6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#HELPS

101 1122239142 '~
Syntax: ' [message]
 
The  '  command is synonymous with SAY; for more help, observe the
SAY helpfile ("help SAY").
~

1 1251472647 !~
&cSyntax: &C!&c

This repeats the last command you typed.

&WP.S. Some clients strip this capability.&D
~

1 1281748420 "1H AXES"~
&c1h Axes

Grants the user a one-handed proficiency with axes.&D
~

1 1251472760 "1H BLUDGEONS"~
&c1h Bludgeons

Grants the user a one-handed proficiency with bludgeons (such as maces).&D
~

1 1251472822 "1H LONG BLADES"~
&c1h Long Blades

Grants the user a one-handed proficiency with long blades 
(such as longswords).&D
~

1 1251472854 "1H SHORT BLADES"~
&c1h Short Blades

Grants the user a one-handed proficiency with short blades (such as daggers).&D
~

1 1281748499 "2H AXES" "TWO-HANDED" "2H BLUDGEONS" "2H BLADES"~
&cTwo-handed weapons

Using two-handed weapons often requires greater strength then using
a single weapon.  You cannot wear a shield, hold an item, or dual wield
while using a two-handed weapon.  Your weapon will often do considerably
more damage then single handed weapons, but may not get as many attacks.

See also: &WHELP DUAL WIELD, SHIELD-USE&D
~

101 1251472998 "CHAIN LIGHTNING" CHAIN LIGHTNING~
&cSyntax: &Ccast 'chain lightning'

&cThis spell attacks everyone in the room, doing lightning damage.&D
~

1 1251473027 "COMBAT HEALING"~
&cSyntax: &Ccast 'combat healing' <target>
&c
Some individuals are able to heal the wounded whilst they're in the heat 
of a fight. Their spell is of enough magnitude to be helpful in most 
cases. 
&D
~

1 1251473071 "DEMONIC SIGHT"~
&cSyntax: &Cdemonic

&cA skill useable by demons, granted to them from the depths of Hell. They
are able to focus their vision to see things that are normally hidden or
invisible. It also grants them the ability to see in the dark (infravision)
and to detect sneaking.

However, the demon needs to be able to SEE to use this gift, so while blinded
loses all the above abilities.

Note: Like &WDETECT INVIS&c, the demon still cannot see invisible players of
higher levels.

See also: &WHELP DETECT INVIS&D
~

101 1251473136 "DRAW MANA"~
&cSyntax: &Ccast 'draw mana'
&c
Using a tiny bit of mana, you draw mana from your surroundings to add to your own.
&D
~

1 1251473199 "DRAW"~
&cSyntax: &CDraw&c

This will only work if you're currently wielding a bow-type weapon, wearing a
suitable quiver with projectiles in it, and have a free hand to draw with. It
will draw the projectile from the quiver and equip it in a hold position for
firing. Good for quickly readying another projectile.

See also: &WHELP FIRE, RESTRING, ARCHERY&D
~

1 1251473238 "GREATER HEAL"~
&cSyntax: &Ccast 'greater heal' 
&c
This incantation brings forth a healing glow that attaches itself to the 
caster's body, and seeks out the most urgent wounds that need tending. It 
won't always heal one completely, but it is strong enough to tend to a 
fair amount of trauma to your body. 
&D
~

1 1251473293 "GUST OF WIND" GUST~
&cSyntax: &Cgust

&cA powerful wind blast from dragons.

When a dragon reaches a certain size with their wingspan,
they can create a tremendous gust of wind that knocks enemies 
right off their feet.&D
~

101 1251473411 "IFCHECK QUEST" QUESTPROGS~
&cSyntax: &Cmpedit <mob> add <program>
&c
While in mpedit buffer -
&Cmpquest $n (questname) remove   &c(this will remove the quest from a player)
&Cmpquest $n (questname) (chapter)
&Cif quest(questname) == (chapter)

&cUsing the &Cmpquest&c command (available only to mobs, or mobprogs in room
or objects) you can set the targeted players quest journal.
For example - &Cmpquest $n (quest name) (chapter) &cto set the player to that
chapter, ONLY if they're on the previous chapter.

&Cmpquest $n Jonah 2 &c- If I was speaking to Jonah (and the quest was NAMED
Jonah), if I was on chapter 1 I would be raised to chapter 2. If I was any
other chapter, nothing would happen.

This allows mobs to start, continue AND finish quests (ie mpquest $n Jonah 1) to
start, and if Jonah only has 5 chapters and I'm on the fifth already, &Cmpquest
$n Jonah 6 &cwill finish the quest for me.

In addition, there's an ifcheck you can use to check if players are at a
certain chapter - &Cif quest(jonah) == 2 &c(if player is on chapter 2 of Jonah's
quest) etc etc, else say "Sorry, you haven't yet finished the first task!" endif.

&cTo end the quest, simply send them 1 quest higher then your max for the quest.
example: your quest chapters is 7.  &Cmpquest $n questname 8
&c
See also: &WHELP SETQUEST, SHOWQUEST, JOURNAL, MPQUEST, KAMOUNT
~

1 1251473488 "KEEN EYE"~
&cSyntax: &CKeen

&cThis skill is the warrior's eye used to looking for unusual things, 
and always being alert gains the following affects:

A hitroll bonus
The ability to see hidden opponents&D
~

1 1251473530 "KILL" "MURDER"~
&cSyntax: &Ckill <character>
&cSyntax: &Cmurder <character> &c-- must be level 5 or higher to murder.

&CKILL &cstarts a fight, and, hopefully, kills something.

&CMURDER &cis used to initiate attacks on other player characters.

You must be level 5 or higher to be able to use the murder command.

See also: &WHELP PK LAWS&D
~

1 1251473595 "KILLSTEAL" "KILLSTEALING"~
&c                          DON'T DO IT!       

Kill stealing refers to a player attacking a mob that is already being
fought. This is both annoying and illegal.The first player to attack a 
mob has the rights to the kill and the loot.  Others should not get 
involved without being requested to do so.  Those receiving aid are 
under no obligation to reward their benefactors. 

If someone should do this to you please inform them of the rules. If 
they continue, seek a STAFF member, but do NOT take the law into your 
own hands. &D
~

1 1251473641 "MINOR GLOBE"~
&cSyntax: &Cc 'minor globe'

&cThis spell protects the caster with a resistance to magic.
The caster is encased in a globe of shimmering light.&D
~

1 1252020049 "REMOVE INVIS"~
&cSyntax: &Ccast 'remove invis' <object>

&cThis spell will make an invisible object in the character's inventory 
visible. 

Attention: when cast upon a player, it will be seen as an aggressive 
act towards them.  Players can go visible by typing &CVIS&c. 

See also: &WHELP VIS, INVIS&D
~

101 1252020106 "RESTORE MANA"~
&cSyntax: &Ccast 'restore mana'

&cRestores a small portion of mana.  The amount of mana restored in this
way is dependant on the level of the caster, and increases as the caster
goes up in levels.&D
~

1 1252020164 "SECOND ATTACK" "THIRD ATTACK" "FOURTH ATTACK" "FIFTH ATTACK" "SIXTH ATTACK" "SEVENTH ATTACK" "EIGHTH ATTACK"~
&cThese are powerful skills which allow a character to attack more than
once per combat round.  Use of these skills is automatic once you have
practiced them.

While you can practice the attacks out of turn (third attack before you
have mastered second attack, for example), it is extremely inefficient
to do so.&D
~

1 1211466781 "STAKE" "STAKING"~
&c
Monopolization of a mob and its repops will not be tolerated. Should some other
individual ask for their turn at a mob, you must allow it. 

Abide by this rule or expect to be punished.&D
~

1 1252020217 "UNHOLY STRENGTH"~
&cSyntax: &Ccast 'unholy strength' <target>
&c
This incantation makes the recipient stronger for a limited period of 
time. Strength is drawn from unholy objects surrounding the caster. &D
~

105 1122239142 6 Dragons_REALMS~
.
Should consist of:
 
An Ocean
Several Rivers
Lakes
Forests
Jungles
Desert
Mountains
 
Mountain ranges along the eastern side of grendal
need some random islands differnt sizes, some close together others far apart.
Another continent about a 1/4 of the size of the main land.
mountain ranges here and there, mainly In near homelands for orcs/trolls/ etc
~

1 1252022651 ?~
&cSyntax: &C? <helpfile>&c

It's just a shortcut for typing help.

See also: &WHELP HELP, HLIST&D
~

101 1268432313 AASSIGN~
&cSyntax: &Caassign <filename>.are  

&CAASSIGN &ctemporarily assigns all rooms, objects, and mobiles in the area
range to your pfile.  This allows you to use &WRLIST&c, &WOLIST&c, &WMLIST&c, and
&WRESET&c list.  This also means that typing savearea, reset area, or 
instazone will affect this area.  

To save changes permanently, type &CAASSIGN NONE&c and &CFOLDAREA&c.

WARNING!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you.  The personal vnums will overwrite the area file.

In order to assign a proto area to yourself, you must either have that
area &WBESTOWED&c to you by a STAFF level 104 or higher.

In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by a STAFF level 105+. Even if you have the area 
bestowed only level 103+ can aassign themselves nonproto areas.

See also: &WHELP FOLDAREA, BESTOWAREA, SAVEAREA, OLIST, RLIST, MLIST, VNUM, RESET&D
~

1 1408406591 ABOARD~
&cSyntax ABOARD

Get's you and your party aboard your ship if you are all at the dock together and grouped.

See also help &WDEED, PILOT, VIEW, STEER, SAIL, DEPART, HULL.
~

1 1252022747 AC~
&cAC (Armor Class) is a scale of how well protected you are against 
physical attacks. The lower (more negative) this number, the better 
protected you are from physical attacks. 

Your armor class is determined by your attributes (&WDEXTERITY&c noticeably) 
and by the equipment you wear. As you go up in levels, you must have better
equipment to keep the same armor class level.  When you identify equipment, 
you will see that all pieces of itemtype armor have their armor class shown. 
In addition to showing the item's own durability (An item of AC 10 will take 
twice as many hits to destroy than an item with AC 5), the item's AC can 
also affect your AC when you are wearing it.

See also: &WHELP 'ARMOR CLASS', DEXTERITY&D
~

1 1252790635 ACCEPT DECLINE~
&cSyntax: &CAccept
&cSyntax: &CDecline

&cThese commands allow you to either accept or decline a offer of another
player to enter the arena.

See also: &WHELP ARENA, FREEZE TAG, DRAGON TEASE, AGLANCE, CHALLENGE, FORFEIT, 
RATINGS, ZOT&D
~

1 1448673655 ACCESSIBLE~
Classic 6 Dragons provides many commands that just reduce the amount of spam that most screenreaders balk at.

Commands of this nature include the following: hp, mana, move, blood, skill, skills, spells, and money.  We
are always willing to implment new ideas to make the game more accessible.  Use the idea submit command and
you will recieve glory automatically if we use one of your ideas.

See also help CONFIG, SOUND, STATUS, LANDMARK, WHEREIS
~

1 1272892780 'ACCOUNT'~
&cThere is a bank located in every hometown. To use the banking system
the commands are as follows.

Syntax: &Caccount name password create/delete&c
        &Caccount name password - lets you switch accounts&c

&cNote: You must have created an account to use the bank.

Keep your account name and password written down, and do not give it to
anyone.  Six Dragon STAFF will not be held responsible for lost/shared
accounts or passwords.  Passwords equals ownership.

See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D
~

1 1252023035 'ACID BREATH'~
&cSyntax: &Ccast 'acid breath' <victim>
&c
This incantation can be invoked by high level mages. Acid breath usually 
will damage armor worn, thus render their victim more susceptible to other 
attacks.&D
~

1 1453694146 'ACID SPRAY'~
&cSyntax:  &Cacid <victim>

&cUtilising ancient techniques, the shaman is able to project a stream of acid from his or
her mouth, enveloping their victim and causing damage.
~

1 1252023091 'ACIDIC TOUCH' ACIDIC~
&cSyntax: &Ccast 'acidic touch' <victim>

&cThis fairly low level spell causes an acidic material to surface on the 
tips of the casters fingers. Causing pain and loss of strength on its 
target. Its a little known fact that this spell gets stronger as the 
Dragon grows stronger.&D
~

101 1252175773 ACIDMIST~
&cSyntax: &Cc 'acidmist'&c
&c
Creates an acidic shield around the caster which, when struck in combat,
will envelop your attacker in a green mist, causing acid damage. (via
'acid shot' spell)

Has a chance to do equipment damage to attacker.
~

101 1253140060 ACIDSHOT~
&cSyntax: &Ccast acidshot <target>&c

Creates a floating ball of acid that is shot directly at a target, creating
acid damage to targets equipment.
~

101 1252175856 ACTFLAGS MOBFLAGS~
&cMOBFLAG       &W|&cDESCRIPTION&W
&W--------------|--------------------------------------------------------
&csentinel       Mobile always stays at its post.
scavenger      Mobile picks up items of value.
aggressive     Mobile attacks players.
water          Mobile only moves in water sectors.
stayarea       Mobile does not leave its home area.
wimpy          Mobile flees when low in hits.
practice       Players can "practice" at this mobile.
immortal       Mobile is immortal (will regenerate ALL damage done with no message).
deadly         Mobile has a deadly poison (not implemented).
wild_aggr      Mobile is aggressive only to 10 levels below and up.
nowander       Mobile doesn't wander unless attacked.
mountable      Mobile can be mounted.
prototype      Mobile is under construction.
running        Mobile is running (moves twice as fast)
noassist       Mobile won't assist other mobs in a fight.
pacifist       Mobile cannot be attacked.
scholar        Mobile can teach languages.
secretive      Mobile will not echo acts. MOBs actions are invisible.
mobinvis       Mobile is invisible to both pc's and non pc's.
noattack       Mobile won't use any physical attacks.
autonomous     Mobile won't switch tanks if hit by someone with higher style.
pet            Mobile can be used in creating a petshop.
group          This mob would be better handled with a group of players.
&W--------------|--------------------------------------------------------

&cSee also: &WHELP SCHOLAR, PFLAGS&D
~

1 1281749494 AD ADS ADVERTISING~
&cAD ADVERTISING

It is AGAINST the rules of this mud to advertise other online games, 
be it on public channels or through tells, through your description, title, 
biography or even by leaving notes on public boards or to someone in 
private. If you are asked to desist and do not do so immediately, you 
might see your privileges on this mud be restricted or terminated. 

See also: &WHELP CONTRIBUTE, VOTE, GLORY, GLORY_AFFECTS, DONATE, REMINDER, GMB&D
~

107 1261674899 ADDAFFECTS~
&cSyntax: &Caddaffects <obj> <rating> <number>

&cWhere rating is a number from 1 to 15 with 10 being average powered
item, and number (OPTIONAL) is the number of affects. If you leave
<number> blank it will randomize number of affects from 1 to 5 only.

Once you have typed the command, it will set a 'rating value' on the
object's index data. This is for future reference, ie you want to see
what the object was rated at to gain these affects. Obviously you can
change the affects afterwards, and the object rating will remain the
same.

It will then DELETE ALL AFFECTS ON THE ITEM! so be careful! before
creating a pile of random affects equal to the rating value and saving
them to the item.&D
~

101 1281749732 ADDLANDMARK SETLANDMARK REMOVELANDMARK~
&cSyntax: &Caddlandmark <name> <cvnum>
&cSyntax: &Csetlandmark <name> <cvnum>
&cSyntax: &Cremovelandmark <name>

&cThis command creates a landmark name at the room vnum you specify for
wilderness-like areas.  The &CSETLANDMARK&c command will allow you edit it
later if you desire to change it.  The &CREMOVELANDMARK&c command will
let you remove it later if you desire.  If you want to add a
multiple named area, you must use apostrophe's on either side to capture
the name.

See also: &WHELP LANDMARK
~

1 1281749793 'ADMONISHING SMITE' 'GREATER SMITE' SMITE~
&cSyntax: &Ccast 'admonishing smite' <victim>
&cSyntax: &Ccast smite <victim>
&cSyntax: &Ccast 'greater smite' <victim>
&c
This incantation is one of faith, for lightning is summoned from the 
heavens to strike down upon one's foe. 

Admonishing smite is a much stronger version than &CSMITE&c.

&CGREATER SMITE&c is a stronger version than admonishing smite.&D
~

1 1252176072 'ADRENALINE RUSH'~
&cSyntax: &Cadrenaline 
&c
The fighter attempts to call upon his/her adrenaline for a boost in the
amount of damage dealt, and also a temporary health enhancement.&D
~

104 1252176111 ADVANCE~
&cSyntax: &Cadvance <character> <level> <class>
 &c... where class is "all", "first", "second" or "third"

&CADVANCE &csets a character's level to the specified value.  It is the
only way to create new immortal characters within the game.  &CADVANCE&c
may also be used to demote characters.

For multiclass players, use the 'class' variable to choose which of
their classes will be advanced or demoted. For non-multiclass, advance
is set to "all" by default.&D
~

101 1252176187 ADVANCEDEXITS~
&cSMAUG supports having more than one exit in the same direction, as well as
the special direction 'somewhere', represented by a '?'.

If you already have an exit leading north, and would like another one, use
a plus sign '+' in front of the direction:
  &Credit exit +n 3001          &c- Adds another exit north to room 3001

To modify an extra exit like this, or to remove it, you'll have to refer to
it by number:
  &Credit exit #2 3002          &c- Change the second exit to go to room 3002
  (to know what number an exit is, do an &CRSTAT&c)

For someone to be able to use the second north exit, you have to set one of
the extra flags (see &WEXFLAGS&c) like CAN_CLIMB.  It's also usually a good idea
to set the HIDDEN flag for any special exit so that it looks nicer to those
with autoexits on.
  
The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
  &Credit exit ? 3001           &c- Create a 'somewhere' exit to 3001
  &Credit exflags ? auto hidden &c- Set the proper flags
  &Credit exname ? swim         &c- Set the keyword "swim"
  ... here, if a player types 'swim' in the room they will move to room 3001

See also: &WHELP RSTAT, EXFLAGS, REDIT&D
~

-1 1242868806 ADVENTURE~
&cIn our efforts to give credit to everyone who deserves it, we almost
forgot to give credit to one of the "grandfathers" of computer adventure

Also credit to Ken Wellsch for porting the original Fortran-77 version
to UNIX-C (over a period of about 3 years) (c)1984.
games... David Platt, the author of the original "Adventure" (c)1979.
~

101 1261675027 AEXIT~
&cSyntax: &Caexit

&cDisplays a list of all available exit and entrance locations for the area
you are currently in.
example:
To:   limbo.are      Room: 4     From: staff.are       Room:  1101 (north)
From: limbo.are      Room: 4     To:   staff.are       Room:  1101 (south)

Just two of the output lines from this command while standing in the staff area.&D
~

1 1253834966 AFFECTED 'AFFECTED BY'~
&cSyntax:  &Caffected       &c(abbreviation: &Caf&c)

&CAFFECTED&c is a spells-at-a-glance function, which displays only the spells
(and skill affects) your character is currently under.  Each affect will be
listed by name only for the sake of brevity (if you want to know what each
is doing, use &CHELP <spell/skill name> &cor &CSCORE&c).
  
Characters level 20 or above and deadly characters will also see the number
of rounds remaining for each affect.  Affects with a remaining lifespan of
less than 25 rounds are displayed in white, and those in immediate danger
of wearing off will flash.&D

&cSee also: &WHELP SCORE&D
~

101 1253836431 AFFECTEDBY AFFECTED_BY~
&cThe following are affect flags that can be used when osetting an item
(with &Coset <item> affect affected <affect flag>&c).  These flags can also
be used when msetting a mobile (&Cmset <mob name> affected <affect flag>&c).
They may additionally be used to mset players if your level allows it.

Blindness           Invisible           Detect_evil         Detect_invis  
Detect_hidden       Fascinate           Sanctuary           Faerie_fire   
Curse               Shield              Poison              Protect       
Sneak               Hide                Sleep               Charm         
Pass_door           Floating            Truesight           Detect_traps  
Fireshield          Shockshield         Detect_sneak        Iceshield     
Berserk             Aqua_breath         Recurringspell      Contagious    
Venomshield         Shapeshift          Demonic_sight       Blindsight   
Unholy_sphere       Wizard_eye          Thaitin             Shrink        
Vampiric_strength   Surreal_speed       Burrow              Age
Silence             Feign               Mana_pool           Maim          
Nettle              Slow                Ward                Anoint        
Boost               Prayer              Kinetic             Unsearing_skin
Iron_skin           Defensive_posturing Recoil              Sidestep
Thicken_skin        Root                Keen_eye            Murazor       
Stirring            Sustain_self        Snare               Ritual        
Decree_decay        Giant_strength      Wizard_sight        Grendals_stance
Fungal_toxin        Asthma              Clumsiness          Confusion     
Nausea              Migraine            Kidney_stones       Rotten_gut    
Swelling            Blistering          Neurotoxin          Toxin         
Venom_toxin         Highermagic         Ptalons             Battlefield   
Dragonlord          Detect_magic        Infrared            Paralysis
Flying              Scrying             Possess             Acidmist
Spike               boost               Reactive            Fury
Body                Siphon_strength     Dizziness           Brittle_bones
Corrosive           Diseased
  
Note - Hold and Flaming are current not in use.

See also: &WHELP OSET, AFFECTTYPES, MSET&D
~

101 1272462271 AFFECTTYPES APPLYTYPES~
&cnone        strength    dexterity   intelligence  wisdom       constitution
sex         level       age         height        weight       mana     
hit         move        gold        experience    armor        hitroll
damroll     save_para   save_rod    save_poison   save_breath  save_spell
charisma    resistant   immune      susceptible   affected     luck
backstab    pick        track       steal         sneak        hide
detrap      dodge       peek        scan          gouge        search
mount       disarm      kick        parry         bash         stun
punch       climb       grip        scribe        brew

Additionally:
weaponspell <sn>    Will cast a spell on victim with every blow of a weapon
wearspell   <sn>    Will cast a spell on wearer when object is worn
removespell <sn>    Will cast a spell on wearer when object is removed
<skill> <modifier>  Will modify a player's ability in a skill

Note: If you wish for an affect to affect 'caster only', in an offensive
spell. You must put a ! before the affect, for instance:
sset 92 affect !hit -20

See also: &WHELP AFFECTEDBY&D
~

101 1261675304 AFFLICTIONS~
&cAfflictions

curse           weaken          poison      blindness   asthma          clumsiness
confusion       dizziness       nausea      migraine    kidney_stones   rotten_gut 
brittle_bones   swelling        blistering  neurotoxin  toxin           corrosive 
venom_toxin     fungal_toxin    disease     thaitin&D
~

1 1243048225 AFK~
&cSyntax: &Cafk <reason>&c

&cWith this toggle you indicate to others whether you are or are not at your 
keyboard.

&cAn  &WAFK  &cflag will be placed at the end of your title, thus leaving a 
visible indication that you are Away From Keyboard.

&cYou could add more information together with this command by adding a 
reason. For instance:  Back in 5min   Back after supper.

This would give the following information:
1) To the people in the same room as yourself:
&W[AFK  Back in 5min] Aurin is hovering here.
&cor  &W[AFK] Aurin is hovering here.

&c2) To whomever that types :
&WPrankster     Aurin. [AFK]

&cDon't forget that this command is a toggle, which means you have to type 
&CAFK  &cagain when you are back.

&cSee also: &WWHO
~

101 1268432573 AFLAGS 'AREA FLAGS'~
&cArea Flags can be used to affect an entire area.

Syntax: &Caset name.are flags <flag>

&cFlags available:

Darkness      - makes the entire area require a light to see.
Nopkill       - No murders can take place in this area.
Nosummmon     - No one can summon anything in the whole area.
Noastral      - No one can astral throughout the whole area.
Noportal      - No one can portal throughout the whole area.
Indoors       - The entire area is set to indoors flags.
Noteleport    - No one can teleport here in the whole area.
Unotsee       - This area will not show up for players.
Lighted       - The entire area is lighted even it's dark outside.
Group         - The area is designed for a group of players.
Nodiscovery   - The player will not gain discovery exp for it

There will be more flags coming so check often.&D 
~

1 1252789520 AGLANCE~
&cSyntax: &Caglance

&cThis helpful command keeps you abreast of the status of players within
the arena.  You see the current percent of their remaining hitpoints,
mana, and move.

See also: &WHELP ARENA, FREEZE TAG, DRAGON TEASE, CHALLENGE, ACCEPT, DECLINE,
FORFEIT, RATINGS, ZOT&D
~

1 1252780816 AID~
&cSyntax: &Caid <target>&c
&c
With this skill you can bring a &WSTUNNED&c person back to consciousness.
However, if they have sunk too deeply in their state, aid might not
be sufficient anymore to help them out.

See also: &WHELP STUNNED&D
~

1 1252780937 ALERTNESS~
&cSyntax:  &Ccast alertness

&cThis spell is like drinking a few liters of coffee or tea, it makes you 
more resistant to the sleep spell.&D
~

1 1252172429 ALIAS UNALIAS~
&cSyntax: &Calias <shortcut> <command>
&cSyntax: &Calias <shortcut>

&cThe &CALIAS &ccommand allows you to set shortcuts for commands or long
strings of text. These can be quite useful for shortening routinely
entered commands. 

Example: &Calias heal cast heal Aurin&c

This assigns the command &Ccast heal Aurin&c to the alias &Cheal&c
so that typing in &cheal&c will issue the full command.

Typing &CALIAS &cwith no arguments will list your current aliases.
Your aliases will save with your character upon leaving the game.
An alias may only contain a shortcut for a single command. If more
sophisticated aliases are needed, a mud client package would probably
serve the purpose better.

To remove an alias, type &CALIAS&c followed by the shortcut you
wish to remove.&D
~

1 1252172516 ALIGNMENT~
&cYour alignment can range from +1000 to -1000. When you are +1000 this 
means that you are good aligned, when you are -1000 this means you are 
evil aligned, and when you are 0 aligned this means you are neutral. You 
can change your alignment by killing good or evil aligned mobs. This will 
raise or lower your alignment. 

You can find out what your alignment is by typing &WSCORE&c.

 -1000  to -350       Evil aligned
 -349   to  350       Neutral aligned
  351   to  1000      Good aligned

&cSee also: &WHELP SCORE&D
~

10 1286441917 ALLIANCE~
&cALLIANCE members must be deadly and at least level 10.

This is the official posting for the Alliance Clan. For 
those who are curious, or wish to join, this should 
assist you in determining whether you should be part 
of this glorious group, or whether you might be more 
of the independent, or neutral type.
  
&wI. The Alliance History:&c

The clan was formed long ago in response to the dreaded 
armies of Tanzean'al that waged war upon the entire land. 
These dark forces sought to slay or enslave all peoples 
and races who would dare stand against their dark tyranny 
and oppression. The free races and peoples, a bulk of 
whom were elves, humans, and dwarves, put aside any 
difference, and joined into a great force to oppose the 
forces of darkness.

Even after the war was ended, and Tanzaen'al was defeated, 
the forces of both good and evil remained, as each side 
decided to stay united, after seeing what strength they 
had when banding together. The dark forces, comprised 
largely of Drow, Orcs, and Goblins, with some other 
nefarious creatures thrown in, were known as the Throng, 
while the goodly forces became known as the Alliance.

For years, fighting continued between these two groups, 
and the hatred burned bright. The Alliance would attack 
the Throng, or the Throng would attack the Alliance. There 
were times of Treaties and peace, but these would never 
last long, and war would, inevitably, break out.

The Alliance is always vigilant, and ready for the next 
attack of the dread Throng.

&wII. The Clan Purpose:&c

The purpose of the Alliance is to protect and defend the 
free cities and peoples from attacks from the Throng, as 
well as Throng influence. In fact, this clan will fight 
any threat to the innocent people of the land. All members 
of the clan will protect, and fight alongside other 
Alliance members.

The Alliance also will assist those in need, and give aid 
to any who require it, whether this is from disease, 
natural disaster, or war.  Perhaps, most important, the 
Alliance will watch for any trouble from the Throng, so 
vigilance, surveillance, and spying are functions of the 
clan. It is best to know, and be prepared for any trouble.

&wIII. Role Play in the Alliance:&c

Alliance role play can be extremely varied. Some will 
play aggressive characters who view the best way to deal 
with the Throng is in an aggressive manner, taking the 
fight to them, and smiting them where they live. Others 
will play somewhat more pacifistic types who will counsel 
for peace, and will urge non-aggression, and the avoidance 
of conflict. No matter what the views portrayed by the 
RP of the character is, they are expected to act with honor, 
and with absolute loyalty to the clan, and to the decisions 
made by leadership. All voices and opinions will be heard. 
Role play is highly encouraged within the clan.

&wThe Code of Honor and Conduct: &cAll Alliance members are to
respect their clan-mates, and to never raise a weapon 
against another Alliance member. They are expected to help 
in whatever way they can in times of war, and when the 
clan is raided. This could be anything from potion making 
to healing to actual fighting. No Alliance member shall 
ever betray the confidence of private clan matters or 
strategies to outsiders, or, needless to say, to the 
Throng. No Alliance member should disrespect the Chieftain 
or War Master, or go counter to their orders, though 
speaking up if they disagree is fine, as long as it is 
done in a tone of respect. Treat your clan-mate as you 
would be treated, and all will be well.

&wThe Chieftain:&c He is leader of the clan, and he sets the
general tone of dealing with the Throng and all outsiders. 
An aggressive Chieftain who believes in taking the fight 
to the enemy will be influence the clan that way, while 
a pacifist leader who avoids conflict will influence the 
clan that direction. The Chieftain's word is final on most 
matters, save for matters of war where he or she will 
default to the authority of the War Master. The Chieftain 
will rule upon all in-clan disputes, and will maintain 
order, and enforce honor. The Chieftain can be either 
aggressive or pacifist, but should RP accordingly.

&wThe War Master: &cHis/Hers is the area of strategy, and all
military matters. He/She decides on the handling of war 
and operations against all enemies, and is in charge of 
recon and spying operations. The War Master will also 
assist the Chieftain in making many decisions. 

If you think you are cut out for this clan, contact a 
member to be referred to the Chieftain or War Master, 
or talk to them directly. It should be great fun!

See also: &WHelp THRONG, HALCYON, CHIEFTAIN, and WAR MASTER&d
~

102 1268432815 ALLOW BAN~
&cSyntax:  &Callow <site/race/class> <address/race/class>
&cSyntax:  &Cban <site/race/class> <address/race/class> <type> <duration>
&cSyntax:  &Cban show <class/site/race> <number>
&cSyntax:  &Cwarn <site/class/race> <number>

&CBAN csite &cwill ban a site from playing the game.
&CBAN race &cbans anyone with that race from playing the game.
&CBAN class &cbans anyone with that class from playing the game.
&CBAN <site/race/class> &cwithout any other arguments will give you a list of
currently banned sites/races/classes.

Type can either be a level or one of the following keywords: all, newbie, mortal,
warn. If you set it to a level everyone equal to that level and below will not
be allowed on.  Warn, sends a warning to the Warn: channel that someone if
logging in from the site, with a certain class or race.  If you add the
duration, the ban will expire in that many days. Sites can be banned with the *
wildcard as well.  Be careful however as *.edu would ban every site from .edu,
or *foo* would ban any site that had the string foo in it.

&CBAN show&c, will print out the reason why that particular site/race or class was
banned and by who.  Number can be a class or race name, a site address or
you can use # followed by the ban number.

&CWARN &cwill toggle the warn flag on a CURRENTLY banned site/class or race.

&CALLOW site/race/class  <address/race/class>  &cremoves a site, class or race from
the ban list.  This also can be allowed by using # syntax.&D
~

-1 1252018903 ANGEL~
&cAngels, the celestial beings watch over thier domain closely.  However, since 
the rise of evil, they have taken on a more unreserved role in the defense of 
their domain. They assisted with defeating Tanzean'al's horde the first time it
appeared. After Tanzean'al was defeated the first time they stayed behind and
intermingled with its inhabitants. Now however that the threat is back.

An angel is very intelligent and utilizes many powerful skills.  These skills
include the ability to heal people within a certain range and to call flames
to smite its foes. It also has the ability to reinforce a person's natural 
abilities and call forth their hidden potential.

Angels are physically average, and average in magic.

An Angel focuses primarily on &WSTRENGTH&c.

Angels come from the following races - &WCELESTIAL

See also: &WHELP STRENGTH, CELESTIAL&D
~

1 1252172767 ANGELFIRE~
&cSyntax: &Cangelfire <victim> 
&cSyntax: &Cangelfire 

&cThis skill sends angel fire burning victims.  If the angel targets himself then the angelfire
will heal instead of damage.  The power of the spell increases as the level of the celestial increases.&D 

~

1 1448927949 ANGELIC BEING~
&cSyntax Angelic

The skill angelic being send a wash of angelic fervor upon the recipient such that they
are able to perform feats they normally could not do.

~

1 1252172798 'ANGELS TOUCH'~
&cSyntax: &Ccast 'angels touch' <target>
&c
This powerful spell allows the celestial race to transcend space and time to
grace those mortally wounded with their touch.  It will bring them back from
near death.&D
~

1 1253904667 'ANIMAL COMPANION'~
&cSyntax: &CAnimal

&cThis skill is the druid's senses becoming one with nature, and calling
upon an animal companion.  The animal called is a random animal type.

See also: &WHELP PET, PETSAVE, BECKON, GRAZE, DISTRACT, DISMISS, PETDESCRIBE&D
~

1 1413767001 'ANIMAL FORM' ANIMAL~
Syntax animal type
available types: wolf, owl, fish, bear, gryphon and treant

The druid is able to shape shift into these creatures of the forest.  Once shape shifted
not all equipment can be worn as the animal form.  Each animal form has their own special
skills and abilities.

~

101 1252172873 'ANIMATE CORPSE'~
&cSyntax: &Ccast 'animate corpse'

&cThis spell will raise the dead, reanimating a corpse in the room. The newly risen 
dead will follow the caster and do their bidding for a certain length of time.&D
~

101 1253140149 'ANIMATE SKELETON'~
&cSyntax: &Ccast 'animate skeleton' <victim>
  &c
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob.  The mob will be animated with full
hitpoints and will be under the caster's control for a short period of time.
The skeleton can only exist in the living realm for a short period of time before
returning to the underworld.
~

1 1252172928 ANOINT~
&cSyntax: &Canoint <target>
&c
With this sacred ritual, a small amount of holy water is poured over the 
target's head, while some ancient prayers are mumbled. This ritual, often 
referred to as anointing, will make the target stronger while the blessing 
lasts. 

See also: &WHELP BLESS WATER&D
~

1 1252173006 ANSI~
&cSyntax: &Cansi <on/off> 
&c 
The ansi command will either enable or disable ansi 
color. Ansi color will work, provided your terminal 
has a compatible mode.&D
~

1 1252173181 ANSIMAP~
&cOn the Map

&cWhile on the map, you can see an ansi-colored 2-dimensional display of your
current location. Every time you move, the part of the map you can see will be
displayed. You control your map setting with &WWILD SET MAP ON|OFF&c.
The "&R*&c" character represents your current location.

See also: &WHELP ENTER_WILD, LEAVE_WILD, WHY_WILDERNESS, WILDERNESS_LEGEND, 
WILDERNESS, WILD_MOBS&D
~

1 1252173262 ANSWER~
&cSyntax: &CANSWER <message>

&CANSWER &cis a global channel used for answering questions.

&W-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING&D

&cEmotes and socials can be performed using the , and @ symbols respectively.

EXAMPLE: &Canswer ,screams.  &c= [Answer] Player screams.
EXAMPLE: &Canswer @shrug     &c= [Answer] Player shrugs helplessly.

See also: &WHELP CHANNELS&D
~

1 1252173722 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~
&cSyntax: &Ccast 'antimagic shell'
&c
This spell makes you more resistant to all types (including 
beneficial types) of magic.&D
~

1 1252174147 APPLY~
&c
All players intending to apply for a staff position should first level one
character to at least &Wlevel 20&c in order to get to know our MUD a little better.

Applying to be a staff member should be a serious decision and should not be
considered lightly. Besides being a lot of work for no pay, you may lose the
magic of MUDding if you become STAFF. If, however, after thinking it over, you 
still wish to become a STAFF, submit an email with example of your writing skills,
and what position you are interested in.  A one room description is fine.  Email
&Wvladaar@gmail.com&c

See also: &WHELP APPLY AREA ARCHITECT&D
~

1 1252174125 'APPLY AREA ARCHITECT'~
&cSo you want to be an Area Architect? Here are a few guidelines
that we Area Architects have to follow.

1. Areas have to be mapped out before making them.
2. All object and mobiles must have a description.
3. Room descriptions must be unique.
4. Room descriptions must be at least three lines long.
5. Any objects mentioned in the room description must have a
description.
6. All areas must fit the storyline / theme behind the mud.
7. There should be no second person reference to the player
in room descriptions as 'You'.

If you want to apply to be an Area Architect after reading the
guidelines, we would like you to have in mind an area for the
mud not more than 50 rooms, as well as have it mapped out, as
well as 5 sample room descriptions for the area. You can then
ask any of the Staff for an interview to be an Area Architect.&D
~

1 1252174199 APPRAISE~
&cSyntax: &Cappraise <item>   
&cSyntax: &Cappraise all
&c
Appraise, when at a repairshop type mob, will tell you the condition of 
your equipment in question.  The mob will tell you if it needs repair or 
not, and if so, how much it will cost.&D
~

101 1268432865 APURGE~
&cSyntax: &Capurge <victim>
        apurge  all

&cThis command will purge all spell affects of your victim.
Using all for argument will remove spell affects of everyone.
Similar to dispel magic.&D
~

1 1252174240 'AQUA BREATH' 'AQUA'~
&cSyntax: &Ccast 'aqua breath' <target>
&c
Unlike under water creatures, mammals tend to need some kind of help in 
order to breath under water, lest they'd drown and fall quickly in an eternal 
sleep. 

By casting aqua breath, you or your target, will be able to breath under 
water for a specific length of time. &D
~

1 1252174377 'ARCH HEALING'~
&cSyntax: &Ccast 'arch healing' <target>
&c
Energy of the caster is being focussed and bundled in an arch with only 
one target: to heal wounds.&D
~

1 1252174435 ARCHERY~
&cThe higher your skill in archery, the better you'll be able to successfully
hit a target with a PROJECTILE-type weapon.

See also: &WHELP AXES, BLOWGUNS, DAGGERS, MACES, HAMMERS, PUGILISM, SLINGS, SPEARS, 
STAVES, SWORDS, TALONOUS ARMS, WHIPS, LANCES, FLAILS, FIRE, DRAW, WEAPONS&D
~

101 1252174612 'ARCHERY' 'PROJECTILES'~
&cMISSILETYPE WEAPONS MUST BE SET LIKE THE FOLLOWING:

Item Type &W|&cvalue0     &W|&cvalue1     &W|&cvalue2    &W|&cvalue3    &W|&cvalue4 &W|&cvalue5     &w| &cvalue6
&W----------|-----------|-----------|----------|----------|-------|-----------|-------&c
missilewpn&W|&ccondition  &W|           |&cdam bonus &W|&cweapontype&W|&crange  &w|&creset level&W| &ctype  
projectile&W|&ccondition  &W|&cnum dice   &W|&csize dice &W|          |&cwtype  &W|&creset level&W|&c 
quiver    &W|&ccapacity   &W|&cflags      &W|&ckey vnum  &W|&ccondition &W|       |&creset level&W|&c

WEAPONTYPE for missileweapon items is actually setting archery skill.  Which is 3.
TYPE for missileweapon items is set by value6 or val6. It is the same as wtype below.
WTYPE for projectile items is set by value4 or val4. The choices are listed below.
0 bolt
1 arrow
2 dart
3 stone

QUIVER FLAGS
Closeable = 1
Pickproof = 2
Closed    = 4
Locked    = 8&D
~

1 1252174735 AREAS~
&cSyntax: &Careas old
&cSyntax: &Careas <low range> <high range>
&cSyntax: &Careas info <area name>
&c
The &CAREAS&c command displays an alphabetically sorted list of all areas
within the game, together with the author and suggested level range of
each area.  

The &CAREAS OLD &ccommand displays a list of all areas, sorted upon 
installation date. New areas therefore will appear in this list at the 
bottom of the list, where older would appear on top of the list. 

The &CAREAS INFO &ccommand displays information about a particular area,
including anyone who has derived upon that work.

You can specify a level range to see a list of all areas with suggested
ranges which encompass the argument.  This can be a little awkward as
each area has a low and a high suggested range.  Suffice to say that if
an area's level range matches even one level of the range you request,
it will be displayed.

Sometimes areas might have enforced levels. Meaning the recommended level range
is the range of levels when you can enter the place, when it's not restricted
or enforced, you can visit this place at another level as well.

Special thanks to Fireblade for design and coding of this restyled function.&D
~

1 1252788932 ARENA~
&cSo you care to try your luck in the 6 Dragons Arena?&c

&cSyntax: &Carena

&cThe use of &CARENA&c will allow a player to enter an arena if one
currently exists.  There are several types of arenas within the
6 Dragon realms.

They include the following types: &WFREEZE TAG&c, DRAGON TEASE&c, PLAYER VS. PLAYER
ZOT &c,and we also have a &CCHALLENGE&c command so you can challenge players without STAFF
being needed to run the arena.

Our arenas take place in one of 4 different area locations.  They are the 
following: Jungle, Arctic, Desert, and Water.  

&cSee also: &WHELP FREEZETAG, DRAGON TEASE, AGLANCE, CHALLENGE, ACCEPT, DECLINE,
FORFEIT, RATINGS, ZOT
~

1 1446072290 ARMOR~
&cArmor as a command will show you the current armor rating you have.

The Magic spell Armor is described below.

&cSyntax: &Ccast armor <target>
&c
With this spell, you improve your or someone else's armorclass for a 
specific amount of time. 

See also: &WHELP ARMOR CLASS, AC, HP, MANA, MOVE&D
~

1 1268538773 'ARMOR CLASS'~
&W------------------------------------------------------
&W|    &cAC         &W|  &cDescription&W                        |
------------------------------------------------------
       &c 200             &Rnaked in the wind
       &c 150             &rthe rags of a beggar
       &c 120             &rimproper for adventure
       &c 85              &Yshabby and threadbare
       &c 60              &Yof poor quality
       &c 40              &pscant protection
       &c 20              &pthat of a knave
       &c 0               &Pmoderately crafted
       &c-40              &Pwell crafted
       &c-80              &Othe envy of squires
      &c -100             &Oexcellently crafted
       &c-200             &cthe envy of knights
       &c-350             &cthe envy of barons
       &c-500             &zthe envy of dukes
       &c-750             &zthe envy of kings
       &c-900             &zthe envy of emperors
  &cAnything Greater      &Wthat of an avatar
&W-------------------------------------------------------
&cSee also: &WHELP AC&D
~

101 1268538824 ARMORCLASS~
&cThere are two values used with armor class for object type Armor:

Value0: Variable amount based on level of item at repop.
Value1: Maximum repairable armor setting for the object.

Setting Value0 has no effect. It will re-adjust itself on repop based on
the repop level of the item. Setting Value1 below the expected repop value
for Value0 will result in an item that cannot be repaired until Value0 drops
below Value1's setting. The listing below gives you a rough approximation of 
the values returned for Value0 based on level:

Level Invoked   Value0   Level Invoked   Value0   Level Invoked   Value0 
&W-------------   ------   -------------   ------   -------------   ------   
      &c1           1-3         10           3-5         20           6-8
     30           8-10        40          11-13        50          13-15
     
The amount that Value0 is set to determines the amount the player's A.C. will
be adjusted.

See also: &WHELP OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
 WEAPONTYPES, VARIABLES, OMENU&D
~

1 1271771314 ARTERIES~
&cSyntax &Carteries &c<&C victim &c>

This skill comes from extensive knowledge of killing over years.
The thief targets certain arteries with his/her fine blade.  As
with backstab it is said that a thief can nearly kill an opponet 
by using concealment and surprising them.
~

103 1268432468 ASET~
&cSyntax:  &Caset <area filename> <field> <value>

&cAset is used to set the following fields for an individual area:
author    - The name of the area's author
name      - The full "name" of an area... ie: {10 20} Somegod  Some Area
filename  - The filename (ie: somearea.are)
lo_room   - The lowest room vnum
hi_room   - The highest room vnum
lo_obj    - The lowest obj vnum
hi_obj    - The highest obj vnum
lo_mob    - The lowest mob vnum
hi_mob    - The highest mob vnum
low_economy - minimum amount of gold the area will start with at reboot
max_economy - maximum amount of gold the area _can_ start with at reboot
resetmsg  - Message displayed throughout the area at reset
resetfrq  - Number of minutes between area resets
flags       - Sets area wide parameters.

See also: &WHELP AFLAGS, ASTAT&D
~

2 1268538899 ASK~
&cSyntax: &CASK <message>

&CASK &cis a global channel used for asking questions.

-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.

Emotes and socials can be performed using the &C, &cand &C@ &csymbols respectively.

EXAMPLE: ask ,screams.  = [Ask] Player screams.
EXAMPLE: ask @shrug     = [Ask] Player shrugs helplessly.

See also: &WHELP CHANNELS&D
~

1 1268538946 ASSASSINATE~
&cSyntax: &Cassassinate <victim> <method> 

&cMethod being: choke, poison, backstab

When you just want to end a battle quickly, if you are a high enough level
you can assassinate your opponent.  Often killing them in one move.&D
~

1 1268538978 ASSAULT~
&cSyntax: &CAssault&c

This maneuver is a quick spinning attack, that can only be done when the
fighter is dual wielding weapons.  It allows the fighter to hit every
mob in the room, at the same time.&D
~

1 1268539043 ASSEMBLE COMBINE~
&cSyntax: &Cconnect <firstobj> <secondobj>
&c
This command allows one to connect pieces of objects to create a new object.  Mostly
used with quests, to create items needed for completion of the quest.

NOTE: Order of combination matters.  That is, if you try &Cconnect left right&c and it 
doesn't work, try &Cconnect right left&c.&D
~

103 1268539082 ASTAT~
&cSyntax:  &Castat                      &c(area stats for the area you are in)
&cSyntax:  &Castat <filename of area>   &c(area stats for specified area)

Astat displays the vital stats of an area, including the following:
Name:            title of the area
Filename:        filename of the area
Prototype:       If the area is prototype or under construction, will be 'yes'
Max_players:     max # of players in the area as of last reboot
IllegalPks:      number of illegal pkills in the area since last reboot
Gold looted:     total amount of gold looted from the area since last reboot
Area Economy:    current pool of gold for the area (not including player gold)
Mdeaths:         number of players mobs killed in the area since last reboot
Mkills:          number of mobs killed in the area since last reboot
Pdeaths/Pkills:  number of players killed by players in area since reboot
Author:          name of the area's author
Number Players:  current number of players in the area
Area flags:      area-wide flags (such as nopkill)
Low/hi_room:     first/last room vnum of the area
Low/hi_obj       first/last object vnum of the area
Low/hi_mob       first/last mob vnum of the area
Soft range:      level range recommended for the area
Hard range:      level range enforced for area (outside range cannot enter)
Resetmsg:        current reset message for the area at repop
Reset frequency: frequency with which the area resets

See also: &WHELP ASET&D
~

1 1189622013 'ASTRAL BODY'~
Syntax astral
This skill draws on the kinetic energy to form around the fleshy body 
creating an astral form.  The astral form is invisible, and can walk
through crevices and cracks, where the body couldn't.

The skill uses a lot of kinetic power to maintain it.  To return back
to their normal body, they simply use the body skill skill again.
~

1 1450050381 'ASTRAL TRAVEL'~
&cSyntax: astral <target>

With a considerable knowledge of quantum mechanics, coupled with sheer force of will,
a psionic learns the versatile skill of astral travel. With thought alone, they pierce
the gauntlet between the physical and astral dimensions... creating a rift which they
can step through for instantaneous travel from one location to another.
~

1 1268539279 'ASTRAL WALK' 'HELICAL FLOW' 'SOLAR FLIGHT' 'PLANT PASS' 'DREAM WALK'~
&cSyntax: &Ccast 'astral walk' <target>
&cSyntax: &Ccast 'helical flow' <target>
&cSyntax: &Ccast 'solar flight' <target>
&cSyntax: &Ccast 'plant pass' <target>
&cSyntax: &Cdream walk <target>

&cThese spells and skill allow the very shape of space and time to be warped 
at the caster's bidding: 

&CASTRAL WALK&c instantaneously moves the caster to the target's location.

&CHELICAL FLOW&c morphs the caster into a coil of colour which instantly 
travels to the target's location. 

&CSOLAR FLIGHT&c allows travel during daytime by the use of the sun.

&CPLANT PASS&c allows travel from and to outdoor nature. 

&CDREAM WALK&c allows the dreamer to travel to destinations pictured in 
their mind. 
Any of these may fail given the following conditions:
1. Target is of higher level.
2. You cannot see the target.
3. Target is in a 'safe' or 'noastral' flagged room/area.
4. Level of adeptness for spell/skill. 
If you receive a 'You failed...' message, it doesn't necessarily mean you
cannot astral to the target.  It could have simply been a fail.  But a number
of them in a row would suggest the target is currently beyond your reach for
one of the above reasons.
~

101 1268539307 AT~
&cSyntax: &Cat <location> <command>

&CAT &cexecutes 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 player.

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

101 1268539337 ATOBJ~
&cSyntax: &Catobj <object> <command>

&CATOBJ &cexecutes the given command (which may have arguments) at the given
object.

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

2 1240463283 ATTACKER ATTACKERFLAG ATTACKERFLAGS~
&WATTACKER &cflags are automatically given by the mud code to players
who engage in illegal attacks upon other players. These attacks can be
initiated by using &WMURDER&c, casting an attack spell, or ordering
followers to attack a player. Deadlies attacking deadlies do not
receive &WATTACKER&c flags. These flags are only given out in situations
that involve peaceful players, i.e. Deadlies attacking peacefuls 
(or vice versa), or peacefuls attacking peacefuls. You will be
tagged with an Attacker flag if:

  1. You attempt to &WMURDER&c another player, or they attempt to
  &WMURDER&c you. 

  2. You order charmed mobiles or pets to attack a player, or you
  are attacked by another players mobiles.

  3. You are a Deadly player and attacked a fellow Clanmember.

See also: &WHELP MURDER, PKILL LAWS, CHARM, PETS
~

101 1268539971 ATTACKS~
&cMOB ATTACKS

&Glevels 1 - 10&c
bite claws punch kick feed drain staticpulse pugilism

&Clevels 10 - 20&c
lightning backhand lowblow elbow mentalassault breathe gut

&Plevels 20 - 40&c
impale backstab brittle_bone frost slow throatpunch rake thaitin judochop shriekingnote murazorwhip
butterflykick snatch

&Wlevels 40 - 60&c
corrosive blizzard fireball headbutt flyby blurattack cranekick critic psionicblast ferociousstrike pluck

&Ylevels 60 - 80&c
acidspray swarm astralattack hhands paralyze inferno blacklightning fear stomp

&Rlevels 80 - 100&c
bodydrop mistacid creepingdoom eldritchbolt arteries spike quiveringpalm thunderoushymn brainboil

56 total attacks

&cSome of these are not implemented.

See also: &WHELP MSET, DEFENSES&D
~

1 1268540061 AUC AUCTION~
&c          Seller   AutoWin  High Bidder       Bid          Object
  1       Vladaar           1  (No Bidder)     0      a beaker of ple...
&C
Usage: auction
Usage: auction number
Usage: auction number close
Usage: auction number bid amount
Usage: auction object autowin
Usage: auction list start number

&cThe auction command is used for performing auctions.  Simply typing &CAUCTION&c
will display the current item being auctioned, if there is one.  
  
See also: &WHELP BOARD&D
~

13 1122239142 AUGURER AUGURERS~
.  With training in both combat and spellcasting, the augurer is a 
versatile and balanced class, able to handle a greater variety of 
situations than a dedicated mage or warrior. 

   The augurer is a more subtle breed of spellcaster. Without as 
impressive a repertoire of attack spells as a mage the augurer 
mostly relies on spells to give his combat skills an edge, rather 
than flashy displays of arcane might. He is well versed in the 
traditional methods of combat with blades and blunt instruments, as 
well as the various mystic shields and curses at his disposal. The 
augurer is adept at strengthening his own hand at the expense of 
his opponent's.
 
See also: 'PLAYER CLASSES'
~

1 1268540208 'AURA OF COURAGE'~
&cSyntax: &Ccast 'aura of courage'
&c
By summoning this aura, the caster will be able to do a bit more damage as 
well as be a bit more protected from damage.&D
~

1 1277449810 'AURA OF LIFE' AURA~
&cSyntax: &Ccast 'aura of life'

&cThis spell is limited to only the caster, surrounding them with an aura of 
healing energies. Those surrounded with this aura often release burst of 
health throughout the room to those of correct alignment. 
~

101 1268540382 AUTHORIZE~
&cThe &CAUTHORIZE&c command is limited to staff only.  Staff use it to
authorize a newly created character name.

 Syntax: &Cauth <name>          &c-authorizes character
 Syntax: &Cauth <name> no       &c-denies character name & deletes
                               the pfile
 Syntax: &Cauth <name> name     &c-asks character to change name
 Syntax: &Cauth fixlist         &c-verifies the list

Any STAFF that authorizes an illegal and/or an utterly ridiculous
name gets the pleasure of wearing the title "Yeah I auth'd a
ridiculous name!" in annoyingly bright colors for one week. And
no, we're not joking.&D
~

100 1268540538 AVTALK~
&cSyntax: &Cavtalk <message>

&CAVTALK &cis a global channel that can be used and heard by players that have
reached AVATAR status.

-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.

&cEmotes and socials can be performed using the , and @ symbols respectively.

EXAMPLE: avtalk ,screams.  = [Avtalk] Player screams.
EXAMPLE: avtalk @shrug     = [Avtalk] Player shrugs helplessly.

See also: &WHELP CHANNELS&D
~

102 1122239142 BABOON~
.
The baboon though smaller then it's Ape brethren have been known to
share the same violent tenacity as other primates. Like apes, baboons usually
make thier homes in the jungles, woods, and other various forests. Since
apes aren't quite as territorial as apes they are more likely to be
found in group environments.
 
See Also: Ape
~

1 1268697342 BACKFIRE~
&cMagical items (pills, potions, staffs, wands) which cast offensive 
spells have a chance of backfiring if the character using them is much 
lower in level than the spell level on the item. 

For example, a level 15 character trying to invoke a wand with level 50
fireball may injure themselves when the spell backfires.

See also: &WHELP WAND&D
~

1 1268699075 BACKHAND~
&cSyntax: &Cbackhand <victim>
&c
Backhand is a skill where you spin around quickly and strike out with your 
fist to try and damage your opponent.&D
~

1 1268699130 BACKSTAB BS~
&cSyntax: &Cbackstab <victim>
&c
A backstab is a method of attack, used primarily by thieves but able
to be utilized by others in some circumstances, and which inflicts a
tremendous degree of damage on unsuspecting victims if successful.

An appropriate weapon type is required to backstab, and if your victim
is wounded or suspicious it may not be possible to surprise them.  The
most important factor in anyone's ability to backstab is to catch the
victim when they are unaware of your presence.&D
~

1 1268699184 BAKE~
&cSyntax: &Cbake <ingredient> into <food> <level>
&cSyntax: &Cbake list
&cSyntax: &Cbake fire

&cThis skill allows the crafters to make the food and drink.  Player
crafted food will actually increase the health regeneration when
consumed.  Thus the higher tier created food the higher regeneration.  
Player crafted drink will increase the mana regeneration when consumed.

The player must find locations in wilderness to gather from, then they 
can return to a tradeskills building where they can bake.

See also: &WHELP MINE, BLACKSMITH, TRADESKILLS, GATHER, FORGE, BAKER, MIX,
JEWELRY, FELL, MILL, JEWELER, CARPENTER, TANNER, HUNT, TAN&D
~

1 1268699231 BAKER BAKERS~
&cBakers

Are the winners of our hearts through their good food and drinks.  To
become a baker you need to find a tradeskills building in your homeland.
There you will be given a quest to learn whatever tradeskill you happen
to be interested in.

You can see what tradeskill a person is and what level they have at it,
by typing &CWHOIS <player>&c.

See also: &WHELP FORGE, MINE, TRADESKILLS, GATHER, BLACKSMITH, BAKE, MIX,
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER, HUNT, TAN, WHOIS&D
~

1 1272892780 'BALANCE'~
&cThere is a bank located in every hometown. To get the balance of your account 
from your bank use the below bank comand.

Syntax: &Cbalance&c

See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D

~

1 1268699339 'BALL OF FIRE' BALL~
&cSyntax: &Cball

&cThis is a skill of the demon race, which allows them to generate a ball of
fire in their hand for a light source.  This skill requires concentration
and the demon cannot get the ball of fire to last forever.&D
~

1 1268699388 BALLISTIC~
&cSyntax: &Cballistic <victim>

&cThe user of this skill must be carrying a stone, I.E. an item with the 
item type of &WSTONE&c. This will allow the user to magically hurl the stone 
towards his/her victim causing great damage upon success. 

P.S This helpfile should be re-wrote soon. This is just an attempt to give 
a brief description of this skill. If a player wishes to submit more information
about this skill, feel free to do so with the &CIDEA SUBMIT&c command.&D
~

1 1213757144 BALZHUR~
&R

.               ,                   \,       '-,-`,'-.' | ._
               /|           \    ,   |\         }  )/  / `-,',
               [ ,          |\  /|   | |        /  \|  |/`  ,`
               | |       ,.`  `,` `, | |  _,...(   (      _',
               \  \  __ ,-` `  ,  , `/ |,'      Y     (   \_L\
                \  \_\,``,   ` , ,  /  |         )         _,/
                \  '  `  ,_ _`_,-,<._.<        /         /
                  ', `>.,`  `  `   ,., |_      |         /
                    \/`  `,   `   ,`  | /__,.-`    _,   `\
                -,-..\  _  \  `  /  ,  / `._) _,-\`       \
    Balzhur-     \_,,.) /\    ` /  / ) (-,, ``    ,        |
   the pet demon,` )  | \_\       '-`  |  `(               \
               /  /```(   , --, ,' \   |`<`    ,            |
              /  /_,--`\   <\  V /> ,` )<_/)  | \      _____)
        ,-, ,`   `   (_,\ \    |   /) / __/  /   `----`
       (-, \           ) \ ('_.-._)/ /,`    /
       | /  `          `/ \\ V   V, /`     /
    ,--\(        ,     <_/`\\     ||      /
   (   ,``-     \/|         \-A.A-`|     /
  ,>,_ )_,..(    )\          -,,_-`  _--`
 (_ \|`   _,/_  /  \_            ,--`
  \( `   <.,../`     `-.._   _,-`
   `                      ```
&D

~

101 1272892683 BAMFIN BAMFOUT~
&cSyntax: &Cbamfin  <message>
&cSyntax: &Cbamfout <message>

&cThe standard messages for &CGOTO &care 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the &CBAMFIN &cand &CBAMFOUT &ccommands.

See also: &WHELP GOTO&D
~

1 1272892724 BANISH~
&cSyntax: &CBanish <player>

&cThis command requires both the War Master and the Chieftain to agree on
banishment for the player to be banished from the clan.

Once both the War Master and the Chieftain turn their backs on a clan
member they are banished from all clans for 30 days.

See also: &WHELP CLAN, PK, DECLARE, CALL, WARMASTER, CHIEFTAIN, CLANRECALL
INFLUENCE, ROSTER, INTRO, CLANTALK&D
~

1 1272892780 'BANK' 'BANKING'~
&cThere is a bank located in every hometown. To use the banking system 
the commands are as follows.

Syntax: &Caccount name password create/delete&c
        &Caccount name password - lets you switch accounts&c
        &Cwithdraw amount currency&c
        &Cdeposit amount currency&c
        &Ctransfer amount currency destination&c
        &Cbalance gives you the account balance&c
        &Cmerge  name password name2 password2&c                                                                                                                                             
       Regarding merge - using the name and password of the first account, 
       then the second.  The first account will be kept, with the funds from 
       both accounts. The second will be deleted.

&cNote: You must have created an account to use the bank.

Keep your account name and password written down, and do not give it to
anyone.  Six Dragon STAFF will not be held responsible for lost/shared
accounts or passwords.  Passwords equals ownership. 

See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D
~

101 1289088419 BARBS~
&cSyntax: &Cc barbs <target>&c

If this gets implemented, update it! heh
~

108 1128395032 BARD~
~

-1 1252019392 BARD TROUBADOUR DIRGE~
&cAkin to clerics/priests with their healing abilities, bards are unique
in the fact that instead of casting spells they harness the power of music
to inspire their followers and demoralize their enemies. Using normal
instruments they are able to coax forth a tune that will have even 
Tanzean'al himself dancing for joy.

Instead of the &CCAST&c command, Bards use &CPLAY&c. They will need the right
type of instrument to play the song. The song will stay in effect until
the music stops playing - either the bard must rest, or he fails to
find the right note (or some other concentration failure).

Because of this, the bard is a welcome ally to any group - his songs
can't run out in the middle of a tough battle, and he has some unique
numbers that greatly enhance his members fighting abilities. He also
has some decent solo abilities, but was designed generally with a
captivated audience in mind.
   
Bards are physically average, yet weak in magic.

A Bard focuses primarily on &WDEXTERITY&c, and to a lesser extent,
on &WCONSTITUTION&c.

Bards come from the following races - &WHUMAN, ELF, HALFLING, PIXIE, GNOME&c.

See also: &WHELP HUMAN, ELF, HALFLING, PIXIE, GNOME, DEXTERITY, CONSTITUTION,
PLAY, CAST&D
~

103 1272892821 BARENUM BARESIZE~
&cSyntax: &Cmset <mob> barenum <number>
&cSyntax: &Cmset <mob> baresize <num>

&cThese mob fields control the mobs ability to fight without weapons.
Barenum is the low end of the damage done and baresize is the multiplier.
For example: barenum 10 and baresize 5 would have the effect of allowing
the mob to hit barehanded for 10-50 damage. 
  
* This field also affects experience gained.

See also: &WHELP MSET&D
~

1 1414061387 'BARK SKIN'~
Bark Skin

An automatic ability of treants.  This skin protects them from physical damage.
~

1 1250460312 BARON~
&c
The Baron is in line of succession from the King, after the Duke.  The
Baron of course does anything the King wants, but also does whatever the
Duke wants.  

The Baron has the following commands: fortify, seige, laysiege,
tax, sabotage, contribute, revoke, and proclaim.  

See also help &WSIEGE TAX CONTRIBUTION DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY CITIZENSHIP REVOKE CITYRECALL
~

1 1272892863 BASH~
&cSyntax:  &Cbash
&c
During a fight, you might opt to bash into your opponent, in the hope to 
inflict some damage and daze your opponent for a period of time. However, 
you too will be dazed as it's just impossible to bash into something 
without feeling something yourself. While dazed, you can't heal, flee or 
perform other extraneous combat actions (i.e. you will be able to 
dodge/parry/attack but nothing else). These same consequences are 
inflicted upon your opponent should he be another player. Should you be 
fighting a mobile then bash will merely inflict damage. 

&WNote: Bash has a drastically reduced chance of hitting if the basher is
not one of the primary combatants (i.e. is not tanking).&D
~

104 1449455270 BAT FORM~
&cSyntax: bat

Using the complexities of ancient blood magic, the vampire attempts to bond
their physical form to that of a giant bat. The versatility a form-shift as
such can provided is limited only by the vampire who uses it.

*As with other alternative forms, skills/abilities acquired while in this form
must be practiced at appropriate levels with appropriate teachers.
~

1 1449455474 'BAT FORM'~
&cSyntax: bat 

Calling upon the ancient power of blood magic, the vampire attempts to bind their
physical form to that of a giant bat. A shift like this can award astounding versatility
and effectiveness, limited only by the power and imagination of the vampire who uses it.

*Skills and abilities granted to this form must be practiced at appropriate levels with
appropriate teachers.*
~

1 1272892905 'BATTLE TRANCE'~
&cThis skill is automatic once practiced, while in battle the user of this 
skill gains advantages in several aspects of combat, ranging from damage 
bonuses to higher hit rates. &D
~

1 1272892933 'BATTLEFIELD VIEW' BATTLEFIELD~
&cSyntax: &Cc battle

&cThis greater magic word of power allows the caster to see the entire
battlefield around them.  This affect only works within the wilderness.&D
~

1 1449603783 'BEAR SPIRIT'~
Syntax: bear
Unique to the beastmaster, this skill allows the beastmaster to channel the spirit of the bear for greater strength.
~

1 1414941924 'BEAST MELD'~
&cSyntax Beast

This skill allows the beastmaster to meld his spirit into the body of the pet he has.
The beastmaster's body will go limp, so they generally lay down, in a hidden position.
Then with their spirit in the pet's body, they can completely control the pet.  

Fighting skills they can use in the pet's body include: claw and bite.

When they want to return their spirit to their body, they need to use the beast command
again.  Otherwise if their pet dies or their body is attacked they will return.


See also help tame
~

1 1253920744 BEASTMASTER 'beastmaster'~
&c
The Beastmaster has found an attunement with animals that is beyond
anything of a pet master nature.  This attunement with animals has 
taken root into powers.

It is said animals have died for Beastmasters and that the Beastmaster
can actually link or become one with the animals.

A beastmaster focuses primarily on &WSTRENGTH&c.

Beastmasters come from the following races - &WDROW, ELF.&c

See also: &WHELP WISDOM, CONSTITUTION, HUMAN, ELF< HALFLING, PIXIE, GOBLIN,
GNOME, CENTAUR
~

1 1272892978 BECKON~
&cSyntax: &CBeckon

&cThis command will beckon your pet to your side no matter where it maybe.
No longer will you have to worry about losing a pet.

See also: &WHELP GRAZE, PET, PETSAVE, ORDER, DISMISS, DISTRACT, PETDESCRIBE&D
~

1 1272893069 BEEP~
&cSyntax: &Cbeep <target>

&cThis command allows you to send a single beep tone to its online
target. You cannot beep someone whom is ignoring you, or if they
have configured on NOBEEP. Keep in mind all beeps are logged to
assist in preventing abuse of this command. Abuse of this command
wont be taken lightly.

See also: &WHELP CONFIG&D
~

1 1272893665 BEHEAD~
&cSyntax: &Cbehead <corpse>

&cThis skill allows players to create a trophy of sorts from the corpse
of what they killed.  The trophy cannot be passed to others, or picked
up by others.&D
~

1 1214672862 'BENEDICTION'~
&YSyntax : cast benediction
&c
This spell lays upon the members of the caster's group a strong yet 
short-lived protection. 
&D
~

101 1252583627 'BENEFIC AURA'~
&cSyntax: &Cc 'benefic aura'

&cThe Paladin may infuse itself with a general protection from evil with
this ancient cantrip.  As with most of the major Paladin spells, it
requires the utilization of the Paladin symbol.&D 
~

1 1272893786 BERSERK~
&cSyntax: &Cberserk
  
&cBuilt into everyone is a primal being, most will keep their primal self 
under control. Fighters can be taught at a certain time in their life, to 
unleash this primal state of being and how to use it to slaughter all that 
stands in their path(s). Letting go of the animal inside you, comes at the 
cost of your own judgement...you forget to take care of your own well-being. 
While a berserked fighter will strike deeper into the flesh of the enemy, 
his foes will be able to take advantage and bury their weapons deeper into 
the berserker.&D
~

1 1122239142 'BERSERK STYLE'~
Syntax: style berserk
 
This tactic is truly powerful, for it causes the fighter to allow pure
rage to flow through him, at the cost of his own judgement and care for
his or her well-being. While the berserked fighter will strike deeper
into an enemies' flesh, his foes will be able to take advantage and bury
their weapons deeper into the berserker.
 
See Also: style, evasive, defensive, standard, aggressive, berserk.
~

108 1128395079 BERSERKER~
~

103 1272893822 BESTOW BESTOWMENTS~
&cSyntax: &Cbestow <victim> <command> <command> <command> <etc>
&cSyntax: &Cbestow <victim> show list
&cSyntax: &Cbestow <victim> none

&cBestow is used to give a command to a player that the player would not normally
have. Bestow victim command will give the command to the person, bestow victim
show list will show all commands currently bestowed on the person, and bestow
victim none will remove all bestowments.&D
~

1 1273248721 'BESTOW VITAE'~
&cSyntax: &Ccast 'bestow vitae' <target>
&c
This spell creates an intelligent aura that wraps itself around its 
target. This aura can sense when damage is being dealt and will perform a 
minor reactive healing during a limited period of time.&D
~

103 1273248759 BESTOWAREA~
&cSyntax: &Cbestowarea <victim> <filename>.are

&cThis command allows members of the Area Council to bestow area names
to immortals so that they can engage in group building.

Once an AC member bestows a proto area on a player, that player can
use the &CAASSIGN&c command to assign themselves that proto area in order
to help the owner of the proto area.

Examples:
  
bestowarea joe bob.are           allows joe to work on bob's proto area
bestowarea joe                   lists all of joe's bestowed areas
bestowarea joe list              ditto
bestowarea joe none              removes all of joe's bestowed areas

See also: &WHELP AASSIGN, VASSIGN&D 
~

1 1273248790 BIOFEEDBACK~
&cThis skill is automatic once practiced. It has been known for allowing its 
invoker to tap into their biofeedback giving them much higher healing 
rates. If he/she is sleeping when this triggers they will really see a 
boost in their hp gain. &D
~

1 1273248818 BIO_REWARD~
&cBIO REWARD

This is a reward based on ones biography, as seen on &WWHOIS&c, and ones 
description, as seen when you &WLOOK <player>&c. This reward is a flat 
rate of 10 &WGLORY&c each, for completing these. Up to 20 &WGLORY&c may be 
handed out, upon STAFF discretion on how good they think each category is. 
So, the more you write, and the better it sounds, the more you'll receive. 

See also: &WHELP EDITOR, PCOLOUR, RP, WHOIS, CONTRIBUTE, GLORY&D
~

1 1273248979 BITE~
&cSyntax: &Cbite 

&cGenerally speaking, &CBITE&c is a simple attack skill that will attempt
to damage your opponent through the use of your teeth. Many mobs are
able to bite you during battle (creatures rather than humanoids).

Vampires:
Vampires can bite their victim, only after grabbing them and rendering 
them powerless. Many tried to bite them out of nowhere and found it is not 
a good method, therefore now vampires are taught not to use this skill to 
commence a fight, but rather to bite when the victim has succumbed to the 
vampire's will. 

&W'With both sword and dagger at his belt, the vampire was literally armed
to the teeth.'
  -- "The Monster Compendium", by the Royal Magician Kolak&D
~

-1 1252017271 BLACK~
&cThe Black Dragons are generally chaotic evil.
They are the biggest and physically strongest of the dragons,
but lack some of the magical abilities of other dragons.

The Black Dragon will not associate with other dragon types except
to steal their young, or destroy a rival dragon.

The young Black Dragon's breath starts as shadows. When the dragon matures,
the breath turns to darkness, and finally death.

A Black Dragon focuses primarily on &WSTRENGTH&c, and to a lesser extent on
&WCONSTITUTION&c.

See also: &WHELP DRAGON, BLUE, GOLD, SILVER, RED, DRAGON RULES, LAIR, 
DRAGON EQUIPMENT, 'TREASURE HOARD', STRENGTH, CONSTITUTION&D
~

1 1273249092 'BLACK LIGHTNING'~
&cSyntax: &Ccast 'black lightning' <target>
&c
The spell calls from the Ethereal Plane a highly
organized spike of the Ethereal analogue to electricity.  This spike
orients itself on the calling caster's main opponent in combat, onto
whom it unleashes its awesome destructive power.&D
~

1 1273249129 'BLACKSMITH' 'SMITH' 'BLACKSMITHS'~
&cBlacksmiths

Are responsible for making fashionable weapons and armor for players.
To become a blacksmith you need to find a tradeskills building in your
homeland.  There you will be given a quest to learn whatever tradeskill
your interested in.

You can see what tradeskill a person is and what level they have at it,
by typing &CWHOIS <player>&c.

See also: &WHELP FORGE, MINE, TRADESKILLS, GATHER, BAKER, BAKE, MIX, TANNER,
JEWLER, JEWELRY, MILL, FELL, CARPENTER, HUNT, TAN, WHOIS&D
~

1 1273249168 'BLADE MASTER'~
&c
There are legends that tell of swordsmen who get so skilled with their craft that
they are called Blade Masters.  

Blade master is an automatic skill.  You will get better at it gradually,
only through fighting.&D
~

1 1273249183 BLAZE~
&cSyntax: &Ccast blaze
&c
This spell causes the casters enemy to suddenly burst into a blazing 
flame.&D
~

0 1122239142 BLAZEBANE~
Syntax:  cast 'blazebane' <mob>
Syntax:  cast 'blazebane' <player>

This spell makes the victim more susceptible to fire and heat.  It
should only be cast on mobs.  Casting this spell on a player will be
considered an attack.
~

101 1252583697 BLAZEWARD~
&cSyntax: &Ccast blazeward
&c
This ward makes you more resistant to fire and heat.&D
~

1 1273249209 BLESS~
&cSyntax:  &Ccast bless <target>
&c
Those in good relation with their god, can ask their god to lay a powerful 
blessing upon themselves or onto others. Being blessed means to be 
protected just a little bit from outside violence.&D
~

1 1273249236 'BLESS WATER' HOLYWATER~
&cSyntax: &Ccast 'bless water' <drink container with water>
&c
This spell allows a priest or druid to &CBLESS&c the water of a drink 
container in their inventory, turning it into holy water. 

Holy water is used as a component in the &WANOINT&c skill, as well as other
skills/spells for the priest.

Holy water is basically the same as normal water, but drinking it will
affect a player a tiny amount based on their alignment.

&cSee also: &WHELP ANOINT&D
~

1 1273249299 BLIND BLINDNESS~
&cSyntax:  &Ccast blindness <target>
&c
With this incantation you weave a web around your target's eyes, thus 
taking away their eyesight for a period of time. 

See also: &WHELP CURE BLINDNESS, BLINDED&D
~

1 1273249363 BLINDED~
&cCertain spells and attacks can render a player blind for anywhere from a
few rounds (gouge) to several hundred rounds (the blind spell).  If you
are blinded, you will see only your name on the &CWHO&c list, and will be
unable to see either your inventory or your location.

See also: &WHELP BLIND, CURE BLINDNESS, BLINDSIGHT&D
~

1 1449454964 'BLINDING SPEED'~
&cSyntax: blinding

&c The blood of a vampire is potent. Rumors circulate that some vampires have
found a way to convert all their remaining blood stores, and endurance into a
short-lived burst of intense energy... thus allowing the vampire to perform 
feats in combat beyond even the already supernatural limits of the undead.
~

104 1449602200 'BLINDING SPEED' LEVEL 1~
~

1 1273249387 BLINDSIGHT~
&cSyntax: &Ccast blindsight

&cBlindsight confers the caster with a brief immunity to blindness.
While under the spell's effect, the caster will continue to see.
Be warned that when the spell runs out, if blinded the caster will
once again be unable to see.

Can be cast in battle but has only a short duration.

See also: &WHELP BLIND, BLINDED, CURE BLINDNESS&D
~

1 1273249457 BLIZZARD~
&cSyntax: &CBlizzard

&cThis skill has developed due to the sorcerer's mastery of the ice elements.
It allows the caster to cause the air to freeze, and wind to blow a blizzard.&D
~

1 1273249543 BLOODLET~
&cSyntax: &Cbloodlet <victim>
&cSyntax: &Cbloodlet

&cA vampire that is older then another vampire may slice their own wrist, and
allow the younger vampire to drink from the stronger blood.

This will temporarily increase the age of the younger vampire, increase their
health, and donate some blood points to them as well.

Receiving a bloodlet is a gift from older vampires and should never be
demanded.  On rare occasions there has been told stories of ancient vampires
giving the bloodlet to fledglings and driving them mad with the sheer power.
&c
You can now use bloodlet without a victim to simply let the blood to the ground.
It can then be scooped up with an empty container via the &CFILL&c command.

See also: &WHELP FILL&D
~

0 1122239142 BLOWGUNS~
BLOWGUNS are exotic weapons to the major kingdoms and cities of the 
world, inciting interest and curiosity. They are most commonly long
and hollow wooden pipes, employed as a deadly kiss from which small
darts fly from -- the wielder blows upon the mouthpiece, and the
poisoned blowdarts fly (this is the reason for which it is named).
The deadliness and fatality of the accurate blowdart is so reknown-
ed that it has never been questioned.
~

-1 1252018689 BLUE~
&cThe Blue Dragons are neutral evil in nature.

The Blue Dragon will follow the dominant Black Dragon into battle when called.

The Blue Dragons are found within the ocean, or the very cold climates.

The young Blue Dragon's breath starts out as water, and as the dragon matures it
becomes ice, and lastly glacial.

A Blue Dragon focuses primarily on &WSTRENGTH&c, and to a lesser extent on
&WCONSTITUTION&c.

See also: &WHELP DRAGON, BLACK, GOLD, SILVER, RED, DRAGON RULES, LAIR, DRAGON EQUIPMENT,
'TREASURE HOARD', STRENGTH, CONSTITUTION&D
~

1 1273249607 BLUNT~
&cWeapons that have been previously sharpened are also able to be 'blunted'
during combat. You can see how sharp or blunt a weapon is by identifying it.

If your weapon becomes blunt, you can increase it's damage by sharpening it
again. Blunt weapons will do less damage, but sharpened weapons will do
considerably more damage than non-sharpened weapons.

See also: &WHELP SHARPEN&D
~

1 1448235527 BLUR 'BLUR ATTACK'~
&cBlur attack

Is a skill the vampire has after achieving surreal speed.  It allows them to attack
in a blur causing extreme damage to whatever they hit!
~

1 1268933145 'BODY DROP'~
&cSyntax &Cbody drop <&cvictim&C>&c

This skill involves striking the victim in the throat, and at the same
time grasping a hold of the victim to turn for a judo flip.  Sometimes
the warrior fails to get a good hold on the victim and cannot perform
the judo flip.
~

101 1122239142 BOOLEAN~
&c
C programming language for our mob/obj/room scripts uses boolean conditions each
condition tells the computer do a different action.
&W
IF     &C- check value/string vs. a condition.&W

ELSE   &C- if what happened before is not true then do this.&W
       &Y- Note: The else maybe avoided on some ifchecks see help newboolean&W

OR     &C- if what happened before is true or this is true do this.&W

==     &C- if a value absolutely equals this it is true.&W

!=     &C- if a value does not equal this it is false.&W

>      &C- if a value is greater then another value then true.&W

<      &C- if a value is less then another value then true.&W

>=     &C- if a value is greater then or equal to another value then true.&W

<=     &C- if a value is less then or equal to another value then true.&W

ENDIF  &C- must be used to end all ifcheck conditions, or program will bug.&W

AND    &C- does not exist however see the note for a work around.&W

BREAK  &C- breaks out of the prog.

&Y*NOTE: &&& or AND can be simulated by something like this....
&Cif race($n) == dragon
	if class ($n) == red
		say a Red Dragon??? you must be joking!
	else
&W
SEE ALSO HELP IFCHECKS BOOLEAN2 BOOLEAN3 BOOLEAN4 NEWBOOLEAN VARIABLES&D
~

101 1215155621 BOOLEAN2~
&cThe ifcheck values are used for comparison between two things. E.G:
&W
if level($n) == 10
&c
This check would check the victim's level to see if it equaled 10. 
This can also be changed to check if the victim's level is lower or 
higher than the stated value. E.G:
&W
if level($n) < 10
&c
if the victim's level 9 or below.
&W
if level($n) <= 10
&c
This would return true if the value is less that OR equal to 10.
&W
if level($n) > 10
&c
This would return true if the victim's level we're 11 or above.
&W
if level($n) >= 10
or level($n) == 5
&c
This would return true if the value is greater than or equal to 10,
or the level was equal to 5.
&W
if level($n) != 10
&c
This would return true if the victim's level is equal to any
number other than the stated, which in this case is 10.
&W
SEE ALSO HELP: IFCHECKS BOOLEAN BOOLEAN3 BOOLEAN4 NEWBOOLEAN VARIABLES&D
~

101 1215155621 BOOLEAN3~
&c
These comparison values can also be used with strings, ie words. E.G:
&W
if name($n) == Samael
&c
This would check the victim's name and return true if the
victim's name is equal to the given string, which in this case
is Samael. It can also be checked against. E.G:
&W
if name($n) != Samael
&c
This would return true if the victim's name was NOT Samael.
Strings can NOT be compared with > or < as a comparison value.

// This prog is supposed to do this
The // is a comment you can put in progs to explain what is going on.

&W
SEE ALSO HELP BOOLEAN1 BOOLEAN2 BOOLEAN4 NEWBOOLEAN IFCHECKS VARIABLES&D
~

101 1215155621 BOOLEAN4~
&c
Example entry program using most of the boolean conditions.
// - is just used to notate this is comments and not part of the program.
&W
>entry_prog 100                &C// This is the type of program&W
if race($n) == demon           &C// IF $n which is the variable for player = race demon&W
or iscarrying($n) == 5500      &C// OR $n is carrying object vnum 5500&W
or iswearing($n) == 5500       &C// OR $n is wearing object vnum 5500&W  
or isaffected($n) == fireshield&C// OR the player is affected with fireshield&W
or isaffected($n) == iceshield &C// OR the player is affected with iceshield&W
or isaffected($n) == flying    &C// OR the player is affected with flying&W
or isaffected($n) == floating  &C// OR the player is affected with floating&W
mppause 1                      &C// the player pauses for 1&W
else                           &C// if those conditions above are not met....&W
mpdamage $n 20                 &C// The player is damaged by 20&W
mpechoat $n You writhe in pain as heat from the iron cobblestones sears your feet!
endif

SEE ALSO HELP BOOLEAN BOOLEAN2 BOOLEAN3 NEWBOOLEAN IFCHECKS VARIABLES&D
~

101 1122239142 BOOST~
&YSyntax: Boost < last/all >
 
The command boost last will tell you when the last time was someone did a
boosting in the realms.
 
It is coded so a boosting may only be done every 6 hours.
 
The command Boost all if not done too recently from a previous boosting, will 
send a superbless affect and message of sorts to all players within the realms.
 
This command is not to be done upon player requests, however it should be done
once in awhile as a boost for players.
 
~

1 1239044414 BOOST~
Syntax: boost

A well trained monk with this skill has been known to be able to
up his dexterity. The amount of dexterity he/she can boost and
the length of time this skill lasts depends on various factors.


See Also: Dexterity
~

1 1198075115 'BOOST' 'SUPER BLESS'~
BOOST

Is an awe-inspiring boost bestows a power surge to all players that can be used
in combat to win a battle or gain levels faster.  Additonally it can be used
when crafting to gain levels faster.

This spell affects all players within the realms.

Note: Once you log off, quit, or get disconnected the spell's affects
vanish.  Also this spell is a rare gift from the 6 Dragons Staff, and as such
is not planned, or done on request from players.
~

1 1243084697 'BRAIN BOIL'~
&c
Syntax Brain Boil <&Cvictim&c>

This power causes the victim to receive a white searing heat in their
brains, too much heat will cause instant death, whether it is a real
heat or percieved.
~

1 1229469137 BRASS~
This skill allows one to play brass instruments, and gain better quality 
of sound from them. 
~

13 1128395093 BRAWLER~
BRAWLER

The brawler is a tank that has mastered the martial arts.  They follow
the way of the hand and the foot.

Upon attaining level 39, the brawler may choose another profession to
train in.  This is done by successfully completing a profession quest.

At level 40, the brawler can become a Monk, or a Ninja.

See also help: Monk, Ninja, 'Profession Chart', hate, and tank.

~

1 1244662738 BREAK~
&c
Syntax Break

This skill involves urging your mount to break combat with your victims
long enough to charge again with your mount.

See also help &WCHARGE
~

-1 1290683952 BREATH BREATHE~
&cSyntax: &Cbreath <victim> <type>
&cSyntax: &Cbreath aoe
&c
Type being:
&wBlack:      aoe, shadow, darkness, death
&RRed:        aoe, smoke,  fire,     hellfire
&WSilver:     aoe, iron,   steel,    titanium
&BBlue:       aoe, water,  ice,      glacial
&YGold:       aoe, holy,   divine,   heavenly
&CTwo-Headed: aoe, all breathes 
&c
Aoe is area of effect breath type.

Dragons have a mighty weapon with their breath.
The type of breath that dragons can utilize depends 
on their dragon class, and their maturity level.

All dragon breath types increase damage as the dragon increases
in maturity level.

Because it has been brought up numerous times, here is some more
information regarding breath damage.  Each type of breath has its
own Tier level of damage, except for aoe, which is the same as
the lowest Tier of damage. The first 2 columns of the above are
Tier 1 damage.  The 3rd row is Tier 2 damage and finally Tier 3
damage for the last column.  The damage is calculated based on
both level and which column of breath you use.  If you have any
further questions regarding this skill, please submit a note to
the STAFF on the GBOARDS.

See also: &WHELP LAIR, DRAGON, TREASURE, TWO-HEADED, BLACK, RED,
SILVER, BLUE, GOLD, GBOARD, GNOTE
~

1 1405677557 BREECH~
&cBreech victim

This skill allows one to breech between the void of time and space and travel to
victims in places that many cannot.

~

108 1128395022 BRIGAND~
~

1 1200132253 BRITTLE 'BRITTLE BONE'~
Syntax brittle <victim>

The use of this power word, creates a bone virus within the target of
the person who utters it.  The virus causes the target's bones to become
very weak, and get damaged.
~

1 1214737050 BROACH~
&YSyntax : broach <direction>
&c
Vampires can attempt to bypass a locked or barred obstruction by broaching 
through it. 
&D
~

101 1236222932 BUILDWALK~
&c
Syntax Buildwalk

This awesome addition lets builders config a buildwalk flag to themself.
When flagged with buildwalk you create new rooms simply by walking in
a direction.  This command will not work with rooms that are already
created like with the makerooms command.

*Note: It is possible to buildwalk even if you have rooms created, but
you first have to use rdelete <vnum> and remove those rooms.

See also help &WMOB ROOM OBJECT&D &WRGRID&D
~

1 1449603889 'BULL SPIRIT'~
Syntax: bull
Unique to the beastmaster, this skill allows the beastmaster to channel the spirit of the bull for greater constitution.
~

1 1253920289 BURROW~
&cSyntax: &CBurrow <up/down>

&cThis is a vampire skill, that allows them to burrow into the ground to protect
themselves from the sun's heat, and heal up.

They may burrow up at any time, but they will automatically come out of the
ground as the sun sets, due to feeling the intense hunger for blood.&D
~

1 1413767281 BUTTERFLY~
Syntax Butterfly victim

This kick is executed by a monk by jumping with one leg, and swinging their other leg up and
over that one to strike a target which gives a whipping momentum and resembles the butterfly.
~

1 1253576531 BUY LIST SELL VALUE WARES~
&cSyntax: &Cbuy   <object>
&cSyntax: &Cbuy   <# of object> <object>
&cSyntax: &Clist
&cSyntax: &Clist  <object>
&cSyntax: &Csell  <object>
&cSyntax: &Cvalue <object>
&cSyntax: &Cwares

&CBUY &cbuys an object from a shop keeper.
&CBUY <# of object> <object> &cwill allow you to buy up to twenty of a normal
store item at once.
&CLIST &clists the objects the shop keeper will sell you.  LIST <object> lists
just the objects with that name.
&CSELL &csells an object to a shop keeper.
&CVALUE &casks the shop keeper how much he, she, or it will buy the item for.&D 
&CWARES &cdoes the same as &CLIST&c.
~

1 1253920340 CALL~
&cSyntax: &Ccall <object number>
&cNumber being first, second or third

This skill of the clan War Master or Chieftain allows them to call forth
clan objects from another dimension and bestow them upon new inductees.

See also: &WHELP DECLARE, CLAN, PK, RULES, THRONG, WARMASTER, CHIEFTAIN, 
BANISH, CLANRECALL, ALLIANCE, INFLUENCE, ROSTER, INTRO&D
~

0 1122239142 '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.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

1 1253920361 CALM~
&cSyntax: &Ccalm
&c
This command allows one who is affected by fury to slowly
calm down.

See also: &WHELP FURY&D
~

1 1247579727 CANNIBALIZE ~
&c
Syntax Cannibalize

This skill calls upon the ancient blood of the vampire to heal the
wounds of the vampire.  It drains a lot of the vampire blood leaving
them weakened, but heals their body.
~

1 1449669076 CAPTAIN~
&c
The Captain of the Guard handles all military matters for the royalty and
is the Royal Military Advisor.  The Captain has the following commands: 
Fortify, Siege, Tax, Contribute, Laysiege, and Sabotage.

See also help &WSIEGE TAX CONTRIBUTION DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

1 1208774619 CARNAGE~
&c:'&R######&c:::::'&R###&c::::'&R########&c::'&R##&c:::&R ##&c::::'&R###&c:::::'&R######&c:::'&R########&c:
&c'&R##&c... &R##&c:::'&R## ##&c::: &R##&c.... &R##&c: &R###&c:: &R##&c:::'&R## ##&c:::'&R##&c... &R##&c:::&R## 
 &R##&c.....:::::::::::::::::::::::::::::::::::::::::::::::::::::::::&R##&c::
&R ##&c:::..:::'&R##&c:. &R##&c:: &R##&c:::: &R##&c: &R####&c: &R##&c::'&R##&c:. &R##&c:: &R##&c:::..::::&R## 
 &R##&c:::::::;;;;;:::::;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&R##&c::
&R ##&c:::::::'&R##&c:::. &R##&c: &R########&c:: &R## ## ##&c:'&R##&c:::. &R##&c: &R##&c::'&R####&c: &R######&c:::
&R ##&c::::::: &R#########&c: &R##&c.. &R##&c::: &R##&c. &R####&c: &R#########&c: &R##&c::: &R##&c:: &R######&c::::
&R ##&c::: &R##&c: &R##&c.... &R##&c: &R##&c::. &R##&c:: &R##&c:. &R###&c: &R##&c.... &R##&c: &R##&c::: &R##&c:::&R## 
 &R##&c:::::::::::::::::::::::::::::::::::::::::::::::::::::::::&R##&c::&R ##
&c.&R ######&c:: &R##&c:::: &R##&c: &R##&c:::. &R##&c: &R##&c::. &R##&c: &R##&c:::: &R##&c:. &R######&c::: &R#####&c:
&c:......:::..:::::..::..:::::..::..::::..::..:::::..:::......::::........::
~

1 1408900282 CARPENTER~
&CCarpenters
&c
Are the backbone of commerce for the local cities.  To become a carpenter 
you need to find a tradeskills building in your homeland.  There you will 
be given a quest to learn whatever tradeskill you happen to be interested in.
You can see what tradeskill a person is and what level they have at it,
by typing WHOIS <player>.

See also: &WHELP FORGE, MINE, TRADESKILLS, GATHER, BLACKSMITH, BAKE, MIX,
JEWLER, JEWELRY, TANNER, HUNT, TAN, WHOIS, FELL
~

1 1253920426 CAST~
&cSyntax: &Ccast <spell> <target>

&cBefore 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 level increases.

The &C<target> &cis 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: &Ccast 'cure critical' self&c.  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 help sections for individual spells.&D
~

1 1253920496 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~
&cSyntax: &Ccast 'cause light'    <victim>
&cSyntax: &Ccast 'cause serious'  <victim>
&cSyntax: &Ccast 'cause critical' <victim>
&cSyntax: &Ccast harm             <victim>
&c
These spells inflict damage on the victim.  The higher-level spells do
more damage.&D
~

101 1122239142 'CAUSTIC FOUNT'~
The second discipline of acid mastery, 'Caustic Fount' causes a
fountain of acid to levitate about the casting Mage's victim, bathing
him in a malodorous and painful concoction.  The combination of magical
and physical attack gives this spell appreciable effect in combat versus
a wide variety of physical types.
~

103 1122239142 CEDIT~
Syntax:  cedit save
Syntax:  cedit <command> create [code]
Syntax:  cedit <command> delete
Syntax:  cedit <command> show
Syntax:  cedit <command> [field]
 
Field being one of:
  level position log code
 
Cedit create is used to create the entry and name for a new command.
Cedit delete is used to delete a command.
Cedit code is used to assign a defined section of code to a command.
Cedit show displays current statistics on a command.
Cedit level sets the minimum level for usage of a command.
Cedit position sets the min_pos for execution of the command.
Cedit log determines the manner in which the command will be logged.
 
Use 'cedit save' to save changes permanently.
 
See RESTRICT
~

-1 1279740800 CELESTIAL~
&cCelestial's are an ancient, angelic race transcended from mortals and
charged to protect thier domain. They are composed of pure energy, but 
often take the form of a human while they walk on the earth. Having existed 
on an immaterial plane for a time, they sometimes find the transition into 
mortal life a little confusing.

Base stats for celestial before are the below, what class you chose will also
adjust your stats.

            STR  INT    WIS    CON    CHA     DEX   LCK
Celestial   &W16   15     20     18     12      12    12

&cCelestials gain experience at a slow rate.

Celestials can be &WANGEL&cs.

See also: &WHELP ANGEL&D
~

-1 1253920690 CENTAUR~
&cCENTAUR

Centaurs are the proud race of men and women that are half horse, half human.  
They are strong warriors, but have an affinity with nature and the woodlands.  
The centaurs are known to attack with their hooves in battle.  

Centaurs are wise and physically strong, but many find their non-human half
to be less than appealing.

Base stats for centaur before are the below, what class you chose will also
adjust your stats.

            STR  INT    WIS    CON    CHA     DEX   LCK
Centaur     &W20   13     20     12     12      12    12&c
     
Centaurs gain experience at a slower than average rate.

Centaurs can be &WDRUID, MAGE, WARRIOR&c.

See also: &WHELP DRUID, MAGE, WARRIOR&D
~

1 1253920744 CENTAURIAN~
&cCentaurian

The language of the Centaur race.&D
~

101 1270069605 CEXP~
&cSyntax Cexp

This command allows Staff of 6 Dragons to turn an hour of Double Crafting
Experience on.

~

1 1253920769 CHA CHARISMA~
&cCharisma (CHA in your &CSCORE&c) represents your characters physical beauty
and charm.  It primarily affects:

 - a character's practice rate with a language scholar

 - prices charged to a character by shopkeepers
  
No class receives charisma as a prime attribute.

See also: &WHELP SCORE&D 
~

1 1252789625 CHALLENGE~
&cSyntax: &CChallenge <player>&c

At any time you feel your up to challenging another player to an arena
event you may do so.  They do not have to accept, but no Staff is necessary
to start the arena event.

See also: &WHELP ARENA, FREEZE TAG, DRAGON TEASE, AGLANCE, ACCEPT, DECLINE, 
FORFEIT, RATINGS, ZOT&D
~

1 1278882803 CHAMELEON~
&cSyntax: &CChameleon

&cWith this skill, the user generates kinetic power that assumes the same 
color and texture as their surroundings, thus not being easily noticeable.&D
~

101 1122239142 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

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

1 1237782031 CHANNELS~
&YSyntax : channels
&c
&wChannels&c by itself will give you a list of channels available to you. Each
channel is designed for a specific purpose, but all of them share a common
set of guidelines that must be followed. Misuse of any channel can lead to
you being &wSILENCED&c or worse.

&RThere is to be NO arguing or whining on ANY public channel - use TELL if you
really have to fight about something, or use gboard 5 (Personal).&c

&RNOTE: If you are unsure what is appropriate or inappropriate, send a tell to the STAFF
online and ask their opinion prior to posting whatever is in question.  This reduces confusion
and possible disciplinary actions that may occur in the future.
&c
To view the history of a channel, type the channel name on its' own.
That is, to view the history of the &Wooc&c channel, simply type &Wooc&c
to view the history log of the channel.

Please read the following help files before using channels. Ignorance is NOT
an excuse. "I didn't read the help files" will only make it worse on you.

Do not ask thyquestions on public channels without first checking the helpfiles.
We do not have the time to answer thyquestions that are already found in those.

You can turn channels on or off using the &wLISTEN&c command.

Related helpfiles : &Wooc, shout, wartalk, tell, answer, icc, yell, avtalk, thyquest,
music, say, chat, ask, swear, flirt, osay, listen&c

Additional related helpfiles for Staff : &Wsooc, hint, think, muse
~

101 1122239142 CHAOS~
Begins an arena.
 
 Syntax: chaos <lowlim> <hilim> <delay> <length> 
 
LowLim - lowest level allowed in this arena
HiLim  - highest level allowed in this arena
Delay  - delay time in hours til the arena starts
Length - how long the arena will last in hours.
 
all hourly times are based on MUD time not real time.
~

1 1244662767 CHARGE~
&c 
Syntax: charge <&Cvictim&c>
 
This is a battle skill of the knights.
 
While mounted on a horse, the knight may charge an opponent with a lance.
 
Once the charge takes place, the knight must wield a secondary weapon as
the fighting quarters are too close to charge more then once.
 
See also help &WBREAK
~

101 1252583776 'CHARGED BEACON'~
&cSyntax:  &Cc 'charged beacon' <victim>

&cCharged beacon renders the victim susceptible to electricity attacks.&D
~

1 1240358012 'CHARM' 'CHARM PERSON'~
&cThe charm spell, if successful, will place the victim (only mobs, attempts;to charm other player-characters may incur the wrath of the gods) under
your control for the duration of the spell.  While under your control
the creature is your servant, and may assist you in combat and other
more minor duties.  Use the 'order' command to give them orders.
Be warned, you are responsible for the actions of your charmed beast.  If
it should go awry and take the life of another player-character, you will
be charged as a murderer and will be hunted by several creatures around
the realms of Six Dragons.
Aggressive mobs will lose their aggressiveness while charmed, but will
immediately return to their violent ways when the spell wears off. For
this reason, charmed aggressive mobs should not be taken into any area
lower from the one from which they came, and should *never* be taken
into Paleon or other homelands.  Those found doing so will pay dearly.
Deadlies may bring mobs into other homeland than Paleon but will remain
TOTALLY responsible for protecting peaceful players from said mobs.
As a matter of etiquette, charmed mobs should not be attacked.  You can
tell a mob is charmed if it is wandering "in a dazed, zombie-like state."
Be aware when taking your charmed mobs around other characters that any
area attack such as call lightning, gas breath or earthquake will hit
your creature and cause it to engage in combat.


&YRelated helpfile: DISMISSED&D


&RNOTE: If you charm a creature from within the realms when you dismiss it, please
slay this creature.&D

~

103 1229230422 CHAR_TO_ROOM~
not every lines with char_to_room, ok. ' 
if you create mobile, it's fine to call char_to_room only. ' 
but if you need to transport the mobile to another room.. char_from_room needs to be put in 
~

1 1122239142 CHAT~
Syntax: CHAT <message>
 
CHAT is a global channel used for talking about things in-character. Also,
it is the only channel that new unauthorized characters can use.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.&D
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: chat ,screams.  = [chat] Player screams.
EXAMPLE: chat @shrug     = [chat] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

1 1211478737 CHEATING~
&C&c&cCheating ia a very serious offence and WILL result it the SEVERE punishment of
ALL characters involved with such penalties as slay, purge of equipment, or even ban.

What is considered cheating?

* Intentionally causing the system to crash.
* Exploiting (intentionally using) a bug in the game to gain equipment or money.
* Knowingly accepting illegal equipment or money (see above) from other players.
* Even ATTEMPTING to equipment or even if not successful.
* Using or making profit from equipment that was accidentally duplicated.
* Killing mobs that are obviously WAY to easy for you and apparently set
  incorrectly by accident for the experience you gain. Please report such 
  mobs to a STAFF member ASAP should you discover them.
&D
~

102 1122239142 CHECKVNUM CHECKVNUMS~
Syntax: checkvnums <field> <start vnum> <end vnum>
 
Checkvnums will allow you to view if any areas conflict with a set
of vnums that you need.
Correct FIELD values include Mob, Object, Room, or All (all three fields).
Starting and ending vnums should not be more than 5k from each other
as you might spam yourself out :)
 
See Also: AASSIGN, MAASSIGN, OASSIGN, FREEVNUMS, FREEVNUMS2
~

1 1236971454 CHIEFTAIN~
&CThe chieftain is an elected position within the clan.  Players must
vote for the position every month.  Majority votes rule.  The chieftain
along with the war master of a clan lead the clan members against the
opposing clans.

The NPC Leader of each clan will give the chieftain a key to their own
room by simply typing &WSAY KEY&C by the Leader.  A chieftain will be
removed automatically if they are gone from the game for longer then
&W3&C days, and another chieftain will automatically be appointed.  If you
are going to take a vacation or something arrange with Staff and your
clan so they are aware and agree you will be chieftain when you return.

Chieftains may perform the following commands: Call, Declare, Banish, Intro.

See also help: &WWARMASTER, DECLARE, CALL, CLAN, PK, CLANRECALL, BANISH,
THRONG, ALLIANCE, INFLUENCE, ROSTER, INTRO
~

1 1279740453 CHILL~
&cSyntax: &Ccast chill <victim>
&c
This spell summons a frozen blast to hit the caster's enemy, causing ice
to form on them.&D
~

0 1122239142 'CHILL TOUCH'~
Syntax:         c 'chill touch' <victim>
 
This spell inflicts damage on the victim, and reduces their strength
by one point for a short period of time.
 
~

1 1412991438 'CHILLED TOUCH'~
&cSyntax Chilled &Cvictim&c

This calls on the frozen core of the shadowknight sending a blast of cold through
the hands of the shadowknight.

See also help &W'FROST TOUCH', 'ICY TOUCH', 'FRIGID TOUCH'
~

1 1197180455 CHOKE~
Syntax: Choke (victim)

This mental skill is an attack on another creature's mind, to cause them to
choke on their own tongue and salival fluids. There is also a small chance
that the victim can become poisoned from lack of oxygen.
~

1 1182489313 CIERRA MOUNTAINS~
This newly added area hosts a variety of monsters, and other things
for your leveling pleasure. Within are also aggressive creatures
so I would advise invisibility. I would also advise to take care
where you go as many things are differnt within this area. however
this area is a good place to go for those around level 35 and up.
Directions From the Square of Paleon.

Directions From the Square of Paleon.
15 west, s, 3w.
~

1 1122239142 'CIRCLE'~
Syntax:  circle <mob>
 
A skill unique to thieves, and which can only be used while in combat.
It inflicts considerable damage, and requires the thief to be wielding 
a piercing weapon.  To sucessfully circle you must be the
first to attack in the battle, or be grouped with whoever was.
 
~

1 1268274950 CITIZENSHIP~
&cCitizenship is gained by proving yourself to the city that you are
attempting to become a citizen of.  As a citizen you are expected to
pay taxes.  However, you gain many benefits from being a citizen.  The
city manager should be able to point you in the right direction.

Those in the Forbidden City should seek out a scholar to learn more.

There are rumors that you can become a citizen of any city, but you
have to find the right person to talk to, and prove yourself through
betrayal to your hometown.

Benefits of being a citizen are the following: You get to wear pauldors
a shoulder piece of equipment only citizens get, You gain opportunities
to earn experience and glory from defending your city, or sieging against
a rival city, and you can gain positions of leadership within the city.

See also: &WHELP SIEGE, TAX, CONTRIBUTION, DUKE, BARON, CAPTAIN, SHERIFF, KNIGHT,
LAYSIEGE, PROCLAIM, VOTE, SABOTAGE, FORTIFY, CITY, REVOKE, CITYRECALL&D
~

1 1250459472 CITY~
&c
Syntax  City
        City <&Ccity name&c>

City by itself will list all the cities within the 6 Dragons Realms.
City with a city name will give more indepth information about that city.

See also help &WSIEGE TAX CONTRIBUTION DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

-1 1285735435 CITYRECALL~
&cSyntax cityrecall

This command will recall a citizen back within the safety of their city
walls.  Only citizens can use this command.

See also help &WSIEGE TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
FORTIFY PROCLAIM VOTE LAYSIEGE SABOTAGE REVOKE CITIZENSHIP
~

1 1237188825 'CLAN' 'CLANS' 'GUILDS' 'GUILD'~
&CWithin &Y6 Dragons&C there are currently 2 clans or factions if you will.

&RThrong&C - The evil elite army of Tanzean'al.
&WAlliance&C - The free races combined army to stand against the Throng.
&cHalcyon&C - Those who wish to remain neutral in the war.

Upon achieving level 10, you may join either the Throng, or the Alliance.
Clans in 6 Dragons are npc run.  Meaning the leadership is run by mobs.
Although players may gain Chieftain or War Master status in the clan.
You may join a clan at any time, by performing the quest it takes to gain 
entrance.  

&C
&YPlayers inside of Clan HQ's are considered to be in an arena-like area. This
means that players of all levels are allowed to be attacked.  
&C
Known Quest Givers in the realms include the Paelon City Blade Master,
a furtive Drow in Kirwood Swamp of unknown origins, and a humble farmer
in the Gardens.

Benefits of a clan include: Clan gear, Clan Storage, Clan Quests, 
Clan friends or Clan protection, clan healers, clan shops, and the 
clanrecall command that costs no mana.

No sharing of clan equipment with non-clan members. That is, you should not give
Alliance clan gear to either the Throng or Halcyon clan members. And vice versa.

If you ever are outcast from a clan it takes 7 days to be able to apply
to a clan again.

See also help &WPK, ARENA, CHALLENGE, RULES, CLAN, CHIEFTAIN, WARMASTER
DECLARE, BANISH, CALL, CLANRECALL, THRONG, ALLIANCE, INFLUENCE, ROSTER,
INTRO
~

108 1472229610 CLANG~
CLANG

Syntax: Clang *.c >clang.dat

Does an excellent job of pointing out syntax errors and declaration mishaps.

See also HELP VALGRIND, SPLINT, CPPCHECK
~

1 1181613208 CLANRECALL~
Syntax: clanrecall

This ability allows a member of a clan to recall directly to their clanhall.

See also help &WPK, CLAN, RULES, DECLARE, CALL, CHIEFTAIN, WARMASTER,
BANISH, THRONG, ALLIANCE, INFLUENCE, ROSTER, INTRO
~

1 1122239142 CLANS~
Clans are a society within Realms composed of a group of players which
have joined together under a common cause.  If you a member of a 
clan you have the ability to pkill other players outside of your
own clan.  Depending on the clan in which you join, you may be asked 
to follow set of rules dictated by the clan's leaders. 

For more information on a current deadly clan type HELP <clanname>
 
~

1 1155712407 CLANTALK~
Syntax: <CLAN NAME> <message>

Provided that you are in a clan, clantalk will send the message to all 
current members, including the clan leaders and sponsor if they're online.

See also help &WPK, CLAN, RULES, CLANTALK, DECLARE, CALL, CHIEFTAIN, WARMASTER,
BANISH, CLANRECALL, ROSTER, INTRO
~

-1 1226271613 CLASSES~
&WOverview Classes&c

Shaman         - Specialize in damage over time inflictions, with minor in healing.            
Druid          - Attuned to nature, they gain regenerative powers.      
Mage           - Masters of the Elements, great offensive power, but weak in melees.
Warrior        - Walls of muscle, they take the abuse and ask for more in battles.      
Crusader       - Knights, with some supernatural abilities.      
Shadowknight   - Knights, practicing dark arts.
Thief          - Masters of thievery, and assassinations.
Bard           - Delvers in thievery, and entertainers that lighten the soul.
Red, Blue, Gold, Silver, Black ( Powerful Dragons, awe inspiring to behold. )
Psionic        - Masters of the mind, they have powerful mental abilities.
Angel          - Divine soldiers, with powers from their plane.
Monk           - Masters of the art of fighting, they are one with themselves.
Vampire        - Creatures that live off the blood of others, they have dark powers.
HellSpawn      - Demon warriors sent to bring Hell on earth.
Beastmaster    - Attuned with animals, and a mighty warrior.

For more information : Type &Whelp <class name>

See also help &WEXPRATIO MULTICLASS RACES 'MULTICLASS RACE'
&D
~

1 1218786946 CLAVUS~
Syntax: cast clavus

This spell urges the Silver Dragon to release dozens of metallic spikes 
into the air. Causing damage to anyone near them that isn't either flying 
or grouped to the Dragon. 

~

1 1122239142 CLAW~
For those races that have claw it is a skill which can only be used
once a battle has already started.  Merely type claw while in a
fight to perform the skill.
~

1 1452475083 'CLAWED HANDS'~
Syntax: clawed <victim>
Syntax: clawed <victim>
This skill involves hardening one's hands and fingers to be weapons.  Then attacking your
enemy with a clawed hands strike.
~

1 1154073547 CLEAR~
Syntax: clear

This will remove all pending commands from your buffer. Very helpful
if you've spammed combat commands and suddenly need to flee!
~

1 1154073547 CLEARARENA~
&c
Syntax: cleararena <&Cname&c>

Will remove all flags from arena event, if a player still has them.
If the player is still in arena will send them out.

This is a band-aid to arena should anything happen that should not.
~

13 1122239142 CLERIC~
Cleric

The Cleric has chosen a path of learning advanced healing skills,
and powers.  

With their strong conviction in their faith a cleric is always
called when injuries seem fatal.

Upon attaining level 39, the Cleric must seek a new profession by
completing a profession quest.

At Level 40, a Cleric can choose between a Templar or a Inquisitor.

See also help: 'Profession Chart', Warden, Fury, Druid, Shaman,
Inquisitor, Templar, Mystic.
~

101 1202554070 CLIMATE~
With the new implementation of Weather. Comes a new meaning for Climates.
Climates are no longer what each area has, but now are a flag applied to
the weather cells across the weather "map". The following are available:
 
rainforest, savanna, desert, steppe, chapparal, grasslands, deciduous_forest, 
taiga, tundra, alpine, and arctic.
 
Now, a brief explanation will follow for each, but these flags cause the
system to force changes into cells with each update, to keep weather consistant
with what is supposed to be within that cell.
 
Rain Forest - This climate will produce a lot of rain and high heats, not quite
as hot as a desert, but hot none the less. An earth example would be the Amazon
region in South America.
 
Savanna - This is a climate that produces a two season year, one being wet, the
other being dry. And the temperature varies between but maintaining equatorial
area temperatures for earth. An example would be the Serengeti of Africa. 
Desert - Hot, Dry, Arid. This climate is home to cacti, camels, and other such
Desert creatures and plants. A prime example is the Sahara Desert.
 
Steppe - Characterized by grasslands, this is a semiarid climate. It can be
found normally between the desert climate and more humid climates. An example
of this climate would be the Mongolian Steppes in Eurasia.
 
Chapparal - This is another semiarid climate, with long dry summers and shorter
wet winters. The primary example of this is the Mediterranean Coast, or a bit
of Southern California.
 
See: CLIMATE2
See Also: SETWEATHER SHOWWEATHER WEATHER
~

101 1202554075 CLIMATE2~
Grasslands - These are large climates of grassy plains and varying weather. The
rainfall in these climates is enough to support the growth of grass, but not
much else. An example would be the Great Plains of the Central United States.

Deciduous Forest - This is a "perfect" climate. This is one of the few climates
that really experiences all four seasons, with changes in each. It is normally
characterized by the lush forests that grow within it, and the varied plant
and wildlife that live within. The Eastern United States all falls under this
climate.

Taiga - The Taiga is also know as the Boreal Forest Climate, because it is
mostly only needleleafed trees that grow within this ravaging climate. The
wind in this type of climate is very unforgiving, and trees are known to 
only grow in clumps because of this. The best example of this climate
would be the interior of Alaska, or North-Central Canada.

Tundra - The tundra climate is found along arctic coastal areas. The winter
season is long and severe, and a short, mild summer exists but it barely
noticeable. The best example of the tundra would be Coastal Alaska, or
Iceland.

Alpine - These are the mountain climates found mostly (on Earth) in Eurasia.
The Himalayan Mountains are the best example. These climates produce colder
temperatures than the climates around them, merely because of altitude
difference.
 
Arctic - Cold. Always Frozen. Almost the exact opposite of a desert. Could
technically be considered a desert by the definition of the word. These
climates produce below freezing temperatures almost year round. Antarctica
would be the best example of an Arctic climate.
 
See Also: CLIMATE SETWEATHER SHOWWEATHER WEATHER
~

1 1122239142 'CLIMB'~
Syntax:  climb  <direction>
 
This skill enables you to climb into and out of rooms that require it.
~

101 1234129256 CLOSEARENA~
&YSyntax: closearena&D

The purpose of this command is to close an open arena.
~

102 1122239142 CMDTABLE~
Syntax: cmdtable

Lists all of the commands in the game, and how many times they have been used
since the last startup.
~

1 1471475371 COALESCE~
&c
Syntax: coalesce spell1 spell2 save
        coalesce spell1 spell2 spell3 save                                                                                                   $
        coalesce - launches all the spells you preset.

This skill allows you to preset 2 or 3 spells that when you type coalesce in a attack.  You
have a chance of hitting all attacks at the same time.

*Note: You cannot use coalesce and combo, if you are multiclass and have the option for either
you will have to choose to set and use one or the other when you are in combat.
~

101 1238697505 COC~
&c
&Y6D Code of Conduct&c 

This helpfile will not cover all situations, but is intended to give Staff
a clearer idea for Staff and players interaction 

&WScenario # 1&C
I don't like the way my fellow Staff member is doing something, yet we are 
equals, or in opposing councils. Politely discuss the matter with the 
Staff member, do not argue, if they don't agree with you. Take the matter 
to their council head, if they are a council head take it to the Game 
Admin. Once you tell that council head, or Game Admin don't worry about 
it, you have done your part. While you may disagree with how a fellow 
STAFF member is handling something, back them publicly towards the 
players. This shows a united front, and keeps any disagreements on how 
things are handled from the players. 

&WScenario # 2&C
I am Staff, and a player is talking about something I don't agree with, 
but it is not offensive. If you wish to express your opinion on it, do so, 
but don't go on, and on arguing with players about this and that. We don't 
want to put ourselves in positions where we appear to have something against 
a particular player or group of players. Just a ooc Can't say I agree with 
that. Is fine, and let the matter drop don't get drawn into arguments. 

&WScenario # 3&C
As Staff we must separate our alts from our Staff alt.  We don't let players 
know we have a Staff alt, and we don't give them that impression.  Don't get 
too wrapped up in your alts, that you let something that happens to them affect 
how you deal with any other players.  Let's face we are Staff we have advantages 
of game knowledge that other players don't.  We can take lumps now and then, and 
still thrive.

- Not saying other players shouldn't have to follow rules in dealing with our 
alts, but we need to do the punishment and move on.  No snide comments on public 
channels, tells, etc.   We are supposed to be professionals and above that type 
of behavior. 

- Also, even though we may think players don.t know our alts, 9/10 chances are 
they do know, and will know that it is you that is dealing with them in a 
non-professional manner and will tell other players/staff. 
&c
See also help &WCOC2
~

101 1238698236 COC2~
&WScenario # 4&C

A player is continuously whining, crying on public channels and ruining the fun 
for everyone in the game.  Send them a tell informing them that whining is not 
permitted on public channels, because it affects everyone.s game enjoyment.  If 
they continue after your tell, silence them trans them to your office and tell 
them they can post on the forums, or send the Game Admin an email about their 
issue, but they cannot continue whining on public channels.  If they agree to 
that in the office, remove the silence, if not keep them silent and comment 
their pfile.  Send me an email so I know what happened.  90% of disciplinary 
issues on 6 Dragons stems from this getting out of hand.  Yah I made that figure 
up, but it just seems to be that way.

&WScenario # 5&C
Players that break rules.  Players are extremely important to our game, and 
should not be dealt with excessively harsh.  Let's face it, players are not easy 
to come by for the mud. now adays.  When a player breaks a rule, depending on the 
severity of it, just a verbal counseling is all that is necessary the first time.  
Put a comment on the player that you counseled them about the situation.  So if 
they do it again, then any other Staff will know harsher methods maybe needed 
whether it be a slay, or whatever.

Anything harsher than slay/purging of corpse, defer to Game Admin.  Give reasons 
you believe something harsher should happen.

&WScenario # 6&C
Staff are not immortals, or deities, we are here to assist players with game 
enjoyment.  That is what you should tell players on all regular channels however, 
if you wish to roleplay on icc channel I consider that channel fantasy.  As 
long as you are not doing mudsex, or getting disgustingly gross to other players.

&WScenario # 7&C
I have designated the mud.  PG-13 for rating, but with that said, we want to attract 
and keep players.  There is a swear channel, but disgusting talk about doing things 
to babies and whatnot that is offensive to others should not be allowed.  Send the 
player a tell that kind of talk is not permitted, then if they continue silence 
them and talk to them in the office.  If they agree to no longer talk about it, 
remove the silence but put a comment on them about the behavior.
~

1 1203599530 CODE CODER~
.
&CSo you want to code for &r6 Dragons&D?
 
Well this is the criteria you must meet.
 
1. Level yourself to level 20 to see if you even like this game or not, and so we can get to know you.
2. Apply to Vladaar, please have a reference, and be willing to submit a custom code snippet
of Vladaar's choosing.
~

108 1203910511 'CODER APPLICATION'~
.10| Playing           |   4| Maxxus       | 68.34.132.117
 11| Playing           |   2| Rana         | 65.183.162.70
 Bexar        | 58.146.147.226
 8| Playing           |   2| Crusk        | 24.18.133.203
~

101 1122239142 CODE_MEMORY1~
.
&cCREATE( pointer, data_type, amount)&C - allocates memory for data_type and
assigns pointer the address of the memory it creates

&cLINK (node, first_node, last_node, next, prev)&C will insert node in the
doubly linked list, at the end of it.

&cUNLINK(node, first_node, last_node, next, prev)&C will remove node from
the doubly linked list its in.

&cINSERT(node, node_before, first_node, next, prev)&C will insert node, before
node_before in a doubly linked list.

&cDISPOSE(pointer)&C frees pointer that was created with CREATE

&cQUICKLINK: &Cincrements the internal usage counter for a hashed string and
returns a pointer to said string

&cSTRALLOC: &Cduplicates a string.  searches the string hash table for the
string, and if it exists, performs the equivalent of a QUICKLINK.  if it
doesnt exist, it adds it to the hash table and returns a pointer to the
new (hashed) copy of the string.  can use this on either hashed or
unhashed strings, but it returns a hashed string.

See also help code_memory2, grep, valgrind, gdb, cppcheck, clang, splint, 
svn, 'infinite loop' char_to_room
~

101 1122239142 CODE_MEMORY2~
.
&cSTRFREE:&C frees a hashed string.

&cQUICKMATCH:&C compares two hashed strings ("quickly") by comparing their
memory addresses.  it wont crash you if you use it on an unhashed string, 
but it will always return false.  (hashed strings share memory which is 
why this works for them, and the whole purpose of hashing in the first 
place really)

&cfread_string: &Creads a tilde-terminated string from a file, hashes it,
and returns a pointer to the string

&cstr_dup: &Cduplicates a string.  can be used on either hashed or unhashed,
but returns an unhashed string.

&cfread_string_nohash: &Cdoes the same as fread_string, but the string 
doesnt get hashed.

Typical use is as follows :

Allocation  | Deallocation | Reading From File
------------------------------------------------
STRALLOC      STRFREE        fread_string
str_dup       DISPOSE        fread_string_nohash

See also help code_memory2, grep, valgrind, gdb, splint, svn, 'infinite loop'
char_to_room cppcheck, clang
~

102 1122239142 COINDUCT COOUTCAST COIN COOUT~
Syntax:  coinduct <playername>
         cooutcast <playername>
 
Coinduct inducts an player into a council.  Cooutcast removes a player
from a council.
This command should only be used if it is your council unless authorized.
~

1 1155618518 COLOR~
In 6 Dragons you can pick your own colors you like, for whatever
action or description you want to change.
&G
Syntax: color [color type] [color] | default
Syntax: color _reset_ (Resets all colors to default set)
Syntax: color _all_ [color] (Sets all color types to [color])
Syntax: color theme [name] (Sets all color types to a defined theme)
****************************[ AVAILABLE COLORS ]****************************
&Clblue     &Oorange    &ccyan      &Rred       &bblue      &Wwhite     &rblood     &Bdblue     
&wgrey      &Ggreen     &Ppink      &gdgreen    &ppurple    &zdgrey     &Yyellow    &Bblack&G     

******************************[ COLOR TYPES ]******************************
plain     action    say       chat      yells     tell      hit       hitme     
immortal  hurt      falling   danger    magic     consider  report    poison    
social    dying     dead      skill     carnage   damage    fleeing   rmname    
rmdesc    objects   people    list      bye       gold      gtells    note      
hungry    thirsty   fire      sober     wearoff   exits     score     reset     
log       die_msg   wartalk   arena     muse      think     aflags    who       
racetalk  ignore    whisper   divider   morph     shout     rflags    stype     
aname     auction   score2    score3    score4    who2      who3      who4      
intermud helpfiles who5      score5    who6      who7      prac      prac2     
prac3     prac4     mxpprompt guildtalk board     board2    board3    

The following themes are available:
smaug          Samael         

See also: help pcolors prompt ansi
~

1 1234631775 COLOUR SPRAY~
&YSyntax: c 'colour spray' <victim>&D

&cThis spell sends out a vibrant, and deadly, spray of colors towards 
your victim.
~

101 1252583858 'COLOUR SPRAY'~
&cSyntax: &Cc 'colour spray' <victim>

&cThis spell sends out a vibrant, and deadly, spray of colors towards 
your victim.&D
~

1 1189240330 COMBAT~
&d6 Dragons has a custom combat system in place.

When you encounter a someone you want to try to fight.  Use the &WCONSIDER&d
command to see if your likely to win the battle.

You can also set &WWIMPY&d which will make you auto flee if you take a certain
amount of damage.  Otherwise if you get in over your head you can simply use
the &WFLEE&d command to run away from mobs in battle.

If you find yourself caught up in battle spam, delete all your pending commands
with the &WCLEAR&d command.  This will clear your buffer of commands.

~

1 1189240330 'COMBAT MIND'~
This skill is automatic once practiced, giving the psionic a chance to 
boost the damage they deal when in combat. 

See Also: COMBAT, PSIONIC, SKILL
~

1 1448582785 COMBO~
&cSyntax: combo attack1 attack2 save
        combo attack1 attack2 attack3 save                                                                                                                                            
        combo - launches all the attacks you preset.

This skill allows you to preset 2 or 3 skills that when you type combo in a attack.  You
have a chance of hitting all attacks at the same time.

*Note: You cannot use coalesce and combo, if you are multiclass and have the option for either
you will have to choose to set and use one or the other when you are in combat.

~

1 1122429509 COMMANDS SOCIALS~
&c
Syntax:  commands <&Cstring&c>
Syntax:  socials

COMMANDS shows you all the (non-social) commands available to you.  If you
include a string you see all available commands that begin with that string.
If there are [ ] around the command name it means that for some
reason that command has a bad code.

SOCIALS shows you all the social commands available to you.
(Special thanks to KaVir for mailing us lots of extra socials)

See also &WEMOTE SEMOTE
~

101 1122239142 COMMENT~
Syntax: comment write
Syntax: comment subject <subject>
Syntax: comment post <player>
Syntax: comment list <player>
Syntax: comment read <player> #
 
Comment write puts you into a buffer, and the commands work just like writing
a note.  You may only read and post comments on players currently online.
 
Comments should be used for all disciplinary actions and warnings, on anyone
who makes frequent demands of or troubles for immortals in general even if
the player is not doing something specifically illegal, repeated problems,
after _all_ reimbursements, and any other information you feel would be
important to another Immortal when dealing with the player in the future.
 
If you have a disciplinary action and the player quits before you are able to
post a comment, please place a copy of the comment on the board located in
hell, room vnum 6.
 
~

1 1122239142 COMMON~
The most basic, and most widely used language in all the realms.
~

1 1446603100 COMPANION~
&c
Syntax companion <&Cbuddy&c>
       companion  &Crevert&c

This command will allow you to group or pkill a person that is lower
level than yourself, by making yourself their level. Your gear that is
higher level will be in your inventory, and can only do spells or skills
for your level.

Using revert option will restore you to your former level.

See also help &WGROUP PKILL LAWS
~

1 1122239142 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.
~

1 1291891478 CON CONSTITUTION~
&cConstitution (CON in your 'score') represents your character's physical
stamina.  Among other things, it affects:

 - the number of hitpoints a character receives each time it levels

 - the number of hitpoints recovered or regenerated at each tick if
   resting or sleeping

 - the number of additional moves a character receives at level

 - improvement or worsening of a character's mental state, thus
   affecting general endurance

See also: &WHELP SCORE&D
~

1 1408796705 CONE~
&cSyntax Cone victim

This skill is for Dragons in human form.  It allows them the ability to send a magical
cone version of their breath weapon upon their victims.  The cone magic originates from the
hand of the Dragon Lord.

~

1 1451622347 CONFIDENCE~
&cSyntax: confidence <victim>

This magical affect boosts the person's confidence such that they have a higher hitroll when
in battle.  The power of positive thinking.
~

1 1452823472 CONFIG~
&cSyntax: &Cconfig <option>

&cThis command configures some of your character behavior.  Typing CONFIG
alone shows you your current settings. With an option it turns it on or off.

The options are:
  NORECALL      Toggle automatic recall if you lose link during combat
  AUTOEXIT      You automatically see exits
  AUTOWAKE      You automatically wake up when at full health.
  AUTOLOOT      You automatically loot corpses (not on pkilled corpses)
  AUTOTRASH     You automatically trash corpses when you kill them.
  AUTODOOR      You automatically open doors that are not locked
  AUTOMONEY     You automatically split coins from kills with your group and take money from corpse.
  AUTOGLANCE    You automatically glance at an enemy, during combat
  ID            You toggle whether you see unique object identifiers.
                config ID is useful when you have many objects with same name.
  GAG           Toggle whether you see battle details in full or brief form
  PAGER         Toggle page pausing on long scrolls
  BLANK         You have a blank line before your prompt
  RP            You are interested in Role Play.
  BRIEF         You see brief descriptions only.
  COMBINE       You see object lists in combined format
  NOINTRO       Toggle whether you see the graphic screen at login
  PROMPT        You have a prompt
  TELNTGA       You receive a telnet GA sequence
  ANSI          You receive ANSI color sequences
  RIP           You don't receive RIP graphics
  SLOTS         You view open slots in your equipment when checking eq
  NOSUMMON      Toggle whether you will allow player characters to summon you
  GROUPWHO      Toggles an announcement that you seek to group.
  TEXP          Allows you to spend your accumulated Triple Experience.
  SCREENREADER  Make game blind friendly for seeing impaired.
  NOBEEP        Disallows beep command.
  HINTS         Toggle Hint channel.
  MUSIC         Toggle music files on and off.
  BATTLE        Toggle battle sound files on and off.
  COMMUNICATION Toggle communication and action sound files on and off.
  TRADESKILLS   Toggle crafting sound files on and off.

See also: &WHELP PAGER, PROMPT, PCOLORS, SOUND, SCREENREADER, HINT, ANSI, RP, BEEP
LANDMARK, STATUS, CONFIG, WHEREIS, MONEY, SKILLS, SPELLS, SOUND, WEAPONS, SONGS
~

1 1227510314 CONJURE ELEMENTAL 'CONJURE ELEMENTAL'~
&c
Syntax Conjure

This skill calls on the elements themselves to manifest into a elemental
being, and assist the mage.  

See also help &WPET PETSAVE BECKON GRAZE DISTRACT DISMISS GROUP, PETDESCRIBE
~

101 1122239142 CONNECT~
This code allows builders to create objects that can be quested for
that upon players connecting the pieces creates a new object.

Using the OLC assign the item a type ITEM_PIECE and assign the following
to the values
Value0 = Previous item vnum
Value1 = Next item vnum
Value2 = Final Obj vnum
For example you have 3 items top(100) bottom(101) and staff(102)
100 would have v1 = 101
               v2 = 102
               
101 would have v0 = 100
               v2 = 102
               
102 is the final product
 
~

1 1122239142 CONNECT~
Syntax: Connect <firstobj> <secondobj>

There will be times when you find pieces of objects that
need to be connected together to form a new object.
~

1 1122239142 CONSIDER~
Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.
~

1 1268430809 CONTAINER CONTAINERS~
&cContainers are almost a necessity in the Realms.  They are used to carry
items, food, and drinks.  They help allow you to sort things, by using two
or more types of containers at once.  Corpses use many of the same commands
as regular containers.

&CEXAM <container> &cor &CLOOK IN <container> &callows you to see what it contains.

&CGET <item> <container> &callows you to take one item from a container.
&CGET ALL <container> &callows you to take everything from a container at once.
&CGET ALL.<item> <container> &callows you to take all of a particular item type

&CPUT <item> <container> &cputs an item inside a container.
&CPUT ALL <container> &cwill put as much of your inventory in the container as
possible, until the container is full.
&CPUT ALL.<item> <container> &cwill put as much of one type of item into the
container as possible, until the container is full.
&CEMPTY <container> &cwill pour all of the contents onto the ground. 
&CEMPTY <container> <different container> &cwill transfer the contents.
   
Read your Guide to the Realms for more information on containers.

See also: &WHELP EMPTY, PUT, GET, EXAM&D 
~

101 1122239142 CONTAINER_FLAGS~
Container flag values:
     Closeable = 1
     Pickproof = 2
     Closed    = 4
     Locked    = 8
~

1 1214767539 'CONTINUAL LIGHT'~
&YSyntax : cast 'continual light'
&c
With this incantation, a ball of light is created which can be carried and 
provide all the light needed for you. It can break, but can last for a 
long while if you are careful enough. 
&D
~

1 1237256275 CONTRIBUTE~
&cContribute to the game via mud reviews...

Your contributions are appreciated, and will be rewarded if verified.

Any player who notifies a STAFF member that he/she will write a review 
for us on the &Wmudconnect.com&c, &Waudio games forum&c, &Wmudverse&c, or 
&Wmudportal.com &cand has a Staff member verify it by letting them know 
a link where it can viewed, they will receive &W250 GLORY&c.  
&Y
Note: Mudconnect is not accessible friendly for mud reviews.  It is setup
so you have to put a X between brackets in a reply email for it to work.
&c
You may also choose to make a audio file review in a mp3 format.  Send
the audio file to Vladaar and we will put it on our website as audio 
reviews.  Only one audio review file per player though.  Those who choose
to do a audio mud review may choose as a reward an extra room for your
lair or house.  You may only do a audio review one time.  Additionally I
am willing to give you a tradeskill flag so you can craft there.

We don't care how many reviews you write over the year, just they shouldn't 
be back to back to the same site, shouldn't be identical, and you should 
rotate sites you post reviews on each month.  One review per month per site.

&cPlease take the time to &WVOTE &con the 3 voting sites on the page as
well.  We cannot reward you for it, but doing so has the reward of
attracting more players.

&cVote Sites are listed here &W6dragons.tk/bin/vote.html
&cMud Connect review here &Wmudconnect.com/cgi-bin/prev/submit.cgi?mud=Classic+6Dragons
&cBlind Mudders Discussion Rave of 6 Dragons here &Wforum.audiogames.net/viewtopic.php?pid=182428#p182428
&cMudPortal Comment Rave of 6 Dragons here &Wmudportal.com/listings/by-genre/hack-slash/item/classic-6dragons
&chttp://www.mudverse.com/index.php?p=submit_review&listing_id=292

&cSee also &WHELP GLORY, GLORYAFFECTS, GUESTS, VOTE, REMINDER, DONATE, GMB
~

1 1250459912 CONTRIBUTION~
&c
Syntax Contribute <&Camount&c>

This command allows citizens to go beyond paying taxes and make a
contribution to their city bank account.

See also help &WSIEGE TAX CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

1 1228621085 CONTROL~
&YSyntax: control <victim>&c

This skill allows a young vampire to overpower the minds of those weaker
than himself, allowing those victims to be his unwilling zombies.  These
zombies will act upon the &Yorder&c given to them by their master...or, if
in a fight, will assist.

SEE ALSO: help order, help vampire
~

101 1122239142 'CONTROL WEATHER'~
Syntax:  cast 'control weather' <warmer/colder>
Syntax:  cast 'control weather' <wetter/drier>
Syntax:  cast 'control weather' <windier/calmer>
 
This spell allows you to change either the temperature, amount of
precipitation, or amount of wind.  Note that these changes do not
take effect until the next tick.
 
~

1 1122239142 COOK~
&c
Syntax: Cook <item>
 
Cooking requires certain food types and a fire. Cooking ones' food will
keep it preserved longer, and remove many poisons. However, overcooking
may destroy the item.

See also help &W'FLINT FIRE' SLICE 'CREATE FIRE'
~

101 1234128982 COPYOVER~
&YSyntax: copyover&D

This command allows those of level 105 and higher to hotboot of the system.  This
is usually done in conjunction with the addition of new code, programs, reset lists.
Or, for the purposes of fixing bugs.
~

101 1191513876 CORPSEBAG BODYBAG~
&GSyntax: &Wbodybag <name> <bag/yes/now>
        bodybag <name> will show the status of the players' corpse.

&w&gBODYBAG gets all of <character's> corpses and puts them in your inventory
to do with as you wish.

If you find yourself getting the wrong corpse, post a bug report immediately!
See also TIMER
~

1 1449351590 CORROSIVE~
&cSyntax: corrosive <victim>

This skill causes a acid based vomit to spray onto the victim.
~

1 1122239142 COUNCILS~
Displays a list of coucils available in &r6 Dragons&D.
and their heads.
~

1 1122239142 COUNCILTALK~
Syntax: counciltalk <message>
Syntax: coun <message>
 
The Counciltalk command will allow your message to be heard by other
characters in your council, should you be a member of one.
~

1 1214518811 COUNTERSTRIKE~
&YSyntax : n/a
&c
Once the basics are known of this skill, with counterstrike, one has a 
slim chance of turning a dodge into an attack. A young monk must be very
focused in order to return a counter strike.

Related helpfiles &Wdodge
&D
~

1 1190015660 COURAGE~
COURAGE

Syntax: courage

If invoked properly this skill can enhance its user courage by granting
them bonuses in such things as hitroll, damroll, armor, constitution,
and save_spell.

~

108 1472229605 CPPCHECK~
CPPCHECK

Syntax: cppcheck *.c >cppcheck.dat

Does a great job of finding memory leaks and not showing up extra syntax
minor issues.

See also help CLANG, VALGRIND, SPLINT
~

1 1215790465 'CR' 'CORPSE RETRIEVAL' 'CORPSE'~
Before asking an immortal for a corpse retrieval, you &r-must-:&w
 
&r    -&w Attempt to get your corpse yourself, &rand
    -&w Use invis and hidden, this will get you past a lot of mobiles,&r and
    -&w Seek mortal assistance to retrieve your corpse.&r
    -&g If all else fails, wait at least 20 minutes after death to ask for an
      Staff member corpse retrieval.&w

**  "I need to leave now!" is not grounds for an early Staff member CR.
**  Corpses last approximately 40 - 60 minutes after the time of death.
**  Corpse decay will happen even while you are linkdead or after you quit.
**  Characters listed under 'who deadly' are not eligible for Staff member CR.
**  Corpses _will_ save over crashes and reboots, but will continue to decay
    once the Realms comes back online.  Log back on quickly to get corpse.

The cost for CRs is usually one item from your corpse.  A Staff member may
choose to charge MORE or LESS. 
 
&gA Staff member corpse retrieval is not a right, but a privilege.&w  Pestering
or being demanding is cause for the Staff member to deny your request.  An
Staff member may refuse to do any CR at their discretion.  You may not barter
which items a Staff member can take from your corpse as the charge, the
Staff member's decision is final.
~

1 1122239142 CRASH~
Crashes are unforeseen interruptions in the game that cause everyone
to be disconnected. If you type time and look at the system start up
time, you can determine if the game has just rebooted or if it was a
problem with only your character. 
   99.9% of the time corpses will save over a crash. The game will 
start back up with your character at the last place you saved or the
game saved you. 
 
See &WHELP REIMBURSEMENT &w and &WHELP SAVE &w
~

1 1212771060 CRAWL~
&W&YSyntax: crawl&c
&c &c
This command allows you to crawl on your hands and knees to fit into
smaller spaces.
 
Using this command not only affects your height, but makes the amount
of damage you're capable of doing greatly diminished while you're crawling.
They will return to normal, once you are no longer crawling.
 
Utilize the command &WSTAND&c to return back to normal.
 
~

1 1187949894 CREATE 'OFFENSIVE STANCE'~
Syntax: offensive stance

This skill allows its user to take up an offensive position, thus
increasing their hitroll, damroll and strength, though somewhat
reduces the users ac.
~

1 1122239142 'CREATE FIRE'~
&c
Syntax: cast 'create fire'

This spell brings forth a magical fire from the ground.
Though it currently has no use other than a lightsource in the room, it
will soon have many uses, including cooking and lighting things.

See also help &WCOOK SLICE 'FLINT FIRE'
~

1 1153980254 'CREATE FOOD'~
Syntax: cast 'create food'

This spell will randomly invoke a foodstuff into the caster's hand to eat.
There is also a very scant chance that, due to a fluctuation in the mana force
around the world, instead of food a magical item may appear.
~

1 1184214028 CREATE SLAM~
Syntax: slam 'target'
While surrounded by walls "indoors or inside a city" certain classes can 
skillfully use slam, to position themselves correctly during combat which 
allows them to slam their foe against a wall. 

See Also: COMBAT

~

1 1122239142 'CREATE SPRING'~
Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
~

1 1122239142 'CREATE SYMBOL'~
This spell creates a holy symbol which is required as a component in
powerful clerical spells.
~

1 1122239142 'CREATE WATER'~
Syntax: cast 'create water' <drink-container>

This spell replenishes a drink container with water.
~

-1 1242869316 CREDITS~
&c---------------------------------------------------------------------------
 | o         M A N Y    S P E C I A L    T H A N K S    T O :            o |
 |           ================================================              |
 | Dennis M. Ritchie and Ken Thompson for their creation and development   |
 | of "C" and UNIX; also Bell Laboratories, AT, MIT, and the University    |
 | of Berkeley California for their development and contributions to UNIX  |
 | and C libraries; and thanks also to The Free Software Foundation for    |
 | their GCC compiler, C library and development tools.                    |
 |                                                                         |
 | J.R.R. Tolkien for his huge contribution to the fantasy world and great |
 | many, many inspirations; and of course TSR Hobbies Inc. for their many  |
 | continuing contributions to the world of gaming, including Dungeons &   |
 | Dragons (tm), AD (tm) and Forgotten Realms (tm); also Steve Jackson     |
 | and Ian Livingstone for their Fighting Fantasy (tm) games and books.    |
 |                                                                         |
 | The DIKU Mud team for their contributions to the Internet world of MUDS,|
 | and the MERC Mud team for their work and development towards DikuMud.   |
 |                                                                         |
 | And a great many thanks to all the gods, avatars and wonderful players  |
 | of Realms of Despair, as without them this mud could not be what it is. |
 |                                                                         |
 | o                             -Thoric                                 o |
 ---------------------------------------------------------------------------
This file is an ongoing file, that holds the names and ideas used from anything
and everything. If it is not an original idea, you can probably find it here.

Nagafen - name - SOE's EverQuest
Anubis - name - Historical name for the god of the underworld.
Vlad * Vladaar - name - Historical name for Vlad The Impaler, a vampire. Or
Vlad the red Dragon.

I will be updating this...
~

1 1449019116 CRITIC~
&CSyntax Critic

Everyone's a critic of fine music?  The bard doesn't think so and sometimes takes such
offense that their instrument at the time becomes a weapon, and they smash it into the head
of whoever is criticizing them.

~

-1 1237190062 CRUSADER~
CRUSADER

&cThe crusader is a knight that follows a path of honor and glory in battle.

Crusaders are knights who draw their power from acts of righteousness
and strict adherence to the Code of Solomon.  Their strength in battle, combined 
with the ability to perform limited magical abilities is offset
by the difficulty they experience in perfecting their craft, and the penalties
they suffer when they stray from the path of good.

Crusaders are physically strong, yet weak in magic.

A Crusader focuses primarily on &WSTRENGTH&c, and to a lesser extent
on &WWISDOM&c.

Crusaders come from the following races - &WHUMAN ELF DWARF HALFLING 
PIXIE GNOME
~

1 1413799515 'CRUSHING JAW'~
Syntax None

This is a automatic skill that the wolf has, while performing the normal bite skill.
It does have to be practiced though for the crushing jaw to start working with the bite skill.

Wolves have a 2000 pound crushing jaw strength bite, beyond a normal bite.
~

104 1122239142 CSET~
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
        dodge_mod - divide dodge chance (% learned) by this (default 2)
        parry_mod - same as above, for parry                (default 2)
        tumble_mod - same as above, for tumble              (default 4)
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        bash_pvp - bash modifier player versus player
        bash_nontank - modifier if basher is not tanking the victim
        gouge_pvp - gouge modifier player versus player
        gouge_nontank - gouge modifier if gouger is not tanking the victim
        dam_pvp - percentage adjustment for player vs. player fighting
        dam_pvm - as above, for player vs. mob
        dam_mvp - as above, for mob vs. player
        dam_mvm - as above, for mob vs. mob
        get_notake - level to pick up notake flagged items
        read_all - level to read all mail
        read_free - level to read mail for free
        write_free - level to write mail for free (no items necessary)
        take_all - level to take all mail
        muse - level to see/use muse channel
        think - level to see/use think channel
        log - level to see log channel
        build - level to see build channel
        proto_modify - level to modify prototype objects
        mset_player - level to allow mset to operate on a player
        override_private - level to override private/solitary rooms
        forcepc - level to force pc's
        guild_overseer - name of the Overseer of Guilds
        guild_advisor - name of the Advisor to Guilds
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
 
~

1 1122239142 CUFF~
Syntax:  cuff

Cuff is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1239108741 'CURE AFFLICTION'~
&c
Syntax c 'cure affliction' <&Cvictim&c>

This powerful cure will handle a few afflictions instead of just being
concentrated on one.  It is not known to cure everything, but is still
sought after when one is afflicted.
~

1 1122239142 'CURE BLINDNESS'~
Syntax: cast 'cure blindness' <character>

This spell cures blindness in one so unfortunate.
~

1 1214766253 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL'~
&YSyntax : cast 'cure light' [target]
&YSyntax : cast 'cure serious' [target]
&YSyntax : cast 'cure critical' [target]
&c
These spells are designed to heal someone's wounds. 

One will heal some more than the other.
&D
~

1 1122239142 'CURE POISON'~
Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.
~

107 1157359208 CURE_CRITICAL~
Syntax: cast 'cure critical' <victim>

This powerful spells allows the player to heal extreme, critical wounds
that require immediate attention. It is stronger than the 'cure light' and
'cure serious' spells.
~

107 1157358743 CURE_LIGHT~
Syntax: cast 'cure light' <victim>

This spell allows the player to heal minor injuries as needed.
~

0 1157358884 CURE_SERIOUS~
Syntax: cast 'cure serious' <victim>

This spell allows the player to heal serious wounds as needed. It is
stronger than the 'cure light' spell, but not as strong as the 'cure
critical' spell.
~

1 1122239142 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.
~

108 1209817951 CVARIABLES~
There are five basic data types associated with variables:

* int - integer: a whole number.
* float - floating point value: ie a number with a fractional part.
* double - a double-precision floating point value.
* char - a single character.
* void - valueless special purpose type which we will examine closely in later sections.

See also help integer, float, double, char, void, gdb, code_memory1, code_memory2
char_to_room

~

1 1122239142 DAGGERS~
The deadly tool of thieves and assassins, the dagger is a small blade,
often resembling a small sword. The art of the dagger is one that can
be seen from the well balanced throwing dagger seen in a circus, or as 
the inevitable touch that stabs the jugular vein, spraying a fountain
of royal blood within an aghast audience.
~

1 1236657031 'DAKAR' 'DAKAR CITY'~
&w                  (The underground city)  
&w                      &RDAKAR CITY MAP&D
&w
&c           &G%%%%%%%% &CKirwood Swamp &G%%%%%%%%%%%
&c           &G%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
&c                         |--| &CNorth Gate
&c(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )
&W ::                       ::                            :: 
&c(  )&W::&CBlack Tower&c        (  )                          (  )
&W ::                       ::    S = SUPPLY SHOP         ::
&c(  )  &WU = PET SHOP&c       (  )   &WM = MYSTICAL SHOP&c      (  ) 
&W ::   J = BLADE MASTER    ::    P = PAWN SHOP           ::
&c(  )                     (  )   &WL = LANGUAGE TEACHER&c   (  )
&W ::                       ::                            ::
&c(  ) ( &CX&c )( &CD&c )( &CW&c )( &CR&c )(  )     ( &CS&c )( &CM&c )( &CP&c ) ( &CL&c )(  )
&W ::   ::   ::   ::   ::   ::        ::   ::   ::&D   &R::&W   ::
&c(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )
&W ::                       ::   ::   ::   ::        ::   ::
&c(  )  &WX = ARCHERY SHOP&c   (  ) ( &CB&c )( &CC&c )( &CU&c )    ( &CT&c ) (  )
 &w::   &WD = ARMOR SHOP      &w::                            ::
&c(  )  &WW = WEAPONS SHOP&c   (  )       &WC = RESIZER  &c( &CJ&c )-(  )    
&W ::   R = REPAIR SHOP     ::        W = HEALER          ::
&c(  )  &WY = UNDERTAKER&c     (  )( &CW&c )  &WB = BANKER&c         (  )
&W ::   V = TEMPLE          ::   ::                       ::
&c(  )  &WT = TAVERN KEEPER&c  (  )( &CV&c )-( &CY&c )               (  )
&W ::                       ::   ::                       ::&D
&c(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )
&w                ::                  ::
&c               ( &CX &c)               ( &CF &c)  &WF = HOUSE
                 &wX = TRADESKILLS&D

&c       For quick directions type &WWHEREIS <MOB NAME or DESTINATION>  &D
~

1 1190402139 DAMAGE~
When one character attacks another, the severity of the damage is shown
in the verb used in the damage message.  Damage messages vary depending
on weapon type, or what is inflicting the damage.  Escalating damage is
indicated by the use of _ _ around the messages, regardless of weapon
type.  Messages in all caps indicate even higher degrees of damage,
while those surrounded by * * indicate the highest levels.
 
The message shown will reflect the actual damage you are inflicting on
(or receiving from) your opponent, and not a specific fixed amount.
~

101 1190402163 DAMAGECHART~
&c
Damage Chart used for defining damage in skills/spells

nominal    number_range( 2+ch->level, 10+ch->level )
low        number_range( 5+ch->level, 15+ch->level )                  /*  11 - 20 */
medium     number_range( 10+ch->level, 30+ch->level )                 /*  21 - 30  */
mediumhigh number_range( 20+ch->level, 60+ch->level )                 /*  31 - 40  */
high       number_range( 40+ch->level, 100+ch->level )                /*  41 - 50  */
extrahigh  number_range( 2*ch->level, ch->level*4 )                   /*  51 - 60  */
ludicrous  number_range( 3*ch->level, 6*ch->level )                   /*  61 - 75  */
insane     number_range( 4*ch->level, 8*ch->level )                   /*  76 - 90  */
maximum    number_range( 5*ch->level, 10*ch->level )

See also help &WDICEFORMULAS
~

101 1122239142 DAMAGETYPES~
For items of type "weapon", the value3 field specifies the damage type:

Value3 | Type
----------------
  00     hit
  01     slash
  02     stab
  03     hack
  04     crush
  05     lash
  06     pierce
  07     thrust

See also: OSET, MISSILES, WEAPONCONDITION, ITEMVALUES, WEAPONTYPES
~

101 1122239142 DAMPLUS~
.
For those unsure of what damplus is, it is part of the damage
equasion for a mob... ie:  10d6 + 10   (the +10 is the damplus)
This "damplus" is always added, whether or not the mob is barehanded or
wielding a weapon.   This is basically the mob's damroll.
 
~

1 1122239142 DAMROLL~
Represents the amount of damage you inflict upon an opponent.
The higher the number, the better.
 
~

101 1122239142 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~
DAMAGE          ACTION       CLASS         POWER       SAVES
none            none         none          none        none
fire            create       lunar         minor       poison_death
cold            destroy      solar         greater     wands
electricity     resist       travel        major       para_petri
energy          suscept      summon                    breath
acid            divinate     life                      spell_staff
poison          obscure      death
drain           change       illusion
 
~

1 1449456141 'DARK BLESSINGS'~
&c&cSyntax: dark blessings

 
This calls upon the blessings of dark powers.
 
With dark blessings cast upon a someone, the a small amount of demonic
power is transferred to that person.  Once the blessings fade the power
is gone.

~

1 1187938485 DAZE~
&cSyntax: &Cdaze&c

One must be in combat for this skill to work properly. This strike
to the neck of your foe will cause them to grow weak in the knees
and will place them in a slow state for a period of time.
~

1 1122239142 DEATH~
When your character dies, you are reincarnated at the Altar of your home
land's temple.  Your corpse is left behind where you were killed, together
with all of your equipment.  Your gold stays in your corpse, it is wise
to place money in the bank.
 
Any spells which were affecting you are canceled by death, and you lose
experience points as well.  Following/groups are not affected by death.
 
Corpses decay after time.  When this happens the objects inside a corpse
will decay with it.  Player corpses last roughly 30 minutes of real time.
Only the player who died or someone in their group can retrieve objects
from a player's corpse.  The only exceptions are for deadly characters,
who can loot each other's corpses at will.

If you cannot retrieve your corpse there is an undertaker in your homeland
temple that will get it for a price.
 
~

1 1243083069 'DEATH EMBRACE'~
&c
Syntax death embrace <&Cvictim&c>

A skill of the shadowknight that involves getting real close to their
victims.  Once close they unleash an unholy embrace upon them.

~

1 1219384352 'DEATH FIELD' FIELD~
Syntax: cast 'death field'


This can be casted either while in combat, or when not in combat. The 
spell does damage with a chance of making its target succumb to their 
attacks "PC VS PC only does damage to mobs.". Be careful this spell does 
backfire from time to time, leaving you in a painful awe. 


P.S. This skill will probably be undergoing a lot of changes, in the 
recent future. 

~

1 1217921345 DEATHROLL~
syntax: deathroll <victim>

This skill allows blue dragons to clench people within their powerful 
jaws, sending them into a downward spiral. If water is below it will 
project them into the water, otherwise they will hit the ground. 

~

1 1122239142 DEATHTRAP DT~
A "death trap" refers to the scenario where one steps into a room and is
immediately awakened from death with no equipment or corpse. A corpse
recovery is not an option in this case as there is no corpse to retrieve.
 
There are also pseudo death traps that may appear to be a dt, but leave a 
corpse or transfer a corpse to another area. This is not a true dt. 
 
It is often advisable to look before one leaps and heed room descriptions.
DT's do not warrant a reimbursement, they are a part of the game. Gold, 
glory and favor are not affected by a death trap.
~

1 1125526145 DECLARE~
&C
Syntax: Declare <status> <clan>
staus being: war, peace, truce 

This command can be done by the Clan Chieftain, or War Master.  It
will announce a status of war, peace, or truce against a rival clan.
The clan members will recieve a status alert from their npc clan 
leader when they log in the game.

See also help: &WCLAN, PK, CALL, WARMASTER, CHIEFTAIN, BANISH,
CLANRECALL, THRONG, ALLIANCE, INFLUENCE, ROSTER, INTRO, CLANTALK
~

1 1194607285 'DECREE DECAY'~
Syntax Decree

This skill of the shadowknight calls upon the dark arts to fill the area
with a field of decay.  This decay will poison and curse all who are near.

~

1 1408407030 DEED~
&cSyntax Deed player name

This command requires the carpenter to have the deed in their inventory.  Then if
they are in the same room as the player they want to sell the deed too, all they
have to do is deed bob, or deed joe.  The name associated with the deed will change.
Whatever coinage is agreed upon is strictly between the players willing to take
part in the exchange of goods.

See also help &WABOARD, PILOT, VIEW, STEER, SAIL, DEPART, HULL.
~

1 1241753886 DEFEND~
&cSyntax: &Cdefend&c

Works just like sanctuary.  In fact, it gives you sanctuary.

See also: &WSANCTUARY&c
~

101 1122239142 DEFENSES~
&Glevels 1 - 10&c
parry dodge nettleskin

&Clevels 10 - 20&c
disarm spectralward torpor kineticbarrier hawkspirit lick

&Plevels 20 - 40&c
sanctuary shield combatheal willowskin grendalstance wolfspirit

&Wlevels 40 - 60&c
regenerate maintainposition biofeedback 

&Ylevels 60 - 80&c
hunkerdown findweakness bearspirit

&Rlevels 80 - 100&c
minorrestore dispelmagic

See MSET and ATTACKS  
~

108 1128395154 DEFILER~
~

1 1260657554 DEHYDRATE~
&cSyntax: &Cdehydrate <victim>

&cThis skill allows the user to expel body fluids to near dehydration in
ones self, or in other players.  The main purpose is for when you are too
full to drink more potions, it will make you thirsty again.&D
~

1 1260661203 DEITIES DEITY~
There are NO deities in the game of Classic 6Dragons.  

The only God is the triune Holy trinity Godhead consisting of God the Father, 
Jesus Christ the Lord Almighty, and the Holy Spirit!  

Because of this, role play has been concentrated on politics, kingdom and city play.

Vladaar
~

102 1122239142 DELAY~
Syntax: delay <victim> <rounds>
 
This command will allow an immortal to "pause" a player. All commands
received by the mud from that player will be delayed by the number of
round determined by the delaying immortal. After the rounds have
elapsed, anything input by the victim during the delay will take affect
on the mud.
NOTE: Mobiles cannot be delayed.
~

1 1122239142 DELETE~
This command should only be used if you are very sure you don't want
to use your current character anymore.
 
 Syntax: delete (password)
 
The password you enter needs to be the password for the current
character that you are logged into and want to delete.
~

-1 1237204722 DEMON~
DEMONS

&cDemons are dark, unholy creatures from the Abyss. Demons seek to bring 
chaos and terror to the mortal realm, using their magical powers and ghastly
skills. Demons are cunning and evil.

Despite their dark natures, demons have a seductive allure. They are also
intelligent, agile, and possessed of high stamina.

Base stats for demon before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Demon       &W20   14     14     16     10      12    14
&c
Demons gain experience at a slow rate.

Demons can be &WHELLSPAWN
~

1 1122239142 DEMONIC~
The language of the demon race.
 
SEE ALSO: Languages
~

1 1122239142 DEMONSKIN~
This spell makes you less susceptible to slashing attacks.
~

1 1450145186 DENSITY~
Syntax N/A 

The skill is automatic, where the psionic is able to control their skin density to a greater
extent then the normal thicken skin ability.
~

101 1129184131 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 persists past reboots and crashes and can only be undone by either loading
up the character and doing a 'mset <character name> flags deny', or by editing
the player file offline.

DISCONNECT <character> immediately disconnects that character.

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

~

1 1408407128 DEPART~
&cSyntax DEPART or DEPART ABANDON

When you are back at the dock, depart without anything else will take you off the ship.  If you need to Abandon
the ship in the ocean or someplace else, depart abandon takes you off the gang plank.

See also help &WABOARD, DEED, VIEW, STEER, SAIL, PILOT, HULL.
~

1 1272892780 'DEPOSIT'~
&cThere is a bank located in every hometown. To deposit money into your bank
account use the below bank comand.

Syntax: &Cdeposit amount currency&c

See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D

~

1 1240078745 DESCRIPTION BIO~
&YSyntax : bio
&YSyntax : description
&c
The &wDESCRIPTION&c command puts you into an editor to edit your character 
description (what people see when they look at you). 

The &wBIO&c command puts you into an editor to edit your personal bio: 
what people see when they &wWHOIS&c you. A bio (short for biography) is 
about your character : your history, who are you? A bio should be written 
in the same roleplay theme as your description. 

For more information on how to use these editors, read the appropriate 
helpfile (&Weditor)&c 

&RAttention : A Staff member can request you to change your description or 
bio should it contain inappropriate material. Do not use profanity, racial 
slurs, sexual comments, other players' names (without their permission), 
or off-color remarks. Refusal to change your bio, description, or title on 
STAFF request is grounds for loss of character privileges. 

&wHint : Try to make your bio readable. For eg. by using chapters (add a 
blank line in between blocks of text). Try not to make your bio so long 
that we have to scroll back to read it fully. 

&cRelated helpfiles : &Weditor, pcolour, rp, whois, bio_reward, rprate
medispeak, medispeak2, talkto
&D
~

1 1194138505 DESECRATE~
DESECRATE

Syntax desecrate start
Syntax desecrate stop

The user of this skill begins to defile the area, offering strange chants
in worship to their foul god.  This skill will build the faith levels of
those who use it.  

See also help faith
~

107 1122239142 DESTROY~
-----------------------------------------------------------
 
     SYNTAX:  destroy <target>
 
DESCRIPTION: The DESTROY command does exactly as it suggests: 
             destroys player files. Caution, the command 
             destroys the pfile in use, leaving only the 
             backup of the pfile, if there is one.
 
 
-----------------------------------------------------------
~

105 1122239142 DESTROYCHANNEL~
Syntax: destroychannel <name>

Destroys an online channel. This will cause it to be wiped clean and useless.

See also: MAKECHANNEL, SETCHANNEL, SHOWCHANNELS
~

103 1122239142 DESTROYSLAY~
Syntax: destroyslay <type>

This command deletes a slay type from the table of options.

See also: SETSLAY, SHOWSLAY, MAKESLAY, SLAY
~

1 1122239142 'DETECT EVIL'~
Syntax: cast 'detect evil'

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

1 1122239142 'DETECT HIDDEN' DETECT HIDDEN~
Syntax: cast 'detect hidden'

This spell enables the caster to detect hidden creatures.
~

1 1122239142 'DETECT INVIS'~
Syntax: cast 'detect invis'

This spell allows the caster to see the invisible forms of objects, and even
other players as long as those players aren't a higher level then the caster.

~

1 1122239142 'DETECT MAGIC'~
&c
Syntax: cast '&Cdetect magic&c'

This spell enables the character to detect the presence of magic in
objects, and is also necessary to detect the magical affects of
others for the successful use of the 'dispel magic' spell.
 
See also &WDISPEL MAGIC
~

1 1122239142 'DETECT POISON'~
Syntax: cast 'detect poison' <object>

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

102 1122239142 'DETECT SNEAKING' DETECT SNEAKING~
Syntax: cast 'detect sneaking'
 
This spell enables the caster to detect characters who are sneaking.
 
See also: DETECT INVIS, DETECT HIDDEN, SNEAK
~

101 1252583920 'DETECT TRAPS'~
&cSyntax: &Ccast 'detect traps'

&cThis spell makes one magically aware of dangerous traps for a period of
time.&D
~

101 1252583974 DETRAP~
&cSyntax: &Cdetrap <object>

&cThis skill allows one to disarm a trapped object.

Use it with care.&D
~

1 1254928490 DEVOUR~
&cSyntax: &Cdevour corpse

&cThis is a grotesque skill that dragons utilize to devour their victim's
corpses in one bite.

With this skill, however, dragons are able to go long periods of time
without needing to eat or drink.

See also: &WHELP STATUS, HUNGER&D
~

1 1255706441 DEX DEXTERITY~
&cDexterity (DEX in your &CSCORE&c) represents your character's agility, and
it affects (among other things):

 - the maximum number of items you can carry at once in your inventory;
   with each additional point of dex you can carry additional items.

 - each additional point of dexterity also lowers (improves) your natural
   armor class.

 - the number of new moves you receive each time you level, as well as the
   number of moves you regenerate at each tick (when resting to refresh or
   regain movement points).

 - success chances with bash, stun and gouge, and helps determine whether a
   thief will be able to poison a weapon or use dodge skills effectively.

Dexterity is also very important for quaffing potions in combat.  High dex
will allow you to quaff without dropping many potions during the heat of
battle, while a poor dexterity will cause you to accidentally drop many
of the valuable vials.
  
Dexterity is the prime attribute of thieves and assassins. It is also a
requirement of vampires (think stealth and agility).

See also: &WHELP SCORE&D
~

1 1125018582 DEXP~
&c
6 Dragons Staff at times will turn on double experience points for you
to enjoy.  During this time period you will see a message when you hit
a mob that you are recieving double experience points.

See also help &WGMB TEXP
~

101 1256012478 DICEFORMULAS~
&cTo make the special SMAUG spells possible, special dice formula handling
had to be coded in.  (At least to make it nice).  This dice formula code
supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related
operators and variables:

D dice               L level          H hit points      M mana
V movement           S strength       I intelligence    W wisdom
X dexterity          C constitution   A charisma        U luck
Y age                N nominal damage O low damage      P medium damage   
Q mediumhigh damage  R high damage    G extrahigh damage 
T ludicrous damage   Z insane damage  J maximum damage 
  
See also: &WHELP SMAUGSPELLS, DAMAGECHART, SSET&D
~

1 1256224612 DIG DIGGING BURY BURYING~
&cSyntax:  &Cdig
&cSyntax:  &Cdig  <direction>
&cSyntax:  &Cbury <item>

&cYou can dig and bury items through the use of the dig skill and bury command.
Buried items are not visible to players, even through the use of spells such
as locate object.  To dig an item up, type dig with no arguments.  Having a
shovel raises your chance of success.  If you dig in a direction, you will
attempt to 'dig open' a collapsed exit (ie no door). You can't dig under doors.

To bury an item (or corpse), drop the item on the ground and &Cbury <item>&c.
Depending on the size and weight of the object, you might need a shovel.

&W* Note:  Deadly players can bury/dig up each other's corpses. *

&cItems buried will not last beyond crash or reboot.  Do not attempt to use
this skill for storage of items you wish to keep.&D
~

-1 1242869452 DIKU~
&c          SMAUG was originally based on the Merc 2.1 code which was
              based on the orignal DIKUMud code created by:

                       The Original DIKUMud Team:

          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.
 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.

  The Original DIKUMud was Developed at the Department of Computer Science
                     at the University of Copenhagen.
~

108 1128394999 DIRGE~
~

1 1450143556 DISABLE~
&cSyntax Disable

This powerful pyschic skill involves disabling all mobs and players within a whole zone.
It takes so much power that it only lasts a short period of time.  Once it wears off mobs
affected may try to take revenge.


~

101 1216211290 DISAPPEARBUG~
I've looked up a pile of functions, rewriten a pile of code also.
Suffice to say the actual bug is elusive! It does NOT show up in
ch->next_in_room loops, so the bug is basically the invisible mob
is not getting linked into the room mobs properly. Why this is so,
I have no idea. But will keep trying to find out.

A bit more on the bug. Happens during copyover. To do with linking
players/mobs in a room together. Look into that code. ie before
copyover, players/mobs in room are linked one after the other. After
copyover, one player/mob has come out of the link.

So I would say at this stage i'm looking for somewhere in copyover
code where players aren't properly linked/unlinked. When I find it
i'll just put in char_to_room or char_from_room (which autolinks)
and should be sweet to go.

Not sure whether this will always work, but force the mob to leave the 
room, purge him, then reset area worked to make that particular mob 
visible again in my case. 

HAPPENS TO PLAYERS WHEN AN IMMORTAL IS IN THE ROOM DURING COPYOVER!
~

1 1256224800 DISARM~
&cSyntax:  &Cdisarm

&cDisarm is an auxiliary fighting command to attempt to disarm your opponent.
Several things affect your ability to disarm or resist a disarm attempt
successfully, including your weapon and your stats compared to the weapon
and stats of your opponent.

You can only attempt to disarm your primary opponent, meaning you will be
unable to try to disarm a second or third attacker until you have disposed
of the first.&D 
~

1 1256224837 DISBAND~
&WLEADER ONLY

&cSyntax: &Cclan disband <yes>

&cThis will allow you to disband your clan. Please be warned, there are NO
reimbursements, and should you decide to pack it in you will lose ALL
member data, all the money in the clan account, any items or guards you've
acquired within your clanhall, etc. It will all be gone, and you can't
get it back.

See also: &WHELP CLAN
~

1 1256224885 DISCLAIMER~
&cBy continuing to play this MUD you are acknowledging that:

(1)  you are willing to abide by the decisions of the STAFF concerning all 
     issues involved in the game, and
(2)  conversation and situations may arise during the course of play that 
     may not be suitable for young children.

By these acknowledgments you hereby save and except this MUD and it's
Administrators from any and all liability that may arise during gameplay.

See also: &WHELP RULES&D
~

101 1256225000 DISGRACE~
&cSyntac: &Cdisgrace <victim>&c

You publicly disgrace your victim with untold lies.  This forces your victim
to retaliate.

This action initiates combat, nothing else.&D
~

1 1409580763 'DISGUISE' 'UNDISGUISE'~
&cAllows a character with the skill to take on the appearence of one of
the following disguises:

Keyword  Description and minimal level.
peasant    :a peasant, min level 1
lady       :an elegant lady, min level 5
elderly    :an elderly old man, min level 1
soldier    :a soldier, min level 1
merchant   :a merchant, min level 5

 Syntax: disguise <keyword>  
 Syntax: undisguise  *returns you to normal
~

1 1256225036 DISMISS~
&cSyntax: &Cdismiss <target>

&cThe dismiss command will force your charmed mobile to follow itself and
will negate the charm effect. You will be free to purchase a new pet.

See also: &WHELP GRAZE, BECKON, PET, PETSAVE, ORDER, DISTRACT, PETDESCRIBE&D
~

1 1256225067 'DISPEL EVIL'~
&cSyntax: &Ccast 'dispel evil' <victim>
  
&cThis spell invokes the wrath of the gods upon an evil victim.  If you do
not specify a target, the spell's effect will strike you instead of a
secondary target.&D
~

1 1256225122 'DISPEL MAGIC'~
&cSyntax:  &Ccast 'dispel magic' <character>

&cThis spell will dispel a magical affect on the victim.  It may be used 
as an offensive spell to remove an enemy's magical advantages, or as a 
benign spell to completely remove your own magical affects.

If you are not a mage, you must be affected by the 'detect magic' to be
able to use this spell.  Though mages do not necessarily need to use it,
being under the affects of 'detect magic' will reveal more information
unavailable otherwise or to other classes.

Dispel magic can be used by players and mobiles alike against either
players or mobiles.  It cannot remove affects from equipment, your race
or your deity; some other affects are immune to this spell as well.

When a caster successfully casts dispel magic on themselves they will
remove all of their dispel-able magical affects.  If a mage successfully
dispels a victim, the number of affects stripped will depend on their
success and intelligence.  Otherwise a successful cast of 'dispel magic'
on a victim will result in the removal of a single affect each time
(victims will notice when and what affects are stripped).

WARNING:  this is an offensive spell, and its use on anyone other than
yourself will be treated as an attack on your target.&D
~

107 1188979797 'DISPLACED IMAGE'~
~

1 1256225154 'DISPLACEMENT'~
&cThis skill is automatic once practiced and is quite hard to learn as-well 
as perform. A couple of the obvious factors that may aid one with this 
ability are skill level and dexterity, I'll let you figure out the rest. 

See also: &WHELP DEXTERITY&D
~

101 1256225270 DISRUPTION~
&cSyntax: &Cc disruption <target>

&cWith the spell disruption, the casting Mage causes his opponent to be 
enveloped in a weird energy field that momentarily alters the plane which 
the victim inhabits. The spell was an early attempt by the Dark Mage 
Thanatos to cause teleportation, but it was a failed attempt. Instead of 
teleporting it causes a horrendous nerve-wracking pain as the victim exits 
and reenters his current plane of existence.&D 
~

1 1256225322 DISTRACT~
&cSyntax: &Cdistract

&cThis command cannot be used by purchased pets, only by summoned magical
pets.  This command signals a Master's pet, to distract their opponent.  
Thus the opponent will stop fighting the Master and attack the pet.

See also: &WHELP GRAZE, PET, PETSAVE, ORDER, DISMISS, BECKON, PETDESCRIBE&D
~

1 1256225360 'DIVINE INTERVENTION'~
&cSyntax: &Ccast 'divine intervention'

&cThis spell releases a powerful healing energy over its skilled caster, 
healing them completely. But its very costly to mana, can only be used 
outside of combat, has alignment restrictions, and it can only be cast 
every 1000 seconds.&D
~

1 1256225393 'DIVINE LIGHT'~
&cSyntax: &Ccast 'divine light' <victim>

&cThis spell allows a Dragon to magically produce a blinding light, that 
will blind the target for a few seconds. Leaving the target exposed to 
various things while blinded. &D
~

1 1256225418 'DIVINE MIGHT'~
&cSyntax: &Cc 'divine might' <target>

&cThis spell sends just a tiny spark of the divine might of the gods temporarily
into who it is cast upon.&D
~

107 1219904150 'DIVINE SIGHT' ~
~

101 1252584030 DIVINITY~
&cSyntax:  &Cc divinity <target>
  
&cThis spell heals the target of 100 hitpoints of damage.&D
~

102 1256225515 DMESG~
&cSyntax: &Cdmesg

&cDisplays the contents of the boot log.

If you have the ability, please fix any problems found in the boot log.&D
~

101 1256225631 DND~
&cSyntax: &CDND
&c
This command effectively secludes STAFF from those of lower level. 
Each STAFF has a personal dnd flag associated with their pfile. In
addition, each room can have a dnd flag associated with the room.

It automatically makes an announcement. 
&W[&PSooc&W]&P 'Turning all channels off to get work done.  
Please do not disturb with beep command unless emergency.'
&W[&COoc&W]&C 'Turning all channels off to get work done.  
Please do not disturb with beep command unless emergency.'&c
You no longer listen to any available channel.
Sets your title to &W[&YWorking&W] BEEP &Conly if needed.&c

When your personal dnd flag is set, lower level STAFF can't &CAT&c, &CGOTO&c,
&CTRANS&c, sight you on &CWHERE&c or &CWHERE <name>&c. This does not affect LD 
STAFF, they can still be transferred, even with the DND flag on. To 
see the flag's status, &CMSTAT SELF&c, it will be listed under 'pcflags'.
Syntax for room flag: &Credit flags DND&c

The DND room flag effectively blocks any &CAT&c, and &CGOTO&c commands
either to the room, or to a mob/object in the room. NOTE: It is only
in effect if:
a) there is an STAFF member in the room with their DND flag on.
b) the STAFF member attempting the commands is of lower level than the
   STAFF member with the activated DND flag in the room.

See also: &WHELP AT, GOTO, WHERE, TRANS&D
~

1 1122239142 DODGE~
Syntax:  operates automatically
 
Dodge is a skill which assists in the evasion of incoming attacks.  If
you are successful, your opponent's attack misses and you take will
take no damage. Dodge is an automatic skill and requires no weapon.
~

1 1218432832 DOMINATE~
Syntax: dominate <victim>


This skill can only be used during combat, once invoked it gives the 
dragon a chance of giving off a dominating glare towards his/her foe, 
striking terror in their hearts, sending them fleeing head over heels. 

~

1 1218711236 DONATE~
&CDONATIONS

We gladly accept donations to the game.  The donations go directly to
our host, and are used to keep this game running.  Due to liscense
restrictions we cannot reward you for donating.

paypal.com send donation to evault@zoho.com for the game.

Thank you 

Classic 6 Dragons

See also &WHELP VOTE, CONTRIBUTE, REMINDER, GLORY, GMB
~

1 1122239142 DOORBASH~
Syntax: doorbash <direction>

This skill can be used to effectively bash open doors. NOTE: Not all doors
are affected by this skill.
 
~

101 1122239142 DOORDIRS~
Here is the order of the exits, and their corresponding values:

  ---------------------
  | Direction | Value |
  |--------------------
  | NORTH     |   0   |
  | EAST      |   1   |
  | SOUTH     |   2   |
  | WEST      |   3   |
  | UP        |   4   |
  | DOWN      |   5   |
  | NORTHEAST |   6   | Exits 6 - 10 are relatively new, and may not be
  | NORTHWEST |   7   | fully supported by all of the code yet.
  | SOUTHEAST |   8   |
  | SOUTHWEST |   9   |
  | SOMEWHERE |  10   |
  ---------------------

See REDIT, RSTAT and RESETCMDS.
~

1 1413767363 'DOUBLE SLASH'~
Syntax Double victim

This skill involves slashing with such speed that the crusader brings the blade back for 
a second attack.

~

1 1378131800 'DOWNWARD SLASH' DOWNWARD~
&cSyntax Downward <victim>

The downward slash attack can only be performed while mounted by the knight.
It takes all the skills of a trained knight to control their mounts and attack downward
to deliver a terrible blow to their enemies.

~

1 1122239142 DRACONIC~
Dragonic
 
The language of the dragon race.
~

1 1122239142 DRAG~
Syntax:  drag  <character> <direction>
 
Drag will drag the victim in the specified direction if they are not
standing up.
 
Deadly characters can drag any other deadly character who is not standing
up, as long as the victim is within the 5-level pkill range.
 
Peaceful characters can drag other peaceful characters only if the target
is stunned, incapacitated or worse.  Peaceful characters cannot drag any
deadly character at any time.  Peacefuls can use 'config +/- drag' to
prevent others from dragging them if they wish.
 
You cannot drag a character into a death trap, or if either you or they
are under attack.
~

-1 1236199918 DRAGON DRAGONS~
&c
DRAGONS
 
The race of dragons live somewhat secluded from other races.
Dragons can live to be thousands of years old.

Dragons are larger then other races even at a very young age.
Only on rare occasions do dragons have anything to do with other
races.  However, these are dark times and each individual dragon
type may have their own reason for dealing with other races.
 
* Note: Power levelers - Dragons are very hard to level, they
should be more thought of as an investment, and are great for
roleplaying. 

Dragons cannot wield weapons, but because of their size they
get a bonus to hitroll and damroll that increases as they grow. 
Dragons grow in height and weight with each level.

Dragons get massive in size and weight, and there are many objects 
that they just can't wear because they are too darn big.

Base stats for dragon before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Dragon      &W22   18     18     16     10      10    12

See also help &WRED, BLACK, GOLD, SILVER, BLUE, LAIR, DRAGON RULES,
HEIGHT, DRAGON EQUIPMENT, TWO-HEADED&c and &WTREASURE HORDE.
~

1 1246180465 'DRAGON EQUIPMENT'~
DRAGON EQUIPMENT

&cDragons on 6 Dragons are full sized dragons, not half-dragons, 
or draconians.

As such there are many objects that they just can't wear because they are
too darn big.

Available items that can normally be worn are the following:

&C[used as light    ] 
[worn on body     ] layerable
[worn on head     ] 
[worn on hands    ] layerable
[worn on arms     ] layerable
[worn about body  ] layerable
[worn about waist ] layerable
[worn around wrist] 
[worn around wrist] 
[held             ] 
[worn on ears     ] layerable
[worn on eyes     ] 
[worn on back     ] layerable
[worn over face   ] layerable 
[worn around ankle] 
[worn around ankle] 
[worn on wings    ] layerable
[worn on wings    ] layerable
   
&cSee also help &WDRAGON, BLACK, BLUE, SILVER, GOLD, RED, DRAGON RULES, LAIR,
TREASURE
~

1 1237829015 'DRAGON RULES'~
DRAGON RULES

&cRules ?  Who needs them!

We don't believe anyone can make rules on a dragon, but here are
the limitations that have been placed on dragons.

1. Dragons may only player kill other deadly races if the other race is
   at least 10 levels higher then the dragon. or, unless in arena.
2. Dragons don't use mortal weapons of any kind, why would they?
3. Dragons are limited on some of the equipment they can wear.
4. Dragons cannot be in clans.  They don't get along with each
   other, let alone other races for that type of thing.  
5. Dragons in Dragon Lord form can pkill all normal pkill ranges as other
   players do.

See also help &WDRAGON, BLACK, BLUE, RED, GOLD, SILVER, TREASURE HOARD, LAIR, 
DRAGON EQUIPMENT.
~

1 1252789438 'DRAGON TEASE' 'TEASE'~
&cDragon Tease

For those foolish enough to tease a dragon, there is a game played
in the arena.  A player has a dragon egg.  While in this event players
can only use the following commands: &CEAST, WEST, NORTH, SOUTH, INVENTORY,
FORFEIT, GIVE &cand&C SCAN&c.  You attempt to pass your egg to another player
with the give command, and avoid being eaten by the angry dragon that
catches you with it's egg.  If you find you cannot do a command after the 
game event for any reason, the FORFEIT command should fix you up.

See also: &WHELP ARENA, FREEZE TAG, AGLANCE, CHALLENGE, ACCEPT, DECLINE,
FORFEIT, RATINGS, SCAN, GIVE, ZOT&D
~

1 1122239142 'DRAGON WIT' DRAGONWIT~
This spell increases your ability to reason for its duration.
~

1 1122239142 DRAGONSKIN~
This spell makes you less susceptible to piercing weapons.
~

101 1209023570 DRAGON_REGEN~
This is the regen rate of increase depending on what value you assign
to treasure type objects in value2.  Don't tell the increase amounts to
players.

          if(obj->value[2] == 0)
            gain = (int) (gain * 1.1);
          if(obj->value[2] == 1)
            gain = (int) (gain * 1.2);
          if(obj->value[2] == 2)
            gain = (int) (gain * 1.4);
          if(obj->value[2] == 3)
            gain = (int) (gain * 1.6);

See also help itemvalues, dragon, treasure, lair
~

1 1190751837 DRAIN~
Syntax: drain <victim>

This skill absorbs a small portion of hitpoints from the target to replenish the users own hitpoints.
~

1 1122239142 'DREAM'~
Syntax:  cast 'dream' <player>  <message>
 
This spell enables you to cast a dream or message on a sleeping player.
~

1 1122239142 DROP GET GIVE PUT TAKE~
Syntax:  drop <object>
         drop <amount>  <coin type>
Syntax:  get  <object>
         get  <object>  <container>
Syntax:  give <object>  <character>
         give <amount>  <coin type> <character>
Syntax:  put  <object>  <container>
Syntax:  get/put/drop   <# amount>  <object>
Syntax:  get/put        <# amount>  <object> <container>
 
DROP drops an object, or some coins, on the ground.
 
GET takes 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.
 
Use 'drop/get/put all' to reference all objects present.
Use 'drop/get/put all.<object>' to reference all objects of the same name.
 
Examples:
 - drop 
2000 silver 
 - drop 1 bronze
 - get all.ball backpack
 - get 5 sword
 - put 15 potion backpack
 
~

-1 1449668863 DROW DROWELVES~
DROW

&cDrow are the darker, more evil cousins of Elves.  They were once part of
the happy community of Elves which roam the forests today, but have long
since moved under the ground, building vast subterranean cities and
complex networks of caves.

Drow have black skin and white hair, and are moderately weaker and have
a more slight constitution than average humans.  Still, like all Elves,
they have a slightly higher dexterity than men.

Members of this race specialize in spell casting, and have thus developed
a very high intelligence.  Being creatures of darkness the Drow tend to
fight more proficiently in the darkness, and have innate infravision with
which to discern objects and living things in the absence of light.

Base stats for drow before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Drow        &W15   20     15     12     10      20    10
&c
Drow have the inherent abilities &WINFRARED, SCRY&c.

Drow gain experience at an average rate.

Drow can be &WSHAMAN MAGE WARRIOR THIEF SHADOWKNIGHT BEASTMASTER

~

1 1189655519 DROWSY~
Syntax Drowsy Victim

This skill strongly suggests sleep to the minds of intended victims.

~

-1 1251760389 DRUID DRUIDS~
&cThe Druid is a healer that has found an attunement with nature.
This attunement with nature has taken root with the healer, delving
into nature's powers.

With this interest in nature, a Druid is not as strong a healer as
some of the other healing classes, but gains powers others don't. 

Druids are physically weak, yet average in magic.

A druid focuses primarily on &WWISDOM&c, and to a lesser extent on
&WCONSTITUTION&c.

Druids come from the following races - &WHUMAN, ELF, HALFLING, PIXIE,
GOBLIN, GNOME, CENTAUR&c.

See also: &WHELP WISDOM, CONSTITUTION, HUMAN, ELF< HALFLING, PIXIE, GOBLIN,
GNOME, CENTAUR&D
~

1 1192071019 'DRUIDIC HYMN' 'DRUIDIC'~
&c
Syntax: Play druidic

This song enhances the regenerative abilities of the bard's group, in 
much the same way as the druid's 'root' ability.

See also help &WPLAY
~

1 1278878430 'DUAL WIELD' DUAL WIELD~
&cCharacters with this skill are able to wield two weapons at once.  To
do so, the character must remove any 'held' item and any shield, then
simply wield two weapons.  Characters with strength under 20 may be
unable to dual wield two very heavy weapons.  More attacks are gained
through the use of the dual wield skill, than using one weapon only.

See also: &WHELP TWO-HANDED, SHIELD-USE&D
~

1 1284658992 DUKE~
&c
The Duke is usually a cousin of the King, and is next in line should 
something drastic happen to the King.  The Duke handles all matters 
the King doesn't want to be bothered with.  The Duke position
cannot be CONTESTED.

The Duke will have the following commands: Siege, Tax, Contribute,
Laysiege, Proclaim, Fortify, Revoke, and Sabotage.

The Duke's position will be given to the highest level player of the city
which logs.

See also help &WSIEGE TAX CONTRIBUTION DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

-1 1237199010 DWARF DWARVES DWARFS~
DWARVES

&cDwarves are relatively short (in Human terms), stocky and powerfully-built
creatures.  Long-lived and extremely sturdy, they are known equally as well
for their hardiness as for their cantankerous personalities.  Their thick,
stout frames lend them high stamina.  They are known to be wise but their
attitudes tend to be less  than likable. This race has produced some of the 
most renowned fighters. Dwarves are heavy drinkers and have been known to
fight even more fierce when under heavy intoxication.
  
Dwarves average from four foot five inches to five feet tall, with dusky
complexions and thick, fur-covered torsos and limbs.  Both men and women
proudly wear and take pride in their beards.

Base stats for dwarf before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Dwarf       &W18   10     18     22     10      10    11
&c  
Dwarves have the inherent ability to see in the dark with &WINFRAVISION&c.

Dwarves gain experience at a slightly slower than average rate.

Dwarves can be &WSHAMAN MAGE WARRIOR CRUSADER 
~

1 1122239142 DWARVEN~
Dwarven
 
The language of the dwarf race.
~

1 1183346449 DYE~
This skill is used for adding your own color to any object you like.
You must have a bottle of dye in your hands to use this skill.

Syntax Dye Object Color

~

1 1122239142 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!
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

1 1215228503 EARTHSPEAK~
&YSyntax: n/a&c

&DTo a druid, the earth is a living creature. Objects buried are akin to foreign
objects imbedded in its flesh. 'Earthspeak' allows a druid to sometimes identify
these items so they can be removed (in the usual way - with a shovel).

It is a latent ability and, once learned, will trigger automatically.
&D
~

1 1122239142 EAT DRINK~
Syntax:  drink <object>                  (drink liquid from a drink container)
Syntax:  eat   <object>                  (eat food or a magical pill)
         eat   <object> <container>      (eat directly from a container)
 
Drink instructs your character to drink from a fountain or a drink container
to alleviate thirst.
 
Eat instructs your character to eat an item of food or a magical pill (which
function in a similar fashion as potions); pills do not fill stomach space.
 
When you are hungry or thirsty (you will see messages at each tick that
tell you if you are starving or dying of thirst, and can check your
current state with either 'score' or 'oldscore'), you will not regain
hitpoints, movement points or mana back as rapidly as if you were well
fed and hydrated.
 
If you stay hungry or thirsty too long and you are not an Avatar, your
mental state will begin to suffer.  Your combat skills will be affected,
your coordination will suffer and you may begin to either hallucinate or
become depressed.  Eating, drinking and a little rest will solve this
problem after a short period of time.
 
See MENTALSTATES
~

1 1241229624 EATING DRINKING HUNGER THIRST~
&cEating and drinking are very important...

If you let yourself starve or dehydrate, your mental state will be affected,
and you may have problems performing even the simplest of tasks.

Typing &WSTATUS&c will give you an indication of your current mental state.

The commands &WSIT&c, &WREST&c, and &WSLEEP &cwill help contribute to better your
mental state (if done while not starving/dehydrating).

Being hurt badly in battle ("&RThat really did HURT&c", and "&RYou wish that your
wounds would stop BLEEDING so much!&c") as well as poisoning will also have a
rapid negative affect on your mental state.

SEE ALSO: &WSTATUS&c, &WSCORE, HP, MANA, MOVE, ARMOR
~

101 1122239142 ECHO RECHO~
Syntax:  echo      <color> <message>
         echo  imm <color> <message>
         echo  pc  <color> <message>
Syntax:  recho     <color> <message>
 
ECHO sends a message to all players in the game, without any prefix indicating
who sent it.  If 'echo imm <message>' is used, only level 51+ characters will 
see the message. If 'echo pc <message>' is used, only player characters will 
see the message. Echos should always adhere to the guidelines laid out in the 
Realm of Order (vnum 1214).
 
ECHO done in color should avoid the use of red and dark red unless it is a 
Urgent message containing important information related to the game.

RECHO sends a message to all players in your room, without any prefix
indicating who sent it.
 
See also : COLOR 'IMM ECHO'
~

101 1122239142 ECONOMY~
Each area will initialize (on bootup of the mud. with a pool of gold based
on the area's range and the wealth of each mob in that area.
 
The shopkeepers and thieves will automatically deposit gold into the economy
if they are carrying more than a certain amount (the higher the level of the
shopkeeper, the greater they will carry before depositing).
 
To allow mobprogs to be created to manipulate area economies, making them
interactive and interdependent, there are two mpcommands:  mpdeposit, and
mpwithdraw (see related helpfiles).  There is also an 'if economy' ifcheck.
 
The aset command can also be used to adjust an area's economy by hand
(example:  aset <area filename> low_economy <amount>, this will give
the specified area a minimum economy at the level you set).
 
Mobs will not repop with more gold than what they were originally created
with, but if the area economy runs low they will begin to repop with less
until the economy is replenished (as they all share the same gold pool).
 
Use foldarea to make changes to an area's economy with aset permenent.
 
See ASET, FOLDAREA
~

1 1212951589 EDITOR~
&cThe &wSMAUG&c editor is used when you're writing mail, notes, your bio, 
description or other long bodies of text. The commands in the editor are : 

&W/? [command]          &cDisplays editor help in general, or about a command.
&W/l [line range]       &cLists the current contents of the note.
&W/c                    &cClears the current contents of the note.
&W/d <line>             &w&cDelete line. (default : current line)
&W/g <line>             &cGoto line. This is useful for inserting lines,
                      deleting and fixing lines, etc.
&W/i <line>             &cInsert line. Inserts a new blank line where specified.
&W/r <old> <new>        &cGlobal replace text.
&W/a                    &cAbort editing. No changes you made are kept.
&W/! <command>          &cExecute mud command. '/! smile' sends the smile
                      command, without exiting the editor.
&W/s                    &cSave buffer, and exit the editor.
&W/p                    &cPrint information about the current editing session.
&W/f [range] [width]    &cFormat a paragraph, making it look uniform.
&D
~

1 1279740375 EFFLORESCE~
&cSyntax: &Ceffloresce <victim>&c

With this skill the druid calls upon the healing powers of surrounding
plant life, and sends those energies into their desired target.
~

1 1122239142 ELBOW~
Syntax:  elbow
 
Elbow is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1183729479 'ELDRITCH BOLT'~
&cSyntax eldritch <&Cvictim&c>

This skill has long been lost to the magic users of the world.  There is
rumor it can be found again.  The tales of old talk how the Mages used
to be able to summon all their power into a bolt of pure mana, and send
this white hot energy searing into their victims.  They say that using
this awesome power also wracked the mage in pain causing them damage as well.
~

101 1252584098 'ELDRITCH SPHERE'~
&cSyntax: &Ccast 'eldritch sphere'

&cThis powerful spell increases your resistance to both magical and non-magical
attacks.&D
~

103 1122239142 ELEVATE~
syntax: elevate (name)
 
Elevate is for advancing levels of staff.
~

-1 1449668714 ELF ELVES~
ELVES

&cSlender creatures with an affinity for the woods and nature, Elves
are distant cousins to the Pixies and share the intelligence and dexterity
of that winged race to a lesser degree.  With a lighter frame than Humans,
what they lack in strength and stamina is made up for with their superior
agility - both in thought and movement.  Elves are capable in most classes,
though they function poorest in the role of pure fighter.  Most Elves will
prefer to stay close to nature, and many become druids.
  
The average Elf stands shorter than most Humans, being around five feet.
Most have fair skin and long, straight hair, though there are individual
Elves that chose for a darker life, and often this is reflected in their 
outward appearance. 

Base stats for elf before are the below, what class you chose will also 
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Elf         &W14   20     15     12     14      20    10
 
Elves have the inherent ability to &WDETECT MAGIC&c.

Elves gain experience at an average rate.

Elves can be &WSHAMAN DRUID MAGE WARRIOR CRUSADER 
MONK BARD BEASTMASTER

~

1 1122239142 ELUDE~
Is a way of loosing those who would try to follow you.

It is done by making quick turns and moving very quickly.

Syntax: <direction> elude <follower>

Example: n elude Vladaar

See also help follow
~

1 1122239142 'ELVEN BEAUTY' ELVEN BEAUTY~
This spell makes you more charismatic for its duration.
~

1 1280271317 'ELVEN FEATURES'~
&cSyntax: &Ccast 'elven features' <target>

&cThis spell increases the charisma of the target.&D
~

1 1122239142 EMAIL~
The email command allows you to set your email address as part of
your profile.  viewable by using the WHOIS command 
 
 Syntax: email (name@domain.suffix)
~

1 1122239142 EMOTE ,~
&c
Syntax:  emote <&Ctext&c>
 
Emote is a customized expression of emotions or actions.  For example:
 
emote justs smiles and nods.
 
... displays to everyone in the room:
 
<Your character's name> just smiles and nods.
 
See also &WSOCIALS SEMOTE
~

1 1122239142 EMOTICON EMOTICONS SMILEY FACE FACES~
Emoticons or Faces are two or more letter's or such done to
look like a face resembling a emotion. Below are basic
emoticon's as examples.
 
!-( Black eye 
!-) Proud of black eye 
#-) Wiped out, partied all night 
#:-o Shocked 
$-) Won the lottery, or money on the brain 
%(|:-)   Propeller-head 
%*} Inebriated 
%+{ Got beat up 
%-( Confused 
%-) Dazed or silly 
%-6 Brain-dead 
%-\ Hung over 
%-{ Ironic 
%-| Worked all night 
%-} Humorous or ironic 
%\ Hangover 
>>:-<< Furious 
>- Female 
>-> Winking devil 
>-< Furious 
>-) Devilish wink 
>:) Little devil 
>:-> Very mischievous devil 

See also emoticons2, emoticons3, emoticons4, emoticons5
 
~

1 1122239142 EMOTICONS2~
>:-< Angry 
>:-< Mad 
>:-( Annoyed 
>:-) Mischievous devil 
>=^ P Yuck 
<:> Devilish expression 
<:-> Devilish expression 
<:-( Dunce 
<:-) Innocently asking dumb question 
<:-| Dunce 
<:| Dunce 
( 8(|) Homer 
( <> .. <> ) alienated 
(( )):** Hugs and kisses 
((())) Lots of hugging (initials or a name can be put in the middle of the one being hugged) 
() Hugging 
(-: Left-handed smile, or smiley from the southern hemisphere 
(:& Angry 
(:- Unsmiley 
(:-& Angry 
(:-( Unsmiley 
(:-) Smiley variation 
(:-* Kiss 
(:-\ Very sad 
(::()::) Bandaid, meaning comfort 
(:| Egghead 
* Kiss 

See also emoticons, emoticons2, emoticons3, emoticons4, emoticons5

~

1 1122239142 EMOTICONS3~
*<:-) Santa Claus 
*<|:-) Santa Claus, or a clown 
*-) Shot to death 
+<:-) Religious leader 
+<:-| Monk or nun 
+<||-) Knight 
+:-) Shaman 
+O:-) The Pope 
-) Tongue in cheek 
-= Snuffed candle to end a flame message 
-=#:-) Wizard 
/\/\/\ Laughter 
0:-) Angel 
12x@>--->--- A dozen roses 
2B|^2B To be or not to be 
5:-) Elvis 
7:) Ronald Reagan 
7:^) Ronald Reagan 
8 Infinity 
8 :-) Wizard 
8) Wide-eyed, or wearing glasses 
8-# Death 
8-) Wide-eyed, or wearing glasses 
8-o Shocked 
8-O Astonished 
8-P Yuck! 
8-[ Frayed nerves; overwrought 
8-] Wow! 
8-| Wide-eyed surprise 

See also emoticons, emoticons2, emoticons3, emoticons4, emoticons5

~

1 1122239142 EMOTICONS4~
: ( Sad 
: ) Smile 
: [ Bored, sad 
: | Bored, sad 
:( ) Loudmouth, talks all the time; or shouting 
:* Kiss 
:*) Clowning 
:**: Returning kiss 
:+( Got punched in the nose 
:,( Crying 
:- Male 
:-# My lips are sealed; or someone wearing braces 
:-& Tongue-tied 
:-> Smile of happiness or sarcasm 
:->< Puckered up to kiss 
:-< Very sad 
:-( Frown 
:-) Classic smiley 
:-* Kiss 
:-, Smirk 
:-/ Wry face 
:-6 Exhausted 
:-9 Licking lips 
:-? Licking lips, or tongue in cheek 
:-@ Screaming 
:-C Astonished 
:-c Very unhappy 
:-D Laughing 
:-d Heavy smoker 
:-e Disappointed 
:-f Sticking out tongue 
:-I Pondering, or impartial 
:-i Wry smile or half-smile 
:-J Tongue in cheek 
:-j One-sided smile 
:-k Puzzlement 
:-l One-sided smile 
:-M Speak no evil 
:-O Open-mouthed, surprised 
:-o Surprised look, or yawn 

See also emoticons, emoticons2, emoticons3, emoticons4, emoticons5

~

1 1122239142 EMOTICONS5~
:-P Sticking out tongue 
:-p Sticking tongue out 
:-p Heavy smoker 
:-Q Tongue hanging out in disgust, or a smoker 
:-Q Smoking 
:-r Sticking tongue out 
:-s What?! 
:-t Unsmiley 
:-V Shouting 
:-X My lips are sealed; or a kiss 
:-x Kiss, or My lips are sealed 
:-Y Aside comment 
:-[ Unsmiling blockhead; also criticism 
:-\'| Sniffles 
:-] Smiling blockhead; also sarcasm 
:-{) Smile with moustache 
:-{)} Smile with moustache and beard 
:-{} Blowing a kiss 
:-| Indifferent, bored or disgusted 
:-| :-| Deja vu 
:-|| Very angry 
:-} Mischievous smile 
:-) A cold 
:-| A cold 
:.( Crying 
:/) Not funny 
:/i No smoking 
:> What? 
:@ What? 
:C Astonished 
:e Disappointed 
:P Sticking out tongue 
:X Hear no evil 
:x Kiss 
:\' Crying 
:\'( Crying 
:\'-( Crying 

See also emoticons, emoticons2, emoticons3, emoticons4, emoticons5

~

104 1122239142 EMPOWER~
Syntax: empower <player> <field>
 
This command gives the power to clan officials to empower, induct,
outcast, or otherwise set the rank of particular player members of
the prospective clan.
 
Note: Clan officials should consult the command EMPOWER for the list
of fields and other information not included in the helpfile.
~

1 1268431776 EMPTY~
&cSyntax: &Cempty <container>
&cSyntax: &Cempty <container> <container>
&cSyntax: &Cempty <pipe>

&cThis command allows you to empty a container or pipe of its contents.

Use &Cempty <container/pipe>&c to dump the contents to the ground.

Use &Cempty <container> <container>&c will empty the contents of the
first container into the second container.

See also: &WHELP PIPE, SMOKE, LIGHT, TAMP, CONTAINER&D
~

1 1194038434 'ENCHANT ARMOR' ENCHANT ARMOR~
Syntax: cast 'enchant armor' <armor item>
 This powerful spell, imbues the pure mana of the caster into the piece of armor
that the caster is using.  It will change the item it is cast on, to the level
of the caster.  It will add a random effect to the piece of armor.

Some armor pieces already have magic imbued within them, and the enchant armor
spell will not take hold on those objects.

~

1 1122239142 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>
 
This spell imbues a weapon with a magical enchantment, increasing its to-hit
and to-dam bonuses.  The weapon must be non-magical to start with, else the
enchantment will not succeed.  This spell also causes the weapon to be
aligned with the alignment with the caster.
~

108 1128395108 ENCHANTER~
~

1 1222276263 ENDURANCE~
&YSyntax : n/a
&c
Endurance is an &wautoskill&c that once practiced plays a key role in the 
amount of moves one gains per tick. The amount varies on several factors 
for you to figure out. 
&D
~

1 1286919620 'ENERGY CONTAINMENT'~
Syntax: energy containment

This autoskill toggles on and off by use of the Syntax listed above. The skill gives a chance
to its user to completely absorb incoming offensive spells. The chance is based on a couple of
things, but the overall skill learned plays the biggest factor.

~

1 1122239142 'ENERGY DRAIN'~
Syntax: cast 'energy drain' <victim>

This spell saps the experience points, mana, and movement points of its
target.  This is an attack spell and should not be used against other
players.
~

1 1286840324 ENERGYCONTAINMENT~
~

1 1122239142 'ENHANCED DAMAGE'~
This skill increases the damage you inflict when attacking.  Use of the
skill is automatic once you have practiced it.
~

1 1122239142 ENLARGE~
Syntax: c 'enlarge' <victim>                    

This spell allows the caster to enlarge themself, or their victim. 

~

101 1252584161 ENLIGHTENMENT~
&cSyntax: &Cenlightenment <target>

&cThis skill will grant the user a temporary increase in intelligence, wisdom, 
and mana.  The effects increase with experience.&D
~

1 1129604745 ENRAGE~
ENRAGE

Syntax: Enrage

This skill effectively done by the fighter will draw the attention 
of every mob in the room to the fighter.  The attention given will
be an immediate hatred of the fighter.

~

1 1237855433 ENSNARE~
&YSyntax: ensnare <victim>&c

This is a mid level skill for thieves, druids and monks. This skill grants 
its user the ability to render their target unable to move around or flee 
away. 
~

1 1243325377 ENTANGLE~
&c
Syntax: entangle <&Cvictim&c>
Syntax: entangle

This fairly low level skill can only be used once combat has been invoked. 
With this skill the dragon learns the ability to use his tail as a snaring 
tool. Preventing their targets from being able to flee for a duration of 
time, or until combat has ceased. This skill has been known to last longer 
as the dragon increases in strength. 

~

1 1122239142 ENTER LEAVE~
Syntax:  enter
Syntax:  leave
 
In rooms either 'somewhere' exits or exits responding only to keywords,
you can simply type 'enter' or 'leave' to pass through that exit.
 
The most common use of this is with portals cast by mages.  To use the
portal, simply type 'enter' on either side of it and you will pass
through to the other side.
 
~

1 1202721055 ENTER_WILD LEAVE_WILD~
&dGetting in and out of the Wilderness
--------------------------------------
When you are at a location where the room name reads, &RWilderness Access Point&d
you may continue in that direction and will leave or enter the wilderness.  All
access points are notated by a yellow &Y@&d symbol on the map.  The white &W@&d 
symbol is also an access point, but to a city.

The command to use is &WEXPLORE&d

See also help: &WWILD, ANSIMAP, WHY_WILDERNESS, WILDERNESS_LEGEND, WILD_MOBS
~

1 1122239142 EQDAMAGE~
While in combat, you may notice that your equipment is taking damage.  For
example, you may see "Your lifebane gets damaged."  Each time this happens,
the AC of the item is damaged by one.  If the AC on an item is 5, after it
is damaged more than five times it will be destroyed or scraped.
 
If you wish to preserve the equipment, you must repair it by taking it to
the town blacksmith. (NOTE:  Not all equipment is repairable)  You may also
notice that while fighting a creature which attacks you with acid breath or
another acid attack, your equipment gets "etched and pitted."  When this
occurs the AC on that item is damaged by one permanently.  You cannot
repair the damage done by "pitting and etching."
~

1 1122239142 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

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

1 1448679447 'ETHEREAL ATTACK'~
&cSyntax: Ethereal

This attack is done by focusing the ethereal energies into their strikes.

See also 'Ward of Ethereal'
~

1 1448680348 'ETHEREAL BODY'~
&cSyntax N/A

This skill is automatic and provides Ethereal energies that grant defense to the user.  
Additonally while in ethereal form the users can pass through doors as if 
they are not there. 

~

101 1252584290 'ETHEREAL FIST'~
&cSyntax: &Ccast 'ethereal fist' <victim>

&cEthereal Fist is an odylic enchantment in which the casting Mage
conjures from the ether about himself a solid manifestation of a
cubical volume of ether.  As if this weren't great fun in and of
itself, the final syllables of the spell cause the fist to 
repeatedly and mercilessly pound into a victim of the caster's choice.
  
Fun to cast in a room by yourself, and always a hit at parties,
'Ethereal Fist' is a low-level Mage's best friend.&D
~

101 1252584365 'ETHEREAL FUNNEL' ETHEREAL FUNNEL~
&cSyntax: &Cc 'ethereal funnel' <victim>

&cThis spell increases the damage done to the victim by energy attacks.&D
~

1 1122239142 'ETHEREAL SHIELD'~
This spell decreases the amount of damage taken from energy attacks.
~

1 1215258188 'EVAC CRESCENDO' 'evac'~
&c
Syntax: Play evac

This is an ancient melody, lost in the eons of time and only recently uncovered.
When sang properly by a bard, this song has the ability to teleport the bard
and group members back to their respective homelands.

See also help &WPLAY
~

1 1122239142 EVASIVE~
Syntax: style evasive
 
This style of fighting focuses on the art of dodging and parrying blows.
Less damage will be taken by a fighter using this style, but the damage
a fighter does in battle is also reduced due to the concentration needed
for evading an enemy.
 
 
See also: style, defensive, standard, aggressive, berserk
~

1 1227539565 EXAMINE LOOK~
Syntax: look
Syntax: look    <object>
Syntax: look    <character>
Syntax: look    <direction>
Syntax: look    <keyword>
Syntax: look at <object>
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'.
~

1 1122416537 EXCHANGE~
Syntax: exchange <amount> <cointype> <cointype>
 
Current Exchange Rate:

&YOne Gold Coin    = 10 Silver Coins
&WOne Silver Coin  = 10 Bronze Coins
&OOne Bronze Coin  = 10 Copper Coins
&w 
This command may be used in banks and shops.
 
Note: The exchange command will now return change to you if
      you gave to much.
~

101 1215917122 EXFLAGS~
The redit exflags <dir> [flag] ... command accepts the following flags:
 
ISDOOR        | There is a door in that direction
CLOSED        | The door is closed
LOCKED        | The door is locked
SECRET        | The door is a secret door
PICKPROOF     | Door is pickproof
FLY           | Must be able to fly to go that way
CLIMB         | Must be able to climb to go that way
DIG           | Passage is blocked and must be dug out
NOPASSDOOR    | Door is resistant to the passdoor spell
HIDDEN        | Door is not "obvious" -- doesn't appear with autoexits
CAN_CLIMB     | Can use the climb command to go this way
CAN_ENTER     | Can use the enter command to go this way
CAN_LEAVE     | Can use the leave command to go this way
AUTO          | Keyword can be typed to go this way
SEARCHABLE    | Searching in this direction can remove the SECRET flag
BASHED        | Denotes a door that has succesfully been bashed open
BASHPROOF     | Cannot bash the door
NOMOB         | Mobs may not pass through this exit
WINDOW        | Points to a destination, but does not allow direct access to it
CAN_LOOK      | Allows a person to view the destination room for a WINDOW exit
PUSHTYPE      | Players will be pushed or pulled by a type of force.
PUSH          | Players will be pushed or pulled with a degree of force.
AUTOFULL      | Keyword can be typed to go this way, but must by typed IN
  FULL (ie used for things like 'swing vine' or 'drop down')

See also: HELP NEWDIGFLAG
~

101 1157094329 EXITMAKING~
The 'redit exit' command is used to create, modify and remove exits in a room.
Currently there can only be one exit in a certain direction.
The syntax of the 'redit exit' command is as follows:
redit exit <direction> [vnum] [exit-type] [key] [keyword(s)]
direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ?
vnum     : the room number in which the exit leads to.
exit-type: a number detailing the exit -- has a door, open/closed/locked etc.
key      : a number corresponding to a key object which can unlock the door.
keywords : keywords used to refer to the door, (or exit).

If only 'redit exit <direction>' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords.  All other fields are
required previous to the field desired.

Examples:
redit exit n 3001           - Creates an exit north to room 3001
redit exit n 3001 3 gate    - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n                - Removes the north exit

See also help exflags, and doordirs
~

1 1122239142 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).
~

1 1157901270 EXPERIENCE EXP~
&RThis helpfile was designed, and has been amended several times, by Volk to
explain how experiences here works. Please refrain from yelling out 'help!
i've got an xp bug!!1one lolz' because it's rather annoying when i'm knee-
deep in 15 other, more immensely important, projects for the mud.
&W
You can gain experience to level your character through just about everything - from
adepting skills and spells, to completing quests, to simply hacking and slashing through
mobs. Priests gain experience from healing. Mages from casting. Fighters gain more
experience in battle than other classes, but also lose more for fleeing/dying.
Scouts gain a small amount of experience for exploring new areas.

This helpfile will explain to you how you gain experience from mobs, and why there's no
such thing as an 'experience bug'. Firstly, if the mob you're fighting is within 10 levels
of your own level, you'll gain experience for every hit you land on the mob. The stronger
the mob and the more amount of damage you do to it, the more experience you'll gain (note -
fighters get a bit extra).&z
xp_gain = (( ch->fighting->xp * dam ) / (victim->max_hit)) * (victim->level / ch->level)
&W
Secondly, once you've actually KILLED the mob, you'll gain another payload of experience. This
takes into account several factors, those being:

Your level versus the level of the mobile. To gain any experience at all, you must be within
20 levels. If the mob is higher level than you, you'll gain more experience. Lower level, you'll
gain less. This has been SERIOUSLY revamped to ensure that there's a decent range to match our
100 level system.

The mobile's 'worth' of experience. This is calculated by the mob's level, it's maximum hp, armor
class, hitroll and damroll (plus any dice involved) and randomised.

How many times you've killed the mob. See 'HELP KHISTORY'.

And finally, any extra flags the mob has to make it stronger/weaker, such as: being aggressive
(attacks on sight), having shockshield/fireshield, any resistances or immunities the mob has etc.
&zxp_gain = (get_exp_worth(victim) * URANGE(0,(victim->level - gchlev)+21, 10))/10

&GIn addition to all of this, it actually MAKES SENSE to have large groups here. If you would
normally get 100k from killing a mob solo, with 2 players you would both get about 75k each. With
3 players (killing the mob 3 times quicker), you would all gain about 62k each. MORE EXPERIENCE
WITH MORE MEMBERS!

&RIf you are still having problems, experience is now a gameplay issue. It is not related to
anything that can be 'fixed' in the code. If you are not having luck levelling in one area,
it is recommended that you simply try another area. Please keep your anger in check, and know
that we are churning out areas as fast as we can - these things take time, but we are working
hard to make this a better place for all of us.
&c
See also help &WDEXP TEXP GMB GROUP COMPANION
~

1 1122239142 EXPIRE~
At anytime if you are stunned at hp -1 or below you may choose to expire.
 
Simply type : expire
 
This will make you die immediately rather then having to wait to -10.
 
~

1 1234129516 EXPLORE~
&YSyntax: explore&D

This command allows one to explore Wilderness Access Points, where you see an
explore exit.
~

1 1187721291 EXPRATIO~
&c
Syntax : &Cexpratio % % %&c

This command is for multiclassed characters. Using this command you
may divide your experience and decide how much is granted to
which class.  The numbers MUST add up to 100%.  You can level classes
up at different times.

You can level any one class 8 levels higher then the lowest class.
Your overall level is equal to your class levels divided by the number
of classes you have.

See also help &W'MULTICLASS RACE' MULTICLASS CLASSES RACES
~

1 1122239142 EXPURGATION~
Syntax:  c expurgation
 
This spell was granted by the Gods, when it was discovered that many of 
their devout Paladins were falling prey to poisons. This spell will cure
the poison, but if the Paladin's state of mind has been affected..it will
still require rest.
~

1 1235751537 'EXTRADIMENSIONAL PORTAL' 'EXTRADIMENSIONAL'~
&c
The Great Wizard Thanatos, after creating his fabled WarMagicks,
found himself snubbed and abused in and about The Realms for his
researches.  Much time would pass before mages and other classes
alike would learn the true power of these spells.
 
In the interim, disguised as an assassin, Thanatos became interested
in a more minor problem: that of carrying off the loot he gained
from all those he slew with Quantum Spike.  Realising that such a
formula would be easily grasped by his class, he thought to extend
it freely.
 
As a final touch to the spell, he thought he would spite those of
other classes by inbuing into these containers a quality which made
them unobtainable by the other classes.

&YNOTE: STAFF will no longer help players retrieve their portals from
their corpses due to over-weight issues.  If you cannot manage your
portals, expect to lose them.
~

-1 1285043842 EXTREME~
&cSyntax Extreme Yes

This command puts an extreme flag on a player that is permanent.
Do not make this decision lightly.  Once on, you are in &G6D EXTREME&c
difficulty mode.  Mobs hit you &CMUCH&c harder!  You lose &CA LOT&c more
experience from fleeing and dying.  However, you &CGAIN 5 glory per
level&c you attain, and &CGOLD&C currency drops from mobs.
&c
EXTREME settings does not effect player vs. player damage.  Are you
Extreme enough for 6D EXTREME? You will see who is extreme by the
whois command.  It also states what level you went extreme.
~

1 1122239142 EYE~
EYE
 
Syntax: eye <command>
Commands being:
north, east, west, south, up, down, northeast, southeast, northwest, southwest,
release, look
 
The eye command controls the wizard eye as long as the spell lasts.
~

1 1122239142 FADE~
FADE
 
Syntax: Fade
 
A skill given to the celestial race, that allows them to fade into nothingness.
 
This skill is simular magical power to the invis spell that wizards cast.
Players that are of lower level then you will not be able to see you even with
detect invis cast.

See also help invis, and detect invis
~

1 1122239142 'FAERIE FIRE'~
Syntax: cast 'faerie fire' <victim>

This spell increases (makes worse) the armor class of its victim.  For each
level of the caster, the victim's armor class is increased by two points.
~

1 1122239142 'FAERIE FOG'~
Syntax: cast 'faerie fog'

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

1 1220089027 FARSIGHT~
Syntax c 'farsight' <victim>

Allows the caster to view the location their victim is located at.

~

1 1128936497 FASCINATE~
FASCINATE

Syntax: c 'fascinate' <victim>

This spell creates a glowing symbol in the air that fascinates the 
victim of the enchanter, and also stops all members of the enchanters
party from fighting when cast.  The spell has a very short duration,
but provides enough time for members of the party to run away from
a fight.  It will also make the monster stop hunting the party, as
long as everyone gets away before it wears off.


~

1 1122239142 FATIGUE~
Syntax:  c fatigue <victim>
 
Fatigue renders the victim susceptible to the sleep spell.
~

1 1211962041 FAVOR~
Your favor reflects how much your deity favors you.  It can increase if you
follow the principles of your deity, and decrease if you go against those
wishes.  High favor gives you better chance rolls and weapon bonuses, while
low favor penalizes you.  You also use favor when you supplicate to your
deity for special services.

SEE ALSO: deities, devote, supplicate, favor_levels
~

1 1254451618 FAVOR_LEVELS~
&cThe following lists the favor scale as listed on the &CSCORE&c sheet.
The &WPROMPT&c variable for favor uses the same scale, but with fewer
levels (thus is less accurate):
  
Loved
Cherished
Honored
Praised
Favored
Respected
Liked
Tolerated
Ignored
Shunned
Disliked
Dishonored
Disowned
Abandoned
Despised
Hated
Damned
  
See also: &WHELP FAVOR, DEITIES, SUPPLICATE, DEVOTE, SCORE, PROMPT, PTOKEN&D
~

1 1189653030 FEAR~
Syntax fear victim

This powerful skill is done by delving into the mind of others, and finding
their worst fears.  Then using those fears to cause them to flee from your
presence.  This skill doesn't work unless you are fighting someone.

~

1 1124215134 FEED~
Syntax: feed <victim>

Vampires require copious amounts of blood to function properly, and
often the small puddle remaining after a kill is insufficient to
satiate the Hunger.  Thus, the Vampire will often need to grapple
with a victim in an attempt to feed from the living veins.

Feeding is a skill that can be used during battle or to start a battle.
If the bite succeeds a small amount of damage will be done and a
varying amount of blood will be drawn.
~

1 1128924481 'FEIGN DEATH'~
FEIGN DEATH

Syntax: Feign Death

This is a skill brawlers have mastered that allows them in sense to pretend
to be dead so aggressors will leave them alone.  This skill is very
difficult to pull off, and adepts at 35%.

~

1 1188553694 'FELINE GRACE'~
Syntax: cast 'feline grace'

This spell is rumored to grant abilities upon its user that will
increase their appearance, dexterity and luck.

~

1 1408900697 FELL~
&C
Syntax Fell <lumber>
Syntax Fell list
&c
The fell tradeskill can only be done in forest locations within the
wilderness.  A axe and lumber sled are required for this skill.  The skill
is used for the carpenter profession of making milled items.

See also help &WBLACKSMITH FORGE TRADESKILLS MINE BAKER BAKE MIX TANNER
JEWLER, JEWELRY, MILL, CARPENTER, TAN, DRAW, FIRE, SAIL
~

1 1449604100 'FEROCIOUS STRIKE'~
Syntax: ferocious
This attack allows the beastmaster to channel all his or her force into a devastating blow, doing signifigant damage.
~

1 1200277364 FESTER 'FESTERING WOUND'~
Syntax fester <victim>

This skill draws on the assassins knowledge of poisonous fungus.  The
assassin deftly coats his/her blade with the fungus before attacking.

~

101 1253140434 FILEIO~
&cSyntax: &Cfileio&c

This command shows files that were left open due to code.  This causes memory
leaks and should be addressed.  Submit a bug if you see any files left open.
~

1 1268430646 FILL~
&cSyntax: &Cfill <drinkcon>
&cSyntax: &Cfill <container>
&cSyntax: &Cfill <pipe> <herb>

&CFILL &ccan be used with drink containers, regular containers or pipes.
 - to fill a drink container, go to a fountain and &Cfill <drinkcon>&c
 - to fill a container such as a backpack with items from the ground,
   type &Cfill <container>&c
 - to fill a pipe you must have both the pipe and the herb in your
   inventory, then type &Cfill <pipe> <herb>

See also: &WHELP PIPE, SMOKE, LIGHT, EMPTY, TAMP, CONTAINER&D
~

1 1414842663 'FIND WATER'~
&cSyntax Find

This skill only works if the beastmaster's pet is in the same room.  It also
has to take place outdoors, and not on any roads or cities.

Please report any locations that it should be possible to work at but does not.

~

1 1184912231 'FIND WEAKNESS'~
Once practiced, find weakness is an autoskill. Proper training in this 
skill gives its user the ability to find weak places in his foes armor, 
Thus granting its user greater rates of damage. 
~

1 1122239142 FINDNOTE~
Syntax: findnote <keyword>
 
This command searches through all the notes that you have on you. It
seaches through portals, within portals, within portals, etc. It will
find the note and place it in your hands. The <keyword> must be words
taken from the subject of the note you are trying to find.
~

1 1122239142 FIRE~
&c
Syntax: fire <&Cdirection&c>
Syntax: fire <&Cdirection&c> target
 
This command is for use with bows and arrows. You must have the weapon
type missileweapons, a bow wielded and a quiver or arrows in your inventory.
**This will damage another player and should be used with caution**

See also: &WDRAW RESTRING &cand&W ARCHERY
~

101 1252584423 FIREBALL~
&cSyntax: &Cc fireball <victim>&c

This spell creates a huge fireball that is then sent from the caster to the
victim, resulting in great damage.&D
~

1 1218694555 FIRESTORM~
Syntax c 'firestorm'

This incredibly powerful spell sends a high amount of fire damage
to all within range of the dragon casting it.

~

101 1235085735 FIXCHAR~
&c
Syntax  fixchar <&Ccharacter&c>

Resets a character's saving throws and mentalstate.  Should probably
not be done while the character is equipped.

This will also fix a character's weight they can carry, if for some 
reason they get a bug about it.

Also now will correct their position to standing if for some reason they
are position dead, but didn't die.
~

101 1122239142 FIXED~
Syntax:  fixed <message>
         fixed list
 
This command records your message (250 chars or so max) to a permanent
record file.  All changes made to live areas, made with foldarea, etc.
should have some kind of entry recorded here.
 
Your name and the roomvnum in which you are standing at the time are
automatically recorded when you use the command.
 
If you post a note about the change, please make a fast entry pointing
it out.  (The board in 1215 is best for such notes.)
 
Using 'fixed list' will display the contents of the current fix record.
 
NOTE:  This file supports color tokens, be careful with them.
~

1 1122239142 FLAG FLAGS~
&P(ATTACKER)&W, &P(KILLER) &Wand &P(THIEF) &Wflags are given to players who
violate laws regarding Pkilling and/or Theft. Having one of these flags
will cause Darkhaven mobs to treat you differently. You may be placed before
Judge Kendra and be fined or thrown in jail until an immortal can impose
a sentence upon you. For help on &P(ATTACKER) &Wor &P(KILLER) &Wflags, see
&CHELP ATTACKER &Wor &CHELP KILLER&W. To find out what constitutes illegal
theft, see &YLAWS STORES&W.
~

1 1122239142 FLAILS~
FLAILS are farming tools made of small bars, usually made of wood, that
are chained to a wooden handle, for the primary purpose of threshing and
beating stalks of crops to separate the shell from the seed. However, it
is also a very effective fighting weapon, used by horsemen and infantry
of kingdoms and by others still.
Flails also may be made of other materials, such as metal, to give a
more painful bite, some even barbed or flanged at the ends for this 
purpose.
~

101 1252584466 FLAMESTRIKE~
&cSyntax: &Ccast flamestrike <victim>

&cThis spell inflicts damage on the victim.&D
~

1 1219786866 'FLAMING SHIELD' FLAMING~
Syntax: cast 'flaming shield'



This spell only castable upon the user. This spell surrounds the Red 
dragon with a shield of hot flames, which tend to burn those to hit them 
with attacks. 

PS this is a new skill, expect this helpfile and spell to change in the near future as we tune it.

~

107 1286845163 FLAMING WHIP~
Syntax: flaming whip

With this skill a Balrog gains the ability to summon his flaming whip to aid him in combat.
The whip is embedded with magical abilities and affects.

~

1 1286845369 'FLAMING WHIP'~
Syntax: flaming whip

A skilled Balrog with this skill can summon a magical whip of flames to aid the Balrog in
Battle. The whip is embedded with magical abilities and affects.

~

101 1252584534 FLARE~
&cSyntax: &Ccast flare <victim>

&cAfter imbuing the self with a fireshield, the caster may choose to
control the flame about him/herself and focus it into an offensive
attack, known as a &WFLARE&c.

The fireshield automatically projects &CFLARE&cs during combat to the 
victim, giving the option for spellcasters to focus their concen-
tration elsewhere on other spells.&D
~

1 1122239142 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.

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.
~

101 1252584612 FLETCH~
&cSyntax: &Cc fletch

&cThis ranger specialty will transform a piece of flint into a usable
arrow. The flint must be in the caster's inventory.

Currently, the flint does not exist as an object, vnum 21086 is missing.&D
~

1 1225604728 'FLINT FIRE' 'FIRE' 'FLINT STONE'~
&c
Syntax flint fire

This skill requires the player to have a flint stone in his/her hand.
The player if outdoors can gather wood and fire starting materials and
attempt to start a fire.

Flint stones are available from supply shops in homelands.

See also help &WCOOK SLICE 'CREATE FIRE'
~

1 1122239142 FLIRT~
Syntax: FLIRT <message>
 
FLIRT is a global channel used for... Well, flirting. Keep in mind flirting and
sex are very different things. This is FLIRT, not SEXUAL HARASSMENT.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING&D
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: flirt ,screams.  = [Flirt] Player screams.
EXAMPLE: flirt @shrug     = [Flirt] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

1 1122239142 FLOAT~
Syntax: cast 'float' <character>
 
This spell enables the target character to float.  It is useful in saving
mv (movement points), makes a character float slowly to the ground when
falling from in the air, and allows you to move over water and through the
air.
 
Some water areas require the use of float to prevent damage from drowning.
If you are in an area and your movement suddenly begins to drop, then you
begin losing hps <hitpoints>, you should cast float immediately.
~

101 1252584681 FLURRY~
&cSyntax: &Cflurry

&cThis skill is just the rogue going in close to his enemy to do extra
damage, but sacrificing dodge, parry, and some armor to do so.&D
~

1 1215221526 FLY~
&YSyntax : cast fly <target>
&c
By casting this complicated spell, the target is granted the ability to 
fly, without wings or the like. It might take some adjusting but overall, 
those affected with this ability tend to get along with it pretty fast. 
Flying is a good way to visit places that are otherwise out of reach, to 
prevent an opponent to trip you, or just plaing to not get so tired so 
quickly. 

&RNote: Fly will actually allow you to go over outside barriers such as gates.

&cRelated helpfiles &Wfly-race, land
&D
~

1 1267506084 'FLY HOME'~
&cSyntax: &Cfly home

&cThis skill requires an extended use of the wings skill.

It allows one to fly higher into the air then normal and utilize the wind 
currents to fly home (either their hometown or their &WLAIR&c, if they have one).

If they are not outdoors with access to the sky, they utilize ancient magic, 
to breach the void into time and space and reappear into the skies.

See also: &WHELP LAIR&D
~

1 1215221742 FLY-RACE~
&YSyntax : fly
&YSyntax : land
&c
Some races have the innate ability to fly (for eg a pixie). By using 
&wfly&c they will fly up into the sky, while &wland&c will let them land 
onto the ground. 

Related helpfiles &Wland, fly
&D
~

1 1448680045 FLYBY~
&cSyntax Flyby Victim

A skill that requires flight already.  Once your flying, you reach great speeds
and perform a flyby slamming into the side of the victim.
~

1 1278834061 FOCUS~
&cOnce trained, focus is an autoskill and if used properly with prayer, it 
can heighten a monk's abilities in several important aspects of the game;
like combat, regain rates, etc. A monk can check their current focus level 
through the use of the status command. 

See also: &WHELP STATUS, COMBAT, PRAYER&D
~

103 1122239142 FOLDAREA~
Syntax:  foldarea <area filename>
 
This command saves an area file, usually after modification.
 
&rThis command must be used with extreme care.  If you aren't
exactly and intimately familiar with the changes being made
or what the command does -- don't use it.&w
 
*NOTE* 
Area files have backups that record the file as it was prior to foldarea.
If you folda something and realize there's a mistake, and you've only
folded it once -- don't do anything else.  Post a note or find the Owner.
 
Do not fold changes into non-quest areas that are quest related.  If you
must do this, write a note or ensure it's changed back.
 
Any time an area is folded, document it with the fixed command.
(check 'help fixed')
 
See ASET and INSTALLAREA.
 
~

1 1122239142 FOLLOW~
&c
Syntax:  follow <&Ccharacter&c>
 
'Follow' starts you following another character.  To stop following, type
'follow self'.  You cannot follow those more than ten levels above you.
 
You may follow lower level characters or characters up to ten levels higher.
You must first follow someone before you can join their group.
 
Players may attempt to elude your persuit.  See help elude.

Also see help &WGROUP COMPANION ELUDE
~

103 1122239142 FOR~
Syntax:  for (argument) (command)
Syntax:  for (argument) (command) (target)

For allows an immortal to perform a command at or even on a large
number of targets.  The arguments include:  all, mobs, gods.

Example:  for gods gl, you will 'glance' in the room of every god
who is online (include link-dead)
You can also perform an action on the argument target.

Example:  for mobs poke #, you will perform the 'poke' social on
every mob in the game.

'For' does not override private flags.
~

1 1252785031 FORBIDDEN~
&Y               FORBIDDEN CITY MAP&D

&z     (&RL&z )           (  )      (&PT&z )
&Y      ::             ::        ::
&z     (  )-(  )-(  )-(  )-(  )-(  )
&Y                     ::
&z                    (  )         &CMap Legend&D
&Y                     ::
&z                    (  )          &PT&C Teacher
&Y                     ::           &GH&C Healer
&z          (&pT&z ) (&CH&z ) (  )          &YB&C Banker
&Y           ::   ::   ::           &WA&C Armor shop
&z     (&WA&z )-(  )-(  )-(  )-(&RL&z )     &cG&C General Supplies
&Y           ::        ::           &BM&C Mystical shop
     &z(&cG &z)-(  ) (&YB&z )-(  )-(&WP&z )     &OW &CWeapon shop
&Y           ::        ::           &RL&C Lower Landings
&z     (&BM&z )-(  )-(&OR&z ) (  )          &pT&C Tavern
&Y           ::        ::           &CH Herb shop
     &z(&OW &z)-(  )-(&gS &z) (  )          &BU &CUndertaker
&Y           ::        ::           &OR&C Resize shop
     &z(  )-(  )-(  )-(  )          &gS &CBlacksmith
      &Y::             ::           &WP &CPawn Shop&z
&z     (&GH&z )-(&bU&z )      (&RL&z )

&c  For quick directions type &WWHEREIS <DESTINATION>  &D
~

101 1122239142 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character or mob to execute a command.

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
 
Force is restricted to mob use only until level 57.
  *Note.. NEVER force a mob to drop eq and give to a player..lest God
   smite thee down in your very tracks.
~

102 1122239142 FORCECLOSE~
Syntax: forceclose <descriptor>

This command will force a certain descriptor to close.
This is useful to disconnect connections that aren't really connected
due to a poor TCP connection.

It can also be used to forceclose a connection before a potential
problem player can even get to the authorization state of connection.

See USERS, CONSTATES and DISCONNECT.
~

1 1252790699 FORFEIT~
&cSyntax: &CForfeit&c

Should you decide you want to bow out of a an arena event you can
forfeit the event.

See also: &WHELP ARENA, FREEZE TAG, DRAGON TEASE, AGLANCE, CHALLENGE, ACCEPT, 
DECLINE, RATINGS&D
~

1 1221949212 FORGE~
&c
Syntax: forge <&Cmaterial&c> into <&Citem&c> <&Clevel&c>
Syntax: forge list
Syntax: forge fire

This tradeskill allows players to forge their own metal equipment.
It is used in conjunction with mine skill.  The player must find
mining locations in wilderness to mine from, then they can return
to a tradeskills building where they can forge.

The player must use coal to fire the forge before they can attempt
to forge any items.

See also help &WMINE BLACKSMITH TRADESKILLS GATHER BAKE BAKER MIX
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER HUNT TAN
~

103 1122239142 FORMPASS~
Syntax: formpass <password> <character name>
 
This is an online high level immortal command for displaying what the
encrypted value of a certain password is using the character name as
the salt.
 
This is only to be used if you have access to the PFiles directly. To
change a password online, loadup the character, and mset the password
directly.
~

1 1250457794 FORTIFY~
&c
Syntax Fortify <&Cfield&c> 

Field being one of:
pitch arrows catapults guards archers warriors
costs - displays costs to purchase

This command may be done by any citizen of a city.
With it you are purchasing fortifications for your city from the city
bank account.

The bank account is not endless and you must constantly replenish it with
taxes, or contributions.

See also help &WSIEGE TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE REVOKE CITIZENSHIP CITYRECALL
~

1 1277538093 FORTIFY_SPELL~
&cSyntax: &Ccast fortify
&c
The healer of a group of adventurers can use his high favor of his
God to heal the wounds of his group at any required moment.&D
~

1 1213435717 'FORUM' 'FORUMS'~
&CSyntax forum <num> will list all the topics for that forum.
Syntax forum topic <num>' will list all the posts for that topic.
Syntax forum post <num>' will display the post.
&Y
6Dragons Forum
&c
Category: Players
Num Forum Name                          Topic Posts Poster     Last Post Time
=== =================================== ===== ===== ========== ===============&C
  2 Game Announcements                  [ 15] [ 31] Vladaar     05/17/08 11:04P
  4 Introductions                       [ 10] [ 41] Samael      05/21/08 05:50P
  5 Tavern of the Yellow-Bellied Dragon [ 19] [ 86] Samael      06/13/08 06:55A
  6 Bugs, Ideas, and Typos              [ 47] [293] Vladaar     06/14/08 03:40A
  7 Class/Race Balance of Power         [  5] [ 40] Vladaar     06/11/08 11:01P
  8 Hints and Game Spoilers             [  4] [ 21] Ashenshugar 06/08/08 12:08P
  9 Story Events                        [  5] [ 11] Ashenshugar 03/20/08 03:10P
 14 Game Client Scripts/Plug-ins        [  3] [ 10] Ashenshugar 06/12/08 05:01A

~

1 1451746983 'FORWARD CHARGE'~
&cSyntax forward <victim>

This skill requires the use of a shield.  With shield in hand the warrior smacks the victim
this causes damage and increases the hate level towards the warrior.
~

101 1122239142 FQUIT~
Syntax: fquit <character>
 
FQUIT forces a level one player to quit.
 
It is used in case you accidently authorize a bad name.
 
Please be sure to send a tell to the player explaining why you are
forcing them to quit before using FQUIT.
 
~

1 1128929264 FREEZE~
&c
FREEZE

Syntax: C 'Freeze' <&Cvictim&c>

This spell encases the casters enemy in a shell of ice.

~

1 1252789252 FREEZETAG FTAG TAG REDBLUE~
&cFreeze tag is a popular game, it can take place with up to 2 friends or
a thousand.  The teams are divided into 2 groups, &RRED&c and &CBLUE&c.  They are
then transported to the frozen &WARCTIC ARENA&c.  Once there, the object is 
to freeze the entire other team, by tagging them.  

You may start a freeze tag game with 2 or more players by typing &WFTAG START&c.

This game is accomplished by typing &CTAG <player name>&c.  Once frozen, they cannot 
move or tag others.  However, if another member of their team tags them, they are 
unfrozen and can move again.  Use of triggers is prohibited.

&CRED&c/&CBLUE&c are channels used while playing freeze tag to communicate with your 
fellow team mates.  You may use the channels to direct your team, or ask for
help from your team.

Example:
&CBLUE&W Telara: Are you cheating?&c
&RRed &WVladaar: No I'm not using my goto command to tag you, you're just slow.
&c
See also: &WHELP ARENA, DRAGON TEASE, AGLANCE, CHALLENGE, ACCEPT, DECLINE,
FORFEIT, RATINGS&D
~

1 1128929264 FRENZY~
FRENZY

Syntax: Frenzy <victim>

The fierce desire to kill is realized as the predator enters a frenzied
state of rapid blows.

~

1 1412991438 'FRIGID TOUCH'~
&cSyntax Frigid &Cvictim&c

This calls on the frozen core of the shadowknight sending a blast of cold through
the hands of the shadowknight.

See also help &W'FROST TOUCH', 'CHILLED TOUCH', 'ICY TOUCH'
~

1 1378137273 FRONT 'FRONT HOOVES'~
&cSyntax front <victim>

This skill requires excellent horsemanship training, as the rider actually causes the
steed to rear up and strike their intended victims with their hooves.

~

1 1412991438 'FROST TOUCH'~
&cSyntax Frost &Cvictim&c

This calls on the frozen core of the shadowknight sending a blast of cold through
the hands of the shadowknight.

See also help &W'CHILLED TOUCH', 'ICY TOUCH', 'FRIGID TOUCH'
~

101 1234129659 FSHOW FCLEAR~
&YSyntax: fshow <topic>
Syntax: fclear <topic>
&D
topics are: plevel, bugs, ideas, typos, auth, last, and sys_bugs

plevel displays the last 89 player level ups.  It shows the player
name, level they gained, their mud age at the time, and their race
and class.

bugs displays the bug reports submitted by using the bugs command.
shows room vnum of user, name, date, and message detailing the bug.

ideas displays the idea reports submitted using the ideas command.
shows room vnum of user, name, and the message deatailing the idea.

typos displays the typo reports submitted using the typos command.
shows room vnum of user, name, and the details of the typo.

last displays all the logins, logoffs, and link-deads that have
occured since the last reboot, copyover, startup.
~

101 1234129818 FTICK~
&YSyntax: Syntax: ftick weather|char|obj|area|quest|mob|violence|aggr|olc|auction|all&D

Basically, this allows one to force the tic.  If you do ftick all, you will synchronize
all the ticks available.  Otherwise doing just one of these will force the tick for
whichever field you want.
~

1 1453699892 FUMES~
&cSyntax:  &Cfumes

&cThis skill allows the red dragon to blow forth noxious burning fumes into an area.
The fumes will literally cause their victims' skin to blister, causing an effect that
continues to deal damage over time to the victim.

The initial damage from the fumes is only minor (1) but the blistering will continue
depending on the level of the red dragon. Also, the fumes won't damage grouped
players or NPC familiars.
~

101 1122239142 FURNITURE 'FURNITURE VALUES'~
It is now possible to sit/sleep/rest/stand on furniture.
 
Here is how all of this works.
 
value0 - Max Number of people on obj (default 1)
value1 - Max weight an object can take before breaking (default 750)
value2 - sit/sleep/rest/stand on furniture (more below)
value3 - Percent of health/move is gained by furniture (100 is times 1)
value4 - Percent of mana is gained by furniture (100 is times 1)
         **Default is if the value is 0 and default for v3 and v4 is 100**
As for value2, it uses bitvictors, and here are their numbers
 
SIT ON -    1        SIT IN -    2        SIT AT -    4
STAND ON -  8        STAND IN -  16       STAND AT -  32
SLEEP ON -  64       SLEEP IN -  128      SLEEP AT -  256
REST ON -   512      REST IN -   1024     REST AT -   2048
 
Furniture is set using the v2 setting and through adding the
values to make it work.  Say you want SIT ON and STAND IN, you
would add 1 and 16 and get 17.
 
A quick note, you can only be on in at an object.  If you
set all 3 of them to lets say Sit, when type type sit
object, they will sit at the object.  So only select one.
 
Furniture Code 1.01 provided by Xerves of Rafermand.
~

1 1240077542 FURY~
&YSyntax: fury
&c
Once invoked this skill sends its user into an intense rage,
which gives them an edge over most foes in combat. Use &wcalm&c
to bring yourself out of the rage. It is a well known fact
that this "rage" will tarnish your ability to regain your
energy. The rage may allow you to sudden bursts of attacking
speed, which increases your chances of landing your second through
eighth attacks.

Related helpfiles: &Wcalm&D
~

1 1122239142 'GALVANIC WHIP'~
The spell 'Galvanic Whip' allows the casting Mage to form in the air
a highly charged rope of air that automatically lashes out at his
opponents in combat.  The Whip may be called once per combat round.
 
~

1 1280271317 'GAMBLERS LUCK'~
&cSyntax: &Ccast 'gamblers luck' <target>

&cThis spell increases the luck of the target.&D
~

102 1122239142 GARGOYLE~
.
Most Gargoyle's appearence so closely resemble that of stone that if they
hold still, most can not tell the difference between a living Gargoyle and a
stone replica. Although they can fly, thier short stalky bodies limit thier
flight to short distances.
~

1 1214665150 'GAS BREATH'~
&YSyntax : cast 'gas breath'
&c
This is a powerful attack, where a blast of gas is unleashed in the room, 
attacking any foe in range. 
&D
~

1 1214737492 GATE~
&YSyntax : gate
&c
This spell will create a gate towards the underworld, through which a 
single high demon such as a guardian vampire might escape into the world. 
These are only after one thing : the destruction of all that breaths. 
&D
~

1 1221949637 GATHER~
&c
Syntax: Gather <&Cingredient&c>
Syntax: Gather list

The gather tradeskill can only be done in all locations within the
wilderness.  Gathering ingredients is important to the baker profession.

See also help &WBLACKSMITH FORGE TRADESKILLS MINE BAKER BAKE MIX
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER HUNT TAN
~

1 1122239142 GAUGE~
Syntax: Gauge <victim>

This is a sensing of vampiric status that only vampires can detect.
It involves noticing intricate age lines that are invisible to mortal eyes.
This skill also will detect the general combat ability of a victim.
~

101 1122239142 GDB~
gdb can be run from the src directory.
 
Syntax : gdb 6dragons core
 
bt - will perform a backtrace showing the problems.
0 is the line it crashed on.
 
Using the commands up and down will show different lines in the
back trace.
 
list: will list code lines of the number your on.

info locals: will give a break down of what you have.

break: This command will set a breakpoint on the specified line, and 
optionally the specified file. (ie: break comm.c:150) A breakpoint is 
a spot where the program will stop executing so that you can 
examine the variables at that point.

print: This command will allow you to examine variables. It accepts 
typecasts just like in your C code, as well as pointer defererencing. 
You can type "print ch->name" to see the name of a character 
in a function, "print *ch" to dump the entire char_data structure 
pointed to by "ch", etc. This is one the most important and most 
powerful commands. 

See also help code_memory1, code_memory2, grep, and valgrind, splint, svn,
gdb_pid char_to_room cppcheck, clang

~

108 1122239142 GDB_PID~
Bexar says 'do you know how to examine the process with gdb?  gdb ../6dragons PID'

Bexar says 'for example'

Bexar says 'vladaar  14838  0.2  1.6 23412 17216 ?       SN   13:27   0:08 6dragons 4001 copyover 6 3 -1'

Bexar says 'gdb ../6dragons 14838'

Bexar says '14838 is the PID of the current process'

Bexar says 'when you try that out.'

Bexar says 'there are a few useful things you need to know'

Bexar says 'break functionname'

Bexar says 'it will create a breakpoint at that function.'

Bexar says 'continue'

Bexar says 'that will execute the game as normal'
Bexar says 'then you will do that function and it will stop at the breakpoint which you have created..'

Bexar says 'for example'

Bexar says 'break do_vault'

Bexar says 'it will put a breakpoint at do_vault'
Bexar says 'then you will do this'

Bexar says 'vault put thing'

Bexar says 'it will stop at do_vault'
Bexar says 'there are 2 ways to step into the codes.'

Bexar says 'next and step'

Bexar says 'next - continue to next line.'

Bexar says 'step - try to step into that line.. ie. if there's fwrite_obj on that line, it will go into that 
fwrite_obj function'

Bexar says 'then you can do the usual things.. like print things to examine what values they are.'

Bexar says 'the problem.. it will freeze the game when you are debugging inside the process.'

Bexar says 'so use it in the test port only'

See also help code_memory1, code_memory2, grep, and valgrind, splint, svn,
gdb_pid char_to_room cppcheck, clang

~

102 1122239142 GELATIN~
.
The race of the Gelatins is often one of the most difficult to kill because
thier bodies come with the natural ability to mold around most phsical attacks.
Thier transparent bodies also tend to absorb the spells that often make up the
majority of the spells that make up thier bodies composition.
~

101 1216569463 GEMQUALITY~
Diamond
Corundum - Ruby, Sapphire
Beryl - Emerald, Aquamarine, Bixbite, Goshenite, Heliodor, Morganite

Turqoise, Hematite, Chrysocolla, Tigers-eye, Quartz, Tourmaline, Pyrite,
Sugilite, Malachite, Carnelian, Rose Quartz, Snowflake Obsidian, Moss
Agate, Jasper, Amethyst, Lace Agate, Lapis Lazuli, Jet, Amber, Topaz,
Garnet, Adamantine
~

13 1197772921 GENESIS_ACCOUNTMENU~
&c1)&w Enter the Game!
&c2)&w Create a new character
&c3)&w Import an old character
&c4)&w Change your account password
&R0)&w Quit
&r
NOTE: You can quit or return to the previous menu at any prompt by typing 0
&WPlease select an option:&w 
~

-1 1224732060 GENESIS_GREETING~
.





Classic 6 Dragon Codebase Credits:
SMAUG 1.4 written by Thoric (Derek Snider) with Altrag, Blodkai, Haus, Narn,
Scryn, Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and Nivek.
MERC 2.1 by Hatchet, Furey, and Kahn. DikuMUD by: Hans Staerfeldt, Katja Nyboe, 
Tom Madsen, Michael Seifert & Sebastian Hammer.  Chronicles by Brad Ensley.














Greetings, Classic 6 Dragons game is a seeing impaired friendly game.
To learn how we support the blind within the game refer to this link 
http://6dragons.tk/bin/blind.html

Enter thy name stranger, or TYPE NEW if you're new to these realms.
All names must be medieval sounding names, you may be asked to change it.
~

13 1197772112 GENESIS_INTROMENU~
&c1)&w Account Login
&c2)&w Create a new account
&c3)&w Email my forgotten password to me!
&c4)&w View game credits
&R0)&w Quit

&WPlease select an option: &w
~

-1 1197776202 GENESIS_NEWACCOUNT~
Keep in mind that for security purposes it makes sense to choose a name 
that nobody else will guess. You can use any combination of numbers and 
letters up to 15 characters. Please refrain from special characters such 
as underscores and asterisks. Immortals will NOT reimburse your account 
for a 'forgotten password' - you can enter or change your email details 
from within the account menu itself, and receive an automatic email if you 
forget. 
~

-1 1197775699 GENESIS_NEWPLAYER~
Pick your name with care! This is a medieval world, and as such all names 
must fit within that context. If your name is not acceptable, a staff 
member will ask you to change it. Please do not feel offended if this 
happens. 
~

103 1122239142 GFIGHTING~
-----------------------------------------------------------
 
     SYNTAX: gfighting
             gfighting <low> <high>
             gfighting <low> <high> mobs
 
DESCRIPTION: The GFIGHTING command does a global search 
             for the fighting targets specified, where 
             <low> <high> indicates the target's level.
 
    EXAMPLE: gfighting 1 5 would display a list of PCs 
             levels one through five that are fighting, 
             who they are fighting and their level, what 
             vnum/room name they are fighting in, and the 
             name of the area they are fighting in. By 
             adding the 'mobs' variable, the command 
             would display the same information for mobs 
             of the levels specified.
 
-----------------------------------------------------------
~

102 1122239142 GHOST~
.
Ghosts have often been thought of nothing more then a character used in scary
stories passed throughout the ages. Some however believe ghosts to be a true
creature brought forth by the restless soul of any who have died a unjust or
agonizing death.
~

1 1214737676 'GIANT STRENGTH'~
&YSyntax : cast 'giant strength' <target>
&c
An angel can grant their target a boost of strength for a certain period of time. 

Related helpfiles &Wstrength

&z
"O! it is excellent, to have a giant's strength
but it is tyrannous to use it like a giant."
             -- Shakespeare, 'Measure for Measure'
&D
~

13 1122239142 GITH~
The Gith are a race descended from humans.  Once long ago, they were a
peaceful civilization of humans that were captured by mind flayers and
tormented for centuries.  Eventually, a savior named Gith led them to
freedom, yet their bodies had been flayed by the mental powers of the
illithids.  The Gith found themselves, stronger, quicker, luckier and
smarter than average humans, yet they had lost much of their faith,
wisdom, stamina and charisma.
 
They had yellowed skin and were very long of limb.  Sunken eyes peered
from yellowed sockets, now strangely capable of naturally detecting
invisible things.  The Gith race has split into three distinct groups
recently.  The good, the Githzerai, the selfish neutral, the Pirates
of Gith, and the evil, the Githyanki.
 
Gith gain experience on a scale of normal rate * 1.06.
~

1 1243164479 GLACIAL ARMOR 'GLACIAL ARMOR'~
&c
Glacial Armor

Is an automatic skill of the blue dragon.  It is only natural that the
dragon that is attuned to water, and ice, begins to build up a glacial
ice like armor around his/her body.

~

1 1122239142 GLANCE~
syntax:  glance
syntax:  glance <victim>
 
Glance alone shows you only the contents of the room you are in,
eliminating the description.  Glance <victim> shows only the health
condition, eliminating their description and equipment from your
screen.
 
Glance may be abbreviated as 'gl'.
~

1 1234681593 GLORY~
&CGlory is given as a reward for the following things: &Wbugs/typos/ideas&C
reported that were used, Involvement in &WGame Events&C, &WRole Playing&C and 
&Wwriting reviews&C for the game.  Help &WCONTRIBUTE &Cis a great way to earn 
glory.  Not only can you earn glory for yourself, but also help promote 
the mud.  Word of mouth is the best form of advertising.

You may use the &WGLORY &Ccommand to add effects to objects.  Objects can
hold only the amount of glory points that their level allows.  You can 
see how much glory an object can hold, or has by typing &WGLORY STAT <&Yobject&W>
&CPlayers are only allowed to wear one glory object at a time, until they 
reach &WAVATAR &Clevel, ie. level 100.  Then they may wear two glory objects at 
the same time.

You can also use glory to affect permanent stats on yourself.  Such as one
of the following: hp, mana, str, int, wis, con, dex, cha.  These stats will
be listed with the &WGLORY COSTS &Ccommand.  The &WGLORY COSTS &Ccommand will also
show you how much glory it costs to add an effect to an object, or add a 
permanent effect to yourself.

See also &WHELP CONTRIBUTE&C, &WGLORYAFFECTS&C, &WVOTE&C, &WREMINDER&C, &WDONATE&C, &WGMB
~

101 1122239142 'GLORY RULES'~
You can use qpset to give glory to players.
  
I just want to be clear though, that we shouldn't be giving glory away like
candy, it is something that must be earned.  Trivia sessions where players 
google all the answers shouldn't give much at all in glory.  Maybe 5 for the
winner of the entire session, and 1 for participants.

Other events like quests, and contests of sorts, sure 10 to 15 points for the 
winner is fine.  Glory is something players should be proud of.  Not everyone
can get.  You will notice players can really make themselves better then average
player from doing it too, so please don't give it out recklessly.

Qpset command is logged, not by any means trying to scare anyone away from 
using it, just be responsible about it.

See also help &WQPSET, CONTRIBUTE, VOTE, GLORY, GLORY_AFFECTS, DONATE, REMINDER, GMB
~

1 1243539452 GLORYAFFECTS~
&c
Glory can be used on objects in the game to add effects to the objects.  Each
object will be able to only hold so much glory.  Players can only hold 1 object
of glory at a time until they reach avatar then they can hold 2.

For example if your object could hold 200 glory, and you had 200 glory to use.
Mana costs 2 glory per mana adjustment to an object.  You could make that object
affected by 100 mana.

Typing &WGLORY STAT <&Cobject name&W>&c will tell you how much glory an object can hold.

Flags:&C metal, bless, glow, hum, loyal&c
Flags on an object make them less susceptible to being damaged, the more the flag
costs the better protection the object has.

The &CLOYAL&c flag also protects the wielder from being disarmed by other players.
Although the protection from being damaged is the lowest protection.&c

Note: Items affected by glory will receive ownership of the person who added the glory.
This means, you cannot trade items between characters.

See also &WHELP GLORY, CONTRIBUTE, VOTE, REMINDER, DONATE, HP
~

1 1268705887 GMB~
&cGMB or Global Modifier Bonus

The GMB setting = number of players times GMB percent. 
The GMB percent is usually 10 percent, but can be higher at times.

What does that mean?  

It means for every player that is logged on at the same time you gain 
&W10 &cadditional percent to your experience gains.  There is a cap of &W300 
&cpossible percent.  Thus you could gain &WTRIPLE EXP &cwhen there are &W20&c 
players logged in the game at the same time.  GMB only counts players that are 
at least over level &W5&c.

See also: &WHELP EXPERIENCE, DEXP, TEXP
~

101 1211102112 GMON~
gprof 6dragons gmon.out > gmon.print

This command will print out the results of profile from gmon.out
~

1 1250271162 GMUD~
&c
Directions to implement MSP (Mud Sound Protocol) on GMUD.

1. Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Battle-sounds-477/
http://www.smaugmuds.org/files/6D-Communication-sounds-478/
http://www.smaugmuds.org/files/6D-Music-sounds-476/
http://www.smaugmuds.org/files/6D-Tradeskills-sounds-479/
All 4 in one included in sound.zip
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

2. Untar the sounds to a sound directory in programs/GMUD directory.
3. GMUD requires sounds be done by triggers.  As of yet, no one
has created all the triggers to the sounds and exported a soundfile
for everyone to use.  Thus you will have to make triggers for
any sounds you want to use.

Example: 
Click on triggers
Add trigger
tells you
Then for play sound put sound/tell.wav

See also &WHELP SOUND VIP ZMUD MUSH MUDLET TINTIN
~

-1 1237203644 GNOME GNOMES~
GNOMES

&cGnomes are a quirky demi-human race.  Though not the mightiest of
races, they are well versed in their studies of knowledge, magic
and religions.  Additionally, due to their familiarity with such
lore, they tend to be more resistant to magic energies.  They can, 
though, suffer tremendously from fire.

Gnomes usually focus in the magical or clerical arts, though a few
gnomes have ventured into the arts of physical combat (albeit often 
not very well.). Gnomes are physically weak although mentally
strong.

Gnomes are a short, stocky race, similar to their dwarven cousins.
Most often prefer an evening at home with a magical tome, pipeweed,
a loaf of bread, and a cup of ale over venturing out to battle.

Base stats for gnome before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Gnome       &W12   22     16     12     12      16    12
&c
Gnomes have the inherent abilities &WDETECT MAGIC, INFRARED&c.

Gnomes gain experience at a faster than average rate.

Gnomes can be &WSHAMAN DRUID MAGE WARRIOR CRUSADER MONK BARD
~

1 1122239142 GNOMISH~
Gnomish
 
The language of the gnome race.
~

1 1122239142 GOBLIC~
Goblic
 
The language of the goblin race.
~

-1 1237202590 GOBLIN~
GOBLINS

&cThe Goblin race was created by Tanzean'al, who mutilated tens of thousands of
creatures with his black magic to create the races of Orcs and Goblins.

Goblins are similar to dwarves in body, but have an aptitude for evil.
Goblins have a grayish pigmentation, and pointed ears. Goblins are ugly,
stupid, and clumsy, but fairly healthy.

Goblins follow any directives by Tanzean'al and will go out of their way
to harass, or kill dwarves, elves, or humans.

Base stats for goblin before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Goblin      &W16   14     14     17     10      14    12
&c
Goblins gain experience at a slower than average rate.

Goblins can be &WSHAMAN DRUID MAGE WARRIOR THIEF SHADOWKNIGHT
~

1 1280271317 'GOBLIN CUNNING'~
&cSyntax: &Ccast 'goblin cunning' <target>

&cThis spell increases the intelligence, and mana of the target.&D
~

-1 1252017941 GOLD~
&cThe Gold Dragons are lawful good in nature.
They are the smartest, and wisest of dragons.

Gold Dragons have the strongest magical abilities.

The Gold Dragon will help out the Silver Dragon and other Gold
Dragons in times of need.

The Gold Dragon will associate with humans when necessary,
but still avoid frequent encounters.

The young Gold Dragon's breath starts out as holy, then as they mature it
becomes divine, and ultimately heavenly.

A Gold Dragon focuses primarily on &WINTELLIGENCE&c, and to a lesser extent on
&WWISDOM&c.

See also: &WHELP DRAGON, BLACK, BLUE, SILVER, RED, DRAGON RULES, LAIR, DRAGON EQUIPMENT,
'TREASURE HOARD', INTELLIGENCE, WISDOM
~

1 1448248806 GORGE~
&c Syntax: gorge <victim>

Vampires require copious amounts of blood to function properly, and
often feeding on prey is insufficient to satiate the Hunger.  Thus, 
the Vampire will often need to grapple with a victim in an attempt to 
gorge from the living veins.

Gorging is a skill that can be used during battle or to start a battle.
If the bite succeeds a small amount of damage will be done and a
varying amount of blood will be drawn.
~

101 1122239142 GOTO REGOTO~
Syntax: goto <location>
 Syntax: regoto
 
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, or it can simply
be 'next' to go to the next vnum or 'prev' to go to the previous vnum.

If the location is a vnum, and it does not already exist, and it is within
your room vnum range; it shall be created for your to edit further with
REDIT.

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.

You may also "GOTO pk" to go to the site of the most recent illegal pkill.
 
Tou can use REGOTO to go to the last room you were in before your last goto.
~

1 1122239142 GOUGE~
syntax:  gouge
 
This attack can only be used in combat, and will strike at the eyes of
your opponent, causing damage and temporary blindness.
 
Note that gouge has a reduced chance of hitting if the gouger is not
one of the primary combatants (i.e. is not tanking).
 
See also BLIND, BLINDED
~

1 1189361074 'GRAFT WEAPON'~
Syntax graft weapon

This skill involves using kinetic energy to heat the users's hand molecules
and the molecules of the weapon, and join them as one.  This joining makes the
user more precise in their attacks, with a higher hitroll.

Performing the skill again, the user can remove the graft of the weapon.
~

1 1271026554 GRANITE SKIN 'GRANITE SKIN'~
&cGranite Skin

As the vampire ages it is said their marble-like skin becomes even
harder to form a granite-like skin.  Damage done to vampires by others is 
greatly reduced once they achieve granite skin.  Shield and Sanctuary
affects work only for the living, vampires being dead receive no benefit
from them.

This skill is automatic.

See also: &WHELP MARBLE SKIN&D
~

1 1448744843 GRAPPLE~
&cSyntax Grapple

Allows the monk to use newly learned grappling fighting techniques instead of their
martial arts if they choose to do so.  The Grapple command toggles back and forth
between the two.
~

101 1233952116 GRASP 'GRASP SUSPIRIA'~
&YSyntax: grasp&D

The suspiric grasp is the vampire's most lethal attack, allowing it to 
drain the life of its opponent in larger quantities than nearly any other 
skill or spell in the Realms. The more intelligent the vampire is, the 
more effectively they will perform this loathsome act. Be aware that the 
magical nature of this attack causes it to be affected by the victim's 
saves. 
~

2 1213541143 GRATZ~
&YSyntax : gratz
&c
Gratz is a command that will send out a congratulation on the ooc-channel. 
It contains several variations. It makes no use of a target. 

&D
~

1 1226825079 GRAZE~
&c
Syntax Graze

This command will tell your pet to stay where he/she is at and graze for
food until you call him/her with the beckon command or use the graze 
command again in their presence.

See also help &WBECKON PET PETSAVE ORDER DISMISS DISTRACT GROUP PETDESCRIBE
~

1 1199863153 'GRENDALS STANCE' GRENDAL~
Grendals Stance

This is the true warriors last resort to hold his position.  By doing this
stance the warrior gains additional hitpoints, by sacrificing his/her
movement points.  Thus it's kill, or be killed no running away once this
stance is initiated.

The ancient skill was learned from the legendary warrior Grendal.  Grendal
led a major campaign against dark elves.

~

101 1210656365 GREP~
.
Syntax: grep <name>   - shows all instances of a name.
Syntax: grep DISPOSE * > disposes.dat
 
Will output a file from grep results.


See also help valgrind, code_memory1, code_memory2, gdb, splint, svn
last | grep vladaar
make >& make.out

char_to_room cppcheck, clang

~

1 1270061833 GRIP~
&cSyntax:&C N/A 

&cThis skill is automatic, once practiced. The skill causes you to grip 
your weapon tightly as someone tries to disarm you, making it far more 
difficult to successfully disarm you. This skill will only increase as 
you are engaged in fights where someone is attempting to disarm you. It 
involves a luck, and dexterity to avoid being disarmed. 
~

101 1122239142 GROUNDING~
Syntax:  c grounding
 
Grounding renders the victim resistant to electricity attacks.
This spell may not be used on a target.
~

1 1196863139 GROUP GROUPING~
&c
Syntax:  group <&Ccharacter&c>, &Cgroup all, group, group disband
 &c
'Group <character>' adds someone who is following you into your group, making
them a group member.  Group members share experience from kills, and may use
the GTELL and SPLIT commands.  If anyone in your group is attacked, you will
automatically join the fight.
 
If character is already a member of your group, 'group <character>' again to
remove them from your party.  Removing the character from the group does not
stop them from following you, however.  A character can also leave a group
by using the 'follow self' command, in which case they will both leave your
group and stop following you.
 
'Group' with no argument shows statistics for each character in your group.
 
'Group all' groups all eligible players following you in the room.
 
'Group disband' allows the leader to disband his group (members will stop
following and are ungrouped).
 
You may only group with players within 10 levels of your own.  The only 
exception being you can group pets, and mounts.  Grouping pets and mounts
stops them from being hit by Area effect skills/spells of the group.

Grouping with other players &CTIMES 3 EXPERIENCE PER KILL!&c

See also help &WFOLLOW SPLIT GTELL COMPANION PKILL LAWS
~

1 1129602066 'GROUP MOB'~
GROUP MOB

When you see a mob that has &P[ &RGROUP MOB&P ]&D in its title that means
that the mob is flagged to require 2 or more players to kill it because of
a higher difficulty.  This higher difficulty usually has higher rewards, 
and does give twice as much experience points for the kill.

~

102 1122239142 'GTELL ~
~

1 1122239142 GTELL ; REPLY TELL~
Syntax: gtell <message>
Syntax: tell  <character> <message>
Syntax: reply <message>
Syntax: ; or gtell <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.
 
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 STAFF members. 
~

108 1128395074 GUARDIAN~
~

1 1221084764 'GUEST' 'GUESTS'~
&C
Should you bring a friend/guest to try out the game, you will be awarded
&W5 GLORY&C.  The guest must stay on to at least level 5 to be considered
a serious guest, and for you to be rewarded.

Should a guest that you bring to 6 Dragons level to 50.  You will be
awarded &W100 GLORY&C.

See also help &WCONTRIBUTE, VOTE, GLORY, GLORY_AFFECTS, DONATE, REMINDER, GMB
~

1 1190705979 GUT~
Syntax: gut <victim>

This is a skill a dragon can utilize to damage an opponent by thrusting its talons into their abdomen.
~

104 1122239142 GWHERE~
-----------------------------------------------------------
 
     SYNTAX: gwhere
             gwhere <low> <high>
             gwhere <low> <high> mobs
 
DESCRIPTION: The GWHERE command displays a global location
             list of the targets specified; name of target
             and level, vnum/name of room, and name of area
             are all displayed, where <low><high> indicates
             the level of the players or MOBs. If level
             criterias are note defined, all will be displayed.
 
-----------------------------------------------------------
 
SEE ALSO: GFIGHTING
~

1 1237061936 HALCYON~
I. The Clan History: 

The Neutral Clan was formed during those dark times 
of no magic, where all had to learn to get along and help one another. 
Since they were always scorned for their perpetual believe in 
non-violence, they were forced into secrecy, so that none could harm them 
while they worked to help those they could. It was not an easy task that 
they undertook, for the helped all: Good and Evil. They let no one go 
without the proper care, even those they helped sometimes slayed the ones 
to whom they should owe their lives. It was a sad, pitiful existence, but 
those of the Neutral Clan didn't give it a second thought. To do so would 
mean their struggle of helping all those who come before them would be a 
lie. 

II. The Clan Purpose: 

This clan would see the squabbles and wars between the Alliance and the 
Throng as wasteful, in terms of time and life, as well as destructive to 
the land. They would urge a compromise, and a balance in power between both 
those clans, and races that tend to be natural enemies. 

III. Role Play in the Neutral Clan: 

You can RP any way you wish, but it must be non-violent in nature. This 
clan is about remaining out of the wars and conflicts. You can, however, 
try to facilitate peace between anyone--this is encouraged. You do not side 
with any other Clans, only mediate a peaceful resolution.
~

13 1122239142 HALF-ELF HALFELF HALFELVES~
These beautiful creatures are the result of the mixing of human and Elven
blood.  Though the resulting Half-Elf is not as intelligent as the pure-
blooded Elf, nor as hardy as the full-blooded Human, this mix serves quite
well in a variety of classes which require the standards of both mental
and physical prowess.  Their beautiful almond eyes enable them to discern
objects in the darkness.
 
Not as tall as the pure Elf, they range from five feet six inches to six
feet five inches, with a heavier musculature than their ancestors.
 
~

-1 1237199764 HALFLING HALFLINGS~
HALFLINGS

&cStout, round, open-minded and very elusive, the halfling has a level
of dexterity which is almost equalled by his luck. Many enjoy the thrill of
reading a good book, or telling stories by the fire. Many halflings,
because of this, tend to avoid adventuring, though some rare halflings
choose the path of the Bard, or storyteller. Agile, fortunate, and healthy,
though neither strong nor particularly trustworthy, a halfling makes for a 
curious (though somewhat underpowered) ally.

Halflings have compact bodies and thick, long limbs, and usually have
very hairy feet. Eye color range from blue, brown, green, and any shade
in between.

Base stats for halfling before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Halfling   &W 10   12     12     16     10      25    17

Halflings have the inherent ability to &WDETECT EVIL&c.

Halflings gain experience at a slightly faster than average rate.

Halflings can be &WSHAMAN DRUID MAGE WARRIOR CRUSADER 
THIEF MONK BARD
~

1 1243014018 HALLOWED BLOW 'HALLOWED BLOW'~
&c
Syntax: Hallowed Blow <&Cvictim&c>

This skill calls upon hallowed energy to send a devastating blow to
the crusader's enemy.

~

1 1210729940 HAPPYHOUR HAPPY HOUR~
&Y
Happy hour is a staff toggle command that creates a global affect
over the mud. much like 'double exp'.

For an hour, anybody IN A GROUP will gain triple experience from
kills. They will also have no kill buffer, meaning any mobs killed
will give them the full amount of experience for that mob. On top of
both of these, people who are grouped while happy hour is on will
have their lag from skills and spells HALVED.

Got some chants that take ages to complete? No problem - during happy
hour, find a group and whip out the chant book. Want even more experience
than usual? During happy hour, find a group and get slaughtering. Got a
problem killing things over and over and getting no experience for them?
Grab a group! HAPPY HOUR IS HERE!

Seriously though - it can be toggled by staff. It is also in the code to
randomly appear during the day. Groups are definitely the way to go, so
organise some friends to be online during the next scheduled happy hour.
~

1 1237784719 HARASSMENT~
&cAny unwanted says, tells, emotes or any other actions towards an
individual that does not welcome it is harassment. Refrain from 
continuing to submit someone to any actions that they ask you to stop.

We especially frown upon unwanted comments or actions of a sexual or intimate
nature and/or including explicit content. Harassing a STAFF member may
result in the deletion of your character(s).

Do not reveal the alts of other players.  It is not the right of any individual
to announce that information.  Keep it to yourself.

Do not discuss the punishment of others on public channels.  This is VERY rude and
brings up resentment and conflict.

Complaints of harassment will be taken very seriously!&D
~

1 1405677660 HARDENED SCALES 'hardened scales'~
&cSyntax None

This skill is automatic.  The dragon has reached a age where his or her dragon scales have begun
hardening to their final armored state.  

~

1 1194607061 'HARM TOUCH'~
Syntax Harm victim

This skill calls upon the dark arts to bring harm to the shadowknight's
victims.  It deals high damage to those who are touched by it.

~

1 1128928126 'HARMONIC MELODY'~
HARMONIC MELODY

Syntax: Harmonic Melody

This skill involves the Bard singing a rousing tune.  This tune properly
sung invigors everyone the Bard is grouped with increasing their hitroll,
and damroll for a short period of time.

~

1 1129191343 'HARNESS MANA'~
HARNESS MANA

Syntax: harness <victim>

This skill is first a weak damage attack on the mind of the victim the
caster directs this at, to disguise the stealing of mana from the victim.

~

102 1122239142 HARPY~
.
Harpies are winged creatures who live thier lives in dark caverns in large
packs. In order to survive where food is scarce, they have become exceptionally
good at the art of the ambush and have known to bring down creatures the size
of an Ogre.
~

1 1129949254 'HATE' 'hated' 'MHL' 'MOB HATE LEVEL'~
Mob Hate Level

The Mob Hate Level is or MHL as it appears in your fighting prompt indicates
at what level a mob hates you.  This is useful for when your in a group as
you can determine who the mob will hit.  The mob attacks whoever has the 
highest MHL.  MHL is determined by who is hitting the mob the hardest.  MHL
can also be controlled by some melee classes.  Warriors, Crusaders, Shadowknights,
and Monks have a skill called Taunt.  There are a few other skills out there
that have the same affect.  What the skill does is make the mob hate the user
more then other members in the group.  Thus allowing fighter types of classes
to tank a mob.

~

1 1452038132 'HAWK SPIRIT'~
&cSyntax: hawk

The skill calls upon the spirit of the hawk to enter the subject.  
~

1 1122239142 HEADBUTT~
&cSyntax:  headbutt <victim>
 
Sometimes a attack can cause extra damage with the surprise of a headbutt.  Some
warriors have been known to causually walk up to victims and headbutt them out of the
blue.

~

1 1129611006 HEAL~
HEAL

Syntax: c 'heal' <victim>

This spell sends healing energies into the wounds of the target.
Healing for 50 points.

~

1 1208603194 'HEALING ESSENCE' ESSENCE~
Syntax c healing

This spell generates a constant healing power from within the gold dragon.
Any time they take damage, this healing power radiates it's healing properties
from the dragon.
~

1 1189411210 'HEALING THOUGHTS'~
Syntax healing victim

The user chooses who to send kinetic energy into and heal up wounds with
a concentrated effort of thought.

~

1 1243017157 HEART GRAB 'heart grab'~
&c
Syntax: heart grab <&Cvictim&c>

It is rumored that once a monk masters quivering palm, there is an
additional technique they can employ, called the heart grab.  It 
involves training their fingers to toughen up to the point they
become spear-like.
~

1 1234965572 'HEAVY HANDS' HEAVY~
&c
Syntax heavy

Heavy hands is the price that is paid to a warrior's hands from years of 
training.  The hands of the warrior may not replace a weapon in the 
warrior's hands but they can take a toll on an enemy.

~

101 1122239142 HEDIT~
Syntax: hedit [help topic]
 
This command allows you to edit a help topic.  If the specified help topic
does not exist, it will be created for you. The default help page (summary)
will be selected if you do not specify a page.
 
NOTE - Always, when creating a new help entry, type Help <new entry name> 
       prior to creating your entry. A pre-existing help file associated 
       with that keyword may already exist.
&Y
Colors &wcan now be added to help files using the same command set that changes
a player's prompt. &bMultiple &Ycolor &wcombinations can be set on a given line
including ^bbackground^x colors. However there are a couple of quirks to take 
note of:
&Y
    1) At the very least, the first character of a help file cannot be
       either the symbol '&&' or the symbol '^^'.
    2) Color changes have to be separated by at least one character. ie,
       '&&Y.^^r' will work, '&&Y^^r' will cause problems. 
    3) Color codes are imbedded within text and _do_ count in note buffers
       for line length. ie, watch out for <Long Line Trimmed>.
&w
Colors should be used to &Yenhance &wthe help file, or specific parts of the 
help file. Tact and restraint should be used if considering the use of colors.
 
 
See HSET, PCOLORS.
~

1 1236199816 HEIGHT~
&YHeight
&c
A dragon's height is done randomly per level.  You will gain anywhere from 
6 inches, to 1 foot per level.  This is not dependant upon any other factor 
in the game.  Again, it is completely random when one levels.
~

101 1122239142 HELL UNHELL~
&c
Syntax: hell <&Ccharacter&c> <&Cnumber&c> <&Chours or days&c>
Syntax: unhell <&Ccharacter&c>
 
The hell command sends a character to hell for a given period of time.  It
automatically releases the character when their time has been served.  Upon
being helled, the character receives the message, "The Staff are not
pleased with your actions.  You shall remain in hell for <time period>".
 
Hell takes arguments of either hours or days.  To hell someone for 3 hours,
"hell <character> 3 hours".  To hell someone for one days, "hell <character> 
1 day".  Hell will default to hours if hours or days is not specified.
 
You may not hell someone for more than one days with the hell command.
 
To release a player from hell, simply "unhell <character>".
~

1 1218003431 HELLFIRE~
Syntax: hellfire <victim>

This skill invokes a reign of hellish fire towards its victim causing 
damage, and has been known to at times make the targets sanctuary falter. 

~

-1 1252018809 HELLSPAWN~
&cDemons born in the fires of hell, these spawn are made of Tanzean'al's
hatred and malice for the world and the dragons. These powerful beings
utilize fire and dark powers to inflict their will upon the surrounding
world. Powerful creatures, Hellspawn were set loose upon the world to
wreak destruction and havoc with the might bestowed upon them by their
master. Ultimately these creatures are servants, but they have the power
and capability to achieve any goal set in their path to conquest.  

Hellspawn are physically average, and average in magic.

A Hellspawn focuses primarily on &WSTRENGTH&c.

Hellspawn come from the following races - &WDEMON&c.

See also: &WHELP STRENGTH, DEMON&D
~

2 1122239142 HELP~
You must really need Help!

To find help topics available to you, type hlist . This will give you
a very long list of help files. If you'd like a shortened list, type
hlist a  for help files that begin with the letter a. 
~

104 1211094212 HELP "KILL" "MURDER"~
~

1 1406593457 HELP "MULTIPLAY" "MULTIPLAYING"~
You CAN multiplay!

The game code is designed so you can't attack other players, with your grouped players,
but you can group up and level fighting mobs and exploring the game.

See also help companion
~

104 1182573520 HELP CLASSES~
~

102 1219773413 HELP HOMETOWNS~
Syntax: HELP HOMETOWNS

Your hometown is where your character first starts out. You can train
your skills here, and fight to up your abilities in combat.  You may also
complete quests here to better yourself in the world.

ALL hometown zones are not finished yet.

Current Hometowns:

Paleon City (Human)
Forbidden City (Dragon)

Under Construction:

Renor Wa'q Mir' (Dark Elf_
Unnamed (Dwarf)
Unnamed (Dwarf)
~

101 1122239142 HELPCHECK~
&OSyntax: &Yhelpcheck [ skills | commands | all ]&w

This useful administrative command aids in tracking down missing help
entries. It will run through all the commands and skills and check if
help files exist by their names. The output will be determined by the
arguments that are provided.

Help Check Plus v1.0 by Chris Coulter (aka Gabriel Androctus) 03.09.01.
~

104 1183096779 HEORISM~
With this spell Angel may cast to grant extra bonuses to the
hitroll, damroll, and Armor class of the recipient of the spell. 

This spell gradually gains strength as the caster gains levels.
~

101 1268381189 'HERBS' 'HERB' 'PIPE'~
&cItem Type |value0     |value1     |value2    |value3    |value4 | value5 
----------|-----------|-----------|----------|----------|-------|
herb      |           |charges    |affect    |          |       |reset level  
pipe      |capacity   |           |          |flags **  |       |reset level  

The following numbers represent the effect the herb will have on the player
for whatever the herb value2.
0 - no effect          3 - restore mana
1 - poison             4 - cure light
2 - detect invis       5 - refresh affect

For capacity of the pipe, it must be at least 1!  For charges of the herb, it
must be at least 1!

For flags on the pipe, these are mainly just status flags, no need to set them:
1 - tamped             5 - filthy
2 - lit                6 - going out
3 - hot                7 - burnt 
4 - dirty              8 - full

See also: &WHELP 1.PIPE, SMOKE, LIGHT, FILL, EMPTY, PIPEFLAG&D
~

-1 1283728984 HERO~
&cHero

The hero class is the rebirth from avatar status.  The class is an
extremely hard class to level.  However, it has some of the best
skills/spells from all classes in this one class.

As a hero you will keep whatever tradeskill abilities you had.  Your
quests should be reset, so you can do any over again you want.

Edit by Aurin: Quest resets are still being worked on, however. So,
just contact a STAFF member to reset quests.

See also help &WREMORT TWO-HEADED
~

1 1253918435 HEROISM~
&cSyntax: &Ccast heroism <target>
&c
Angels can place a heroic blessing, either on themselves or onto others. 
This great power grants extra bonuses towards hitroll and damroll, as well 
as, a mentally uplifting side effect, which is also noticed. 

This spell gradually gains strength with the caster's efficiency and 
knowledge of the spell.&D
~

1 1472308015 HEX~
&c
Syntax &CHex <victim>&c

&rThis skill allows the shaman to put an evil eye hex on their victim.

~

101 1253918584 HEZEKIAH HEZEKIAHS 'HEZEKIAHS CURE' HEZEKIAH'S~
&cSyntax:  &Cc 'hezekiahs cure' <target>
         c  hezekiahs       <target>

&cHezekiah was a great Paladin for whom the Gods showed great pleasure.
As a reminder of his greatness, the Gods granted a spell in his honor.
The spell brings about a mild cure to the wounded, with the use of
the Paladin Holy Symbol.&D
~

1 1253918758 HIDE SNEAK VISIBLE~
&cSyntax:  &Chide
&cSyntax:  &Csneak
&cSyntax:  &Cvisible
  
&cIf you successfully hide, creatures cannot see you unless they are affected
by &WDETECT HIDDEN&c.  Player characters can detect you, however.
  
If you successfully sneak, you can move from place to place without being
noticed by other player characters.  If you flee, you will stop sneaking
and will have to &CSNEAK&c again.
  
In order to either hide or sneak successfully, you will have to practice
the appropriate skill.
  
Visible (&CVIS&c) cancels your hiding and sneaking, as well as any &WINVISIBILITY&c,
effectively making you visible again to all.

See also: &WHELP DETECT HIDDEN, VIS, INVISIBILITY&D
~

1 1260659179 'HIGHER MAGIC'~
&cSyntax: &Chigher

&cThis skill is something more powerful wizards learn over time.  They
utilize more mana then what is needed for spells/skill and gain greater
results from it.  Works primarily with damage-dealing spells.
~

102 1122239142 HINT~
Syntax: HINT <message>
 
HINT is a global channel used for giving hints to players when necessary.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.&D

Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: hint ,screams.  = [Hint] Player screams.
EXAMPLE: hint @shrug     = Hint] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

101 1221207452 HINTEDIT~
&cThis command has been reassigned as sethint due to conflict with the Hint Channel.

See: HELP SETHINT
~

1 1253918888 HITALL~
&cSyntax: &Chitall

&CHITALL&c is a fighter's skill that will start a fight by hitting all the
opponents in the room.  For nondeadly characters, the 'opponents' means
mobs, for deadlies it means all the deadly players in the room.

Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.&D
~

1 1122239142 HITROLL HR~
Represents your chances of hitting your opponent.  The higher
the number, the better.
 
~

1 1253919267 HLIST HL~
&cSyntax: &Chlist <low level range> <high level range>
&cSyntax: &Chlist <code/commands/admin/spells/skills/building/general/area/weapons/tongues>

&cThis command will give you a listing of available help files. The list
is in alphabetical order based on the first triggering keyword. While
this command was initially designed as a maintenance tool to help us
track help files, it is also available to players so that they can
capture a listing of the help files available to them. 

Note - You may only view help files that are coded for viewing by your
       level or lower.

Note - The list of help files is quite extensive, and the command does
       not as yet have a way to filter/shorten the list. Screen capture
       is, at present, your only recourse.&D
~

1 1253919323 HOBBIT~
&cThe language of the halfling race.&D
~

1 1253919391 HOLD~
&cSyntax: &Chold <object>
  
&cUsed to hold various things in your hand, similar to &CWEAR&c.

See also: &WHELP REMOVE, WEAR&D
~

1 1253919584 HOLDBREATH~
&cThe latent ability of how long you can hold your breath. Affected by
your race (ie dragons can hold their breath longer than pixies), level
and other factors including constitution.

Used for such things as swimming underwater, and during coming room/gas
attacks.

See also: &WHELP SWIM, WATER&D
~

1 1211033260 HOLIDAYS~
&YSyntax : holidays
&c
This command will tell you what holidays exist in this realm.
&D
~

1 1122239142 'HOLY SANCTITY'~
Syntax:  c 'holy sanctity'
 
This spell casts sanctuary on every member of the cleric's group.
~

1 1122239142 HOMEPAGE~
syntax: homepage <url>
 
example: homepage http://www.idirect.com/test.html
 
If you have a web page somewhere, you can use the homepage
command to show people a link to that page whenever they do
a 'who www'.
 
To remove your homepage setting, type 'homepage clear'.
 
~

102 1122239142 HOMETOWNS~
Syntax: HELP HOMETOWNS
 
Your hometown is where your character first starts out. You can train
your skills here, and fight to up your abilities in combat. You may also
complete quests here to better yourself in the world.
 
ALL hometown zones are not finished yet.
 
Current Hometowns:
 
Paleon City
Dakar City 
Forbidden City

~

1 1449604233 'HONE CLAWS'~
Syntax: hone
This skill allows the beastmaster to have their pet sharpen their claws on nearby trees for more damage.
~

1 1407293703 HOUSE~
Housing

If you are not a dragon upon completing the citizenship quest you will automatically be granted a
player house.  Here you may store your gear and it will always be there when you return.

Additionally you may describe your house with the HOUSE command.  That will put you into a editor
like writing a gnote and you can describe the description of your house.

See also help invite house reject lair
~

101 1183119122 HOWL~
Syntax: howl

A skilled enough Werewolf given the proper howl has been known to
invoke a savage rage which grants them unnatural strength.
~

0 1244585856 HP~
&cSyntax: &CHP

&cThis command will quickly tell you how much hp you have left without having to hear
all the details of using the score command.

See also: &WHELP CONFIG, LANDMARK, WHEREIS, MONEY, SKILLS, SPELLS, WEAPONS,
SONGS, SCORE, SOUND, HP, MANA, MOVE, STATUS, ARMOR&D
~

1 1286052424 HP HITPOINT HITPOINTS~
&cHP HitPoint HitPoints

The maximum hit points allowed while unbuffed and without equipment is 10,000 hp.
This is also dependent on class and race chosen.

You can increase this value, ever so slightly, by adding buffs, glory points and 
equipment with additions to hit points.

See also: &WHELP GLORYAFFECTS
~

101 1253138782 HSET~
&cSyntax: &Chset  <command> <value> <help topic>
 &Wsave                            &cSaves all help pages (to help.are)
 &Wlevel <level> <help topic>      &cSets help topic to specified level
 &Wkeyword <keyword> <help topic>  &cSets help keyword to specified keyword
 &Wremove <level.><help topic>     &cRemoves the specified help page

Note:  If you wish to set more than one keyword to a help topic, enclose all
       the keywords, space separated inside quotes.  (Like in spellcasting)
       Also, if you want to have a multiple word title for the helpfile, you
       have to: &Chset keyword "'multiple words'" <helpfile>&c
       Example:
       &Chset keyword "'animate skeleton' animate skeleton" animate
       &cWould change the &Wanimate&c helpfile keyword from &Wanimate&c
       to &W'animate skeleton' animate skeleton&c so that all three options
       would be available in order to read the helpfile.

Note:  If you have instances of multiple help files with the same keyname,
       using Hset Remove without a level designation will remove the one with
       the lowest level of access. ie:

       Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58.
       Typing &CHSET REMOVE XYZZY&c will remove the level 57 XYZZY.
       Typing &CHSET REMOVE 58.XYZZY&c will remove the level 58 'SAVE XYZZY'.

Setting a help entry level to -1 prevents the header from showing up 
when you view the help with the &Chelp &ccommand.

See also: &WHELP HEDIT&D
~

1 1223151641 HTMLCOLORS~
If you use zmud. cmud, mush client you maybe able to use 
html colors within the game.  Using a syntax like the below.

<font color="#A43900">test</font>
ooc <font color="#A43900">Your message here < /font >

Remove the space infront of /font and after.

See also help &WPCOLOR&D
~

1 1122239142 HTOWNS~
Gives a list of Capital cities, their names, rulers and generals.  You
can also get more detailed information on these towns by putting the
name of the city after the htown command as below:
 
 Syntax: htown
 Syntax: htown <name of city>
~

1 1408407486 HULL~
&cThe ship Hull is very important to staying afloat in the mighty ocean.
With certain sea encounters your ship hull integrity could be damaged.
Use the Hull command at a shipwright to repair your ship hull for a price.

See also help &CABOARD DEPART DEED SAIL STEER
~

1 1215941071 'HUMAN FORM' 'DRAGON LORD'~
&YSyntax : human
&c
With this toggle you can change to human form and back to your dragon form.

This skill calls upon ancient magic that the dragons all utilize.
Once called the dragon takes on human appearance, and is known by
others as a dragon lord.  They have a tell tale signature shadow of
a dragon cast by them in the sunlight.  

&WAdvantages:&c
They can wield weapons and use gear they normally could not as a dragon.  
They gain a cone skill instead of losing breath, based on the dragon's color.
They gain the fly spell instead of losing wings of the dragon.
They can enter areas and group/pkill others they could not before.  They
do have some limitations.

&WDisadvantages:&c
While in human form, or as Dragon Lords as other races call them, they
Their hitpoints are less of what they are as a dragon.
The spells/skills they can use are very different.
Cannot gain a level while in human form, you will keep your exp, but must
revert to dragon form, and gain one more exp point to activate the level.

See also help dragon, lair, dragon_rules
~

-1 1237198475 HUMAN HUMANS~
HUMANS

&cIn the beginning there were Humans, Elves and Ogres. Humans are the most
numerous and the plainest race in the Realms. Although possessing no special
abilities or bonuses, they are the most adaptable and flexible race and are
able to assume any class. Humans are tall bipedal creatures with two arms 
and a roundish head. Their height, weight, eye and hair color vary greatly. 
It is rare to find any two who look exactly alike.

Base stats for human before are the below, what class you chose will also 
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK   
Human       &W16   15     14     15     15      14    14
&c
Humans gain experience at an average rate.

Humans can be &WSHAMAN DRUID MAGE WARRIOR CRUSADER THIEF
MONK BARD SHADOWKNIGHT
~

1 1451789418 'HUNKER DOWN'~
Syntax: hunker

Theskill of hunkering down, is a choice of the warrior choosing to give up some of his
attacks and instead put all his attention into being in a defensive position.
~

1 1232748565 HUNT~
&cSyntax Hunt <&Cprey&c>
Syntax Hunt list

The hunt tradeskill can only be done in wildlife locations within the
wilderness.  A bow and arrow are required for this skill.  The skill
is used for the tanner profession of making leather equipment.

See also help &WBLACKSMITH FORGE TRADESKILLS MINE BAKER BAKE MIX TANNER
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TAN DRAW FIRE
~

1 1448675123 HURL~
&cSyntax HURL <victim>

With the angel's spear of judgement this skill allows them to literally turn
their enemies into a pin cushion by hurling their spears into their enemy.
Once a spear is lodged it will cause damage over time to the enemy until
dislodged.

~

1 1449455934 HYPNOTIZE~
&cSyntax: hypnotize <victim>

One of the many amazing powers granted the children of the night, is that of 
hypnosis. By staring into their victims eyes, a vampire can induce a trance-like
state, by forcing their will upon the target. Even the most aggressive of beasts,
have been known to completely freeze when they meet the gaze of a hungry vampire.

*This skill must be used during combat*
~

0 1122239142 I3~
Syntax: i3 <option>

Note: You must meet the mud's minimum level requirement before accessing I3.
You will be notified when you have reached the approptiate level.

General Usage:
------------------------------------------------

List channels available                : i3 chanlist [all] [filter]
To tune into a channel                 : i3 listen <localchannel>
To see who is listening on another mud: i3 chanwho <channel> <mud>
List mud connected to I3              : i3 mudlist [filter]
Information on another mud.            : i3 mudinfo <mud>
Ignore someone who annoys you          : i3 ignore <person@mud
Make yourself invisible to I3          : i3 invis

i3 chanlist: Lists the channels the mud has available to listen to.
  Specifying 'all' will list the channels for the entire network.

i3 listen  : Tunes you in to the specified channel. You must meet or
  exceed whatever the minimum level is for that channel to do so,
  and your mud must have the channel configured locally.

i3 chanwho : Shows you who is listening to the specified channel on the
  specified mud. Invisble players will not be shown.

i3 mudlist : Lists the muds which are connected to the network.
  Specifying a filter will narrow the list down to only those mud.
  whose information matches. IE: &Wi3 mudlist smaug&D will list all
  muds. who have &Wsmaug&D as part of their listing.

i3 mudinfo : Lists the information provided by the specified mud.

i3 ignore  : Allows you to selectively ignore all contact with person@mud.
  This will block tells, beeps, locates, fingers, emotes, and whos. It will also
  block channel output from them, but will NOT block them from seeing YOU on
  a channel.

i3 invis   : Makes you invisible to I3. Performs similar to the ignore option
  except it prevents EVERYONE on the network from finding you. You will still
  be able to use channels, and you will NOT be invisible to others if you
  do so.

See also: i3tell, i3finger, i3emote, i3locate, i3who
~

0 1122239142 I3BEEP~
Syntax: i3beep <person@mud.

i3beep sends a quick message to a person on another mud.
If the target mud supports the beep tone, then the person
on that mud will hear the standard beep tone used by whatever
client software they are using. Works in the same manner as
the local beep command.

See also: I3, INTERMUD3
~

0 1122239142 I3EMOTE~
Syntax i3emote <person@mud. <message>

Sends a private emote to a person on another mud.

See also: I3, INTERMUD3
~

0 1122239142 I3FINGER~
Syntax i3finger <person@mud.

Request for information regarding a player on another mud.
Operates in a similar manner to the local 'finger' command.
Will only reveal information the target mud feels is appropriate.

See also: I3, INTERMUD3
~

0 1122239142 I3LOCATE~
Syntax i3locate <name>

Asks all the mud. on the Intermud-3 network if a person
known by the name is there. Be patient when using this command,
there are a lot of mud on the network to search through, so
a response may take some time to come back.

See also: I3, INTERMUD3
~

0 1122239142 I3TELL I3REPLY~
Syntax: i3tell <person@mud. <message>
Syntax: i3reply <message>

i3tell sends a private message to a person on another mud.
To send a tell to someone on a mud with a multi-word name, you need to
enlcose person@mud in quotes, like so: i3tell 'person@mud with long name'
Otherwise this command operates in much the same way as the local tell command.

To reply to the last i3tell you received, simply type 'i3reply'
followed by your message and it will be sent back to the last
person on I3 who sent a tell to you. Works in the same manner
as the local reply command.

See also: I3, INTERMUD3
~

0 1122239142 I3WHO~
Syntax i3who mud.

Requests an overview of players on a different mud.
Operates similarly to the local who command.

See also: I3, INTERMUD3
~

2 1122239142 ICC~
Syntax: ICC <message>
 
ICC is a global channel used for in-character roleplaying.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING&D
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.&D
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: icc ,screams.  = [Icc] Player screams.
EXAMPLE: icc @shrug     = [Icc] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

101 1122239142 ICESHARD~
After imbuing the self with an iceshield, the caster may choose to
control the icicles about him and focus them into an offensive 
attack, known as an ICESHARD.
 
The iceshield automatically projects ICESHARDs during combat to the
victim, giving the option for spellcasters to focus their concen-
tration elsewhere on other spells.
~

1 1214764318 ICESHIELD FIRESHIELD SHOCKSHIELD~
&YSyntax : cast iceshield <target>
&YSyntax : cast fireshield <target>
&YSyntax : cast shockshield
&c
&wIceshield&c conjures an encompassing shield of ice which will return the
attacks of your enemy with tongues of cold.

&wFireshield&c surrounds the caster with a wall of fire which returns your
enemies' attacks with balls of fire.

&wShockshield&c surrounds the caster with a field of electric energy which will
return your enemies' attacks with bolts of lightning.

The chances of your shields striking your opponent increase with your level,
with the odds at low levels being very low.

Like shields will negate each other's effects.  For example, if your enemy
has fireshield, your fireshield will counter any fireballs thrown by his,
and his will counter any fireballs thrown by yours.
&D
~

1 1122239142 ICHAT ICODE~
ichat icode
 
Syntax: ichat <message>
Syntax: ichat ,emote
Syntax: ichat @social
 
imctell Dictionary@MegaBot <word> or 
imctell Google@MegaBot <query>

 
See also help ichat
~

1 1122239142 ICQ~
This command allows you to set your ICQ# (if you have one) into your
whois information.
 
Syntax: icq <number>
 
When someone types whois <name> they will see your ICQ number in the
appropriate field.
~

1 1412991438 'ICY TOUCH'~
&cSyntax Icy &Cvictim&c

This calls on the frozen core of the shadowknight sending a blast of cold through
the hands of the shadowknight.

See also help &W'FROST TOUCH', 'CHILLED TOUCH', 'FRIGID TOUCH'
~

0 1218633093 IDEA IDEAS TYPO BUG~
&wSyntax: bug report
Syntax: idea submit
Syntax: typo report

These commands will take your message and record it into a file as feedback
to the mud implementors.  If the STAFF of 6 Dragons find the idea/typo/bug
to be helpful you will be rewarded.

&RUPDATE:&w Please describe the bug, idea or typo as accurately as possible.
With bugs, feel free to go above and beyond just reporting what happened -
please report how it happened, who was involved, where you were etc. Also,
please use the right command to post the right report. Don't put ideas in
the bugs list, don't put bugs in the typos list. If you're not sure, think
to yourself - is it a major part of the game? Will it affect a lot of
players and be a problem? If so, it's a bug. If not, it's probably an idea.
~

108 1225513140 IDENT~
indent -kr -bl -bli0 -br -nce -l100 -sob -nut -ts4 -bls -cli4 -prs -bad test.c > test.out

~

101 1196652134 'IFCHECK BRONZEAMT'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif bronzeamt($i) > 20000
                     'I'm rich!&D

 &GDESCRIPTION:        &cThe BRONZEAMT ifcheck determines the specified
                     amount of bronze coins carried by the target.&D

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK CANPKILL'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:     &cif canpkill($n)
                  mpechoat 0.$n Your fate awaits, $n.
 &GDESCRIPTION:     &cThe CANPKILL ifcheck is used to determine
                  if the target is a:
                     - Minimum age of 18,
                     - Minimum level of 5, and
                     - pkiller.

&r*-------------------------------------------------------------------*&w

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK CANSEE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif cansee($n)
                          '$n can see $n just fine!

          &GDESCRIPTION:    &cThe CANSEE ifcheck is used to determine if
                          the mob is able to see the player.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK CHA'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif cha($n) > 18
                         'You're very charismatic, $n! 

        &GDESCRIPTION:     &cThe CHA ifcheck is used to direct a command
                         based on the charisma stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK CHARCOUNT'~
&r*-------------------------------------------------------------------*
 
          &GEXAMPLE:    &cif charcount(22000) > 10
 
      &GDESCRIPTION:    &cCHARCOUNT ifcheck counts the number of chars
                      in the specified room. This example returns TRUE if
                      there are more than 10 chars in room 22000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      chars in a different room.
                      Note the number of characters is defined as the
                      number of mortals plus the number of mobs.
 
          &GEXAMPLE:    &cif charcount(0) > 10
 
      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of chars in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.
 
&r*-------------------------------------------------------------------*
 
    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
 
~

101 1233278361 'IFCHECK CITY'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif city($n) == Paleon City
                         say your one of those Paleon City goody goody types!

        &GDESCRIPTION:     &cThe City ifcheck is used to base a command
                         on the target's current citizenship.  This cannot
                         be used on mobs.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
~

101 1243729698 'IFCHECK CLAN'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:   &cif clan($n) == inconnu
                 tell 0.$n You're an Inconnu!

  &GDESCRIPTION:   &cThe CLAN ifcheck is used to determine if the
                 target belongs to a Clan or Order.

         &GNOTE:&c   To obtain a check on non-clanned players, you must
                 have an equals (==) ifcheck for each clan, then
                 break, then else statement in order to designate
                 non-clanned players.

      &GEXAMPLE:   &cif clan($n) == Alliance
                 or clan($n) == Throng
                 or clan($n) == Halcyon
                   abort
                 else
                   mpechoat $n You are not in a clan.
                 endif

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK CLANTYPE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif clantype($n) == 15
                          '$n belongs to an Order.

          &GDESCRIPTION:    &cThe CLANTYPE is used to determine what
                          type of clan the target belongs to.
&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK CLASS'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif class($n) == 0
                     t 0.$n You're a mage!

 &GDESCRIPTION:        &cThe CLASS ifcheck is used to determine the
                     class of the target. (HELP NPCCLASSES)   

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK CON'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif con($n) < 5
                         'You're constitution is low, $n.

        &GDESCRIPTION:     &cThe CON ifcheck is used to direct a command
                         based on the constitution stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196652083 'IFCHECK COPPERAMT'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif copperamt($i) > 20000
                     'I'm rich!&D

 &GDESCRIPTION:        &cThe COPPERAMT ifcheck determines the specified
                     amount of copper coins carried by the target.&D

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK COUNCIL~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:   &cif council($n) == 1
                     '$n is from the Council of Elders. 

      &GDESCRIPTION:   &cThe COUNCIL ifcheck determines what
                     council the target belongs to.(HELP COUNCILNUMS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK DEITY'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif deity($n) == vl'arescht
                      'May Thoric save your evil soul!

    &GDESCRIPTION:      &cThe DEITY ifcheck is used to determine who
                      the target is devoted to.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK DEX'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif dex($n) > 20
                         'You're pretty nimble, $n

        &GDESCRIPTION:     &cThe DEX ifcheck is used to direct a command
                         based on the dexterity stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK DOINGQUEST'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK ECONOMY'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif economy(22001) > 20000000
                          mpecho DH economy is booming!

          &GDESCRIPTION:    &cThe ECONOMY(rvnum) ifcheck is used to base
                          a command on the economy of the area the
                          checker is in. NOTE: area will be specified
                          by default to area the MOB is in, via rvnum.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196659001 'IFCHECK FAITH'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif faith($n) > 100
                    'You're a martyr!'&D

 &GDESCRIPTION:        &cThe FAITH ifcheck determines the amount of
                     faith is the target generating throught use of
                     the prayer command. NOTE: faith is only applicable
                     to classes such a preists. 

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zPRAYER, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK FAVOR'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif favor($n) == 2500
                         'You're well loved by your deity, $n.

        &GDESCRIPTION:     &cThe FAVOR ifcheck is used to determine the
                         amount of favor held by the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196659158 'IFCHECK FOCUS'~
&r *-------------------------------------------------------------------*

     &GEXAMPLE:        &cif focus($n) > 100
                    'You're a lean, mean, focused machine!'&D

 &GDESCRIPTION:        &cThe FOCUS ifcheck determines the amount of
                     focus is the target generating throught use of
                     the prayer command. NOTE: Focus is only applicable
                     to the monk class. 

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zPRAYER, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1196652311 'IFCHECK GOLDAMT'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif goldamt($n) > 20000
                     'I'm rich!&D

 &GDESCRIPTION:        &cThe GOLDAMT ifcheck determines the specified
                     amount of gold coins carried by the target.&D

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3&D
          &z'IFCHECK SILVERAMT', 'IFCHECK BRONZEAMT', IFCHECK COPPERAMT'&D
~

101 1122239142 'IFCHECK GUILD'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif guild($n) == guild of thieves
                       'You belong to the GoT!

    &GDESCRIPTION:       &cThe GUILD ifcheck is used to determine
                       what guild the target belongs to, if any.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK HITPRCNT'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:   &cif hitprcnt($n) < 10
                         'You're going to dieeeeeee!

          &GDESCRIPTION:   &cThe HITPRCNT ifcheck is used to base a
                         command on the targets current hit points.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK HPS'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif hps($n) > 1900
                         'You're buff, $n!!

        &GDESCRIPTION:     &cThe HPS ifcheck is used to base a command
                         on the target's current hit points.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1233278361 'IFCHECK HTOWN'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif htown($n) == Paleon City
                         say your one of those Paleon City goody goody types!

        &GDESCRIPTION:     &cThe Htown ifcheck is used to base a command
                         on the target's current hometown.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
~

101 1122239142 'IFCHECK INROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:         &cif inroom($i) == 1200
                      'Look at all the notes to read!

 &GDESCRIPTION:         &cThe INROOM(target) ifcheck is used to
                      determine the target's rvnum location.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK INT'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif int($i) == 25
                        'I'm smart!

        &GDESCRIPTION:    &cThe INT ifcheck is used to direct a command
                        based on the intelligence of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1231328154 'IFCHECK ISAFFECTED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:  &cif isaffected($n) == FLYING
                         say Your flying
                         endif

        &GDESCRIPTION:    &cThe ISAFFECTED ifcheck is used to direct a command
                        based on the affected player.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
~

101 1122239142 'IFCHECK ISASUPRESSED'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif isasupressed($n) > 10
                          '$n's got a bit of wait ahead of them!

          &GDESCRIPTION:    &cThe ISASUPRESSED ifcheck checks the 
                          target's asupress timer.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISATTACKER' 'IFCHECK ISKILLER' 'IFCHECK ISTHIEF'~
-----------------------------------------------------------
 
     SYNTAX: if isattacker($n)
             say Didn't quite pull it off, did you?
 
DESCRIPTION: The ISATTACKER, ISTHIEF, and ISKILLER, if
             checks are used to determine if the target
             is flagged as an attacker/killer/thief.
 
-----------------------------------------------------------
 
SEE ALSO: MPPARDON, FLAGS, PARDON
~

101 1185288130 'IFCHECK ISCARRYING'~
if iscarrying($n) == 100
say You are carrying vnum 100
else
say You are not carrying vnum 100
endif

Note with this ifcheck can only use == for comparisons

See also help ifchecks and help 'ifcheck iswearing'
~

101 1122239142 'IFCHECK ISCHARMED'~
&r *-------------------------------------------------------------------*

     &GEXAMPLE:         &cif ischarmed($n)
                      'Wake up!

 &GDESCRIPTION:         &cThe ISCHARMED ifcheck determines if the 
                      target is charmed.   

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISDEVOTED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif isdevoted($n)
                         'I see you have devoted your soul, $n.

        &GDESCRIPTION:     &cThe ISDEVOTED ifcheck is used to determine
                         if the target is devoted to a Deity.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISEVIL'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isevil($n)
                      'Greetings, evil one.

      &GDESCRIPTION:    &cThe ISEVIL ifcheck is used to determine if
                      the targets alignment is lower than -350.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISFIGHT'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isfight($n) == false
                          if rand(10)
                          mppause 6
                          say Has the fight started yet?
                          endif
                          endif

 &GDESCRIPTION:         &cThe ISFIGHT ifcheck determines if the target
                      is fighting.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1232320936 'IFCHECK ISFLAGGED'~
Example: 	if isflagged($n,justtesting,2)
mpe $n's justtesting flag's second bit is on!

If the target char or mob's second bit in their 'justtesting' flag is turned on.

The ISFLAGGED ifcheck can be used in MOB, OBJECT, or ROOM programs to determine 
if the target char or mob has been flagged with a particular variable, and has 
a given bit turned on. The format is: isflagged(<target>, <variable>, 
<bit testing for>)

Note: If you want to check only for the _presence_ of a 'bit' flag, the 
ifcheck 'ISTAGGED' can be used.

See also help &W'IFCHECK ISTAGGED', 'IFCHECK ISPCFLAGGED' MPTAG, MPFLAG, MPRMTAG,
MPRMTAG VCLEAR VSTAT
~

101 1196659198 'IFCHECK ISFLYING'~
&r *-------------------------------------------------------------------*

     &GEXAMPLE:        &cif isflying($n)
                     'You're a martyr!'&D

 &GDESCRIPTION:        &cThe ISFLYING ifcheck determines if the target
                     is flying or not.&D

 &r*-------------------------------------------------------------------*&D
 &YSEE ALSO: &zFLY, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1196650947 'IFCHECK ISFOLLOW'~
EXAMPLE:
 
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK ISGOOD'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isgood($n)
                      'Always a pleasure, $n.

      &GDESCRIPTION:    &cThe ISGOOD ifcheck is used to determine if 
                      the target's alignment is +350 or higher.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196658937 'IFCHECK ISHELLED'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif ishelled($n)
                     'You will pay for your crimes!'&D

 &GDESCRIPTION:        &cThe ISHELLED ifcheck determines the specified
                     target is currently helled or not. NOTE: This
                     only works on PC.

 &r*-------------------------------------------------------------------*&D
 &YSEE ALSO: &zMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK ISIMMORT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif isimmort($n)
                     bow 0.$n

 &GDESCRIPTION:        &cThe ISIMMORT ifcheck determines if the 
                     target is an Immortal.

 &r*-------------------------------------------------------------------*

   &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISLEADER'~
&r*-------------------------------------------------------------------*
   
        &GEXAMPLE:      &cif isleader($n)
                      '$n is an Order, Guild, or Clan leader.

    &GDESCRIPTION:      &cThe ISLEADER ifcheck is used to determine if the 
                      target is a leader of an Order, Guild, or Clan.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISLOCKED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif islocked($n) == 6
                         'The northeast exit is locked.

        &GDESCRIPTION:     &cThe ISLOCKED(dir) ifcheck is used to
                         determine if a specified exit is locked.
                         (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISMORPHED'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif ismorphed($n)
                          '$n is not as they appear!

          &GDESCRIPTION:    &cThe ISMORPHED ifcheck is used to determine
                          if the target is morphed. (HELP MORPHTYPES)

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISMOUNTED'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:        &cif ismounted($n)
                      mpforce 0.$n dismount

  &GDESCRIPTION:        &cThe ISMOUNTED ifcheck determines if the
                      target is mounted.

 &r*-------------------------------------------------------------------*

   &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISNEUTRAL'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isneutral($n)
                      'Make up your mind, $n.

      &GDESCRIPTION:    &cThe ISNEUTRAL ifcheck is used to determine if
                      the target's alignment is:
                      - less than +350 and
                      - greater than -350

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISNPC'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif isnpc($n)
                         '$N is a Non-player character.

        &GDESCRIPTION:     &cThe ISNPC ifcheck is used to determine if
                         the target is a Non-player character. (MOB)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISNUISANCE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif isnuisance($n)
                          '$n is a bit of a pest.

          &GDESCRIPTION:    &cThe ISNUISANCE ifcheck is used to determine
                          if the PC is nuisanced.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1212074096 'IFCHECK ISOPEN'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif isopen($n) north
                        'The north exit is open.

      &GDESCRIPTION:      &cThe ISOPEN ifcheck is used to determine if
                        an exit is open in the specified direction.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISPACIFIST'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispacifist($n)
                         '$n will not fight.

        &GDESCRIPTION:     &cThe ISPACIFIST ifcheck is used to determine
                         if the target is flagged pacifist. (MOB)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1287537429 'IFCHECK ISPASSAGE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:       &cif ispassage($n) == northeast
                             'There is a passage leading northeast.

          &GDESCRIPTION:       &cThe ISPASSAGE(dir) ifcheck is used to
                             determine if there is an exit in the
                             specified direction. (HELP NORTH)
                             Do NOT use doordirs. Use the exit name.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISPC'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispc($n)
                         '$n is a Player Character.

        &GDESCRIPTION:     &cThe ISPC ifcheck is used to determine if
                         the target is a Player Character. (PC)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISPKILL'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispkill($n)
                         '$n is a deadly character.

        &GDESCRIPTION:     &cThe ISPKILL ifcheck is used to determine
                         if the target is a deadly character. (pkiller)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK ISSHELLED'~
&r*-------------------------------------------------------------------*
        
        &GEXAMPLE:       &cif isshelled($n)
                       mpat 0.$n 'Tsk, tsk.

    &GDESCRIPTION:       &cThe ISSHELLED ifcheck is used to determine 
                       if the target is helled.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1232321032 'IFCHECK ISTAGGED'~
Example: 	if istagged($n,testflag)
mpe $n is tagged with the 'testflag' variable.

If the target mob or char is tagged with the variable 'testflag' it will return true, 
regardless of the variable's value.

Example: 	if istagged($n,testflag) == bob
mpe $n's 'testflag' variable's value is 'bob'.

If the target mob or char is tagged with the variable 'testflag' which has a value of 
'bob', it will return true.

Example: 	if istagged($n,testflag) >= 10
mpe $n's 'testflag' variable's value is >= 10.

If the target mob or char is tagged with the variable 'testflag' which has a numerical 
value greater or equal to 10, it will return true.

The ISTAGGED ifcheck can be used in MOB, OBJECT, or ROOM programs to determine if the 
target char or mob has been tagged with a specified variable, and to test the value of 
that variable as well. When used with a numeric value, it can be tested using ">", "<", 
etc., as well.

Note: While you can use ISTAGGED to check for the presence of a bitflag, you must use the 
'ISFLAGGED' ifcheck to check the flag's value.

See also help &W'IFCHECK ISTAGGED', 'IFCHECK ISPCFLAGGED' MPTAG, MPFLAG, MPRMTAG,
MPRMTAG VCLEAR VSTAT

~

101 1185288006 'IFCHECK ISWEARING'~
if iswearing($n) == 100
say You are wearing vnum 100
else
say You are not wearing vnum 100
endif

Note with this ifcheck can only use == for comparisons.

See also help ifchecks and help 'ifcheck iscarrying'
~

101 1122239142 'IFCHECK LCK'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif lck($n) < 5
                         'Betcha don't feel very lucky, $n.

        &GDESCRIPTION:     &cThe LCK ifcheck is used to direct a command
                         based on the luck stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK LEADER'~
EXAMPLE:         if isleader($n)
                 $ is an order, guild, or clan leader
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK LEVEL'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif level($n) < 5
                      'You're just a wee baby, $n!

    &GDESCRIPTION:      &cThe LEVEL ifcheck is used to determine the
                      level of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MANA'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:   &cif mana($n) > 100
                     'You're low on mana, $n.

      &GDESCRIPTION:   &cThe MANA ifcheck is used to determine the
                     amount of mana the target has.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MOBCOUNT'~
&r*-------------------------------------------------------------------*
 
          &GEXAMPLE:    &cif mobcount(22000) > 10
 
      &GDESCRIPTION:    &cMOBCOUNT ifcheck counts the number of mobs
                      in the specified room. This example returns TRUE if
                      there are more than 10 mobs in room 22000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      mobs in a different room.
 
 
          &GEXAMPLE:    &cif mobcount(0) > 10
 
      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of mobs in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.
 
&r*-------------------------------------------------------------------*
 
    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
 
~

101 1122239142 'IFCHECK MOBINAREA'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif mobinarea(3) == 1
                         'The SuperMob is here working.  

    &GDESCRIPTION:         &cThe MOBINAREA(vnum) ifcheck is used to
                         determine if the target is in the area.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MOBINROOM'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif mobinroom(3) > 1
                         'We only need one SuperMob!

    &GDESCRIPTION:         &cThe MOBINROOM(vnum) ifcheck is used to 
                         determine if, and/or how many, of target
                         are present in the room.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MOBINVIS'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif ismobinvis($n)
                          '$N is mobinvis

          &GDESCRIPTION:    &cThe ISMOBINVIS ifcheck determines if the
                          target MOB is flagged mobinvis.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MOBINVISLEVEL'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif mobinvislevel($i) == 50
                       'I'm invisible to all under lvl 50 

    &GDESCRIPTION:       &cThe MOBINVISLEVEL is used to determine
                       the level the target is invisible to. 

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MOBINWORLD'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif mobinworld(22044) < 1
                         'Who killed Harakiem?

        &GDESCRIPTION:     &cThe MOBINWORLD(vnum) ifcheck is used to
                         determine if the specified MOB is anywhere
                         in the realms.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MORTAL'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif mortal($n)
                         'Greetings Mortal.

        &GDESCRIPTION:     &cThe MORTAL ifcheck is used to determine
                         if the target is level demigod or lower.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MORTCOUNT'~
&r*-------------------------------------------------------------------*
 
          &GEXAMPLE:    &cif mortcount(22000) > 10
 
      &GDESCRIPTION:    &cMORTCOUNT ifcheck counts the number of mortals
                      in the specified room. This example returns TRUE if
                      there are more than 10 mortals in room 22000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      mortals in a different room.
 
 
          &GEXAMPLE:    &cif mortcount(0) > 10
 
      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of mortals in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.
 
&r*-------------------------------------------------------------------*
 
    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
 
~

101 1122239142 'IFCHECK MORTINROOM'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif mortinroom(Fred)
                          ruffle fred

          &GDESCRIPTION:    &cThe MORTINROOM ifcheck returns true everytime
                          the mortal is in the room. MORTINROOM will
                          work for link dead as well as link live players.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MORTINWORLD'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif mortinworld(Fred)
                          mpat 0.Fred say Hi Fred!
 
          &GDESCRIPTION:    &cMORTINWORLD ifcheck returns true if the
                          mortal is in the game. MORTINWORLD will
                          work for both link dead as well as link 
                          live players.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK MULTI'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif multi($n) > 4
                          '$n has more than four characters logged in.

          &GDESCRIPTION:    &cThe MULTI ifcheck is used to determine if/
                          how many PCs the target has logged in. Also
                          applies to MOBs, objects, rooms.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK NAME'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif name($n) == haus
                        bow 0.$n

      &GDESCRIPTION:      &cthe NAME ifcheck is used to determine
                        the name of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK NORECALL'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK NUISANCE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif nuisance($n)
                          'How much of a pest are you....

          &GDESCRIPTION:    &cThe NUISANCE ifcheck is used to determine
                          at what level the target is nuisanced.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1231202295 'IFCHECK OBJINWORLD'~
&r*-------------------------------------------------------------------*
  &G          EXAMPLE:&c     if objinworld(22044) < 1
                           'Where is greys pipe?

        &GDESCRIPTION:     &cThe OBJINWORLD(vnum) ifcheck is used to
                            determine if the specified OBJECT is anywhere
                            in the realms.

&r*-------------------------------------------------------------------*
&Y    SEE ALSO: MPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJTYPE'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif objtype($o) == 19
                      'Yummy! Food!
 
    &GDESCRIPTION:      &cThe OBJTYPE ifcheck is used to determine the
                      type of object the target is. (HELP OBJTYPENUMS)
 
 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJVAL0'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($0) = 10
                          (and the object is a drink container)
                          This container has 10 units of fluid in it

          &GDESCRIPTION:    &cThe OBJVAL0(name) ifcheck returns the numeric
                          value of the val0 field of the object referenced
                          by name.  See 'help ITEMVALUES' for what val0 
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJVAL1'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($1) == 20
                          (and the object is an armor)
                          The AC of the armor is 20 

          &GDESCRIPTION:    &cThe OBJVAL1(name) ifcheck returns the numeric
                          value of the val1 field of the object referenced
                          by name.  See 'help ITEMVALUES' for what val1
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJVAL2'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($2) == 12
                          (And the item is a drinkcon)
                          This container holds coffee 

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val2 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val2
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJVAL3'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($3) == 12
                          (And the object is a weapon)
                          This is a suction type weapon

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val3
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJVAL4'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($4) == 135
                          (And the object is a salve)
                          The 1st spell this salve casts is poison

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val4
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OBJVAL5'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($4) == 135
                          (And the object is a salve)
                          The 2nd spell this salve casts is poison

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val4
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OTYPEHERE'~
EXAMPLE:



DESCRIPTION
The OTYPEHERE(name)/OTYPEHERE(number) ifcheck is used to determine
if an object of the given objecttype is in the room.  See
'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK OTYPEINV'~
EXAMPLE:



DESCRIPTION
The OTYPEINV(name)/OTYPEINV(number) ifcheck is used to determine
if an object of the given objecttype is in the checker's inventory.
See 'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK OTYPEROOM'~
EXAMPLE:



DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
The OTYPEROOM(name)/OTYPEROOM(number) ifcheck is used to determine
if an object of the given objecttype is in the checker's room.


See 'help OBJECTTYPES.'
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK OTYPEWEAR'~
EXAMPLE:



DESCRIPTION
The OTYPEWEAR(name)/OTYPEWEAR(number) ifcheck is used to determine
if an object of the given objecttype is worn by the checker.
See 'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

101 1122239142 'IFCHECK OVNUMCARRY'~
&r*-------------------------------------------------------------------*
 
      &GEXAMPLE:   &cif ovnumcarry(1200) > 1
                 'Why do you have so many general imm boards?
 
  &GDESCRIPTION:   &cThe OVNUMCARRY(vnum) ifcheck is used to determine
                 if an object with the given vnum is worn OR carried
                 by the CHECKER.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OVNUMHERE'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnumhere(1200)
                       'Reading Imm Sam, I see.

  &GDESCRIPTION:         &cThe OVNUMHERE(vnum) ifcheck is used to
                       determine if an object is:
                       - in the room of the checker
                       - in the inventory of the checker
                       - being worn by the checker
                       - carried by the checker

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OVNUMINV'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnuminv(1200) < 1
                       'Where's my Imm board?

  &GDESCRIPTION:         &cThe OVNUMINV(vnum) ifcheck is used to
                       determine if an object is in the checker's
                       inventory.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OVNUMROOM'~
&r*-------------------------------------------------------------------*
 
      &GEXAMPLE:         &cif ovnumroom(1200) > 1
                       'Why are there so many general Imm boards here?

  &GDESCRIPTION:         &cThe OVNUMROOM(vnum) ifcheck is used to determine
                       if an object is in the room the checker is in.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK OVNUMWEAR'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:   &cif ovnumwear(1200)
                         'Why am I wearing the general imm board?

          &GDESCRIPTION:   &cThe OVNUMWEAR(vnum) ifcheck is used to
                         determine if the specified object is being
                         worn by the checker.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1232321098 'IFCHECK PCFLAGGED~
Example: 	if pcflagged($n)==norecall
mpe $n won't be leaving here anytime soon...

If the player is set 'norecall', the ifcheck would return true.

The PCFLAGGED ifcheck can be used in MOB, ROOM or OBJECT programs to determine if 
a player is flagged with the given flag.
~

101 1122239142 'IFCHECK POSITION'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif position($i) == 6
                         stand 

    &GDESCRIPTION:         &cThe POSITION ifcheck is used to determine 
                         the position of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK RACE'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:           &cif race($n) == drow
                           ,eyes the Drow suspiciously

    &GDESCRIPTION:           &cThe RACE ifcheck is used to determine the
                           race of the target.(HELP NPCRACES)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK RAND'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif rand(25)
                      'I will say this 25% of the time, or less.

      &GDESCRIPTION:    &cThe RAND ifcheck is used to vary command
                      strings given to the same trigger.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196660849 'IFCHECK SECONDCLASS'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif secondclass($n) == 4
                     'Your a Warrior as well!'&D

 &GDESCRIPTION:        &cThe SECONDCLASS ifcheck determines if the
                     target's second class is <class #>.&D

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zIFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK SEX'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif sex($n) == 2
                        'Greetings M'Lady!

      &GDESCRIPTION:      &cThe SEX ifcheck is used to determine the
                        gender of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196652169 'IFCHECK SILVERAMT'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif silveramt($n) > 20000
                     'I'm rich!&D

 &GDESCRIPTION:        &cThe SILVERAMT ifcheck determines the specified
                     amount of silver coins carried by the target.&D

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK STR'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif str($n) < 5
                        'You need to work out, $n.

        &GDESCRIPTION:    &cThe STR ifcheck is used to direct a command
                        based on the target's strength stat.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196660918 'IFCHECK THIRDCLASS'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif thirdclass($n) == 1
                     'Your a Druid as well!'&D

 &GDESCRIPTION:        &cThe THIRDCLASS ifcheck determines if the
                     target's third class is <class #>.&D

 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zIFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK TIME'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif time($n) == 1101
                        'Noon, and all is well.

      &GDESCRIPTION:      &cThe TIME ifcheck is used to determine the
                        time of day in military time. <,>, ! and ==
                        also apply in any combination.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK TIMESKILLED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif timeskilled($n) > 100
                         'Try an easier MUD, $n :)

        &GDESCRIPTION:     &cThe TIMESKILLED(name) ifcheck is used
                         to base a command on the specified number of
                         times the target has been killed.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK WAITSTATE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif waitstate($n) > 5
                          '$n is a bit lagged.

          &GDESCRIPTION:    &cThe WAITSTATE ifcheck is used to check
                          the amount of "wait" a PC has. Does not
                          apply to NPCs.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1122239142 'IFCHECK WASINROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:   &centry_prog 100                if ispc($n)
                if wasinroom($n) == 1200
                mpe $n was in room 1200

 &GDESCRIPTION:   &cThe WASINROOM ifcheck is used to determine if the
                target was in a specified room. NOTE: wasinroom checks
                for the 'last' room the target was in only.

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1196661089 'IFCHECK WEIGHT'~
.&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif weight($n) > 200
                     'You need to loose some weight!'&D

 &GDESCRIPTION:        &cThe WEIGHT ifcheck determines if the 
                     target is above/below/equal to a certain
                     weight.&d
  
 &r*-------------------------------------------------------------------*&D

 &YSEE ALSO: &zMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3&D
~

101 1122239142 'IFCHECK WIS'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif wis($n) > 20
                        'You're a wise person, $n.

        &GDESCRIPTION:     &cThe WIS ifcheck is used to direct a command
                         based on the wisdom stat of the target. 

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

101 1215151683 IFCHECKS~
&zIfcheck            &Y|| &zValue&D
&Y-----------------------------------------------------------------------------&D
&WHitprcnt           &Y|| &WPercentage of max health left?&D
&WName               &Y|| &WWhat is their name?&D
&WLevel              &Y|| &WWhat level the pc is?&D
&WPosition           &Y|| &WWhat position is the pc in?&D
&WObjtype            &Y|| &WWhat type of Obj is it?&D
&WObjval#            &Y|| &WWhat Number is in that obj value &Y(SEE HELP ITEMVALUES)&D
&WClan               &Y|| &WWhat clan is the victim in?&D
&WGuild              &Y|| &WWhat guild is the victim in?&D
&WCouncil            &Y|| &WWhat council is the victim in?&D
&WRace               &Y|| &WWhat race the victim is?&D
&WClass              &Y|| &WWhat class the victim is?&D
&WMobinarea          &Y|| &WIs the mob in the area?&D
&WMobinroom          &Y|| &WIs the mob in the room?&D
&WMobinworld         &Y|| &WDoes the mob exist anywhere at all?&D
&WMobinvislevel      &Y|| &WWhat level is the mob set to when mobinvis?&D
&WMana               &Y|| &WHow much mana does the victim have?&D
&WIsmulti            &Y|| &WDoes the victim have more than one class?&D
&WSecondclass        &Y|| &WWhat is the victim's secondclass?&D
&WThirdclass         &Y|| &WWhat is the victim's third class?&D
&WObjinworld         &Y|| &WDoes the object exist anywhere at all?&D
&WIswearing          &Y|| &WIs the victim wearing a specific object?&D
&WIscarrying         &Y|| &WIs the victim carrying a specific object?&D
&WInroom             &Y|| &WIs the victim in a specific room?&D
&WCansee             &Y|| &wCan the mob see the victim?&D
&Y-----------------------------------------------------------------------------&D

&RSee individual help files for each ifcheck: &Yhelp 'ifcheck &z<ifcheck>&Y'&D

&WSEE ALSO: &YIFCHECKS2, IFCHECKS3, MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT&D
          &YTRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS 
&WMPROGS/OPROGS/RPROGS use : &YBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4 VARIABLES&D
~

101 1215151707 IFCHECKS2~
&zIfcheck            &Y|| &zValue&D
&Y-----------------------------------------------------------------------------&D
&WStr                &Y|| &WHow much max strength does the victim possess?&D
&WInt                &Y|| &WHow much max Intelligence does the victim possess?&D
&WCon                &Y|| &WHow much max Consitution does the victim possess?&D
&WWis                &Y|| &WHow much max Wisdom does the victim possess?&D
&WDex                &Y|| &WHow much max Dexterity does the victim possess?&D
&WCha                &Y|| &WHow much max Charisma does the victim possess?&D
&WLck                &Y|| &WHow much max Luck does the victim possess?&D
&WGoldamt            &Y|| &WHow much gold doesthe victim possess?&D
&WSilveramt          &Y|| &WHow much silver does the victim possess?&D
&WBronzeamt          &Y|| &WHow much bronze does the victim possess?&D
&WCopperamt          &Y|| &WHow much copper does the victim possess?&D
&WHps                &Y|| &WHow much Hp does the victim currently have?&D
&WIsgood             &Y|| &WIs the victim's alignment above 350?&D
&WIsneutral          &Y|| &WIs the victim's alignment between -350 and 350?&D
&WIsevil             &Y|| &WIs the victim's alignment below -350?&D
&WIsfollow           &Y|| &WIs the victim following someone in the room?&D
&WRand               &Y|| &WChooses a value at random.&D
&WIsaffected         &Y|| &WIs the victim buffed? &Y(SEE HELP AFFECTED_BY)&D
&WCanpkill           &Y|| &WIs the victim's age > 17 and higher than lvl 4?&D
&WIsmobinvis         &Y|| &WIs the mobile affected by the mobinvis flag?&D
&WNorecall           &Y|| &WIs the victim's room norecall?&D
&WTime               &Y|| &WWhat time of day is it? &z(MILITARY STYLE)&D
&Y-----------------------------------------------------------------------------&D

&RSee individual help files for each ifcheck: &Yhelp 'ifcheck &z<Ifcheck>&Y'&D

&WSEE ALSO: &YIFCHECKS2, IFCHECKS3, MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT&D
          &YTRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS&D
&WMPROGS/OPROGS/RPROGS use : &YBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4 VARIABLES&D
~

101 1215151726 IFCHECKS3~
&zIfcheck            &Y|| &zValue&D
&Y------------------------------------------------------------------&D
&WMortinroom       &Y|| &WIs the specific PC within the room?&D
&WMortinarea       &Y|| &WIs the specific PC within the area?&D
&WMortinworld      &Y|| &WIs the specific PC within the realms?&D
&WMortcount        &Y|| &WHow many PC's are in a specific room?&D
&WMobcount         &Y|| &WHow many mobiles are in a specific room?&D
&WCharcount        &Y|| &WHow many PC's + Mobs are in a room?&D
&WWasinroom        &Y|| &WWas the victim in a specific room?&D
&WIsopen           &Y|| &WIs the specific direction open?&D
&WIsimmort         &Y|| &WIs the victim a staff member?&D
&WIsmounted        &Y|| &WIs the victim mounted?&D
&WIspc             &Y|| &WIs the victim a playable character?&D
&WIsnpc            &Y|| &WIs the victim a mobile?&D
&WIspkill          &Y|| &WIs the victim a player killer char?&D
&WIsfight          &Y|| &WIs the victim fighting?&D
&WIspacifist       &Y|| &WIs the victim pacifist?&D
&WIscharmed        &Y|| &WIs the victim under the charm spell?&D
&WIspassage        &Y|| &WDoes a passage exist in a specific dir?&D
&WIsblocked        &Y|| &WIs a passage in a specific dir blocked?&D
&WWeight           &Y|| &WWhat is the character's weight?&D
&Y------------------------------------------------------------------&D

&RSee individual help files for each ifcheck: &Yhelp 'ifcheck &z<ifcheck>&Y'&D

&WSEE ALSO: &YIFCHECKS2, IFCHECKS3, MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT&D
          &YTRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS&D
&WMPROGS/OPROGS/RPROGS use : &YBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4 VARIABLES&D
~

101 1232324103 IFCHECKS4~
&zIfcheck            &Y|| &zValue&D
&Y-----------------------------------------------------------------------------&D
&WIsasuppressed      &Y|| &WIs the victim asuppressed?&D
&WIsmorphed          &Y|| &WIs the victim morphed?
&WIsnuisance         &Y|| &WIs the victim flagged nuisance?&D
&WIshelled           &Y|| &WIs the characted helled?&D
&WWaitstate          &Y|| &WIs the character in any waitstate?&D
&WTimeskilled        &Y|| &WHow many times has the victim been killed?&D
&WOvnum              &Y|| &W(&YSEE HELP OVNUM&W)
&WOtype              &Y|| &W(&YSEE HELP OTYPE&W)
&WISTAGGED           &Y|| &WSee help '&YIFCHECK ISTAGGED&W'
&WISFLAGGED          &Y|| &WSee help '&YIFCHECK ISFLAGGED&W'
&WISPCFLAGGED        &Y|| &WSee help '&YIFCHECK ISPCFLAGGED&W'
&WHtown              &Y|| &WWhat hometown is the victim from?
&WCity               &Y|| &WWhat city does a victim have citizenship in?
&Y-----------------------------------------------------------------------------&D

&RSee individual help files for each ifcheck: &Yhelp 'ifcheck &z<ifcheck>&Y'&D

Also you may use ifchecks with prog variables like this....

say $n Well, You're definitely a level $n.level, $n.sex, $n.race, $n.class.

&WSEE ALSO: &YIFCHECKS2, IFCHECKS3, MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT&D
          &YTRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS&D
&WMPROGS/OPROGS/RPROGS use : &YBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4 VARIABLES&D
~

1 1122239142 IGNORE~
Syntax:  ignore
Syntax:  ignore <character>
Syntax:  ignore reply/none
 
Ignore allows you to ignore other characters in the Realms.  All tells,
says, socials, and emotes from these characters will be blocked (gagged
out).  You will still see their communications through public channels,
however.
 
Simply typing ignore will give you a list of all the characters you are
currently ignoring.
 
Ignore <character> allows you to add or remove a character from your list
of ignored players.  If the name is already on the list it will be removed.
If the name is not on the list it will be added.  Note that only the names
of actual characters will be accepted and that it is not necessary for
them to be logged on at the time.
 
Ignore reply will cause you to ignore the last person to send you a tell.
This can be used to prevent invisible people from spamming you.
 
Ignore none will set you to ignoring no one.
 
~

108 1128395116 ILLUSIONIST~
~

103 1122239142 IMMHOST~
Syntax:  immhost add    <name> <host>
Syntax:  immhost delete <name> <host>
Syntax:  immhost save
Syntax:  immhost
This command is for setting the hosts allowed for immortals that are added
with this command.  Wildcards are allowed (*), so *edu, would allow any domain
from edu connect and 127*, would allow any local domain to connect.
IMMHOST without arguments will show a list of names and what domains they are
allowed to connect from.
To delete a command you need to provide the name and the host, this allows
for multiple hosts for a certain name.
This file won't be saved until the immhost save command is issued.
~

102 1122239142 IMMPROGS~
These mpcommands are restricted knowledge to port 4100 immortals.
 
&Ympcommand          syntax                  basic description
&Wmpapply/mpapplyb   mpapply 0.$n            For use in pre-auth.
mpbodybag          mpbodybag 0.$n          Not currently in use.
mpfillin           mpfillin <dir>          Closes off exits
mplog              mplog <text>            Logs mob activity
mposet/mpmset      mp$set <field> <value>  Osets and Msets objs mobs.
mpnuisance         mpnuisance $n <val>...  Sets player to nuisance (in use?)
mpscatter          mpscatter $n vnum vnum  Do not use.
mpstrew            unknown                 unknown
mppeace            mppeace <victim>        Performs an immortal peace.
mpasurpess         mpasupress $n val       Not in use.
mpdelay            mpdelay <victim><time>  Delays a victim for * rounds
 
&WNOTE: &CIf flagged "not in use" or "do not use", then &YDON'T USE &W:P
&WFor more on individual mpcommands, type "Help (mpcommandname)".
 
&YSee also: &WIFCHECKS4
~

101 1122239142 IMMPROMPT IMMTOKENS ITOKENS IPROMPT 'IMMORTAL TOKENS' 'IMMORTAL PROMPT'~
&G&WIn addition to the normal prompt tokens, the following are available for
Immortal use.

&G&wBuilding Tokens:
&C&G
&C&G  %r  - 'vnum' of curr. room     &C&g| &C&G%R  - '<#vnum>' of curr. room
&C&G  %F  - 'flags' of curr. room

&C&wStatus Indicators:
&C&G
&C&G  %i  - '(Invis Lv) ' WizInvis   &C&g| &C&G%I  - 'Lv' WizInvis

&G&wMUD Statistics:
&C&G
&C&G  %u  - curr. number of desc.    &C&g| &C&G%U  - maximum number of players

See also PROMPT, PTOKENS
~

101 1201410318 IMM_HINTS~
Syntax  hint (list/add/remove/edit/save/force)
Syntax: hint add lowlevel highlevel This is just a test hint.&D
Syntax: hint list - Display all hints
Syntax: hint edit hint# high level# - will change the high level #.
Syntax: hint save - must be done to save hints after they are created.
Syntax: hint remove # - will remove that hint #.

Valid fields are:  low/high/text

low - minimum level of hint
high maximum level of hint

*Note The maximum level players can receive hints is level 5.

~

103 1267506589 IMM_LAIR~
save
&cWhen a dragon approaches you and hands in a dragoncrest, the following 
steps need followed : 

1) See which vnums are free in drakkel.are
2) Using the lair command, assign a lair to the dragon that fulfilled their quest
3) In order for the dragon to tread their lair, a few things need done
     * set roomflags nomob, norecall, clanstoreroom, nosummon, noastral, dnd
     * set sectortype to either inside, or underground
     * Name of the lair : &C<Player's> Lair  
       &ci.e. Aurin's Lair
     * Add a single exit from the room to either 40167 or 40168
     Don't use north or south towards 40167, nor north/up towards 40168
     *Have the player provide you with a description for their lair and put it in
4) Folda drakkel.are
5) Have the player check whether recalling brings him to their lair now
6) Dispose of the dragoncrest that you were given

Syntax: &CLair <victim> <vnum>
&c
victim ........... is the name of the dragon that fulfilled the quest
vnum   ........... is a free vnum in drakkel.are that will be the vnum of this 
                   player's lair.

See also: &WHELP LAIR, 103.LAIR, 'FLY HOME'&D
~

101 1196856354 IMM_MAP~
Syntax: map (number)

The map command allows you to see a bird's eye view of the sectors around
you. Typing it with an argument specifies how far to go (ie map 5 will
show you 5 sectors in each direction around your character). Note that it
is not 100% accurate as some rooms may overlap. The spell 'Wizard Sight'
will allow you to see much further, please see HELP WIZARD SIGHT.

This command is especially handy for finding sectors on the overland/wilderness
map for trading (ie mining and gathering sectors).
&z
(Area Maps)
To view maps of any homeland areas, please see the following help files:
PALEON, DRAKKEL, LORAMOOR, ELYSIAN, MANOAKE, KIRWOOD, AVERNUS
~

101 1122239142 IMM_SAVE~
At current time, there are 14 "positions" in the game. Positions
are in a special order.  If position b is below position a on the
list, that indicates that while in position b, you have more 
physical or mental energy to spend on a task, be it a command,
a spell, or a skill.
 
For example, while standing, you have a greater ability to do things
than while sitting.  While fighting evasively, you have more options
than while fighting aggressively.
 
The ordered list is as follows, left to right, top to bottom:
Dead          Mortally Wounded        Incapacitated
Stunned       Sleeping                Fighting (Berserk)
Resting       Fighting (Aggressive)   Sitting
Fighting (Std)Fighting (Defensive)    Fighting (Evasive)
Standing      Mounted
 
See Also: STYLES
~

1 1213642229 IMPALE~
&cSyntax : Impale <&Cvictim&c>

The silver dragon is reknown for this deadly skill.  Stealthily moving  
behind their <victim> the silver dragon will impale them with a sudden 
upward move on their horned head.

Though not as well known certain demons have been known to acquire the
skill of impaling their victims.

This skill can only be used to initiate combat.
&D
~

1 1451498946 IMPRISONMENT~
Syntax cast imprisonment victim

This powerful spell requires a lot of mana and concentration from the caster.  Once cast it has 2 affects.
First it shrinks the victim down to the size of a magical cage. Then it
imprisons the victim for the duration of the magic.

Rumor has it, that the caster of the spell can actually pick up the cage and move it to any location and
wherever the cage is dropped is where the victim will be released.
~

108 1180663544 IMTOD~
&P Be Aware Tenisa and Ivel have the same IP address they are husband

and wife using the same Internet.  They are not cheating.
~

1 1214765156 INCINERATE~
&YSyntax : cast incinerate <victim>
&c
This spell creates a vortex of flame that is sent at the caster's enemy
incinerating them in fire.
&D
~

13 1254174696 INCUBUS~
INCUBUS

The incubus demon is adept at manipulating others, using the very same
techniques as the Succubus demons with a sadistic twist. They truly
enjoy bringing misery and pain to others.

Incubii are always seen as being handsome.
Their company and surroundings vary depending on their race and age.

Like the Succubus, they rarely show their true form until they are near death.

INCUBUS are also more adept at magical arts then physical fighting.

See also: [help] DEMONS SUCCUBUS HELLSPAWN
~

101 1122239142 INDIGNATION~
Syntax: cast 'indignation' <victim>
 
Powerful spellcasters focused in clerical spells can invoke the 
powerful aid of the High Gods before entering battle for a more 
successful campaign against their infidelic adversaries.
~

1 1155713764 INDUCT OUTCAST~
Syntax: clan induct (player)
Syntax: clan outcast (player)

Induct and outcast are clan commands used by the leaders of the clan
to either induct new members or outcast members from the clan.

Leaders can see which members are in the clan by typing 'clans (your
clan name)'.
~

1 1188461187 'INERTIAL BARRIER'~
Syntax: inertial

A barrier of protection from magic and melee attacks surrounds the
invoker of this skill.

~

2 1415052455 'INFECTIOUS CLAWS'~
&zSyntax:&c Infectious

&cThis technique of the Beastmaster, allows a pet's claws to be coated in a
herbal toxin, which has a chance to poison when fighting while using claws.
~

1 1122239142 INFERNAL~
This is the language of the Shades.
~

1 1129185716 INFERNO~
INFERNO

Syntax: Inferno

This skill has developed due to the sorceror's mastery of the fire elements.
It allows the caster to cause the surrounding ground to erupt into an
inferno of flames.

~

103 1208237526 INFINITE LOOP 'infinite loop'~
IF you get an infinite loop while the game is running, ie. it stalls.

Do ps ux
Take the running game process pid

Attach the pid# to gdb

gdb 6dragons-process 17399

See also help gdb, code, svn, valgrind, splint, grep char_to_room
cppcheck, clang
~

1 1232934568 INFLUENCE~
&c
&cSyntax: &Cinfluence&c

This command allows clan warmasters or chieftains to influence
entire areas from clan status points, and cause a mob
to hate opposing clans, or cause an entire area to become the
property of the clan.  Higher level players may actually be
attacked from opposing clan influenced area mobs.  You must be
standing in the area to influence it.

*Note: Areas that don't have normal player race mobs will not be
affected by influence.  This is so we don't have fish, horses, etc.
talking to players.

See also help: &WWARMASTER, DECLARE, CALL, CLAN, PK, CLANRECALL, BANISH,
THRONG, ALLIANCE, ROSTER, INTRO, CLANTALK
~

1 1251472490 INFORMATION~
&CSLIST    &c- a command that lists all your spells and skills and the level at
           which you may practice them.
&CAREAS    &c- Typing &CAREAS &cwill get you a list of all areas.  You may get more
           information on each area by typing &WHELP <full area name>&c.
&CWIZLIST  &c- This is a list of all the STAFF in the game.
&CCOMMANDS &c- This is a list of all the commands available to you.
&CSOCIALS  &c- This is a list of all the socials available. 
&CTIME     &c- This will tell you the current times inside the Realms, the time
           the Realms was last rebooted, and the current time in Toronto.
&CWHERE    &c- This will give you a list of other players in the same area.
&CSAVE     &c- After level two, typing &CSAVE &cwill save your process.
&CQUIT     &c- If you want to leave the game, type &CQUIT&c.
&CWHO      &c- A list of other players visible to you in the Realms.
&CTITLE    &c- Once you reach level five, you may make your own title.
&CPASSWORD &c- Your password can be changed with &CPASSWORD <new> <new>&c.
&CDESC     &c- You may set up a personal description, type &CDESC&c to edit.

This is only a brief list of commands that will help you do things with your
character.  More detailed information on each command can be found in the
HELP files.
See also: &WHELP NEWBIE&D
~

101 1122239142 INFRAVISION INFRARED~
Syntax:  c infravision
Syntax:  c infravision <character>
 
This spell enables the character to detect the heat signatures of other
players and creatures in the room with them.  This spell will also allow
you to find items in corpses, containers, etc. but will not allow you to
view the actual contents.
 
You must have a light source to actually see items, room descriptions,
the contents of corpses or containers, room exits and the like inside
a darkened area.
 
Infravision is not the same as "night vision".
~

1 1214517973 'INNER STRENGTH'~
&cSyntax Inner

Monks, well trained in the use of their inner chi, can distribute it into physical 
attributes which increases their chances of dealing more damage. 

&D
~

108 1128395166 INQUISITOR~
~

1 1471093805 INSANITY~
Syntax c 'insanity' victim

When cast it causes the victim to have a bout of insanity which makes it more
difficult for them to fight physically, concentrate on casting spells or just
function normally while affected.
~

101 1198443164 INSTALLAREA~
Syntax: installarea <area filename> <full area name/title>

Installs a prototype area into the mud as a non-prototype area.
The filename can be fixed with aset, (don't forget to foldarea the new name.)

Currently the builder should quit and have his/her vnums cleared manually.
(This should be fixed soon).
~

101 1197291115 INSTAROOM INSTAZONE~
Syntax: instaroom (nodoors)
Syntax: instazone
 
INSTAROOM is a building command which creates all resets for the room
the builder is currently in, while INSTAZONE does the equivalent for the
builder's entire area.

Using the optional 'nodoors' flag will not set closed/locked doors as
resets.
~

101 1216546700 INSTRUMENTVALUES~
Instrument Values&Y
-----------&R
v0 - type&R&W
This is the type of instrument. 1 is woodwind, 2 is strings, 3 is brass,
4 is drums.&R
v1 - tune&W
This does NOT need to be set. It will increase as the instrument gets out
of tune. An experienced bard will be able to reduce it by tuning.&R
v2 - condition&W
This does NOT need to be set. It will increase as the instrument is
damaged (by inexperienced playing). Instruments can be repaired by a bard
&Wand the right materials.&R
v3 - bonusdmg&W
This CAN be set if needed. It is a way of making instruments more unique
(songs played with this instrument will do +X damage). Usually 0, but can
be set to 5 or 10 (or more for high level instruments) if needed.&R
v4 - bonusstat&W
This CAN be set if needed. It is a way of making instruments more unique
(songs played with this instrument will buff +X to each stat). Usually 0,
but can be set to 1 or 2 (or more for high level instruments) if needed.
&Rv5 - reset level&W
Same as every other object. If you want the instrument to be at an EXACT
level and never change, set this value (might randomise as +1 or -1 levels).
&Rv6 - element&W
VERY RARE. Instrument actually has an element type based on the below -
1) Fire  2) Cold  3) Electricity  4) Energy  - Again, this is a very rare
thing for an instrument to have, so would prefer only a few instruments in
the game to even support an element and they're the sort of thing to be
death dropped by bosses, not bought in stores.

&RAll instruments must be wear - TAKE HOLD.&W
~

1 1214899037 INT INTELLIGENCE~
Intelligence (INT in your 'score') represents your character's mental
capacity.  Among other things, it affects:
 
 - heavily influences the amount of mana a character gains at level
 
 - affects the amount of mana regenerated or recovered at each tick
   if a character is resting or sleeping
 
 - the rate at which a character learns or lands a new skill or spell
 
 - the percentage rate at which a character practices a new language
 
Intelligence is an important factor in learning between combatants.  If
a character fights a creature several times, the more intelligent of the
two opponents will gain an advantage over time...
 
Intelligence is the prime attribute of the mage.
 
~

108 1209820442 INTEGER~
Integer Number Variables 

The first type of variable we need to know about is of class type int 
- short for integer. 
An int variable can store a value in the range -32768 to +32767. 
You can think of it as a largish positive or negative whole number: 
no fractional part is allowed. To declare an int you use the instruction: 

int a;

To assign a value to our integer variable we would use the following C statement:

a=10;

The C programming language uses the "=" character for assignment. A statement of 
the form a=10; should be interpreted as take the numerical value 10 and store it 
in a memory location associated with the integer variable a. The "=" 
character should not be seen as an equality otherwise writing statements of the form:

a=a+10;

will get mathematicians blowing fuses! This statement should be interpreted as take 
the current value stored in a memory location associated with the integer variable a; 
add the numerical value 10 to it and then replace this value 
in the memory location associated with a.
~

107 1219896536 INTER~
~

0 1122239142 INTERMUD3~
Intermud3 is a protocol which allows you to chat with people on
other mud who are also connected to Intermud-3. It is primarily
populated by LP based mud at this time, but the hope is to get
more Diku based mud to join over time. While some may say that
Diku based mud would be better served on the IMC Network, it
is far easier for a mud to obtain a connection to the Intermud-3
network, and the commands to use it are generally simpler.
The protocol itself is also cleaner and much less prone to attack.
In either case, should a mud desire it, Intermud-3 will coexist
peacefully with an IMC enabled mud Currently, there is limited
support for cross-network traffic. This includes some channels,
private tells, and mudlists from either network. This may or may
not be expanded in the future.

--=[Bridged I3 Commands]=--
i3tell Name:MUD@IMC2 (message)
                - Sends a tell to a person on the IMC2 network.
i3who imc2      - Shows IMC2 network mudlist.

See also: I3, I3TELL, I3EMOTE, I3FINGER, I3WHO, I3LOCATE, IMC
~

1 1122239142 INTRO~
&c
Syntax: intro [&Cmessage&c]  - gives a message to all clan members
when they log onto the game.

Only the clanchieftain or warmaster/ambassador can do this.

See also help &WPK, ARENA, CHALLENGE, RULES, CLAN, CHIEFTAIN, WARMASTER
DECLARE, BANISH, CALL, CLANRECALL, THRONG, ALLIANCE, INFLUENCE, INTRO,
CLANTALK
~

101 1122239142 INVADE~
Syntax: invade <area.are> <# of mobs> <vnum of mob>
 
This is a level 104 command for administrators who wish to "invade"
a particular area with a regiment of a particular mob, whether for
RP, player fodder or a way to dispatch annoying PCs.
~

0 1214765081 INVISIBILITY MASS INVIS~
&YSyntax : cast invis [target]
&YSyntax : cast 'mass invis'
&c
The '&winvis&c' spell puts one under a cloak of invisibility. Only those 
that can &wdetect invis&c that are of your level or higher level, 
will be able to see you. Once you engage in combat, your shroud of 
invisibility will dissipate. 

The '&wmass invis&c' spell will hide all members of the caster's group 
under such shroud of invisibility, including the caster. 

Related helpfiles :&Wdetect invis
&D
~

1 1407292413 INVITE~
&cSyntax Invite Friend

This command let's you invite a friend over to your house or lair.

Once they are invited they can reject the invitation, or walk to your house or lair.
They can only enter once.  As soon as they leave your house or lair they cannot come back
unless you invite them again.

See also help reject house lair
~

101 1122239142 IPCOMPARE~
Syntax: ipcompare <name>
        ipcompare <site>
        ipcompare <name or site> <room|area|world> <#>
 
This takes * as a wild card.
Ipcompare will compare online users to search for multiplayers. A positive
match using ipcompare does not always mean it is a multiplayer..but shows
that there are more than one user from a site on simultaneously.
Ipcompare <field> <#> will limit the output to x number of lines based on #.
* may be used as a wild card, for example ipcompare 107.18.3.* will return
matches from any that begin with the ip prior to the asterisk.
Ipcompare <field> <room|area|world> will limit the search based on that
criteria.  The room|area|world limitation will be judged on the room that
the immortal issued the command in.  So if you are in a different area
than the victim, it will show only players matching the site in the area
you are in.
~

1 1187157171 IRON SKIN~
Syntax: iron skin

With good focus a monk can invoke his skin to harden nearly as
hard as iron.

~

1 1190774537 'IRON SKIN'~
Syntax: iron skin

With good focus a monk can invoke his skin to harden nearly as hard as iron.
~

101 1217423224 ITEMTYPES~
typedef enum
{
  ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL,
  ITEM_WAND, ITEM_STAFF, ITEM_WEAPON,
  ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE,
  ITEM_ARMOR, ITEM_POTION, ITEM_WORN,
  ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP,
  ITEM_CONTAINER, ITEM_NOTE, ITEM_DRINK_CON,
  ITEM_KEY, ITEM_FOOD, ITEM_MONEY,
  ITEM_PEN, ITEM_BOAT, ITEM_CORPSE_NPC,
  ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL,
  ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS,
  ITEM_PIPE, ITEM_HERB_CON, ITEM_HERB,
  ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK,
  ITEM_SWITCH, ITEM_LEVER, ITEM_PULLCHAIN,
  ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE,
  ITEM_RUNEPOUCH, ITEM_MATCH, ITEM_TRAP,
  ITEM_MAP, ITEM_PORTAL, ITEM_PAPER,
  ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE,
  ITEM_DISEASE, ITEM_OIL, ITEM_FUEL,
  ITEM_PIECE, ITEM_THROWING, ITEM_MISSILE_WEAPON,
  ITEM_PROJECTILE, ITEM_QUIVER, ITEM_SHOVEL,
  ITEM_SALVE, ITEM_COOK, ITEM_KEYRING,
  ITEM_ODOR, ITEM_CHANCE, ITEM_SHARPEN,
  ITEM_SHACKLE, ITEM_RAW, ITEM_INSTRUMENT,
  ITEM_SKELETON, ITEM_RESOURCE, ITEM_UNUSED,
  ITEM_STONE, MAX_ITEM_TYPE
} item_types;

Volk quickly chucked this in to update old itemtypes helpfile
(which was empty).
~

101 1220061690 ITEMVALUES~
In these values, 'sn' is a spell number;  a negative value means 'no spell'.
Item Type |V0         |V1         |V2         |V3        |V4        |V5        |V6
----------|-----------|-----------|-----------|----------|----------|----------|----
armor     |current AC |original AC|           |          |          |reset level
container |capacity   |flags      |key vnum   |condition |          |reset level          
drinkcon  |capacity   |quantity   |liquid #   |poison?   |spell sn  |reset level          
fountain  |capacity   |quantity   |liquid #   |poison?   |          |reset level
food      |food value |(condition)|           |poison?   |          |reset level          
herb      |           |charges    |affect     |          |          |reset level          
instrument|type       |tune       |condition  |bonusdmg  |bonusstat |reset level
key       |(lock #)   |           |           |          |          |reset level          
keyring   |capacity   |           |           |          |          |reset level          
lever     |leverflags |           |           |          |          |reset level
light     |           |           |hours left |          |          |reset level          
money     |# of coins |           |coin type  |          |          |reset level          
pill      |spell level|sn 1       |sn 2       |sn 3      |food val  |reset level          
pipe      |capacity   |           |           |flags **  |          |reset level          
potion    |spell level|sn 1       |sn 2       |sn 3      |          |reset level
projectile|condition  | num dice  |size dice  |          |weapontype|reset lvl |sharp
salve     |spell level|charges    |max charges|delay     |sn        |reset levelsn
scroll    |spell level|sn 1       |sn 2       |sn3       |          |reset level          
sharpen   |           |           |           |          |          |reset level          
staff     |spell level|max charges|charges    |sn        |          |reset level          
switch    |leverflags |           |           |          |          |reset level                                          
treasure  |           |(condition)|dragon regen|         |          |reset level          
wand      |level      |max charges|charges    |sn        |          |reset level        
weapon    |condition  |num dice   |size dice  |damagetype|weapontype|reset levelsharp
missilewpn|condition  |num dice   |dam bonus  |weapontype|range     |reset leveldam type
quiver    |capacity   |flags      |key vnum   |condition |          |reset level          

** instrument values : see help instrument values
** pipe flags : see help pipeflag
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, WEAPONCONDITION, DAMAGETYPES, and MISSILES, HERB
See also: HELP SETSHARP, HELP DRAGON_REGEN, HELP RESOURCEVALUES,
HELP INSTRUMENTVALUES
~

1 1122239142 JAB~
Syntax:  jab
 
Jab is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1408900293 JEWELER~
&CJewelers
&c
Are the desired among the wealthy who desire to show their wealth.  To
become a jeweler you need to find a tradeskills building in your homeland.
There you will be given a quest to learn whatever tradeskill you happen
to be interested in.
You can see what tradeskill a person is and what level they have at it,
by typing WHOIS <player>.

See also: &WHELP FORGE, MINE, TRADESKILLS, GATHER, BLACKSMITH, BAKE, MIX,
MILL, FELL, CARPENTER, TANNER, HUNT, TAN, WHOIS
~

1 1408900713 JEWELRY~
&CSyntax: jewelry list - displays styles
Syntax: jewelry <metal> <gem> <style> <level>
Syntax: jewelry fire - starts a fire in the smelter
&c
The jewelry tradeskill can only be done in the tradeskill Center within 
your city.  A mining bag and pick are required for this skill.  The skill
is used for the jewelry profession of making leather equipment.

See also help &WBLACKSMITH FORGE TRADESKILLS MINE BAKER BAKE MIX TANNER
JEWLER, MILL, FELL, CARPENTER, TAN DRAW FIRE
~

1 1122239142 JUDGE~
&c 
Syntax: &CJudge
 &c
This skill calls forth a spear of judgement to the celestial caller.
This spear increases in damage, and powers as the celestial increases
in level.
 
~

1 1198075041 JUDO~
&c
Syntax Judo <&Cvictim&c>

This skill allows the skilled fighter to use the weight of his/her
opponent against them, and flip them onto the ground.  Temporarily
knocking the opponent into unconsciousness.

Your level, and your dexterity can at times be a factor with this
skill's ability to be successful.
~

1 1448969654 JUGGLE~
&cSyntax Juggle collect
       Juggle

This skill involves collecting well balanced clubs in the wilderness which can be
used in juggling.  When the bard starts juggling they can strike their victims with the
clubs.
~

101 1241970731 KAMOUNT~
&c
A way to check how many mobs players have killed, without
having to use lots of chapters.
&C
setquest dakarsalamanders chapter 1 kamount 10
&c
Here you are setting quest dakarsalamanders to have
10 mobs that need to be killed.

This is the prog you would add as a death 100 to the
mobs you want them to have to kill.  Each death will
count down the &R(10)&c and show them on the journal to
players.
&C
  if quest(dakarsalamanders) == 1
   if qkamount(dakarsalamanders) < 9
      mpqkamount $n dakarsalamanders 1
    else
      mpqkamount $n dakarsalamanders 1
      mpquest $n dakarsalamanders 2
    endif
  endif
&c
See also help &WSETQUEST SHOWQUEST JOURNAL QUESTPROGS MPQUEST
~

1 1254172336 KEEN EYE~
Syntax: Keen

This skill is the warrior's eye used to look for unusal things and
because they are more alert they gain the following affects:

A hitroll bonus
The ability to see hidden opponents
~

1 1153990659 KHISTORY~
Syntax: khistory

This command will display a list of mobs recently killed by the
player. Helpful for clearing out your buffer when you no longer
receive experience from an area!
~

1 1122239142 KICK~
Syntax:  kick
 
Kick is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
 
~

1 1151283805 KILL MURDER~
KILL MURDER
Syntax:  kill     <character>
Syntax:  murder   <character>   -- must be level 5 or higher to murder
 
KILL starts a fight, and, hopefully, kills something.
Typing kill <victim> at another target in a fight will allow you to switch targets.

 
MURDER is used to initiate attacks on other player characters (WARNING:
see 'laws pkill' for restrictions on attacking other players).  You must
be level 5 or higher to be able to use the murder command.
 
~

1 1214739137 'KINDRED STRENGTH'~
&YSyntax : cast 'kindred strength' <target>
&c
Casters of this basic spell can enhance the strength of their target for a 
period of time. 
&D
~

1 1189221678 'KINETIC BARRIER'~
Syntax Kinetic Barrier

This mental skill focuses mental energies to creating a physical barrier to
damage around the creator of the barrier.
~

1 1122239142 KIRWOOD~
&RThe hated lands of the races of EVIL!&D

&rxxx&RX&rxxxxxxxxx   Shops - &BS
&rxxx&gO&YB&G@&rxxxxxxx   Roads - &gO
&rxxx&gO&CT&G@&W#&RT&rxxxxx   Houses &WO
&rxx&WO&gOOOOO&BS&rxxxx   Bank - &YB
&rxx&WO&gO&BS&cC&gOOO&rxxxx   Teacher - &CT
&rxx&WO&gOOO&BS&BS&rxxxxx   Palace - &RX
&rxx&WO&gOO&BS&BS&rxxxxxx   City Entrance - &G@
&rxxxxxxxxxxxxx   City Central - &cC
&rxxxxxxxxxxxxx   Temple - &RT
&rxxxxxxxxxxxxx   Berracks - &W#
~

101 1182509792 KIRWOOD SWAMP~
This area is one that those of smaller strength can find some good
leveling. Being of course you are cautious of what you attack. never
attack anything that you are unsure of. Beware of course you never
know what things might team (help &Rteaming&g) 

Directions From the Square of Paleon.
15 west, 3 south
~

1 1122239142 KNEE~
&cSyntax:  &Cknee
 &c
Knee is a skill which can only be used while leaping in the air, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1254848091 'KNIFEHAND STRIKE'~
&cSyntax: &Cknife <victim>

&cThis skill is done by making the fingers straight, and whipping the
hand out fast to hit the enemy with the edge of the meaty part of the hand.&D
~

1 1250460323 KNIGHT~
&c
The Knight leads the battles in seiges upon other cities.  Knights work
directly for the Captain of the Guard.  Knights will have the following
commands: Contribute, Laysiege, and Sabotage.

See also help &WSIEGE TAX CONTRIBUTION DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

1 1214738540 'KNOCK'~
&YSyntax : cast knock <direction>
&c
With this incantation the caster will release magic into a lock, in the 
hope to unlock it. This spell is not refined enough to be used upon locked 
furniture or containers. 
&D
~

0 1214739277 'KNOW ALIGNMENT'~
&YSyntax : cast 'know alignment' <target>
&c
This incantation sends a probe to the target to measure their inner self, 
to return shortly after to the caster with the information about the 
target's alignment. 

Related helpfiles : &Walignment
&D
~

1 1221989716 KNOW ENEMY 'know enemy'~
&c
Syntax know <&Cvictim&c>

This skill involves the psionic sending kinetic senses outward to probe
a victim's strengths and weaknesses.

~

1 1471551835 KOLAKS STAND~
&cSyntax  Cast 'Kolaks

This magic spell was invented by the great wizard Kolak who worked for King James service.
It is rumored that one day vastly outnumbered Wizard Kolak was able to make a last stand.
Fighting off a hoard of orcs and goblins with this powerful spell.
~

1 1407293757 LAIR LAIRS~
&cEvery adult dragon's dream is to own their own lair.

Upon reaching level 20, the dragon may seek out their lair.  In order to
attain a lair, they must get the dragon crest object which has been
stolen by Dragon Slayers intent on luring adult dragons to their death.
This quest is intended to be completed without the aid of other dragons,
or any other race.  Receiving aid on the quest will forfeit your lair.  The
entrance to the quest can be found somewhere within Forbidden City.

Your lair consists of one room, where you may store as many things as you
want to.  You will be able to provide input on the description of your lair.

See also help 'fly home', house, invite, reject
~

1 1256564961 LAND~
&cSyntax: &Cland

&cThis is a command that allows someone who is flying to land on the ground.

If not using magical means to fly, you could be injured if you do not land
properly.&D
~

101 1244512615 LANDMARK~
&c
Syntax Landmark <&Carea name&c>
       Landmark clear 

This command will show you the general direction to head in the wilderness
in order to find the area you seek.  As long as you are in range of the
landmark. 

If you type landmark by itself, it will display all known landmarks, that
you can attempt to find.  Typing Landmark clear will reset it so you can
pick another landmark.

Refer to http://6dragons.tk/bin/blind.html

See also help &WADDLANDMARK
~

1 1244512615 LANDMARK~
&c
Syntax Landmark <&Carea name&c>

This command will show you the general direction to head in the wilderness
in order to find the area you seek.  Then as you move it keeps telling you
what direction to go to move towards that landmark.  As long as you are in 
range of the landmark.  If you find the landmark is too far to see from here.  
You may have wandered too far south, or too far north.  You will always have 
a sense of general direction to where your homeland is.

If you type landmark by itself, it will display all known landmarks, that
you can attempt to find.

Refer to http://6dragons.tk/bin/blind.html

~

1 1122239142 LANGUAGES~
Syntax: languages
Syntax: language learn <language name>

Languages alone shows which languages you know, and "language learn 
<name>" will add to your percentage of language knowledge.  To learn a 
language, a scholar who is knowledgable in that tongue must be present.
You can keep learning the language from that scholar until you are
fluent.

If someone is speaking in a language, and you know it, you will 
understand what they are saying.  However, to change the language in which 
you are speaking, you must change that manually.  (See help on SPEAK).

See also LANGUAGE , SPEAK
~

101 1256565033 LAST~
&cSyntax: &CLAST <NAME>&c

Displays the time date in real time that the player was last logged
into the MUD.  No argument will list all pfiles.&D
~

1 1256565185 'LAY HANDS' LAY HANDS~
&cSyntax: &CLay <target>

&cThis skill gives its user the ability to heal another in need
of healing through the nearly lost art of laying on hands.&D
~

101 1122239142 LAYER LAYERS~
.
&cLayers are currently available on the following wear locations:
 
&CAbout, Arms, Body, Feet, Hands, Legs, Waist, and Ears.
 
&cLayers are set with a numeric value, or combination of values. The lower the
value, the lower the layer, or thinner the item of clothing/armor is. Valid
numeric values are:
 
&C1, 2, 4, 8, 16, 32, 64, 128   What you have to set objects layers to.
1, 2, 3, 4,  5,  6,  7,   8   The corresponding layers players see.
&c 
It is suggested that only those items that will occupy the highest value 
slots, or a slot of 0, have any special affects added to them. Underclothing
should only have a.c. settings.
 
*Note: Only Massive Dragons can wear face and back equipment in layers.

See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYER2, and OMENU.
 
~

-1 1122239142 LAYER LAYERS~
&cLayers are currently available on the following wear locations:

&CAbout, Arms, Body, Feet, Hands, Legs, Waist, and Ears.

Note: Face and Back can only be layered by Massive Dragons.
&c
Layers are numbered 1 - 8.  1 being the thinnest layer and 8
being the heavy outermost layer.
~

101 1122239142 LAYER2 LAYERS2~
.
&gLayer Bit Vectors 
&G|1              |       |
|2|6|3|1        |       |
|8|4|2|6|8|4|2|1| Layer | Suggested Armor Type                   
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
|0 0 0 0 0 0 0 0|   0   | (Default - Nothing Layers)
|0 0 0 0 0 0 0 1|   1   | silk shirt, light cloth tunic (Lowest Layer)
|0 0 0 0 0 0 1 0|   2   | leather vest, heavy cloth
|0 0 0 0 0 1 0 0|   4   | light chainmail, padded gambeson
|0 0 0 0 0 1 1 0|   6   | padded chainmail
|0 0 0 0 1 0 0 0|   8   | leather jacket, reinforced chainmail
|0 0 0 0 1 1 0 0|  12   | platemail, similarly rigid armor
|0 0 0 1 0 0 0 0|  16   | light cloak, loose robes
|0 0 0 1 1 0 0 0|  24   | heavy fur cloak
|0 0 1 0 0 0 0 0|  32   | loose cloaks, surcoats
|0 1 0 0 0 0 0 0|  64   | capes
|1 0 0 0 0 0 0 0| 128   | magical effects (auras, clouds of dust, etc)
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
&g* Thick or bulky items may need to occupy more than one layer.
  (example; padded chain covers 2 layers)
* Any items with layer bit(s) should NOT have any/many magical effects
  as they will be overpowerful when mixed with other layered equipment.
* Lower layers (thinner layers) should have a lower AC than higher layers.
* A "body" wear position will have more layers than other positions such
  as "arms", "hands", "legs", and "feet".
  (example for "hands"; silk gloves | leather gloves | chain gauntlets)
 
See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYER, and OMENU.
~

1 1250460550 LAYSIEGE~
&c
Syntax Laysiege '&Ccity&c'
Example: laysiege 'paleon city'

This command can only be done one room away from the outside the gates of 
the city you wish to lay siege too.  Once started, all your siege equipment 
will be at your location.  The siege will last exactly &C30 minutes&c.  The 
city who has the highest points offensive vs. defensive will win.  The siege
room and defender room will have arena flags allowing player vs. player while
the event is on.

See also help &WSIEGE TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
FORTIFY PROCLAIM VOTE SABOTAGE REVOKE CITIZENSHIP CITYRECALL
~

1 1256565293 LCK LUCK~
&cLuck (LCK in your &CSCORE&c) represents the tendency of a character to succeed
or prosper through chance or good fortune.  As in life, the exact extent of
this factor remains, and will always remain, shrouded in uncertainty...

Also as in life, however, it can be said with surety that its influence on a
character is pervasive.  Though it affects some aspects of life here in a
very direct manner, it can affect nearly every aspect to at least a degree.

See also: &WHELP SCORE&D
~

101 1155713385 LEADRANK CORANK WARRANK~
&RLEADER ONLY&D

Syntax: clan leadrank (text)
Syntax: clan corank (text)
Syntax: clan warrank (text)

This will set the leader's 'rank' within the clan, which shows up
on the left of the 'who' list. You are welcome to use colours within
your rank, but you may be asked to change your rank by an immortal
if they feel it is outside general allowments.

See also: HELP CLAN, HELP CLANS
~

1 1256565795 LEECH~
&cSyntax: &CLeech <victim>

&cThis skill is done by sending a mental bridge to the enemy's mind and
then penetrating their defenses to steal kinetic energy.&D
~

1 1451599827 'LEG SWEEP'~
&c
Syntax leg victim

The leg sweep is meant to be done with extreme speed to catch the victim off guard.  Once done
there is a chance of knocking the victim off their feet.  
~

1 1256566134 LEGEND WILDERNESS_LEGEND OVERLAND_LEGEND~
&cMAP LEGEND:

&O | &c - vertical roadway           &wP &c - portal stone
&O - &c - horizontal roadway         &Ou &c - deep mud
&O + &c - crossroads                 &OU &c - quicksand 
&R x &c - campsite                   &Gm &c - pasture land
&w 0 &c - dock                       &gV &c - valley
&C O &c - lake                       &Ov &c - mountain pass
&W ? &c - air                        &Y: &c - beach
&W * &c - arctic                     &wF &c - fog
&g T &c - thick forest               &C@ &c - sky
&G T &c - forest                     &w@ &c - clouds
&W ^ &c - high mountain              &W' &c - snow covered lands
&w ^ &c - mountain                   &z# &c - ore quarry
&g ' &c - grassland                  &z@ &c - enter/leave wild to easy area
&g ^ &c - hill                       &G@ &c - enter/leave wild to normal area
&G = &c - field                      &Y@ &c - enter/leave wild to hard area
&G % &c - swamp                      &R@ &c - Cannot enter/leave wild too high area
&c W &c - waterfall
&B : &c - river
&B - &c - ocean
&Y = &c - desert
&R - &c - lava
&W @ &c - city ( also enter/leave wilderness )

See also: &WHELP ENTER_WILD, LEAVE_WILD, WHY_WILDERNESS, ANSIMAP, WILDERNESS, WILD_MOBS&D
~

1 1256566177 'LEND HEALTH' LEND~
&cSyntax: &Ccast 'lend health' <victim>

&cThis spell allows the Dragon to lend some of their own health to others. 
Its rumored this spell grows stronger as the dragon grows stronger.&D
~

1 1282070591 LETHARGY~
&cSyntax: &Ccast lethargy <victim>
&c
Lethargy will cause the victim to lose some of their coordination and 
dexterity. 

If you feel lethargic, you could ask for a simple blessing to feel much 
more coordinated once again. 

See also: &WHELP BLESS&D
~

1 1122239142 LEVEL~
&c
Syntax: &CLevel 
&c
The command shows you what range of experience you need to achieve to
make the next level available to you.
&C
Experience required, levels 95 to 100:
______________________________________________

 (95 )  158,349,100 exp
 (96 )  159,924,700 exp
 (97 )  161,508,100 exp
 (98 )  163,099,300 exp
 (99 )  164,698,300 exp
 (100)  166,305,100 exp  (Current:     164,638,297)
&R
6 Dragons's Player Triple Experience Status Bar
&C[&R|||&O|||&Y||||&G|&C]&W 100 Percent&C
Note: See also help solve, config, and help triple exp.
&c
Also you will see the 6 Dragons triple experience status bar which indicates
how close you are to being able to use the config command to turn on
triple experience points for yourself.

~

107 1219787228 LEVEL 1 'FLAMING SHIELD'~
~

107 1218786685 LEVEL 1 CLAVUS~
~

101 1415449833 LEVEL 2 'INFECTIOUS CLAWS'~
~

101 1122239142 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
UP            |          1  |  Trigger is UP 
UNLOCK        |          2  |  Trigger unlocks something
LOCK          |          4  |  Trigger locks something
D_NORTH       |          8  |  Affects the north exit
D_SOUTH       |         16  |  Affects the south exit
D_EAST        |         32  |  Affects the east exit
D_WEST        |         64  |  Affects the west exit
D_UP          |        128  |  Affects the exit up
D_DOWN        |        256  |  Affects the exit down
DOOR          |        512  |  Affects a door
CONTAINER    *|       2024  |  Affects a container
OPEN          |       2048  |  Opens something
CLOSE         |       4096  |  Closes something
PASSAGE       |       8192  |  Creates a passage
OLOAD        *|      16384  |  Loads up an object
MLOAD        *|      32768  |  Loads up a mobile
TELEPORT      |      65536  |  Teleports the puller
TELEPORTALL  *|     132072  |  Teleports everyone in the room
TELEPORTPLUS *|     262144  |  Teleports everything in the room
DEATH        *|     524288  |  Causes instant death
CAST         *|    2048567  |  Casts a spell (sn in value1)
FAKEBLADE    *|    2097152  |  Lever is a wax covered sword blade (OUCH)
RAND4         |    4194304  |  Randomizes the exits N, S, E, W
RAND6         |    8388608  |  Randomizes the exits N, S, E, W, U, D
TRAPDOOR     *|   16777216  |  Opens a trap door, everthing falls down

See OSET and ITEMVALUES.  * = not yet implemented.
~

1 1207902212 LICK~
Syntax lick <victim>

This skill allows the dragon to put their mana towards healing energies
and heal themselves or others with a lick on the wounds.

~

101 1122239142 LIFE~
.
Syntax: Life <level>
 
This command allows Staff members to assume whatever level they want
for testing purposes.
 
To return to their original state, simply type life by itself.
~

1 1268381338 LIGHT~
&cSyntax:  &Clight <pipe>
&c
This lights the herb in your pipe.  Once lit, the herb will continue to
burn until it burns itself out, is &WSMOKE&cd out, or you &WTAMP&c your pipe.

See also: &WHELP PIPE, SMOKE, FILL, EMPTY, TAMP&D
~

1 1214741208 'LIGHTNING STRIKE'~
&YSyntax : cast 'lightning strike' <victim>
&c
With this incantation, whether the weather is good or bad, a lightning 
will be called down and strike the caster's enemy. 
&D
~

1 1122239142 LIMBO~
The limitless void known as Limbo is a strange plane fabricated by
the Gods to hold mortals who have been rendered unconscious or have
been mortally wounded. It is a well known fact that only Gods may travel
here of their own volition.
~

101 1154403196 LIQUIDTYPES~
Value | Liquid Type
------------------------------
  0   | water
  1   | beer
  2   | wine
  3   | ale
  4   | dark ale
  5   | whiskey
  6   | lemonade
  7   | firebreather
  8   | local specialty
  9   | slime mold juice
 10   | milk
 11   | tea
 12   | coffee
 13   | blood
 14   | salt water
 15   | cola
 16   | mead
 17   | grog
 18   | squishee
 19   | vomit

See OSET and ITEMVALUES.
~

1 1122239142 LISTEN~
Used for setting and removing the channels you want to listen to.
 
 Syntax: listen
 Syntax: listen all  -listens to all available channels at your level
 Syntax: listen none -turns off all channels, you will hear nothing.
~

101 1253140275 LISTSCHOLAR~
&cSyntax: &Clistscholar&c

This command allows you to view all the mobs that teach languages.&D
~

101 1123993797 LISTTEACHERS~
Syntax: listteachers

Lists the locations and the vnums of all the teachers in the game.

Utilized to give references on the hint channel to the people that are
having a hard time to find them.

~

101 1122239142 LITTERBUG~
Syntax: litterbug <player>

Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~

102 1122239142 LOADUP~
Syntax:  loadup <player>
 
LOADUP allows one to load up a player's character (playing or not), to do
whatever needs be done to the character.  (Modifying a flag, changing a
password... etc).  Use FORCE to make the character do your bidding.
 
If we make any changes to the char, we comment the char and place a note in
their inventory explaining who loaded them up and what changes were made.
The character is transed to room 99 and forced to quit there (unless they
are going to be left in hell).  If we don't make any changes to the char, we
trans them back from where they came and force quit them there.  Loadup is
used primarily when a player quits to avoid dealing with immortals or if
they quit before you finish writing a comment.  But it is also used to
investigate chars for duping and other allegations made against them.
 
So... there is actually a wide range of reasons to use loadup and you are
encouraged to use your discretion in this area.
 
If you load up a character to slay or purge them, you must post in 1205.
 
See FORCE
~

0 1214740874 'LOCATE OBJECT'~
&YSyntax: cast 'locate object' <item keyword(s)>
&c
This powerful spell will reveal the location of all items that resemble 
the one you were seeking information upon. 

The caster has to picture the item in his/her mind as good as possible, 
then with clearly spoken words, he/she will send a powerful probe outward, 
that will search the globe. After an amount of time it will return and 
enter the caster's mind, filling it with places and locations of where 
such item can be found. 

Needless to say, the more accurate the thought, the more clearer the 
picture, the less garbage one will receive as result. 

&OFor e.g. : cast locate red&c - will reveal a lot of red items
&OFor e.g. : cast locate red-nose&c - will reveal items with keyword red and nose (if any exist)
&OFor e.g. : cast locate Ilyessa&c - will reveal items with keyword 
Ilyessa (such as corpses if any may exist) 
&D
~

102 1122239142 LOCUST~
.
Locust are a relative of the grasshoppers although most tend to be much
larger and more aggressive. Traveling in swarms of hundreds and even into
the thousands, locusts have known to be much more agressive. They have not
however been recorded to be carnivors so they usually pose little threat to
any of the larger races.
~

101 1122239142 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.
The input from the player will be displayed with a header of the players 
name and a percentage sign (i.e. Mudder%)
SNOOP yourself to cancel all outstanding snoops.
-- Do not snoop people being intimate. <i.e. Mudsex, voyeurism, etc...>
-- Do not repeat information learned in snoop casually, especially to mortals
-- Only snoop a person talking to a higher level Immortal with the higher
   Immortals "Express Permission".
-- If a higher level Immortal begins communication with someone you are
     snooping, inform that higher Immortal immediately of the snoop.
-- Any incidental references learned in snoop should be disregarded
    ** For example, you hear someone is having a mud affair, it is not
    ** important to the reason you are snooping.  Do not judge or pass
    ** on information learned in this manner.
-- "Spot check" snooping of lower level Immortals is part of being a higher
   level immortal.  All Immortals may be snooped at any time, for any reason.
-- Do not snoop for the purpose of gaining information for personal reasons.
-- Being an Immortal is a privilege and a job.  Snoop is a tool to assist
   you do your job properly.  Snoop is neither a toy nor a right.
 
~

-1 1122239142 LOGIN_MENU~
&r&G&Y&CChoose&G&c: &G&W~

101 1267064395 LOOKSKILLS~
&cSyntax: &Clookskills <player>
&c
This allows you to see what skills that player has attained, as well as
well as how many practices he/she has left.

Example: &Clookskills Aurin&c

See also: &WHELP MSTAT
~

1 1242355709 LOOT~
LOOT

&cSyntax: &CGET ALL CORPSE
&cSyntax: &CGET (ITEM) CORPSE
&cSyntax: &CGET (ITEM) (CORPSENAME)

&cLooting allows you to get items from a corpse. In the event more
than one corpse is present, you can also use 2.corpse, etc.
Corpses can also be referred to by the name of the deceased.

~

1 1246224376 LORAMOOR~
&C      Loramoor City of the Trees

&c(  )-(  )-(  )-(  )-(  )
&W ::                  ::
&c(  )                (  )
&W ::                  ::
&C(  )                (  )
&W ::                  ::
&c(  )      ( &CA&c)      (  )
&W ::        ::        ::
&c(  )      (  )      (  )
&W ::        ::        ::
&W ::       &c(  )      (  )
&W ::        ::        ::
&c(  )-(  )-(  )-(  )-(  )
&W ::        ::          &YLEGEND
&c( &GG&c)      (  )         &CA - Altar
&W           ::          &BB - Bank
&c          (  )-(  )    &GG - Griffin Landing
&W           ::          &gH - Herbalist
&c          (  )         &OO - Outfitter
&W           ::          &RR - Repair Shop
&c     ( &OO&c)-(  )-( &BB&c)    &PT - Teacher
&W           ::          &wW - Weapon/Armor Shop
&c     ( &gH&c)-(  )-( &PT&c)
&W           ::
&c     ( &wW&c)-(  )-( &RR&c)
~

1 1268948615 LORE~
&cSyntax Lore &C<object>&c

By the experience of the fighting man, traveling through towns, staying
at taverns, and listening to bards tales they pick up on what an object
might have for lore.  
~

1 1243861350 'LOROX MIST'~
&c
Syntax c '&CLorox Mist&c'

An ancient magic discovered by a once powerful clergyman named Lorox.
Once cast an mist fills the air healing all group members of the priest.
No one knows what happened to Lorox, but it is rumored that he went mad
and followed the dark path.

~

1 1129258052 'LOW BLOW'~
LOW BLOW

Syntax: low <victim>

The scout ducks down suddenly and jabs his/her enemy with a punch
below the waist.

~

1 1122239142 LOYAL LOYALTY~
The item flag 'loyal' reflects a weapon's loyal status to its deadly owner.
Such a weapon will return to a player's inventory when disarmed by another
deadly character.
 
Note that a weapon will only be loyal to a deadly character, and it will be
loyal when disarmed by another deadly.  Non-deadly characters will gain no
advantage with a loyal weapon.
 
~

1 1122239142 LUNGE~
Syntax:  lunge
 
Lunge can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

102 1122239142 LYCANTHROPE~
.
The lycanthrope, more commonly known as the Werewolf is the cross between
a humanoid form (most commonly humans or elves) and the race of wolves.
This change in racial attributes occurs primarily at night when the moon
is high and full, but some have so mastered the skill that they can choose
to live as either race they prefer for so long as they wish to remain in such
form. The existance of these creatures is purely coincidental as only those who
are born with this ability may ever retain it. The likelyhood of a humanoid
infant possessing this rare but interesting condition is relatively rare but
as they share the same instinctual feelings wolves have for thier pack, these
lycanthrope tend to cluster together and form communities of thier own to
support one another.
~

0 1122239142 'MACES AND HAMMERS' MACES HAMMERS~
MACES and HAMMERS are the battle-ready equivalents of their respective
original forms, being the club and the tool hammer. MACES have metal heads,
sometimes spiked or flanged, mounted upon a long shaft, and HAMMERS are 
made for the purpose of war (hence the name 'warhammer'), often with spikes
protruding from the back of the head. Both are effective bludgeoning weapons.
~

-1 1251760691 MAGE~
&cThe Mage is one who is inclined to the arcane arts of magic.

With this interest in magic, a Mage focuses on spells of combat
and defense, not spells of healing. 

Mages are physically very weak, yet very strong in magic.

A Mage focuses primarily on &WINTELLIGENCE&c, and to a lesser extent on
&WWISDOM&c.

See also: &WHELP HUMAN, ELF, DWARF, HALFLING, PIXIE, ORC, SHADE, GOBLIN, 
DROW, GNOME, CENTAUR, INTELLIGENCE, WISDOM&D
~

1 1237851423 MAGIC~
&cSyntax: &Chigher magic&c

This skill calls upon a surge of mana to the caster.  Once called, the 
caster will burn up mana very rapidly.  However, the caster's spells will
be enhanced by using the higher magic skill.  This skill can be 
deactivated by once again using the skill.

Different spells are enhanced in different ways, but all will benefit.
Most notably damage from magic spells is nearly doubled.

~

1 1450561584 'MAGIC MISSILE'~
Syntax: Cast Magic summons magic missiles
Syntax: Fire Direction 
Syntax: Fire Direction < target >
 
Magic Missile  enables the caster to hit a victim with a blast of magic from a
distance. In order to work, the conditions must be right and the victim must be
visible to the caster. 

As the mage grows in power, they are able to summon multiple missiles at the
same time.

~

1 1122239142 'MAGNETIC THRUST'~
'Magnetic Thrust,' much like 'Sonic Resonance,' allows the casting
Mage to control the nature of space and time in the immediate locale
of his victim.  In this sorcery, the Mage forms a wedge of magnetic
energy within the body of the victim.  As the spell progresses, the
victims organs are violently rent and internal tissues are torn.  The
resulting pain and damage are formidible, indeed.
~

1 1210879972 MAIM~
MAIM

Syntax: Maim <victim>

This skill involves finding an opening in the defenses of your enemy.
The opening you are looking for is to cut the femoral artery in the leg
of your enemy.  This causes them to bleed over time doing extra damage.

~

1 1200088834 'MAINTAIN POSITION' MAINTAIN~
MAINTAIN POSITION

Syntax: Maintain Position


This skill utilizes all the defensive ability of a warrior.  Granting them
additional armor, dex, and a special protection.

~

1 1122239142 'MAJOR INVOCATION'~
Syntax: cast 'major invocation'
 
The spell MAJOR INVOCATION lays upon the members of the casters group
a strong, but short-lived Sanctuary of The High Gods.
~

10 1122239142 MAKE~
Syntax:  make <object>
 
For use by clan, Order or guild leaders only to make one of the three
clan, Order or guild objects.
 
See SETCLAN
~

105 1122239142 MAKECHANNEL~
Syntax: makechannel <name>

Creates a channel online with the specified name.
The channel will be created as a global channel, restricted to level 101 at
first. It can then be edited using the &Wsetchannel&D command.

See also: SETCHANNEL, DESTROYCHANNEL, SHOWCHANNELS
~

103 1122239142 MAKECLAN~
-----------------------------------------------------------
 
     SYNTAX: makeclan <clan name>
 
DESCRIPTION: The MAKECLAN command is used to create a
             new clan, order, or guild which may then
             be customized with the SETCLAN command.
 
-----------------------------------------------------------
 
SEE ALSO: SETCLAN, SHOWCLAN
~

103 1122239142 MAKECOUNCIL~
-----------------------------------------------------------
 
     SYNTAX: makecouncil <council name>
 
DESCRIPTION: The MAKECOUNCIL command creates a new council
             that may then be customized with the SETCOUNCIL
             command.
 
-----------------------------------------------------------
 
SEE ALSO: SETCOUNCIL, SHOWCOUNCIL
~

103 1122239142 MAKEDEITY~
-----------------------------------------------------------
 
     SYNTAX: makedeity <deity name>
 
DESCRIPTION: The MAKEDEITY command creates a new deity
             that may then be customized with the SETDEITY
             command.
 
-----------------------------------------------------------
 
SEE ALSO: SETDEITY, SHOWDEITY, DEITIES 
~

101 1212949606 MAKEREPAIR BLACKSMITH_SHOP~
&YSyntax : makerepair <mobvnum>
&c
This turns a mobile into a blacksmith. At this mobile a player will be 
able to have damaged equipment repaired. 

Through &wrepairset&c parameters can be set to further specify how the 
shop will function. 

Related helpfiles &Wrepairset, repairstat, repairshops
&D
~

101 1122239142 MAKEROOMS~
Syntax: Makerooms <number>
 
Lets builders make a whole slew of rooms without having to goto the
vnums first.
 
Max number of rooms that can be made is 1000.
 
~

101 1122239142 MAKESHOP~
Syntax: makeshop <mobile vnum>

Creates a new shop and assigns it to a mobile.
* NOTE: for pets set the room with room flag petshop.  The next room
vnum must be the storage room for the pets, and have no exits.

The levels of the items in the shop are picked randomly based on item type:

--------------------------------------------
|Item Type | Level Range                   |
--------------------------------------------
| default  | 0                             |
| pill     | 0 to 10                       |
| potion   | 0 to 10                       |
| scroll   | value[0] of the scroll object |
| wand     | 10 to 20                      |
| staff    | 15 to 25                      |
| armor    | 5 to 15                       |
| weapon   | 5 to 15                       |
--------------------------------------------

See SHOPSTAT, SHOPSET and SHOPS.
~

102 1122239142 MAKESLAY~
Syntax: makeslay <type>

This command creates a new slaytype and sets it up with default options.
Once created, it can then be edited using the online slay editor.

See also: DESTROYSLAY, SETSLAY, SHOWSLAY, SLAY
~

104 1122239142 MAKESTAFFLIST~
Syntax: makestafflist
 
This command does exactly what it sounds like.

See also: [help] STAFFLIST
~

0 1244585856 MANA~
&cSyntax: &CMANA                 

&cThis command will quickly tell you how much mana you have left without having to hear
all the	details	of using the score command.

See also: &WHELP CONFIG, LANDMARK, WHEREIS, MONEY, SKILLS, SPELLS, WEAPONS,
SONGS, SCORE, SOUND, HP, MANA, MOVE, STATUS, ARMOR&D
~

1 1196856711 'MANA POOL'~
Syntax: cast 'mana pool'

This spell creates an energy field around the caster, and any members in
his or her group. The energy field causes everyone to recover their mana
faster than usual. It stacks with other mana restoratives (ie meditate).
~

1 1239075770 MANOAKE~
&C                              Manoake City Map
&c
          (  )-(  )------(  )-(  )-(  )-(  )-----(  )-----(  )-(  )-(  )-----(  )
           ::   ::        ::   ::   ::   ::                ::        ::       ::
          (  ) (  )-(  ) (  ) ( &GS&c) ( &GR&c)  ::     (  )-(  ) (  )      (  )     (  )
           ::   ::        ::             ::           ::   ::        ::       ::
          (  ) (  )      (  )      ( &GS&c)-(  )         (  ) (  ) (  )-(  )-(  ) ::
           ::             ::             ::           ::             ::      (  )
          (  )           (  )            ::          (  )-(  )      (  )      ::
           ::             ::             ::           ::                      ::
          (  )           (  )            ::  (  )(  )(  )                     ::
           ::                            ::     \\:://                        ::
          (  )                           ::      (  )                         ::
           ::                            ::       ::                          ::
          (  )                           ::      (  )                         ::
           ::                            ::       ::                          ::
          (  )-(  )                      ::      (  )                        (  )
                ::                       ::       ::                       ///
               (  ) ( &GT&c) ( &GS&c) ( &GS&c)      (  )-----(  )             (  )  (  )
                     ::   ::   ::        :: //////                 ::////
               ( &GO&c)-(  )-(  )-(  )-(  )-(  )                      (  )
                     ::   ::   ::        ::\\\                 ////::
                    ( &GS&c) ( &GS&c) ( &GS&c) (  )  ::  (  )-(  )-(  )-(  )  (  )
                                      \\\::             ::   ::
                                        (  )           (  )-(  )
                                         ::        &YLEGEND&c             
                (  )                    (  )
                 ::                      ::        S - Shops
 (  )-(  )-(  )-(  )-(  )-(  )          (  )-( &GH&c)  R - Repair Shop
                 ::   ::     \\          ::        T - Teacher
                (  ) (  )     (  )-(  )-(  )       O - Tavern
                                         ::        H - Healer
                                        (  )
                                         ::
                                        (  )
                                         ::
                                        (  )
                                         ::
                                        (  )
                                         ::
                    (  )      (  )-(  ) (  )                (  )-(  )
                       \\\     ::     ///                    ::
                         (  )-(  ) (  )-(  )-(  )-(  )-(  )-(  )
                            \\\::///                    ::
                              (  )                     (  )
                            ///                           \\
                         (  )                               (  )
                       ///                                   ::
                    (  )                               (  )-(  )
                     ::
                    (  )
                     ::
                    (  )
                  ///
               (  )
~

1 1278574184 MAP~
&cHomeland Areas have maps made of them as it is assumed you would know the
place you grew up in.  There is also a command that will generate directions
for you in your homeland.  If you're an evil race you are from Dakar City, if
you are a good race you're from Paleon.  Dragons always are from Forbidden City.

&cType &CWHEREIS <&CDESTINATION>

&cTo view the maps, type &WHELP PALEON&c,&W HELP DAKAR&c, or &WHELP FORBIDDEN&c.

A world map is available at.. http://6dragons.tk/map.gif

See also: &WHELP TUTORIAL, SKIP&D
~

1 1271026487 MARBLE SKIN 'MARBLE SKIN'~
&cMarble Skin

As a vampire matures their skin becomes marble-like in density.  Thus
attempts to cause damage to a vampire are reduced in their effectiveness.
Shield and Sanctuary affects work only for the living, vampires being 
dead receive no benefit from them.

This skill is automatic.

See also: &WHELP GRANITE SKIN&D
~

1 1188512326 'MARTIAL ARTS'~
This skill is automatic once practiced for now it boosts the damage dealt 
in every round of combat by its user, though only if its user isnt 
wielding weapons. 
~

0 1187429695 'MASTERS EYE'~
This skill vastly increases the damage you inflict on your target. Use of 
this skill is automatic once practiced. 
~

1 1413797851 MAUL~
Syntax Maul victim

This skill launches the bear in blurring speed, where they maul their victim with their massive
claws.

~

1 1237702004 MAUSOLEUM~
&cThe Mausoleum was built many years ago at the urging of the great 
lord Iufn.  This rather large building was used by the priests, and 
those in training to become one of them as a learning center.
As time went on this school was slowly changed into a battle training
facility when things began to happen in other parts of the schools.
the priests, and priestesses where both trained to combat evil in
the best way available. 

Not long after the School of Shadows was over run by the demons the Mausoleum
was taken by the forces of evil as well.  This place has been cursed by the
very presence of the evil within.  Those poor souls that where stuck within
the walls when it was transformed found themselves also transformed to match
their surroundings and now inhabit this unholy place with the urge to destroy.


&CSEE ALSO SCHOOL OF SHADOW, SoS CATACOMBS, AND ACCURA
~

13 1182561185 MAYNARD 'HEAD OF PR'~
Greetings, and welcome to 6 Dragons

The head of player Relations is Fya. If you have any questions, or comments
feel free to speak with her. 
~

102 1122239142 MCREATE OCREATE~
Syntax: mcreate <vnum> <keywords>
Syntax: ocreate <vnum> <keywords>

Create and new mobile / object.
A prototype monster or object will be created with the selected vnum, and
set up with the plainest of default values.  A material image of the magical
prototype will appear before you, for you to futher modify with MSET or OSET.

See MSET or OSET.
~

101 1122239142 MDELETE ODELETE RDELETE~
These commands allow staffers to delete certain parts of the game.
 
 Syntax: mdelete <mob#>    -staff level 101
 Syntax: odelete <object#> -staff level 101
 Syntax: rdelete <room#>   -staff level 101
~

101 1122239142 MEA MPECHOAT~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

1 1449948134 MECHANISM~
&cSyntax: Mechanism

This skill allows the psionic to probe the mechanism of locked devices and attempt
to manipulate the lock open.
~

-1 1286512555 'MEDISPEAK' medieval~
&cBasics of Medieval Speaking...

Regular English           Medieval Translation
&Cyes or no                 Yea or Nay.
it is                     Tis
feeling                   Fare
you                       Thee or Thou or Ye
your                      Thine or Thy
are                       Art
good shape                Strapping
Hi Duke                   My Lord
Hi Princess               My Lady
Bathroom                  Privy
Hello                     Well Met
Listen                    Hark
I think                   methinks
Darn it                   Alas
Here                      Hither
Goodbye                   Fare thee well
Excuse me                 By your leave

&cSee also help &WMEDISPEAK2, ROLE PLAY, ROLEPLAYING2 
~

-1 1286537486 'MEDISPEAK2' medieval~
&cBasics of Medieval Speaking...

Regular English           Medieval Translation

Thief                     Cut purse
Good morning              Good Morrow
Cheer                     Huzzah
Perhaps                   Mayhap
Often                     Oft
Really                    Indeed
Maybe                     Perchance
Please tell me            Pray tell
A young woman             Wench
Truly or Truthfully       Verily
Over there                Yonder
Do                        Dost
Has                       Hath
Will                      Wilt

&cSee also help &WROLE PLAY, ROLEPLAYING2
~

1 1196825906 MEDITATE MEDITATION~
&c
Syntax: &Cmeditate
 &c
A character in possession of this skill may use it to assume a trance like
state where mana is restored through various energy channels.
 
Meditate is an actual position, to leave the meditation state, you must
stand, sit, rest, or sleep.
 
Note: The amount of mana returned increases as your level and skill with
meditate increase.

See also help &WTRANCE
~

102 1122239142 MEMORY~
Syntax: memory

MEMORY reports the current counts of objects, mobiles, affects, rooms,
areas, etc, etc.
~

1 1449351421 MEND~
&cSyntax: Mend < victim >

This skill heals damage to whoever receives the benefit of it.

~

1 1224553717 'MENTAL ASSAULT'~
&YSyntax: mental <victim>&D

This skill is actually sending all the destructive energy one can muster
towards a victim in a malicious assault on their mind.
~

1 1122239142 MENTALSTATE MENTALSTATES 'MENTAL STATE' 'MENTAL STATES'~
.
&gYour mental state is your current frame of mind, and how clearly and
realistically you view your surroundings.  Mental states can be affected
by prolonged combat, hunger, thirst, or poison.  If you are affected by
one of the above for a period of time, your mental state will begin to
deteriorate, and you will not view your surroundings as they truly are.
You may begin to hallucinate, or become too lethargic to function, and
your general abilities will be affected.  In extreme cases you may
collapse from exhaustion or enter a delirious coma.
 
To restore your mental state, you may need to rest (resting and sleeping
will speed your recovery), eat, cure whatever poison afflicts you, etc.
Note that if you are malnourished your state will &wnot&g improve, even with
sleep, until you have fed and/or quenched your thirst.
 
Your mental state can be observed with the &WSTATUS&g command which describes 
your state of mind (You feel great, etc.)  The 'group' display contains a less 
accurate reading of your and your group-mates' mentalstates as well.
 
Note:  Changing your deity now affects your mental state.
 
See also 'GROUP DISPLAY'
~

101 1211288828 MER~
&YSyntax: mer <$n/$r/$I> <echomessage>
&c
This command is one of the many you can use in mobprograms. It will
send an echo in the room of the target.

Related helpfiles &Wmpedit&D
~

-1 1242869730 MERC FUREY KHAN HATCHET~
&c
SMAUG was originally based on the Merc 2.1 code which was created by Furey,
Hatchet, and Kahn.
This original code base is available as Merc_21.tar.gz via FTP from:
ftp.tcp.com, ftp.math.okstate.edu and ftp.game.org.
E-mail to 'merc-request@kpc.com' to join the merc mailing list.

Merc would like to thank ...
  ... Diku Mud for their code base.
  ... The Free Software Foundation and DJ Delorie for kick-ass tools.
  ... Copper Mud and Alfa Mud for releasing their code and worlds.
  ... Aod of Generic for ... well, everything.  You're a hoopy frood, Aod.
  ... Alander for many ideas and contributions.
  ... John Brothers of Silly for permission to use Silly code and worlds.
  ... Zrin for administering the mailing list.
  ... Abaddon for proofreading our comm.c.
  ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help.
  ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes.
  ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds.
  ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
      of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code,
      and hours of enjoyment.
                                Share and enjoy.
~

1 1272892780 'MERGE'~
&cThere is a bank located in every hometown. To merge two bank accounts into
one bank account use the below bank comand.

Syntax: &Cmerge name password name2 password2&c
       Regarding merge - using the name and password of the first account,
       then the second.  The first account will be kept, with the funds from
       both accounts. The second will be deleted.


See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D

~

101 1216568438 METALQUALITY~
ORES -
 1) Gold   2) Silver    3) Copper    4) Tin      5) Iron     6) Platinum
 7) Zinc   8) Aluminium 9) Antimony  10) Lead   11) Nickel  12) Bismuth
14) Arsenic  15) Chromium  16) Palladium  17) Uranium  18) Amber

NONFREE ORES -
Aluminium, Mercury

SMELTED -
Gold, Silver, Copper, Iron,  Platinum, Antimony, Lead, Nickel, Bismuth,
Arsenic, Chromium, Palladium

ALLOYS -
 1) Gold: Electrum (silver, copper), Rose Gold (copper), White Gold (nickel or
palladium)
 2) Silver: Sterling Silver (copper)
 3) Copper: Orichalcum (gold, silver, amber), Brass (Zinc), Bronze (tin),
Constantan (nickel), Tumbaga (gold)
4) Tin: Pewter (lead or copper)
5) Iron: Steel (carbon - rock), Stainless Steel/Ferrochrome (chromium, nickel)
6) Bismuth - Rose Metal (lead, tin)
~

101 1122239142 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.
~

101 1122239142 'MIDAS TOUCH' 'MIDAS'~
MIDAS TOUCH:
Syntax: cast 'midas touch' obj
 
[where obj is in your inventory]
 
Turns an object in your inventory into gold.
~

1 1449351581 MIGRAINE~
&cSyntax: Migraine <victim>

This skill sends a mind splitting migraine upon the victim.

~

1 1129193351 'MIGRAINE FIELD'~
MIGRAINE FIELD

Syntax: migraine

This sends out a pulse field attacking the minds of everyone around 
with a migraine damaging attack.

~

1 1447724723 MILL~
&C
Syntax: mill <material> into <item> <level>
Syntax: mill list or mill list all
        mill fasten - for ship assembly
Materials being: fir, cedar, pine, walnut, oak, hickory
&c
The mill tradeskill can only be done in Tradeskill Center within your
city.  A lumber sled is required for this skill.  The skill is used 
for the carpenter profession of making leather equipment.  See also 

Carpenters can build sections of ships.  Once they have all 4 sections built
they can use the mill fasten to put them together into a ship at the dock
which you can fild in wilderness.  Landmark dock to find it.

help &WBLACKSMITH FORGE TRADESKILLS MINE BAKER BAKE MIX TANNER
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TAN, DRAW, FIRE, SAIL
~

1 1129191235 'MIND ASSAULT'~
MIND ASSAULT

Syntax: c 'mind assault' <victim>

This spell attacks the mind of the caster's enemy.

~

1 1192071214 'MIND OVER MATTER'~
Syntax: mind

Mind over matter, the old mantra that if you think it doesn't hurt, it doesn't hurt.  This skill raises the ability of the monk to take damage by lowering their armor class.
~

-1 1237205052 MINDFLAYER~
MINDFLAYERS

&cThe race of mindflayers are known to have psionic abilities.  These powerful
mental powers allow the mindflayers to perform near magical acts with the 
power of their minds.  Mindflayers are not a melee type of class, generally
using the power of their minds to defeat opponents. 

Mindflayers use their very strong mental powers to enhance their agility, 
appeal, and good fortune. 

Base stats for mindflayer before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Mindflayer  &W10   25     18     10     10      12    17
&c  
Mindflayers have the inherent ability to &WDETECT MAGIC&c.

Mindflayers gain experience at a slightly slower than average rate.

Mindflayers can be &WPSIONICS
~

1 1221949637 MINE~
&c
Syntax: Mine <&Ctype&c>
Syntax: Mine List

Mining tradeskill can only be done in quarry locations within the wilderness.
As you start out you will only be able to mine bronze, but once your skills
increase you will be able to mine other types of ore.  This skill is shared
by the Blacksmith and Jeweler.  A mining bag and pick axe is required.

See also help &WBLACKSMITH FORGE TRADESKILLS GATHER BAKER BAKE MIX
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER HUNT TAN
~

1 1122239142 'MINOR INVOCATION'~
Syntax:  cast 'minor invocation'
 
This spell improves the to-hit roll and saving throw versus spell of all
members of the caster's group by 1 each.
~

1 1448930648 MINOR RESTORE~
&cSyntax Minor <victim>

This skill performs a minor restore on the wounded that heals minor wounds completely.

~

1 1453694414 'MINOR RESTORE'~
&cSyntax: &Cminor <victim>

&cMinor restore is a healing skill used primarily by Angels, with some other classes
also gaining access to the skill at higher levels. Using minor restore on yourself or
another player will help to heal wounds sustained in battle (up to a maximum of 1000 hp).
~

101 1216607307 MINPOS~
Minimum Positions affect both spells and skills. For example, if the minimum
position for a spell was 8, it would work while sitting, fighting or any
position higher than that. The same spell would not work in the resting
position as it's ranked at 6.

 0) POS_DEAD  (Player is dead, at -10 hp.)
 1) POS_MORTAL (Player is mortally wounded, at -10 > player < -2.)
 2) POS_INCAP (Player is incapacitated. At -1 or -2 hp.)
 3) POS_STUNNED (Player has been stunned. Occurs during battle.)
 4) POS_SLEEPING
 5) POS_MEDITATING
 6) POS_BERSERK (Battle style.)
 7) POS_RESTING
 8) POS_AGGRESSIVE (Battle style.)
 9) POS_SITTING
10) POS_CROUCH
11) POS_FIGHTING
12) POS_DEFENSIVE (Battle style.)
13) POS_EVASIVE (Battle style.)
14) POS_CRAWL (Crawling through tunnels etc.)
15) POS_STANDING
16) POS_MOUNTED
17) POS_SHOVE
18) POS_DRAG

See also : Help STYLE
~

101 1122239142 MINVOKE OINVOKE~
Syntax:  minvoke <vnum>
         minvoke <keyword of mob>
Syntax:  oinvoke <vnum>
         oinvoke <keyword of obj>
         oinvoke <vnum/keyword of obj> <level>
 
MINVOKE invokes an instance of the mobile specified.
 
OINVOKE invokes an copy of the object specified.  It accepts an optional
parameter for the level of the object to be invoked.
 
~

1 1122239142 MISSILE~
Missile weapons have the unique ability to fire at one's opponent
from a distance.  In order to be successful, the attacker must have a 
weapon missile wielded (Only certain weapons are able to be missile wielded)
and must have an appropriate ammunition in inventory.

Example: To use a bow and arrow, one must have a bow missile wielded and
have an arrow in inventory.
 
See help &Wfire and help &Wfletch
~

101 1193000881 MISSILES~
Creating a projectile is basically the same as making any other
weapon. The exception to this are its Values (see ITEMVALUES)
and the need to have missiles which match missileweapons.
 
&GFollow this basic proceedure to make a set of projectiles&W:
  1) Create a firing mechanism, for instance, a long bow.
  2) Set the itemtype to 'missileweapon'.
  3) Set the wearflags to 'take missile'
  4) Set the projectile values from the HELP PROJECTILES table.
 
&G Now the wielded weapon is done, but you need something to fire...&W
  1) Create a shootable object, for instance, an arrow.
  2) Set the itemtype to 'projectile'
  3) Set the wearflags to 'take'.
  4) Set the projectile values from the HELP PROJECTILES table.
 
Don't forget to finish the items with weight, cost, long, short etc.
You now have two objects in inventory which are ready to fire.
Lastly, you may create a quiver for certain objects. To do this,
set the itemtype to 'quiver', and use v0 to set its capacity.
Be sure not to set the capacity too high, as quivers should be small.
 
See also: PROJECTILES, ITEMVALUES, WEAPONTYPES and OSET.
~

1 1453693961 'MIST ACID'~
&cSyntax:  &Cmist <victim>

&cThis shaman skill creates a billowing mist of acid inside the room, damaging every mob except
for your group members and followers.&w
~

1 1122239142 MISTFORM~
Syntax:  mistform
 
The vampire may assume a form of lucent mist, capable of traveling
through many barriers otherwise unpassable.
 
~

1 1122239142 MISTWALK~
Syntax:  mistwalk <victim>
 
The vampire may become a fine mist, capable of traveling with great speed
and precision through the smallest of cracks and crevices to to reach its
intended victim.
 
Due to the nature of this skill, it works the best in darkest night (between
the hours of 9 o'clock in the night and 5 o'clock in the morning).  It will
still work during day hours, but is much more costly in blood usage.
 
~

1 1238117059 MITIGATE~
&c
Mitigate

Is an automatic skill of a warrior like class.  As they progress in 
years of fighting they learn to mitigate damage they would normally
receive from a blow, by how they position their bodies.
~

1 1278754654 MIX~
&cSyntax: &Cmix <ingredient> into <drink> <level>
&cSyntax: &Cmix list&c

This skill allows the baker to mix various types of drinks into
a type of mead.  The mead has a strong rejuvenation effect on
regaining mana.

See also: &WHELP MINE, BLACKSMITH, TRADESKILLS, GATHER, FORGE, BAKER,
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER, HUNT, TAN&D
~

101 1122239142 MLIST~
Syntax: mlist
      :	mlist <first mob>
      :	mlist <first mob> <last mob>

This command will list all of the prototype mobs in your area, when used 
with no arguments.  When used with a single argument it will list all 
mobs including and after the argument, and when used with two arguments, 
it will list all mobs including and between the two. 
~

101 1230030239 MOB~
&c
Syntax Mob <name>

This command puts you into an editor with a menu system for changing
mobs with one key inputs.

See also help &WBUILDWALK OBJECT ROOM
~

-1 1242869794 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.&c
         The MOBprograms have been contributed by N'Atas-ha.

         Haus hacked together room && obj programs 'cause
          he got sick of failing to add lever bitvectors,
               and cause he thought Carnage was a
                  Trancendentally Cool Mud.
~

101 1231579265 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Give          <object name>       [vnum] [vnum]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]

*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.

&YIf you need to extend a line of speech in mobprograms use the + symbol as
it is set to remove the tilde in the code and extend speech of multiple lines
into one line.
Example:
>speech_prog p test
say hello $n,+
this is all going to appear on a single line.
say hello $n, this is all going to appear on a single line.
&w

For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
MPROGS/OPROGS/RPROGS use : &YBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4 PROG_GIVE&D
~

1 1234044427 MONEY CURRENCY BRONZE COPPER~
Money

Syntax : money

Displays the current amounts of money that you are carrying.

The multiple currency code at &R6 Dragons&D has been ported from DOTDII codebase
with permission from Garil.  The currency code was ported by Vladaar, and 
Remcon.

See also help: bank, exchange.
~

-1 1252019265 MONK~
&cA monk is trained to be a martial artist from birth. These warriors
of faith use their bare hands to fight. The knowledge of this style of
fighting has been passed down through the monk brotherhoods, and they are
capable of dealing extraordinary amounts of damage whilst unarmed. Some 
monks are scholars and wise men, and all of them spend much time in prayer
and meditation in order to extend their physical and mental capabilities. 

Monks are physically average but have mastered their bodies.  The monk has
a skill called monkblood that allows them to harness chi in battle to 
mititgate some damage.

A Monk focuses primarily on &WDEXTERITY&c, and to a lesser extent
on &WCONSTITUTION&c.

Monks come from the following races - &WHUMAN, ELF, HALFLING, GNOME&c.

See also: &WHELP HUMAN, ELF, HALFLING, GNOME, DEXTERITY, CONSTITUTION,
MONKBLOOD, PROMPT&D
~

1 1447460358 MONKBLOOD 'MONK BLOOD'~
&cMonk &rblood &c 

What is it?  It's the monk utilizing their chi which sometimes can mitigate
damage they would've normally suffered.  Doing this requires a sacrifice of movement
points.

See also help &WPROMPT, MONK
~

1 1216436300 MONTHS SEASONS~
As days turn into months and months turn into years, the mud will see
changes come into season - trees will shed leaves, flowers will grow,
snow falls in winter and the sun beats down in summer. Cities also
celebrate different holidays across the year.

There are sixteen months in the Paleon Calendar:

Months of SPRING - the Grand Struggle, Renewal, Nature, Hope
Months of SUMMER - the Dragon, the Sun, the Heat, the Battle
Months of FALL - West Winds, the Long Shadows, Futility, the
  Ancient Darkness
Months of WINTER - the Great Evil, the Winter Wolf, the Frost
  Giant, the Old Forces

In addition to this, certain spells (ie elemental spells that use fire and
cold as attacking forces) will vary across the seasons. Trying to cast a
fireball in the middle of winter for example, would not be as effective as
when the weather is warmer. By the same principle, a blizzard in winter will
be twice as powerful and may cause 'chain reaction' storms.

See also: HELP HOLIDAYS
~

101 1122239142 MORPH UNMORPH~
Syntax:  morph <vnum> <target>
Syntax:  unmorph
 
Morph is an immortal command used to morph into various
things, while unmorph reverts the effect.
 
See also:  polymorph, morphcreate, morphdestroy, morphstat
~

105 1122239142 MORPHCREATE MORPHDESTROY~
These commands are used for the creation or deletion of
polymorph data.
 
See also:  polymorph, morph, morphstat
~

105 1122239142 MORPHSTAT~
Syntax:  morphstat <vnum|name> [help|desc]
 
Stats a morphed target by name or vnum.
 
See also:  polymorph, morphcreate, morphdestroy, morph
~

1 1449095650 MORRIS DANCE~
&cSyntax Morris

The morris dance is a intricate series of dance moves with which when the bard masters
he has been known to apply them to combat.  Adding a unnerving grace to their fighting style.
~

1 1217240863 MORTIFY~
Syntax mortify <victim>

This skill so mortifies the victim of the user that all their attention
goes to the warrior performing the skill.  This is a great increase in
hate level for the warrior.

~

1 1155713526 MOTTO CLANDESC~
Syntax: clan motto (desc)
Syntax: clan desc (desc)

This will allow the player with leadership abilities to set the
clan's motto or description. You are welcome to use colours within
either, but you may be asked to change them by an immortal if they
feel it is outside general alignments. They must be kept IC, or
within the 'theme' of the mud and they must be free of typos and
to the point.
~

1 1122239142 MOVE MOVEMENT~
This discusses the process of moving your character from one place in the
Realms to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
 
At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

101 1122239142 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

101 1122239142 MPAPPLY MPAPPLYB~
Syntax:  mpapply <victim>
Syntax:  mpapplyb <victim>
 
These commands are used in the pre-auth area to signal a new character's
authorization status.  When a character first enters the game, it will
be targeted by an 'mpapply <victim>' which will inform the immortals that
the character is waiting for authorization.  Once the character is
authorized, a mob will attempt to 'mapplyb <victim>' the character, and
the character will be sent into the actual game.
 
~

101 1122239142 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

101 1196077717 MPASSIST~
SYNTAX: mpassist target

Information: The mpassist command invokes the mob to assist the
target listed in its argument.

Examples:

mpassist $n  - This tells the mob to assist against who ever is
fighting $n. If they're not fighting it will bail out without
error.

See Also: help mpcommands
~

101 1211288998 MPASUPRESS~
&YSyntax  Mpasupress <victim> <number of rounds>
&c
I'm not exactly sure about this one... what it looks like it does is stop a
mortal from attacking for a set amount of time... (32000 rnds max) I have not
tested this one... nor do I know exactly what it will do ..

If someone else has more accurate info, please update this helpfile.

Related helpfiles &Wmpedit&D
~

101 1244584083 MPAT~
&cSyntax: &CMPAT <vnum> <command>

&cLets the mobile perform a command at another location.

You can also use 0.$n to target player with the command, instead of
using a vnum.

See also: &WHELP MPEDIT, OPEDIT, RPEDIT
~

101 1211290174 MPBODYBAG~
&YSyntax : mpbodybag $n
&c
This command can only be used in a program. For instance, the undertaker
makes use of it. It is, like bodybag, a command to retrieve the victim's
corpses, from wherever it/they might be.

Related helpfiles &Wmpedit
&D
~

101 1250034651 MPCITY~
&c
Syntax mpcity $n 'city name'

If the player already has a city they are a citizen of, it will revoke
their citizenship.

~

101 1283152115 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
&cThe following commands can be used for Room, Mob and Object progs.  The
commands listed at the bottom are for mob progs only.  Each command also
has its own help file.  Type &CHELP <COMMAND>&c. If it doesn't, typo it!
   
MPCOMMAND       PARAMETERS                MPCOMMAND      PARAMETERS
&W--------------  --------------------      -------------  --------------------
&cMPADVANCE       <player name> <level>     MPAPPLY         <victim>              
MPASOUND        <phrase>                  MPASSIST        <name>
MPASUPRESS      <victim> <# of rounds>    MPBODYBAG       <victim>
MPCITY          $n 'city name'            MPCLOSEPASSAGE  <room> <direction>  
MPDAMAGE        <name> <#hps>             MPDELAY         <victim> <seconds>
MPDEPOSIT       <amount>                  MPDREAM         <name> <phrase>
MPECHO          <phrase>                  MPECHOAROUND    <name/var> <phrase>   
MPECHOAT        <name/var> <phrase>       MPECHOZONE      <color> <phrase>             
MPFAVOR         <victim> <favor>          MPFILLIN        <exit>
MPFLAG          <victim> <flag> <value>   MPFORCE         <name/all> <actions>
&Y*&cMPGENMOB        <victim>                 MPGOTO          <rvnum/name>  
MPINDUCT        $n                        MPINVIS         <level>
MPJUNK          <name/var>                MPLOG           <message> 
MPMLOAD         <mob vnum>                MPMORPH         <vnum> <target>
MPMSET          <victim> <field> <value>  MPNOTHING 
MPNUISANCE      <victim>                  MPOLOAD         <object vnum>         
MPOPENPASSAGE   <origin> <dest> <dir>     MPOUTCAST       $n 
MPPARDON        <victim>                  MPPAUSE         <# paused for max 20>
MPPEACE                                   MPPKSET         <victim> yes/no
MPPRACTICE      <victim> <skill/spell/language> <max_percent>
&Y*&cMPPURGE         <object/mobile name/player name> <item vnum>      
MPQUEST         $n <quest name> <chapter #>
MPRESTORE       <victim>                  MPSCATTER       <target name> <low vnum> <hi vnum>
MPSLAY          <victim>                  MPTAG           <victim> <tag> <value>
MPTRANSFER      <name/all>                MPTUTORIAL      <victim>
MPUNNUISANCE    <victim>                  MPWITHDRAW      <amount>            

Mobs only:

MPKILL           <name>                 MPGOTO <vnum>
MPAT             <vnum> <command>

See also: &WHELP MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER,
MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES
&Y* Read the help file for this command as it requires permission or has special
conditions.
&WMPROGS/OPROGS/RPROGS use : &YBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4&D
~

101 1122239142 MPDAMAGE~
Syntax:  mpdamage <victim> <amount>
 
This command inflicts a specified amount of damage on the victim.
This damage will be affected by sanctuary, but is not affected by
protect, saving throws or resists.
 
A mob should _never_ mpdamage itself.
~

101 1212323314 MPDELAY~
&YSyntax : mpdelay <target> <seconds> &c   &cexample:  mpdelay $n 5
&c
Mpdelay will effectively LAG a player for as many tics as is specified. When so
delayed, the player will not be able to take any action, HOWEVER any action
they type in will be taken as soon as the delay is completed.  

Alike all mp-commands, this command is only usable in a program.

&RAttention: &cmpdelay has no effect on a STAFF member, therefor if you 
wish to test your program, best to turn mortal. 

Related helpfiles &Wmpedit&D
~

101 1122239142 MPDEPOSIT MPWITHDRAW~
Syntax:  mpdeposit <amount>
Syntax:  mpwithdraw <amount>
 
This command orders the mobile to deposit or withdraw a specified number
of gold coins from an area.  These can be used in conjunction with mpat
to tell the mob which area to withdraw/deposit money in.
 
Example:  mpat 22000 mpwithdraw 5000000
 
This would cause the mob to withdraw 5 million coins from the new Darkhaven
area, as that is the area vnum 22000 is in.
 
If no mpat is used, the mob will withdraw or deposit the gold from the
area in which it is located at the time.
~

101 1122239142 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

101 1122239142 MPECHO~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
~

101 1122239142 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

101 1122239142 MPECHOZONE MEZ~
-----------------------------------------------------------
 
     SYNTAX: mpechozone <color> <string>
 
DESCRIPTION: The MPECHOZONE mpcommand works much like
             the ECHO and RECHO comands do except the
             specified string is only displayed within
             the area. 
 
-----------------------------------------------------------
 
SEE ALSO: COLOR, MPCOMMANDS
~

101 1122239142 MPEDIT~
Syntax:  mpedit <mobile> <command> [number]  [program] [arguments]
Syntax:  mpedit <mobile> add       <program> <arguments>
Syntax:  mpedit <mobile> insert    <number>  <program> <arguments>
Syntax:  mpedit <mobile> edit      <number>  [program] [arguments]
Syntax:  mpedit <mobile> delete    <number>
Syntax:  mpedit <mobile> list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments
associated with that trigger.
 
For complete infomation, reference the mob program documentation available
via FTP on realms.game.org:  (building.tar.gz/building.tar.Z/building.zip )
 
See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

101 1122239142 MPFAVOR~
-----------------------------------------------------------
 
     SYNTAX: mpfavor <target> -#
             mpfavor <target> +#
             mpfavor <target> #
 
DESCRIPTION: The MPFAVOR mpcommand is used to take, give,
             or set a PCs favor by/to the specified amount.
 
   EXAMPLES: 
 
mpfavor 0.$n -10 -> decrease $n's favor by 10
mpfavor 0.$n +10 -> increase $n's favor by 10
mpfavor 0.$n 10  -> set $n's favor to 10
 
       NOTE: The current high/low settings for favor
             can not be exceeded: 2500 and -2500
 
-----------------------------------------------------------
 
SEE ALSO: MPCOMMANDS, 'IFCHECK FAVOR'
~

101 1122239142 MPFILLIN~
Syntax: mpfillin <exit>
 
New mpfillin, this simply sets a closed door bit, so can be used for
several things, quietly closing a door, closing an exit that was dug, etc...
~

101 1232321609 MPFLAG MPRMFLAG~
MPFLAG   MPRMFLAG

Syntax: MPFLAG <victim> <flag> <value>
Syntax: MPRMFLAG <victim> <flag> <value>

Using these commands you can assign variables based on 128 "bits". These bits 
work like "On/Off" switches and may be assigned by any mob. A typical mpflag 
will look like :

testing:3=[1]

"testing" is the name of the flag, "3" is the vnum of the mob that assigned 
the flag, and the "[1]" is the bit that is enabled. When more than one bit is 
enabled, it will look more like:

testing:3=[1 0 0 0 0 0 0 0 0 0 1]

In this case, bits 1 and 11 are enabled, 2-10 are disabled. To make use of 
these flags, use the "isflagged" ifchecks. Mpflags will be assigned to a 
player for a mobs "level X intelligence". The flag will save when the 
character saves and will continue to exist for this amount of time "mud time". 
You can also set the timer for a tag using the commands "noexpire" or "timer".

Example: mpflag noexpire $n <flag> [value]
Example: mpflag timer <#> $n <flag> [value]

If no timer is designated, the timer is set based on the mobs intelligence 
multiplied by the mobs level.

See also help &W'IFCHECK ISTAGGED', 'IFCHECK ISPCFLAGGED' MPTAG, MPFLAG, MPRMTAG,
MPRMTAG VCLEAR VSTAT
~

101 1122239142 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

101 1212059012 MPGENMOB~
Syntax mpgenmob $n

This command will allow the mob to generate a aggressive mob at the
victim.  Currently the mobs generated are wilderness mobs, but will
probably make them different types of mobs in future.

Use of this command must be approved by Council Head or higher.  It 
is not to be used to allow players to automatically summon mob after
mob and level, but rather for a purpose with a quest as a one time
event, and how it is implemented is important.

See also help mpcommands
~

101 1122239142 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

101 1211287893 MPINDUCT MPOUTCAST~
&YSyntax : mpinduct $n
&YSyntax : mpoutcast $n
&c
These 2 commands can only be used in a program. 

&wmpinduct&c will induct said victim in a certain clan (I would assume, the
mob inducting belongs to said clan).
&wmpoutcast&c will outcast the victim from the clan it belongs to.

Related helpfiles &Wmptriggers
&D
~

101 1286158940 MPINVIS~
&cSyntax&C Mset mob flags mpinvis&c

This flag makes the mob completely invisible to players accept
for Staff that are level 101 and higher.  Even truesight on
players will not see a mob with mpinvis flagged.

~

101 1122239142 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

101 1122239142 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

101 1211289743 MPLOG MOBLOG~
&YSyntax : mplog <message>&c
&c
This command is one of the many you can use in mob programs. It will
write away whatever you want logged for this mob. This is often used
to indicate who killed what mob and/or received a rare pop. This logged
information is retrievable from the shell.

Example in a death program :
&Omplog I was killed by $n.   *rare pop*&D

&cRelated helpfiles &W mpedit
&D
~

101 1122239142 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
        MPOLOAD <vnum> <level> <timer>

Loads a mob or object. In the case of objects, the level must be set, or
supermob will end up setting the level. Timer is optional, and is the decay
timer for objects.
~

101 1211290012 MPMORPH MPUNMORPH~
&wThis mpcommand functions exactly as the MORPH command.
Except that these merely can be used in a program.

&cRelated helpfiles &Wmorph, unmorph
&D
~

101 1211291235 MPMSET MPOSET~
&YSyntax : mposet <obj vnum|name> <field> <value>
&YSyntax : mpmset <mob vnum|name> <field> <value>
&c
MP commands are only usable in programs.

&wmposet&c is used when you wish to alter an existing object's statistics. For eg.
a personalized item is given to $n. (in that case you could alter the keywords,
short and long description of the item)

&wmpmset&c is used by a mobile. Perhaps he changes his long description, depending
on the time of the day. 

What all you can change through mpmset and mposet, for a non prototype item/mob
is held to the same limitations as oset and mset.

Related helpfiles &Wmpedit, mset, oset
&D
~

101 1211290825 MPNOTHING MPDONOTHING~
&YSyntax : mpnothing
&c
This command, often called mpdonothing, does ... nothing.

It's often used in and if then else structure.
For eg.
If condition met
mpnothing
else
do this and that
endif

Related helpfiles &Wmpedit
&D
~

101 1211290662 MPNUISANCE MPUNNUISANCE~
&YSyntax : mpnuisance <target>
&YSyntax : mpunnuisance <target>
&c
This does the same as nuisance/unnuisance except this one merely can be used
in a program. 

Related helpfiles &Wmpedit, nuisance, unnuisance
&D
~

101 1122239142 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction>

Opens a passage to a room (does not affect pre-existing doors)

Syntax: MPCLOSEPASSAGE <room> <direction>

Closes a passage to a room (does not affect pre-existing doors that were
not created with mpopenpassage)
 
See also help doordirs.  <directions> are numerical not alphabetical.
~

101 1122239142 MPPARDON~
-----------------------------------------------------------
 
     SYNTAX: mppardon <target> <flag>
 
DESCRIPTION: The MPPARDON mpcommand works just as the
             immortal PARDON command does.
 
-----------------------------------------------------------
 
SEE ALSO: PARDON, FLAGS, 'IFCHECK ISATTACKER', 'IFCHECK
          ISKILLER', 'IFCHECK ISTHIEF'
~

101 1279740064 MPPAUSE~
&cSyntax: &Cmppause <time in seconds>&c

With this command in a program, you are able to slow down the execution of
the program to imitate speech, or to ensure that one process finishes before
another.  Main function is to pause the program's procedure at that point for
x amount of seconds, 20 seconds max.

See also: &WHELP MPCOMMANDS&D
~

101 1122239142 MPPEACE~
*-------------------------------------------------------------------*
 
     SYNTAX:     MPPEACE <name>
 
DESCRIPTION:     Any target name within the room can be forced
                 to cease all fighting.
 
*-------------------------------------------------------------------*
See Also:  MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS
~

101 1122239142 MPPKSET~
-----------------------------------------------------------
 
     SYNTAX: mppkset <target> yes/no
 
DESCRIPTION: The MPPKSET mpcommand will set the 
             PC to deadly or peaceful based on what is
             specified regardless of their present state.
             No = peaceful Yes = deadly
 
-----------------------------------------------------------
~

101 1122239142 MPPRACTICE~
Syntax:  mppractice <victim> <skill/spell/language> <amount>
 
This command will set the victim's percentage of proficiency in the
specified skill/spell/language to the specified amount.
 
It cannot train a character in a skill/spell/language the character does
not have as a part of its class and that it does not already have as a
result of its level.  In other words, it cannot train a warrior in
fireball, or a level 1 thief in gouge.
~

101 1283152902 MPPURGE~
&cPurges the room, a specified object/mobile or an item in a player's
inventory.

&cSyntax: &Cmppurge
&cSyntax: &Cmppurge <item name/ovnum>
&cSyntax: &Cmppurge <mob name/mvnum>
&cSyntax: &Cmppurge $n <ovnum>

&cThe &CMPPURGE &cmpcommand works much like the immortal command &CPURGE&c, 
but for one exception: there must be something to purge. If there is
nothing to be purged, the command will log a bug.  To purge an item 
from a player's inventory silently, use the above syntax.  However, 
using the item name instead of the ovnum may result in the purging of
unintended items.  Recommended to use the ovnum at all times. 

Also, make sure to use &WIFCHECK ISCARRYING&c so that no bugs result.

Example:
if iscarrying($n) == <ovnum>
  mppurge $n <ovnum>
endif
  
See also: &WHELP MPCOMMANDS, 'IFCHECK ISCARRYING', PURGE&D
~

101 1239694188 MPQUEST~
&c
Syntax mpquest $n <&Cquestname&c> #
       mpquest $n <&Cquestname&c> remove

&WMPQUEST &ccommand allows mobs to...
1) Assign a quest to a player by setting them to 1 for that quest.
2) Advance a player further along a quest by setting them to the
next number for the quest.
3) Remove the quest from the player once the player has completed
the quest, if the quest is designed to be repeatable.

See also help &WSETQUEST QUESTPROGS JOURNAL SHOWQUEST KAMOUNT
~

101 1122239142 MPRESTORE~
Syntax:  mprestore <victim> <amount>
 
This command restores a specified number of hitpoints to the victim.
~

101 1122239142 MPSCATTER~
*-------------------------------------------------------------------*
 
     SYNTAX:     MPSCATTER <target name> <low vnum> <hi vnum>
 
DESCRIPTION:     This command will send the victim to any one of
                 the rooms specified at random.
 
Example: mpscatter lascivias 1 50
         Will transfer Lascivias to a room between 1 and 50.
         The numbers you specify are inclusive in the formula.
 
*-------------------------------------------------------------------*
 
See also: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS
~

101 1122239142 MPSLAY~
-----------------------------------------------------------
 
     SYNTAX: mpslay <target>
 
DESCRIPTION: The mpcommand MPSLAY works exactly as the
             immortal slay command does, causing the
             PC/NPC target instant death. NOTE: This is
             a mob program command only.
 
-----------------------------------------------------------
 
SEE ALSO: MPCOMMANDS
~

101 1122239142 MPSTAT~
Syntax:  mpstat <mob/mobvnum>
 
Mpstat will display all of the mobprograms that have been written for the
specified mob.  If an instance of that mob exists in the game, it can be
accessed with its vnum.
 
See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

101 1232321423 MPTAG MPRMTAG~
MPTAG  MPRMTAG

Syntax: MPTAG <victim> <tag> [value]
Syntax: MPRMTAG <victim> <tag>

Using these commands, you can assign a "tag", or "variable" to a character, 
either just the tag, or the tag and a value associated with it.

The "tag" can be both a "string variable" (a group of characters, or words) 
or an "integer" variable, a number. If using a number you can use the ifcheck 
"istagged" to compare how big or little the number is using <>= operators.

The tag assigned to a character will last on the character based on the mob's 
intelligence and level that assigned it. (eg: INT x LEVEL ) So a level 10 mob 
with an intelligence of 13 will tag for a length of 130 ticks. These tags 
will save to a characters pfile and will last over logging out and logging in. 
You can also set the timer for a tag using the commands "noexpire" or "timer".
Example: 	mptag noexpire $n <tag> [value]
  	mptag timer <#> $n <tag> [value]

You can additionally specify a vnum to be associated with a particular tag. 
Tagging a mob with the 0 vnum allows all mobs to see/modify that tag.
Example: 	mptag $n <tag>:<vnum> [value]
  	mptag $n <tag>:0 [value]

Mprmtag can also be used to clear all bits of a particular mpflag. 
See MPFLAG for more information.

See also help &W'IFCHECK ISTAGGED', 'IFCHECK ISPCFLAGGED' MPTAG, MPFLAG, MPRMTAG,
MPRMTAG VCLEAR VSTAT

~

101 1122239142 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

101 1231918333 MPTUTORIAL~
Used in progs as a wait state on players. This causes players to remain 
where they are in a wait state until mptutorial is used a second time. 

Example:
greet_all prog
mptutorial $n
mpechoat $n Hey, you can't move. Sucks to be you!
etc..
mptutorial $n

First mptutorial turns it on.  Second turns it off. Use wisely and in
consideration of players.
~

101 1122239142 MSET~
Syntax: mset <character> <field> <value>
        mset character on
 
MSET sets the properties of mobiles. If a mobile has the PROTOTYPE flag, 
modifying an instance of this mobile will also modify the index mobile, which 
all other instances of the mobile are based on.
 
MSET ON will lock you onto a particular mob/character. Once locked on, all
mset commands will imply 'mset <character>'. Hitting enter while in MSET ON
will give you an mstat of the mob/character you are working on. To get out
of MSET ON, simply type the word DONE. Example:
 
        mset gracca on
        long A large hulking figure stands here.
        sex 1
        done
 
See also: ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
          DEFENSES, MCREATE, MMENU and MSTAT.
~

101 1122239142 MSTAT OSTAT RSTAT~
Syntax:  mstat <character/mob or mobvnum>
Syntax:  ostat <object/object vnum>
Syntax:  rstat 
Syntax:  rstat <location>
 
MSTAT shows you statistics on a character or mobile.  If a copy of the mobile
is present in the game, you can access it using its vnum.
 
OSTAT shows you statistics on an object.  If a copy of the object is present
in the game, you can acces it using its vnum.
 
RSTAT shows you statistics on a location.  The location may be specified as
a roomvnum, as the name of a mobile, or as the name of an object.  Rstat
with no argument returns the statistics on your present room.
 
See MSET OSET and REDIT
~

1 1406685688 MUDLET~
&c
Directions to implement MSP (Mud Sound Protocol) on GMUD.

1. Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Battle-sounds-477/
http://www.smaugmuds.org/files/6D-Communication-sounds-478/
http://www.smaugmuds.org/files/6D-Music-sounds-476/
http://www.smaugmuds.org/files/6D-Tradeskills-sounds-479/
All 4 in one included in sound.zip
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

2. Untar the sounds to a sound directory wherever you like.
3. Mudlet requires sounds be done by triggers.  Just point the trigger
you create to the sound file you want to use.

Example:
Click on triggers
Add trigger
tells you
Then for play sound put in choose file sound/tell.wav

See also &WHELP SOUND VIP ZMUD MUSH GMUD TINTIN
~

-1 1280270633 MULTICLASS~
&cMulticlass in 6 dragons is done in such a way as to attempt game balance.  
Balance in power is important to us.  When you choose multiclass, we will ask 
you if you'd like a second class, or a third class.  You may choose to be 
dual classed or triple classed.  Realize that the balance occurs primarily at
level 100.

Single classes have the advantage of leveling much more quickly, and gaining
a health bonus over dual and triple classes.  Single class casters get a bonus
to damage of their magic spells they cast.  Single class may receive spells/skills
that are more potent then dual, and tripleclass.  Also each additional class you
take the lower the maximum that it is possible to adept that spell/skill will be.

Dual classes have a health bonus over triple classes, but not as big a bonus 
as single classes do.  They do level quicker than triple classes, however.
Dual/Triple class casters that do not have a warrior-like class in their combo
get a damage bonus to the spells they cast.  

Keep in mind that the combination you choose will affect the abilities and
attributes you receive.  For example, it is recommended that new players
go with a warrior (or similar) type class for their first class, as this 
will grant them greater health.

See also: &WHELP EXPRATIO, 'MULTICLASS RACE', CLASSES, RACES&D
~

-1 1279841359 'MULTICLASS RACE'~
&cWhat race can be what combo for multiclass...

Races      Pri Dru Mag Nec War Cru Thi Hel Ang Vam Mon Bar Sha Psi 
&cHuman       Y   Y   Y   Y   Y   Y   Y   N   N   N   Y   Y   Y   N
Dwarf       Y   N   Y   Y   Y   Y   N   N   N   N   N   N   N   N
Elf         Y   Y   Y   Y   Y   Y   N   N   N   N   Y   Y   N   N
Halfling    Y   Y   Y   Y   Y   Y   Y   N   N   N   Y   Y   N   N
Pixie       Y   Y   Y   N   Y   Y   N   N   N   N   N   Y   N   N
Ogre        Y   N   Y   Y   Y   N   Y   N   N   N   N   N   Y   N
Orc         Y   N   Y   Y   Y   N   Y   N   N   N   N   N   Y   N
Troll       Y   N   Y   Y   Y   N   Y   N   N   N   N   N   Y   N
Shade       Y   N   Y   Y   Y   N   Y   N   N   N   N   N   Y   N       
Goblin      Y   Y   Y   Y   Y   N   Y   N   N   N   N   N   Y   N
Drow        Y   N   Y   Y   Y   N   Y   N   N   N   N   N   Y   N
Gnome       Y   Y   Y   N   Y   Y   N   N   N   N   Y   Y   N   N
Centaur     N   Y   Y   N   Y   N   N   N   N   N   N   N   N   N
Celestial   N   N   N   N   N   N   N   N   Y   N   N   N   N   N
Vampire     N   N   N   N   N   N   N   N   N   Y   N   N   N   N
Demon       N   N   N   N   N   N   N   Y   N   N   N   N   N   N
Mindflayer  N   N   N   N   N   N   N   N   N   N   N   N   N   Y

Dragons can only be black, gold, silver, red, or blue.

See also: &WHELP EXPRATIO MULTICLASS CLASSES RACES&D
save
~

104 1122239142 MUSE~
Syntax: MUSE <message>
 
Public channel for Captains and above.
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: muse ,screams.  = [Muse] Player screams.
EXAMPLE: muse @shrug     = [Muse] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

1 1407811303 MUSH 'mushclient'~
&c
Directions to implement MSP (Mud Sound Protocol) on MUSHclient.

1. Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

take note of where you save them too.

2. Install msp.xml plugin, it's a default part of mushclient. 
3. Type set_msp_path soundpath, to point mushclient to the right place for the sounds. 
Note: By default, it's looking in c:/mushclient/msp, which is probably not where 
you put your sounds.  Verify it.
4. You need to have the msp folder, plus the sound folder as a child directory. You can't 
just move all the sounds into /msp, since mushclient's looking for /msp/sound/file.xxx 
when it plays a file'
5. In the mud type config battle, config communication, 
config tradeskills, config music, config enhanced.  If you don't want to hear or 
use all those sounds that is what the config is for.

Note: You may also need to use Mushreader plugin or SAPI plugin with Mushclient in 
order to work best with your screen reader.

See also &WHELP SOUND, VIP, ZMUD, GMUD, LANDMARK, STATUS, CONFIG, WHEREIS, 
MUDLET, MONEY, SKILLS, SPELLS, WEAPONS, SONGS, SOUND, TINTIN
~

2 1122239142 MUSIC~
Syntax: MUSIC <message>
 
MUSIC is a global channel used for SINGING ONLY. Sing a song, have some fun.
But the same rules apply as with all other channels.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING (Unless its about a broken heart. :)&D
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: music ,screams.  = [Music] Player screams.
EXAMPLE: music @shrug     = [Music] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

101 1122239142 MWHERE~
Syntax: mwhere <name>

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

108 1128395150 MYSTIC~
~

-1 1122239142 M_ADVHERO_~
You suddenly feel a strange surge of power flow through your veins!
 
You have mastered yourself as far as mortally possible, and now
see immortality within your grasp...
 
Along with your new position you receive a new channel, to use this
channel type ': <message>' or 'imm <message>'.
~

-1 1122239142 M_BALZHUR_~
Suddenly out of nowhere, a hideous beast appears, bringing with it the
horrible smell of brimstone, death and decay!

The demon gives you the most evil and spine tingling sneer that makes you
fall to your knees, and release your bladder... 

The next second, the immense mass of slimey muscle and claws is all over you
...shredding you to a bloody mess!

Mercifully, everything goes black as it moves its widening maw towards your
head...
~

-1 1122239142 M_GODLVL1_~
...Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
indeed much more free than you have ever felt before...

You float high into the heavens... a vortex of ever-changing curved beams
of colored light swirling around you faster and faster...

Your soul is bursting with emotions you can barely conceive...
You feel a burning inside... both cold and hot... a tingle of electricity
grows into a powerful buzzing surge jolting through every inch of your body.

A strange chorus of voices begins to sing indecipherable and long forgotten
words... the singing grows louder and louder... a million voices as one.

You feel yourself losing touch with reality... and all goes quiet.
~

-1 1122239142 M_GODLVL2_~
...You suddenly feel more confident and sure of yourself and your new
powers...

You feel that you have earned some trust and respect among your peers,
yet you know that your jouney has only just begun.
~

-1 1122239142 M_GODLVL3_~
...You begin to feel light-headed.

Your hands begin to tingle softly...
The feeling quickly grows into a strange radiating pulse of energy! 

The tingle rises up your arms and into your head, filing your mind with
visions of worlds of wonder, far off places, great towers, vast mountains,
oceans, seas, lush valleys, dark caverns and twisted passages...
 
You sense a feeling of wonderous potential and power in your hands...
Enough power to build and create these visions for yourself!

You feel much more powerful, eager and inspired!
~

-1 1122239142 M_GODLVL4_~
...You feel slightly faint as your head begins to spin.

Your hands begin to tingle once more...
A vortex of energy starts to swirl throughout your hands, going faster
and faster... becoming almost painful! 

Beams of light break through your skin, one at a time, then more and
more until the light is almost to bright to bear...

As your squint your eyes, you perceive a vision of great beasts of wonder,
dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples
of all kinds, ancient forgotten artifacts, weapons of vast untapped powers,
crystal balls, magick rings, staves, wands, rods, arcane tomes of untold
secrets... your mind is bursting with inspiration...
 
You sense a new, reborn feeling of unlimited potential and power...
In your hands the power to build and create these visions for yourself!

The bright light from your hands fades away... but strange faint glow
remains always.
~

-1 1122239142 M_GODLVL5_~
You suddenly feel much more powerful!
~

0 1233433951 Mount DISMOUNT~
Syntax: mount <mob>
Syntax: dismount

Mount is a skill, which allows you to mount certain mobs.  Being mounted 
on a mob cuts down on movement points that are used whenever you move.
 
New water sectors allow a person mounted to traverse them without damage
from drowning.  If you are in an area where your movement points begin
to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you
should try to mount immediately.

You will have an increase in the damage you deal while mounted.
~

1 1122239142 NAGAFEN~
Nagafen
 
A 6 Dragons staff member, currently holding the rank of SGT. [Head of Player
relations]. Yes, he is always available for help.
 
Well...most of the time.
~

1 1287671028 NAMING NAME~
&cSyntax:  &Cname <newname>

&cThis command allows a pre-authorization player to change their name to
a new one if their original choice has been denied.
  Example: A new player named Pete has his name denied. To change his
  name to 'Dakagar', Pete would simply type: &cname Dakagar&c.

When choosing a name, please try to choose one which is both medieval
and unique. Good names help add to gameplay and will allow you to forge
an identity for yourself. Simply put, your name should NOT be:

 - Nonsensical, unpronounceable or ridiculous.
 - 3 letters or less.
 - Profane or derogatory as interpreted in any language.
 - Futuristic or common, such as 'Jill' or 'Laser'.
 - Similar to that of any 6 Dragons STAFF, major mob, or equipment.
 - Significant in history, mythology, or any religion.
 - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'.
 - Comprised of ranks or titles, such as 'Lord' or 'Master'.
 - Composed of singular descriptive nouns, adverbs or adjectives,
    as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'.
 - Any of the above in reverse, i.e., writing Jade as 'Edaj'.
 - Any combination of singular descriptive nouns/adverbs or adjectives, as
   in 'Metaljacket Heartbound Earthstone or Softheart'.
 - A noun (place or thing) such as 'GrandCanyon', 'Cat', 'Rock', to include
   words meaning the same thing in another language.
 - Any of the above in an anagram format.  i.e. 'Travel' as "Tevral"

Please keep in mind that names which were authed in the past do
not validate current name authing. Above are the guidelines
which all STAFF follow. In addition, they may have their own
reasons for denying your name. The final determination as to the
validity of a name on 6 Dragons is the discretion of the STAFF member
and is NOT subject to debate or discussion. If your name is denied,
simply follow the guidelines and try a new one.
~

1 1214740200 'NETTLE SKIN'~
&YSyntax: cast 'nettle skin' <target>
&c
Druids can summon barbed nettles to grow around oneself. These barbed 
nettles will form a layer of protection around the target, and will dig 
into an opponent when in battle. 
&D
~

1 1122239142 'NEW DARKHAVEN ACADEMY'~
The Darkhaven Academy is the training institute of majestic Darkhaven.
A great number of adventurers come here to learn the basics of battle and
spellcasting, as well as many survival techniques. Magically controlled
by Avatars of the most powerful deities, there is an abundance of monsters
here kept for the sole purpose of practice and tutelage.
~

1 1122239142 'NEW DARKHAVEN' DARKHAVEN~
New Darkhaven, famed City of Hope, lies in the center of the Realm's main
continent. The city, though constantly under the threat of invasion, has
never fallen to the forces of Darkness and remains one of Light's most
fervent defenders. In fact, the greatest adventurers originate from New
Darkhaven, probably due to the excellent teachings of the famed New
Darkhaven Academy. New Darkhaven is a growing city, with busy markets
filled with objects of wonder and anyone wishing to join one of the guilds
will certainly want to visit Darkhaven, where the guild halls are located.
Also of note is the newly rebuilt Art Gallery and Town Hall.
~

1 1448223213 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~
&cIf you are new to these realms, here are a few help files that will help you
get acquainted with our world. Please be aware that we are very busy, so we may
just give you the help file to read that answers your questions.  The below list
will answer a majority of the basic questions you may have:

&WRULES           &c- Will teach you the rules of the land.
&WCONFIG          &c- Will teach you about our configuration menu.
&WSCORE           &c- Will tell you about your character's personal score sheet.
&WMOVEMENT        &c- Will teach you various commands for moving about these realms.
&WOBJECTS         &c- Will teach you various commands to use your equipment.
&WCONTAINER       &c- Will teach you about using containers to hold belongings.
&WCHANNELS        &c- Will teach you about communication with other players.
&WGROUP           &c- Will help you with grouping with other adventurers.
&WCOMBAT          &c- Will teach you how to choose, start and stop a fight.
&WDEATH           &c- Will tell you about the death experience in the Realms.
&WPRACTICE        &c- Will teach you about training spells, skills, and weapons.
&WINFORMATION     &c- Will cover ways to find certain types of information.
&WSKIP            &c- Will teach you how to skip 6D.school.
ALIAS - Will teach you about how to make aliases.
COMMANDS - Will show you how to find various useful commands.

&WAPPLY           &c- Will explain the requirements of joining the staff.

&cTo use these files, type &CHELP <topic>&c.  Type &CHELP&c for general commands.

See also: &WHELP CONTRIBUTE, VOTE, GLORY, GLORY_AFFECTS, DONATE, REMINDER, GMB
~

0 1122239142 NEWBIE~
Newbiechat is a channel created for and use by only low-level new
players.  It is designed to lessen the confusion of their transition
into the Realms, and can be used to gain answers to any questions
or problems the player may have.
~

101 1122239142 NEWBIESET~
Syntax: newbieset <character>

NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory.  Recipient must be level 5 or lower.
~

101 1231329794 NEWBOOLEAN~
&c
For many programs now, you can avoid needing to use an ELSE.
You can still use the else if you need to, but this is done to
simplify the script, and because some ifchecks dont work well with 
the else.  It's just another option.

Simply do something like this...

&C
if isfight($n) == false
if rand(10)
yawn
endif
endif

&GOr with true of course
&C
if isfight($n) == true
if rand(10)
swear $n
endif
endif

&GInstead of writing out..
&C
if isfight($n)
break
else
if rand(10)
yawn
endif
endif

Currently the following works with newboolean:&G isfight ispkill canpkill
isgood isneutral isevil ischarmed isflying 

&cSee also help &WBOOLEAN BOOLEAN2 BOOLEAN3 BOOLEAN4 VARIABLES
~

101 1215919868 NEWDIGFLAG~
Slight change to the 'DIG' exflag - you can now use it on its own to 
create a 'collapsed' passage. This passage can NOT be moved through (like 
it just isn't there) until it is successfully dug out, then it can be 
entered by anyone. The DIG flag will come up as a reset also, so you can 
have a passage reset as collapsed. The 'dig' skill will also dig through 
the passage from the OTHER side, so if you create an exit west to room 
101, and in room 101 create a DIG exit east, digging either direction will 
open both. The only problem then is if a player is IN the passage during 
reset, they might not be able to get back out, heh. 

&RSORRY NOT CREATE A PASSAGE - PLAYERS CAN'T CREATE PASSAGES. Basically I
meant if you have an exit to a room flagged 'dig', players won't see it. But
if they DIG in that direction, they can uncover the passage into the room
(and back). And if you instaroom so the DIG FLAG goes into the resets, every
reset it will collapse that passage again.
~

1 1122239142 NEWS~
Syntax: news
Syntax: news [all/add/load/last]
Syntax: news date <date> [Example: news date 11/18/02]
Syntax: news <edit/remove> <number>
 
"news" will show any news you haven't seen yet or the last news.
"news all" will show all news.
"news date <date>" will show all news added on that date.
 
Admin stuff only:
"news list" shows the number of each news item.
"news add" will put you in a buffer to add news.
"news edit <number>" will put you in a buffer to edit the <number> news.
"news remove <number>" will remove that <number> news.
 
Note: for "news <edit/remove/settype> it has to be news you added if
      your not MAX_LEVEL.
~

101 1122239142 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

-1 1122239142 NEW_DEATH~
...Everything begins to fade to black.  You feel yourself leaving your body.
Rising up into the air, you feel more free than you have ever felt before...
 
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
 
&CA low voice fills your head with words of advice...
"When your character dies, you are reincarnated at your homeland temple."
 
"Your corpse, however, is left behind where you were killed, together with
 all of your equipment, so that you can attempt to return to the scene and
 loot your corpse.  Corpses decay after time, and when this happens the 
 objects inside will decay with it."
 
"If you cannot regain your corpse there is an undertaker in your homeland temple
 the undertaker will retrieve your corpse for a price.  Thus it is important
 to keep your money in a bank.  Type '&Whelp death&C' for more
 information.  This message will appear only on your first two deaths..."
~

108 1128395066 NINJA~
~

1 1217595537 NORTH N EAST E SOUTH S WEST W NORTHEAST NE NORTHWEST NW SOUTHEAST SE SOUTHWEST SW UP U DOWN D~
Syntax: north or n
Syntax: south or s
Syntax: east or e
Syntax: west or w
Syntax: up or u
Syntax: down or d
Syntax: northeast or ne
Syntax: northwest or nw
Syntax: southeast or se
Syntax: southwest or sw

Use these commands to walk in a particular direction.

In addition, you can also use '(direction) elude (follower)', eg
'north elude puppy' to try and leave the puppy behind if it's
following you.
~

2 1226174986 NOSIGHT~
&YSyntax: nosight
&D
&cNosight is that rare ability to be able to see for a short time 
while blinded by using your other senses.
~

101 1122239142 NOSTRUM~
Syntax:  c nostrum
 
A restorative spell of the Augurer which heals the caster of wounds.
The spell cannot be cast on others.
~

-1 1406321858 NOTE BOARD GBOARDS boards MAIL~
&c
6 Dragons boards can be read, or posted on anywhere in the game.
Your default board is the General Board.  It is the only board you 
need to use, unless you want to send a personal note to a specific 
person.  Then you would need to change your board.

Example using General Board:&C
Typing note list will list all current posted notes.
Typing note read number will read a specific note number.
Typing note write will put you an editor to write your own note.
To post the note, you will need to address it with note to and set
the subject of the note with note subject, before you type note post.
&c
Example switching to Roleplay Board:
&CTyping board 2 switches you to roleplay board.

&cSyntax: board
Syntax: board number
Syntax: note list/write/post
Syntax: note read/edit/remove note number
Syntax: note vote number open/close/yes/no/abstain

It is also possible to Auction objects on the board system.

&cSee also: &WHELP IDEA, BUG, TYPO, EDITOR, AUCTION&D
6D board code provided by Remcon
~

101 1122239142 NOTELL NOEMOTE NOTITLE SILENCE UNSILENCE~
Syntax: notitle <character>
Syntax: noemote <character>
Syntax: notell  <character>
Syntax: silence <character>
Syntax: unsilence <character>
 
NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by
preventing them from setting their title, emoting, telling, and using
channels, respectively.  Characters who are notelled will also not receive
those forms of communication.
 
Use UNSILENCE to remove a player's silence.  Simple use notell, noemote or
notitle on the character again to remove each of those restrictions.
~

101 1216626955 NPCRACES~
&PA list of all NPC races in races.c as of 12 July 2008 -&w
  "human",       "elf",       "dwarf",        "halfling",   "pixie",       "ogre",  &R(5)&w
  "orc",         "troll",     "shade",      "goblin",      "drow",         "gnome",  &R(11)&w
  "centaur",   "dragon",      "vampire",    "celestial",  "demon",          "mindflayer", &R(17)&w
&RALL RACES ABOVE CAN BE CHOSEN AS PLAYER RACES!&w
  "ant",       "ape",          "baboon",     "bat",         "bear",
  "bee",         "beetle",    "boar",         "bugbear",    "cat",         "dog",
  "r21",         "ferret",    "fly",          "gargoyle",   "gelatin",     "ghoul",
  "gnoll",       "r29",          "golem",      "gorgon",      "harpy",
  "hobgoblin",   "kobold",    "locust",     "lycanthrope", "minotaur",
  "mold",        "mule",      "neanderthal",  "ooze",       "r43",         "rat",
  "rustmonster", "shadow",    "shapeshifter", "shrew",      "shrieker",    "skeleton",
  "slime",       "snake",     "spider",       "stirge",     "thoul",       "troglodyte",
  "undead",      "wight",     "wolf",         "worm",       "zombie",      "bovine",
  "canine",      "feline",    "porcine",      "mammal",     "rodent",      "avis",
  "reptile",     "amphibian", "fish",         "crustacean", "insect",      "spirit",
  "magical",     "horse",     "animal",       "humanoid",   "monster",     "god"
~

108 1212784388 NPC_CLASSES~
&YSyntax : mset <vnum|mob-name> class <number>

&WOverview NPC classes&c

&W0 ............. &wshaman
&W1 ............. &wdruid
&W2 ............. &wmage
&W3 ............. &wbat
&W4 ............. &wwarrior
&W5 ............. &wcrusader
&W6 ............. &wassassin
&W7 ............. &wdragon
&W8 ............. &wblack
&W9 ............. &wgold
&W10 ............ &wsilver
&W11 ............ &wred
&W12 ............ &wblue
&W13 ............ &whellspawn
&W14 ............ &wangel
&W15 ............ &wvampire
&W16 ............ &wmonk
&W17 ............ &wbard
&W18 ............ &wshadowknight
&W19 ............ &wpsionic
&c

Related helpfiles &Wmset&D
&D
~

101 1122239142 NPC_RACES~
Mset your mobs with the corresponding NPC races.

Human, Elf, Dwarf, Halfling, Pixie, Ogre, Orc, Troll, Half-Elf, Gith,
Drow, Shade, Goblin, Gnome, Demon, Ghost, Ape, Baboon, Bat, Bear,
Bee, Beetle, Boar, Bugbear, Cat, Dog, Dragon, Ferret, Fly,
Gargoyle, Gelatin, Ghoul, Gnoll, Gnome, Goblin, Golem,
Gorgon, Harpy, Hobgoblin, Kobold, Lizardman, Locust,
Lycanthrope, Minotaur, Mold, Mule, Neanderthal, Ooze, Orc,
Rat, Rustmonster, Shadow, Shapeshifter, Shrew, Shrieker,
Skeleton, Slime, Snake, Spider, Stirge, Thoul, Troglodyte,
Undead, Wight, Wolf, Worm, Zombie, Bovine, Canine, Feline,
Porcine, Mammal, Rodent, Avis, Reptile, Amphibian, Fish,
Crustacean, Insect, Spirit, Magical, Horse, Animal, Humanoid,
Monster, God.

~

103 1122239142 NUISANCE UNNUISANCE~
&WSyntax:
      &cunnuisance  <victim>
      &cnuisance    <victim> [options]
&GUnnuisance will remove the nuisance flag from a player.
Nuisance will add a nuisance flag to the player specified by victim.
&wThis only works on pc's.  The optional parameters are as follows:
  &cmaxtime <#> <minutes/days/hours>&w
         &wThe maxstage of nuisance. Default is 8 days.
  &ctime <#>&w:  The time in days that the nuisance flag will stay on the
         player, once the time is expired the flag will automatically be
         removed. If this option is not used it will default to a permenant
         penalty.
  &cpower <#>&w:  A number from 1 to 10, 10 being the worst for the player.

&WNote the words before the options are not optional and must be used.

&RExamples:  &cnuisance mortal maxtime 5 days time 7 power 5
&GThis would nuisance mortal for 7 days with the maximum stage being
reached in 5 days, at a power level of 5.  Also note you can leave options
out:  &cnuisance mortal maxtime 5 days power 5 &Gfor example would set the
maximum time to reach the final stage at a power level 5 and use the default
value for the time.  Also options can be rearranged n like:
&cnuisance mortal power 5 maxtime 5 days time 7 &Gwould be the same as the
first example.
&GTo see info on nuisance level, power and set time of a player, use &WMSTAT.
&WFor information on stages see help 'NUISANCE STAGES'
&G
We are not to give mortals any info about nuisance.
If they notice something is wrong and ask for an explanation just
&Wtrans <name> nuisance &G
MORTS ARE NOT TO BE TOLD WHAT THE FLAG IS OR GIVEN OTHER INFO RE: IT>.
~

101 1195661457 'NULL POINTER'~
/* To avoid freeing null pointer add something like this */
if ( victim->pcdata->spouse == NULL ) <=== THIS LINE
{
  victim->pcdata->spouse = capitalize( str_dup( arg3 ) );
  send_to_char( "Spouse set.\n\r", ch );
  return;
}
else
{
  STRFREE(victim->pcdata->spouse);
  victim->pcdata->spouse = capitalize( str_dup( arg3 ) );
  send_to_char( "Spouse set.\n\r", ch );
  return;
}
~

101 1230030170 OBJECT~
&c
Syntax Object <name>

This command puts you into an editor with a menu system for changing
objects with one key inputs.

See also help &WBUILDWALK MOB ROOM
~

0 1214764740 'OBJECT READING' IDENTIFY~
&YSyntax : cast identify <object>
&YSyntax : 'object reading' <object>
&c
Whereas the spell uses the mental energy of the caster to gain a deeper 
insight of the object held by the caster, the skill uses the ESP powers of 
the user to analyze the object at hand, and return its findings to the 
user. 

&D
~

101 1122239142 OBJECTFLAGS~
Flags that objects can have:
 
Flag        Affect                Flag        Affect
&r====        ======                ====        ======
&Gglow        &cn/a                   &Ghum         &cn/a
&Gdark        &cn/a                   &Gloyal       &cloyalty ('help loyal')
&Gevil        &cglow on det. evil     &Ginvis       &cinvisible
&Gmagic       &cprevents enchant      &Gnodrop      &ccannot drop
&Gbless       &c+20% resist dam.      &Gantigood    &czap if align +350
            &cdbl. duration poison
            &cweapon
&Gantievil    &czap if align -350     &Gantineutral &czap if align -350 to +350
&Gnoremove    &ccannot remove         &Ginventory   &cpurge upon char. death
&Gantimage    &czap if mage           &Gantithief   &czap if thief
&Gantiwarrior &czap if warrior        &Ganticleric  &czap if cleric
&Gantidamned  &czap if damned         &Gantidruid   &czap if druid
&Gorganic     &c+20% suscept. dam.    &Gmetal       &c+20% resist damage
&Gdonation    &cprevents get all      &Gclanobject  &cn/a
&Gclancorpse  &cn/a                   &Gprototype   &cn/a
&Gnolocate    &cnot visible on locate
 
&YAdditional flags:
&Gcovering      &cItems inside this are 'covered', use 'look under <object>' to
              see 'inside'.  The object does not have to be a container to
              be a covering object.  Use 'reset put' to indicate objects to
              be covered by this object.&w
~

1 1122239142 OBJECTS~
To see the objects you currently possess, type INVENTORY and EQUIPMENT>
INVENTORY is the items you are carrying, but are not currently wearing.
EQUIPMENT shows you the equipment you are currently wearing.
 
You may WEAR, WIELD, or HOLD equipment to use it.  To stop using a piece
of equipment, you REMOVE it.  Before you may wield a new weapon, you must
first REMOVE the old weapon. 
 
You can gain information on your objects by using LOOK or EXAMINE.  EXAMINE
tells you the condition of your item, as a more detailed form of LOOK.
 
~

1 1238871238 'OBJECTSIZES' 'SIZE' 'SIZES' 'TINY' 'SMALL' 'AVERAGE' 'LARGE' 'MASSIVE' 'COLOSSAL' 'GARGANTUAN'~
SIZE

&cIn 6 Dragons objects are sized differently depending on the creature wearing it.
You can see your height in your &WSCORE &ccommand, or in the &WWHOIS &ccommand.  To learn
what the size requirement is of an object to wear, use the &WIDENTIFY &cspell, or you
can see the size with the &WLIST &ccommand in shops.

*NOTE* You can wear one size too big or too small of any object, and there are 
crafting shops that you can get objects resized at for a cost.

Object Sizes
------------

0) Magical (anyone can use as it resizes to owner)
1) Tiny (sprites, pixies) to 2'
2) Small (dwarves, halflings) 2' to 5'
3) Average (humanoids) 5' to 10'
4) Large (bigger orcs, angels, demons etc) 10' to 20'
5) Enormous (baby dragons) 20' to 50'
6) Colossal (dragons) 50' to 100'
7) Gargantuan (elder dragons) 100' +

See also &WHELP RESIZE
~

101 1122239142 OBJECTTYPES~
Object types listed in bit order:
 
  None         Light     Scroll         Wand        Staff       Weapon
  _Fireweapon  _Missile  Treasure       Armor       Potion      _Worn
  Furniture    Trash     _Oldtrap       Container   _Note       Drinkcon
  Key          Food      Money          Pen         Boat        Corpse
  Corpse_pc    Fountain  Pill           Blood       Bloodstain  Scraps
  Pipe         Herbcon   Herb           Incense     Fire        Book
  Switch       Lever     Pullchain      Button      Dial        Rune
  Runepouch    Match     Trap           Map         Portal      Paper
  Tinder       Lockpick  Spike          Disease     Oil         Fuel
  Piece        Thowing   MissileWeapon  Projectile  Quiver      Shovel
  Salve        Cook      Keyring        Odor        Chance      Sharpen
  Shackle      Raw       Instrument     Skeleton    Resource    Dye
  Stone        Tool      Stove          Coal        Sheath      Sabotage
  Forge
 
Not all are implemented.
 
See OSET ITEMVALUES ARMORCLASS.
~

101 1122239142 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear          <percentage>        [when a player wears the object]
Remove        <percentage>        [when a player removes the object]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Zap           <percentage>        [when the player is zapped due to alignment]
Get           <percentage>        [when a player gets the object]
Drop          <percentage>        [when a player drops the object]
Damage        <percentage>        [when the object is damaged]
Repair        <percentage>        [when the object is repaired]
Greet         <percentage>        [when a mob/player enters the room]
Exa           <percentage>        [when the object is Examined or Looked upon]
Push          <percentage>        [when a player pushes an object]
Pull          <percentage>        [when a player pulls an object]
Use           <percentage>        [see 'help useprog' for details]
Fight         <percentage>        [when a player fights with a weapon]
Keyword       <argument>          [activates a program from that word.]
* NOTE * See help keyword for detailed usage examples.

 
For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES
~

1 1122239142 'OCCULUTUS VISUM'~
Syntax:  occulutus visum
    or:  occu (or other unique abbreviation)
 
Triggers the vampire's innate ability to sense all manner of the unseen.
 
See DETECT INVIS, DETECT HIDDEN
~

101 1232263432 OCLAIM~
&c
Syntax oclaim <object> [from who] [+silent]

This command lets you claim a single object from a player, whether
they are carrying it, wearing it, or have it in a container.  You
can add a +silent argument so they don't see you claim it if you
need stealth.

See also help &WSTRIP
~

-1 1237201583 OGRE~
OGRES

&cThe Ogre race is a relative of the giants of old. Ogres generally 
range between eight to nine feet tall in height, and between 400 to 
a massive 600 pounds in weight. Ogres generally are hairless, and
they have long arms that nearly touch the ground.

Ogres are very strong and fairly healthy, but also very ugly, stupid, 
and clumsy.

The ogres don't get along with any race, but are sometimes controlled by
Tanzean'al and his minions.

Base stats for ogre before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Ogre        &W25   6      6      18     8       14    12

&cOgres have the inherent ability see in the dark with &WINFRARED&c sight.

Ogres gain experience at a slower than average rate.

Ogres can be &WSHAMAN WARRIOR THIEF SHADOWKNIGHT
~

1 1280271317 'OGRE VITALITY'~
&cSyntax: &Ccast 'ogre vitality' <target>

&cThis spell increases the constitution, and hitpoints of the target.&D
~

1 1122239142 OGRIAN~
Ogrian
 
The language of the ogre race.
~

101 1126017204 OINVADE~
Syntax: oinvade <# objs> <obj vnum> <level>

Creates a specific amount of chosen item with a set level into your
inventory.

~

101 1122239142 OLIST~
Syntax: olist
      :	olist <first object>
      :	olist <first object> <last object>

This command will list all of the prototype objects in your area, when used 
with no arguments.  When used with a single argument it will list all 
objects including and after the argument, and when used with two arguments, 
it will list all objects including and between the two. 
~

2 1122239142 OOC~
Syntax: OOC <message>
 
The OOC (Out Of Character) channel is a global channel, used for talking
about things Out Of Character.

OOC 8ball - asks magic 8 ball mob to give an answer.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.&D
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: ooc ,screams.  = [OOC] Player screams.
EXAMPLE: ooc @shrug     = [OOC] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

101 1122239142 OPEDIT~
Syntax:  opedit <object> <command> [number]  [program] [arguments]
Syntax:  opedit <object> add       <program> <arguments>
Syntax:  opedit <object> insert    <number>  <program> <arguments>
Syntax:  opedit <object> edit      <number>  [program] [arguments]
Syntax:  opedit <object> delete    <number>
Syntax:  opedit <object> list
 
Add, insert and edit will put you into the line editor to edit your program.
The arguments consist of a trigger, plus any arguments associated with that
trigger.  Object programs are like mobprograms, with trigger differences.
 
To edit an Objprogram, you must be holding the object in your inventory.
 
See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

1 1122239142 OPEN CLOSE LOCK UNLOCK PICK BOLT UNBOLT~
Syntax: open   <object|direction>
Syntax: close  <object|direction>
Syntax: lock   <object|direction>
Syntax: unlock <object|direction>
Syntax: pick   <object|direction>
Syntax: bolt   <direction>
Syntax: unbolt <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.
 
BOLT and UNBOLT bolt and unbolt a closed door.  You must be on the side of
the door that has the bolt to BOLT or UNBOLT the door.
~

101 1122239142 OPSTAT~
Syntax: opstat <object/object vnum>
 
Opstat will display all of the objprograms that have been written for the
specified object.  If a copy of the object exists in the game, it can be
accessed by its vnum.
 
See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES
~

-1 1237201554 ORC~
ORCS

&cThe Orc race was created by Tanzean'al, who mutilated tens of thousands of
creatures with his black magic to create the races of Orcs and Goblins.

Orcs are as tall as humans, but on average a little more muscular.
Orcs have a grayish pigmentation, sloping forehead, jutting jaw, prominent
teeth, and coarse body hair.

Orcs follow any directives by Tanzean'al and what they believe is their
deity Gruumsh.  Gruumsh has been sometimes called the One Eye, or he who
never sleeps.
  
Orcs are very strong, but also very ugly, stupid, and clumsy.

Base stats for orc before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Orc         &W20   9      9      20     10      13    12
&c
Orcs have the inherent ability see in the dark with &WINFRARED&c sight.

Orcs gain experience at a slower than average rate.

Orcs can be &WSHAMAN MAGE WARRIOR THIEF SHADOWKNIGHT
~

1 1122239142 ORCISH~
Orcish
 
The language of the orc race.
 
~

0 1122239142 ORDER~
&c
Syntax: order <character> command
Syntax: order all command

ORDER orders one or all of your charmed followers (including pets) to
perform any command.  The command may have arguments.  You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.

Most charmed creatures lose their aggressive nature (while charmed).

If your charmed creature engages in combat, that will break the charm.

See also help &WBECKON PET PETSAVE GRAZE DISMISS DISTRACT GROUP PETDESCRIBE
~

1 1122239142 OSAY~
Syntax: OSAY <message>

OSAY is a room channel used for talking about things out of character. 

&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING


(See also: HELP CHANNELS)

~

104 1196137253 OSCATTER~
Syntax: oscatter area count object (hide/bury)

This allows the staff member to randomly load an item through
out an entire area.

example: oscatter manoake.are 50 14000

The above example would load object 14000 in manoake.are in 50
random places. You can also use the options HIDE or BURY (at the
end) to hide or bury the items. Bury will only place them in
sectors where you can actually dig, so be careful using that
option in city areas (roads are HARD!).

The objects will all load at level 1. This is mainly used for quest
events (ie treasure hunt).
~

101 1240205501 OSET~
&cSyntax:  oset <object>    <field> <value>
         oset object on

If the copy of the object you are currently modifying has the PROTOTYPE flag,
your modifications will also modify the index of that object, which all other
instances of the object are based on.  In the future, every copy of that obj
will reflect your modifications.

Also be aware that modifications to the object affect list (everything that
is listed after 'object values') will affect _every_ copy of that object in
the game, including old copies (even if they are not online).  Thus if you
change a prototype-flagged copy of a sword to +4 damroll, every copy of that
vnum ever made will reflect that change.  If you add a 'magic' flag to that
sword, however, only copies made after the change will be affected.

If the copy of the object you are modifying does NOT have the PROTOTYPE flag,
your modifications will affect only that copy.

OSET ON will lock you onto a particular object.  Once locked on, all commands
commands will imply 'oset <object>'.  Hitting enter while in OSET ON gives
you an ostat of the object you are working on.  To get out of OSET ON, simply
type the word DONE. Example:

        oset staff on
        long A long gnarled staff of burnished oak lies here.
        type staff
        done


&CSee AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU, LAYER and LAYER2


&YNOTE:See also 6dragons.tk\guide.html, Also note that two-handed weapons get 50% MORE BPS 
~

1 1228368961 OTTOS DANCE~
&c
Syntax Play ottos

This song once played with an instrument by a bard, causes a magical
urge of everyone around the bard to dance.  The dance is irresistable
and is often referred to as ottos irresistable dance.  While dancing
victims of the song will find it hard to move away from the bard.

*Note: You cannot use this on players, unless you are fighting them.
It also will not affect players in the same group.

See also help &WPLAY
~

105 1217252745 OVERVIEW_AREAS_TODO~
Pelennor fields needs rewritten here and there ... roomdescriptions aren't greatly written, have capitals where there need none to be, have incomplete sentences ...

Minas Tirith seems incomplete

~

2 1218467234 OVERVIEW_HISTORY~
&cThe history of a world cannot be told in one simple tale. The following 
is an overview of help files related to the history of this world and its 
inhabitants. Please keep in mind that this list is FAR from done and more 
will be added in the future. 

&CGeneral History
&W-story-1, story-2, story-3, story-4

&D
&D
~

101 1122239142 OWHERE~
Syntax 'Owhere <object/keyword>

This command will allow you to search for a certain item by using its
keyword. This will list the name of the object, its' location, the name
of the player(s) carrying it and the number of the objects currently online.
are currently on-line.
 
~

0 1122239142 PAGER~
Syntax:  Pager <# of lines per screen>
Syntax:  Config +pager       (turns page pausing on)
Syntax:  Config -pager       (turns page pausing off)
Syntax:  Pager               (toggles pager on/off)
 
Pager is a configurable item that will pause screen scrollage at the user
specified pager length.  To set it, first set a desired page length using:
 
Pager <# of lines>
 
Initially, page length is set to 24 lines.  Once page length is set, use
the Config command to turn it on and off, or simply type 'pager'.
 
Commands available within the pager are:
 
(C)ontinue, (R)efresh, (B)ack, (Q)uit.
 
With 'continue' being the default item.  When the screen pauses, hit the
enter key to continue, or type another choice and hit the enter key.
 
See also: CONFIG
~

1 1227168598 PALEON~
&c                              &CPaleon City Map&c

                                                  ( G )
                                                   &W::&c
 &YLEGEND&c                            (  )-(  )-(  )-(  )-(  )-(  )-(  )
                                   / /             &W::   ::&c        \ \
 A - Altar of Light              (  )       ( I )-(  )&Y()()()&c        (  )
 S - Shops                      / /                &W::   ::&c           \ \
 J - Paleon Prison           (  )                  (  )( &YA&c )   ( L )- (  )
 G - Gate                    / /                    &W::                  ::&c
 I - Instruments           (  )                   ( P ) ( R )          (  )-( Z )
 P - Portalstone        &W   ::	             	    ::   ::	        ::&c
 R - Resizer        ( G )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-(  )-( G )
 L - Library             &W  ::                       ::             ::&c
 H - Pawn Shop            (  )-( J )        ( &GS&c  )-(  )-( &GS&c )     ( H )
 Z - Pet Shop           &W   ::&c                     &W  ::&c
 O - Tavern               (  )              ( &GS&c  )-(  )-( &GS&c )
 C - Tradeskills           \ \                   &W   ::&c
 T - Teacher                (  )-(  )( ) ( )( &GS&c  )-(  )-( &GS&c )
 b - Blacksmith               \ \    &W::   ::&c < b >&W  ::&c    < &Gs&c >
                               (  )-(  )-(  )-(  )-(  )-( O )
                                            &W   ::   :: &c   
                                             ( T ) ( C )

               For quick directions type &WWHEREIS <MOB NAME or DESTINATION>&c

         See also help &WPaleonUpper&c ( &CTo see a map of the upper Level&c )
~

1 1227175851 PALEONUPPER~
&C
                      Paleon Upper Floor Level Map&c

                               ( P )-(  )
&YLEGEND&W                                ::&c
                                     (  )
M - City Manager      &W                ::&c
P - Palace Gates                     (  )
&W                                      ::&c
Upper Floor is accessible            ( M )
from the Portalstone

               For quick directions type &WWHEREIS <MOB NAME or DESTINATION>&c

                       See also help &WPaleon&c
~

1 1214765519 PARALYZE~
&YSyntax : cast paralyze <victim>
&c
This spell causes your victim to be in a stunned state incapable of
defending themselves while it lasts.  It is vampire spell that only
the most powerful vampires, and some underworld creatures know.
&D

~

101 1122239142 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief
Syntax: pardon <character> attacker

PARDON pardons a player for their crimes.
~

0 1276049222 PARRY~
&cSyntax: Automatic

Parry is a skill which assists in warding off incoming attacks.  If you
successfully parry attack, you take no damage from it.  Parry is an
automatic skill, but you must be wielding a weapon to use it.&D
~

101 1122239142 PART BODYPARTS XFLAGS~
Misc body parts:
HEAD     ARMS    LEGS   HEART        BRAINS      GUTS        HANDS   FEET
FINGERS  EAR     EYE    LONG_TONGUE  EYESTALKS   TENTACLES   FINS    WINGS
TAIL     SCALES  HOOVES FORELEGS     HAUNCHES
 
Used for attacking:
CLAWS    HORNS   TUSKS  TAILATTACK   SHARPSCALES
~

0 1122239142 'PASS DOOR'~
Syntax: cast 'pass door'

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

1 1122239142 PASSAGE~
PASSAGE
 
Syntax: Passage
 
The passage skill allows demons to create a passageway into Hell, where
a minor demon can be called forth as a slave.
 
~

0 1122239142 PASSWORD~
Syntax:  password  <new password>   <new password>
 
PASSWORD changes your character's password.  You repeat the new password only.
If you do not get it correctly it will not work.  This should end the typo
locking you out of your character.
The PASSWORD command is protected against being snooped or logged; it is
impossible for any immortal to in any way see, find or retrieve it.  It
is the responsibility of the player to ensure that the password of the
character is kept secure.
 
Passwords can not contain certain characters, or spaces.  We also advise
that you use an alphanumeric password (one containing both numbers and
letters) as they are harder to guess.  We also recommend that you choose
a password that is greater than 6 characters in length.  A good rule of
thumb is if it is in the dictionary, it is probably not a good password.
 
NOTE:  if you decide to trade a character, you do so at your own risk.
Immortals are not responsible for ensuring fair trades.  You may seek an
immortal to oversee a trade, but it is not their  responsibility.
 
&YThe password policy is:  password equals ownership.&w
 
See also PASSWORD_ZMUD
~

2 1122239142 PASSWORD_ZMUD~
When you're using zMUD and want to change your password, remember to change
it in the zMUD character settings as well as on the 6D.  The MUD's command
for this is:  password <new password> <new password>
In zMUD, click on 'File', then 'Another Character', or 'File', then 'Open'
to access the character settings - and change the password there.
If you have forgotten your character's password but can still log on with
the character, you can still find out what the password is.  Log on with
that character, click on 'View', then 'Preferences' and then click on
General Settings'.  Find the checkbox for 'Gag Password' and make sure the
box is not checked.  Click on 'Ok' to close the dialog box.
Type the command #say %pass [enter].  Your password will be shown on your
screen, but not sent to the 6D.  Write it down, for future reference.

For more information, see HELP PASSWORD and the zMUD web site:
http://www.zuggsoft.com

See also PASSWORD
 
~

1 1130032164 'PAWN MARK'~
&cPawn Mark

Syntax: pawn

With this skill the cleric dennounces his enemies with the pawn mark.
The pawn mark affects its victims with a poisoning, and loss of some
armor class.  However, it turns mobs instantly aggressive.

~

0 1215276087 PCOLORS PCOLOURS~
The following are the tags used for adding color in your text.

Foreground text tag: &&
Tokens for foreground text are:

&&x - Black           &&r - &rDark Red&D  &&g - &gDark Green&D
&&O - &OOrange (brown)&D  &&b - &bDark Blue&D &&p - &pPurple&D
&&c - &cCyan&D            &&w - &wGrey&D      &&z - &zDark Grey&D
&&R - &RRed&D             &&G - &GGreen&D     &&Y - &YYellow&D
&&B - &BBlue&D            &&P - &PPink&D      &&C - &CLight Blue&D
&&W - &WWhite&D           &&Z - &ZR&Za&Zn&Zd&Zo&Zm&D
&&v or &&V - &vReverse the colors.&D
&&u or &&U - &uUnderline the text.&D
&&i or &&I - &iItalicize the text.&D
&&s or &&S - &sStrikeover text.&D
&&D - Resets to custom color for whatever is being displayed.
&&d - Resets to terminal default color.

When putting color in something, please try to remember to close your
colors with a &&D tag so that anyone viewing it won't have to deal with
color bleeding all over the place. The same holds for italic or underlined
text as well.

The &&d tag should only be used when absolutely necessary.

Background color tag: ^^
Tokens for background color are:

^^x - Black         ^^r - Red           ^^g - Green
^^O - Orange        ^^b - Blue          ^^p - Purple
^^c - Cyan          ^^w - Grey

If setting both foreground and background colors. The foreground must
be used before the background color. Also, the last color setting in your
prompt will wash over into the text you type. So, if you want a set
of colors for your typed text, include that at the end of your prompt set.
 
Example (assuming current h.p.'s of 43 and mana of 23): 
 
Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x = <43/23>
        {A}     {B}       {C}

A) Yellow with blue background.
B) Black with dark red background.
C) Light Grey with black background.
 
See also: PROMPT, ANSI, HTMLCOLORS&D
~

101 1122239142 PCRENAME~
syntax pcrename <oldname> <newname>
 
This command permanently changes a players name and should be used
sparingly. It does a check to ensure there is no other player by that
name already in the files.
~

101 1122239142 PEACE~
Syntax: peace

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

0 1122239142 PEEK~
This skill shows you a character's inventory when you look at a character.
Use of the skill is automatic when you 'look' at a character after you
have practiced the skill.
~

0 1122239142 PET PETS~
&c
You can buy pets in the pet shop.  You may only have one pet at a time.
If your pet dies you may buy another pet.
 
You are responsible for the actions of your pets.
 
See also help: &WPETSAVE GRAZE BECKON ORDER DISMISS DISTRACT GROUP PETDESCRIBE
~

1 1447156015 PETDESCRIBE~
&c
syntax PETDESCRIBE

Puts you into a editor where you can write the description of your pet.
Just end the editor with the slash s.

See also help: &WPETSAVE GRAZE BECKON ORDER DISMISS DISTRACT GROUP PETDESCRIBE
~

1 1415450687 PETREPORT~
&cSyntax Order name of pet petreport

This command involves using the order command to get your pet to do a petreport.
The petreport gives their current stats.


See also help &WBECKON PET PETSAVE GRAZE DISMISS DISTRACT GROUP PETDESCRIBE
~

1 1122239142 PETSAVE~
&c
Petsaving is automatic in the Realms. When you purchase a pet, it is
loyal to you until its' death. Your pet will automatically save when
you save and quit when you quit. If you die, your pet may still live
and vice-versa. 
Pets remain loyal until they die or until you purchase a new pet. If
you lose link your pet may be killed without you around to protect it.
In no instances will pets be reimbursed. Do not even ask.
  *** You may only purchase one pet per level ***

See also help: &WPET GRAZE BECKON ORDER DISMISS DISTRACT GROUP PETDESCRIBE
~

101 1245503257 PFLAGS~
"npc", "boughtpet", "shovedrag", "autoexits", "autoloot", "autotrash", "blank",
"outcast", "brief", "combine", "prompt", "telnet_ga", "holylight",
"wizinvis", "roomvnum", "silence", "noemote", "attacker", "notell", "log",   
"deny", "freeze", "thief", "killer", "litterbug", "ansi", "rip", "nice",
"flee", "automoney", "staff", "afk", "invisprompt", "autoglance",
"questing", "mxp", "shadowform", "exempt", "automap", "r40", "tutorial",
"activate", "cartographer", "blind", "autodoor",    
"pksafe", "red", "blue", "frozen", "playing", "waiting", "life", "rp", "tease",
"boat"

Not self evident 
boat - hides messages of following mobs/players
r40  - puppet on/off flag

See also help &WMOBFLAGS
~

1 1237880775 PHASE~
&YSyntax: phase&c

This skill allows the user to phase in and out of the material plane with 
their body. it works a little like dodge but instead of the target moving 
to dodge the attack, they simply phase their entire body into an 
ectoplasmic state which allows them to absorb the attack. 
~

1 1214738984 'PICK LOCK'~
&YSyntax : pick <direction|locked object>
&c
When Sylius the grandmaster thief passed on, he taught a selected amount 
of people the art of picking a lock. He also gave the advice to his 
students to check for traps before attempting to pry a lock open, but 
that's a warning often disregarded. 

Related helpfiles : &Wdetect traps
&D
~

1 1408407176 PILOT~
&cSyntax Pilot choice

Choice being: enter, setsail, dropanchor or leave
Enter lets you enter the Pilot's House to command the ship.  Setsail prepares the ship to sail,
drop anchor holds your position and leave allows you to leave the pilot house.

See also help &WABOARD, DEED, VIEW, STEER, SAIL, DEPART, HULL.
~

1 1268381665 'PIPE'~
&cIs an object used to &WSMOKE&c some type of herbs.

It must be filled with herbs, lit with the &WLIGHT&c command,
and then &WTAMP&ced to put out.

See also: &WHELP SMOKE, LIGHT, TAMP, EMPTY, FILL&D
~

101 1268381816 PIPEFLAG~
&cThe following flags may be used with the item type pipe in the v3 item
value:
PIPE_TAMPED    Pipe has been tamped (not really used yet)
PIPE_LIT       Pipe is lit (required for smoking)
PIPE_HOT       Pipe is hot
PIPE_DIRTY     Pipe is dirty (not really used yet)
PIPE_FILTHY    Pipe is REALLY dirty (not used at all yet)
PIPE_GOINGOUT  Pipe is about to go out
PIPE_BURNT     Not used yet.
PIPE_FULLOFASH Pipe is full of ashes, and needs to be emptied.

See also: &WHELP HERB, SMOKE, LIGHT, FILL, EMPTY, ITEMVALUES, 101.PIPE&D
~

1 1122239142 PIT ETCH PITTING ETCHING~
Pitting and etching occurs when acid hits your armor, due to spells or
breath. It permanently reduces the armor class of the item and reduces
the value of the armor.
 
~

-1 1238335150 PIXIE PIXIES~
PIXIES

&cPixies are small Elfin creatures with gossamer wings.  They are far 
more wise and intelligent than most other races, but their strength and 
constitution suffers from the small size that also grants them great agility.  
Because of this, the Pixie often chooses the calling of magic and excels 
especially in the arts of the Mage, for the mind of the Pixie knows no equal.
  
Pixies are slight of stature, standing less than two feet tall.  Both
their skin and hair color varies from among all the colors of the rainbow.
Pixies are extremely likable.

Base stats for pixie before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Pixie       &W6    25     16     6      11      14    10&c

Pixies have the inherent ability to FLY.

Pixies gain experience at a faster than average rate.

Pixies can be &WSHAMAN DRUID MAGE WARRIOR CRUSADER BARD
~

1 1122239142 PIXISH~
Pixish
 
The language of the pixie race.
~

1 1239825533 'PKILL LAWS' 'PK' 'LAW PKILL' 'PK LAWS'~
&YPKILL LAWS
&C
&CLaw #1&c Thou shalt NOT loot more then 3 items per corpse.
       ( Containers will likely have more then 3, pick only 3, and not the container )
&CLaw #2&c Staff found breaking the rules will lose their Staff status.
&CLaw #3&c Players found cheating, will be punished.
&CLaw #4&c A pkiller MUST reach level 5 before engaging in pkill activities.
      ( this means you cannot attack, or be attacked, under level 5 )
&CLaw #5&c You can only pkill a player once within &C30&c minute time period.  Unless they attack
       you before the 30 minutes then you may defend yourself.
&CLaw #6&c You can be pkilled if your &CAFK&c be ready to defend yourself at all times!
&Y
Note
&c
All players level 10 and under have a &C3&c level legal player kill range.
All players below level 30 have a &C5&c level legal player kill range.
All players level 30 and above have a &C10&c level legal player kill range.

See also help &WCONTRIBUTE, VOTE, GLORY, GLORY_AFFECTS, DONATE, REMINDER, ARENA, CHALLENGE,
RULES, CLAN, ROSTER, GMB, COMPANION
~

1 1228291585 PLAY~
&c
Syntax Play <&Csong&c>

Available songs to play are:
Evac Crescendo  Druidic Hymn    Ottos Dance     Stirring Ballad
Unholy Melody   Sound Waves

This noble skill requires an instrument to be held.  Then the bard
is able to play different songs, based on the experience of the bard.
*Note songs may not be available until the bard is able to practice
that particular song from a teacher.

See also help &WEVAC DRUIDIC OTTOS STIRRING UNHOLY SOUND
~

1 1252022573 'PLAYER HELPER COUNCIL'~
&cPlayer Helper Council

Is a player council that works to help new players familiarize themselves
with the 6 Dragons realms.  They coordinate with the Player Relations Council
to address player issues.

Membership in the Player Helper Council is strictly voluntary, but may be revoked by
the Head of Player Helpers, or any STAFF member.&D
~

-1 1242931910 'PLAYER RACES'~
.&c
[1]Human......The most neutral of all races
[2]Elf........A tall, magicly inclined woodland race
[3]Dwarf......A short, stout race known for it's incredable strength
[4]Halfling...Thier small stature makes them highly witty, agile breed
[5]Pixie......Composed of mostly magics, thier physical attacks are limited.
[6]Ogre.......A brutal self-content race with immense muscles
[7]Orc........Mutilated elf soldiers who obey Tanzean'als will
[8]Troll......With gigantic stature, Trolls can think of nothing but greed
[9]Celestial..Angelic creatures with impeccable magical skills
[10]Shade.....An evil shadow creature created by dark magics
[11]Goblin....Built like a dwarf, they are the largest race in Tanzean'als army
[12]Drow......The subterranian, dark and greedy cousins of the elves
[13]Gnome.....Short and stalky, this race is resiliant to many magics
[14]Demon.....Hell-spawned, these human sized creatures are equally capable
[15]Dragon....Powerful both magically and physically, but live secluded
[16]Vampire...Tall, nocturnal creatures who live off the blood of others
 
See Also: &WHuman, Elf, Dwarf, Halfling, Pixie, Ogre, Orc, Troll, Celestial
          Shade, Goblin, Drow, Gnome, Demon, Dragon, Vampire
~

1 1122239142 PLUCK~
PLUCK
 
Syntax: pluck <victim>
 
This is a skill the dragon will use while flying overhead of a victim.
 
It essentially is diving down, and plucking the victim off the ground
with their claws, and carry them high into the air, where they drop them
to the ground.
 
This causes damage from the claws, and damage from falling to the ground to
the victim.
~

0 1196825280 POISON~
Syntax: cast poison <victim>

As well as reducing the victim's strength, it also does minor damage to
them at every tick until the poison wears off, and reduces their
regeneration rate. Poison can generally be cured by a priest or healer.

In addition, it may wreak havoc with a player's mental state (meaning even
after the poison wears off, they may need to still sleep off the affects).

NOTE: By "reduce their regeneration rate" we mean you'll gain less hp/mana
each tick.
~

0 1122239142 'POISON WEAPON'~
Syntax:  'poison weapon' <weapon>
Abbrev:  poison <weapon>
 
A skill unique to thieves which enables them to coat their weapon with a
deadly poison.  In battle, this poison will cause ill effects on its
recipient.  Be warned however, it has been told that poison has a strong
lessening effect on the lifetime of the weapon poisoned.
 
To poison a weapon you must have the weapon itself, the poisoning powder
and a full waterskin in your inventory.  Your intelligence and wisdom
must both also be relatively high, else you will be unable to complete
the poisoning process until they are raised to a sufficient level.
 
~

1 1181612913 POLEARMS~
Grants the user a proficiency with polearm weapons (such as halberds).
~

1 1122239142 POLYMORPH~
Syntax:  c polymorph
 
A spell enabling the caster to morph into the desired
creature.  Varies by class and/or race according to the
machinations of the gods.
 
See also:  revert
~

1 1218637952 PORTAL~
&YSyntax : cast portal <destination>
&c
With this spell, the caster creates a temporarily portal through space to 
a certain destination, this might be any mobile or player within its level 
range. Some places however are imbued with a strong magic, that makes 
these magical gateways impossible. 
&D
~

1 1192097215 'PORTAL STONE' STONE ACTIVATE~
Portal Stone

These magical stones are imbued with ancient arcane powers.
For those under level 20, they will show a list of destinations
that players can choose from to be instantly transported too.

Syntax activate - starts the portal stone
Syntax activate < location number > Will transport you to a new destination.

~

101 1122239142 POSSESS PELT~
.
Currently, the skills/spells &Gpossess&d and &Gpelt&d are being worked
on inside the game. Check back soon for more details inside the
helpfile about the said skills/spells.
~

1 1413767068 POULTICE~
Syntax Poultice  victim

This skill allows the druid to use their knowledge of herbs and tending to wounds
to heal up minor wounds.

~

104 1122239142 PR 'PLAYER RELATIONS'~
&dAmong the Councils of &r6 Dragons&D Staff, that of &WPlayer Relations&d
&d(or &WPR&d for short) is one of the most varied. The tasks that are 
accomplished by the &WPR Staff&d includes (but is not limited to):
 
*Player Interaction
 
*Quests
 
*Rules Enforcement
 
*Helpfiles/Social Editing
 
*Storywriting
 
*Roleplay Encouragement
 
*And General Maintenance, building, coding or other duties.
 
If you wish to apply for the "Unusual Gang of Idiots", or Maynard's
affectionate name for the &WPR Staff&d, then write a gnote to the 
&CHead of PR&d on the &GPersonal Board (5)&d with the subject line
"&WPRSTAFF: <your name goes here>&d" to &WMaynard&d, and he will
get back to you with an application as long as you list your email
address and a short paragraph on the reason WHY you want to join us
crazy folk!
~

1 1260659079 PRACTICE~
&cSyntax: &Cpractice &cor &Cprac
&cSyntax: &Cpractice <skill|spell|weapon>

PRACTICE &cwithout an argument tells you your current ability level in all
the skills and spells available to you.  You can check this anywhere.

&CPRACTICE &cwith an argument practice that skill or spell.  Your learning
percentage starts off at 0% (unlearned), and can be practiced as many
times as you have practices. The amount of strength/dexterity you have 
determines how high percent you can practice a skill. The amount of 
intelligence/wisdom determines how high you can practice a spell.
   
After this initial practice, the skill/spell must be used to develop it 
to the level of 'adept'--adept is not always necessarily 100%.  You must 
be at a teacher to practice.

The higher your wisdom, the more practice sessions you will have each time you
gain a level.  Unused sessions are saved until you do use them.
  
All characters may practice skills, spells, and weapons in the homeland.
Move skills/spells to a do not show list, if you don't want to see them
in your practice list.

*Note for dshow to work, you must practice the spell/skill once.

Syntax: &Cprac dshow kick  &c- move kick to dshow (Don't Show) list.
Syntax: &Cprac dshow       &c- show dshow (Don't Show) abilities
Syntax: &Cprac dshow kick  &c- move kick back into regular prac list

The red asterisks (&R*&c) indicate untrained spells/skills that require a non-
homeland teacher in order to train you.

See also: &WHELP TEACHER, SLIST &D
~

108 1128395027 PREDATOR~
~

107 1238343316 PREFRESH~
&c
Syntax prefresh <&Cplayer&c>

Let's you refresh a player you altered on server side, without having
to make them log off to do it.

~

-1 1197768886 PRELOG~
&cSmaug code: Derek Snider, Altrag, Blodkai, Haus, Narn, Scryn, Swordbearer Tricops,
Gorog, Rennard, Grishnakh, Fireblade, Nivek. Diku code: Hans Staerfeldt, Katja Nyboe, 
Tom Madson, Seifert, Hammer.  Chronices code: Brad Ensley
~

1 1250460566 PROCLAIM~
&c
Syntax Proclaim <&Cmessage&c>

This command can be done by the Duke, and Baron.  It issues out a
proclamation that only citizens of the city can see.

See also help &WSIEGE TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
FORTIFY LAYSIEGE VOTE SABOTAGE REVOKE CITIZENSHIP CITYRECALL
~

1 1268699184 PRODUCE~
&cSyntax: &Cproduce <metal> into <type> <level>
&cSyntax: &Cproduce list

&cThis skill allows the crafters to make the legendary draconic items.  
The dragon must be in Dragon Lord form to produce items due to the
precision needed.

The player must find locations in wilderness to gather from, then they
can return to a tradeskills building where they can produce.

See also: &WHELP MINE, BLACKSMITH, TRADESKILLS, GATHER, FORGE, BAKER, MIX,
JEWELRY, FELL, MILL, JEWELER, CARPENTER, TANNER, HUNT, TAN&D
~

101 1232764635 PROG_GIVE~
This will allow you to use an object vnum and more then one for the same program etc...
Example
Code
mpedit <#> add give 'magic mushroom' '20' '30'
so if you gave the mobile an item named magic mushroom, item vnum 20 or 30 it would allow it to work. 
~

1 1122239142 PROJECTILE PROJECTILES~
Syntax: fire <direction> <target>
 
Projectiles are wielded weapons which allow players to hit victims
without being in the same room. Projectiles have several forms, those
being bow & arrow; crossbow & bolt; sling & stone; peashooter & pebble:
tube & dart. All are used in a similar manner.
 
You must first be wielding the weapon which will perform the action
of firing the intended object. To do this, simply 'wield <weaponname>
missile'. This will place the bow, sling or other firing mechanism
in the location 'missile wielded', which you will see when you type 'eq'.
 
You must have a type of projectile in your inventory, this being an arrow,
rock, bolt, pebble or other projectile(s).
 
You must have practiced 'missile weapons' in order to wield a firing
mechanism. If you do not practice it, you will not be able to fire.
 
Lastly, provided you have a projectile in inventory, and a firing
weapon wielded in the 'missile wielded' position, you are ready to
try out your new projectile.
 
Note that firing a weapon at another player will result in a pkill
attempt, which can have severe consequences. If you and your mortal
target are not both listed under "Who Deadly", you will be confronted
by an immortal for your actions and flagged as a violater of Realms
Law. See &YLaws Pkill&W for more information on players vs. players.

See also: DRAW
~

104 1126016149 PROMOTE~
Syntax: promote <person> level <level>

This command promotes a person to a certain level without all the
leveling messages. Used for staffing people.

~

0 1241227695 PROMPT FPROMPT LP~
&YSyntax: prompt <string>
Syntax: fprompt <string>

&WPROMPT  &csets your prompt to a given string. The game automatically sets it 
when your character is created, but you can use &WPROMPT &cto change your prompt
to be more to your liking. If you type &WPROMPT DEFAULT&c, your prompt will be
set back to the game default. If you type &WPROMPT STANDARD&c, your prompt will
be set to a standard prompt of hp, mana, move (Current and Max). If you type
&WPROMPT CURRENT&c, your prompt will be set to a standard prompt of hp, mana,
move (Current only).

&WFPROMPT  &csets your fighting prompt. This is the prompt that is displayed to
you while you are in combat. It follows the same format as the normal prompt
does.

The monk class has a option to see monkblood points.  This is done only with
the fprompt.  Typing fprompt monk, will set that up.

Your prompt can be any string of characters that you wish. You can also embed
special characters and tokens into the string that you set, that are linked
with specific groups of tokens. These tokens will add specific information to
your prompt.

&RLP is short for 'Level Progression', before anybody asks.  It basically shows
you the percentage of experience towards the next level that you've gained.

&cSee also: &WPCOLORS&c, and &WPTOKENS&c
~

0 1230788624 PROTECTION~
This skill is the result of the absolute conviction of the devotee.  It
calls upon his/her faith manifested through mana to create a protective
force around the priest.
~

-1 1252019703 PSIONIC~
&cPsionics are beings who are capable of amazing mental feats, they have
the ability to communicate mentally over long distances, and can use their 
minds to affect the physical world. Although most are weak in body and 
stature, they recompense for that in their immense intelligence and mental
capabilities. The ability to affect minds is solely theirs and is coveted
highly by these aloof and reclusive beings.
     
Psionics are physically weak, yet strong in magic.

A Psionic focuses primarily on &WINTELLIGENCE&c, and to a lesser extent
on &WWISDOM&c.

Psionics come from the following races - &WMINDFLAYER&c.

See also: &WHELP MINDFLAYER, INTELLIGENCE, WISDOM&D
~

1 1189310005 'PSIONIC BLAST'~
Syntax Psionic victim

This skill sends a very powerful kinetic attack to the nerves in the 
victim's brain.
~

0 1238555342 PTOKENS PTOKEN 'PROMPT TOKENS' 'PROMPT TOKEN'~
&C&WThe prompt tokens are special character sets that produce a desired affect.

&C&wMajor Status Indicators:
&C&G  %h  - current hitpoints        &C&g| &C&G%m  - current mana/blood
&C&G  %H  - maximum hitpoints        &C&g| &C&G%M  - maximum mana/blood
&G&G  %v  - current movement
&G&G  %V  - maximum movement

&C&wMinor Status Indicators:
&C&G  %x  - current experience       &C&g| &C&G%g  - gold held
&C&G  %X  - experience to next level &C&g| &C&G%G  - gold in bank
&C&G  %s  - invis/hide/sneak status  &G&g| &C&G%a  - your alignment
&C&G  %A  - AFK indicator
  %d,%e,%f - First, second, third class experience tnl as a PERCENTAGE
(ie 95% means nearly there, 2% means just started).
 
&C&wAuction Indicators:
&C&G  %o  - name of item on auction  &C&g| &C&G%O  - cost of item on auction

&C&wQuest Indicators:
&C&G  %q  - times (left and next)    &C&g| &C&G%Q  - same as 'q'

&C&wCombat Indicators:
&C&G  %S  - current combat style
&C&R  (&C&rCombat Only&C&R)&G&C&G    
  &G%y  - current hatred mobs have for you
  %c  - opponent's name and health
  %C  - opponents victim's health| %N  - opponent's victim's name
&C&G  %l  - new line
 
&C&wTime Indicators:
&C&G  %T  - current daylight status

&wNew Line:&D
  &G%z - Allows you to have it put in a new line.&D

&C&WExamples (assuming current hp of 43, mana of 23, and movement of 120)
prompt %h%m%v       =   4323120
prompt <%h|%m|%v>>> =   <43|23|120>>>
prompt %h %m %v     =   43 23 120

See also: PROMPT, FPROMPT, and PCOLORS
~

1 1154518374 PUGILISM~
&c
Pugilism is fighting without a weapon or hand to hand combat.

This skill is automatic and increases when you fight without a weapon in hand.  If you are not
a monk don't expect to be able to fight without a weapon anywhere close to a monk's ability.
Adepting this skill will increase your damage output though when fighting unarmed.
~

0 1122239142 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~
Syntax: pull <trigger>
Syntax: push <trigger>

Levers, switches, pullchains and buttons can do all sorts of interesting
things... open or unlock doors, change exits around, teleport you to another
location, cast a spell, summon a monster... you name it!
~

101 1122239142 PULLTYPES~
&YSyntax&W: redit pushtype <direction> <type>
&YSyntax&W: redit push <direction> <force>
 
Where type is equal to Current, Wave, Whirlpool, Geyser, Wind, 
Storm, and Vortex, to name a few . These equal the 'pushforce'
Other types include Vacuum, Slip, Coldwind, Sinkhole, Landslide,
Quicksand, Earthquake, Undefined, Lava, Hotair and Breeze (objects only).
 
The frequency of the push is controlled by the value set in
redit push <force>, and may be anything from -100 to 100. Positive
and negative values represent pulling and pushing, respectively.
The more positive (or negative) the number is, the sooner the force
will push or pull you.
~

1 1122239142 PUMMEL~
Syntax:  pummel
 
Pummel is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1122239142 PUNCH~
Syntax:  punch
Punch is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
 
~

101 1211193131 PUPPETEER~
Syntax: puppeteer alt1-5 (altname)
        puppeteer load/quit (altname)
        switch (altname), force (altname) (command)

This command is used to load one of your alternate characters for RP, skill/spell testing, or leveling while still being able to preform your staffly duties.  You will still be able to hear tells, sooc, and other channels.

Switch (altname) puts you in direct control of your alt while still able to hear all Staff channels.

Force (altname) (command) will make your alt preform a command while leaving them as basically a 'puppet', however you can still see what is happening around them, tells they receive etc. while they are logged under the puppeteer command.

You can have up to five alts under puppeteer.
Typing &Wpuppeteer&D by itself, will show you what characters you have assigned as alts.
~

102 1214037731 PURGE~
&Y &YSyntax : purge [vnum|keywords object/mob]
&c
&wPURGE&c is a powerful command, used to clean up. It makes either 
everything (objects and NPC's) in a certain room disappear (purge without 
arguments) or only that what you specified to disappear from the room 
wherein you purge or elsewhere in the world if the target of the purge 
isn't found in your room. 

&RAttention : make sure, with using PURGE without arguments, there is 
nothing in the room you can't afford losing (such as a dead body with 
equipment from a mortal)&D 

&OFor e.g. purge 16100  ...... &wthis would make the towncrier disappear
&O        purge town-crier ...... &wthis does the same, using the keywords
&c

&D
~

101 1122239142 QPSET~
This command is used for giving/taking Glory from players.  The syntax 
is as follows:
 
      qpset <player>  <give|take>  <amount>
 
Where one of give or take is used, and the amount is always a positive
integer.
 
See also help &WCONTRIBUTE, VOTE, GLORY, GLORY_AFFECTS, DONATE, REMINDER
'GLORY RULES', QPSTAT, GMB
~

101 1211037840 QPSTAT~
&YSyntax : qpstat <target>
&c
This command will show information regarding the amount of glory a
player has. The first number is their current glory, the second is
the amount of glory held over lifetime.

Related helpfiles &Wglory, glory rates, qpset
&D
~

101 1122239142 'QUANTUM SPIKE'~
The 'Quantum Spike' is one of the Sorceror's most awesome attacks.  With
this spell, the casting Mage is able to form, within the body of his
victim, a sphere of Quantum probability optimized in such a way as to
cause the most bizarre contortion of bodily order imaginable.  Organs
and tissues are rendered into unrecognizable blobs interconnected in
fiendish, unknowable geometries.
 
Obviously, such an attack has astonishing effects on any physical
creature, as well as any entity which has an extention into the
physical world.
~

108 1148910468 'QUEST COUNT'~
&YZone                               Number of Quests
Paleon City................................1
Loramoor...................................
Drakkel....................................
Manoake....................................
Kirwood....................................

~

1 1239562693 QUESTS JOURNAL~
&c
Syntax: &Cjournal
        journal completed
        journal <quest name>
&c
Using this command, players can see which quests they've finished,
which quests they're currently doing (and time limits) and how many
quests they've still to find at their level, as well as how many
quests exist at higher levels.

Each quest will show you which chapter you're currently doing, as well
as a brief description on that chapter (ie Find Ogre Chieftain Gralm!).

&WNote: In order to activate a quest, or to move one along you MUST have
the do the following if you have any of the below affects:
&C
1) type visible.  Not all mobs can see you invisible/sneaking/hiding.
2) type land.  Not all mobs can see you if your floating/flying.
&c
If this occurs, ask a STAFF member to reset your quest so that you can
start over.

See also help &WSKIP TUTORIAL MAP
~

13 1211294802 QUI~
Type quit full out! 
~

1 1451603523 'QUICK BLADE'~
&cSyntax: quick

Rumors circulate that some thieves have reached such levels of speed that they
can regulate their endurance levels into a short-lived burst of intense energy... 
thus allowing the thieves to perform feats in combat beyond most imaginations.
~

101 1122239142 QUICKENING~
.Syntax: c quickening <target>
 
This spell raises your dexterity for a limited amount of time.
~

1 1122239142 QUIT RENT~
Syntax: QUIT
 
QUIT leaves the game.  You may QUIT anywhere.  When you re-enter the game
you will be back in the same room, unless that room has a prog that moves
you upon re-entry.  You must enter the entire command, there are no
shortcuts for this command.
 
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
6D.that doesn't save before quitting, you're going to regret it.
 
There is no RENT here.  Just SAVE and QUIT whenever you want to leave.
~

1 1278835472 'QUIVERING PALM'~
&cSyntax: &CQuiver <victim>

&cThis skill is the legendary attack monks are known for.  It first involves 
finding complete peace within themselves.  It does more damage at the start of
battle, because the monk is able to find greater peace within at the start
of battle than while the battle is raging.&D
~

-1 1211490863 RACES~
&WOverview races&c

Human      - Short life spanned, but most adaptable, can choose any profession.
Elf        - Ancient race, with innate magical abilities.
Dwarf      - Elder race, strong, stout, and hardy, dwarves love craftmanship.
Halfling   - Smaller than dwarves, nimble, agile, they are a jovial race.
Pixie      - Magical flying humanoid, very small in size, but powerful in magic.
Ogre       - Extremly strong brutes, very tall, but limited in intelligence. 
Orc        - Smaller than Ogres, strong, loyal to whoever is the strongest.
Troll      - Green skinned trolls, have incredible regeneration, and are strong warriors.
Shade      - Dark powered shadow men and women are controlled by powerful wizards.
Goblin     - Smaller than Ogres, tend to have more intelligence than orcs, but still good warriors. 
Drow       - Dark elves, are an ancient race cousins of the elves, they have dark magical arts.
Gnome      - Elder race, technologically advanced, gnomes have a curious mind.
Centaur    - Elder race, half human, half horse, they are attuned to nature. 
Dragon     - Ancient race, extremely powerful dragons keep to themselves. 
Celestial  - Angel returned to right wrongs, and battle the demons of Hell.
Vampire    - Elder race, that thrives on the blood of others.
Demon      - Hellspawn warriors sent to bring the world of mortals into chaos.
Mindflayer - Elder race, with tentacles on their face, they have mighty mental powers.

For more information, type &Whelp <race name>
&c
See also help &WEXPRATIO MULTICLASS CLASSES 'MULTICLASS RACE'
&D
~

2 1122239142 RACETALK~
Syntax:  racetalk <message>
 
The racetalk channel will send your message to all the members of
your race currently online.  This channel can be used to roleplay
in accordance with the characteristics of your race, to plan runs
or grouping with a more focused body of players, or for general
chatter.  Please note that racetalk is partially designed to
promote roleplaying, so attempting to limit yourself to the
characteristics of your race may enhance your enjoyment of the 6D.
and may provide a unique experience for those who have never
roleplayed previously.
 
~

105 1219161474 RACE_FIXINGS~
Races have been checked and altered in the following areas :

Manoake City
Shattered Refuge
Tufkul'are ? Paleon ? Dakar ? Forbidden City?


The Citadel
The Abyss
Pixie Forest
The Black Citadel
Pelennor Fields
Shoreline
Tears of MOunt Cierra
Norrinton's South Harbor (beach.are)
Kingdom of Heaven (heaven.are
vila.are (if this is supposed to be a halfling settlement, then most mobs need to be set halfling, 2 are halfling, rest are humans just about)
warkeep.are
jarynth.are
~

1 1122239142 RAGE~
RAGE
 
Syntax: rage
 
This skill allows the dragon to harness the power of purge rage.
While in this enraged state, the dragon has an increase in strength,
hitroll, and damroll.
 
~

1 1448679902 RAKE~
&cSyntax Rake

This skill requires someone already be flying to attack with it.  Then they will be able to
perform this flying attack raking their victim with their claws as they attack.


~

1 1215295586 'RALLYING CRY' RALLY~
&YSyntax : 'rallying cry'
&c
The Warrior emits a cry that focuses his/her concentration on the opponent.

This focus increases their coordination and dexterity, as well as their ability to hit.
&D
~

101 1122239142 RANK~
Rank is a command used by Staff members to change the text that comes
before your name in thw who list.
all color tags remain the same see: help pcolors
 
 Syntax: rank <text>
 Syntax: rank none  -resets to default
~

1 1122239142 RAP~
This command allows you to rap on a closed passageway and anyone on the
other side will "hear" it.  The message sent is an act_message, and
act_progs can be trigger by it.

This commands seems awfully pointless, right now.
~

1 1186909672 'RAPID HEALING'~
Rapid Healing is an autoskill once practiced, this skill grows stronger as 
its user becomes more adept to using it. It has been known for allowing 
its user to channel energy into a sort of biofeedback which allows them to 
heal at a higher rate. If target is sleeping when rapid healing triggers 
they will really see a boost in their hp gain. 
~

103 1122239142 RASSIGN MASSIGN OASSIGN~
Syntax: rassign
        oassign 
        massign

> Steps for creating a new area from scratch;
> 1. checkvnum rooms   low_vnum hi_vnum
>    checkvnum objects low_vnum hi_vnum
>    checkvnum mobs    low_vnum hi_vnum
>     (make sure the vnums don't overlap another area)
> 2. rassign (person) low_vnum hi_vnum
>    massign (person) low_vnum hi_vnum
>    oassign (person) low_vnum hi_vnum
> 3. mset (person) aloaded yes
> 4. goto low_vnum
>    goto hi_vnum
> 5. savea
> 6. save
> 
> This should create a new area listed as '{PROTO} (Person)'s area in
> progress', with the file name '(person).are' and it should load up after
> rebooting the MUD with 'loadarea' or 'loadarea (person).are' if it's not
> your area.
NEVER do this to someone who has an area assigned to them. This would
change the range for the area they have assigned and wipe out the area.
~

103 1122239142 RAT~
Syntax: rat vnum1 vnum2 command [parameters]
 
Rat, or 'range at' is the at command with the added parameters of two
room vnums.  Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
 
Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~

1 1241063109 RATINGS 'TOP PLAYER' 'RATING'~
&cSyntax: &CRatings

&cThis command lists the top 10 players within 6 Dragons.
It is based off a culmative score from several areas.  Each
area may be weighed more or less then another, but here is
a list of things that are used to determine it.
&C
hitroll
damroll
armorclass
hp
mana
level
mkills
mdeaths
pkills
pdeaths
str, dex, con, cha, lck, int, wis
areas discovered

&cYour score will increase the better buffs you have, so buff 
up before you update your rating.  To update your ratings, you 
must use the &WSAVE&c command.  *Note: You can also see ratings
with the whois command, although it may differ, because the buffs
a player may have on at the time maybe different.
~

0 1122239142 RAZORBAIT~
This spell makes the victim more susceptible to stabbing attacks.
~

101 1122239142 RDIG~
Syntax: rdig <dir>

Rdig allows builders to quickly "dig" new rooms or room
exits without having to use the goto command.

New rooms are created using the current room's statistics for name,
description, flags, and sector type.

&YWARNING: Only use this command in the area your building.
~

103 1122239142 REBOOT SHUTDOWN WIZLOCK~
Syntax: reboot <nosave>
Syntax: shutdown <nosave>
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 51 may not log in.  Players who lose their links, however,
may reconnect.

If nosave is specified for reboot or shutdown, it will not automatically 
save all of the players.
~

1 1212176924 RECALL~
&cNewbies can use the '&wrecall&c' command to return to their hometown or recall
point, up until level 19.

With a scroll or potion of 'word of recall' you can instantly return from
most areas to your attuned recall spot.
 
 Related helpfiles &W'word of recall'
&D

~

0 1122239142 'RECHARGE'~
Syntax: cast 'recharge' <wand/staff>

This spell is used to recharge wands and staves after use.  The mage
or cleric performing the recharge should always insure the item is
not fully charged, as overcharging is considered dangerous.  Also,
there is always a small chance of destroying the staff, or in even 
rarer instances multiplying the charges available.
~

1 1122239142 RECOGNIZE~
Syntax: recognize <player> <name>
 
This command allows you to basically rename a player on the mud
if you think you know who they are or you think they've lied
about their name.
 
see also INTRODUCE
~

1 1190703217 RECOIL~
Syntax: recoil


This position allows its user to draw strength and damroll.
~

-1 1252018617 RED~
&cThe Red Dragons are dedicated to evil causes.

The Red Dragons are not as big and strong as the Black Dragons,
but they have more magical abilities, and are smarter.

The Red Dragon thrives on the suffering of weaker races.

As a rule of thumb, the Red Dragon uses its wits to win battles,
and will strike up a pact with other Red Dragons, to attack Gold or
Silver Dragons it would not dare to attack solo.

The young Red Dragon's breath starts as smoke, then as they mature it becomes
fire, and finally hellfire.
   
A Red Dragon focuses primarily on &WDEXTERITY&c, and to a lesser extent on
&WWISDOM&c.

See also help &WDRAGON, BLACK, BLUE, SILVER, GOLD, DRAGON RULES, LAIR, DRAGON EQUIPMENT,
'TREASURE HOARD', DEXTERITY, WISDOM&D
~

101 1238852017 REDIT~
&YSyntax: REDIT FIELD [parameter list]
        REDIT ON
        REDIT RLIST [displays items missing that will reappear during reset]

&cFIELD  | PARAMETERS             -- DESCRIPTION / NOTES
---------------------------------------------------------------------
name   | <room name>            -- sets the room name / short description
exit   | <direction> [vnum] [exit-type] [key] [keywords]
bexit  | same as above, but does the exit in both directions
desc   | none                   -- you will be placed into the buffer editor
exdesc | <direction> [text]     -- sets/clears an exit's description
ed     | <keyword(s)>           -- adds/edits an extra description to the room
rmed   | <keyword(s)>           -- removes an extra description from the room
sector | <value>                -- sets the sector type
flags  | <flag> [flag]          -- toggles room flags
exflags| <direction> [flags]    -- displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey  | <direction> <key vnum> -- sets an exit's key vnum/value

Note: Put a '+' before the direction to force ADDing of that exit
      and use a '#' to specify the exit by sequential order.

&WREDIT ON&c will lock you into a mode in which 'redit' is implied in each command
sequence, and hitting enter will give you an instant rstat of whichever room
you are in at the time. To get out of &WREDIT ON&c, simply type the word DONE. 
Example:

        redit on
        name A dark and forboding hallway
        flags dark indoors
        done


&cSee also: &WEXITTYPES&c, &WEXFLAGS&c, &WEXITMAKING&c, &WSECTORTYPES&c, &WROOMFLAGS &cand &WRGRID&c.
~

0 1200088597 REFRESH~
Syntax: cast refresh <character>

This spell is done by the caster sending his/her energies to the desired person
revitalizing them.  It is said that more advanced casters even remove hunger and
thirst temporarily from the person they cast it on.

~

1 1413766860 REGENERATE~
Regenerate

Is a automatic skill when the druid is in animal form and is sleeping or resting.  Hitpoints
will regenerate at a much higher rate.
~

1 1191942620 REGIUS FONDS~
This newly added area which stands just south of Haon Dor  Sits
under a vast lake. Within is many new creatures to meet of powerful
fish.  This area is mainly suggested at 35th level and up. I would
advise you take care if you do make in as these creatures are quite
strong. You will also want to come prepared with aqua breath. Also
make note that there is only ONE exit from this place.

Directions From the Square of Paleon.
all west, s, 2w, 2s, w, 3s
~

1 1407292815 REJECT~
&cSyntax Reject

This command clear's your invitations, so you are able to walk to your house or lair.

See also help invite house lair
~

1 1218787296 REKEY~
Rekey changes the keyword of an item.
It differs from rename in that it is not the name that is seen, but the
name the object is identified as and can be looked at or picked up as.
For example, if a sword of legend was rekeyed to blade , get sword would
no longer work with this item. (get blade would pick up the item)

   When an item is rekeyed, one of the words from the short description
     &GMUST&W be used in the rekey.
 
~

1 1211963234 REMAINS~
Syntax:  remains
 
A worshipper may request knowledge on the disposition of their remains
from his or her deity (meaning the location and remaining time before
complete decay).  However, the imposition comes at the cost of a small
amount of favor -- approximately twice that of the character's level.
 
If no remains exist, there is no penalty to favor.
 
SEE ALSO:  supplicate, favor, favor_levels, deities
~

1 1233431706 REMEMBER~
&c
Syntax Remember

This skill requires serious concentration as the person using it attempts
to absolutely remember their location so when they use word of recall spell
it takes them to this location.

See also help &WWORD OF RECALL
~

1 1218706665 'REMINDERVOTING' 'REMINDERVOTE' 'REMINDERVOTES' 'REMINDER' 'REMINDER VOTE'~
&CzMUD and Voting

It's easy to make a VOTE alias or button for zMUD. All the alias or button
needs is a value of "#URL http://6dragons.tk/bin/vote.html".

If you're not sure how to do this, here's the step-by-step for a button:
1) in zMUD, click on the 'Settings' icon, opening 'Settings in Memory'.

2) on the 'settings in memory' page click on the little triangle next to
   the 'New' icon, and select 'New Button'.

3) in the 'Edit Button' window, in the 'Caption' box, give the button a
   name, like 'VOTE' (or whatever you want)

4) in the 'Edit Button' window put this in the 'Value' box:

  #URL  http://6dragons.tk/bin/vote.html (and nothing else).

5) click on 'Save' on the right, near the green check mark.

6) close the 'Settings in Memory'

To use the button, just click on it. It opens a new browser and takes you to a
page where you will find 2 links to voting sites.  

Cheers!

See also &WHELP VOTE, CONTRIBUTE, DONATE, GUEST
~

-1 1291892190 REMORT~
&cSo you have been there done that, and you are ready for something new?

Remort!

Syntax: &Cremort yes&c

Upon remorting, you will be reverted to a level 2 character of the remort
class associated with your race/class combination.  You will lose all your
previous skill/spell adept levels, and possibly the skills/spells themselves.  
You will have to find new equipment.

Note: This class is not an easy class to level by any means.

See also: &WHELP HERO, TWO-HEADED, SORCERER, ROGUE&D
~

1 1122239142 REMOVE~
Syntax: remove <article of clothing>
 
The same goes for rings, necklaces, lights, and
various objects you may find in your travels.
 
Also see: HELP WEAR
~

0 1122239142 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>

This spell removes a curse from a character, or one of the objects a
character is carrying or using.
~

108 1244512900 REMOVE LANDMARK~
~

0 1122239142 'REMOVE TRAP'~
Syntax: cast 'remove trap' <object>

This spell will magically disarm a trap on an object.
~

1 1122239142 RENAME~
A rename may be done by a level 54 or higher immortal.  If you wish
for the rekey to be completed at the same time, you must contact a
level 56 or higher immortal.  The rename can be purchased with 20
glory or a rename scroll.  Wedding renames are done with a marriage
license by Blorin, the Darkhaven engraver.  (See help wedding)
Renames are to be medieval in style for mortals and must not contain
the name of an immortal without their expressed consent.  Items will
not be renamed to machine gun, silly putty, etc.
Before contacting an immortal to redeem glory or scrolls for a rename,
please have in mind what you would like done.  You will need to consider
the following:
Short description - what is seen when the item is worn by a person.
Long description - what is seen when the item is lying on the ground.
Rekey - the renaming of the item (usually something from the short desc)
 
~

108 1210273424 RENUMBER~
&YSyntax: renumber <area filename> <new vnum base> [flags]
Flags: fillgaps verbose
&pExample: renumber haon.are 6100 fillgaps verbose&w

The renumber command renumbers an entire area to a new vnum base. All rooms,
objects and mobs will be renumbered, and all references to them will be fixed 
(changed to reflect the new vnum for each object/mob/room). These references 
include: resets, exits, shops, repair shops, and the objvals of some objects 
(containers and levers). 

Unless the "&pfillgaps&w" flag is supplied, the command doesn't fill vnum gaps. 
If you just want to fill the gaps in the area instead of changing the vnum 
base, simply supply the same vnum base (duh!). 

If the "&pverbose&w" flag is not supplied the command will simply report 
the actions. If it's supplied, it will also list all the vnum changes, and
report details on all the reference fixes.

The command will only modify references inside the area, except for two-way
exits leading into the area, wich will be listed if the "&wverbose&p" flag is
supplied (so that you know that you also have to save those areas). 

Mobprogs can also contain references to vnums, but since prog parsing is
far beyond this command, all it does is perform simple string searches and 
warn you if it finds any (possible) references, and it only does this if
the "verbose" flag is supplied. This search is performed only in the progs
inside this area, not in every 6D.rog in the game.

In conclusion, &Gall references are modified by the command except&w:
	&p* &Gresets in other areas for things being renumbered
	&p* &Greferences to these vnums in mobprogs in other areas
	&p* &Gone-way entrances to the area

~

1 1122239142 REPAIR~
Syntax:   repair <object>
          repair all
 
Repair allows you to repair equipment and swords at metal blacksmiths,
and recharge staves and wands at magical 'blacksmiths.'  Repair all
attempts to repair every item in your inventory.
 
There is a 10% surcharge for using "repair all". This surcharge is for
the convenience of having all the equipment in your inventory repaired
at once.
 
~

101 1122239142 REPAIRSET~
Syntax:  repairset <mobile vnum> <field> <value>
 
This command allows you to set the following fields for repair shops:
 
-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| fix#   | Types of items the keeper will fix |
|        |  - armor, weapon, wand, staff      |
| profit | Profit on fixing items             |
| type   | Repair shop type                   |
|        |   type 1 = standard                |
|        |   type 2 = recharge                |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of repair shop keeper         |
-----------------------------------------------
 
See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS
~

101 1122239142 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

101 1122239142 REPAIRSTAT~
Syntax: repairstat <mobile vnum>

Shows statistics on a mobile's repair shop.

See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~

101 1122239142 REPEAT~
Syntax: repeat <letter>
 
This command will repeat tell messages which you
have already received. If no parameters are given
it will simply produce the last tell you received.
If a single letter is given, then the last tell
sent to you by a character with a name starting
with that letter will be displayed. This is an imm
only command.
~

1 1122239142 REPOP~
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present.  Also
note that objects lying on the ground will not be regenerated if anyone
is in the area when it resets.
 
Area resets are indicated by 'squeaking noises' just prior to the reset.
~

104 1126018446 RESERVE~
The "Reserve" command enables us to specify certain names that are
reserved and cannot be used by players.
 
We can specify names that we want to reserve because they belong to
former imms (like Narn and Dominus). We can specify names that are
often tried and are a bit of a pain (like Killer or Satan or Seth).
 
We can specify parts of names by preceding the string with an "*">
e.g.  reserve *goof
This will prevent any name with the substring "goof" ... like ...
"goofface", "biggoof" or "biggoofface".
All deity names should be reserved.
 
reserve                        list current reserved names
reserve joe                    add joe to the list if he's not on it
reserve joe                    remove joe to the list if he is on it
Syntax: reserve <name> [add / remove]

Either displays the list of reserved names, or adds / removes a name
to or from the list.

~

101 1122239142 RESERVED~
Reserved for what?  Hmmmm....
~

101 1122239142 RESET~
Syntax: reset list   [start] [end]
Syntax: reset delete [number]
Syntax: reset add    <command> <parameters>
Syntax: reset insert <number> <command> <parameters>
Syntax: reset edit   <number> <command> <parameters>
Syntax: reset area   (will "reset" your area based on the defined resets)

WARNING:
  The order that resets are in is VERY important.  You cannot equip
  a mobile with an object before putting the mobile into a room first.
  Likewise, you cannot put an object into a container until the container is
  put into a room first.

This command is used to display, edit, delete, add and insert resets for
your area.
See INSTAZONE and RESETCMDS.
~

105 1122239142 RESETCMDS RESETCOMMANDS~
Syntax: reset edit   <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add    <commands>

Commands:
MOB   <mobile vnum> <room vnum> [limit]  loads a mobile into a room
OBJ   <object vnum> <room vnum> [limit]  loads an object into a room
GIVE  <object vnum> [limit]              gives object to last loaded mobile
EQUIP <object vnum> <position> [limit]   equips object on last loaded mobile
PUT   <object vnum> <object vnum>        puts and object into another object
DOOR  <room vnum> <door dir> <state>     resets a door to a certain state
RAND  <room vnum> <last door dir>        randomizes a range of exits
TRAP  <vnum> <type> <charges> <flags>    sets a trap
HIDE  <object vnum>                      hides an object

For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.

See RESETS.
~

1 1122239142 RESILIENCE~
Syntax:  c resilience <target>
 
Resilience renders the victim resistant to draining attacks.
~

1 1219126882 RESIZE~
&c
Syntax: Resize <&Cobject name&W> <&Cbigger/smaller&W>&C

Every homeland has a crafter that is capable of resizing
objects so players can wear them.  They charge a hefty price
for their craft, but do a good job.

Objects will only be able to be resized three times, before 
they will no longer hold their properties and become junk.
The third resizing causes a loss of durability.

See also &WHELP SIZE&D
~

101 1216565456 RESOURCEVALUES~
&wResource Values&Y
----------&R
v0 - type&W
This is the type of resource. 1 is metal, 2 is gemstone, 3 is wood,
4 is stone, 5 is cloth, 6 is leather, 7 is bone.
&Rv1 - quality&W
This is the quality, ie for metal it could be gold or silver, ie for
wood it could be pine or walnut. See individual help files for more
details.
&Rv2 - grade&W
Grade is again different for all resources. When talking about
metal/gold, grade could be 24 carat or low grade slag. When talking
about gems/ruby, grade could be faceted (after cutting) or rough.
&Rv3 - purity&W
How much raw material is in this resource. ie for gems/emerald, what
size/quality/carat stone. ie for metals/gold, how much gold is in a
slag or how refined is the pure grade gold.
&Rv4 - quantity&W
Much easier to work out - how much is there, especially for raw mats.
ie for woods/pine, how big is the log? If you were to cut it up, would
you get two or three planks from it?
&Rv5 - reset level&W
Won't go into this - if you want a resource to reset at an exact level.
&Rv6 - timer&W
Generally never needs to be set (done in code), this is a count for
'magic' or ultra resources before they fade to normal.

See also: HELP METALQUALITY, HELP GEMQUALITY, HELP WOODQUALITY, HELP
STONEQUALITY, HELP CLOTHQUALITY, HELP LEATHERQUALITY, HELP BONEQUALITY.
~

0 1122239142 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 at a much faster rate.  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.
 
SEE ALSO:  help 'sleep spell'
~

1 1122239142 RESTORATION~
This spell casts heal upon every member in a cleric's group, and requires
the combined power of two casters.
~

101 1154922339 RESTORE~
Syntax: restore <character>
        restore all

RESTORE restores full hit points, mana points, and movement points to the
target character.  RESTORE ALL does this for all mortals except player
killers and any who happen to be in the arena.
 
A note on RESTORE ALL: This is a gift from the gods, and it is never 
planned in advance or done on request.  The best way to ensure that a
restore all will NOT be done is to ask for one.

'Boosting' will restore a character's hitpoints, mana/blood above maximum,
temporarily boosting them.
~

1 1235423648 'RESTORE LIFE'~
&c
Syntax c 'restore life' <&Cvictim&c>

This spell can only be cast when not fighting, and calls upon restoration
magic to heal in greater amounts.

~

101 1122239142 RESTORETIME~
Restoretime shows you how much time has passed since you last did a
restore all. All Immortals between the levels of 53 and 56 can do one
restore all per 18 hours of Real Time. Those of level 57+ can restore
all at any given time, upon their discretion.
~

102 1224794983 RESTRICT~
restrict <command>           -Displays available information on the command.
restrict <command> <level>   -Sets command level.
 
Please remember to set the command back to its original level when you
are done with it. Some commands may not be restricted.
~

1 1278878253 RESTRING~
&cRestring is an autoskill that is learned from years of training in archery.
Eventually you're able to fire and immediately restring to fire again.

See also: &WHELP FIRE, DRAW, ARCHERY&D
~

1 1122239142 RETELL~
Syntax: retell <message>
 
The command will send a message to the last character you replied to
or sent a tell to.
~

103 1122239142 RETIRE~
Syntax: retire <victim>
 
This command will set or remove the 'retired' flag on the immortal
you use it on.

Retired immortals are imms who are no longer very active on the Realms.
They keep their level but are limited in their commands and authority
(equivalent to a level 101 immortal).  Retired imms are not involved in
the day to day running of the realms.
 
Retirement is only given to immortals who have reached level 103 or
higher and whose immship is in good standing.
 
 
See also: GUESTS
~

104 1122239142 RETIRED~
This is a list of admin that have formally retired from 6 Dragons.
 
Ok, so we don't have any to my knowledge yet...
~

101 1122239142 RETRAN~
Syntax: retran <player>
 
This command will return that player or mob to the room from which
you last transferred it from.
~

104 1196314046 RETRANS~
Syntax: retran <name>

This command is used to transfer a player/mob back into the room it was
just transfered out of.
~

1 1251983983 REVOKE~
&c
Syntax Revoke <&Cplayer&c>

This command allows the Baron or Duke of a city to revoke citizenship of
any citizen that is not paying taxes, or is not cooperating for the common
good of the city.

See also help &WSIEGE TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE FORTIFY SABOTAGE CITIZENSHIP CITYRECALL
~

101 1212060706 REWARD~
&WSyntax Reward <victim>&c
 
This command can only be used by levels 104 and above.  Its use must be 
approved by a Head of Council, or the Game Admin.  &WIt is a logged command.&c  
The purpose of it, is to reward STAFF members that have just accomplished 
something for the game.  I believe it is the fairest way to do this, as we 
are not giving STAFF any super gear, or bonuses, only compensating them for 
the time they put into the game, by giving them double experience hour 
rewards to help catch up to players that don't have to spend time working 
for the game.  &WThis command is not to be talked about to players, although, 
it is not anything I would be ashamed of, I just don't want to have to explain 
it, and then have them wondering if we are doing other things.&c
 
Explain to STAFF that you reward before you reward them, that they are not to 
talk about it to other players.  The command is used on the STAFF who was deemed 
worthy alternate player they pick, it must be an alt of the said STAFF member 
and can never be used on a regular player that isn't STAFF.  Rewarding shall be
simular to giving you back the time you spent on a task with double experience.  
You can reward based on the following reasons:
&W 
1.  STAFF member just completed 10 rooms completely to building guideline standards.
2.  STAFF member just created 10 mobiles completely to building guideline standards.
3.  STAFF member just created 10 objects completely to building guideline standards.
4.  STAFF member just submitted a finished area, and it has been installed by Head 
    of Area Architect
5.  STAFF member has created/scheduled/conducted a Game event for players.
6.  STAFF member has created 10 help files, and they were missing before.
7.  STAFF member has submitted a snippet of code and it is used in the game.
8.  STAFF member has coded some task on the coding to do list.
9.  STAFF member has fixed 5 bugs.
10. STAFF member has fixed 10 typos.
11. STAFF member has done something for the 6D.that is a significant contribution
    determined by Head of Council or Game Admin

~

101 1236223123 RGRID~
&c
&YSyntax: rgrid <x length> <y width> <z depth>      (Only use numbers)
&c
If you know you want an area that is a rectangle or square shape, and or
need multiple levels to it.  Rgrid can make those rooms for you with one
command.

However it only does basic exits n, e, w, s, u, d.  ne, nw, se, sw, or 
whatever else you wanted to do you will have to do on your own.

See also help &WBUILDWALK MOB ROOM OBJECT
~

1 1128402807 'RIGHTEOUS BLOW' RIGHTEOUS~
&c
Syntax: Righteous Blow <&Cvictim&c>

This skill harnesses the power of a crusader's conviction and they project
it outward into a lightning form.

~

1 1211380001 RIGHTS~
&C
You have the right to type &WQUIT&C at any time.


More to be added when we think of some.
&D
~

0 1122239142 RIP~
Syntax: rip <on/off>

The rip command will either enable or disable rip graphics.  Rip graphics 
will only work provided you are using a rip compatible terminal program.
~

101 1122239142 RIS RESISTANT IMMUNE SUSCEPTIBLE~
Players and mobiles may have resistance, suceptibility or immunity to
certain types of attack:

Fire         1  Sleep        1024  Magic      1048576
Cold         2  Charm        2048  Paralysis  2097152
Electricity  4  Hold         4096  Skill      4194304
Energy       8  Non-Magic    8192  Lash       8388608
Blunt       16  Plus1       16384  Hit       16777216
Pierce      32  Plus2       32768
Slash       64  Plus3       65536
Acid       128  Plus4      131072
Poison     256  Plus5      262144
Drain      512  Plus6      524288
~

1 1213542013 RITUAL~
&YSyntax : ritual
&c
This ancient ritual can only be performed by a limited selection of people.

It is said that this ritual bestows different powers upon those invoking 
the ritual, powers that will aid in various ways. 
&D
~

101 1122239142 RLIST~
Syntax: rlist
      :	rlist <first room>
      :	rlist <first room> <last room>

This command will list all of the prototype rooms in your area, when used 
with no arguments.  When used with a single argument it will list all 
rooms including and after the argument, and when used with two arguments, 
it will list all rooms including and between the two. 
~

102 1122239142 RODENT~
.
Rodents are the pesky animals who feast on the garbash, trash, and 
corpses that collect on the ground. Though these animals are relatively
harmless to the living, they can become quite annoying at times.
~

2 1212957122 'ROLE PLAY2' 'RP2' 'roleplay2' ROLEPLAYING2~
&cOnce you figured out your character, it's time to get acquainted with 
the stories of the world. What happened in its history? Are there any 
major events taking place? How will you take part in it? Read up on the 
story as much as you can and decide how you can change history to the 
better or the worse, whatever you desire. 

&cAfter picturing yourself in this time, in this place, in this world ... 
it's time to act accordingly. Roleplaying is more than writing a bio and 
description. 

You could address people with titles such as Milady, Sir, Milord, 
Madam,Mistress, Lady, General, ... . 

You can speak of great adventures that you were part of, and tell about 
them to others. You can speak of your chosen class, the crafts and talents 
you have. Roleplaying is simply, playing a role in a certain environment. 
Participate actively in an ongoing story and decide its course together 
with others. It's a chance to explore another part of yourself ... perhaps 
think of something you always wanted to be ... or of what your favorite 
part would be in a medieval time setting. Would you be a goodie two shoes, 
a villain, a duke, a general of an army, a wealthy citizen or merely a 
peasant of a village? Whatever you choose to be, act like it. Citizen 
don't tend to be too brave and mouthy, dukes aren't likely to take orders 
from those underneath him.... . 

Roleplaying isn't obligated, but highly encouraged as it adds another 
aspect to 6D.ing. Roleplaying mostly happens between players in the same 
room, but it also can happen over &wicc&c. 

Related helpfiles : &Wroleplaying, whois, bio, description, overview_history, 
medispeak, rprate, talkto
&D
~

0 1122239142 ROLL~
Syntax: Roll
 
This can only be done when near a Gralloc Gambler. As you may or may not
know, Gralloc, is a game of chance. Upon "rolling" when you are at a
Gralloc Gambler, you place 10 bronze in the pot, and you roll a die.
 
Example: While at a Gralloc Gambler, symply type Roll
~

101 1230030023 ROOM~
&c
Syntax Room

This command puts you into an editor with a menu system for changing
rooms with one key inputs.  

See also help &WBUILDWALK OBJECT MOB
~

1 1197870172 ROOMDESC~
&WHow to write room descriptions.

For example, perhaps you want to describe a cottage. Here
are some questions you can ask yourself.

Is it a small cottage or a big cottage? (Small)

What do you envision inside the cottage? (Homely cottage,
with the image of something boiling..maybe dinner?)

Anything else in the cottage? (&YPots&W, &Ychairs&W..)

Something else to mention (Perhaps the &Yceiling&W).

Finished Product:

Smoke fills the air in this small dwelling. A small pot can
be seen placed over a fire pit here, with some chopped up
ginseng roots inside. Rattan chairs are placed about the room,
along with several clay-like objects scattered over the place.
Sunlight streams into the abode from the holes in the thatched
ceiling.

How about the descriptions?

&YSmoke&W: A thin hazy wisp of smoke filters into the air.

&YPot&W: Some hot broth fills the pot, mixed with the ginseng
roots.

&YGinseng roots&W: These roots are rumoured to cure all illnesses
and maladies.

&YFire pit&W: This pit is commonly used to cook food in the village.

&YRattan chairs&W: They are made out of rattan bound and twined
together. It serves as a durable, yet itchy seatrest.

&Yobjects&W: These clay-like objects were moulded together by the
children of this cottage in their free time.

&Yhole&W: The straw thatching the roof gets worn after time, leaving
behind many holes on the ceiling.

&Yceiling&W: It is a ceiling thatched with straw.

Voila, a room description!&D
~

101 1122239142 ROOMFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
DARK          |          1  |  Room is dark unless you have a light.
DEATH         |          2  |  Room causes instant death
NOMOB         |          4  |  Mobs cannot wander into this room
INDOORS       |          8  |  Room is indoors - MUST also use sectortype 0
PETSTORE      |         16  |  Room is where pets are stored
                               (previous vnum must be PETSHOP)
UNUSED        |         32  |  Unused
UNUSED        |         64  |  Unused
NOMAGIC       |        128  |  Magic cannot be used in this room
TUNNEL        |        256  |  Room is a tunnel - x number of players allowed
                               (use 'redit tunnel #' to  set the number)
PRIVATE       |        512  |  Room is private (restricted to 2 people)
SAFE          |       1024  |  Room is safe... no violence allowed
SOLITARY      |       2048  |  Room is solitary (restricted to 1 person)
PETSHOP       |       4096  |  Petshop (next vnum must be the PETSTORE)
NORECALL      |       8192  |  Players cannot recall out of this room
TRADESKILLS   |      16384  |  
NODROPALL     |      32768  |  Cannot drop all in this room
SILENCE       |      65536  |  Not a sound can be made or heard in this room
LOGSPEECH     |     131072  |  All speech in this room is logged
NODROP        |     262144  |  Nothing can be dropped in this room
CLANSTOREROOM |     524288  |  Clan storage room
NOSUMMON      |    1048576  |  Player cannot be summoned out of this room
NOASTRAL      |    2097152  |  People cannot astral to this room
TELEPORT      |    4194304  |  People in this room will be teleported out
TELESHOWDESC  |    8388608  |  Players will see the room desc of the dest room
NOFLOOR       |   16777216  |  Room has no floor: exit down + no fly = fall
NOSUPPLICATE  |   33554432  |
ARENA         |   67108864  |
LIGHTED       |  134217728  |
BANK          |  268435456  |
QUEST         |  536870912  |
PROTOTYPE     | 1073741824  |  Room is a prototype, (under construction)
DND           | 2147483648  |  Room is Do-Not-Distrub
~

101 1122239142 ROOMTRIGGERS RPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from within the room]
Rand          <percentage>        [randomly triggered based on percentile]
Sleep         <percentage>        [when a player sleep within the room]
Rest          <percentage>        [when a player rests within the room]
Preenter      <percentage>        [Stope them before they enter the room]
Entry         <percentage>        [when a mob/player enters the room]
Fight         <percentage>        [when a player is fighting in the room]
Death         <percentage>        [when a player dies in the room]
Leave         <percentage>        [when a player leaves the room]
Time          <hour>              [script prog, runs once on hour specified]
Keyword       <argument>          [activates a program from that word.]
* NOTE * See help keyword for detailed usage examples.

 
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. 6D.time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.
 
For rooms, see also: RPSTAT, RPEDIT, TRIGGER, RPCOMMANDS, IFCHECKS, VARIABLES.
~

1 1190788419 ROOT~
Syntax: root

The user of this ability roots their feet into the ground, asorbing the
healing energies of surrounding nature. The downfall to this is that the
druid cannot move until the duration of his rooting is over.

~

1 1237258325 ROSTER~
&c
Syntax Roster <&CCLAN&c>

This command will list all the members of a certain clan, and when they
joined the clan.  It also gives other information.  The roster is updated
by the code automatically, but Staff can remove names if any problem.

See also help &WPK, ARENA, CHALLENGE, RULES, CLAN, CHIEFTAIN, WARMASTER
DECLARE, BANISH, CALL, CLANRECALL, THRONG, ALLIANCE, INFLUENCE, INTRO,
CLANTALK 
~

1 1122239142 ROUNDHOUSE~
Syntax:  roundhouse

Roundhouse is a skill which can only be used once a fight has started,
and can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1278881734 'ROUSING TUNE'~
&cSyntax: &Crousing

&cBards are generally wanderers, never settling in one place but moving
from city to city, spreading tales of cheer and sorrow. This particular
song is a rousing ballad of heroes of old, great warriors who overcame
the odds to defeat their enemy. The strength and vitality of the song is
contagious and will affect all the members of the bard's group.

There is a further tale that often goes unsung, of how one particular
hero's quick actions saved the lives of a young family. Only the most
experienced bards are able to recount this in detail.

This song properly sung by a bard, inspires those in the bard's group
and grants them strength, and vitality.&D
~

2 1212952462 RP 'ROLE PLAY' 'roleplay' ROLEPLAYING~
&cFirst of all, a little explaining on the atmosphere of this world. It is 
based on medieval times. Medieval is a time period of lore, magic, 
warriors, dragons,... and everything you have ever imagined. Times were 
simple, things like cars, tv, radio, and all of those DID NOT exist. Try 
to imagine yourself out in the middle of nowhere, with no technology and 
then you have the basics of medieval. There were courts and castles and 
magicians and heroes and knights and dragons and monsters of all sorts. 
Medieval is riding horses and carriages or walking by foot to get to your 
destination. If you are a magic user it could mean portals or rifts 
through time. Treachery and thievery could be a way of life, as could 
being a courtly lord or lady. 

Secondly, look at your character. Did you pick good, evil or neutral? How 
about a warrior, a healer, someone who manipulates the dead, someone who 
derives power from the earth, etc. Look at exactly who you picked to be... 
and &Wbecome that person&c. If your name is derived from something you 
read in a book, then take on their actions, their morals..it's a 
game..it's pretending to be someone else... you become that person. Ask 
yourself, what does a cleric mean to me, or a warrior, or a beastmaster, 
or a mage..and become those.. make it fun ...immerse yourself in this 
world of fantasy. 

Related helpfiles : &Wroleplaying2, bio, description, overview_history, 
medispeak, medispeak2, rprate, talkto
&D
~

101 1122239142 RPEDIT~
Syntax:  rpedit <command> [number]  [program] [arguments]
Syntax:  rpedit add       <program> <arguments>
Syntax:  rpedit insert    <number>  <program> <arguments>
Syntax:  rpedit edit      <number>  [program] [arguments]
Syntax:  rpedit delete    <number>
Syntax:  rpedit list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments 
ssociated with that trigger.
 
To edit a toomprogram you must be in the room.
 
See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

-1 1286838540 RPRATE~
&cSyntax: &Crprate <player> <score>&c

This command allows you to rate a fellow role player on their level
of expertise with role playing.  You should rate a player on how
good they are not if you like them or not.  You can only rate someone
once per hour.

Rprate scores show up in the whois command as the following:
1  = Novice
2  = Amateur
3  = Apprentice
4  = Average
5  = Roleplayer
6  = Above Average
7  = Good
8  = Great
9  = Expert
10 = Master

See also help: &WRP RP2 MEDISPEAK MEDISPEAK2 BIO DESCRIPTION TALKTO
~

101 1122239142 RPSTAT~
Syntax:  rpstat
 
Rpstat will display all of the roomprograms that have been written for a 
room.  You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).
 
See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

101 1122239142 RRESET~
Syntax: rreset <list|edit|delete|add|insert|place>
Syntax: rreset remove <#>
Syntax: rreset mobile <mob#> [limit]
Syntax: rreset object <obj#> [limit [room]]
Syntax: rreset object <obj#> give <mob name> [limit]
Syntax: rreset object <obj#> equip <mob name> <location> [limit]
Syntax: rreset object <obj#> put <to_obj name> [limit]
Syntax: rreset hide <obj name>
Syntax: rreset trap <obj name> <type> <charges> <flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags>
Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags>
Syntax: rreset bit <set|toggle|remove> room <room flags>
Syntax: rreset random <last dir>
 
 
This basically allows you to re-reset the named fields and so forth.
~

101 1122239142 RSET~
Syntax: rset (vnum) (field) Value
 
This command allows you to set sectors or flags of rooms without actually
being in the room.
 
Example: rset 1000 sector 0
~

1 1211507875 RULES 2~
&c
1.  ALL PLAYERS MAY MULTIPLAY.  CODE WILL NOT ALLOW YOU TO ATTACK ANOTHER
    PLAYER WITH MORE THEN ONE OF YOUR CHARACTERS AT A TIME.
2.  Keep ALL profanity to the swear channel or risk being silenced.
3.  Do NOT spam. If any level of STAFF ask you to desist on a subject or 
    to move it to another channel, do so immediately. See &WHELP SPAM&c
4.  WARNING: Arguing with or flaming STAFF on public channels WILL
    get you silenced or worse. This may extend to your other characters
    if you push the issue. We provide ample avenue for complaint via gnotes
    forums and email directly to Heads of Councils or Vladaar. Public baiting
    and name-calling will NOT be tolerated.
5.  Do not ask about staff commands, how the MUD works, or other such behind-the-
    scenes topics. We are not a MUD building tutorial and have little patience for
    this. If you already know some SMAUG staff (immortal) commands, you must NEVER
    refer to them on public channels.
6.  AD ADVERTISING It is AGAINST the rules of this 6D.to advertise other online 
    games, be it on public channels or through tells, through your description, 
    title, biography or even by leaving notes on public boards or to someone in 
    private. If you are asked to desist and do not do so immediately, you might 
    see your privileges on this 6D.be restricted or terminated.

See also help &WRULES2 GLORY, GLORYAFFECTS, GUESTS, VOTE, REMINDER, DONATE&D
~

1 1225263630 RULES2~
&wRULES2;&c
7.  Do NOT harass other players or staff. See &WHELP HARASSMENT&c
8. Cheating is a very serious offence and WILL result in a SEVERE punishment of
    ALL characters involved. See &WHELP CHEATING&c
9. A character may NOT be shared if they hold any leadership position in a council
    or other official organization. 
    Sharing or trading a character at all is at your OWN risk.
    STAFF will not mediate such disputes. Password = ownership PERIOD.
10. Some shopkeepers may be attacked and others may not. Shopkeepers are important to
    all of our players. Most shopkeepers that may be attacked are EXTREMELY difficult
    to kill. Should you notice a bug having to do with a shopkeeper that helps you get
    free or cheaper than usual items from them and you do not report it, you would be
    subject to &RSEVERE &cpenalties.
11. Applying to be a staff member should be a serious decision and should not be
    considered lightly. Besides being a lot of work for no pay, you may lose the
    magic of MUDding if you become STAFF. If, however, after thinking it over, you 
    still wish to become a STAFF, submit a gnote, describing why you think you would
    be valuable to Six Dragons, to the Head of the Council of most interest to you. If
    you don't know which Council of STAFF that you wish to work with, send your gnote
    to the Head of Player Relations, who will pass it along to the most suitable STAFF
    member for review, who will then contact you.
12. Botting.  It is not allowed here.  If you wish to create triggers/scripts to auto-level
    your character and skills, you MUST be present and monitoring what's going on.  If you
    are found to be away from your computer, SEVERE penalties await you.

See also HELP &WGLORY, GLORYAFFECTS, GUESTS, VOTE, REMINDER, DONATE
~

1 1408163227 RUN~
&cSyntax: Run Direction Number

This will allow you to run whatever number of rooms you type all at once.

~

1 1250459047 SABOTAGE~
&c
Syntax Sabotage

This is an attempt to sabotage equipment.  You can sabotage the following
items cauldrons of pitch, catapults, ballistas, and platforms. 

See also help &WSIEGE TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

1 1122239142 'SACRAL DIVINITY'~
Syntax:  c 'sacral divinity'
 
The prayer of a Paladin for personal sanctuary to its deity, made
over the clasped symbol of the Paladin.  It is said that never will
the prayer be heard should it be uttered by the unworthy.
 
~

0 1122239142 SAGACITY~
This spell increases your wisdom for its duration.
~

1 1280271317 'SAGE WISDOM'~
&cSyntax: &Ccast 'sage wisdom' <target>

&cThis spell increases the wisdom of the target.&D
~

1 1408407243 SAIL~
&cSyntax SAIL

Will sail in the direction that have plotted with the steer command previously.

See also help &WABOARD, DEED, VIEW, STEER, PILOT, DEPART, HULL.
~

0 1242931256 SALVE POWDER~
&cSyntax: &Capply <salve name>&c

In your travels you may come across various ointments and salves.
Use &CAPPLY <SALVE NAME> &cto rub some of the salve onto your skin.
~

1 1227539600 SANCTUARY~
&YSyntax : cast sanctuary [target]
&c
This spell is the result of the absolute conviction of the caster. It 
calls upon his/her faith manifested through mana to create a sanctuary 
force around the target of the spell. 


&D
~

1 1235790876 SAVE~
Syntax: save

Saves your character data.
~

102 1122239142 SAVEALL~
Syntax: saveall
 
SAVEALL forces the game to save all Builder areas, character saves,
and all table saves. Usually this is done prior to a reboot or a 
copyover by a high-level administrator.
~

101 1122239142 SAVEAREA LOADAREA~
Syntax: savearea
        loadarea

Savearea and loadarea will save or load your prototype area.
~

1 1129612384 'SAVING THROWS'~
SAVING THROWS

Saving throws work on a number range from -30 to 30

The lower the number your saving throws are the better chance you
have of successfully saving vs. some type of affect.

~

101 1122239142 SAVINGTHROWS~
Saving throws:
  sav1 - Saving vs. poison or death
  sav2 - Saving vs. wands
  sav3 - Saving vs. paralysis or petrification
  sav4 - Saving vs. breath
  sav5 - Saving vs. spells or staves

See MSET or type MSET by itself.
~

1 1122239142 SAY~
Syntax: SAY <message>

SAY is a room channel used for talking about things in-character.

&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING

(See also: HELP CHANNELS)

~

1 1220351731 SCALES~
Syntax: scales

This skill allows a Silver dragon to magically turn his scales into an 
iron like material, making them much stronger.
~

1 1122239142 'SCAN'~
Syntax:  scan <direction>
 
This skill enables you to scan for one or more rooms in the direction
specified, dependent on the percent to which the skill is practiced,
and the type of area you are in.
~

104 1122239142 SCATTER~
Syntax: scatter <victim>
 
SCATTER is a useful tool for admins who are pestered by annoying players
and want to dispose of them instantly and easily by transporting them to
random locations nearby (or not so nearby).
~

101 1212843163 SCHOLAR~
&cThe Scholar Flag on a mob allows the mob to teach languages to
players using &WLANGUAGE LEARN <LANGUAGE>&c command.

You must &WMSET MOBVNUM SPEAKS <LANGUAGE>&c you want them to teach.

See help actflags
~

0 1188595897 SCHOOL~
This command is used at the beginning of the game to allow new players to 
enter the 6D.school. 

See Also: SKIP

~

1 1237702092 'SCHOOL OF SHADOW' ~
&cYears ago this school was created to help teach the priests, and wizards
of the day how to better control their spells as well as their abilities.
The old head master of the school Lord Iufn was a kind man, but he was
also known to be very stern.  Not to long ago something bad happened 
within the school.  The great head master died a mysterious death that
none was able to explain, nor did anyone have any idea of what happened 
to his remains.

Not long after the fall of Iufn the school was over run with terrifying 
creatures of death, and destruction.  Without the great Iufn there to push
back to forces of darkness it was not long before the school was completely
under their control.  rumors began to circulate that perhaps Iufn himself
was the one responsible for bringing these creatures from the depths of
which they came from. 

However, the new head master of the school Curiner does not believe this to 
be the case.  Curiner is in high hopes that the light will prevail and that
champions of the light will come to rid their once well known school of the
fate it has come to know.


&CSEE ALSO SoS CATACOMBS, ACCURA, AND MAUSOLEUM
~

1 1122239142 'SCORCHING SURGE~
Syntax:  c 'scorching surge' <victim>
Abbrev:  c scorching, c scorch
 
A powerful wave of heat created by an Augurer and directed at its victim.
The spell inflicts fire damage on the target, the higher the level of the
Augurer the greater the damage.
 
~

-1 1214667797 SCORE~
&cSyntax: &Cscore&c

A useful command that displays your ability scores, your health, mana, etc.

Related helpfiles : &WLANDMARK, STATUS, CONFIG, WHEREIS, MONEY, SKILLS, SPELLS,
WEAPONS, SONGS, SOUND, HP, MANA, MOVE, ARMOR
&D
~

0 1244585856 SCREENREADER JAWS 'screen' 'reader' 'SEEING IMPAIRED' 'BLIND FRIENDLY'~
&cSyntax: &Cconfig screenreader

&cThis config option will drastically altar the output of various
commands and features through-out the entire 6D. in order to
make the 6D.more friendly in a 'screen reader' environment.

Refer to http://6dragons.tk/bin/blind.html

See also: &WHELP CONFIG, LANDMARK, WHEREIS, MONEY, SKILLS, SPELLS, WEAPONS,
SONGS, SCORE, SOUND, HP, MANA, MOVE, STATUS, ARMOR&D
~

0 1122239142 SCRIBE BREW~
&YSyntax&W: brew <spell name>
&YSyntax&W: scribe <spell name>

A mage or cleric of sufficient level holding a 'blank scroll or
'empty flask' may transform them into spelled scrolls or potions via
the scribe and brew commands.

It takes significantly more mana to bind a spell to a potion or scroll
than to simply cast it.
 
Note that a fire is required to brew potions.
~

0 1122239142 SCRY~
Syntax:  cast scry
 
This spell will allow the character to scry (look) in to nearby rooms.
After casting the spell, the character needs only to "look" in the
desired direction.
 
Thieves have an innate ability to scry.
 
~

13 1122239142 SEAELF SEA-ELF SEA-ELVES SEAELVES 'SEA ELF' SEA_ELVES~
Also called Aquatic Elves, they are akin to mermen as land elves are
akin to men.  Found almost exclusively among heavy weed beds in quiet,
sheltered, salty waters, they are great friends of the dolphins.  The
race historically prefers to fashion caverns in lagoon bottoms and
reefs in which to live and work, but the reality of today's world has
forced them into the general populace.

The race is humanoid in appearance, with gill slits on the throat and
greenish-silver skin and green or blue-green hair.  Sea elves have an
inate ability to notice magical auras as well as breath under water.
 
Sea-elves gain experience on a scale of normal rate * 1.12
~

0 1122239142 SEARCH~
Syntax: search
Syntax: search <container>

Sometimes not all there is to find is in clear view.  Some things may be
concealed or hidden, and will require some searching to find.
~

1 1415459132 'SEARING LIGHT'~
&WSyntax: &cc 'searing light'

&cThis spell utilized by gold dragons, causes the caster to summon a brilliant,
blinding light to daze it's target.
Syntax: cast 'searing light' victim

This magic spell allows the dragon to blind the victim in battle.

~

101 1215960422 SECTORTYPES~
&YSyntax : redit sector <number sector>
&c
Inside          0
Road            1
field           2
forest          3
hills           4
mountain        5
water_swim      6
water_noswim    7  (aquabreath needed or a boat)
underwater      8  (aquabreath needed or drown!)
air             9  
desert          10
area_ent        11 (adds explore exit to the room)
oceanfloor      12 (aqua breath needed or drown!)
underground     13
lava            14
swamp           15
city            16
vroad           17
hroad           18
ocean           19
jungle          20
grassland       21
crossroad       22
thickforest     23
highmountain    24
arctic          25
waterfall       26
river           27 (need to swim)
dock            28
lake            29
campsite        30
portalstone     31
deep6D.        32
quicksand       33
pastureland     34
valley          35
mountainpass    36
beach           37
fog             38
nochange        39 (Can't change this room without Vladaar's permission)
sky             40
cloud           41
snow            42
ore             43
&D
~

101 1122239142 SEDIT~
.
With the SEDIT command you can view, create, edit, or delete SOCIALS on 6 Dragons.
Type in SOCIALS to see a list of currently available socials.
 
SYNTAX: sedit <social>            -Shows all fields of the target social
        sedit <social> [field]    -Use this to set the seven values of a social
        sedit <social> create
        sedit <social> delete
        sedit <save>
 
The seven fields for socials are as follows:
 
CNoArg -Response to character if no argument given.
ONoArg -Response to room if no argument given.
CFound -Response to character if target is someone else.
OFound -Response to room if target is someone else.
VFound -Response to target when targeted.
CAuto  -Response to character if target is self.
OAuto  -Response to room if target is self.
 
Variables to use:
  $n - Name of the user of the social.
  $N - Name of the target of the social.
  $m - him/her/it for the user the social.
  $M - him/her/it for the target of the social.
  $s - his/her/its for the user of the social.
  $S - his/her/its for the target of the social.
  $e - he/she/it for the user of the social.
  $E - he/she/it for the target of the social.
 
Example: "$n pokes $mself in the eye!" set as the oauto would look like this
to the room: "<name> pokes him/her/itself in the eye!"
~

1 1285269563 SEMOTE~
&c
Syntax: semote < &CYour message&c >

Semote let's you create a role playing emotion of anything you want.

Example: If your name is Jessup
semote With a wry grin Jessup says, 'Come let us eat.'

Output would be:
&G** With a wry grin Jessup says, 'Come let us eat.' **
&c
&cThis is a room only message.  So everyone in a room will see it.

See also help &WEMOTE SOCIALS
~

13 1122239142 SERAPHIM~
.
Seraphim are the femininely-depicted angels of the Celestial race, 
and the praised altos and sopranos of the choir of angels that fills
the Heavens. Rarely have these seraphim, or any angels, been seen by
mortal eyes, but they are imagined by painters and writers to be women
of beautiful figure and voice, often incensing hallowed grounds and 
praising the Gods.
See also: [help] CELESTIAL  ARCHANGEL  CHERABIM
~

1 1413766808 SERENITY~
Serenity

Is an automatic skill when the druid is in animal form, and is sleeping or resting.
Mana will regenerate at a much higher rate then normal.
~

103 1122239142 SETBOOT~
Syntax: setboot time <hour> <minute>
 	setboot manual <0|1>

The setboot command is useful for planning a reboot, (to save you from 
the trouble of all those echos :) ) and for the daily boot.  The manual
bit is used by the 6D.to determine whether the boot time was set by 
hand.  When the 6D.starts up, the boot time is set to 0600hrs (6am)
and the manual bit to 0.  If 'setboot time' is used, the 6D.sets the
manual bit to 1.  When it comes time to do the reboot, the mud checks
how long it has been running.  If it has been running less than 18 
hours and the reboot time has not been set manually, the reboot does
not take place (nor do the automatic warning echoes).

Echoes: when a scheduled reboot is coming up, the 6D.will send out
echoes to that effect.  The echoes start 30 minutes before the reboot
and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). 
~

105 1122239142 SETCHANNEL~
Syntax: setchannel <channel> <field> <value>

Field may be one of the following:
name level type history

Edits a channel's settings.

Name: Changes the name of the channel. This will cause the channel to become
      useless to anyone currently listening to it when the rename occurs.

Level: Specifies the minimum level at which people can hear or use the channel.

Type: Specifies the type of channel.
      Type can be one of the following: Global, Zone, Guild, Council, PK, and Log.

      Global channels can be used by everyone.
      Zone channels can only be used by people in the same area.
      Guild channels can only be used by people in guilds or clans.
      Council channels can only be used by people in councils.
      PK channels can only be used by Player Killers.
      Log channels can only be heard, not used. They are for system information.
	Log channels also require that the to_channel() function in channels.c be edited.

History: Specifies weather or not the channel retains a history. If it does,
         then the channel will keep the last 20 messages sent to it. Should
         probably not be used for anything other than global channels.
         Histories also require that the mxp.style file in the system
         directory be edited to accomadate it.

See also: MAKECHANNEL, DESTROYCHANNEL, SHOWCHANNELS
~

105 1214765303 SETCOUNCIL~
&YSyntax : setcouncil <name council> <field> <value>

&wPossible fields :
name     - name of the council
filename - filename in which to store the council data
desc     - description of the council
head     - leader of the council
head2    - leader of the council
members  - manually set the number of members
meeting  - roomvnum in which the council meets (?)
powers   - commands all members will receive regardless of their level
&c

This command is used after &Wmakecouncil&c. The filename must be specified 
before other fields can be set. 

Related helpfiles : &Wshowcouncil, makecouncil
&D
~

104 1211292935 SETDEITY~
&YSyntax:  setdeity <deity> <field> <argument>
&c
Text      Usage: setdeity <deity> [create]
Usage: setdeity <deity> <field> <toggle>
Field being one of:
      sex    class    objvnum    alignment  description
     name    race2    suscept    resistnum
     race   resist   affected   susceptnum
     type  mobvnum   filename  affectednum
Field Favor adjustments:
      aid     flee   backstab   dig_corpse
      die     kill  aid_spell   kill_magic
      sac    steal  spell_aid  bury_corpse
Field Favor requirements for supplicate:
  savatar  scorpse    srecall    sdeityobj
 
This command allows you to create, see, and edit a deity.

&cRelated helpfiles &Wmakedeity, showdeity, deities, deity_fields, deity_fields2&D
~

104 1231493272 SETHINT~
Use this command to add/edit/remove hints. For more information about this command, type : sethint.

&YSyntax  sethint (list/add/remove/edit/save/force)
Syntax: sethint add lowlevel highlevel This is just a test hint.
Syntax: sethint list - Display all hints
Syntax: sethint edit hint# high level# - will change the high level #.
Syntax: sethint save - must be done to save hints after they are created.
Syntax: sethint remove # - will remove that hint #.
~

104 1215354207 SETHOLIDAY~
&YSyntax : setholiday <name> <field> <argument>
&c
Possible fields :
&Wday ..........&wOn which day the holiday occurs. For eg. 1 (1st)
&Wname ......... &wName of the holiday. For eg. New Year's Day
&Wcreate ........ &wTo create the holiday.
&Wannounce ........ 
&Wsave ......... &wTo save.
&Wdelete yes ....... &wTo delete a holiday.
&c

Related helpfiles : &Wholiday&D
~

108 1244512895 SETLANDMARK~
~

101 1244336927 SETQUEST~
&G
&cSyntax: setquest (arguments)
Syntax: setquest <quest> remove <player>     (this will remove the quest from a player)
Syntax: setquest <quest> desc - Lets you describe the quest for journal <quest> show
Syntax: setquest <quest> skipchapters - lets you skip chapters with that quest.
Syntax: setquest <quest> <field>

Field being one of:
level svnum stype chapters chapter timelimit skipchapters glory
Field2 being one of:
create delete svnum stype name timelimit level kamount

Setquest will enable you to create set quests for every player in 6 Dragons.
Each player has a journal that displays the current quests available
to them at their level, as well as their current status in that quest and
whether they are under any time restrictions.

Using setquest, you can create a new quest, as well as set the minimum
level, amount of chapters and timelimit for the total quest. Chapters are
basically..
&Y
First you have to create the chapters ie. setquest <quest name> create

Secondly setquest <quest name> chapters <number> - that sets how many steps
there are in your quest.

Next type setquest <quest name> chapter <number> create - for each chapter
that creates the block so you can add descriptions like below.

&G
Chapter1: Speak to Santa Claus in The North Pole.
Chapter2: Find Santa Claus' bag of presents!
Chapter3: Return Santa's presents to him.
Chapter4: Find the culprit who stole the presents! Try talking to Volk.
Chapter5: Volk says you must kill Hitler!
Chapter6: Return to Santa after killing Hitler.
Chapter7: You were rewarded with 5000 gold for returning Santa's presents.

You can set each chapter name by typing 'setquest (questname) chapter (number)
name (name - ie Return to Santa)'.

Quests throughout the game are run on progs - mobprogs, objectprogs and
roomprogs - to start (chapter 0), advance (chapter ?) and complete the quest
(chapters + 1).

&YExample for completing a quest with 6 chapters:

mpquest $n <questname> 7

Next, &Csetquest <quest name> description&Y to set a quest description.

Next &Csetquest <quest name> level <level>&Y and 
&Csetquest <quest name> chapter <number> level <level> &Yso that players receive
experience for their completed quests.

Next, &Csetquest <quest name> svnum <vnum of room/obj/mob that starts the quest>&Y.

Next, &Csetquest <quest name> stype <0/1/2>&Y.
0 == Mob
1 == Object
2 == Room
&G
See also: &WSHOWQUEST, JOURNAL, QUESTPROGS MPQUEST KAMOUNT
~

103 1122239142 SETRACE~
.&w
Syntax: Setrace <racename> <field> 

Setrace &g<name> &wwill name your newly created race
Setrace <name> &gsave&w will save the creation and changes.

Setrace <name> &g<language> &wdetermines the races native language.
Field &gclasses&w  will set the allowed classes. IE.. setrace elf classes
cleric paladin would allow those classes for the race. This is a toggle feature
that will disallow the same classes if repeated.

Field(s) &gstrplus dexplus wisplus intplus conplus chaplus lckplus &w apply
the set modifier to the race.(setrace elf str 2 gives elves +2 bonus to str).
Setrace <race> &ghit &wor &gmana  &wwill determine the amnt of hps or mana
gained by leveling. Example: Setrace drow hit 5 would yield a 5pnt hp gain with
each level.
 
Setrace &galign &wdetermines the alignment default for the race.
(Setrace mage align 500 sets the mage default alignment to 500)

Setrace <racename> &g minalign&w/&gmaxalign &w sets min and maxs  from
 -2000  to 2000 to determine if a penalty will be applied.  If the max align is
500 - character would suffer a mental state penalty for straying above 500.

See also &ghelp showrace &wand &ghelp setrace2 &w
~

103 1122239142 SETRACE2~
.&W
.&w
&wSetrace racename &gaffected /attack/resist/suscept/defense&w are similar 
to msetting mobs. Setrace elf affected resist poison would make the race 
resistant to poison attacks

Setrace <racename> &gheight/weight &w<value> do not have  affects..yet.

Setrace with a field of  &ghungermod/thirstmod &w will determine the rate of
thirst or hunger  is affected by upon each round.

Setrace  <racename> &gexpmultiplier &w determines the rate of experience 
acquired from leveling, adepting or successfully using skills and spells .
Example: If a race with an experience modifier of 80 , the race would gain 80 %
of the exp.that a human would by having completed the same task.

Setrace <racename> &gacplus &w <variable> sets the armor class for the race
without any equipment or spells. See also &ghelp AC &w

Setrace <race> <save>
&gsaving_poison,death,saving_wand,saving_,para_petri,saving_breath, 
saving_spell_staff &wwill modify the races saving throw capabilities.

See also &ghelp showrace   &wand &g help setrace1 &w
.&w
~

104 1122239142 SETRANK~
Syntax: setrank <clan> <field> <Player>
 
This allows clan leaders to set the ranks of their members.
 
~

101 1155738437 SETSHARP~
Syntax: mset (weapon) value6 (percentage)

In a nutshell, weapons that can be sharpened (daggers, swords, spears,
knives, etc) depend on the value6 to determine how sharp they are.

A value of 0 represents weapons that haven't yet been sharpened - not
necessarily blunt, I would probably just say average.

A value of 1 means the weapon has been sharpened before, but is
extremely blunt. A value of 30 means the weapon is neither blunt nor
sharp - the same as having a value of 0. A value of 100 means the weapon
is as sharp as it can humanly be.

Sharpness modifies the minimum and maximum damage of the weapon (not
hit and numdice), based on the value 30 above. At value6 = 1, the weapon
damage will be modified by -29%. At value6 = 30, there will be no mods.
At value6 = 100, the weapon will gain an increase of 70%.

Basically it's: value6 - 30 = damage modifier %.

See also: HELP SHARPEN, HELP BLUNT
~

103 1122239142 SETSLAY~
Syntax: setslay <type> <field> <value>

This command allows you to set the options on a slay type.

<Type> is the command argument for the SLAY command, and identifies which
slay you will be editing.

Field can be one of the following:

Owner - The person who owns this option. Setting owner to 'any' means any
        immortal with access to SLAY can use it.
Color - Numerical value for the color of the messages sent.
        For now, use color 12 until a better method for setting colors
        can be found.
Cmessage - You will be put into the line editor to enter the message the
           user of the SLAY command will see.
Vmessage - You will be put into the line editor to enter the message the
           victim will see when slain.
Rmessage - You will be put into the line editor to enter the message the
           rest of the people in the room will see when someone is slain.

The slay editor uses the same variables as the social editor and the
6D.rograms. See VARIABLES.

See also: SHOWSLAY, MAKESLAY, DESTROYSLAY, SLAY
~

101 1202553844 SETWEATHER~
Syntax: setweather <x> <y> <field> <value>
 
Field being one of:
  climate hemisphere
Climate value being:
  rainforest savanna desert steppe chapparal arctic
  grasslands deciduous_forest taiga tundra alpine
 See Help Climate or Climate2 for information on each.
Hemisphere value being:
  northern southern
 
SETWEATHER is used to set the climate and hemisphere flags on
a given cell, based on x and y. These two values should always
be numbers.
 
Max for both values are stored in the code, and are unchangeable
from within the game world.

Currently cell 10 10 is arctic
          cell 10 0 is desert
          cell 0 0 is dedicuos_forest
 
See Also: SHOWWEATHER CLIMATE CLIMATE2 WEATHER
~

-1 1237202220 SHADE~
SHADES

&cShades are one of the most unusual races, composed of living 
shadow rather than flesh. The presence of even one noticeably dims 
the surrounding area, and their homeland is always covered in 
gloomy night. Their semi-insubstantial nature also allows 
them to phase through most doors. They make capable warriors and 
mages, and their shadowy form and natural pass door ability makes 
them highly effective thieves. They are agile and smart.

Despite their decidedly cruel and immoral nature, shades have no 
allegiance to Tanzean'al, who presents as much a threat to them as 
the rest of the world. Many see the benefit in fighting Tanzean'al 
alongside the other kingdoms, but most are likely to seek profit 
from the chaos of the war via thievery or other underhanded means.

Base stats for shade before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Shade       &W16   20     14     15     10      14    16
&c
Shades have the inherent abilities &WPASS DOOR, AQUA BREATH&c.

Shades gain experience at an average rate.

Shades can be &WPRIEST MAGE THIEF SHADOWKNIGHT
~

1 1218513022 'SHADOW BOLT' BOLT SHADOW~
&c
Syntax: cast 'shadow bolt' <&Cvictim&c>

This spell allows a black dragon to transform his/her evil energies into a 
damaging spell. Thus, by doing so it takes a bit of your evilness away, 
and in return makes your foe a little more evil. Damage is based on your 
alignment the more evil, the more damage. 

This magic has also been known to be used by powerful demons.

~

101 1122239142 SHADOWFORM~
Syntax: Shadowform

Shadowform is a toggle command that allows staff members to walk through any
door without having to be affected with passdoor or whatever.

~

1 1122239142 SHADOWFORM~
Syntax: c 'shadowform'

Is a magical spell that can be casted on everyone in the caster's group.  The spell
instantly transforms the caster into a shadowy form.  The caster will be resistant to
the following: non-magical attacks, fire, and cold.  The caster also is affected by
passdoor in this form.
 
~

-1 1252019602 SHADOWKNIGHT~
&cThese foul warrior-mage's worship dark powers, and gain unusual and terrible
abilities through their rituals. Shadowknights are extremely magically
attuned and increase their potency by sacrificing their victims to their
evil deities.
    
Shadowknights are physically strong, yet weak in magic.

A Shadowknight focuses primarily on &WCONSTITUTION&c, and to a lesser extent
on &WSTRENGTH&c.

Shadowknights come from the following races - &WHUMAN, OGRE, ORC, TROLL, SHADE,
GOBLIN, DROW&c.

See also: &WHELP HUMAN, OGRE, ORC, TROLL, SHADE, GOBLIN, DROW, CONSTITUTION, STRENGTH&d
~

-1 1451432105 SHAMAN~
&cThe ancient arts of the shaman are not for the feint of heart.  The shaman specialize
in a method of causing damage to opponets that lingers over time.  They have a minor 
speciality in healing arts as well.

Shaman are physically weak, yet crafty dealers in damage.

A shaman focuses primarily on &WWISDOM&c, and to a lesser extent on
&WCONSTITUTION&c.

Shaman come from the following races - &WHUMAN, ELF, DWARF, HALFLING, PIXIE,
OGRE, ORC, TROLL, SHADE, GOBLIN, DROW, GNOME&c.

See also: &WHELP HUMAN, ELF, DWARF, HALFLING, PIXIE, OGRE, ORC, TROLL, SHADE, 
GOBLIN, DROW, GNOME, WISDOM, CONSTITUTION&D
~

1 1122239142 SHAPESHIFT SHAPE UNSHIFT~
Allows a character with the skill to take on the appearence of one of
the following creatures:

Keyword  Description and minimal level.
bear    :a black bear, min level 10
wolf    :a gray wolf, min level 8
fish    :a bass fish, min level 5
owl     :an owl, min level 5
bat     :a vampire bat, min level 5
gryphon :a gryphon at min level 40
 
 Syntax: shapeshift <keyword>  *can be shortened to SHAPE.
 Syntax: unshift  *returns you to normal
~

1 1447512811 SHARE~
&cSyntax Share Self
         Share Pet

This skill is due to the love and affinity that Beastmaster has with pets.  They are
able to share health.  Share self is the pet giving up life health to the beastmaster
and share pet is the beastmaster givng up life to the pet.

Awwwww.

See also help &WBEASTMASTER, PET, BECKON, GRAZE, PETDESCRIBE
~

1 1211481856 SHARING~
&c
A character may NOT be shared if they hold any leadership position in a council
or other official organization.
Sharing or trading a character at all is at your OWN risk. STAFF will not become
involved in such disputes. Password = ownership PERIOD.
~

1 1216370685 SHARPEN~
&c
Syntax: sharpen <&Cweapon&c>

Just as slicing, slashing, stabbing and piercing weapons are only as good
as their points, edges and blades, they may be made deadlier when sharpened 
with the self-named skill. To sharpen a weapon correctly, you must have
high enough 'dexterity' and 'luck' to avoid damaging the blade.

Sharpen is based on a percentage from 0 (unsharpened) to 100 (sharpest possible).
Using this skill will increase the max damage that a weapon can do.

Sharpened weapons also have a chance to become 'blunt' during battle, and will
need to be re-sharpened.

Note: In order to &WSHARPEN&c a weapon, one must have a sharpening stone to hone
the blade upon.

See also: blunt

&RNOTE: Some projectiles can also be sharpened!&W
~

0 1122239142 SHEATH SHEATHE UNSHEATH UNSHEATHE~
&c
Syntax: sheath [<&Cweapon&c>] [<&Csheath&c>]
Syntax: unsheath [<&Csheath&c>]
 
Many folk find that it is a bother to keep holding a heavy weapon for
a long time, to risk getting a fair blade dirty, or to dare to wield an
arm in certain crowds -- this is why you can SHEATHE your weapons. And
likewise, one may UNSHEATHE a weapon so they may make better use of it than
to batter a scabbard.
~

1 1225261776 SHELTER~
Syntax: Shelter
 
This is a skill vampires can call upon while only in mistform.
 
They can concentrate on returning home for shelter, and their body will
travel, in mistform, to their home location.  The travel will take place
in any building type, as they slide through cracks and crevices too small to
notice by some.
 
~

1 1250460320 SHERIFF~
&c
The City Sheriff handles all matters of law and upholding the law within
the city.  The City Sheriff position is CONTESTABLE.  The Sheriff has
the following commands: Tax, Contribute, and Sabotage.

See also help &WSIEGE TAX CONTRIBUTION DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE FORTIFY REVOKE CITIZENSHIP CITYRECALL
~

1 1260660621 SHIELD~
&cSyntax: &Cshield

&cThis is a skill casters learn as novices to protect themselves from
damage by projecting their mana power outward from their bodies.  It reduces
damage by about 50%.  So, you cannot have &WSANCTUARY&c and &Cshield&c up at
the same time.

The skill also drains the caster of mana as they must send a steady
flow of mana in concentration to maintain it. To dismiss the shield, 
simply type &Cshield &cagain, and you will stop using mana to create it.

Note: This magical ability should not to be confused with help &WSHIELD-USE 
&cwhich is using an actual shield object in combat.

See also: &WHELP SHIELD-USE, SANCTUARY
~

1 1254854303 SHIELD-USE~
&c
Shield-Use

Holding a shield in battle will grant you protection from some blows.
When you wear a shield you cannot use a two-handed weapon, you cannot
dual wield another weapon, and you cannot hold an item.  Also when
your shield does absorb blows, it damages the shield.  Eventually if
the damage is too much the shield loses effectiveness until it is
repaired, or until it breaks completely.

See also help &WTWO-HANDED, DUAL WIELD
~

101 1122451932 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See also Makeshop, shopset, shopstat, repairshops, repairset, makerepair
~

101 1279785408 SHOPSET~
&cSyntax: &Cshopset <mobile vnum> <field> <value>

&cFields      Meaning                            
&W-------------------------
&cbuy#    -   Types of items the keeper will buy 
buy     -   Profit on buying items             
sell    -   Profit on selling items            
open    -   Hour shop opens in military time (xx)                    
close   -   Hour shop closes in military time (xx)                 
keeper  -   Vnum of shop keeper                

Lets you set certain stats on a shop.

See also: &WHELP MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES&D
~

101 1122239142 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET and SHOPS.
~

101 1122239142 SHOPVALUES~
Syntax: shopset <mobile vnum> buy# <value>
 
1  - light               21 - pen                41 - rune
2  - scroll              22 - boat               42 - runepouch
3  - wand                23 - corpse             43 - match
4  - staff               24 - corpse_pc          44 - trap
5  - weapon              25 - fountain           45 - map
6  - _fireweapon         26 - pill               46 - portal
7  - _missile            27 - blood              47 - paper
8  - treasure            28 - bloodstain         48 - tinder
9  - armor               29 - scraps             49 - lockpick
10 - potion              30 - pipe               50 - spike
11 - _worn               31 - herbcon            51 - disease
12 - furniture           32 - herb               52 - oil
13 - trash               33 - incense            53 - fuel
14 - _oldtrap            34 - fire               54 - shortbow
15 - container           35 - book               55 - longbow
16 - _note               36 - switch             56 - crossbow
17 - drinkcon            37 - lever              57 - projectile
18 - key                 38 - pullchain          58 - quiver
19 - food                39 - button             59 - shovel
20 - money               40 - dial               60 - salve
~

1 1122239142 SHOULDER~
Syntax:  shoulder
 
Shoulder is a skill which can only be used once a fight has started,
and can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

2 1122239142 SHOUT~
Syntax: SHOUT <message>
 
SHOUT is a global channel much like chat, and the same rules apply to it.
 
&R-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.&D
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: shout ,screams.  = [Shout] Player screams.
EXAMPLE: shout @shrug     = [Shout] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

1 1122239142 SHOVE~
Syntax:  shove <character> <direction>
 
Deadly characters can shove other deadly characters in the direction
specified if the victim is standing up.
 
Characters who have been in a safe room for longer than 30 seconds
will be unable to be shoved or dragged out of that room until they
either leave of their own choice or they shove/drag another player. 
 
You cannot shove a character into a death trap, and cannot shove
someone outside the 5-level pkill range.
~

105 1122239142 SHOWCHANNELS~
Syntax: showchannels

This command simply lists the current online channels and their properties.

See also: MAKECHANNEL, SETCHANNEL, DESTROYCHANNEL
~

101 1122239142 SHOWCLAN~
Syntax: showclan <clan name>

Displays statistics on a clan.
~

101 1122239142 SHOWCLASS~
.Syntax: showclass <class> <level>
 
If you leave out the level argument then it displays stats for the
class that you define in the class argument.  using the level argument
you get a listing of skills and spells aquired at that level for that
class, included in the stats.
~

101 1122239142 SHOWCOUNCIL~
Syntax: showcouncil '<name> council'
 
Shows the statistics on the council.
~

101 1241753339 SHOWDEITY~
&cSyntax: &Cshowdeity <deity>&c

This command allows you to view the description, stats, filename, etc of
chosen deity.
~

101 1122239142 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
 
Displays the statistics on a guild.
~

101 1241753482 SHOWHOLIDAY~
&cSyntax: &Cshowholiday <fully holiday name>&c

This command allows you to view the Month/Day/Announcement message for chosen
holiday.
~

101 1122239142 SHOWHTOWN~
Syntax: Showhtown <hometown>
 
This will give you the base stats for the file of the hometown. What vnum
the recall point is as well as the vnum for the temple if te city has one.
It also shows the race that starts there.
 
Example: showhtown drakkel sharda
~

101 1122239142 SHOWORDER SHOWCLAN~
.Syntax: showorder <clan>
 Syntax: showclan <clan>
 
Displays detailed information on a particular clan specified in the
clan argument
~

101 1156578090 SHOWQUEST~
&c
Syntax: showquest (&Cquest&c)
Syntax: showquest

This will allow you to see a list of the quests currently made, as well
as receive detailed information (including chapter descriptions) of each
quest.

See also: &WSETQUEST, JOURNAL, QUESTPROGS, MPQUEST KAMOUNT
~

101 1122239142 SHOWRACE~
Syntax: Showrace <name of race>
 
This will give vital statistics on pc races. IE.. showrace lizardmen
would net the following:

Disallowed Classes:Mage Cleric Thief Vampire Druid Augurer
Paladin Nephandi
Allowed Classes:Warrior Ranger
Str Plus: 002   Dex Plus: -003  Wis Plus: -006  Int Plus: -006
Con Plus: 002   Cha Plus: -002  Lck Plus: -004
Hit Pts:  002   Mana: 000       Align:0 AC: 0
Min Align:  -2000       Max Align: 500  XP Mult:91%
Height:  78 in. Weight: 215 lbs.         HungerMod: 0    ThirstMod: 0
Affected by:aqua_breath
Resistant to:slash
Susceptible to:
Saves: (P/D) 0 (W) 0 (P/P) 0 (B) 0 (S/S) 0
Innate Attacks:tail
Innate Defenses:

See also help &WSETRACE 
&w
~

102 1122239142 SHOWSLAY~
Syntax: showslay <type>

This command shows the current settings for the selected slaytype.

The slaytype is the command argument for the SLAY command.
The owner is the person who can use the option, owner 'any' means any
immortal with access to slay can use it.
The color is the numerical value for the color of the messages.
Cmessage is what the user sees when they slay someone.
Vmessage is what the victim sees when slain.
Rmessage is what everyone else in the rooms sees.

The slay editor uses the same variables as the social editor and the
6D.rograms. See VARIABLES.

An example listing:

Slaytype: demon
Owner:    Any
Color:    12
Cmessage: 
You gesture, and a slavering demon appears.
With a horrible grin, the foul creature turns on
$N, who screams in panic before being eaten alive!

Vmessage: 
$n gestures, and a slavering demon appears.
The foul creature turns on you with a horrible grin.
You scream in panic before being eaten alive!

Rmessage: 
$n gestures, and a slavering demon appears.
With a horrible grin, the foul creature turns on
$N, who screams in panic before being eaten alive!

See also: MAKESLAY, DESTROYSLAY, SETSLAY, SLAY
~

101 1202554062 SHOWWEATHER~
Syntax: showweather <x> <y>
 
This code will display the current state of the specified weather cell.
X and Y should always be numbers. The max for both values is stored in
the code, and are unchangeable from within the game world.
 
See Also: SETWEATHER CLIMATE CLIMATE2 WEATHER
~

1 1122239142 SHRIEK~
Syntax:  shriek
 
An undead wail which may be used to wither the life of all who hear
its anguished sound.
 
~

1 1215318671 'SHRIEKING NOTE'~
Syntax: shrieking (victim)

A good bard has a varied repertoire of high and low notes, from bass
through to soprano. However, a few gifted bards (called 'sporaninos')
are able to reach higher notes still. When sung with force, these
extremely high pitched noises cause extreme damage to the listeners.
They are known as 'shrieking notes'.

An experienced vocalist will do even more damage again!
~

1 1122239142 SHRINK~
Syntax: c 'shrink' <victim> 
 
This spell allows the caster to shrink themself, or their victim.
 
~

1 1414750190 'SHROUD SPIRIT'~
&cSyntax Shroud

This skill is used by the beastmaster to hide himself and his pet.
They will blend into their surroundings.

~

1 1188516430 SIDESTEP~
Syntax: sidestep

This skill can only be used during combat to throw ones victim off balance,
Thus granting them with worse ac.

~

1 1250457903 SIEGE~
&c
Syntax Siege <&Cfield&c>

Field being one of:
catapults ballista ram platform soldiers archers warriors
costs - displays costs to purchase.

This command may be done any citizen of the city.
With it you are purchasing siege items for your city from the city
bank account.

The bank account is not endless and you must constantly replenish it with
taxes, or contributions.

See also help &WFORTIFY TAX CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF KNIGHT
LAYSIEGE PROCLAIM VOTE SABOTAGE REVOKE CITIZENSHIP CITYRECALL
~

1 1241253079 SILENT~
&cSilent

A silent way of speaking.
~

-1 1252018471 SILVER~
&cThe Silver dragons range from Neutral Good to Chaotic Good in nature.
They are very agile, and are almost as intelligent as the Gold Dragons.

The Silver Dragon will help out the Gold Dragon and other Silver Dragons
in times of need.

The Silver Dragon tends to stay secluded whenever possible.

The young Silver Dragon's breath starts out as iron, then as they mature, steel
and finally titanium.
  
A Silver Dragon focuses primarily on &WDEXTERITY&c, and to a lesser extent on
&WCONSTITUTION&c.

See also: &WHELP DRAGON, BLACK, BLUE, RED, GOLD, DRAGON RULES, LAIR, DRAGON EQUIPMENT,
'TREASURE HOARD', DEXTERITY, CONSTITUTION&D
~

1 1194607413 'SIPHON STRENGTH'~
Syntax Siphon <Victim>

This skill summons the dark arts so the shadowknight can steal strength
from his foes, as well as movement points in battle.

~

0 1122239142 SIT~
Syntax: sit

Sit makes your character sit down.
~

-1 1276601960 SKILLS~
&cSyntax skills

This command is designed for the seeing impaired mainly to list only skills.
This way the screen reader is not bogged down with spells, weapons, tongues 
and everything else.

See also help &WSPELLS, SONGS, WEAPONS, PRACTICE, SLIST
~

1 1122239142 SKIN~
Skin allows you to take the skin of a player's corpse, conditions to
this are: you have to be wielding a blade type weapon.
 
 Syntax: skin <corpse>
~

0 1188595959 SKIP~
&c
This command is used at the beginning of the game just after character 
creation to allow experienced and impatient players to skip the tutorial. 

See Also: &WHELP TUTORIAL MAP

~

102 1122239142 SLAY SLA~
Syntax: slay <victim> [option]
 
SLAY kills a character in cold blood, no saving throw.
 
To see the current list of options, type slay with no argument.
 
Slay bypasses auto actions such as autoloot and autosac.  Slay should not
be used to test death_programs on mobs, as it is not the same as an actual
death to the mobile and may not return accurate results.

Slay types can now be edited online for easier configuration of
personalized options.

See also: MAKESLAY, DESTROYSLAY, SETSLAY, SHOWSLAY
~

0 1122239142 SLEEP 'SLEEP SPELL'~
Syntax: cast sleep <victim>

A spell of lethargy which, if successful, will send your victim into
a deep slumber from which they cannot awaken until attacked or the
spell wears off.
~

0 1122239142 SLICE~
&c
Syntax: slice corpse
 
This is a skill used to slice a piece of meat from a corpse.  The meat
will still need to be cooked, before it can be eaten.  Only certain blade
types can be used for this delicate art of a skill.
 
See also help &WCOOK 'FLINT FIRE' 'CREATE FIRE'
~

0 1122239142 SLINGS SLING~
The SLING is an ancient, simple toy which later evolved into a 
somewhat advanced weapon. It is found in several forms, the
most basic of which being either a leather thong with a wide 
square cap of leather, or as the same thong with the ends 
tied to a crosspiece or strong stick. SLINGS are used by
gathering small stones, placing them in the leather cap, and 
then either spinning and releasing the thong, or extending
and then releasing the thong from outside the crosspiece to
achieve momentum.
~

0 1232609912 SLINK~
&YSyntax: c slink <victim>
&G
This spell makes you more dexterous for its duration.
~

1 1154493918 SLIST~
&cSyntax:  &Cslist&c
Syntax:  &Cslist &c<&Clow level&c> <&Chigh level&c>
&cSyntax:  &Cslist &c<&Cclass&c><&Clow level&c> <&Chigh level&c>
 
SLIST without an argument gives you a complete list of the spells and skills
available to your class, also indicating the maximum level to which you can
practice each.
 
SLIST <low level> <high level> gives a list of spells and skills available
to your class from the low level to the high level specified.

SLIST <class> will do similar to the above, but you'll be able to view the skills
that can be learned by other classes.

See also help &WTEACHER PRACTICE TRAIN
~

101 1122239142 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.
~

1 1186822689 SLOW~
&c
Syntax: &Cc slow <victim>
&c
This ancient magic is nothing something mankind could ever understand.
The power of this magic is only known to powerful ancient beings.
The caster of this spell stands a good chance of slowing down
the victims body

~

-1 1122239142 SMAUG THORIC~
.                               [WWW.SMAUG.ORG]
         /     _      _            _      _    _____
        /      |\    /|     /\     |      |   /     \     ***************
       /       | \  / |    /  \    |      |  |            *   \\._.//   *
      /        |  \/  |   /    \   |      |  |            *   (0...0)   *
     /_______  |      |  |______|  |      |  |            *    ).:.(    *
            /  |      |  |      |  |      |  |            *    {o o}    *
           /   |      |  |      |  |      |  |     __     *   / ' ' \   *
          /    |      |  |      |  |      |  |       |    *-'^.VxvxV.^'-*
         /     |      |  |      |   \____/    \_____/     ***************
        /
            [S]imulated [M]edieval multi-[U]ser [A]dventure [G]ame

SMAUG 1.4 is a Merc2.1 derivative written by Thoric (Derek Snider) with help
from Altrag, Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,
Grishnakh, Fireblade and Nivek.
~

102 1122239142 SMAUGSPELLS~
SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.
 
damtype   the class of damage done (see DAMTYPES)
acttype   the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag      special extra flags this spell has (see SPELLFLAGS)
hit       Message displayed when spell is successful
miss      Message displayed when spell misses or fails
die       Message sent if spell causes death
imm       Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice      a dice formula used for rolling things like damage (see DICEFORMULAS)
saves     saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTED_BY, the bitvector applied by the spell, if any
affects   see AFFECTTYPES, the effect the spell has, if any
value     an extra field reserved for things like the vnum used in spells
          that create objects, or summon monsters to the caster's aid.
 
~

1 1254742873 SMELL~
&c
Syntax: smell <&Cvictim&c>

Smell will assist the dragon in locating it's victims, giving a general 
direction to travel.  Sometimes you will catch scent of something that 
isn't in your range, and can get confused with what your tracking.  As 
more experience is attained the scent tends to give more exacting directions.  
When that happens try smell 2.<name>, or smell 3.<name>.

~

101 1221966030 SMITHQUEST~
&cThe term 'smith' originates from the word 'smite', means '&Wto hit&c'.
Heating is accomplished by the use of a &Wforge&c
What is the final color metal turns before it melts?  &Wwhite
&cThe final stage of blacksmithing is called &Wfinishing&c.
Forging is also referred to as _______ because it is the process of shaping metal &Wsculpting&c
Bending can be done with the hammer over the edge of? &Wanvil&c 
Only ______ can be heat treated to be tempered, the more carbon the better temper. &Wsteel&c
the blacksmith will hold the hot iron at the anvil with? &Wtongs&c
The fireplace of a blacksmith's shop is? &Wforge&c
________ is a large block of iron or steel used for bending metal.  &Wanvil&c
What chemical reaction is used to produce a metal from an ore? &Wsmelting&c
What is a welding process of heating two or more pieces of metal and then hammering them together? &Wforge welding&c
~

1 1268382014 SMOKE~
&cSyntax: &Csmoke <pipe>
&c
You may &CSMOKE&c a pipe after first filling it with a smoke-able herb or
tobacco.

See also: &WHELP PIPE, LIGHT, FILL, EMPTY, TAMP&D
~

1 1254455371 SMUGGLE~
&cSyntax: &CSmuggle&c

Is an advanced form of hide, where the rogue instructs everyone in his
group where to stand, how to move, etc to attempt to conceal everyone
in his group.  This skill takes tremendous concentration, and only lasts
a short time.&D
~

1 1122239142 SNATCH~
SNATCH

Syntax: snatch <victim>
 
The dragon has finally grown enough where he/she can literally reach out
with their massive jaws and snatch a enemy off the ground, mauling them
with their massive jaws.
 
~

101 1122239142 SOBER~
syntax 'Sober <player>'
This command can be used to Sober a player or your self when they/you
are in a drunken state.
 
~

102 1122239142 SOCIAL~
The following information is needed to create a social:
Use sedit <social> [field] to set one of the fields:
  CNoArg: response to character if no argument given
  ONoArg: response to room if no argument given
  CFound: Response to character if target is someone else
  OFound: Response to room if target is someone else
  VFound: Response to target if target is someone else
  CAuto : Response to character if target is self
  OAuto : Response to room if target is self
Variables you can use are:
  $n - Name of the user of the social.
  $N - Name of the target of the social.
  $m - him/her/it for the user the social.
  $M - him/her/it for the target of the social.
  $s - his/her/its for the user of the social.
  $S - his/her/its for the targt of the social.
  $e - he/she/it for the user of the social.
  $E - he/she/it for the target of the social.
 
~

1 1122239142 'SOLOMONIC INVOCATION'~
Syntax:  c 'solomonic invocation'
 
The Paladin prayer by which their holy symbol is created.
 
~

1 1234074469 SOLVE~
&YSyntax: solve <Code>&D

This is how you earn triple experience status bars.
You enter only the letters/numbers/characters it tells you too.

You can see your status by typing the level command.

There are no consequences to failed entries submitted.

See also: &WHELP TRIPLE EXP&D, &WLEVEL&D, and &WCONFIG&D
~

1 1191405995 'SONG OF COURAGE'~
Syntax: song of courage
Syntax: song

This old song of legends enchants the singer into the belief that he/she
can accomplish more then what they would normally think they could handle
thus granting them bravery.

~

-1 1277725208 SONGS~
&cSyntax songs

This command is designed for the seeing impaired mainly to list only songs.
This way the screen reader is not bogged down with spells, weapons, tongues 
and everything else.

See also help &WSPELLS, WEAPONS, SKILLS, PRACTICE, SLIST
~

1 1122239142 'SONIC RESONANCE'~
The magick of 'Sonic Resonance' allows the casting Mage to realign
the component particles of his foe in such a way that they are
susceptible to a certain mystical tone.  By the completion of the
spell, this tone is conjured, causing the particles to vibrate 
violently causing intense pain and tissue damage.
~

101 1211332873 SOOC~
Syntax: SOOC <Message>
 
SOOC is the STAFF Out Of Character Channel. Just like the OOC channel,
there is to be no SPAM or MUD SEX on it.  Answer all questions by
players and STAFF prior to higher level staff having to do so out of
curtesy.
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: sooc ,screams.  = [Sooc] Player screams.
EXAMPLE: sooc @shrug     = [Sooc] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

1 1129273375 'SOOTHING SERENADE'~
SOOTHING SERENADE

Syntax: sooth

This serenade sooths the wounds of everyone in the singers group.  Though
it doesn't heal much it can be sung over, and over again.

~

1 1130028781 'SOOTHING VITAE'~
SOOTHING VITAE

Syntax: c 'soothing vitae'

This spell calls up the ancient chant soothing vitae for its healing
words.  While the chant is performed members of the casters group will
receive reactive heals when they take damage.

~

108 1128395139 SORCEROR~
~

1 1237702159 'SOS CATACOMBS'~
&cThese where once A holy place that the former teachers, and head masters
where placed upon their deaths.  To be placed within this sacred walls
was an honor and a privilege.   

After the death of the former school head master things began to change.  The
former teachers, and head masters began to rise from their deaths and took
over the former sacred place.  They turned a once sacred place into a place
of undeath, and sacrilege in the eyes of the new head master Curiner.


&CSEE ALSO SCHOOL OF SHADOW, ACCURA, AND MAUSOLEUM
~

1 1252156215 SOUND MSP 'soundpack' 'sound pack'~
&c
Sound and music in 6 Dragons can be heard if your mud client has MSP - MUD
SOUND PROTOCOL.  If so, enable your MSP with your mud client.

Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Battle-sounds-477/
http://www.smaugmuds.org/files/6D-Communication-sounds-478/
http://www.smaugmuds.org/files/6D-Music-sounds-476/
http://www.smaugmuds.org/files/6D-Tradeskills-sounds-479/
All 4 in one included in sound.zip
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

You will have config what you want to hear correspondingly.
eg. config battle to hear battle sounds, config communication to hear communication 
sounds, etc.

See also help &WMUSH, ZMUD, VIP, GMUD, LANDMARK, STATUS, CONFIG, WHEREIS, 
MUDLET, MONEY, SKILLS, SPELLS, WEAPONS, SONGS, SOUND, TINTIN
~

1 1228459521 'SOUND WAVES'~
&c
Syntax Play Sound

This powerful song when done by the bard will blast sound to such a 
loud level that casters will not be able to concentrate enough to
cast spells.

See also help &WPLAY
~

1 1211330970 SPAM~
&C
Spam is the repeated use of a phrase, command, or channel that causes screen 
scroll for others.  Not only is spam considered rude, but excessive screen scroll 
can interfere with the game play of anyone seeing it (especially in combat situations).  

The use of all-caps can also be considered spam.  Only use capitals to add emphasis 
to key words in a sentence.

Moving a large number of items into and out of a container in a crowded, 
non-store room is considered spam.  Making charmed mobs to cause screen scroll 
through movement or orders is considered spam. ANYTHING that causes excessive 
or irritating screen scroll can be considered spam.

Public channels are there for normal chit chat, but that does not mean that long
drawn out discussions on these channels is either polite, considerate, or even
appropriate or acceptable. If you find a discussion on a public channel turning
into a long debate, please suggest to those involved to take it to TELL (if only
two) or having everyone (if more than two) meet in a room so that you may use OSAY or
SAY commands to continue.
~

1 1122239142 SPEAK LANGUAGE~
Syntax:  speak
Syntax:  speak <language>
Syntax:  speak all (immortals only)
 
The speak command changes the current language in which you are speaking.
To speak your native tongue, type 'speak' alone.  To speak a specific
language (such as common, for example), type "speak common".
 
Immortals have the unique ability to speak so that everyone can understand,
by typing "speak all".
 
See also Languages
~

0 1122239142 SPEARS SPEAR~
SPEARS are some of the simplest and earliest tools and then weapons
crafted for use in battle. Originally as simple poles with spear-
heads lashed onto the tips, SPEARS come in many forms such as pikes,
angons, and javelins. These are used by advancing with them, stab-
bing with or throwing them, depending on the type of SPEAR. Also,
the LANCE is the elegant and evolutionized form of the SPEAR made 
for the Knight cavalier on horseback.
~

101 1122239142 SPECFUNCS~
These special functions are available to assign to mobiles.
Use them sparingly:

To add spec:  mset <mob> spec <function> (ex. mset guard spec spec_guard)
To remove:    mset <mob> spec none

spec_breath_any          Mobiles breathes one of the four breaths randomly.
spec_breath_acid         Mobile has breath of acid.
spec_breath_fire         Mobile has breath of fire.
spec_breath_frost        Mobile has breath of frost
spec_breath_gas          Mobile has gas breath.
spec_breath_lightning    Mobile has lightning breath.
spec_cast_adept          Mobile casts helpful spells.
spec_cast_cleric         Mobile casts healing spells.
spec_cast_mage           Mobile casts offensive spells during battle.
spec_cast_undead         Mobile casts offensive spells during battle.
spec_guard               Mobile attacks KILLERS and THIEVES.
spec_executioner         Same as above except summons guards to help.
spec_fido                Mobile eats corpses.
spec_janitor             Mobile picks up trash.
spec_mayor               Reserved for the mayor... don't use.
spec_poison              Mobile poisons during battle.
spec_thief               Mobile steals gold from players.
~

1 1122239142 'SPECTRAL FUROR' 'HAND OF CHAOS'~
After the Dark Mage Thanatos accidentally discovered the spell
'Disruption' in a failed attempt to create a teleportation magic,
he spent many years studying how to increase the pain that can
be inflicted by incorrectly moving a victim across the threshold
of dimensions.  
 
 'Spectral Furor' is a formula which, by upsetting the very nature
of the space the victim inhabits causes neural as well as brute
physical damage.
 
With 'Hand of Chaos,' Thanatos perfected this line of magic, and he
returned to his researches on the art of astral travel.
~

1 1122239142 'SPECTRAL GATE'~
It is a well known fact that when a God creates a mortal, the being
enters the multiverse through the Spectral Gate. The strange journey
through this portal sobers the mortal and determines his demeanor
and nature. All know as well that once you enter the multiverse, you
may never return through the Spectral Gate.
~

1 1236196649 'SPECTRAL WARD'~
&c
Syntax: Spectral <&Cvictim>&c

This skill summons a magical ward around the victim that protects them
from some forms of physical damage.  The damage protected is based on
level of summoner.

See also help &WSPIRITS WARD
~

102 1122239142 SPELLCOMPONENTS~
T###         check for item of type ###
V#####       check for item of vnum #####
Kword        check for item with keyword 'word'
G#####       check if player has ##### amount of gold
H####        check if player has #### amount of hitpoints
 
Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
decrease component's value[4], and extract if it reaches 0
decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
 
Example: V1200 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1200 and 1101.  The object of vnum 1200 will get consumed by the spell,
and the object of vnum 1101 will not.
 
With the decremental operators (@#$%), the object must have at least
a value of 1 in the respective location for the spell to succeed.
 
~

102 1157349728 SPELLFLAGS~
water           water based (create water, ice spells)
earth           interracts with nature (earthquake)
air             involve the air or winds
astral          involve the astral plane (astral walk)
area            an "area spell"... affects everyone in the room
distant         affects something far away
reverse         has a reverse affect
save_half_dam   victim can save for half damage
save_negates    victim can save for no effect
accumulative    can be cast repeatedly to have an increased effect
recastable      can be cast again to refresh the spell
nobrew          cannot be brewed into a potion
noscribe        cannot be scribed onto a scroll
group           affects everyone in the caster's group (same room only)
object          specifically affects an object (for target 'ignore')
character       specifically affect a character (for target 'ignore')
pksensitive     affects target as if they were double your level
~

-1 1276602042 SPELLS~
&cSyntax spells

This command is designed for the seeing impaired mainly to list only skills.
This way the screen reader is not bogged down with skills, weapons, tongues 
and everything else.

See also help &WSKILLS, SONGS, WEAPONS, PRACTICE, SLIST
~

102 1122239142 SPELLSAVES~
Here are the saving throws you can set for use in SMAUG spells:
none            victim doesn't get a saving throw
poison_death    save vs. poison or death
wands           save vs. wands
para_petri      save vs. paralysis or petrification
breath          save vs. (dragon) breath
spell_staff     save vs. spells or staves
 
~

1 1221773019 SPIKE~
&YSyntax : spike [<victim>]
&c
This unholy skill of Hellspawn Demons causes spikes to burst forth
from their knuckles, and can be used as devastating weapons.

As the spikes grow from their knuckles, it of course hurts and causes
damage to the demon, but this damage is not to be compared with the damage
that can be done upon others with these spikes.

You must type 'spike' first in order to grow spikes, then you can
attempt to use them on your opponents.
&D
~

1 1122239142 SPINKICK~
Syntax: Spinkick (victim)
 
To lift one's foot, spin to gain momentum, and kick your opponent.
~

1 1122239142 'SPIRAL BLAST~
Syntax:  c 'spiral blast'
Abbrev:  c spiral
 
A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks
every enemy target in the area.  The spell is hostile to all creatures in
the room, and will cause them to engage the caster in combat.
 
~

1 1234870400 'SPIRIT OF BULL'~
&RSPIRIT OF BULL

&YSyntax: c 'spirit of bull' <victim>&R

This spell grants the victim higher strength and stamina for the duration
of the spell.
~

1 1280271686 'SPIRITS WARD'~
&cSyntax: &Cspirits <victim>

&cThis skill calls upon the spirits of the dead to manifest a protective
ward around the victim that protects them from some forms of physical
damage based upon the summoners level.  This ward relies on a more 
advanced ancient magic summoning than the spectral ward.

See also: &WHELP SPECTRAL WARD&D
~

0 1122239142 'SPIRITUAL WRATH'~
Spiritual Wrath sends a blast of blinding light at all targets in the
room. It requires 2 casters and the damage it does depends upon the
caster's wisdom.
~

101 1203595411 SPLINT~
SPLINT

Syntax: splint filename.c
Syntax: splint *.c > splint.dat
Syntax: splint -preproc +weak +show-summary +stats *.c
Syntax: splint -preproc +checks +show-summary +stats *.c

splint is a programming tool for statically checking C programs for security 
vulnerabilities and coding mistakes.  This prog will find unreachable code 
and help you clean things up a bit.

see also help 'null pointer', code_memory1, code_memory2, grep, gdb, valgrind, 
svn, 'infinite loop' char_to_room cppcheck, clang

~

0 1122239142 SPLIT~
Syntax: SPLIT <amount>

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

1 1129179908 'SPRAY LIGHTNING'~
SPRAY LIGHTNING

Syntax: spray <victim>

This skill is result of a mages mastery over the electrical elements.
The caster sends out a spray of forked lightning bolts at all his/her
enemies at the same time.  The damage done however is weaker then if
a single lightning attack to a opponent at one time is done.

~

1 1122239142 SPURN~
Syntax:  spurn
 
Spurn is a skill which can only be used on your primary target. If it 
successfully lands, it inflicts damage on your opponent.
~

104 1243740764 SSET~
&YSyntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset list all classes
or:     sset save skill table
or:     sset save herb table
or:     sset create skill 'new skill'
or:     sset create herb 'new herb'
or:     sset create ability 'new ability'
or:     sset delete <sn>
or:     sset <sn>     <field> <value>
&Yor: sset <sn> affect <location> <modfifier> [duration] [bitvector]
&c(See &WAFFECTTYPES &cfor location, and &WAFFECTED_BY &cfor bitvector)
&Yor: sset <sn> level <reset/class> <level>
&c(reset resets all levels to 101 and maxadepts to 95 on <sn>)
&c
name          the name of the skill or spell
code          for spells, the code executed when the spell is cast
target        for spells, the target of the spell (see TARGETTYPES)
minpos        the minimum position required to use this skill/spell
slot          for spells, the slot number used in area files
mana          for spells, the amount of mana consumed by the spell
beats         how long this skill takes to be used (in 1/4 seconds)
dammsg        a word to describe the damage done by this skill or spell
wearoff       for spells, the message given when the spell wears off
type          type of skill (Spell, Skill, Weapon, Tongue, Trade, Song)
difficulty    how difficult the spell/skill is to learn and/or use
damtype       for spells, the class of damage it does
components    the components required for this spell (see SPELLCOMPONENTS)
teachers      will restrict the teaching of this skill to these mob vnums
participants  the minimum number of required participants (for spells)
verbal        whether the spell has a VERBAL component (needs speech)
somatic       whether the spell requires hand gestures (no paralysis)

Note: The following fields were added from base smaugfuss1.9 code, and
may need someone more experienced than myself with these fields to update
this properly.

acttype       Whether the spell/skill has an action type.
classtype     Whether the spell/skill is class-specific or not, and to what class.
powertype     Whether the spell/skill has a power type. (See &WPOWERTYPES&c)
seffect       Whether the spell/skill has a spell save effect type. (See &WPOWERTYPES&c)
flag          Whether the spell/skill has a flag. (See &WSPELLFLAGS&c)
save          Whether the spell/skill has a saving type.  (See &WPOWERTYPES&c)
minlevel      Minimum level spell/skill can be used.
sector        Whether the spell can be used in a sector.  (See &WSECTORTYPES&c)
range         At what range the spell can be used at.
guild         Whether the spell/skill is clan/guild related and to what clan.
value         (You got me. Update if you know what it is for.)
rmaffect      Removes a spell affect.
racelevel     Not used, but still an option to specify level for race.
raceadept     Not used, but still an option to specify adept for race.
adept         Sets global adept for <sn> to all races/classes.
hitchar       Message others see when spell/skill hits character.
hitvict       Message victim of spell/skill sees.
hitroom       Message room sees when spell/skill hits.
hitdest       Message destination room/players receives for spell/skill that targets
              separate room.
misschar      Message character receives upon a miss.
missvict      Message victim receives upon a miss.
missroom      Message room receives upon a miss.
diechar       Message character receives upon death, resulting from skill/spell.
dievict       Message victim receives upon death, resulting from skill/spell.
dieroom       Message room receives upon a death, resulting from skill/spell.
immchar       Message character receives if immune.
immvict       Message victim receives if immune.
immroom       Message room receives if immune.
dice          Not sure how this is used.  (See &WDICEFORMULAS&c)

For the special fields used by SMAUG spells (spell_smaug) see &WSMAUGSPELLS&c
See also &WHELP DAMAGECHART&c.

Songs use the 'value' variable to save the type. 0 vocals, 1 woodwinds,
2 strings, 3 brass, 4 drums.
~

105 1122239142 'STAFF IPS'~
Nagafen                  24.130.137.5
Grisbane                 65.67.107.196
Crael                    172.134.173.24
Diserius                 172.188.44.174
Sokar                    65.218.58.175
Laeadin                  4.62.104.122
Mariabelle               66.214.6.27
Arthorn                  66.214.11.76
Maynard                  4.47.242.177
Rogue                    12.248.193.63
Neryn                    66.142.75.80
Veath                    12.221.62.141
Theror                   198.144.101.124
Alirin                   24.78.10.64
Kiandra                  108.54.215.53
Taon                     68.115.145.41
Dalamar                  104.183.97.21
Charlana                 24.167.211.245
Alxiesus                 193.253.193.34  - punk wanting to spam advertise.
Melba                    151.101.227.36    JackAss I destroyed.
Ocelet                   68.33.141.98      Jackass's partner
~

1 1231650915 STAFFLIST~
Syntax: stafflist
 
Lists all the members of the  Six Dragons STAFF.
 
See also help temp.
~

101 1122239142 STAFFQUEST~
Certain abilities of the quest system are reserved for 6 Dragons staff only,
and those abilities are listed below with some detail as to use.

Syntax: quest <field> [arguments if any]

Fields: clear, info, and set

Examples                 - Purpose
----------------------------------
quest clear <target>     - Remove target's quest with no loss to them.
quest info <target>      - Display information about target's quest.
quest <target> set qtn # - Set the time for target's next quest to #.
quest <target> set qtc # - Set the time for target's current quest to #.
~

1 1414848997 'STALK PREY'~
Syntax Stalk

When the beastmaster has his pet at his side in an outdoors setting.  They can send
their pet to stalk prey.  This find's weaker animals that can be used for food.
The pet will take a portion of the food, but the beastmaster, can then slice and cook
some of the meat from the corpse.

~

1 1122239142 STANDARD~
Syntax: style standard
 
This style is both a balance of offense and defense, giving neither a
fighter nor his enemy an advantage in battle.
 
See Also: style, evasive, defensive, standard, aggressive, berserk
~

1 1211212809 'STATIC DISCHARGE'~
&YSyntax : cast 'static discharge' <victim>
&c
This spell invokes nature to discharge a ball of static outward from the
druid's hands to strike at their foe.

Related helpfiles : &Wcast&D
~

1 1129178252 'STATIC PULSE'~
STATIC PULSE

C 'static pulse' <victim>

This spell summons electrical current outward from the mages hands
to hit his/her enemy.

~

-1 1214667797 STATUS~
&cSyntax : &Cstatus
&c
Gives you general information on your character.  Are you hungry, thirsty,
your mental state, etc.  It is a command we have created to make it easier
on screen readers for the seeing impaired.  The below help suggested help
files are also very handy to all players.

Related helpfiles : &WLANDMARK, SCORE, CONFIG, WHEREIS, MONEY, SKILLS, SPELLS,
WEAPONS, SONGS, SOUND
&D
~

0 1122239142 STAVES~
&c
STAVES is the plural form of staff, which is a tall pole used as a
weapon. In the hands of an expert, STAVES are powerful extensions
of the body that can catch an opponent's leg or neck while in battle
and throttle across the back or snap about the head for a large
amount of pain and soreness. Many classes whose primary goal is 
not that of physical development and combat training use STAVES
to their liking, making quite the formidable adversary.
~

0 1451621927 STEAL~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a mob or another player.

In order to STEAL successfully, you must practice the skill.
~

1 1413767156 STEED~
&cSyntax Steed

This is the shadowknight or crusader's innate ability to call to a steed.  The steed is
the alpha male warhorse of the surrounding country side.


See also help: &WPET GRAZE BECKON ORDER DISMISS DISTRACT GROUP PETDESCRIBE
~

1 1408407349 STEER~
&cSyntax STEER DIRECTION

Set's the course for the ship direction you will travel when you use the sail command.

See also help &WABOARD, DEED, VIEW, PILOT, SAIL, DEPART, HULL.
~

101 1122239142 STING~
~

1 1190944722 'STIRRING BALLAD' 'STIRRING'~
&c
Syntax Play Stirring 

This song sang properly by a bard, tells a tale of lovers who were trolls
that found true love.  Once the song is complete all members of the bards
group will receive the regeneration ability of trolls.

See also help &WPLAY
~

1 1231983507 STOMP~
STOMP

Syntax: stomp <victim>
 
The dragon has grown enough that it will actually stomp an 
opponent into the ground.
 
The force is so great that it may cause minor earthquakes.
 
~

0 1127292822 'STONE SKIN'~
Syntax: cast 'stone skin' 

This spell turns the casters skin hard like stone, increasing the casters armor
class rating.

~

1 1448936022 STORY~
&cSyntax Story <victim>

When using this skill the Master Story teller bard is able to enthrall his victims such
that they have been known to even stop attacking the bard when in the middle of fighting.
~

1 1278882046 STORY-1~
&cLong ago, magic was plentiful within the world, and the different nations 
prospered. The first tolling of the death of an era rang throughout history 
when a young magician, known to his few acquaintances as Tanzean'al, was 
corrupted by his greed and lust for power. Tanzean'al was seduced by the 
tempting, treacherous whispers of a succubus, a demon temptress who found 
in Tanzean'al a perfect vessel of destruction. Unholy knowledge wormed its 
way into his ears, and Tanzean'al practiced magic not meant to be known by 
mortal minds.

One night, in a fit of inhuman rage, Tanzean'al slew his teachers, wielding 
his newfound powers - to great, terrible effect. Nobody present survived his 
demonic rampage - his only remaining teacher alive through sheer, 
coincidental absence. Kolak, the royal magician of Paleon City's court, had 
been away, visiting another nation in a diplomatic role. When word of the 
slaughter reached King James, monarch of Paleon, he ordered the immediate 
capture of the magicidal wizard. His company of soldiers rushed out, but were 
beset by abominations - hideous races, twisted by Tanzean'al's magic from 
captured elves and dwarves into darker, more sinister humanoids. The onslaught 
of the new races - orcs, goblins, ogres and trolls - quickly routed the 
frightened soldiers, eating most of those who did not flee. Tanzean'al ordered 
the soldiers' skulls placed on pikes to decorate the front of his fortified 
manor. Thus, the overwhelming victor of this skirmish, Tanzean'al began his 
campaign of terror - capturing and warping the small villages in the countryside, 
gaining new members for his army. This army - this THRONG - mutilated all that 
stood before it, and its terrible reputation spread.
~

1 1278882251 STORY-2~
&WChapter 2 : The Alliance

&cMeanwhile, King James had just received news of his soldiers' demise, and 
Tanzean'al's swelling Throng. He met with his General, and they came to the 
conclusion that Tanzean'al was danger that would require all of their 
attention and resources. The Royal Magician Kolak, more knowledgeable in 
these affairs, warned King James that one nation would not be enough - 
Tanzean'al wielded the powers of Hell itself. Thus was formed the ALLIANCE, 
the banding together of all the free races to oppose Tanzean'al's Throng.
  
On the Magician's advice, King James contacted all the nations of the free 
races - Elves, Dwarves, Humans and Gnomes - and urged them to join the 
Alliance. Heeding his words, and the threat of Tanzean'al's Throng, they 
assented, and together, the Alliance prepared to do battle with the Throng.

The two armies met before the Dwarven city Manaoke. The Throng, fuelled by 
Tanzean'al's fel energies, had the upper hand - things looked grim for the 
freedom of the realm. Then, an unexpected boon; Six celestial Dragons 
descended from the heavens, and joined battle with the Throng. Tanzean'al, 
outraged at the tipping of the scales in the Alliance's favor, slew the 
Green Dragon with an eldritch bolt of unholy power.

The unparalleled carnage of the battle, coupled with the death of one of 
the six Dragons.
~

1 1212956880 STORY-3~
&WChapter 3: Free again
&c
For centuries, Tanzean'al has been imprisoned in his part of the world. 
But locking true evil away is impossible, and there are always those that 
believe the promises of might and power. And thus agents of Tanzean'al 
were recruited to search the world and to battle the Alliance so they can 
gain enough of the magic back to free Tanzean'al once again. It was a 
restless time coming and many battles occured. Sneak attacks from Throng 
members took the lives of those allied. 

Tanzean'al has been freed from his imprisonment, and again is raising an 
army unlike the world has ever known. The Throng are coming to the borders 
of the free nations who once again have called out to form a strong 
alliance, so they can be ready for the vicious attacks to come. 
&D
&D
~

1 1122239142 STR STRENGTH~
Strength (STR in your 'score') represents your character's physical power.
 
The most common concern with strength deals with how much your character
can carry.  For each additional point of strength  you gain an additional
amount of maximum carryable weight.  Any character with 20 strength can
carry 500kgs; Warriors and Rangers can have a maximum of 25 strength, and
can therefore carry up to 999kgs when their strength is at its maximum.
 
Strength also affects (among other things):
 
 - damage roll and hitroll; for each additional point of strength, each
   of these will increase
 
 - chances of success for bash, stun, bashdoor, shove and drag, and the
   ability to dual-wield heavier weapons
 
Strength is the prime attribute of warriors, rangers and paladins.
 
~

108 1122239142 STRALLOC STR_DUP DISPOSE STRFREE FREAD_STRING FREAD_STRING_NOHASH~
.
 
Allocation  | Deallocation | Reading From File
------------------------------------------------
STRALLOC      STRFREE        fread_string
str_dup       DISPOSE        fread_string_nohash
 
~

1 1122239142 STRIKE~
Syntax:  strike
 
Strike is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

1 1218117079 STRINGS~
Syntax: (none)

A talented Bard is trained in the use of various instruments, one of which
is the 'strings'. Strings produce sound by means of vibrating strings,
transferred to the air through the body of the instrument. They can be either
plucked by hand, bowed or struck (ie piano hammer striking the strings). Some
songs require this type of music to take effect, and will require a stringed
instrument to be played.

See: HELP VOCALS, HELP WOODWINDS, HELP BRASS, HELP DRUMS, HELP BARD
~

103 1122239142 STRIP~
Syntax 'strip <victim>
 
Silently transfers their entire inventory and clothing to yours. 
~

0 1122239142 STUDY~
Syntax: study
 
You may STUDY books or objects held in hand to learn skills or spells.
 
~

0 1122239142 STUN~
Syntax: stun <mob>

Stun is a skill which can only be used once a fight has started.  It will 
stun your opponent if successful.
~

1 1240781246 STUNNED~
&cBeing stunned is a state one doesn't quite wish to be in. It's the state 
where you lose consciousness and are not aware anymore of what is 
happening. Severe trauma made your body shut down so it can recover. If 
your wounds are not deadly, and you are well nourished, you can recover 
from it slowly, but make sure that you will tend to your wounds straight 
away, once you recovered consciousness. It might happen that your body can 
not repair the damage, and if no help will come then you might sink into 
eternal sleep.

Related helpfiles: &WAID, UPLIFT, ANGELS TOUCH&c
~

1 1217915029 SUBMERGED~
Syntax: submerged


This command once invoked allows the Blue Dragon to form gills, allowing
them to breath underwater. After a duration of time this skill will wear off.

~

13 1122239142 SUCCUBUS~
SUCCUBUS
 
The succubus demons are adept at using lust, greed, and envy to beat all
their opponents, and those who stand in the way of their ambitions.
 
Succubus are always in the form of a beautiful woman race varying depending
on their company.
 
Few have seen Succubus true form, except just before they die.
 
Succubus have more magical attacks then physical attacks, and live by their
wits.
 
See also help Demon, Hellspawn, Incubus.
~

1 1122239142 'SULFUROUS SPRAY'~
With the incantation 'Sulfurous Spray,' the casting mage culls from
the air the elements necessary to form a strong acid which rains
down upon his opponent or opponents.  This strength and velocity
of the spray is such that it can work its way into various forms
of armor and clothing, and it is also able to harm opponents one
might think resistant to such attacks, due to its magical nature.
~

1 1216384780 'SUMMON LIGHT'~
Syntax: cast 'summon light'

One of the first clerical spells remembered, 'summon light' is never- 
the-less quite complicated. When it is cast a thin equilateral cross will 
appear before the caster, at about 4-5' from the ground. Over a few 
seconds the cross will gradually substantiate and emit arcane light which 
will illuminate even the darkest of dark areas, yet do no damage to anyone 
looking directly at it. The cross is fairly large (one 'leg' is about the 
size of two adult fists together) and immobile - it will simply 'float' in 
the middle of the room until the spell wears off. 
~

1 1237569386 SUMMON SUMMONING~
Syntax:  cast summon <character>

This spell summons a character from anywhere in the world to your own
location, and stuns you. Here's the deal:

- Victim has to be IN the world somewhere.
- Victim cannot be in a SAFE, PRIVATE, SOLITARY, NOSUMMON or NORECALL room.
- Victim cannot be AGGRESSIVE or PROTOTYPE (mobs), or flagged NOSUMMON.
- Summoner cannot be in a NOASTRAL or NOSUMMON room.
- Victim cannot be more than 3 levels higher than the summoner.
- Victim cannot be fighting.
- Deadly players can not be summoned.

With that said, if you're casting it and the victim feels a 'strange pulling
sensation' then you're on the right track.

~

1 1211292798 SUPPLICATE~
Syntax: 'supplicate <supplication>'
 
Supplicate begs your deity (if you have one) for aid.  You may supplicate
for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar
of the deity, 'object', which summons an object of the deity and 'recall',
which sends the player back to his recall point (bypassing norecall flag).
 
Note: All deities offer corpse and recall, while object and avatar are for
particular deities only.

Deadlies may not supplicate for their corpse.

*** To be rid of an avatar, dismiss them. (help dismiss)
 
SEE ALSO:  remains, deities, favor, favor_levels, devote
~

1 1124252491 'SURREAL SPEED'~
Syntax: SURREAL

Surreal speed is a vampiric ability, allowing the user to move with - yes -
surreal speed.
~

103 1207478848 SVN~
svn checkout/co 
svn checkout or svn co. This command is used to pull an SVN tree such as svn://linuxfromscratch.org/BLFS/trunk/BOOK 
(the BLFS Development book) from the server. You should only need to do this once. 

svn add 
svn add. When you are creating a new file or directory, you need to tell the SVN server about it. This command does 
that. Note that the file won't appear in the repository until you do an svn commit (see below). 

svn propset 
svn propset. When you are creating a new file or directory, you generally need to tell the SVN to apply properties to 
the file in places that have keywords in a special format such as $Date: 2007-04-03 14:28:17 -0500 (Tue, 03 Apr 2007) 

svn delete 
svn delete. This does what it says! When you do an svn commit the file will be deleted from your local sand box 
immediately as well as from the repository after committing. 

svn status 
svn status. This command prints the status of working directories and files. 

svn update/up 
svn update or svn up. This command syncs your local sand box with the server. If you have made local changes, it will 
try and merge any changes on the server with your changes on your machine. 

svn commit/ci 
svn commit or svn ci. This command recursively sends your changes to the SVN server.
svn ci -m <message>

svn diff 
svn diff. This is useful for two different purposes. First, those without write access to the BLFS SVN server can use 
it to generate patches to send to the BLFS-Dev mailing list. To do this, simply edit the files in your local sand box 
then run svn diff > FILE.patch from the root of your BLFS directory. You can then attach this file to a message to 
the BLFS-Dev mailing list where someone with editing rights can pick it up and apply it to the book. The second use 
is to find out what has changed between two revisions using: svn diff -r revision1:revision2 FILENAME. For example: 
svn diff -r 168:169 index.xml will output a diff showing the changes between revisions 168 and 169 of index.xml. 

svn move 
svn move SRC DEST or svn mv SRC DEST or svn rename SRC DEST or svn ren SRC DEST. This command moves a file from one 
directory to another or renames a file. The file will be moved on your local sand box immediately as well as on the 
repository after committing. 

See also help code, gdb, valgrind, splint, tar, null pointer, 'infinite loop' char_to_room
cppcheck, clang
~

1 1129693851 SWARM~
SWARM

Syntax: Swarm

This skill is the druid calling forth a swarm of biting insects to attack
his/her enemies.  The swarm attacks everything in the druid's location.

~

108 1128395018 SWASHBUCKLER~
~

1 1122239142 SWAT~
Syntax:  swat
Swat is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

2 1237781834 SWEAR~
SWEAR
&cSyntax: SWEAR <&Cmessage&c>

The SWEAR channel is a place for players and staff to vent their anger.
It is NOT a place to swear at other players or staff, or use racial
slurs. Racism will NOT be tolerated on 6 Dragons. 
Nor is it a place to say offensive or disgusting things. SWEAR is intended 
solely for the relieving of anger. Please keep that in mind while using it.

&R-NO MUD-SEX
-NO SPAM
-NO WHINING
-NO HARASSMENT
-NO OFFENSIVE OR INAPPROPRIATE COMMENTS OR INAPPROPRIATE MATERIAL

&cEmotes and socials can be performed using the , and @ symbols respectively.

EXAMPLE: swear ,screams.  = [Swear] Player screams.
EXAMPLE: swear @shrug     = [Swear] Player shrugs helplessly.

See also: &WHELP CHANNELS
~

1 1253919788 SWIM~
&cSelf-explanatory - the swim skill is a latent ability that represents
your ability to stay above and move under water.

Once you've been taught the skill, simply move into the water to begin
swimming. Note: This has been made very realistic. Swimming will use up
your movement points, and at low percentages, FAST. When you can no longer
keep your head above water, you will start to drown, and may even sink
under.

A good way to practice this skill is to find shallow water close to shore
so if you find yourself drowning you can quickly jump out.

Be aware that even though your movement points will go down consistently,
you may not necessarily see a 'swim message', so keep a careful eye lest
you find yourself underwater.

Swim will also affect how fast you can move about underwater.

See also: &WHELP HOLDBREATH, WATER&D
~

1 1122239142 SWIPE~
Syntax:  swipe
 
Swipe is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
~

101 1218808773 SWITCH RETURN~
Syntax: switch <character>
Syntax: return

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). EDIT:
You can't switch into an ONLINE PC. If a PC does not have a descriptor,
ie is loaded, linkdead, puppet whatever, then a high level staff member
CAN switch into them.

RETURN returns you to your original body.
~

0 1122239142 SWORDBAIT~
This spell makes the victim more susceptible to slashing attacks.
~

1 1124171631 SWORDS~
The elegant arm of the Knight and weapon of choice by many, the Sword is 
primarily a slashing weapon whose fatal blow is not only deadly but
also considered an art. Most warriors have training in the use of swords.
A passive ability that increases your effectiveness with swords
allowing you to do more damage while weilding a sword type weapon

This skill also increases in mastery the more you use sword weapons
~

1 1129704101 'SYLVAN TOUCH'~
&GSYLVAN TOUCH

Syntax: Sylvan <victim>

This skill calls upon the healing energies of sylvan to extend to the
wounds of the person the druid is touching.

~

1 1129700456 'SYLVAN WIND'~
&GSYLVAN WIND

Syntax: c 'sylvan'

This spell calls upon the healing sylvan winds to react to damage taken
by any of the druid's group members.  Performing a minor healing reactive
spell for a limited amount of time.

~

1 -988631746 Sustenance~
Syntax Sustenance

This skill cannibalizes the kinetic energy to fulfill the users needs
of thirst and hunger.

~

1 1127968989 TACKLE~
Syntax: Tackle <victim>

Tackle can be used at any time, to try to damage, and knock your
opponent off balance.

~

1 1235180157 'TAIL SWIPE'~
Syntax:  tail <victim>
 
Tail swipe is a technique of fighting that dragons utilize.
By suddenly whipping their tail around they knock their opponents
off their feet, and stun them for an attack.
~

1 1125427692 TAINTED 'TAINTED SANCTUARY'~
Syntax: cast 'tainted sanctuary'

The Tainted Sanctuary spell reduces damage taken from any attack by one
half.

~

1 1414148013 TALKTO TALK SAYTO~
Syntax talkto victim message

This command is useful for roleplay within the same room.  It allows you to send a message
that others can see, but that they know is for a specific person.

See also help: &WRP RP2 MEDISPEAK MEDISPEAK2 BIO DESCRIPTION
~

1 1448971624 TALKUP~
&cSyntax: Talkup

A master story teller is able to talkup himself or someone else to the point they believe
the deeds of the story and our enhanced by it, and in the eyes of others.
~

1 1253690809 TALONS~
&c
Talons

The weaponry that involves some type of claw like attachment to your
hands to deliver a slashing attack on the enemy.

~

1 1415450815 TAME~
&cSyntax Tame

This skill involves the beastmaster who encounters a feral animal in the wilderness having
a chance to tame that animal after it is sufficiently weakened in battle.

The tamed animal then becomes the beastmaster's pet.

See also help &WBECKON PET PETSAVE GRAZE DISMISS DISTRACT GROUP PETREPORT PETDESCRIBE
~

1 1268431978 TAMP~
&cSyntax:  &Ctamp <pipe>

&cThis empties your pipe so that you may fill it with fresh herbs.

See also: &WHELP EMPTY, PIPE, SMOKE, LIGHT, CONTAINER, FILL&D
~

1 1225519461 TAN~
&c
Syntax tan <&Chide&c> into <&Citem&c> <&Clevel&c>
Syntax tan list

This tradeskill allows players to tan hides into their own leather
type armor/clothing.  It is used in conjunction with the hunt skill.
The player must hunt down prey in the wild.  A missile weapon and
projectile are needed for the hunting.

See also help&W MINE BLACKSMITH TRADESKILLS GATHER BAKE BAKER MIX
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER HUNT TAN FORGE
~

1 1243325377 TANGLE~
&c
Syntax: tangle <&Cvictim&c>

This skill causes roots within the ground to come up and entangle 
the druid's victims feet.  You must be outside to perform this skill.

See also help '&WUNTANGLE&D&c'
~

1 1129971269 TANK~
TANK

This term means getting the attention of your enemies, and letting them
beat on you, instead of your group members.  Fighters tank for their 
groups by using taunt skills.  These taunt skills increase their hate
level with mobs to a higher point then everyone else in their group.

It is the fighters job to keep, and maintain the hate/aggro of the enemy
at all times.

See help hate
~

1 1224496998 TANNER~
&c
Tanners

Are harvesters of what the wild provides.  They harness their hunting
skills to kill prey that can be used for food, and creating leather
from the hides.  To become a tanner you need to find a tradeskills
building in your homeland.  There you will be given a quest to learn
whatever tradeskill you happen to be interested in.

You can see what tradeskill a person is and what level they have at it
by typing whois <&Cplayer&c>.

See also help&W FORGE HUNT MINE TRADESKILLS BAKER GATHER BLACKSMITH
JEWLER, JEWELRY, MILL, FELL, CARPENTER, BAKE MIX TAN
~

0 1122239142 TANZEAN'AL~
.  The Mad Mage, Tanzean'al, was at one time the most powerful and 
respected mystic in the world. But Tanzean'al was not content with 
the limited potential of a mortal form. He raged against the Royal
Magician Kolok for imprisoning him.  The Mad Mage used his gifts to 
gather an army to overthrow the Powers That Be and make Tanzean'al 
the sole ruler of the realms.
 
   Unfortunately it did not end there. From his torment in prison
Tanzean'al developed his powers and used them to mutate and pervert 
thousands of innocents, creating whole races of evil aberrations, 
the orcs and goblins, to ravage the lands. Though at first driven 
back to their unholy pits, it was not long before the Mad Mage's 
powers became strong enough to break free of prison, and the tide 
turned against the world. He conquered several countries, and the 
remaining free nations of the world have issued a call to arms for 
all to combat the army of darkness.
~

108 1194157121 TAR~
.
To compress files on server utilize....
 
tar -cvf 6dragons.tar 6dragons
 
To uncompress files....
 
Syntax:  tar -xvf <directory name>.tar
Syntax:  tar -xvf *.tar - will untar all .tars
 
*Note may have to gunzip it first.

After downloading a software title you can view the contents of the archive by typing
at a shell prompt the following commands (the first command is for a .tar.gz file, the
second for a .tar.bz2 file):

gzip -dc XXX.tar.gz | tar tv

bzip2 -dc XXX.tar.bz2 | tar tv

To unpack the archive type:

gzip -dc XXX.tar.gz | tar xpv

bzip2 -dc XXX.tar.bz2 | tar xpv

After unpacking an archive, you can now move on to compiling the software. The procedure
to compile a program is normally listed in the README file. Often, the program can be
simply compiled by typing:

./configure

make

make install

 
~

1 1448675123 TARGET~
&cSyntax Target <victim>

With the one handed bladed weapons this skill allows them to literally turn
their enemies into a pin cushion by targetting their blades into their enemy.
Once a blade is lodged it will cause damage over time to the enemy until
dislodged.

~

102 1122239142 TARGETTYPES~
Target                Function
--------------------------------------------------------------------
ignore                Spell affect relies on the casting argument
offensive             Spell will initiate combat
defensive             Can be cast on anyone safely
self                  Spell only affects the caster
objinv                Casted onto an object in the caster's inventory
 
~

1 1196862940 TAUNT~
Syntax: taunt (victim)

When effectively used, this skill will draw the attention of an enemy to
the user. If they are currently in combat, the enemy will stop fighting
to attack the taunter, allowing stronger players to 'rescue' or tank
for weaker players.
~

1 1250458570 TAX~
&c
Syntax Tax <&Cplayer&c>

This command attempts to collect taxes from citizens of the same city.
Taxes collected is one gold piece.  If the citizen doesn't have the
gold piece at the time of taxation, one 6D.hour grace period is given
where the tax command cannot be used again.  If a citizen can't get
one gold piece together after one hour, the collector may revoke the
citizenship.

This command can be performed by the Duke, Baron, Captain, and Sheriff.
All taxes collected automatically go to the city bank account.

See also help &WSIEGE FORTIFY CONTRIBUTION CITY DUKE BARON CAPTAIN SHERIFF 
KNIGHT LAYSIEGE PROCLAIM VOTE SABOTAGE REVOKE CITIZENSHIP CITYRECALL
~

1 1239069726 TEACHER~
&cSyntax: &CTEACHER&c

With mankinds abuse of magic, it has been scattered throughout the 
Realms by the magicians guild. You must seek out teachers. They 
will have a &P[&RTEACHER&P]&c rank assigned to them. Using the teacher 
command you can find out what spells/skills that teacher teaches. The 
teacher will only tell you the spells or skills that you may learn from 
him. The teacher may teach more things, but only to certain class 
characters. As you gain in levels check the teacher again, because 
he/she may unlock another skill/spell that they may now teach you. 

Homeland teachers will teach almost all spells/skills you can learn that 
are level 20 and under. Other teachers will teach a maximum of 20 spells 
and 20 skills.  This refers to single class characters.  Keep in mind that
multi-class characters' skills/spells will increase this number to include
skills/spells not covered by other classes.  

&CNote:&c
If the spell/skill is a low level spell/skill for another class, but over 
level 20 for you the homeland teachers might not teach it, instead any 
teacher outside homelands will.However, it won't be listed.

&CWarning &cDo not give out teacher information over public channels. 
Tells are okay, if the player gives up, and just wants help.  Also,
teachers will teach more skills/spells as you grow in level.  They only
show what you yourself can learn at that moment.  So you do have to go
back and check them.

See also '&Whelp PRACTICE, TRAIN, SLIST, TEACHERHINTS&C'
~

1 1249097293 'TEACHERHINTS'~
&WHINTS:
&C1) &ccopy, and save all teacher skills/spells you learn when you type
teacher by a teacher mob.  You never know when you or someone else will
be wondering who teaches what.  But it's always good to have a reference 
for lower levels.
&C
2) &cA teacher can be any mob, monster, person. You may even find teachers
that are aggressive at times.
~

101 1122239142 TEACHERS~
&CTeachers
 
Certain mobs have been designated teachers throughout the realms to add
 
to the players enjoyment of having to locate them.
 
This has been rather painstaking work.
 
Rules on new teachers:
 
1. No one teacher shall teach more then 20 spells/skills, or weapons.
 
2. Spells/Skills that are highly sought after by players shall be taught
   by aggressive mobs.
 
3. Any Staff member giving the location of teachers will be punished.
 
4. Any player giving the location of teachers on public channels shall be
   warned the first time and slayed the next.
 
5. Basic teachers will be in every hometown and will teach low level basic
   spells/skills.  They will all teach the same thing.
 
~

1 1254604553 TEAMING ~
&cTeaming is a word that I use to explain multiple creatures that attack 
together. In other words, some creatures, if in the room when you are 
attacking one of them, will join in on the fight. Also, another creature 
in that area might jump in and help kill you. You must always be aware of 
any two creatures in the same room, and be ready to run.&D 
~

1 1207907010 TEARS~
Syntax tears <victim>

This magical ability of gold dragons allows them to infuse their high
resistances into pure tears of righteousness.  Once the victim is hit
with the tears, they begin to attain special resistances.
~

1 1122239142 TELEPATHY~
&cTelepathy is a mental skill inborn in some races.
 
Syntax: Telepathy < Victim > < Message >

Once used to make contact it put a telepathatic affect on the person such that they
can respond with the same method.  The affect doesn't last long, so the telepath will
need to keep making contact for it to continue. 
~

0 1122239142 TELEPORT~
&YSyntax&W: c teleport

This spell takes you from your current location to a random location somewhere
in the world.  As the energies involved are difficult to control, there is no
sure way of determining your destination.  Therefore, caution and planning
should be in the forefront when considering whether to use this spell.
~

101 1217489469 TEMP1~
Drunken Merchant Event template

Oinvoke a bag to hold your goodies.  The goodies should be like 3 potions of sanctuary, 
and 3 potions of shadowform that you brewed, 3 types of alcohol from Paleon Tavern, 3 
foodstuffs.

Echo &wRumours are abound of a cheerful, slightly inebriated Human Merchant roving the lands.

Mfind human, and just pick whatever one you wish to switch into.

Switch human

Event Hark, I need thy assistance a wee bit.  I seem to have lost my way in the wilderness, 
who ever finds me, can have the goods I have recently acquired. 

Echo Event Rules - There will be no astral walk, portal, summons, tracking, or smelling allowed.

Just wander around the outskirts of the wilderness occasionally, and make drunken comments about 
being lost or stumbling and such until players find you.  If it comes to a point where it doesn't 
look like anyone is going to find you, give solid hints, such as I am probably wrong as I just 
finished a bottle gin, but I think I'm southwest somewhere.

Should someone find you
Event Thank you player name for finding me in my drunkenness, hiccup.  You may have my bag of goodies.

Give bag player, give all participants 3 glory points, winner gets 5 glory points.

Once all the ingredients are found, each player participating receives 3 glory, and the king of Paleon 

See also template, temp2, temp3, temp4, temp5, temp6, temp7, temp8
~

101 1220592010 TEMP10~
&YSubmitted by Erlkonig
&c
EVENT : The Dragon Slayer
&c
Make a level 150-200 dragon...non-aggro.

The mob won't heal. Whoever kills the dragon wins. The dragon only has one 
attack which it does every other round for a moderate amount of damage and 
will flee and teleport to a random room after 10 rounds. The hard part 
will be the fact that the dragon has so many HP, and has a high damage 
reduction so wearing it down and timing to get the last hit will be vital. 

&WAdded by Ilyessa :
&c
&D

Suggestion : Have such event take place in an rp story, for instance : 

A few days prior : A peasant rambles about a flying monster eating their babies, destroying their crops, ... 
During a few days, more reportings come from a beast of destruction and plans are made to fight
this wild dragon that's harming the folks. 

Have the town crier call for heros that are willing to fight the dragon and offer a huge reward
for he who can bring a token that the dragon is dead. So, have the dragon drop an item when
he's dead, like a talon that breaks off or a scale that drops .. when returned this token to the
captain of the guard, you shall receive your 'huge reward' (let them keep the token as trophy for
being a dragonslayer) (make it a little trinket with no value or bonus, just something nice to have)
~

101 1222197170 TEMP11~
&CSubmitted by Erlkonig
&w
EVENT : Alexius Trebecus' Hall or Knowledge and Doom
&c
Make a simple zone with three exits each room.
Each room would have a sign with a question and three possible answers.
Each possible answer would have a corresponding exit.
The correct answer would lead to the next room, and the next question.

An incorrect answer would lead to a death trap, or loser's room. The first person to reach the last room wins!
&c

I'll take it up me to design such a small area. I think it indeed can be fun.

I think i'll make the last room to reach a treasury room in which random richness can be found.
&D
Area in the works : quest1.are  (vnums 11501 to 11540)
~

101 1220592342 TEMP12~
&WSubmitted by Erlkonig
&c
&WEvent : Murder Mystery&c

Marlana has been poisoned and is in a coma! Tarane is beyond himself and
is determined to find the culprit.

The captain of the guards orders Paleon to be sealed off until the guilty person is discovered.

Is it a mob or one of the players?


RP, search for clues, and try not to be the next victim!


So work a story out, have clues ready. This can be fun :) I'd love to work with it
when i can get some time :)
   - Ily
&D
~

101 1252020381 TEMP13~
&c4th of July Event:

&cThe Token Collector will be touring Paleon on the fourth of July to reward 
those that bring special 4th of July tokens to him. Many prizes are 
currently being made by a group of gnomes, such as : baskets of candy, 
witches' broomsticks, pirates' spyglasses, firecrackers, sparklers, 
balloons, and even Certificates good for a Staff CR and object 
rename/rekey. 

All you need to do is to be present on the 4th of July, find said tokens 
which will be strewn around the entire realms and bring them to the Token 
Collector who will be walking around Paleon looking to increase his collection.

Time : 4th of July

Event : Treasure Hunt
~

101 1217489684 TEMP2~
Paleon City Court Lottery Event Template

Oinvoke yourself several paper objects, oset them with different 
letters on it, and make tickets.  Or you can just tell players that 
give you coins to pick a number from 1 to 100.  You already choose 
2 random numbers one is the large reward one is the small reward.

Switch into town crier of Paleon City.

Chat Paleon City Court is announcing a Lottery opening.  Tickets are 
now available at Paleon Central.

There will be 2 winning tickets. Cost of the lottery ticket depends on 
how big a prize you are trying to win. You may purchase lottery tickets 
for 10 coppers, or 10 gold.   Ten coppers will only allow you win the 
smaller reward, where if you put up 10 gold you can win the larger reward.

Take all the player submitted coins times it by 2.  The player closest to 
the big reward money that bought a big reward ticket get's .75 times total 
reward amount.  The player closet to the small reward money that bought the 
small reward gets the .25 times total reward amount or the remaining amount.

See also template, temp1, temp3, temp4, temp5, temp6, temp7, temp8
~

101 1217489684 TEMP3~
A terrible Plague has set upon Paleon City Template

Switch into town crier mob

Shout Heary, Heary, A terrible plague has just infested Paleon City.  The Mystic 
Amelia thinks she can brew up a remedy but volunteers are needed to find the 
ingredients.  Visit the Mystic to find out what she needs.

Switch Amelia

When players arrive.

( * Note you can change up the ingredients to harder or easier things depending on 
what level players are involved in the event.  )

Say Listen carefully, the ingredients I need are the following: corpse of froghemoth, 
a flask of blood,

A weightlifter cocktail, etc..  depending on how much time you have for the event.

(* Note you may affect mobs in paleon city with brittlebone affect, for the plague 
simulation.  Course just make sure no one folda paleon.are while the event is going 
so mobs don't have brittlebone affect all the time.  )
 
Once all the ingredients are found, each player participating receives 3 glory, and 
the king of Paleon awards them 25 gold each.

See also template, temp1, temp2, temp4, temp5, temp6, temp7, temp8
~

101 1217492114 TEMP8~
Movie Trivia

You can use any trivia for this, I just chose movie.  Please dont use
the same questions over and over, heh.

event Anyone interested in playing movie trivia?

&Revent question 1 - From Mad Max Movies Who rules Barter Town?
&Gevent answer - Master Blaster

&Revent question 2 - What movie is this quote from...
event quote "You don't want the truth because deep down in places you don't 
talk about at parties you want me on that wall, you need me on that wall. 
We use words like honor, code, loyalty. We use then as the backbone of a 
life trying to defend something. You use them as a punchline."
&Gevent answer - A few good Men&D

&Revent question 3 What 1975 blockbuster sees Roy Scheider utter: 
"We need a bigger boat"?

&Gevent answer - Jaws&D

Heh, thats just a few of them, you can look up about 10 to 20 questions
whatever you have time to do.  http://www.triviaplaying.com/93_movie3_Q_.htm

If you get participants the winner will get 10 glory and
all participants get 5.

See also template, temp1, temp2, temp3, temp4, temp5, temp6, temp7
~

101 1220591359 TEMP9~
&RSubmitted by Erlkonig
&c
Battle Royal

A free for all open to all class, race, and levels in the arena.

Lower levels would learn to form groups to beat higher levels, higher 
levels would learn how to pick apart large groups. 

Boredom would be alleviated.


PS : Needed : approx 5 to 6 players for this event to be any fun

related helpfiles : &Wtemplate and hlist temp
&D
~

101 1222277734 TEMPLATE~
&Y6D Game Event Templates &C

* Note these are only guidelines, and event particulars do not have to be
  copied and pasted, if you want to add some extra scenarios, etc. 

This goes without saying, but It maybe necessary to have one of your alts, 
or another staff member alts participate in the event so more then one player 
is in the event. 

Should that be the case, of course do not allow the staff member alt to win, 
they are only there for group involvement. The only exception would be a 
staff member that is playing his alt for an arena battle, or freeze tag. 

First step to running a game event is to let players know in advance we are 
having an event. Post the date and time for a game event on the forums, and 
gboard. (For example Friday Eastern Standard Time 10pm, we will be having a 
Drunken Merchant Event. Saturday Eastern Standard Time at 0600am we will be 
having an arena championship event. 

That doesn't mean you can not run it on the spur of the moment if players are
online.  Do it, players love it.

Gah, I know things come in life, and it's not easy to commit your time for 
scheduling events, but the more you can prearrange and post these things, 
the more likely players will start showing up and coming on for your events. 

Second step, ooc Game Event will be starting in 10 minutes anyone interesting 
in participating please send me a tell, the channel we will use for the game 
event is the event channel. Now you can start your event and let them know 
that everyone who will be participating will recieve 25 gold each, or whatever
the event allows.  More challenging event = a little better reward. 

See help temp1, temp2, temp3, temp4, temp5, temp6, temp7, temp8
Type : hlist temp   to get the full list of templates, as they get expanded now and then
when new ideas arise
~

1 1128406195 TEND~
TEND

Syntax: tend <victim>

The crusader can at times channel their healing energies into themself, or
into others.  This skill does take mana energy to work.

~

1 1196218607 TEXTSPEED~
Syntax: textspeed (1-10)

Where 5 is average, 10 is fastest and 1 is slowest.
Using the command 'textspeed' you can speed up or slow down the pauses
between NPC messages. This will affect you everywhere from the tutorial
to each quest that an NPC gives out.
~

103 1126215224 TFO INFO~
.                         &rRank Listing
 &rRank 1: Fallen Master
 &rRank 2: Fallen General
del
~

1 1122239142 THAITIN~
Syntax: Thaitin <victim>
 
This is a skill where skilled vampires can focus on their victims blood
and cause it to burn in seering heat, simular to the affect vampires
feel from the sun.
 
~

1 1414061322 'THICK HIDE'~
Thick Hide

An Automatic ability of certain animals.  This thick hide protects them from physical damage.

~

1 1189191309 'THICKEN SKIN'~
Syntax Thicken Skin

This mental skill involves deep concentration on making the skin molecules
thicken, and harden together.  Thus increasing the armor rating of the
user.  
~

-1 1427405867 THIEF THIEVES~
&cThe thief is a dark character which makes use of many skills often deemed
improper by the rest of society. Known to haunt the darkest roads and
peeking into others' inventories, picking locks, or attacking from behind
with deadly back stabs. With amazing dexterity they have the ability to
circle around an enemy, but for living such a dark life, thieves have
always had a bad reputation so don't be surprised if you are always under
suspicion. Thieves start off fairly weak, but as they gain skills such as
back stab and circle they soon become dangerous foes.  A thief is always
useful when there is  a lock that needs picked, or an item that one wishes
to acquire without detection.

As a thief you will often have to walk the dodgy path that others avoid.

Thieves are physically average, yet weak in magic.

A Thief focuses primarily on &WDEXTERITY&c.

Thieves come from the following races - &WHUMAN, HALFLING, OGRE, ORC, TROLL, 
SHADE, GOBLIN, DROW&c.

See also: &WHELP HUMAN, HALFLING, OGRE, ORC, TROLL, SHADE, GOBLIN, DROW,
STRENGTH&D
~

104 1122239142 THINK~
Syntax: THINK <message>
 
THINK is a global channel usable only by STAFF ranked Lieutenant and above.
 
Emotes and socials can be performed using the , and @ symbols respectively.
 
EXAMPLE: think ,screams.  = [Think] Player screams.
EXAMPLE: think @shrug     = [Think] Player shrugs helplessly.
 
(See also: HELP CHANNELS)
~

1 1451599933 'THROAT PUNCH'~
&c
Syntax throat victim

The throat punch when landed correctly has a chance of causing the victim to loose
the ability to speak temporarily which can be effective against casters that need to
speak to cast spells.
~

10 1237073833 THRONG~
&RI. The Clan History: 

The Throng is the Army of Evil and Chaos, brought forth to wreak havoc in 
the world. The Throng value strength of arms and deceit above all else. 
Joining the Throng is a lifetime commitment, as the Throng will track any 
deserters down and show no mercy usually ending in a very gruesome death 
after months of torture. Their goal is world Domination, Every creature 
will bow down to them or will burn in the ashes they leave behind.

II. The Clan Purpose: 

The purpose of the Throng is to destroy the Alliance and put the free races 
in chains. Taking what is rightfully ours, buy force of arms or through 
political deceit. The throng will only help their own. But help comes at a 
price. after all, we are the evil ones. 

III. Role Play in the Throng: 

Throng role play can be extremely varied. All Throng members must be deadly, 
as this furthers our goals on fighting the alliance. 

Role play is rather open ended, allowing players almost free reign with their 
characters and their actions, as long as it benefits the clan and does not 
show weakness. A few examples would be political intrigue allowing the 
gathering of resources or additional members. 
No matter what the views portrayed by the RP of the character is, they are 
expected to have absolute loyalty to the clan, and to the decisions made by 
leadership. All voices and opinions will be heard. Role play is highly 
encouraged within the clan.
The Code of Honor and Conduct: 

We are evil, you expect to have a code of Conduct? Honor is a personal choice, 
but don't expect other clan members to react kindly or for Alliance to believe 
you have any. Now get back onto the battlefield and start killing! 

If you think you are cut out for this clan, contact a member to be referred to 
the Chieftain or War Master, or talk to them directly. It should be great fun!
~

1 1190946691 'THUNDEROUS HYMN' 'THUNDEROUS'~
&c
Syntax Thunderous victim

This skill involves the bard harnessing their vocals such that it generates
a sound wave that can be directed into their victim's ears.

A thunderous sound that leaves victims with permanent loss of hearing.

~

104 1206642609 THYQUEST~
Syntax thyquest

This channel is used for quest talk. As usual, no swearing.
~

0 1122239142 TICK~
Many of the actions in the Realms 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 in these Realms average 60 seconds of real time, but the
actual amount varies randomly from 45 seconds to 75 seconds.
 
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present; Also,
some lower level areas have shorter reset periods, while some higher level
areas have longer reset periods.
 
Note that objects lying on the ground will not be regenerated if anyone is
in the area when it resets.
 
Area resets are indicated by 'squeaking noises' or other messages just prior
to the reset itself.
 
~

1 1278884595 TIME WEATHER REPORT~
&cSyntax: &Creport
&cSyntax: &Ctime
&cSyntax: &Cweather

&CREPORT &cshows your current statistics to you and also announces them to other
players in the room.

&CTIME &cshows the game time, as well as the time the 6D.was last started,
and the current local time for the host computer.

&CWEATHER &cshows the current game weather.  You must be in an outside room
to see the weather.&D
~

101 1122239142 TIMER~
Associated help files: help corpse, help bodybag
 
31 to 40                "is lying here."
23 to 30                "is buzzing with flies."
15 to 22                "fills the air with a foul stench."
07 to 14                "is crawling with vermin."
01 to 06                "is in the last stages of decay."
 
Since a corpse now lasts from 40 to 60 minutes, we are requested to wait
until the corpse has reached below a timer of 23 or has hit the
"fills the air with a foul stench." stage in decay.
 
You can see what stage of decay a corpse is in by either typing:
ostat <player name>       (i.e. ostat Brittany)    OR
at 'corpse <name>' look   (i.e. at 'corpse Brittany' look)
~

1 1122239142 TIMEZONE~
TIMEZONE
 
Syntax: timezone <GMT-#>
 
This command allows you to set time on the 6D.to your timezone.
 
Time Zone Code (c) by Ryan Jennings (Markanth)
email: r-jenn@shaw.ca (markanth@dl6D.com)
~

1 1122239142 TIMEZONE_LIST~
------------------------------------------------------------------------
 1) Eniwetok                 2) Samoa                3) Hawaii 
 4) Alaska                   5) PST-Pacific US       6) MST-Mountain US 
 7) CST-Central US           8) EST-Eastern US       9) Atlantic-Canada 
10) Brazilia-Buenos Aries   11) Mid-Atlantic        12) Cape Verdes 
13) Greenwich Mean Time     14) Berlin, Rome        15) Israel, Cairo 
16) Moscow, Kuwait          17) Abu Dhabi, Muscat   18) Islamabad, Karachi 
19) Almaty, Dhaka           20) Bangkok, Jakarta    21) Hong Kong, Beijing 
22) Tokyo, Osaka            23) Sydney, Melbourne, Guam 
24) Magadan, Soloman Is.    25) Fiji, Wellington, Auckland     
-------------------------------------------------------------------------

Enter the corresponding "number" for the timezone you live in.
~

1 1406982207 TINTIN~
&c
Tintin plus users player Bansheena has donated a sounds plugin
for Classic 6Dragons use.  You may find it here.

http://www.smaugmuds.org/files/tintin-Sound-Installation-for--481/

Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

Follow README.txt carefully proper placement of the files is 
required for success.

In the mud type config battle, config communication,
config tradeskills, config music, config enhanced.  If you don't want 
to hear or use all those sounds that is what the config is for.

See also help SOUND CONFIG MUSIC MUDLET ZMUD VIP MUSHCLIENT 
~

1 1155712217 TITHE~
Clan members -

This is a percentage from 0 - 100 that is automatically added to the
clan bank account every time you gain a profit - whether from looting a
mob corpse, or making money from auctioned equipment.

Reasons why you should pay a tithe - if you donate gold to your clan, the
leader then has a balance they can draw from to provide you with equipment,
potions, spells etc. It can also be used to improve your clan stronghold,
resulting in more clan points, resulting in higher prestige for your clan.
~

1 1122239142 TITLE~
Syntax:  title <string>
 
This command allows you to set your title to the text of your choice. The
game supplies you with a default title when your character is created.
 
&r*  You must be at least level 2 to change your title.
&r** Titles are subject to the same guidelines for use of language as channels.
&d
If the first letter of your title is colored, it will press against the
last letter of your first name. To prevent this, you must add a second space
to the string.
 
Example: title <color>the red   would equal   "player&rthe red&D"
Example: title <color> the red   would equal   "player &rthe red&D"
 
See also: HELP COLOR, HELP PCOLOR
~

101 1216598056 TODO~
&PVolk's TO DO list
&z-----------------
&W
- Finish random prices/currtypes for objects based on type and level
(Taon started but didn't quite finish it off)
- aobjsize needs to be finished, run through object sizes code for
the different races/sizes.
- Finish Bard class, and how instruments work. Put instrument shop in
Paleon.
- Three areas - fire ants, castle, caverns of time (lich undead)
- 'Forum' command to be finished (and allow posting into forums from
6D..
- Create more places around the 6D.where you can 'dig' hidden entrances


LUA - Tradeskills. Journal. AI program. Mudprogs.
~

1 1452038033 TORPOR~
&cSyntax: cast torpor victim

This magic causes the recipientant to enter a state of decreased physiological activity. 
While in this state, the victim may heal minor amounts of damage sustained.
~

0 1122239142 TORRENT~
After imbuing the self with a shockshield, the caster may choose to
control the static power about him and focus it into an offensive
attack, known as a TORRENT.
 
The shockshield automatically projects TORRENTs during combat to 
the victim, giving the caster the option to focus their concentra-
tion elsewhere on other spells.

It is rumored that Angels wield spears that dish out TORRENTS in
combat.
~

1 1198323304 'TORTURE MIND'~
Syntax torture victim

With this skill the user first breaks down the mental defenses of his/her
victim.  Then the user begins an agonizing attack to the victim, which quite
often leaves him/her with a mind like scrambled eggs afterwards.

~

1 1450193193 TOUCH~
&cSyntax Touch &Cvictim&c

This skill involves the mindflayer simply touching a victim.  The mind flayer's skin has a psychic
charge which does mental harm to the victim.

~

1 1449351558 TOXIN~
Syntax Toxin

This skill is done by digging your nails into the skin of the victim sending a venomous poison into them.
~

1 1122239142 TRACK~
&c
Syntax: track <&Cvictim&c>

Track will assist you in tracking down a mob that is within the area, 
giving you its general direction.  As the tracker get's more experienced
they learn more and more directions from reading tracks.

Sometimes you will catch signs of something that isn't in your range, and 
you can get confused with what your tracking.  When that happens try 
track 2.<name>, or track 3.<name>.

~

1 1284124951 'TRADE' 'TRADESKILL' 'TRADESKILLS' 'CRAFT' 'CRAFTS'~
&cTradeskills

Players may learn the following tradeskills within the 6 Dragons realms:
&CBlacksmith
Baker
Tanner 
Jeweler
Carpenter
Dragonic - Dragons Only
&c
To learn a tradeskill you must find a tradeskill building in your homeland.
Then you must successfully complete your desired tradeskill profession quest.
You will then have to gather, hunt or mine your raw materials in the
wilderness before you can forge, bake, mix, or tan your items.  Depending 
on what profession you choose.

You can see what profession someone is by typing whois <&Cplayer&c>.  There
are 20 levels of progression to each tradeskill.  You can see how much 
crafting points you need to gain a level, by typing the &WLEVEL&c command.

Dragons can only learn dragonic trades and not till level 30.

See also: &WHELP BLACKSMITH, FORGE, MINE, GATHER, BAKER, BAKE, MIX, HUNT, 
JEWLER, JEWELRY, MILL, FELL, CARPENTER, TANNER, TAN, SAIL&D
~

5 1122239142 TRAFFIC~
Syntax:  traffic <message>
 
Traffic is akin to the old auction channel, meaning it is a
simple channel on which to offer to buy or sell whatever it is
you wish to buy or sell.
 
Please do not spam other channels with offers to buy or sell
goods.  Use the traffic channel.
 
Avatar traffic is seen only by avatars, and non-avatars see
only non-avatar traffic.  Immortals on the channel see and
are seen by all.
 
 
Traffic is for the exchange of equipment, not for discussion.
 
See also: AUCTION
~

1 1218454457 TRAIN~
&cSyntax: &Ctrain &c<&Cplayer&c> <&Cspell or skill name&c>
&cSyntax: &Ctrain &c<&Cyes&c>  Accept the offered training
&cSyntax: &Ctrain &c<&Cno&c>   Refuse the offered training
&c
This command is for anyone that cant seem to find a teacher of a spell 
or skill no matter how hard they look.

This will send a message to the person your trying to train, asking them
if they want to be trained in that spell or skill by you.

The detriment to this type of training is players can only train a spell
or skill to another player at 1%.  The trainer also looses all mana or move
depending on if what they train is a spell or a skill.  The trainee looses
all hitpoints from the battering of getting a new skill taught to you the hard
way, or from the mental pain of learning a new spell.  They usually feint
from exhaustion.

See also help &WTEACHER, PRACTICE, SLIST
~

1 1122239142 'TRANCE'~
&c
Syntax: &Ctrance&c
 
The caster who has this skill, must also be in a meditative position.
Once they are meditating, if their mana is less then 1/2 of their max
mana, they can enter a trance-like state to gain back up to that half
fairly quickly.  If you are at 1/2 your mana already, you still gain
mana, but cannot achieve a deep trance state, and must trance longer.

See also help: &WMEDITATE
~

1 1129693060 'TRANSAL SYMBOL'~
TRANSAL SYMBOL

Syntax: transal

This is a powerful skill priests achieve through years of dedication to
thier cause.  Upon using this skill, the priest increases everyone in
the priest's group constitution, and imbues them with protection for
a temporary amount of time.

~

101 1122239142 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.
~

1 1272892780 'TRANSFER'~
&cThere is a bank located in every hometown. To transfer money from your bank
account to another bank account use the below command.

Syntax: &Ctransfer amount currency destination&c

See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D

~

1 1122239142 TRANSPORT~
Syntax:  cast 'transport' <object> <victim>
 
'Transport' sends an object in the caster's inventory to the victim.
~

101 1122239142 TRAPFLAGS~
Flags to describe a trap and what triggers it:

ROOM    - Trap is in a room
OBJ     - Trap is on an object
ENTER   - Trap is triggered by entering the room
LEAVE   - Trap is triggered by leaving the room
OPEN    - Trap is triggered by opening
CLOSE   - Trap is triggered by closing
GET     - Trap is triggered by getting the object
PUT     - Trap is triggered by putting the object
EXAMINE - Trap is triggered by examining the object
PICK    - Trap is triggered by picking the object
UNLOCK  - Trap is triggered by unlocking the object
NORTH   - Trap is triggered by moving north
SOUTH   - Trap is triggered by moving south
EAST    - Trap is triggered by moving east
WEST    - Trap is triggered by moving west
UP      - Trap is triggered by moving up
DOWN    - Trap is triggered by moving down

See RESET, TRAPSETTING and TRAPTYPES.
~

101 1122239142 TRAPSETTING~
Setting a trap is a little tricky.

Parameters: <vnum> <type> <charges> <flags>
VNUM    - The vnum of either the room or object to be trapped.
TYPE    - The type of trap.  (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS   - Flags specifying the characteristics of the trap.
          (ie: room trap or object trap, what triggers the trap, etc.)

See RESETS, TRAPTYPES and TRAPFLAGS.
~

101 1122239142 TRAPTYPES~
Types of traps:

 --------------------------------------------------------------------
 | Number | Description             | Number | Description          |
 --------------------------------------------------------------------
 |    1   | Poison gas              |    8   | Flame                |
 |    2   | Poison dart             |    9   | Explosion            |
 |    3   | Poison needle           |   10   | Acid Spray           |
 |    4   | Poison dagger           |   11   | Electric Shock       |
 |    5   | Poison arrow            |   12   | Blade                |
 |    6   | Blindness gas           |   13   | Sex change spell     |
 |    7   | Sleeping gas            |        |                      |
 --------------------------------------------------------------------

See RESET, TRAPSETTING and TRAPFLAGS.
~

1 1254455254 TRASH~
&cSyntax: &Ctrash <item>
&c
With &CTRASH&c you will help us keep the world from becoming one mountain of 
litter. 

~

1 1237129707 'TREASURE HOARD' treasure~
TREASURE HOARD

&cDragons love collecting treasure.  With good reason too, because if a
dragon has an item that is type treasure in their inventory when they
sleep, they will recover hitpoints faster.

The more treasure type items in their inventory the faster they heal.
There are varying degrees of treasure out there, and some treasure types
will allow the dragon to heal quicker then others. For the treasure to
be effective, the dragon must be high enough level to use it.

The maximum amount of items you can carry in your inventory is eight, so
choose the type of treasure you carry wisely, and guard it from thieves.  

See also help &WDRAGON, BLACK, BLUE, RED, GOLD, SILVER, DRAGON RULES, LAIR, 
DRAGON EQUIPMENT.
~

1 1196862276 'TRIPLE EXP' 'TRIPLE EXPERIENCE' TEXP~
&RPlayer Triple Experience!
&w
Syntax: config texp

Is gained by answering the solve questions correctly. You receive the
question every real life half hour.

Once you have reached 100% in your triple experience bar (seen
by typing 'level' or 'score') you can active triple experience for
exactly one hour, meaning any experience gained during that hour is
tripled for you (doesn't stack with global dexp).

Your triple experience timer will save over copyovers and when quitting,
but keep in mind you have an hour REAL TIME of triple experience - even
when you quit, your timer will keep ticking away.

In addition, when your texp bar reaches 100%, you can continue to gain
by solving the questions - but you will gain much less % per solve. For
example, from 0 - 100% you'll gain 10% for each solve. 100 - 200% you'll
gain 8%. 200 - 500% you'll gain 5%. 500 - 1000% you'll gain 2%. If you
make it over 1000% texp, you'll gain only 1% for each successful solve.
Staff members may also choose to set a 'global dexp' for the 6D. meaning
it will affect all players for one hour. This also comes into affect
randomly during the day, so the more you're online, the more you can
benefit from this. 

See also help &WGMB DEXP
~

-1 1237201532 TROLL~
TROLLS

&cThose of the Troll race are mindless creature that are motivated by greed.

A troll is generally around eight feet tall in height, and range between 
300 to 500 pounds in weight. Trolls are hairless, and have a green skin 
color. Their long arms nearly touch the ground, and they have talons for toes.

The trolls don't get along with any race, but are sometimes controlled by
Tanzean'al and his minions. 
  
Trolls are strong and have a regenerative ability.

Base stats for troll before are the below, what class you chose will also
adjust your stats.
            STR  INT    WIS    CON    CHA     DEX   LCK
Troll       &W18   6      6      25     8       14    11
&c
Trolls have the inherent ability see in the dark with &WINFRARED&c sight.

Trolls gain experience at a slower than average rate.

Trolls can be &WSHAMAN WARRIOR THIEF SHADOWKNIGHT
~

1 1122239142 TROLLESE~
Trollese
 
The language of the troll race.
~

0 1122239142 'TROLLISH VIGOR' TROLLISH VIGOR~
This spell increases your stamina during its duration.
~

108 1128394995 TROUBADOUR~
~

1 1215264112 TRUESIGHT 'TRUE SIGHT'~
Syntax: truesight

A natural ability for some races. The use of truesight bestows:
1) Infravision (can see in the dark)
2) Detect invisible (at your level or below as per normal rules)
3) Detect hidden
4) Enlarged wilderness map

It will NOT detect sneaking players/creatures, or work while the
player is blind.
~

105 1122239142 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.
~

1 1270689691 TUMBLE~
&cSyntax:  n/a -- automatic

Tumble is a high-level thief skill for the evasion of incoming attacks.
The skill functions autonomically, and its effectiveness is greater for
more dexterous thieves.
~

-1 1270689638 TUTORIAL~
&cThe tutorial is designed to show you around your homeland, before
you are thrown into the game.

If you are confused what to do, type &CJOURNAL&c.
If you can't find your way around, type &CHELP MAP&c.

&cSee also: &WHELP SKIP, JOURNAL&D
~

-1 1275742578 TWO-HEADED~
&c
The Two-headed Dragon is a rebirth of the Dragon who attains avatar status.
The class is an extremely hard class to level.  However, it has some of the
best skills/spells from all the dragon classes in one class.

As a Two-headed Dragon your quests should be reset, so you can do any over again
you want.  The Two-headed Dragon actually has a chance of performing breathes
from both heads at the same time!  They can use all breathes of all dragons.
They randomly do a breathe for aoe attacks.

See also help &WREMORT HERO
~

1 1241252995 UNCOMMON~
&cUncommon

A rather uncommon language spoken within the realms of 6D.
~

1 1122239142 UNDERCOMMON~
This is language used by those races who don't quite have the vocal
capacity to speak in full common.  These races usually include ogres,
trolls, and goblins.
~

1 1268699184 UNEARTH~
&cSyntax: &Cunearth <metal> 

&cThis skill allows the crafters to find the metal for legendary 
draconic items.  They can only be unearthed by massive dragons.

The player must find locations in wilderness to gather from, then they
can return to a tradeskills building where they can produce.

See also: &WHELP MINE, BLACKSMITH, TRADESKILLS, GATHER, FORGE, BAKER, MIX,
JEWELRY, FELL, MILL, JEWELER, CARPENTER, TANNER, HUNT, TAN&D
~

1 1182490872 UNHOLY GROUNDS~
This area houses a variety of smaller level creatures, however they
are still powerful enough to kill those too low. I would suggest being
at least level 10 or higher before you go in. There is some decent 
equipment in here along with creatures for those that would want
to seek them out. It is Recommended that you bring a light. 

Directions From the Square of Paleon.
8 east, 3 north, nw
~

1 1268099899 'UNHOLY SHROUD'~
&cSyntax: &Cc 'unholy shroud'
&c
This magical spell of the vampire encloses them in dark power.
They are not as easily hit by non-magical means while under
the spell's protection.&D
~

1 1268099852 'UNHOLY SPHERE'~
&cSyntax: &Cunholy
&c
A hellspawn demon can create an unholy sphere around them. This shield 
will allow them to rest and not be attacked while being protected by this 
shield. 

Note: The unholy sphere can not be created during fight.&D
~

101 1268099693 'UNRAVEL DEFENSE'~
&cSyntax: &Cc 'unravel defense' <victim>
&c
This spell renders the victim susceptible to both magic and non-magic attacks.&D
~

1 1268099557 UNTANGLE~
&cSyntax: &Cuntangle <target>
&c
This skill allows its user the ability to remove the snares around
his/her targets feet.

See also: &WHELP TANGLE&D
~

1 1268099465 UPLIFT~
&cSyntax: &Ccast uplift <target>
&c
Arakus, a renowned priest, always looked in awe at his friend's ability of 
transcending space and time to grace those mortally wounded with their 
touch. How much he tried, he was not able to grasp this celestial spell. 

So he studied hard and long, and came up with an alternative. He came up 
with an incantation that can be aimed at any target on the globe and if 
the caster's mind is in balance and focussed, then the being hit with this spell, 
will regain a little bit of their health.&D
~

1 1268099273 UPPERCUT~
&cSyntax:  &Cuppercut

&cUppercut is a skill which can only be used once a fight has started,
and can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.&D
~

101 1268099171 USERS~
&cSyntax: &Cusers <host ip>
&cSyntax: &Cusers <playername>
&cSyntax: &Cusers

&CUSERS &creports all of the visible users connected to the server, including users
in the process of logging in.

If used with an argument, it will show all users from that host ip.
Short forms of host will work -- e.x. 105, or 105.113, etc.
Shortened names will also work.  e.x., users fre would show
Fredrick and Fred if they were on at the time.
The first number, (desc), is the descriptor number that this user is on.
The second number is the user's connected state.  (See CONSTATES)
The third number is the number of seconds the user has been idle.
The fourth number is the remote TCP port on the user's host machine.
Next is the user's character name, then the user's host address.
(Usually the IP number as name resolving is normally disabled.)

The &CFORCECLOSE &ccommand can be used to force a connect to close by its
descriptor number.

See also: &WHELP FORCECLOSE&D
~

101 1268098763 VALGRIND~
&cValgrind is a program that can be run to report memory leaks.

&WNote - Shut down the game first, as well as startup process, then start the game with valgrind command.
&C
valgrind -v --tool=memcheck --leak-check=full --show-leak-kinds=all ../6D/6dragons 4100
valgrind -v --tool=memcheck --leak-check=yes --log-fd=1 ls | less --show-reachable=yes --db-attach=yes ../6D/6dragons 4100
&Cvalgrind -v --tool=memcheck --leak-check=yes --show-reachable=yes valgrind --log-file="valgrind" --db-attach=yes --suppressions=src/specials/vg_suppress.supp ../6D/6dragons 4100

&cRun that from the 6D dir

When you're done, either shut the mud down, or hit ctrl-c from the shell.

See also: &WHELP VALGRIND2, 'NULL POINTER', CODE_MEMORY1, CODE_MEMORY2, GREP, SPLINT, SVN, GDB, 'INFINITE LOOP',
CHAR_TO_ROOM cppcheck, clang&D
~

101 1409008262 VALGRIND2~
&CThis is taken in part from: valgrind.org/
Some more info collected from: Arendjr, Vatiken, Ripley and Mudbytes.net


1. Introduction

Valgrind is a memory debugging tool. It can help detect memory-related errors that are common and can 
lead to crashes or other unpredictable behaviour. You can check if it is installed by typing on your 
command prompt: valgrind --help


2. Running Valgrind

Do a clean compile on your program. Then use the command line from your MUD's directory:
valgrind --leak-check=yes bin/circle -q <port>


3. Simplified Interpreation of Output

I suggest leaving Valgrind running overnight, and using various commands - including spamming 
new commands you've made, etc.

Then "shutdown die" your MUD. You will see something similar to this output at the very bottom:

==7300== HEAP SUMMARY:
==7300== in use at exit: 826 bytes in 31 blocks
==7300== total heap usage: 309,395 allocs, 309,364 frees, 38,722,578 bytes allocated
==7300==
==7300== 16 (8 direct, 8 indirect) bytes in 1 blocks are definitely lost in loss record 3 of 9
==7300== at 0x4004EC2: calloc (vg_replace_malloc.c:418)
==7300== by 0x813554E: remember (mobact.c:666)
==7300== by 0x8102D51: hit (fight.c:1968)
==7300== by 0x81033ED: perform_attacks (fight.c:2130)
==7300== by 0x8103B09: perform_violence (fight.c:2422)
==7300== by 0x80C9E09: heartbeat (comm.c:1080)
==7300== by 0x80CD2C7: game_loop (comm.c:947)
==7300== by 0x80CEE86: main (comm.c:540)
==7300==
==7300== 80 (56 direct, 24 indirect) bytes in 7 blocks are definitely lost in loss record 7 of 9
==7300== at 0x4004EC2: calloc (vg_replace_malloc.c:418)
==7300== by 0x813554E: remember (mobact.c:666)
==7300== by 0x8102D51: hit (fight.c:1968)
==7300== by 0x806F913: event_whirlwind (act.offensive.c:1205)
==7300== by 0x80E0B39: event_process (dg_event.c:126)
==7300== by 0x80C9810: heartbeat (comm.c:1060)
==7300== by 0x80CD2C7: game_loop (comm.c:947)
==7300== by 0x80CEE86: main (comm.c:540)
==7300==
==7300== LEAK SUMMARY:
==7300== definitely lost: 64 bytes in 8 blocks
==7300== indirectly lost: 32 bytes in 4 blocks
==7300== possibly lost: 0 bytes in 0 blocks
==7300== still reachable: 730 bytes in 19 blocks
==7300== suppressed: 0 bytes in 0 blocks
==7300== Reachable blocks (those to which a pointer was found) are not shown.
==7300== To see them, rerun with: --leak-check=full --show-reachable=yes

Understanding Common Errors:

==12345== Invalid read/write of size X

This typically means your application is reading or writing memory from/to a location that is not 
allocated to it. Typical causes are trying to access memory through a pointer that has already 
been freed, accessing through a pointer that has never been initialized, or a buffer overflow.

==12345== Conditional jump or move depends on uninitialised value(s)

This is a typical message that you'll see when you're using the value of some variable, but the 
variable has never been initialized.

==12345== Invalid free()

This you'll see if you're trying to free the same memory twice, or if you're trying to free memory that 
wasn't allocated to you in the first place (probably trying to free an uninitialized pointer).

==12345== XX bytes in X blocks are definitely lost in loss record X of X

This is the typical message you will see when a memory leak occurs. Of course the typical way to 
introduce memory leaks is by allocating memory but overwriting all the pointers to it.


4. Conclusion

Valgrind isn't perfect, although its suggested that it is 99% accurate on its output.
~

1 1267508351 VALIANCE~
&cSyntax: &Cc valiance <victim>
&c
Adds a small chance that you may avoid losing consciousness when hit
with stun, judo, or paralyze.&D
~

1 1267507990 'VALTORS SONG'~
&cSyntax: &Cvaltor

&cThis ancient song is sung with a low deep voice, and carries a mystic
property of enhancing evasive skills, and armor class of everyone who
listens in the singers group.  Many battles have started with this song.&D
~

-1 1252019143 VAMPIRE VAMPIRES~
&cVampires are one of the powerful creatures of the Realms.  Being a creature
of the undead, they require copious quantities of fresh blood.  Instead of
using mana, Vampires use blood points (BP) for spell casting.  If a Vampire
takes a large amount of damage, Blood points will be lost, but, Blood points
can give a small surge of hit points (HP) in battle when needed.  As an undead
creature of the night, Vampires receive an armor class (AC) bonus at night,
and access to their more powerful skills like 'mistwalk'.

Vampires are based off the theme 'The Vampire Chronicles' by Anne Rice.

Base stats for vampire before are the below, what class you chose will also
adjust your stats.

            STR  INT   WIS   CON   CHA   DEX   LCK
Base stats  &W22    12    12    12    14    20    12&c

Vampires come from the following races - &WVAMPIRE&c.

&cVampires gain experience at a slow rate.

See also: &WHELP STRENGTH, CONSTITUTION&D
~

1 1267507230 'VAMPIRIC STRENGTH'~
&cSyntax: &Cvampiric

&cVampiric strength, much like &WSURREAL SPEED&c, is a vampiric ability. The
difference in the two, however, is &WVAMPIRIC STRENGTH&c allows the user to
become stronger than reality allows.

See also: &WHELP SURREAL SPEED&D
~

101 1267066284 VARIABLE VARIABLES~
&cThis is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.

VARIABLE         MOBILE  ACTOR  VICTIM  RANDOM  OBJECT  2ND_OBJECT
---------------  ------  -----  ------  ------  ------  ----------
Name               $i     $n      $t      $r      $o        $p
shrt_desc/title    $I     $N      $T      $R      $O        $P
he/she/it          $j     $e      $E      $J      --        --
him/her/it         $k     $m      $M      $K      --        --
his/her/its        $l     $s      $S      $L      --        --

VARIABLES AVAILABLE FOR ROOM/MOB/OBJECT PROGS IN A DG SCRIPT LIKE STYLE INCLUDE:
$n.race $n.class $n.level $n.sex

For example you could do:
&Csay $n, I see that you are a $n.race with a $n.class profession.

&cSee also: &WHELP MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS, BOOLEAN,
BOOLEAN2, BOOLEAN3, BOOLEAN4, NEWBOOLEAN&D
~

104 1267066113 VASSIGN~
&cSyntax: &Cvassign <who> <low> <high>

&cThis command allocates vnums to any admin, inclusive between the low 
and high (vnums) assigned in the appropriate fields.

See also: &WHELP BESTOWAREA&D
~

101 1267064979 VCLEAR~
&cSyntax: &Cvclear <player>
&c
This command clears all variables from a player that has any.

See also: &WHELP 'IFCHECK ISTAGGED', 'IFCHECK ISPCFLAGGED', MPTAG, MPFLAG, MPRMTAG,
MPRMTAG, VSTAT&D
~

101 1267064868 VENOMSHIELD~
&cSyntax: (none currently - mob affect only)

Creates a shield around the caster similar to acidmist, but where
acidmist can damage the attacker's equipment, venomshield has a
chance to poison (reduce STR).&D
~

1 1267064701 VENTRILOQUATE~
&cSyntax: &Ccast ventriloquate <speaker> <message>
&c
This is a very ingenious spell, where the caster will attempt to make 
it appear that something or someone else is saying something. 

Some might catch onto the trick, but seldom is caught on to who was using 
the art of ventriloquism. &D
~

1 1267064457 VERSION~
&cDisplays the source codebase used to code this MUD.
~

1 1408407425 VIEW~
&cSyntax VIEW BOAT OR VIEW WATER

Let's you switch view from being on the ship, to being on the water.  The water view is needed to
actually sail.

See also help &WABOARD, DEED, PILOT, STEER, SAIL, DEPART, HULL.
~

1 1248730453 VIP~
&c
1. Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

2. Use winrar or another software to unzip or untar the file.
3. Open the folder of sound files and press control and A to select all 
4. Copy them to the clipboard.  
5. Go into the VIPmud folder via my computer and into the sounds folder 
   Now paste in the files. 
6. Make sure in options using alt t then arrowing down to options that the 
   sound path is C:\\Program Files\\VipMud\\Sounds\\
7. In the mud type config battle, config communication,
   config tradeskills, config music, config enhanced.  If you don't want 
   to hear or use all those sounds that is what the config is for.

*Note if you use VIP version 2.  The sounds folder default changed.
 with version 2 it is C:\\users\\youruser\\documents\\VIP Mud

See also help &WSOUND ZMUD MUSH GMUD MUDLET TINTIN
~

1 1267062822 VIS~
&cSyntax: &Cvisible
&c
By typing &CVIS&c or &CVISIBLE&c, you will reveal yourself to your direct 
environment. Perhaps you were sneaking or hiding, or even invisible, this 
will all be undone with this command. 

See also: &WHELP SNEAK, HIDE, INVIS&D
~

102 1267062915 VNUMS~
&cSyntax: &Cvnums <low number> <high number>
&c
Lists the vnum range for rooms/mobs/objects in all prototype areas.

See also: &WHELP ZONES&D
~

1 1267061794 VOCALS~
&cVocals is a latent Bard skill, or ability, that enables them to, in a nutshell,
sing. Without it they are not able to sing the most simple of songs...yet with a
bit of practice in this area they will train their vocals to their maximum
potential.

See also: &WHELP WOODWINDS, STRINGS, BRASS, DRUMS, BARD&c

 "Doh, Ray, Me, Fa, So, Lah, Te, Doh!"
    -- 'Scales', minstrel vocal exercise&D
~

101 1265768284 'VOMICA PRAVUS'~
&cSyntax: &Cvomica <victim>&c

&cA truly depraved affliction which may be inflicted by a vampire upon
its victim, this curse will weaken an opponent's hitroll and damage
roll, deprive them of precious luck and curse them for a brief time.
The damroll and hitroll affects of this curse increase with the level
of the vampire.&D
~

1 1265768011 VOMIT~
&cSyntax: &Cvomit

&cThis will clear the contents of your stomach, allowing you to continue
to eat or drink. Good if you're in a jam and need to suddenly eat a pill
or drink a potion. Can be used during battle.

There are also safechecks in place to see that this command is not abused.
It will affect your mental state by a small amount, and you will take a bit
of damage when using it (guaranteed not to kill you). Vampires also have
some trouble with this command and may find themselves vomiting up blood, or
worse. As a rule, Vampires generally don't need to eat or drink anyway.&D
~

1 1265767909 VOTING VOTE~
&cSyntax: &Cvote <player>&c

When an elected city position is being contested, the &CVOTE&c command allows
citizens to cast a vote with the person they wish to win.

See also: &WHELP SIEGE, TAX, CONTRIBUTION, CITY, DUKE, BARON, CAPTAIN, SHERIFF, KNIGHT,
FORTIFY, PROCLAIM, LAYSIEGE, SABOTAGE, REVOKE, CITIZENSHIP CITYRECALL
~

102 1265767695 VSEARCH~
&cSyntax: &CVsearch <vnum>

&cThis command will list all instances of an object with that vnum that
are currently in the game.&D
~

101 1265767651 VSTAT~
&cSyntax: &Cvstat <player>

&cThis command tells you what variables that a player has assigned to them.
Also how long it will last.

See also: &WHELP 'IFCHECK ISTAGGED', 'IFCHECK ISPCFLAGGED' MPTAG, MPFLAG, MPRMTAG,
MPRMTAG, VCLEAR&D
~

1 1265767448 'WAILING HAZE'~
&cSyntax: &Cwail <victim>

&cThis skill the shaman summons a green cloud of haze to form around his/her
enemy.  This cloud has a slowing affect on the enemy causing them to
sometimes move so slowly in battle that you can easily side step it.

They do not appreciate being slowed, and tend to get angry with the shaman.
This skill has a 10% chance of slowing each of your enemies attacks.&D
~

2 1265767385 WAR WARTALK~
&cSyntax:  &Cwar <message>

&cWartalk is a channel created as a haven for those players who like to openly
discuss their exploits in combat - and brag against their opponents.  It is
most often used for those who declare war on other deadlies and is desirable
for those who like to invite others to battles in player versus player
whether it be in the arena or around the Realms.

Wartalk can be seen by all players in the game (who are listening - HELP
LISTEN for details) and has the same rules as other channels. No harassment,
profanity, spamming or inappropriate subject matter.

&W-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING

&cEmotes and socials can be performed using the , and @ symbols respectively.

EXAMPLE: &Cwartalk ,screams.  &c= [Wartalk] Player screams.
EXAMPLE: &Cwartalk @shrug     &c= [Wartalk] Player shrugs helplessly.

See also: &WHELP CHANNELS
~

1 1448679218 'WARD OF ETHEREAL'~
&cSyntax Ward

While in Ethereal Body form the angel forces their etheral energy outward which absorbs
a certain amount of damage when in battle if they are attacked.

~

1 1412990200 'WARD' 'CHILLED WARD'~
&cSyntax: CAST '&CCHILLED WARD&c'

This spell calls upon the shadowknight's frozen core to create a protective
ward around it's body that protects them from some forms of physical
damage based upon the casters intelligence.  

See also: &WHELP 'ICE WARD', 'FROST WARD, 'FRIGID WARD'
~

1 1412990200 'WARD' 'FRIGID WARD'~
&cSyntax: CAST '&CFRIGID WARD&c'  

This spell calls upon the shadowknight's frozen core to create a protective
ward around it's body that protects them from some forms of physical
damage based upon the casters intelligence.   

See also: &WHELP 'ICE WARD', 'FROST WARD, 'CHILLED WARD'
~

1 1412990200 'WARD' 'FROST WARD'~
&cSyntax: CAST '&CFROST WARD&c'  

This spell calls upon the shadowknight's frozen core to create a protective
ward around it's body that protects them from some forms of physical
damage based upon the casters intelligence.   

See also: &WHELP 'ICE WARD', 'CHILLED WARD, 'FRIGID WARD'
~

1 1412990200 'WARD' 'ICE WARD'~
&cSyntax: CAST '&CICE WARD&c'  

This spell calls upon the shadowknight's frozen core to create a protective
ward around it's body that protects them from some forms of physical
damage based upon the casters intelligence.   

See also: &WHELP 'CHILLED WARD', 'FROST WARD, 'FRIGID WARD'
~

108 1128395186 WARDEN~
~

108 1128395131 WARLOCK~
~

1 1265767210 'WARM BLOODED' WARM BLOODED~
&cSyntax: &Cc 'warm blooded'

&cThis ancient magic, turns the victim into a warm blooded creature temporary.
Allowing them to better resist the extreme cold by cannibalizing food for energy 
to generate warmth.
~

1 1265767130 WARMASTER 'WAR MASTER'~
&cThe War Master earns his/her title in a battle arena.  The War Master may
keep his/her title as long as they can always best all members in their clan.
The War Master may defend his/her title more often, but must accept a challenge
at least within a week of it being offered.

The NPC Leader of each clan will give the chieftain a key to their own
room by simply typing &CSAY KEY&c by the Leader.  A War Master will be
removed automatically if they are gone from the game for longer then
3 days, and another War Master will automatically be appointed.  If you
are going to take a vacation or something arrange with Staff and your
clan so they are aware and agree you will be War Master when you return.
If at any time there is no War Master due to a player vacating the clan
the first arena battle will determine next War Master.

War Masters may perform the following commands: Call, Declare, Banish.

See also help: &WCHIEFTAIN, DECLARE, CALL, CLAN, PK, BANISH, THRONG, ALLIANCE,
INFLUENCE, ROSTER, INTRO, CLANTALK
~

102 1263876760 WARN ~
&cSyntax: &Cwarn class <field>
&cSyntax: &Cwarn race  <field>
&cSyntax: &Cwarn site  <field>
&cField is either #(ban_number) or the site/class/race.
Example:  &Cwarn class #1&c
Will warn all Priests.

You can view the &Cclasses &cand &Craces &cwith their associated commands.

See also: &WHELP CLASSES, RACES&D
~

-1 1252175395 WARRIOR WARRIORS~
&cThe Warrior is a tank that has a sole purpose of leading battles.
The warrior should get and maintain the enemies' attention at all times,
and is usually very appreciated for doing so by group members. 

Warriors are physically very strong, yet very weak in magic.

A Warrior focuses primarily on &WSTRENGTH&c, and to a lesser extent on
&WCONSTITUTION&c.

Warriors come from the following races - &WHUMAN, ELF, DWARF, HALFLING, PIXIE,
OGRE, ORC, TROLL, GOBLIN, DROW, GNOME, CENTAUR&c.

See also: &WHELP STRENGTH, CONSTITUTION, HUMAN, ELF, DWARF, HALFLING, PIXIE,
OGRE, ORC, TROLL, GOBLIN, DROW, GNOME, CENTAUR&D
~

102 1263876497 WATCH~
&cSyntax: &Cwatch                  &cShows you a help screen
&cSyntax: &Cwatch size             &cShows the size of your watch file
&cSyntax: &Cwatch clear            &cDeletes your watch file
&cSyntax: &Cwatch show             &cShows all your active watches
&cSyntax: &Cwatch player <name>    &cStarts watching a player
&cSyntax: &Cwatch site <site>      &cStarts watching all players from site
&cSyntax: &Cwatch delete <number>  &cStops a watch
&cSyntax: &Cwatch print 1          &cShows file starting at line 1
&cSyntax: &Cwatch print 500        &cShows file starting at line 500
&cSyntax: &Cwatch print 500 100    &cShows 100 lines starting at line 500

Watch will work 24 hours a day from the time you put a watch on a player until
you take it off. You can also watch all players from a specific site.

We need you to be real careful about the size of your watch file. If you
are watching a number of players or sites, please do not just forget about
your watches and allow your watch file to grow to outrageous sizes. You
should never have more than 5,000 or 10,000 lines in your watch file.
If you are doing some watching, be sure you check your watch file daily
and either print it, display it, copy it to your hard drive or do whatever
you need to do with it but then ... please ... please ... be sure you
clear it so that it don't grow huge and eat up all our hard drive space.
If you clear your watch file daily ... there should be no problem. If you
aren't watching anyone ... you don't have to worry about this. But if you
start a watch, it is your responsibility to know how big your watch file
is and to stop the watch when you no longer need it. The command
&Cwatch size &ctells you how many lines are in your watch file.
The command &Cwatch clear&c clears (deletes) your watch file.
For the time being the maximum number of lines you can display at one time
is 2000. So ... even if you have 5,000 lines in your watch file ... you can
only display 1,000 at a time.

Currently disabled.
~

1 1253919923 WATER UNDERWATER~
&cThere are several different kinds of rooms here:
Water rooms that you can swim in, water rooms that you can't swim in
(require flying or a boat), underwater rooms and the ocean floor.

Going underwater will require you to either have the &WAQUA BREATH &cspell
or hold your breath for a certain amount of time. Swimming is a latent
ability that will let you swim faster underwater, as well as stay on the
surface without sinking and drowning.

Objects can also sink and fall underwater, until they reach the ocean floor.
This depends on the weight of the object. If you find a corpse or favorite
weapon has gone missing while swimming, there's a good chance you'll find it at
the bottom of the ocean.

See also: &WHELP SWIM, HOLDBREATH, AQUA BREATH&D
~

1 1253919959 WEAKEN~
&cSyntax: &Ccast weaken <victim>

&cThis spell reduces the strength of the victim by two points.&D
~

102 1263875276 WEAPONCONDITION WEAPONCONDITIONS~
&cValue0 &W| &cCondition
&W-------|-------------------------
  &c12   &W| &cin superb condition.
  11   &W| &cin excellent condition.
  10   &W| &cin very good condition.
   9   &W| &cin good shape.
   8   &W| &cshowing a bit of wear.
   7   &W| &ca little run down.
   6   &W| &cin need of repair.
   5   &W| &cin great need of repair.
   4   &W| &cin dire need of repair.
   3   &W| &cvery badly worn.
   2   &W| &cpractically worthless.
   1   &W| &calmost broken.
   0   &W| &cbroken.

See also: &WHELP OSET, OBJECTTYPES, WEAPONTYPES, ITEMVALUES, OMENU
~

-1 1277725153 WEAPONS~
&c
Syntax weapons

This command is designed for the seeing impaired mainly to list only weapons.
This way the screen reader is not bogged down with spells, weapons, tongues 
and everything else.

See also help &WSPELLS, SONGS, SKILLS, PRACTICE, SLIST
&c
~

101 1263875011 WEAPONTYPES~
&cFor items of type "weapon", the value4 field specifies the weapon type:

Value4 &W| &cType
&W---------------------------------------------------------
   &c00  &W| &c2h long blades
   &c01  &W| &c1h long blades
   &c02  &W| &c1h short blades
   &c03  &W| &cwhip
   &c04  &W| &c2h bludgeons
   &c05  &W| &c1h bludgeons
   &c06  &W| &carchery (includes arrows and crossbow bolts)
   &c07  &W| &cblowgun
   &c08  &W| &c2h axes
   &c09  &W| &c1h axes
   &c10  &W| &cspear
   &c11  &W| &cstaff
   &c12  &W| &clance
   &c13  &W| &cflail
   &c14  &W| &ctalon
   &c15  &W| &cpole arms

See also: &WHELP OSET, MISSILES, WEAPONCONDITION, ITEMVALUES, DAMAGETYPES&D
~

1 1253920244 WEAR~
&cSyntax: &Cwear <article of clothing>
&c
In order to clothe oneself, you may WEAR your clothing to save embarrassment.&D
~

101 1263874768 WEARFLAGS~
&cThese flags should be self explanatory:

 take   finger   neck    body    head   legs
 feet   hands    arms    shield  about  waist
 wrist  wield    hold    ears    eyes

See also: &WHELP OSET, RESETCMDS, ARMORCLASS
~

101 1263874686 WEARLOCS~
&cHere are the various locations where items may be equipped:

 &W--------------------------------------------------
 &W|  &c0 &W| &clight       &W|  &c1 &W| &cfinger1 &W|  &c2 &W| &cfinger2 &W|
 &W|  &c3 &W| &cneck1       &W|  &c4 &W| &cneck2   &W|  &c5 &W| &cbody    &W|
 &W|  &c6 &W| &chead        &W|  &c7 &W| &clegs    &W|  &c8 &W| &cfeet    &W|
 &W|  &c9 &W| &chands       &W| &c10 &W| &carms    &W| &c11 &W| &cshield  &W|
 &W| &c12 &W| &cabout       &W| &c13 &W| &cwaist   &W| &c14 &W| &cwrist1  &W|
 &W| &c15 &W| &cwrist2      &W| &c16 &W| &cwield   &W| &c17 &W| &chold    &W|
 &W| &c18 &W| &cdual_wield  &W| &c19 &W| &cears    &W| &c20 &W| &ceyes    &W|
 &W--------------------------------------------------

&cSee also: &WHELP RESETS, RESETCMDS&D
~

1 1256564448 WHERE~
&cSyntax: &Cwhere
&cSyntax: &Cwhere <character>

&CWHERE &cwithout an argument tells you the location of visible players in the same
area as you are.

&CWHERE &cwith an argument tells you the location of one character with that name
within your area, including monsters.

See also: &WHELP WHEREIS&D
~

1 1256564379 WHEREIS~
&cSyntax: &CWHEREIS <MOB NAME or DESTINATION>
&c
This command works only in homelands.  It will list the most likely places
you would know being that this is your homeland.

See also: &WHELP MAP&D
~

1 1256564308 WHINE~
&cPlease refrain from whining in the 6D.on public channels, you can use
the global boards, and forums if you have a complaint. 

Whining not only brings morale down, it affects the attitudes and
game enjoyment of everyone.

We hope to keep this (as much as possible) a whine free MUD.

Thanks for your understanding.

See also: &WHELP RULES&D
~

1 1256563897 'WHIP OF MURAZOR'~
&cSyntax: &Cwhip <victim>

&cThis skill has the mindflayer manipulating his/her tentacles to become longer,
which is painful to the mindflayer.  Then they may continue the attack with
each use of whip.

It is rumored that this deadly skill was devised by the Witch-King of Angmar, Murazor.&D
~

1 1256563822 WHISPER~
&cSyntax: &Cwhisper <name> <msg>

&cTo whisper to another, you must be in the same room as the recipient
of the whisper.&D
~

1 1122239142 WHO~
&c
WHO shows the characters currently in the Realms.  Staff who are
invisible higher than your own level also will not appear.
 
Syntax:  who                 
         who &Rdeadly     
         &cwho &Cpeaceful
 
~

1 1254606788 WHOIS~
&cSyntax: &Cwhois <player>
&c
The &CWHOIS&c command will tell you a bit of information about a player, 
be they online or offline.&D
~

1 1254606607 WHY_WILD WHY_WILDERNESS~
&cWhy do we have Wilderness?
&W-----------------------
&cWe want to create a true sense of distance.  There are literally thousands 
of rooms on the wilderness map. Creating that many rooms would take the building
staff years.  That being said if and when we do have areas that can be used to
replace different parts of wilderness we shall.

With wilderness, we can have a huge world, and it does not mean that we will stop 
development of normal areas.  What it does mean is that we won't spend time making 
big empty areas like the roads, oceans, and forests of the world.

See also: &WHELP ENTER_WILD, LEAVE_WILD, ANSIMAP, WILDERNESS, WILDERNESS_LEGEND, WILD_MOBS&D
~

1 1244585992 WILDERNESS WILD~
&cWhat is the Wilderness?
&W----------------------
&cThe wilderness map is thousands of rooms all densely connected.  That means that
every room has a connection to the north, east, south, and west. Some directions 
maybe blocked at times by different terrain features.

You have several options available for how the wilderness is displayed to you.  You
can adjust the display with the &CWILDERNESS &ccommand.

Syntax: &CWILD SET <option> <value>
&cOptions map name description

See also: &WHELP ENTER_WILD, LEAVE_WILD, ANSIMAP, WHY_WILDERNESS, WILDERNESS_LEGEND, 
WILD_MOBS, LANDMARK&D
~

1 1254606284 WILD_MOBS~
&c
WILD MOBS

Are Random Mob Encounters that you will get when your travelling the wilderness.
They spawn at a level that is close to your own.  They are aggressive, and will try
to cause you harm.  The roads will not have wild mob spawns.  Stay on the roads, and
you will not have any an encounter.  Do not bot these mobs to level.  The wild mobs
are a nice addition here, if it becomes a problem, they maybe removed.  Wild mobs
will follow you onto roads if you encounter them elsewhere.  Wild mobs give quite a 
bit &CLESS&c experience then area mobs.

All homelands have a shop that sells the following items: 
1) Jar of odor enhancing powder   - &CIncreases&c chance of wild mob encounters.
2) Jar of odor neutralizer powder - &CDecreases&c chance of wild mob encounters.

See also: &WHELP ENTER_WILD, LEAVE_WILD, ANSIMAP, WHY_WILDERNESS, WILDERNESS_LEGEND&D
~

1 1254606218 'WILLOW SKIN'~
&cSyntax: &Ccast 'willow skin' <target>
&c
&cThis spell will turn the targets skin into a flexible bark, enhancing the 
armor value for the spells duration.&D
~

1 1254603877 WIMPY~
&cSyntax:  &Cwimpy
&cSyntax:  &Cwimpy <value>
&cSyntax:  &Cwimpy max
&c
This command sets your wimpy value.  When your character takes damage that
reduces your hit points below your wimpy value, you will automatically
attempt to flee.
                                                      
&CWIMPY&c by itself sets your wimpy to about 20% your maximum hitpoints.

&CWIMPY <value>&c allows you to set your wimpy at a level you determine,
but it cannot exceed about 75% of your maximum hitpoints.

&CWIMPY MAX&c sets your wimpy at its maximum level for you.

Some monsters are wimpy.

See also: &WHELP FLEE&D
~

1 1254603748 WINGS WING~
&cSyntax: &Cwings
 &c
This is a skill for those races who have wings.  It allows them to fly into
air for short distances of time.

Note: wings will allow you to fly over the top of outside barriers, such as
gates.

See also: &WHELP LAND, DRAGON, HELLSPAWN, ANGEL, VAMPIRE&D
~

101 1254603611 'WINTER MIST' WINTER MIST~
&cSyntax: &Ccast 'winter mist' <victim>
&c
This spell makes the victim more susceptible to all forms of coldness.&D
~

1 1254603399 WIS WISDOM~
&cWisdom (WIS in your &CSCORE&c) represents your character's wisdom and ability
to incorporate learning.  Among other things, it affects:

 - the number of &WPRACTICE&cs a character gains each time it levels.
 - the mana a character gains each time it levels, though &WINTELLIGENCE&c
   affects this much more heavily.
 - the percentage a character learns of a new &WLANGUAGE&c at each practice,
   though intelligence affects this slightly more.
 - the ability to remove a trap or &WPOISON WEAPON&c.

Wisdom is the prime attribute of &WDRUID&cs and &WPRIEST&cs.

See also: &WHELP PRACTICE, INTELLIGENCE, LANGUAGE, "POISON WEAPON", DRUID, PRIEST&D
~

-1 1122239142 WITHDRAW~
.           &B
|----------------------------------|----------------------------------|
|&C              MOVEMENT&B            |&C               GROUP              &B|
|&Cnorth east south west northeast up&B|&C follow group gtell ; split       &B|
|&Cnorthwest southeast southwest down&B|----------------------------------|
|&Csomewhere open close lock unlock  &B|&C           INFORMATION            &B|
|&Cleave enter climb fly float look  &B|&Cdeath CR reimb rules damage areas &B|
|&Cwhere scan scry sleep wake stand  &B|&Ccommands experience score title   &B|
|&Crest sit&B |------------------------|&Cweather channels description story&B|
|---------|&C CONFIG OPTIONS         &B|&Cwho report tick password typo note&B|
|&Cautoloot automoney autoexit autosac&B|&Cwizlist MOTD news bug weapons mail&B|
|&Cnice flee norecall ansi blank rip &B|&Ctime slist report languages spells&B|
|&Cnointro prompt telnetga shovedrag &B|&Cskills idea&B |---------------------|
|&Ccombine&B  |------------------------|------------|&C COMBAT              &B|
|---------|&C    OBJECTS             &B|&Ckill flee wimpy rescue aid murder &B|
|&Cget put drop give sacrifice recite&B|&Ccast&B |----------------------------|
|&Csay tell chat question answer yell&B|-----|&C     COMMUNICATION          &B|
|&Cwield wear remove inventory list  &B|&Csocial quest clan ordertalk newbie&B|
|&Cappraise buy sell compare examine &B|&Cavatar counciltalk quildtalk shout&B|
|&Chold quaff zap brandish equipment &B|&Csay tell chat question answer yell&B|
|&Cempty fill eat drink pick value   &B|&Cauction&B  |------------------------|
|----------------------------------|----------|
&CAlso see help on: !, SAVE, QUIT, PRACTICE.
To use the help menu, just type "help <topic>".
To see help on individual areas, you can now type "help <full area name>".
If you are new to the Realms, type HELP NEW to see a special help series.
~

1 1272892780 'WITHDRAW'~
&cThere is a bank located in every hometown. To withdraw money from your bank
account use the below bank comand.

Syntax: &Cwithdraw amount currency&c

See also: &WHELP MONEY ACCOUNT WITHDRAW DEPOSIT TRANSFER BALANCE MERGE&D
~

1 1279842486 'WIZARD EYE'~
&cWizard eye is a probing spell for mages.  It creates a floating 
translucent eyeball that the mage can use to control the movements
of and see what the eye sees.

Moving the eye takes movement points away from the mage that casts
the spell. Looking with the eye takes uses extra mana in the 
manipulation process.

See also: &WHELP EYE&D
~

1 1254602759 'WIZARD SIGHT' 'BATTLEFIELD VIEW'~
&cSyntax: &Ccast 'wizard sight'
&cSyntax: &Ccast 'battlefield view'
&c
With this incantation, the caster is granted incredible visions over the 
area where he/she is standing. 

Battlefield view grants a larger image.

This spell only gives insight in the wilderness.

See also: &WHELP WILDERNESS&D
~

101 1254605926 WIZHELP~
&cSyntax: &Cwizhelp

WIZHELP &cprovides a list of all the immortal commands.&D
~

107 1254605545 WIZINFO~
&cSyntax: &Cwizinfo <name>&c

Displays a list of all the Staff members, including their email if they
have set one, and an ICQ# if they have set one.&D
~

101 1254881203 WIZINVIS~
&cAll immortals have the responsibility to be available to others whenever
possible, be they mortal or immortal.  When the use of wizinvis is called
for, the following are parameters for its use:

 - Immortals level 101 through 102 should be visible at all times, save
   for when snooping, running a quest or some similar circumstance.

 - Immortals level 103 and up may invis to any level at their discretion.

Guidelines for use of wizinvis by 103 and higher:
It is considered mandatory to be visible to all other immortals whenever
reasonably able to do so.  Using wizinvis beyond 101 to facilitate work on
a project, allow concentration on something, avoid excessive tells or the
like is fine, but it should only be used while necessary.

Guidelines for use of wizinvis beyond 101 in immortal channels:
Sightings of Someone's in immortal channels should be kept to a minimum.
If you are free enough to be able to use an immortal channel, you should
be visible to the lowest immortal in that channel; no higher than 103 in
Muse, no higher than 101 in immtalk, etc.  Being a Someone to anyone on
an immortal channel should only occur if you're too tied up to go
visible but need to make a comment.

The same applies to all situations using channels, tells or actions.
Avoid being a Someone to mortals and immortals alike unless you have
a good reason to do otherwise.

See also: &WHELP HOLYLIGHT, 101.INVIS&D
~

101 1254605297 WIZINVIS HOLYLIGHT INVIS~
&cSyntax: &Cholylight
&cSyntax: &Cinvis

&CHOLYLIGHT &cis 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.

&CINVIS &cis a toggle which makes you completely invisible to all player characters
of lower level than you, and to all mobiles.

When an immortal is &CINVIS, they will have a flag on the who list which 
indicates their level of invisibility, such as (51) for &CINVIS 51&c.  A 
similar flag will also appear when you &CLOOK&c in a room - this flag will 
say (Invis 51).

&CHOLYLIGHT &cwill not allow you to see immortal &CINVIS&c characters who are
higher level than you.&D
~

1 1452049443 WOLF~
Syntax: wolf
Unique to the beastmaster, this skill allows the beastmaster to channel the spirit of the wolf for greater movement.
~

1 1452049443 'WOLF SPIRIT'~
&cSyntax: cast wolf <victim>
  
The shaman through powerful magic can call forth the spirit of the wolf.  When the spirit of the wolf
is upon them they have been known to have bursts of speed, and increased energy.

~

1 1254602546 WOODWINDS~
&cA woodwind instrument produces sound when the player blows air against
an edge of, or opening in, the instrument. This causes the air to vibrate
within a resonator (ie a thin piece of wood called a reed). A skilled &WBARD&c
is familiar with many different types of woodwind instruments - flute,
clarinet, oboe, bagpipes etc - and is able to use them effectively for songs
which require a woodwind instrument.

See also: &WHELP VOCALS, STRINGS, BRASS, DRUMS, BARD&D
~

1 1254602214 'WORD OF RECALL'~
&cSyntax: &Ccast 'word of recall'
&c
This spell will recall the caster to his or her home sanctuary.

See also: &WHELP REMEMBER&D
~

104 1263873923 WPEACE~
&cSyntax: &Cwpeace

&cA Staff member may use this command to declare World Peace, 
which in effect ends all combat across the world, akin to effects 
of the &CPEACE &ccommand.

See also: &WHELP PEACE&D
~

1 1254601868 YELL~
&cSyntax: &CYELL <message>

&CYELL &cis a channel that can be heard by other players in the same area/zone as
the player using it.

-NO SWEARING
-NO MUD-SEX
-NO SPAM
-NO WHINING
-Do not ask questions on public channels without first checking
 the helpfiles.  We do not have the time to answer questions that
 are already answered in help files.&D
&c
Emotes and socials can be performed using the , and @ symbols respectively.

EXAMPLE: &Cyell ,screams.  &c= [Yell] Player screams.
EXAMPLE: &Cyell @shrug     &c= [Yell] Player shrugs helplessly.
  
See also: &WHELP CHANNELS&D
&c
~

1 1254601609 YES~
&cSyntax: &CYes
&c
This command accepts training offered by another player in a spell or 
skill.  Please see &WHELP TRAIN&c for detriments before you use &CYES&c.

See also: &WHELP TRAIN, REFUSE&D
~

1 1242931657 ZAP QUAFF RECITE BRANDISH WAND~
&cSyntax:  &Cbrandish&c                       (to invoke a staff)
Syntax:  &Cquaff  <potion>&c                (to quaff potions)
         &Cquaff  <potion> <container>&c    (quaff directly from container)
Syntax:  &Crecite <scroll> <target>&c       (to recite a scroll)
Syntax:  &Czap    <target>&c                (to use a wand on a target)

&CBRANDISH &cinvokes a magical staff.

&CQUAFF &cquaffs a potion (as opposed to &WDRINK&c, which drinks mundane liquids).

&CRECITE &crecites a magical scroll; the <target> is optional, depending on the
nature of the scroll.

&CZAP &cfires 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 be holding a wand or a staff before using &CBRANDISH &cor &CZAP&c.

All of these commands use up their objects:  Potions and scrolls have a
single charge.  Wands and staves (staffs) have multiple charges.  When a
magical object has no more charges, it will be consumed.  Use the spell
&WIDENTIFY &cto see the remaining charges.

&cSee also: &WEAT, BACKFIRE, RECHARGE, DRINK, IDENTIFY
~

1 1248702411 ZMUD~
&c
Directions to implement MSP (Mud Sound Protocol) on zMUD.

1. Download all the sound files that you want.
http://www.smaugmuds.org/files/6D-Sound-Pack-475/

   2. Untar the sounds into a folder called "sounds" in your 6Dragons 
      folder in the zmud directory. (..zmud/6Dragons/sounds).
   3. Start client and connect to the 6D.
   4. Under View menu, select Preferances, select General...
   5. Scroll down to the Sounds section, select MSP General.
   6. Make sure the Enable Mud Sound Protocol is ticked (enable).
   7. Click OK button.
   8. In the mud type config battle, config communication, 
config tradeskills, config music, config enhanced.  If you don't want 
to hear or use all those sounds that is what the config is for.

See also help &WSOUND VIP MUSH GMUD MUDLET TINTIN
~

102 1263873972 ZONES~
&cSyntax: &Czones <low> <high>

&cLists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the 6D.&D
~

1 1447211521 ZOT~
Zot Challenge 

The Zot Challenge is a arena event where every player in the arena starts out with
only 1 hitpoint, 1 mana, and 1 move.  This is a level playing field for low level
players to take on higher level players.
~

-1 1122239142 _DIEMSG_~
...Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...

However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
 
&WA voice tells you, "If you cannot regain your corpse there is an undertaker
  in your city temple the undertaker will retrieve your corpse for a price.
  Thus it is important to keep your money in a bank."  

~

0 1122239142 forest~
&cSyntax: &CForest&c

 Forest is an ancient skill of the Druid.  It summons a druid staff
 or a brambles whip to the Druids hand.  As the Druid grows in power the 
 weapon summoned becomes more powerful.  This skill was used hundreds of
 years ago, when Druids used to be forest guardians.

~

101 1126408571 'mob_color' 'MOBCOLOR' 'objcolor' 'obj_color' 'object_color' 'object_colors' 'item_color'~
Color selection for oset <object> color <value>
Color selection for mset <mob> color <value>

Color          Value
&CLight Blue     0
&OOrange         1
&cCyan           2
&RRed            3
&BBlue           4
&WWhite          5
&rDark Red       6
&bDark Blue      7
&wGrey           8
&GGreen          9
&PPink           10
&gDark Green     11
&pPurple         12
&zDark Grey      13
&YYellow         14

Zero is the default.
~

0 1244585856 move~
&cSyntax: &CMove                

&cThis command will quickly tell you how much move you have left without having to hear
all the	details	of using the score command.

See also: &WHELP CONFIG, LANDMARK, WHEREIS, MONEY, SKILLS, SPELLS, WEAPONS,
SONGS, SCORE, SOUND, HP, MANA, MOVE, STATUS, ARMOR&D
~

1 1182511414 'norrinton' 'norrinton's'~
&c
This area hosts a quest that will literally take you across the realms. 
There is also some creatures here that you might find tasty, and worth
killing once you reach a proper level of at least 15th level, Use
caution when you first attack any creature however as it might be
more power then you think. Also keep an eye out for multiple creatures
in one room as they team. 

SEE help teaming for more information on teaming.

Directions From the Paleon explore point in wilderness.
16 west, 5 south.
~

101 1215105434 temp4~
&ZSubmitted by Ilyessa&D

Tanzan'eal is working on his army again.

He is focussed at present on creating new strong races, made up from 
different other races. These abominations are not finalized yet. They 
appear to be very uncoordinated and the whole being is not working 
together yet as they should, but rather they operate as the individuals 
they once were. 

Time has passed and a first set of hideous monsters has been created and 
polished. Soon they'll be ready to be sent out as a trial attack onto the 
city of Paleon, where the war of shadows has been forgotten ... 

Will the abomination stand this simple test? Will Tanzan'eal be this lucky 
with his first set of experimentations?

--------------------------------------
This abomination exists of different species sewn together. 
The abomination will fight well, coordinated as one.

Once it is killed, or right before it will get killed, it will splat and 
all the creatures that were one, will now need to be fought. These 
individual creatures will be easier than the big creature initially. 

-----------------------
Perhaps a shady figure will be seen in town, revealing some information of 
this planned attack on Paleon for a sum of money, or an artifact. The word 
throng shall be whispered and so does the name Tanzan'eal. 

REQUIREMENTS : Everyone plays a role, as the character they are 
representing. All says have to be in character. Throng of course will not 
fight this abomination but rather try to avoid the abomination to be 
slain, while alliance will of course be summoned and warned from this 
arrival. 

See also template, temp1, temp2, temp3, temp5, temp6, temp7
~

101 1218637216 temp5~
&PSubmitted by Ilyessa&D

For valentine ...

1) Messengers run around the world, if they encounter you, they might hand you an envelop.
This envelop might contain a "a Valentine for <name player> from a Secret Admirer"
or It might be a token (these tokens need handed in for a reward after the event)


See also template, temp1, temp2, temp3, temp4, temp6, temp7, temp8
~

101 1216132419 temp6~
&ZSubmitted by Ilyessa&D

Fishing Tournament!

Rules
1. Have a baited fishing rod in your inventory at all times.
2. Once you are finished fishing, return to The Dock.
3. Find your own fish, (killstealing is not allowed).
4. Standard quest rules apply.
---------------------------------------------------------------
Start : 1 baited fishing rod and 1 filetting knife

During game : fishing rods might break (into broken reed and a metal 
hook), then a new one will need assembled from items found (dig for worms, 
connect them to the hook, fetch good quality reed and connect that to the 
baited hook to get a new baited fishing rod) 

After a kill, the fisher brings forth his filetting knife and cuts a nice 
filet out of the fish OR he keeps the whole fish. But carrying filets 
around is a tad easier. Some fish might carry a surprise in their stomach. 

After the tournament :
All fishing gear needs given back (rod, hook (baited and non baited), 
worms) as well as the filets and extra items the fish might have had. 
These extra items will give bonus points. Also those that were not 
succesful in the battle with the fish, will get a little something for 
trying. 

Since the area consists of merely 30 rooms, best to bring in up to 4 
fishers (selection of those through an earlier quest) 
fishpond.are   | Rooms: 10320 - 10350
This quest is for near avs to avs. (L70 and up?)

See also template, temp1, temp2, temp3, temp4, temp6, temp7, temp8
~

101 1215175789 temp7~
&ZSubmitted by Ilyessa&D

Quest consisting of several parts ... 

1) Room find based on tips and hints + item find 
For eg Manure everywhere, wish I had a shovel to scoop it on a pile (so 
locate room with manure in it and bring a shovel) 

Per room, the first one is brought to a room where they can't communicate 
with others while the rest of the people get a chance to earn their spot 
in the second part of the quest. This is done using the same tactic (room 
& item find) 

You tell them you wish to thank them and give them a reward, but like it 
goes nowadays, one has to work for their reward. They can choose the way 
of earning it : 
This will be said once the set number of peoples (min 4) has been chosen

Have them choose, most votes win
1) mob kill
2) seek and destroy
3) item find

Option 1 : mob kill ... tell em they have to go, as is (don't let them 
spell up while they're waiting, so no magic room), and trans them to the 
arena, invoke a tough mob there, and let them have it 

Option 2 : seek and destroy ... trans into a different area where a mob is 
set loose, they can prep if they like, and hunt it down 

Option 3 : either existing item or made item for the purpose, give hints, 
top 2 to come back with it, get top reward, others handful of glory for 
trying 

Option 1 and 2 can be won by being one of the two people last standing.
Achieving this can be by 1) flee like the whimp you are, 2) work together 
and kill 3) hide around till the excess of folks die 

See also template, temp1, temp2, temp3, temp4, temp5, temp6
~

1 1228375791 'unholy melody'~
&c
Syntax Play Unholy

This instrumental song played by the bard, causes an unholy type of
fungus to inhabit the bard's enemies that he/she is actually fighting
at the time the song is played.

See also help &WPLAY
~

0 1472308017 $~


#$