/
vortex/area/
#HELPS

0 !~
Syntax: !

! repeats the last command you typed.
~

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 ALIENS~
This mysterious race of being coming from the outer reaches of our
world brings nothing but death and mass destruction.  They are
characterized as being anywhere from 1 to 8 meters in height, 
covered by a thick carapace, with exceptional speed and strength.
Some of them are so powerful as to be able to infect othes with
a spore and hear their victims thoughts.  All of them are fierce
in combat.

 Commands for aliens:
  Evolve - To raise strength, speed, carapace
  aclaw  - Grow a set of claws ( claws to fall off over time)
  atail  - Grow a tail (tail does fall off over time)
  primal - Raise your awareness of your primal hunting urges
  pain   - Enable yourself to raise your resistance to pain.
  slash  - Swing your claws at an enemy.
  taillash - Swing your tail at an enemy.
  infect - plants a bug in your opponents skin so you can hear their
           thoughts.
  cloak  - makes you invisible to those around you.
  atrans - Will tell your mother ship to transport you to your victim
           that is within the immediate area.
  metamorph - evolve into a new strain of alien.
              the forms are: drone, runner, warrior, praetorian, gorilla
              and scoprion.  Every alien is born as a drone.
  bash   - Gorilla hybrid to stun opponents.
  spit   - Scorpion hyrbird command to spit venom.
  explode - Scorpion hyrbirds ability to explode when serioulsy injured

 Alien Forms - Drone - the basic alien: weak slow and poorly armored
               Runner - Fast moderatly powered and modestly armored
               Warrior - Fast, powerful, and well armored.
               Praetorian - Royal guard, very fast, very powerful and
                            covered in a thick carapace.
               Hybrids - Hybrids are specialized praetorians who evolve
                         into a new strain of alie.  The two known strains
                         are the gorilla and the scorpion.

Aliens will grow over time becomes stronger and able to fight longer
and harder.  They survive by extracting DNA from enemies to force an
evolution.
~
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.  
~
-1 ANIMAL~
Rage          - Hitroll/Damroll mod   [Rage       ]
Burrow        - Same area goto        [Burrow     ]
Hitroll       - Hitroll modifier      [Auto       ]
Damroll       - Damroll modifier      [Auto       ]
Claw          - Damaging claw attack  [Claw       ]
Hitroll       - Hitroll modifier      [Auto       ]
~

0 ANIMALISM~
Pigeon		- Send an item to a player or mob
Frenzy		- Raises hitroll and damroll, (unavailable to golcanda)
~

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:

Cyan   : Maximum.
Yellow : 75% to just below maximum.
Green  : 50% to just below 75%
Blue   : 25% to just below 50%
Red    : Below 25%

Ansi colour can be toggled on and off with the 'ansi' or 'config' commands.
~

0 AP ABILITY POINT ASKILL~
Ability skills are extra skills learned with AP (ability points) which can
be earned by killing mobs, or by killing other players.  No details about
any skill will be given by an immortal; period.  Players are free to share
the information amongst each other if they want, but immortals are not to
divulge any specific details.  All skills, with the exception of Truesight,
can be gained to 100.

You can spend your ap to help out the whole mud
Syntax: askill learn experience <amount to donate>.

You can learn skills by using askill learn <skill>.
View current skills/points by using askill.

  Current Ability Skills Available:
   Desperation     Disabled for debugging.
   Attack Mastery
   Defense Mastery
   Truesight
   Swordsmanship
   Stance
   Magic
   Readaura
~

-1 ARCANE~
Magic levels  - Extra magical skill   [Auto       ]
Enhanced Scry - Locate target         [Scry       ]
Manashield    - Absorb damage         [Spell      ]
Enhanced Cast - Enhanced spells       [Auto       ]
Amight        - Bless                 [Amight     ]
Parasite      - Anti-bless            [Parasite   ]
Scry Detect   - Sense scries on you   [Auto       ]
~

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 ARENA~
You may now challenge another player to a one on one match to the death,

CHALLENGE <NAME>

If you have been challenged you may

AGREE <NAME>
DECLINE <NAME>

Depending on whether you wish to fight them,
If you agree to this fight then you will be transported to the fight arena,
where you will fight eachother to the death.
Once one person is morted the arena will transport you to the recall rooms
and inform the rest of the MUD that you have won or lost.
This information is held in score.
May the best person win.
~

0 ARMOR~
Syntax: cast armor <character>

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

5 AT~
Syntax: at <location> <command>

AT executes the given command (which may have arguments) at the given
location.  The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.

AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL~
Syntax: auction  <message>
Syntax: chat     <message>
Syntax: music    <message>
Syntax: question <message>
Syntax: answer   <message>
Syntax: shout    <message>
Syntax: yell     <message>

These commands send messages through communication channels to other players.

SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

AUCTION, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all
interested players.  '.' is a synonym for CHAT.  The QUESTION and ANSWER
commands both use the same 'question' channel

YELL sends a message to all awake players within your area.

You can use the CHANNELS command to hear, or not hear, any of these channels.
~

0 AUSPEX~
Scry                    - See where a target is in the world.
Penetrating Vision	- Allows vampires to see through all darkness.
~

0 AUTOCLASS~
To class, simply type autoclass <class> unless you wish to be an Apocryphic.
Apocryphics should use the syntax of autoclass apocryphic <RacialName> <BannedGroup>.
For a list of banned groups, read help RACE.  To see a listing of all the powerblock
groups an apocryphic can choose from, read help POWERBLOCK or help APOCRYPHIC.

Also read help CLASS for a list of all classes currently offered.
~

0 AVATAR~
You need to be an avatar to pk, and get pked.
There are a few rules that go with this, in the form of PARADOX RULES.

Things that WILL GET YOU PARADOXED IN GENERAL:
 Killing ANYBODY with less than 5 pkills when they are NOT a gain for you
 Decapping somebody with status 0 while your status is greater than 5


PEOPLE WHO ARE SAFE TO CAP -- PERIOD:
 If somebody has more than 5 pkills, none of the above rules apply =)
 So cap them freely =)

Read help RANGE for specifics on what the range for status is.
see also HELP SUICIDE and HELP REPENT
~

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.
~

4 BAMFIN BAMFOUT~
Syntax: bamfin  <message>
Syntax: bamfout <message>

The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~

0 BLESS~
Syntax: cast bless <character>

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

0 BLINDNESS~
Syntax: cast blindness <victim>

This spell renders the target character blind.
~

-1 BOT BOTTING~
BOT
Botting is not allowed. If you are running commands and are not there
when anyone asks you a question, you are botting.  You must be able to 
respond to an immortals question within 5 seconds of them asking. The
only botting allowed is spell botting.  

* If you exp bot, you will lose all exp and have your stat's halved.
* If you quest bot, you will lose all your equipment and all qps in your
  score.
* If you stance bot, you will have all stances put back to 0.
* If you run a morting bot, you will be paradoxed -- relentlessly.
* If you mine bot, you will lose all gems and ore currently on you, and
  possibly equipment.
* Do not pill, staff, or potion bot.
* Because the type of botting is not listed, it doesn't mean there are no
  other bots that can be punished.

***The ONLY legal botting allowed is SPELL BOTTING.  If this bot happens
   to use spell training in a manner that benefits your character in ANY
   fashion other than spell levels (ie: if you gain ANYTHING ELSE, exp,
   qp, mined items... ANYTHING) you WILL be SEVERELY PUNISHED.

Keep in mind, these are MINIMUM punishments.
You CAN be denied, deleted, or worse!
~

0 BOUNTY BOUNTYLIST~
Bounty is used to put a price on someone's head:
Syntax: bounty <character name> <price in QP>
price must be between 50 and 500 qp

Bountylist is used to see the current bounties online.
Syntax: Bountylist
~

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 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 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 BUY LIST SELL VALUE~
Syntax: buy   <object>
Syntax: list
Syntax: list  <object>
Syntax: sell  <object>
Syntax: value <object>

BUY buys an object from a shop keeper.

LIST lists the objects the shop keeper will sell you.  LIST <object> lists
just the objects with that name.

SELL sells an object to a shop keeper.

VALUE asks the shop keeper how much he, she, or it will buy the item for.
~

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

This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from God.
~

0 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 '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 CELERITY~
Celerity increases the vampire's speed, increasing attacks while decreasing
the frequency with which they are hit.
~
0 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

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

0 CHANGES~
#201-13-03 Manashield isn't dispelling properly, this is being looked into.  Drow are now open.
         Expect bugs and balance issues, although most bugs should be taken care of at this point.
01-13-03 New exp area, mostly geared at newbies.  Find it near the boat captain in Midgaard.  (Corruption)
01-13-03 New command, beep.  It beeps people.  Abuse it and die.  Some assorted bugfixes here
         and there, too.  Manashield now dispels 100% as intended, for one.
01-15-03 Rename length restrictions have been raised from 35 to 75 characters.  Enjoy.
01-16-03 Gocial command put in (global social) use gocial or gs to utilize
	 it. If you see any strange new errors in messages popping up, note
	 to me immediately so I can fix it.  -Loimos.
01-17-03 Mobs should now stance in combat.  Thought it'd be interesting :).
01-20-03 New area in, Crypt.  Thank Spawn; it actually respawns full each tick unlike Gap / Steeding.
01-28-03 Identify spell now shows weapon type.
01-28-03 Login / quit messages were removed.  Just seeing how this plays out, it's not permenant yet.
01-31-03 Stances are now -properly- coded and matter quite a bit now.  They follow the stancetable
         exactly in how large the bonus / penalties are.
#302-01-03 Wingbuffet now works on mobs, since they also now stance.
02-01-03 Login and quit messages have been put back in.  Read my note to go along with it.
02-05-02 New rules for safe.  You are safe if both players are not withint status range.
02-06-03 Arena fixed with new status range stuff.
02-06-03 Remorting is in, help remort for details.
02-10-03 You can now spend AP for a permanent exp multiplier for everyone, 1,000,000 ap = 1%
02-11-03 Ap experience cost raised to 5 million...gaining too quickly.
02-14-03 New helpfile 'pkadvice' written by Hack. 
02-23-03 Status range stuff is gone for fighting, but still in for decap.
02-27-03 Double status range removed for decaping as well.
#n
~

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.
~

-1 CHAOS~
Shatter     - Destroy eq            [Shatter     ]
Rage        - Hitroll/Damroll mod   [Rage        ]
Damroll     - Damroll modifier      [Auto        ]
Chaosshield - Damaging shield       [Auto        ]
Power       - Random damage mod     [Auto        ]
Strike      - Damaging attack       [Strike      ]
~

0 'CHARM PERSON'~
Syntax: cast 'charm person' <victim>

This spell, if successful, causes the victim to follow you and to take orders
from you.  Use ORDER to order your charmed followers.

You are responsible for the actions of your followers.  Conversely, other
people who attack your followers will be penalized as if they attacked you.
~

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

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

0 CLAIM CALL GIFT LOCATE~
Syntax: claim <object>
Syntax: call <object>
Syntax: call all
Syntax: gift <object> <player>
Syntax: locate

By claiming an object (which costs 500 exp), that object becomes your 
personal property.  Using the 'locate' command you can find what items 
currently belong to you and where they are in the mud.  If you are not 
carrying the item, you can get it back by calling it with the 'call' 
command.  You can change the ownership of your own items by use of the 
'gift' command.
~

0 CLANS~
Clans are a somewhat unique experience here, in that you gain
clanpoints for killing people, and are able to buy various things
with them.  For now, you can only purchase Turrets, Spies, Tanks,
and Wall Fortifications.  Later on there could potentially be more
fun things to use clanpoints for.

Outside of being able to purchase the items listed above, clans can
also attack each other's Castles, or spy on one another to learn more
about their infrastructures.

Eventually, a mini-game system will be implemented for raiding clan
castles, and clan leaders will be allowed to purchase vnums and design
their own castles.  Clan recalls (secondary recalls) are a possibility,
as are numerous other things (eq, guardian mobiles, etc).


Clan Commands:
 Spy       - Allows you to spy on an enemy clan      [Clanspy   ]
 Attack    - Allows raiding of an enemy clan castle  [Clanattack]
 Set       - Configure various elements of your clan [Setclan   ]
  Rank     - Assign names to various rank positions
  Buy      - Purchase clan fortifications
   Tanks   - Offense
   Turrets - Defense
   Walls   - Castle defense
   Upgrade - Improve castle design
 Induct    - Add or remove a person from the clan    [Induct    ]
  Accept   - Add a person to the clan
  Banish   - Remove a person from the clan
 Clantable - List current clans on the mud           [Clantable ]
~
0 CLASS~
This mud currently offers the following classes:
  Apocryphic
  Alien
  Shadow
  Werewolf
  Monk
  Dragon
  Vampire
  Drow%
  Jedi*

  * = In devlopment
  % = In testing

To class use autoclass <class>.  Apocryphic's have a special
syntax that can be seen by typing autoclass with no arguments.

Read help <CLASS> for more information about a class.
~

0 COLOR~
To add color to your items of text, use the following color codes.

#1##1     RED
#2##2     GREEN
#3##3     YELLOW
#4##4     BLUE
#5##5     PURPLE
#6##6     CYAN
#7##7     WHITE
#0##0     GREY
#n##n     Resets back to standard text
#r##r     DARK RED
#u##u     UNDERLINE#n
#3#i##i     BACKCOLOR#n
#o##o     DARK YELLOW
#p##p     DARK PURPLE
#g##g     DARK GREEN
#l##l     DARK BLUE
#c##c     DARK CYAN
#3#b##b     BLINK#n

***NOTE***
Please be sure to use #n at the end of any color string to keep things 
looking as they should.
~

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

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

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

This spell makes the weather either better or worse.
~

0 CONVERT~
To use your old Quest Points, type Convert.  This will randomly generate
an ore or gem at 100QP per use.
~

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 '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 CREDITS~
Syntax: credits

This command shows the list of the original Diku Mud implementors.
~

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

This spell cures blindness in one so unfortunate.
~

0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~
Syntax: cast 'cure light'    <character>
Syntax: cast 'cure serious'  <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal'          <character>

These spells cure damage on the target character.
~

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

This spell cures poison in one so unfortunate.
~

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

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

0 CYBORG~
Cyborgs are mixtures of flesh and machine; humans who have augmented themselves
with robotic fixtures in a goal to achieve superior power to others.  Some even
drive themselves so far as to become pure machine, never looking back on the
humanity they once were part of.

  Cyborgs have the following commands:
   Implant    - Shows all current implants, implant list to see all available.
   Uninstall  - Removes a currently installed implant.
   Load       - Loads ammo into either the auto-rifle or the chest cannon.
   Unload     - Removes ammo from either the auto-rifle or the chest cannon.
   Launch     - Fires a shell from the chest cannon.
   Sensorscan - Displays an accurate readout of a target's strength.
   Energyweb  - Surrounds the room in a web of energy preventing movement.

Implants and humanity are the most important factors to a cyborg.  Implants are
what make them what they are, and affect humanity as they are added.  Humanity
is quite important as it is the controlling factor in exactly how much of a machine
a cyborg is.

See help HUMANITY and help IMPLANT for more details on each.
~

0 DAMAGE~
When someone attacks someone else, a damage message is displayed to give 
you an idea of how much damage you have caused.  The following messages 
represent the following amounts of damage.

If you missed than you didn't hit your opponent.
If you hit with laughable force, then you've done 1-25 points of damage.
If you hit lightly, then you've done 26-50 points of damage.
If you hit, then you've done 51-100 points of damage.
If you hit hard, then you've done 101-250 points of damage.
If you hit very hard, then you've done 251-500 points of damage.
If you hit extremely hard, then you've done 501-750 points of damage.
If you hit insanely hard, then you've done 751-1000 points of damage.
If you hit amazingly hard, then you've done 1001-1250 points of damage.
If you hit DAMN HARD, then you've done 1251-1500 points of damage.
If you hit LUDICROUSLY HARD then you've done 1501-1750 damage.
If you hit for SOUL WRENCHING DAMAGE then you've done 1751-2000 damage.
If you hit for EARTH SHATTERING DAMAGE you've done 2000+ damage.

Your final blow will be a death move, depending on your weapon type.
~
0 DAIMOINON~
Baal		- Raises Celerity, Potence and fortitude while affected.
Inferno		- Surround the room with fire.
Zombie	 	- Make a corpse into your slave.
Bloodgate	- Opens a path to a mob or player.
Decay		- Decay parts of a person's body, knocks off eq.
Guardian	- Summon a guardian to protect you.
Servant		- Summons a servant to do your bidding.
Drain		- Drains hp from your opponent and transfers it to you.
Hades		- Summon the god of the underworld, Hades.
~
0 DAMNED DAMN~

Committing suicide causes a player to be DAMNED, and placed in the clan
DAMNED.  The clan channel for DAMNED is seance.

See also HELP SUICIDE and HELP REPENT

~
0 DARKBLESSING~
Syntax: cast 'darkblessing' <name>

This spell infuses the target with demonic energy, improving their 
abilities in combat.
~

-1 DEATH~
Syphon      - Transfers life to you [Syphon      ]
Contagion   - Damages over time     [Spell       ]
Damroll     - Damroll modifier      [Auto        ]
Ac          - Ac modifier           [Auto        ]
Toughness   - Damage reducer        [Auto        ]
Sense Aura  - Know more in combat   [Auto        ]
~

0 DECAPITATE DECAP~
Do this to another avatar when they are mortally wounded, and you will 
suck out some of their lifeforce (represented by 1000exp), making them 
mortal again.  You may also loot their corpse, of course, and if you are 
hungry you can even eat their head ;)
Decapitation alone is not enough to completely destroy another avatar 
however, for their head will retain their remaining lifeforce.  To truely 
kill them, you must crack open their head and eat (or in some other way 
destroy) their brain.

Syntax: decap <victim>    Must wield a weapon.
~

0 DEITY DEITIES~
Deities are players that have grown in power so much that they have tapped
the powers of the Cosmos giving birth to their own religions. Deities gain
powers that no meer mortal could ever possess. 
Powers include but not limited to:
INCINERATE: Destroy a NPC with one word.
COSMOS: Ride the Cosmos to any NPC or object.
ORDAIN: Grant priest hood to your followers so they may convert others.
CONVERT: Converts others to your religion.

Also all religions will recieve a special skill for that specific
religion. The Deity will get to design the power.
~

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

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

DISCONNECT <character> immediately disconnects that character.

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

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

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

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

This spell enables the caster to detect hidden creatures.
~

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

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

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

This spell enables the caster to detect magical objects.
~

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

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

0 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.
~

-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.

~
0 DISCIPLINES DISCS~
Vampires powers are derived from the disciplines in which they learn.
To see what discs are available to you and what level you have obtained
in each, type disc. (Maximum disc level is 10). 
Disciplines cost discipline points which are gained from killing mobs
after you've classed vampire and are either avatar or DAMNED.
Help <discipline name> to see the powers in each disc.
To improve a disc, use discipline learn <disc name>.
(Note: All of the affects of powers are NOT listed. Experiment.)

<Animalism>	- Animal power
<Auspex>	- Vampire sight
<Celerity>	- Vampire speed
<Daimoinon>	- Demon powers
<Dominate>	- Power over minds
<Fortitude>	- Vampire toughness
<Obfuscate>	- Power of invisibility
<Obtenebration> - Power of the shadows
<Potence>	- Increased strength
<Presence>	- Charismatic power
<Protean>	- Power of nature
<Quietus>	- Art of assassination
<Serpentis>	- Power of the serpent
<Thaumaturgy>	- Power of blood
<Vicissitude>	- Power over the body
~
0 'DISPEL EVIL'~
Syntax: cast 'dispel evil' <victim>

This spell invokes the wrath of God on an evil victim.
~

0 'DISPEL MAGIC'~
Syntax: cast 'dispel magic' <character>

This spell dispels magical affects on a character.  It may be used as
an offensive spell to remove an enemy's magical advantages, or as a
benign spell to remove a friend's (or one's own) magical handicaps.
~
0 DOMINATE~
Fcommand	- Forces the weak to bend to your will (not in)
~
0 DRAGON~
Dragons are the stuff of legends surrounded with mysticism and 
obscurity. Whether soaring high in the sky or mingling with man, 
dragons carry with them a power and majesty that all must admire. 
In combat, a dragon can summon the power and fury of the natural 
earth to slay their opponent in a single breath or reveal their 
innate strength with a lightning quick strikes.

Innate Dragon Abilities

	Age:	    With age comes power.  A dragon automatically
		    ages all of the time they are logged onto
		    the mud as long as they are a viable avatar.

	Dragongain: This is how a dragon gains abilities.
		    {Syntax: dragongain}
		    Shows the list of abilities currently known.

		    {Syntax: dragongain <ability>}
		    Allows a dragon to gain a specified ability.
 
		    {Syntax: dragongain list}
		    Shows a list of abilities that may be gained 
		    by a dragon.

	Shift:	    {Syntax: dshift <human> or <dragon>}
		    Allows a dragon to take either dragon form or 
		    human form.  While in human form, most skills 
		    are unavailable to a dragon, and will not age.
	   	    While in dragon form a dragon may not wear 
		    armor or wield weapons.

	Plummet:    {Syntax: plummet}
		    Allows a dragon to swoop down from the sky and 
		    forcefully land on a group of players causing
		    significant damage.  This affects all players 
		    in the room. This skill is only usable while
		    flying.

	Highclaw:   {Syntax: highclaw <target>}
		    A mid-round attack usable in combat.
	
	Tailslap:   {Syntax: tailslap <target>}
                    A mid-round attack usable in combat.

	Wingbuffet: {Syntax: in combat wingbuffet.  Out of combat wingbuffet <target>.}
		    Knocks an oppenent out of their combat stance.
See also 'HELP DRAGONPOWERS' and 'HELP DRAGONBREATH'
~

0 DRAGONBREATH~
A major weapon of a dragon is his fantastic ability to breath a 
caustic or deadly blast in combat. Below is a list of breaths 
available to a dragon. Choose wisely, as a dragon can only master
three of these breaths. Although all breath weapons do a great 
deal of damage, each type has a special affect associated with it. 

	Breath:	    {Syntax: breath <target> <type of breath>}

List of Breath Types:

	Fire:      Sets the target victim on fire.
	
	Ice:       Weakens the target victim in a blast of cold.

	Poison:    Poisons the target victim.

	Acid:      Spews a blast of acid at the target victim.

	Lightning: Stuns the target victim with a massive 
		   thunderclap.



See also 'HELP DRAGON' and 'HELP DRAGONPOWERS'
~

0 DRAGONPOWERS~
These powers are available to a dragon only after they have been
dragongained.  To dragongain abilities a dragon must gain dragonpoints
which are obtained by killing mobiles.

	Fly:  	    {Syntax: fly}
		    Allows a dragon to take flight. A dragon may not 
		    fly while indoors.

	Snatch:	    {Syntax: snatch <target>}
		    Picks up and holds a victim in a dragon's claw. 
		    This skill is only usable while flying.
		    
	Grab:	    {Syntax: grab <target>} 
		    Picks up and holds a victim in a dragon's claw. 
		    This is done while not in flight.

	Throw:	    {Syntax: dthrow <target>} 
		    Throws a held victim to the ground doing 
  	 	    significant damage to them.

	Drop:	    {Syntax: ddrop <target>}
		    Drops a held victim to the ground doing
		    significant damage to them.  This skill 
		    is only usable while flying.

	Release:    {Syntax: drelease <target>}
		    Gently releases a held victim into the
		    room.



See also 'HELP DRAGON' and 'HELP DRAGONBREATH'
~

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

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

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

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

PUT puts an object into a container.

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

0 DROW LLOTH~
Drow are a race of dark elves that worship the spider queen, Lloth.
Through Lloth they are granted various powers and skills.
A better helpfile will be written later :).

Commands:
 Grant		Learn skills
 Chaosblast	Drow Mage special
 Heal		Drow Cleric special
 Strangle	Drow Warrior special
 Web		Trap people in webs
 Spiderform	Turn into a big spider
 Drowshield	Shield yourself, and aura
 Drowhate	Drow hate people, rawr!
 Garotte	Special whip-attack
 Darkness	Drow like to hide in the dark!
 Dgarotte	Darkness-enhanced version of garotte
 Drowpowers	Show powers an stuff
 Levitate	Magically fly!

Drow warriors recieve +50 to all weapons.
Drow mages recieve +75 to red magic.
Drow clerics recieve +75 to blue magic.
Any classed drow has increased combat, in general, over a
non-classed drow.  Drow are also slightly stronger at night.

Any drow with a generation of 2 is considered to be a Drow
Matron, and is granted the combined powers of a Drow Warrior,
Cleric, and Mage all in one.  This means they recieve the +50
weapons and +75 red / blue magic, as well as the chaosblast,
heal, and strangle skills.
~

-1 EARTH~
Damroll       - Damroll modifier      [Auto       ]
Power         - Damage modifier       [Auto       ]
Toughness     - Damage reducer        [Auto       ]
Acidshield    - Damaging shield       [Auto       ]
Parry         - Parry more attacks    [Auto       ]
Stasis        - Protective state      [Stasis     ]
~

0 EARTHQUAKE~
Syntax: cast 'earthquake'

This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!
~

5 ECHO RECHO~
Syntax: echo  <message>
Syntax: recho <message>

ECHO sends a message to all players in the game, without any prefix
indicating who sent it.

RECHO sends a message to all players in your room, without any prefix
indicating who sent it.
~

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 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>

This spell magically enchants a weapon, increasing its to-hit and to-dam
bonuses.  The weapon must be un-magical to start with.  This spell also
causes the weapon to be aligned with the alignment with the caster.
~

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

This spell saps the experience points, mana, and movement points of its
target.
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

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

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.
~
-1 EVIL~
Curse         - Prevents recall       [Curse      ]
Defile        - Room combat mod       [Defile     ]
Frighten      - Forces flee           [Frighten   ]
Shadowplane   - Alternate plane       [Shadowplane]
Hatred        - Damroll modifier      [Auto       ]
Mephisto      - Damages enemy         [Summon     ]
Baal          - Brings target to you  [Summon     ]
~

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 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 EXPERIENCE XP~
Your character advances in power by gaining experience.

You gain experience by being part of a group that kills someone/something.

You lose experience by dying or being decapitated.

The experience you get when you kill a mobile is more standardized now.
Its based on your hours and the amount of that mob that has been killed
since last reboot. Basically your first 3 hours on the mud you get newbie 
experience. Otherwise you get normal experience. It is has a randomizer in
it so you dont get the exactly same experience all the time.

See also help on 'status' and 'statustable'
~

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

This spell increases (makes worse) the armor class of its victim.
~

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

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

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 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.
~

4 'FIND FAMILIAR'~
Syntax: cast 'find familiar' <familiar>

This spell enables the caster to create a familiar, which can be either a 
frog, a raven, a cat, or a dog.  The mage is able to see everything that 
the familiar can see, and is able to issue orders from any distance using 
the 'fcommand' or '[' commands.
~
-1 FIRE~
Firebolt      - A small bolt of flame [Firebolt   ]
Hitroll       - Hitroll modifier      [Auto       ]
Damroll       - Damroll modifier      [Auto       ]
Firerain      - Area-attack           [Rainfire   ]
Firetrap      - Lay a trap            [Firetrap   ]
Fireshield    - Damaging shield       [Auto       ]
~

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

This spell inflicts damage on the victim.
~

0 FLEE RESCUE~
Syntax: flee
Syntax: rescue   <character>

Once you start a fight, you can't just walk away from it.  If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.  (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 FLY~
Syntax: cast 'fly' <character>

This spell enables the target character to fly.
~

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.
~

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

FORCE forces one character to execute a command.

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

1 FORGE~
Forge creates a piece of armor or a weapon made of the 
defined material.

Syntax:
   To create a piece of armor:
     forge armor <wear location> <material>

   To create a weapon:
     forge weapon <weapon type> <material>

*The wear locations are ring, neck, body, head, legs, 
feet, hands, arms, about, waist, wrist, and face.

*The weapon types are pound, slice, crush, stab, grep, 
slash, bite, whip, pierce, claw, suck, and blast.

For a list of materials see 'HELP SMELT'.
Also see 'HELP PREPARE','HELP INLAY'.
~

0 FORM~
Werewolves have the ability to change forms at will, although it is quite
draining for them to do so.  This can be accomplished by using shift <form>
after your disciplines are high enough to do so.

  Available Forms:
   Homid  - Increases damage dealt by 10%.
   Glabro - Decreases damage taken by 10%,  -3 attacks.
   Crinos - Slightly enhances parry.
   Hispo  - Slightly enhances dodge.
   Lupus  - +2 attacks.

In addition to being able to change forms at will, when a werewolf is not
shifted at all they recieve penalties to all combat.  This includes reduced
parry/dodge, reduced attacks, reduced damage dealt, and increased damage taken.
~

0 FORTITUDE~
Reduces amount of damage taken by the vampire
~
0 FRENZY~
Syntax: cast 'frenzy' <character>

This spell causes the target to enter a berserk fighting rage, improving 
their damage and chances to hit, but also making them easier to be hit. 
~

0 GEM GEMS~
GEM TYPE          
Diamond          
Emerald           
Fire Opal       
Jade              
Onyx             
Opal              
Quartz            
Ruby              
Sapphire          
Tourmaline     

*NOTE*
ONLY Flawless GEMS can offer spell affects.
The first gem to be inlaid that has a spell affect assigned to it is the 
spell affect that will be put on the object, all other spell affects will 
be ignored and the bonuses will be applied instead.
There will be an option where no spell affects can be added if you so wish.
~

0 GENERATION~
Generation gains automatically as status increases.  It re-checks itself
on each login, and the levels / bonuses are as follows.  LOWER IS BETTER.

60 Status : Gen 1 : +500 damcap
35 Status : Gen 2 : +200 damcap
15 Status : Gen 3 : +100 damcap
** Status : Gen 4 : Nothing, you start here :P

Damcap bonuses from each generation level are cumulative...
Example: Gen1 actually gets +800 damcap; 500+200+100 = 800.

BONUSES: +damcap (varries)
~

0 'GIANT STRENGTH'~
Syntax: cast 'giant strength' <character>

This spell increases the strength of the target character.
~

-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.
----------------------------------------------------------------------
See also  HELP MERC, HELP DIKU, and HELP VORTEX
~

0 GOLCANDA BEAST DARK GOLCANDA~
A vampire's inner beast plays a large part of a vampire's power and largely
determines the fashion in which a vampire fights.

GOLCANDA	- Golcanda is attained by casting blue magic spells
until your beast reaches 0. Generally, golcanda vampires take less damage
then a beast vampire, at the expense of dealing less damage.  Golcanda 
vampires also suffer fewer daytime penalities than beast vampires, but are
weaker at night.

BEAST		- Beast is obtained from berserking until your beast
reaches 100 (it will continue to raise up to 200).  Beast vampires deal
more damage than golcanda as well as take more damage.  Beasts get a great
frenzy and are stronger at night than golcanda's, while much weaker at 
day.

DARK GOLCANDA	- Dark golcanda is obtained by killing other vampires
after you have reached golcanda. This can take a very long time to obtain
and many vampires never achieve this level. Dark Golcanda are the most
powerful vampires overall, but take a lot of active pk to achieve.
~
4 GOTO~
Syntax: goto <location>

GOTO takes you to a location.  The location may be specified as a vnum,
as the name of a mobile, or as the name of an object.

You may not GOTO a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present.

Some useful numbers for new imms are:
Limbo: 2, The Temple of Midgaard: 3001, The Entrance to Mud School: 3700,
The Chat Room: 1200, The Dark Crypt: 30001, The Temple Altar: 3054,
Hell: 30000.
~

-1 GREETING~
#0------------------------------------------------------------------
#0   Diku Mud was created by Hans Henrik Staerfeldt, Katja Nyboe,
#0        Tom Madsen, Michael Seifert, and Sebastian Hammer.
#0------------------------------------------------------------------
#0         01 Aug 1993    Merc 2.1    Furey, Hatchet, Kahn.
#0------------------------------------------------------------------
#0                   GodWars was created by KaVir
#0------------------------------------------------------------------
#1                    _________          _______ 
#1                    \__   __/|\     /|(  ____ \
#1                       ) (   | )   ( || (    \/
#1                       | |   | (___) || (__    
#1                       | |   |  ___  ||  __)   
#1                       | |   | (   ) || (      
#1                       | |   | )   ( || (____/\
#1                       )_(   |/     \|(_______/
#1                 _______  _______ _________ _______          
#1       |\     /|(  ___  )(  ____ )\__   __/(  ____ \|\     /|
#1       | )   ( || (   ) || (    )|   ) (   | (    \/( \   / )
#1       | |   | || |   | || (____)|   | |   | (__     \ (_) / 
#1       ( (   ) )| |   | ||     __)   | |   |  __)     ) _ (  
#1        \ \_/ / | |   | || (\ (      | |   | (       / ( ) \ 
#1         \   /  | (___) || ) \ \__   | |   | (____/\( /   \ )
#1          \_/   (_______)|/   \__/   )_(   (_______/|/     \|
#1                                                       
#0------------------------------------------------------------------
#7	         Modified by SaTaN, Sluggo, Kale and Fang
#0------------------------------------------------------------------

#1What name shall you Live and Die by?#n~

-1 GREETINGOLD~
.
    

            ====================================================	  
           /							\
       	  /	        ****************************             \
         /              *#3Godwars: The Final Chapter#n*              \
	/               ****************************               \
       /	   						    \
      $								     $
      $	           Created by: SaTan, Sluggo, Fang, Kale             $
      $ 	          					     $
      $	Diku Mud was created by Hans Henrik Staerfeldt, Katja Nyboe  $
      $      ,Tom Madsen, Michael Seifert, and Sebastian Hammer.     $
      $   --------------------------------------------------------   $ 
      $       01 Aug 1993    Merc 2.1    Furey, Hatchet, Kahn.       $
       \ --------------------------------------------------------   /
        \               GodWars was created by KaVir               /
         \      Modified by SaTaN, Sluggo, Fang, Chasm, Kale  	  /
	  \						         /
	   \						        /
	    ====================================================




#1What name would you like carved upon your forehead?#n~


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 GUARDIAN~
Syntax: cast 'guardian'

This spell summons a demonic guardian to aid the caster in combat (or 
just to show off to your friends ;).
~

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

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

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

0 HIDE SNEAK VISIBLE~
Syntax: HIDE
Syntax: SNEAK
Syntax: VISIBLE

If you successfully HIDE, 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 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.
~
-1 HOLY~
Heal          - A small heal          [Heal       ]
Banish        - Transport target away [Banish     ]
Godsbless     - The power of God      [Godsbless  ]
Gabriel       - Heals you             [Summon     ]
Fanaticism    - Life past death       [Auto       ]
Michael       - Damages enemy         [Summon     ]
~

4 HOLYLIGHT INVIS~
Syntax: holylight
Syntax: invis

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

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

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

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 HUMANITY~
Humanity determines exactly what a cyborg is; either pure machne or
a half-breed.  Humanity can be either good or bad, in it's own unique
way.  A lower humanity will give increased damage and extra attacks;
at the expense of 2x the normal casting lag, 1/2 the normal regen rate,
and a lower parry/dodge ability in addition to randomly going berserk.
On the other hand though, a higher humanity doesn't grant the same
damage and attack bonuses, but also doesn't incur any of the penalties.
~

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.
~

7 ICHANGES~
#202-27-02 Lowered wolves somewhat.
02-28-02 Wolf parry/dodge down.
#303-10-02 Number of attacks from askill mastery reduced.
03-10-02 Roar given an inherent failure chance before making a call to
         do_flee.
03-11-02 Wolf parry/dodge both lowered.  Number of attacks slightly
         tweaked, with massive (-3) daylight penalties.
03-16-02 Command groupconfig to enable/disable strict anti-grouping code.
03-26-02 Put my custom written show_char_to_char_0 back in.  Much cleaner
         and easier to update.
03-26-02 Wolves lost 2 attacks.
03-27-02 All status titles are now changeable online.
#404-05-02 Wolves just regained the two attacks they lost.
04-20-20 New command, damn <playername> sets a player damned
	 without stat penalties, for use with player testing to
	 keep them out of pk, but still allowing full class ability
	 and testing in arena and deathmatch mode.
04-22-02 New configure option, fightversion.  This changes which one_hit
         and damage function the mud uses.  1 = Stock, 2 = Kale Code,
         3 = Kline Code.  Anything else will just revert to stock.
04-26-02 I changed the PERS macro, it's quite useful as I now know.
         It now accuraly reports morph strings...No more need to keep
         track of a polymorph bit.
#505-18-02 Create onering forms the one ring.
05-31-02 Pcdata->powers array expanded to 30.
#606-21-02 Set_stun now has a maximum inputtable limit of 2, and will
         cap off a victim's stuntimer at 3 maximum.
#707-12-02 Added in code to severely punish those stupid enough to
         transport into the arena.
#011-08-02 Expanded pcdata->powers out to 35.  Stupid overly large and
         complex classe(s).  (Blame Jedi!)
#n
~

0 IDENTIFY~
Syntax: cast identify <object>

This spell reveals information about the object.
~

-1 IMMORTAL~
If you would like to advance to the Realms of Immortals, we are setting
up some basic requirements.  They are:

*** Not defined in Alpha ***

Please see #1SaTaN#n if you have these requirements and are interested.
~

4 IMMTALK :~
Syntax: immtalk <message>

IMMTALK sends a message to all immortals.  : is a synonym for IMMTALK.
~

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.
~

3 IMOTD~
~

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.
~

1 INLAY~
Adds the attributes associated with gems to a 
piece of forged gear. Different gems do different
things when inlayed into a piece of forged gear.
You must have cast prepare on the target item before
attempting to inlay gems into it. See 'HELP PREPARE'.

Syntax:
   inlay <gemname> <itemname> nospell(nospell is optional)

note: adding the nospell argument will make it so that perfect gems
      will NOT add their assigned spell.

Number of gems that can be inlayed into each metal:
   copper = 2
   bronze = 3
   iron   = 4
   steel  = 5

The better cut, polish, and clarity a gem has, the
better the bonuses that will be inlayed into the gear.

Also see 'HELP FORGE','HELP SMELT'.
~

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

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

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

0 JEDI~
QDH v1.00	(Quick and Dirty Helpfile v1.00)

Combo Commands:
 jover	      jflip
 jupper       jback
 jslice       jswipe
 jslash       jroll

Light Force Commands:
 forceheal    forceabsorb
 forceshield  forcemindtrick
 forcesight

Neutral Force Commands:
 forcespeed   forcejump
 forcepush    forcepull

Dark Force Commands:
 forcegrip    forcerage
 forcedrain   forcelightning

General Commands:
 jedigain     sabercraft
 combatstyle

Other Notes:
 You start at rank 1, Apprentice.  Ranks go upward from
 there into Initiate, Guardian, Knight, Master, and
 finally Lord.

 Ranks affect nearly every aspect of being a Jedi, and
 have a random chance to increase each TICK based on
 your levels of Attack, Stance, and Defense.

 Jedi are limited in the equipment they can wear without
 suffering SEVERE penalties to combat.  You can wear
 equipment on your FEET, ABOUT, and BOTH HOLD slots
 without any penalty.  Other equipment is allowed to be
 worn as rank increases.  So an Apprentice can only SAFELY
 use 4 pieces of equipment, whereas a Lord can SAFELY use 
 13.

 You must also sabercraft your weapons to be able and
 perform combos.  This makes it unuseable by any non-Jedi,
 but also greatly enhances it.

 You can only have a total of 50 levels of power between
 all of your combined force powers.  This count does not
 include Attack, Stance, and Defense levels.  It also does
 not include your levels in Light, Neutral, or Dark.  This
 is purely a raw count of the total of all your individual
 force power levels.

 Once you learn something, you are FOREVER UNTIL DETOX stuck
 with it.  This applies to anything under jedigain.  Also,
 Light Side powers can not be used if your Dark Side is
 greater than 4.  Dark Side powers can not be used if your
 Light Side is greater than 4.  Keep this in mind.

Equipment Chart (Total Eq Safe To Wear):
 Apprentice:  4 pieces
 Initiate  :  5 pieces
 Guardian  :  6 pieces
 Knight    :  8 pieces
 Master    : 10 pieces
 Lord      : 13 pieces
~

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

This spell reveals the alignment of the target character.
~

0 'LAWSOFPKILL'~

THOU SHALT TAKE ANY ADVANTAGE WHEN YOU CAN.
WHEN IN DOUBT RUN.
THOU SHALT MAKE MANY SNEAK ATTACKS.
WHEN IN DOUBT RUN.
HONOR IS A TRANSPARENT THING.
WHEN IN DOUBT RUN.
GANG-BANG WHEN YOU MUST.
WHEN IN DOUBT RUN.
FRIENDS ARE ONLY FRIENDS WHILE THEY ARE NOT STATUS.
WHEN IN DOUBT RUN.
STRATEGIES NEVER WORK AS PLANNED.
WHEN IN DOUBT RUN.
~

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

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

0 LEVEL~
This shows your progression with each weapon type, stance, and spell 
color, with 200 as the maximum.  You increase these by practicing with 
each weapon in combat, using each stance in combat, and casting spells 
of each color.
~

-1 LIFE~
Essence     - A small heal          [Essence     ]
Givelife    - Transfer lifeforce    [Givelife    ]
Ac          - Ac modifier           [Auto        ]
Dodge       - Dodge more attacks    [Auto        ]
Aura        - Damage reducer        [Spell       ]
Restore     - A small rejuvination  [Liferestore ]
Regenerate  - Continuous healing    [Spell       ]
~

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

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

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

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

SNOOP shows you a copy of all the input and output going to a character.
The character must have an open channel.  You may snoop more than one
character at a time.

SNOOP yourself to cancel all outstanding snoops.
~

-1 LUCK~
Dodge         - +/- 10 to dodge       [Auto       ]
Parry         - +/- 10 to parry       [Auto       ]
Damage        - +/- 500 to damage     [Auto       ]
Damroll       - -10 to +75 damroll    [Auto       ]
Hitroll       - -10 to +75 hitroll    [Auto       ]
Counter       - 15% chance to counter [Auto       ]
~

0 MANA~
Syntax: cast 'mana' <name>

With this spell, the caster draws the energy from around them and focuses 
it into the target person (defaulted to themself).  This is very 
exhausting for the caster, but allows a faster recovery of mana.
~
0 MBACKSTAB~
1) You can use the backstab technique.
2) You can use the circle technique.
3) You are adept in backstabbing, and perform it quicker.
4) You are adept in circling, and perform it quicker.
5) You have perfected your art, granting enhanced damage and the art of tumbling.
~

6 MCLEAR~
Syntax: mclear <player>

This resets the target players stats to their correct value.
~

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.
~

-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.
~

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

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

0 MINE MINING ARMOUR~
To create your own armor you will need to do a few things.  They WILL NOT be
easy and it WILL take time.

First off you will need to MINE for your resources.  Collect raw ORE and GEMS
by using the MINE command.  If a room has been mined already it will show 
#3(Mined)#n.  After you collect these resources you will have to combine them.

Use SMELT to combine your raw ore into useable bars of metal.

Use FORGE to make armor and weapons from your bars of metal.

Use INLAY to add gems to your weapons and armor to make them stronger.
You will need to PREPARE the item before you can INLAY a gem to an item.
To see a list of what each GEM does, type 'HELP GEM'
~

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.
~

4 MLOAD OLOAD PLOAD~
Syntax: mload <vnum>
Syntax: oload <vnum>
Syntax: oload <vnum> <level>
Syntax: pload <player>

MLOAD loads a mobile given its vnum (virtual number).  The vnum's are just
the #NNNN numbers that appear in world.obj.

OLOAD loads an object given its vnum.  It takes an optional parameter for
the level of the object to be loaded.

PLOAD loads the specified player under your control.  To get back, simply 
quit and log back on as your normal character.
~

-1 MONK~
 Monks are the pure embodiment of living weapon.  They focus the energies
around them to aid them in combat.  They can calm their mindand use that 
calm to manifest thought into reality.  All monks fight unarmed, for with
the freedom of movement comes speed and agility to dance around the weapons
of their opponents.  Monks have the ability to master the art of combat
stances and unarmed combat. 

   Combos:  By executing the right combination of combat maneuvers, a monk
            can perfrom actions of wonder.
   Chains:  By executing the correct combination of combos, a monk release
            their full fury upon their enemy.
   Voice:   A truly powerful monk can call down the very powers of the
            heavens to aid them.
   Focus:   While meditating, a monk can regain the calm in their mind.
   Chi:     Chi is the spirtual energy that greatly increases the power
            of a monk.  However, chi creates a terrible drain on the monks
            endurance.
   Relax:   After combat has ended, a monk should release the stored chi
            energy, so they will not be overly fatigued.
   Technique: A monk must learn all the techniques of his order to become
              the perfect fighting machine.

 See also HELP TECHNIQUES, HELP VOICE and HELP MONKPOWERS
~

-1 MONKPOWERS~

 Various monk commands:
  Combat techniqes:
    Elbow
    Kneethrust
    Thrustkick
    Backfist
    Heartpunch
    Roundhouse
    Reverse
    Sweep
  Focus skills:
    Celestial - walk the planes to your targets location
    Clairvoyance - sense where in the world your target is
    Denjin -  Hurl a ball of flame at your target to stun them
    CustomCombo - With experience comes the ability to greatly
                  in crease the speed of your combo attacks.
    Grant - Grants the use of a voice to a monk.
    Heatmetal - When your mind is calm you can heat the equipment
                of your foe with the power of your mind.
    Palmstrike - Stun your foe with a quick strike.
    Block(auto) - With experience in combat, you learn to block
            attacks with blinding efficiency.
    Healtouch - The power of your mind can heal those you choose.
    Deathtouch - The powr of your mind can slowly kill those you choose. 
~

-1 MORTAL~
~

-1 MOTD~
* IGNORANCE IS NOT AN EXCUSE
* This is a PK or player killing mud.
* Type 'help' for help.
* #7All Player Files not logged within 3 months will be deleted.
* By entering this realm, you will abide by the rules (HELP RULES) 
  written or spoken by the immortals of this MUD.  
* All new players should view HELP NEWBIE.
* #7READ HELP NEWS, HELP CHANGES DAILY.#n
* #1HELP IMMORTAL#n added.
* #b#3Help LAWSOFPK and PKILL added.
Press RETURN to continue: ~

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 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 MRUNE~
1) You know how to weave a healing rune.
2) You know how to weave a negativity rune.
3) You know how to weave a drain rune.
4) You have improved your rune designs, making them cheaper and more effective.
5) You have perfected your art, and mastered the nullify rune.
~

5 MSET OSET RSET SSET QSET~
Syntax: mset <character> <field> <value>
Syntax: oset <object>    <field> <value>
Syntax: rset <location>  <field> <value>
Syntax: sset <character> <skill> <value>
Syntax: sset <character> all     <value>
Syntax: qset <object>    <field> <value>

MSET, OSET, and RSET set the properties of mobiles, objects, and rooms,
respectively.  SSET sets a skill or spell level on a PC.  QSET sets 
special properties and text messages on objects.

There is currently no way to enter more than one line of text for a
string-valued option.
~

4 MSTAT OSTAT RSTAT QSTAT~
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat
Syntax: qstat <object>

MSTAT shows you statistics on a character.

OSTAT shows you statistics on an object.

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

QSTAT shows you the special properties and strings on an object.
~

0 MTRACKING~
1) You can use the conceal technique.
2) You can track your enemies more swiftly.
3) You leave no trace when moving.
4) You have further mastered the art of tracking your enemies.
5) You have perfected your art, granting the arts of shadow, thirdeye, and scry.
~

0 MTRAP~
1) You can create a dart trap.
2) You can create a poison trap.
3) You can create an explosion trap.
4) You can create a sleep trap.
5) You have perfected your art, enabling you to perform it more swiftly with a reduced cost.
~

5 MWHERE~
Syntax: mwhere <name>

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

0 MXP~
MXP stands for MUD eXtension Protocol.  This is a new standard primarially being
devloped and pushed through the mudding community by Zugg, creator of zMUD.
The goal of MXP is to allow a new standard based loosely around HTML and XML
to be added into MUDS, enabling a greater ease of use and flexibility when creating
rooms, objects, etc.  MXP also incorporates MSP, the MUD Sound Protocol.  Allowing
both sounds and music to be played to a client.

More information can be found at the following address:
http://www.zuggsoft.com/zmud/mxp.htm
~

-1 MXP_DEF~
Setting up the default MXP elements.... 
<!-- Elements to support the zMUD Automapper -->
<!ELEMENT RName FLAG='RoomName' OPEN>
<!ELEMENT RDesc FLAG='RoomDesc' OPEN>
<!ELEMENT RExits '<FONT COLOR=DarkCyan>' FLAG='RoomExit' OPEN>
<!-- The next element is used to define a room exit link that sends -->
<!-- the exit direction to the MUD if the user clicks on it -->
<!ELEMENT Ex '<SEND>'>
<!ELEMENT Say '<FONT COLOR=Yellow>' OPEN>
<!ELEMENT Gossip '<FONT COLOR=Red>' OPEN>
<!-- in addition to standard HTML Color specifications, you can use -->
<!-- zMUD color attribute names such as blink -->
<!ELEMENT ImmChan '<FONT COLOR=Magenta>'>
<!-- the next elements deal with the MUD prompt -->
<!ELEMENT Prompt FLAG="Prompt" OPEN>
<!ELEMENT Hp FLAG="Set hp" OPEN>
<!ELEMENT MaxHp FLAG="Set maxhp" OPEN>
<!ELEMENT Mana FLAG="Set mana" OPEN>
<!ELEMENT MaxMana FLAG="Set maxmana" OPEN>
<!ELEMENT Move FLAG="Set move" OPEN>
<!ELEMENT MaxMove FLAG="Set maxmove" OPEN>
Finished.
~

-1 MXP_TEST~
Testing various aspects of MXP on your client....
<IMAGE FName="zs.gif" URL="http://www.zuggsoft.com/common/"></IMAGE>
<A href="http://www.zuggsoft.com" hint="zMUD r0x0rz!">Click here for zMUD</A>
Finished.
~

-1 NEWBIE~
NEWBIE
* Your newbie equipment is good for all levels.  
* You only start with one channel called newtalk use this to ask advice
  of the gods or other newbies, newtalk will last until you have 3000 hp
* Help MINING teaches you how to collect resources to make your own armor.
* The first 6 hours of your MUD life, or the first 200mill exp you gain,
  is a special amount of exp, that will slowly decrease as your character
  grows.  HOWEVER you lose this when you train avatar.
* If you wish to get rid of items, drop it and type sac <item>.
* Any further assistance can be given by our newbie helpers or you can
  type help <topic>.
* For your convenience of travelling this MUD, please find the portals
  above Market Square, which is Temple of Midgaard (recall), south, south.
* We recommend that you practice cast gas breathe (prac gas) 
  and use it (c gas) at elemental canyon which is located at
  Temple of Midgaard (recall) ,s , s, u, e, e, e, e, d.  
* Read Help CLASS, SAFE, and RANGE when you're ready to train avatar.
* Please also read help RULES, help BOT, help CLASS, help STANCE, 
  help SKILL and help LEVEL.    
~

-1 NEWS~
We are in Alpha testing of Kale's New Code.  It ROCKS!  We hope you
enjoy the changes that have been made and that will be coming soon.

To see the changes, type 'help changes'.
Anyone with other idea's are welcome to post a note to Imm.
~

8 NOEMOTE 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.
~

0 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down

Use these commands to walk in a particular direction.
~

0 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 OBFUSCATE~
Conceal 	- Makes you invisible
Scream		- Stuns everyone in the room
Return		- Return to the vampire area
~
0 OBTENEBRATION~
Tendrils	- Hinder your opponents escape
Lamprey		- Damaging attack, drains blood from opponent
Shadowgaze	- Pull others into the shadowplane
Shade		- Blend with the shadows
Shadowstep	- Enter shadowplane 
~

5 OCLONE~
Syntax: oclone <object>

This creates an identical copy of the specified object, with the only 
exceptions being that the cloned objects creator is the person creating 
the clone, and the cloned objects owner is not set.
~

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.
~
-1 ORDERBLOCK~
Calm         - Anti-rage             [Calm       ]
Holdperson   - Prevents flee         [Holdperson ]
Balance      - Raise/lower stats     [Balance    ]
Dodge        - Dodge more attacks    [Auto       ]
Parry        - Parry more attacks    [Auto       ]
Hitroll      - Hitroll modifier      [Auto       ]
~


0 ORE METAL~
ORE is what you collect to make the Metal Bars required to make ARMOR.
The three known ore combinations are

3 copper ore         COPPER BAR
2 copper/1 tin       BRONZE BAR
3 iron ore           IRON BAR or STEEL BAR(25% chance)
~

5 OTRANSFER~
Syntax: otransfer <object>
Syntax: otransfer <object> <character>

This will transfer the specified object to the specified character.  The 
character is defaulted to yourself.
~

0 PAINTBALL~
Paintball...you shoot everyone in place till you are last one standing.
commands:

 (imms only) setpaintball <victim> <on/off> optional-> <number of deaths>
             if you dont supply number of deaths, it will default to 5.

             paintball: gives a list of everyone online, if they have a
                         "1" in paintball status, they are playing.
             tag: tag <victim> <direction>
~

0 PARADOX~
Read help AVATAR for specific details on what will or won't get you doxed.
~
 
0 'PASS DOOR'~
Syntax: cast 'pass door'

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

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

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

The PASSWORD command is protected against being snooped or logged.
~

0 PATH PATHS~
Paths are what determine what voices are available for a monk to grant to
another.  Once a monk has chosen their path, they can then grant whatever
voice(s) that path contains to either another monk or themselves. Once a
path has been chosen, it cannot be changed.  To choose a path, syntax is
path <pathname>.

The Current paths monks can walk are:
PEARL    (Gives the ability to grant Michael)
GAIA     (Gives the ability to grant Bear and Wolf)
INFERNO  (Gives the ability to grant Bahamut)
TEMPEST  (Gives the ability to grant Efreet)

See also HELP VOICE

~
5 PEACE~
Syntax: peace

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

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

0 PET PETS~
You can buy pets in the pet shop.  Your pet-buying opportunities do not 
accumulate; use them or lose them.  This policy prevents wholesale abuse 
of pets.
~

0 PKILL~
Tips for pkilling:
NEVER avatar till you are ready to die.
You should max as many stances, weapons, and magic colors while mortal.
Always hide when you can.
Attack by surprise if at all possible.
Learn the different methods to see what stance someone is on.
Know stances and counter-stances by heart.
Learn all the abilites of all the powerblocks.
Figure out new ways to use combinations of powers and how to counter that combination.
When in doubt run.
Flee and recall are you two best friends.
~

0 PKADVICE~
General tips that may help you progress your character.
Below is an order of importance, that if followed, may
help you in this game quite well.

--- Good Order of Importance ---

1. Character Progression (This includes status, etc.)

2. Friends and Allies.(People you make treaties with, etc.

3. The Mud. (The Vortex)

NOTE: Never become too emotionally 
      attached to anyone in this game.
      Even in real life, it can help you. 
      It saves you a lot of trouble.

The order of importance above, if followed, will allow
you to progress throughout the mud fairly well. However,
friends and allies may become quick enemies because your
character progression is a level higher in importance 
(You just may have to decap an ally to progress your 
character via status, or whatever). If they're status for
you, take it. But beware, they see you as status for them
as well.

Reassure your friends and allies, that the playerkill is
not personal, if need be. A lot of people tend to flip out, 
but think of this game like Mortal Kombat in versus mode. 
Are you just go to stand still and do nothing because he is
your friend? Of course not. You're going to fight for the
sake of winning. And in the end, you know its all fun and
games. You also know that the person sitting beside you
is still your friend.

See also help on 'pkill', and 'lawsofpk'.
~

-1 PLANT~
Barkskin      - Ac modifier           [Auto       ]
Entangle      - Prevents fleeing      [Entangle   ]
Root travel   - Secondary recall      [Roottravel ]
Poison        - Poisons enemy         [Poison     ]
Thornshield   - Damaging shield       [Auto       ]
Thornblast    - Damaging attack       [Thornblast ]
~

0 POISON~
Syntax: cast poison <victim>

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

0 PORTAL~
Syntax: cast portal <victim>

This spell creates a magical portal between the caster and the target.  
The portal remains in existance for 2 or 3 hours (mud time), during which 
time anyone can 'enter' the portal on one side and come out on the other.
~

0 POTENCE~
Potence makes a vampire more powerful, increasing damage dealt.
~

-1 APOCRYPHIC POWERBLOCK POWERBLOCKS POWER BLOCK~
Powerblocks are what define your character.  Each school has a set list
of powers and skills that you can train.  Choose your schools wisely as you
can only learn 3.  Powerblocks, however, are not without some downfalls.
First, when you class Apocryphic, you set a "Race" for yourself, and with
this comes 4 blocks that you are restricted from using.  Aside from that
however, the only other restriction to powerblocks is that there are
opposites which can not be used together.

To see the list of schools and powers that you have use the power command.

                    The Powerblocks are:

                       Fire    Water
                       Earth   Wind
                       Holy    Evil
                       Time    Space
                       Plant   Animal
                       Arcane  Luck
                       Order   Chaos
                       Life    Death


*** You may not have a school, and it's opposite ***

To advance a school, use power gain <school1/school2/school3>
To add a school, use gainpower <school>
SEE ALSO: HELP RACE to see the list of banned groups.

~

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.
~
1 PREPARE~
Syntax:
     c prepare <itemname>

Casting prepare gives an item the ability to be inlayed
with gems. Only forged items may be inlayed with gems.

Also see 'HELP SMELT','HELP FORGE','HELP INLAY'.
~

0 PRESENCE~
Entrance	- Charm the weak
Mindblast	- Stun your opponent
Summon		- Summons your victim
~

0 PRESERVE~
Syntax: cast preserve <object>

This spell will stop the specified object decaying.  It's primary use is 
on severed body parts, which can be stored away safely in case the player 
should loose any limbs in combat.
~

0 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 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). 
%c    = Armour Class.               %f %F = Condition of opponent/tank. 
%h %H = Current hp/Max hp.          
%m %M = Current mana/Max mana.      %n %N = Name of opponent/tank.      
%p %P = Plus Hitroll/Plus Damroll.
%r %R = Room name/Rage.             %s %S = Status (word/numeric).
%v %V = Current move/Max move.      %x    = Exp.
%T    = fight timer.                %t    = Day/Night
%i %I = Current chi/Max chi         %u %U = Current focus/Max focus
%b %B = dragon shift timer/ breath timer
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]
Combat prompt: [%N:%F/%n:%f]
Stat prompt: [%xX] [+%pHIT/+%PDAM] [%cAC] [%hH/%mM/%vV]
My prompt: *%x Exp* {-%h/%Hhp-%m/%MMn-%v/%VMv-} (%f)

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 PROTEAN~
Flamehands	- Sets your hands on fire
Earthmeld	- Become one with the earth (unattackable)
Change		- Changes forms between bat wolf and mist
		- Bat and wolf are combat bonuses, mist is ethereal
~

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.
~

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

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

PURGE will not get rid of PC's.
~

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.
~

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
Also help QUESTS.
~

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 50000000000, 
and it cannot be greater than the number of quest points you currently 
have.

For information on the QUEST spell, type 'help questspell'.
~

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.
* P-K Quest: 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 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 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 QUESTSPELL~
Syntax: cast quest

This spell creates a quest card.  The quest-point value of the card is 
the same as the amount of primal the caster has at the time of casting 
(and this primal is used up during the casting of the spell).  No more 
than 50 primal will be used on any one casting of this spell.

For information on how to complete the card, type 'help complete'.
~

0 QUIETUS~
Sharpen		- Raise the min/max dam on a weapon
Darkness	- Summons an inpenetrable darkness
Assassinate	- High damage first attack
Infirmity	- Greatly weakens your opponent
Spit		- Damaging roundly attack
Flash		- Raises celerity
Death		- Creates the silence of tombs
~

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 RACE~
A race, or racial name, is something special to an apocryphic.  Instead of people
seeing what class you are on look (IE: Werewolf, Druid, etc.) they will see your
race that you defined when using autoclass.  So if you were to type
autoclass apocryphic Numan 4 your race name would appear as a "Numan" and your
banned group would be 4, time and luck.

The Groups are:
1.  fire/chaos
2.  earth/plant
3.  holy/order
4.  time/luck 
5.  arcane/space
6.  life/water 
7.  death/wind
8.  animal/evil

You set the first group and another group is chosen for you.
~

0 RADIO~
Syntax Radio <message>.

This command sends a message to the entire mud that can only be heard
by others who are tuned into the same frequency.
~

0 RANGE~
For somebody to be a status gain, the victim needs to have either
more status, or be a maximum of 10 status below you.


If somebody has 0 status and you pk them for either
while your status is greater than 5, they will NOT be a
valid gain.
~

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.
~

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 REFRESH~
Syntax: cast refresh <character>

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

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 REMORT~
Remorting allows a player to start completely over.
You must have at least 35 status to remort
The cost:
	All stances, all weapons, all spell level
	Your hp will be set to 1000, mana and move to 500
	The cost to gain hp/mana/move will increase with each remort ( first doubling, then tripling, etc).
	All warps lost.
        Class, and all class powers are lost.
The benefits:
	Your max for each stat will go up 3000 points for every remort.
	Your stance, weapon, and spell levels go up +50 per remort.
~

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

This spell removes a curse from a character.
~

0 REPENT~

If you commit suicide you become one of the Spirits of the Damned, in a
state where you cannot pk, be pk'd, or take part in any others pk fights.
In order to redeem yourself and allow yourself admission back into the
realm of pk, you must repent.

see also HELP SUICIDE and HELP AVATAR

~
0 REPORT SCORE 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 RESISTANCE~
Syntax: cast resistance <object>

This spell makes the target object capable of withstanding 10 blows 
before it is destroyed, rather than 4.
~

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'.
~

5 RESTORE~
Syntax: restore <character>

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

0 REWARD~

<1> 8 Items (random stat eq, same ranges as essences)
<2> Max Hitpoints +200
<3> Max Mana +200
<4> Max Move +200



~


0 RULES~
We don't like to make too many rules, it kills the fun.  However,
we do expect the few rules we do make to be obyed.  Also, remember
that these rules are a mere guideline, DO NOT skirt the rules and 
then hide behind them, IE morting someon for 59 seconds just because
you can.  Such activities will be dealt with harshly. -The Staff

 *Having multiple characters, or "alts", is a privelage.  Not a
  right.  Any abuse of this privelage will be harshly dealt with
  on an individual basis.  Abuse includes, but shall not be
  limited to, any of the following:  Protecting a weaker alt in
  any form with a stronger one (threats, direct action, etc);
  using one alt to mort a person, then another to cap them;
  anything else -lame- that you can possibly think of.

 *Do not, under any circumstance, abuse a bug for personal gain
  or otherwise.  You abuse bugs and we will abuse you.  Report
  things to an immortal promptly, or note them.

 *No permenant morting of any player, for any reason.  Cap or
  let go.  Holding a person any longer than 1 minute by any
  means, INCLUDING POISON OR OTHER DAMAGE OVER TIME SPELLS,
  is illegal.  Any person, or persons caught or reported
  doing this will suffer an immediate penalty to their status.
  And yes, we -can- give you a negative status.

 *No botting.  Help 'bot' for more detailed information.

 *No cap trading / status rings.  Feeding is perfectly fine
  because -THIS IS A PK MUD, IT HAPPENS-.  Telling a person
  they can cap you in an attempt to force them to violate
  this rule is a violation in itself.

 *Do not whine, bitch, gripe, moan, complain, et al. in excess
  about things to the staff.  Note us your complaint, problem,
  or whatever -ONE TIME-.  We'll deal with it as needed.

 *Try to keep all personal attacks, slurs (racial or otherwise),
  and excess profanity to a minimum.  Just because this is a PK
  MUD doesn't mean we can't act somewhat civilized.

 *Immortals have the final say on -ANYTHING-.  If you feel you
  were treated unjustly by a lower member of the staff, then
  write a note to one of the implementors (read the wizlist)
  explaining the issue and what happened.

 *Above all else, -HAVE FUN-.
~

0 SACRIFICE~
Syntax: junk <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 SAFE~
You ARE NOT SAFE if ANY of the following apply to you:
 You are an avatar, and not in a safe room.
 You have a fight timer of any kind.
 You have 5 or more pkills.

If any of the above apply, safe rooms will do nothing for you.
~

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 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 SERPENTIS~
Tongue		- Damaging roundly attack
Scales		- Reduce damage taken
Cserpent	- Summons a serpent
Coil		- Makes it difficult for opponenets to flee
Poisonweapon	- Adds the curse spell to a weapon
~

0 SETDECAP~
Setdecap is to *GASP* set your personalized decap message
You MUST have %s in your decap message TWICE, no more no less.
If you dont bad thing's will happen, if we find you are the cause
of the bad things, you WILL BE DELETED.
example:
setdecap With a twist of his blade %s rips %s's head from their body.
the first instance of %s will always be yourself, the second instance
is your victim.

You can use setdecap off to revert to the stock decap message at any time.
~

0 SETLOG SETEXIT~
These commands allow a player to customize their logging in messages as
well as exiting messages. To set your login it takes 100 qps, setexit is
free once you have set your login.
#1Rules:#n
All logins and exiting messages must include your name and that you are
either entering or leaveing. No profane words will be accepted or anything
putting down another player or god. These are a privilage and can be taken
away even faster then they were coded in, so do not abuse them.
~

0 SETLOG SETEXIT~
These commands affect what the info channel says when u login and logout.
#3SETLOG#n: Takes quest points to set it.
#3SETEXIT#n: Once your setlog has been set you can set this.

#1Rules: Are that setlog and setexit must always include your name and
cant include anything vulgar or offensive. This is a privilage not a
right and can be taken away at anytime.
~

0 SHADOW~
Shadows are adept assassins and spies, but they perform almost any task
if it is profitable enough. They usually hold several aliases and keep
their true identities secret to everyone. Living solitary lives, Shadows
work alone in most cases. When they do team with others, their true goals
are normally oblivious to others. Although Shadows will take a life without
hesitation, most are not of evil alignment. Shadows are almost always
neutral (but never good). They work for profit, not pleasure. Shadows rarely
join guilds. They work quiety, keeping a low profile. They like to stay away
from any attachments. Guilds may be a source of equipment and information, but
Shadows are extremely resourceful individuals. Whenever a Shadow if discovered,
he disappears without a trace. Or does he?

  Shadows have the following commands:
   Mastery   - Display your masteries, and skills gained from each.  Learn new
               masteries using mastery learn <string>.  First level masteries
               cost 250 primal.  All other levels are achieved through using
               the first skill associated with them.
   Backstab  - Initiate a fight from the shadows; doing considerable damage.
   Circle    - A weaker, in-combat backstab relying on speed and stealth.
   Shadow    - Allows you to silently follow an indivudual.
   Conceal   - Disappearing is not only an art, but a necessity.
   Runeweave - Shadow are somewhat practiced in a few magical arts that prove
               key to their survival.
   Traproom  - Traps are one of the key skills of a practiced Shadow.
   Thirdeye  - Creates a small magical eye that you can look through.
   Tumble    - Key to escape, a mastered Shadow can grapple and throw their
               opponent in combat.

A novice Shadow must hold some attachment to a guild in order to first learn
the basis of their skills.  A thieves guild leader is typically sought out,
for thieves and Shadows tend towards similar motives now and then, leading to a bit
of an unformal alliance between the two sects.  After learning the basics of each
mastery, a Shadow will need to further their masteries on their own.

Also read help MBACKSTAB, MTRAP, MRUNE, and MTRACKING for details on each mastery.
~

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

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

0 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 SLAY~
Syntax: slay <character>

SLAY kills a character in cold blood, no saving throw.

SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC.
~

0 SLEEPSPELL~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

4 SLOOKUP~
Syntax: slookup <skill-or-spell>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell.  The 'sn' is used for OSET and OSTAT.  The 'slot' is used for area
files.  Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.

SLOOKUP ALL shows this information for all skills and spells.
~
0 SMELT~
Syntax: smelt add <ore>
        smelt show
        smelt combine

The three known ore combinations are"
3 copper ore's
3 iron ore's
2 copper and a tin ore
~

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 SOULBLADE~
Syntax: cast soulblade

This spell summons the casters personal (named) soulblade, which is an 
extremely deadly weapon.  The weapon is permanent.
~

-1 SPACE~
Dimen. Shift  - Damaging attack       [Dshift     ]
Gate          - Summon target         [Gate       ]
Travel        - Goto target           [Travel     ]
Bodyslide     - Damaging attack       [Bodyslide  ]
Ac            - Ac modifier           [Auto       ]
Hitroll       - Hitroll modifier      [Auto       ]
~

0 SPEAK~
You have three different ways of speaking. The default is Common.
The other type of languages are Bad and Olde. You can change the way
you speak by using the following syntax.

Syntax: speak <language>
~

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 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 SPLIT~
Syntax: SPLIT <amount>

SPLIT splits some gold between you and all the members of your
group who are in the same room as you.  It's customary to SPLIT
the gold after a kill.
~

0 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 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   +9    0
Swallow    +10  +4   +3   +3   +5   +7   -3   -1   +2    0    0
~

0 STATUS~
This represents the 'danger' of the player.  You only have a status if 
you are level 3.  It grants no extra powers, but is a good measure of 
how deadly that player is in combat.  Each time you decapitate an 
Immortal or above, or an viable avatar you will gain 1 status point.
If you however cap an avatar without those stats, i.e an avatar with 1
or 0 pkills then you will be paradoxed.
Please check Help Statustable for a break down of status on this MUD
See also help avatar

BONUSES: +30 damcap, +50 statcap, -generation
~

0 STATUSTABLE~
-------------------------------------------
                STATUS TABLE
-------------------------------------------

                0  =  Peasant
         1  -   4  =  Foot Soldier
         5  -   9  =  Squire
        10  -  14  =  Knight
        15  -  19  =  Baron
        20  -  24  =  Viscount
        25  -  29  =  Earl
        30  -  34  =  Marquis
        35  -  39  =  Duke
        40  -  44  =  Avatar of Blood
        45  -  49  =  God of Blood
        50  +      =  Avatar of Souls
--------------------------------------------

~

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 SOULS~
Souls can be gained in pk via the stealsoul command.  Refer to help RANGE
for exact specifics on who you can gain from.

BONUSES: +hr, +dr, -ac, +damcap
~

0 SUICIDE~
Syntax: commit suicide

As an avatar, you have the option to commit suicide. When you commit suicide
you become one of the Spirits of the Damned.  The advantage of this is the
ability to use a class, against mobs, advance your class, and fight other
players in the arena.  However, you CANNOT be involved in PK in any way,
you cannot pk, cannot be pk'd, and cannot interfere in others fights.  In 
order to rejoin the realm of pk, you must use the REPENT command.  Suicide 
is a powerful command, in that it allows you to play as an avatar without
fear of being pk'd.  Due to this powerful aspect, it also carries a heavy
price, so be warned before you use it to avoid a fight.  The cost is your
status * 200 (minimum of 1000, maximum of 10000), which is deducted from
your max hp/mana/move.
Anyone who is a Spirit of the Damned will have their clan set to DAMNED, and
cannot change their title until they repent.  Spirits of the Damned may also
take part in deathmatches.
YOU MUST HAVE A MINIMUM OF 10,000 in each of hp, mana and move.
see also HELP REPENT and HELP AVATAR

~

-1 SUMMARY~
MOVEMENT                          GROUP
north south east west up down     follow group gtell split
exits recall
sleep wake rest stand

OBJECTS                           INFORMATION / COMMUNICATION
get put drop give sacrifice       help credits areas commands socials
wear wield hold                   report score time weather where who
recite quaff zap brandish         channels config description password title
lock unlock open close pick       auction chat music question answer shout yell
inventory equipment look compare  emote pose say tell clan classes
eat drink fill empty              bug idea typo
list buy sell value               note

COMBAT                            OTHER
kill flee kick rescue disarm      ! save quit
backstab cast wimpy               practice train


For more help, type 'help <topic>' for any command, skill, or spell.
Also help on: CHANGES DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST
 






~

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.
~

5 SWITCH RETURN OSWITCH ORETURN~
Syntax: switch <character>
Syntax: return
Syntax: oswitch <object>
Syntax: oreturn

SWITCH switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC).

OSWITCH acts like switch, except it switches you into an object.

RETURN and ORETURN return you to your original body.
~

-1 TECHNIQUE~

 Techniques that can be learned with the technique command
  -focus
  -chi
  -elbow
  -backfist
  -reverse
  -sweep
  -roundhouse
  -thrustkick
  -kneethrust
  -heartpunch
  -palmstrike
  -combat
  -stance
  -denjin
  -custom
  -voice
  -block
  -healtouch
  -deathtouch
  -clairvoyance
  -celestial
~

0 TELEPORT~
Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere
in the world.
~

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 THAUMATURGY~
Gourge		- Gather blood from the weak
Bloodwater	- Turns blood to water
Spew		- Deals damage to everyone in the room
Bloodrod	- Creates a rod of blood to drink from
Tide		- Raises max blood temporarily
Potency		- Lowers your generation temporarily
Theft		- Steals blood
~

0 TICK~
Many of the game actions are based upon interval timers, including combat,
most autonomous monster actions, hp/mana/move regeneration, spell duration,
weather, and area resetting.

Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'.  Ticks on this mud average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.

Area resetting happens roughly every 3 minutes if no one is in the area; less
often (15 minutes) if some one is.  Also note that objects lying on the ground
will not be regenerated if anyone is in the area when it resets.
~

0 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.
~

-1 TIME~
Extra attack  - Another attack        [Auto       ]
Damage mod    - Increased damage      [Auto       ]
Slow          - -2 attacks to target  [Slow       ]
Extra attack  - Another attack        [Auto       ]
Temp. Stasis  - Protective state      [Tempstasis ]
Extra attack  - Another attack        [Auto       ]
Haste         - Two extra attacks     [Spell      ]
~

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 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.
~

5 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all         <location>

TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~

0 TRANSPORT~
Syntax: cast transport <object> <character>

This spell will transport the specified object from your inventory to 
that of the specified character.
~

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.
~

0 TUNE~
Syntax: tune off
	Turns your radio off so you will not get any messages.
Syntax: tune <frequency>
	Frequency must be a number between 1 and 32000.
~

6 USERS~
Syntax: users

USERS reports all of the visible users connected to the server, including users
in the process of logging in.  The two numbers inside brackets are the channel
number and the 'connected' state.  The 'connected' states are listed in merc.h:
0 is CON_PLAYING; non-zero values are various states of logging in.
~

0 VAMPIRE VAMPS~
Vampires are the legendary whores of blood.  Spending their lives killing
and draining the blood of any creature, just to quench their insatiable
lust for blood.  Any creatures, large or small, fear the wrath of a 
vampire at night.

The older a vampire, the stronger. To gain age:
	Age increases vampires all around, including max bloodpool.
	Type train age to attain higher age.
	This costs disc points, to see your current disc points type
	disc.
	Age is in the order of Childe, Caitiff, Ancilla, Elder and the
	oldest and most powerful level, Methuselah.
	The cost of increasing age increases with each age level.

Generation is more important to vampires than it is to all other classes.
While vampires get the normal bonuses for generation, they also get a 
bonus to the maximum blood which they can store at once.

Vampires innate powers include:
	Regenerate: 	Use blood to regen hp mana and move.
	Embrace:	Embrace a stunned or sleeping mob for blood.

see also HELP BEAST and HELP DISCIPLINES
~

0 VENTRILOQUATE~
Syntax: cast ventriloquate <speaker> <message>

This spell throws your voice, making it appear that some other object or
character in the room is saying your message.  Victims who make their saving
throw will know that someone is using ventriloquism, but not who.  Victims who
fail their saving throw will think that the object or character really did say
your message.
~

0 VICISSITUDE~
Zuloform	- Transforms into a zulo monster (combat bonuses)
Dragonform	- Use while in zuloform (combat bonuses)
Fleshcraft	- Turn yourself into a clone of any mob or player
Bonemod		- Pull out some more body parts for extra attacks
Clone		- Clone an item
Acidblood	- Turns your blood to acid
Rot		- Puts rot on a player, deals damage every tick
Plasma		- Take on the form of plasma (unattackable)
~


0 VOICE~
Monks who have learned the technique of voice can gain special abilities
in or out of combat.  In order to gain use of a voice, the monk must first
have the use of that voice granted to them. Once the voice has been used,
another must be granted before the monk can use voice again. (To choose a
path use syntax path <pathname>, once path is chosen, to grant use the
syntax grant <monk> <voicename>).


The current available paths, along with the voices they can grant are:
PEARL MONK:    Michael 
GAIA MONK:     Bear, Wolf
INFERNO MONK:  Bahamut 
TEMPEST MONK:  Efreet

~
-1 VNUM VNUMS~
Name of Area            Vnums           Connected to           Priority
--------------------------------------------------------------------------
abode.are               29100-29199
air.are                 1000-1099
alice.are               29701-29799
animal.are              5600-5699
anonplis.are            14200-14299
arachnos.are            6301-6399
bazaar.are              14100-14199
canyon.are              9201-9299
catacomb.are            2001-2100
chapel.are              3400-3499
chess.are               30600-30699
darkl.are               6640-6700
daycare.are             6600-6639
db.are                  30700-30799
deathdun.are            18000-18099
donjon.are              15100-15199
draconia.are            2200-2299                                              
dream.are               8600-8699
drow.are                5100-5199
dwarven.are             6500-6599
dylan.are               9101-9199
eastern.are             5000-5100
firenewt.are            2901-2999
firetop.are             5735-5800
futzone.are             22100-22199
galaxy.are              9301-9399
gilligan.are            32101-32199                                            
See help 'Vnums2' for more Vnums
~

-1 VNUMS2~
Name of Area            Vnums           Connected to           Priority
--------------------------------------------------------------------------     
gnome.are               1500-1599
grave.are               3600-3699
green.are               3725-3799
grove.are               8900-8999
gtown.are               8100-8199
gyard.are               32301-32399
halls.are               6640-6699
haon.are                6000-6100
hell.are                1234-1299
hitower.are             1300-1399                                              
hllywd.are              17600-17699                                          
hood.are                2101-2199
jher.are                32700-32799
juargan.are             4700-4799
kavir.are               30000-30099
kender.are              14900-14999
khang.are               30799-30899
limbo.are               0-99
mage.are                20000-20099
magetest.are            28000-28099
mahntor.are             2300-2399
malathar.are            400-500
marsh.are               8301-8399
mega1.are               8000-8099
midennir.are            3500-3599
midgaard.are            3000-3100
mirkwood.are            8800-8900
mirror.are              5300-5399
mobfact.are             9401-9500
moria.are               4000-4099                                              
See help 'vnums3' for more vnums
~

-1 VNUMS3~
Name of Area            Vnums           Connected to           Priority
--------------------------------------------------------------------------     
mtdoom.are              14700-14799                                            
ofcol.are               5550-5599
ofcol2.are              600-699
olympus.are             901-999
pblood.are              9550-9599
pground.are             3725-3799
plains.are              300-399
prehist.are             15400-15499
pyramid.are             2600-2699
quest.are               29500-29599
redferne.are            7900-7999
relic.are               29600-29699
rotain.are              6640-6699
rshouse.are             14600-14699
school.are              3700-3799
sesame.are              24000-24099
seven.are               30665-30699
sewer.are               7000-7099
sfield.are              31100-31199
shire.are               1100-1199                                              
spirit.are              6031-6099
start.are               25000-25099
tcwnn2.are              31200-31299
tcwnn.are               31000-31099
thalos.are              5200-5299
torcal.are              6071-6099
trollden.are            2800-2899
troy.are                29500-29599
ultima.are              2400-2499
under.are               14000-14099
unholy.are              30800-30899
vallandar.are           30300-30399
vally.are               7800-7899
villa.are               14100-14199
warkeep.are             15700-15799
warner.are              15000-15099
weed.are                30232-30299
weirdan.are             14300-14399
wyvern.are              1601-1699                                              
~

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.
~

-1 VORTEX~
`--------------------------------------------------------------`
| ...: The Vortex is derived from the Godwars codebase by :... |
| ...: Richard Woolcock (Kavir).                          :... |
`--------------------------------------------------------------`

          . Code originally modified and mangled by .          
         ..         Satan, Sluggo, and Fang         ..
        ...     Later mangled further by Chasm      ...
       ....         ...and further by Kale          ....
      .....        Then along came Kline...         .....
     ......   ...and further mutilated by Loimos!   ......
      .....                                         .....
       ....    Thanks go out to all the players     ....
        ...    for their inspiration, dedication,   ...
         ..    nagging, griping, whining, bitching, ..
          .    and motivation to make us code =)    .

Unleashed upon the internet on 04.01.03.  This code has been
made available to both Kyndig.com and Game.org.  All material
contained within including areas, code, bugs, abnormalities,
and mutations are copywrite of their respective owners.

Oh, yeah.  No removing this helpfile if you use our code.
No turning it into a Dystopia either (No offense, Brian.)

See also HELP DIKU, HELP MERC, HELP GODWARS
~

-1 WARP WARPS~
Warps are a new element of PK that randomly affect your 
character in some manner.  They can be good, bad, both, 
or even entirely worthless.  You are able to have up to
6, and can redeem them (clear them) at any time after
you have 4 and the required 500 primal.

Crystaline Body   - Causes you to take less damage from normal hits
                    but more from critical ones.
Steel Body        - Physical damage reduced by 10%
Covered in Venom  - Extra attack, doesn't do full damage of damcap.
Covered in Spikes - Extra attack, doesn't do full damage of damcap.
Extra Quick       - Extra normal melee attack.
Extra Slow        - One less normal melee attack.
Terror            - Causes opponents to randomly flee.
Regen             - +10% healing rate.
Weapons Master    - 250 max in all weapons.
Inept             - 150 max in all weapons.
Weakness          - Deal less damage.
Soft Skin         - Take extra damage.
Glass Shards      - Extra attack, doesn't do full damage of damcap.
Clumsy            - Lower parry / dodge rate.
Tentacles         - Extra attack, doesn't do full damage of damcap.
Slow Heal         - -10% healing rate.
Strong Magic      - +50 max in all magic.
Weak Magic        - -50 max in all magic.
Strong            - Deal extra damage.
Smelly            - Nothing.
Covered in Warts  - Nothing.
Feathers          - Nothing.
Hairy             - Nothing.
Big Feet          - Nothing
Bald              - Nothing.
Tail              - Nothing.

Tell Kline about any changes needing to be made.
(More precise names / descriptions / etc)

~

-1 WATER ~
Cleanse       - A small heal          [Cleanse    ]
Flood         - Area-wide combat mod  [Flood      ]
Damroll       - Damroll modifier      [Auto       ]
Ice           - Cover a room in ice   [Ice        ]
Iceshield     - Protective shield     [Auto       ]
Dodge         - Dodge more attacks    [Auto       ]
~

0 WEAKEN~
Syntax: cast weaken <victim>

This spell reduces the strength of the victim by two points.
~

0 WHERE~
Syntax: where
Syntax: where <character>

WHERE without an argument tells you the location of visible players in the same
area as you are.

WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~

0 WHO~
Syntax: who
Syntax: setwho <string>
        setwho off

You can configure your who screen with the setwho command. Here is a list of the

$1 ->Name
$2 ->Class
$3 ->Clan
$4 ->Status Name
$5 ->Class Rank
$6 ->Clan Rank
$7 ->Title
$8 ->Status number
$9 ->Generation
$0 ->Souls

 "setwho off" will allow you to see the hardcoded version of who.
Sample setwho:
"setwho $4   $8 $9 $0  $3 $6 $2 $5 $1 $7"
 The values *MUST* have a space before and after the symbol.
 You can add other words if you wish such as:
  "Setwho Name: $1  Status: $4  S/G/U: $8 $9 $0" 
~

0 WIMPY~
Syntax: wimpy
Syntax: wimpy <number>

WIMPY sets your wimpy value.  When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to flee.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy.
~
-1 WIND~
Dodge         - Dodge more attacks    [Auto       ]
Parry         - Parry more attacks    [Auto       ]
Hitroll       - Hitroll modifier      [Auto       ]
Gust          - Blows target away     [Gust       ]
Whirlwind     - Hinder fleeing        [Whirlwind  ]
Dodge         - Dodge more attacks    [Auto       ]
Parry         - Parry more attacks    [Auto       ]
Hitroll       - Hitroll modifier      [Auto       ]
~

4 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.
~

-1 WIZLIST~
#n                          __                    __
          __       __     \_\  __          __   \_\  __   __       __
          \_\     /_/        \/_/         /_/      \/_/   \_\     /_/
        .-.  \.-./  .-.   .-./  .-.   .-./  .-.   .-\   .-.  \.-./  .-.
       //-\\_//-\\_//-\\_//-\\_//-\\_//-\\_// \\_//-\\_//-\\_//-\\_//-\\
     __(   '-'   '-'\  '-'   '-'  /'-'   '-'\__'-'   '-'__/'-'   '-'\__
    /_/))            \__       __/\          \_\       /_/           \_\
 ___\_//              \_\     /_/  \__
/_/  ((                             \_\
      )) __
__   // /_/           #7Immortals #0of #1T#rhe #1V#rortex#n
\_\_((_/___           -----------------------
     ))  \_\
     \\               #7Implementor#n
      )) __            Sluggo      Kale
__   // /_/            Kline       Loimos
\_\_((
     \\               #6High Judge#n
      )) __            Kormac
__   // /_/
\_\_((_/___           #5Judge#n
     ))  \_\           Vixen
     \\
      )) __           #4Enforcer#n
__   // /_/            None
\_\_((_/
     \\               #3Questmaker#n
      )) __            Corruption
__   // /_/
\_\_((_/___           #2Builder#n
     ))  \_\           Spawn
     \\
      )) __
__   // /_/
\_\_((_/___
     ))  \_\                __                    __
     \\     __       __     \_\  __          __   \_\  __   __       __
  __  ))    \_\     /_/        \/_/         /_/      \/_/   \_\     /_/
  \_\_((   .-.  \.-./  .-.   .-./  .-.   .-./  .-.   .-\   .-.  \.-./  .-.
       \\_//-\\_//-\\_//-\\_//-\\_//-\\_//-\\_// \\_//-\\_//-\\_//-\\_//-\\
        'dc\__'-'   '-'\  '-'   '-'  /'-'   '-'\__'-'   '-'__/'-'   '-'\__
            \_\         \__       __/\          \_\       /_/           \_\
                         \_\     /_/  \__
                                       \_\
~

0 WOLF WEREWOLF~
Werewolves are creatures of the night, and notoriously hate Vampires with
a crazed passion.  Werewolves are typically humans who have draw themselves
into a closer relationship to Gaia than others, and have therefore been
granted the awesome power that comes with being such a creature.  Not only
do Werewolves have a close bond to Gaia, enhancing their natural senses and
skills, they are also able to channel vast ammounts of raw energy from the
moon at night.  The power Werewolves draw from Gaia comes in the form of
certain disciplines centered around various animals in the natural flow of
life.

  Werewolves have the following commands:
   Disciplines   - Display your disciplines.  Learn new disciplines with
                   discipline learn <discipline>.  You can view your
                   current knowledge in a certain discipline by using
                   discipline <discipline>.
   Rage          - Force yourself into a wild frenzy if your discipline
                   advancement is far enough.
   Calm          - Remove yourself from rage if your discipline advancement
                   is far enough.

   Other commands are learned as you advance individual disciplines, and
   there are far too many to be listed here.

See also HELP FORM.
~

0 'WORD OF RECALL'~
Syntax: cast 'word of recall'

This spell duplicates the built-in RECALL ability.  It is provided solely for
Merc-based muds which wish to eliminate the built-in ability while still
providing the spell.
~

12 KL1N3~
<IMAGE FName="press4.jpg" URL="http://www.jollyroper.com/halloshame/mercs/"></IMAGE>
~

0 $~


#$