<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Player Commands Help</title> <link rel="StyleSheet" href="style.css" type="text/css" media="screen" /> </head> <body> <center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr> <td width=100% colspan=2 bgcolor=#DFDFDF align=left> <h1> Player Help </h1> <h2> CoffeeMud 5.9 </h2> </td></tr><tr><td width=20% valign=top align=left> <ul> <li> <a href="#AARAKOCRAN">AARAKOCRAN</a> <li> <a href="#ABJURER">ABJURER</a> <li> <a href="#ABOVE">ABOVE</a> <li> <a href="#ACCOUNT">ACCOUNT</a> <li> <a href="#ACHIEVEMENTS">ACHIEVEMENTS</a> <li> <a href="#ACTIVATE">ACTIVATE</a> <li> <a href="#AFFECT">AFFECT</a> <li> <a href="#AFK">AFK</a> <li> <a href="#AFT">AFT</a> <li> <a href="#AFT_PORTSIDE">AFT_PORTSIDE</a> <li> <a href="#AFT_STARBOARD">AFT_STARBOARD</a> <li> <a href="#AIM">AIM</a> <li> <a href="#ALIAS">ALIAS</a> <li> <a href="#ALIGNMENT">ALIGNMENT</a> <li> <a href="#ALTERER">ALTERER</a> <li> <a href="#ANSI">ANSI</a> <li> <a href="#APOTHOCARY">APOTHOCARY</a> <li> <a href="#APPRENTICE">APPRENTICE</a> <li> <a href="#ARCANIST">ARCANIST</a> <li> <a href="#ARCHON">ARCHON</a> <li> <a href="#AREAS">AREAS</a> <li> <a href="#AREA_COINS">AREA_COINS</a> <li> <a href="#AREA_CURRENCY">AREA_CURRENCY</a> <li> <a href="#AREA_MONEY">AREA_MONEY</a> <li> <a href="#ARMORED_DEFENCE">ARMORED_DEFENCE</a> <li> <a href="#ARRESTED">ARRESTED</a> <li> <a href="#ARTISAN">ARTISAN</a> <li> <a href="#ASK">ASK</a> <li> <a href="#ASSASSIN">ASSASSIN</a> <li> <a href="#ASSIST">ASSIST</a> <li> <a href="#ASTROENGINEER">ASTROENGINEER</a> <li> <a href="#ATLAS">ATLAS</a> <li> <a href="#ATTACK_POINTS">ATTACK_POINTS</a> <li> <a href="#AUCTION">AUCTION</a> <li> <a href="#AUCTIONS">AUCTIONS</a> <li> <a href="#AUTOAFFECTS">AUTOAFFECTS</a> <li> <a href="#AUTOASSIST">AUTOASSIST</a> <li> <a href="#AUTODRAW">AUTODRAW</a> <li> <a href="#AUTOEXITS">AUTOEXITS</a> <li> <a href="#AUTOFORWARD">AUTOFORWARD</a> <li> <a href="#AUTOGOLD">AUTOGOLD</a> <li> <a href="#AUTOGUARD">AUTOGUARD</a> <li> <a href="#AUTOIMPROVEMENT">AUTOIMPROVEMENT</a> <li> <a href="#AUTOINVOKE">AUTOINVOKE</a> <li> <a href="#AUTOLOOT">AUTOLOOT</a> <li> <a href="#AUTOMAP">AUTOMAP</a> <li> <a href="#AUTOMELEE">AUTOMELEE</a> <li> <a href="#AUTONOTIFY">AUTONOTIFY</a> <li> <a href="#AUTORUN">AUTORUN</a> <li> <a href="#AUTOSAC">AUTOSAC</a> <li> <a href="#AUTOWEATHER">AUTOWEATHER</a> <li> <a href="#BABY">BABY</a> <li> <a href="#BANK">BANK</a> <li> <a href="#BARBARIAN">BARBARIAN</a> <li> <a href="#BARD">BARD</a> <li> <a href="#BATH">BATH</a> <li> <a href="#BEACON">BEACON</a> <li> <a href="#BEASTMASTER">BEASTMASTER</a> <li> <a href="#BELOW">BELOW</a> <li> <a href="#BID">BID</a> <li> <a href="#BLESSINGS">BLESSINGS</a> <li> <a href="#BOARD">BOARD</a> <li> <a href="#BOATS">BOATS</a> <li> <a href="#BORROW">BORROW</a> <li> <a href="#BRIEF">BRIEF</a> <li> <a href="#BROKEN">BROKEN</a> <li> <a href="#BUG">BUG</a> <li> <a href="#BUNDLE">BUNDLE</a> <li> <a href="#BURGLAR">BURGLAR</a> <li> <a href="#BUY">BUY</a> <li> <a href="#CAST">CAST</a> <li> <a href="#CENTAUR">CENTAUR</a> <li> <a href="#CHANNEL">CHANNEL</a> <li> <a href="#CHANNELS">CHANNELS</a> <li> <a href="#CHANTS">CHANTS</a> <li> <a href="#CHANWHO">CHANWHO</a> <li> <a href="#CHARIOT">CHARIOT</a> <li> <a href="#CHARISMA">CHARISMA</a> <li> <a href="#CHARLATAN">CHARLATAN</a> <li> <a href="#CITIZENSHIP">CITIZENSHIP</a> <li> <a href="#CLANACCEPT">CLANACCEPT</a> <li> <a href="#CLANAPPLY">CLANAPPLY</a> <li> <a href="#CLANASSIGN">CLANASSIGN</a> <li> <a href="#CLANCREATE">CLANCREATE</a> <li> <a href="#CLANDECLARE">CLANDECLARE</a> <li> <a href="#CLANDETAILS">CLANDETAILS</a> <li> <a href="#CLANDONATESET">CLANDONATESET</a> <li> <a href="#CLANEXILE">CLANEXILE</a> <li> <a href="#CLANEXP">CLANEXP</a> <li> <a href="#CLANEXPERIENCE">CLANEXPERIENCE</a> <li> <a href="#CLANHOMESET">CLANHOMESET</a> <li> <a href="#CLANKILLS">CLANKILLS</a> <li> <a href="#CLANLIST">CLANLIST</a> <li> <a href="#CLANMORGUESET">CLANMORGUESET</a> <li> <a href="#CLANMOTD">CLANMOTD</a> <li> <a href="#CLANPREMISE">CLANPREMISE</a> <li> <a href="#CLANPVPKILLS">CLANPVPKILLS</a> <li> <a href="#CLANQUAL">CLANQUAL</a> <li> <a href="#CLANREJECT">CLANREJECT</a> <li> <a href="#CLANRESIGN">CLANRESIGN</a> <li> <a href="#CLANS">CLANS</a> <li> <a href="#CLANTAX">CLANTAX</a> <li> <a href="#CLANVOTE">CLANVOTE</a> <li> <a href="#CLANWHO">CLANWHO</a> <li> <a href="#CLAN_EQUIPMENT">CLAN_EQUIPMENT</a> <li> <a href="#CLAN_EXP">CLAN_EXP</a> <li> <a href="#CLAN_EXPERIENCE">CLAN_EXPERIENCE</a> <li> <a href="#CLASS">CLASS</a> <li> <a href="#CLERIC">CLERIC</a> <li> <a href="#CLIMATE">CLIMATE</a> <li> <a href="#CLOSE">CLOSE</a> <li> <a href="#CODE">CODE</a> <li> <a href="#COFFEE">COFFEE</a> <li> <a href="#COINS">COINS</a> <li> <a href="#COLORS">COLORS</a> <li> <a href="#COLORS256">COLORS256</a> <li> <a href="#COLORSET">COLORSET</a> <li> <a href="#COMBAT_PROWESS">COMBAT_PROWESS</a> <li> <a href="#COMMA">COMMA</a> <li> <a href="#COMMANDS">COMMANDS</a> <li> <a href="#COMMONER">COMMONER</a> <li> <a href="#COMMON_SKILLS">COMMON_SKILLS</a> <li> <a href="#COMMUNICATION">COMMUNICATION</a> <li> <a href="#COMPARE">COMPARE</a> <li> <a href="#COMPRESS">COMPRESS</a> <li> <a href="#CONFIG">CONFIG</a> <li> <a href="#CONFIG_HELP_OPTIONS">CONFIG_HELP_OPTIONS</a> <li> <a href="#CONJURER">CONJURER</a> <li> <a href="#CONQUEST">CONQUEST</a> <li> <a href="#CONSIDER">CONSIDER</a> <li> <a href="#CONSTITUTION">CONSTITUTION</a> <li> <a href="#CORPSE">CORPSE</a> <li> <a href="#COURT">COURT</a> <li> <a href="#CRAWL">CRAWL</a> <li> <a href="#CREDITS">CREDITS</a> <li> <a href="#CRIME">CRIME</a> <li> <a href="#CURRENCIES">CURRENCIES</a> <li> <a href="#CURRENCY">CURRENCY</a> <li> <a href="#CURSED">CURSED</a> <li> <a href="#DAMAGE">DAMAGE</a> <li> <a href="#DAMAGE_THREAT">DAMAGE_THREAT</a> <li> <a href="#DANCER">DANCER</a> <li> <a href="#DEACTIVATE">DEACTIVATE</a> <li> <a href="#DEITIES">DEITIES</a> <li> <a href="#DELVER">DELVER</a> <li> <a href="#DEMOTE">DEMOTE</a> <li> <a href="#DEPOSIT">DEPOSIT</a> <li> <a href="#DESCRIPTION">DESCRIPTION</a> <li> <a href="#DESTROY">DESTROY</a> <li> <a href="#DEXTERITY">DEXTERITY</a> <li> <a href="#DIG">DIG</a> <li> <a href="#DISEASED">DISEASED</a> <li> <a href="#DISEMBARK">DISEMBARK</a> <li> <a href="#DISMOUNT">DISMOUNT</a> <li> <a href="#DISPEL">DISPEL</a> <li> <a href="#DISPELL">DISPELL</a> <li> <a href="#DISPLAY">DISPLAY</a> <li> <a href="#DIVINER">DIVINER</a> <li> <a href="#DOOMSAYER">DOOMSAYER</a> <li> <a href="#DOWN">DOWN</a> <li> <a href="#DRAW">DRAW</a> <li> <a href="#DRESS">DRESS</a> <li> <a href="#DRINK">DRINK</a> <li> <a href="#DROP">DROP</a> <li> <a href="#DROW">DROW</a> <li> <a href="#DRUID">DRUID</a> <li> <a href="#DUEL">DUEL</a> <li> <a href="#DUERGAR">DUERGAR</a> <li> <a href="#DWARF">DWARF</a> <li> <a href="#EAST">EAST</a> <li> <a href="#EAT">EAT</a> <li> <a href="#ELF">ELF</a> <li> <a href="#EMAIL">EMAIL</a> <li> <a href="#EMOTE">EMOTE</a> <li> <a href="#EMPLOYMENT">EMPLOYMENT</a> <li> <a href="#EMPTY">EMPTY</a> <li> <a href="#ENCHANTER">ENCHANTER</a> <li> <a href="#ENCUMBRANCE">ENCUMBRANCE</a> <li> <a href="#ENTER">ENTER</a> <li> <a href="#EQUIPMENT">EQUIPMENT</a> <li> <a href="#EVOKER">EVOKER</a> <li> <a href="#EXAMINE">EXAMINE</a> <li> <a href="#EXCHANGE">EXCHANGE</a> <li> <a href="#EXCLAMATION_POINT">EXCLAMATION_POINT</a> <li> <a href="#EXIT">EXIT</a> <li> <a href="#EXITS">EXITS</a> <li> <a href="#EXPERIENCE">EXPERIENCE</a> <li> <a href="#EXPERIENCE_POINTS">EXPERIENCE_POINTS</a> <li> <a href="#EXPERTISES">EXPERTISES</a> <li> <a href="#FACTIONS">FACTIONS</a> <li> <a href="#FAERIE">FAERIE</a> <li> <a href="#FATIGUE">FATIGUE</a> <li> <a href="#FEED">FEED</a> <li> <a href="#FIGHTER">FIGHTER</a> <li> <a href="#FILL">FILL</a> <li> <a href="#FIRE">FIRE</a> <li> <a href="#FLEE">FLEE</a> <li> <a href="#FOLLOW">FOLLOW</a> <li> <a href="#FOREWARD">FOREWARD</a> <li> <a href="#FOREWARD_PORTSIDE">FOREWARD_PORTSIDE</a> <li> <a href="#FOREWARD_STARBOARD">FOREWARD_STARBOARD</a> <li> <a href="#FORMATION">FORMATION</a> <li> <a href="#FORUM">FORUM</a> <li> <a href="#FRIENDS">FRIENDS</a> <li> <a href="#GAIAN">GAIAN</a> <li> <a href="#GAIN">GAIN</a> <li> <a href="#GAOLER">GAOLER</a> <li> <a href="#GCONSIDER">GCONSIDER</a> <li> <a href="#GET">GET</a> <li> <a href="#GITHYANKI">GITHYANKI</a> <li> <a href="#GIVE">GIVE</a> <li> <a href="#GNOLL">GNOLL</a> <li> <a href="#GNOME">GNOME</a> <li> <a href="#GO">GO</a> <li> <a href="#GOBLIN">GOBLIN</a> <li> <a href="#GRAPPLES">GRAPPLES</a> <li> <a href="#GROUP">GROUP</a> <li> <a href="#GROUPING">GROUPING</a> <li> <a href="#GTELL">GTELL</a> <li> <a href="#HALFELF">HALFELF</a> <li> <a href="#HALFLING">HALFLING</a> <li> <a href="#HEALER">HEALER</a> <li> <a href="#HEATED">HEATED</a> <li> <a href="#HELP">HELP</a> <li> <a href="#HELPLIST">HELPLIST</a> <li> <a href="#HIDDEN">HIDDEN</a> <li> <a href="#HIRE">HIRE</a> <li> <a href="#HITCH">HITCH</a> <li> <a href="#HIT_POINTS">HIT_POINTS</a> <li> <a href="#HOLD">HOLD</a> <li> <a href="#HOMES">HOMES</a> <li> <a href="#HUMAN">HUMAN</a> <li> <a href="#HUNGER">HUNGER</a> <li> <a href="#I3">I3</a> <li> <a href="#I3_INFO">I3_INFO</a> <li> <a href="#I3_LIST">I3_LIST</a> <li> <a href="#I3_LOCATE">I3_LOCATE</a> <li> <a href="#I3_WHOIS">I3_WHOIS</a> <li> <a href="#IDEA">IDEA</a> <li> <a href="#IDLE">IDLE</a> <li> <a href="#IGNORE">IGNORE</a> <li> <a href="#ILLUSIONIST">ILLUSIONIST</a> <li> <a href="#IMC2">IMC2</a> <li> <a href="#IMC2_CHANNELS">IMC2_CHANNELS</a> <li> <a href="#IMC2_INFO">IMC2_INFO</a> <li> <a href="#IMC2_LIST">IMC2_LIST</a> <li> <a href="#IMC2_LOCATE">IMC2_LOCATE</a> <li> <a href="#IMMORTALS">IMMORTALS</a> <li> <a href="#INCLINATION">INCLINATION</a> <li> <a href="#INFORMATION">INFORMATION</a> <li> <a href="#INTELLIGENCE">INTELLIGENCE</a> <li> <a href="#INTERMUD">INTERMUD</a> <li> <a href="#INVENTORY">INVENTORY</a> <li> <a href="#JAIL">JAIL</a> <li> <a href="#JESTER">JESTER</a> <li> <a href="#JOBS">JOBS</a> <li> <a href="#JOURNALS">JOURNALS</a> <li> <a href="#JUSTICE">JUSTICE</a> <li> <a href="#KILL">KILL</a> <li> <a href="#LADDER">LADDER</a> <li> <a href="#LAMP">LAMP</a> <li> <a href="#LANGUAGES">LANGUAGES</a> <li> <a href="#LANTERN">LANTERN</a> <li> <a href="#LEARN">LEARN</a> <li> <a href="#LEAVE">LEAVE</a> <li> <a href="#LEGAL">LEGAL</a> <li> <a href="#LEVEL">LEVEL</a> <li> <a href="#LEVELS">LEVELS</a> <li> <a href="#LEVEL_CHANGER">LEVEL_CHANGER</a> <li> <a href="#LICH">LICH</a> <li> <a href="#LIEGE">LIEGE</a> <li> <a href="#LIGHT">LIGHT</a> <li> <a href="#LINEWRAP">LINEWRAP</a> <li> <a href="#LIST">LIST</a> <li> <a href="#LIZARD_MAN">LIZARD_MAN</a> <li> <a href="#LOAD">LOAD</a> <li> <a href="#LOCAL_COINS">LOCAL_COINS</a> <li> <a href="#LOCAL_CURRENCY">LOCAL_CURRENCY</a> <li> <a href="#LOCAL_MONEY">LOCAL_MONEY</a> <li> <a href="#LOCK">LOCK</a> <li> <a href="#LOGOFF">LOGOFF</a> <li> <a href="#LOOK">LOOK</a> <li> <a href="#MAGE">MAGE</a> <li> <a href="#MAGIC_MISSLE">MAGIC_MISSLE</a> <li> <a href="#MANA">MANA</a> <li> <a href="#ME">ME</a> <li> <a href="#MEANINGOFLIFE">MEANINGOFLIFE</a> <li> <a href="#MER">MER</a> <li> <a href="#MERFOLK">MERFOLK</a> <li> <a href="#METAMSGCOMMAND">METAMSGCOMMAND</a> <li> <a href="#MINDFLAYER">MINDFLAYER</a> <li> <a href="#MINSTREL">MINSTREL</a> <li> <a href="#MISSIONARY">MISSIONARY</a> <li> <a href="#MONEY">MONEY</a> <li> <a href="#MONIES">MONIES</a> <li> <a href="#MONK">MONK</a> <li> <a href="#MORGUE">MORGUE</a> <li> <a href="#MOTD">MOTD</a> <li> <a href="#MOUNT">MOUNT</a> <li> <a href="#MOVEMENT">MOVEMENT</a> <li> <a href="#MUD">MUD</a> <li> <a href="#MULTICLASS">MULTICLASS</a> <li> <a href="#MULTIPLAY">MULTIPLAY</a> <li> <a href="#MULTI_PLAY">MULTI_PLAY</a> <li> <a href="#MXP">MXP</a> <li> <a href="#NAGA">NAGA</a> <li> <a href="#NECROMANCER">NECROMANCER</a> <li> <a href="#NEWS">NEWS</a> <li> <a href="#NOANSI">NOANSI</a> <li> <a href="#NOBATTLESPAM">NOBATTLESPAM</a> <li> <a href="#NOCHANNEL">NOCHANNEL</a> <li> <a href="#NOFOLLOW">NOFOLLOW</a> <li> <a href="#NOMXP">NOMXP</a> <li> <a href="#NOPOSE">NOPOSE</a> <li> <a href="#NORTH">NORTH</a> <li> <a href="#NORTHEAST">NORTHEAST</a> <li> <a href="#NORTHWEST">NORTHWEST</a> <li> <a href="#NOSELL">NOSELL</a> <li> <a href="#NOSOUNDS">NOSOUNDS</a> <li> <a href="#NOTEACH">NOTEACH</a> <li> <a href="#NOTES">NOTES</a> <li> <a href="#OBJECTS">OBJECTS</a> <li> <a href="#OBSERVATION_SCORE">OBSERVATION_SCORE</a> <li> <a href="#OGRE">OGRE</a> <li> <a href="#OOC">OOC</a> <li> <a href="#OPEN">OPEN</a> <li> <a href="#ORACLE">ORACLE</a> <li> <a href="#ORC">ORC</a> <li> <a href="#ORDER">ORDER</a> <li> <a href="#OUTFIT">OUTFIT</a> <li> <a href="#PACKAGE">PACKAGE</a> <li> <a href="#PAGEBREAK">PAGEBREAK</a> <li> <a href="#PALADIN">PALADIN</a> <li> <a href="#PAROLE">PAROLE</a> <li> <a href="#PARTY">PARTY</a> <li> <a href="#PASSWORD">PASSWORD</a> <li> <a href="#PAST_LIFE">PAST_LIFE</a> <li> <a href="#PERFUME">PERFUME</a> <li> <a href="#PETS">PETS</a> <li> <a href="#PIRATE">PIRATE</a> <li> <a href="#PIXIE">PIXIE</a> <li> <a href="#PLAYERKILL">PLAYERKILL</a> <li> <a href="#POLITICS">POLITICS</a> <li> <a href="#POLL">POLL</a> <li> <a href="#POOF">POOF</a> <li> <a href="#PORTSIDE">PORTSIDE</a> <li> <a href="#POSE">POSE</a> <li> <a href="#POUR">POUR</a> <li> <a href="#POWERS">POWERS</a> <li> <a href="#PRACTICE">PRACTICE</a> <li> <a href="#PRACTICES">PRACTICES</a> <li> <a href="#PRAY">PRAY</a> <li> <a href="#PRAYERS">PRAYERS</a> <li> <a href="#PROMOTE">PROMOTE</a> <li> <a href="#PROMPT">PROMPT</a> <li> <a href="#PUBLIC_SHAMING">PUBLIC_SHAMING</a> <li> <a href="#PULL">PULL</a> <li> <a href="#PURGE">PURGE</a> <li> <a href="#PURIST">PURIST</a> <li> <a href="#PUSH">PUSH</a> <li> <a href="#PUT">PUT</a> <li> <a href="#PUT_OUT">PUT_OUT</a> <li> <a href="#QUALIFY">QUALIFY</a> <li> <a href="#QUEST">QUEST</a> <li> <a href="#QUESTCHAT">QUESTCHAT</a> <li> <a href="#QUESTS">QUESTS</a> <li> <a href="#QUEST_POINTS">QUEST_POINTS</a> <li> <a href="#QUIET">QUIET</a> <li> <a href="#QUIT">QUIT</a> <li> <a href="#RACE">RACE</a> <li> <a href="#RACES">RACES</a> <li> <a href="#RANGE">RANGE</a> <li> <a href="#RANGER">RANGER</a> <li> <a href="#READ">READ</a> <li> <a href="#REBUKE">REBUKE</a> <li> <a href="#RELIGION">RELIGION</a> <li> <a href="#REMORT">REMORT</a> <li> <a href="#REMORTING">REMORTING</a> <li> <a href="#REMOVE">REMOVE</a> <li> <a href="#REPAIR">REPAIR</a> <li> <a href="#REPLAY">REPLAY</a> <li> <a href="#REPLY">REPLY</a> <li> <a href="#REPORT">REPORT</a> <li> <a href="#REPUTATION">REPUTATION</a> <li> <a href="#REQUEST">REQUEST</a> <li> <a href="#RESIZE">RESIZE</a> <li> <a href="#REST">REST</a> <li> <a href="#RETIRE">RETIRE</a> <li> <a href="#REVOLT">REVOLT</a> <li> <a href="#RIDE">RIDE</a> <li> <a href="#RITUALS">RITUALS</a> <li> <a href="#ROLEPLAY">ROLEPLAY</a> <li> <a href="#ROOM_ID">ROOM_ID</a> <li> <a href="#ROPE">ROPE</a> <li> <a href="#RUINED">RUINED</a> <li> <a href="#RULES">RULES</a> <li> <a href="#RUN">RUN</a> <li> <a href="#SAILING">SAILING</a> <li> <a href="#SAILOR">SAILOR</a> <li> <a href="#SAVES">SAVES</a> <li> <a href="#SAY">SAY</a> <li> <a href="#SAYTO">SAYTO</a> <li> <a href="#SCHOLAR">SCHOLAR</a> <li> <a href="#SCORE">SCORE</a> <li> <a href="#SELL">SELL</a> <li> <a href="#SERVE">SERVE</a> <li> <a href="#SERVICES">SERVICES</a> <li> <a href="#SETTINGS">SETTINGS</a> <li> <a href="#SHAMAN">SHAMAN</a> <li> <a href="#SHARE">SHARE</a> <li> <a href="#SHEATH">SHEATH</a> <li> <a href="#SHIP_COMBAT">SHIP_COMBAT</a> <li> <a href="#SHOPPING">SHOPPING</a> <li> <a href="#SHOW">SHOW</a> <li> <a href="#SING">SING</a> <li> <a href="#SIT">SIT</a> <li> <a href="#SKILLS">SKILLS</a> <li> <a href="#SKYWATCHER">SKYWATCHER</a> <li> <a href="#SLAVE">SLAVE</a> <li> <a href="#SLEEP">SLEEP</a> <li> <a href="#SOCIALS">SOCIALS</a> <li> <a href="#SONGS">SONGS</a> <li> <a href="#SOUNDS">SOUNDS</a> <li> <a href="#SOUTH">SOUTH</a> <li> <a href="#SOUTHEAST">SOUTHEAST</a> <li> <a href="#SOUTHWEST">SOUTHWEST</a> <li> <a href="#SPEAK">SPEAK</a> <li> <a href="#SPELLNAME">SPELLNAME</a> <li> <a href="#SPELLS">SPELLS</a> <li> <a href="#SPLIT">SPLIT</a> <li> <a href="#STAND">STAND</a> <li> <a href="#STARBOARD">STARBOARD</a> <li> <a href="#STARVE">STARVE</a> <li> <a href="#STAT">STAT</a> <li> <a href="#STATS">STATS</a> <li> <a href="#STRENGTH">STRENGTH</a> <li> <a href="#SUBSCRIBE">SUBSCRIBE</a> <li> <a href="#SUICIDE">SUICIDE</a> <li> <a href="#SVIRFNEBLIN">SVIRFNEBLIN</a> <li> <a href="#SWIM">SWIM</a> <li> <a href="#SWITCH">SWITCH</a> <li> <a href="#TABAXI">TABAXI</a> <li> <a href="#TAKE">TAKE</a> <li> <a href="#TANK">TANK</a> <li> <a href="#TEACH">TEACH</a> <li> <a href="#TELL">TELL</a> <li> <a href="#TEMPLAR">TEMPLAR</a> <li> <a href="#THIEF">THIEF</a> <li> <a href="#THIRST">THIRST</a> <li> <a href="#THROW">THROW</a> <li> <a href="#TIME">TIME</a> <li> <a href="#TITLE">TITLE</a> <li> <a href="#TOP">TOP</a> <li> <a href="#TOPICS">TOPICS</a> <li> <a href="#TORCH">TORCH</a> <li> <a href="#TRAIN">TRAIN</a> <li> <a href="#TRAINERS">TRAINERS</a> <li> <a href="#TRANSLUCENT">TRANSLUCENT</a> <li> <a href="#TRANSMUTER">TRANSMUTER</a> <li> <a href="#TRAPPER">TRAPPER</a> <li> <a href="#TROPHIES">TROPHIES</a> <li> <a href="#TYPE">TYPE</a> <li> <a href="#TYPO">TYPO</a> <li> <a href="#UNDRESS">UNDRESS</a> <li> <a href="#UNLOAD">UNLOAD</a> <li> <a href="#UNLOCK">UNLOCK</a> <li> <a href="#UNWIELD">UNWIELD</a> <li> <a href="#UP">UP</a> <li> <a href="#VALUE">VALUE</a> <li> <a href="#VASSALS">VASSALS</a> <li> <a href="#VERSION">VERSION</a> <li> <a href="#VIEW">VIEW</a> <li> <a href="#VISIBLE">VISIBLE</a> <li> <a href="#WAGON">WAGON</a> <li> <a href="#WAKE">WAKE</a> <li> <a href="#WANDS">WANDS</a> <li> <a href="#WEALTH">WEALTH</a> <li> <a href="#WEAR">WEAR</a> <li> <a href="#WEATHER">WEATHER</a> <li> <a href="#WEST">WEST</a> <li> <a href="#WHERE">WHERE</a> <li> <a href="#WHISPER">WHISPER</a> <li> <a href="#WHO">WHO</a> <li> <a href="#WHOIS">WHOIS</a> <li> <a href="#WIELD">WIELD</a> <li> <a href="#WILLQUALIFY">WILLQUALIFY</a> <li> <a href="#WIMPY">WIMPY</a> <li> <a href="#WISDOM">WISDOM</a> <li> <a href="#WITHDRAW">WITHDRAW</a> <li> <a href="#WIZARD">WIZARD</a> <li> <a href="#WIZLIST">WIZLIST</a> <li> <a href="#WORLD_CURRENCIES">WORLD_CURRENCIES</a> <li> <a href="#WORLD_CURRENCY">WORLD_CURRENCY</a> <li> <a href="#WORLD_MONEY">WORLD_MONEY</a> <li> <a href="#WORLD_MONIES">WORLD_MONIES</a> <li> <a href="#WORSHIP">WORSHIP</a> <li> <a href="#WORTH">WORTH</a> <li> <a href="#YELL">YELL</a> </ul> </td><td valign=top align=left> <p> <a name="AARAKOCRAN"><B>AARAKOCRAN</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Aarakocran <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Avian<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2, <BR> max constitution adj.-1, max charisma adj.-1, save vs <BR> overlooking+50 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Eagle Eyes(50%), Winged Flight(100%), Hunting(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Bird Speak(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 45 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Lycanthropy <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A nice tunic, a pair of pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Aarakocran are bipedal birdmen, with hands incorporated into their wings. <BR>Aarakocran are a little taller than humans, but much lighter due to their bone<BR>structure. They are adept flyers with superior vision.</pre> </P> <p> <a name="ABJURER"><B>ABJURER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Abjurer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Abjuration as levels <BR> advance. At 10th level, receives double duration on your <BR> Abjuration magic, and half duration from malicious Abjuration <BR> magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Enchantment/charm spells. Receives penalty damage <BR> from Enchantment/charm as levels advance. Receives double <BR> duration from malicious Enchantment/charm magic, half duration on <BR> other Enchantment/charm effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Abjurers are specialist mages who concentrate their studies towards the mastery<BR>of protective magic. So adept have they become that they automatically gain<BR>every known abjuration spell when they gain levels, including spells which only<BR>the abjurer may master. <BR> <BR>Although the Abjurer will not have the benefit of Enchantment spells, they are<BR>still formidible foes. Their protective magic lasts much longer than that of<BR>other mages, and they still have access to many of the most dangerous spells. <BR></pre> </P> <p> <a name="ABOVE"><B>ABOVE</B></a> <pre>Command : ABOVE <BR>Usage : ABOVE <BR>Example : above <BR>Short(s): <BR>Travel above deck from the room or location.</pre> </P> <p> <a name="ACCOUNT"><B>ACCOUNT</B></a> <pre>Command : ACCOUNT <BR>Usage : ACCOUNT <BR>Example : account <BR>Short(s): <BR>If this mud supports accounts, this command will show you a list of your<BR>characters, and your account expiration date, if applicable. You can also use<BR>LOGOUT to return to the account menu, or SWITCH to quickly change between<BR>characters on the same account.</pre> </P> <p> <a name="ACHIEVEMENTS"><B>ACHIEVEMENTS</B></a> <pre>Command : ACHIEVEMENTS <BR>Usage : ACHIEVEMENTS (PLAYER/ACCOUNT/CLAN) (ALL/NOW/ANNOUNCE) ([PLAYER]) <BR>Usage : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME]) <BR>Example : achievements <BR>Example : achievements all <BR>Example : achievements bob <BR>Example : achievements player now <BR>Example : achievements account announce bob <BR>Example : achievements future bob <BR>This command shows the player all their notable achievements in the game. If<BR>the optional NOW parameter is given, then all achievements in which the player<BR>has made any progress is shown. If the optional ALL parameter is given, then<BR>all Possible achievements are shown, along with any progress the player has<BR>made towards them. If ANNOUNCE is specified, then the player will announce the<BR>achievements to the room. If a player name is specified, then the achievements<BR>of that player are shown instead. If the optional player or account parameter<BR>is specified, then the achievements will be limited to player or account<BR>specific achievements, if your mud supports accounts. <BR> <BR>The AWARDS parameter will show all awards, from all sources, that the current<BR>or given target has received. <BR>The FUTURE parameter will show all account awards that would be received by the<BR>next character created on this player account. <BR>The RETIRE parameter will show all awards that would be received by this player<BR>account should the current or given player retire immediately, including<BR>previously earned awards. <BR>The REMORT parameter will show all awards that would be received by the current<BR>or given player should they remort immediately, including previously earned<BR>awards. <BR> <BR>Some achievements are evaluated only once an hour, but this command will also<BR>force your achievement tracker to do an evaluation.</pre> </P> <p> <a name="ACTIVATE"><B>ACTIVATE</B></a> <pre>Command : ACTIVATE <BR>Usage : ACTIVATE ([COMMANDS]) [ITEM] <BR>Example : activate phazer <BR>Example : activate console <BR>Example : activate stun phazer <BR>This multi-purpose command is used to turn-on electrical devices, and, in some<BR>circumstances, cause the device to perform its function. (by including optional<BR>parameters), and operate computer consoles.</pre> </P> <p> <a name="AFFECT"><B>AFFECT</B></a> <pre>Command : AFFECTS <BR>Usage : AFFECTS <BR>Example : affects <BR>Short(s): AFF <BR>List your present disposition, as well as any spells or other affects that your<BR>character is currently under the influence of.</pre> </P> <p> <a name="AFK"><B>AFK</B></a> <pre>Command : AFK <BR>Usage : AFK ([OPTIONAL MESSAGE]) <BR>Example : afk <BR>Example : afk I am eating. <BR>Short(s): <BR>Notifies the system that you are away from your keyboard. Entering AFK again,<BR>or just entering a new command will reset this status. You may enter an<BR>optional message to give to those who attempt to TELL you something.</pre> </P> <p> <a name="AFT"><B>AFT</B></a> <pre>Command : AFT <BR>Usage : AFT <BR>Example : aft <BR>Short(s): <BR>Travel towards the rear of a ship.</pre> </P> <p> <a name="AFT_PORTSIDE"><B>AFT_PORTSIDE</B></a> <pre>Command : AFT PORTSIDE <BR>Usage : AFT PORTSIDE <BR>Example : aft portside <BR>Short(s): <BR>Travel towards the rear left of a ship.</pre> </P> <p> <a name="AFT_STARBOARD"><B>AFT_STARBOARD</B></a> <pre>Command : AFT STARBOARD <BR>Usage : AFT STARBOARD <BR>Example : aft starboard <BR>Short(s): <BR>Travel towards the rear right of a ship.</pre> </P> <p> <a name="AIM"><B>AIM</B></a> <pre>In combat, you do not normally need to aim. Your weapon will automatically<BR>attack the target of your kill command or your current enemy. In ship tactical<BR>combat, however, the AIM command must be used to aim a specified siege weapon<BR>at some distance ahead of an enemy ship. See help on SHIP_COMBAT for more<BR>information on ship tactical combat.</pre> </P> <p> <a name="ALIAS"><B>ALIAS</B></a> <pre>Command : ALIAS <BR>Usage : ALIAS <BR>Example : alias <BR>Short(s): <BR>This command will allow a player to manage a list of alias command strings. <BR>Any command string a player enters which begins with one of the listed alias<BR>names will be replaced with the given alias value. This allows players to<BR>create shorter keywords for activating commands which might normally require<BR>longer strings. Multiple commands may be combined by putting a tilde ~<BR>character between them. You may also prefix an entire alias command string<BR>with the word NOECHO to prevent the commands from being echoed. When playing,<BR>any arguments given after the alias are also appended to each command in the<BR>alias definition.</pre> </P> <p> <a name="ALIGNMENT"><B>ALIGNMENT</B></a> <pre>Your alignment represents your moral fiber, with Good representing selfless<BR>benevolence, Evil representing selfish maliciousness, and Neutral representing<BR>the balance of the two. <BR> <BR>In combat, the amount of experience you receive from the vanquishing of a foe<BR>depends partially on your alignment versus that of the creature you have<BR>killed. In general, if you are Good and you kill a Good creature, or Evil and<BR>kill an Evil creature, or Neutral and kill a Neutral creature, you receive<BR>least experience. The amount of experience can vary depending upon how close<BR>to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to<BR>receiving the least amount of experience for violating this rule, you will find<BR>your characters alignment slowly changing with each repeat offense. <BR> <BR>For some classes, alignment can have other affects. Paladins must always be<BR>good and/or lawful, and will find that their spellcasting ability disappears<BR>with their purity. Clerics may be any alignment but their spell choices can<BR>profoundly impact their alignment. A Good Cleric or Paladin who casts evil<BR>spells will soon find themselves becoming evil. Evil Clerics can suffer the<BR>same fate for using benevolent spells. Druids tend to require neutrality to be<BR>successful with magic. See also help in INCLINATION.</pre> </P> <p> <a name="ALTERER"><B>ALTERER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Alterer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Alteration as levels <BR> advance. At 10th level, receives double duration on your <BR> Alteration magic, and half duration from malicious Alteration <BR> magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Invocation/evocation spells. Receives penalty <BR> damage from Invocation/evocation as levels advance. Receives <BR> double duration from malicious Invocation/evocation magic, half <BR> duration on other Invocation/evocation effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Alterers are specialist mages who concentrate their studies in the mastery of<BR>altering the world around them. Their all-purpose skills serve them<BR>wonderfully in combat, in the maintenance of their own health and equipment,<BR>and in becoming successful adventurers. So skilled are they in the alteration<BR>of the universe that they gain all known alteration spells, including some<BR>which only the alterer may gain. <BR> <BR>The Alterer suffers from a lack of access to the Evocation school of magic, the<BR>long duration and heavy impact of their spells plus the general usefulness of<BR>their school makes them a good choice for all mages. Since they have their own<BR>kind of destructive magic, they will find they don't miss evocations at all. <BR></pre> </P> <p> <a name="ANSI"><B>ANSI</B></a> <pre>Command : ANSI <BR>Usage : ANSI (16) (OFF) <BR>Example : ansi <BR>Example : ansi 16 <BR>Example : ansi off <BR>Short(s): <BR>Turns color output on or off. NOANSI or NOCOLOR or the OFF argument to turn it<BR>off. The "16" argument can be used as a toggle when the mud client only<BR>supports 16 colors, in order to change 256-color output to use the standard 16<BR>ansi colors. See also COLORSET.</pre> </P> <p> <a name="APOTHOCARY"><B>APOTHOCARY</B></a> <pre>A common misspelling for APOTHECARY.</pre> </P> <p> <a name="APPRENTICE"><B>APPRENTICE</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Apprentice <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Commoner<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 5+, Intelligence 5+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18)-1 per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+5 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>6 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/9)+(1d4) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/10)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 10 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use dagger-like or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Gains lots of xp for training to a new class, and gets bonus <BR> common skills. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>An Apprentice may not go past level 1, and qualifies only for the games most<BR>common non-combat skills. You are free to move around in the game like anyone<BR>else, in order to learn some of the ropes before choosing a more permanent<BR>career. When you have decided which of the main classes to go to, you may use<BR>the TRAIN command with an appropriate teacher to become the class of your<BR>choosing. If you can't find an appropriate teacher, remember that a player of<BR>the proper class may be able to help you. Be sure to save yourself a training<BR>point for this purpose!</pre> </P> <p> <a name="ARCANIST"><B>ARCANIST</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Arcanist <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Thief<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (22), Dexterity (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 9+, Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/5)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[6X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear leather, cloth, or vegetation based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Magic resistance, 1%/level. Huge discounts when buying potions <BR> after 5th level. Ability to memorize spells learned through <BR> SpellCraft. Can see wand charges at level 30. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Also known as the Arcane Rogue, the Arcanist is the thief who has become<BR>fascinated with all things arcane, but has little or no innate magical power.<BR>He is an accumulator of wands and scrolls; making good use of his limited<BR>knowledge to create, improve, and most especially use these items to his<BR>devious ends. Arcanists are also just knowledgable enough to learn spells<BR>simply by observing their usage, although, lacking any innate power, he forgets<BR>them as soon as they are used.</pre> </P> <p> <a name="ARCHON"><B>ARCHON</B></a> <pre>An Archon is a being of ultimate power. Do not mess with them.</pre> </P> <p> <a name="AREAS"><B>AREAS</B></a> <pre>Command : AREAS <BR>Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE]) <BR>Example : areas <BR>Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2) <BR>Example : areas $med_alignment >= 7500 <BR>Example : areas $med_alignment >= 7500 sort=med_level <BR>Short(s): <BR>This command will list all the areas in the known world of the game. <BR> <BR>You can also filter the list by entering a expression that tests various<BR>statistics about the area in order to help find the one you want. You can use<BR>any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,<BR>and can combine expressions using "and" or "or". Use parenthesis to affect the<BR>order of evaulation. Most importantly, you can test any of the following<BR>variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,<BR>$MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,<BR>$TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS <BR>You can sort the list by the same variables that can be filtered, which will<BR>cause the display to show the value of that stat alongside the area name. You<BR>can also sort by REVERSE (name), LEVEL, and AUTHOR. <BR> <BR>You may also enter HELP [AREA NAME] to get more help on the areas you see<BR>listed with this command.</pre> </P> <p> <a name="AREA_COINS"><B>AREA_COINS</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="AREA_CURRENCY"><B>AREA_CURRENCY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="AREA_MONEY"><B>AREA_MONEY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="ARMORED_DEFENCE"><B>ARMORED_DEFENCE</B></a> <pre>The level of protection your character has from being hit by ordinary weapons.</pre> </P> <p> <a name="ARRESTED"><B>ARRESTED</B></a> <pre>When happens to you when an officer accuses you of a crime, and is able to<BR>subdue you. See also HANDCUFF.</pre> </P> <p> <a name="ARTISAN"><B>ARTISAN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Artisan <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Commoner<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Intelligence (22), Dexterity (22), Constitution <BR> (22), Charisma (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+, Dexterity 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18)-1 per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/10)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use dagger-like or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Gains experience when using common skills and no common skill <BR> limits. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>An Artisan is a professional tradesman who specializes in the common skills<BR>that make civilization work. Artisans who focus their skills in particular<BR>trees will see their apparent class name reflect this due to Artisanal Focus.<BR>The Artisan will never be a great fighter, makes him a poor choice for<BR>exploring those monster filled dungeons. However, the Artisan is still able to<BR>advance by using his skills and gaining experience while he does! Artisans,<BR>like Apprentices, may still choose to go into a more adventurous profession,<BR>but like Apprentices, they are unable to go back. </pre> </P> <p> <a name="ASK"><B>ASK</B></a> <pre>Command : ASK <BR>Usage : ASK ([MOB NAME]) [MESSAGE] <BR>Example : ask Where am I? <BR>Short(s): <BR>Causes your character to speak to one or more characters or mobs in the same<BR>room as yourself. You may specify the mob to speak to, or just speak in<BR>general.</pre> </P> <p> <a name="ASSASSIN"><B>ASSASSIN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Assassin <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Thief<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 5+, Wisdom 5+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[6X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear leather, cloth, or vegetation based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Strong resistance to all poisons at 21st level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Assassins reflect the darkest and most wicked side of the rogue. The dealing<BR>of death becomes a goal in itself, the epitomy of evil. The assassin becomes<BR>so centered on this art that he begins to slow his pace, learning and<BR>contemplating each "mark" as the best method of killing them becomes clear. <BR>They also learn skills in keeping track of and tracking down their marks, as<BR>well as other means of making life for the targeted miserable, and short. The<BR>assassin can use any weapons, unlike the standard thief, though his armor is<BR>still restricted. </pre> </P> <p> <a name="ASSIST"><B>ASSIST</B></a> <pre>Command : ASSIST <BR>Usage : ASSIST [REQUEST] <BR>Example : assist I'm stuck here and I can't get out! <BR>Short(s): <BR>Use this command to make requests of the Archons.</pre> </P> <p> <a name="ASTROENGINEER"><B>ASTROENGINEER</B></a> <pre>Sorry, but this is Not Yet Implemented</pre> </P> <p> <a name="ATLAS"><B>ATLAS</B></a> <pre>Try the AREAS command.</pre> </P> <p> <a name="ATTACK_POINTS"><B>ATTACK_POINTS</B></a> <pre>The combat prowess of a player. Try the SCORE command.</pre> </P> <p> <a name="AUCTION"><B>AUCTION</B></a> <pre>Command : AUCTION <BR>Usage : AUCTION UP [ITEM] ([OPENING BID]) <BR>Usage : AUCTION BID [AMOUNT] <BR>Usage : AUCTION LIST <BR>Usage : AUCTION INFO <BR>Usage : AUCTION CLOSE <BR>Usage : AUCTION CHANNEL [MSG]) <BR>Example : auction up ring <BR>Example : auction up ring 100 <BR>Example : auction bid 150 <BR>Example : auction channel the ring is really great! <BR>Example : auction close <BR>Example : auction list <BR>Example : auction info <BR>Short(s): <BR>This versatile command is used by players wishing to auction items at real time<BR>over the AUCTION channel, as well as by those wishing to bid on items up for<BR>auction. To start an auction, the player enters AUCTION UP plus the name of<BR>the item, and an optional starting bid. If there is no other auction going on<BR>at the time, the auction will begin. Auctions last for a silent 5 minutes,<BR>plus 1 minute for each going once/twice/sold. If no bids have been received<BR>after the first 3 minutes, the item will proceed directly to the going<BR>once/twice/sold period. The person putting on the auction may, at any time,<BR>close the auction without penalty by entering "auction close", or communicate<BR>on the auction channel (to give a better item description perhaps) using<BR>"auction channel [message]". <BR> <BR>To place a bid on an auction that is ongoing, a player need only enter "auction<BR>bid [amount]". Where amount is the maximum amount the player will pay for the<BR>item. A proxy bidding system is in place for all auctions. The current bid on<BR>the item will always be less than or equal to the bid of the high bidder, and<BR>at least 1 gold more than the bid of the previous high bidder. This means<BR>that, if the current bid on an item is 5, and a player bids 10, the new bid<BR>will become 6 (one more than the previous high bid). If another player then<BR>bids 20, the new bid will become 11. <BR> <BR>Players can also get information on a live auction while it is going on by<BR>entering AUCTION INFO or AUCTION LIST. <BR> <BR>When an auction ends, the system will attempt to automatically complete the<BR>transaction for both the bidder and the auctioneer. The proper money will be<BR>transferred (in converted notes) from the high bidder to the auctioneer. The<BR>item up for auction will be automatically transferred from the auctioneer to<BR>the high bidder. The auction house may take a cut both when then auction is<BR>placed up, and on the final price. <BR> <BR>See also help on AUCTIONS</pre> </P> <p> <a name="AUCTIONS"><B>AUCTIONS</B></a> <pre>Auctions are a system whereby players can buy and sell items from each other<BR>using an open bidding system. In this system, a bidder places a bid which<BR>represents the most they will pay for the item. However, a bidder must only<BR>end up paying an amount equal to the most anyone ELSE would also pay, so long<BR>as it is less than their own maximum bid. <BR> <BR>This game supports two kinds of auctions. One is a multi-game-day auction,<BR>which requires that you find an auctioneer mob and use commmands like BUY,<BR>SELL, VIEW, and BID. The game also supports a live auction system, which is<BR>managed using the AUCTION command. Only one such live auction is allowed at<BR>any one time. See help on the above commands for more information.</pre> </P> <p> <a name="AUTOAFFECTS"><B>AUTOAFFECTS</B></a> <pre>Command : AUTOAFFECTS <BR>Usage : AUTOAFFECTS <BR>Example : autoaffects <BR>Short(s): aaf <BR>List the skills or other auto-invoked affects that your character is currently<BR>under the influence of.</pre> </P> <p> <a name="AUTOASSIST"><B>AUTOASSIST</B></a> <pre>Command : AUTOASSIST <BR>Usage : AUTOASSIST (ON/OFF) <BR>Example : autoassist <BR>Example : autoassist off <BR>Short(s): <BR>Toggles whether or not you automatically assist fellow group members who have<BR>entered combat.</pre> </P> <p> <a name="AUTODRAW"><B>AUTODRAW</B></a> <pre>Command : AUTODRAW <BR>Usage : AUTODRAW (ON/OFF) <BR>Example : autodraw <BR>Example : autodraw off <BR>Short(s): <BR>Toggles whether or not you automatically draw a weapon from a sheath before<BR>combat and automatically sheath your weapons when no longer in combat.</pre> </P> <p> <a name="AUTOEXITS"><B>AUTOEXITS</B></a> <pre>Command : AUTOEXITS <BR>Usage : AUTOEXITS (ON/OFF) <BR>Example : autoexits <BR>Example : autoexits off <BR>Short(s): <BR>Toggles whether or not the exits to any room are automatically displayed<BR>whenever you look.</pre> </P> <p> <a name="AUTOFORWARD"><B>AUTOFORWARD</B></a> <pre>Command : AUTOFORWARD <BR>Usage : AUTOFORWARD (ON/OFF) <BR>Example : autoforward <BR>Example : autoforward off <BR>Short(s): <BR>Toggles whether or not email sent to your players email address<BR>(playername@mudhost) will be forwarded to the email address you have on file<BR>with your player. See help on the EMAIL command also.</pre> </P> <p> <a name="AUTOGOLD"><B>AUTOGOLD</B></a> <pre>Command : AUTOGOLD <BR>Usage : AUTOGOLD (ON/OFF) <BR>Example : autogold <BR>Example : autogold off <BR>Short(s): <BR>Toggles whether or not you automatically collect any gold from the corpses of<BR>vanquished foes.</pre> </P> <p> <a name="AUTOGUARD"><B>AUTOGUARD</B></a> <pre>Command : AUTOGUARD <BR>Usage : AUTOGUARD (ON/OFF) <BR>Example : autoguard <BR>Example : autoguard off <BR>Short(s): guard <BR>By default, all players and mobs will literally follow from room to room<BR>whoever is the leader of their group. By toggling on AUTOGUARD, a player or<BR>mob will stay put, even when the leader leaves the room.</pre> </P> <p> <a name="AUTOIMPROVEMENT"><B>AUTOIMPROVEMENT</B></a> <pre>Command : AUTOIMPROVEMENT <BR>Usage : AUTOIMPROVEMENT (ON/OFF) <BR>Example : autoimprovement <BR>Example : autoimprovement off <BR>Short(s): <BR>Toggles whether or not you are automatically notified whenever your proficiency<BR>goes up in one of your skills/spells/prayers/chants/songs/etc..</pre> </P> <p> <a name="AUTOINVOKE"><B>AUTOINVOKE</B></a> <pre>Command : AUTOINVOKE <BR>Usage : AUTOINVOKE <BR>Example : autoinvoke <BR>Short(s): <BR>This command allows the player to manage their auto-invoking skills. These are<BR>skills, like Dodge or Healing Aura, which, once learned or gained, are<BR>automatically activated for the player for an indefinite duration. This<BR>command will allow the player to deactivate or reinvoke these skills. <BR>The name of the skill to modify may optionally be modified with a starting or<BR>ending asterisk (*) to match multiple skills, and may be preceded by the word<BR>INVOKE or UNINVOKE to specify an action other than toggle.</pre> </P> <p> <a name="AUTOLOOT"><B>AUTOLOOT</B></a> <pre>Command : AUTOLOOT <BR>Usage : AUTOLOOT (ON/OFF) <BR>Example : autoloot <BR>Example : autoloot off <BR>Short(s): <BR>Toggles whether or not you automatically collect any items from the corpses of<BR>vanquished foes.</pre> </P> <p> <a name="AUTOMAP"><B>AUTOMAP</B></a> <pre>Command : AUTOMAP <BR>Usage : AUTOMAP (ON/OFF) <BR>Example : automap <BR>Example : automap off <BR>Short(s): <BR>If this mud supports the feature, then this command toggles whether or not you<BR>automatically see a mini-map of your immediate surroundings when you enter a<BR>new room.</pre> </P> <p> <a name="AUTOMELEE"><B>AUTOMELEE</B></a> <pre>Command : AUTOMELEE <BR>Usage : AUTOMELEE (ON/OFF) <BR>Example : automelee <BR>Example : automelee off <BR>Short(s): <BR>Toggles whether or not you automatically advance towards an opponent who is out<BR>of range of your weapon. When turned off it will allow a mage to stand back<BR>and use ranged spells without entering melee combat, or allow a player with a<BR>ranged weapon (such as a bow) to use an attack to retreat to a ranged position<BR>from a melee position. This is turned on by default, and should be toggled<BR>with care.</pre> </P> <p> <a name="AUTONOTIFY"><B>AUTONOTIFY</B></a> <pre>Command : AUTONOTIFY <BR>Usage : AUTONOTIFY (ON/OFF) <BR>Example : autonotify <BR>Example : autonotify off <BR>Short(s): <BR>Toggles whether or not you are automatically notified whenever one of the users<BR>on your FRIENDS list logs on. See the FRIENDS command for more information on<BR>this.</pre> </P> <p> <a name="AUTORUN"><B>AUTORUN</B></a> <pre>Command : AUTORUN <BR>Usage : AUTORUN (ON/OFF) <BR>Example : autorun <BR>Example : autorun off <BR>Short(s): <BR>Toggles whether or not you automatically run when using the standard movement<BR>commands. Running consumes movement points far more quickly than standard<BR>movement does.</pre> </P> <p> <a name="AUTOSAC"><B>AUTOSAC</B></a> <pre>Sacrifice is a Clerical prayer, along with its evil counterpart Desecrate, and<BR>the neutral version Bury. </pre> </P> <p> <a name="AUTOWEATHER"><B>AUTOWEATHER</B></a> <pre>Command : AUTOWEATHER <BR>Usage : AUTOWEATHER (ON/OFF) <BR>Example : autoweather <BR>Example : autoweather off <BR>Short(s): <BR>Toggles whether or not you automatically see weather information along with the<BR>room descriptions.</pre> </P> <p> <a name="BABY"><B>BABY</B></a> <pre>Babies are what come from the physical union of a male and a female. See help<BR>on remorting. Carry them around and keep them safe. Put them in a bathtub<BR>when they soil themselves, or just take them into a river and swim around.</pre> </P> <p> <a name="BANK"><B>BANK</B></a> <pre>The Bank is where money and items can be deposited and withdrawn using the<BR>DEPOSIT and WITHDRAW commands. You can also borrow money using the BORROW<BR>command. Use LIST to see interest and balance information.</pre> </P> <p> <a name="BARBARIAN"><B>BARBARIAN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Barbarian <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fighter<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Constitution (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Strength <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Str/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>3 +[(Wisdom/6)-1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>4 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/8)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[8X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Damage reduction 1pt/5 levels. A 1%/level resistance to <BR> Enchantments. Bonus conquest and duel experience. Bonus max <BR> dex/15 levels when torso and body are bare. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Barbarians are the wild warriors of the frontier. Their ability to deal large<BR>amounts of damage in combat, as well as inspire combative behaviors in others<BR>makes them especially ferocious. They are fond of mastering numerous weapons,<BR>and building up their bodies, though they distrust metal armors, and may not<BR>wear them without difficulties. <BR> <BR>How to play: Barbarian combat skills make them desirable as group members.<BR>While their non-metal armor restriction can sometimes hurt their nomination as<BR>tanks, their ability to deal and absorb large amounts of damage can more than<BR>make up for anything lacked. Because of this, the Barbarian flourishes as well<BR>alone as in groups. <BR> <BR>The Barbarian is every bit as strong a fighter as a pure Fighter, and has that<BR>extra combative edge that many players look for in a Class. Players who<BR>dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the<BR>Barbarian's simple destructive style. <BR></pre> </P> <p> <a name="BARD"><B>BARD</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Bard <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Bard<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Charisma (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Charisma 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Duergar, Dwarf, Elf, Half Elf, Halfling and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Charisma <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Cha/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 10 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives group bonus combat experience when in an intelligent <BR> group, and more for a group with players. Receives exploration <BR> and pub-finding experience based on danger level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Bards are traveling singers, whose "songs" can possess powerful magic. They<BR>are highly desired group members for the inspiration they bring to their team<BR>members, and the great stings they provide to their enemies. They possess the<BR>same weapon and armor restrictions as thieves, but also qualify for many thief<BR>skills. <BR> <BR>Bard is the basis for numerous sub-classes which the player may choose to gain<BR>levels in at any time. These sub-classes include the Charlatan, Dancer,<BR>Minstrel, and the Jester. <BR> <BR>How to play: The great strength of the bard is in his wide assortment of<BR>skills, and in his powerful songs. The bard may try his hand as the lonesome<BR>traveler, but will find his skills still put him behind his peers. It is in<BR>the company of other, more powerful classes, that the bard will flourish. And<BR>because of the unique nature of his magic, and how his skills will always<BR>affect groups, that groups will always want to have a bard along. <BR> <BR>Bards are as weak as thieves in combat, and lack their general sneakiness, so<BR>in the company of others must the bard find his path to greatness, filling any<BR>skill gaps in almost any group with the appropriate magic or ability. <BR></pre> </P> <p> <a name="BATH"><B>BATH</B></a> <pre>What you need to do if you start stinking. If you can't find a bathtub, just<BR>hop in a river or shallow water. Enter the social BATHE and the grime will<BR>begin to disappear. Even treading water will make you cleaner.</pre> </P> <p> <a name="BEACON"><B>BEACON</B></a> <pre>A beacon is where you recall to. See help on the RECALL skill.</pre> </P> <p> <a name="BEASTMASTER"><B>BEASTMASTER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Beastmaster <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Druid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Constitution (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Duergar, Dwarf, Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Constitution <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Con/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 15 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use wooden, plant-based, or leather weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> When leading animals into battle, will not divide experience <BR> among animal followers. Can create a druidic connection with an <BR> area. Benefits from animal/plant/stone followers leveling. <BR> Benefits from freeing animals from cities. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid skill and chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular<BR>jungle, being both the guardian and master steward of the animal kingdom.<BR>Unlike the other druids then, the beastmaster takes great pride in his animal<BR>changing abilities, and receives many more animal forms as he progresses in<BR>level. The beastmaster is also more accutely aware of the dangers of the wild,<BR>and is thus a much more physical and able fighter than other druids tend to be.<BR><BR> <BR>How to play: The Beastmaster is the perfect loner druid class, though he is<BR>never truly alone with all the animals he can summon to his side. He also has<BR>numerous ways of enhancing his own innate fighting ability through magical<BR>chants, making him formidable even when adventuring without animal companions.</pre> </P> <p> <a name="BELOW"><B>BELOW</B></a> <pre>Command : BELOW <BR>Usage : BELOW <BR>Example : below <BR>Short(s): <BR>Travel below deck from the room or location.</pre> </P> <p> <a name="BID"><B>BID</B></a> <pre>Command : BID <BR>Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME]) <BR>Example : bid 100 sword <BR>Example : bid 100 sword mrauctioneer <BR>Example : bid "100 golden notes" "sword of the ancients" mrauctioneer <BR>Short(s): <BR>When an auctioneer is present in the same room or area as your character, this<BR>command will allow you to place a bid on an item from that auctioneer. Placing<BR>a bid automatically removes coin from your person. <BR> <BR>If your maximum bid is beat by another bidder (you are outbid), then you will<BR>automatically receive a refund. You must then return to the auctioneer to<BR>place another bid. <BR> <BR>If you win the auction, you will be notified after the auction ends. You must<BR>then return to the auctioneer and use the BUY command to claim your<BR>merchandise. You will not be charged for claiming an item you won in auction. <BR>If the item sold for less then your maximum bid, the auctioneer will give you a<BR>refund of the difference when you claim the item. <BR> <BR>See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.</pre> </P> <p> <a name="BLESSINGS"><B>BLESSINGS</B></a> <pre>Blessings are what a deity bestows upon you for performing the required ritual.<BR> Clerics receive all the blessings of their gods, while mere worshippers<BR>receive a random one.</pre> </P> <p> <a name="BOARD"><B>BOARD</B></a> <pre>Command : BOARD <BR>Usage : BOARD [RIDEABLE ITEM] <BR>Example : board canoe <BR>Short(s): ride <BR>Your character attempts to board a boat, or other rideable creature, carriage,<BR>horse, or item. Once boarded, the item can be navigated around by use of the<BR>normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.</pre> </P> <p> <a name="BOATS"><B>BOATS</B></a> <pre>Boats are craft which may be ridden over water. See the MOUNT command.</pre> </P> <p> <a name="BORROW"><B>BORROW</B></a> <pre>Command : BORROW <BR>Usage : BORROW [AMOUNT] ([BANKER/LIBRARIAN NAME]) <BR>Example : borrow 1000 <BR>Example : borrow "10 gold coins" "Joe Banker" <BR>Example : borrow "500 archon notes" banker <BR>Short(s): <BR>This command will allow you to borrow money from a banker in the same room, or<BR>books from a librarian. For bankers, you must first have deposited enough<BR>items with the banker to provide sufficient collateral against your loan<BR>amount. Money is thenceforth automatically withdrawn from your bank account<BR>every month to service the loan. Failure to have enough money in your account<BR>to provide for the loan may result in your items being put up for sale by the<BR>banker. You should use the LIST command to review your account balance from<BR>time to time.</pre> </P> <p> <a name="BRIEF"><B>BRIEF</B></a> <pre>Command : BREIF <BR>Usage : BRIEF (ON/OFF) <BR>Example : brief <BR>Example : brief off <BR>Short(s): <BR>Toggles whether the room descriptions are shown as you move around. See also<BR>the COMPRESS command.</pre> </P> <p> <a name="BROKEN"><B>BROKEN</B></a> <pre>If a limb should become broken for whatever reason, the path to healing begins<BR>with getting the bones set, using either the bandaging skills, or some sort of<BR>healing prayer. This will enable the bone to begin healing on its own. Some<BR>broken limbs are little more than an inconvenience, while others can cause<BR>serious problems with movement, or even with manipulating items.</pre> </P> <p> <a name="BUG"><B>BUG</B></a> <pre>Command : BUG <BR>Usage : BUG [BUG REPORT] <BR>Example : bug every time i cast a spell, i get logged off! <BR>Short(s): <BR>Please use this command to submit bugs against the CoffeeMud codebase.</pre> </P> <p> <a name="BUNDLE"><B>BUNDLE</B></a> <pre>Several of the common skills let you bundle raw resources like wood or ore.</pre> </P> <p> <a name="BURGLAR"><B>BURGLAR</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Burglar <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Thief<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Charisma (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 9+, Charisma 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[6X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use sword, daggers, flailed, blunt, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear leather, cloth, or vegetation based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Bonus experience for using certain skills. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The burglar is the thief who has made the accumulation of wealth and power his<BR>center of being, to the detriment of all else. The taking of the property of<BR>others by stealth, wits, or even charm makes him the bane of the rich and<BR>lawful alike. This most purist of thieves also has superior skill at being<BR>undetected in the performance of these dastardly deeds, though he stands at a<BR>slight disadvantage to better trained thieves if caught. </pre> </P> <p> <a name="BUY"><B>BUY</B></a> <pre>Command : BUY <BR>Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME]) <BR>Example : buy sword <BR>Example : buy sword weaponsmith <BR>Example : buy sword weaponsmith for bob <BR>Short(s): <BR>When a shopkeeper is present in the same room or area as your character, this<BR>command will allow you to purchase an item from that shopkeeper, or close an<BR>auction you started. <BR> <BR>The price for the item, as well as the availability of certain items can be<BR>determined by using the 'LIST' command. If more than one shopkeeper is in the<BR>room, you may have to specify the shopkeeper name in the parameters. You may<BR>also purchase items for someone else by adding the "for" syntax to the end of<BR>the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.</pre> </P> <p> <a name="CAST"><B>CAST</B></a> <pre>Skill : CAST <BR>Usage : CAST [SPELL NAME] [TARGET NAME] <BR>Example : cast sleep orc <BR>Short(s) : CA <BR>Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical<BR>abilities using the cast command. Some spells require that you direct the<BR>spell at a target, while others only apply to the caster. For help on a<BR>particular spell, enter help and then the name of the spell. Spells typically<BR>consume mana at amounts that decrease as the player gains levels. However, you<BR>might need to wait before casting the same spell again. </pre> </P> <p> <a name="CENTAUR"><B>CENTAUR</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Centaur <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Equine<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+1, intelligence+1, charisma-1, wisdom-1, max strength <BR> adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom <BR> adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Buck(50%), Hardiness(100%), Foraging(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Elvish(75%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 78 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Centaurs are large creatures with the body of a horse and the upper torso,<BR>head, and arms of a human. Their class choices are limited, but they excel at<BR>forestry, and make excellent rangers and druids.</pre> </P> <p> <a name="CHANNEL"><B>CHANNEL</B></a> <pre>Command : [CHANNEL] <BR>Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE] <BR>Example : [channel] hello everyone! <BR>Example : [channel] ,smile bob <BR>Example : [channel] ,does a high five! <BR>Example : [channel] last 30 <BR>Short(s): <BR>This command is for global communication with all users online. The parameter<BR>is a simple message to send to everyone online. You can use a comma and a<BR>social name to use a social over the channel. You can use a comma and an emote<BR>string to emote over the channel. The "LAST" command can be used to view<BR>previous messages you may have missed. Use the NO[CHANNEL] command to silence<BR>this channel and turn if off for you. When turned off [CHANNEL] can turn it on<BR>again.[EXTRA] <BR>See also: CHANNELS, SOCIALS</pre> </P> <p> <a name="CHANNELS"><B>CHANNELS</B></a> <pre>Command : CHANNELS <BR>Usage : CHANNELS <BR>Example : channels <BR>Short(s): <BR>List all the available channels, along with their status. Do HELP GOSSIP for<BR>more information on how to use Channels.</pre> </P> <p> <a name="CHANTS"><B>CHANTS</B></a> <pre>Command : CHANTS <BR>Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL]) <BR>Example : chants <BR>Example : chants plant control <BR>Example : chants ? <BR>Example : chants barkskin <BR>Short(s): <BR>Lists any druidic chants that you know, along with your proficiency in them.<BR>Can also be qualified to list your chants by domain, or use ? to list domains. <BR>You can get your level and proficiency for a particular chant by listing it by<BR>name. A level parameter may be given to show chants only up to that level.</pre> </P> <p> <a name="CHANWHO"><B>CHANWHO</B></a> <pre>Command : CHANWHO <BR>Usage : CHANWHO [CHANNEL NAME] <BR>Example : chanwho gossip <BR>Example : chanwho gossip@anotherMud <BR>Short(s): <BR>Lists all users listening on a particular channel. The channel name may be<BR>followed by an @ sign and the name of an I3 mud as well.</pre> </P> <p> <a name="CHARIOT"><B>CHARIOT</B></a> <pre>A transport, usually ridden in battle, and pulled by one or more horses.</pre> </P> <p> <a name="CHARISMA"><B>CHARISMA</B></a> <pre>Grace, charm, followers, and the ability to get better prices from merchants is<BR>reflected in Charisma.</pre> </P> <p> <a name="CHARLATAN"><B>CHARLATAN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Charlatan <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Bard<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Charisma (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Charisma 9+, Wisdom 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Charisma <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Cha/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d6)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 10 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives 2% resistance per level to mind affects, 4% resistance <BR> per level to divination spells. Non-class skills become cheaper <BR> at 30th level. Gains a random non-class skill or spell every <BR> other level! Receives exploration and pub-finding experience <BR> based on danger level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Charlatan is the master of deception and disguise. Often praised because<BR>of his natural acting ability, as well as his highly social nature, the<BR>Charlatan can be quite antisocial if he chooses, and extremely annoying to<BR>other players almost without trying. <BR> <BR>How to play: The Charlatan is also a natural spy in muds with numerous players,<BR>and has an extremely wide assortment of skills. More than any other class, the<BR>Charlatan can taste the powers of all other classes, sometimes with real skill,<BR>and sometimes only in seeming. For this reason, the Charlatan is ideal for<BR>those who want a taste of all classes, or at least to seem like he is. He is a<BR>natural group member, being able to fit almost any role by using his varied<BR>skills, or by tricking his group members into thinking he belongs in the role<BR>they require.</pre> </P> <p> <a name="CITIZENSHIP"><B>CITIZENSHIP</B></a> <pre>Various cities throughout the world may offer the ability to become a citizen<BR>of those great cities by talking to the mayor. As a citizen, you may RECALL to<BR>that cities recall location, allowing easy access to get back home. Other<BR>benefits may be presented in various cities, as well. Some cities have certain<BR>racial, religious, or alignment prejudices, so choose your home city wisely.</pre> </P> <p> <a name="CLANACCEPT"><B>CLANACCEPT</B></a> <pre>Command : CLANACCEPT <BR>Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]/ALL <BR>Example : clanaccept bob <BR>Example : clanaccept all <BR>Short(s): <BR>Accept an applicant for membership to your clan.</pre> </P> <p> <a name="CLANAPPLY"><B>CLANAPPLY</B></a> <pre>Command : CLANAPPLY <BR>Usage : CLANAPPLY [CLAN NAME] <BR>Example : clanapply my clan <BR>Short(s): <BR>Apply to a clan for membership.</pre> </P> <p> <a name="CLANASSIGN"><B>CLANASSIGN</B></a> <pre>Command : CLANASSIGN <BR>Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME] <BR>Example : clanassign bob treasurer <BR>Short(s): <BR>Promote or Demote a member to the listed position. Positions include: boss,<BR>applicant, treasurer, lieutentant, member, leader, and others depending upon<BR>the type of clan you have.</pre> </P> <p> <a name="CLANCREATE"><B>CLANCREATE</B></a> <pre>Command : CLANCREATE <BR>Usage : CLANCREATE <BR>Example : clancreate <BR>Short(s): <BR>Attempts to found a new clan, which players may then apply to.</pre> </P> <p> <a name="CLANDECLARE"><B>CLANDECLARE</B></a> <pre>Command : CLANDECLARE <BR>Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [RELATIONSHIP] <BR>Example : clandeclare otherclan ally <BR>Example : clandeclare "my clan" myenemy war <BR>Short(s): <BR>Allows the boss to declare a new relationship with another clan. A<BR>relationship can be one of: NEUTRAL, WAR, HOSTILE, FRIENDLY, ALLY. Generally,<BR>a relationship only matters if the target clan also declares a similar<BR>relationship. Each relationship has consequences, however, which are: <BR> <BR>NEUTRAL: Clans that are neutral to each other follow all ordinary rules. <BR>Protective clan magic applies normally. Normal PVP rules apply. Members of<BR>neutral clans are, with respect to each other, as if their clan membership<BR>doesn't matter. <BR> <BR>HOSTILE: Clans that are hostile to each other are permitted to try to take away<BR>areas that are controlled by other clans. <BR> <BR>FRIENDLY: Clans that are friendly to each other are exempted from the effects<BR>of certain clan-property protective magic, as if they are an applicant of that<BR>clan. <BR> <BR>WAR: Members of clans in a state of war with each other will automatically be<BR>able to playerkill each other in accordance with the muds general<BR>player-killing guidelines, while also sharing the consequences of being<BR>HOSTILE. <BR> <BR>ALLY: Members of clans in alliance with each other will automatically be at war<BR>with any clans that either of the allied clans are also in a state of war with.<BR> They also share all the benefits of being FRIENDLY with each other.</pre> </P> <p> <a name="CLANDETAILS"><B>CLANDETAILS</B></a> <pre>Command : CLANDETAILS <BR>Usage : CLANDETAILS ([CLAN NAME]) <BR>Example : clandetails <BR>Example : clandetails my clan <BR>Short(s): CLAN <BR>Gets some details on the clan.</pre> </P> <p> <a name="CLANDONATESET"><B>CLANDONATESET</B></a> <pre>Command : CLANDONATESET <BR>Usage : CLANDONATESET ([CLAN NAME]) <BR>Example : clandonateset <BR>Short(s): <BR>Sets the current room to the clans Donation room for the purposes of the Clan<BR>Donate spell.</pre> </P> <p> <a name="CLANEXILE"><B>CLANEXILE</B></a> <pre>Command : CLANEXILE <BR>Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME] <BR>Example : clanexile bob <BR>Short(s): <BR>Exile an applicant for membership to your clan.</pre> </P> <p> <a name="CLANEXP"><B>CLANEXP</B></a> <pre>See the CLANTAX command for information on clan experience taxing. See help on<BR>SPELL CLANEXPERIENCE for information on the spell/clan benefit.</pre> </P> <p> <a name="CLANEXPERIENCE"><B>CLANEXPERIENCE</B></a> <pre>See the CLANTAX command for information on clan experience taxing. See help on<BR>SPELL CLANEXPERIENCE for information on the spell/clan benefit.</pre> </P> <p> <a name="CLANHOMESET"><B>CLANHOMESET</B></a> <pre>Command : CLANHOMESET <BR>Usage : CLANHOMESET ([CLAN NAME]) <BR>Example : clanhomeset <BR>Short(s): <BR>Sets the current room to the clans Home room for the purposes of the Clan Home<BR>spell.</pre> </P> <p> <a name="CLANKILLS"><B>CLANKILLS</B></a> <pre>Command : CLANKILLS <BR>Usage : CLANKILLS ([CLAN NAME]) <BR>Example : clankills <BR>Shows the members of your clan in the order of who has killed the most mobs<BR>and/or players of a rival clan, such as during a war or a conquest.</pre> </P> <p> <a name="CLANLIST"><B>CLANLIST</B></a> <pre>Command : CLANLIST <BR>Usage : CLANLIST <BR>Example : clanlist <BR>Short(s): <BR>Gets a list of available clans. </pre> </P> <p> <a name="CLANMORGUESET"><B>CLANMORGUESET</B></a> <pre>Command : CLANMORGUESET <BR>Usage : CLANMORGUESET ([CLAN NAME]) <BR>Example : clanmorgueset <BR>Short(s): <BR>Sets the current room to the clans Morgue room, where the corpses of dead clan<BR>members are magically transported.</pre> </P> <p> <a name="CLANMOTD"><B>CLANMOTD</B></a> <pre>Command : CLANMOTD <BR>Usage : CLANMOTD ([CLAN NAME]) <BR>Example : clanmotd <BR>Short(s): <BR>Allows a boss to set the message of the day for his or her clan. This is a<BR>message all members will see when they log in.</pre> </P> <p> <a name="CLANPREMISE"><B>CLANPREMISE</B></a> <pre>Command : CLANPREMISE <BR>Usage : CLANPREMISE ([CLAN NAME]) <BR>Example : clanpremise <BR>Short(s): <BR>Allows a boss to describe the premise of his or her Clan.</pre> </P> <p> <a name="CLANPVPKILLS"><B>CLANPVPKILLS</B></a> <pre>Command : CLANPVPKILLS <BR>Usage : CLANPVPKILLS ([CLAN NAME]) <BR>Example : clanpvpkills <BR>Shows the members of your clan in the order of who has killed the most players<BR>of a rival clan, such as during a war or a conquest.</pre> </P> <p> <a name="CLANQUAL"><B>CLANQUAL</B></a> <pre>Command : CLANQUAL <BR>Usage : CLANQUAL ([CLAN NAME]) <BR>Example : clanqual <BR>Short(s): <BR>Enter the encoded qualifications for applying to your clan. The following<BR>codes are allowed: <BR>+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons) <BR>+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow) <BR>-PLAYER (disallow all players), -MOB (disallow all mobs/npcs) <BR>-CHANCE 50 (disallow the given % of the time) <BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes) <BR>-CLASS +thief +mage +ranger (disallow all but excepted char classes) <BR>+CLASS -thief -mage -ranger (disallow only listed classes) <BR>-BASECLASS +thief +mage (disallow all but excepted base char classes) <BR>+BASECLASS -thief -mage -ranger (disallow only listed base char classes) <BR>-RACE +elf +dwarf (disallow all but excepted races) <BR>+RACE -elf -dwarf -human -half -gnome (disallow only listed races) <BR>-RACECAT +elf +insect +humanoid (disallow all but listed racial categories) <BR>+RACECAT -elf -humanoid (disallow only listed racial categories) <BR>-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments) <BR>+ALIGNMENT -evil -good -neutral (disallow only listed alignments) <BR>-GENDER (disallow genders), -GENDER +male +neuter (create exceptions) <BR>+GENDER -male -female -neuter (disallow only listed genders) <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +faction.rangecode (create exceptions) <BR>+FACTION -rangecode -faction.rangecode (disallow only faction range code) <BR>-NAMES +bob "+my name" (disallow all except those with given names) <BR>+NAMES -bob "-my name" (disallow only those with one of the given names) <BR>-SUBNAMES +*ending +*inside* (disallow all except those with partial name) <BR>+SUBNAMES -*ending -*insid* (disallow only those with partial name mask) <BR>-ACCOUNTS +bob "+my name" (disallow all except those in the given accts) <BR>+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts) <BR>-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts) <BR>+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo) <BR>-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise) <BR>+EXPERTISES -myedu -anyedu (disallow those with a listed expertise) <BR>-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges) <BR>-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) <BR>-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl) <BR>-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range) <BR>+ANYCLASS -thief -mage (disallow only those with a listed multi-class) <BR>-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl) <BR>+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls) <BR>-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags) <BR>+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags) <BR>-MOOD +grumpy +normal (disallow all except those with given moods) <BR>+MOOD -grumpy -normal (disallow only those with subtracted moods) <BR>-CLAN +Killers "+The Avengers" (disallow all except those in listed clan) <BR>+CLAN -Killers "-Avengers" (disallow only those in a listed clan) <BR>-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity) <BR>+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity) <BR>-ANYCLASS +thief +ranger (disallow all except those with a multi-class) <BR>-STR X (disallow those with strength greater than X) <BR>+STR X (disallow those with strength less than X) <BR>-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats) <BR>+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-GROUPSIZE X (disallow those in groups larger than X) <BR>+GROUPSIZE X (disallow those in groups smaller than X) <BR>-AREA +thatarea "+my areaname" (disallow all except those in listed area) <BR>+AREA -thatarea "-my areaname" (disallow only those in listed area) <BR>-HOME "+area name" (disallow all except those from listed home/beacon area) <BR>+HOME "-my areaname" (disallow only those from listed home/beacon area) <BR>-ISHOME (disallow all npcs not currently in their home/beacon areas) <BR>+ISHOME (disallow all npcs unless they are in their home/beacon areas) <BR>-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but) <BR>+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials) <BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources) <BR>-IF <CONDITION> (disallow, unless they meet Scriptable conditions) <BR>+IF <CONDITION> (never disallow anyone who meets Scriptable cond) <BR>-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true) <BR>+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value) <BR>-VALUE X (disallow those with value or money less than X) <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X) <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X) <BR>+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X) <BR>+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks <BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations) <BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations) <BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses) <BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses) <BR>-ABILITY X (disallow those with magical ability less than X) <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X) <BR>+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X) <BR>-SEASON +FALL (disallow those only when season is FALL) <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT) <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST) <BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST) <BR>-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects) <BR>+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect) <BR>-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency) <BR>+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency) <BR>-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag) <BR>+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag) <BR>-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements) <BR>+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements) <BR></pre> </P> <p> <a name="CLANREJECT"><B>CLANREJECT</B></a> <pre>Command : CLANREJECT <BR>Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME]/ALL <BR>Example : clanreject bob <BR>Example : clanreject all <BR>Short(s): <BR>Reject an applicant for membership to your clan.</pre> </P> <p> <a name="CLANRESIGN"><B>CLANRESIGN</B></a> <pre>Command : CLANRESIGN <BR>Usage : CLANRESIGN ([CLAN NAME]) <BR>Example : clanresign <BR>Short(s): <BR>Resign as a member of a clan.</pre> </P> <p> <a name="CLANS"><B>CLANS</B></a> <pre>Clans are a group of players banded together for some common purpose, or due to<BR>common lineage or fellowship. Clans are created using the CLANCREATE command,<BR>and listed using CLANLIST. Once created, CLANPREMISE can be used to describe<BR>the clan, and CLANMOTD used to set a login message. Potential members apply to<BR>clans using CLANAPPLY, and are either accepted by the clan using CLANACCEPT or<BR>rejected using CLANREJECT, after listing the applicants names using<BR>CLANDETAILS. Bosses can set up autorejecting qualifications to the clan using<BR>CLANQUAL. Once accepted, members can be removed using CLANEXILE or promoted to<BR>other offices using CLANASSIGN. Members can leave on their own using<BR>CLANRESIGN. Offices like Treasurers can deal with special Clan bankers and<BR>postmen on their Clans behalf. Members can cast "Clan Donate" to their clans<BR>after the boss has used CLANDONATESET to set a donation room for their clan. <BR>Members can share their experience points with the clan if the bosses have set<BR>up an experience tax rate using CLANTAX. Members also have access to the spell<BR>"Clan Home" which they can use to recall to the room set by the boss using<BR>CLANHOMESET, as well as a special morgue when CLANMORGUESET it used. Clan<BR>activity is very important. If the minimum number of members is not<BR>maintained, then pending or inactive clans may be deleted by the system. Once<BR>there are several active clans, the bosses may use CLANDECLARE to declare<BR>relations between their clan and others, and members can use CLANKILLS or<BR>CLANPVPKILLS to keep track of how their members fare in war. <BR> <BR>There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,<BR>THEOCRACY, ANARCHY, CO-OP, MERITOCRACY, PLUTOCRACY, and FAMILY. See the HELP<BR>entry for each of these clan types for more information.</pre> </P> <p> <a name="CLANTAX"><B>CLANTAX</B></a> <pre>Command : CLANTAX <BR>Usage : CLANTAX ([CLAN NAME]) ([NUMBER]) <BR>Example : clantax <BR>Short(s): <BR>Allows a boss to set the percentage of member experience which is taken by the<BR>clan. This experience can then be spent by those with Clan Crafting and Clan<BR>Enchanting spells. Experience is also taken at this rate from areas controlled<BR>by the clan via Clan Flags. Extra clan experience is gained when wearing a<BR>Clan Tabbard.</pre> </P> <p> <a name="CLANVOTE"><B>CLANVOTE</B></a> <pre>Command : CLANVOTE <BR>Usage : CLANVOTE ([CLAN NAME]) ([NUMBER] <BR>Example : clanvote <BR>Short(s): <BR>Allows a voting member of a clan to cast a vote on a pending matter.</pre> </P> <p> <a name="CLANWHO"><B>CLANWHO</B></a> <pre>Command : CLANWHO <BR>Usage : CLANWHO ([CLANNAME]/[MEMBER NAME]) <BR>Example : clanwho <BR>Example : clanwho myclan <BR>Example : clanwho bob <BR>Short(s): clwh <BR>Shows who is online from your clan or one of your clans by name, or can show<BR>clan membership info for a particular player you have access to. The fields on<BR>membership info include stats such as: <BR>PC Kills : The number of rival clan players killed. <BR>NPC Kills : The number of rival clan npcs killed. <BR>$ Donated : The amount of money deposited in clan bank, minus withdrawls. <BR>XP Donated: The amount of xp earned for the clan, minus uses of xp.</pre> </P> <p> <a name="CLAN_EQUIPMENT"><B>CLAN_EQUIPMENT</B></a> <pre>Clan Equipment is regular equipment that is enchanted with the power of a clan<BR>using up clan experience. Weapons do additional damage when striking. Armor<BR>adds resistances to the wearer. Staves and wands gain magical powers to do<BR>damage to targets. Shields will do magical damage against melee attackers. Be<BR>aware though - attempts at use by the wrong hands will disperse the magic.<BR>These affects can only be applied by the appointed clan enchanter with the<BR>right skills.</pre> </P> <p> <a name="CLAN_EXP"><B>CLAN_EXP</B></a> <pre>See the CLANTAX command for information on clan experience taxing. See help on<BR>SPELL CLANEXPERIENCE for information on the spell/clan benefit.</pre> </P> <p> <a name="CLAN_EXPERIENCE"><B>CLAN_EXPERIENCE</B></a> <pre>See the CLANTAX command for information on clan experience taxing. See help on<BR>SPELL CLANEXPERIENCE for information on the spell/clan benefit.</pre> </P> <p> <a name="CLASS"><B>CLASS</B></a> <pre>Try HELP FIGHTER, THIEF, BARD, CLERIC, MAGE, APPRENTICE, or DRUID. For help on<BR>multi-classing, try HELP MULTICLASS.</pre> </P> <p> <a name="CLERIC"><B>CLERIC</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Cleric <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Wisdom (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Evil must use polearm, sword, axe, edged, or daggers. Neutral <BR> must use blunt, ranged, thrown, staff, natural, or sword. Good <BR> must use blunt, flailed, natural, staff, or hammer. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Using prayers outside your alignment introduces failure chance. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Clerics are the great vassals of the Gods. Through them the wonders of both<BR>good and evil are possible. Clerics possess great magical abilities in their<BR>numerous "prayers". While their weapon choices are limited to their alignment,<BR>they may wear any type of armor. <BR> <BR>The Cleric is the general of priests, appeasing all the gods equally, or<BR>choosing to focus on one at his whim. However, should the cleric wish to show<BR>true devotion, he can gain levels in specialist classes which may or may not be<BR>available to him, depending on his disposition. These classes include: Templar,<BR>Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle. <BR> <BR>How to play: The first, last, and greatest strength of the good Cleric is in<BR>his ability to heal, just as the ability to harm aids the evil Cleric. A<BR>Cleric is unique in his ability to flourish either alone or in groups, being<BR>moderately skilled in combat, and having the healing ability to last a long<BR>time in a tough fight. Clerics are highly desired for groups, however, as the<BR>lead fighter in the group will want the Cleric's healing touch in battle. <BR> <BR>The only weakness of the Cleric is offensively, which the evil Cleric will make<BR>up for with harmful magic, and the good Cleric will compensate for with healing<BR>spells to last out the battle. With a balanced approach, the Cleric can gain<BR>experience with the efficiency of a fighter. <BR></pre> </P> <p> <a name="CLIMATE"><B>CLIMATE</B></a> <pre>A climate is the weather tendencies of a given area. Climates may be warm or<BR>cold, wet or dry, or any combination of these.</pre> </P> <p> <a name="CLOSE"><B>CLOSE</B></a> <pre>Command : CLOSE <BR>Usage : CLOSE [ITEM/DIRECTION NAME] <BR>Example : close chest <BR>Example : close east <BR>Example : close door <BR>Short(s): <BR>Tries to close an item, door, or any other entity specified.</pre> </P> <p> <a name="CODE"><B>CODE</B></a> <pre>Java</pre> </P> <p> <a name="COFFEE"><B>COFFEE</B></a> <pre>Coffee is a black, bitter liquid usually served hot. It is made by taking the<BR>dried, crushed beans from the coffee plant and soaking them in water until<BR>saturation is reached. Java is a common slang word for coffee.</pre> </P> <p> <a name="COINS"><B>COINS</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="COLORS"><B>COLORS</B></a> <pre>Here are a list of some basic ANSI Colors. See also help on COLORS256 and<BR>COLORSET. <BR></I></U></BLINK></B></FONT>^R <FONT COLOR=#993300>maroon </I></U></BLINK></B></FONT>: <FONT COLOR=#993300>maroon </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^G <FONT COLOR=GREEN>dark green </I></U></BLINK></B></FONT>: <FONT COLOR=GREEN>forest green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^Y <FONT COLOR=#999966>brown </I></U></BLINK></B></FONT>: <FONT COLOR=#999966>olive-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^B <FONT COLOR=#000099>dark blue </I></U></BLINK></B></FONT>: <FONT COLOR=#000099>navy-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^P <FONT COLOR=PURPLE>purple </I></U></BLINK></B></FONT>: <FONT COLOR=PURPLE>purple </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^C <FONT COLOR=DARKCYAN>cyan </I></U></BLINK></B></FONT>: <FONT COLOR=DARKCYAN>teal </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^W <FONT COLOR=LIGHTGREY>silvery </I></U></BLINK></B></FONT>: <FONT COLOR=LIGHTGREY>silver-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^k <FONT COLOR=GRAY>grey </I></U></BLINK></B></FONT>: <FONT COLOR=GRAY>grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^r <FONT COLOR=RED>red </I></U></BLINK></B></FONT>: <FONT COLOR=RED>red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^g <FONT COLOR=LIGHTGREEN>green </I></U></BLINK></B></FONT>: <FONT COLOR=LIGHTGREEN>lime green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^y <FONT COLOR=YELLOW>yellow </I></U></BLINK></B></FONT>: <FONT COLOR=YELLOW>yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^b <FONT COLOR=BLUE>blue </I></U></BLINK></B></FONT>: <FONT COLOR=BLUE>blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^p <FONT COLOR=VIOLET>fuchsia </I></U></BLINK></B></FONT>: <FONT COLOR=VIOLET>fuchsia </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^c <FONT COLOR=CYAN>aqua </I></U></BLINK></B></FONT>: <FONT COLOR=CYAN>aqua </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^w <FONT COLOR=WHITE>white </I></U></BLINK></B></FONT>: <FONT COLOR=WHITE>white </I></U></BLINK></B></FONT> <BR></pre> </P> <p> <a name="COLORS256"><B>COLORS256</B></a> <pre>Here are a complete list of all 256 ANSI Colors. See also help on COLORS and<BR>COLORSET. <BR></I></U></BLINK></B></FONT>^R <FONT COLOR=#993300>maroon </I></U></BLINK></B></FONT>: <FONT COLOR=#993300>maroon </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^G <FONT COLOR=GREEN>dark green </I></U></BLINK></B></FONT>: <FONT COLOR=GREEN>forest green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^Y <FONT COLOR=#999966>brown </I></U></BLINK></B></FONT>: <FONT COLOR=#999966>olive-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^B <FONT COLOR=#000099>dark blue </I></U></BLINK></B></FONT>: <FONT COLOR=#000099>navy-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^P <FONT COLOR=PURPLE>purple </I></U></BLINK></B></FONT>: <FONT COLOR=PURPLE>purple </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^C <FONT COLOR=DARKCYAN>cyan </I></U></BLINK></B></FONT>: <FONT COLOR=DARKCYAN>teal </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^W <FONT COLOR=LIGHTGREY>silvery </I></U></BLINK></B></FONT>: <FONT COLOR=LIGHTGREY>silver-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^k <FONT COLOR=GRAY>grey </I></U></BLINK></B></FONT>: <FONT COLOR=GRAY>grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^r <FONT COLOR=RED>red </I></U></BLINK></B></FONT>: <FONT COLOR=RED>red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^g <FONT COLOR=LIGHTGREEN>green </I></U></BLINK></B></FONT>: <FONT COLOR=LIGHTGREEN>lime green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^y <FONT COLOR=YELLOW>yellow </I></U></BLINK></B></FONT>: <FONT COLOR=YELLOW>yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^b <FONT COLOR=BLUE>blue </I></U></BLINK></B></FONT>: <FONT COLOR=BLUE>blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^p <FONT COLOR=VIOLET>fuchsia </I></U></BLINK></B></FONT>: <FONT COLOR=VIOLET>fuchsia </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^c <FONT COLOR=CYAN>aqua </I></U></BLINK></B></FONT>: <FONT COLOR=CYAN>aqua </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^w <FONT COLOR=WHITE>white </I></U></BLINK></B></FONT>: <FONT COLOR=WHITE>white </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#000 ^#000black </I></U></BLINK></B></FONT>: ^#000vader-black </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#001 ^#001deep blue </I></U></BLINK></B></FONT>: ^#001midnight-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#002 ^#002very dark blue </I></U></BLINK></B></FONT>: ^#002cobalt-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#003 ^#003strong dark blue </I></U></BLINK></B></FONT>: ^#003hooloovoo-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#004 ^#004vivid blue </I></U></BLINK></B></FONT>: ^#004ravenclaw-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#005 ^#005luminous vivid blue </I></U></BLINK></B></FONT>: ^#005valenthian-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#010 ^#010deep green </I></U></BLINK></B></FONT>: ^#010emerald-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#011 ^#011deep cyan </I></U></BLINK></B></FONT>: ^#011hernadonian-teal </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#012 ^#012strong cerulean </I></U></BLINK></B></FONT>: ^#012steel-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#013 ^#013strong azure </I></U></BLINK></B></FONT>: ^#013tardis-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#014 ^#014vivid azure </I></U></BLINK></B></FONT>: ^#014dodger-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#015 ^#015luminous vivid cobalt blue </I></U></BLINK></B></FONT>: ^#015cobalt-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#020 ^#020emerald green </I></U></BLINK></B></FONT>: ^#020slytherin-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#021 ^#021strong turquoise-colored </I></U></BLINK></B></FONT>: ^#021eucalyptus-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#022 ^#022strong artic blue </I></U></BLINK></B></FONT>: ^#022cadet-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#023 ^#023cerulean </I></U></BLINK></B></FONT>: ^#023cerulean </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#024 ^#024vivid cornflower blue </I></U></BLINK></B></FONT>: ^#024lochmara-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#025 ^#025luminous vivid azure </I></U></BLINK></B></FONT>: ^#025azure </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#030 ^#030strong green </I></U></BLINK></B></FONT>: ^#030kelly-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#031 ^#031strong spring green </I></U></BLINK></B></FONT>: ^#031jade-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#032 ^#032turquoise-colored </I></U></BLINK></B></FONT>: ^#032thalosian-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#033 ^#033strong cyan </I></U></BLINK></B></FONT>: ^#033celadon </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#034 ^#034vivid artic blue </I></U></BLINK></B></FONT>: ^#034artic-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#035 ^#035lumionus vivid cornflower blue </I></U></BLINK></B></FONT>: ^#035azure-radiance </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#040 ^#040vivid green </I></U></BLINK></B></FONT>: ^#040shamrock-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#041 ^#041vivid spring green </I></U></BLINK></B></FONT>: ^#041spring-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#042 ^#042vivid aquamarine-colored </I></U></BLINK></B></FONT>: ^#042caribbean-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#043 ^#043vivid opal </I></U></BLINK></B></FONT>: ^#043opal-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#044 ^#044vivid cyan </I></U></BLINK></B></FONT>: ^#044downy-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#045 ^#045luminious vivid artic blue </I></U></BLINK></B></FONT>: ^#045turquoisey-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#050 ^#050luminous vivid green </I></U></BLINK></B></FONT>: ^#050harlequin-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#051 ^#051luminous vivid sea green </I></U></BLINK></B></FONT>: ^#051malachite-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#052 ^#052luminous vivid spring green </I></U></BLINK></B></FONT>: ^#052Medium-spring-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#053 ^#053luminous vivid aquamarine-colored </I></U></BLINK></B></FONT>: ^#053scandal-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#054 ^#054luminoius vivid opal </I></U></BLINK></B></FONT>: ^#054java-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#055 ^#055luminous vivid cyan </I></U></BLINK></B></FONT>: ^#055cyan </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#100 ^#100deep reddish brown </I></U></BLINK></B></FONT>: ^#100scarlet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#101 ^#101deep magenta </I></U></BLINK></B></FONT>: ^#101eggplant-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#102 ^#102strong mulberry </I></U></BLINK></B></FONT>: ^#102pigment-indigo </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#103 ^#103strong violet </I></U></BLINK></B></FONT>: ^#103indigo </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#104 ^#104vivid violet </I></U></BLINK></B></FONT>: ^#104purple-iris-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#105 ^#105luminous vivid blue Violet </I></U></BLINK></B></FONT>: ^#105blueviolet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#110 ^#110deep olive-colored </I></U></BLINK></B></FONT>: ^#110citron-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#111 ^#111dark gray </I></U></BLINK></B></FONT>: ^#111taupe </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#112 ^#112grayish blue </I></U></BLINK></B></FONT>: ^#112comet-grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#113 ^#113light grayish blue </I></U></BLINK></B></FONT>: ^#113scampi-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#114 ^#114light blue </I></U></BLINK></B></FONT>: ^#114delphinium-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#115 ^#115light brilliant blue </I></U></BLINK></B></FONT>: ^#115periwinkle </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#120 ^#120strong lime colored </I></U></BLINK></B></FONT>: ^#120olive-drab </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#121 ^#121grayish green </I></U></BLINK></B></FONT>: ^#121sage-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#122 ^#122grayish cyan </I></U></BLINK></B></FONT>: ^#122juniper-grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#123 ^#123grayish azure </I></U></BLINK></B></FONT>: ^#123steel-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#124 ^#124light cobalt blue </I></U></BLINK></B></FONT>: ^#124sapphire-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#125 ^#125light brilliant sapphire blue </I></U></BLINK></B></FONT>: ^#125cornflower-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#130 ^#130strong chartreuse green </I></U></BLINK></B></FONT>: ^#130limeade-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#131 ^#131light grayish green </I></U></BLINK></B></FONT>: ^#131thussevy-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#132 ^#132grayish spring green </I></U></BLINK></B></FONT>: ^#132silvertree-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#133 ^#133light grayish cyan </I></U></BLINK></B></FONT>: ^#133tradewind-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#134 ^#134light cornflower blue </I></U></BLINK></B></FONT>: ^#134shakespeare-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#135 ^#135light brilliant azure </I></U></BLINK></B></FONT>: ^#135ice-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#140 ^#140vivid chartreuse green </I></U></BLINK></B></FONT>: ^#140bahia-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#141 ^#141light green </I></U></BLINK></B></FONT>: ^#141mantis-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#142 ^#142light sea green </I></U></BLINK></B></FONT>: ^#142sea-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#143 ^#143light aquamarine-colored </I></U></BLINK></B></FONT>: ^#143aquamarine-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#144 ^#144lightish cyan </I></U></BLINK></B></FONT>: ^#144viking-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#145 ^#145light brilliant cerulean </I></U></BLINK></B></FONT>: ^#145tiffany-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#150 ^#150luminous vivid pistachio </I></U></BLINK></B></FONT>: ^#150pistachio-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#151 ^#151light brilliant green </I></U></BLINK></B></FONT>: ^#151screaming-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#152 ^#152light brilliant malachite green </I></U></BLINK></B></FONT>: ^#152tidal-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#153 ^#153light brilliant spring green </I></U></BLINK></B></FONT>: ^#153moss-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#154 ^#154light brilliant turquoise-colored </I></U></BLINK></B></FONT>: ^#154powder-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#155 ^#155light brilliant cyan </I></U></BLINK></B></FONT>: ^#155spray-cyan </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#200 ^#200strong red </I></U></BLINK></B></FONT>: ^#200burgundy </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#201 ^#201strong fuchsia </I></U></BLINK></B></FONT>: ^#201boysenberry-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#202 ^#202strong purplish magenta </I></U></BLINK></B></FONT>: ^#202camelot-purple </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#203 ^#203strong light mulberry </I></U></BLINK></B></FONT>: ^#203mulberry-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#204 ^#204vivid purple </I></U></BLINK></B></FONT>: ^#204violet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#205 ^#205luminous vivid violet </I></U></BLINK></B></FONT>: ^#205electric-violet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#210 ^#210strong amber </I></U></BLINK></B></FONT>: ^#210browncoat-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#211 ^#211grayish red </I></U></BLINK></B></FONT>: ^#211copper-rose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#212 ^#212grayish magenta </I></U></BLINK></B></FONT>: ^#212strikemaster-plum </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#213 ^#213grayish violet </I></U></BLINK></B></FONT>: ^#213mauve </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#214 ^#214light blue violet </I></U></BLINK></B></FONT>: ^#214tananite </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#215 ^#215light brilliant indigo </I></U></BLINK></B></FONT>: ^#215amethyst-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#220 ^#220strong olive-colored </I></U></BLINK></B></FONT>: ^#220olive-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#221 ^#221grayish olive-colored </I></U></BLINK></B></FONT>: ^#221clay-creek-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#222 ^#222medium gray </I></U></BLINK></B></FONT>: ^#222dim-grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#223 ^#223blue grey </I></U></BLINK></B></FONT>: ^#223wild-blue-yonder </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#224 ^#224light pale grey blue </I></U></BLINK></B></FONT>: ^#224chetwode-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#225 ^#225very light blue </I></U></BLINK></B></FONT>: ^#225malibu-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#230 ^#230strong lime green </I></U></BLINK></B></FONT>: ^#230lime-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#231 ^#231grayish chartreuse green </I></U></BLINK></B></FONT>: ^#231asparagus-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#232 ^#232greenish gray </I></U></BLINK></B></FONT>: ^#232bayleaf-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#233 ^#233cyanish gray </I></U></BLINK></B></FONT>: ^#233gulfstream-grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#234 ^#234pale light grayish azure </I></U></BLINK></B></FONT>: ^#234slate-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#235 ^#235very light cobalt blue </I></U></BLINK></B></FONT>: ^#235sky-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#240 ^#240vivid spring bud </I></U></BLINK></B></FONT>: ^#240atlantis-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#241 ^#241light pistachio </I></U></BLINK></B></FONT>: ^#241fern-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#242 ^#242pale light grayish green </I></U></BLINK></B></FONT>: ^#242feijoa-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#243 ^#243pale light grayish spring green </I></U></BLINK></B></FONT>: ^#243vista-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#244 ^#244pale light grayish cyan </I></U></BLINK></B></FONT>: ^#244bermuda-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#245 ^#245very light cornflower blue </I></U></BLINK></B></FONT>: ^#245baby-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#250 ^#250luminous vivid chartreuse green </I></U></BLINK></B></FONT>: ^#250chartreuse </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#251 ^#251light brilliant harlequin </I></U></BLINK></B></FONT>: ^#251prim-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#252 ^#252very light green </I></U></BLINK></B></FONT>: ^#252mint-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#253 ^#253very light sea green </I></U></BLINK></B></FONT>: ^#253sprout-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#254 ^#254very light aquamarine-colored </I></U></BLINK></B></FONT>: ^#254caper-cyan </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#255 ^#255very light cyan </I></U></BLINK></B></FONT>: ^#255seaglass-cyan </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#300 ^#300strong scarlet </I></U></BLINK></B></FONT>: ^#300gryffindor-scarlet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#301 ^#301strong rose </I></U></BLINK></B></FONT>: ^#301red-flirt-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#302 ^#302strong light fuchsia </I></U></BLINK></B></FONT>: ^#302violet-flirt </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#303 ^#303strong magenta </I></U></BLINK></B></FONT>: ^#303red-violet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#304 ^#304vivid heliotrope </I></U></BLINK></B></FONT>: ^#304cabaret-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#305 ^#305luminous vivid purple </I></U></BLINK></B></FONT>: ^#305lilac-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#310 ^#310strong orange </I></U></BLINK></B></FONT>: ^#310beige </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#311 ^#311light grayish red </I></U></BLINK></B></FONT>: ^#311merlot-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#312 ^#312grayish rose </I></U></BLINK></B></FONT>: ^#312tapestry-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#313 ^#313light grayish magenta </I></U></BLINK></B></FONT>: ^#313fuchia-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#314 ^#314light purple </I></U></BLINK></B></FONT>: ^#314medium-purple </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#315 ^#315light brilliant violet </I></U></BLINK></B></FONT>: ^#315heliotrope </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#320 ^#320strong light amber </I></U></BLINK></B></FONT>: ^#320pirat-golden </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#321 ^#321grayish brown </I></U></BLINK></B></FONT>: ^#321muesli-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#322 ^#322reddish gray </I></U></BLINK></B></FONT>: ^#322pharlap-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#323 ^#323magentaish gray </I></U></BLINK></B></FONT>: ^#323purple-bouquet </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#324 ^#324pale light grayish violet </I></U></BLINK></B></FONT>: ^#324lavender-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#325 ^#325very light blue violet </I></U></BLINK></B></FONT>: ^#325kimian-purple </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#330 ^#330strong light olive-colored </I></U></BLINK></B></FONT>: ^#330golden </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#331 ^#331light grayish olive-colored </I></U></BLINK></B></FONT>: ^#331dark-khaki </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#332 ^#332yellowish gray </I></U></BLINK></B></FONT>: ^#332hillary-brown </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#333 ^#333deep silver (medium gray) </I></U></BLINK></B></FONT>: ^#333base-grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#334 ^#334light bluish gray </I></U></BLINK></B></FONT>: ^#334wistful-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#335 ^#335pale blue </I></U></BLINK></B></FONT>: ^#335melrose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#340 ^#340vivid apple green </I></U></BLINK></B></FONT>: ^#340green-apple-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#341 ^#341light spring bud </I></U></BLINK></B></FONT>: ^#341conifer-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#342 ^#342pale light grayish chartreuse green</I></U></BLINK></B></FONT>: ^#342flax-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#343 ^#343light greenish gray </I></U></BLINK></B></FONT>: ^#343pixie-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#344 ^#344light cyanish gray </I></U></BLINK></B></FONT>: ^#344junglemist-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#345 ^#345pale azure </I></U></BLINK></B></FONT>: ^#345clearskies-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#350 ^#350luminous vivid spring bud </I></U></BLINK></B></FONT>: ^#350pear-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#351 ^#351light brilliant chartreuse green </I></U></BLINK></B></FONT>: ^#351green-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#352 ^#352very light pistachio </I></U></BLINK></B></FONT>: ^#352mindaro-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#353 ^#353very light sap green </I></U></BLINK></B></FONT>: ^#353sulu-green </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#354 ^#354pale spring green </I></U></BLINK></B></FONT>: ^#354aero-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#355 ^#355pale cyan </I></U></BLINK></B></FONT>: ^#355robbinegg-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#400 ^#400vivid red </I></U></BLINK></B></FONT>: ^#400santa-red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#401 ^#401vivid rose </I></U></BLINK></B></FONT>: ^#401crimson </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#402 ^#402vivid cerise </I></U></BLINK></B></FONT>: ^#402carnation-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#403 ^#403vivid orchid </I></U></BLINK></B></FONT>: ^#403cerise </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#404 ^#404vivid magenta </I></U></BLINK></B></FONT>: ^#404purple-pizzazz </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#405 ^#405luminous vivid heliotrope </I></U></BLINK></B></FONT>: ^#405pretty-in-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#410 ^#410vivid orange </I></U></BLINK></B></FONT>: ^#410tenn-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#411 ^#411pink </I></U></BLINK></B></FONT>: ^#411Indian-red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#412 ^#412light raspberry </I></U></BLINK></B></FONT>: ^#412cranberry-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#413 ^#413light cerise </I></U></BLINK></B></FONT>: ^#413hot-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#414 ^#414brilliant orchid </I></U></BLINK></B></FONT>: ^#414orchid-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#415 ^#415light brilliant mulberry </I></U></BLINK></B></FONT>: ^#415wilderberry-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#420 ^#420vivid gamboge </I></U></BLINK></B></FONT>: ^#420mango-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#421 ^#421light tangelo </I></U></BLINK></B></FONT>: ^#421tangelo-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#422 ^#422pale grayish pink </I></U></BLINK></B></FONT>: ^#422salmon-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#423 ^#423pale light grayish rose </I></U></BLINK></B></FONT>: ^#423dusty-rose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#424 ^#424pale light grayish magenta </I></U></BLINK></B></FONT>: ^#424plum-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#425 ^#425very light purple </I></U></BLINK></B></FONT>: ^#425perfume-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#430 ^#430vivid golden </I></U></BLINK></B></FONT>: ^#430filigree-golden </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#431 ^#431light gamboge </I></U></BLINK></B></FONT>: ^#431tacha </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#432 ^#432pale light grayish brown </I></U></BLINK></B></FONT>: ^#432tan </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#433 ^#433pinkish gray </I></U></BLINK></B></FONT>: ^#433clamshell-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#434 ^#434light magentaish gray </I></U></BLINK></B></FONT>: ^#434thistle-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#435 ^#435pale violet </I></U></BLINK></B></FONT>: ^#435melanie-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#440 ^#440vivid yellow </I></U></BLINK></B></FONT>: ^#440corn-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#441 ^#441light yellow </I></U></BLINK></B></FONT>: ^#441khaki </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#442 ^#442pale light grayish olive-colored </I></U></BLINK></B></FONT>: ^#442deco-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#443 ^#443light yellowish gray </I></U></BLINK></B></FONT>: ^#443mist-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#444 ^#444bright silver </I></U></BLINK></B></FONT>: ^#444gainsboro-grey </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#445 ^#445very pale blue </I></U></BLINK></B></FONT>: ^#445atat-silver </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#450 ^#450luminious vivid yellow </I></U></BLINK></B></FONT>: ^#450chartreuse-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#451 ^#451light vivid yellow </I></U></BLINK></B></FONT>: ^#451canary-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#452 ^#452very light spring bud </I></U></BLINK></B></FONT>: ^#452honeysuckle-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#453 ^#453pale chartreuse green </I></U></BLINK></B></FONT>: ^#453reef-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#454 ^#454very pale green </I></U></BLINK></B></FONT>: ^#454snowy-mint-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#455 ^#455light cyan </I></U></BLINK></B></FONT>: ^#455oysterbay-blue </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#500 ^#500luminous vivid red </I></U></BLINK></B></FONT>: ^#500cherry-red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#501 ^#501luminous vivid raspberry </I></U></BLINK></B></FONT>: ^#501raspberry-red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#502 ^#502luminous vivid rose </I></U></BLINK></B></FONT>: ^#502razzledazzle-rose-colored</I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#503 ^#503luminous vivid cerise </I></U></BLINK></B></FONT>: ^#503rose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#504 ^#504luminous vivid orchid </I></U></BLINK></B></FONT>: ^#504shocking-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#505 ^#505luminous vivid magenta </I></U></BLINK></B></FONT>: ^#505magenta </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#510 ^#510lumnious vivid tangelo </I></U></BLINK></B></FONT>: ^#510burnt-orange </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#511 ^#511light brilliant red </I></U></BLINK></B></FONT>: ^#511bittersweet-red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#512 ^#512light brilliant crimson </I></U></BLINK></B></FONT>: ^#512wild-watermelon-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#513 ^#513light brilliant rose </I></U></BLINK></B></FONT>: ^#513wewak-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#514 ^#514light brilliant fuchsia </I></U></BLINK></B></FONT>: ^#514thalosian-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#515 ^#515light brilliant magenta </I></U></BLINK></B></FONT>: ^#515pink-flamingo-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#520 ^#520luminous vivid orange </I></U></BLINK></B></FONT>: ^#520orange-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#521 ^#521light brilliant vermilion </I></U></BLINK></B></FONT>: ^#521hydrascale-red </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#522 ^#522light pink </I></U></BLINK></B></FONT>: ^#522coral-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#523 ^#523very light raspberry </I></U></BLINK></B></FONT>: ^#523pink-salmon </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#524 ^#524very light cerise </I></U></BLINK></B></FONT>: ^#524lavender-rose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#525 ^#525very light magenta </I></U></BLINK></B></FONT>: ^#525blush-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#530 ^#530lumionus vivid gamboge </I></U></BLINK></B></FONT>: ^#530butterscotch-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#531 ^#531light brilliant orange </I></U></BLINK></B></FONT>: ^#531orthindar-rose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#532 ^#532very light tangelo </I></U></BLINK></B></FONT>: ^#532pink-ice </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#533 ^#533pale pink </I></U></BLINK></B></FONT>: ^#533flesh-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#534 ^#534pale rose </I></U></BLINK></B></FONT>: ^#534pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#535 ^#535pale magenta </I></U></BLINK></B></FONT>: ^#535cherub-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#540 ^#540luminous vivid golden </I></U></BLINK></B></FONT>: ^#540golden-hufflepuff </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#541 ^#541light brilliant amber </I></U></BLINK></B></FONT>: ^#541goldernrod </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#542 ^#542very light gamboge </I></U></BLINK></B></FONT>: ^#542grandis-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#543 ^#543pale orange </I></U></BLINK></B></FONT>: ^#543champagne-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#544 ^#544very pale pink </I></U></BLINK></B></FONT>: ^#544mistyrose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#545 ^#545very pale magenta </I></U></BLINK></B></FONT>: ^#545lace-pink </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#550 ^#550luminous vivid yellow </I></U></BLINK></B></FONT>: ^#550zacarian-yellow </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#551 ^#551light brilliant yellow </I></U></BLINK></B></FONT>: ^#551lemon-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#552 ^#552very light yellow </I></U></BLINK></B></FONT>: ^#552yellow-rose-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#553 ^#553pale yellow </I></U></BLINK></B></FONT>: ^#553vanilla-cream-colored </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#554 ^#554very pale yellow </I></U></BLINK></B></FONT>: ^#554cornsilk-white </I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^#555 ^#555pale white </I></U></BLINK></B></FONT>: ^#555snow-white </I></U></BLINK></B></FONT> <BR></pre> </P> <p> <a name="COLORSET"><B>COLORSET</B></a> <pre>Command : COLORSET <BR>Usage : COLORSET (DEFAULT) <BR>Example : colorset <BR>Short(s): <BR>Change some of the system colors to match your preferences. </pre> </P> <p> <a name="COMBAT_PROWESS"><B>COMBAT_PROWESS</B></a> <pre>The amount of skill your character has in hitting enemies with ordinary<BR>weapons.</pre> </P> <p> <a name="COMMA"><B>COMMA</B></a> <pre>Another way to perform a social. E.g.: <BR>,smile <BR>You smile. <BR>See SOCIALS for more information.</pre> </P> <p> <a name="COMMANDS"><B>COMMANDS</B></a> <pre>Command : COMMANDS <BR>Usage : COMMANDS <BR>Example : commands <BR>Short(s): <BR>Gives a list of all valid commands, excepting SOCIALS. <BR> <BR>Players can also enter COMMANDS CLEAR to empty this users command queue.</pre> </P> <p> <a name="COMMONER"><B>COMMONER</B></a> <pre>A commoner is the name given to the set of classes found amongst the regular<BR>townfolk. These classes include Artisan, Apprentice, Gaoler, Sailor, and<BR>Scholar.</pre> </P> <p> <a name="COMMON_SKILLS"><B>COMMON_SKILLS</B></a> <pre>Common Skills are the gathering skills, such as Foraging and Mining, and the<BR>Crafting skills, such as Carpentry and Blacksmithing.</pre> </P> <p> <a name="COMMUNICATION"><B>COMMUNICATION</B></a> <pre>How do you talk to people? Gosh! The channels are a good place to start, like<BR>GOSSIP, or you can use the TELL command, or SAY if they are in the same room. <BR>You can mail someone a letter at the post office, or use the EMAIL command.</pre> </P> <p> <a name="COMPARE"><B>COMPARE</B></a> <pre>Command : COMPARE <BR>Usage : COMPARE [ITEM NAME] ([ITEM NAME]) <BR>Example : compare sword mace <BR>Example : compare shirt <BR>Short(s): <BR>Compares the basic deadliness of two weapons, or the basic protectiveness of<BR>two similar pieces of armor. If only one item is specified, it will attempt to<BR>compare it to a worn item, or a similar one in inventory.</pre> </P> <p> <a name="COMPRESS"><B>COMPRESS</B></a> <pre>Command : COMPRESS <BR>Usage : COMPRESS (ON/OFF) <BR>Example : compress <BR>Example : compress off <BR>Short(s): <BR>Toggles whether compressed room and equipment descriptions are shown. See also<BR>the BRIEF command. When combined with BRIEF, will result in an even shorter<BR>view that excludes room descriptions and full item and mob displays in favor of<BR>name lists.</pre> </P> <p> <a name="CONFIG"><B>CONFIG</B></a> <pre>Command : CONFIG <BR>Usage : CONFIG ( LIST/[FLAG NAME]/HELP ([FLAG NAME])/ <BR>Usage : CONFIG PAGEBREAK [VAL]/LINEWRAP [VAL] ) <BR>Example : config <BR>Example : config list <BR>Example : config autodraw <BR>Example : config pagebreak disabled <BR>Example : config help <BR>Short(s): AUTO <BR>Display all of a players configuration flags. The flags may be changed by<BR>entering the command words shown (autogold, etc..) as commands, or as arguments<BR>to config. You can get help on the flags by asking for help on their<BR>individual commands, or with CONFIG HELP.</pre> </P> <p> <a name="CONFIG_HELP_OPTIONS"><B>CONFIG_HELP_OPTIONS</B></a> <pre>16 COLOR=ANSI16 is on if you are limited to 16 colors. <BR>ANSI COLOR=See any ANSI colors at all, set to ON. <BR>AUTOASSIST=Automatically attack someone who attacks an ally. <BR>AUTODRAW=Automatically draw/sheath a weapon for combat. <BR>AUTOEXITS=See the exits to a room every time you look at it. <BR>AUTOFORWARD=In-Game emails is forwarded to your real email address. <BR>AUTOGOLD=Automatically loot gold from corpses you kill. <BR>AUTOGUARD=Stay in one place even when you're a follower in a group. <BR>AUTOIMPROVEMENT=Skill/spell proficiency notifications when they occur. <BR>AUTOLOOT=Automatically loot items from corpses you kill. <BR>AUTOMELEE=Advance at combatants too far away for your wielded weapon. <BR>AUTONOTIFY=See when members of your FRIENDS list log on. <BR>AUTORUN=Always try to run when moving from room to room. <BR>AUTOWEATHER=See notifications about the weather. <BR>BRIEF=Don't see room descriptions when moving from room to room. <BR>COMPRESSED=See a shorter list of items and mobs in rooms. <BR>LINEWRAP=The number of characters per line before wrapping. <BR>MOTD=See the Message of the Day and other notifications at logon. <BR>MXP=Activate Mud eXchange Protocol, if your client supports it. <BR>NOBATTLESPAM=See a summary of combat instead of the blow-by-blow. <BR>NOFOLLOW=Disable the ability for people to group with you. <BR>NOTEACH=Disable the ability to teach and practice with others. <BR>PAGEBREAK=The number of lines before a pause message, or disable. <BR>PLAYERKILL=Whether you can kill other players with PLAYERKILL. <BR>PRIVACY=Whether your big events are announced when they happen. <BR>QUIET=Disable channels and tells. <BR>SOUNDS=Hear game sounds, if your client supports them. <BR>TELNET-GA=The MUD sends a special code at the end of prompts. <BR></pre> </P> <p> <a name="CONJURER"><B>CONJURER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Conjurer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Conjuration as levels <BR> advance. At 10th level, receives double duration on your <BR> Conjuration magic, and half duration from malicious Conjuration <BR> magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Transmutation spells. Receives penalty damage <BR> from Transmutation as levels advance. Receives double duration <BR> from malicious Transmutation magic, half duration on other <BR> Transmutation effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Conjurers are specialist mages who concentrate their studies in the mastery of<BR>movement. They are adept at transporting themselves and other creatures, as<BR>well as items and entire armies with their powerful spells. So adept are they<BR>at conjuration that they gain all known conjuration spells, including some<BR>which only the conjurers may understand. <BR> <BR>The Conjurer may lack Transmutation abilities, but he does not miss that<BR>strange magic. After all, it's always better to be yourself, wherever you<BR>might find yourself. <BR></pre> </P> <p> <a name="CONQUEST"><B>CONQUEST</B></a> <pre>One or more areas in the realm may be designated as conquerable by clans. <BR> <BR>To conquer an area, or even to discover if an area CAN be conquered, the clan<BR>must use the Clan Crafting skill to construct a clan Flag. The Flag must then<BR>be dropped into any room in the area. Doing so will tell you if the area is<BR>conquerable, who controls it if anyone, how many CONTROL POINTS are required to<BR>control the area, and how many control points any warring clans may presently<BR>have in the area. An area not currently controlled by any clan may freely be<BR>conquered. An area already controlled by a clan may only be conquered by a<BR>rival clan if that clan has properly declared War. <BR> <BR>The clan Flag is the most important item in Conquest. The Flag must be on the<BR>ground in order for any clan to score control points in an area, or to even<BR>maintain control once the area has been conquered. If there is not at least<BR>one Flag on the ground, a conquered area will revert to neutral status. <BR>Luckily, any resident citizens in the same room as a conquerer's flag will tend<BR>to guard the flag from thieves. Also, Flags can only be removed by a member of<BR>the clan whose flag it is, or by a rival clan after they have completely<BR>conquered and control the area. <BR> <BR>Once a flag has been laid down, the clan whose flag it is may LOOK at the flag<BR>at any time to see the status of their conquest; i.e. the number of control<BR>points they have scored, and how many they must score to complete the conquest.<BR> A control point is scored whenever a resident intelligent mob of that area is<BR>killed, forced (via charm or other methods) to follow a member of the<BR>conquering clan, or (in the case of a Theocracy) converted to the faith.<BR>Control points awarded are equal to the level of the intelligent mob killed,<BR>charmed, or converted. Control points will also fade over time, to reflect a<BR>restoration of order in the area. <BR> <BR>If an area is already under the control of a clan, the resident mobs will<BR>resist invasion by rivals. Once an area is conquered, however, all resident<BR>mobs will instantly repudiate any previous controlling clan, drop any clan<BR>items they may be carrying, and swear allegiance to the conquering clan. At<BR>this point, any clan members who are designated as having conquerers privileges<BR>may ORDER any non-animal member of the area to do anything they like. Control<BR>points become irrelevant to the conquerers once conquest is complete. A number<BR>of days following the conquest of an area, the area will be in dispute as order<BR>is restored. During this period, no items left by vanquished clans can be<BR>retrieved. Once control is completely established, however, the controlling<BR>clan may clear out the previous clans items for experience. <BR> <BR>Clan members are unable to gain any experience points inside their own<BR>conquered areas. However, anyone else gaining experience in a clan controlled<BR>area automatically pays the clans tax on their experience gain. This makes<BR>controlling a large number of areas very lucrative for clans. <BR> <BR>A conquered area benefits greatly from items created using Clan Crafting. <BR>These items can be crafted by a designated Enchanter, given sufficient<BR>materials and clan experience. Aside from the direct benefit of putting the<BR>residents of a conquered area to work, clan crafted items in the hands of a<BR>conquered areas residents also makes those residents happy. Keeping such items<BR>in the hands of a sufficient number of especially higher level mobs will stave<BR>off spontaneous revolts, which become possible from time to time in a conquered<BR>area. During war, clan items can be captured for additional clan experience by<BR>rival clans who have properly declared war. The types and functions of clan<BR>items include: <BR> <BR>Book of the Laws - These must be constructed inside the area for which the book<BR>is intended. It will allow a properly privileged clan member to read and<BR>modify numerous aspects of law and order in the area, including the location of<BR>jails, the types of laws, and the duration of punishments. A Law Book must be<BR>read by clan member authorized to change law before the Guardbanner and Gavel<BR>below will begin working. <BR> <BR>Guardbanner - These can be given to mobs in a conquered area to designate them<BR>as deputys of the area, who are authorized to enforce laws and arrest<BR>lawbreakers. <BR> <BR>Judges Gavel - This can be given to a mob in a conquered area to designate him<BR>as the judge of the area, authorizing him to deal out punishments like parole,<BR>jail time, or death. <BR> <BR>Donation List - This item should be placed inside the official Donation Room<BR>for a clan. If this is done, the list will automatically grow to include every<BR>single addition and removal. <BR> <BR>Pamphlet - These can be given to mobs conquered by RIVAL clans to make them<BR>disloyal to the conquering clan. Pamphlets will have a tendency to spread over<BR>time. Pamphlet holders will also drop any rival clan items they have, which<BR>hurts control. <BR> <BR>Shop Apron - These can be given to mobs conquered by your clan, or to mobs<BR>permanently stationed at your clan home. They turn the mob into a shopkeeper,<BR>who will sell things in their shop inventory, and buy things as their coinage<BR>allows. They can be GIVEN things to sell by clan members in proper authority<BR>over them. They will not deal with clans with whom your clan is hostile or at<BR>war. <BR> <BR>Membership Card - These can be given to mobs conquered by your clan to make<BR>them utterly loyal to your clan. Mobs with membership cards will never accept<BR>Pamphlets, and will take them away if they are offered any. <BR> <BR>Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be<BR>given to mobs to make them work for the clan, performing the Common skill<BR>associated with the item. If the mobs with these items are also Mobile, they<BR>may also carry their resources to other mobs in the same area who need their<BR>resources in order to use their Crafting items. Firebuilders are especially<BR>good at this task, as they will carry wood they find to smiths and light the<BR>fires that the smiths need to shape the metals. <BR> <BR>Crafting items - Items such as the Tailors Needle and Potters Wheel can be<BR>given to mobs to make them craft items for the clan, performing the Common<BR>skill associated with the item. These mobs can be given example items to use<BR>as templates for what they will attempt to make, or they can be given nothing<BR>to make them craft items at random. For the skill to work, the mob must not<BR>have anything in its inventory to confuse the skill, such as a Blacksmith item<BR>holder carrying some smurfberries. Also, the holder must have the correct<BR>resource and sufficient quantity in the room to work from, although, they may<BR>receive assistance gaining the resources they need from mobs with Gathering<BR>Items. <BR> <BR>Executioners Scales - This item makes the mob a tenacious attacker of evil<BR>creatures and thieves. <BR> <BR>Assassins Eye - This item makes the mob a tenacious attacker of good creatures<BR>and paladins. <BR> <BR>Scavengers Sticker - This item makes the mob a scavenger, picking anything up<BR>they find on the ground. <BR> <BR>Tax Collectors Clipboard - This item makes the mob a collector of tax money<BR>from anyone who is not also a member of their clan. <BR> <BR>See also Clan Crafting.</pre> </P> <p> <a name="CONSIDER"><B>CONSIDER</B></a> <pre>Command : CONSIDER <BR>Usage : CONSIDER [MOB NAME]/[ITEM NAME] <BR>Example : consider dragon <BR>Example : consider sword <BR>Short(s): <BR>Sizes up a monster or character against your own, so that you can determine<BR>first whether the creature measures up in experience worth, and then whether a<BR>fight with such a creature is wise, or just a waste of time. This command will<BR>also tell you if you have any skills that might be helpful to the item or<BR>character. See also HELP GCONSIDER.</pre> </P> <p> <a name="CONSTITUTION"><B>CONSTITUTION</B></a> <pre>Health, stamina, and the ability to live through harder fights is reflected in<BR>Constitution. </pre> </P> <p> <a name="CORPSE"><B>CORPSE</B></a> <pre>A corpse is what you leave behind when you die. It is a dead body. If you<BR>LOOK at a corpse, you might see that it has equipment on it. You can GET that<BR>equipment and use it yourself, sometimes.</pre> </P> <p> <a name="COURT"><B>COURT</B></a> <pre>Court is held whenever an officer brings an accused criminal before a judge. <BR>The judge then pronounces a sentence. </pre> </P> <p> <a name="CRAWL"><B>CRAWL</B></a> <pre>Command : CRAWL <BR>Usage : CRAWL [DIRECTION] <BR>Example : crawl e <BR>Short(s): <BR>Causes your character to drop down and crawl in the given direction.</pre> </P> <p> <a name="CREDITS"><B>CREDITS</B></a> <pre>Command : CREDITS <BR>Usage : CREDITS <BR>Example : credits <BR>Short(s): <BR>See a little message from the folks who wrote CoffeeMud.</pre> </P> <p> <a name="CRIME"><B>CRIME</B></a> <pre>A crime is an action which is considered illegal in the area. Every crime must<BR>have a witness, either in the same room in which the crime was committed or in<BR>an adjacent room. Conviction for a crime requires that the witness still be<BR>living at the time of the pronouncement of sentence by the judge.</pre> </P> <p> <a name="CURRENCIES"><B>CURRENCIES</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="CURRENCY"><B>CURRENCY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="CURSED"><B>CURSED</B></a> <pre>You've been affected by an evil cleric curse. Well, find another cleric to<BR>bless you then, or who has Remove Curse.</pre> </P> <p> <a name="DAMAGE"><B>DAMAGE</B></a> <pre>The amount of damage your character does in combat depends mostly upon your<BR>class and level, though it will also depend a great deal upon your character's<BR>Strength.</pre> </P> <p> <a name="DAMAGE_THREAT"><B>DAMAGE_THREAT</B></a> <pre>The damaging ability of a player based on their current weapon. It does not<BR>include any damaging ability from spells or skills.</pre> </P> <p> <a name="DANCER"><B>DANCER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Dancer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Bard<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Charisma (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Charisma 9+, Strength 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Half Elf, Halfling and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Charisma <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Cha/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[8X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 10 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives defensive bonus for high dexterity. Receives group <BR> bonus combat experience when in an intelligent group, and more <BR> for a group of players. Receives exploration and pub-finding <BR> experience based on danger level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Dancer is the graceful master of dance, who entertains and leads others in<BR>the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a<BR>highly desired group member for his "group affecting" skills, which include the<BR>magical dances in which he specializes. <BR> <BR>How to play: Due to his weak fighting skill, the Dancer will likely look to<BR>groups for his primary advancement, much like the other bards. Dancers also<BR>gain a select set of powerful fighter skills to prove the worth of their<BR>diligence in maintaining his body. This makes them valuable group members,<BR>even without their powerfully enhancing dances.</pre> </P> <p> <a name="DEACTIVATE"><B>DEACTIVATE</B></a> <pre>Command : DEACTIVATE <BR>Usage : DEACTIVATE ([PARAMS]) [ITEM] <BR>Example : deactivate phazer <BR>Example : deactivate console <BR>Example : deactivate stun phazer <BR>This multi-purpose command is used to turn-off electrical devices, and cause it<BR>to stop doing whatever it is it was doing. For wall panels, this may mean<BR>disconnecting the panel from the circuitry, effecting all other components in<BR>the panel.</pre> </P> <p> <a name="DEITIES"><B>DEITIES</B></a> <pre>Command : DEITIES <BR>Usage : DEITIES <BR>Example : deities <BR>Short(s): GODS, DEITY <BR>This command will list all the known deities in your realm, along with some<BR>information about them, the requirements to worship them, the requirements to<BR>become a cleric of them, the blessings they bestow, and the rituals required to<BR>receive those blessings. <BR> <BR>For more information on deities and the worship of them, see the help entries<BR>for RELIGION, BLESSINGS, SERVICES, and RITUALS.</pre> </P> <p> <a name="DELVER"><B>DELVER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Delver <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Druid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Constitution (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Duergar, Dwarf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Constitution <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Con/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use stone, crystal, metal, or glass weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear stone, crystal, or metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Can create a druidic connection with an area. Benefits from <BR> freeing animals from cities. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid skill and chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Delver is a stolid druid of caves and the underdark, being the guardian of<BR>the rocks and stone and the cold caverns of the deep. The Delver is<BR>unconcerned with plants or the sky or the doings of the weather, or any of the<BR>creatures that live upon it, relying rather on the solid earth to draw his<BR>power from. For this reason, the Delver is particularly at home among the<BR>rocks, and is able to call upon them to aid him at need. <BR> <BR>How to play: The Delver requires little in the way of precasting or planning,<BR>so long as he stays in cave or rocky environments. He is able to instantly<BR>call upon the rocks and stones to help him in combat, and is friend to golems<BR>and stone creatures. For this reason, the Delver is better able to fit into<BR>groups who wish to adventure in the mountains and the underground, and can be a<BR>valuable leader when its time to enter the deep dark.</pre> </P> <p> <a name="DEMOTE"><B>DEMOTE</B></a> <pre>Use HELP CLAN to get information on demoting clan members.</pre> </P> <p> <a name="DEPOSIT"><B>DEPOSIT</B></a> <pre>Command : DEPOSIT <BR>Usage : DEPOSIT [ITEM NAME] ([CLERK NAME]) <BR>Example : deposit 1000 <BR>Example : deposit jewel <BR>Example : deposit letter <BR>Short(s): <BR>When a banker or postal clerk is present in the same room as your character,<BR>this command will allow you to deposit an item into your account with that<BR>banker, or to deposit a letter or item to ship with the postal clerk. See also<BR>LIST, BUY, SELL, WITHDRAW, VIEW, BID.</pre> </P> <p> <a name="DESCRIPTION"><B>DESCRIPTION</B></a> <pre>Command : DESCRIPTION <BR>Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ... <BR>Example : description A handsome adventurer with lots of buckles. <BR>Short(s): <BR>Changes your description to the text specified. The description is the text<BR>seen when someone LOOKs at you.</pre> </P> <p> <a name="DESTROY"><B>DESTROY</B></a> <pre>Command : DESTROY <BR>Usage : DESTROY [ITEM NAME] ... <BR>Example : destroy cup <BR>Example : destroy letter <BR>Short(s): <BR>Take an item out of your carried inventory and destroy it. This mundane<BR>destruction only works on things very easily destroyed, such as glass, liquids,<BR>or paper. Other kinds of things must be destroyed using fire or magic.</pre> </P> <p> <a name="DEXTERITY"><B>DEXTERITY</B></a> <pre>Agility, critical damage, and the ability to dodge blows is reflected in<BR>Dexterity. If you were looking for help on the Song of Dexterity, try HELP<BR>SONG DEXTERITY.</pre> </P> <p> <a name="DIG"><B>DIG</B></a> <pre>Usage : DIG (STOP) <BR>Example : dig <BR>Example : dig stop <BR>This command lets the player dig a hole in the ground. The hole is best dug<BR>with proper tools, but smaller ones can still be dug with hands and elbows. The<BR>more often this command is used, the larger the hole will be. Items can be<BR>placed in the hole, and filled back in by anyone using the CLOSE or FILL<BR>commands. If a hole is not filled in when the player leaves, it will be filled<BR>in if empty, and hidden from view otherwise. A hole with items can be uncovered<BR>by anyone by using the DIG command in the same room. Items placed in holes will<BR>persist, but foods and liquids will rot faster. Digging can be aborted by<BR>entering dig stop.</pre> </P> <p> <a name="DISEASED"><B>DISEASED</B></a> <pre>If you can't a disease, find a cleric who can cure it. If your food is bad or<BR>diseased, then throw it away for goodness sake!</pre> </P> <p> <a name="DISEMBARK"><B>DISEMBARK</B></a> <pre>Command : DISEMBARK <BR>Usage : DISEMBARK <BR>Example : disembark <BR>Short(s): DISEM, DIS <BR>If your character is presently riding in a boat, this command will cause you to<BR>get out of the boat.</pre> </P> <p> <a name="DISMOUNT"><B>DISMOUNT</B></a> <pre>Command : DISMOUNT <BR>Usage : DISMOUNT ([WHAT]) <BR>Example : dismount <BR>Example : dismount wagon <BR>Short(s): DISM, DIS <BR>If your character is presently riding a horse, this command will cause you to<BR>dismount from the horse. If you specify an item, it will also dismount the item<BR>from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.</pre> </P> <p> <a name="DISPEL"><B>DISPEL</B></a> <pre>See HELP on REVOKE or SPELL DISPEL MAGIC</pre> </P> <p> <a name="DISPELL"><B>DISPELL</B></a> <pre>See HELP on REVOKE or SPELL DISPEL MAGIC</pre> </P> <p> <a name="DISPLAY"><B>DISPLAY</B></a> <pre>What you are looking at right now.</pre> </P> <p> <a name="DIVINER"><B>DIVINER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Diviner <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Divination as levels <BR> advance. At 10th level, receives double duration on your <BR> Divination magic, and half duration from malicious Divination <BR> magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Illusion spells. Receives penalty damage from <BR> Illusion as levels advance. Receives double duration from <BR> malicious Illusion magic, half duration on other Illusion effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Diviners are specialist mages who have mastered the arts of unconvering<BR>secrets, and obtaining knowledge. The entire world is an open book for them,<BR>just waiting for the pages to be turned. So adept do these mages become at<BR>divination that they gain all known divination spells, including some which are<BR>even secrets to the other mages! <BR> <BR>The Diviner's love of knowledge means he loses the knack of casting spells of<BR>illusion. However, they make up for this by being the most popular of advisors<BR>and group members when strange and amazing treasures are uncovered, or some<BR>secret needs to be told. <BR></pre> </P> <p> <a name="DOOMSAYER"><B>DOOMSAYER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Doomsayer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+, Wisdom 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use polearms, axes, swords, daggers, or edged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives 1 pt damage reduction/level from fire attacks. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Always fumbles good prayers, and fumbles all prayers when <BR> alignment is above 500. Qualifies and receives evil prayers. <BR> Using non-aligned prayers introduces failure chance. Vulnerable <BR> to cold attacks. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Doomsayers are very special servants of the gods, whose proclaimations of fire<BR>and brimstone give them resistance to fire attacks, as well as special powers<BR>controlling it. They are an evil aligned class and chaotically inclined and so<BR>will fumble good or lawful prayers. However, the Doomsayer can use many<BR>dangerous edged weapons, any kind of armor, and gets numerous special prayers<BR>that only the doomsayer can claim. <BR> <BR>How to play: The Doomsayer is easily the most wicked, cruel, and hated of all<BR>the Clerics. He is best played as a loner in cities, bringing the wrath of his<BR>God wherever he goes.</pre> </P> <p> <a name="DOWN"><B>DOWN</B></a> <pre>Command : DOWN <BR>Usage : DOWN <BR>Example : down <BR>Short(s): D <BR>Try to travel downward, whether it be down a ladder, downstairs, or down to the<BR>ground when flying.</pre> </P> <p> <a name="DRAW"><B>DRAW</B></a> <pre>Command : DRAW <BR>Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME]) <BR>Example : draw <BR>Example : draw sword <BR>Example : draw sword sheath <BR>Example : draw sheath <BR>Short(s): <BR>Takes one or more weapons from the sheaths you are wearing and either wields or<BR>holds the item as appropriate. In combat, a sword does you no good in its<BR>sheath, so this is a good command. See SHEATH.</pre> </P> <p> <a name="DRESS"><B>DRESS</B></a> <pre>Command : DRESS <BR>Usage : DRESS [MOB NAME] [ITEM NAME] <BR>Example : dress joe tunic <BR>Short(s): <BR>Allows the player to put a piece of armor, clothing, barding, or whatever on<BR>the target mob. The target mob must be a follower of the player for this to<BR>work.</pre> </P> <p> <a name="DRINK"><B>DRINK</B></a> <pre>Command : DRINK <BR>Usage : DRINK ([ITEM NAME]) <BR>Example : drink cup <BR>Short(s): <BR>Take a drink from some drinkable source, such as a wineskin, cup, or bottle. <BR>Specifying a drink source is not necessary if you are in a freshwater location,<BR>such as a river. Drinking is necessary to remove the "You are thirsty"<BR>messages. Thirst can also hurt combat capabilities, and can eventually kill<BR>you.</pre> </P> <p> <a name="DROP"><B>DROP</B></a> <pre>Command : DROP <BR>Usage : DROP ([NUMBER]) [ITEM NAME] ... <BR>Example : drop cup <BR>Example : drop 3 berries <BR>Short(s): <BR>Take an item out of your carried inventory and place it somewhere in the room<BR>or area where your character is located.</pre> </P> <p> <a name="DROW"><B>DROW</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Drow <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Elf<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs <BR> magic+30, max intelligence adj.+1, max dexterity adj.+3, max <BR> constitution adj.-4, max charisma adj.-3 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Darkvision, infravision, Taint of Evil(100%), Light <BR> Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Drowish(100%), Undercommon(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 430 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Poison Ivy, Syphilis <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A delicate black shirt, a pair of sandals, some delicate <BR> leggings, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Drow are the dark cousins to elves. Their existence living underground had<BR>radiated their bodies with dark magic and give them advantages in the cold,<BR>dark world. However, they hurt plenty when exposed to light. They have the<BR>ability to see in the dark, and can prove to be fiercesome fighters. All Drow<BR>start off with the ability to cast darkness and faerie fire.</pre> </P> <p> <a name="DRUID"><B>DRUID</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Druid <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Druid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Constitution (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Duergar, Dwarf, Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Constitution <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Con/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use wooden, plant-based, or leather weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Will gain random qualified chants. When leading animals into <BR> battle, will not divide experience among animal followers. Can <BR> create a druidic connection with an area. Benefits from <BR> animal/plant/stone followers leveling. Benefits from freeing <BR> animals from cities. Benefits from balancing the weather. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid skill and chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Druids are mystical guardians of the natural world, and the wielders of natures<BR>grandest powers. They may not wear metal, and can only use a small set of<BR>natural weapons, but their notorious health and magical chants more than make<BR>up for this. Like the natural world, Druids are restricted to a moderate<BR>neutral alignment in order for their chants to work reliably. <BR> <BR>Druid is the starting point for numerous sub-classes which the player may<BR>choose to gain levels in at any time. These sub-classes include: Delver,<BR>Beastmaster, Gaian, Mer, and SkyWatcher. <BR> <BR>How to play: The druid is the most complex class to play. Most of his magic<BR>requires the assistance of numerous spells to bear fruit, but the benefits make<BR>the complexity well worth it. The druid is also best fit for travelling with<BR>animal armies of his own creation. In groups, the druid can assist with some<BR>extra fire power at high levels. For the most part though, it is alone that<BR>the druid will flourish, forming his own animal groups to make up for his<BR>weakness in combat. <BR> <BR>Although weak in melee combat, due to equipment and skill limitations, the<BR>druid is capable of marshaling all the powers of animals and plants to aid in<BR>the vanquishing of foes for experience. At higher levels, as the powers of<BR>weather come into play, the Druid will find their magical prowess unequaled by<BR>any other class.</pre> </P> <p> <a name="DUEL"><B>DUEL</B></a> <pre>Command : DUEL <BR>Usage : DUEL [MOB NAME] <BR>Example : duel karlthedragon <BR>Short(s): <BR>Causes your character to either challenge the target player to a duel, or to<BR>accept a challenge from another player to duel. A duel is a fight between two<BR>players that is without consequences. Neither player can die while dueling,<BR>nor suffer permanent loss or harm. Players fight until one flees for longer<BR>than 30 seconds, or one of them is "killed", at which point the duel ends and<BR>both players are restored to the pre-duel state of health.</pre> </P> <p> <a name="DUERGAR"><B>DUERGAR</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Duergar <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Dwarf<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Constitution+1, charisma-4, save vs fire+15, save vs cold-15, <BR> save vs water-10, save vs mind+5, save vs poison+10, save vs <BR> disease-10, max constitution adj.+1, max charisma adj.-4 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Darkvision, Mining(50%), Invisibility(25%), Grow(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Dwarven(100%), Undercommon(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 290 Years <BR><FONT COLOR=CYAN>XP Adjust.:</I></U></BLINK></B></FONT> -10% <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Syphilis <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A grey work tunic, a pair of hefty work boots, some hefty work <BR> pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Duergar are shorter than humans, but much stockier, and sport long black beards<BR>and bald heads.They receive one bonus Constitution point, but lose four<BR>Charisma points. They also have Darkvision, or the ability to see other<BR>creatures in the dark, and have a talent for Invisibility and Growth. Duergar,<BR>like their cousins the Dwarfs, are natural Miners, though their class choices<BR>will be even more limited.</pre> </P> <p> <a name="DWARF"><B>DWARF</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Dwarf <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Dwarf<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Constitution+1, charisma-1, save vs poison+10, max constitution <BR> adj.+1, max charisma adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Stonecunning(100%), Mining(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Dwarven(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 290 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Syphilis <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A grey work tunic, a pair of hefty work boots, some hefty work <BR> pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Dwarves are shorter than humans, but much stockier, and enjoy sporting beards<BR>(including the women). They receive one bonus Constitution point, but lose one<BR>Charisma point. They also have Infravision, or the ability to see other<BR>creatures in the dark. Dwarves are natural Miners, though their class choices<BR>will be limited.</pre> </P> <p> <a name="EAST"><B>EAST</B></a> <pre>Command : EAST <BR>Usage : EAST <BR>Example : east <BR>Short(s): E <BR>Travel eastward from the present room or location.</pre> </P> <p> <a name="EAT"><B>EAT</B></a> <pre>Command : EAT <BR>Usage : EAT [ITEM NAME] (FROM [CONTAINER]) <BR>Example : eat pie <BR>Example : eat rice from bowl <BR>Short(s): <BR>Take a bite from some edible source, such as a ration, pie, or other food<BR>source. Eating is necessary to remove the "You are hungry" messages. Hunger<BR>can also hurt combat capabilities, and can eventually kill you.</pre> </P> <p> <a name="ELF"><B>ELF</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Elf <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Elf<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Dexterity+1, constitution-1, save vs magic+10, max dexterity <BR> adj.+1, max constitution adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Keenvision(100%), Foraging(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Elvish(75%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 430 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Poison Ivy <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A delicate green shirt, a pair of sandals, some delicate <BR> leggings, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Elves are slightly shorter and more slender than humans, but are quick and<BR>agile. They receive one bonus Dexterity point, but lose one Constitution<BR>point. Elves have Infravision, are skilled at Foraging. Though their class<BR>choices are more limited than humans, they have the broadest choices of all<BR>demi-humans.</pre> </P> <p> <a name="EMAIL"><B>EMAIL</B></a> <pre>Command : EMAIL <BR>Usage : EMAIL (BOX ([NUM]))/([PLAYER NAME]) <BR>Example : email <BR>Example : email box <BR>Example : email box 10 <BR>Example : email Joe <BR>Short(s): <BR>Entering this command without any parameters will guide the player through the<BR>process of re-entering the email address on file for the player. If the<BR>AUTOFORWARD config flag is on, emails sent to the player address will be<BR>forwarded to this email address. <BR> <BR>Entering this command with the parameter of BOX will allow the player to read<BR>any email on file, for cases when the player has their AUTOFORWARD config flag<BR>off. A number may be appended to limit the number of newer messages shown. <BR> <BR>Entering this command with the name of a player will allow an email to be sent<BR>which, depending upon that players settings, will either be forwarded to their<BR>real email address, or only available within the mud.</pre> </P> <p> <a name="EMOTE"><B>EMOTE</B></a> <pre>Command : EMOTE <BR>Usage : EMOTE [ACTION DESCRIPTION] ... <BR>Example : emote whistles at the big Dragon. <BR>Example : emote whistle(s) at /dragon. <BR>Example : : whistle(s) at /dragon saying Look at /dragon-m!. <BR>Short(s): : <BR>Causes a message to be displayed which will describe your character as<BR>performing the action described by the given emote message. For instance, the<BR>first example, if done by an adventurer named "Bob" would tell everyone else in<BR>the room that "Bob whistles at the big Dragon." <BR> <BR>You can use contextual pronouns by inserting special codes into your strings.<BR>These codes begin with a forward slash, followed by the name of a mob or item<BR>that is visible in the room, followed optionally by one of the following: <BR>-h : singular possessive pronouns "his" or "her" <BR>-m : singular personal pronoun "him" or "her" <BR>-s : name alone, or reflexive pronoun "himself" or "herself" <BR>-e : subjective case personal pronoun "he" or "she" <BR>'s : possessive contraction john's, your <BR>-ms: reflexive/intensive pronouns "himself" or "herself" or "yourself" <BR>* While many codes may be used, only one unique name is allowed per string! <BR> <BR>You can also end verbs with (s) or (es) to make contextually correct.</pre> </P> <p> <a name="EMPLOYMENT"><B>EMPLOYMENT</B></a> <pre>See the HIRE command.</pre> </P> <p> <a name="EMPTY"><B>EMPTY</B></a> <pre>Command : EMPTY <BR>Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE) <BR>Example : empty sack here <BR>Example : empty sack chest <BR>Short(s): <BR>Attempts to empty the contents of a container, either into your inventory, onto<BR>the floor, or into another container.</pre> </P> <p> <a name="ENCHANTER"><B>ENCHANTER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Enchanter <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Enchantment/charm as <BR> levels advance. At 10th level, receives double duration on your <BR> Enchantment/charm magic, and half duration from malicious <BR> Enchantment/charm magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Abjuration spells. Receives penalty damage from <BR> Abjuration as levels advance. Receives double duration from <BR> malicious Abjuration magic, half duration on other Abjuration <BR> effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Enchanters are specialist mages who can always seem to bring out the best<BR>magical aspects of whoever or whatever they turn their attention to. And when<BR>angered, the Enchanter can also twist their enemies to their will. So adept<BR>are they at this art of change that they gain all known enchantment spells,<BR>even those which only the enchanter may learn. <BR> <BR>Enchanters love change so much that they neglect the protective magic of<BR>abjuration, and find themselves unable to use that magic. However, the<BR>Enchanter does not fear the snake's poison, or the dragon's breath, especially<BR>when he can snap his fingers and make them both his pets! <BR></pre> </P> <p> <a name="ENCUMBRANCE"><B>ENCUMBRANCE</B></a> <pre>Your ratio of equipment weight being carried over the maximum amount of weight<BR>you may carry. The amount of stuff you can carry depends on your weight and<BR>Strength.</pre> </P> <p> <a name="ENTER"><B>ENTER</B></a> <pre>Command : ENTER <BR>Usage : ENTER [EXIT OR ROOM NAME] <BR>Usage : ENTER [EXIT OR ROOM NAME] <BR>Example : enter door <BR>Example : enter portal <BR>Moves the player or creature through some exit or portal as specified by the<BR>EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.</pre> </P> <p> <a name="EQUIPMENT"><B>EQUIPMENT</B></a> <pre>Command : EQUIPMENT <BR>Usage : EQUIPMENT (LONG) <BR>Example : equipment <BR>Example : equipment long <BR>Short(s): eq <BR>List the items you are wearing, wielding, holding, or are allowing to float<BR>nearby. Use the LONG modifier to also see wearing positions you may not have<BR>occupied, and anything being worn at other layers, including piercings and<BR>tattoos.</pre> </P> <p> <a name="EVOKER"><B>EVOKER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Evoker <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Invocation/evocation as <BR> levels advance. At 10th level, receives double duration on your <BR> Invocation/evocation magic, and half duration from malicious <BR> Invocation/evocation magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Alteration spells. Receives penalty damage from <BR> Alteration as levels advance. Receives double duration from <BR> malicious Alteration magic, half duration on other Alteration <BR> effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Evokers are specialist mages who can bring from nothing the powers of light and<BR>darkness, heat and cold, lightning and ferocious wind. So adept are these<BR>mages are the creation of these magical elements that they automatically gain<BR>all evocation/invocation spells, even those known only to evokers. <BR> <BR>Evokers are so impatient to create from nothing that they have neglected the<BR>study of the alteration of already existing things, and will find themselves<BR>unable to use alteration magic. However, the Evoker is the horror of all<BR>specialist mages, death in both fingers, and is envied by all for his power. <BR></pre> </P> <p> <a name="EXAMINE"><B>EXAMINE</B></a> <pre>Command : EXAMINE <BR>Usage : EXAMINE [ITEM NAME](.[NUM]) <BR>Example : examine shelf <BR>Example : examine door <BR>Example : examine sword.2 <BR>Example : longlook <BR>Short(s): EXAM, EXA, LONGLOOK, LL, ID <BR>Take a much closer look at the item, mob, or other entity specified. If no<BR>entity is specified, this command will take a careful look around the room or<BR>area your character is presently in. This command takes longer to execute, but<BR>can sometimes deliver more information than a standard LOOK, depending upon the<BR>players intelligence. As with LOOK, you can target similar items using the .1,<BR>.2, .3, etc syntax.</pre> </P> <p> <a name="EXCHANGE"><B>EXCHANGE</B></a> <pre>Players can exchange items using the GIVE command, the Marketeering skill,<BR>Auctioneers, and by DROPing stuff.</pre> </P> <p> <a name="EXCLAMATION_POINT"><B>EXCLAMATION_POINT</B></a> <pre>Command : ! <BR>Usage : ! <BR>Example : ! <BR>Short(s): <BR>Repeats the last command you entered.</pre> </P> <p> <a name="EXIT"><B>EXIT</B></a> <pre>Command : EXIT <BR>Usage : EXIT <BR>Example : exit <BR>Short(s): <BR>If your character is presently riding or sleeping in or on something, this<BR>command will get you out.</pre> </P> <p> <a name="EXITS"><B>EXITS</B></a> <pre>Command : EXITS <BR>Usage : EXITS (SHORT/BRIEF) <BR>Example : exits <BR>Example : exits brief <BR>Short(s): ex <BR>List the exits available to your character from the current room or area. The<BR>"brief" (or "short") qualifier will leave out the exits details and just show<BR>you the directions. </pre> </P> <p> <a name="EXPERIENCE"><B>EXPERIENCE</B></a> <pre>Command : EXPERIENCE <BR>Usage : EXPERIENCE <BR>Example : experience <BR>Short(s): exper, xp, exp <BR>List the amount of experience earned, and the number of hours played. </pre> </P> <p> <a name="EXPERIENCE_POINTS"><B>EXPERIENCE_POINTS</B></a> <pre>Gaining experience points is the way in which your character gains in levels. <BR>Experience points are gained in many different ways, with the most popular<BR>being the defeat of monsters of or near your level.</pre> </P> <p> <a name="EXPERTISES"><B>EXPERTISES</B></a> <pre>Command : EXPERTISES <BR>Usage : EXPERTISES <BR>Example : expertises <BR>Short(s): exps <BR>This command will list any expertises you have gained. Expertises are specific<BR>areas of knowledge your character has learned about, and usually enhance skills<BR>in one way or another. See also the QUALIFY and GAIN command.</pre> </P> <p> <a name="FACTIONS"><B>FACTIONS</B></a> <pre>Command : FACTIONS <BR>Usage : FACTIONS ([RANGE]/[FACTION]/[NAME]) <BR>Example : factions <BR>Example : factions loved <BR>Example : factions midgaard <BR>Short(s): fac <BR>This command shows all Factions you have standing with, or those matching a<BR>search string. It shows what level of standing you have and how close you are<BR>to gaining or losing that level of standing. See also help on REPUTATION.</pre> </P> <p> <a name="FAERIE"><B>FAERIE</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Faerie <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fairy-kin<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Dexterity+5, constitution-1, save vs poison+10, save vs magic+25, <BR> max dexterity adj.+2, max constitution adj.+2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, flies, Winged Flight(100%), Foraging(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Fey(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 430 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A delicate green shirt, a pair of sandals, some delicate <BR> leggings, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Faeries are slightly smaller and lighter than Pixies (another Fairy-kin), but<BR>are nevertheless a little less frail than them, even if not quite as nimble.<BR>They have glittering butterfly wings on their backs of various amazing colors<BR>and shades, the biggest difference between the two races. Their skin likewise<BR>has various hues to it, predominantly greens and blues but some other shades<BR>are not unknown. They are even more reclusive in spite of their flamboyant<BR>nature, but enjoy playing pranks on each other as well as any wanderer<BR>happening near their villages.</pre> </P> <p> <a name="FATIGUE"><B>FATIGUE</B></a> <pre>From time to time, your character may get fatigued. If this happens, then you<BR>get some sleep to alleviate the fatigue. Failing to do so will affect your<BR>characters attack and defensive capabilities.</pre> </P> <p> <a name="FEED"><B>FEED</B></a> <pre>Command : FEED <BR>Usage : FEED [MOB NAME] [ITEM NAME] <BR>Example : feed joe "pot pie" <BR>Example : feed joe waterskin <BR>Short(s): <BR>Allows the player to feed the target mob a piece of food or drink from the<BR>players inventory. The target mob must be a follower of the player for this to<BR>be successful.</pre> </P> <p> <a name="FIGHTER"><B>FIGHTER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Fighter <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fighter<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Strength <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Str/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>3 +[(Wisdom/6)-1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>4 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/8)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[7X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives bonus conquest experience and bonus duel experience. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Fighters are brutish weapon masters, skilled in the art of killing. They may<BR>specialize in any weapon type, and learn numerous new fighting techniques as<BR>they advance in level. Fighters receive more hit points and attack bonuses per<BR>level than any other class, and are invaluable in a close melee. <BR> <BR>Fighter is the starting point for numerous sub-classes which the player may<BR>choose to gain levels in at any time. These sub-classes include: Monk, Ranger,<BR>Paladin, and Barbarian. <BR> <BR>How to play: The fighters strength is in his domination of pure combat. When<BR>playing alone, a fighter is fully capable of gaining the necessary experience. <BR>However, the fighter may choose to lead a group to gain an even greater<BR>advantage. As the tank (primary melee combatant) in a group, the fighter will<BR>give the group the benefit of his superior armor and fighting skill, while<BR>benefitting from the healing spells of a cleric, or the magical aids of a mage.<BR><BR> <BR>The fighters greatest weakness is his inability to move secretly, or get into<BR>or out of tricky spots. For this reason, the fighter outside of a group should<BR>steer towards simple combat areas, and be content only with the treasures<BR>obtains from his kills. <BR></pre> </P> <p> <a name="FILL"><B>FILL</B></a> <pre>Command : FILL <BR>Usage : FILL [CONTAINER NAME] ([DRINK SOURCE]) <BR>Example : fill bottle spring <BR>Short(s): <BR>Attempts to refill a liquid container, such as a bottle or a cup, from the<BR>given source. In many cases, containers can be refilled from other containers.<BR> If no source is specified, and the player is at a source of fresh water, then<BR>the fill will occur from the freshwater source.</pre> </P> <p> <a name="FIRE"><B>FIRE</B></a> <pre>Something that is really hot. See FIREBUILDING, or SPELL FIREBALL, or CHANT<BR>CONTROL FIRE.</pre> </P> <p> <a name="FLEE"><B>FLEE</B></a> <pre>Command : FLEE <BR>Usage : FLEE ([DIRECTION]) <BR>Example : flee <BR>Short(s): <BR>While in combat, your character may need to quickly disengage and flee the<BR>room. A direction may be specified, but if one is not specified, a direction<BR>will be chosen for you. Fleeing from combat can cause you to lose experience<BR>points in many cases, so use this command sparingly. If all of your opponents<BR>are asleep, paralyzed, or bound, however, no loss is recorded for using this<BR>command.</pre> </P> <p> <a name="FOLLOW"><B>FOLLOW</B></a> <pre>Command : FOLLOW <BR>Usage : FOLLOW [MOB NAME] <BR>Example : follow gunther <BR>Short(s): FOL <BR>In order to form adventuring groups, one or more characters may choose to<BR>follow a leader character. The leader then becomes the group leader, and is<BR>able to lead his or her followers around the map without their intervention. <BR>Followers may also come to the defence of a leader who is attacked, or who<BR>attacks another MOB. Lastly, leaders have the privilege of the ORDER command,<BR>to keep the followers in line. The number of followers one may have depends<BR>upon their Charisma score. <BR> <BR>Use FOLLOW SELF to stop following someone else. <BR>To force a follower to stop following you, use NOFOLLOW <MOBNAME> <BR> <BR>See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.</pre> </P> <p> <a name="FOREWARD"><B>FOREWARD</B></a> <pre>Command : FOREWARD <BR>Usage : FOREWARD <BR>Example : foreward <BR>Short(s): <BR>Travel towards the front of a ship.</pre> </P> <p> <a name="FOREWARD_PORTSIDE"><B>FOREWARD_PORTSIDE</B></a> <pre>Command : FOREWARD PORTSIDE <BR>Usage : FOREWARD PORTSIDE <BR>Example : foreward portside <BR>Short(s): <BR>Travel towards the front left of a ship.</pre> </P> <p> <a name="FOREWARD_STARBOARD"><B>FOREWARD_STARBOARD</B></a> <pre>Command : FOREWARD STARBOARD <BR>Usage : FOREWARD STARBOARD <BR>Example : foreward starboard <BR>Short(s): <BR>Travel towards the front right of a ship.</pre> </P> <p> <a name="FORMATION"><B>FORMATION</B></a> <pre>Command : FORMATION <BR>Usage : FORMATION ([MOB NAME] [ROW NUMBER]) <BR>Example : formation <BR>Example : formation joe 2 <BR>Short(s): <BR>When a player has followers, this command can be used to show where in the<BR>group order the player is located. The "front line" is considered row 0. The<BR>lead player must always be on a row ahead or on the same row as his followers.<BR>When formations are used in conjunction with AUTOMELEE, it can effectively aid<BR>archers and mages with ranged spells in battle. The range of the group members<BR>in formation, with respect to enemies, is always relative to the initial range<BR>of the lead player in combat. That is to say, if a group member is set to be<BR>at row #1, and the leader uses a bow to start off at range 3, then that group<BR>member will be at row #4 instead (1 off from the leaders position). <BR>Any member of a group can enter the FORMATION command without parameters to<BR>view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and<BR>GTELL.</pre> </P> <p> <a name="FORUM"><B>FORUM</B></a> <pre>A place to leave longer messages that other players can read. There are many<BR>forums, each with their own subject matter. Forums are available from the web<BR>site at http://192.168.1.80:27777/forums.html</pre> </P> <p> <a name="FRIENDS"><B>FRIENDS</B></a> <pre>Command : FRIENDS <BR>Usage : FRIENDS (ADD/REMOVE [PLAYER NAME]) <BR>Example : friends <BR>Example : friends list <BR>Example : friends add bob <BR>Example : friends remove bob <BR>Short(s): <BR>This command allows the player to add or remove names from his or her friends<BR>list. The friends list consists of some number of other players by name. <BR>Names on this list are subject to the AUTONOTIFY command, and are also<BR>filterable with the WHO command. For the spell of this name, use HELP SPELL<BR>FRIENDS.</pre> </P> <p> <a name="GAIAN"><B>GAIAN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Gaian <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Druid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Constitution (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Constitution <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Con/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use wooden, plant-based, or leather weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Attains Greenskin (sunlight based bonuses/penalties) at level 5. <BR> At level 30, becomes totally undetectable in wilderness settings <BR> while hidden. Can create a druidic connection with an area. <BR> Benefits from animal/plant/stone followers leveling. Benefits <BR> from freeing animals from cities. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid skill and chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Gaian is the druid of the green earth, watching over the plants, trees and<BR>all growing things. The gaian has a very special relationship with the plants<BR>and trees, having special abilities to make almost any location he steps into a<BR>sanctuary for his leafed friends. So in tune with green things is the gaian<BR>that sunlight can actually give his green tinted skin additional powers, though<BR>the darkness will slightly weaken his chanting stamina. The gaian can also<BR>call on the plants and trees around him to aid in him combat, to hide him from<BR>foes, or even to provide him with the things one would normally have to seek<BR>civilization for. <BR> <BR>How to play: The Gaian, so long as he stays around green plants, is a<BR>formidable foe to all enemies of nature. The gaian can call all aspects of the<BR>plants to his aid, and can always find sanctuary in the green plants during<BR>times of trouble. The gaian is weak in native combat abilities, like the other<BR>druids, but can make up for it with creative pre-casting, and good use of the<BR>power of nature during combat.</pre> </P> <p> <a name="GAIN"><B>GAIN</B></a> <pre>Command : GAIN <BR>Usage : GAIN [SPELL NAME] <BR>Example : gain blunt specialization <BR>Short(s): <BR>Gain is a command, supported in most DikuMUD derivatives, which allows you to<BR>gain new abilities from certain kinds of mobs capable of teaching them. In<BR>CoffeeMud, *anyone* can TEACH an ability to another, provided the student is<BR>qualified to learn. However, since there are a few MOBs in CoffeeMud with the<BR>MOBTrainer behavior, it should be noted that, so long as the request is phrased<BR>as a SAY command, this command will still work.</pre> </P> <p> <a name="GAOLER"><B>GAOLER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Gaoler <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Commoner<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (24), Dexterity (24), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 5+, Dexterity 5+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Strength <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Str/18)-1 per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/10)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use flailed weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Gains experience when using certain skills, the screams of <BR> victims from certain skills per hr, sleeping by an occupied cell, <BR> feeding inmates bad food. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He<BR>specializes in those implements and activities which reflect the worst and most<BR>sadistic side of human nature. Although not much use as an adventurer, a<BR>player with a Gaoler background can be a valuable member of a clan, or a<BR>man-for-hire. </pre> </P> <p> <a name="GCONSIDER"><B>GCONSIDER</B></a> <pre>Command : GCONSIDER <BR>Usage : GCONSIDER [MOB NAME] <BR>Example : gconsider dragon <BR>Short(s): <BR>Sizes up a monster or character against your group, so that you can determine<BR>whether a fight with such a creature is wise, or just a waste of time. Unlike<BR>consider, this command will take into account the damage which your entire<BR>group will do against the creature, while limiting the creatures return attacks<BR>only against the leader of your group.</pre> </P> <p> <a name="GET"><B>GET</B></a> <pre>Command : GET <BR>Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME]) <BR>Example : get all dagger backpack <BR>Example : get all body <BR>Example : get pie <BR>Example : get all <BR>Example : get pie.2 <BR>Example : get all.pie container.3 <BR>Example : get 5 pie <BR>Example : get 5 from bundle <BR>Example : get 10 from package <BR>Short(s): <BR>Places an item that is presently not in your carried inventory into your<BR>inventory. If the item is inside a specified container, it will be retrieved<BR>from the container. If it is in the room or area you are occupying, it will be<BR>retrieved from there.</pre> </P> <p> <a name="GITHYANKI"><B>GITHYANKI</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Githyanki <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Humanoid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max <BR> wisdom adj.+1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Darkvision, Hide(25%), Astral Step(5%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 260 Years <BR><FONT COLOR=CYAN>XP Adjust.:</I></U></BLINK></B></FONT> -20% <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Planar Instability <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A nice tunic, a pair of shoes, a pair of pants, a knitted weapon <BR> belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Githyanki are planar travelers from an ancient race whom have taken residence<BR>in the Astral Plane. They are tall and gaunt, but also quite powerful. They<BR>use their knowledge of the planes to take brief jaunts around obstacles,<BR>appearing to teleport into well protected areas.</pre> </P> <p> <a name="GIVE"><B>GIVE</B></a> <pre>Command : GIVE <BR>Usage : GIVE (ALL) [ITEM NAME] [MOB NAME] <BR>Example : give all dagger Gunther <BR>Example : give all Gunther <BR>Example : give pie Gunther <BR>Short(s): <BR>Takes an item from your carried inventory and transfers it to the inventory of<BR>another MOB.</pre> </P> <p> <a name="GNOLL"><B>GNOLL</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Gnoll <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Canine<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs <BR> cold+15, save vs mind-10, save vs poison+10, save vs disease+20, <BR> max strength adj.+2, max intelligence adj.-3, max wisdom adj.-2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Devour Corpse(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Orcish(75%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 64 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A loincloth <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Gnolls are vicious anthropomorphic hyena-men. They stand 6 feet to 7 and a<BR>half feet tall, are lean and violent. Gnolls enjoy displays of cruelty and<BR>mercilessness, often pulling limbs from their living prey. They hunt creatures<BR>of all sorts, but particularly enjoy hunting intelligent species.</pre> </P> <p> <a name="GNOME"><B>GNOME</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Gnome <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Gnome<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Intelligence+1, wisdom-1, save vs mind+10, max intelligence <BR> adj.+1, max wisdom adj.-1, save vs overlooking+10 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Gnomish(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 260 Years <BR><FONT COLOR=CYAN>XP Adjust.:</I></U></BLINK></B></FONT> 5% <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Syphilis <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A small patchy tunic, a pair of small shoes, a pair of small <BR> patchy pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Gnomes are curious and quick-witted folk, resembling small dwarves. They<BR>receive one bonus Intelligence point, but lose one Wisdom point due to their<BR>carelessness. They also have Infravision, are skilled at Gem Digging, though<BR>their class choices will be limited.</pre> </P> <p> <a name="GO"><B>GO</B></a> <pre>Command : GO <BR>Usage : GO ([NUMBER]) [DIRECTION] (etc..) <BR>Example : go east <BR>Example : go east north <BR>Example : go 4 north 2 east <BR>Short(s): <BR>Allows your player to automatically travel in the given path. Multiple<BR>directions may be specified.</pre> </P> <p> <a name="GOBLIN"><B>GOBLIN</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Goblin <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Goblinoid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1, <BR> max strength adj.-1, max intelligence adj.+1, max dexterity <BR> adj.+2, max charisma adj.-1, max wisdom adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Mining(75%), Excavation(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Goblinese(100%), Orcish(50%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 63 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A small ratty tunic, a cotton loincloth, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Goblins are small twisted creatures, quick on their feet, and natural tinkerers<BR>with all manner of wicked traps and devices Their class choices are limited,<BR>but they excel at thieving, and make great miners and delvers.</pre> </P> <p> <a name="GRAPPLES"><B>GRAPPLES</B></a> <pre>Grapples are primarily used to connect two ships together so that neither can<BR>sail away. To use grapples, HOLD them in your hand and THROW them at the other<BR>ship when it is in range. Once connected, the grapples can be ENTERed to<BR>quickly board the other ship. Once picked up, the grapples no longer connect<BR>the ships.</pre> </P> <p> <a name="GROUP"><B>GROUP</B></a> <pre>Command : GROUP <BR>Usage : GROUP <BR>Example : group <BR>Short(s): <BR>Lists the members of any group to which you may belong. See the FOLLOW,<BR>NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups. <BR>See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.</pre> </P> <p> <a name="GROUPING"><B>GROUPING</B></a> <pre>A group is formed when a player uses the FOLLOW command to follow another<BR>player.</pre> </P> <p> <a name="GTELL"><B>GTELL</B></a> <pre>Command : GTELL <BR>Usage : GTELL <BR>Example : gtell So when do we kill this thing? <BR>Example : gtell last 10 <BR>Short(s): <BR>Sends a private message to the members of your characters group. If the first<BR>parameter is "last" and a number X follows, this command will show you the last<BR>X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.</pre> </P> <p> <a name="HALFELF"><B>HALFELF</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Half Elf <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Elf<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Justice save+5, save vs magic+5 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Fishing(50%), Cultural Adaptation(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Elvish(50%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 137 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A nice tunic, a pair of shoes, a pair of pants, a knitted weapon <BR> belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Half Elves are a mixture of humans and elves, possessing human drive and elven<BR>grace. They have Infravision, are skilled Fishermen, and have almost as many<BR>class choices as normal Humans.</pre> </P> <p> <a name="HALFLING"><B>HALFLING</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Halfling <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Halfling<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength-1, dexterity+1, paralysis save+10, max strength adj.-1, <BR> max dexterity adj.+1, save vs detection+10 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Cooking(75%), Sling Proficiency(25%), Fast <BR> Slinging(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Elvish(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 120 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A small tunic, some small pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Halflings are a very short fur-footed folk. They receive one bonus Dexterity<BR>point, but lose one point of Strength. They have Infravision, make excellent<BR>Cooks, though their class choices will be limited.</pre> </P> <p> <a name="HEALER"><B>HEALER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Healer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Charisma (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Charisma 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Dwarf, Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use hammers, staves, flailed, natural, or blunt weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> All healing prayers give bonus healing. Attains healing aura <BR> after 30th level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Always fumbles evil prayers. Qualifies and receives good <BR> prayers. Using non-aligned prayers introduces failure chance. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Healers project the most benevolent aspects of their gods by bringing life and<BR>good health to those around them. The Healer is so adept at these arts that<BR>his or her healing prayers are more powerful than those cast by any other<BR>cleric. The Healer gets a special prayers known only to the Healer, including<BR>the great Aura of Healing at 30th level. The Healer is a good aligned class and<BR>chaotically inclined. <BR> <BR>How to play: More than any other cleric, the Healer is a most desirable group<BR>member. There is no ailment, no weakness, no problem almost that the Healer<BR>can not cure through the power of his god. In the heat of battle, or in the<BR>periods in between, the Healer is a valued friend to those who take the brunt<BR>of battle. The Healer can also try it alone if he likes, if he is willing to<BR>use patience and plenty of cure spells to outlast his opponents.</pre> </P> <p> <a name="HEATED"><B>HEATED</B></a> <pre>Means something is hot -- maybe not too hot to touch, but there's only one way<BR>to know for sure.</pre> </P> <p> <a name="HELP"><B>HELP</B></a> <pre>Command : HELP <BR>Usage : HELP [COMMAND NAME] <BR>Example : help commands <BR>Short(s): <BR>Shows you a description of the commands and terminology used in the CoffeeMud<BR>system. Each command is broken into five parts. <BR>Command : Shows you the proper command name. <BR>Usage : Shows you the formal usage information. Words in <BR>Usage : parenthesis () are not required. Words in brackets <BR>Usage : [] should not be typed as is, but describe the kind of <BR>Usage : thing to type in. <BR>Example : Gives a command example of how the command is typed in. <BR>Short(s): If a command has a shorter version, they will be listed here. <BR>Finally, the description, a summary of what the command actually does.</pre> </P> <p> <a name="HELPLIST"><B>HELPLIST</B></a> <pre>Command : HELPLIST <BR>Usage : HELPLIST [STRING PATTERN] <BR>Example : help pray <BR>Short(s): <BR>Shows you a list of all help entries matching the given string pattern.</pre> </P> <p> <a name="HIDDEN"><B>HIDDEN</B></a> <pre>How well your character is hidden from sight. This score appears when hiding,<BR>or when under the affect of a spell which conceals you from sight. It is based<BR>on your Dexterity, proficiency in your hiding skill/spell, and your height.</pre> </P> <p> <a name="HIRE"><B>HIRE</B></a> <pre>Command : HIRE <BR>Usage : HIRE ([MOB NAME])_ <BR>Example : hire larry <BR>Short(s): <BR>A placeholder for the ability to ask a mob whether or not they are for hire. </pre> </P> <p> <a name="HITCH"><B>HITCH</B></a> <pre>See the MOUNT command for how to hitch a wagon to a horse.</pre> </P> <p> <a name="HIT_POINTS"><B>HIT_POINTS</B></a> <pre>The amount of damage your character may absorb before he dies. This number will<BR>go up as your character advances in level. Resting will replenish lost hit<BR>points.</pre> </P> <p> <a name="HOLD"><B>HOLD</B></a> <pre>Command : HOLD <BR>Usage : HOLD (ALL) [ITEM NAME] <BR>Example : hold lantern <BR>Short(s): <BR>Places an item that is presently in your carried inventory into one of your<BR>free hands for holding. Some items only work when they are being held.</pre> </P> <p> <a name="HOMES"><B>HOMES</B></a> <pre>Players may purchase and develop property of their own to serve as their online<BR>home away from home. <BR> <BR>The first step in this process is for the player to find a property that is for<BR>sale. Such properties will typically include a message such as "This lot is<BR>for sale.". After finding such a property, the player should enter LOOK ID to<BR>discover the property`s unique lot number identifier. Write this down! <BR> <BR>The next step is to find the local Property dealer for that area. He shouldn't<BR>be too far away! Some property dealers deal in player property, and some only<BR>deal with Clans. Make sure you find the right one to buy your lot from. When<BR>the property dealer is found, you can use your lot number to purchase the<BR>correct lot from the dealer. <BR> <BR>Once the property is purchased, you will need to develop it. Skills such as<BR>Masonry, Construction, and Locksmithing are used to develop the properties you<BR>purchase. If you don't have these skills, or don't want them, you might be<BR>able to find mobs nearby which you may HIRE to perform these tasks. </pre> </P> <p> <a name="HUMAN"><B>HUMAN</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Human <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Humanoid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Justice save+10, trains+2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Diligent Studying(100%), Wood Chopping(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 78 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A nice tunic, a pair of shoes, a pair of pants, a knitted weapon <BR> belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Just like you and me! Humans are versatile and successful adventurers. They<BR>receive 2 bonus training points at first level, make powerful lumberjacks. <BR>Humans also have the broadest class choices.</pre> </P> <p> <a name="HUNGER"><B>HUNGER</B></a> <pre>From time to time, your character may get hungry. If this happens, then you<BR>should find something to eat to satiate that hunger. Failing to do so will<BR>affect your characters attack and defensive capabilities, and may eventually<BR>lead to death. If you were looking for help on the Spell Hunger, try HELP<BR>SPELL HUNGER.</pre> </P> <p> <a name="I3"><B>I3</B></a> <pre>This refers to the InterMud3 system, which may or may not be available on your<BR>system. Enter I3 by itself for a list of available commands. For more help,<BR>enter HELP I3 LIST, HELP I3 LOCATE, HELP I3 WHOIS, or HELP I3 INFO.</pre> </P> <p> <a name="I3_INFO"><B>I3_INFO</B></a> <pre>Command : I3 INFO <BR>Usage : I3 INFO [MUD NAME] <BR>Example : i3 info coffeemud <BR>Short(s): <BR>Give some special information about the InterMud3 mud listed.</pre> </P> <p> <a name="I3_LIST"><B>I3_LIST</B></a> <pre>Command : I3 LIST <BR>Usage : I3 LIST <BR>Example : i3 list <BR>Short(s): <BR>Lists all the muds available on the InterMud3 channels.</pre> </P> <p> <a name="I3_LOCATE"><B>I3_LOCATE</B></a> <pre>Command : I3 LOCATE <BR>Usage : I3 LOCATE [NAME] <BR>Example : i3 locate bob <BR>Short(s): <BR>Sends a player locate message to the InterMud3 router, which will hopefully<BR>respond some day with the name of a mud where a player of the given name is<BR>located.</pre> </P> <p> <a name="I3_WHOIS"><B>I3_WHOIS</B></a> <pre>Command : WHOIS <BR>Usage : WHOIS [NAME]@[MUD NAME] <BR>Usage : WHOIS @[MUD NAME] <BR>Example : whois bob@coffeemud <BR>Example : whois @coffeemud <BR>Short(s): <BR>If the InterMud network is enabled on your mud, this command can be used to<BR>retrieve a list of players at the given mud, and to retrieve more information<BR>about a particular player on a mud. Use I3 LIST to see a list of all InterMud3<BR>muds, or IMC2 LIST to see a list of IMC2 muds.</pre> </P> <p> <a name="IDEA"><B>IDEA</B></a> <pre>Command : IDEA <BR>Usage : IDEA [REPORT] <BR>Example : idea I want a spell that kills everything everywhere. <BR>Short(s): <BR>Please use this command to submit ideas for the MUD.</pre> </P> <p> <a name="IDLE"><B>IDLE</B></a> <pre>The amount of time since someone has entered a command into CoffeeMud. See<BR>also AFK.</pre> </P> <p> <a name="IGNORE"><B>IGNORE</B></a> <pre>Command : IGNORE <BR>Usage : IGNORE (ADD/REMOVE [PLAYER/ACCOUNT NAME]) <BR>Example : ignore <BR>Example : ignore list <BR>Example : ignore add bob <BR>Example : ignore remove bob <BR>Short(s): <BR>This command allows the player to add or remove names from his or her ignored<BR>players list. The ignored list consists of some number of other players by<BR>name. A player will never receive channel messages from players on this list,<BR>nor will they receive any TELL messages from players on this list.</pre> </P> <p> <a name="ILLUSIONIST"><B>ILLUSIONIST</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Illusionist <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Illusion as levels <BR> advance. At 10th level, receives double duration on your <BR> Illusion magic, and half duration from malicious Illusion magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Divination spells. Receives penalty damage from <BR> Divination as levels advance. Receives double duration from <BR> malicious Divination magic, half duration on other Divination <BR> effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Illusionists are specialist mages who have mastered the art of deception and<BR>illusion. They can make anyone believe anything, and can fool the senses into<BR>believing whatever they wish. Illusionists are sly and playful, and so adept<BR>at their art that they gain all known illusion spells, even those known only to<BR>illusionists. <BR> <BR>So lost in their dreamworld is the Illusionist, that he forgets what is true,<BR>and finds himself unable to remember his divination spells. However, the<BR>Illusionist is the greatest and most fun of the social mages, with a nice mix<BR>of defensive magic that can save him in times of need. <BR></pre> </P> <p> <a name="IMC2"><B>IMC2</B></a> <pre>This refers to the InterMud Chat 2 system, which may or may not be available on<BR>your system. Enter IMC2 by itself for a list of available commands. For more<BR>help, enter HELP IMC2 LIST or HELP IMC2 INFO.</pre> </P> <p> <a name="IMC2_CHANNELS"><B>IMC2_CHANNELS</B></a> <pre>Command : IMC2 CHANNELS <BR>Usage : IMC2 CHANNELS <BR>Example : imc2 channels <BR>Short(s): <BR>List all the channels potentially available to this mud.</pre> </P> <p> <a name="IMC2_INFO"><B>IMC2_INFO</B></a> <pre>Command : IMC2 INFO <BR>Usage : IMC2 INFO [MUD NAME] <BR>Example : imc2 info coffeemud <BR>Short(s): <BR>Give some special information about the IMC2 mud listed.</pre> </P> <p> <a name="IMC2_LIST"><B>IMC2_LIST</B></a> <pre>Command : IMC2 LIST <BR>Usage : IMC2 LIST <BR>Example : imc2 list <BR>Short(s): <BR>Lists all the muds available on the IMC2 channels.</pre> </P> <p> <a name="IMC2_LOCATE"><B>IMC2_LOCATE</B></a> <pre>Command : IMC2 LOCATE <BR>Usage : IMC2 LOCATE [PLAYER NAME] <BR>Example : imc2 locate bob <BR>Short(s): <BR>Find the muds where Player Name is.</pre> </P> <p> <a name="IMMORTALS"><B>IMMORTALS</B></a> <pre>See WIZLIST.</pre> </P> <p> <a name="INCLINATION"><B>INCLINATION</B></a> <pre>Your social order inclination is rated from Lawful to Chaotic, with Lawful<BR>representing cultural acceptance and social order, Chaotic representing<BR>heightened importance on free will and rule fluidity, and Moderate representing<BR>the balance between Lawful and Chaotic. See also help on alignment. </pre> </P> <p> <a name="INFORMATION"><B>INFORMATION</B></a> <pre>You need to be more specific. Try HELP or HELP HELPLIST.</pre> </P> <p> <a name="INTELLIGENCE"><B>INTELLIGENCE</B></a> <pre>Memory and concentration, mana, critical spell/skill damage, and the ability to<BR>gain greater proficiency in skills and spells through practice are reflected in<BR>Intelligence.</pre> </P> <p> <a name="INTERMUD"><B>INTERMUD</B></a> <pre>See the I3 and IMC2 commands. Intermud is one of the communication protocols<BR>that allows many different muds to share channels and send instant messages to<BR>each other.</pre> </P> <p> <a name="INVENTORY"><B>INVENTORY</B></a> <pre>Command : INVENTORY <BR>Usage : INVENTORY (LONG) ([MASK]) <BR>Example : inventory <BR>Example : inventory long <BR>Example : inventory sword <BR>Short(s): inv <BR>Lists all the items in your carried inventory. This does not include any items<BR>that may be worn. Use the EQUIPMENT command to view what is being worn. You<BR>may include a mask to view a subset of your inventory. The long argument can be<BR>used to see what's in all containers.</pre> </P> <p> <a name="JAIL"><B>JAIL</B></a> <pre>Where you are taken when a judge pronounces a jail sentence as penance for a<BR>crime committed. See also COURT and JUSTICE.</pre> </P> <p> <a name="JESTER"><B>JESTER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Jester <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Bard<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Charisma (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Charisma 9+, Dexterity 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Gnome, Half Elf, Halfling and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Charisma <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Cha/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[7X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 10 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives 2%/level bonus to saves versus poison. Receives extra <BR> natural damaging skill. Receives group bonus combat experience <BR> when in an intelligent group, and more for a group of players. <BR> Receives exploration and pub-finding experience based on danger <BR> level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Jester is the joking, annoying, and sneaky fellow that few Bards like to<BR>claim. Like the Charlatan, they remain associated with Bards due to their<BR>highly social nature and their charismatic attitudes. The Jester is also<BR>amazingly dextrous and slippery, due to the slapstick style of maneuvers he<BR>practices and specializes in. <BR> <BR>How to play: As the levels progress, however, few could argue the seriousness<BR>of the Jesters power, should his goofy smile, for some reason, be turned<BR>around. The Jester is still, clearly, a group player. He needs the strong<BR>tanking of fighters, and other support classes to flourish, though he can still<BR>hold his own if he manages not to take life too seriously.</pre> </P> <p> <a name="JOBS"><B>JOBS</B></a> <pre>See the HIRE command.</pre> </P> <p> <a name="JOURNALS"><B>JOURNALS</B></a> <pre>A journal is a log that you can use to communicate with other people, as long<BR>as each person has a copy of the journal or has access to the journal in a<BR>room. Use the WRITE command on the journal to make an entry. Private entries<BR>can only be seen by the author and the recipient.</pre> </P> <p> <a name="JUSTICE"><B>JUSTICE</B></a> <pre>Justice is that which man contemplates, and the virtuous seek.</pre> </P> <p> <a name="KILL"><B>KILL</B></a> <pre>Command : KILL <BR>Usage : KILL [MOB NAME] <BR>Example : kill dragon <BR>Short(s): <BR>Causes your character to attack the mob given with the command. If you are<BR>wielding a weapon, it will be used in the attack. If you have any followers,<BR>they will also join in on the attack. The mob being attacked will also likely<BR>defend itself against you, and try to attack you.</pre> </P> <p> <a name="LADDER"><B>LADDER</B></a> <pre>Ladders are things you can use to help with climbing. See also ROPE.</pre> </P> <p> <a name="LAMP"><B>LAMP</B></a> <pre>An item used to generate light in places or times of darkness. To light a<BR>lamp, either use the FIRE BUILDING skill, or just hold the lamp to<BR>automatically light it. Lamps must periodically be refilled with lamp oil<BR>using the FILL command.</pre> </P> <p> <a name="LANGUAGES"><B>LANGUAGES</B></a> <pre>Command : LANGUAGES <BR>Usage : LANGUAGES <BR>Example : LANGUAGES <BR>Short(s): LANGS <BR>Lists any languages that you know, along with your proficiency in them. To use<BR>a language type SPEAK [LANGUAGE NAME].</pre> </P> <p> <a name="LANTERN"><B>LANTERN</B></a> <pre>A light giving object which must be FILLed with oil and then held (HOLD). It<BR>can be turned off with the "PUT OUT [lantern]" command.</pre> </P> <p> <a name="LEARN"><B>LEARN</B></a> <pre>Command : LEARN <BR>Usage : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME]) <BR>Example : learn stealthy ii <BR>Example : learn magic missile Horice <BR>Example : learn strength from Horice <BR>Short(s): <BR>If your character has the necessary training points and/or practice points,<BR>this command will allow you to request training in the specified skill, spell,<BR>chant, prayer, attribute, or expertise. In addition to specifying the ability<BR>to learn, you may also specify a MOB who is present in the room who can teach<BR>you in that skill. See also help on TRAIN, GAIN, and TEACH.</pre> </P> <p> <a name="LEAVE"><B>LEAVE</B></a> <pre>Command : LEAVE <BR>Usage : LEAVE <BR>Example : leave <BR>Short(s): <BR>If your character is presently riding or sleeping in or on something, this<BR>command will get you out.</pre> </P> <p> <a name="LEGAL"><B>LEGAL</B></a> <pre>See COURT, JAIL, JUSTICE, ARRESTED, PAROLE</pre> </P> <p> <a name="LEVEL"><B>LEVEL</B></a> <pre>Leveling is automatic in CoffeeMud. Just gain the experience, and you will<BR>gain a level.</pre> </P> <p> <a name="LEVELS"><B>LEVELS</B></a> <pre>Levels are things you gain when you get enough experience to gain them. When<BR>you gain a level, you'll get more hit points, mana, movement, attack ability,<BR>and access to more skills, spells, prayers, chants, or songs.</pre> </P> <p> <a name="LEVEL_CHANGER"><B>LEVEL_CHANGER</B></a> <pre>If you see this, it means the item or creature changes power depending on who<BR>is holding it, or who is in its presence.</pre> </P> <p> <a name="LICH"><B>LICH</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Lich <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Undead<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Constitution-4, charisma+6, paralysis save+100, save vs gas+100, <BR> save vs mind+100, save vs poison+100, save vs undead+100, save vs <BR> disease+100, max constitution adj.-4, max charisma adj.+6, save <BR> vs pierce+50, save vs slash+50 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 2147483647 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Royal Rot <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Lichs are the most feared of the skeletal undead. Although they were a normal<BR>race before they died, the decay and corruption makes their former race hard to<BR>determine. Lichs lose some constitution for being dead, but gain charisma for<BR>their formidable presence. In fact, they walk around with a weak aura of fear<BR>at all times. Like other skeletal undead, they take half-damage from piercing<BR>or slashing weapons, are never hungry or thirsty, have infravision, stink of<BR>grime and decay, take damage from positive healing spells, are healed by<BR>negative energy spells, and are immune to poison, mind, gas, paralysis,<BR>disease, and negative energy attacks. The most common way to become a lich is<BR>to study Necromancy and die.</pre> </P> <p> <a name="LIEGE"><B>LIEGE</B></a> <pre>A liege is a person whom you serve and have sworn fealty to. The liege will<BR>gain a small amount of experience from all of your actions. A good liege will<BR>compensate you for this experience with money, experience or training. For more<BR>information, see help on SERVE and VASSALS.</pre> </P> <p> <a name="LIGHT"><B>LIGHT</B></a> <pre>See help on either FIRE BUILDING or SPELL LIGHT</pre> </P> <p> <a name="LINEWRAP"><B>LINEWRAP</B></a> <pre>Command : LINEWRAP <BR>Usage : LINEWRAP [COL NUMBER]/DISABLE <BR>Example : linewrap 100 <BR>Example : linewrap disable <BR>Short(s): <BR>This command will allow the player to disable the default CoffeeMud<BR>linewrapping system, or to set it to a higher or lower number to accommodate<BR>their terminal.</pre> </P> <p> <a name="LIST"><B>LIST</B></a> <pre>Command : LIST <BR>Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME]) <BR>Example : list <BR>Example : list weaponsmith <BR>Example : list shopkeeper for shield <BR>Short(s): <BR>The normal player version of this command will display the items which a<BR>particular shopkeeper MOB may be selling, along with the prices being offered<BR>to your characters. If more than one shopkeeper is in the room, you may have to<BR>specify the shopkeeper name in the parameters. You may add the key word FOR<BR>and an item name to the end to filter the results. See also BUY, SELL,<BR>DEPOSIT, WITHDRAW, VIEW, BID.</pre> </P> <p> <a name="LIZARD_MAN"><B>LIZARD_MAN</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Lizard Man <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Reptile<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+1, intelligence-1, constitution+1, charisma-1, save vs <BR> water-10, save vs electricity+10, max strength adj.+1, max <BR> intelligence adj.-1, max constitution adj.+1, max charisma adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Draconic(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 78 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Eczema, Lycanthropy, Scabies, Leprosy <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A loincloth <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>These large, bidedal humanoids stand about a head taller than humans. They have<BR>a thick three to six foot tail which they use for improved swimming and to<BR>protect themselves. Lizard men prefer temperate to tropical environments and<BR>can hold their breath underwater for extended periods.</pre> </P> <p> <a name="LOAD"><B>LOAD</B></a> <pre>Command : LOAD <BR>Usage : LOAD [AMMUNITION NAME] [WEAPON NAME] <BR>Example : load arrows bow <BR>Example : load bolts.2 crossbow <BR>Short(s): <BR>Prepares a ranged weapon for use by loading it with its required ammunition. <BR>This command will attempt to load the weapon up to its capacity.</pre> </P> <p> <a name="LOCAL_COINS"><B>LOCAL_COINS</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="LOCAL_CURRENCY"><B>LOCAL_CURRENCY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="LOCAL_MONEY"><B>LOCAL_MONEY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="LOCK"><B>LOCK</B></a> <pre>Command : LOCK <BR>Usage : LOCK [ITEM NAME] <BR>Example : lock door <BR>Short(s): <BR>Attempts to lock, by ordinary means, the item, door, or any other entity<BR>specified.</pre> </P> <p> <a name="LOGOFF"><B>LOGOFF</B></a> <pre>Command : LOGOFF <BR>Usage : LOGOFF <BR>Example : LOGOFF <BR>Short(s): <BR>Exit from the mud, back to login/char selection.</pre> </P> <p> <a name="LOOK"><B>LOOK</B></a> <pre>Command : LOOK <BR>Usage : LOOK [ITEM NAME](.[NUM]) <BR>Example : look shelf <BR>Example : look door <BR>Example : look sword.2 <BR>Example : look <BR>Short(s): <BR>Take a look at the item, mob, or other entity specified. If no entity is<BR>specified, this command will take a look around the room or area your character<BR>is presently in. You can target similarly named items using the .1, .2, .3,<BR>etc syntax. See also EXAMINE or LONGLOOK.</pre> </P> <p> <a name="MAGE"><B>MAGE</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Mage <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Mages are masters of magic, and wielders of the great elemental powers. While<BR>weak in hit points and in fighting skill, their spells are the most widely<BR>prized and powerful of all the classes. They may not wear any metal or leather<BR>armors, or use most weapons. However, the sting of their magic missiles and<BR>the armor of magic they wear makes up for any loss. <BR> <BR>Mage is the basis for numerous sub-classes which the player may choose to gain<BR>levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer,<BR>Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard. <BR> <BR>How to play: Mages are among the most versatile of classes, being able to make<BR>spell choices which carve out the path the Mage would like to take. For the<BR>loner Mage, the emphasis on offensive magic will make him a powerful opponent<BR>in battle. In groups, the mage may focus on protective magic to make him a<BR>more desirable companion. And even the playful mage may focus on the<BR>role-playing magic to make his mudding as fun as possible! <BR> <BR>The mage is almost useless in weapon combat. The mage must be smart and<BR>creative to use his spells to give him the edge. But the versatility of the<BR>mage gives him the ability to do just that, using magic and guile to trick<BR>monsters to their death, granting experience for the mage. <BR></pre> </P> <p> <a name="MAGIC_MISSLE"><B>MAGIC_MISSLE</B></a> <pre>A common misspelling of MAGIC MISSILE.</pre> </P> <p> <a name="MANA"><B>MANA</B></a> <pre>The amount of energy your character has to use on skills, prayers, spells,<BR>songs, or chants. This number will go up as your character advances in level. <BR>Resting will replenish lost mana. <BR> <BR>If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG<BR>MANA.</pre> </P> <p> <a name="ME"><B>ME</B></a> <pre>A name I call myself.</pre> </P> <p> <a name="MEANINGOFLIFE"><B>MEANINGOFLIFE</B></a> <pre>%0D%0DCoffee, Black.%0D%0DAlso, 42.</pre> </P> <p> <a name="MER"><B>MER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Mer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Druid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Constitution (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+, Dexterity 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Constitution <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Con/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d6)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 15 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use polearms of any kind or other weapons made from wood, <BR> plant-based materials, or leather. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> May breathe and cast spells underwater. Attains Tidal Changes <BR> (tidal phase based bonuses/penalties) at level 5. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid skill and chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Mer Druid is an aquatic nature lover who has mastered the ability to live<BR>and dwell with sea creatures. The Mer Druid is most suited for aquatic areas,<BR>and excels at water and ship combat, using the forces of the ocean with an<BR>amazing display of power and destruction. So connected is he to the tides that<BR>his strength and powers will fluxuate during the day, ebbing and rising with<BR>the high and low tide. <BR> <BR>How to play: Like a fish, the Mer Druid is nearly useless out of the water. <BR>But when either above or beneath the waves, the Mer is an unstoppable force. <BR>Grouping with others on land and taking charge of the situation when the waves<BR>roll in is the way for a Mer Druid to flourish.</pre> </P> <p> <a name="MERFOLK"><B>MERFOLK</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Merfolk <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fish<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs <BR> electricity-15, max dexterity adj.+2, max wisdom adj.-2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Land Legs(25%), AutoSwim(100%), Swim(100%), <BR> Fishing(100%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Aquan(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 215 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Scurvy, Lycanthropy, Sea Sickness <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A delicate scaley green shirt, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air<BR>and water, enabling trade with surface dwellers. Merfolk are the dominant<BR>underwater race.</pre> </P> <p> <a name="METAMSGCOMMAND"><B>METAMSGCOMMAND</B></a> <pre>Command : METAMSGCOMMAND <BR>Usage : METAMSGCOMMAND <BR>Example : metamsgcommand <BR>Short(s): <BR>Generates the HUH? message. A command that's not a command.</pre> </P> <p> <a name="MINDFLAYER"><B>MINDFLAYER</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Mindflayer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Illithid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength-4, intelligence+4, constitution-2, charisma+2, save vs <BR> mind+100, save vs magic+50, max strength adj.-4, max intelligence <BR> adj.+4, max constitution adj.-2, max charisma adj.+2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect <BR> Sentience(50%), Mind Fog(100%), Charm(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Undercommon(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 430 Years <BR><FONT COLOR=CYAN>XP Adjust.:</I></U></BLINK></B></FONT> -25% <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> Grey robes, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with<BR>four tentacles surrounding and protecting their mouths. They are taller than<BR>humans, but lighter and more frail due to millennia of reliance upon<BR>mind-controlled slave labor to do their manual work.</pre> </P> <p> <a name="MINSTREL"><B>MINSTREL</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Minstrel <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Bard<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (22), Charisma (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Charisma 9+, Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Charisma <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Cha/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 10 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives group bonus combat experience when in an intelligent <BR> group, and more for a group of players. Receives exploration and <BR> pub-finding experience based on danger level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Minstrel is the master of instruments and musical tools. So capable is a<BR>minstrel in this art that he or she is able to draw forth magical and wonderous<BR>powers from the instruments played. The Minstrel is able to craft and draw<BR>unique powers from any of dozens of different musical instruments, with the<BR>only drawback being how the chosen instrument impacts fighting or speaking<BR>ability while it is being played. <BR> <BR>How to play: The Minstrel is as social of a bard as the others, but due to his<BR>many hours of lonely practice, the Minstrel also has an almost arcane like<BR>ability to use instrumental magic for more solitary or unique benefits than the<BR>simple Bard or Dancer. In the end, the Minstrel may become an orchestra of<BR>power unto himself, capable of bringing tremendous benefit and joy to his<BR>group, or terrible retribution to his foes. Therefore, if a player is looking<BR>for a bard to play when groups are not available, this is the one to pick.</pre> </P> <p> <a name="MISSIONARY"><B>MISSIONARY</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Missionary <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Dexterity 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, staves, natural, ranged, or blunt weapons <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Never fumbles neutral prayers, and receives 1pt/level luck bonus <BR> to all saving throws per level. Receives 1pt/level electricity <BR> damage reduction. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Using non-neutral prayers introduces failure chance. Vulnerable <BR> to acid attacks. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Missionaries are the crusading adventurers for the gods, exploring and<BR>spreading the good word of their deity far and wide. So energetic and mobile<BR>are the Missionaries that they seem like the wind, and in fact gain many powers<BR>of wind and electricity. The Missionary is a neutral aligned class and<BR>lawfully inclined. <BR> <BR>How to play: Although Missionaries can flourish with other missionaries, they<BR>do their best work alone, bringing the word of their god, as well as his wrath<BR>when necessary, to the unwashed masses. Missionaries will sometimes be asked<BR>to join groups so as to deliver some of that "olde-tyme neutral punch", and can<BR>even be useful to them if he strikes a careful balance with the good and evil<BR>prayers he qualifies for.</pre> </P> <p> <a name="MONEY"><B>MONEY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="MONIES"><B>MONIES</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="MONK"><B>MONK</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Monk <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fighter<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Dexterity (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+, Dexterity 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Strength <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Str/18)+1 per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>3 +[(Wisdom/6)-1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>4 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/8)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 20 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives defensive bonus for high dexterity. Receives unarmed <BR> attack bonus. Receives bonus attack when unarmed. Has Slow Fall <BR> ability. Receives trap avoidance. Receives bonus conquest and <BR> duel experience. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Monks are the agile and graceful masters of their own bodies. Combining quick<BR>reflexes with intense study of the martial arts makes them a powerful and<BR>intimidating opponent. Although Monks may use weapons, most of their power and<BR>unique ability comes when they are completely unarmed. And since they depend<BR>so heavily on their agility, they will find themselves wearing only light cloth<BR>armors. <BR> <BR>How to play: Either alone or in groups, the Monk is a dizzying class to play.<BR>Capable of more pure attacks than any other class, and loaded down with dozens<BR>of Monk-specific physical feats makes the Monk almost mage-like in complexity. <BR>In fact, the player who loathes worrying about staying up-to-date on equipment,<BR>but who enjoys the pure fight may be especially attracted to Monk. <BR> <BR>Like all fighters, the Monk will gain experience principally through the<BR>vanquishing of foes. Although the armor restriction can seem daunting, the<BR>Monks extra dexterity bonus to armor, and the wide variety of attacks and<BR>defences makes them every bit as powerful (if not much more) than the other<BR>fighter classes. <BR></pre> </P> <p> <a name="MORGUE"><B>MORGUE</B></a> <pre>The place where ones body is when one dies.</pre> </P> <p> <a name="MOTD"><B>MOTD</B></a> <pre>Command : MOTD <BR>Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN) <BR>Example : motd <BR>Short(s): <BR>Allows the player to review the news and daily messages. Using ON and OFF, you<BR>can also set whether or not you see the message of the day when you log in to<BR>the mud. Using AGAIN will re-show the current new daily message, while<BR>PREVIOUS will show all the old daily messages, with an optional limit.</pre> </P> <p> <a name="MOUNT"><B>MOUNT</B></a> <pre>Command : MOUNT <BR>Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME]) <BR>Example : mount horse <BR>Example : mount cart horse <BR>Short(s): ride <BR>Your character attempts to mount a horse, or other rideable creature, carriage,<BR>boat, or item. Once mounted, the creature can be navigated around by use of<BR>the normal N,S,E,W navigation commands. Some rideables may also be mounted on<BR>others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,<BR>BOARD. Bound creatures can be mounted onto beds or chairs against their will<BR>with this command also.</pre> </P> <p> <a name="MOVEMENT"><B>MOVEMENT</B></a> <pre>The amount of energy your character has to use on moving around, using movement<BR>based skills, or retreating in combat. This number will go up as your<BR>character advances in level. Resting will replenish lost movement. <BR></pre> </P> <p> <a name="MUD"><B>MUD</B></a> <pre>Stands for Multi-User Dungeon. It's also a common word for dirt saturated with<BR>water.</pre> </P> <p> <a name="MULTICLASS"><B>MULTICLASS</B></a> <pre>Each class was designed to reach it's peak of gainable skills at level 30.<BR>Changing to another class is done by going to your respective guild and<BR>training in the class of your choice. The classes you can become are listed<BR>when you type QUALIFY. Changing to another class is done using the TRAIN<BR>command. <BR> <BR>When multiclassing, always keep in mind the classes you want to become and how<BR>far you would want to go in them. Some classes affect others in a negative way.<BR>If you plan to get to level 30 with three subclasses, train in the first before<BR>your first level of the game. This ensures level 30 status with all the<BR>classes. <BR> <BR>Just keep track of how far you feel like taking each class, whether it is to a<BR>certain skill or to it's full potential. It is not required, but can add a<BR>dimension to playing.</pre> </P> <p> <a name="MULTIPLAY"><B>MULTIPLAY</B></a> <pre>Better ask an Archon before you try it!</pre> </P> <p> <a name="MULTI_PLAY"><B>MULTI_PLAY</B></a> <pre>Better ask an Archon before you try it!</pre> </P> <p> <a name="MXP"><B>MXP</B></a> <pre>Command : MXP <BR>Usage : MXP (OFF) <BR>Example : mxp <BR>Example : mxp off <BR>Short(s): <BR>Turn MXP (MUD Exchange Protocol) tags on or off. This command will auto-detect<BR>whether your client supports the tags by sending the <VERSION> tag. Use NOMXP<BR>or OFF argument to disable this feature.</pre> </P> <p> <a name="NAGA"><B>NAGA</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Naga <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Ophidian<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Dexterity+5, save vs poison+100 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Stigma(100%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Draconic(100%), Snake Speak(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 42 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>A sharp-featured humanoid head crowns the powerful, sinuous body of this<BR>snake-like monstrosity.Two slender arms extend from the body of the Naga just<BR>below the head.</pre> </P> <p> <a name="NECROMANCER"><B>NECROMANCER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Necromancer <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Constitution (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use polearms, axes, swords, daggers, or edged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Can sense deaths at Necromancer level 15, and becomes a Lich upon <BR> death at 30. Undead followers will not drain experience. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Always fumbles good prayers. Qualifies and receives evil <BR> prayers. Using non-aligned prayers introduces failure chance. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Necromancers are the dark lovers of death and the dead, serving the gods in<BR>this special and little appreciated realm. The Necromancer is an evil aligned<BR>class but moderate inclined, and so will fumble good prayers. However, the<BR>Necromancer can use many dangerous edged weapons, any kind of armor, and gets<BR>numerous special prayers known only to the Necromancer, such as the ability to<BR>animate all kinds of wicked undead, even at low levels. Eventually, the<BR>Necromancer may even become a Lich himself! <BR> <BR>How to play: Unlike most clerics, the Necromancer is not a good group player.<BR>He does best alone with the friends he "makes" out of the dearly departed, so<BR>long as he is careful to keep them magically Fed and Healed long enough to gain<BR>useful levels. The necromancer is hated in towns, and may even be arrested if<BR>he brings his undead "friends" to town for a visit. If the Necromancer keeps<BR>his charisma high, he can lead a truly formidable army before which all others<BR>will surely tremble. </pre> </P> <p> <a name="NEWS"><B>NEWS</B></a> <pre>Command : NEWS <BR>Usage : NEWS (ON/OFF/AGAIN/PREVIOUS) <BR>Example : news <BR>Short(s): <BR>Allows the player to review the news and daily messages. Using ON and OFF, you<BR>can also set whether or not you see the message of the day when you log in to<BR>the mud.</pre> </P> <p> <a name="NOANSI"><B>NOANSI</B></a> <pre>Command : NOANSI <BR>Usage : NOANSI <BR>Example : noansi <BR>Short(s): <BR>Turn off ANSI color output. Use ANSI to turn this feature on again.</pre> </P> <p> <a name="NOBATTLESPAM"><B>NOBATTLESPAM</B></a> <pre>Command : NOBATTLESPAM (ON/OFF) <BR>Usage : NOBATTLESPAM (ON/OFF)n <BR>Example : nobattlespam <BR>Example : nobattlespam on <BR>Short(s): <BR>Changes whether you see normal combat messages, including standard weapon hits<BR>and misses, and most damage messages. When turned on, the player will only<BR>receive a brief summary of all damage taken by each combatant. By itself, this<BR>command will toggle the state of the flag. Use ON or OFF to specify whether<BR>the flag is on or off. See also CONFIG.</pre> </P> <p> <a name="NOCHANNEL"><B>NOCHANNEL</B></a> <pre>Command : NO[CHANNEL] <BR>Usage : NO[CHANNEL] <BR>Example : no[channel] <BR>Short(s): <BR>This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.</pre> </P> <p> <a name="NOFOLLOW"><B>NOFOLLOW</B></a> <pre>Command : NOFOLLOW <BR>Usage : NOFOLLOW ([NAME]) <BR>Example : nofollow <BR>Example : nofollow my dog <BR>Short(s): <BR>When used without a parameter, this command toggles whether or not your<BR>character will accept new followers. When a name is specified, this command<BR>causes a follower of that name to no longer follow you. See also REBUKE,<BR>GROUP, FOLLOW, FORMATION, ORDER, and GTELL.</pre> </P> <p> <a name="NOMXP"><B>NOMXP</B></a> <pre>Command : NOMXP <BR>Usage : NOMXP <BR>Example : nomxp <BR>Short(s): <BR>Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn<BR>them on, if your mud client supports them.</pre> </P> <p> <a name="NOPOSE"><B>NOPOSE</B></a> <pre>Command : NOPOSE <BR>Usage : NOPOSE <BR>Example : nopose <BR>Short(s): <BR>Turns off your current pose. See the POSE command.</pre> </P> <p> <a name="NORTH"><B>NORTH</B></a> <pre>Command : NORTH <BR>Usage : NORTH <BR>Example : north <BR>Short(s): N <BR>Travel northward from the present room or location.</pre> </P> <p> <a name="NORTHEAST"><B>NORTHEAST</B></a> <pre>Command : NORTHEAST <BR>Usage : NORTHEAST <BR>Example : northeast <BR>Short(s): NE <BR>Travel northeastwardly direction from the present room or location.</pre> </P> <p> <a name="NORTHWEST"><B>NORTHWEST</B></a> <pre>Command : NORTHWEST <BR>Usage : NORTHWEST <BR>Example : northwest <BR>Short(s): NW <BR>Travel northwestwardly direction from the present room or location.</pre> </P> <p> <a name="NOSELL"><B>NOSELL</B></a> <pre>Usage : NOSELL (ON/OFF) [ITEM NAMES] <BR>Example : nosell dagger <BR>Example : nosell on all <BR>Short(s): <BR>This command can flag an item in the players inventory as being unsellable,<BR>allowing the player to do sell all without accidentally selling things they<BR>don't want to. By default, NOSELL [ITEM] will toggle the flag, while NOSELL ON<BR>[ITEM} will always turn it on, and OFF will turn it off. <BR> <BR>Dropping an item marked unsellable will also remove the flag.</pre> </P> <p> <a name="NOSOUNDS"><B>NOSOUNDS</B></a> <pre>Command : NOSOUNDS <BR>Usage : NOSOUNDS <BR>Example : nosounds <BR>Short(s): <BR>Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command<BR>to turn them on, if your mud client supports them.</pre> </P> <p> <a name="NOTEACH"><B>NOTEACH</B></a> <pre>Command : NOTEACH <BR>Usage : NOTEACH <BR>Example : noteach <BR>Short(s): <BR>This command toggles whether you can teach, practice, or train, or be taught,<BR>practiced with, or trained. It does not affect the auto-gains in skill<BR>proficiency.</pre> </P> <p> <a name="NOTES"><B>NOTES</B></a> <pre>See the IDEA, BUG, or TYPO commands. If you are looking for general message<BR>areas, you may have to find a standing board, or a journal you can carry<BR>around. If you wish to leave a note for a player who isn`t online, see JOURNAL.</pre> </P> <p> <a name="OBJECTS"><B>OBJECTS</B></a> <pre>Objects are items you can GET, PUT, DROP, GIVE, REMOVE, WEAR, WIELD, HOLD,<BR>DESTROY, etc.</pre> </P> <p> <a name="OBSERVATION_SCORE"><B>OBSERVATION_SCORE</B></a> <pre>Your ability to see hidden things. This score appears when searching, or when<BR>under the affect of a spell which allows you to see hidden. It has based on<BR>your Wisdom, proficiency in your detection skill/spell, and your height.</pre> </P> <p> <a name="OGRE"><B>OGRE</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Ogre <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Giant-kin<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+4, intelligence-1, dexterity-2, charisma-1, save vs <BR> mind-10, save vs poison+10, max strength adj.+4, max intelligence <BR> adj.-1, max dexterity adj.-2, max charisma adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Bad Reputation(100%), Butchering(75%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Gigantic(100%), Orcish(50%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 148 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A large patchy tunic, some torn leggings, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Ogres are the less enlightened kin to the giants, possessing great strength and<BR>ferociousness at the expense of their intellect and dexterity . As they are<BR>naturals at ripping things apart, they make excellent butchers. Their class<BR>choices are limited, but any kind of Fighter or Barbarian would suit an ogre<BR>very well.</pre> </P> <p> <a name="OOC"><B>OOC</B></a> <pre>An acronym for "Out of Character" as well as a chat channel on some muds. Use<BR>CHANNELS to get a list of chat channels here.</pre> </P> <p> <a name="OPEN"><B>OPEN</B></a> <pre>Command : OPEN <BR>Usage : OPEN [ITEM/DIRECTION NAME] <BR>Example : open chest <BR>Example : open door <BR>Example : open east <BR>Short(s): <BR>Attempts to open, by ordinary means, the item, door, or any other entity<BR>specified.</pre> </P> <p> <a name="ORACLE"><B>ORACLE</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Oracle <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Dwarf, Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use hammers, staves, flailed, natural, or blunt weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives a non-class skill at 30th level, and every Oracle level <BR> thereafter. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Always fumbles evil prayers. Qualifies and receives good <BR> prayers. Using non-aligned prayers introduces failure chance. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Oracles are those who seek the infinite wisdom of their god, forever probing<BR>the vastness of divine knowledge. So knowledgable are the Oracles that they<BR>actually begin to gain arcane divination spells in addition to their assortment<BR>of prayers. Beyond 30th level, the Oracle begins to gain skills from other<BR>classes previously unknown to him, as the mysteries of the universe begin to be<BR>revealed. The Oracle, being a seeker of knowledge, is a good aligned class and<BR>moderate inclined. <BR> <BR>How to play: The Oracle is an often consulted player, much like the Arcane<BR>diviner, for his ability to see beyond the obvious to the important truths<BR>around him. For this reason, the Oracle may be often picked for grouping. The<BR>Oracle himself, however, will need to determine if such a course is divinely<BR>inspired. </pre> </P> <p> <a name="ORC"><B>ORC</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Orc <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Porcine<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+2, intelligence-1, charisma-1, wisdom-1, save vs <BR> water-10, save vs poison+10, max strength adj.+2, max <BR> intelligence adj.-1, max charisma adj.-1, max wisdom adj.-1 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Taint of Evil(100%), Butchering(50%), Vicious <BR> Blow(25%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Orcish(100%), Undercommon(25%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 220 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A tattered tunic, a pair of tattered pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Orcs are powerful, brutish porcine humanoids that take great joy in the agony<BR>of others. Their society is dictated by the strongest, most-vicious alphas of<BR>the tribe, who often band together to create great war-parties to destroy other<BR>species? civilization.</pre> </P> <p> <a name="ORDER"><B>ORDER</B></a> <pre>Command : ORDER <BR>Usage : ORDER <BR>Example : order dog flee <BR>Short(s): <BR>If your character has any followers, whether characters or mobs, this command<BR>will allow you to force that follower to perform any command listed in the<BR>COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and<BR>GTELL.</pre> </P> <p> <a name="OUTFIT"><B>OUTFIT</B></a> <pre>Command : OUTFIT <BR>Usage : OUTFIT <BR>Example : outfit <BR>Short(s): <BR>Should your character ever be without clothing or weapon (usually due to<BR>death), this command will give your character some newbie equipment to get by<BR>with.</pre> </P> <p> <a name="PACKAGE"><B>PACKAGE</B></a> <pre>Command : PACKAGE <BR>Usage : PACKAGE [NUMBER] [ITEM NAMES] <BR>Example : package 10 daggers <BR>Example : package all bottles <BR>Short(s): <BR>This command packages together several identical items. Thus grouped, the<BR>items may be easier to sell to shopkeepers and easier to carry. The items must<BR>all be exactly the same. Currency may not be packaged. Raw resources, such as<BR>wood or ore metals, may be packaged, but will not then be available for use by<BR>crafting skills. To do that, you would need to bundle the resources instead. <BR>Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]<BR>syntax.</pre> </P> <p> <a name="PAGEBREAK"><B>PAGEBREAK</B></a> <pre>Command : PAGEBREAK <BR>Usage : PAGEBREAK [LINE NUMBER]/DISABLE <BR>Example : pagebreak 25 <BR>Example : pagebreak disable <BR>Short(s): <BR>This command will allow the player to disable the default mud page break<BR>system, or to set it to a higher or lower number to accommodate their terminal.</pre> </P> <p> <a name="PALADIN"><B>PALADIN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Paladin <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fighter<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Strength 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Strength <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Str/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>3 +[(Wisdom/6) per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>4 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/8)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[7X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives bonus conquest and duel experience. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain good to avoid spell/skill failure chance. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Paladins are holy fighters, possessing many of the traits of both Fighters and<BR>Clerics, though in less intensity than either class alone. They may learn<BR>Cleric spells at higher levels, and possess numerous fighting techniques. <BR>Their weapons and armor choices are unlimited, but Paladins are restricted to a<BR>good and lawful alignment. <BR> <BR>How to play: Paladin's have the potential of being the most powerful of<BR>classes, and the most desired of group members. Their powerful combat skills<BR>and auras of power make them the perfect tanks for groups, especially since<BR>their Cleric healing abilities can allow them to fill this gap in a group. <BR>Alone, they can also flourish, vanquishing evil with the efficiency of the<BR>fighter. <BR> <BR>The only weakness of the Paladin is his reliance on purity. In most muds, this<BR>limits his adventuring choices greatly. However, his strengths for lasting and<BR>winning in combat are so broad, he will quickly advance. <BR></pre> </P> <p> <a name="PAROLE"><B>PAROLE</B></a> <pre>Parole is a sentence someone receives instead of jail time. A player that is<BR>paroled may not leave the area, and is restricted from Recall and other similar<BR>spells for the duration of the parole. A paroled player may not flee combat.</pre> </P> <p> <a name="PARTY"><B>PARTY</B></a> <pre>An adventuring party is formed when a player uses the FOLLOW command to follow<BR>another player.</pre> </P> <p> <a name="PASSWORD"><B>PASSWORD</B></a> <pre>Command : PASSWORD <BR>Usage : PASSWORD <BR>Example : password <BR>Short(s): <BR>Allows you to change your characters password.</pre> </P> <p> <a name="PAST_LIFE"><B>PAST_LIFE</B></a> <pre>When a character REMORTs, they gain achievement(s) based on the classes and<BR>levels in those classes that they have at the instance before REMORTing. Remort<BR>achievements are numbered to display how many times a character must remort at<BR>or above the level requirement to gain that achievement (and the associated<BR>benefits). All Remort benefits are cumulative, so a level 90 character with 60<BR>levels of fighter and 30 levels of barbarian would gain a fighter past life<BR>achievement, a fighter savant past life achievement and a barbarian past life<BR>achievement. Remorting a subsequent time in the same class would increment the<BR>Past Life number, so a player will receive the benefits of Past Life II on the<BR>next REMORT after receiving the Past Life I achievement from a particular<BR>class. The bonuses from each of those achievements are also cumulative, so if<BR>two achievements each offer a Attack +2 bonus, then all subsequent characters<BR>on the account would gain Attack +4. Skills and Expertises are granted for free<BR>at the level indicated. For specific achievement rewards from remorting, see<BR>help (class) past life I, (class) savant past life I, and prodigal (class) past<BR>life I.</pre> </P> <p> <a name="PERFUME"><B>PERFUME</B></a> <pre>Perfume is something that makes you smell pretty. You WEAR it.</pre> </P> <p> <a name="PETS"><B>PETS</B></a> <pre>Players, especially at lower levels, may wish to purchase or charm animals or<BR>other creatures to follow them. These creatures are called pets, and will<BR>usually assist the player in combat. This can aid a player who has trouble<BR>surviving, though pets will also siphon off some experience the player would<BR>otherwise receive alone. Rangers and Druids adventuring with pets are not<BR>hindered in this way, however. The number of pets or followers you can have<BR>depends on your Charisma score.</pre> </P> <p> <a name="PIRATE"><B>PIRATE</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Pirate <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Thief<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Charisma (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 5+, Charisma 5+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[6X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear leather, cloth, or vegetation based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Bonus XP in ship combat, and combat bonus for each fake limb. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Get less leniency from the law, no limb recovery after death, and <BR> can be paid to leave combat. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The Pirate is a rogue and scourge of the high seas, a master of ship combat,<BR>and ruthless to those who refuse to surrender their booty. The Pirate is most<BR>suited for combat from the deck of huge sailing ships, being able to get the<BR>most out of their ship, their weapons, and their landlubber contacts. Their<BR>brutal lifestyle even gives them combat bonuses with fake limbs. However,<BR>Pirates also get harsher treatment from the law, and are so greedy for gold<BR>that they can literally be paid to walk away from combat. <BR> <BR>How to play: The Pirate is a middlin' fair rogue on the land, and can survive<BR>well enough among landlubbers, but absolutely excels in command of a ship in<BR>pursuit of weak seabound targets. Clans would do well to keep a<BR>former-independent Pirate around to captain their ships for when the real ones<BR>come calling.</pre> </P> <p> <a name="PIXIE"><B>PIXIE</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Pixie <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fairy-kin<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength-6, dexterity+7, constitution-7, charisma+2, save vs <BR> poison+10, save vs magic+50, max strength adj.-6, max dexterity <BR> adj.+4, max constitution adj.-4, max charisma adj.+2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Infravision, Winged Flight(100%), Foraging(50%), Improved <BR> Invisibility(100%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Fey(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 430 Years <BR><FONT COLOR=CYAN>XP Adjust.:</I></U></BLINK></B></FONT> -10% <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Poison Ivy <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A delicate green shirt, a pair of sandals, some delicate <BR> leggings, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Pixies are playful fairy-kin, standing roughly two feet tall. These pranksters<BR>rarely venture into society, but sometimes enjoy pranking villagers near their<BR>woodland habitats. Pixies have transparent butterfly wings and the innate<BR>ability to remain invisible as long as they wish. Pixies are vegetarians and<BR>eating meat can make them violently ill.</pre> </P> <p> <a name="PLAYERKILL"><B>PLAYERKILL</B></a> <pre>Command : PLAYERKILL <BR>Usage : PLAYERKILL <BR>Example : playerkill <BR>Short(s): PKILL PVP <BR>Toggles whether or not your character may kill, and be killed by other players.<BR> The area permitting, you may only kill another player when both your<BR>playerkill flag and the other players playerkill flags are both on. If you do<BR>engage in combat with another player, you will not be permitted to logoff or<BR>turn off your playerkill flag for 5 minutes.</pre> </P> <p> <a name="POLITICS"><B>POLITICS</B></a> <pre>Use HELP CLAN to get information on Clan Politics</pre> </P> <p> <a name="POLL"><B>POLL</B></a> <pre>Command : POLL <BR>Usage : POLL <BR>Example : poll <BR>Short(s): <BR>Lists any polls that the player can participate in, or view the results of.</pre> </P> <p> <a name="POOF"><B>POOF</B></a> <pre>Command : POOF <BR>Usage : POOF <BR>Short(s): <BR>This command can be used to change your death message to some alternative. <BR>This is the message seen both by you and others when you die.</pre> </P> <p> <a name="PORTSIDE"><B>PORTSIDE</B></a> <pre>Command : PORTSIDE <BR>Usage : PORTSIDE <BR>Example : portside <BR>Short(s): <BR>Travel towards the left side of a ship.</pre> </P> <p> <a name="POSE"><B>POSE</B></a> <pre>Command : POSE <BR>Usage : POSE [STANDING DESCRIPTION] ... <BR>Example : pose is standing here talking to himself. <BR>Short(s): <BR>Changes the message that is seen when a player is standing passively in a room.<BR> Use NOPOSE to turn off.</pre> </P> <p> <a name="POUR"><B>POUR</B></a> <pre>Command : POUR <BR>Usage : POUR [DRINK SOURCE] [CONTAINER NAME] <BR>Example : pour spring bottle <BR>Example : pour waterskin bottle <BR>Example : pour bottle out <BR>Short(s): <BR>Attempts to refill a liquid container, such as a bottle or a cup, from the<BR>given source. In many cases, containers can be refilled from other containers.<BR></pre> </P> <p> <a name="POWERS"><B>POWERS</B></a> <pre>Powers are what a deity bestows upon Clerics for performing the required<BR>ritual. Clerics receive a random power of their god.</pre> </P> <p> <a name="PRACTICE"><B>PRACTICE</B></a> <pre>Command : PRACTICE <BR>Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME]) <BR>Example : practice sneak Horice <BR>Short(s): <BR>Once your character has acquired some skill or spell, the only way to increase<BR>the proficiency of your ability is to practice it. A skill or spell can only<BR>be practiced with those characters or mobs who already know the skill or spell<BR>sufficiently. You must also have at least 1 practice point to practice a skill<BR>or spell.</pre> </P> <p> <a name="PRACTICES"><B>PRACTICES</B></a> <pre>Practice points are used to improve skills, spells, prayers, chants, or songs. <BR>They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS,<BR>CHANTS, or SPELLS commands to see what skills you may practice. Use the<BR>QUALIFY command to see what skills you may gain. <BR> <BR>Skills are improved by going to a player or mob that knows the skill you wish<BR>to improve, and then using the PRACTICE command. See HELP PRACTICE for more<BR>information on how to use this command to improve skills.</pre> </P> <p> <a name="PRAY"><B>PRAY</B></a> <pre>Skill : PRAY <BR>Usage : PRAY [PRAYER NAME] [TARGET NAME] <BR>Example : pray "cure light" orc <BR>Short(s) : PR <BR>Clerics, and at later levels, Paladins can invoke their magical abilities using<BR>the pray command. Some prayers require that you direct the energy at a target,<BR>while others only apply to the cleric. For help on a particular prayer, enter<BR>help and then the name of the prayer. Prayers typically consume mana at<BR>amounts that decrease as the player gains levels. However, you might need to<BR>wait before using the same prayer again. </pre> </P> <p> <a name="PRAYERS"><B>PRAYERS</B></a> <pre>Command : PRAYERS <BR>Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL]) <BR>Example : prayers <BR>Example : prayers healing <BR>Example : prayers ? <BR>Example : prayers cure light wounds <BR>Short(s): <BR>Lists any prayers that you know, along with your proficiency in them. Can also<BR>be qualified to list your prayers by domain, or use ? to list domains. You can<BR>get your level and proficiency for a particular prayer by listing it by name. A<BR>level parameter may be given to show prayers only up to that level.</pre> </P> <p> <a name="PROMOTE"><B>PROMOTE</B></a> <pre>Use HELP CLAN to get information on promoting clan members.</pre> </P> <p> <a name="PROMPT"><B>PROMPT</B></a> <pre>Command : PROMPT <BR>Usage : PROMPT ([NEW PROMPT STRING]) <BR>Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N> <BR>Example : prompt default <BR>Short(s): <BR>Display or change your prompt string. Typing PROMPT DEFAULT will reset your<BR>prompt to the default setting. You can enter PROMPT ^N to effectively turn<BR>"off" your prompt. <BR>Valid embedded codes for custom prompts include: <BR>%h : Display your current hits %H : Display your maximum hits <BR>%m : Display your current mana %M : Display your maximum mana <BR>%v : Display your current moves %V : Display your maximum moves <BR>%p : Action points remaining/tick %P : Display maximum action pts <BR>%x : Display your current experience %X : Display your needed experience <BR>%g : Display the value of your money %G : Display amount/name of money <BR>%a : Display alignment in percent %A : Display your alignment as text <BR>%w : Display your weight encumbrance %W : Display max carryable weight <BR>%c : Display item encumbrance %C : Display max carryable items <BR>%e : Display person under attack %E : Display attacked persons state <BR>%t : Display the time of day %T : Display the hour of the day <BR>%Kh: Display the tanks current hits %KH: Display the tanks maximum hits <BR>%Km: Display the tanks current mana %KM: Display the tanks maximum mana <BR>%Kv: Display the tanks current moves %KV: Display the tanks maximum moves <BR>%Ke: Display the tanks name %KE: Display the tanks health <BR>%I : Display hidden/invis. status %@ : Display the weather here <BR>%d : Display the range to your victim %D : Display ammo remaining <BR>%B : Go to a new line %z : Display current area name <BR>%r : Display name of the room %R : Display room number (ADMIN ONLY) <BR>%y : Display common skill % progress %Y : Display common skill time remain <BR>%u : List skills on cooldown <BR> <BR>MISC: <BR>%fFACTION NAME : Display faction value as percent % <BR>%FFACTION NAME : Display faction value as text <BR>%-STAT NAME : Replace STAT NAME is one of the following: <BR>STRENGTH, INTELLIGENCE, WISDOM, etc.. <BR>MAX STRENGTH, MAX INTELLIGENCE, MAX WISDOM, etc.. <BR>BASE STRENGTH, BASE INTELLIGENCE, BASE WISDOM, etc.. <BR>ATTACK, ARMOR, WEIGHT, HEIGHT, LEVEL <BR>HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, STINK, <BR>HEAD, NECK, TORSO, ARMS, LEFT WRIST, WIELD, EYES, etc.. <BR> <BR>COLORS: <BR>^h : Standard hit point color ^m : Standard mana color <BR>^v : Standard movement color ^N : Normal color <BR>^w : White ^W : Grey <BR>^g : Light green ^G : Dark Green <BR>^b : Light blue ^B : Dark Blue <BR>^r : Light red ^R : Maroon <BR>^y : Yellow ^Y : Dark yellow <BR>^c : Cyan ^C : Dark Cyan <BR>^p : Light purple ^P : Dark Purple <BR>^? : Previous color/End color <BR>-----</pre> </P> <p> <a name="PUBLIC_SHAMING"><B>PUBLIC_SHAMING</B></a> <pre>One who is being publicly shamed, and cannot be interacted with, or even<BR>directly spoken to or about.</pre> </P> <p> <a name="PULL"><B>PULL</B></a> <pre>Command : PULL <BR>Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION] <BR>Example : pull door <BR>Example : pull orc east <BR>Short(s): <BR>Gives a hard pull on an item or any other entity specified. A target mob must<BR>be bound to be pulled successfully without resistance.</pre> </P> <p> <a name="PURGE"><B>PURGE</B></a> <pre>If you wish to destroy your character, use the RETIRE command. If you wish to<BR>purge something else, and you are an Archon, use the DESTROY command.</pre> </P> <p> <a name="PURIST"><B>PURIST</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Purist <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Charisma (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Charisma 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Dwarf, Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use hammers, staves, flailed, natural, or blunt weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives 1pt/level cold damage reduction. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Always fumbles evil prayers, and fumbles all prayers when <BR> alignment is below pure neutral. Qualifies and receives good <BR> prayers, and bonus damage from good spells. Using non-aligned <BR> prayers introduces failure chance. Vulnerable to fire attacks. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Purists are the idyllic representatives of the goodness of divinity. They are<BR>so strict in their goodness that they seem to many cold and unyielding. This<BR>nature is so ingrained, in fact, that the purist gains many cold and cold-based<BR>attacks and defensive prayers. This includes special powers over water and<BR>purity. The Purist is a good aligned class and lawfully inclined. <BR> <BR>How to play: The Purist is a wonderfully social cleric, though only in the<BR>sense that he is often found with other people. His strict unyielding prayers<BR>can sometimes get annoying glances from group members, though the Purist should<BR>remain resolute in his convictions that he is right. Overall, the Purist is a<BR>good balanced cleric who can hold his own, as well as a valued group member (so<BR>long as he keeps his mouth shut).</pre> </P> <p> <a name="PUSH"><B>PUSH</B></a> <pre>Command : PUSH <BR>Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION] <BR>Example : push door <BR>Example : push orc east <BR>Short(s): <BR>Gives a good hearty push on an item or any other entity specified. A target mob<BR>must be bound to be pushed successfully without resistance.</pre> </P> <p> <a name="PUT"><B>PUT</B></a> <pre>Command : PUT <BR>Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME] <BR>Example : put all dagger backpack <BR>Example : put all backpack <BR>Example : put pie backpack <BR>Example : put pie.2 backpack <BR>Example : put 4 berries backpack <BR>Short(s): <BR>Takes an item from your carried inventory or from the area or room and places<BR>it into the specified container.</pre> </P> <p> <a name="PUT_OUT"><B>PUT_OUT</B></a> <pre>To extinguish something that's on fire. See help on the PUT command.</pre> </P> <p> <a name="QUALIFY"><B>QUALIFY</B></a> <pre>Command : QUALIFY <BR>Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..) <BR>Usage : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..) <BR>Example : qualify <BR>Example : qualify skills <BR>Example : qualify poisoning <BR>Short(s): qual <BR>Lists all of the skills, spells, languages, prayers, and/or songs which your<BR>character presently qualifies for, but does not know, along with the<BR>requirements to gain the new skill. You can use the parameter (spells, songs,<BR>chants, prayers, thief, skills, common, expertises, crafting, non-crafting,<BR>etc) to get a more focused list. You can also use a domain name (illusion,<BR>trapping, blessing, etc) to focus the list in that way. Specifying the<BR>expertise parameter will also show you the stat qualifications for each.</pre> </P> <p> <a name="QUEST"><B>QUEST</B></a> <pre>Quests are tasks which can be completed by players for prizes, typically quest<BR>points, experience, money, or all three. Some quests are driven by Archons,<BR>while others are automated by the system. See also QUESTCHAT and QUESTWINS. <BR>See HELP QUESTS for more information on the QUESTS command.</pre> </P> <p> <a name="QUESTCHAT"><B>QUESTCHAT</B></a> <pre>QUESTCHAT is the default Questing channel for CoffeeMud. If you see someone,<BR>especially a non-player mob, chatting on this channel, it is likely because he<BR>is announcing the beginning of a quest.</pre> </P> <p> <a name="QUESTS"><B>QUESTS</B></a> <pre>Command : QUESTS <BR>Usage : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME]) <BR>Example : quests <BR>Example : quests won <BR>Example : quests fido quest <BR>Example : quests drop fido quest <BR>Example : questwins <BR>Short(s): <BR>This command is for listing quests you are either involved in, or were involved<BR>in. Entering the command without any parameters will list quests you have<BR>expressly accepted, excepting those which are competitive, area-oriented, and<BR>therefore non-personal. <BR> <BR>Using the WON parameter will list quests you are listed as having won in the<BR>past. Having a quest on this list does not necessarily mean you can not<BR>complete it again, but usually it does. <BR> <BR>Using the DROP parameter will let you, usually, drop a quest, so that you can<BR>start it over again. This does not work with all quests. <BR> <BR>Enter a quest name as a parameter will attempt to redisplay any pertieant<BR>information about that personal quest. The quest name entered here must be on<BR>listed in the QUESTS command.</pre> </P> <p> <a name="QUEST_POINTS"><B>QUEST_POINTS</B></a> <pre>Quest Points, gained through completing quests, can be spent with special<BR>shopkeepers who exist for this purpose.</pre> </P> <p> <a name="QUIET"><B>QUIET</B></a> <pre>Command : QUIET <BR>Usage : QUIET (ON/OFF) <BR>Example : quiet <BR>Example : quiet off <BR>Short(s): <BR>Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them<BR>back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET<BR>command to turn them all back on.</pre> </P> <p> <a name="QUIT"><B>QUIT</B></a> <pre>Command : QUIT <BR>Usage : QUIT <BR>Example : quit <BR>Short(s): <BR>Exit the mud and close your connection.</pre> </P> <p> <a name="RACE"><B>RACE</B></a> <pre>Try HELP: Duergar Dwarf Elf Gnome Half Elf Halfling Human.</pre> </P> <p> <a name="RACES"><B>RACES</B></a> <pre>Try HELP: Duergar Dwarf Elf Gnome Half Elf Halfling Human.</pre> </P> <p> <a name="RANGE"><B>RANGE</B></a> <pre>When combat is initiated, CoffeeMud will instantly determine the distance<BR>between the two combatants. The initial distance will be based on the size of<BR>the room the players are in, and the maximum range of the weapon or spell used<BR>by the initiator of combat. If either combatant is in a group, the initial<BR>distance of the group members from their combatant will be based on their<BR>formation (see FORMATION) if one was specified. <BR> <BR>During combat, if a combatant is out of range of their primary weapon, they<BR>will automatically advance towards their opponent until they are within the<BR>minimum range of their primary weapon. If a combatant has AUTOMELEE turned<BR>*off*, however, they will do the opposite -- they will not advance if they are<BR>out of range, but WILL spend actions retreating if they are too close to their<BR>opponent (outside the minimum range of their weapon). AUTOMELEE should<BR>therefore be turned on for fighters who use melee weapons and need to make sure<BR>they constantly advance, and should be turned off for mages using ranged<BR>spells, or users of ranged weapons like bows.</pre> </P> <p> <a name="RANGER"><B>RANGER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Ranger <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Fighter<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Intelligence (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Strength 9+, Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Strength <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Str/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>3 +[(Wisdom/6) per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>4 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d6) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/7)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[7X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> When leading animals into battle, will not divide experience <BR> among animal followers. Receives bonus conquest and duel <BR> experience. Benefits from animal followers leveling. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Rangers are noted primarily for their ability to track their friends and<BR>enemies, though their knowledge of the natural world has also given them great<BR>magical strength. They are a cross between the fighter and the druid, gaining<BR>druid chants at higher levels, and numerous fighting techniques. <BR> <BR>How to play: Rangers can provide a unique opportunity for experience<BR>advancement in a mud. Their combat skills make them desirable as group members<BR>as tanks. Their ability to use scrolls gives them access to magic that grants<BR>them some of the mages versatility. Meanwhile, the druidic chants they learn<BR>gives them a unique affinity with animals, allowing them to form their own<BR>groups as well. <BR> <BR>The Ranger, like the Paladin, is not quite as strong a fighter as a pure<BR>fighter, but makes up for this using his magical animal affinity. Also, the<BR>Ranger will have to be careful to maintain a moderate neutral alignment in<BR>order for the druidic chants to become useful. In the meantime, the ranger<BR>must use scrolls and other magical items to supplement his natural fighting<BR>skill. <BR></pre> </P> <p> <a name="READ"><B>READ</B></a> <pre>Command : READ <BR>Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME] <BR>Example : read sign <BR>Example : read "magic missile" orc scroll <BR>Example : read 1 cork board <BR>Example : read all corkboard <BR>Example : read new corkboard <BR>Example : read all new corkboard <BR>Short(s): <BR>Attempts to read, by ordinary means, the item, door, journal, or any other<BR>entity specified. For scrolls, you may specify a particular spell to read off<BR>of the scroll, thus invoking it. For scrolls with only one spell, you do not<BR>need to specify the spell name. Scroll require that the "Read Magic" spell be<BR>cast on them before they may be invoked. For journals (note areas), you can<BR>either not specify a message number to list all messages, or specify the<BR>message number as the second parameter in order to read a particular message. <BR>You can also specify the all flag to see older listings, or the new flag to<BR>only see new activity entries.</pre> </P> <p> <a name="REBUKE"><B>REBUKE</B></a> <pre>Command : REBUKE <BR>Usage : REBUKE [MOB NAME] <BR>Example : rebuke brutus <BR>Short(s): <BR>This command allows your character to stop serving a liege, or to cause a<BR>vassal serving you or a follower to no longer do so. If you are rebuking a<BR>vassal, they must be in the same room. If you are rebuking your liege, or a<BR>follower, you need only enter their full name. This command can also be used<BR>to stop worshiping a deity. See the SERVE and VASSALS commands and the CONVERT<BR>skill.</pre> </P> <p> <a name="RELIGION"><B>RELIGION</B></a> <pre>The worship of the gods not only has a role playing aspect to it, but can have<BR>tangible benefits for players as well. <BR> <BR>The DEITIES command may be used to list the gods, and to learn about the<BR>blessings given by and the rituals demanded by each deity. Once a player is a<BR>worshipper of a deity, they may use the rituals to receive one of the listed<BR>blessings. Gods may have alignment or other requirements which, if broken, can<BR>bring their wrath down upon those they rebuke. <BR> <BR>To worship a deity, the player must find a Cleric who can use the CONVERT skill<BR>to convert the player to the worship of their deity. Clerics may use the<BR>CONVERT skill to change their own deity at any time, though they will suffer a<BR>severe penalty when they abandon their previous deity. <BR> <BR>See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.</pre> </P> <p> <a name="REMORT"><B>REMORT</B></a> <pre>Command : REMORT <BR>Usage : REMORT <BR>Example : remort <BR>Short(s): <BR>Causes your player to lose all or most of their levels, skills, stats, and<BR>other personal attributes, without ever losing your equipment, bank accounts,<BR>properties, or clan affiliation. This allows you to try a different direction<BR>with your character. See also help on PAST LIFE. <BR> <BR>Remorting requirements: Allows only levels greater than 60. </pre> </P> <p> <a name="REMORTING"><B>REMORTING</B></a> <pre>For direct REMORTING, if your mud supports it, please see help on the REMORT<BR>command. Otherwise, remorting requires careful planning and, if you don't have<BR>the benefits of certain Druidic chants, lots of time. Legacy remorting is done<BR>through your children. Children are created by using the MATE social with a<BR>member of the opposite sex while the both of you are suitably undressed. If<BR>pregnancy occurs in the female, birth will occur some 10 mud-months following<BR>this, though the time required to give birth is highly race-dependent. The<BR>child should remain in the mothers inventory until it can walk, which occurs 9<BR>mud- months following birth (more or less, depending on race again). If the<BR>baby is Christened by a Cleric with a player legal name, and if the child<BR>remains as a follower of either the father or the mother until it grows up, it<BR>will become a player, which occurs 18-27 mud-months after birth. If the child<BR>does not remain an active follower, or if it is never Christened, it will grow<BR>up to be a mob, or perhaps not grow up at all! Should the named child grow up,<BR>the child will cease to be a following mob, and become a player which can be<BR>logged-in as. The child may be a mixed breed of the mother and father if one<BR>of them is a Human and the other is not. Racial benefits will be split between<BR>the mother and father, though children will have a bonus to one of their<BR>maximum stats when they become a player, making them a good choice for playing!</pre> </P> <p> <a name="REMOVE"><B>REMOVE</B></a> <pre>Command : REMOVE <BR>Usage : REMOVE [ITEM NAME] <BR>Example : remove sword <BR>Short(s): rem <BR>Will remove the specified item that is being worn, held, or wielded, and place<BR>it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR<BR>commands for more information.</pre> </P> <p> <a name="REPAIR"><B>REPAIR</B></a> <pre>If your equipment falls into disrepair, you may use one of your skills to<BR>repair the item, or take the item to a repair shop to pay for the work to be<BR>done. The skill required to mend an item depends on the type and material of<BR>the item. Skills capable of mending include: Leatherworking, Armorsmithing,<BR>Weaponsmithing, Carpentry, Sculpting, Scrimshaw, Tailoring, and Weaving.</pre> </P> <p> <a name="REPLAY"><B>REPLAY</B></a> <pre>Command : REPLAY <BR>Usage : REPLAY [NUMBER] <BR>Example : replay <BR>Example : replay 20 <BR>Short(s): <BR>Redisplays the last lines of text your player has received.</pre> </P> <p> <a name="REPLY"><B>REPLY</B></a> <pre>Command : REPLY <BR>Usage : REPLY [MESSAGE] <BR>Example : reply What did you say? <BR>Short(s): rep <BR>If your character is the target of a TELL or SAY command, this will allow you<BR>to quickly respond with a TELL message to them.</pre> </P> <p> <a name="REPORT"><B>REPORT</B></a> <pre>Command : REPORT <BR>Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/...]) <BR>Usage : REPORT ([...LANGUAGES/EXPERTISES/AFFECTS/STATS/ALL]) <BR>Example : report <BR>Example : report spells <BR>Short(s): <BR>Quickly say outloud your hit points, mana, movement, and experience, or list<BR>out your spells, skills, stats, or other abilities.</pre> </P> <p> <a name="REPUTATION"><B>REPUTATION</B></a> <pre>Reputation refers to the feelings that mobs in particular places, or particular<BR>races, or with particular names have about each player. Reputation can be<BR>gained or lost on a per-Area basis, a per-Race basis, or for each individual<BR>mob name. By default, players start off with a Neutral reputation, meaning that<BR>the mobs will not react one way or another towards the player. Player behavior<BR>towards the mobs, over time, will increase or decrease reputation. <BR> <BR>Reputation is increased from neutral to Liked, Loved, and Hero by the following<BR>methods: <BR>1. Peacefully hanging around the mobs for a long time, or within their Area for<BR>Area-based reputation. <BR>2. Chatting with mobs who will talk to players will increase reputation even<BR>faster than simply hanging around them. <BR>3. Giving mobs money will increase reputation with them, though this benefit<BR>decreases as the mobs become richer. <BR> <BR>When a players is Liked by mobs, the mobs will be in a brighter mood when<BR>around the player. When Loved, the mobs will be more chatty with the player,<BR>may cast benevolent spells on them, and will seem slightly more charismatic<BR>(for area based reputation). When a Hero, the mobs will do all the above, as<BR>well as guard the player from aggression. A Hero player will not be attacked<BR>by aggressive mobs. <BR> <BR>Reputation is decreased from neutral to Disliked, Hated, and Villain by one of<BR>two methods: <BR>1. Killing them. <BR>2. Getting arrested (for area based reputation). <BR> <BR>When a players is Disliked by mobs, the mobs will be in a more sour mood when<BR>around the player. When Hated, the mobs will be slightly more aggressive<BR>towards the player. When a Villain, the mobs go out of their way to slaughter<BR>the player, even if normally peaceful. <BR> <BR>See also help on FACTIONS command. <BR></pre> </P> <p> <a name="REQUEST"><B>REQUEST</B></a> <pre>Try the IDEA, BUG, or TYPO commands.</pre> </P> <p> <a name="RESIZE"><B>RESIZE</B></a> <pre>Lots of the crafting-style Common Skills let you resize armor or clothing to<BR>fit a new person.</pre> </P> <p> <a name="REST"><B>REST</B></a> <pre>Command : REST <BR>Usage : REST <BR>Example : rest <BR>Short(s): <BR>Makes your character sit down and take a rest. When resting, movement, hit<BR>points, and mana are regained more quickly.</pre> </P> <p> <a name="RETIRE"><B>RETIRE</B></a> <pre>Command : RETIRE <BR>Usage : RETIRE <BR>Example : retire <BR>Short(s): <BR>If you REALLY think there is no hope for your character, this command will<BR>delete your adventurer from the system forever. If there is still SOME hope,<BR>and you qualify, you might consider the REMORT command.</pre> </P> <p> <a name="REVOLT"><B>REVOLT</B></a> <pre>What a conquered area might do if you don't keep them happy with clan items to<BR>keep them busy.</pre> </P> <p> <a name="RIDE"><B>RIDE</B></a> <pre> <BR>See the BOARD or MOUNT commands. <BR></pre> </P> <p> <a name="RITUALS"><B>RITUALS</B></a> <pre>Actions or steps which must be taken to receive the Blessings or Powers of a<BR>god. Rituals are also performed to complete religious services.</pre> </P> <p> <a name="ROLEPLAY"><B>ROLEPLAY</B></a> <pre>Role Playing is pretending that you really are the character in this MUD. By<BR>placing yourself in the characters shoes, and entering commands you believe<BR>such a person would actually do, you are Role Playing.</pre> </P> <p> <a name="ROOM_ID"><B>ROOM_ID</B></a> <pre>If you are trying to find out the ID of a room you want to buy, then find a<BR>room that you believe is for sale and enter LOOK ID. Write down the number you<BR>see there, as it will be the number on the title for that property.</pre> </P> <p> <a name="ROPE"><B>ROPE</B></a> <pre>Ropes and chains are great for helping with climbing problems, such as being in<BR>a pit. Throwing ropes into rooms one must otherwise climb will cause them to<BR>hang there, allowing people in those rooms, or even in adjacent rooms, to use<BR>them for climbing.</pre> </P> <p> <a name="RUINED"><B>RUINED</B></a> <pre>Items obtained from creatures and mobs can be ruined during combat. A ruined<BR>item has no value, and can not be worn or used for its original or obvious<BR>purpose.</pre> </P> <p> <a name="RULES"><B>RULES</B></a> <pre>Command : RULES <BR>Usage : RULES <BR>Example : rules <BR>Short(s): <BR>See a little message listing the rules.</pre> </P> <p> <a name="RUN"><B>RUN</B></a> <pre>Command : RUN <BR>Usage : RUN ([NUMBER]) [DIRECTION] (etc..) <BR>Example : run east <BR>Example : run east north <BR>Example : run 4 north 2 east <BR>Short(s): <BR>Allows your player to travel in the given path. Multiple directions may be<BR>specified. This is faster than normal travel, but expends movement more<BR>quickly as well.</pre> </P> <p> <a name="SAILING"><B>SAILING</B></a> <pre>The captains of their own large multi-room sea vessels have many commands at<BR>their disposal for sailing the ship. <BR> <BR>The first thing to know is that, whenever you are on the deck of your ship, you<BR>can see what is in the waters or port around the ship almost as easily as you<BR>can see the deck itself. To do this, you can either use the EXAMINE or<BR>LONGLOOK command to see both the deck and surrounding space, or LOOK directly<BR>at one of the exits from the ship. If there are other ships in the same place<BR>as yours, you can also look directly at the other ship. <BR> <BR>When your ship is at port, you will want to have the ANCHOR lowered so that it<BR>can not move around. To do this, use the LOWER ANCHOR command. When you want<BR>to get underway again, you'll have to RAISE ANCHOR. You can lower and raise<BR>the anchor as often as you like in order to keep your ship in place or in<BR>motion. <BR> <BR>Friendly ships at sea may want want to exchange cargo or visit each other, and<BR>this is done by using the TENDER command. By entering TENDER [OTHER SHIP<BR>NAME], your ship will offer to connect the ships via their gangplanks. If the<BR>captain of the other ship likewise enters the TENDER command, then crews will<BR>be able to move freely between the ships using the gangplank. Sailing away or<BR>combat will disconnect them. If the friendly is a little boat, then the boat<BR>can TENDER [YOUR SHIP NAME], allowing you to RAISE [BOAT NAME] in order to get<BR>the little boat and its cargo onto your deck. Small boats can be likewise<BR>lowered back to sea by using LOWER [BOAT NAME]. <BR> <BR>To move a sailing ship, the simplest way is to enter SAIL [DIRECTION]. If the<BR>anchor is up, and the direction is one in which there is water, the ship will<BR>move in that direction. For example, SAIL WEST will sail the ship west. <BR> <BR>Your ship can also move under-sail without constant direction using either the<BR>STEER or COURSE command. To make your ship move constantly in the same<BR>direction, use STEER [DIRECTION] command. So long as the anchor remains up,<BR>and there remains more sea to travel, the ship will continue in that direction.<BR> If your directions are more complex, you can use the COURSE [DIRECTION]<BR>[DIRECTION] ... command to give the ship a series of directions to follow<BR>without supervision. <BR> <BR>See also help on SHIP_COMBAT</pre> </P> <p> <a name="SAILOR"><B>SAILOR</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Sailor <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Commoner<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (24), Constitution (24), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Constitution 5+, Dexterity 5+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18)-1 per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/9)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 15 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Sailors earn twice as much XP as other commoners when trawling, <BR> sea explore xp, and double experience in ship combat. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Sailors are the workmen of the high seas. These common folk spend their lives<BR>gathering resources, traveling, transporting goods, and exploring seas, rivers,<BR>and lakes. On large sailing vessels, their skills are unparalleled, and no<BR>ship should be without plenty of them.</pre> </P> <p> <a name="SAVES"><B>SAVES</B></a> <pre>Your saving throws can indeed help you in a pinch. Every player has them. <BR>They aid against everything from magic affects to fire damage. Gas attacks,<BR>Acid burns, Cold chills, Undead magic, Water blasts, Diseases, Poisons,<BR>Electric burns, Paralysis, Mind influences, and Traps can all be saved from.</pre> </P> <p> <a name="SAY"><B>SAY</B></a> <pre>Command : SAY <BR>Usage : SAY ([MOB NAME]) [MESSAGE] <BR>Example : say Hello all! <BR>Short(s): ' <BR>Causes your character to speak to one or more characters or mobs in the same<BR>room as yourself. You may specify the mob to speak to, or just speak in<BR>general. </pre> </P> <p> <a name="SAYTO"><B>SAYTO</B></a> <pre>Command : SAYTO <BR>Usage : SAYTO [MOB/ITEM NAME/NOBODY] [MESSAGE] <BR>Example : sayto orc Hello orc! <BR>Short(s): ' <BR>Causes your character to speak to one or more characters or mobs in the same<BR>room as yourself. You must specify the mob or item to speak to. You can also<BR>specify nobody, to make sure you aren't addressing anyone or anything in<BR>particular. </pre> </P> <p> <a name="SCHOLAR"><B>SCHOLAR</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Scholar <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Commoner<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (24), Wisdom (24), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+, Wisdom 6+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18)-1 per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/9)+(1d3) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/9)+(1d2)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 50 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use staffs or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Earn experience from teaching skills, making maps, writing books, <BR> visiting bookstores/libraries, and using certain skills daily. <BR> Gives bonus proficiency gains for group members. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Earns no combat experience. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Scholars are the researchers, teachers, librarians, curators, students and<BR>other academians that protect the knowledge of advanced civilizations and pass<BR>down the wisdom from previous generations. They excel at educating, organizing,<BR>cataloging, and categorizing. Fighting? Not so much.</pre> </P> <p> <a name="SCORE"><B>SCORE</B></a> <pre>Command : SCORE <BR>Usage : SCORE (BASE) <BR>Example : score <BR>Example : score base <BR>Short(s): sc <BR>Lists some general information about your character, such as level, experience,<BR>attributes, and other statistics. <BR> <BR>You can add the BASE parameter to see your primary stats as unadjusted base<BR>scores (what they would be without magical equipment or spells).</pre> </P> <p> <a name="SELL"><B>SELL</B></a> <pre>Command : SELL <BR>Usage : SELL [ITEM NAME] ([SHOPKEEPER]) <BR>Example : sell sword <BR>Short(s): <BR>If you are in the same room as a shopkeeper who is selling and buying goods,<BR>this command will sell the specified item in your carried inventory to the<BR>shopkeeper for the price he names. This is also the command used with an<BR>auctioneer to auction an item. If more than one shopkeeper is in the room, you<BR>may have to specify the shopkeeper name in the parameters. <BR> <BR>Shopkeepers will only buy the items they are interested in. This usually means<BR>the kinds of items they sell. Shopkeepers may refuse an item because of its<BR>low worth, or because the shopkeeper has enough of them. See the PACKAGE<BR>command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,<BR>WITHDRAW, VIEW, BID.</pre> </P> <p> <a name="SERVE"><B>SERVE</B></a> <pre>Command : SERVE <BR>Usage : SERVE [MOB NAME] <BR>Example : serve king of the hobgoblins <BR>Short(s): <BR>Allows your character to be placed in the service of another mob or character<BR>in the same room, who may order the vassal. A player may only serve one liege<BR>at a time. A liege will receive 10% of all of your experience gains, which<BR>should encourage lieges to help them out. The REBUKE command is used by either<BR>party to end this relationship. REBUKE is also used to stop worshipping a<BR>deity. See also the VASSALS command.</pre> </P> <p> <a name="SERVICES"><B>SERVICES</B></a> <pre>A service is a ritual performed by a Cleric in the service of a deity. The<BR>service must be performed in a room which has had holiness infused within it<BR>with one of the prayers Infuse Holiness, Infuse Unholiness, or Infuse Balance.<BR>The service must be performed according to the instructions laid out by the<BR>deity, which may include time and pause requirements, or specific things said<BR>or done. When the first step of a service is performed successfully, any npc<BR>mobs within a particular range from the service location who worship the same<BR>deity will make their way to the room to hear or even participate in the<BR>service. At the end of the service, the cleric performing it will receive<BR>experience based on the number and levels of the faithful mobs and players<BR>present. A service may only be performed in a particular area for a particular<BR>deity once every 30 minutes.</pre> </P> <p> <a name="SETTINGS"><B>SETTINGS</B></a> <pre>See the CONFIG command.</pre> </P> <p> <a name="SHAMAN"><B>SHAMAN</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Shaman <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Constitution (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, staves, natural, ranged, or blunt weapons <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Never fumbles neutral prayers, receives smallest prayer fumble <BR> chance, and receives 1pt/level of acid damage reduction. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Using non-neutral prayers introduces small failure chance. <BR> Vulnerable to electric attacks. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Shaman are those who worship the gods in the most primitive and basic ways of<BR>the earth. The Shaman is thus granted special powers over the earth by the<BR>gods, including resistances to acid attacks, at the expense of vulnerability to<BR>electricity. The Shaman is a moderate and neutral aligned class, meaning that<BR>he will never fumble on neutral prayers, and has a much smaller fumble chance<BR>on good and evil prayers. The Shaman is restricted to neutral weapons, any<BR>kind of armor, and gets numerous special prayers known only to Shaman. <BR> <BR>How to play: The Shaman is a typical village priest, having powers from his<BR>deity well suited to almost any daily concern. His neutrality shows his<BR>wisdom, and his power earns him respect. The Shaman can fill almost any role<BR>in the game, whether it be as a group member, or a lone adventurer seeking an<BR>inner peace far from home.</pre> </P> <p> <a name="SHARE"><B>SHARE</B></a> <pre>See the SPLIT and AUTOSPLIT commands.</pre> </P> <p> <a name="SHEATH"><B>SHEATH</B></a> <pre>Command : SHEATH <BR>Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME]) <BR>Example : sheath <BR>Example : sheath sword <BR>Example : sheath sword sheath <BR>Example : sheath holster <BR>Short(s): <BR>Takes one or more weapons you are wielding or holding and places them in either<BR>an appropriate, or the specified sheath. This is useful for roleplaying, and<BR>may keep you out of trouble in places where walking around with a weapon in<BR>your hand is illegal.</pre> </P> <p> <a name="SHIP_COMBAT"><B>SHIP_COMBAT</B></a> <pre>Ship combat can be entered into by two or more ships whose captains are in PVP,<BR>two clans at war, or where one of the ships is driven by mobs. <BR> <BR>To enter into combat, one captain need only use the command TARGET [other ship<BR>name] to put both ships into tactical combat mode. In tactical combat mode, a<BR>ship can no longer simply sail away to the next room, but must navigate the<BR>local ocean room whose dimensions reflect the size of the body of water. The<BR>TARGET command can be used again and again to change the targets of all weapons<BR>or to get tactical information about another ship. Once in tactical mode, the<BR>only way to get out of it is to get away from enemy ships by putting as much<BR>space between your ship and their ship as there is space in the room, while<BR>sailing towards another ocean room. <BR> <BR>Sailing in tactical mode is very similar to normal sailing, except that ship<BR>tactical actions are only taken every 8-12 seconds, called tactical rounds,<BR>instead of the usual 4-second ticks. You can RAISE and LOWER your ANCHOR to<BR>prevent movement. You can use STEER to change which way your ship is facing, or<BR>SAIL to move your ship one space in the direction that your ship is facing. <BR>The COURSE command is most important for tactical mode, however, as it is the<BR>only command that will allow you to move and change direction, depending on the<BR>speed of your ship. In tactical mode, the last direction given to the COURSE<BR>command may be a direction change, while all prior directions must be the same<BR>as the ship is presently facing. For example, if your ship is facing north,<BR>and your ship has a speed of 3, you may enter "COURSE north north east" to move<BR>your ship two north and turn east. <BR> <BR>To attack in tactical mode, you must first build appropriate siege weapons onto<BR>the deck of your ship. Then, you need to issue the TARGET command at least<BR>once to specify which ship your weapons will be aimed at. Each tactical round,<BR>you must then also use the LOAD command to load your weapons with ammunition,<BR>and the AIM command to aim each siege weapon. The AIM command requires you to<BR>enter a number which corresponds to how many times you believe your target ship<BR>will move in their current facing direction. If you don't believe the ship<BR>will move at all, you may use 0 as a value. At the end of each tactical round,<BR>all sailing instructions are executed, and all weapons that are both loaded and<BR>aimed will fire at the target ship. A ship that receives damage will begin to<BR>lose speed as it takes more damage. A ship that takes complete damage will<BR>sink. <BR> <BR>Once at sea, a ship can only be boarded by flying to it, through the use of<BR>grapples from another ship, or by climbing from a smaller rowboat type vessel. <BR> <BR>See also help on SAILING for more information about normal non-tactical<BR>sailing. </pre> </P> <p> <a name="SHOPPING"><B>SHOPPING</B></a> <pre>See the BUY, LIST, and SELL commands.</pre> </P> <p> <a name="SHOW"><B>SHOW</B></a> <pre>Command : SHOW <BR>Usage : SHOW (ALL) [ITEM NAME] [MOB NAME] <BR>Example : show pie Gunther <BR>Example : show all dagger Gunther <BR>Example : show all Gunther <BR>Short(s): <BR>Shows an item from your carried inventory to another MOB.</pre> </P> <p> <a name="SING"><B>SING</B></a> <pre>Skill : SING <BR>Usage : SING [SONG NAME] <BR>Example : sing lullaby <BR>Short(s) : SI <BR>Bards can invoke their magical abilities using the sing command. Some songs<BR>require that you direct the energy at a target, while others only apply to the<BR>bard. For help on a particular song, enter help and then the name of the song.<BR>Songs typically consume mana at amounts that decrease as the player gains<BR>levels. However, you might need to wait before starting the same song again. </pre> </P> <p> <a name="SIT"><B>SIT</B></a> <pre>Command : SIT <BR>Usage : SIT ([TARGET NAME]) <BR>Example : sit <BR>Example : sit chair <BR>Short(s): <BR>Makes your character sit down and take a rest. When resting, movement, hit<BR>points, and mana are regained more quickly.</pre> </P> <p> <a name="SKILLS"><B>SKILLS</B></a> <pre>Command : SKILLS <BR>Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL]) <BR>Example : skills <BR>Example : skills stealthy <BR>Example : skills ? <BR>Example : skills carpentry <BR>Short(s): <BR>Lists any skills that you have, along with your proficiency in them. Can also<BR>be qualified to list your skills by domain, or use ? to list domains. You can<BR>get your level and proficiency for a particular skill by listing it by name. A<BR>level parameter may be given to show skills only up to that level.</pre> </P> <p> <a name="SKYWATCHER"><B>SKYWATCHER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>SkyWatcher <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Druid<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (22), Constitution (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Constitution <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Con/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/2)+(2d7) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use wooden, plant-based, or leather weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear non-metal armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Attains Lunar Changes (lunar phase based bonuses/penalties) at <BR> level 5. Can create a druidic connection with an area. Benefits <BR> from freeing animals from cities. Benefits from balancing the <BR> weather. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Must remain Neutral to avoid skill and chant failure chances. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The SkyWatcher is the master druid of the stars and heavens, being the very<BR>powerful steward of the great wheel in the sky. The SkyWatcher maintains a<BR>special connection with the moon, and gains numerous special abilities to<BR>summon great powers from luna. So connected is he to the moon that his<BR>strength and powers will fluxuate during the month, following the phase of the<BR>moon. A master of wind and weather, the SkyWatcher is also very capable of<BR>bringing the heavens down upon his enemies at need. <BR> <BR>How to play: More even than the other druids, the SkyWatcher must concern<BR>himself with pre-casting. That is to say, the SkyWatcher must be aware of his<BR>environment at all times in terms of weather, time, temperature, and locale,<BR>and must be fully prepared to alter these conditions to make them favorable to<BR>the chants he means to use against his enemies in combat. All SkyWatchers must<BR>also realize that their effectiveness when not outdoors will be almost nil, as<BR>practically every chant requires the use of outside conditions and resources.</pre> </P> <p> <a name="SLAVE"><B>SLAVE</B></a> <pre>A slave is an intelligent mob broken down and sold to a liege master. Once<BR>enslaved, a mob can be sold to slave traders with the Slave Trading skill,<BR>brought to the players clan homes or personal homes to remain as permanent<BR>residents, ORDERed as vassals of the owner, and, of course, command them to<BR>perform tasks. Tasks for the slave to perform must be directed to the slave<BR>with the SAY command, and must begin with the words "I command you to" or "I<BR>order you to". The slave will then wander around as in a GEAS trying to<BR>perform the task. The slave can be released from the task by saying "cancel"<BR>to them. Slaves are different from pets in that they require food and drink to<BR>survive. If given the food and water, they will eat and drink as necessary<BR>from what they have been given. Slaves eventually lose loyalty as well. If<BR>they starve, or if they take damage for any reason, their loyalty will<BR>decrease, making them more and more likely to leave their masters homes, or<BR>attack their masters.</pre> </P> <p> <a name="SLEEP"><B>SLEEP</B></a> <pre>Command : SLEEP <BR>Usage : SLEEP ([TARGET NAME]) <BR>Example : sleep <BR>Example : sleep bed <BR>Short(s): <BR>Makes your character lay down and take a nap. When sleeping, movement, hit<BR>points, and mana are regained more quickly. <BR> <BR>If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.</pre> </P> <p> <a name="SOCIALS"><B>SOCIALS</B></a> <pre>Command : SOCIALS <BR>Usage : SOCIALS <BR>Example : socials <BR>Short(s): <BR>Lists the social commands available in the mud. Social commands can usually be<BR>used with targets, such as "KISS Orc".</pre> </P> <p> <a name="SONGS"><B>SONGS</B></a> <pre>Command : SONGS <BR>Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL]) <BR>Example : songs <BR>Example : songs singing <BR>Example : songs ? <BR>Example : songs flamenco <BR>Short(s): <BR>Lists any Bard songs or dances that you know, along with your proficiency in<BR>them. Can also be qualified to list your songs by domain, or use ? to list<BR>domains. You can get your level and proficiency for a particular song by<BR>listing it by name. A level parameter may be given to show songs only up to<BR>that level.</pre> </P> <p> <a name="SOUNDS"><B>SOUNDS</B></a> <pre>Command : SOUNDS <BR>Usage : SOUNDS (FORCE/OFF) <BR>Example : sounds <BR>Example : sounds force <BR>Example : sounds off <BR>Short(s): <BR>Turns MSP (Mud Sound Protocol) sound codes on or off. Do not turn this on<BR>unless you know your mud client supports them. You may use NOSOUNDS or the OFF<BR>argument to turn the codes off again. <BR> <BR>Enter the optional FORCE parameter if your client does not respond to telnet<BR>codes, but DOES support MSP.</pre> </P> <p> <a name="SOUTH"><B>SOUTH</B></a> <pre>Command : SOUTH <BR>Usage : SOUTH <BR>Example : south <BR>Short(s): S <BR>Travel southward from the present room or location.</pre> </P> <p> <a name="SOUTHEAST"><B>SOUTHEAST</B></a> <pre>Command : SOUTHEAST <BR>Usage : SOUTHEAST <BR>Example : southeast <BR>Short(s): SE <BR>Travel southeastwardly direction from the present room or location.</pre> </P> <p> <a name="SOUTHWEST"><B>SOUTHWEST</B></a> <pre>Command : SOUTHWEST <BR>Usage : SOUTHWEST <BR>Example : southwest <BR>Short(s): SW <BR>Travel southwestwardly direction from the present room or location.</pre> </P> <p> <a name="SPEAK"><B>SPEAK</B></a> <pre>Skill : SPEAK <BR>Usage : SPEAK [LANGUAGE] <BR>Available: All <BR>Example : speak orcish <BR>Example : speak common <BR>Use the speak command to select a new default language. Whenever say or<BR>channel messages are written, they will be translated into the selected<BR>language automatically. Those who know the language will receive the<BR>translation back to common automatically.</pre> </P> <p> <a name="SPELLNAME"><B>SPELLNAME</B></a> <pre>See help on SPELLS, CHANTS, PRAYERS, SONGS, CAST, PRAY, SING, CHANT</pre> </P> <p> <a name="SPELLS"><B>SPELLS</B></a> <pre>Command : SPELLS <BR>Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL]) <BR>Example : spells <BR>Example : spells conjuration <BR>Example : spells ? <BR>Example : spells fireball <BR>Short(s): <BR>Lists any spells that you know, along with your proficiency in them. Can also<BR>be qualified to list your spells by spell domain, or use ? to list domains. <BR>You can get your level and proficiency for a particular spell by listing it by<BR>name. A level parameter may be given to show spells only up to that level.</pre> </P> <p> <a name="SPLIT"><B>SPLIT</B></a> <pre>Command : SPLIT <BR>Usage : SPLIT ([BUNDLE NAME]) [AMOUNT] <BR>Example : split 50 <BR>Example : split wood 50 <BR>Short(s): <BR>When specifying only a number, this command will allow the leader of a group to<BR>split the amount of gold specified evenly amongst the members of your group. <BR>When a specific item is given, then this command will attempt to split the<BR>bundle. </pre> </P> <p> <a name="STAND"><B>STAND</B></a> <pre>Command : STAND <BR>Usage : STAND <BR>Example : stand <BR>Short(s): st <BR>If your character is SLEEPing or SITing, this command will make them wake up<BR>and stand up.</pre> </P> <p> <a name="STARBOARD"><B>STARBOARD</B></a> <pre>Command : STARBOARD <BR>Usage : STARBOARD <BR>Example : starboard <BR>Short(s): <BR>Travel towards the right side of a ship.</pre> </P> <p> <a name="STARVE"><B>STARVE</B></a> <pre>If you don't eat, this will eventually happen, and you may just die.</pre> </P> <p> <a name="STAT"><B>STAT</B></a> <pre>Command : STAT <BR>Usage : STAT [STAT_NAME] ([STAT_NAME]...) <BR>Example : stat hits <BR>Example : stat hits mana strength <BR>Short(s): <BR>This command allows you to quickly and simply view one of more of your stats.<BR>Enter STAT by itself to see a list of available state to show, which includes: <BR><BR>HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,<BR>MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,<BR>CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,<BR>MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,<BR>TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,<BR>MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, RESISTS, LEVEL,<BR>SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, STINK, ABILITY,<BR>HEIGHT, XP (experience), XPFNL (experience for next level), and XPTNL<BR>(experience to next level), QUESTPOINTS, TRAINS, PRACTICES, and any factions<BR>shown in the score command, such as ALIGNMENT.</pre> </P> <p> <a name="STATS"><B>STATS</B></a> <pre>Try HELP STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, or CHARISMA</pre> </P> <p> <a name="STRENGTH"><B>STRENGTH</B></a> <pre>Physical strength and fighting prowess is reflected in strength. If you were<BR>looking for help on the Song of Strength, try HELP SONG STRENGTH.</pre> </P> <p> <a name="SUBSCRIBE"><B>SUBSCRIBE</B></a> <pre>Command : SUBSCRIBE <BR>Usage : SUBSCRIBE LIST/ADD [JOURNALNAME]/REMOVE [JOURNALNAME] <BR>Example : subscribe list <BR>Example : subscribe add Journal of the Clan Awesome <BR>Short(s): <BR>This command allows you to subscribe or un-subscribe from journals. This can<BR>include web forums, or in-game journals or dynamic public books. When<BR>subscribed, you will receive an in-game message when a new post is added, or<BR>when a post you made is replied to. Notifications will also appear when the<BR>player logs in, or when using MOTD.</pre> </P> <p> <a name="SUICIDE"><B>SUICIDE</B></a> <pre>See the RETIRE command to destroy your character.</pre> </P> <p> <a name="SVIRFNEBLIN"><B>SVIRFNEBLIN</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Svirfneblin <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Gnome<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+2, intelligence+1, constitution-2, wisdom-1, save vs <BR> mind+10, max strength adj.+2, max intelligence adj.+1, max <BR> constitution adj.-2, max wisdom adj.-1, save vs overlooking+10 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> Gnomish(100%), Undercommon(75%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 260 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> Syphilis <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> A small patchy scale tunic, a pair of small scaley shoes, a pair <BR> of small patchy scale pants, a knitted weapon belt <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the<BR>surface. They prefer to isolate themselves from other underground societies,<BR>which are often cruel and conniving by deep gnome standards. </pre> </P> <p> <a name="SWIM"><B>SWIM</B></a> <pre>Skill : SWIM <BR>Usage : SWIM [DIRECTION] <BR>Available: ALL <BR>Example : swim e <BR>This skill allows the character to travel on a water surface. The amount of<BR>weight being carried can affect this skill.</pre> </P> <p> <a name="SWITCH"><B>SWITCH</B></a> <pre>Command : SWITCH <BR>Usage : SWITCH [PLAYER] <BR>Example : switch joe <BR>Short(s): <BR>Allows your player to switch sessions with another character on the same<BR>account. If the other character is already logged on, then the two players<BR>will switch sessions/screens; the window that the switch player is typing in<BR>will now control the other character, and vice versa. If the other character<BR>is NOT currently logged in, then this command will log the current player out<BR>and quickly re-log the other character in, while remaining in the same<BR>connected session.</pre> </P> <p> <a name="TABAXI"><B>TABAXI</B></a> <pre><FONT COLOR=CYAN>Race Name : </I></U></BLINK></B></FONT>Tabaxi <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Feline<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Stat Mods.:</I></U></BLINK></B></FONT> Strength+3, intelligence-4, dexterity+3, wisdom-2, max strength <BR> adj.+3, max intelligence adj.-4, max dexterity adj.+3, max wisdom <BR> adj.-2 <BR><FONT COLOR=CYAN>Abilities :</I></U></BLINK></B></FONT> Darkvision, infravision, Climb(100%), Hide(50%), Sneak(50%) <BR><FONT COLOR=CYAN>Languages :</I></U></BLINK></B></FONT> BigCat Speak(100%) <BR><FONT COLOR=CYAN>Life Exp. :</I></U></BLINK></B></FONT> 22 Years <BR><FONT COLOR=CYAN>Immunities:</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Equipment :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Half human, half cat, and all claws. The Tabaxi are a honorable warrior race,<BR>using their skills to ambush prey from within the shadows and atop trees -<BR>though their skills can be bought for a price. Usually solitary hunters, the<BR>Tabaxi will follow a leader and form a pack if they deem one to be strong<BR>enough</pre> </P> <p> <a name="TAKE"><B>TAKE</B></a> <pre>Stealing is wrong! Try GET, REMOVE, GIVE, and other less illegal commands. If<BR>you're an Archon, try AHELP TAKE.</pre> </P> <p> <a name="TANK"><B>TANK</B></a> <pre>What you call the person in your group who takes all the damage.</pre> </P> <p> <a name="TEACH"><B>TEACH</B></a> <pre>Command : TEACH <BR>Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME] <BR>Example : teach Horice sneak <BR>Short(s): <BR>This command allows any character who has at least a 25% proficiency at the<BR>specified skill or spell to teach that skill or spell to another character. <BR>The student must be of the correct class or race to receive the skill, and must<BR>be of sufficient level and intelligence to learn the skill or spell. Once the<BR>skill or spell is gained, the student may then use the PRACTICE command to<BR>improve proficiency in that skill or spell. </pre> </P> <p> <a name="TELL"><B>TELL</B></a> <pre>Command : TELL <BR>Usage : TELL [MOB NAME] [MESSAGE] <BR>Example : tell Horice Hey dude! <BR>Example : tell Horice@AnotherMud Hey dude! <BR>Example : tell last 10 <BR>Short(s): <BR>Causes your character to speak to the specified character, regardless of what<BR>room they presently occupy. If the first parameter is "last" and a number X<BR>follows, this command will show you the last X tell messages. The @ sign<BR>followed by the name of a MUD on the InterMud3 network can also be used. </pre> </P> <p> <a name="TEMPLAR"><B>TEMPLAR</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Templar <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Cleric<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Strength (22), Wisdom (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Wisdom 9+, Strength 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Wisdom <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Wis/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+2 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/4)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[5X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>May use any weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>May wear any armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Receives Aura of Strife which increases in power. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Always fumbles good prayers. Using non-evil prayers introduces <BR> failure chance. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Templar are those who pursue power and glory in the name of their god. They<BR>are the great weaponmasters, wielding their arms to conquer the world in their<BR>gods name. The Templar can use any weapons and armor, and can specialize in<BR>many weapons as they increase in levels. Their Aura of Strife, and their<BR>increased number of attacks makes them a formidable foe of all who oppose the<BR>will of their god. The Templar is an evil aligned class and lawfully inclined. <BR><BR> <BR>How to play: The Templar is a brutal and formidable warrior, who wields death<BR>and power in the name of his god. His devastating power makes him a great ally<BR>for groups, but also a successful glory seeker when alone.</pre> </P> <p> <a name="THIEF"><B>THIEF</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Thief <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Thief<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[6X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear leather, cloth, or vegetation based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Bonus experience for using certain skills. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Thieves are skillful, sly, and devious. They may only use daggers and swords,<BR>and may only wear leather armor at best. However, they come with numerous<BR>skills allowing them to survive in the dog-eat-dog world, including swiping and<BR>stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. <BR>Thieves also qualify for many devious fighting abilities. <BR> <BR>Thief is the starting point for numerous sub-classes which the player may<BR>choose to gain levels in at any time. These sub-classes include: Assassin,<BR>Arcanist (Arcane Rogue), Burglar, and Trapper. <BR> <BR>How to play: The thieves strength is in his ability to obtain money, and in his<BR>ability to navigate tricky situations. By accumulating the wealth of others,<BR>the thief can stay comfortably equipped with the latest and best money can buy.<BR>When playing alone, the thief thrives as the only class able to get into and<BR>out of any secret place without stirring up unnecessary trouble. Although not<BR>generally appreciated in groups, a group benefits from these skills, as well as<BR>the thiefs unique ability to deliver enormous amounts of backstab damage. <BR> <BR>The thief is only moderately skilled at combat, but can make up for it by using<BR>his wealth to obtain favors, good equipment, and the necessary potions and<BR>scrolls necessary to survive the experience gaining battles. <BR></pre> </P> <p> <a name="THIRST"><B>THIRST</B></a> <pre>From time to time, your character may get thirsty. If this happens, then you<BR>should find something to drink to satiate that thirst. Failing to do so will<BR>affect your characters attack and defensive capabilities, and may eventually<BR>lead to death.</pre> </P> <p> <a name="THROW"><B>THROW</B></a> <pre>Command : THROW <BR>Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME] <BR>Example : throw rope east <BR>Example : throw spear orc <BR>Short(s): toss <BR>Causes your character to throw something in the specified direction, or at the<BR>specified target. The item being thrown must first be held or wielded.</pre> </P> <p> <a name="TIME"><B>TIME</B></a> <pre>Time in CoffeeMud is divided into 6 "hours", each of which is about 10 real<BR>minutes long. Hours in CoffeeMud are numbered from 0-5. Dawn is at hour 0,<BR>dusk is at hour 4, and night at hour 5. There are 20 mud "days" to each month,<BR>and 8 mud "months" to each year. The months are divided into four seasons.</pre> </P> <p> <a name="TITLE"><B>TITLE</B></a> <pre>Command : TITLE <BR>Usage : TITLE <BR>Example : title <BR>This command allows players who have been awarded 1 or more titles to select<BR>which title is displayed when their character is seen.</pre> </P> <p> <a name="TOP"><B>TOP</B></a> <pre>Command : TOP <BR>Usage : TOP (PLAYERS/ACCOUNTS) <BR>Example : top <BR>Example : top accounts <BR>Short(s): <BR>See the top 10 players in several statistics over different periods.</pre> </P> <p> <a name="TOPICS"><B>TOPICS</B></a> <pre>Command : TOPICS <BR>Usage : TOPICS <BR>Example : topics <BR>Short(s): <BR>List all of the topics in the help file, alphabetically.</pre> </P> <p> <a name="TORCH"><B>TORCH</B></a> <pre>An item used to generate light in places or times of darkness. To light a<BR>torch, either use the FIRE BUILDING skill, or just hold the torch to<BR>automatically light it.</pre> </P> <p> <a name="TRAIN"><B>TRAIN</B></a> <pre>Command : TRAIN <BR>Usage : TRAIN ([ATTRIBUTE/CLASS]) ([TEACHER MOB NAME]) <BR>Example : train strength Horice <BR>Example : train monk Horice <BR>Short(s): <BR>If your character has at least one training point, this command will allow you<BR>to raise the ability score of the specified trait. In addition to specifying<BR>the ability to train, you must also specify a MOB who is present in the room<BR>who can train you in that skill. The traits abbreviated above refer to the<BR>following: <BR>STR = +1 STRENGTH per 1 training points <BR>DEX = +1 DEXTERITY per 1 training points <BR>INT = +1 INTELLIGENCE per 1 training points <BR>WIS = +1 WISDOM per 1-5 training points <BR>CON = +1 CONSTITUTION per 1-5 training points <BR>CHR = +1 CHARISMA per 1-5 training points <BR>* Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,<BR>and above that costs 5. <BR>HIT = +10 HIT POINTS per 1 training point <BR>MANA = +20 MANA per 1 training point <BR>MOVE = +20 MOVEMENT per 1 training point <BR>GAIN = +1 TRAINING POINTS per 7 practices <BR>PRAC = +5 PRACTICES per 1 training point <BR> <BR>In addition to attributes, the train command is used to switch to a new class. <BR>This costs a single training point, and will give the player a 0 level in the<BR>chosen class. From this point on, the player will gain levels in the new<BR>class, while retaining skills and qualifications from the old class up to the<BR>level at which the class switch was made. Use the QUALIFY command to find out<BR>what other classes you may be able to TRAIN for. <BR> <BR>The TRAIN command, by itself, can also be used to officially gain any deferred<BR>experience, or just to see how many Training points you have.</pre> </P> <p> <a name="TRAINERS"><B>TRAINERS</B></a> <pre>Mobs or players who know the skills you wish to learn. See the TRAIN,<BR>PRACTICE, GAIN, and TEACH commands.</pre> </P> <p> <a name="TRANSLUCENT"><B>TRANSLUCENT</B></a> <pre>Maybe a spirit? Maybe someone with the PASS DOOR spell cast on them?</pre> </P> <p> <a name="TRANSMUTER"><B>TRANSMUTER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Transmuter <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> At 5th level, receives bonus damage from Transmutation as levels <BR> advance. At 10th level, receives double duration on your <BR> Transmutation magic, and half duration from malicious <BR> Transmutation magic. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to cast Conjuration spells. Receives penalty damage from <BR> Conjuration as levels advance. Receives double duration from <BR> malicious Conjuration magic, half duration on other Conjuration <BR> effects. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Transmuters are specialist mages who can transform the likeness and composition<BR>of anyone they touch. Transmutation is the most feared of magics, and the<BR>Transmuter is so skilled at his art that he gains all known transmutation<BR>spells automatically, including the most secret and ugly of spells only the<BR>specialist may learn. <BR> <BR>Transmuters care nothing for conjuration, and so they soon neglect that kind of<BR>magic, being more fascinated with the many shapes of things right here at home.<BR> Although the Evoker believes himself the king of specialists with his harmful<BR>beams, the Transmuter is the most feared and hated of specialists for the<BR>terrible and awesome consequences of his spells. <BR></pre> </P> <p> <a name="TRAPPER"><B>TRAPPER</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Trapper <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Thief<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Dexterity (22), Constitution (22), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Dexterity 9+, Constitution 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> All <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Dexterity <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Dex/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>5 +[(Wisdom/6)+1 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/3)+(1d10) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/6)+(1d3)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[6X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 5 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use swords, daggers, natural, or ranged weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear leather, cloth, or vegetation based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Benefits from animal followers leveling. Gets experience for <BR> selling foreign unconjured animals of comparable level. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Sneak and Hide attempts will fail outside of the wild. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>The trapper, possibly the most cowardly of thieves, has spent late nights<BR>tinkering with springs and switches, learning to kill indirectly through the<BR>devices of his art. Trappers also view fauna as means to his ends,<BR>accumulating animals both live and dead with amazing efficiency. Trappers<BR>alone have the greatest access to the most deadly traps, as well as exclusive<BR>access to skills that turn animals into his own personal play things, whether<BR>it be as items of sale, or as trained devilish pets.</pre> </P> <p> <a name="TROPHIES"><B>TROPHIES</B></a> <pre>Clans can earn one or more of the available trophies for having all time high<BR>statistics, or having the best statistics in the previous month. Each trophy<BR>will award some amount of bonus experience. The available trophies include: <BR> <BR>A: Most controlled/conquered areas all time. <BR>a: Most areas conquered in the previous ended month. <BR>C: Most control points all time. <BR>c: Most conquest control points earned in the previous ended month. <BR>E: Most clan experience all time. <BR>e: Most member player experience gained in the previous ended month. <BR>H: Highest median level members. <BR>K: Most rival clan-kills in the last year. <BR>L: Most player levels gained. <BR>l: Most clan levels gained in the previous ended month. <BR>M: Most members. <BR>m: Most new members in the previous ended month. <BR>T: Most member play-time/activity. <BR>t: Most member play-time/activity in the previous ended month. <BR>x: Most clan xp gained in the previous ended month. <BR> <BR>See HELP CONQUEST and HELP CLANS for more information.</pre> </P> <p> <a name="TYPE"><B>TYPE</B></a> <pre>Command : TYPE <BR>Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME]) <BR>Example : type login bob password <BR>Example : type activate sensors into console <BR>Short(s): = <BR>Interacts with an electrical or technical device, such as a computer panel,<BR>hand-held scanner, or similar devices. Specifying the device to type is not<BR>permitted if the user is already seated at a computer console. Otherwise, the<BR>user must specify "into" and the name of the device to type commands into.</pre> </P> <p> <a name="TYPO"><B>TYPO</B></a> <pre>Command : TYPO <BR>Usage : TYPO [REPORT] <BR>Example : typo nothing is spelled right in this room! <BR>Short(s): <BR>Please use this command to submit typos against the MUD.</pre> </P> <p> <a name="UNDRESS"><B>UNDRESS</B></a> <pre>Command : UNDRESS <BR>Usage : UNDRESS [MOB NAME] [ITEM NAME] <BR>Example : undress joe tunic <BR>Short(s): <BR>Allows the player to remove a piece of armor, clothing, barding, or whatever<BR>from the target mob. The target mob must be a follower of the player for this<BR>to work.</pre> </P> <p> <a name="UNLOAD"><B>UNLOAD</B></a> <pre>Command : UNLOAD <BR>Usage : UNLOAD [AMMUNITION NAME] <BR>Example : unload bow <BR>Short(s): <BR>Removes any readied ammunition from a ranged weapon and puts the loose<BR>ammunition into the players inventory, so that it can be LOADed into another<BR>weapon.</pre> </P> <p> <a name="UNLOCK"><B>UNLOCK</B></a> <pre>Command : UNLOCK <BR>Usage : UNLOCK [ITEM NAME] <BR>Example : unlock door <BR>Short(s): <BR>Attempts to unlock, by ordinary means, the item, door, or any other entity<BR>specified.</pre> </P> <p> <a name="UNWIELD"><B>UNWIELD</B></a> <pre>See the REMOVE command.</pre> </P> <p> <a name="UP"><B>UP</B></a> <pre>Command : UP <BR>Usage : UP <BR>Example : up <BR>Short(s): U <BR>Travel upward from the present room or location, whether it be up aladder,<BR>upstairs, or flying into the sky.</pre> </P> <p> <a name="VALUE"><B>VALUE</B></a> <pre>Command : VALUE <BR>Usage : VALUE [ITEM NAME] ([SHOPKEEPER]) <BR>Example : value sword <BR>Short(s): <BR>If you are in the same room as a shopkeeper who is selling and buying goods,<BR>this command will get the shopkeeper to tell you how much he or she will give<BR>for your item.</pre> </P> <p> <a name="VASSALS"><B>VASSALS</B></a> <pre>Command : VASSALS <BR>Usage : VASSALS <BR>Example : vassals <BR>Short(s): <BR>This command will list the players who are in your service. See the SERVE and<BR>REBUKE commands for more information.</pre> </P> <p> <a name="VERSION"><B>VERSION</B></a> <pre>Command : VERSION <BR>Usage : VERSION <BR>Example : version <BR>Short(s): VER <BR>Show the version information for this software.</pre> </P> <p> <a name="VIEW"><B>VIEW</B></a> <pre>Command : VIEW <BR>Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME]) <BR>Example : view sword <BR>Short(s): <BR>When a shopkeeper is present in the same room or area as your character, this<BR>command will allow you to ask about an item being sold by that shopkeeper. The<BR>level of the item, as well as any available descriptive information will be<BR>given. If more than one shopkeeper is in the room, you may have to specify the<BR>shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,<BR>BID.</pre> </P> <p> <a name="VISIBLE"><B>VISIBLE</B></a> <pre>Command : VISIBLE <BR>Usage : VISIBLE <BR>Example : visible <BR>This command can be used to revoke any spell or skill which makes you<BR>invisible, hidden, or undetectable.</pre> </P> <p> <a name="WAGON"><B>WAGON</B></a> <pre>A transport pulled by horses.</pre> </P> <p> <a name="WAKE"><B>WAKE</B></a> <pre>Command : WAKE <BR>Usage : WAKE ([TARGET NAME]) <BR>Example : wake <BR>Example : wake bob <BR>Short(s): <BR>If your character is SLEEPing, this command will make them wake up and stand<BR>up. If someone else is sleeping, this will wake them up.</pre> </P> <p> <a name="WANDS"><B>WANDS</B></a> <pre>Skill : Wands <BR>Available: Almost All <BR>Example : <BR>A wand is an holdable item that can be used to create magical affects. <BR> <BR>This skill allows one to effectively use a magical wand or staff. To invoke a<BR>wand or staff, it must first be held. Then the magic word is spoken to the<BR>target. For instance, if the magic word is `zuy`, you would enter the<BR>following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is<BR>important because SAY might target the wrong person or thing. You can also use<BR>SAYTO NOBODY <magic word> to make sure you aren't targeting anyone. <BR> <BR>If the spell on the wand requires extra parameters, then you can include those<BR>after the casting words. For a wand of Summon, for instance, you might try:<BR>say zuy cityguard. <BR>Wands generally require a small amount of mana to use, and less if the wand<BR>user is capable of learning the spell cast by the wand.</pre> </P> <p> <a name="WEALTH"><B>WEALTH</B></a> <pre>Command : WEALTH <BR>Usage : WEALTH <BR>Example : wealth <BR>Short(s): <BR>List the amount of money in your pocket.</pre> </P> <p> <a name="WEAR"><B>WEAR</B></a> <pre>Command : WEAR <BR>Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION]) <BR>Example : wear shirt <BR>Example : wear shirt on torso <BR>Short(s): <BR>This command will attempt to place the specified item onto the proper location<BR>on your body. If a location is specified, the player will attempt to wear the<BR>item on that location. If you have a special outfit container, it can be the<BR>target of this command also.</pre> </P> <p> <a name="WEATHER"><B>WEATHER</B></a> <pre>Command : WEATHER <BR>Usage : WEATHER <BR>Example : weather <BR>Short(s): weath <BR>Reminds you about the weather where you are.</pre> </P> <p> <a name="WEST"><B>WEST</B></a> <pre>Command : WEST <BR>Usage : WEST <BR>Example : west <BR>Short(s): W <BR>Travel westward from the present room or location.</pre> </P> <p> <a name="WHERE"><B>WHERE</B></a> <pre>Command : WHERE <BR>Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL) <BR>Example : where <BR>Example : where good <BR>Example : where -10 <BR>Example : where -10 evil <BR>Example : where 20 <BR>Short(s): <BR>This command shows the name of the area where the player is presently, and also<BR>attempts to list the best areas for the player based on alignment, level, and<BR>the population of the area. An optional level adjustment may be included to<BR>see higher or lower level areas. <BR> <BR>When searching by alignment, keep in mind that you should put YOUR alignment in<BR>order to search for the best areas for that alignment. For example, if you are<BR>good, enter WHERE GOOD. <BR> <BR>(Archons who want help on WHERE should use AHELP WHERE).</pre> </P> <p> <a name="WHISPER"><B>WHISPER</B></a> <pre>Command : WHISPER <BR>Usage : WHISPER ([MOB NAME]) [MESSAGE] <BR>Example : whisper "Be careful!" <BR>Short(s): <BR>Causes your character to whisper to one or more characters or mobs riding the<BR>same horse, cart, boat, or at the same table as yourself. You may specify the<BR>mob to whisper to, or just whisper in general to the table. </pre> </P> <p> <a name="WHO"><B>WHO</B></a> <pre>Command : WHO <BR>Usage : WHO ([OPTIONAL PARAMETER]) <BR>Example : who <BR>Example : who @CoffeeMud <BR>Example : who friends <BR>Example : who playerkill <BR>Short(s): <BR>This command will list all of the characters presently online, regardless of<BR>where they are. If an @ sign is used, this command will list all the players<BR>at a particular MUD. If "friends" is given, then the list will consist only of<BR>those from the players friends list (see the FRIENDS command). If "Playerkill"<BR>is given, then the list will consist only of those players who have their<BR>playerkill flags on.</pre> </P> <p> <a name="WHOIS"><B>WHOIS</B></a> <pre>Command : WHOIS <BR>Usage : WHOIS [MOB NAME] <BR>Example : whois Horice <BR>Short(s): <BR>Provides some basic information about the specified character name, assuming<BR>they are online, regardless of where they are located. See also I3_WHOIS for<BR>information on using the WHOIS command across the intermud network.</pre> </P> <p> <a name="WIELD"><B>WIELD</B></a> <pre>Command : WIELD <BR>Usage : WIELD (ALL) [ITEM NAME] <BR>Example : wield sword <BR>Short(s): <BR>Places a weapon that is presently in your carried inventory into one of your<BR>free hands for wielding. Only a wielded weapon will be used during combat.</pre> </P> <p> <a name="WILLQUALIFY"><B>WILLQUALIFY</B></a> <pre>Command : WILLQUALIFY <BR>Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)... <BR>Example : willqualify 10 <BR>Example : willqualify 30 fighter <BR>Example : willqualify expertise <BR>Example : willqualify 50 divination invocation/evocation expertise <BR>Short(s): qual <BR>Lists all of the skills, spells, languages, prayers, expertises, and/or songs<BR>which will be qualified for by the given class, level, and skill type, along<BR>with the requirements to gain the new skill. The default is the players<BR>highest level, the players own class, and all skills/expertises.</pre> </P> <p> <a name="WIMPY"><B>WIMPY</B></a> <pre>Command : WIMPY <BR>Usage : WIMPY [HIT POINTS]/[PCT] <BR>Example : wimpy 5 <BR>Example : wimpy 15% <BR>Short(s): <BR>Sets the minimum number of hit points your character must have in order for you<BR>to remain in a fight. Should your character drop below that level during<BR>combat, he or she will automatically FLEE the room. See the FLEE command for<BR>more information.</pre> </P> <p> <a name="WISDOM"><B>WISDOM</B></a> <pre>Intuition, wit, mana, and the ability to gain more practice points per level is<BR>reflected in Wisdom. </pre> </P> <p> <a name="WITHDRAW"><B>WITHDRAW</B></a> <pre>Command : WITHDRAW <BR>Usage : WITHDRAW [ITEM NAME] ([CLERK NAME]) <BR>Example : withdraw 1000 <BR>Example : withdraw "jewel sword" <BR>Example : withdraw "10 gold coins" "Joe Banker" <BR>Example : withdraw "500 archon notes" banker <BR>Example : withdraw letter clerk <BR>Short(s): <BR>When a banker or postal clerk is present in the same room or area as your<BR>character, this command will allow you to withdraw an item from your account or<BR>postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.</pre> </P> <p> <a name="WIZARD"><B>WIZARD</B></a> <pre><FONT COLOR=CYAN>Char Class: </I></U></BLINK></B></FONT>Wizard <FONT COLOR=CYAN>(</I></U></BLINK></B></FONT>Mage<FONT COLOR=CYAN>)</I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>Max-Stats :</I></U></BLINK></B></FONT> Intelligence (25), Others (18) <BR><FONT COLOR=CYAN>Qualifiers:</I></U></BLINK></B></FONT> Intelligence 9+ <BR><FONT COLOR=CYAN>Races :</I></U></BLINK></B></FONT> Elf, Gnome, Half Elf and Human <BR><FONT COLOR=CYAN>Prime Stat: </I></U></BLINK></B></FONT>Intelligence <FONT COLOR=CYAN>Attack Pts: </I></U></BLINK></B></FONT>+(Int/18) per level <BR><FONT COLOR=CYAN>Practices : </I></U></BLINK></B></FONT>6 +[(Wisdom/6)+4 per lvl] <FONT COLOR=CYAN>Trains : </I></U></BLINK></B></FONT>3 +1 per level <BR><FONT COLOR=CYAN>Hit Points: </I></U></BLINK></B></FONT>20 +[(Con/6)+(1d5) /lvl] <FONT COLOR=CYAN>Mana : </I></U></BLINK></B></FONT>100 +[(Int/3)+(1d4)/lvl] <BR><FONT COLOR=CYAN>Movement : </I></U></BLINK></B></FONT>100 +[3X(Str/18) /lvl] <FONT COLOR=CYAN>Damage Pts: </I></U></BLINK></B></FONT>+1 damage per 30 level(s) <BR><FONT COLOR=CYAN>Weapons : </I></U></BLINK></B></FONT>Must use daggers, staves, or natural weapons. <BR><FONT COLOR=CYAN>Armor : </I></U></BLINK></B></FONT>Must wear cloth, vegetation, or paper based armor. <BR><FONT COLOR=CYAN>Bonuses :</I></U></BLINK></B></FONT> Can memorize any spell for casting without expending a training <BR> point. <BR><FONT COLOR=CYAN>Limits :</I></U></BLINK></B></FONT> Unable to learn spells permanently; can only memorize them. <BR><FONT COLOR=CYAN>Desc. : </I></U></BLINK></B></FONT> <BR>Wizards are great specialist scholar mages who have mastered the study (but not<BR>the art) of arcane magic. They are capable of memorizing and casting any basic<BR>arcane spell, but their lack of mastery means they forget the spell as soon as<BR>it is cast. This means that the wizard is constantly engaged in study,<BR>carrying around and/or creating numerous arcane scrolls to serve as the source<BR>for their next bit of magic. Since they don't specialize or train in<BR>particular arcane spells, but can learn any spell, the Wizard is the most<BR>versatile Mage, though not necessarily the easiest to engage in combat with. <BR> <BR>The Wizards manner of study requires that he expend his spell-casting mana when<BR>he learns or memorizes a spell, but this mana is released for use after the<BR>spell is cast. Wizards can be invaluable as group members, and as clan<BR>members, but will struggle adventuring alone. A wizards lack of need to expend<BR>training time on individual spells means he can work on other aspects of<BR>himself, including stats or expertises, making the Wizard very powerful in the<BR>long run.</pre> </P> <p> <a name="WIZLIST"><B>WIZLIST</B></a> <pre>Command : WIZLIST <BR>Usage : WIZLIST <BR>Example : wizlist <BR>Short(s): <BR>Shows a list of all the Archons on this mud.</pre> </P> <p> <a name="WORLD_CURRENCIES"><B>WORLD_CURRENCIES</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="WORLD_CURRENCY"><B>WORLD_CURRENCY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="WORLD_MONEY"><B>WORLD_MONEY</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="WORLD_MONIES"><B>WORLD_MONIES</B></a> <pre> <BR>World Currencies : <BR>Currency : default <BR>gold coin(s) : (exchange rate is 1.0 of base) <BR>golden note(s) : Equal to 100 gold coins. <BR>whole note(s) : Equal to 10000 gold coins. <BR>Archon note(s) : Equal to 1000000 gold coins. <BR> <BR>Currency : Copper <BR>copper bit(s) (cc) : (exchange rate is 1.0 of base) <BR>silver bit(s) (sc) : Equal to 10 copper bits. <BR>gold bit(s) (gc) : Equal to 100 copper bits. <BR>platinum bit(s) (pc): Equal to 500 copper bits. <BR>aluminum bit(s) (ac): Equal to 10000 copper bits. <BR></pre> </P> <p> <a name="WORSHIP"><B>WORSHIP</B></a> <pre>This is a social, though there are related commands. See the help entries for<BR>RELIGION, DEITIES, BLESSINGS, SERVICES, RITUALS, SERVE, REBUKE, and CONVERT for<BR>more information.</pre> </P> <p> <a name="WORTH"><B>WORTH</B></a> <pre>Command : WORTH <BR>Usage : WORTH <BR>Example : worth <BR>Short(s): <BR>Shows all of your money on-hand.</pre> </P> <p> <a name="YELL"><B>YELL</B></a> <pre>Command : YELL <BR>Usage : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE] <BR>Example : yell HELLO ALL! <BR>Example : yell bob YOU ARE BOB!!!! <BR>Example : yell east COME BACK!! <BR>Short(s): <BR>Causes your character to yell at one or more characters or mobs in the same<BR>room as yourself. You may specify the mob to yell at, a direction to yell in,<BR>or just yell outloud. Yelling also broadcasts to surrounding rooms in some<BR>cases.</pre> </P> </td></tr></table></center> </body> </html>