#HELPS 0 TIERCAP~ #WUse this command to gain tier kills. Merely mortally wound any player within range and type tiercap. #RRange: #W Any player in the same tier as you except tier 0 status 0 players. Tiercap will not give you anything but tier kills. If you get tier capped you will lose a tier kill. This is the only way to gain tier kills now. #nHutoshi ~ 0 SIGILS~ Sigils are new powerful symbols that can be absorbed by your weapon. These sigils will increase the abilities as well as the strength of your weapons. However, a weapon can only handle the power from 5 sigils. So choose wisely. #PC#pommon #PS#pigils:#n Sigil of Vitality = +1000 HP/MA/MV Sigil of Accuracy = +100 Hitroll Sigil of Damage = +100 Damroll Sigil of Speed = +1 Attacks #CE#clemental #CS#cigils:#n Sigil of Fire = +1 Fire Atk LvL Sigil of Water = +1 Water Atk LvL Sigil of Lightning= +1 Lightning Atk LvL Sigil of Earth = +1 Earth Atk LvL #RR#rare #RS#rigils:#n #W***#LCurrently in idea phase.#W***#n #W***#YBase sigils to start, more to come.#W***#n #W***#YValues will be determined and posted.#W***#n ~ 0 expgroup expgroups~ Exp groups are pefectly legal of course. However this is how it pertains to Ganging. If you're in a religion and exping with someone that is not and a person with a religion attacks a member of that group, feel free to waylay them. They should have thought of that before they attacked. The important parts of hunting is timing and oportunity. However we will carefully watch for abuse. If a non-religion person is harassing you, use bounty, it's why it's there. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. ~ 0 ADVANCEDSTANCE~ Syntax: combat <style> Advanced stances can be learned after you have become a grand master in two normal stances. These stances are much better than the others. MANTIS: Requires CRANE and VIPER before it can be learned. This stance combines a very strong defence with lightning fast counter attacks. DRAGON: Requires BULL and CRAB before it can be learned. This stance uses very powerful attacks, as well as protecting the fighter from injury. TIGER: Requires BULL and VIPER before it can be learned. Probably the most aggressive of all the stances, this style utilizes very powerful and lightning fast attacks. MONKEY: Requires CRANE and MONGOOSE before it can be learned. The only affect of this stance is to completely nullify the advantages of your opponents stance. SWALLOW: Requires MONGOOSE and CRAB before it can be learned. This is the most defensive of all the stances, combining agile dodges with the ability to 'roll' with an attack, helping prevent injury. See also help on 'stance' and 'stancetable'. ~ -1 ALIAS~ The alias system. You are allowed to have 30 aliases. The following commands can be used. alias - Creates a new alias. removealias - Removes an old alias you don't want. showalias - Shows all aliases that you have made. examples : * alias cc c 'dispel magic' By typing cc <target>, the player now casts dispel magic on that target. To remove this alias, a player would simply type 'removealias cc'. Feel free to experiment with aliases. ~ 8 ALIST~ Syntax: alist This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 8 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 0 ANGELS~ #n #n Angels, being the creation of the holy God, were created perfect without any flaw or sin. They are considered holy due to the cause of their createn, smithing evil everywhere and being the messengers of God. The word of an angel is the direct word of God, and must be considered as a divine command by all worshippers. Angelicaura - The aura of justice let's you strike down evil. Martyr - Suffer the pain of others. Innerpeace - Let the love of God heal you wounds. Touch of God - Let the burning wrath of God strike down unbelivers. God's peace - No harm will come to those protected by god. Eye for an Eye - They breake your arm, you cut both theirs off. They scare you gf, you kill their wife. They take your kill, your take their head. - IT'S THE JUSTICE OF GOD! God's Favor - Fill yourself with the love of God. God's Senses - See through God's eyes. Swoop - When you have gained your wings, you can fly anywhere. House of God - No fighting can happen in the house of God. Banish - Banish creatures of pure EVIL. Forgiveness - Forgive the sins of another. Sins of the past - Punish a person for his or her sins. Spiritform - Return to your true form. Harmony - Let the inbalance of your prey wreck his/her body. Touch of God - Strike down the unbelievers with the touch of God. An angel also have WINGS and a HALO, and can create angelic armor suited for their war with hell. The command for creating this godly armor is 'angelicarmor <piece>'. True angels master the art of : PEACE, LOVE, HARMONY and GOD'S JUSTICE ~ 0 ANIMALISM~ This discipline is tied in deep with the origins of the blood of the kindred. These powers are in direct link with the ancient kindred. <<*>> #rBeckon#n This allows you to call certian animals for blood. <<*>> #rSerenity#n This allows you to calm your rage. <<*>> #rPigeon#n This allwos you to transfer any item to another player. <<*>> #rShare#n This allows you to share your mind with mobs of certian levels. <<*>> #rFrenzy#n This is a vampires rage it allos the vampire to increase there hitroll and damroll. ~ 0 ANSI COLOUR COLOR~ Syntax: ansi it is possible to turn colors on/off with the 'ansi' command. #2#uColor - Bright - Dark#n #7Grey #0 ##0 #n #7Red #R##R #r##r#n #7Green #G##G #g##g#n #7Cyan #C##C #c##c#n #7Blue #L##L #l##l#n #7Yellow #Y##Y #n #7Purple #P##P #p##p#n #7Brown #o##o#n #7Random #s##s#n #7Blink #f##f#n #7Bold #i##i#n #7Underline #u##u#n #7White #W##W#n #7Grey/White #w##w#n #7End Color #n##n#n #2See also help 'BGColors'#n ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all the areas in the game, with the author's name and the levels of the mobs that inhabit that area. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. ~ 0 ARENA~ The rules in the arena are simple : * No use of 'safe powers', meaning no going invis, objectform, shadowplane or any other power that leaves you safe from attacks. To beat another player, you must tie them with the 'tie <players>' command, and that player will be removed from the arena and given a restore. Last man (or woman) standing in the arena will be the winner. The arena opens every 2 hours for normal battles, all the normal rules apply, and the winner gets a small prize. Some of these battles will be for base classes alone. (you can type timer to see when the next arena will be). Currently we are working on some nifty arena commands, and so far we have made these commands : * Arenastats - Shows the stats on the people in the arena. * Arenajoin - Let's you join the arena when it opens (happens once in a while). * Resign - Give up, you'll leave the arena and get an arena loss. ~ 0 ARTI ARTIFACT~ There are a series of artifacts scattered throughout the mud. If you are a lucky soul who finds one, keep it because if you log out it will be randomly scattered back into the mud. NOTE: #RYou can only carry #Y1 #Rartifact at a time.#n ~ 7 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ -1 ATD 'Ascension to Darkness'~ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ascension to Darkness -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I would like to thank everyone who has helped me create a good, stable, and fun codebase. Here's a list of all the people who have helped make AtD what it is today, and the current staff of AtD. -Tracker -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Current Staff: Founder/Coder/etc. - Tracker (xxcuthbertxx@home.com) Co-Founder/Coder/etc. - Dreimas (dreimas@hotmail.com) Areas/Ideas/Support/etc. - Jasmine (becca@thelances.com) Ideas - Junsheer -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Special Thanks to these people: Dreimas - He has changed AtD in many ways, Mucho Thanks! Draknuur - Old Coder Jasmine - Helps / Ideas / Areas / Webspace / Did I miss anything? Crisus - See above. -grin- Jarek - Ideas Kuja - Helpfiles Xkilla - Changes Snippet. Kyrlin - Misc. addons. And anyone else whom we may have forgot to mention -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Also, would like to say thank you to the SMAUG team, Envy team, Merc Team, DalekenMUD team, Kavir for the original Godwars, Sage for creating LOW4. ~ 0 AURAS~ The Necromancy power gives the undead knight acces to powerful auras, that the knight can enable with the aura command. level 2 : Death Aura (Your mere presence hurts those around you). level 4 : Might Aura (Increased damroll and hitroll). level 6 : Bog Aura (You stand in a permanent swamp, making it hard to flee from you). level 9 : Fear Aura (Fighting you makes even the most brave warrior piss their pants). level 10 : Cloak of Death (Regen boost when your just about to die). ~ 0 AUSPEX~ This Discipline is one of extrasensory awareness, empathy and perception. Those using this Discipline tend to be strongly affected by environmental phenomena. Vampires with Auspex are able to see and sense things most other people cannot. Auspex is the opposing Discipline to Obfuscate, and they cancel out many of each others powers. <<*>> #rTruesight#n The user can see everything, whether invisible or whatever. <<*>> #rScry#n Allows you to view the room that the specified target is in. <<*>> #rReadaura#n Gives you detailed information about a creature or object. <<*>> #rAstral Walk#n This power allows you to astral to players and mobs. <<*>> #rUnveil#n This power allows you to see into the mind of a weaker victim and watch what ever they do. ~ 1 AVATAR~ To become an avatar, you must have 2000 hps. Then you can use the command 'train avatar' to achive the level of avatar. Once you have trained, you can gain a class by using the command 'selfclass'. ~ 0 BACKSTAB BERSERK BS DISARM KICK PUNCH KILL~ Syntax: backstab <character> Syntax: berserk Syntax: disarm Syntax: kick Syntax: punch <character> Syntax: kill <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. BERSERK will make you strike out at every creature in the room. It will hit players as well as mobiles, so it's a good idea not to use this skill while you are grouped. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. PUNCH will inflict a small amount of damage, and stun your opponent for a short period of time. It also has a chance of breaking your opponents nose or jaw. In order to BACKSTAB, DISARM, KICK or PUNCH successfully, you must practice the appropriate skill. ~ 7 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 0 BATTLEMAGES MAGE MAGES~ The battlemages are powerful wizards that use their knowledge of the arcane to help them in combat. They can command the elements to help or destroy those they choose. A mage is indeed someone to fear. Chant - Use the common spells all battlemages have. Invoke - Learn or use some of the more powerful magics. Magics - Keep track of what magical affects affects you. Teleport - Teleport to any given location. Objectgate - Summon items from afar. Truesight - Enhanced vision. Discharge - Discharge your elementalshields (striking everyone in the room) Scry - Use your farvision. Reveal - Reveals everyone in the room. Magearmor - Make magical equipment. Magetalk - Class channel. Chaosmagic - Random spell effect. Also note that the better the mage is at casting spells (higher spell levels), the more powerful the spells they cast become. NOTE : Battlemages are a unique class made for Dystopia. SEE HELP 'MAGESKILLS' 'MAGESPELLS' 'COMPONENTS' ~ -1 BGColors~ #2Color - Dark only#n #7Red {1#1{{1#n #7Green {2#1{{2#n #7Cyan {6#1{{6#n #7Blue {4#1{{4#n #7Purple {5#1{{5#n #7Brown {3#1{{3#n #7White {7#1{{7#n #7Black {0#1{{0#n #7None {n#1{{n#n #2Note: You must use bright colors for backgrounds See also help 'Color'#n ~ -1 BGColors~ #2Color - Dark only#n #7Red {1#1{{1#n #7Green {2#1{{2#n #7Cyan {6#1{{6#n #7Blue {4#1{{4#n #7Purple {5#1{{5#n #7Brown {3#1{{3#n #7White {7#1{{7#n #7Black {0#1{{0#n #7None {n#1{{n#n #2Note: You must use bright colors for backgrounds See also help 'Color'#n ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 BODY~ The realm of Force powers that master channelling the force through the body. 1 - Jedi Meditation (jedisleep) An enhanced form of sleep. 2 - Shield (jedishield) Prevents people from reading your aura. 3 - Enhanced Dodge (Auto). 4 - Enhanced Parry (Auto). 5 - Shield of the Force (fshield) Using the force to protect your mortal body. 6 - Enhanced Speed (fspeed) Using the force to speed up your actions. 7 - Jedi Touch (jtouch) Stunning an opponent with the force blow. (Only works with more than 90% hp, and not fighting.) ~ 1 BOMBS GRENADES TRIGGER~ Mindcloud has bombs and grenades, to use them simply use the trigger command, followed by the bombs name and how long you wish to set the delay (1-3 rounds). example : trigger grenade 2 ~ 0 BONES~ Bones are the currency of the mud, they are used for buying eq, setting affects on items, and whatever else comes up that you need to pay for. Make sure you pick up bones off creatures you kill. HINT: Set Autobones or Autoloot ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <wand> <target> BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. ~ 0 BREW SCRIBE CARVE ENGRAVE BAKE~ Syntax: cast brew <potion> <spell> Syntax: cast scribe <scroll> <spell> Syntax: cast carve <wand> <spell> Syntax: cast engrave <staff> <spell> Syntax: cast bake <pill> <spell> These spells allow other spells to be embedded in the specified object, which is usually created via the 'minor creation' spell. ~ 1 BRIEF4 BRIEF3 BRIEF2 BRIEF1~ With the command brief1, brief2, brief3 and brief4, you can toggle how much you'll recieve from looking and combat. brief1 -> Information when you look toggled between short/long. brief2 -> Toggle shields, misses and weapon burn/freeze in combat. brief3 -> Toggle dodge/parry messages in combat. brief4 -> Toggle message on exp modifiers, discipline points and class points. brief5 -> For the very sensitive persons - gives a summary of the combat. ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 1 BULLY~ It's not considered nice to harrash players that are much weaker than yourself. It is quite okay to mort and tie someone weaker than yourself if they talked trash, killed your mobs or killed one of your friends, but it is not okay to constantly harrash players that are weaker than yourself simply because you feel like it. Should a player act like a real bully, a special bullyflag will be added to that player. Anyone with a bullyflag will show as a bully on who and have a harder time dodging and parrying. The bully flag will be removed when that player has learned to act like a normal person. (Whether a player is a bully or not is decided at the discression of the immortals, trying to get the immortals to set the bully flag on someone will result in the bully flag being set on yourself) We hope never to actually set the bully flag on anyone, this is afterall a playerkilling mud, and people should expect to be morted, tied and killed; but should harrashment be taken to the extreme by a player, we will set the flag on the offending player. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your magical ability increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 CASTLE~ #CYes you are right, you got your self a new castle!.#n You say#Y 'So whats new?'#n Dracknuur says#Y 'Shut up and read the note!'#n 1. Every castle got a healer/guard now, pure stock! 2. more rooms addet. 3. A entrance (no more safe hugging in castles)...:) Now its up to you, to make the castle as you want it. I want a description for every room in the castle, a long and a short. The Temple Square #R<----#CThis is a short description#n [Exits: north east south west up] You are standing on the temple square. Huge marble steps lead up to the #R<----#Cthis is a long#n temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. A small white fountain gushes forth here. I want to know the name of your healer and guard (short and long description agin) And the info you guard shall shout when your castle is under attack. when you have done all this mail me on mayhaven@worldonline.dk and ill fill it in. colors in the castle you just put in like you do in the game, if i find you not interested in making your castle, ill just find another king. the guard is weak now, we are thinking of making a way to make him stronger, but that is future.....now make your descriptions and mail me. I know some of you spend qp on healer/guards before this...(you will be reimbet) #CFrom now off when there is a change on the mud, it will be on help changes!...#n ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. ~ 0 CELERITY~ This Discipline explains the legendary superior quickness of vampires. Using the Celerity Discipline allows a vampire to move extremely quickly and have extra attacks in the same round. ~ 1 CHANGES~ Syntax: Changes This command will show you the changes that have been made to the code ~ 0 CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. ~ 0 'CHARM PERSON'~ yntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 CHIMERSTRY~ <<*>> #rMirror#n This allows the vampire to form a mirror image of himself which will look exactly as he does but once forced to interact with the real world it will vanish completely. <<*>> #rFormillusion 'target'#n This will form an exact copy of the target and it will be every bit as real to the beholder as real people, however upon death destruction is complete and no traces will remain. <<*>> #rClone 'target'#n The vampire that uses this has the ability to completely clone objects making exact duplicates that are every bit as real and as powerful as the original, however the it is only really an illusion and as time passes so will the clone. <<*>> #rObjectmask 'self'#n By using this power the vampire gains the ability to mask as any object. <<*>> Control 'target' - At this final level of mastery the vampire actaully gains the power to control his illusions and may command them to do his bidding by using [<command>]. ~ 0 CLAIM CALL GIFT LOCATE~ Syntax: claim <object> Syntax: call <object> Syntax: call all Syntax: gift <object> <player> Syntax: locate By claiming an object (which costs 500 exp), that object becomes your personal property. Using the 'locate' command you can find what items currently belong to you and where they are in the mud. If you are not carrying the item, you can get it back by calling it with the 'call' command. You can change the ownership of your own items by use of the 'gift' command. It should be noted that relics CANNOT be gifted. If you are looking for help on the 'locate object' spell, you might want to try typing #Ghelp 'locate object'#n. ~ 0 CLASS CLASSES~ The REQ for training Avatar is 2K hp, and you can gain any of these classes by using the selfclass command just after. #0[#Rdemon#0]#n Demonic fiends from hell. #Y((#Lwerewolf#Y))#n Shapeshifting beasts of the night. #P.o0#0Drow#P0o.#n Cruel dark elfs from the underdark. #C***#Yninja#C***#n Masters of the martial arts and killers for hire. #R<<#0Vampire#R>> #n Ancient beings of great power. #0.x[#0Monk#l]x.#n Masters of the martial arts and inner peace. #P*^#CBattlemage#P^*#n Masters of arcane magic. #Y{#RTanar'ri#Y}#n Bestial demonkind that fights in The Blood Wars. #0[#P*#0]#RShapeshifter#0[#P*#0]#n Strange and powerful beings from the plane of shadows. #p{#0-#p}#0Cyborg#p{#0-#p}#n A mix between man and machine. #C-=#RSam#Yura#Ci=-#n Great warriors, masters of any kind of armed combat. #0|[#LUndead Knight#0]|#n Fallen Paladins cursed to live forever, never finding peace. #Y.x(#WAngel#Y)x.#n God's avengers, send to punish the wicked. #G>*<#wLich#G>*<#n Evil sorcerers that has cheated death and returned as undead. #o(#c*#o)#RHobbit#o(#c*#o)#n Cute little beings that have a fondness for food. #c<>#GG#gian#Gt#c<>#n The firstborn, children of the gods, Tall as trees. #G<<#R(#YFae#R)#G>>#n Mythical creatures from another plane of existance. #G<#0=#Y{#0Drone#Y}#0=#G>#n Nightmarish creatures, spawned from our darkest dreams. #L+#0=#L+#lJedi#L+#0=#L+#n Force using warriors and ancient defenders of the people. #L=#R*#w>#CSky#Wblade#w<#R*#L=#n Rapier wielding warriors from the clouds. #w]>#L*#wPriest#L*#w<[#n Wandering holymen bringing healing to the faithful. #GX#gx#G(#gGhoul#G)#gx#GX#n Horrific undead with a rabid hatred of all things living. #R+#Y(#gDraconian#Y)#R+#n Militaristic relative of true dragons bent on world domination. #r<#R)#WThief#R(#r>#n Skulking ruffians and cutpurses. #Rx#rX#C[#gElemental#C]#rX#Rx#n Beings that are made of and use the four elements. #y<#7/#y+#7>#nPaladin#7<#y+#7\#y>#n Knights with strong virtues and physical prowess. #7[#0{#7B#0lad#7e M#0aste#7r#0}#7]#n A Deadly Melee Class that gains powers automaticly. #0[#r:=#7Dragons#r=:#0]#n Dragons, Ancient beings of the Gods#n. #0(#r*#7Zombie#r*#0)#n Undead beings with metamorphic flesh. #l\#0|#l/-#7S#0hinob#7i#l-\#0|#l/#n class by Kasai, type selfclass shinobi then the element ~ 1 COTN GAINLEVEL PROFICIENCIES RACEPOWERS RARE UNIDENTIFIED BASIC~ This is a Help File for what you need to know to play this mud. Proficiencies: type prof, and you may pick three . The Three you pick will each have +100 to those weapon levels. Gainlevel: There are 200 races levels. Each time you gainlevel, you get a random number of practice points, you also get more damroll, hitroll, and damcap. there Are race powers tied to race levels. The Higher your race level the more racepowers you get. Rares/Basic: Rare and basic eq autoload on mobs, you can objsell what you dont want at recall, east. Unidentified : This flag on rares means you have to go 2 east of recall and type ident rare, dont cast just type to remove the flag so u can ident if. RacePowers: [--------------------[ level 25 ]-------------------] (WeaponEnhance) Raise the average damage on a weapon. (ArmorEnhance) AC bonus to armor. [--------------------[ level 50 ]-------------------] (Mistform) The Ability to turn Ethereal. (Flameblade) The Power to surround a blade with Flames. [--------------------[Race Powers]--------------------] Read help races for ability score caps and race powers. ~ 1 RANK~ Player ranks:- #0R#ra#0n#rk#n 0: Serf #0R#ra#0n#rk#n 1: Peasant #0R#ra#0n#rk#n 2: Apprentice #0R#ra#0n#rk#n 3: Wanderer #0R#ra#0n#rk#n 4: Explorer #0R#ra#0n#rk#n 5: Adventurer #0R#ra#0n#rk#n 6: Veteran #0R#ra#0n#rk#n 7: Champion #0R#ra#0n#rk#n 8: Master #0R#ra#0n#rk#n 9: Mystic #0R#ra#0n#rk#n 10: Ancient #0R#ra#0n#rk#n 11: Seer #0R#ra#0n#rk#n 12: Savior #0R#ra#0n#rk#n 13: Myth #0R#ra#0n#rk#n 14: Legend #0R#ra#0n#rk#n 15: Forgotten #0R#ra#0n#rk#n 16: Chosen #0R#ra#0n#rk#n 17: Avatar #0R#ra#0n#rk#n 18: Omnipotent #0R#ra#0n#rk#n 19: Hero #0R#ra#0n#rk#n 20: Warlord #0R#ra#0n#rk#n 21: Demi-God Rank affects:- AC, HR, DR, Damcap #yThanks to:- #7 Stephen aka Scorpion-ice for the code. ~ -1 ELEMENTAL~ Elemental Elementals are beings of great power from the four basic planes of existence: Earth, Air, Water, and Fire. Their abilities are both mysterious and powerful, and to anger such a creature is to invoke the very wrath of nature. ABILITIES: Truesight : Enhanced vision. Magma : Magma Blast - The Elementals Midrounder. Enflame : A FireShield that damages people when they hit elementals. Gale : Slam your foe with wind to temporarily stun them Evaporate : turn to steam to render yourself invisible Solidify : solidify your outer layer of skin, causing you to take less damage.(AUTO) Naturesfury : Four part midrounder. Disperce : Disperse into elemental particles and travel to another location. Enfold : disperse your air particles, then surround your foe, preventing escape. Earthshatter : shake the earth, damaging the whole room. Hydro : Hydro Blast- Blast opponent with water unstancing them. Elemform : shift into the following forms: Fireform : Extra fire attack each round Earthform : Damage taken reduced Waterform : Automatic chance to stun opponent in combat Airform : +2 modifier to number of attacks Elementaleq : Class Equipment FOUR AUTO ATTACKS Your Flame Blast hits <name> (amount) Your Wind Gust hits <name> (amount) Your Rain Torrent hits <name> (amount) Your Rock Slide hits <name> (amount) ~ 1 PALADIN~ Paladins are warriors whose only goal in life is to increase their physical abilities, in the areas of Power, Speed, Toughness, and Combat. These warriors carry high morals and virtues, with a strong desire to help those in need. Paladins train each and every day to learn the powers of the Paladins of old: -Pmight - Increase your physical prowess. -Holy Wrath - Channel your force into a single devastating blow. -Holy Aura - Your Paladin might harms those that dare to attack you. -Pure Blade - Enhance your Paladin weapons. -Bless Armor - Enhance your Paladin armor. -Bash - Slam into your opponent and knock off their equipment. -Leap - Jump to your opponent in a single bound. -Righteous aura - Shield yourself from scrying eyes. -Retribution - Wreck your opponent's body. Default powers: -Enlighten - Increase your physical capabilities and learn new abilities. -PaladinPractice - Increase your skill with weapons. -Ptalk - Speak with your fellow Paladins. -Holy Vision - See what you could not see before. -Paladin Armor - Forge the eq of legendary Paladins. ~ 0 BLADEMASTER ~ This is a heavily melee oriented class. The Automaticly gain powers through exping. Rapidstrike Opener Pstrike Middy Weaponpractice The high this is, the better a blademasters melee, damcap, parry, dodge, number attacks are based on this. Truesight Seeing the normally unseen. Retort The blademasters ability to seek out his oponents weakness and take advatage of the flaws in their technique getting extra hits. Bladeshow Show the current levels of Blademasters abilitys. Portal Class Travel. CombatStyle This is similar to stance but more versitile -Defense, more parry/dodge -Melee, number attacks bonus -Power, extra autohits -Fury, Damcap Shield Protection from Prying Eyes. -Class by Xrakisis ~ 0 RACES ~ [CLASS] ------------[Ability Scores]-----------[Race Powers]----------------------] str int wis dex con Human 80 80 80 80 80 SuperBerserk High Elf 80 100 100 100 70 Infravision, Lessons, Elfsing, Songs Wildelf 80 100 100 100 70 Infravision, Lessons, Elfsing, Songs Drow 80 100 100 100 70 Infravision, Lessons, Elfsing, Songs HalfElf 80 80 80 90 80 Infravision, Lessons, Elfsing, Songs Gnome 60 110 110 90 60 Airshiptravel, Infravision HillDwarf 100 80 80 80 100 ThunderHammer, Infravision GullyDwarf 80 80 80 80 100 ThunderHammer, Infravision MountainDwarf 100 80 80 80 100 ThunderHammer, Infravision DragonKind 100 100 100 100 100 Hobbit 60 80 80 80 80 Kender 60 90 90 100 60 Giant 110 60 60 60 100 SuperBerserk, Tremble Ogre 100 60 60 60 100 SuperBerserk, Tremble HalfOgre 90 70 70 80 90 SuperBerserk, Tremble Minotaur 100 70 70 80 90 SuperBerserk, Tremble Goblin 60 60 60 70 60 GoblinGrenade Hobgoblin 80 70 70 70 80 GoblinGrenade DuergarDwarf 100 80 80 70 100 ThunderHammer, Infravision Troll 100 60 60 60 120 SuperBerserk, Regrow, Toughskin HalfTroll 90 60 70 70 110 SuperBerserk, Regrow, Toughskin Orc 80 70 70 70 80 SuperBerserk HalfOrc 80 70 70 70 80 SuperBerserk Centaur 80 80 80 80 80 SuperBerserk ~ 0 SHINPOWERS JUTSU ~ To use shinobi powers, simply type 'justu <powername>' Typing justu by itself will show you what powers you know. #0Shadow: Vensai - Travel to a player or mob. Butomi - Create illusions of yourself, the number of illusions is based upon your status. These illusions can not deal damage. Sami - Become invisible to all non-shinobi players. SauTchen - Damage your opponent and attempt to web them. Daemi - Infuse yourself with the shadows, increasing your melee powers. You can not be webbed. Sau Butomi - You can not use this power yourself, but when you use Butomi, all of your illusions will be able to deal damage, parry, dodge, etc in battle. Their strength is in proportion to yours. #RFire: Fagra - Shoot a bolt of flame at your foe. Torra - Create a wall of shurikens, which damage any non-shinobi who walks through them. Bae - Blind whoever you target. Taiegra - Create a shield of fire around yourself, which damages your enemy everytime they hit you. Ennotate - A powerful fire attack which can be used in battle. Lava - Fill the room you are in with lava, this lava damages all non-shinobi's each turn of combat. This lava all increases the power of Fire Shinobis. #oEarth: Eagra - Scry/Readaura shield. Inos - Teleport your target out of the room to a random room. Yaoe - Cover your opponent in a hard clay. Acts like web. Easpi - Powerful Earthen Attack. Eshina - Become one with the earth. Your limbs can no longer be chopped off. You get melee bonuses. Sha - Your skin becomes incredably tough, reducing the combat damage you receive greatly. This only affects melee damage. You can choose to have Soft, Normal, or Tough skin. The tougher your skin, the less damage you take and deal melee. #CWind: Updraft - Travel power. Aero - Area attack wind power, only hits mobiles. Hoana - Scry power. Chagi - Any player afflicted by this, when they look in a room, all the players in that room will instead look like a random player who is logged on instead of who they actually are. Aeblade - A powerful wind based attack. Tornado - All Wind Shinobis in the room become invisible, and can not become visible again until they leave the room or the tornado ends. They gain extra attacks in a torndo. #LWater: Soothe - Heal hp. Wash - Freeze your enemy, they loose a few attacks each round. Fluidity - Your motions become more fluid, increasing your power to dodge, as well as giving more attacks a turn. Aqua - A powerful water based attack. ViuNemTo - Specify a player name, and when that player enters the room, you will automatically attack that player. You gain numerous extra attacks with an ambush. Storm - Water Shinobis become stronger in a storm, and all non-shinobi players get damaged each turn of combat by the storm. #7Holy: Shoju - Increase the average damage of a weapon, and set it Anti-Evil. Mian - Greatly heal the hp/mana/move of a player and remove web/blindfold/tie from them. GoaZenTo - The room you are in becomes a safe room. You will lose hp while this power is in affect (only you). You must have at least 10% of your max hp to keep this power in affect. Hishu - A powrful holy based attack. Beoutu - A powerful holy bless, every shinobi in your group will gain 350 hr/dr, and -500 AC. For each shinobi in your group, this affect will automatically be used again on each shinobi member. So if you have a group of 10 shinobis, each shinobi gains 3500 hr/dr, -5000 AC. If you are not grouped with any shionbis, you gain 350 hr/dr, -500 AC. Yu - Fill the room with holy radiance, increasing the regen of shinobi's in the room while damaging all non-shinobi evil-aligned players in the room. ~ 0 SHINOBI ~ #nA special note, this class can be selfclassed now, and you can leave the kingdom. #0 The shinobi are a secretive group, loyal only to other shinobis. There are 6 types of shinobi, Earth Fire Wind Water Holy and Shadow. Each element of shinobi has its own agendas, but all groups work together as a whole. To become a shinobi, one must seek out a Koge (Ko-gay) of whichever element you wish to pursue. That Koge will then apprentice you, and your life as a shinobi will begin. The shinobi class is also considered a kingdom, and therefore all players within it are treated as if they were in a kingdom. You can leave the Shinobi Kingdom once you become a shinobi, but you may never return to the kingdom. Shinobi powers are obtained by learning 'handmotions' with the handmotions command. each level costing more and more primal each time to obtain. There are 6 handmotions in total for each element. A good Shinobi must also obtain Chakra, the vital force of Spiritual and Physical energy. A Shinobi's Rank is determined by how much Chakra they have, as well as their normal rank + upgrade + class powers obtained. To obtain chakra, a Shinobi only needs to meditate, and stay mediting. #0 The ranks for Shinobi are as follows: #rApprentice: You start as this. Genin: 100k hp/mana/move, 3000 chakra. Jounin: 200k hp/mana/move upgrade 2, 6000 chakra. Kage: 500k hp/mana/move upgrade 3, 10000 chakra. #0 You can apprentice a person yourself, and if you do they get 3 levels automatically in your element, and the first power in the ones surrounding it. This is the breakdown for the elements: #RFire #oEarth #0Shadow #7Holy #CWind #LWater#0 You gain all 6 powers for your element, the first 3 powers of the two elements that are adjacent to that element, and the first power of the two elements which are adjacent to those elements. So a fire shinobi gains all 6 fire powers, the first 3 shadow and earth powers, and the first holy and wind powers. The element opposite of yours you gain no powers from, and your powers will negate theirs or harm them if you are grouped. To see class powers, see: #RHelp ShinPowers#n #YThis class was created for DarkSkies by Kasai.#n ~ -1 CODECREDITS~ Here are the other credits to those wonderful coders out there who make their code available #R* #wSeeds of Hate Codebase by Chino, Trent and Chrono #R* #wMidnight Dreams Codebase by Bryantos, Smoo and Berelain #R* #wDeaths Domain Codebase by Wolfman and Elkor #R* #wAscension to Darkness by Tracker #R* #wJedi Class coded by Listy of God Wars : Rogue Edition #R* #wACK codebase by Stephen Zepp #PAnd anyone else I forgot to mention it was not intentional ~ -1 COLOR COLOUR ANSI~ it is possible to turn colors on/off with the 'ansi' command. Ansi Colors (some may look the same on your client) #7Grey #0##0 #8##8#n #7Red #R##R #r##r#n #7Green #G##G #g##g#n #7Cyan #C##C #c##c#n #7Blue #B##B #b##b#n #7Purple #P##P #p##p#n #7White #W##W #w##w#n #7Yellow #Y##Y #y##y#n Specials #7Random #s##s#n #7Bold #i##i#n #7Underline #u##u#n #7Flashing #f##f#n To stop a color from bleeding into the next line stop it with ##n SEE ALSO - COLOR ~ 1 COMBATSWITCH FAVOR~ These commands has the following function combatswitch <target player> : switches the person you are fighting to the target. favor <left/right/both> : choses which hand you favor in combat. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 COMPONENTS~ #PM#0ages will find that some spells require specific components. These components may be purchased in various arcana shops around the world. To use them, hold the component in a free hand, and then attempt to chant the spell. It is simply a matter of trial and error to find out which component works for which spell, however common sense may help. During casting, some components are consumed, others however, may remain intact, depending on which spell the mage is trying to cast, and how powerful it is.#n ~ 0 COMPONENTS~ #PM#0ages will find that some spells require specific components. These components may be purchased in various arcana shops around the world. To use them, hold the component in a free hand, and then attempt to chant the spell. It is simply a matter of trial and error to find out which component works for which spell, however common sense may help. During casting, some components are consumed, others however, may remain intact, depending on which spell the mage is trying to cast, and how powerful it is.#n ~ 0 CONFIG~ Syntax: config Syntax: config +<option> Syntax: config -<option> This command configures some of your character behavior. With no options, CONFIG shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: ANSI You view things in colour. AUTOEXIT You automatically see exits. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character, taking into account hitroll, damroll, armour class and hit points, and giving you an overview of your chances. If you are considering a player, you will also be informed how skilled they are with their weapon/s, and which stance they are currently using (if any) and how good they are at it. Please remember that this is only a rough estimate. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 COOK~ Cooking is a special hobbit skill, to cook you need to have a cooking pot, but besides that nothing else is needed (A hobbit ALWAYS have tons of food on him/her, and never needs to replenish the stock). Using the cook command to throw ingredients into the pot will cause strange and wonderful effects (sometimes). Only the true master chefs knows all the recipies. Heres a quick example on how to create the 'food frenzy' cook mushroom, cook herring, cook curry, cook cream. Typing those four commands will create the 'food frenzy' effect, the order of the ingredients doesn't matter. Go experiment young chefs. ~ 1 CRACK~ While holding a head in either your left or right hand, typing 'crack' will crack the head open, spilling the brains out onto the floor. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ -1 CRUSADERRANK~ #CThe Ranks among the Crusaders of The One True God#n #GThe Neonates#n of the One True are the backbone of the army of light, and the most common of the churchs followers. Trained for combat, they normally found fighting the crawling chaos that is evil. #GThe Peacekeepers#n of the One True are the elite warriors, ordained through the trials of blood and horror that is the life of a true Crusader. These warriors have seen it all; slaughtered demons by the thousands and faced horrors so old and perveted that most men would die from the telling of the tale alone. #GThe Inquisitors#n of the One True, are feared even by the hearthy and pure; these grimfaces soldiers are the lawmakers and the judges of the One True. The word from one of these alone can condemn an entire village to be burned to the ground. #GThe Grand Knights#n forms a group of warriors within a world of warriors; these are the special forces dispatched only to solve the most delicate of problems. Raised with the discpline and skill at arms that is the birthright of any Crusader, these men also show great skill at subtlety and cunning. Do not underestimate the skills of these men in combat; they may not start hacking at your with their mighty swords the first time you meet them, but you can be sure they'll track you down and slay you without even breathing hard, should you utter a single word against the One True. #GThe Crusaders#n are the the ruling council, and form the circle of of devotion to the One True that is the basis of the church. These men are the are considered the closest thing you can come to the One True, hearing the word of a Crusader is considered hearing the words of the One True. ~ -1 CRUSADERS~ #CThe Crusaders of The One True God#n The Crusaders are a sect of holy knights, paladins and noble warriors, who fight for justice and the love of their One True God. By some the Crusaders are looked upon as saviors, and by some as fools who have spend to much time inside their metal armor, frying their brains. From a historical perspective, we see the crusaders as an important force in the ongoing battle between that which is considered good and fair, and that which is Evil. The Crusaders have been the fuel to spawn many epic battles, and no history book is complete without at least mentioning the legendary battle between the demonspawned Nightlords and the Crusaders, where hundreds of Crusaders gave their life in a succesful attempt to banish the Nightlords back to the planes of Hades. Whether the Crusaders are right in their belief in The One True God (who is commonly refered to as The Hand of Justice), or the God is just an excuse to further the Crusaders own cause (which seemingly is to banish all Evil and restore peace (whatever that means) in the realms), is not up for discussion; you won't find a crusader talking about ethics or discussing the finer points of beliefs and religion, but rather you'll find him on a horseback, swinging his (or her) sword madly, hacking away at evil incarnated. The worshippers oppose The Loa and The Crawling Chaos in the circle of balance. read help on CRUSADERWORSHIP, CRUSADERRANKS. ~ -1 CRUSADERWORSHIP~ The men of the church is under strict order to fight evil, slay those that refuse to worship the One True, and restore peace and order to the chaotic world of Dystopia, using all means possible. Do not stand in the way of these Crusaders, they will stomp you to a bloody pulp and throw themselfs headless into the next battle. To show fear is the worst crime a Crusader can ever commit. ~ 0 CURE HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 CYBORG~ Oilspit - Spit oil on your opponent. Terminator - Turn into a killing machine. Darkness - Summon a globe of darkness. Mechsight - Superior vision. Transmit - Communicate with the collective. Cyborgeq - Create mechanical cyborg armor. Implant - Add enhancements to your body. Collective - List the members of the Collective. Web - Entangle your opponent in a sticky web. Scry - Spy on mobs/players. Readaura - Know the true power of your enemy. ~ 0 DAIMOINON~ <<*>> #rVtwist#n this allows you to change the shape of an object. <<*>> #rGate#n This allows you to gate to players. <<*>> #rBloodwall#n This makes a wall of flowing blood. <<*>> #rGuardian#n This makes a guardian. <<*>> #rFear#n This makes the victim fear you. ~ 0 DBLBUY DOUBLE~ Dblbuy lets users use their hard earned bones for the good of all players. You add your bones to the pot and when the cost is met it gets turned on for 30 minutes. Type Dblbuy for syntax Note: Supertraining triples the chances for a stat to go up each time its used ~ 1 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment (unless it was claimed). Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is half of your current amount, so it's a good idea not to hoard exp. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). ~ 1 DECAPITATE KILL PLAYERKILLING PKILL~ The command 'decapitate' can be used to kill another player that is mortally wounded. Upon killing the player, you gain half of their current experience. Syntax: decap <victim> To see which players are in your playerkilling range, you can either type 'who kill' or simply look at the colors around the players on who (the different colors are explained in HELP WHO). The system that calculates who you can kill, is briefly discussed in the help file HELP PARADOXSTATS. ~ 1 DEITIES GODS WORSHIP~ #n Few gods survive the harsh demands of the mortals in the realms of Dystopia, but at least five religions has been know to be worshipped throughout the realms. These are known as : The Crusaders of The One True God (HELP CRUSADERS) The Worshippers of The Stars (HELP STARS) The Mysterious Loa organization (HELP LOA) The Covern of Gahr, The Crawling Chaos (HELP GAHR) The Pantheon of the Wild (HELP WILD) The five deities form a circle of balance, each opposing two of the others. Religion status : Religions are open, but not 100% done. ~ 1 DEMON DEMONS~ Demons are mortals who have sold their souls for power, but they must take the souls of others to make their power grow, for they are the foul beasts of hell that will stop at nothing to rule the world. To steal a soul, you must simply decap another player. #R*#n #0Inpart#n - use this to give youself demonic powers. #R*#n #0Warps#n - shows warps alrdy gained. #R*#n #0Obtain#n - use this to gain warps (15000 dp each). #R*#n #0Disciplines#n - use research to begin a discipline, when you get a message that you are done, use the train command to improve. #R*#n #0Demonarmour#n - use the command to create demonic armour. #R*#n #0Weaponform#n - use this to transform yourself into a weapon, use the command humanform to return. Also read help on demondiscs, demonpower, warps and evileye for more information. ~ 0 DEMONDISCS~ Hellfire - Immolate, Inferno, Demonseed, Hellfire. Morphosis - Polymorphing powers. Discord - Chaosportal, Unnerve, Evileye. Attack - Claws, Fangs, Rage, Horns, Calm, Graft, Wings, Blink. Corruption - Caust. Nether - Deathsense, Leech. Temptation - The power of hellish charm. Geluge - Entomb, Gust, Freezeweapon, Frostbreath. Immunae - Demon Toughness. ~ 0 DEMONPOWER~ #R*#n #0Fangs#n 2500 Slide out razor sharp fangs, extra attack. #R*#n #0Horns #n 2500 Slide out horns, extra headbutt attack. #R*#n #0Nightsight #n 3000 See perfectly at night. #R*#n #0Toughness #n 7500 Skin hardens and take lesser damage. #R*#n #0Scry #n 7500 Scry a opponent, to know where they are. #R*#n #0Leap #n 500 Leap to objects, or people when in weaponform. #R*#n #0Shield #n 20000 Shield yourself, so no one can scry you. #R*#n #0Immolate #n 2500 Immolate a weapon to burn someone in combat. #R*#n #0Unnerve #n 5000 Force your opponent to unstance in combat. #R*#n #0Leech #n 15000 Leech off your opponent hitpoints. #R*#n #0Claws #n 2500 Slide razor sharp claws, to aid in combat. #R*#n #0Hooves #n 1500 Feet transform to hooves, improve kick. #R*#n #0Wings #n 1000 Able to fly, and unfold wings, to be unhurable. #R*#n #0Speed #n 7500 Have Great speed for better dodges/parries. #R*#n #0Truesight#n 7500 Better awareness, see all. #R*#n #0Magic#n 1000 Able to control your magic in weaponform. #R*#n #0Longsword #n 0 Transform to a longsword. #R*#n #0Inferno #n 20000 Burn yourself when morted, to escape. #R*#n #0Freezeweapon #n 3000 Freeze your weapon, and hurt them with ice. #R*#n #0Demonform #n 25000 Transform to a huge demon, better attributes. #R*#n #0Tail #n 5000 Extend your tail, for an extra tail attack. #R*#n #0Graft #n 20000 Graft 2 more arms, to carry more objects. #R*#n #0Might #n 7500 Resist some damage when fighting. #R*#n #0Travel #n 1500 Travel to any mob or player with nosum on #R*#n #0Move #n 500 Able to move when in weaponform. #R*#n #0Lifespan#n 100 Crumble up faster when a severed head. #R*#n #0Caust#n 3000 Caust your weapon, better average damage. #R*#n #0Entomb#n 20000 Entomb a person, n,s,w,e,up,and down. #R*#n #0Blink#n 15000 Blink a person and do devasting attacks. #R*#n #0Damn#n 30000 Sends a person to HELL and starts a battle ~ 7 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 0 DESCRIPTION~ Syntax: description <string> Syntax: description + <string> Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 DIAGNOSE~ Syntax: diagnose <target> This will show you any injuries received by the target player or mob. If that person is bleeding to death, this will also be shown. ~ 8 DIG LINK~ For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit delete - delete this exit <exit-flags> - type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof] ~ -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ 0 DISCIPLINE DISCIPLINES~ Each Discipline has several power levels and each level must be learnt before the next can be gained. obtenebration : lamprey grab shadowgaze shroud shadowstep shadowplane shadowsight presence : mindblast entrance summon far awe majesty quietus : spit assassinate bloodagony pinch sharpen vsilence flash infirmity thaumaturgy : spew gourge taste cauldron tide theft auspex : truesight readaura scry astralwalk unveil dominate : mesmerise command baal forget acid possession obfuscate : vanish mask shield conceal protean : flamehands change claws earthmeld healing nightsight serpentis : tongue tendrils coil darkheart poison serpent vicissitude : fleshcraft dragonform bonemod plasma zuloform daimoinon : servant guardian fear portal vtwist bloodwall animalism : pigeon share frenzy beckon serenity chimerstry : mirror formillusion controlclone thanatosis : hagswrinkles putrefaction withering drainlife necromancy : preserve spiritgate spiritguard zombie bloodwater melpominee : scream obeah : (purify) (Beast control) (Movement of pure magic) For more information, type 'help <discipline name> thanks to WillaZ for making the missing discipline helps. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. ~ 1 DJINN GENIE~ A powerful fae can summon a djinn or even a genie to their service. This powerful creature will leave after a short while, but while it is in the service of the fae, it will answer simple questions. A Djinn can be asked about any monster in the area where it was summoned. For instance you could say 'What is a demon', and the djinn would try to answer the question. A Genie can find the path to anyone in the same area as it was summoned. Try asking a genie 'please locate demon' and it will give the directions to a demon. The Genie does not always give a straight path, they can be rather tricky. ~ 0 DOMINATE~ This discipline reflects the mystical ability of vampires to influence the minds and actions of others. Dominate is an aspect of the power of the mind and the will. <<*>> #rCommand#n The user can issue a command that the target will be compelled to obey. This will only work on those who's minds are much weaker than the vampire's. <<*>> #rCoil#n This makes your body in a coil like postion ready to attack. <<*>> #rMesmerise#n This allows you to take over mobs and players. <<*>> #rPossession#n This allows you to tkae over a players mind controlling them. <<*>> #rAcid#n This fills your blood with acid making it so you cannot be embraced. ~ -1 DRACONIAN~ Draconians are half lizard, half man shape shifters who seek to claim their rightful place as rulers of the world. They will stop at nothing and employ many cruel tactics to achieve victory over their foes. Draconians are a militaristic race, and masters of strategy. Use extreme caution when facing one of these beasts. 'spike grow <amount>' - Grow deadly spikes 'dragonorb <green/yellow> tap' - Tap into the power of the Dragonorbs See - 'DRAGONORBS' ~ -1 DRAGONORBS~ Yellow Dragonorb Fiery eyes - Heighten your awareness Claws - Grow deadly draconian talons to rend your foes (dclaws) Headbash - Smash your head into your enemies for damage and stun Alacrity - You now move with the speed and agility of the Dragon Acidblood - Even your blood becomes a deadly weapon Lizardform - Shift into your true form Green Dragonorb Tail lash - Use your long tail to trip your enemy Venomspit - Spit your deadly poison at amazing speeds Dragonmight - Embody the spirit of the Dragon to become even stronger Scales - Grow protective scales Gasbreath - Breathe a cloud of deadly gas Firebreath - Set your enemy on fire with a blast of flame ~ 0 DRINK EAT FILL EMPTY~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container from a fountain. EMPTY empties the container onto the floor. ~ 1 DRONES~ Drones are horrid creatures, able to bend the fabric of reality to their liking, few details are known about this strange breed of dark beasts, for those that encounter them either lose their life or sanity. Drones master three realms of power, each of those again holding three spheres. #G<#0=#y{#0Realities#y}#0=#G>#n #P*#n Horrid - Truesight, Horrid, Nightmare. #P*#n Distorted - Visage, Distort, Nightmare. #P*#n Alternate - Memorytwist, Realityshift, Nightmare. #G<#0=#y{#0Psyche#y}#0=#G>#n #P*#n Willpower - Memorytwist, Shield, Mentalblock. #P*#n Mindcontrol - Visage, Readaura, Dreamscape. #P*#n Psionics - Psionicburst, Mindseye, Mindwarp. #G<#0=#y{#0Combat#y}#0=#G>#n #P*#n Evasion - The ability to dodge and evade attacks. #P*#n Fortitude - The ability to resist attacks, reducing damage taken. #P*#n Focus - The ability to focus attacks, causing more damage. Prompt info : Special 1 will show if the drone can use distort. Also read help on MEETING. ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 DROW DROWS~ Drow are an elite and deadly force of mages clerics and warriors. They are dedicated to there deity Lloth. Lloth binds them togther and grants them there powers. The drow channel power thought Lloth avatar to gain favour's in return. * Grant - Command to grant powers to followers * Drowcreate - Command to create drow relics * Sign - Drow chat channel * Drowpowers - View the powers you currently have * Lloth - Show all online members of the church of Lloth In addition drow's can have a number of powers granted to them by Lloth Type 'help Drowpowers' or 'help Drowclasses' for more ~ 0 DROWCLASSES~ Drows can be granted specialization in a class by their matron. * Mage - Higher spell levels in red and purple magic. 'chaosblast' skill. * Cleric - Higher spell levels in blue and green magic. 'heal' skill. * Warrior - Higher weapon skill. Extra attack. * Weaponmasters - Gain both heal, chaosblast and the extra attacks. You can only become a weaponmaster by getting generation 2. ~ 0 DROWPOWERS~ * Drowsight - lets you see all people and rooms * Drowshield - shield your aura from others * Levivation - super fly spell (automatic) * Darkness - turns a room complety dark to everyone else * Drowpoison - favour to grant poison & immunity (automatic) * Drowfire - improved faerie fire * Spider - creates a drow spider follower (cast mount) * Garotte - utilize a whip to choke your victim * Dgarotte - Dark Garotte used from the Darkness * Spiderarms - more arms to increase parry/attack speed (automatic) * Drowhate - invoke the hatred drows have (+dam,random attacks) * Spiderform - can transform into a giant mutant spider * Web - shoot spidery webs at your victim * Confuse - confuse your opponent, causing them to flee * Glamour - make your items appear more glamourous * Earthshatter - shake the earth, damaging the whole room * Speed - drow quickness! * Toughskin - reduce damage due to toughened skin * Darktendrils - extra attacks that almost always hit. * Fightdance - Your weapon dances around parrys. ~ -1 DYSTOPIA~ [Note: this entry may not be removed or altered. See the file dystopia.license] Original Dystopia created and maintained by Thomas Andersen as Vladd [sirvladd@hotmail.com] Henrik Jensen as Dracknuur [mayhaven@worldonline.dk] Dennis Aagaard as Tarasque [daagaard@hotmail.com] Brian Graversen as Jobo [jobo@daimi.au.dk] Thanks goes to KaVir.... for the godwars codebase and additional code and helpful webpage. Mandrax.. for the signalhandling code. And to all the players of Dystopia, for the great times and tons of fun. ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 ESCAPE~ This command allows you to transport to the temple of midgaard when mortally wounded. Unfortunately, it also reduces both your mana and move to 0, and informs everyone else on the mud that you are lying defenseless at recall...so be careful how you use it. ~ 1 EVILEYE~ Syntax: Evileye Syntax: Evileye Action <action> Syntax: Evileye Message <message> Syntax: Evileye Toggle Spell/Other/Self Evileye is a power for demons to make those who dare look at them pay the price. * Evileye action is for setting what happens when somone looks at you, such as making them chat something, or making them do something, like walk south. * Evileye Message sets what they see right before they do the action, such as "Don't stare" or something. * Evileye toggle sets who it works on, Other for other than you, self is kinda self explainetory, and spell is for when someone casts a spell on you. Help file donated by Faekiss. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 EXPERIENCE XP~ #n #n Experience is gained by killing mobs, the amount of experience gained through a kill depends on the level of the mob being killed. There are also different modifiers like happy hour and newbie exp. The exp modifiers are as listed : * Newbie hours (The first 4 hours) : gives 200 % extra exp. * Happy (Immortals can set this) : gives 100 % extra exp. * Pkscore (only positive value) : gives 1 % for each 50 pkscore. * Tithe (worshippers only) : gives -5 % exp (that's less) * Mccp (read Help mccp) : gives 25 % extra exp. * Alignment (explained below) : gives +/- 25% extra exp. #GAlignment explaned#n If your kill a mob of the opposite alignment as yourself, fx. if your aligned good and you kill an evil mob, you gain 25% extra exp from the kill. BUT if your the same alignment as the mob you get 25% LESS exp from killing that mob. #GGuidelines about modifiers#n * DO NOT ask immortals to turn on Happy Hour! * Use #Ymccp#n to get the 25% extra exp, it helps the mud run smother. #RYou can use mccp with #YANY#R mudclient out there, please#n #Rread the help file on #Ymcclient#R if your normal mudclient doesn't#n #Rsupport mccp by itself. Mcclient is NOT a client, it simply helps#n #Ryour normal client so it can use the mccp protocol.#n * If you for some reason don't get a certain modifier even though your sure that you should get it, please recheck everything, perhaps you shouldn't get it afterall. ~ 1 FAE~ The Fae is an ancient races of faeriekin, that roam the planes of Limbo and Gehenna. They are rarely seen in the mortal realms, but those who are so lucky (or misfortunate, depending on what happens) to meet one of the Fae, will have quite a story to tell their grandchildren. Do not let the Fae's diminished stature fool you, they are indeed a force to reckon with, controlling the raw energied of the plane, and conjuring powerful magics into existance with the snap of a finger. The Fae study the arts of Woodlore and ancient magics, and are devotees of the disciplines of #GARCANE#n and #GNATURE#n (research and train commands to improve). The four forces the Fae control are called plasma, energy, will and matter, to unleash these energies, the Fae needs to channel these forces into existance, using their own "bodies" as the vessel of creation. It should be noted that the Fae doesn't have a real mortal form or body, but rather are beings of energy. The Fae takes a mortal form upon entering our world, but they can reform this body whenever needed, thus realising their stored energies and reforming lost limbs. The truly powerful of the Fae can reform their bodies into pure elemental form, becoming a true Force of Nature. The only real important powers for a Fae is #GInfuse#n and #GChannel#n, which let's the Fae summon and discharge the four forces of the Fae. Be warned though, Fae is a bit hard to play. Prompt info : Special 1/2/3/4 are used for energies and Special 5 is used for faeshields. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FASTDRAW~ FASTDRAW is automatic, if you have it. If another player attacks you while you have any sheathed weapons, you will draw them out with lightning speed and strike your opponent before they are able to land any blows on you. If you have any items in your hands at the time, you will throw them aside before drawing your weapons. ~ 0 FIGHT STYLE FIGHTSTYLE~ Syntax: fightstyle <number> <style> This is used for unarmed combat, and it allows the fighter to decide on their style of unarmed attack. Many different types of attack are possible, each with different advantages and disadvantages. Your first attack in combat always uses the first number slot. If you have a second attack, this will draw a fighting technique from slots 1 to 4. If you have a third attack, it will draw a fighting technique from slots 5 to 8. Any other attacks are randomly drawn from any of slots 1 to 8. If the slot is blank (0) then the attack is a standard unarmed attack. ~ 1 FIGHTTIMER FT~ On your standard prompt you will notice a section called 'ft', this is your fighttimer. When your fighttimer is larger than zero, then no room is safe, and certain powers will no longer work. Also, the portal spell can be used against you, even though you have the nosummon flag on. You gain a fighttimer each time you do battle with another player, and it will slowly drop outside combat. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. ~ 7 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ -1 FORGE~ #GForging rare metals onto your equipment gives extra hitroll and damroll#n * copper = 3/3, iron = 6/6, steel = 9/9, adamantite = 12/12, mithril = 16/16 #GForging hilts onto weapons gives strange effects, depending on what spell the weapon had already.#n #GShould a weapon not have any spell to begin with, the effect will be :#n * ivory = curse ebony = blind crystal = dispel evil marble = drain * gold = lightning bronze = acid sandstone = fire limestone = poison #GForging equipment with gemstones will _replace_ the old spell affect and set the follwing instead :#n * diamond = sanctuary emerald = acid shield sapphire = ice shield ruby = fire shield * jade = protection pearl = invis topaz = lightning shield amethyst = fly * onyx = sneak opal = pass door lazuli = detect invis syntax : forge <gem/metal/hilt> <item> ~ 0 FORTITUDE~ Fortitude describes a type of supernatural toughness and vigor which allows Kindred to resist harm. Many vampires are very tough and are able to withstand a lot of injury inflicted by weapons and spells. However with the Fortitude power, they resist damage even further by often keeping the weapons from harming them at all. ~ -1 FORTRESS~ This is a new arena system that lets you challenge other players to a spar or deathmatch Syntax: Challenge <player> spar/death Note: If you spar you don't lose or gain status ~ -1 GAHR~ #RThe Covern of Gahr, The Crawling Chaos#n A long time ago, or so the legends tell (not much is known of Gahr before the Time of Chaos) Gahr was a powerful god, revered by most of the other gods. Gahr was the god of War, and dabbled a little in the arts of magic. As the story goes, Gahr got delusions of Grandeur and called upon forbidden magic to enlargen his domain; something went awry and the forbidden magic took a terribly toll on Gahr. His sanity. Unable to sustain his immortal form, he became what is now know as The Crawling Chaos. An evershifting form of tentacles, teeths and scorched fur. Without his sanity Gahr was unable to sustain control over his wast domain, causing what is known as the Time of Chaos. The churches of Gahr turned upon themselfs, and the worshippers died by the thousands in the war. Today Gahr is mostly worshipped by the cruel and twisted, being the god of madness and chaos he is also the god of slaughter and destruction, and many vile deeds are commited in his name. Evil warlocks and other spellcasters often invoke the name of The Crawling Chaos when powerful and destructive magic is called open, and many a sadist and murderer is a member of the Covern of Gahr, The Crawling Chaos. The Worshippers oppose The Crusaders and The Pantheon of the Wild in the circle of balance. Also read help on GAHRRANK. ~ -1 GAHRRANK~ #RThe ranks in the Covern of Gahr, the Crawling Chaos#n #GThe Slayers of Gahr#n are some of the meanest bastards that walk on two legs; born and breed for the sole purpose of slaughter and destruction these vile creatures are known for their savage fury and ability to hunt down any prey. #GThe Diabolists of Gahr#n form the occult backbone of the Covern; these men and women drive the followers of Gahr into a worshipping frenzy and are responsibly for channeling the powers of Gahr into a destructive purpose. The Diabolists make most of the planning and thinking in the Covern. #GThe Eyes of Gahr#n are cursed with much the same madness as Gahr himself, these are speciel worshippers, touched by Gahr, and infused with a part of the God. Driven mad and crazed by this constant unholy presence inside them, they are feared not only by innocent, but also by many followers of Gahr. They are known to act irrational, and strike out at anyone for no apperant reason. #GThe Voices of Gahr#n are a sorry bunch. Not much of the mortal that worshipped Gahr is left, at least not of the sane mind that once possesed the body. These rambling, vulcanos of utter power, unleashes raveging, destrutive forces upon buildings and mortals alike. #GThe Abominations of Gahr#n are those that have undergone the final transformation and has become a demonthing, avatars of Gahr himself they are sometimes called; like Gahr they seem to have no control over their bodies, their limbs are hideously deformed, and their faces and features are those of a demonic nightmare. ~ -1 GAMES~ Syntax: game slots <slot name> Syntax: game highdice <bet> For information on these games type: Slot Machine Help - type 'help slots' High Dice Help - type 'help highdice' v2 More games are coming in the future. Sembiance (bert@ncinter.net) ~ 0 GENERATION GENSTEAL~ All new chars start at generation 6, and can improve their generation by stealing generation from other chars with same or better (lower) generation than them self. syntax : gensteal <victim> victim must be morted. Generation gives a damcap bonus. At generation 2 your max weaponskill goes up by 10%. At generation 1 your max weaponskill goes up by 20%. ~ 0 GHOUL~ #GG#chouls are powerful undead beings, once human, that arrise from the grave to kill again, and seek revenge on those whom have caused them harm in their mortal lives. These horrific creatures possess many supernatural powers from beyond the grave, and are very deadly in combat, although much stronger during the night hours. Ghouls gain powers by expending GP (ghoul points). These points are gained by consuming the lifeless corpses of slain victims. If a ghoul happens to find and consume a brain, they receive bonus GP and hitpoints #GTyping #c'realm' #Gwill show you the realms of power ghouls have access too. #gTo learn powers type : #G'realm <shadow/zombie/undead> manifest' #GYou can see the powers each gives by typing #c'realm <shadow/zombie/undead>'#n also see... 'HELP REALMS' ~ 1 GIANTS~ The Giants were the first to walk this world. In the beginning, before the gods created man, and populated the worlds, the Giants would walk with the gods, they were scholars and warriors, born and breed in the image of the gods. Then came the time of man; humankin started walking the same earth the Giants had thought their own for millinia; the time of the Giantwars started, and for many centuries the children of the gods fought the onslaught of man. Finally the Giants, who had always been few in numbers, lost, and retreated to the barren parts of the world. Living in the wast wilderness, in the mountains and on the barren plains, the Giants declined, both in numbers and in spirit, they became the race of Giants we know today. The big and ugly brutes, that hates all of man. Few are those that meet a giant and lives to tell about it, such is the hatred of the Giants. Smack, Bash and Thwack - Attack types, combo based. Longstep - Walk somewhere fast. Growth and Giantgift - Gain powers and grow higher. Dawnstrength and Standfirm - Prepare to give a good bashing. (standfirm costs class points to keep active). Earthpunch and Sweep - Special attacks. Stoneshape - Modify equipment. (costs 50 qps). Revival - Call for the earth to restore you. Deathfrenzy - Look out for giants when they enter the frenzy. also rumble, truesight, scry and giantarmor. ~ 1 GLAMOUR RESHAPE VTWIST CAMOUFLAGE~ Reshaping powers can be used to rename equipment, this is the correct syntax to use for any of the reshaping commands. reshape <targer object> [name|short] <new name> name : Changes the keywords of the item (that which you type to handle it) short : This is the name shown, when you look at the item. example for renaming a dagger to 'Purple Dagger' reshape dagger short Purple Dagger ~ 1 GNOSIS~ Gnosis is the power of the garou, and is used to power certain powerful werewolf commands/powers. To regenerate your gnosis, you must be sleeping. Training gnosis costs experience points, and the command 'train gnosis' is used to increase your maximum level (the final max is 20). ~ 0 GODLESS~ By typing this, you will no longer be affected by most god commands, including restore, force, slay, mset, transfer, deny, freeze, etc. You can toggle your godless flag on and off at will, and everyone in the mud is informed each time you do this. ~ -1 GODWARS~ God Wars was created by Richard Woolcock, aka KaVir. Thanks also go to the following people (in order of help given): ...Zarkas, for teaching me how to mud properly. ...Malice, for getting me into the implementor and coder side of things. ...Haus, for inspiring me to create a mud without levels. ...ShadoWeaver, for providing me with my first (and free) site. ...Rotain, for helping with the code - and the debugging. ...Calamar, for adding some nifty code that I still don't understand. ...Stephen from ACK mud, for coding advise and suggestions. ...Monochrome BBS, for supplying me with a decent free site. ...Lucifur, for providing a USA mirror site for the USA players. ...Shaddai, for a mirror site, code snippets and bug reports. ...Arioch, for comments, suggestions, and help running the mud. ...Tepic, for writing the web pages, and helping run the mud. ...Pandora, for trying to bring some semblance of order to the mud. ~ 7 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some useful numbers for new imms are: Limbo: 2, The Temple of Midgaard: 3001, The Entrance to Mud School: 3700, The Chat Room: 1200, The Dark Crypt: 30001, The Temple Altar: 3054, Hell: 30000. ~ 0 IMC2~ IMC2 MUD-Net versions 3.00 through 3.22a developed by Alsherok and Crimson Oracles Copyright (C) 2002-2003 Roger Libiez ( Samson ) Additional code Copyright (C) 2002 Orion Elder Registered with the United States Copyright Office TX 5-555-584 IMC2 Gold versions 1.00 though 2.00 are developed by MudWorld. Copyright (C) 1999 - 2002 Haslage Net Electronics (Anthony R. Haslage) IMC2 version 0.10 - an inter-mud communications protocol Copyright (C) 1996 & 1997 Oliver Jowett <oliver@randomly.org> The following is a list of the user level commands commonly available to players on IMC enabled muds. Note: You will need to meet the mud's minimum level requirement before being able to access IMC. You will be notified upon reaching the appropriate level. imcchanlist: Lists the current channels on IMC and the levels at which they can be used. If you are able to see the output, then you can more than likely tune in to at least one channel. imclisten [channel]: Lists the channels you are currently tuned in to. If a channel name is specified, then the command toggles the channel on or off for you. imclist: Lists the muds which are currently connected to the IMC network. See these general commands: IMCBEEP, IMCCHANLIST, IMCLIST, IMCLISTEN, IMCREPLY, IMCTELL, IMCLOCATE, IMCFINGER, IMCQUERY, IMCWHO, and IMCIGNORE See these administrative commands: IMCCOMMAND, IMCDENY, IMCBAN, IMCPING, IMCSETUP, IMCSOCKETS, IMCSTATS, and IMCCONFIG ~ 0 IMCBEEP~ Syntax: imcbeep person@mud - "beep" a player over IMC Sends a short sound tone to the person on the target mud. If their terminal program supports it, it will make an audible beep to get their attention. If you don't get a response, don't keep beeping. The person may be busy or away and spamming them will only tick them off as well as possibly leading to your IMC priviliges being revoked. See also: IMC2 ~ 0 IMCCHANLIST~ Syntax: imcchanlist - list all known IMC channels imcchanlist (channel) - list details on one IMC channel IMCCHANLIST displays information on channels active on IMC. Without arguments, it will produce a display similar to: Name Local name Owner Perm Policy Hub01:ichat ichat Paradigm@Pabulu Imm Open Hub01:icode icode Paradigm@Pabulu Imm Open Hub01:pchat pchat Paradigm@Pabulu Mort Open Hub01:bridge1 ibchat Paradigm@Pabulu Imm Open hub00:music mchat Xorith@SOR-Live Mort Open hub01:admin iadmin Paradigm@Pabulu Admin Private Hub00:00Haven (not local) Xorith@SOR-Live Imp Private This shows the channel's network name (eg. Hub01:ichat), the local name eg ichat - which can be used as an abbreviation in IMCSETUP, and which is also the command to speak on that channel), the owner of the channel (eg. Paradigm@Pabulum), and the channel's policy. Channel policies available in version 3.22a are: open, and private. Open channels can be seen and used by anyone meeting the mud's minimum level for IMC2. Private channels can only be seen and used by the list of invited users. If a channel is not configured locally, it will have (not local) for its local name. If a channel is configured locally, but is not actually active on IMC2, it will have an Unknown flag on it. IMCCHANLIST with a channel name will provide detailed information on that channel. For example: Channel Hub01:ichat: Local name: ichat Regformat : [ichat] %s: %s Emformat : [ichat] %s %s Socformat : [ichat] %s Perms : Imm Policy : Open -- Open to all muds Owner : Paradigm@Pabulum Operators : remcon@pabulum paradigm@pabulum Invited : Excluded : This displays the channel name, local name, policy and owner, as above. It also displays: - The minimum permissions needed on your mud to see the channel. - The format for displaying messages from the channel. These can contain any color codes etc that your mud uses. Regformat is the string displayed when someone speaks normally on the channel - the first %s is replaced by their name, the second %s by what they say. Emformat is a similar string for emotes. Again the first %s is their name, the second %s the text of their emote. Socformat is a similar string for emotes. Except there is only one %s and is the format used to send socials to the network. - Any operators for the channel. This can only be changed by the owner of the channel. Operators can modify the 'invited' and 'excluded' fields via the IMCSETUP command. - The invited and excluded people on the channel. See also: IMC2, IMCSETUP, IMCCOMMAND ~ 113 IMCCOMMAND~ Syntax: imccommand (command) (channel) [(data..)] Common commands: create (channel) - create a channel refresh (channel) - refresh channel data list [(channel)] - list available commands destroy (channel) - destroy a channel policy (channel) (policy) - change channel policy addop (channel) (name) - add a channel operator removeop (channel) (name) - remove an operator invite (channel) (name) - add an invited name uninvite (channel) (name) - remove an invited name exclude (channel) (name) - exclude a name unexclude (channel) (name) - remove an exclusion IMCCOMMAND is used to send commands to a channel daemon elsewhere on IMC. It directly affects the channel itself - any changes made here will affect all muds using the channel. Since the actual commands are interpreted by the channel daemon, not your mud, what is available may vary. To get a list of available commands, use IMCCOMMAND list (nodename) for public commands, or IMCCOMMAND list (node:channel) to see what commands you have for that channel. IMCCOMMAND refresh asks the daemon to refresh your mud's information for a channel, if it ever gets out of sync. Asking for a refresh of nodename:* will refresh all channels on that daemon. IMCCOMMAND create creates a new channel, with you as the owner. IMCCOMMAND destroy destroys a channel. You must own the channel. IMCCOMMAND policy changes the basic policy of the channel. You must be the owner. IMCCOMMAND addop/removeop add and remove operators from a channel. You must be the owner, and specify the operator's full user@mud name. IMCCOMMAND invite/uninvite/exclude/unexcluded modify the invite and exclude lists for a channel. You must be the owner or an operator on the channel. Either a full user@mud or a simple 'mud' name (no @) can be specified. See also: IMC2, IMCCHANLIST ~ 113 IMCCONFIG~ Syntax: imc <field> [value] Configuration info for your mud. Changes save when edited. You may set the following: Show : Displays your current configuration. Localname : The name IMC2 knows your mud by. Autoconnect: Toggles automatic connection on reboots. Minlevel : Sets the minimum level IMC2 can see your players at. Immlevel : Sets the level at which immortal commands become available. Adminlevel : Sets the level at which administrative commands become available. Implevel : Sets the level at which immplementor commands become available. Infoname : Name of your mud, as seen from the imcquery info sheet. Infohost : Telnet address of your mud. Infoport : Telnet port of your mud. Infoemail : Email address of the mud's IMC2 administrator. InfoWWW : The Web address of your mud, cannot contain tildes. InfoDetails: SHORT Description of your mud. Connectname: Name of the hub your mud connets to IMC2 on. Connectaddr: DNS or IP address of the hub you mud connects to. Connectport: Port of the hub your mud connects to. Connectpwd1: Client password for your mud. Connectpwd2: Server password for your mud. The localname command set the IMC name of -your- mud. Use with care. See also: IMC2 ~ 103 IMCDENY~ Syntax: imcdeny <person> <local channel name> Syntax: imcdeny <person> [tell/beep/finger] This command allows you to deny players the use of a local channel, the tell functions, beep functions, and finger functions. It is a simple toggle that can be changed as needed. See also: IMC2 ~ 0 IMCFINGER~ Syntax: imcfinger (person@mud) - get information about a player Requests information about a specific person on the target mud. The mud will either respond with information they feel is appropriate, or with a message saying finger is not supported. When used with the bridge, typing imcfinger (mud@i3) will produce a who listing of the target mud. See also: IMC2 ~ 0 IMCIGNORE~ Syntax: imcignore - list current ignores imcignore add <target> - add entry to ignore list imcignore delete <target> - remove entry from ignore list The IMCIGNORE command blocks all messages specifically directed toward an individual user and is your first line of defense against an annoying pest. You can specify individual users, or an entire mud using wildcards like so: imcignore pest@mud imcignore *@mud imcignore pest@* Before going to the mud's administration with a complaint, try this first. If the particular person you are attempting to ignore continues to cause problems or is becoming a nuisance to the mud in general, advise your mud administration to seek the use of an IMCBAN command against them. Be prepared to justify this with a good reason and provide any documentation of any incidents your administrators ask for. See also: IMC2 ~ 113 IMCBAN~ Syntax: imcban - list current bans imcban add <mudname> - add mud to ban list imcban delete <mudname> - remove mud from ban list The IMCBAN command is used to stop an individual user, or an entire mud from sending any traffic to your mud at all. This is your second line of defense in the event individual user-level ignores fail to do the job adequately for you. This is a somewhat drastic measure and should only be used in elevated cases. In general it is best to have documented cases of problems with individual users on your mud before resorting to this. All incoming traffic from the offending mud is simply dropped and no further action taken on the packets. If this level of action fails to stop the problems you are having, document the incidents and proceed to the next level and seek assistance from the hub administrator of the hub you are connected to. They will be able to direct you further, and can issue bans at the hub level if need be. See also: IMC2 ~ 0 IMCLIST~ Syntax: imclist - get a list of active muds on IMC2 'IMCLIST' lists active muds on IMC2. It lists all the muds which this mud knows about on the IMC2 network, what client version they run ( or hub version in the case of hubs ), what network they claim to be registered with, and what hub they are routed from. See also: IMC2 and IMCQUERY ~ 0 IMCLISTEN~ Syntax: imclisten - display current channel status imclisten (localname) - toggle a channel IMCLISTEN lets you show and toggle which channels you are listening to. Without arguments, it will show you the channels you belong to; with an argument, it will turn that channel on or off. Any channels you listen to must be locally configured first - see IMCSETUP. IMCCHANLIST can be used to see available channels. See also: IMC2, IMCCHANLIST and IMCSETUP ~ 0 IMCLOCATE~ Syntax: imclocate (person) - find a player on IMC Sends a request out to all muds on the IMC network looking for the specified player. If they are online and visible, a response will be sent back indicating this. See also: IMC2 ~ 113 IMCPING~ Syntax: imcping (mud) IMCPING allows you to trace connectivity of another connection from your own. As shown in the example below, you are given the amount of time in milliseconds as well as the send and return paths. This example is a ping from Pabulum to Alsherok. Pabulum: 751ms round-trip-time. Return path: Pabulum!Hub01 Send path: Alsherok!Hub01 Keep in mind that the reported times may not be an actual representation of how long the trip really took since this also counts the length of the idle time the code took to process it. See also: IMC2 ~ 0 IMCQUERY~ Syntax: imcquery (mud) (command) - ask for information from a mud IMCQUERY is similar to IMCWHO, except it requests different information from a mud. Each mud differs in what information it supplies. Typically at least the following are supported: help - this list who - who listing info - mud information list - active IMC connections direct - direct IMC connections config - local IMC configuration istats - network traffic statistics finger xxx - finger player xxx wizlist - Immortal list See also: IMC2 ~ 113 IMCSETUP~ Syntax: imcsetup setlocal (channel) (localname) - locally configure a channel IMCSETUP delete (localname) - delete a channel IMCSETUP rename (oldname) (newname) - rename a channel IMCSETUP regformat (localname) (format) - change channel talk format IMCSETUP emoteformat (localname) (format) - change channel emote format IMCSETUP socformat (localname) (format) - change channel social format IMCSETUP level (localname) (level) - set channel level IMCSETUP allows you to change the local configuration of an ICE channel. None of these commands have a lasting effect on the channel's configuration on other muds. IMCSETUP setlocal configures a channel. It connects the specified channel (of the form nodename:channelname) to a local name. For example: IMCSETUP setlocal Hub:IMCChat imcchat. The local name is also the command used to speak on the channel. When the channel is configured, default values are filled in for regformat, emoteformat, socformat and level. IMCSETUP delete removes this link. It does not affect the channel itself; it just deletes the local configuration link for the channel. IMCSETUP rename changes the local name of a channel. It does not affect the channel name itself for other muds - just the command used locally to access it. IMCSETUP regformat, emoteformat and socformat change how a channel is displayed locally. Each format string must have exactly two %s's within it, except socformat, (this is checked for) - the first will be replaced by the speaker's name, the second by whatever they say or do. Regformat is used for normal speech, emoteformat is for emotes and socformat is for socials. IMCSETUP level sets the minimum level necessary on your mud to hear or use the channel. See also: IMC2, and IMCCHANLIST ~ 103 IMCSOCKETS~ Syntax: imcsockets - display IMC socket usage IMCSOCKETS displays the current connection state for the direct IMC connections that your mud has. The various fields are: Desc : the system-level descriptor used for this connection Mud : which site this connection is for State : how far through the connection process this connection is: - connecting: waiting for the other end to accept our TCP connection - wait1: waiting for the password from an incoming client - wait2: waiting for the server to respond to our password - connected: the connection is completely 'up' Inbuf : size of data waiting in the input queue for the connection. Outbuf: size of data waiting in the output queue for the connection. Spam1 : spam-protection counter Spam2 : spam-protection counter Note: This command now only shows you the data for your connection to the hub. No other muds will be listed since this ability was removed for 3.10+. See also: IMC2 ~ 113 IMCSTATS~ Syntax: imcstats - displays useful statistics IMCSTATS shows some useful statistics about how much traffic your mud is generating due to IMC. See also: IMC2, IMCLIST and IMCQUERY ~ 0 IMCTELL IMCREPLY~ Syntax: imctell (person@mud) (message) - send a 'tell' to another player Syntax: imcreply (message) - send a 'tell' to the last player to send you a IMCTELL imctell Name:MUD@I3 (message) - Sends a tell to a person on the I3 network. IMCREPLY will work on either a normal IMCTELL or one forwarded by the bridge. A private message can be sent from you to a person on another mud. To send a reply to someone who sent you a tell, simply use the IMCREPLY command with your message. Due to certain conditions within the network, your conversations COULD be monitored, so don't send anything critical, like passwords or credit card numbers ( or anything else you don't want to risk being snooped ), over an IMCTELL. See also: IMC2 ~ 0 IMCWHO~ Syntax: imcwho (mudname) - ask for a who listing from another mud imcwho i3 - Shows I3 network mudlist. Requests a list of the current players on the target mud. Invisble players will not be displayed. You should use the mud abbreviation listed in 'IMCLIST' when issuing a IMCWHO. See also: IMC2 ~ -1 GREETING1~ #o ,. ____ #n #o ,_.,/ }\._ #n #o _/_#r,#o---( #r,#o )#n #o __ / #r<#o / ) \___#n #o - ------===;;;'====------------------===;;;===----- - -#n #o \#r/#o -"-"-"-"-"-\-"-)-"/#n #o (_ #r(#o #r\ #g( #r >#n#o \)#n #o \_#r(#o _ < >_>'#n #o - `-M#r'#o :#r:>#o|--"#n #o M;#7|.|.|#n _ #o M;#7|.|.| #n |:| _ #o M;#7|.|.| #n _ _#n |:| __ |:| _ #o <Ii:#7:|i|`. #n _ |:|_ |:|#n ___________|:|_|::|__|:|_|:|______#o(` ^'"`-' ")#n_|:|__|:::|_|:|_______________ #n #n #w #Co---O o o o #w #L| | | | #w #lO o--o o-O-o o-o o__ o #w #L| | | | | | | #w #Co---O o--o o o o o #0========================================================================================= #wDiku : Hans Henrik Saerfelt, Katja Nyboe, Tom Madsen, Michal Seifert & Sebastian Hammer #0========================================================================================= #wMerc : Furey, Hatchet & Khan Godwars : KaVir #0========================================================================================= #wDystopia : Vladd, Tarasque, Dracknuur & Jobo #CMCloud #Rv3.0#n by #PZarius#n #R* #WTYPE #PHELP CODECREDITS #WIN GAME TO SEE OTHER CREDITS #R*#n #wAdmin Email: xxx@xxx.com #0========================================================================================= #BWhat name shall we carve into your forehead?#n ~ -1 GREETING2~ #o ,. ____ #n #o ,_.,/ }\._ #n #o _/_#r,#o---( #r,#o )#n #o __ / #r<#o / ) \___#n #o - ------===;;;'====------------------===;;;===----- - -#n #o \#r/#o -"-"-"-"-"-\-"-)-"/#n #o (_ #r(#o #r\ #g( #r >#n#o \)#n #o \_#r(#o _ < >_>'#n #o - `-M#r'#o :#r:>#o|--"#n #o M;#7|.|.|#n _ #o M;#7|.|.| #n |:| _ #o M;#7|.|.| #n _ _#n |:| __ |:| _ #o <Ii:#7:|i|`. #n _ |:|_ |:|#n ___________|:|_|::|__|:|_|:|______#o(` ^'"`-' ")#n_|:|__|:::|_|:|_______________ #n #n #w #Co---O o o o #w #L| | | | #w #lO o--o o-O-o o-o o__ o #w #L| | | | | | | #w #Co---O o--o o o o o #0========================================================================================= #wDiku : Hans Henrik Saerfelt, Katja Nyboe, Tom Madsen, Michal Seifert & Sebastian Hammer #0========================================================================================= #wMerc : Furey, Hatchet & Khan Godwars : KaVir #0========================================================================================= #wDystopia : Vladd, Tarasque, Dracknuur & Jobo #CMCloud #Rv3.0#n by #PZarius#n #R* #WTYPE #PHELP CODECREDITS #WIN GAME TO SEE OTHER CREDITS #R*#n #wAdmin Email: xxx@xxx.com #0========================================================================================= #BWhat name shall we carve into your forehead? ~ 1 GROWTH GIANTGIFTS~ By growing, a giant gains access to more powers, as well as increase their fighting abilities in general (more damage, more toughness, more damcap). Giantgifts are special gifts that can be used in combat. Some of them works automaticly, others require the giant to type a command. Remember that you can get a list of all your class commands by typing 'powers'. ~ 1 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 1 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 HIDE SNEAK VISIBLE~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. If you attack while hidden, the surprise attack will inflict one and a half times your normal damage (assuming your opponent cannot see you). If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ -1 HIGHDICE 'HIGH DICE'~ Syntax: game highdice <bet> <bet> is how much, in gold you wish to bet (10 to 1,000) In highdice, a dice dealer must be in the room with you. You and the dealer both will roll two dice (automatically) and whoever has the highes total wins. In the case of a tie the dealer will win. ~ 1 HOBBIT~ Hobbits are the children of the earth, these joyful and content beings hardly ever leave their homestead, and should you ever meet one, you can be sure it's got a backpack full of foodstuff, a icecream cone in one hand and a charming smile ready to disarm even the most fiendish of fiends. Related to dwarves they share an unnatural toughness as well as a resistance to most spells. The hobbits are mostly famous for their uncanny ability to cook anything. * Hobtalk - Talk with your hobbit friends. * Readaura - You just can't trick a halfling with words. * Shield - But they sure can trick you, they always look much weaker than they are. * Truesight - The mix of dwarven and elven blood gives great vision. * Hobbitarmor - Never dressed for war doesn't mean your naked. * Bettercook - Learning the arts of cooking is not easy. * Dishes - List the known ingredients. * Cook - The power! * Vanish - Now you see me, now you dont. * Tunnel - Dig a tunnel to anyone. Also read HELP COOK Prompt info : Class Special 1 will list the contents of your pot. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 7 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 0 HOME~ To set your recall point, enter the desired room and type 'home here'. From that point on you will recall to that point rather than the Temple of Midgaard (although you still go to the Templar Altar if you die). A home cannot be a safe room. ~ 1 HUNTER~ The dark hunter is a fierce beast from the lower layers of the abyss. It's enhanced predatorial senses makes it capable of hunting down any player in the world of dystopia. To use the hunter, the summoner simply has to tell the beast to start tracking someone by their name. Example 'say start tracking Jobo' The beast will then begin to track the player named Jobo, and will not stop untill it has found him, or have lost his trail (if the player leaves the area). Please try to remember that the beast is still being tested, and it might be a short while before it works as it is supposed to - so no whining because he suck. ~ 0 HURL~ Syntax: hurl <name> Syntax: hurl <name> <direction> This ability allows you to hurl the target into walls, through exits, or through doors. Hurling someone through an exit does a little damage. Hurling them into walls does twice as much, and hurling them through doors does three times as much. If you don't specify a direction to hurl the target, it will be random (north, south, east or west). You cannot hurl someone who is already injured. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 7 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 0 IMMUNE IMMUNITY IMMUNITIES RESISTANCES~ Immunities and resistances give you protection from the following: Slash : Slashing/Slicing weapon damage reduced by 1-100% per blow. Stab : Stabbing/Piercing weapon damage reduced by 1-100% per blow. Smash : Blasting/Crushing/Pounding damage reduced by 1-100% per blow. Beast : Clawing/Biting weapon damage reduced by 1-100% per blow. Grab : Grepping/Whipping/Sucking damage reduced by 1-100% per blow. Charm : You are no longer affected by the Charm Person spell. Heat : You are unaffected by Burning Hands, Fireball, etc. Cold : You are unaffected by Frost Breath, Chill Touch, etc. Lightning : You are unaffected by Lightning bolt, Call Lightning, etc. Acid : You are unaffected by Acid Blast, Acid Breath, etc. Drain : You are unaffected by the Energy Drain spell. Summon : You cannot be summoned or portaled to, nor can you teleport. Hurl : You cannot be hurled. Backstab : You cannot be backstabbed. Kick : Kicks do no damage whatsoever to you. Disarm : You cannot be disarmed by other players or by mobs. Steal : Other players and mobs cannot steal from you. Bite : Vampires may not bite you or feed you blood. Stake : If you're a vampire with this, you cannot be staked down. ~ 0 IMPROVE~ Syntax: cast improve <object> This spell enables a quest created object to contain more bonuses. The object must be worth at least 750 quest points. Casting this spell will enable it to hold an additional bonus comparable to the bonuses that can be added to non-created items - ie: an extra +10 hitroll or damroll on a weapon, an extra +5 hitroll or damroll on a piece of armour, etc. The maximum number of quest points that the item can contain is also increased by an addition 500, plus 10 per status point. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 0 JCOMBO~ The combo moves are a Jedi's best friend in battle, and if jfight is active in combat, are nearly lagless. Every part of a combo is learned from Technique. Enter the moves in the correct order to do more and more damage. (The final blow of Combo 6 is a killer.) Combo 1 - jsault, jreverse, jkneel Combo 2 - jstab, jkneel, jupper Combo 3 - jcircle, jslash, jcross, jbutterfly Combo 4 - jhigh, jreverse, jslash, jstab, jhigh Combo 5 - jcross, jbutterfly, jkneel, jsault, jkneel, jstab Combo 6 - jslash, jslash, jkneel, jupper, jbutterfly, jcross, jbutterfly, jhigh, jsault ~ 0 JEDI~ Jedi are the venerable defenders of olden times, they are a docile race of people who have given their lives in the research of the force. The jedi system only allows one master to take on one apprentice at a time, and the training period is long and testing. FORCETALK - A way of communication with other jedi JEDISKILL - Shows how far you have advanced in your jedi training MAKE - Allows you to make jedi relics from primal (80 per, lightsabre, belt, robes, and cloak.) LEARN - Learn each skill SENSE - A way for a master or a knight to see how far another jedi is into training INITIATE - Allows a master or a knight to outcast induct or knight other clanned jedi JEDI - Allows a master or a knight to create a new Jedi Apprentice under them (1 at a time max) JSTEP - Allows a jedi to channel himself through the force to appear in front of his target if his move is high enough. Typing jediskill <body/mind/spirit/technique> will also show what powers and commands you have learned for each. An adept jedi may be the master of a jedi clan by tying a current master. A jedi master may become the force lord if they tie the force lord whilst they are a master of a clan See also, MIND, BODY, SPIRIT, TECHNIQUE, STATE, JPOINT, and JCOMBO. ~ 0 JPOINT~ A Jedi can learn up to 100 jedi points. You regain them fairly quick, but also get improved point recovery for each student successfully mastered. They are used in combat when jsummon is used. ~ 1 KINGDOMS~ Kingdoms. Not too complicated. Normal Ganging Rules dont apply to kingdom members. Kingdom PK is GROUP PK. However. A Kingdom Can't GROUP PK a person who is not a member of a kingdom. Its simple. Once you join a kingdom you give up all for PURE PK. Feeding Rules no longer apply to anyone in a kingdom. Unless you feed a person that is not a member of a kingdom. Kingdom Requirements: Payment of 100,000 bones for founding and establishment of the kingdom. (Can be contributed by all founders) At least 4 people required for founding.#Y(#WYou are required to keep mininium member requirements at all times #Wif you drop below the member requirement of 4 you will have 5 days to replace the lost number otherwise #Wyou will lose your kingdom#Y)#n Kingdom Leaders are required to log on at least 3 times a week, otherwise the next in line will replace you. And no logging 2-3 times in one day don't count it has to be 3 different days. Kingdom Purchases: Rooms are 9000 Bones a piece Safe flag is 15,000 bones a piece. Max 1 Bank flags are 7,000 bones a piece. Max 1 Other Flags are 5,000-10,000. Based on flag. Exits or Portal rooms to other areas on the mud are 5,000 bones. (Note. No exits to other kingdoms will be made.) Kingdom Guardians: Guardian Cost is 50,000 bones. Max 1 Guardian's start out at level 1. Upgrading a guardian costs 20,000 bones. Max 3 Kingdom Healers: Healers cost 50,000 bones. Max 1 Healers start out at level 1. Upgrading a healer costs 20,000 bones. Kingdom commands: Kstat - lists the special stats for your own kingdom. kset - Changes the kingdom settings (king and gods only) kinduct - inducts kingdom members (general and king only) koutcast - outcasts kingdom members (general and king only) kingdoms - lists all kingdoms and there stats/reqs ktalk - kingdom channel wantkingdom - toggles the ablility to be inducted on/off kingset - gods command to set players kingdom kpromote - promote your members by setting their ranks. kwithdraw - withdraw bones from treasury. defect - defect (leave) your current kingdom. (3 day no join penalty) ~ 0 LICH~ #n #n Lichs are powerful sorceres that have cheated death by entering a state of living death. No longer subject to the affects of time, they use their time to explore other planes and perfect their magic. The lichs grow in power, far beyond that of most mortal mages, since they have so much more time to perfect their art. If you thought mages were scary, try fighting a lich that has used the last 2000 years comming up with nasty spells to kill and destroy. Masters of conjuring, death, life, necromantics and chaos, lichs have acces to several powers, some of them are know as : Conjuring : Objectgate, Fireball, Planartravel, Golemsummon, Pentagram. Death : Readaura, Chillhand, Painwreck, Creeping Doom. Life : Regeneration, Earthswallow, Powertransfer, Polarity. Necromantic : Zombie, Soulsuck, Planarstorm, Planeshift. Chaos Magic : Chaosmagic, Chaossurge, Chaosshield. Prompt info : Class special 1 will list the number of golems owned by the lich (which are in the same room as the lich). ~ -1 LOA~ #0What is the Loa#n The Loa is not one person or being, it is something quite different, you might call it a multitude of personalities mixed into one existance, scholars have spent eons studying the few facts we have on the Loa, but no real conclusion have come of it. Most of the scholars do agree on one thing. The Loa didn't create existance as we know it, but there seems to be no evidence of the Loa ever having been created itself, so most people agree that the Loa have always existed in one form or another. The Loa is also refered to as the snake god, or the Serpent; some religions know of the Loa as the corruptor or the destroyer. Most religions agree that the Loa exists, though they all expres a certain antipathy against the followers of the Serpent god. The different personalities of the Loa seems to be ignorant of eachother, striving for different purposes and sometimes even fighting each other, for a long time, the Loa was revered as several different deities, only during the last few hundred years have the truth been know about the Loa. The worshippers oppose The Stars and The Crusaders in the circle of Balance. read help on LOAWORSHIP, LOARELICS, LOARANKS. ~ -1 LOARANKS~ #0What ranks are know among the Loa#n #GThe Disciples of the Loa#n are the most common of the priests, they are the backbone of the church, and the gatheres and brokers of the churchs knowlegde. #GThe Tongues of the Loa#n are the speakers of the divine truth, (at least that's what the church calls them). These priests attain the special rank of diviners and have acces to many of the secrets of the Loa. #GThe Horses of the Loa#n are said to be possessed from time to time, by one of the personalities of the Loa, from this possession springs both madness and knowledge, some say that it's the divine knowlegde that causes the insanity. #GThe Vessels of the Loa#n have melted with the Loa, and are considered avatars of the great existance, these beings are rare indeed, and what powers they have acces to is uknown. #GThe Loremasters of the Loa#n is a secretive group that leads the church, the numbers and power of these people are unknown, and it's even speculated that the Loremasters are the Loa itself, manifested in mortal form to lead it's church. ~ -1 LOARELICS~ #0Ancient Relics of the Church of the Loa#n #R* #GThe bones of the Loa#n The ancient rod of communication with the gods, whom we know now to be the Loa. Holding this rod allows the wielder to know everything the Loa does, or at least one of it's personalities. #R* #GThe Serpent Staff#n Wielded by the high priet of the Church of Loa, last location unknown. It's powers are likewise unknown, though it's rumored that certain Loremasters have knowledge of atleast its powers. #R* #GAncient tomes#n Written by ancient loremasters, most lost forever. These tomes are said to contain knowledge that allows a reader to gain a deeper understading of the existance we call the Loa. Though most of these works are know to cause insanity by merely skimming the cover. ~ -1 LOAWORSHIP~ #0What do we know about the worshippers of the Loa#n These shadowcloaked people seems to strive on secrecy and information; it's commenly said about secrets, that if the children of the Loa doesn't know it, no one ever will. Because the priest of the Loa keep every little piece of knowledge they got from everyone else, it's almost impossible to get any information about that church of the Loa, it's even said that most of the priests don't know the full truth about the agenda of the Loa. ~ 1 'LOCATE OBJECT'~ This nice spell, allows you to locate any object on the mud. By giving the name of the object as the argument to the spell, the spell will list the first 44 objects that match your argument. If you wish to see more than just the first 44 objects, you can give an additional argument X to the spell, so it will skip the first X objects. example : cast locate sword 30 This will list up to 44 swords, and their location, skipping the first 30 swords encountered on the mud. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 7 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. ~ 0 MAGESKILLS~ #0Magi Have four basic skills to master. Each goes to level five, and the higher the level of the skill, the easier casting spells of that type is. If you cast a sorcery spell, and your sorcery skill is level five, you will experience less lag while casting, and mayhaps even do more damage. #R*#L 'Magespells'#0 shows you your spellbook. 'Magespells' <field> hows you that specific page. #R* #L'Mageskill' #0displays your magical skills you may learn. 'Mageskill <skill> learn' learns a specific skill. Each maybe learned up to level 5. #R*#0 All mages concentrate on a specific elemental circle: #rF#Rire #CI#Wce #0or #YLightning#0. To choose type: 'specialize <field>' #R*#L 'Magechant <spell>'#0 commits a learned spell to memory, and readies it for use. Some spells may require components. Only one spell may be in memory at a time. #R*#L 'Mindblank'#0 clears your mind, erasing a memorized spells. * 'Target <creature/player>' invokes the memorized spell on the target. #R*#L Spiritual Karma (SK)#0: This skills determind the rate you regen mana. #R*#L Socerery Spell Use (SSU)#0: Your knowledge of sorcery. The higher it is the less lag you experience while chanting, and more effective your spells will be. #R*#L Magical Spell use (MSU)#0: Functions like SSU but with magical spells. #R*#L Naturalism Spell Use (NSU)#0: Functions like SSU but with naturalism spells. Also affects spells duration for naturalism spells. -NOTE: Enchantment spells are based on MSU. See also: Help Mage, Help Magespells, Help components ~ 0 MANTRA~ Eyes of God Truesight Shield/Readaura/Scry <---- Sacred Invisibility Monk Invisibility Heart of the Oak Toughness Adamantium Hands Advanced Parry Flaming Hands Sets your opponent on fire Skin of Steel Reduced Damage The Almighty Favor Adds Strength Dark Blaze Totally blinds the opponent Celestial Path Portal to players/mobs Prayer of the Ages (unknown) Cloak of Life Regenboost when hurt bad Gods Heal God Heals you Gods Hold God holds players when they flee To train a mantra use '#cMantra Power Improve#n'. ~ 1 MAP AUTOMAP~ By enabling long descriptions for rooms (brief1 must be off), and enabling the automap feature (type 'map'), then the room description will include a map of the rooms around the player. Symbols used for the map are : #g*#n Woodland, Forest, Plains #D@#n Mountain, Hill #nO#n Inside, City #B=#n Water, Ocean, Sea #C#-#n Air, Flying #Y+#n Desert The symbols '#y|#n' and '#y-#n' represents roads, tunnels, etc. ~ 1 MASTERY~ When you have grandmasterd all your stances, spells and weapons, you can use the mastery command to gain a mastery item, which is a piece of classeq that's better than your normal classeq. Mastery doesn't require that you max your superstances, nor does it require that you have more than 200 in weapons/skills if that's possible. Getting 200 is enough. syntax : mastery NOTE : If you are so stupid that you gemstone your mastery item it's your loss, don't expect anyone to care. ~ 1 MCCP~ Mccp is a compression protocol, and the two main benefits of mccp are: 1. lower bandwidth usage by the mud. 2. clients (i.e. players) get large responses (such as, for example, combat spam) from the mud at a higher rate - the mud will "feel" faster, despite the fact that the actual round-trip times are unchanged. With a suitable client, mccp is entirely transparent to the user - it automatically enables itself when supported by both the server and client. For more details on the protocol, your welcome to visit the MCCP homepage #Ghttp://www.randomly.org/projects/MCCP/#n Currently the following mud clients are know to support mccp. * Papaya * Tkturf * Mcl * Amcl (cvs only) * Kmud * Zmud (version 6 only) * Mushclient If you use mccp, you will be rewarded by an extra 25% exp bonus. ~ 7 MCLEAR~ Syntax: mclear <player> This resets the target players stats to their correct value. ~ -1 MEETING~ #RThe meeting#n As you stumble down the dark corridor, you come upon the form of a humanoid creature, it doesn't look very menacing nor threatening, but as you get closer you see how wrong you really were. Though the create looks slim and scrawny, the face is horrid beyond reality, grey ashy skin, and huge black voids for eyes, all set into an empty expression that marks the face in a way more horrid than the tentacles that surrounds the mouth or the dark fluid that runs from the open sores on it's body. As you stumble to a halt, a sense of vertigo falls over you, and the world around you change to something not quite real, but not quite a fantasy; as if the settings was wrought from your innermost memories, just that this is nothing you have ever experience, more like your worst nightmare; the nightmare you had once, but have forgotten, pushed into the darkest parts of your mind.... the nightmare comes alive, and a hulking creature stands infront of you - the same creature that was once the scrawny humanoid you met in the corridor, somewhere far far away. Now you know.... know for sure.... the nightmare has just begun. What these dronelike creatures really are, is something no one really knows. Their unnatural behaviour, and the fact that no known habitat have ever been found (on any plane) calls for the conclusion that these creatures don't really exist, but infact are figments of our imagination, some dark, twisted, perverted version of our darkest fears. ~ 0 MELPOMINEE~ <<*>> #rScream#n This stuns everyone in the room. <<*>> #rGourge#n This allows you to eat of small animals. <<*>> #rLove#n You can make people fall in love with you. <<*>> #rReina#n This allows you to make the room safe. <<*>> #rCourage#n You gain extra courage in battle. ~ 7 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ 7 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 0 MIND~ The power of using the Force to control other things. 1 - Levitate (jlevitate) Using the force to lift you off the ground. 2 - Jedi Sight (jsight) Allows you to perceive more. 3 - Jedi Sense (jsense) Read your opponent's statistics. 4 - Jedi Eyes (jeyes) Look through your target's eyes. 5 - Jedi Mental Focus (jfocus) Allows you to perceive different planes of existence. ~ 0 'MINOR CREATION'~ Syntax: cast 'minor creation' <object> This spell creates an empty potion, scroll, wand, staff or pill, which can then be enchanted by the caster using other spells. ~ 7 MLOAD OLOAD PLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> Syntax: pload <player> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. PLOAD loads the specified player under your control. To get back, simply quit and log back on as your normal character. ~ 6 MOBCOMMANDS~ ----------------------------------------------------------------------------- MOBcommand argument_list MOBcommand argument_list ----------------------------------------------------------------------------- ASOUND [text_string] ECHO [text_string] GECHO [text_string] ZECHO [text_string] ECHOAT [victim] [text_string] ECHOAROUND [victim] [text_string] MLOAD [vnum] OLOAD [vnum] [level] {wear|room} KILL [victim] FLEE REMOVE [victim] [vnum] MOB JUNK [object] PURGE [argument] AT [dest] [command] GOTO [dest] TRANSFER [victim] [dest] GTRANSFER [victim] [dest] OTRANSFER [object] [dest] FORCE [victim] [command] GFORCE [victim] [command] VFORCE [vnum] [command] CAST [spell] [victim] DAMAGE [victim] [min] [max] {lethal} DELAY CANCEL REMEMBER [victim] FORGET CALL [vnum] [victim] [target1] [target2] ~ 6 MOBPROGS~ See HELP MOBTRIGGER MPVARS MOBCOMMANDS ~ 6 MOBTRIGGER~ ----------------------------------------------------------------------------- trigger argument and what must happen to activate trigger ----------------------------------------------------------------------------- act STRING to match from act() to mobile speech STRING to match in dialogue (say, tell) to mobile rand PERCENT chance to check whenever a PC is in the mobiles zone bribe INTEGER miminum amount of silver coins given to mobile give OBJECT NAME, OBJECT VNUM or ALL to match when obj given to mobile greet PERCENT chance to check if visible char enters mobile's room grall PERCENT chance to check when any char enters mobile's room entry PERCENT chance to check when mobile moves to a new room exit EXIT NUMBER a visible char tries to exit mobile's room exall EXIT NUMBER any char tries to exit mobile's room kill PERCENT chance to check when the mobile begins fighting fight PERCENT chance to check at fight_pulse if mobile is fighting hpcnt PERCENT lower than mobile's hit/max_hit if mobile is fighting death PERCENT chance to check after mobile has been slain surr PERCENT chance to activate when a char surrenders to mobile ~ 0 MONK MONKS~ These Followers of god, have devoted their lives to protect and help the good. They will fight against evil anytime to destroy and banish the evil from this world. With them they have been granted with the power of god. These powers are called mantras. #G*#R*#B Mantra#n : list currant monk powers. #G*#R*#B Monkarmor#n : Make special equipment bestowed by the gods. #G*#R*#B Learn#n : Learn the monk techniques and abilities. For more in depth information, See the following helps: #LMONKABILITIES#n,#L MONKCHI#n,#LMONKCOMBO#n,#LMANTRA#n Prompt info : Class Special 1 will list active combos. ~ 0 MONKABILITIES~ Monks have four special abilities granted to them by God. Each ability has four levels, which cost 500k exp each. #BSpirit#n - Blinding agony, Healingtouch, Deathtouch. #BBody#n - Adamantium hands, Spiritpower. #BAwareness#n - Nightsight, Shadowsight, Truesight, Scry. #BCombat#n - Combat bonuses per level. ~ 0 MONKCHI~ A monk's chi is the essential part of combat. The higher the monk's chi, the better he or she can parry and dodge blows. It also gives the monk more strength and power, thus letting him or her inflict more damage and receive less. Maintaining chi is very strenuous, and requires that the monk have plenty of vitality. ~ 0 MONKCOMBO~ By using his or her special techniques, such as thrust kick, in a certain order, he or she may perform special combos. Each combo has a different effect. Some may do damage to the victim, some syphon movement points, and some may stun the victim. A monk's combos are a very mysterious thing, thus the monk must spend much of his or her life trying to perfect these combos. Lightning Kick - Strikes the opponent with a series of powerful kicks. Tornado Kick - Strikes everyone in the room with kicks. Choyoken - A devastating attack that targets the opponents stamina. Raptor Strike - An attack that syphons the mystical energies of the target. Nerve Pinch - A series of attacks targeted at central nerves, paralysing. ~ -1 MOTD~ #n #B----====== #WMessage of the Day #B======---- #R* #wMake sure you Read the Rules #R* #wImportant Commands: #CHELP, COMMANDS, CHANGES, BOARDS, VOTE #R* #GThere is a new Quest System in place #CHELP QUEST #R* #wThere is a new arena system called FORTRESS (#0HELP FORTRESS#w) #R* #wThere is a togglable overhead map (#yHELP MAP#w) #R* #wThis is a brand new mud, so be patient, changes are coming #R* #wRead #WHELP NEWBIE#w if you are new to #rDystopia #wmuds#n #R* NOTE: #wThere are currently no staff openings, if I hire it will be from the player pool of interested folks. #nCodebase can be downloaded at the following site: #Bhttp://www.mindcloud.com #WCHECK OUT OUR NEW SITE AT www.mindcloud.com!!#n #sEnjoy! ~ 0 MOUNT DISMOUNT~ Syntax: mount <creature> Syntax: dismount This allows the character to mount the specified creature. Only creatures such as horses and the like may be mounted, and they will aid their rider in combat. For information on the MOUNT spell, type 'help mountspell'. ~ 0 MOUNTSPELL~ Syntax: cast mount This spell summons a mystical creature to serve as the casters mount. The type of mount summoned is dependant on the casters alignment, and the toughness of the mount is dependant on the casters spellcasting ability. ~ 6 MPVARS~ ---------------------------------------------------------------------------- variable mobile actor victim random target object 2nd_object ----------------------------------------------------------------------------- name $i $n $t $r $q $o $p shrt_desc/title $I $N $T $R $Q $O $P he/she/it $j $e $E $J $X -- -- him/her/it $l $m $M $L $Y -- -- his/hers/its $k $s $S $K $Z -- -- a/an -- -- -- -- -- -- -- ~ 7 MSET OSET RSET SSET QSET~ Syntax: mset <character> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <character> <skill> <value> Syntax: sset <character> all <value> Syntax: qset <object> <field> <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. QSET sets special properties and text messages on objects. There is currently no way to enter more than one line of text for a string-valued option. ~ 1 MSP SOUNDS MUSIC~ MSP stands for Mud Sound Protocol, and it's a way of allowing muds to use sounds and affects to increase the fun of mudding. As far as I know, only wintin and zmud has support for MSP, but should you know of any other clients that supports the sound protocol, you can mail the admins of the mud, and they will add it to the list of clients. You can either download all the sounds first (that's probably the smartest thing to do), or let your mudclient download them when they are needed (it will only download them once, and then reuse the downloaded sound next time it's needed). Sounds are found at : www.mindcloud.com Just type 'sound' to toggly sounds on/off. ~ 7 MSTAT OSTAT RSTAT QSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat Syntax: qstat <object> MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. QSTAT shows you the special properties and strings on an object. ~ 1 MULTIPLAYING PLAYERSHARING~ Multiplaying and playersharing is strictly forbidden, the rules are as this (and don't try and find loopholes, I'll just wipe you). * No more than 1 char can connect via 1 ip, so local networks don't work, unless you have more than one ip available. * Going linkdead to trade items from one char to another is not allowed, it still counts as multiplaying. * Having more than one person controlling a character on the mud is called playersharing and it not allowed. * No transfering of items and/or qps from one char to another that you own, read HELP RULES on how I deal with people who think they found a loophole. * No using one of your characters to help another in some way or another. Be smart, keep your characters seperated. * If an immortal tells you to stop multiplaying, you will stop instantly, there will only be given one warning, next time ANYONE multiplays from that ip, ALL chars from that ip will be deleted. Don't argue, if an imm tells you that your multiplaying, then you are. We don't give a shit if it's your mother that controls the other character. ~ 7 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 0 Membership~ Players can enhance their bank membership to allow for higher deposit limits. Syntax: <membership upgrade> (at the bank, default recall 2 north east) First Upgrade: Cost - 100,000 Bones #n #n Increases deposit limit from 150,000 to 250,000 Bones Second Upgrade: Cost - 250,000 Bones #n #n Increases deposit limit from 250,000 to 500,000 Bones Third Upgrade: Cost - 500,000 Bones #n #n Increases deposit limit from 500,000 to 1,000,000 Bones Fourth Upgrade: Cost - 2,500,000 Bones #n #n Increases deposit limit from 1,000,000 to 5,000,000 Bones ~ 0 NECROMANCY~ <<*>> #rZombie#n This allows you to bring corpses back to life. <<*>> #rSpiritguardian#n When you call upon this guardian he will tell you when people are scrying portaling or trying to summon you. <<*>> #rSpiritgate#n This allows you to gate to mob corpses. <<*>> #rPreserve#n This preserves a corpse, or any other object that needs preserving. <<*>> #rBloodwater#n This turns a vampire's blood into water. ~ -1 NEWBIE~ #RThe Newbie Helper#n #R*#n First kill some mobs in the newbie arena (located south of where you start, that's up and south from recall), when you have 2K hps, you can train avatar and use the selfclass command to gain a class. #R*#n After getting a class, you should get a little buffer from killing mobs in newbie arena, then move on to either Elemental Canyon or The Black Dragons Lair. The Lair can be found 2 south, 6 east, 2 south and down from recall. #R*#n During the first 4 hours of play you cannot be attacked by other players, and should use this time to get stronger, remember to get all your class powers, read the help file on your class and do the best you can. #R*#n There are some help files you might want to read, since they'll help you alot. The list : BRIEF, EXP, MCCP, CHANGES, RULES and POLICY, they each contain knowledge that is useful for new players to this mud (not just newbies). #R*#n Remember the following : #R*#n The higher your unarmed ability is, the less you will get hit by monsters. #R*#n Treat others with the same respect you would want them to show you, it will help you get along alot easier (Remember be nice while your small, you can always be mean later) #R*#n If you don't know how a thing is done, try seeing if their is a help file on the subject, if there isn't we could use one, and your welcome to write it and mail it the staff. Good luck, and all that :) ~ 1 'NIGHT PACT' 'DEMONIC PACT'~ These two pacts will help the ninja do more damage, and also help the ninja resist more damage. Without committing to these pacts, the shadow ninja will never reach it's full potential. ~ 0 NINJAS~ Ninja's are warriors trained in the dark art of Ninjutsu. They fight using stealth and quickness making them a deadly foe. Ninja's have few, yet powerful powers at their disposal, and when these powers are mastered a ninja can be a most powerful adversary. Through stealth a ninja can sneak upon a victim and do a deadly amount of damage, and if this is not enough they can slink away and hide in the shadows. However, if you try to run from a master ninja you shall find yourself hard pressed to make it out alive. It is vital for a ninja to focus his or her Ki, this is done with the command 'michi'. A ninja CANNOT regen while not in a state of michi. Ninjas are ranked with a system of belts. Each belt adds more punch to the ninjas abilities in combat, meaning more damage, better dodge, more attacks, etc. Belts can be trained with the command 'train beltX' where X is the current belt that the ninja wish to learn. Read help on principles. ~ 7 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south yntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 1 NOTE BOARDS NOTEBOARD~ Mindcloud II has 6 note boards, where general discussions, as well as important announcements are posted. The commands used to access, read and write on these boards, are : * note <read|write|list> - read will read the next note on the board (or a given note for example 'note read 7'). - write will post a new note on the board you are currently on. Just follow the instructions given during note creation. - list will show all the messages on the current board. * Board <number> - will simply change to the board number you enter, or list all boards if you don't enter a number. ~ 1 OBEAH~ Obeah is the most useful of vampire disciplines, and allows the vampire to wear equipment and cast spells while in zulo/dragon form, and it grants access to a powerful healing skill called 'purify'. ~ 0 OBFUSCATE~ Kindred with this Discipline excel at hiding among and away from crowds. When they do not wish to be seen, others rarely notice them even if they are standing in plain view. Though this Discipline affects others minds and does not actually render the users invisible, the end result is much the same. Obfuscate is the opposing Discipline to Auspex, and they cancel out many of each others powers. <<*>> #rMask#n Allows you to disguise yourself as another player. <<*>> #rShield#n Protects you from the Auspex 'scry' and 'readaura' powers. <<*>> #rMortal#n Switches between vampire and mortal mode. While in mortal form, you loose all vampire advantages and disadvantages, and are undetectable from a normal mortal. <<*>> #rVanish#n allows the player to be invisible to the common eye. <<*>> #rConceal#n This power hides any object it is used on. ~ 1 OBTAIN INPART~ These two commands can be used to gaining new powers as a demon, obtain costs 15000 class points, and will give the demon a random warp. The inpart command allows the demon to buy demon powers. ~ 0 OBTENEBRATION~ Obtenebration allows the user to manipulate the powers of darkness. By using their powers they are able to switch between the normal world and the plane of shadows at will. They may also view things in both planes simultaneously if they so wish. <<*>> #rShroud#n This power is an advanced hide. <<*>> #rShadowsight#n This power allows you to see in the Umbra. <<*>> #rNightSight#n This power allows the kindred to see in the dark. <<*>> #rShadowstep#n This allows you to step through the umbra without being seen and appear in front of your victim. <<*>> #rLamprey#n This powerful ability allows you to shoot tendrils at your victim entraping them. ~ 7 OCLONE~ Syntax: oclone <object> This creates an identical copy of the specified object, with the only exceptions being that the cloned objects creator is the person creating the clone, and the cloned objects owner is not set. ~ 8 OLC~ Syntax:{C AEDIT [create/reset] - Area Creation and Repoping REDIT [create/reset] [vnum] - Room Creation and Editing OEDIT [create] <vnum> - Object Creation and Editing MEDIT [create] <vnum> - Mobile Creation and Editing ASAVE <world/area/changed/list> - Save Editing to Disk ALIST - Listing of Areas RESET See Help Resets - Set Game Resets Definition: [optional] <required> The above commands are used to expand the game world. The original code it is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with n arguments display syntax. See also help: {RAEDIT REDIT MEDIT OEDIT ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 7 OTRANSFER~ Syntax: otransfer <object> Syntax: otransfer <object> <character> This will transfer the specified object to the specified character. The character is defaulted to yourself. ~ 0 Pentagram~ #0- [#RP#re#0n#Wt#Ra#rg#0r#Wa#Rm#0] -#n They are One. They have existed since the beginning, the Shattering, etching out a living in the deep forests of the land. Nature and arcane practices are guarded jealously among their ranks, for they have long been dwellers of the forests and keepers of mystic secrets. Overseeing them is the fabled Finvarra Turendae, who controls the aspect of chaos. Chaos is held precious in their ranks. It's eternal torment extinguishes life in the blink of an eye, but clears the way for new life in it's aftermath, pure and innocent in it's rebirth. And so, are the members of #RP#re#0n#Wt#Ra#rg#0r#Wa#Rm#n reborn in their initiation, stripped of their old beings and bathed clean in the fires of redemption. The members are beings shrouded in mystery. At the center of their existence rest secrets too great to be believed, rituals too sacred to be spoken, and knowledge too great to be shared. It is said, that upon being initiated, all this overwhelms and often drives a person mad. However, sanity is relative. Those of the order, find it useless, and even a hindrance to maintain conventional sanity. They are known for their bizarre humor, insane sense of logic, and immense power. ~ 1 PARADOX~ When a player decaps someone not in their statusrange, they get paradox'ed, which means they end up morted in midgaard, which really isn't healthy. The statusrange works in this way : A player with 0 status can only be beheaded by a player with 0 status, else the beheader will be paradox'ed. A player with more than 0 status can be beheaded by any player with NO MORE than 5 more status than that player (fx. a player with 11 status can be beheaded by a player with max 16 status), but a player will NEVER be paradox'ed for beheading a player with 20 or more status. This means that your free for all when you reach 20 status, and is no longer protected by paradox rules. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 7 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 1 PEACE LOVE HARMONY JUSTICE~ #n #n PEACE HARMONY level 1 : gpeace level 1 : <none yet> level 2 : spiritform level 2 : angelicaura level 3 : innerpeace level 3 : gbanish level 4 : <none yet> level 4 : <none yet> level 5 : houseofgod level 5 : harmony LOVE JUSTICE level 1 : gsenses level 1 : swoop/awings level 2 : gfavor level 2 : halo level 3 : forgiveness level 3 : sinsofthepast level 4 : regeneration level 4 : touchofgod level 5 : martyr level 5 : eyeforaneye ~ 7 PFILE~ Jope is an online pfile editor, which makes it possibly to edit pfiles without having shell access. Which parts of a pfile that can be editted depends on the immortals level, and it's quite easy to change these settings (and add more editable data) in the file 'jope.c'. syntax : pfile <players FULL name> Please don't use this command on a player that is already online. ~ 1 PKPOWERS~ Pkpowers are special powers that becomes available to players as they rise in pkscore. To see your pkscore type 'top' this will not only show you your own score, but also show the top10 of best players (in regard to pkscore). The pkscore is based on your pk record (kills and deaths), and you gain a power for each 500 points you have. You can type 'pkpower' to gain a list of powers you can use. Status power ----------------- 5 Sanctum - a healing power. 10 Eaglesight - a scrying power. 15 Awereness - (auto). 20 Lifesense - a readaura power. 25 Supreme attack - (auto). 30 Call to Arms - summons help. 35 Objectscry - scry through items. 40 Ironmind - reverse damage. 45 Crystalsight - superior sight for a while. 50 Silverpath - powerful portal. ~ 0 PORTAL~ Syntax: cast portal <victim> This spell creates a magical portal between the caster and the target. The portal remains in existance for 2 or 3 hours (mud time), during which time anyone can 'enter' the portal on one side and come out on the other. ~ 0 POTENCE~ This Discipline defines the superior strength that vampires often possess. This physical might allows the user to inflict much larger amounts of damage in combat than normal. ~ 1 POWERS~ To see a list of all the commands available to your class, simply use the command 'powers'. This will list all general class powers, and should your class use disciplines, then it will also show any discipline powers that you have already learned. ~ 1 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. Unused sessions are saved until you do use them. ~ 0 PRESENCE~ <<*>> #rMajesty#n While this power is on you are protected from player attacks. <<*>> #rSummon#n You can summon certian mobs. <<*>> #rEntrance#n This makes a victim totally loyal to you. <<*>> #rMindblast#n This fills the victims mind with confusion thus making them collapse to the ground stunned. <<*>> #rAwe#n This makes you awe inspiring to players and mobs. ~ 0 PRIEST~ #W]#w>#B*#WBasic Commands#B*#w<#W[ #wPgain - Lists skills, powers and costs. #W]#w>#B*#WPriest Skills#B*#w<#W[ #wTruesight - Truesight Scry - Locate players Readaura - Read other peoples auras Shield - Hide your aura from prying eyes Priestform - Turn into a huge Priest Godstrike - Powerful attack of God #W]#w>#B*#WPriest Spells#B*#w<#W[ #wMinheal - Heals Majorheal - Heals x2 Grheal - Heals x3 Healstorm - Heal Group Minstorm - Heal Group x2 Grstorm - Heal Group x3 Godbless - Greater Bless Godheal - Healing x4 Turnundead - Turn people into Undead Holyaura - Sanct x2 Godpeace - Stops fighting#n ~ 0 PRIMAL~ Primal energy is the ultimate form of energy in the multiverse, the one from which all other energies are derived. Unfortunately, unlike mana, primal energy is only one use, and is generally used for very powerful spells, such as 'voodoo' (which uses 5 points) and 'quest' (which uses between 1 and 50 points). ~ 0 PRINCIPLES~ For a ninja to improve his or her principles, the syntax is : #R principles <sora/ningenno/chikyu> improve#n #GSORA#n 1: Mitsukeru : Scry type power. Syntax: (mitsukeru target) 2: Koryo : Readaura type power. Syntax: (koro target) 3: Kakusu : Class invis Syntax: (kakusu) 4: Uro-Uro : Super Sneak, leave no tracks. Syntax: (automatic) 5: Kanzuite : TrueSight power. Syntax: (Kanzuite) 6: Bomuzite : sleepgas, puts victim to sleep. Syntax: (bomuzite target) #GCHIKYU#n 1: Tsuyoku : Damage resistance power. Syntax: (automatic) 2: Songai : Inhanced Damage. Syntax: (automatic) 3: Isogu : Adds one attack. Syntax: (automatic) 4: Tsuiseki : Fast Hunting. Syntax: (hunt target) 5: Sakeru : Enhanced Dodging ability. Syntax: (automatic) 6: Harakiri : Hurt yourself to gain damcap. Syntax: (harakiri *self*) #GNINGENNO#n 1: Tsume : IronClaws worn on wrist. Syntax: (tsume) 2: Hakunetsu : Super Backstab Syntax: (hakunetsu <target>) 3: Mienaku : Improved flee. Syntax: (mienaku) 4: Shiroken : Added attacks per-round. Syntax: (automatic) 5: Dokuyaku : Adds poison to the Shiroken. Syntax: (automatic) 6: Circle : Backstab while in combat. Syntax: (circle target) ~ 8 PROJECT~ Syntax: project -- same as project list project save project list [available] project code --- Lists approved projects with no coders project mine -- Lists all projects that you own or are the coder project more --- Lists projects as well as coder/log info project add <name> project <number> coder --- Assigns you as the coder of a project project <number> delete project <number> take project <number> log write project <number> log subject <subject> project <number> log post project <number> log list project <number> log <number> read project <number> log <number> delete project <number> description --- Buffer to describe the project project <number> show -- shows description of the project You can remove yourself as a coder or owner by repeating the command. Change status/post on other's projects, 10+ List logs/read logs from others projects, 8+ Add/ delete logs <Level 10+> ~ 0 PROMPT CPROMPT~ This command allows you to configure your prompt. The PROMPT command will set your standard prompt. You also have the option of having a combat prompt, CPROMPT, which will appear while fighting. If no cprompt is defined, the standard prompt will be used for both conditions. The following options are available: %b %B = Beast/Blood. %f %F = Condition of opponent/tank. %h %H = Current hp/Max hp. %t %T = Current Fighttimer/Stance. %m %M = Current mana/Max mana. %n %N = Name of opponent/tank. %p %P = Hitroll/Plus Damroll. %q %Q = Quest/Class points. %r %R = Room name/Rage. %k %K = Class special 1/2 (if any) %x %X = Exp./Linebreak %c %C = Class special 3/4 (if any) %v %V = Current move/Max move. %y %Y = Class special 5/6 (if any) %a %A = Special Cond. of opponent (with or without colors) ( for class specials, you should refer to the class own help file, it will tell you if any of the specials are available for that class ) To switch your prompt on and off, use 'prompt on' and 'prompt off'. For some examples, type 'help prompts'. ~ 0 PROMPTS~ There are many possible prompts, and everyone will have their own favoured setups. However, to get you going, here are some examples: Original normal prompt: [%x exp] <%h/%Hhp %m/%Mm %v/%Vmv> Original combat prompt: [%f] <%h/%Hhp %m/%Mm %v/%Vmv> Simple prompt: [%hH/%mM/%vV] Vampire prompt: [%B Blood] <%hhp %mm %vmv> Werewolf prompt: [%R Rage] <%hhp %mm %vmv> Combat prompt: [%N:%F/%n:%f] Stat prompt: [%xX] [+%pHIT/+%PDAM] [%cAC] [%hH/%mM/%vV] Remember, you can switch between the default prompts and your customised prompts with 'prompt on' and 'prompt off'. Doing this will not destroy your customised prompts. ~ 0 PROTEAN~ This Discipline allows a vampire to transform either their entire body or a part of their body into something inhuman. The vampire can thus grow claws, turn into a bat, transform into a wolf or dissolve into a fine mist. A vampire can use most other Disciplines while shapeshifted, but may not cast spells. Full transformation is not possible during combat, although claws can be grown if you are fighting. While shapeshifted the vampire cannot wear any equipment. <<*>> #rUmbravision#n A combination of truesight shadowsight allows you to see any hidden charchter accept for monk and ninja. <<*>> #rFlamehands#n This power erupts your hands into flames. <<*>> #rEarthmeld#n Allows you to sink into the ground hiding from enemies. <<*>> #rClaws#n Enables the user to grow inch-long claws on each finger. These claws have no effect if the vampire is armed, however if not they cause considerably more damage than a normal unarmed attack. <<*>> #rChange#n Allow the vampire to transform into bat, wolf or mist. Bat form can fly and detect almost everything (invis, hidden, etc). While in wolf form, the vampire enjoys the benefit of an extra 500hp and greatly enhanced combat abilities. Mist form is impervious to attacks and can pass through doors. Beware though, for two vampires in mist form CAN attack each other. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 7 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 1 QGAIN QCOMPLETE QUESTMASTERS~ A new quest system is in town, and the old one is out. Here is a short list of commands used (for more details you should read the quest help on my homepage). qgain <questmaster> - gain a new quest from a questmaster. qcomplete <questmaster> - get the prize for completing the quest. showquest - lists all quests you are doing. An example: Find a questmaster, type 'qgain <name of questmaster>', then type 'showquest'. In this example we will assume that the quest is a quest to find and slay a specific monster. After finding the monster (it will have a quest-flag next to it's name), return to the questmaster and type 'qcomplete <name of questmaster>'. The questmaster will give you a questtoken, which you should eat, it will increase your questpool. ~ 7 QTRUST~ Syntax: qtrust <character> <on/off> A player with qtrust on is allowed to use the QUEST command to change the name/long/short descriptions on an object, as well as change the wear location. ~ 0 QUEST TOKEN~ Syntax: quest <field> <value> Syntax: token <value> QUEST will allow you to spend any quest points you might have. For a list of the cost (in quest points), type 'quest'. TOKEN will allow you to create a quest token, with the value of the token set to the value specified. The tokens value must be within 1 and 50, and it cannot be greater than the number of quest points you currently have. For information on the QUEST spell, type 'help questspell'. ~ 0 QUEST-TYPES~ The following are a few examples of quest types: * Find the object/s. Examples: Find 5 different coloured potions, Find a pitch black longsword that flames brightly, Find a dragon dagger, belt and bracer, etc. * Kill the mob/s. These can be hunt down and kill, or simple placing the player in the same room as the mob/s. Can also be combined with finding objects - Example: Find and kill two different dragons and bring me their claws. * Solve a puzzle. For example find a certain room, solve a riddle in an area, or successfully get out of a maze. These are particularly good when several players of different ability are competing in the quest. * Duel: A one-on-one fight pitting either a player against a mob, or (more usually) a player against another player. The conditions will be decided beforehand, and can include any conditions that both sides agree on. Example: No sanctuary, no potions (or maybe a limited number), no spells, no weapons, or whatever. * Skirmishes: Like a duel, but involves several players on either side. Although the sides don't have to be equal in number, it is generally a good idea to make sure they are roughly equal in power. * There are also several more obscure quests that can be run - for example you could require that the player brings you 3 small green eggs, then load mob 30005 into the players room. Another battle might involve no melee - all combat must be with missile weapons. ~ 0 QUESTS~ Quest Makers (and occasionally higher levels) can set quests for one or more players to participate in. The rewards for such quests can be in the form of specially modified equipment. A number of quest points-worth will be allocated depending on the difficulty of the quest, using the following guidelines for point costs (QP's = Quest Points): Stats (Str/Dex/Int/Wis/Con): 20 QP's per +1, max allowed is +3 per stat. Hp/Mana/Move: 5 QP per +1, max allowed is +25 on each. Hitroll/Damroll: 30 QP's per +1, max allowed is +5 on each. Ac: 10 QP's per -1, max allowed is -25. Once a certain affect (str, hitroll, ac, etc) is selected, it cannot be chosen again for that item even if you didn't select the maximum allowed amount. Choosing to have penalties on an item will not decrease its cost, although some Quest Makers may allow extra points if you select a few disadvantages on the item. For more information, type 'quest'. ~ 0 QUIETUS~ <<*>> #rSpit#n This power spits a at your victim sending them a powerful hit. <<*>> #rInfirmity#n This power slows your victim down and makes them weaker. <<*>> #rBloodagony#n This allows you to poison your weapons with blood of the kindred. <<*>> #rAssassinate#n This gives you a chance of killing someone in 1 hit. <<*>> #rVsilence#n This allows you to silence a room. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and objects. You must be a mortal or avatar to save. The game will auto-save your character every few minutes whether you save or not. Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere, although there is an experience penalty for quitting outside of Midgaard. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ -1 RAGNAROK~ #0RAGNAROK MODE#n When time comes, the world will sunder and the gods will walk the earth spreading havoc and destruction, this is a time of slaughter, and no one will be safe, this is the age of Ragnarok. Using the command 'mudstat' you'll be able to tell if ragnarok is on, if it's not, you'll just get the normal mudstat screen. Doing ragnarok the following changes are in effect : * There are no safe rooms. * Everyone has scry, and it bypasses all shields. * You can decap anyone, anywhere. (no paradox). * Heads will vanish faster. * Players will auto train avatar and get a restore. * You do not lose ANYTHING if capped during ragnarok. * You are safe for 3 ticks after training avatar. (to rewear) player can turn on ragarok buy pooling qps toward it, using the ragnarok command. ie. 'ragnarok 200' will add 200 qps to the ragnarok pool (currently 3000 qps is needed to turn on ragnarok). mudstat will show how many qps is still needed, and ragnarok cannot be turned on for two hours after it has last been on. Ragnarok lasts 15 minutes. Enjoy ~ 0 REALMS~ #GS#chadow #GR#cealm : #g(shadowsight) #G*Shadowsight #c- The ability to see into the shadow realm. #g(truesight) #G*Truesight #c- The ability to see into the mortal realms. #g(shadowplane) #G*Shadowplane #c- You may transverse between planes at will.#n #g(auto) #G*Perception #c- The ability to attack more efficiently.#n #cAdds hit/dam. #g(gore) #G*Gore #c- A heavy assault from the shadowplane.#n #GZ#combie #GR#cealm : #g(gcreate) #G*Claws #c- Gain razor sharp claws!#n #g(auto) #G*Disease #c- Your claws spread disease!#n #g(ravage) #G*Ravage #c- A ferocious clawing attack!#n #g(sdecay) #G*Stench of #c- Remove a character's protection.#n #GDecay #g(sdeath) #G*Stench of #c- Remove a character's sanctuary!#n #GDeath#n #GU#cndead #GM#cight : #G*#cThere are 5 levels of this, each raising damcap.#n ~ 8 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to God for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. RECALL may take you to a different location if you belong to a clan. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 REGENERATE CLOT MEND~ Syntax: cast 'regenerate' <body part> <character> Syntax: cast 'clot' <character> Syntax: cast 'mend' <character> REGENERATE will replace lost body parts on the target, while CLOT will stop them bleeding and MEND will fix any broken bones or cut open throats. ~ 1 RELBUY RELPOWERS~ It is possible to buy certain religion powers for the faithpoints you gain from killing other players (and in particular those from opposing religions). Though all priests have access to the same powers, the cost of the powers differs from religion to religion. A member of the church of The One True would have to pay more for the power to induce madness, whereas one of the Gahr worshippers would have to pay more for the power of Divine Fury. As a player grows in rank inside his or her church, the more expensive powers will start to cost less faith points to gain. When a player types 'relbuy' they get a list of powers they can buy, those that are colored WHITE are the powers in the players sphere, whereas those colored GREY are located in the spheres of other gods. All power can be bought, but the cost will depend on the players rank and religion. A players faith points are divided into two. One number is the total amount of faith that player has achived (which decides rank), and the other is the amount of faith that player has left to buy powers for. The cost for a given power is 20 fps per rank, this cost is doubled if it's a power from a sphere the priest doesn't normally have access to. Should a priest try to achive a power which is beyond his or her level (religion rank), then the price is again doubled. (The prices listed on the relbuy list is the actual price you need to pay). syntax : relbuy <power> Also take a look at HELP RPR1, RPR2, RPR3, etc. ~ -1 RELIGION FAITH BELIEF DEITY~ The known religions of Mindcloud : Five deities or pantheons are known to be worshipped throughout the realms known as Mindcloud; the followers of these godly beings are among the finest of warriors, the very best Mindcloud has to offer. To join one of the five churches or cults, you must first master yourself, then you may pledge alligiance to one of the churches in 'The Halls of Enlightenment'. As a follower of one of the churches, you must pay a tithe of 5% of the exp you earn; but for this tithe you gain acces to some of the special powers, that only the true believers can master. Ofcourse no simple neonate gains acces to the most powerful commands of the gods; first they must climb the hierachy within their own church walls, and find the divine favor of their deity. When you kill other players, you gain faithpoints, these points represents how much status you have within the chuch. For each 100 faithpoints you gain, you also gain a rank in your religion. If you go below the required faithlevel you will lose the rank again. The amount you gain is modified by this : Killing playes with a higher rank than you will give more faith. killing players that are bigger than you will give more faith. Killing playes that oppose your religion will give more faith. You don't want to get killed because : Getting killed by opposing religions will lower your faith. Getting killed in general will lower your faith a little. Read more about RELIGIONPOWERS and DEITIES. ~ 1 RELIGIONPOWERS HOLYSYMBOL~ As you grow closer to your god, you gain acces to more gifts granted by your deity, these are known to be, but not limited to : Personal login/logout messages. Personal decapitate messages. There will also be powers that depend on what deity you worship, but that's all to come later, lot's of work to be done. Current religion commands : * reltalk - Faith talk channel * worship - Worship a god (ONCE) * settie - Sets your tie message (HELP SETTIE) * setdecap - Sets your decap message (HELP SETDECAP) * setlogin - Sets your login message (HELP SETLOGIN) * setlogout - Sets your logout message (HELP SETLOGOUT) * setavatar - Sets your avatar message (HELP SETAVATAR) * relbuy - Buy religion powers. * holysymbol - Create a holy symbol (1000 qps and 500 primal) ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ 1 RESEARCH~ Researching is the way to increase your levels in disciplines and totems. To start researching something, you type 'research <name of discipline>', and then you start killing monsters, untill the muds tells you that your are done researching (you could also check the progress on the discipline screen). When a discipline is done, you train it with the train command (train <name of discipline>). ~ 0 RESETS~ Syntax: RESETS <number> OBJ <vnum> <location on body> - equips last mobile RESETS <number> OBJ <vnum> inside <obj vnum> - store in container RESETS <number> OBJ <vnum> room - store in room RESETS <number> MOB <vnum> [<max #>] - load a mobile RESETS <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equiping a mobile don't load a container in the room and fill it with some objects and then continue equiping the mobile. It is likely that resets will backfire if they are not carefully entered. ~ 0 RESISTANCE~ Syntax: cast resistance <object> This spell makes the target object capable of withstanding 10 blows before it is destroyed, rather than 4. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. For info on the sleep spell, type: 'help sleepspell'. ~ 7 RESTORE~ Syntax: restore <character> RESTORE restores full hit points, mana points, and movement points to the target character. ~ 1 RETALIATION~ On your score screen, you will notice a field called retaliation. This is the name of the last player that killed you, and you will always be able to kill that player back, without risking paradox. ~ -1 RPR1~ Religion Powers Rank 1 #GName#n Divine Armor (darmor) #GDesc#n Shrouds the caster in a suit of divine armor, that gives better resistance to attacks from believers of the churches the caster oppose. #GSphere#n All #GName#n Holyword (holyword) #GDesc#n A powerful magical attack, that causes great damage to the believers of the churches the caster opposes. #GSphere#n All ~ -1 RPR2~ Religion Powers Rank 2 #GName#n God's Zone (gzone) #GDesc#n Lays a powerful enchantment on the area that the caster is in, giving the followers of the same religion as the caster an advantedge in combat, when fighting believers of the churches the caster opposes. #GSphere#n All #GName#n Realms Purge (rpurge) #GDesc#n This powerful incantation will try to dispel all global enchantments, success depends on the faith of the caster, as well as the faith of the enchanter. #GSphere#n Crusaders #GName#n Deja-Vu (deja) #GDesc#n This rite causes the person the caster is fighting to re-live his or her last action. #GSphere#n Gahr #GName#n Gaia's Blessing (gaia) #GDesc#n This rite lays a powerful blessing on the target area, causing everyone of the same faith, to gain superior regeneration, while in the area. #GSphere#n Wild #GName#n Area-Heal (areaheal) #GDesc#n This rite showers the area the caster is standing in, with healing magic, striking everyone, except those who oppose the casters religion. #GSphere#n Stars #GName#n Bad Moon (badmoon) #GDesc#n This rite lays a heavy enchantment on the target area, preventing any scrying powers from working. Even aura reading abilities and the like will malfunction under this powerful enchantment. #GSphere#n Loa ~ -1 RPR3~ Religion Powers Rank 3 #GName#n Thorns and Brambles (thorns) #GDesc#n Lays a powerful enchantment on the area that the caster is in, causing roots, thorny branches, brambles and weeds to sprout from the ground, making it harder to escape from combat. #GSphere#n Wild #GName#n Call of the Wild (callwild) #GDesc#n This ritual calls down the powers of nature, binding the person fighting the caster to the ground, striking him with thorns, and cursing him with all the might of nature. #GSphere#n Wild #GName#n Banishment (banishment) #GDesc#n This powerful incantation will try to dispel all area affects, which are active in the targets area. (targets a player). #GSphere#n Stars #GName#n Starsight (starsight) #GDesc#n This enchantment gives the caster a superior sight which lasts until the caster get's beheaded (_any_ attack that leaves the casters head on the ground is a beheading). The cost to power this enchantment is 1 faithpoint. #GSphere#n Stars #GName#n The Hearts Desires (hdesire) #GDesc#n This mysterious incantation will reveal more information about the target, then he or she wishes. Priests with this power are walking sources of knowledge. #GSphere#n Loa #GName#n Divine Scry (dscry) #GDesc#n This divination power will reveal the exact location of the target. #GSphere#n Loa #GName#n Divine Battle (dbattle) #GDesc#n Challenges the person your fighting to a one-on-one in the halls of divine battle. #GSphere#n Crusaders #GName#n Godly Fury (gfury) #GDesc#n Strikes your opponent with the fury of your belief. This attack is a battle of faiths, and opposing religions are struck the hardest. #GSphere#n Crusaders #GName#n Pestilence (pestilence) #GDesc#n Lays a horribly enchantment on the area, preventing regrowth and reducing the regenerative powers of others. #GSphere#n Gahr #GName#n Induce Madness (madness) #GDesc#n This power calls on the madness that lives in all beings, causing all who fight the caster to succomb to their own demons. #GSphere#n Gahr ~ -1 RPR4~ Religion Powers Rank 4 #GName#n Subvert (subvert) #GDesc#n This powerful rite will allow the caster an attempt to steal any area affects not owned by his or her religion. The rite only affects enchantments in the area the caster is standing in, and the chance depends on the casters maximum faith vs the original casters faith. Casting this spell costs 1 fps, unless the caster does not worship The Loa, in which case the cost is doubled. #GSphere#n Loa #GName#n Rebirth (rebirth) #GDesc#n This powerful incantation will summon the mother of nature, allowing her to lay her healing hands on the caster. The power cannot be used with a fighttimer, and will grant special powers as well as heal the body. The power costs the caster a single faith point to use. If the caster does not worship The Wild, he or she must pay double the faith points needed. #GSphere#n Wild #GName#n Chaotic Landscape (landscape) #GDesc#n This enchantment makes it difficult to lay new enchantments in the area, most likely new spells will backfire at the caster, causing some damage. Any mana (but not fps) spend on casting the spell will be lost, and the caster will experience a brief period of vertigo, making it impossible to do anything besides at all. Casting this spell costs 1 fps, unless the caster does not worship The Mad One, in which case the cost is doubled. #GSphere#n Gahr #GName#n Supernova (supernova) #GDesc#n This invocation creates a powerful solarflare, striking down the person the caster is fighting. Damage dealt by the attack depends on the health of the caster (maximum hitpoints). In addition to causing damage, it also has a chance to ruin any weapon the target is wielding. The power can only be invoked once every 4 mud hours. Casting this spell costs 1 fps, unless the caster does not worship The Stars, in which case the cost is doubled. #GSphere#n Stars #GName#n Armor of True Faith (farmor) #GDesc#n This spell of warding creates a suit of enchanted armor, that prevents religious attacks. The armor will only block direct attacks, and any enchantments or similar will not be affected by the armor. The spell will fade over time, and can be magically dispelled like any other spell. Casting this spell costs 1 fps, unless the caster does not worship The One True, in which case the cost is doubled. #GSphere#n Crusaders ~ 0 RULES AND POLICY~ #R__________________________________________________#n #R|#C\_\_\_\_ #Y\_ \_ #P\_ #L\_\_\_\_ #G\_\_\_\_ #R|#n #R| #C\_ \_ #Y\_ \_ #P\_ #L\_ #G\_ #R|#n #R|#n #n #C\_\_\_\_ #Y\_ \_ #P\_ #L\_\_\_ #G\_\_\_\_ #R|#n #R|#n #n #n #C\_ \_ #Y\_ \_ #P\_ #L\_ #G\_ #R|#n #R|#n #n #n #n #C\_ \_ #Y\_\_\_\_ #P\_\_\_\_ #L\_\_\_\_ #G\_\_\_\_ #R|#n #R|_________________________________________________|#n #n #n #n #n #n #n #n #n #n #n #RRules revised: 3-22-2002 - Lancaster #n #n #n #n #n #n #n #n #n #n #RRules revised: 05-08-2005- Lura #GSection I : #CCursing and Channel Usage#n #Y* #7No pbashing, talking shit, or arguing. Remember this is for fun#n #Y* #7Arguments between players are to be taken to tells PERIOD.#n #Y* #7No spamming any channels.#n #Y* #7There is to be no cursing on any channels except flame, ktalk and tell#n #Y* #7There is to be NO RACIAL COMMENTS HERE#n #Y* #7Any advertising of other MUDs will not be tolerated#n #Y* #7Any talking of other MUDs is not allowed#n #Y* #7There is no excuse for the DISRESPECT of any imm on this mud. If you#n #n #n #n #n #7have a grievance. with an imm, you are expected to talk to them in#n #n #n #n #n #7a civil way. NO SWEARING at the immortals.#n #n #n #n #n #7Under NO CIRCUMSTANCES are you to threaten an Immortal on this mud.#n #Y* #7Mortals are not to use log channels for talking. (decap channel, echo,#n #n #n #n #n #7etc. etc. ) includes when trying to talk to an immortal (ask for a tell,#n #n #n #n #n #7if we want to talk to you we will) or when silenced.#n #GSection II : #CCapping#n #Y* #7DO NOT cap your own kingdom members!#n #Y* #7Capping is allowed on one person up to two times an hour per player but you must cap someone different in between them two caps. #Y* #7Newbie capping (capping anyone below four hours in time and no status)#n #n #n #n #n #7is illegal and will be punished more severely#n #Y* #7Capping of a linkdead player is allowed IF you attacked them BEFORE they went LD#n #Y* #7Do not complain about being capped, it is part of the game that is PK#n #Y* #7The first rule of this section is void if the same player continues#n #n #n #n #n #7to attack. If Joe caps Dave 2 times, and Dave continues attack,#n #n #n #n #n #7and refuses to stop, Joe may cap Dave again until Dave stops.#n #Y* #7No allowing yourself to be capped (that includes selling status, etc)#n #GSection III: #CBug Abuse#n #Y* #7If you are found abusing a bug you will be SEVERLY punished#n #Y* #7Reporting a bug MAY earn you bones#n #GSection IV : #CWhining#n #Y* #7Don't cry.#n #Y* #7Don't cry to the immortals. It is considered disrespect.#n #Y* #7Tip: If you whine, it takes us more time to do the job your#n #n #n #n #n #7wanting done. So, don't whine.#n #Y* #7We're not here to baby sit you, we're here for fun. Don't#n #n #n #n #n #7come crying to us, we hate it. So, STOP WHINING!#n #GSection V : #CNames#n #Y* #7Your name should fit an appropriate context for the MUD environment#n #Y* #7It should not contain anything vulgar or racist#n #n #n #n #n #7If a name breaks any rules, you will be asked to be renamed or deleted#n #GSection VI : #CMultiplaying#n #Y* #7Multiplaying is not allowed. Any character caught sharing items, equipment,#n #n #n #n #n #7or bones with an alt will be stripped of the items they are trying#n #n #n #n #n #7to share. (i.e. sharing eq, both your chars lose their eq, etc. etc.)#n #Y* #7Character sharing is a form of multiplaying so do not give out your#n #n #n #n #n #7characters...characters seen being shared without proper reason#n #n #n #n #n #7will be deleted#n #GSection VII : #CAlt Revenge#n #Y* #7Alt revenge is highly illegal, and takes place when, for example, Joe is#n #n #n #n #n #7decapitated by Dave, but Joe has a bigger alt, Bill. So Joe logs off, and#n #n #n #n #n #7logs on Bill, to decapitate Dave, getting revenge. This is illegal, and will#n #n #n #n #n #7be punished severely. The alotted amount of time before retaliation with an alt#n #n #n #n #n #7is allowed, is 1 hour.#n #GSection VIII : #CMain Points#n #Y* #7Make sure to read changes often as they occur on a daily basis#n #Y* #7Ignorance is no excuse, if you do not read rules thats your problem.#n #Y* #7DO NOT cap any class that is closed to pk nor cap with a closed class#n #Y* #7No purposely crashing the mud.#n #Y* #7Don't be a jackass#n #Y* #7Keep your cool, remember, it is just a game#n #Y* #7Do not ask to be an imm, these people are special selected people#n #n #n #n #n #7who we have noticed have a lot of experience with the Godwars style MUDs#n #Y* #7EXP/BONE Botting is illegal here.NOTE : xp-botting is getting ANY xp while NOT typing the commands#n #n #n #n #n #7yourself. DO NOT BOT. The only allowed bots are SPELL, STANCE, and WEAPON#n #Y* #7NO SACCING OF SOMEONE ELSE'S CLAIMED EQ PERIOD!#n #RPUNISHMENTS:#n #n #n #n #n #LBreaking any of the above rules can result in any of the following as punishment:#n #n #n #n #7SILENCE#n #n #n #n #7FREEZE#n #n #n #n #7UNRESTORE#n #n #n #n #7BAN#n #n #n #n #7SITE-BAN#n #n #n #n #7REMOVAL OF EXP/BONES/STATUS OR LOWERING OF STATS#n #n #n #n #7REMOVAL OF EQUIPMENT/ITEMS#n #n #n #n #0THE HOLE#n #n #n #n #gNUKE#n #Y* #7If you don't like any or all of these rules or policies leave this site.#n #l*#L*#7If you agree to this POLICY/Rules type 'POLICY accept/decline <your password>#L*#l*#n ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE drains the energy matter from an object, transferring the energy to you in the form of exp. SACRIFICE takes the argument 'all' to destroy all items in the room. The number of exp gained vary according to the value of the object. ~ 0 SAMURAI~ The Samurai is an ancient warrior and master of armed combat. A samurai must train for a long time before his true potential can be released. Once he has masterd the fighting weapons however, few can stand up to such power. Also the samurai is protected from most magiks by the spirits of the ancestors. Beware, the samurai may appear as only mortal, but much power resides in these warriros of old. ancestralpath - Class portal. technique - Start using the ancient fighting techniques. katana - Create the only weapon you'll ever need. web - These buggers have been know to throw webs at the opponent. martial - Command to learn the combos. Also read help on SAMURAICOMBO. Prompt info : special 1 is used for combos ~ 0 SAMURAICOMBO~ During combat a samurai can use four different attack forms, each will affect the samurais focus a bit. Slide 1 point Sidestep 2 points Block 4 points Countermove 8 points When the samurais focus hits 10, 15, 20, 25, 30 or 35 he or she will be allowed to make a special attack (auto). When not fighting the counter will slowly drop, while fighting, the samurai can use the focus command to make it drop. The focus counter can be added to the samurais prompt with the %k flag, read help prompt for details. ~ 0 SCAN SPY THROW~ Syntax: scan Syntax: spy <direction> Syntax: throw <direction> <target> SCAN allows you to see all the mobs/players within 1 room of you. SPY allows you to see all the mobs/players within 3 rooms in a specified direction. THROW allows you to hurl an object you are holding (in your right hand, or if that's empty left hand) to a target mob/player in a specified direction. The object can be throw up to 3 rooms. If it fails to reach the target by that time it will land on the floor. For information on the SCAN spell, type 'help scanspell'. ~ 0 SCANSPELL REPAIR~ Syntax: cast scan Syntax: cast repair The SCAN spell will tell you all the items you are carrying which are currently in need of repairing. The REPAIR spell will repair all the items you are carrying which are currently in need of repairing. ~ 8 SEDIT~ Syntax: sedit delete <social> sedit new <social> sedit show <social> sedit <string-name> <social> [string] SEDIT allows online creation, deletion and editting of socials. SEDIT DELETE <social> deletes that social. The deletion is irrecoverable, save for restoring a backup file, so use this command with great care! SEDIT NEW <social> creates a new, empty social. SEDIT SHOW <social> shows all of the strings for that social. SEDIT <string-name> <social> [string] changes a certain of the 7 strings that make up a social. If you leave out the string, no message will be sent to the involved characters. There are 7 strings that make up a social: cnoarg: Sent to character when no argument typed. E.g. X types HUG and sees: Hug whom? onoarg: Sent to others in the room when no argument is given. In the case of HUG, it is an empty string, so that nothing is shown if a player types HUG by itself. cfound: Sent to the character if a target is found. E.g. X types HUG Y: You hug Y. vfound: Sent to the victim. E.g. X types HUG Y, and Y sees: X hugs you. ofound: Sent to others in room, if target is found. E.g. X types HUG Y. Everyoune but X and Y see: X hugs Y. cself: Sent to the character if she uses the social on herself. E.g. X types HUG X : You hug yourself. oself: Sent to others in room when a player uses a social on herself: X hugs herself in a vain attempt to get friendship. To get the player names and sexes correct, you need to use those macros: $n - name of player $e - he, she or it, depending on sex of player $m - him, her or it, depending on sex of player $s - his, her or its, depending on sex of player. For the victim, just use the uppercase version. E.g. $N is the name of the victim, $E is he, she or it depending on victim's sex etc. So, to make a new social called 'epoke' which would poke eyes out, you would do the following: SEDIT NEW epoke SEDIT cnoarg epoke Poke whose eyes out? (message sent to player) SEDIT cfound epoke You poke $N's eyes out! SEDIT vfound epoke $n pokes your eyes out! Ouch.. SEDIT ofound epoke $n pokes $N's eyes out! SEDIT cself epoke Being bored, you poke your own eyes out. SEDIT oself epoke $n pokes $s eyes out! To get more examples, type SEDIT SHOW <social-name> to see one of the existing socials. The socials are stored in a file called socials.txt. Manual editting of that file is not advised. A frequent back-up is recommended. The social file is updated by the server as soon as anything changes. Online social editting - (c) 1996,97 Erwin S. Andreasen <erwin@andreasen.org> ~ 0 SEEDS HATE SOH~ A lot of ideas here came from seeds of hate codebase which kicks ass #C.:| #0I m #rm o #Rr #rt a #0l S #C|:.#n #c..#C::#8=#C-#c+ #0Chino #7| #0Trent #c+#C-#8=#C::#c..#n #0Chrono ~ 1 SELFDELETE DELETE~ It is possible to delete your char and start over if that is what you want. Simply type 'selfdelete <your password>' and you will be deleted. Just remember that your char will be totally deleted, and it's not possible to bring him or her back; so don't do this unless you really want to do it. ~ 0 SERPENTIS~ Serpentis is the art of temptation and corruption. Vampires with this Discipline have the ability to tear out their own hearts, rendering themselves immune to being staked. Serpentis users also gain the ability to transform themselves into a giant serpent and back at will. The third ability available to vampires with this Discipline is the ability to run their tongues along weapons, coating them with a deadly snake venom. <<*>> #rDarkheart#n This allows you to remove your heart, making you immune to being staked. <<*>> #rSerpentForm#n This transforms you into a powerful serpent. <<*>> #rPoison#n Releases poison venom into your victim. <<*>> #rTendrils#n Entraps your victim in tendrils. <<*>> #rTongue#n Your huge tongue strikes your victims with incredible power. ~ 1 SETLOGIN SETLOGOUT SETAVATAR SETTIE SETDECAP~ With these commands you can set the message other players gets when you enter or leave the game, as well as train avatar. Each time you set this message, you must pay 1000 qps. There are certain rules that must be followed, they are rather simple though, so you shouldn't have any trouble following them. * No profanities in the message. * No referring to any of the immortals or other players besides the possibly victim. * I'll remove your ability to change your messages if you abuse this in any way. The syntax is easy, heres a few examples : setlogin $n draws his scimitars and prepares for battle as he enters Dystopia. settie $n grins in triumph as $e ties up $N. Heres the syntax : $n This is your name. $N This is the name of the possible victim. $e Results in he/she depending on your sex. $E Results in he/she depending on the victims sex. $m Results in him/her depending on your sex. $M Results in him/her depending on the victims sex. $s Results in his/her depending on your sex. $S Results in his/her depending on the victims sex. ~ 0 SHADOW~ Shadows are deadly assassins of the night. Once mortal, these cruel killers made a deal with hades and gained demonic strength and might. They rely on there demonic powers as well as their abilities to remain silent and stay hidden from sight. These deadly assassins can kill an opponent with ease. (Note, This is class requires stradgy to play.) Shadow Commands Shadowlearn - Learn the ways of the shadow. Soulseek - An attack at the soul of your victim. (Can be used from anywhere on the mud) Soultarget - Target the soul of your victim. (Must be used, to use Soulseek) Shadowwalk - Travel Scry - Find your victim from anywhere. Vanish - Vanish from sight. (only other shadows can see you, or classes with shadowsight) Shield - Shield yourself from scrying eyes. Assassinate - A Deadly first attack. May cause serius injuries (Must be vanished to use) Truesight - See what normal people cannot see. Prompt info : Special 1/2/3/4 will show the active status of knifeshields/blur/bloodrage/shadowform. Also see 'STECHNIQUE' ~ 1 SHADOWLEARN~ This is the command a ninja uses to increase his martial skill, as well as gain the special ninja powers. A ninja must spend many class points gaining these powers and many primal points gaining all the 25 martial skills. ~ 1 SHAPESHIFTERS~ Shapeshifters are powerful creatures able to take any form they wish. No one knows what a shapechanger really looks like, so how can you know that your best friend isn't one... better kill him to be on the safe side. Shift - The command to change between the beastforms. Truesight - Gain superior vision. Formlearn - Learn more about the different beastforms. Mask - Mask yourself as another player. Shapeshift - Change into ANYTHING. Hatform - Why pull rabbits out of a hat, when you can be a hat instead. Camouflage - Camouflage your items. Mistwalk - Class portal. Shapearmor - Make class eq. TIGER : roar, phase. FAERIE : fblink, faeriecurse. HYDRA : breath. BULL : charge, stomp. Prompt info : special 1 is used for the shapecounter ~ 0 SKILL~ Syntax: skill | skill <player> This shows the target player's skill with the weapon they are currently wielding and the stance they are in (if it's a specialized stance). Weapon skill Stance skill 1) Totally unskilled. 1) Totally unskilled. 2) Slightly skilled. 2) An apprentice. 3) Reasonable. 3) A trainee. 4) Fairly competent. 4) A student. 5) Highly skilled. 5) Fairly experienced. 6) Very dangerous. 6) Well trained. 7) Extremely deadly. 7) Highly skilled. 8) An expert. 8) An expert. 9) A master. 9) A master. 10) A grandmaster. 10) A grandmaster. Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on. ~ 0 SKYBLADE~ Skyblades are an elite class of fighter. They have mighty wings and use rapiers as there main attack weapons. Not much is known about this class except for they always attack from the clouds. It is heard that skyblades are of Angelic off-breed. They are deadly opponents and are swift as the wind. To fight one in the ground you would die before you knew what hit you. They are true masters of the wind. SkyBlade Power Abilities Leye - Truesight Reye - Shadowsight Eaglestrength - Adds Damroll Hawkeyes - Adds Hitroll Vulturevigor - Adds AC FalconBlade - (Automatic) Skyblade Magic Abilities Skyforge - Use some of your energy to make a Rapier HeavenlyRain - Call upon the rain of the heavens to strike your opponent Climax - (automatic) DragonAura - (automatic WyrmAura - (automatic) Also see 'SKYSKILLS' ~ 0 SKYSKILLS~ Skyblade Skills Bladejump - Jump to Anyone(Class Travel) Pummel - A swift attack that knocks your oppenet off guard and out of stance. CloudsBlessing - Blessing from the clouds(adds hitroll, damroll) RapierStrike - (Automatic) Retort - (Automatic) LeapOfFaith - (Automatic) DragonCharge - (Automatic) DragonX - A Powerful Attack using your Dragon WyrmRoar - A powerful Stunning Roar DiveStrike - An attack so powerful, it Drains most of your Vigor. Also see 'SKYBLADE' ~ 7 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 7 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ -1 SLOTS 'SLOT MACHINE'~ Syntax: game slots <slot name> <slot name> is the name of the slot machine in your current room that you wish to play. Each slot machine costs a certain amount of gold to play. Slot machines can be 3 bar or 5 bar slot machines. Each bar has 10 different items on it. If all bars match then you win the jackpot. If partial winning is on, you can still win some gold by matching just some of the bars. If freeze jackpot is on, then no matter how much you play, the jackpot never increases or decreases unless the jackpot is won. To see how a slot machine is set up, type 'examine <jackpot name>' ~ 0 SMOTHER~ Syntax: smother <name> This is used to try and smother the flames on a burning player or mob. You cannot do this on yourself, and it may take several attempts to work. Also, there is a small chance that the person smothering might catch on fire as well... ~ 0 SORCERER~ #PO#0f all mortal creatures, none are more feared and revered then the almighty mage. Magi can put their art to either the use of good or evil, and are armed with a powerful collection of spells to aid them.#n #0* #P'Sorcspells' shows you your spell book. 'Spells <field>' shows you that specific page. #0* #P'Mageskill' displays your magical skills you may learn. 'Mageskill <skill> learn' learns a specific skill. Each my be learned up to level 5. #0*#P All mages concentrate on a specific elemental circle: Fire, Ice, or Lightning. To chose your circle type 'specialize <field>' #0*#P 'Chant <spell>' commits a learned spell to memory, and readies it for use. Some spells may require components. Only one spell may be memorized at a time. #0*#P 'Mindblank' clears your mind, erasing a memorized spell. #0*#P 'Target <creature/player> invokes the memorized spell upon the target. #Calso see... 'HELP MAGESKILLS' , 'HELP SORCSPELLS' , 'HELP COMPONENTS'#n ~ 0 SOULBLADE~ Syntax: cast soulblade This spell summons the casters personal (named) soulblade, which is an extremely deadly weapon. The weapon is permanent. ~ 0 SPELL SPELLS~ Syntax: spells | spell <colour> This shows your spell casting ability with the various types of magic. 1) Untrained. 6) An adept. 2) An apprentice. 7) A mage. 3) A student. 8) A warlock. 4) A scholar. 9) A master wizard. 5) A magus. 10) A grand sorcerer. Note that these are only rough estimates; one master wizard might well be slightly more skilled than another master wizard, and so on. ~ 0 SPELLPROOF~ Syntax: cast spellproof <object> This spell makes the target object immune to the destructive powers of the various magical attacks. No protection from physical attacks is granted. ~ 0 SPIRIT~ The power to feel the Force in all things. 1 - Jedi Healing (jhealing) Uses the force to reinforce your vitality. (Will only work without a timer) 2 - Jedi Perception (Auto) Feels the fluctuations in the force of an outside presence. (Scry detection) 3 - Jedi Mind Walk (jwalk) Moves you into a different plane of existence. (Shadowplane, must have jfocus active) 4 - Enhanced Defence (Auto). 5 - Enhanced Attack (Auto). 6 - Jedi Summon (jsummon) Summons the force to your aid in a battle. (Uses 60 jedipoints) ~ 0 STANCE~ Syntax: combat <style> In combat, the stance of the fighter plays a very important role; you can't just stand there and exchange blow for blow unless you are very confident of your ability. Each fighting stance has advantages and disadvantages, the basic outline of which follows: VIPER: A very fast and aggressive style of combat, concentrating on striking your opponent before they have the chance to avoid or block you. CRANE: A wide, sweeping style of combat, which concentrates on a very strong blocking defence. CRAB: A low, defensive fighting stance which uses agile footwork and rolling with attacks in order to reduce your injuries. MONGOOSE: A light-footed stance, which relies on leaps and acrobatics to ensure that by the time your opponent makes their attack, you've moved out of the way. BULL: A low aggressive stance which concentrates purely on physical power. See also help on 'advancedstance' and 'stancetable'. ~ 0 STANCETABLE~ The following table is a rough comparison of stances, giving a value between 10 and -10, where the higher the number the better your chance of victory. Cross-reference your stance from the left with your opponents stance from along the top. Please remember these are only rough estimates, and may not be completely accurate... None Vipr Cran Mmgs Bull Crab Mnts Tigr Drgn Mnky Swlw None 0 -4 -5 -5 -5 -5 -9 -9 -10 0 -10 Viper +4 0 +3 +3 -2 -2 -2 -7 -9 0 -4 Crane +5 -3 0 0 +2 +2 -8 -6 -1 0 -3 Mongoose +5 -3 0 0 +2 +2 -8 -6 -1 0 -3 Bull +5 +2 -2 -2 0 +2 -5 -3 -3 0 -5 Crab +5 +2 -2 -2 -2 0 -5 -5 -7 0 -7 Mantis +9 +2 +8 +8 +5 +5 0 -3 0 0 +3 Tiger +9 +7 +6 +6 +3 +5 +3 0 -2 0 +1 Dragon +10 +9 +1 +1 +3 +7 0 +2 0 0 -2 Monkey 0 0 0 0 0 0 0 0 0 0 0 Swallow +10 +4 +3 +3 +5 +7 -3 -1 +2 0 0 ~ -1 STARRANK~ #0The ranks among the worshippers of the stars are :#n #GThe Priests of the Stars#n are the holy men/women these are the tellers of the stars. they speak what the astrologers tell them to speak. #GThe Astrologers of the Stars#n are the readers of the stars, they read the stars so that the priests can pass on the knowledge to those who are open minded. #GThe Seers of the Stars#n are a small group that are known as the knowledge keepers of the stars, they write and catalog all the stories the stars tells. #GThe Prophets of the Stars#n are the guardians of the stars, the warriors chosen to protect the knowledge of the stars. #GThe Visionaries of the Stars#n, little is known of these few, but it is known that the visionaries seem to have the ability to see into future and are often recruited by royalty, and hunted by those who do not wish their future be known. ~ -1 STARRELICS~ #0This is the only known relic of the star religion :#n #GSceptre of the Stars#n - little is know of this ancient relic other then it was originally endowed with a gem, most believe the gem is a star that fell from the sky. ~ -1 STARS~ #0The Worshippers of The Stars#n The worshippers believe that each star is a piece of one being, they believe that this being is the one who created the world and uses the stars to tell humanity secrets and help those who are willing to listen. Although not many know how to listen to what is being said through the stars the few who can obtain a higher understanding of life and use the knowledge gained to benefit themselves and others who wish to listen. The Worshippers oppose The Loa and The Pantheon of the Wild in the circle of balance. Read help on STARRANK and STARRELICS ~ 1 STATCAP~ The statcap is 50k + 10k per status you have to a max of 300k. ~ 1 STATCAP~ The statcap is 50k + 10k for each point of status you have to a max of 300k ~ 0 STATUS~ This represents the 'danger' of the player. You only have a status if you are level 3. It grants no extra powers, but is a good measure of how deadly that player is in combat. Each time you decapitate an Immortal+ (or an Avatar if you are also an Avatar) your status goes up by one and their status goes down by one (to a minimum of zero). The following shows how many kills (minus deaths) you need for each status: Remember, if your status is Immortal or above you gain nothing for decapitating an Avatar (except a free loot, a head, and an enemy). -----> ****SEE HELP STATUSTABLE FOR STATUS TYPE**** <----- ~ 0 STATUSTABLE~ 00 #1Piss Ant#n 01-03 #2Squire#n 04-06 #3Apprentice#n 07-09 #4Scout#n 10-12 #5Soldier#n 13-15 #6Lieutenant#n 16-18 #7Captain#n 19-21 #0Guard#n 22-24 #1Kni#2ght#n 25-27 #3Ran#4ger#n 28-30 #5Hun#6ter#n 31-33 #7Ass#0assin#n 34-36 #4L#1o#5rd#n 37-39 #1B#6ar#7on#n 40-42 #5D#7uk#1e#n 43-45 #0Pr#2in#5ce#n 46-50 #6K#0i#7n#2g#n 50-?? #CUnknown#n ~ 1 STEAL~ Syntax: STEAL bones <character> Syntax: STEAL <object> <character> STEAL attempts to steal bones, or an object, from a character. There are *NO* penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are *NO* penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 STECHNIQUE~ Shadow Techniques (Only used in battle) Moonstrike - A Deadly Strike using the moon's rays as your vigor. Shadowthrust - Thrust your weapons into your opponents throat. Dirtthrow - Throw dirt in your opponents eyes. Gutcutter - A lightning fast slice to your opponents stomach. Soulreaper - Weaken the soul of your victim, leaving them shivering. Knifespin - Spin your knife around, into their side. Wakasashislice - Ancient attack that targets your opponents vitals Caltrops - Spiked toys the ninja uses to slow down his hunter. Shadow techniques are weak by themselves, but if you find the right combos they can be deadly. ~ 1 STONESHAPE~ Stoneshaping is a special giant ability, which is used to enhance weapons and armors. It costs the giant 50 quest points each time the power is used. Syntax : stoneshape <item> ~ -1 STORY~ It is a time of great magic. Powerful immortals battle across the world for domination, slaying and pillaging at will. Only the greatest can survive...are you one of them? ~ 0 STR WIS INT DEX CON~ Stats have a decent affect on your char and it helps to train them. Here is a quick breakdown on these and what they do: STR - Affects Damcap and Hitroll Damroll DEX - Affect Dodge/Parry and Damcap CON - Reduces Damage and Increases Regen Rate WIS - Improves Save vs Spell (Reduces Spell Damage) INT - Raises Spell Damage (Only useful for Mage types at this time) Note: Max Stats are 100 for each, 110 for Samurai ~ -1 SUMMARY~ #RMOVEMENT GROUP#n north south east west up down follow group gtell split exits scan spy recall sleep wake rest stand #ROBJECTS INFORMATION / COMMUNICATION#n get put drop give sacrifice help areas commands socials title wear wield hold report score time where who yell recite quaff zap brandish channels config description password lock unlock open close pick auction chat music question answer shout inventory equipment look emote pose say tell clan classes eat drink fill empty bug idea typo note board #RCOMBAT OTHER#n kill flee kick rescue disarm save quit backstab cast wimpy practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: #GCHANGES OLDCHANGES TICK WIZLIST CREDITS#n #GSUPERSTANCE GENERATION PKPOWER TIER#n #GMCCP ARENA#n ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in your zone into your room. Characters who are fighting may not be summoned. ~ 0 SUPERSTANCES~ When you have grandmastered all you normal stances, you can create your own stances with the setstance command. The setstance command will tell you how to create a new stance, and how much xp it costs; but beware, once you have finished your superstance, your stuck with it forever. Also notice that you won't get any extra powers by chosing the same power several times, even if you choose both lesser and greater version, it's just a waste of xp. Enjoy. ~ 0 SURRENDER~ Syntax: surrender When you're fighting, you may choose to SURRENDER your opponent. If you surrender, you will cease fighting. Your opponent may ignore your action (receiving one free attack) or react in some other way depending on the situation. Fighting may always be resumed via kill command. See also: KILL ~ 7 SWITCH RETURN OSWITCH ORETURN~ Syntax: switch <character> Syntax: return Syntax: oswitch <object> Syntax: oreturn SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). OSWITCH acts like switch, except it switches you into an object. RETURN and ORETURN return you to your original body. ~ 0 TANARRI TANAR~ #n #n The Tanar'ri are a fierce breed of demonkind, who spends eternity fighting in the Blood Wars, a neverending struggle between the Tanar'ri and their abyssal enemies the Baatezu. Life for a Tanar'ri is mostly about wrecking havoc, killing Baatezu, and the occasional raids on the prime material plane. If you happen to stumble upon a True Tanar'ri or even worse a Tanar'ri Balor, run like you've never done before, these creatures are known to destroy entire cities single handed before they return to the Abyss to continue fighting in the Blood Wars. Bloodsacrifice - Sacrifice to gain powers. Tornado - Summon a powerful lightning storm. Infernal flames - Summon the abyssal flames to strike your enemy. Earthquake - Quake the earth and damge the landdwellers. Booming voice - Let your booming voice strike fear into the hearts of mortals. Enmity - Cause discord among friends. Enrage - Remove their sanity and let them fight like beasts. Truesight - Truesight. Web - Web the ugly mortals in icky demonic strands on power. Claws - Grow claws to tear the limbs of mortals. Chaosgate - Open a portal to far away places. Fury - Let your beastial side take over. Chaossurge - Destroy the pure of heart with the power of chaos. Lavablast - Shower the enemy with lava, and eat the corpses for dinner. Tantalk - Talk with other Tanar'ri. Taneq - Make class eq. Also remember to train the status among the Tanar'ri, strive to become a True Tanar'ri Balor, so you can lead your own army against the puny Baatezu. NOTE : Tanar'ri is a unique class made for Dystopia. ~ 0 TECHNIQUE~ The art of Force combat. 1 - Jedi Somersault (jsault) 2 - Jedi Reverse Spin (jreverse) 3 - Jedi Kneel (jkneel) 4 - Jedi Stab (jstab) 5 - Jedi High Strike (jhigh) 6 - Jedi Upper Cut (jupper) 7 - Jedi Butterfly Cut (jbutterfly) 8 - Jedi Cross (jcross) 9 - Jedi Slash (jslash) 10 - Jedi Circle (jcircle) ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 TERMS~ There are many terms and abbreviations used in muds. Here are a few to help you along... AFK : Away From Keyboard. BBL : Be Back Later. BRB : Be Right Back. BRT : Be Right There. CYA : See you later/goodbye. IRL : In Real Life. L8R : Later/goodbye. LO : Hello. TTYL : Talk To You Later. BF/GF : Boyfriend/Girlfriend. BS : Backstab ROFL : Roll On Floor Laughing. TANK : The person (in a group) who takes the damage in combat. STABBER : A (usually decent) backstabbing weapon. DUPING : An illegal method of copying items by crashing the mud. MULTI : The process of playing more than one character at a time. MAXED : At maximum. Eg: "I'm maxed" (hitpoints, mana and move at max), or "my stats are maxed" (your five stats are all trained to 18). ~ 0 THANATOSIS~ <<*>> #rHagswrinkles#n This allows you to mask anything. <<*>> #rPutrefaction#n This allows you to rot the skin of your vicitm. <<*>> #rAshes#n You can transform into a pile of ashes. <<*>> #rWither#n You can wither the limbs of your victims with this power. <<*>> #rDrain#n This allows you to drain the life of your victim. ~ 0 THAUMATURGY~ <<*>> #rTaste#n This allows you to see what a player has for stats. <<*>> #rCauldron#n This allows you to boil the blood of your victim. <<*>> #rTheft#n This is used to drain blood from your victims. <<*>> #rTide#n This gives you the strength of the kindred for a day. ~ 0 THIEF~ #RL#0urking in the shadows, these ruffians make a living by stealing and killing. Masters of the dagger, thieves are both incredibly fast, and quite dextrous. It may be wise not to anger these stealthy foes, else one may find a dagger burried in their back. #R'rolldice' #0lets a thief gamble for his or her skills. #R'thiefskills' #0shows you all of your current skills, and syntaxes.#n #R'shadowmove' #0allows you to travel to your enemies.#n also see... 'HELP THIEFSKILLS' ~ 0 THIEFSKILLS~ #0__#RSKILL#0____________#RDESCRIPTION#0_______________________#RSYNTAX#0_________#n #RConceal#0 - Hide yourself in the shadows. (tconceal) #RGleam of Nighteyes#0 - Increase your senses. (gleam) #RSwiftness#0 - Your speed. Adds extra hits. (auto) #RCritical Strike#0 - The chance to critically wound #R #0 your enemy in combat. (auto) #RBackstab #0- What thieves do best! (bstab) #RPoisonblade #0- Coat your blade with a foul smelling poison! (poisonblade) #RThrowing Dagger #0- Hurl a dagger at your enemy! (tdagger) #RToughskin #0- Increases your toughness. (auto) #RMight of the Panther#0- Increases your damcap. (auto) #RDirty Trick #0- Chance to trip/disarm/bash #0 your opponent. (dtrick)#n ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. f these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 TIE UNTIE GAG BLINDFOLD~ Syntax: tie <target> Syntax: untie <target> Syntax: gag <target> Syntax: blindfold <target> TIE allows you yo tie up another player, who must be stunned, incapitated, or mortally wounded. While tied up, a players actions are limited - they cannot move, quit, or do many other commands. UNTIE will untie a player who is currently tied up. A player cannot untie themself. GAG places a gag over the mouth of the target player, who must first be tied up. This command will also remove a gag. A player can only remove a gag from themself if they are no longer tied up. It is not possible to talk or use any of the channels while gagged. BLINDFOLD places a blindfold over the eyes of the target player, who must first be tied up. The blindfold can also be removed with this command. A player can only remove a blindfold from themself if they are no longer tied up. Unsurprisingly, blindfolded players cannot see. ~ -1 TIER TIERS~ TIERS #W__________________________________________________________________________________________#n #wWhat they are: #0Basically Tiers represent how powerful of a god you are. #0There are ten total tiers (not counting tier 0, which really #0doesn't qualify as one). Tiers are trainable, and appear on #0train #Cand #cscore. #CAlso, by typing viewtier, you will be #0able to see everyone elses tiers, and their status. #0Basically, the higher tier you are, #Cthe more powerful you are.#n #wPurpose: #0Tiers are here to provide many benefits to players who PK, #0However, their main purpose is to stimulate PK by opening up #0an incredibly broad range for player killing that is somewhat #0more balanced.#n #wWhat they do: #R* #0Allow extended PK (see rules below) #R* #0Allow for higher status accumulation #R* #0Boost your damcap #R* #0Give good xp modifiers #R* #GYou get a bonus multiplier equivalent to your tier level #R* #0They're required for improving your class #wHow do I train them? #0Typing #Rtrain #0will show you the requirements for your next tier. #0Once those requirements are met, you can train your tier by typing #0'#Rtrain tier#0'. #0Your current tier and tier kills can also be viewed #0on score. Remember though, before you train make sure you are ready #0to handle more intense PK on the next level! Also remember, at higher #0tier levels, if your current status drops too low, your tier will be #0dropped!!!#n #l*#LA note on getting tier kills... #LIf i see you feeding players/letting people cap you/other plays letting you #Lcap them, i will set your tier to 0. Don't think i won't catch you.#n #c*#CAlso please read help #cTierPK #Cfor rules on killing and more about tiers.#n #P-Thx Proman for this idea. #0__________________________________________________________________________________________#n ~ -1 TIERPK~ #y__________________________________________________________________________________#n #GWhat are tier kills? How do i get them?? -#gTier kills are points you aquire by making a valid decapitation. Each time #gyou do so, you will gain One tier kill. #RWhat Constitutes a valid decapitation? How do the Tier PK paradox rules work? -#rA valid decapitation is any decapitation you don't get doxed from, and #rwould gain status from. -#RHere is how tiers work... #R*If you are Tier 0, normal paradox rules apply to you. So if you cap #Rsomeone out of the 5 status range who is in Tier 0, you will be dox'd. #RHowever, if you cap someone in a higher Tier, who has more then 1 status, #Rno penalty or paradox will occur, even if they are out of range. #R*No matter WHAT Tier you are, if you ever cap someone with 0 status, and #Ryour status is greater then 0, you will be paradox'd. #R*If you are Tier 1 or greater, you may cap anyone else in your same #RTier, or in a higher Tier reguardless of your status range to them #R(as long as their status is greater then 0!) #R*However.. You may not cap anyone in a #rLOWER #RTier, unless they are in #Rthe status range of 5. #y__________________________________________________________________________________#n ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created. You can use TITLE to set your title to something else. ~ 0 TOTEM TOTEMS~ Each totem spirit grants the werewolf certian powers depentant on their devotion to the spirit. May the spirits grant your wishes. #GLuna#n - Flame claws, Moonarmour, Motherstouch, Grandmotherstouch, Silverclaws, Moongate, Moonbeam. #GBoar#n - Rend #GBear#n - Quills, Roar, Skin, Slam. #GRaptor#n - Run, Perception, Devour, Shred, Jawlock, Talons. #GOwl#n - Vanish, Shield, Shadowplane, Staredown, Disquiet, Reshape, Cocoon. #GHawk#n - Nightsight, Shadowsight, Truesight, Quills, Burrow, Wither. #GWolf#n - Calm, Razorclaws, Claws, Fangs. #GSpider#n - Web. ~ 0 TRAIN~ Syntax: train <str/int/wis/dex/con> Syntax: train <avatar/primal/hp/mana/move> Syntax: train <slash/stab/smash/beast/grab> Syntax: train <charm/heat/cold/lightning/acid/sleep/drain/voodoo> Syntax: train <hurl/backstab/kick/steal/disarm> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class. You can increase your attributes by spending experience points (exp) at a trainer. It costs 200 exp to train a stat (str, int, etc), except that it costs only 100 exp to train your primary stat. Primal costs 500 exp for the first point, 1000 for the second, 1500 for the third, etc, and hp/mana/move cost your current amount in that particular area minus your con (for hp and move) or wis (for mana) per point. Becoming a mortal or an avatar costs 1000 exp each. You can also train weapon resistances (reduces between 1 and all of the damage per blow for that weapon type), spell immunities (those types of spell do no damage to you), and skill immunities (they no long have any affect on you). These cost 10000 exp for the first, 20000 for the second, 30000 for the third, and so on. ~ 7 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 0 TRANSPORT~ Syntax: cast transport <object> <character> This spell will transport the specified object from your inventory to that of the specified character. ~ 1 TRUESIGHT~ This is a common power that all classes have. It enables them to see through most illusions, as well as see in the dark. Always remember to enable your truesight power. ~ 8 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 0 UNDEAD KNIGHTS~ The Undead Knights where great knights fighting for good when they lived, but a tragic twist in their life made them fail on some important mission, and they have been cursed to spend eternity earthbound. These creatures command many dark forces, and study the arts of necromancy. Knightarmor - Creates the ancient armor that the knights used when they lived. Gain - Gain acces to the darker and more powerful magics. Weaponpractice - Improves your fighting skills. Powerword - The most feared of the knights powers. Aura - Enable or disable some of the knights fearsome auras. Command - Command the living to do your bidding. Unholysight - Truesight. Bloodrite - Make a blood sacrifice to gain health. Knighttalk - Class Channel. Soulsuck - Drain the lifeforce of good people. Also read HELP AURAS. NOTE : Undead Knights are a unique class made for Dystopia. Training UK powers are based on Primal. ~ 7 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ -1 VAMPIRE VAMPIRES~ #0Vampires#n are the creatures of the night and thus take damage if exposed to daylight. Vampires cannot eat food, or drink any liquids except for blood. If they cannot drink blood for a long duration of time they will start taking damage or maybe even go berserk, so it's a good idea to store some blood in a drinking container. Vampires take half damage from cold, none from gas, and double from fire, although those with the Heat immunity take normal fire damage rather than double. #0Embrace#n - embrace a mob to drain their blood, use embrace again to release. (embrace depends on red spell level) #0Vamparmor#n - create vampire eq. (make a ring for rage/regen) #0Vamptalk#n - the channel for the vampire. #0Fangs#n - use to extend and retract your fangs. #0Inconnu#n - an inconnu vampire has to be diabed instead of decapped by other vampires. #0Regenerate#n - when unraged use this to regen. #0Disciplines#n - use research to begin a discipline when done train the discipline. (theres 10 levels of each discipline) #0Age#n - use train to increase your age the older the vamp the better. For more information on vamp disciplines type 'help #0disciplines#n'. ~ 0 VICISSITUDE~ <<*>> #rZuloform#n This allows you to transform into a giant monster. <<*>> #rFleshcraft#n This allows you to pull fins,tail and other things out of your body. <<*>> #rBonemod#n You can pull horns,wings, and other things out of your body with this power. <<*>> #rDragonform#n This makes you a giant dragon. <<*>> #rPlasma#n This allows you to transform into a pool of blood. ~ 0 VLADD Vladd Law LawMaker~ Yer God and Master. #RAnd c file eraser!.#n Find any cheaters and report them to me, you'll get paid well.. STASI. ~ 0 VOODOO~ Syntax: Spell: cast voodoo <victim> Ability: voodoo <victim> <action> Voodoo magic allows the caster to do things to another player indirectly. First, a body part of the victim is needed. The caster should hold this part and cast the spell on the target (they don't have to be in the same room). This will create the voodoo doll, which the caster the voodoo commands on to interfere with the victim. There are three voodoo actions. The first, 'Stab', is only of use as a warning to the victim, or to cause annoyance. The second, 'Throw', will hurl the victim from their feet and cause a small amount of damage. The third and final action, 'Burn', will set the victim on fire, as well as destroy the doll itself. ~ 1 VT100~ If your client supports the vt100 protocol, you can make your prompt stay at the bottom of your screen permanent. This is done by typing 'vt100' while standing in a safe room. The mud will then talk to your mudclient, asking it for your screen size. If your client responds, the mud will figure out where on your screen it should "trap" your prompt. To disable vt100, simply type vt100 again (this can be done anywhere, so you don't need a safe room for this). ~ 1 WARLORD~ The Warlord is a powerful mob, which is able to actually behead players. Taking out The Warlord is not easy, and it usually requires teamwork. The Warlord gives 5 million experience points to every single member of the group that kills him, and he is usually carrying some powerful and useful items. Beware The Warlord. ~ 1 WARPS~ All warps are automatic, so you don't need any commands to activate them, just the command obtain to get new warps. Theres a total of 18 warps, some have an affect, others don't. These are the possibly warps : Your body is protected by a indestructable crystal shell. Your skin is as hard as steel. Your arms are incredibly strong. Your legs are incredibly strong. Your tongue is long and venomous. Your tail fires deadly spikes during combat. Your breath is putrid and deadly. You have incredible speed. You have increased stamina, reducing the damage you take. Your heightened senses enable you to hunt people. (*) You have the ability to devour your opponents, sending them into the pits of Hell. (*) Your features are so horrid that they may stun those who look at you. (*) Your body has the ability to regenerate incredibly fast. Your mounts transform into hideous Demons. (use the mount spell) You have the power to transform into a deadly battle axe. (*) Your body is composed of deadly magma. Your skin is covered with shards of ice. A pair of leathery wings protrude from your back. The warps with (*) doesn't have any affect, and some of the warps are used together with inparts or disciplines, most are just extra attacks in combat or extra toughnes. Maybe some day when I have some spare time, I'll clean up the demon powers, but currently you'll just have to live with the mess. ~ 1 WEREWOLF WEREWOLVES WW WOLF~ The werewolf is a species of halfman, halfwolf beings that hunt down and destroy the wyrm. The wyrm composed of vampires and the like have been a bane to the wolf society long enough. From now on vile wyrm fear the wolves for they will destroy you all. #R*#n #GHowl#n - A channel for the werewolf community. #R*#n #GTribe#n - Shows information on other werewolves logged on. #R*#n #GDisciplines#n - Lists discipline spirits, use research to begin your training in one and use train to improve your discipline when its ready.. #R*#n #GRage#n - sends a werewolf into a violent rage that attacks everyone in the room and gives increased hit/dam for more information on the discipline spirits type 'help #Gtotem#n'. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 1 WHO~ Typing who will show a list of the players online that you can see, using the following style : #p Title#n #Y(#Gx.xx#Y)#n #0<<#RCLASS#0>>#n PlayerName * The Title is based on the players size, and who is sorted somewhat after this. The lowest title is 'Wannabe' and they cannot kill nor be killed by other players. If your a wannabe and want to pk, then you need to grow in size first, this is done by either training more hitpoints or training more skills (weapons, stances, etc). * The (x.xx) is the pkratio of that player, and the colors around the numbers shows whether you can kill that player and if she/he can kill you, heres the deal : if the #R()#n's are red, that means you can #Gboth#n kill eachother. if the #0()#n's are black, that means that the player can #Gkill you#n, but you can't kill him/her. if the #Y()#n's are yellow, that means you can #Gkill them#n, but they can't kill you. if the #B()#n's are blue, #Gneither#n of you can kill eachother. * The Class and PlayerName are obvious. * The religion tag will show what god/deity that player worships, and will also show the rank of that player within the given Church/Coven. Enjoy! ~ 0 WHO~ Syntax: who Syntax: who <avatar/god> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show avatars (level 3's) or gods (level 4's and 5's). ~ -1 WILD~ #GThe Pantheon of the Wild#n The Pantheon is formed by the three gods of nature, each controlling a their of the world. Wind, earth and water divided amongst them, they fight the onslaught of civilization, and the scourge of mankind. Few are the followers of the Pantheon, but those few are the most devoted of worshippers, fighting their own kind to let nature rule the realms of Mindcloud once more. There are no real churches to the Pantheon, rather small shrines are erected whereever the followers travel. The Pantheon doesn't allow their worshippers to settle, rather they are encouraged to travel the wilds, preaching the words of nature, and fighting those that abuse or hurt the nature in any way. The core of worshipping The Pantheon is allowing yourself to be truly free, relinquishing property and material desires, living from day to day, in perfect harmony with nature. The Worshippers oppose The Stars and The Crawling Chaos in the circle of balance. Read help on WILDRANK. ~ -1 WILDRANK~ #GThe ranks in The Pantheon of the Wild#n #GThe Weeds of The Wild#n are the most common of the worshippers; they call themselfs the weeds to indicate that even weed have more right to exist than man. Living with nature, and protecting it mankind is the first principle of the weeds. #GThe Hunters of The Wild#n live in harmony with nature, and has become a part of the big circle of life, feasting of the riches of nature, and finally dying so that nature can feast on them, completing the circle. These people are much feared, for they themselds fear nothing. Rebirth is the main structure in the belief system, and those that fear not dying, have no reason to fear anything. #GThe Protectors of The Wild#n have risen from the ranks of the worshippers of the Wild, and taken upon themselfs to protect the nature from those that does not understand. Death to mankind and their beloved cities are one of many cries that can be heard while The Protectors savegely demolishes a manmade city. #GThe Harmonists of The Wild#n are those that have begun their sojourn. A journey unlike many others, for this journey starts from within and ends within. As The Harmonist explore his or her own essence and belief, and find his or her place in the world, they evolve beyond that of normal man, becoming truly one with their beloved nature. #GThe Forces of The Wild#n are those that have survived the passage within, and have come to terms with who and what they are. The Forces are no longer considered to be a part of mankind, but are rather revered as elemental forms, creatures who have risen from the slavery of the flesh, and has chosen to fight beside nature as a part of it, instead of protecting it from the outside. ~ 7 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ -1 WIZLIST~ #B--==== #W Mindcloud Immortals #B====--#n #0Owner, Coder#R: #BZarius#n #0Builders#R: #YPizzaman #RLancaster #GArtemis #0& #PMoraugh#n #0 Website by#R: #GArtemis#n ~ 0 addy address webpage~ Here is the immortals link file. Mindcloud Webpage - http://www.mindcloud.com/code Zarius's email - jeff@mindcloud.com You can get in contact with us this way if for some insane reason we are not around. ~ 0 bank~ Banks are places you store your bones. To use bank you must first find the proper banking room. Once you have found the room you may use these commands Balance - Shows how many bones you have in the bank Deposit - Deposit bones into the bank Withdraw - Withdraw bones from the bank ~ 0 gang ganging~ Gangs are #RLEGAL#n to an extent! Under #RNO#n circumstances are you allowed to gang anyone that is not in a kingdom. If you want to be able to gang, join a kingdom. #RGanging is defined as the intentional or unintentional involvement of a non-kingdom player in the pk of another player. Involvment can range from actual attacking to healing or even tanking a mob. ~ 0 zarius~ Zarius is the coder and owner of the Mindcloud Codebase. ~ 0 I3~ Syntax: i3 <option> Note: You must meet the mud's minimum level requirement before accessing I3. You will be notified when you have reached the approptiate level. General Usage: ------------------------------------------------ List channels available : i3chanlist [all] [filter] To tune into a channel : i3listen <localchannel> To see who is listening on another mud : i3chanwho <channel> <mud> List muds connected to I3 : i3mudlist [filter] Information on antoher mud : i3mudinfo <mud> Ignore someone who annoys you : i3ignore <string> Make yourself invisible to I3 : i3invis Toggle I3 color output : i3color i3chanlist: Lists the channels the mud has available to listen to. Specifying 'all' will list the channels for the entire network. i3listen : Tunes you in to the specified channel. You must meet or exceed whatever the minimum level is for that channel to do so, and your mud must have the channel configured locally. i3chanwho : Shows you who is listening to the specified channel on the specified mud. Invisble players will not be shown. i3mudlist : Lists the muds which are connected to the network. Specifying a filter will narrow the list down to only those muds whose information matches. IE: &Wi3 mudlist afk&D will list all muds who have &Wafk&D as part of their listing. i3mudinfo : Lists the information provided by the specified mud. i3ignore : Allows you to selectively ignore all contact with person@mud. This will block tells, beeps, locates, fingers, emotes, and whos. It will also block channel output from them, but will NOT block them from seeing YOU on a channel. i3invis : Makes you invisible to I3. Performs similar to the ignore option except it prevents EVERYONE on the network from finding you. You will still be able to use channels, and you will NOT be invisible to others if you do so. See these general commands: I3TELL, I3FINGER, I3EMOTE, I3LOCATE, I3WHO, I3IGNORE See these administrative commands: I3UCACHE, I3USER, I3BAN, I3SETUP, I3CHANEDIT, I3CHANLAYOUT, I3ADDCHAN, I3REMOVECHAN, I3CHANADMIN, I3CONNECT, I3DISCONNECT, I3PACKETDEBUG, I3CONFIG ~ 103 I3UCACHE~ Syntax: i3ucache Displays the current content of the mud's ucache data. This is a very spammy list since multiple muds support this information and send packets out regularly. Ucache data is used for gender targetting of socials. See also: I3, INTERMUD3 ~ 103 I3USER~ Syntax: i3user@mud Sends out a specific request for the target user's ucache data and updates the data tables accordingly. See also: I3, INTERMUD3 ~ 103 I3PERMS~ Syntax: i3perms <user> Displays the permission level for the target user on the mud. See also: I3, INTERMUD3 ~ 113 I3PERMSET~ Syntax: i3permset <user> <permission> This command sets the permission level for a particular user on your mud. The following permissions are available: Notset - Default value. Causes subsequent logins to reset perms based on level. None - No access. Mort - Allows access to channels and commands for non-staff players. Imm - Allows access to additional channels and commands for regular staff. Admin - Allows access to additional channels and commands for administrative staff. Imp - Allows access to additional channels and commands for implementors. These permission values are also used when setting channels up for access. See also: I3, INTERMUD3 ~ 113 I3SETCHAN~ Syntax: i3setchan <i3channelname> <localname> [permission] This creates a local copy of an existing I3 channel for the mud to subscribe to. You must use the I3 name of the channel so that your mud will know which one you want. This is obtained from the 'i3chanlist all' command. You must then supply a local channel name to use with it. Then you can optionally set a permission level at which players can start using the channel. Channels with no permission level supplied will default to "Mort". An example: i3setchan diku_chat dchat mort Available permissions are: None, Mort, Imm, Admin, and Imp. See I3PERMSET for more information on what permissions do. See also: I3, INTERMUD3 ~ 113 I3EDITCHAN~ Syntax: i3editchan <localname> localname <new localname> Syntax: i3editchan <localname> level <permission> This allows you to change the local name of a channel, or to change the permission level at which players can begin using it. Available permissions are: None, Mort, Imm, Admin, and Imp. See I3PERMSET for more information on what permissions do. See also: I3, INTERMUD3 ~ 113 I3CHANLAYOUT~ Syntax: i3chanlayout <localchannel> <layout> <format...> Layout can be one of these: layout_e layout_m Format can be any way you want it to look, provided you have the proper number of %s tags in it. layout_e designs require 2 %s tags, one for the channel localname, and one for the message itself. layout_m designs require 4 %s tags. One for the channel localname, one for the username, one for the mudname, and one for the message itself. Formats with incorrect amounts of tags will be rejected. See also: I3, INTERMUD3 ~ 113 I3ADDCHAN~ Syntax: i3addchan <channelname> <localname> <type> The channelname should be what shows up on the router's list and is displayed on the 'i3chanlist all' command. Localname should be the local name you want it listed as on the mud. Type can be one of the following: 0: selectively banned 1: selectively admitted 2: filtered - valid for selectively admitted ONLY Selectively banned channels are public channels, open to all. Selectively admitted channels are private channels, by invite only. Filtering is not yet implemented in this client code, but is used to scrub the content of a private channel by its host before it is sent out to those who are subscribed. As noted, this CANNOT be done on a public channel ( yet ). New channels default to "Mort" permission. See I3PERMSET for more information on what permissions do. See also: I3, INTERMUD3 ~ 113 I3REMOVECHAN~ Syntax: i3removechan <channel> Channelname should be the name seen on 'i3chanlist all' Removed the indicated channel from the router, and deletes the local copy from the mud as well. This does NOT send a broadcast to subscribed muds to delete their local copies, so they will need to do that themselves upon noticing the channel is gone. See also: I3, INTERMUD3 ~ 113 I3ADMINCHAN~ Syntax: i3adminchan <localchannel> <add|remove> <mudname> This command is used to administer the list of muds authorized to use a channel. When used with a public channel, "add" bans them from using it, and "remove" unbans them. When used with a private channel, "add" allows them to use it, and "remove" disallows them. This is all handled on a per mud basis. See also: I3, INTERMUD3 ~ 103 I3CONNECT I3DISCONNECT~ Syntax: i3connect Syntax: i3disconnect Pretty self explainitory. Each option does exactly what it implies. See also: I3, INTERMUD3 ~ 113 I3DEBUG~ Syntax: i3debug When this option is on, all packets entering and leaving the mud are logged so that they can be inspected later. This is really only of any value in the deployment of new packet types that have not been tested, or in the addition of new features that have yet to be implemented. It is not to be used lightly, for it spams and is a gross invasion of privacy for anyone on the mud who may be using tells. Responsible admins should either inform their users ahead of time or use this option on a development port. See also: I3, INTERMUD3 ~ 113 I3CONFIG~ Syntax: i3config <options> The interface to changing your configuration while in the mud. Most options listed by typing in the command cannot be changed if you are currently connected to I3 and they will inform you of this. 'i3config show' will list the details of what you can currently change with this command. If something is not listed, then the only means to change it is to edit it in shell. The output of the command should be fairly self explainitory. See also: I3, INTERMUD3 ~ 113 I3BAN~ Syntax: i3ban <target> Syntax: i3ban IP:Port This is the mud-wide version of an I3IGNORE command. Best used in elevated cases where indivudual users have been unable to effectively block traffic from another user or mud who is harassing them, or harassing multiple users on your mud. This is a somewhat drastic measure and all traffic from the individual user or mud will be dropped silently. It is usually best to have documented cases of individual abuse before proceeding to this level. If blocking at this level fails to stop the problem, you may wish to proceed to the administrator of the channel if the problem is channel related, or directly to the router administration for the router you are connected to if it's something else. Be prepared to provide any necessary documentation of incidents if the administrator you contact should request them. See also: I3, INTERMUD3 ~ 0 I3IGNORE~ Syntax: i3ignore <target> Syntax: i3ignore IP:Port The I3IGNORE command blocks incoming traffic directed at a specific user on the mud. It also prevents them from being displayed on such lists as who, and channel who. This is your first line of defense against an annoying pest. You can specify ignores either specifically or with wildcards, like so: i3ignore pest@mud i3ignore *@mud i3ignore pest@* i3ignore IP:Port The IP type of ignore can only be specified as an IP and port, taken from the mud's current mudinfo data. This will block anyone current and future who logs into that mud IP and port from ever sending you traffic. Before going to the mud's administration with a complain, you should attempt to make an ignore work for you. If the particular person is still causing problems or is making a nuisance of themselves to several people, advise your mud administration that they may need to pursue an I3BAN against the person or mud in question. Be prepared to show proper documentation of any incidents to support your case. See also: I3, INTERMUD3 ~ 0 I3BEEP~ Syntax: i3beep <person@mud> Syntax: i3beep [on]/[off] i3beep sends a quick message to a person on another mud. If the target mud supports the beep tone, then the person on that mud will hear the standard beep tone used by whatever client software they are using. Works in the same manner as the local beep command. Using on or off as an argument will enable or disable your ability to send and receive i3beeps. See also: I3, INTERMUD3 ~ 0 I3EMOTE~ Syntax: i3emote <person@mud> <message> Sends a private emote to a person on another mud. See also: I3, INTERMUD3 ~ 0 I3FINGER~ Syntax: i3finger <person@mud> Syntax: i3finger privacy Request for information regarding a player on another mud. Operates in a similar manner to the local 'finger' command. Will only reveal information the target mud feels is appropriate. Using the privacy argument will disable your information from being sent to a requesting user on another mud. You will not be told anyone has tried. See also: I3, INTERMUD3 ~ 0 I3LOCATE~ Syntax: i3locate <name> Asks all the muds on the Intermud-3 network if a person known by the name is there. Be patient when using this command, there are a lot of muds on the network to search through, so a response may take some time to come back. See also: I3, INTERMUD3 ~ 0 I3TELL I3REPLY~ Syntax: i3tell <person@mud> <message> Syntax: i3tell [on]/[off] Syntax: i3reply <message> i3tell sends a private message to a person on another mud. To send a tell to someone on a mud with a multi-word name, you need to enlcose person@mud in quotes, like so: i3tell 'person@mud with long name' Otherwise this command operates in much the same way as the local tell command. To reply to the last i3tell you received, simply type 'i3reply' followed by your message and it will be sent back to the last person on I3 who sent a tell to you. Works in the same manner as the local reply command. Using the on or off arguments will enable or disable your ability to send and receive i3tells. See also: I3, INTERMUD3 ~ 0 I3WHO~ Syntax: i3who <mud> Requests an overview of players on a different mud. Operates similarly to the local who command. See also: I3, INTERMUD3 ~ 0 INTERMUD3~ Intermud-3 is a protocol which allows you to chat with people on other muds who are also connected to Intermud-3. It is primarily populated by LP based muds at this time, but the hope is to get more Diku based muds to join over time. While some may say that Diku based muds would be better served on the IMC2 Network, it is far easier for a mud to obtain a connection to the Intermud-3 network, and the commands to use it are generally simpler. In either case, should a mud desire it, Intermud-3 will coexist peacefully with an IMC2 enabled mud. See also: I3 ~ 0 $~ #$