log/
#HELPS

1 !~
Syntax: !

! repeats the last command you typed.
~

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 WIZLIST~

Owner: Xrakisis
Coders: Ivlin
Builders: Palin, Hayame, Urkon, Dagnarus, Rayvn
Enforcers: Seiren
~



-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 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.  
~

1 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.
~

1 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.

~

1 AUTOSTANCE~
The autostance command will enable you to choose a default stance, which
you will always drop into when starting a new fight. You must be able
to normally stance into a stance before you can autostance it.

Syntax : Autostance <stance>

~

1 AVATAR RANK~
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'.

TIP: It is not wise to train more than 4-5000 hps before you are
ready to playerkill. You will be protected from playerkilling
untill you have reached the status of Cadet (on the who screen).

~

1 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
not hit players, only mobiles.
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.
~

0 BLINDNESS~
Syntax: cast blindness <victim>

This spell renders the target character blind.
~

1 BOMBS GRENADES TRIGGER~
The mud 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

~

1 BRANDISH QUAFF RECITE ZAP~
Syntax: brandish <staff>
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 BRIEF6 BRIEF5 BRIEF4 BRIEF3 BRIEF2 BRIEF1~
With the command brief1, brief2, brief3, brief4, brief5 and brief6,
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. (default enabled)
brief4 -> Toggle message on exp modifiers, discipline points and class points.
brief5 -> For the very sensitive persons - gives a summary of the combat.
brief6 -> Blocks all 3rd party battlespam.

~

1 BULLY~
It's not considered nice to harass 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
harass 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 harassment be
taken to the extreme by a player, we will set the flag on the offending player.

~

1 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.
~

1 CHALLENGE FORTRESS BET SPAR DEATHMATCH~
The mud has a forbidden fortress, which is used to fight one-on-one battles.

To challenge someone to a fight type : challenge <person> <spar/death>,
it is only possible to kill someone for real in a deathmatch, the spar
will just result in an arena loss/win.

To agree to a challenge, simply type agree <challenger>.

It is possible to bet questpoints on who wins a deathmatch, simply
use the command 'bet <winner> <amount>'. You can bet as long as
both players have more than 75% of their hitpoints left.

Genstealing in a deathmatch is possible, but all bets are cancelled
if the fight ends in a genteal.

~

1 CHANGES NEWS~
These are the latest changes done to this mud

* None

~

1 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'~
Syntax: 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 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.

~

-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)
#9Grey           #0##0 #8##8#n
#9Red            #R##R #r##r#n
#9Green          #G##G #g##g#n
#9Cyan           #C##C #c##c#n
#9Blue           #L##L #l##l#n
#9Purple         #P##P #p##p#n
#9White          #7##7 #9##9#n
#9Yellow         #y##y #o##o#n

Specials
#9Random         #s##s#n
#9Bold           #i##i#n
#9Underline      #u##u#n

To stop a color from bleeding into the next line stop it with ##n

~

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.

~

1 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.
    BRIEFx    You see brief[x] descriptions only.
    COMBINE   You see object lists in combined format.
    PROMPT    You have a prompt.
    TELNETGA  You receive a telnet GA sequence.
~

1 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.
~

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.
~

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.
~

-1 DCREDITS~
Without the contributions and help of these people, Dystopia would
not be what it is today, a great thanks to them all.

  Thanks to Willaz, Antibody, Rand, Nyria and Jatr for their
  work in creating new areas for Dystopia.

  Thanks to Mandrax for his crash recovery system.

  Thanks to Dingo for the core of the automap system.

  Thanks to all the players that have contributed ideas
  and made our stay here at Dystopia a pleasant one.

~

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.

~

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.
~

1 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.
~

-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 '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 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
Syntax: get  <object>
Syntax: get  <object> <container>
Syntax: give <object> <character>
Syntax: put  <object> <container>

DROP drops an object 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 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.
~

-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   [unknown]
  Dennis Aagaard     as   Tarasque    [unknown]
  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.

~

1 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.
~

1 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

1 ESCAPE~
This command allows you to transport to your home room when you are
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,
so be careful how you use it.
~

1 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'.
~

1 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits.  (Try to walk in a
certain direction and see what you bump into).
~

1 EXPERIENCE XP MODIFIERS~
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.
* Size                             : gives an unknown amount.
* Time                             : depends on how long you have been on.
* Tithe (worshippers only)         : gives  -5 % exp (that's less)
* Mccp   (read Help mccp)          : gives  -5/+25 % exp modifier.
* Alignment (explained below)      : gives  +/- 25 % exp modifier.
* Edge                             : gives 15% 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.

~

0 'FAERIE FOG'~
Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
~

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.

~

1 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.
~

1 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 GENERATIONS 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%.

~

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 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.


~

-1 GREETING~
.
   #0Welcome to #yAge of Heroes#0, a godwars mud.#n

   Dystopia was created by Jobo
   Godwars was created by KaVir
   Merc 2.1 was created by Furey, Hatchet and Kahn

   DikuMUD was created by

           Katja Nyboe, Tom Madsen, Hans Henrik Staerfeldt,
           Michael Seifert and Sebastian Hammer.
   
What be thy name? ~

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.
~

1 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 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.
~

1 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 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.
~

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 INFRAVISION~
Syntax: cast infravision <character>

This spell enables the target character to see in the dark.
~

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.
~

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
#8@#n  Mountain, Hill
#nO#n  Inside, City
#L=#n  Water, Ocean, Sea
#C#-#n  Air, Flying
#y+#n  Desert

The symbols '#o|#n' and '#o-#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 MCCLIENT~
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 your client do not support mccp theres another way to use mccp,
the instructions on how to do this can be found on the following
page, and it takes no more than 2-3 minutes to get working.

[Insert MCCP howto page here]

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 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.
~

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.
~

-1 MOTD~
first Race System here replaced with that of CotN 4
Selfsphere to choose your 5 spheres.
Selfrace to choose your Race.
Proficiencies command to see your weapon levels.
Spheresreset to reset your spheres
Remort : you can go back to level 0 3 times and start with more hp each time
	and also gain +1 sphere per remort
Gainlevel to gain levels up to 200
Str, Con, Int etc AUTO train removed from train function.
Gainlevel gives hp, mana, and move
Dragonlance Pantheon gods reward you for sacrificing
Shops cost gold, 
You will be able to convert silver and copper to gold.
Go south of recall to Forge to buy the best eq in the game.
East of Recall to go to the dungeon tower, exp area for all
	so far 3-27-06 has 10, 13 room floors
Soon you will be able to sell the eq you collect.
Gold, Silver and Copper Currency System

CURRENTLY hiring builders and coders
This mud is in Alpha, approx 1 month til Open.

If your looking for a job write me, Xrakisis at 
ian_shirm2@yahoo.com
~

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.
~

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.
~

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 :

[Insert sound page here]

Just type 'sound' to toggly sounds on/off.

~

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.

~

1 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~
The mud 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.

~

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.
~

1 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.
~

1 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.

~

1 PARADOX~
When a player decaps someone not in their range, they get paradox'ed,
which means they end up morted in midgaard, which really isn't healthy.
A player getting paradox'ed will also lose 10% of their MAX hps.

The range works in this way :

Each player has a certain powerscore assigned to them, and this score will
go up (or down) as this player gets more powerful, these are the things that
affect how powerful you are in regard to the powerscore :

* How many hitpoints you have (max hps, not current).
* If you have mastery or not.
* How many superstances you have (0 to 5).
* Whether your an upgrade or not.
* A small change for the amount of rune a player may have.
* Spell affects like trains or blesses should will not affect this score.

If you decap someone which are not within your range, you get a paradoxcounter,
should you ever get 3 of these counters you will be struck by paradox. You can
only get rid of counters by decapping players within your range.

Also read PARADOXSTATS.

~

1 PARADOXSTATS~
Taking a base in hps, the paradoxrange looks at a number calculated from the following.

* Each skill mastered (weapons, stances, spells) gives a small modifier,
  a fully mastered player get's a 10K total modifier.
* Superstances counts as 5K hps a piece. (25K hps when you have ss5).

If a player doesn't have more than 15K now, we don't add anything else.
  #G(#yactually a player with less than 15K can't be killed nor kill#G)#n
But if the player has more than 15K we take a look at the following.

* Possible Rune eq counts as 1K hps a piece for a max of 14 (yes, 14K).
* Being an upgrade will modify this number in a special way :)
* Each extra level beyond level 1 as upgrade counts as an extra 12K hps.

We then compare the number of the attacker and the defender, deciding
whether the attacker is allowed to decap or not.

And no, I will not explain this any better, if you don't understand, then
you'll just have to live with not understanding.

~

0 'PASS DOOR'~
Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.
~

1 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.
~

1 POINTS 'CLASS POINTS'~
Certain classes gain clas points when killing monsters. These points
are usualy used to buy new powers, but some powers might require that
the player spend a certain amount of class points each time the power 
is used.

~

-1 POLICY~
I suggest writing a fitting policy for your mud

~

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.
~

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.
~

1 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 and abilitites.
~

1 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'.
~

1 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 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.
~

1 QUEST 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.

~

1 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.
~

0 RACES ~
See These Help Files, Also containing Sub-Races
BugBear, Centaur, Dwarf, Elf, Gnoll, Giant, Gnome, Goblin, HalfElf,
HalfOgre, HalfOrc, HalfTroll, Hobbit, Human, Kender, Kobold,
Minotaur, Ogre, Orc, Pixie, Troll

Ascension Races: ArchDemon and ArchAngel

ArchDemon: Demonform Toughskin Infravision
ArchAngel: Infravision Toughskin gfavor
~

0 KOBOLD ~
Subraces: Aquatic, Arctic, Desert, Earth, Jungle
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HALFTROLL ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 GNOLL ~
Powers: Jawlock
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 BUGBEAR ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 CENTAUR ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HALFORC ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 ORC ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HOBGOBLIN ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 GOBLIN ~
Subraces: Aquatic, Arctic, Desert, Forestkith, Jungle
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 MINOTAUR ~
Powers: Gore
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HALFOGRE ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 OGRE OGREMAGE~
Powers:Chant(Ogremage Only) 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 PIXIE~
Powers:
Abilities:
Immunities:
Resistances:
Vulnerabilites:
~

0 GIANT ~
Types of Giant: Hill, Frost, Fire
Powers: Earthpunch, Stoneshape
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 KENDER ~
Powers: Pirate
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HOBBIT ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 DRAGONKIND ~
Powers: Fly
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HUMAN ~
Powers: 
Abilities: 
Immunities: 
Resistances:
Vulnerabilites: 
~

0 HALFELF ~
Powers: Infravision, Lessons, Elfsing, Songs
Abilities: 
Immunities: Magic, Sleep
Resistances:
Vulnerabilites: 
~

0 ELF ~
Subraces: Aquatic, Arctic, Dark, Desert, Fire, Ghost, Gray, High, Jungle, Wild, Wood
Powers: Infravision, Lessons, Elfsing, Songs
	-Dark Elf Powers: Darkness, Drowfire
Abilities: 
Immunities: Magic, Sleep
Resistances:
Vulnerabilites: 

also see help Wildelf and Halfelf
~

0 GNOME ~
Subraces: Air, Aquatic, Arctic, Chaos, Deep, Desert, Forest, Jungle, Rock
Powers: Airshiptravel, Infravision
Abilities: 
	-Rock, Arctic, and Desert Gnomes get a dam Bonus vs All Goblinoid subraces
	including bugbears and hobgoblins and Kobolds.
	-Rock, Aquatic, Arctic, Chaos, Desert, and Forest gnomes recieve
	an AC bonus when fighting Giants.
Immunities: 
Resistances:
Vulnerabilites: 
~

0 WILDELF ~
 
Wild Elves 
Appearance Their skin tends to be dark brown and their hair ranges form black to light brown,
lightening to silvery white with age. They dress in simple clothing of animal skins and basic
plant weaves. They are barbaric and tribal. Though the other subraces consider them savages 
they contend that they are the true elves, for the rest have lost their primal elven essence 
in needing to build. Nomadic and rugged, wild elves favour the sorcerer class rather than wizard, 
though many are barbarians as well. 	 

Immunities: Sleep, Magic
Resistances:
Vulnerabilites:
~

0 TROLL ~
Powers: Regrow, Toughskin
Abilities: Super Enhanced Hp/Mana/Move Regeneration
Immunities:
Resistances:
Vulnerabilites: Fire
~

0 DWARF ~
Subraces: Aquatic, Arctic, Deep, Desert, Dream, Earth, Gold, Grey, Hill, Jungle, Mountain
Powers: ThunderHammer, Infravision, Tunnel
Abilities: Ac bonus vs Giants
	-Hill, MT, Deep, Grey, Aquatic, Arctic and Jungle Dwarves recieve a bonus to damage Vs 
        Hobgoblins, all Goblin subraces, and Bugbears
	-Hill, Mt, Deep, Grey, Jungle, and Aquatic Dwarves recieve a bonus to damage vs Orcs
Immunities:
Resistances:
Vulnerabilites: 
~

-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.
* Upgrades can only fight other upgrades.
* You do not lose ANYTHING if capped during ragnarok.
* Base classes can only fight other base classes.
* 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
~

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.
~

1 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.
~

0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>

This spell removes a curse from a character.
~

1 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.
~

0 RESISTANCE~
Syntax: cast resistance <object>

This spell makes the target object capable of withstanding 10 blows 
before it is destroyed, rather than 4.
~

1 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'.
~

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 RULES BOTTING~
State the rules of your mud here...

~

1 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.
~

1 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>
~

2 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.

~

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 possible 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.

~

1 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 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 SOULBLADE~
Syntax: cast soulblade

This spell summons the casters personal (named) soulblade, which is an 
extremely deadly weapon.  The weapon is permanent.
~

1 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.
~

1 SPHERE1~
#GW#go#Yk#ya#Rn#ri#Ls#lt#n: elemshift, gasbreath, naturesfury
#RC#7o#Rm#rb#Ra#7t#R1#n: leech, bladejump, ironclaw, kakusu, fightdance
#RC#7o#Rm#rb#Ra#7t#R2#n: bomuzite, superberserk, shouldercharge
#RC#7o#Rm#rb#Ra#7t#R3#n: entomb, spikes, unnerve, dtrick
#RC#7o#Rm#rb#Ra#7t#R4#n: desanc, shatter, enrage
#7A#0er#7o#0m#7an#0ce#7r#n: disperse, enfold, evaporate, updraft, aero hoana, chagi, aeblade, tornado
#LE#7nchantmen#Lt#n: weaponenhance, armorenhance, caust, immolate, freezeweapon, poisonblade
#GE#gn#Gh#ga#Gn#gc#Ge#gm#Ge#gn#Gt#n: nightsight, graft, darktendrils
#LH#le#La#ll#Li#ln#Lg#n: heal, regenerate, regrow
#LH#ly#Ld#lr#Lo#7mance#Lr#n: hydro, cbreath, frosthands, soothe, wash fluidity, aqua, viunemto, storm
#GG#oe#Go#om#Ga#on#Gc#oe#Gr#n: solidify, rockslide, earthshatter, earthswallow eagra, inos, yaoe, easpi, eshina, sha
#RT#0ransmute#Rr#n: zuloform, change, dragonform, mask, camouflage, bonemod
#CI#cllusionis#Ct#n: clones, formillusion, grab, shadowplane, shadowsight
#7Di#0vine#7r#n: scry, readaura, gleam, reveal
#YA#yb#Yj#yu#Yr#ye#Yr#n: dimensiondodge, holyaura, shield
#0Necromancer#n: creepingdoom, powerword, darksummon, fleshportal
#RP#ry#Rr#Ro#7mance#Rr#n: flameblade, firebreath, magma, enflame, fagra, bae, taiegra, ennotate, lava, torra
#GA#on#Gi#om#Ga#ol#n: sclaws, claws, fangs, rend, talons, burrow
#GA#on#Gi#om#Ga#ol#G2#n: quills, roar, flameclaws, skin
#LC#Rh#La#Ro#Ls#n: chaossurge, chaosgate, chaosmagic, chaosshield, chaos
#0Shadow#n: vensai, butomi, sami, sautchen, daemi, saubutomi
#7Holy#n: shoju, mian, goazento, hishu, beoutu, yu

Still need coded:
Conjurer - Invoker - Sylvamancer - Sun
Moon: moonbeam, moongate

Syntax: selfsphere (spherename)
Also read Sphere2 Sphere3 Sphere4 Sphere5 Sphere6 Sphere7
~

1 SPHERE2 ~
Wokanist: 
	elemshift:shift in an out of the 4 elemental forms
	gasbreath: Area Attack
 	naturesfury: Attack someone with the force of the 4 elements
Combat1:
	leech: drain someones life
	bladejump: Sphere Travel
	ironclaw: Attach iron claws to your wrist
	kakusu: Advanced hide
	fightdance: Dance the dance of death with Lloth

Combat2: 
	bomuzite: attack someone with a sleepy time bomb
	superberserk: area Attack
	shouldercharge: Bash skill

Combat3: 
	entomb:close off the room sealing their Fate
	spikes: Grow spikes that fly off in combat
	unnerve: Destancing ability
	dtrick: chance to bash, trip or disarm

Combat4: 
	desanc: take away someones sanctuary
	shatter: Stop the fight
	enrage: force someone to berserk
~

1 SPHERE3 ~
Aeromancer: 	
	Disperse: sphere travel
	Enfold: stop people from fleeing
	Evaporate: render yourself invisable
	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.

Enchantment: 
	weaponenhance: raise average damage of a weapon
	armorenhance: give an item an increase in AC
	caust:
	immolate: burst a weapon into flames
	freezeweapon: surround a weapon with frostcrystals
	poisonblade: poison a weapon

Enhancement: 
	nightsight: see at night
	graft: attach 2 more arms
	darktendrils: an autoattack

Healing: 
	heal: heal damage
	regenerate:
	regrow: regrow limbs
~


1 SPHERE4 ~
Hydromancer: 
	hydro- Destance
	Cbreath - Middy
	frosthands turn hands to magical ice
        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.

Geomancer: 
	solidify: harden skin
	rockslide: middy
	earthshatter: Area Attack
	earthswallow : trans opponent
        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.

Transmuter: 
	zuloform - This allows you to transform into a giant monster.
	change - change into differant forms
	dragonform - turn into a dragon
	mask - make yourself look like someone else
	camouflage - change an item
	bonemod
~

1 SPHERE5 ~
Illusionist: 
	clones: make copies of yourself to take damage in combat
	formillusion: create a illusionary clone
	grab: pull someone into shadowplane
	shadowplane: phase into shadow plane
	shadowsight: see into the shadows

Diviner: 
	scry: spy on those far away
	readaura: find out info about target
	gleam: increase your senses
	reveal: show all in the room

Abjurer: 
	dimensiondodge: dodge ability
	holyaura: 2x Sanc
	shield: protection from scry

Necromancer
	creepingdoom: area attack
	powerword: kill, Stun, flames, blind
	darksummon: powerful summon
	fleshportal: sphere travel
~

1 SPHERE6 ~

Pyromancer:
	Flameblade: Breath a weapon with Fire
	firebreath: breath Weapon
	Magma: Middy
	Enflame: Shield of Fire
        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.

Animal: 
	sclaws -make your claws silver
	claws - grow claws
	fangs - grow fangs
	rend - Rip off opponents eq in combat
	talons - Middy
	burrow - Sphere travel

Animal2: 
	quills - Autoattack
	roar - Make them fle
	flameclaws - Breath your claws in flame
~

1 SPHERE7 ~
Chaos: chaossurge, chaosgate, chaosmagic, chaosshield, chaos

Shadow:
        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.

Holy:
        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.

~


1 STAFF WAND SCROLL PILL~
These items can be used to cast spells. Normally one would use the
commands recite, zap, brandish and eat to use these items.

~

1 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'.
~

1 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 STATCAP~
The statcap is 20K + 4K for each pkill you have,
to a max of 120K, please enjoy.

~

1 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.
~

-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 UPGRADE#n
              #GMCCP MCCLIENT ARENA DCREDITS#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.
~

1 SUPERSTANCES SETSTANCE~
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.

example on creating superstance one would be :

setstance dodge               (20 mill exp)
setstance damcap lesser       (20 mill exp)
setstance resist lesser       (20 mill exp)
setstance done

This would buy a superstance with dodge, damcap and toughness,
costing a total of 60 million exp.

Minimum and Maximum amount of experience that can be spend on the creation
of a superstance depends on what superstance it it.

SS1    Min :  40 mill.     Max : 240 mill.
SS2    Min :  80 mill.     Max : 280 mill.
SS3    Min : 120 mill.     Max : 300 mill.
SS4    Min : 160 mill.     Max : 360 mill.
SS5    Min : 200 mill.     Max : 380 mill.

~

0 TELEPORT~
Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere
in the world.
~

1 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.

for 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 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. 
~

1 TITLES STATUS LEVELS~
#7 Almighty#n
#C Ruler#n
#o Supreme#n
#p King#n
#R Baron#n
#y Duke#n
#g General#n
#C Captain#n
#R Master#n
#y Legendary#n
#G Hero#n
#L Adventurer#n
#r Veteran#n
#y Private#n
#o Cadet#n
#p Wannabe#n

Each rank beyond Wannabe gains an extra 10% exp bonus from killing mobs,
and people with Wannabe rank cannot pk. The title itself is based on the
might of that player (Hitpoints, upgradestatus, skills with weapons, stances,
spells, and alot of other stuff).

~

1 TOKEN QUESTTOKEN~
Syntax: token <value>

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.
~

1 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.
~

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.
~

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.
~

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 VOTE POLL~
The mud has a voting system. Just remember, this is not a democracy,
and any final rulings will be made by me.

To vote, you need to be at least 10 hours old, and have killed 1000
mobs; also you can only vote once (ie. no alts) - if you try to use an
alt, any votes you have cast will simply be removed.

Type 'vote' to get a list of current polls. To vote on any of the polls
simply follow this example : Theres a poll called 'mages', and you want
to cast your vote on the 2nd option, so you type 'vote mages 2'.

Can it be any simpler ?

~

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 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      #C-= #PFAITH #C=-#n

* 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 #L()#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 $~

#$