anatolia3.0_cleaned/gods/
#HELPS
-1 WIZLIST~
.
        ________            *********************           ________
      /+_+_+_+_+_\        ** The Gods of Anatolia **      /+_+_+_+_+_\
      \__________/          *********************         \__________/
        |::XXXX|                                            |::XXXX|
        |X::XXX|              Implementors [100]            |X::XXX|
        |XX::XX|              *****************             |XX::XX|
        |::XXXX|                                            |::XXXX|
        |::XXXX|                                            |::XXXX|
        |::XXXX|                                            |::XXXX|
        |X::XXX|                Creators [99]               |X::XXX|
        |XX::XX|                *************               |XX::XX|
        |XXXX::|              			            |XXXX::|
        |::XXXX|                                            |::XXXX|
/<<>>\/<<>>\/<<>>\/<<>>\                            /<<>>\/<<>>\/<<>>\/<<>>\
\<<>>/\<<>>/\<<>>/\<<>>/      Supremacies [98]      \<<>>/\<<>>/\<<>>/\<<>>/
       |.  /  . |             ****************             |.  /  . |
       | .//\.  |            		                   | .//\.  |
       |.  /  . |            		                   |.  /  . |
       | .//\.  |                                          | .//\.  |
       |.  /  . |               Deities [97]               |.  /  . |
       | .//\.  |               ************               | .//\.  |
       |.  /  . |           		      	           |.  /  . |
       | .//\.  |                                          | .//\.  |
       | .//\.  |                Gods [96]                 | .//\.  |
       |.  /  . |                *********                 |.  /  . |
       | .//\.  |              	                           | .//\.  |
       | .//\.  |                                          | .//\.  |
       |.  /\ . |              Immortals [95]              |.  /  . |
       | .//\.  |              **************              | .//\.  |
       |.  /  . |              		                   |.  /  . |
       | .//\.  |                                          | .//\.  |
       |.  /  . |               DemiGods [94]              |.  /  . |
       | .//\.  |               *************              | .//\.  |
       |.  /\ . |                  	  	           |.  /  . |
       |.  /  . |                                          |.  /  . |
       | .//\.  |               Angels [93]                | .//\.  |
       |.  /  . |               ***********                |.  /  . |
       | .//\.  |             		                   | .//\.  |
       | .//\.  |             		                   | .//\.  |
       | .//\.  |                                          | .//\.  |
       |.  /  . |               Avatars [92]               |.  /  . |
       | .//\.  |               ************               | .//\.  |
       |.  /  . |                 		           |.  /  . |
       |.  /  . |                  	                   |.  /  . |
        \ //\. /                 Heros [91]                 \ //\. /
         \ /. /                 ************                 \ /. /
          \ //                                                \ //
           \/                                                  \/

~
-1 ANATOLIA~
. 
      ANATOLIA started in early September 1996, using Rom2.4 code. In
June of 1997, ANATOLIA II was started, eventually replacing the original
ANATOLIA.

The following people contributed to the ANATOLIA flavor of the ROM base
code:

Addition of New Areas --
	Ibrahim Canpunar, Serdar Bulut and Murat Bicer

Revision of New Areas --
	Ibrahim Canpunar

Revision and Addition of New Helps --
	Ibrahim Canpunar and Serdar Bulut

Additional Maps --
	Ibrahim Canpunar

Ideas and playtesting --
    So many dedicated mudders around the world. Especially Amac Ural,
Mustafa Ongel, Ibrahim Uzel, Rasit Gumus, David Heide.

Complete C Code --
	chiefly by Serdar Bulut,
        with major contributions by Murat Bicer,
        and also Ibrahim Canpunar and Devrim Baris Acar. 

Used snippets (Available on internet) --
	Quest Code (c) 1996 Ryan Addams (moongate@moongate.ams.com)
	Some snippets by Erwin S. Andreasen. 
		erwin@pip.dknet.dk
~
-1 ROM~
ROM started in early February 1993, using Merc 1.0 code. In July of 1993,  
ROM II was started, eventually replacing the original ROM.  ROM was up for
a little over a year, after which the code (version 2.3) was released,
and various other ROM muds were started, including Rivers of Mud under
a new management (Zump's ROM), at rom.org 9000.

Alander's current project is Tesseract, the latest version of the ROM code.
It can be found at hypercube.org 9000.

The following people contributed to the ROM flavor of the merc base code:

Socials --
    Kelsey and Liralen

New, Improved Valhalla --
    Liralen

Puff's new special proc and improved poofin/poofout code --
    Seth

Maps and map shop --
    Ezra, Regnan (Olympus)

Nirvana zone --
    Forstall (mobiles rewritten by Alander)

Mob Factory --
    Pinkfloyd (originally written for ROM, mobiles rewritten by Alander)

Geographically correct Midgaard (tm) --
    Alander

Ideas and playtesting --
    Thousands of dedicated mudders around the world

Beta testing --
    Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports
    and suggestions, saving a lot of headaches

New Thalos area was donated by Onivel of Jedi, who was also the originator
of the ASCII flags used in the zone files

ROM 2.4 was developed during my time with Moosehead mud, and the release
shares many of the features I wrote while I was there.  Additional code
was written by Seth Scott (the new poofin/poofout), and many contributions
and ideas from the Merc list were used. 

The new features of 2.4 were largely produced in bull sessions with
Gabrielle (my wife) and Brian Moore, without whom this release wouldn't
have happened.  In particular, the new privacy code, furniture, and
wiznet are largely the results of Gabrielle's ideas.

Changes to the standard diku mob and object format, as well as the changes
to Merc 2.1 source code, were done by Alander over many a late night of
hair-pulling. Hope you enjoy it.

(my apologies if anyone was forgotten in this list)
~
-1 IMMORTAL IMMORT GOD WIZARD WIZ~
.
	'Immortal' (often, simply, 'immort') refers to players who have reached
the highest attainable levels in the game. Here, anyone of level 92 or higher
is an 'immortal.' Immortals are capable of exceeding the usual game rules, in 
more drastic and pervasive ways as levels increase; examples range from 
teleportation and invisibility to mortal sight to creation of objects, removal
of a player's privileges (channels, ability to move, or even ability to log 
in), and ability to promote players to immortality.

	Since immortals can wreak havoc with game balance, they are (ideally)
a carefully-chosen and policed group.  An absolute rule of immortal behavior is
that no immortal can aid or assist any player without explicit permission from 
the higher ranks; in other words, please don't ask an immortal to help you kill
a mob, gather EQ, etc, or you'll likely be either politely or rudely refused, 
or referred to this file.

	The duties of immortals, and even the very reasons for their existence,
are topics of continual and heated debate in various MUD forums, and are
fraught with misconceptions, poor examples, and outrageous hypocrisies. :)
~

-1 SOCIALS~
 
This is a complete list of socials for this MUD:
Compiled originally by: Sara
accuse       adjust      air          apologize     applaud     babble
bark         bcatch      beckon       beer          bearhug     beg
bird         bkiss       bleed        blink         blush       boast
boggle       bonk        bounce       bow           brb         burp
cackle       caress      charge       cheer         chuckle     clap
claw         collapse    comfort      comb          cough       cover
cower        cringe      criticize    cry           cuddle      curse
curtsey      dance       daydream     drool         duck        embrace
explode      eyebrow     faint        fart          flare       flash
flex         flinch      flip         flirt         flutter     fondle
french       frown       fume         gasp          giggle      glare
goose        grimace     grin         groan         grope       grovel
growl        grumble     hand         head          hiccup      highfive
hop          howl        hug          hush          ignore      innocent
insane       judge       kiss         knee          laugh       lick
love         lust        massage      meditate      moan        moon
mosh         mutter      nibble       nod           nudge       nuzzle
pant         passout     pat          peck          pie         pinch
pissed       plead       point        poke          ponder      pout
pray         propose     puke         punch         purr        ramble
raspberry    rofl        roll         rub           ruffle      run
scratch      scream      serenade     shake         shiver      shrug
sigh         sing        slap         slobber       smile       smirk
snap         snarl       sneeze       snicker       sniff       snore
snort        snowball    snuggle      sob           spam        spank
spit         squeal      squeeze      squirm        stare       stretch
strip        stroke      strut        sulk          swoon       tackle
tease        thank       threaten     tickle        tip         tongue
twiddle      type        undress      view          wave        whine
whistle      wiggle      wince        wink          wonder      worry
worship      yawn        yeehaw       yodel         rose	laces
tank	     starve	 aargh	      homework	    puff	differ
yae	     lightbulb   voodoo       ogg	    confused	beam
bite	     discodance  scuff        whap	    lag		chortle
zerbert      twitch
 
~

-1 MERC~
This mud is based on Merc 2.2, created by Furey, Hatchet, and Kahn.  
Merc 2.1 is available as Merc_22.tar.gz from ftp.game.org 

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.

~
-1 MAP MAPS~
Thanks to Ezra for drawing the originals of several maps on ROM.
~

-1 GREETING~
.
        /                                                          \
        |                                                           ) 
        \                      ___   _                              / 
         '\                 __r^   '-^ ;_                        ,--'
           ;             _r^             \  _                 __/        
         ___`;------,_r-`                 -` '-^\.___.--.__,-^            
_____,*-'   `==                                                            
 ,-r-,_'`--`-'                                                            
 /                  R E A L M S   O F   A N A T O L I A                       
/___,                                                                       
    /           Original DikuMUD by Hans Staerfeldt, Katja Nyboe,           
   |            Tom Madsen, Michael Seifert, and Sebastian Hammer            
|`-'            Based on MERC 2.1 code by Hatchet, Furey, and Kahn           
`-,             ROM 2.4 copyright (c) 1993-1995 Russ Taylor. And              
   \            ANATOLIA 3.0 by 1997-1999 Serdar BULUT, Ibrahim 
    |           CANPUNAR, Murat BICER, Devrim Baris ACAR.                             
    |                                                                        
     \             __                                           
      `c_--:_     /  ^-,__        _r-z__.;/'|        
             `---'        -\___;-'         ,'   
                                           \  
                                           | 

By which name do you wish to be known? ~ 

-1 MOTD~ 
* This is a Roleplaying, PlayerKilling and Adventure MUD.
* You are responsible for knowing the rules (type 'rules').  Ignorance of 
  the rules is no excuse.
* Important commands: help, commands, news, notes.
* Read all helps. So many things are changed relatively before.
* Read helps of WHATSNEW(ROM2ANATOLIA), FROM20TO21, FROM21TO22 
  ALIGNORCABAL and FROM22TO30.


					Last modified: July 27th, 1999
[Hit Return to continue]
~ 
 
92 IMOTD~
Welcome Immortal!

You are responsible for following the laws of immortal behavior. These can
be found by typing 'help laws' or 'help commandments'.

* Excessive loading is not allowed, and is grounds for deletion.
* Asking for promotion is grounds for instant deletion.
* Type 'help jobs' to get some idea of what you should be doing.
* Remember you can RENAME players with unwanted nick names.

[Hit Return to continue]
~

92 JOBS~
.
	This is a partial list of what a god of any given level should be 
doing. It is not complete yet.

ANGELS (92-94):

	Angels and higher level gods may not assist mortals directly in any way.
An angels' main job is controling the roleplaying of the game. Mostly each angle
is responsible for one cabal. Responsibility means here that making sure that
the cabal members are acting according to the roleplaying theme. But an angel
cannot induct a player to his/her cabal, unless there is no mortal cabal leader
of that cabal. An angel may have a mortal char as well. But he/she cannot help
his/her mortal char in any sense. Violation of this rule is instant deletion!

DEITIES (95-96):

	Deities have two main roles: reimbursement and quest running. Be 
skeptical on reimburses, don't just hand out every piece of gear. I suggest 
limiting reimbursements to 10 items at a time, and make sure that you do not 
load things at too high a level (new format items have hard-coded levels, so 
are not a problem).  Vnum and stat are useful for this.  DON'T FORGET THAT
YOU CANNOT LOAD LIMITED ITEMS! You can draft Angels to help you run a quest, 
and please note that quests should NOT have huge rewards -- the main point 
should be to have fun.  Deities have no business trying to enforce rules -- 
the most you should do to a player is a NOCHANNEL or similar light punishment.
Using the snoop command, Deities can keep track of players whether they are 
obeying the rules of roleplaying or not. Deities cannot have mortal characters. 

GODS (97-99):

	Gods can run quests just like Deities and it's nice to do reimbursements
too. However, the main role of a God is keeping the peace and enforcing the 
the roleplaying, using the various NOTELL-class commands, as well as deny,
purge, freeze, and ban (but be careful with these commands!)  Gods are expected
to help make the mud run more smoothly, power trips are strictly verbotten.
Not fufilling the roles of your office can result in demotion or deletion. Gods
cannot have mortal characters.
~

92 COMMANDMENTS LAWS 'GOD RULES' GODS~
.
                          The Rules of ANATOLIA 
 
1)  Do not kill mortals, do not kill mortals, do not kill mortals.
    This includes transferring/summoning them to aggressive mobs.
 
2)  Do not cheat for ANY mortal in ANY way, especially your own. 
    Unless of course you LIKE deletion. Yes this includes tanking,
    healing/restoring, casting protection spells <armor, sanct>,    
    and softening up or altering mobs.
 
3)  Do not transfer or summon mobs to mortals or mortals to mobs.
    They have legs, if they want to kill a mob, they can easilly
    go there themselves.
 
4)  DO NOT kill the shopkeepers for any reason at ALL.
 
5)  DO NOT use reboot.  <--- Note, simple English.
 
6)  Do not give out free equipment.  You don't need to win brownie
    points with the mortals.  Quest are fine but handing out items
    isn't.
 
7)  A note on quests: Quests are a good thing, more or less, BUT 
    do not give out overly extravagant prizes.  Exercise some 
    common sense here folks.  Do not load items more than 4 levels
    below their normal level (i.e. no level 5 ogre gauntlets).
 
8)  Do not undermine the authority of a higher level god.  If you 
    see that someone has been frozen or nochannelled do not restore
    their priveleges.  They are being punished for a reason.
 
9)  Do not try to overrule each other.  
 
10) Trusted mortals:  Do not use your god powers to help your mortal
    character.  If you do, your trust will be taken away.

11) Take care of limited objects and quests.

12) Make sure that everyone is obeying the roleplaying rules.

~

0 SUICIDE DELETE~
Use the delete command to erase unwanted characters, so the name will be
available for use.  This command must be typed twice to delete a character,
and you cannot be forced to delete.  Typing delete with an argument will
return your character to 'safe' status if you change your mind after the
first delete.
~
 
0 HEALER~
The healer decided to grab a quick buck, and now charges for his heals.  Some
services are still free to players of level 10 or below, however.  To see
a full listing of the healer's services, type 'heal' at his residence. To
receive healing, bring plenty of money, and type 'heal <spell>'.
~ 


-1 GAIN~
The gain command is used to learn new skills, once the proper trainer has 
been found. The following options can be used with gain:

gain revert : turns one training session into 10 practice session 
gain convert: turns 10 practices into one training session

~

92 CLONE~
Syntax:
  clone obj <object>
  clone mob <mobile>
  clone <name>

The clone command duplicates an object or mobile.  The level of item or mobile
that may be cloned depends on your level.  The target object or mob must be in
the same room as you, or in your posession.  Strung and set information is
preserved by clone, as well as any spell effects and container contents or
mobile inventory, except for items which are too high for you to clone.  
Strung extended descriptions on objects are not kept, however.
~


0 SKILLS SPELLS~
.
   The skills and spells commands are used to display your character's list
of available skills (or spells, as the case may be).  They are listed in
order of level, with mana cost (for spells) or percentage (for skills)
listed where applicable.

   If you are really hurt, e.g. your hitpoint is less than the 60% of your
hitpoint, your control on your skills decreases.
~


0 OUTFIT~
The outfit command, usable by levels 5 and below, equips your character with
a new set of sub issue gear (banner, weapon, helmet, shield, and vest), 
courtesy of the Mayor's warehouses.  Only empty equipment slots are affected.
~

0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT NOSUMMON NOCANCEL~
Anatolia uses varies automatic actions, to ease the boredom of always splitting
gold and sacrificing corpses.  The commands are as follows:

autolist  : list all automatic actions
autoloot  : take all equipment from dead mobiles
autogold  : take all gold from dead mobiles
autosac	  : sacrifice dead monsters (if autoloot is on, only empty corpes)
autoexit  : display room exits upon entering a room
autosplit : split up spoils from combat among your group members
autoassit : makes you help group members in combat
nosummon  : makes you summonable only within your PK range.
nocancel  : allows only group members to cancel the spells that you are affected

Typing a command sets the action , typing it again removes it. 
~ 

-1 COUNT~
The count command displays the number of people (that you can see) logged
into the mud.  It also displays the highest number observed that day, if
it is higher.
~ 
 
-1 GATE~
.
    The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world.  This portal will transport you and any pet you might have, but not
other members of your group.  Monsters recieve a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at 
all.  God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of.  Finally, any god or hero is also 
immune to gate, as well as in player who has no summon set. 
~
-1 'ASTRAL WALK'~
.
    The astral walk spell is a powerful transportation magic that opens up a 
portal between your character and another person or creature somewhere
else in the world. This portal will transport you and any pet you might
have, but not other members of your group.  Monsters recieve a save
against astral walk, and monster or players more than 3 levels higher than
you can not be astral walked to at all.  God rooms, private rooms, and no
recall rooms cannot be astral walked to, and no recall rooms cannot be
astral walked out of. Finally, any god or hero is also immune to walk, as
well as in player who has no summon set. 
~
-1 'MIST WALK'~
.
    The mist walk spell is a powerful transportation magic that opens up a 
portal between your character and another person or creature somewhere
else in the world.  This portal will transport only you, but not
your pet or other members of your group.  Monsters recieve a save
against mist walk, and monster or players more than 5 levels lower than
you can not be mist walked to at all.  God rooms, private rooms, and no
recall rooms cannot be mist walked to, and no recall rooms cannot be mist
walked out of.  Finally, any god or hero is also immune to mist walk, as
well as in player who has no summon set. 
~
-1 'SOLAR FLIGHT'~
.
    The solar flight spell is a powerful transportation magic that opens up a 
portal between your character and another person or creature somewhere
else in the world.  This portal will transport only you, but not
your pet or other members of your group.  Monsters recieve a save
against solar flight, and monster or players more than 1 levels higher
than you can not be solar flighted to at all.  God rooms, private rooms,
and no recall rooms cannot be solar flighted to, and no recall rooms
cannot be solar flighted out of.  Finally, any god or hero is also immune
to solar flight, as well as in player who has no summon set. And ofcourse
you need the sun light to cast this spell effectively.
~

-1 WHATSNEW ROM2ANATOLIA~
.
* ROM BUGs are fixed.
* PlayerKilling and Stealing is permitted for all levels, within
  restrictions of course.
* 7 Cabals are implemented with special skills and spells.
* If one cabal is raided and its item is taken and put to anothers cabal
  shrine, the raided cabal cannot use their cabal powers.
* New 8 classes are added with full features.
* New 14 races are added with full features.
* Cabal only, race only, alignment only spells and skills implemented.
* Some channels are removed (gossip,auction).
* New auction channel introduced.
* Over 200 new skills and spells are introduced.
* New practicing type is introduced.
* Damagable and repairable equipments are introduced.
* Bank is implemented.
* Color code is inserted.
* Mobiles started to track last foughts.
* Spells castable to room (room affects, do_raffect command) are implemented.
* Good players can request objects from good mobs.
* Anti-Paladins can demand objects from any mob (chance of attacking).
* Automatic rebooting system is implemented.
* New areas are added.
* Objects and Mobile progs are implemented.
* Ice melts in hot areas.
* New score command is introduced.( One can use old one with nscore command)
* In who command, one can restrict the cabals, races or PKs.
* Players can pray the gods by pray channel.
* Automaticaly generated quest is introduced.
* Hero players can teach their 100% skills or spells to other players.
* Tailed mobile can now attack with their tails.
* When you look a mob, you can see its race.
* Hometowns and ethos are implemented.
* Religions and their related tattos are implemented
* Special quest kassandra (please read the referred books in melancholy).

Also check FROM20TO21
~
-1 FROM20TO21~
.
* Reported bugs are fixed.
* Track has been rearranged.
* Players become able to shoot arrows, throwing spears with full features:
	poisoning, shocking, burning, frosting arrows and spears
	stuck in arrows and spears.
* Shot arrows or thrown spears may be stuck in the target mobiles.
* Riding skill is given to knights.
* In groups shalafi vs battle, chaos vs ruler, invader vs knight is prevented
* Spellbane become permanent with no cost of mana.
* Blade barrier, aid, desert fist,gate spells are given to clerics.
* Chance of damaging an object reduced.
* Tracking mobiles become able to open door.
* Golems autorescue their masters.
* If created golem kills master's quest mob, it is ok as well.
* Area flags introduced.
* Next questtimes has been rearranged.
* Quest code reconstructed. 
* Vampire became immune to negative attacks.
* Immunity to negative spell is given to necromancer.
* Spell craft adjustment done.
* Lance skill is given to knights for mount.
* Secondary attack given to warrior class.(Second attack for dual)
* Making arrow (blue,red,white,green) skills given to Ranger.
* Dishonoring is now optional for Samurais.
* Chance of tattoos has been increased.
* Is_same_group is reorganized.
* Leadership spell is given to rulers( immunity to charm).
* Evil spirit spell is given to invaders.
* Mortal strike skill is given to battleragers.
* Now offensive spells are castable to other rooms, as well:
	cast 'acid blast' n.fido
	cast 'acid blast' e.2.fido
* Mobiles starts to remember the players that once fight with them, untill
  they are killed, or anatolia is rebooted.
* Races of mobiles is now a header of mobiles description.
* PC's can speak either common language or their mothertongue.
* Only magical lights now can damage vampires.
* Track skill is now only for rangers.
* Shout and yell channels cannot be ON/OFF.
* Spell craft rearranged.

Also check FROM21TO22
~

-1 FROM21TO22~
.
* Reported bugs fixed
* bury added and graves can be opened by earthquake spell or digging
* drag is added.
* hand usage is rearranged (pro-hand has "*" sign)
* Added a chance to fall in the other room while door bashing
* get_skill & get_weapon_skill now controls hit/max_hit
* get_skill is rearranged for mobiles
* new complete remort code (under control of immortals) is added with backup
* now players can get the amount of coins that they want from the room
	e.g	get 10 gold
* maximum newbies and oldies has been completed
* cross block & hand block skills are added
* Non-cabal members cannot quit in that cabal
* strangle, blackjack and vampiric touch have certain delay now.
* parry has been rearranged
* added special cabal guardian progs
* now katana cannot be either purged or sacrified
* now all cabal areas are no gate and no summon
* removing tattoos and religions are allowed by questor
* cancellation spell can be cast thru only group members and cancel enabled ones
* now vampires are only affected by sun light and magical lights
* now glowing items that are worn on head can light the room
* damage colors are now only red, but still the tone of the red is different
  for the character and the victim
* limited items can only be saved by players that has an average of 20 hours 
  per last two weeks.
* new skills and spells are added.


~

-1 FROM22TO30~
.
* Two classes are removed: warlock, witch.
* Three classes are added: invoker, transmuter, elementalist.
* Getting the cabal items and cabalscan rearranged.
* New skills/spells added.
* New limited objects added.
* Cabal powers are rearranged.
* The mobiles, who have mage/cleric acts and don't have any special
  cast programs, now have their cast programs.
* The mobiles, who was defined as backstab offensive, now can attack
  to the players with backstab if they are aggressive as well.
* Reported bugs are fixed.
* All sanctuary and detection potions are limited now. And a new 
  arrangement had been made for sold limited items.
* And lots of more....

~

-1 ALIGNORCABAL~
.

	- Alignment or Cabal for Roleplaying?
	- Actually it depends on the implementor of the MUD. According
to Chronos, alignment comes first and according to Asena, cabal comes
first. 

~

-1 AFFECTS AFFECT RAFFECT RAFFECTS~
.
   Affect command is used to show all the spells affecting your character. At
low levels, only the spell name will be displayed, at higher levels the
effects and duration of the spell will also be shown.  Spell effects
are no longer shown on score (this can be changed by using 'show' command).


    Raffect command is used to show all the spells affecting the rooms. At
low levels, only the spell name will be displayed, at higher levels the
effects and duration of the spell will also be shown.  Spell effects
are no longer shown on score (this can be changed by using 'show' command).
~
-1 RULER 'CABAL RULER' 'RULER CABAL'~
.
	Rulers believe that Law is the key for success for us all. In the
ancient times, the realm of Anatolia had been covered by chaos from one
end to the other, with no law to protect anyone or anything. It was a time 
when only the strong survived, feeding on the corpses of the weak. The 
Rulers changed all that. They founded protected areas around thera,
guarding them with their lives. They have written the book of laws that
keeps their beliefs, and guard this book in their headquarters. The book
is everything to them, in case the book is lost, they fail to apply the
law like the way they can do when in possession of it. The first city 
they got under their protection was Midgaard and New Thalos, where many
people had migrated after the lamia attack in old Thalos. Today, the
Rulers are fighting the Chaos cabal, their now eternal enemy. All those
who defy the laws in protected areas are flagged as "criminals", and
hunted by all rulers.
~

-1 INVADER 'CABAL INVADER' 'INVADER CABAL'~
.
   Four hundred years ago, after the attack of the Knights orriginating from
the town of Gerilghem, the forces of evil had to retreat to Underdark, one
of the deepest and most evil places on this realm. It is said that the
darkness in the area soon started to become deeper and stronger. No one
knows what went on in the depths of the Underdark, but soon an army of
pure evil emerged, travelled to the lands cleaned by the Knights, slaying
all that it found on its way. The dark army spared no life, bringing
nothing but death to those who stood in its path. Inside the swamps west
of Midgaard, an army of Knights confronted them. The Knights were
numerous, outnumbering the dark army who called themselves Invaders, and
it seemed to be a doom for the dark army. That was when the great dark
cloud decended on the two armies. Although the events which took place
inside that dark cloud is not known, there is something that is written
down in the Chronicals of Anatolia. No man left the cloud alive, but the
only corpses to be found were the Knights'. 
~

-1 CHAOS 'CABAL CHAOS' 'CHAOS CABAL'~
.
  Chaos. The seed of the universe. It is everywhere. It is within us, around
us, it is all that everything originates from. Those who have seen the
power in chaos have come together. To found a unique force among the
chaos, they came together secretly and built themselves a fortress. They
are plaqued by the lawful works of the Rulers, constantly battle them
to rid them of their powers. They see the laws as chains that turn them
into slaves. So they fight for their freedom. It is an honour for a Chaos
member to be made wanted by the Rulers, it shows their respect for
freedom. When a Chaos member is flagged as criminal, his mood and his
powers increase, due to the new flow of chaotic powers.
~

-1 KNIGHT 'KNIGHT CABAL' 'CABAL KNIGHT'~
.
When the evil stormed the plains of our realm, killed the innocent
children of poor villagers, a great hate started to rise against the dark
souls that plaqued the land. The followers of the dark path was strong,
but the hate against them grew with each corpse they left on the ground.
In time, people who wished to fight against this evil gathered in the city
of Gerilghem, and started to build a large castle in the city. Training 
themselves for a battle against the evil, they mastered in heroic combat,
and started a jihad against the darkness. The evil withdrew to the depths
of thera, and once again peace came to the land. But it did not last long.
The forces of darkness formed a new army, named themselves Invaders, and
attacked back. For past few hundred years, these to forces have been
fighting a fierce battle. The Knights trying to bring peace, and the
Invaders are trying to bring death. The hate in the Knights for evil is 
great, and they hunt it, slay it whenever it is possible. They believe
that eternal peace can be found only when the last evil falls to its 
knees.
~

-1 HUNTER 'HUNTER CABAL' 'CABAL HUNTER'~
.
Where there's money, there's someone who wants to earn it. The merchants
from many different and far away parts of came together, forming a guild
among themselves. They do all kinds of work, money is the key to hire
them. They are superior with hunting, and they always seek for revenge. 
These group of merchants have one weakness that is known: Some of them
tend to sell out their friends for money. They are not cheap at all to
hire, costing perhaps hundreds of thousands of gold for the hardest tasks.
Their trade center is located at the city of New Thalos, and also serves
as their headquarters. The Hunters are a constanly changing cabal, that is
the most profitable way of earning more. Always change, and have someone
else pay for it!  
~

-1 SHALAFI 'SHALAFI CABAL' 'CABAL SHALAFI'~
.
  For many ages, the mortal magic on this realm was seen as evil by those
who couldn't understand the arcane arts. The performers of "the Art"
therefore, were hunted down and killed. Their magic was strong, but not
strong enough to fight the millions who went after them. One day, a great
magician among their order, decided to put an end to this massacre. 
All those who survived the attacks of the barbaric community were called
to the magically built tower of sorcery, where a great meeting was held.
The great mage, named Jutnirvas, took his place at the end of a huge hall
where all the mages were collected. He then began his forever unforgotten
speach:

  "Greetings performers of the Art! I know that you all feel nervous for the
fact that we, all those who managed to survive the hunt, are here in one 
place all together. Yes! I know the dangers of this meeting. If we are
found, we might be killed here together, and then the magic would
certainly fall. But with every new sunset, there are less of us on this
world. We must come together and fight against those who wish to see our
heads seperated from our bodies. There's only one thing that can save us:
The great power of the Art! The power of magic! We must make this tower
our first stronghold, a castle where we can defeat the outsiders. We 
will have to improve our magical powers, and this can only be achieved
by a long, disciplined work. We will need all sorts of magical power,
the good, the neutral, and the evil. They must all be worked, reserched,
so we can survive. And with us, our magic shall survive too, growing in
force each day. We will bind ourself together, not let chaos sweep away
what we will make possible. Now, will you fight by my side!!!?"

   The answer was a thundering yes from every singal person in the room. That
day, Shalafi was founded, and became a home for many of the great
magicians who lived in the following centuries. Jutnirvas's dream still
lives this day, and houses many reserch projects of the mages. Those
who can penetrate through the defenses of the Groove that lies around
the tower and also the undeads of the tower of high sorcery may hear the
screams of summoned demons, explosions of cast spells that shake the
~

-1 NEWCLASSES 'NEW CLASSES'~
.
	In Anatolia version 3.0 or upper, the Warlock and Witch classes 
doesn't exist. Instead of them you have to pick either Invoker, Transmuter
or Elementalist. Each have specifications which are explained in their
own class helps.

~

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