#HELPS -1 'RACE HELP' 'RACE' 'RACES'~ ROT has the following races for player characters: Human the standard race Dwarf good warriors and clerics, cost 8 creation points Elf good thieves and mages, cost 5 creation points Giant huge, tough warriors, cost 6 creation points Pixie good mages and druids, cost 6 creation points Halfling very adept thieves and mages, cost 5 creation points HalfOrc good warriors, cost 6 creation points Goblin good thieves and vampires, cost 5 creation points HalfElf good rangers or druids, cost 2 creation points Avian good druids or clerics, cost 5 creation points Gnome natural mages, cost 4 creation points Draconian good mages and warriors, cost 11 creation points Different races have different starting statistics, and also different stat maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. 'help dwarf') ~ -1 ROOMS~ Clan Room may be bought using cubic zirconiums, see 'help prices' for a list of the prices. Only one clan room within an organization may be set as a healing room. The price quoted for the mana/heal option will set BOTH up to 200%, which is the max. Likewise, a clan may only have 1 healer, who will be reset into the main clan room. Healers are the same FOR ALL CLANS, so DO NOT ask that your healers prices be lowered, or that it give out free spells to higher level players! No clan may have thier own donation pit, so do not even bother asking for one. Clans may not have thier own money-changers, guildmasters, fountains, money-machines, mana-trees, specialized potions, etc... Only clan leaders may make a request for additional rooms, etc... What we need from you when you request a clan item: Mobiles: Job of the Mobile (healer/store keeper/practice dummy/etc.) Name of the mobile Description of the mobile Rooms: Name of room A full description of the room Clans with a large number of rooms will be given consideration for having more than one entrance to thier area in different areas of the realms. Any mail not following the guidlines above will be tossed in the trash. ~ -1 GUARDIANS~ [{RCLAN{x] Gaurdians is a non-pkill clan which focuses on helping others as we help ourselves. Any race/class/alignment/sex/whatever is welcome as long as they adhere the clan's morals. We are here to enjoy the game and to help others do the same. So if you are willing to help others, you wish to be part of a family, and you want to have some fun...give one of our clan leaders a tell. The clan leaders reserve the right to administer a quest to member hopefuls before admitting them to the clan. And remember, a sense of humor is a MUST! ~ -1 ANGELS~ [{RCLAN{x] The Hell's Angels Creed These are the principles every Angel must uphold at all times. The power of the clan is within' these principles, without which the clan has no power. For the real strength of the clan lies within its abiding members. honor - - - - - - - - truth- - - - - - - - -loyalty These are the three principles every Angel has to live by. 1. Honor Angels must honor themselves as well as uphold the honor of the clan. This will help ensure that this clan and its members are of their word. Though this principle is at the top of the triangle, it would come tumbling down like some walls of Jerico with out the other two principles. 2. Truth Angels should be true to themselves, the clan leaders, and other clan members. Here the truth will not set you free, diceat and untruths will (set you free from the clan that is). 3. Loyalty Last but certainly not least, loyalty. A loyal clan member can be ones right hand man (or woman). Angels should always be loyal to the clan leaders, its members and the IMM's. This also means being willing to do whatever it takes to defend the honor of the clan. These principles all form a triangle. One not being more important than the other but all of them needing each other to help make a well great Angel. ~ -1 IRONHAWX~ [{RCLAN{x] The Society of IronHawx have been around for centuries. Never appearing until time of great need and always fighting on the side of good. They are non-bias towards race, gender, or class so All may request an interview. However, because of their secretive nature not much is known about their initiation process. All that can be said is that it is a test. Not just of physical prowless but of the power of the mind and if you complete the journey you will be changed...forever. If you think that you are up to the tasks and have more than what it takes, speak with a clan leader. ~ -1 KINDRED~ [{RCLAN{x] The Kindred, as vampires all themselves, have spent countless centuries preying secretly on humanity, cooperating uneasily amongst themselves through a clandestine and Machiavellian social order governed by many laws. Preeminent among these laws is the Tradition of the Masquerade. Disguised as humans, vampires have infiltrated and manipulated the very history of the mortal world. The only way to become Kindred is to be Embraced and be reborn. There are many bloodlines within vampire society: Toreador: Members of this clan are thought of as artists and degenerates. Nosferatu: These hideously deformed creatures use their influence to gain knowledge. They are loners by necessity, but still manage to know more about the workings of Kindred society than do many of the most powerful vampire leaders. Ventrue: The most old-fashioned of the clans, the Ventrue are sophisticates who move in the highest social and political circles. Brujah: The Brujah are rebels; they make no secret of their disrespect for undead society and are often viewed as a force of chaos by other Kindred. Gangrel: The most earthy of Kindred, the Gangrel have close ties to Gypsy society. Tremere: This close-knit clan is known to have many arcane and magical skills. Malkavian: Members of this clan are insane, yet from madness may come wisdom and many Malkavians seem to glimpse hidden truths. Caitiff: These clanless, thin-blooded outcasts are high generation vampires, many generations removed from Akasha, who are somewhate uninvolved with the political structure of the Kindred. ~ -1 JEDI JEDIS~ [{RCLAN{x] The Jedis have existed for thousands of years. Now, they have entered this realm. They are non-denominational, so all genders, races, and classes may be Jedi. To be a Jedi, you must take a test, conducted by a [Jedi Master]. This will involve a fight in which fleeing 3 times is allowed, but death isn't. In this fight, you may use any eq at your disposal(and any spells or skills), but no pets, charmed mobs assisting, and no players helping out. The Jedi clan is run internally by [Jedi Masters], who inturn answer to the Jedi clan leader(s). These people are not yet fully understood, and all that is known is that being a [Jedi Master] is a thing to be proud of. This is partially because very few people know much about them, and because they are masters of a dreaded weapon, the Lightsaber. To test for Jedi, consult a [Jedi Master]. ~ -1 MIDNIGHT~ [{RCLAN{x] The Creed of Clan Midnight Wolves The following are the four pillars of our Creed, laws, and beliefs. 1: Order 2: Neutrality 3: Balance 4: Self-control Order: 1. Authority is respected. 2. Actions require reasons. Neutrality: 1. Neither good nor evil is served exclusively. 2. It is right to keep to one's own business. Balance: 1. Actions are to receive counter-actions. 2. Representation will be as equal as possible. 3. JUSTICE, not vengeance, is to be served. Eye for an eye, etc. Self-Control: 1. It is right to accept the consequences of one's own actions. 2. It is right to bow to authority, not urge. The Way of the Wolf is... 1. Strength through Alliance. 2. Victory through perseverance. 3. Power from cunning, skill, knowledge, and unity. 4. Unity through equality of the individual, but respect of authority. ~ -1 UNFORGIVEN~ [{RCLAN{x] The Clan of Unforgiven is for everyone: any gender, race, align, or class. To get into the Unforgiven you must: 1. Get an initation test from one of Unforgiven's leaders. 2. Do that test. To stay in, you must: 1. Follow the rules of the clan: A.) Never distrust a fellow Unforgiven. B.) Listen to the rules a leader of Unforgiven puts into notes. C.) When a clan member needs help, try to help him as much as possable. 2. Do not engage in war without the leader(s) of Unforgiven telling so. Signed, Minotuar Strag, the Unforgiven ~ -1 DARKMIST~ [{RCLAN{x] Welcome to Thoth, if your reading this you must be considering joining a clan. Right now you are asking yourself, what can Dark Mist offer me, well let me tell you... 1.) We are dedicated to becoming the strongest clan on Thoth, this means on individual level and as a whole. We support each other in our endevours to level to gain equipment and to retrieve corpses (should you die.) 2.) We are building one of the greatest clan halls in exsistence, what that means is you'll have a really cool place to call home. We hope to have high healing and mana regenerating inbuilt, our very own healer, a special store to buy clan only items, and private clan member rooms. 3.) We use an inner clan rank system that goes as follows: When you pass the entrance exam you become a Dark Mist Initiate or a[DMI]. You can then test for Dark Adept at any level, or [DA]. Upon attaining level 40 you can test for Dark Warrior or [DW]. Upon attaining level 80 you can test for Mist master or [MM]. Upon attaining level 101 you can test for Dark Overlord or [DO]. So if you are interested in joing the best clan on Thoth send me a note, and I will test you for entrance! Draken Leader O' Dark Mist! ~ -1 JUDGES~ [{RCLAN{x] Judges is the name, justice is the game. Judges is a stricly non-pk clan. We are here to help newbies, answer questions, and help keep things in order. If you want to kill people and constantly worry about getting a watcher's dagger in the back then join a different clan! If you want to be sort of lackadaisical and help others (and recieve help) then judges is for you. If you are an avid pkiller and your sick of listening to the whinning's of you kills then take a break from the mayhem and join today! ~ -1 DWARF DWARVES~ Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. They recieve the berserk skill for free (if warriors), and can see in the dark with infravision. ~ -1 ELF ELVES~ Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves recieve the sneak and hiding automatically. They may see in the dark with infravision. ~ -1 HUMAN HUMANS MAN~ Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices. ~ -1 GIANT GIANTS~ Giants are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession. Giants resist heat and cold with nary a mark, due to their huge mass. However, their slow minds make them extremely vulnerable to mental attacks. Giants, due to their size and stamina, receive the fast healing and bash skills for free. (Only giant warriors recive bash). ~ -1 PIXIE PIXIES~ Pixies are very much like the elves...and share with them a vulnerability to iron weapons. They also share the nature-loving attitude and peaceful demeanor, but beyond this pixies reach an extreme. They are extremely magical creatures which, unlike elves, fly everywhere they go. Their wings are fairly redundant, as they don't really use them to fly. It's the sheer magical nature of a pixie that gives it it's special qualities. They are a race of very small size, and because of their inquisitive nature and mental power, tend also to be tinkerers and sometimes pranksters. While a pixie may be thousands of years old, almost all of them act like human children... ~ -1 HALFLING HALFLINGS~ Halflings are a quiet folk who like to keep to themselves, and are not often seen filling the role of an adventurer. They would much rather sit complacently by a fireplace enjoying a good book, good drink, and good conversation. They are, however, very adept thieves, and have the mental capabilities to be quite powerful mages. They are about half as tall as the average human, thus the name halfling. Because of this small size and the fact that most devices are built to human proportions, halflings are masters at lockpicking, disarming traps, and jewel craft. They also have very easy access to pockets, and there is no door a halfling can not open and slip through with the utmost of silence. ~ -1 HALFORC HALFORCS~ Halforcs are a cross between humans and orcs, dwarves and orcs, or sometimes even giants and orcs. These various combinations are almost always the result of an orc raid on the habitation of one of those other races, and each type of halforc is just as mean and hearty as the other. They are also very agile, and born athletes, however seldom is a halforc found that can even read or speak coherently. They are quite literally dumber than bricks, but there is no more fearsome fighter around. A halforc is a warrior, and if a halforc is not a warrior, then that halforc is useless. They can fight, and when it suits them they can also sleep, eat, and fornicate, but that's it. ~ -1 GOBLIN GOBLINS~ Goblins are almost universally shunned because they are almost all natural criminals, cutthroats, and killers. Every crime boss or thief master is a goblin, with very few exceptions. They are extremely thrifty, known to argue over a single silver piece, and will drop water in the desert before dropping money. Goblins have diabolical minds, and few torture devices can be named which a goblin did not think up. They are extremely smart and also have a knack for survival. Stealth comes naturally to them, and their dusky grey to green, sometimes even blue or black, skin tones make them hard to spot at night. Goblins are not really warlike, and don't really appreciate overt combat. It's not their style. A goblin would much rather satisfy its sadistic needs through thievery or betrayal than through honorable combat. ~ -1 HALFELF HALFELVES~ Halfelves are a cross between a human and an elf, usually due to the fact that human armies sometime make raids on elf lands. Halfelves are very nearly human, although they tend to be a bit more thoughtful, and less physically powerful. Unfortunately they are also more bitter, and much more aloof than either the most secretive elf or the most secluded human hermit. They see themselves as unwelcome in either elf or human society and as a result tend to lead solitary lives as wandering adventurers who follow no real creed. A halfelf is a natural loner, and most of them are rangers or druids, communing with the nature that they love much as the elves do. They have much better eyesight than humans, due to their elven ancestry, but unlike elves are more inquisitive about the world around them, much as humans are. ~ -1 AVIAN AVIANS~ The avian race is a very secretive and mysterious one. They are the size of giants, towering over any human, but weigh about the same as an elf. Their slight bone structure allows their wings to carry them as they fly from place to place, but it also requires them to rely on mental prowess instead of brawn for survival. Many speculate that they are a people who evolved in the mountains, perhaps magically. However they came to be, they are fiercely religious, and worship a nature diety. Most choose to become druids since that allows them to be closest to their god, however they do well in clerical magicks as well. They have uncanny powers of sight, and it is said that an avian can see everything you do. For this reason many avians are hired as watchkeepers, and they make wonderful explorers and missionaries. Their amazingly unusual bodies, which basically look like emaciated humans with wings, and the fact that they are used to an isolated environment, makes them very susceptible to disease and poison. Many an avian has ventured out of his or her homeland only to fall victim to one of the many plagues that ravage the world at large. ~ -1 GNOME GNOMES~ Gnomes are to dwarves what pixies are to elves. That is to say, they are smaller, smarter, less-strong cousins. Where dwarves are known for their mental dullness but great wisdom, gnomes are known for quick minds and a very analytical nature. They are nowhere near as strong or hearty as dwarves are, but are much the same, being creatures of earth who can't swim (and thus drown easily like dwarves) and have eyes attuned to seeing in the dark. Where a dwarf would see a mine shaft and it's glittering jewels, though, a gnome notices the girders and struts and supports within the mine and contemplates ways to make them better. Gnomes love technology, metallurgy, and any other form of science. This makes them natural mages, possessing mental powers that rival elves. They are not, however, a stealthy race like elves, goblins, or halflings. They are engineers, architects, artisans, and sometimes workers of great magicks. ~ -1 DRACONIAN DRACONIANS~ The draconians are a fearsome race, and almost as secretive as the avians. Like the avians, they can fly, and come from some not-so-well-known place far away. Unlike any other race though, draconians are not mammalian. They more closely resemble lizards, snakes, and especially dragons. They tower over even giants in size, reaching over 12 feet in height, with leathery wings that can stretch to over 30 feet when extended, and can fold up neatly on the back, causing no real hindrance in movement. The sheer size of a draconian DOES, however, cause problems, because most things in the world are built with human size in mind. Draconians are very strong, and tougher even than dwarves. Unlike most races that reach such large proportions, they retain a keen mind, and make good mages as well as warriors. Because of their strange biology, and some degree of reptilian nature, draconians are immune to almost all poisons and plagues. ~ -1 CENTAUR CENTAURS~ Centaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures. The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being, and the lower body of a large, powerful horse. ~ -1 GNOLL GNOLLS~ Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a human, the details are those of a hyena. They stand erect on two legs and have greenish grey skin, darker near muzzle, with a short reddish grey to dull yellow mane. ~ -1 HEUCUVA HEUCUVAS~ The heucuva is an undead spirit similar in appearance to a skeleton, but more dangerous and more difficult to dispel. The heucuva appears to be a humanoid skeleton of normal size. The bones are covered by a robe that is little more than tattered rags. ~ -1 KENKU KENKUS~ Kenku are bipedal, humanoid birds that use their powers to annoy and convience the humand and demihuman races. The typical kenku resembles a humanoid hawk wearing human clothing. Kenku have both arms and wings. The wings are usually folded across the back and may be mistaken at a distance for a very large backpack. Height ranges from 5 to 7 feet. The feathers are predominantly brown with white underfeathers and face markings. The eyes are a brilliant yellow. ~ -1 MINOTAUR MINOTAURS~ Minotaurs are either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for they are not confused in these places, which gives them an advantage over their prey. Minotaurs are huge, well over 7 feet tall, and quite broad and muscular. They have the head of a bull but the body of a human male. Their fur is brown to black while their body colouring varies as would a normal normal human's. Clothing is minimal, usually a loin cloth or skirt. ~ -1 SATYR SATYRS~ Also called fauns, satyrs are a pleasure loving race of half-human, half-goat creatures. They symbolize nature's carefree ways. Satyrs have the torso, head, and arms of a man, and the hind legs of a goat. The human head is surmounted by two sharp horns that poke through the satyr's coarse, curly hair. The skin of the upper body ranges from tan to light brown, with rare individuals (1%) with red skin. A satyr's hair is medium reddish, or dark brown. The horns and hooves are black. Satyrs living near centaurs are likely to be friendly with them. ~ -1 TITAN TITANS~ Titans are gargantuan, almost godlike men and women. They, quite simply, look like 25 foot tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering. Titans are very close to nature. ~ -1 WANDS STAVES SCROLLS~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ -1 'GROUP HEADER'~ The following skills and groups are available to your chacter: (this list may be seen again by typing list) ~ -1 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ -1 'MENU CHOICE'~ Choice (add,drop,list,help)?~ -1 'GROUPS' 'INFO' 'PREMISE'~ The ROT skill system allows you to fully customize your new character, making him or her skilled in the skills you choose. But beware, the skills you pick at character creation are the only skills you will ever learn. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost. The experience breakdown is as follows: points exp/level points exp/level 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. ~ -1 'CLASS'~ Syntax: class class all class <group> Typing class by itself will list all spell groups that you currently have. The [class all] format will list all groups that are available to your particular class. The [class <group>] method will list all of the spells available to your class within that group, along with the level at which you recieve the spell. ~ -1 BASICS 'ROT BASICS'~ The basic skills: Every character starts with two skill groups, one for their class and a default set that all characters receive. The default skills are: recall essential escape skill (see help recall) scrolls reading of scrolls and other magical volumes staves use of magical staves wands use of magical wands for class defaults, check the classes themselves. ~ -1 MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'~ Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. All mages have the power to levitate a shield in front of them, freeing both hands for weapons. All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate. The default skill selection for mages is as follows: skills: lore the lore of magical items spell groups: beguiling spells that control the mind combat offensive magics, such as fireball and chill touch detection informational magics, such as detect magic and identify enhancement spells that maximize physical potential, such as haste illusion magics for concealing and deceiving maladictions a selection of curses fit for any witch protective defensive magics, ranging from armor to stone skin transporation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'~ Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posess an impressive area of protective magics, as well as fair combat prowess. Clerics recieve the power to levitate a shield in front of them once they reach level 50, freeing both hands for weapons. All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at a very dear cost. The default skill selection for clerics is as follows: skills: flail the proper use of flails spell groups: attack a selection of offensive magics creation the making of physical objects, such as food and water curative spells that cure the sick and feeble of their ailments benedictions powerful magics that grant the blessings of the gods detection informational magics, such as detect magic and identify healing spells for treating wounds, from scratches to death blows maladictions an assortment of curses protective defensive magics, including the powerful sanctuary spell transportation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 THIEF 'THIEF BASICS' 'THIEF DEFAULT'~ Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes: skills: mace the use of maces and other blunt weapons sword swordplay and fencing backstab the art of hitting your opponent by surprise disarm used to deprive your opponent of his weapon dodge the best way to take a punch is not to be there second attack with training, the skilled thief can hit twice as fast trip a good way to introduce an opponent to the floor hide the art of remaining undetected in a room peek used to look into a person's belongings pick lock a useful skill for breaking and entering sneak with this skill, a thief can walk into a room undetected ~ -1 WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'~ Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. Warriors begin with skill in the sword, and gain a second attack in combat. Other weapon skills may be purchased cheaply, or gained in the default skill package, which includes the following: skills: weaponsmaster this group provides knowledge of all weapon types shield block the art of parrying with a shield bash a forceful rush with the body, designed to flatten your foes enhanced damage this skill multiplies your damage in battle parry the art of parrying with weapons rescue allows you to take the blows aimed for a companion third attack allows the skilled warrior to land three blows in one round ~ -1 RANGER 'RANGER BASICS' 'RANGER DEFAULT'~ Rangers are travelling warrior-druids, usually solitary and aloof. They are often the protectors of those far from home, travellers who are lost, or even bounty hunters who track criminals in order to bring them to justice or just to make a buck. They are sometimes used as scouts for armies, and sometimes make up their own force in times of war. Rangers don't have the pure combat effectiveness of warriors, and lack the total control of druidic magic that druids possess, but the combination of those disciplines makes them a class to be reckoned with. skills: backstab the art of hitting your opponent by surprise enhanced damage this skill multiplies your damage in battle parry the art of parrying with weapons shield block the art of parrying with a shield weaponsmaster this group provides knowledge of all weapon types spell groups: curative spells that cure the sick and feeble of their ailments healing spells for treating wounds, from scratches to death blows transportation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 DRUID 'DRUID BASICS' 'DRUID DEFAULT'~ Druids are the protectors of nature. Some spend their lives in forests, others in deserts, and some still in seas or mountainous regions. Where a druid can be closer to nature and life than to the constructs of mortals, that druid can be happy. They control a very powerful blend of magic, potent healing spells with devastating combat spells, but they don't have transportation spells, as druids are not wont to travel. They aren't always well suited for it. skills: lore the lore of magical items second attack with training, the skilled druid can hit twice as fast shield block the art of parrying with a shield sneak with this skill, a druid can walk into a room undetected spell groups: attack a selection of offensive magics benedictions powerful magics that grant the blessings of the gods creation the making of physical objects, such as food and water curative spells that cure the sick and feeble of their ailments healing spells for treating wounds, from scratches to death blows protective defensive magics, including the powerful sanctuary spell weather spells for conjuring and mastering the elements ~ -1 VAMPIRE 'VAMPIRE BASICS' 'VAMPIRE DEFAULT'~ Vampires are killers. They aren't truly alive in the sense that most mortals are, but are rather undead, not really subject to whithering of old age or the fading of the mind that those who are truly alive find themselves subject to. As a result vampires are long lived, and almost all of them eventually go insane. They are very much like thieves, but possess very potent powers of magic. Vampires are not really a class in the traditional since, as many don't choose to be what they are, and their powers are not the result of education and training, but of undead nature. skills: backstab the art of hitting your opponent by surprise disarm used to deprive your opponent of his weapon dodge the best way to take a punch is not to be there shield block the art of parrying with a shield sneak with this skill, a vampire can walk into a room undetected spell groups: beguiling spells that control the mind detection informational magics, such as detect magic and identify enhancement spells that maximize physical potential, such as haste illusion magics for concealing and deceiving maladictions a selection of curses fit for any witch transportation spells for getting from here to there ~ -1 WIZARD 'WIZARD BASICS' 'WIZARD DEFAULT'~ There is not yet a help file for this class. ~ -1 PRIEST 'PRIEST BASICS' 'PRIEST DEFAULT'~ There is not yet a help file for this class. ~ -1 MERCENARY 'MERCENARY BASICS' 'MERCENARY DEFAULT'~ There is not yet a help file for this class. ~ -1 GLADIATOR 'GLADIATOR BASICS' 'GLADIATOR DEFAULT'~ There is not yet a help file for this class. ~ -1 STRIDER 'STRIDER BASICS' 'STRIDER DEFAULT'~ There is not yet a help file for this class. ~ -1 SAGE 'SAGE BASICS' 'SAGE DEFAULT'~ There is not yet a help file for this class. ~ -1 LICH 'LICH BASICS' 'LICH DEFAULT'~ There is not yet a help file for this class. ~ -1 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 TRANSPORT~ Syntax: cast transport <object> <char> This spell will transport an obj from your inventory to the inventory of another player. You can turn off the ability to recieve transports using the notran command. ~ -1 'SHIELD BLOCK'~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ -1 ATTACK~ The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells: demonfire a powerful, but very evil, spell dispel evil torments evil foes dispel good calls down unholy power on good creatures earthquake brings the power of earth to bear against your foes flamestrike sends a column of flame from the heavens heat metal heats metal equipment to searing temperatures ray of truth sends forth a blinding ray of holy energy ~ -1 BEGUILING~ This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages and thieves have access to the beguiling magics, which consist of the following: animate gives life to severed body parts calm if successful, stops all fighting in the room charm person turns an enemy into a trusted friend resurrect resurrects corpses, making them your pet sleep puts a foe into enchanted slumber ~ -1 BENEDICTIONS~ Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and warriors may use these spells. The benedictions spell group consists of the following: bless bestows divine favor upon the target calm if successful, stops all fighting in the room frenzy puts the recipient into beserker rage holy word aids your allies while calling divine wrath upon your foes remove curse removes malevolent magic from players and items ~ -1 COMBAT~ These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics: magic missile send a weak energy bolt into a foe chill touch weakens your enemy with a frigid grasp burning hands sends a blast of fire into your foe shocking grasp sends a powerful jolt into a foe lightning bolt sends forth a single bolt of lightning into an enemy colour spray blasts your opponent with a rainbow spray, which may blind him fireball a powerful spell, great for burning your enemy to ashes acid blast sends forth a stream of acid to eradicate your foes chain lightning sends lightning bolts arcing through foes ~ -1 CREATION~ The creation spell group is used to create objects, of temporary or permanent duration. Skill creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells: continual light creates an eternal light source create food produces a nourishing mushroom create rose creates a beautiful red rose create spring calls forth a small but pure spring from the ground create water fills any available container with water empower creates a scroll or potion containing a spell floating disc creates a floating disc of force perfect for hauling treasure ~ -1 CURATIVE~ The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves. cure blindness restored sight to the blind cure disease heals the plague cure poison removes the harmful effects of poison ~ -1 DETECTION~ The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells. detect evil reveals the aura of evil monsters detect good similar to above, only for good monsters detect hidden shows the whereabouts of hidden foes detect invis allows the caster to see the unseeable detect magic reveals magical auras to the caster detect poison determines if food is safe to eat farsight searches for living beings near the caster identify gives information about the nature of an object know alignment determines the moral character of a monster or person locate object finds a specific item ~ -1 DRACONIAN~ The Draconian spell group deals with the magic of dragons -- in this case, bringing forth the devastating power of their breath weapons upon your foes. Only mages have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them. acid breath uses the black dragon's attack upon an enemy fire breath calls forth the flames of a red dragon frost breath drains the life from a foe with the power a white dragon gas breath suffocates your enemies with poison gas lightning breath summons the electrical fury of a blue dragon ~ -1 ENCHANTMENT~ The enchantment spell group is used to imbue items with magical properties. Currently, this spell group consists of enchant weapon and enchant armor, although more will be added in the future. Only mages may enchant. enchant weapon increases the hit and damage bonuses of a weapon enchant armor increases the protective value of armor fireproof shields items from the harmful effects of fire and acid recharge restores power to a depleted wand or staff ~ -1 ENHANCEMENT~ The enhancement spells improve upon the body's potential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient. giant strength grants increased strength haste doubles the speed of the target, but slows down healing infravision allows monsters to be seen in the dark refresh restores energy to tired adventurers ~ -1 HARMFUL~ This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are: cause light inflicts minor wounds on an enemy cause serious inflicts wounds on a foe cause critical causes major damage to the target harm the most deadly harmful spell ~ -1 HEALING~ The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are: cure light heals minor wounds refresh restores vigor to a tired adventurer cure serious heals wounds cure critical closes all but the worst wounds heal the most powerful healing spell mass healing casts a heal spell on each player in the room ~ -1 ILLUSION~ The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following: invis turns the target invisible mass invis turns the caster's group invisible ventriloquate allows the caster to put words in someone's mouth ~ -1 MALADICTIONS~ Maladictions are a group of curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. These spells may be cast by any class. blindess strikes the target blind curse prevents recalling and weakens the target in combat energy drain drains experience and mana, while strengthening the caster plague causes the target to suffer a slow, painful death from plague poison weaker than plague, but often fatal slow slows your enemies down, reducing their rate of attack weaken drains the strength of the target ~ -1 PROTECTIVE~ The protective spells are used to shield against harm, whether from spells or physical attack. They range from the weak armor spell to the sought-after sanctuary charm. Also included in this group are several spells for dispeling hostile magics. Any class may use this group, which consists of the following spells: armor provides the target with an extra layer of defense cancellation a powerful dispel, used for removing spells from friends dispel magic removes spells from enemies, not as effective as cancel fireproof shields items from the harmful effects of fire and acid protection evil provides defense from the attacks of evil creatures protection good protects from the attacks of good beings sanctuary reduces all damage taken by the recipient by half shield puts a shimmering shield between you and your enemies stoneskin turns skin hard as stone, providing a huge armor boost ~ -1 SHIELDING FIRESHIELD ICESHIELD SHOCKSHIELD~ These arcane and costly spells are only for the most learned of the ranks of mages and clerics wandering the land. They require great amounts of energy and can be very devastating. The following spells are included in this group and are listed in order of strength: iceshield surrounds target with a thick shell of ice fireshield surrounds target with a flaming inferno shockshield surrounds target with a crackling sphere These spells were coded by Kelson (Micah Bartell) for use with ROM based muds, and are released under the GNU license.(use them, edit them, give me mention) Questions and comments can be sent to micah@cse.unl.edu. ~ -1 TRANSPORTATION~ The transportation group is used for travel, whether by flight, magical teleportation, or walking through walls. All classes may learn these spells, which are among the most useful in the game. fly allows the target to fly over nearly all obstacles gate transports the caster to the target nexus forms a two-way portal to a far off destination pass door allows the caster to walk through walls portal creates a one-way portal to a destination summon transports the target to the caster teleport sends the target to a random location transport sends the target object to another player word of recall transports the caster to safety in Midgaard ~ -1 WEATHER~ These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. This group is usable by all classes. call lightning summons a huge bolt from the heavens, if the weather is right control weather changes the weather in the manner desired by the caster faerie fire surrounds the target in a glowing aura faerie fog reveals all hidden creatures in the room lightning bolt sends a bolt of electricity into the target (the weather command, unrelated to this group, shows local weather conditions) ~ -1 BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. Only thieves may learn the backstab. ~ -1 BASH~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ -1 BERSERK~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ -1 DIRT 'DIRT KICKING'~ Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill. ~ -1 DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill. ~ -1 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging. ~ -1 'ENHANCED DAMAGE'~ Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. ~ -1 ENVENOM~ The envenom skill is a cowardly skill practiced only by thieves, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat. ~ -1 'HAND TO HAND'~ Hand to hand combat is a rare skill in the lands of Midgaard. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it. ~ -1 KICK~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. Fighters and clerics are the most skilled at kicking, although thieves may also learn it. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ -1 RESCUE~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 TRIP~ Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip. ~ -1 'SECOND ATTACK'~ Training in second attack allows the character a chance at additional strikes in combat -- allow a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it. ~ -1 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors, rangers, and highly skilled thieves may learn this skill. ~ -1 'FOURTH ATTACK'~ Training in fourth attack allows the character a chance at an additional strike in a combat, and increases the chance of a third attack as well. Perfect fourth attack does NOT assure four attacks per round. Only warriors, rangers, and highly skilled thieves may learn this skill. ~ -1 'FIFTH ATTACK'~ Training in fifth attack allows the character a chance at an additional strike in a combat, and increases the chance of a fourth attack as well. Perfect fifth attack does NOT assure five attacks per round. Only warriors and highly skilled rangers may learn this skill. ~ -1 HIDE SNEAK~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. Only warriors and thieves may learn these skills. ~ -1 'FAST HEALING'~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. ~ -1 LORE~ Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. ~ -1 HAGGLE HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ 0 PEEK~ Peek is both a skill and a command. The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. Syntax: peek <char> This will attempt to peek at a characters inventory, you may also make this automatic during a: look <char> by turning on AUTOPEEK. ~ -1 PICK 'PICK LOCK'~ Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy. ~ -1 MEDITATION~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, have much trouble learning to meditate. ~ -1 STEAL~ Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers gaurd their merchandise carefully, and attempting to steal from a character earns you a THIEF flag if you are caught (making you free game for killing). ~ -1 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ -1 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> This spell invokes the wrath of Belan on a good victim. It can be very dangerous for casters who are pure of heart. ~ -1 'RECHARGE'~ Syntax: cast 'recharge' <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ -1 'DEMONFIRE'~ Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ -1 'RAY OF TRUTH'~ Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. ~ -1 'PORTAL'~ Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... ~ -1 'NEXUS'~ Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... ~ -1 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. ~ -1 'HOLY WORD'~ Syntax: cast 'holy word' Holy word involves the invocation of the full power of a cleric's god, with disasterous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell. ~ -1 FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ -1 CALM~ Syntax: cast 'calm' One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violence activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ -1 HASTE~ Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow'). ~ -1 SLOW~ Syntax: cast 'slow' <target> Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism. ~ -1 PLAGUE~ Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ -1 'CREATE ROSE'~ Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. ~ -1 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ -1 'CHAIN LIGHTNING'~ Syntax : cast 'chain lightning' <target> Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ -1 SCAN FARSIGHT~ scan farsight Syntax: scan scan <direction> cast 'farsight' The scan command allows the user to detect movement in surrounding areas. The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ -1 MASS HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ -1 'FLOATING DISC'~ Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. ~ -1 FIREPROOF~ Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ 0 $~ #$