#n #RKillertalk#0: Assassin class channel.#n #RAssassinarmor#0: Classeq.#n #REnhance#0: Increase Assassin Combat, Power, Knowledge to gain Assassin skills.#n #RCircle#0: Powerful midrounder, Backstab while in combat.#n #RIronclaw#0: IronClaws worn on wrist.#n #RSBackstab#0: A powerful Superbackstab.#n #RJugularSlice#0: Added attacks per-round.(Automatic)#n #RShouldercharge#0: Bash opponent with a chance of knocking off equipment.#n #RShadowtravel#0: Class Travel command.#n #RTruesight#0: Enhanced vision.#n #RScry#0: Use your farvision.#n #RDtrick#0:chance to Trip, Disarm, Bash opponent#n #RPoisonBlade#0:Coat blade with poison#n #RShadowplane#0: Phase into the plane of Shadows#n #RShred#0: Attack someone while shadowplaned.#n ~ 0 $~ #$