#HELPFILEDATA colourcode ` security 7 END #HELPENTRIES keyword CRANK CLANRANKS~ category undefined~ immsee_also CLANRANKS-IMM~ text `=lSyntax:`=? crank Lists the ranks within your clan. You can not view the ranks of another clan. ~ END keyword REQUEST REQUESTOOC REQUEST-OOC~ category undefined~ see_also DECLINEOOC~ text `=? `=lSyntax:`=? Requestooc <charname> Requestooc sends a message telling someone that you want to talk to them in the ooc rooms. The obvious place to meet is in the main entrance, and then follow each other to the agreed room. ~ END keyword DISMOUNT~ category undefined~ see_also MOUNT TETHER~ text `=lSyntax: `=?dismount`+ `+ You climb off your mount with this command. Your pet will follow you around until you tether it up.`+ `+ ~ END keyword TOGGLES~ category undefined~ text `=? Toggle means the command can be turned on or off merely by typing the command name again. For example autosubdue is a toggle, typing autosubdue will turn it on or off depending on whether it is currently on or off. ~ last_editor Eris~ last_editdate 1112128987 END keyword COMBINE~ category undefined~ text `=? `=lSyntax:`=? Combine This command will toggle weather items of a kind are shown in groups or as separate items in your inventory or in a container: (2) a long thin dagger, or; a long thin dagger a long thin dagger ~ END keyword ATTACK KILL FIGHT~ category undefined~ see_also PKILL DEATH FLEE RECALL~ text `=? `=lSyntax:`=? kill <victim> Use this command to start a fight. ~ END keyword WHISPER~ category undefined~ text `=? `=lSyntax:`=? Whisper <character> <message> " <character> <message> This command will send a message to another character in the same room as you. Sometimes you will be overheard, this is a chance thing. Some factors taken into account for success of whispering are quickness, reasoning and empathy. Double quotes are a short cut key for whisper, ie. " <character> <message> ~ END keyword SUBDUE~ category undefined~ see_also AUTOLIST DEATH GRAB~ text `#`=lSyntax:`^ autosubdue AUTOSUBDUE will allow you to fight to subdue instead of killing. When a character (player or mob) is subdued, they will be rendered incapacitated and bleeding to death. Subduing is not an exact science. You should not count on subduing to prevent you from killing your opponent. If you hit your opponent too hard on the finishing blow, they may be killed instead of subdued. If you use an attack spell on your opponent, they will also be killed. When a character is subdued, you may use the GRAB command to take items from them. This command is a toggle. Typing AUTOSUBDUE will toggle it on and off. ~ END keyword COMPACT~ category undefined~ text `=? `=lSyntax:`=? compact Compact helps set your display options for the game. Typing compact removes the extra blank line before your prompt. This option is a toggle. ~ last_editor Hera~ last_editdate 1110334831 END keyword LASTON~ level 92 category undefined~ see_also LETGAIN~ immsee_also IMM-LASTON~ text `=lSyntax:`=? laston <character>`+ `+ This command is available to letgained players and those over level 5 only. What it enables you to do is to find out when another character was last on.`+ ~ END keyword AFK AWAY FROM KEYBOARD~ category undefined~ text `=? `=lSyntax:`=? afk Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing replay. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ last_editor Hera~ last_editdate 1116365172 END keyword PROMPT~ category command~ see_also PROMPT-TEMPLATES GPROMPT COLOR~ text Syntax: prompt Syntax: prompt default Syntax: prompt (a prompt-template keyword) Syntax: prompt (%*) PROMPT with out an argument will turn your prompt on or off. PROMPT DEFAULT will assign you the mud wide default prompt. PROMPT %* where the %* are the various variables you may set yourself. %% - percent character %a - alignment %b - position - Standing, Resting, etc %c - carriage return (useful for multi-line prompts) %e - exits for the room (displayed in NESWNeSeSwNwDU style) %g - gold %G - group stat system - see below %h - hit points %H - maximum hitpoints %p - role playing score (total) %P - percentage of pets hitpoints %r - room description %s - silver %t - game time %T - server time %W - Word format of health (current hp/max hitpoints -> as words) %x - experience total %X - experience required to level %z - zone you are in Athens also supports group prompts with the gprompt command. Example: PROMPT %hhp Will set your prompt to "<10hp>" Notes: - You can also use colors in your prompt. - There are a number of template prompts available ~ last_editor Hera~ last_editdate 1112260801 END keyword PROMPT-TEMPLATES PROMPTS ROMPT-TEMPLATES'~ category undefined~ text `cSyntax: Prompt default | %h/%Hhp %xxp %Xxp/lvl | | 24/150hp 14000xp 1000xp/lvl | Prompt basic - | %h/%Hhp | | 150/150hp | Prompt xp - | %h/%Hhp %x/%Xxp %P | | 150/150hp 14000/1000xp | Prompt shop - | %h/%Hhp %ggold %ssilver| | 150/150hp 262gold 10silver| Prompt explore - | %h/%Hhp %e %z| | 150/150hp EW Athens| Prompt rp - | %b in %z at %t | | Resting in Athens at 12:50pm | ~ last_editor Hera~ last_editdate 1112260893 END keyword !~ category undefined~ text `=? `=lSyntax:`=? ! ! repeats the last command you typed. ~ END keyword DIRECTIONS MOVEMENT MV NORTH SOUTH EAST WEST NE NW SE SW UP DOWN~ category undefined~ text `=? `=lSyntax:`=? north `=lSyntax:`=? south `=lSyntax:`=? east `=lSyntax:`=? west `=lSyntax:`=? ne `=lSyntax:`=? nw `=lSyntax:`=? se `=lSyntax:`=? sw `=lSyntax:`=? up `=lSyntax:`=? down Use these commands to walk in the appropriate direction. Each time you move you use up movement points set on how difficult the terrain is to traverse. Sometimes there will be a doorway or entrance that you must `Renter`c. ~ last_editor Hera~ last_editdate 1111681904 END keyword EXITS~ category undefined~ text `=? `=lSyntax:`=? 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). ~ END keyword DROP GET GIVE PUT TAKE~ category undefined~ text `=? `=lSyntax:`=? drop <object> `=lSyntax:`=? drop <amount> coins `=lSyntax:`=? get <object> `=lSyntax:`=? get <object> <container> `=lSyntax:`=? give <object> <character> `=lSyntax:`=? give <amount> silver <character> `=lSyntax:`=? give <amount> gold <character> `=lSyntax:`=? put <object> <container> DROP drops an object, or some coins, on the ground. You cannot drop an object that is cursed or has a nodrop flag. GET gets an object, either lying on the ground, or from a container, or even from a corpse. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. TAKE is a synonym for GET. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ END keyword EQUIPMENT INVENTORY~ category undefined~ text `=? `=lSyntax:`=? equipment `=lSyntax:`=? inventory EQUIPMENT lists your equipment (worn armor, wielded weapons, and held items). INVENTORY lists your inventory. (items not worn, wielded, or held). ~ END keyword NOFOLLOW~ category undefined~ text `=? `=lSyntax:`=? nofollow Toggles you character's permission flag regarding following. You cannot be followed by anyone when nofollow is on. ~ END keyword NOSUMMON~ category undefined~ text `=? `=lSyntax:`=? nosummon Toggles your character's permission flag regarding summoning. You cannot be summoned by anyone when nosummon is on. ~ END keyword COMPARE~ category undefined~ text `=? `=lSyntax:`=? compare <object-1> <object-2> `=lSyntax:`=? 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. ~ last_editor Eris~ last_editdate 1112388568 END keyword FLEE RETREAT~ category undefined~ see_also RECALL RESCUE WIMPY PANIC~ text `#`=lSyntax:`^ flee `#`=lSyntax:`^ retreat <direction> 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, RETREAT, RECALL, or another character can RESCUE you. Everyone has the ability to FLEE. RETREAT is a skill that only certain classes may gain. When you FLEE or RETREAT, you will run from combat into an adjacent room. You cannot FLEE or RETREAT through closed doors. When you FLEE, the direction that you flee from combat is random. If you RETREAT, you can pick the direction that you run. You can also RECALL from combat, but this is less likely to work and costs more experience points than 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. ~ END keyword PANIC~ category undefined~ see_also RECALL WIMPY~ text `#`=lSyntax:`^ panic `#`=lSyntax:`^ panic <number> PANIC sets your panic value. When your character takes damage that reduces your hit points below your panic value, you will automatically attempt to recall. You will only recall if your character is not in a wait state -- i.e. has not been using combat comands like trip and bash, and has not been tripped or bashed by an enemy. PANIC with no argument sets your panic value to a fraction of your maximum hit points. ~ last_editor Eris~ last_editdate 1112136935 END keyword EXAMINE LOOK~ command_reference look examine~ category undefined~ see_also GLANCE PEEK~ text `=? `=lSyntax:`=? look`+ `=lSyntax:`=? look <object>`+ `=lSyntax:`=? look <character>`+ `=lSyntax:`=? look <direction>`+ `=lSyntax:`=? look <keyword>`+ `=lSyntax:`=? look in <container>`+ `=lSyntax:`=? look in <corpse>`+ `=lSyntax:`=? examine <container>`+ `=lSyntax:`=? examine <corpse>`+ `+ LOOK looks at something and sees what you can see.`+ `+ EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.`+ `+ ~ last_editor Eris~ last_editdate 1112137744 END keyword ORDER~ category undefined~ text `=? `=lSyntax:`=? order <character> command `=lSyntax:`=? order all command ORDER orders one or all of your pets to perform the 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. ~ last_editor Eris~ last_editdate 1112136999 END keyword KNEEL REST -SIT SLEEP STAND WAKE~ category undefined~ see_also TIRED HUNGRY THIRST~ text .. `=lSyntax:`=? kneel`+ `=? rest`+ `=? sleep`+ `=? sit`+ `=? stand`+ `=? wake`+ `+ These commands change your position. When you REST or SLEEP, you regenerate hit points faster. However you are more vunerable to attack, and if you SLEEP, you won't hear many things happen. `+ When you sit or kneel, you don't recover hitpoints as quickly as if you are fully resting, but you aren't as unaware from attacks. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. `+ `+ ~ last_editor Eris~ last_editdate 1112129734 END keyword TIREDNESS~ category undefined~ see_also HUNGER THIRST~ text In Athens, your character will tire if he or she does not sleep. The longer you stay awake (standing or resting), the more you tire. Standing makes you tire quicker than resting. If you refuse to sleep, your character will eventually collapse and you'll have to wait a few ticks to be able to wake up again. Sleeping will make you less tired and prevent you from collapsing. Hunger and thirst also prevent you from becoming less tired at the usual rate. ~ last_editor Eris~ last_editdate 1109468698 END keyword THIRSTY~ category undefined~ see_also TIRED HUNGER~ text `=? If you do not drink your character will get thirsty, this slows the rate at which you recover from wounds and at which you regain from being tired. ~ END keyword HUNGER HUNGRY~ category undefined~ see_also TIRED THIRST~ text `=? If you do not eat your character will get hungry, this slows the rate at which you recover from wounds and at which you regain from being tired. ~ END keyword REPLY SAY TELL RETELL SAYMOTE~ category undefined~ see_also SAYTO REPLAY~ text `=? `=lSyntax:`=? reply <message> `=lSyntax:`=? say <message> `B or:`=? <message> `=lSyntax:`=? tell <character> <message> `=lSyntax:`=? retell <message> `B or:`=? > <message> All of these commands send messages to other players. SAY sends a message to all awake players in your room. The single quote ' ' ' is a synonym for SAY. (lowercase version of ") TELL sends a message to one IMMORTAL player anywhere in the realm. This form Of communication is entirely OOC, and should never be used for IC messages. You can send tells to immortals at any time during the game... and to newbie support players till you reach level 10 or are letgained. 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. RETELL is like reply, but the person it goes to is the last person you sent a tell to. ~ last_editor Eris~ last_editdate 1112130250 END keyword CHAT GOSSIP INTERACTION TALKING YELL QUIET -CHANNELS COMMUNICATION~ category undefined~ see_also SAY REPLAYCHANNELS~ text `=lSyntax:`=? ooc <message>`+ `=lSyntax:`=? yell <message>`+ `=lSyntax:`=? pray <message>`+ `=lSyntax:`=? quiet `=lSyntax:`=? newbie <message>`+ OOC will send a message to all players in the game without a delay. OOC stands for 'Out-of-character' -- the channel you will want to use when discussing conventional (real life) issues. YELL sends a message to all awake players within your area. PRAY will allow you to pray to the gods that are listening. PRAY is an IC command. QUIET mode will disable all channels. You will be able to hear only says, emotes and tells from immortals. NEWBIE is for players that are new and newbie helpers. Any other players cannot see this channel. Type a channel name by itself to turn it off or on. ~ last_editor Eris~ last_editdate 1112113743 END keyword PMOTES~ category undefined~ see_also AMOTE EMOTE SMOTE~ text `=lSyntax: `=?pmote <target> <action>`+ `+ Pmote is used to do an action and include someone else in it. The text must include a @ (or variation thereof) where you want the targets name. PMOTE is similar to emote, but will substitute for the target's name. We'll use Agapios as the example here. `+ Here is an example of how the pmote works:`+ `seg pmote guard smiles at @.`+ `+ Will be read by the guard as:`+ Agapios smiles at you. Everyone else will SEE:`+ Agapios smiles at the guard. `+ `=?The variations of @ are as follows:`+ @ - Target will see as "you", others will see as "Agapios" @r - Target will see as "your", others will see as "Agapios's" @'s - Target will see as "your", others wll see as "Agapios's" `+ ~ last_editor Eris~ last_editdate 1112136810 END keyword AMOTES~ category undefined~ see_also EMOTE PMOTE SMOTE SOCIAL~ text `=? `=lSyntax:`=? amote <target> <text> The text must include * for your name and a @ where you want the target's name. Pretend Agapios is the one typing the command. eg amote guard Jumping from out of the shadows, * grabs @ by the neck. Will send to everyone in the room this message: Jumping out of the shadows, Agapios grabs a guard by the neck. ~ last_editor Eris~ last_editdate 1112130977 END keyword EMOTES ,~ category undefined~ see_also EMOTE PMOTE SMOTE SOCIAL REPLAYROOM~ text `=? `=lSyntax:`=? emote <text> The "," is short-hand for emote. If Agapios typed: emote smiles and turns his head skyward. It would be read by others as: Agapios smiles and turns his head skyward. You can also use emotes, pmotes, amotes and smotes as a single emote command. If you place a * in the emote, it will replace your character's short description for the * wherever it is. Also, if you put a @ in an emote, the first word of the emote will be used as its target, and wherever there is a @, it will be replaced for the target's short description. example: emote Auryan looking up, * sighs and turns at @ would result on: Looking up, a tall man with a dark beard sighs and turns at a blonde woman with a childlike face. Starting an emote with a # will cause the rps system to ignore it... in Athens the RPS audit system prevented people from spamming emotes to get RPS, so if you want to alias a social into a specific emote, it is recommended to put a # at the start of the emote. The # will silently be discarded at the time the emote is processed. ~ last_editor Eris~ last_editdate 1112137776 END keyword SMOTES~ category undefined~ see_also AMOTE EMOTE PMOTE SOCIAL~ text `=lSyntax:`=? smote <action>`+ `+ You must include a `Y* `=?where you want your name to appear in the smote. So basically a worked example looks like this, Pretend the person typing the smote is Agapios. `+ eg: `ssmote A long scraping sound is made as * draws his weapon.`=? `+ `+ Will send to everyone in the room this message: A long scraping sound is made as Agapios draws his weapon. `+ ~ last_editor Eris~ last_editdate 1112129646 END keyword HOLD REMOVE WEAR WIELD USE~ category undefined~ text `=? `=lSyntax:`=? hold <object> `=lSyntax:`=? remove <object> `=lSyntax:`=? wear <object> `=lSyntax:`=? wear all `=lSyntax:`=? 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. ~ END keyword BUG TYPO~ category undefined~ text `=? `=lSyntax:`=? bug <message> `=lSyntax:`=? typo <message> These commands will take your message and record it into a file as feedback to the mud admins. The room you record the bug in is also recorded automatically. ~ END keyword TITLE~ category undefined~ text When you meet someone IC (`#`Yhelp`^ `=_ic), you can introduce yourself and use your title then, ie "Hi I am Agapios of Megara". ~ last_editor Eris~ last_editdate 1112129476 END keyword AREAS~ category undefined~ text `=? `=lSyntax:`=? areas AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. ~ last_editor Eris~ last_editdate 1112114694 END keyword PASSWORD~ category undefined~ text `=? `=lSyntax:`=? 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. ~ END keyword SCORE WORTH STATS ATTRIBUTE ATTRIBUTES~ category undefined~ text `=lSyntax: `=?score`+ `=? worth`+ attributes `+ These commads are useful to see nearly any information about your character. Score displays all information that deals with info about your character, including level, name, attributes, and AC information. Worth displays everything else that doesn't fit in the score sheet, namely how much wealth you have, and experience to level. Attributes shows your more physical info. ~ last_editor Hera~ last_editdate 1115799568 END keyword WIMPY~ category undefined~ see_also FLEE PANIC~ text `=? `=lSyntax:`=? wimpy `=lSyntax:`=? wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, has not been tripped or bashed by an enemy, and is not affected by a lethargy spell. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ END keyword OPEN CLOSE PICK LOCK UNLOCK PICK~ category undefined~ text `=? `=lSyntax:`=? open <object|direction> `=lSyntax:`=? close <object|direction> `=lSyntax:`=? lock <object|direction> `=lSyntax:`=? unlock <object|direction> `=lSyntax:`=? 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 required 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. `CNote`c: Some locks can't be picked, no matter your skill level.`x ~ last_editor Hera~ last_editdate 1116468643 END keyword DRINK EAT FILL POUR SIP FOOD WATER FOUNTAIN~ title Eat, Drink and be Merry!~ category undefined~ text `cSyntax: `Rdrink (object)`x `cSyntax: `Reat (object)`x `cSyntax: `Rsip (potion)`x `cSyntax: `Rfill (object)`x `cSyntax: `Rpour (object) out`x `cSyntax: `Rpour (object) (object)`x `cSyntax: `Rpour (object) (character)`x `cWhen you are thirsty, DRINK something. When you are hungry, EAT something. When you want to drink a medicinal potion, SIP it. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding.`x ~ last_editor Hera~ last_editdate 1111673313 END keyword BUY LIST SELL VALUE~ category undefined~ see_also LIST-FILTER~ text `=? `=lSyntax:`=? buy <object> `=lSyntax:`=? list `=lSyntax:`=? sell <object> `=lSyntax:`=? value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. Please note that grey objects when you use 'list' will not fit your character as they are too small or large. ~ END keyword PAGE-SCROLL DISPLAY~ category undefined~ text `=? `=lSyntax:`=? scroll `=lSyntax:`=? scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disable paging. ~ END keyword CONSIDER~ category undefined~ text `=? `=lSyntax:`=? consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. Consider compares HP values, telling you if the mob is smaller or larger than you, and levels, telling you if the mob is close to your own level. There is some randomness built in to reflect the inaccuracy of the estimate. ~ END keyword FOLLOW PARTY GROUP~ category undefined~ text `=? `=lSyntax:`=? follow <character> `=lSyntax:`=? group `=lSyntax:`=? group <character> `BSyntax:`c report FOLLOW starts you following another character. To stop following anyone else, just FOLLOW SELF. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the SPLIT command. If anyone in your group is attacked, you will automatically join the fight if you are in the same room as that character, and you have autoassist ON (see help autoassist). 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. You may FOLLOW and GROUP only with characters who are within eight levels of your own. Typing REPORT will let everyone in your location hear your current HP. ~ last_editor Hera~ last_editdate 1116696354 END keyword VISIBLE~ category undefined~ see_also INVISIBILITY~ text `=? `=lSyntax:`=? visible VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ END keyword QUIT SAVE~ category undefined~ text `=? `=lSyntax:`=? QUIT `=lSyntax:`=? SAVE SAVE saves your character and objects. The game saves your character every 5 minutes regardless, and is the preferred method of saving. Typing save will block all other commands for about 20 seconds, so use it sparingly. Some objects, such as keys and objects more than 2 levels above you, may not be saved. QUIT automatically does a SAVE, so you can safely leave the game with just one command. You may quit from any room that has been blessed with by the traveler Hermes. These rooms are marked with a pile of `WWhite Stones`c. You may also quit from the main room of the OOC Lounge. ~ last_editor Hera~ last_editdate 1105655469 END keyword RENT INN~ helpflags wordwrapped~ category undefined~ immsee_also OLC-INNS~ text `=lSyntax:`=? rent <roon number> <number of hours>`+ `+ The rent command is used to move your recall location for a period of time. This command can only be used at an inn. When you type list at an inn, the list of rooms you can rent will be displayed.`+ `+ If you are renting a room and type 'recall reset', your recall location will be reset to its original location.`+ ~ END keyword SPLIT~ category undefined~ text `=? `=lSyntax:`=? SPLIT <silver> <gold> SPLIT divides coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver to split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ END keyword ALIAS UNALIAS~ category undefined~ text `=lSyntax:`=? alias`+ alias <word>`+ alias <word> <substitution>`+ unalias <word>`+ `+ The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and argument produces a new alias. You cannot alias either alias or unalias to a new command. Another nice feature of aliases is the ability to use substitutions, very handy in creating personalized socials and whatnot. The way to use substitutions is to include numbers (up to 3) with a % in front. Examples:`+ `+ `Yalias gc get all corpse`=?`+ -This alias allows you to 'get all corpse' by simply typing in gc. `+ `+ `Yalias grin pmote %1 grins at @ slyly. `=?`+ -This alias is an example of a custom social. Typing 'grin Celrion' will do 'pmote Celrion grins at @ slyly. '`+ `+ Two notes about aliases: Using simple aliases such as the first two examples, you do not need to include any arguments. Simply typing in 'gc' is just fine. Using power aliasing with the %1, %2 and %3, you NEED to include arguments or the results you'd wind up with could be rather interesting (such as mis-pmotes, miscasts, etc). Also, keep in mind that when using simple aliases, any arguments given are simply added to the end of the line (so typing 'gc look' would do 'get all corpse look') whereas with Power aliases only the number of arguments needed are taken (typing 'grin Celrion cast invis' is essentially the same as typing 'grin Celrion') ~ last_editor Eris~ last_editdate 1112130605 END keyword SUICIDE DELETE WIPE~ category undefined~ text `=? `=lSyntax:`=? delete <return> delete Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ END keyword GAIN CONVERT GAIN-LIST GAIN-CONVERT GAIN-POINTS REVERT.~ category undefined~ see_also PRACTICE TRAIN ATTRIBUTES~ text `=lSyntax:`=? gain list : list all groups and skills that can be learned gain points : lower your creation points by 1 (costs two sessions) gain <name> : add a skill or skill group, at the listed cost gain convert : turns 10 practices into one training session gain revert : turns 1 training session into 10 practices The gain command is used to learn new skills, once the proper trainer has been found. (Check with your local gym) The following options can be used with gain: Gain uses training sessions, not practices. (see 'help train') Gained skills and groups do NOT increase your experience per level or total number of creation points. Please note when using gain points it will decrease your amount to level by a certain value. This value (50exp per 1 Creation point) is deducted from your total to level and then your current amount to level is also adjusted as if you had only just gained a level. What this means to you is, Use the gain points command straight after you level so you get the most benefit, if you used it with only say 100 to your next level your exp to level will be set all the way back to what you need for a whole level. ~ last_editor Hera~ last_editdate 1115828177 END keyword AUTO AUTOLIST AUTOGOLD AUTOEXIT AUTOASSIST AUTOSPLIT AUTOSUBDUE AUTOREFORMAT AUTOSELF AUTOLOOT~ title Auto List~ category undefined~ text `=lSyntax:`=? autolist : lists all the toggles and there status.`+ `+ autosubdue : Toggles weather you attack to kill or subdue.`+ autoassist : Makes you help other group members in combat.`+ autoexit : Display room exits upon entering a room.`+ autogold : Take all gold and silver from dead mobiles.`+ autoloot : Take all items from dead mobiles.`+ autopeek : Automatically peek when looking.`+ autosplit : Split up spoils from combat among your group members.`+ autoself : When on autoself makes it so you can only refer to`+ yourself with the word self.`+ autoreformat : Automatically reformats notes. (imm only)`+ Typing a command sets the action, typing it again removes it. ~ END keyword NOTE-SEARCH NOTE-PEEK~ level 1 category undefined~ immsee_also NOTE-MARKLASTREAD~ text `=lSyntax: `=?note search <keywords> note peek <#> `1The 'note search' command will perform a filter all notes and return information on which notes have the exact keywords you're searching for. It can also be used to search news, changes, and ideas. `1The 'note peek' command will display a note without marking it and all notes before it as read. This can be useful if you have limited time and have to view a note quickly without reading all notes before it. ~ END keyword LIST-FILTER~ level 1 category undefined~ see_also LIST~ text `=lSyntax: `=?list <min level> <max level> `=? list <max level> `=? list <keyword(s)> Sometimes the shops can become over crowded with piles and piles of junk, and it's next to impossible to find exactly what you need or are looking for. For that, there are filter options when using the list command. These filter commands will let you search for stuff by maximum level, a specified level range, or by a combination of keywords. `1`1`C ~ END keyword COMMANDS~ category undefined~ text `cTo see a list of commands available to you, type `CCOMMANDS`c.`x `RMOVEMENT `CGROUP`=? north south east west up down follow group split northeast northwest southeast southwest exits recall stand kneel sit rest wake sleep`+ `+ `GOBJECTS `YINFORMATION / COMMUNICATION`=? get put drop give help credits commands areas wear wield hold worth score who pkinfo look examine weather time lock unlock open close pick note idea bug typo inventory equipment peek compare say tell yell eat drink fill emote pmote smote social list buy sell value description password `+ `+ `BCOMBAT `MOTHER`=? kill pkill kick save quit auto goooc feel wimpy panic practice train bash ~ last_editor Hera~ last_editdate 1113304659 END keyword ENTER~ level 1 category undefined~ text `#`BSyntax:`^ enter (name of shop or building) Some buildings or shops require you to ENTER them. These will appear as names in the room you are currently residing in. In order to enter the shop or building, simply type ENTER (name of shop or building) ~ last_editor Eris~ last_editdate 1112137696 END keyword NOTE-SHOWRAW~ level 1 category undefined~ text `=lSyntax: `=?note show`1`=? note showraw`1`1These commands are a good way of showing the progress of notes while you are working on them. NOTE SHOW will show you the completely formatted note, including color, line spacing, and any other formatting you have done to the note. `1`1NOTE SHOWRAW will display the note prior to any formatting that was done on it. You can see where you placed the color codes, line spacing codes, and any other formatting techniques. These formatting techniques can be used on ideas & changes, by just replacing the `Cnote`=? in syntax with the type you are working on (i.e. idea showraw) ~ END keyword AUTO-MAPPER AUTOMAPPER AUTOMAP MAP~ level 1 category undefined~ text . The automapper is an ASCII map display of the rooms in your proximity. The mapper will display the rooms according to their sector type, as listed below. The mapper makes getting to know the surrounding area simple, but it is still critical to read the room descriptions. Some of the general features of the automapper are:`+ `+ `Y * `=?Rooms within the line of sight are displayed `+ `Y * `=?Range is affected by darkness `+ `Y * `=?Ability to display rooms in all directions, including these not in the`+ `=? cardinal directions `+ `Y * `=?Abilty to clear the screen and display the map each time you move `+ `Y * `=?Map automatically refreshes when a door is opened or closed `+ `Y * `=?Areas that have different map scales `+ `+ The mapper displays rooms according to their sector types, each with a character and color code. Listed below is the available sectors: `+ `W I `=?= inside `=? `` `=?= swimable water `+ `s C `=?= city `=? " `=?= `=?underwater `+ `G - `=?= field `b - `=?= noswim `+ `g + `=?= forest `=? . `=?= air `+ `g ^ `=?= hills `=? = `=?= swamp `+ `s % `=?= mountain `y d `=?= desert `+ `=? @ `=?= cave`+ `+ Also noted ASCII characters `S# `=?means that the map in that direction changes scale, like leaving Crete, the world map is on a different scale. The `Y*`=? in the middle of the map is you.`+ `+ Here are a few commands related to the automapper: `+ `R map `=?- displays the map for the room you are currently in.`+ `R automap `=?- toggles the automapper on or off, so you can see the map for `+ `=? the room when you look or move. `+ `R mapclear `=?- the screen is cleared overtime you look or move, displaying `+ `=? the map at the top of the page. `+ `R nomapexits `=?- the grey lines linking each room will not be displayed ~ last_editor Hera~ last_editdate 1103590239 END keyword COOKING~ level 92 helpflags hide_keywords~ category undefined~ text `=lSyntax:`=? cook <object>`+ `+ With this skill you may cook raw meat and some other types of food. There must be a fire, and you must be holding cookware. Cooking the food will enhance the quality of the food, and preserve it indefinitely. ~ END keyword ISPELL SPELLCHECKER~ level 1 category undefined~ text `BSyntanx: `=?ispell <word>`+ `=?.i <string> `s(when used in the editor)`=?`+ `+ The ISPELL command is a Unix spell-checker that will check your notes/description/OLC stuff and return correct spellings for the word(s) you have mistyped. Like any spellchecker, it is far from perfect, and while you may have typed a word correctly, it doesn't know the grammatical difference in some cases `ctheir, there)`=?.`+ `+ There are two ways to check a word for its proper spelling:`+ `+ `Y1) `=?At your prompt, type `CISPELL <word>`=?. This will check the one word and tell you whether it is correct, or else give you a list of words that might be correct.`+ `+ `Y2) `=?When in the editor, type `C.i <string)`=?. This will check the string you put in the editor, and tell you which words are misspelled. You can then use .r to replace the words that need to be. ~ END keyword FLIP~ level 92 category undefined~ text `=lSyntax: `=?flip <silver or gold>`+ `+ This is perhaps the most basic of parlor games that any average schlep can handle. Flip your silver or gold piece high in the air, and make your best guess whether it will land heads or tails. After all, any conniving thief will insist that you have a 50-50 chance of getting it right. Right? ~ END keyword SHEATHE DRAW~ level 92 category undefined~ text `=lSyntax: `=?sheath`+ `=? draw`+ `+ You don't have to always be on the battle ready and carry your weapons with you. In some towns, there might be laws against wielding weapons. You can sheath your weapon to free up your hands, and perhaps look more cordial to the commoners. Sheathing your weapon makes it more difficult to steal, and might be easier to grab in the heat of battle.`+ `+ To wield your weapon again, just draw it from it's sheath. Certain weapons, such as polearms, spears, and exotic weapons can't be sheathed, simply because they won't fit normal sheaths. ~ END keyword GLANCE~ category undefined~ see_also DIAGNOSE LOOK PEEK~ text `=lSyntax: `=?glance <target>`+ `+ To quickly diagnose how wounded someone is, glance at them. You might not see exactly what they look like, but their scratches and bruises, or lack thereof, will give you a rough estimation of what shape they are in.`+ `+ For those of the clerical profession, they can diagnose their patient and better determine what ails them.`+ `+ ~ END keyword REQUESTLETGAIN CANCELLETGAIN RLETGAIN CLETGAIN~ helpflags mud_specific~ category undefined~ see_also SHORT-DESCRIPTION LONG-DESCRIPTION HISTORY~ text `=lSyntax: `=Crequestletgain <what you want your short description to be>`+ `=l `=Ccancelletgain`=?`+ `+ `+ Requesting your letgain is the best way to get yourself letgained. Your personal information is stored in a letgain database so the imms can efficiently find out who needs a letgain. Next time you login, you will automatically be letgained if you have done everything up to the standard. Otherwise, you will get declined with a reason given so you can fix what is incorrect, and reapply.`+ `+ If you are unsure what has to be up to standards in order to be letgained, check the help for the short and long description, as well ashistory.`+ `+ If you decide to not proceed with your requestletgain or realize that you don't have the proper necessities to be letgained, you must cancel the request with cancelletgain. `+ `+ `+`RNote:`^ Please remember when requesting a letgain, that you must have `+ your long description completed. You must also have set your history. ~ last_editor Hera~ last_editdate 1112654477 END keyword DIG BURY SHOVEL TREASURE~ category undefined~ text `=lSyntax: `=?bury`+ `=? dig`+ `+ Many Greeks believed that a person's body had to be buried to ensure their transition into the afterlife. Anyone can grab a shovel and grant a corpse a proper burial. In order to bury a corpse one must be holding a shovel, and standing in a spot that is capable of being dug up (not a city street, indoors, ect...) Digging is exhausting work that will make you tire faster than usual. One can dig for buried treasure as well. Just as if digging a grave, a shovel must be held, and you must be in a place penetrable by the spade of the shovel. If there are such things buried as corpses or treasure, you'll quickly find out when they are unearthed. For the novice treasure hunter, many items are buried in sandy locations. An expert might come across a map or hear rumor of larger treasures yet to be discovered. ~ last_editor Hera~ last_editdate 1115987893 END keyword WEATHER~ category undefined~ see_also TIME~ text `=lSyntax: `=?weather`+ `+ This command displays the current weather conditions. As with any roleplaying system, the Dawn of Time has a weather system that changes over time to add a little more color and variety to the environment. Results will show whether it is windy or calm, raining or clear skies. Weather can be a factor in spells of nature and the elements (call lightning, for example), and the strength of the moon will affect spell casters.`+ `+ ~ last_editor Eris~ last_editdate 1112128325 END keyword TETHER UNTETHER~ category undefined~ see_also MOUNT DISMOUNT~ text `=lSyntax: `=?tether <animal>`+ `=? untether <animal>`+ `+ To keep an animal from wandering around or following you, take a leather strap and tether it up. When you want your pet to follow you once again, be sure to untether it, else it won't be going anywhere. `+ `+ ~ last_editor Hera~ last_editdate 1113415832 END keyword SHARPEN WHETSTONE~ level 92 category undefined~ text `=lSyntax: `=?sharpen `+ To correctly sharpen a weapon, you must wield the weapon in one hand, and hold a whetstone to grind down its blade. After several minutes of this repetitious grinding, the blade will be ground into a sharper edge. Only edged weapons such as swords, daggers, and axes are capable of being sharpened. Be careful not to oversharpen a weapon though, for there won't be much of an edge left to sharpen after being ground down. ~ END keyword MSP SOUND MUD-SOUND-PROTOCOL~ title `#`YM`^ud `YS`^ound `YP`^rotocol~ category undefined~ text MSP stands for Mud Sound Protocol. It enables people using supporting mud clients to hear sounds linked to certain events on `N. `+ `+ MSP has a great feature that allows a mud client to download sounds from a web server (configured with the msp url feature in game edit by the admin). The download is done only once, and then the .wav or .midi file will be on your computer, waiting to be activated. This means that as more and more sounds are added, the mud client will automate the sound installation for you.`+ `+ Once you have enabled MSP in your mud client, type `#`=Cmsp`^ at the prompt to let the mud know to send your client the MSP codes. Alternatively, type msp again to toggle the sound off.`+ You may have to set your client to download from our msp folder: http://athens.boue.ca/msp/ ~ last_editor Hera~ last_editdate 1110336075 END keyword DECLINEOOC DECLINE-OOC~ category undefined~ see_also REQUESTOOC~ text `=? `=lSyntax:`=? Declineooc <charname> <minutes> Declineooc sends a message telling someone that you are unable to meet them in the OOC rooms. If you specify the <minutes> field, it will tell them how long you expect to be busy. `+ ~ last_editor Eris~ last_editdate 1112138477 END keyword ATTUNE~ level 92 category undefined~ text `=lSyntax:`=? attune <object> Ordinary items are crafted by ordinary means, and can be used readily by ordinary people. From time to time, however, special artifacts and objects might fall into one's possession, crafted not by blacksmiths, but by powerful sorcery. These unique treasures are indeed valuable, not only for their rarity, but for the magical properties imbued within them. Their extraordinary origins require one to attune oneself with the sorcery which created them. By attuning to an object, one seeks to harness and master the magical properties imbued within it. These remarkable artifacts have egos and will not readily be swayed to serve your designs. The attuning process requires undivided focus and intense concentration. Be warned! Many of these extraordinary items will sooner choose to destroy themselves than to serve an undeserving master. ~ END keyword KNOCK~ category undefined~ text `=lSyntax:`=? knock <direction> Mind your manners, and knock before entering. This simple command will allow you to inject a bit of civility into the occasionally inhospitable Greek society. Those concealed behind the door will hear your call, and can choose to let you in at their discretion. ~ last_editor Eris~ last_editdate 1112137355 END keyword GOOOC~ level 1 category undefined~ see_also OOC RECALL~ text `=lSyntax:`=? goooc This command is used to enter the OOC (Out of Character) rooms. It can be used from any room, save those from which you cannot recall. To leave the OOC rooms, simply recall, and you'll be in the room from which you left. ~ END keyword INTRODUCE NONAME FORGET~ level 92 category undefined~ text `=lSyntax:`=? introduce <player>`+ `=lSyntax:`=? introduce all`+ `=lSyntax:`=? forget <player>`+ `=lSyntax:`=? noname`+ `+ Using the introduce command, you tell others your name in such a way that your name appears beside your short description. You can introduce yourself to individual players, or everyone in the room using 'introduce all'. If a player doesn't want to see any names beside short descriptions they can turn this feature off/on using the noname command.`+ `+ The forget player can be used to forget players who have introduced themselves to you.`+ ~ END keyword IMPROVED-PHANTASM~ level 92 category undefined~ spell_name improved phantasm~ text Phantasms are illusions of spirits of other monsters that perform mental attacks on the victim. While the damage is not real if the attacking illusion is disbelieved, the will victim suffers great damage when he thinks his attacker is real. With the affects of true seeing, the victim is granted immunity to such illusionary attacks. ~ END keyword BATTLELAG BATTLE LAG BATTLELAGGED~ level 1 category undefined~ text `#`CSyntax: `^battlelag <text>`1 battlelag <off/on>`1 battlelag clear`1`1`#`YBattlelag <text>`^`1Sets the text shown before your prompt while you are affected by combat lag. The default is `#`RBattleLagged`^.`1`1`#`YBattlelag <off/on>`^`1Toggles the setting on and off.`1`1`#`YBattlelag clear`^`1Clears your battlelag text and uses the default `#`RBattleLagged`^. ~ END keyword GPROMPT GROUPPROMPT~ helpflags wordwrapped~ category undefined~ see_also PROMPT PROMPT-TEMPLATES GROUP~ text `=lSyntax:`=? gprompt (display your current group prompt setting)`+ `=lSyntax:`=? gprompt <new group prompt>`+ `=lSyntax:`=? gprompt help`+ `+ The gprompt command is used to set/display your group prompt (the prompt which displays information about others in your group). The group prompt is only displayed when you have others group members/pets in the room. For more information about the group prompt and group prompt codes type '`=Cgprompt help`=?' `+ ~ END keyword INVITELIST~ title Invite Lists~ level 92 helpflags wordwrapped~ category undefined~ text `=lSyntax:`=? invitelist <playername> (add/remove player from the list)`+ `=lSyntax:`=? invitelist <clan=clanname> (add/remove clan from the list)`+ `+ The invitelist command is used to manage the 'invitation list' for a given room by its owner. It is possible for a room to have an 'owner' set using the online creation room editor (redit). Once the onwer has been configured he/she is then able to control who can come into the room. ~ END keyword REPLAY REPLAYROOM REPLAYCHANNELS~ category undefined~ see_also TELL REPLY CHANNELS~ text `=lSyntax:`=? replay`+ `=? replaychannels`+ `=? replayroom`=?`+ `+ The replay command lists the most recent tells and replys you have received since logging on (upto a maximum of 30).`+ `+ Replaychan displays the most recent text displayed on any channel you have access too since you logged on (e.g. ooc, question etc). The time that each message is displayed to the far left (e.g. '17:33:39>').`+ If you didn't have a particular channel enabled, the text will still be shown in the replaychannel output, only the text will be in silver and the time will be followed by the ] character (e.g. '17:33:46]'). You can replay the most recent 40 channel messages since your login.`+ `+ Replayroom operates exactly like replaychan, only it lists all events (says, emotes etc) for the rooms you have been in. The - character is displayed on a single line between events in different rooms.`+ ~ END keyword ERIS~ title Eris~ category undefined~ see_also WORSHIP GODS~ text Eris is the goddess of discord and strife, and the trouble-maker of Olympus. She used silver daggers as weapons and her Golden Apple to cause wars and other unhappiness amongst the gods and the mortals. She accepts all those into her flock who are generally good, but also quite chaotic. She loves to cause trouble and adores her followers who follow in her footsteps. ~ last_editor Eris~ last_editdate 1109640883 END keyword ADVERTISER ADVERTISING PROMOTER PROMOTING~ title Advertiser~ category command~ text The theatre promoter needs your help! There is a play that needs someone to advertise it to the general public. Sell the people on going to the play and you'll get a positive referral. If they don't like your sales pitch you won't get any credit for that conversation. Most people dislike salesmen and will simply ignore your attempts. `YADVERTISER QUEST SYNTAX:`C ======================= `Ystart-advertising`c - at a promoter, type this to be hired. `Yquit-advertising`c - at a promoter, type this to quit advertising. `Yadvertise`c - around human mobiles to advertise. `Yreferral `c- this will turn in a referral at the promoter. You can get some information from the promoter. Ask for details. ~ last_editor Hera~ last_editdate 1109731655 END keyword THROW~ category undefined~ text `#`=lSyntax:`^ throw <object> <direction> THROW throws an object that is in your inventory in the specified direction. It will land in the next room. ~ END keyword GRAB~ category undefined~ see_also SUBDUE~ text `#`=lSyntax:`^ grab <object> <character> `#`=lSyntax:`^ grab <amount> gold|silver <character> GRAB takes an item from the target character. The character can be either a mob or player. The item may be in their inventory or equipped. You may grab from a character if they are subdued or sleeping. There is a greater chance of success if the character is subdued. You are likely to wake up the character if they are in natural sleep. This command does not currently work if the target is blind. If you are grabbing gold or silver, you must specify the amount that you wish to grab. ~ last_editor Eris~ last_editdate 1112137435 END keyword SAYTO~ level 1 category undefined~ see_also SAY~ text `#`=lSyntax: `^sayto <character> <message> `#`=lSyntax: `^say ><character> <message> This allows you to speak to an individual character (player or mob). The message will be seen by everyone in the current room, but it will appear as though you are addressing that person. ~ END keyword WHO~ title `#`GWho`^~ category undefined~ text This command allows you to see the players and immortals currently visible. online. `#`BSyntax:`^ who `Gnew`c denotes a player who is new to the game. `cAFK means that a player is away from their keyboard and unavailable. NSP are Newbie Support - players who voluntarily answer newbies' questions. ~ last_editor Hera~ last_editdate 1113304576 END keyword SHEPHERD'S SHEEP EWE~ title Shepherd's Helper~ category undefined~ text `cThe Simple Shepherd needs your help! His prize ewe has excaped her holding pen. The problem is that there are several ewes roaming the countryside near his home. If you can find the right one and bring it back to him, he'll reward you. `YSHEPHERD QUEST SYNTAX: `C======================= `Ycapture `c- at an ewe, type this to attempt to capture it. If you greet the shepherd, he'll ask you if you want to help him.`x ~ last_editor Hera~ last_editdate 1113066512 END EOF~ #$