"PICK LOCKS" Thieves only. For picking locks. Not all locks can be picked. Example: > pick door > pick safe See Also : OPEN, CLOSE, LOCK, UNLOCK # SNEAK Thieves Only. Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you sucessfully sneak, then you'll continue to sneak for a little while. Example: > sneak See Also : HIDE # HIDE Thieves Only. When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of wherther you typed a command or not. Example: > hide Ok. > (you wait for ex. 5 mins and remain hidden for 5 mins) > (You pressed enter and no longer hide) # LOOK For studying your surroundings. Examples: look look AT the angel look IN the bag look to the south (or just: look south) Note that if you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>. See also : EXAMINE or READ # AC "-----------" Is you armor class, it is defined roughly as follows: 100 Naked person 0 Very Heavily armored (Plate mail, and "two shields") -100 Armored battle tank # OPEN CLOSE LOCK UNLOCK Usage (example): > open portal or > open portal to the south (if there's more than one to choose from) # NORTH SOUTH EAST WEST UP DOWN To walk in a given direction. # EAT DRINK SIP TASTE If you're hungry or thirsty. Example: eat hamburger. # WHO Lists the people currently in the game. Some people may choose to remain unseen. # GIVE If you feel benevolent, you may give some stuff to someone in need. Example: give bread to the beggar. # SAVE Save your persona. This includes experience points, strength, gold, etc. Any equipment you may have gathered is NOT saved. # STRING For changing the text-strings associated with objects and characters. The format is: string <type> <name> <field> [<string> | <keyword>] Type is either 'obj' or 'char'. Field is one of the following(the names may be abbreviated): Name (the call-name of an obj/char - kill giant) Short (for inventory lists (obj's) and actions (char's)) Long (for when obj/character is seen in room) Title (for players) Description (For look at. For obj's, must be followed by a keyword) Delete-description (only for obj's. Must be followed by keyword) Where a string is expected as the last argument, a newline will make you enter a string mode, and the game will prompt you for new lines to the string until you exceed the maximum length for the string or you end a line with a '@'. # LOAD For loading new objects or characters from the database. The format is: load <type> <number> Where <type> is either 'obj' or 'char', and number is the number of the object or character you wish to create. # INVENTORY If you're uncertain about what you're carrying, or simply want to check that no thieves have got to your backpack. See also: EQUIPMENT # EQUIPMENT When you want to know what armor, weapon, charms etc. you're wearing. See also: INVENTORY # KISS Well can't you guess ? # WEAR If you want to wear some clothes, armor or the likes. For example : wear boots See also: REMOVE, EQUIPMENT # WIELD When you get tired of bashing monsters with your fists, you might consider wielding a weapon. Example : wield sword See also: REMOVE, EQUIPMENT # SCORE Whenever you want to check whether you're still alive and healthy or simply want to see how much money you have left. # SAY TELL WHISPER SHOUT ASK If you consider communicating with other beings, you might be understood better if you start your sentences with either say,tell,whisper or shout. Example : say I'm a jerk tell unclesam You're dead meat - sucker! You can use ' as a shorthand for say, as in: ' hello there. # BOUNCE If you feel like bouncing round the room this is just the command for you. # FRENCH Don't you know how they kiss in France ?? - try it ! # QUI SHUTDOW Just to prevent accidental quittings and/or shutdowns. This command doesn't DO anything, it simply is. # SMILE Whenever you feel like smiling... # KILL HIT A good way to start a fight. # KICK Fighters only. The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee! Fighters See Also : Rescue, Bash # BASH Fighters only. The success of a bash depends upon how well you are learned. To bash someone is to attempt to 'knock' that person over. If you succeed you will inflict minor damage, and cause the victim to fall on it's rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you loose your balance and fall. A bash makes you unable to type commands for 2 rounds of violence. Note that hitting a person who is resting/sitting will inflict 1.5*damage. Fighters See Also : Rescue, Kick # RESCUE Fighters Only. A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useable when playing in groups. # STEAL Thief Only. Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. Due to misuse of the steal command, it now requires at least 1,250 XP points to steal from other players. You can still steal from monsters at all levels. Furtermore steal takes time to perform. you can't just rush in, steal 20-30 times and quit (unless you have a LOT of time). Example: > steal gold drunk > steal sword mercenary (only possible if he is sleeping) # BACKSTAB Thief only. Is a way to sneak up on a person, and attempt to place you dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level. The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping persons. # CAST For "magical" people. If you want to throw a spell at someone or something. Example : cast 'burning hands' <player> Note that the name of the spell must be enclosed by "'"s. See also : help on each individual spell, for example: > help cure ligh > help ventri > help energy drain # DROP If you lose interest in a carried item, you can drop it on the ground. Example : drop bottle If you feel like getting rid of all your earthly possessions, you may use "drop all". See also: GET # PURGE A way to make the world a little cleaner. Usage: purge To empty a room of monsters and objects. purge <character> To remove a living thing. Kicks out a player. purge <object> Figure this one out yourself. # STAT If you're interested in a person and want to find out about his/her/its skills, strength, mana, hitpoints etc. In addition, 'stat room' will give you useful information about the room you're in. # ORDER In bars etc you can order things. In addition, you can order people who're under your charm to do things: order Sober say I'm a jerk and I know it. Or you can order all the people who're charmed by you, like this: order followers say We worship you, leader!! # BUY SELL Commands for the shops - very useful too ! # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # READ When you want to read something. # REMOVE If you tire of wearing some armor or wielding a weapon. Example : remove sword # SHOPS Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE # SOCIAL ACTIONS Commands mainly for social interaction: applaud, beg, bleed, blush, bounce, bow, burp, cackle, chuckle, clap, comfort, cough, cringe, cry, cuddle, curtsey, dance, daydream, fart, flip, fondle, french, frown, fume, gasp, giggle, glare, grin, groan, grope, grovel, growl, hiccup, hold, hop, hug, yawn, kiss, laugh, lick, love, moan, nibble, nod, nudge, pat, peer, point, poke, ponder, pout, puke, punch, purr, ruffle, scream, shake, shiver, shrug, sigh, sing, slap, smirk, smile, snap, snarl, sneeze, snicker, sniff, snore, snuggle, spank, spit, squeeze, stare, steam, strut, sulk, tackle, taunt, thank, think, twiddle, wave, whine, whistle, wiggle, wink, worship, yodel # WIZ A listing of the commands for immortals (should be unavailable for mortals :) # COMMANDS A mechanical listing (the code already exists) of the known verbs. # WARRIOR FIGHTER Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they posess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort. You can improve your skills by using the practice command. See also: PRACTICE # THIEF Thiefs are known to have very special qualities, that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. You can improve you skills by using the practice command. See also: PRACTICE # CLERIC Clerics have an ancient belief in not carrying sharp weapons. Hence, they can only wield bludgeoning weapons. This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells. You can improve your spells by using the practice command. See also: PRACTICE # "MAGIC USER" WIZARD MAGE This is the class of powerful and violent magic, but the magic user do not control the nature, and can therefore not bless and such. You can improve your spells by using the practice command. See also: PRACTICE # PRACTICE PRACTISE Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice <skill>, to practice the appropriate skill. You can only practise a certain amount for each level you gain, and you do not have to save this, it can be accumulated. # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those. # LEAVE If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside. # ENTER If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window'. # TIME Gives you the current 'gametime'. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example. # BUG TYPO IDEA For making useful suggestions to the maintainers of the game. Examples: bug the entire game crashes when I type 'put bag in bag' idea make a restaurant in Midgaard typo 'sence' should be spelled 'sense' # QUIT When you get tired of playing, you can leave the game by typing 'quit'. Note that whatever stuff you might be carrying with you is simply left on the ground. If you wish to have your equipment put away until you are able to come back, you'll have to find an inn. Furthermore if you quit in a bad situation like when fighting or lying wounded on the ground, you will loose EXP!!! See also: INN # INN INNS Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, you may use inns to store your gathered equipment while you are not playing the game (we all have to sleep sometimes, there is no shame in that). See also: OFFER, RENT # OFFER RENT For use in the receptions of inns. The command 'offer' will make the innkeeper tell you the cost of storing your carried items for one day. 'rent' will store the items and make you leave the game. The next time you enter, you'll start out in the reception where you left. The inn will store your items as long as you have the gold to pay the rent. See also: INN # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. Example: "get greatsword". If you are in a hurry, or if you just feel very greedy, you may type "get all". You can also use 'get' to extract objects from containers. Example: "get dagger from bag". See also: DROP PUT # PUT For putting stuff in containers. Example: "Put the dagger in the bag". See also: GET # EXAMINE May give you some valuable information about an item. See also: LOOK # WRITE In order to write a note, you need a piece of blank paper (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard. # NEWS This command will show you the current edition of "the DikuMUD Herald", a publication dedicated to news and useful information about this world. It's a very good idea to check it out once in a while. # SLEEPING WAKE REST SIT STAND For changing your position. If you feel weary, it's probably a good idea to sit and rest for awhile; or maybe even take a nap. # POUR If you want to pour some liquid from one container to another. # GRAB For getting a good grip on something; a torch, for example. See also: WEAR, WIELD, REMOVE # FOLLOW If you happen to be going in the same direction as someone else, why not simply follow that person? For example: "Follow joe". If you are following someone and you wish to stop doing that, then all you've got to do is follow yourself: "follow <your name>". # FLEE If you are in a fight and things are beginning to get a little uncomfortable (maybe your are dying), just type 'flee', and presto! you are out of harm's way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever? # IMPLEMENTOR The most powerful beings in existence. # GUILD The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building. Guilds are also the places where people come to learn and practice the skills of their trade. See also: PRACTICE # INFO Gives you some useful hints and information about the game. # WHERE Tells you the location of a monster, a player or an object. Examples: where torch where dragon Mortals can only "where" monsters or players, and only from their own zone. Immortals may type 'where' without arguments to see where everybody is. # USERS Tells you who's logged on to the game, and where they are playing from. # LEVELS Lists the levels of your class. # BRIEF Toggle "brief mode". When in brief mode, you don't see the descriptions of the room you are in; only the name of the room, and the people and objects in there. Unless you are very familiar with the area in which you travel, however, it is not advisable to use this command. Frequently, you will find small, but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death! See also: COMPACT # ! Repeat the last command typed at the keyboard. # CONSIDER Usage : consider <monster> This command will compare your Level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage into accout. Example: > consider fido # EXPERIENCE XP Whenever you kill a monster or a player, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about experience points: * When damaging a monster, you get experience points. * If you kill a monster of higher level than yourself, you get bonus experience points. If killing a monster of lower level you'll gain less experience points We strongly disencourage killing of other players, but the choice is yours. See Also: GROUP # GROUP Usage : GROUP [player] If you are a group member, then you will share experience points for killing monsters equally among the group. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of wherther the group members have been participating in the fight. Group with no argument show a list of people with whom you are grouped. To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group. Example: Quifael and Redferne wishes to group with Dragon. Quifael : "follow dragon" Redferne: "follow dragon" (Dragon should be following no one but himself) Dragon : "group dragon" Dragon : "group redferne" Dragon : "group quifael" Later when Dragon get upset at Quifael (because he is sleeping all the time) he types : "Group Quifael" to kick Quifael out of the group. See Also: XP EXPERIENCE # QUAFF POTION POTIONS Use : Quaff <Potion> Quaff is used to "drink" a (magical) potion. # RECITE SCROLL SCROLLS Use : Recite <Scroll> [Target] Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). # USE WAND STAFF STAFFS WANDS Use : Use <Staff> Use <Wand> <Target> Using staff's will automatically target everybody (or everything) in a room, execpt yourself. Therefore staff's are naturally very powerful, and yet may be very dangerous to use around other players. Using wands require that you point it at a target, which can be eihter a character or an object. Both staff's and wand's must be HELD in the hand prior to use! (Use the grab or hold commands). You must still supply the name of the staff or wand to avoid confusion. # ARMOR Usage : cast 'armor' <victim> Accumulative: No Duration : 24 Hours The Armor spell will improve your AC by 20. See Also: AC # TELEPORT Usage : cast 'teleport' [self] Accumulative: - Duration : Instant Teleport (with error) will instantly transfer you to another location in the world. This location is random, and thus there will always be a risk of landing in a fatal location. See Also: - # BLESS Usage : cast 'bless' <victim or object> Accumulative: No Duration : 6 Hours, permanent for objects. Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 1. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weight no more than five pounds per level of caster. See Also: - # BLINDNESS Usage : cast 'blindness' <victim> Accumulative: No. Duration : 2 hours. Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC. See Also: AC # CLONE Usage : cast 'clone' <victim or object> Accumulative: - Duration : Instantaneous Due to the ever changing data-structures of DikuMUD, clone is not yet ready. Clone cast on a victim or object, will make a 'nearly' perfect copy. Clone has its limitations. See Also: - # "CONTROL WEATHER" Usage : cast 'control weather' ('better' | 'worse') Accumulative: Yes Duration : - This spell will change the "course" of the current weather. Exmample: > cast 'control wea' worse See Also: - # "CREATE FOOD" Usage : cast 'create food' Accumulative: - Duration : Instantaneous This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximum of 24 hours. See Also: - # "CREATE WATER" Usage : cast 'create water' <drink container> Accumulative: No Duration : Instantaneous Expect disaterous results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster. Double amout of water will be created if it is raining (or worse). See Also: - # "CURE BLIND" Usage : cast 'cure blind' <victim> Accumulative: No Duration : Instantaneous This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items. See Also: - # "CURE CRITIC" Usage : cast 'cure critic' <victim> Accumulative: - Duration : Instantaneous This spell cures 3d8+3 hitpoints of damage. See Also: - # "CURE LIGHT" Usage : cast 'cure light' <victim> Accumulative: - Duration : Instantaneous This spell cures 1d8 hitpoints of damage. See Also: - # CURSE Usage : cast 'curse' (victim | object) Accumulative: No Duration : 7 Days, permanent on objects. Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one. See Also: - # "DETECT EVIL" Usage : cast 'detect evil' [self] Accumulative: No Duration : 5 hours per level Detect evil will enabel you to see the red aura surrounding evil persons and items. See Also: - # "DETECT INVISIBILITY" Usage : cast 'detect invisibility' [self] Accumulative: No Duration : 5 hours per level This spell enabels you to see invisible items and players. See Also: - # "DETECT MAGIC" Usage : cast 'detect magic' [self] Accumulative: No Duration : 5 hours per level This spell will let you see the magical aura surrounding magical objects. See Also: - # "DETECT POISON" Usage : cast 'detect poison' (victim | food | drink) Accumulative: No Duration : Instantaneous Cast on food or drinks (drink containers) you will be abel to sense if it is poisoned. Cast on a person you will be abel to see if that person is poisoned. See Also: - # "ENCHANT WEAPON" Usage : cast 'enchant weapon' <weapon> Accumulative: No Duration : Permanent This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitabel for enchantment is to fully identify it. The enchantment will modify the weapon as: Level Hit Roll Damage 0..17 +1 +1 18..19 +2 +1 20+ +2 +2 See Also: - # HEAL Usage : cast 'heal' <victim> Accumulative: No Duration : Instantaneous Heal will heal all the hitpoints from a person, execpt 1d4 points. Maximum 100 points can be healed. A victim who is blinded will also be cured by the heal spell. See Also: "Cure Blindness" # INVISIBILITY Usage : cast 'invisibility' <victim | object> Accumulative: No Duration : 24 hours, permanent on objects. Self Explanatory. Attacking while invisible will immediately break the spell. See Also: "detect invisibility" # "LOCATE OBJECT" Usage : cast 'locate object' <object> Accumulative: - Duration : Instantaneous If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. See Also: - # POISON Usage : cast 'poison' <victim | food | drink> Accumulative: Yes on persons. Duration : 2*level hours, or permanent on food and drinks. Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 2 points of damage every hour, and gain less points than usual. See Also: "detect poison" or "cure poison" # "PROTECTION FROM EVIL" Usage : cast 'protection from evil' [self] Accumulative: No Duration : 24 hours The meaning of this spell is not yet fully defined. See Also: - # "REMOVE CURSE" Usage : cast 'remove curse' <person | object> Accumulative: No Duration : Instantaneous Will remove a curse on carried objects or any persons in the room. See Also: - # "REMOVE POISON" Usage : cast 'remove poison' <victim | food | drink> Accumulative: No Duration : Instantaneous Will remove poison. See Also: Poison # SANCTUARY Usage : cast 'sanctuary' [self] Accumulative: No Duration : 3 hours When protected by sanctuary you can never receive more that 18 damage points in one strike. See Also: - # ZZZZZ Usage : cast 'zzzzz' <person> Accumulative: Yes (duration) Duration : 4 hours + one hour per level If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked. See Also: - # STRENGTH Usage : cast 'strength' [self] Accumulative: Yes (strength) Duration : Level hours A person will gain 1 strength point per spell (2 points if level of caster is greater than 18). Maximum strength is 18/100. See Also: - # VENTRILOQUATE Usage : cast 'ventriloquate' <victim | object> <text> Accumulative: - Duration : Instantaneous For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. People saving will only notice that someone tired to make it sound that way, not who. Example: > cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me. See Also: - # "WORD OF RECALL" Usage : cast 'word of recall' Accumulative: - Duration : Instantaneous The caster will be transferred back to his sancturay (presently the Temple of Midgaard). See Also: - # SUMMON Usage : cast 'summon' <victim> Accumulative: - Duration : Instantaneous Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster,it will get a saving throw. See Also: - # "CHARM PERSON" Usage : cast 'charm person' <victim> Accumulative: No Duration : (432/Itelligence points of person) hours Is is not possible to charm anyone that is already charmed, if you're charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralysation". A charmed person will follow you, and not be abel to attack you, you can order charmed person using the order command. See Also: FOLLOW ORDER # "SENSE LIFE" Usage : cast 'sense life' [self] Accumulative: No Duration : 5 hours per level This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden. See Also: HIDE # "MAGIC MISSILE" Usage : cast 'magic missile' <victim> Accumulative: - Duration : Instantaneous Level : Level 1 magic user. Save : Versus spell for half damage. This is the least powerful offensive magic user spell. See Also: # "CHILL TOUCH" Usage : cast 'chill touch' <victim> Accumulative: - Duration : Instantaneous Level : Level 3 magic user. Save : Versus spell for half damage. This spell is more powerful than the magic missile spell. A victim failing its saving throw will get its strength reduced by one. See Also: MAGIC MISSILE # "BURNING HANDS" Usage : cast 'burning hands' <victim> Accumulative: - Duration : Instantaneous Level : Level 5 magic user. Save : Versus spell for half damage. This spell is more powerful than the chill touch spell. See Also: CHILL TOUCH # "SHOCKING GRASP" Usage : cast 'shocking grasp' <victim> Accumulative: - Duration : Instantaneous Level : Level 7 magic user. Save : Versus spell for half damage. This spell is more powerful than the burning hands spell. See Also: BURNING HANDS # "LIGHTNING BOLT" Usage : cast 'lightning bolt' <victim> Accumulative: - Duration : Instantaneous Level : Level 9 magic user. Save : Versus spell for half damage. This spell is more powerful than the shocking grasp spell. See Also: SHOCKING GRASP # "COLOUR SPRAY" Usage : cast 'colour spray' <victim> Accumulative: - Duration : Instantaneous Level : Level 11 magic user. Save : Versus spell for half damage. This spell is more powerful than the lightning bolt spell. See Also: LIGHTNING BOLT # "ENERGY DRAIN" Usage : cast 'energy drain' <victim> Accumulative: - Duration : Instantaneous Level : Level 13 magic user. Save : Versus spell for half damage. This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. You will gain a quarter of this XP. Beware that this spell is evil. See Also: - # FIREBALL Usage : cast 'fireball' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 magic user. Save : Versus spell for half damage. This spell is the most powerful spell a magic user can cast. See Also: COLOR SPRAY # EARTHQUAKE Usage : cast 'earthquake' Accumulative: - Duration : Instantaneous Level : Level 7 cleric. Save : - This spell will damage everybody except the caster by 1d8+level_of_caster hitpoints. See Also: - # "DISPEL EVIL" Usage : cast 'dispel evil' <victim> Accumulative: - Duration : Instantaneous Level : Level 10 cleric. Save : Special This spell will only affect evil creatures. An evil person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict (caster_level)d4 damage points, saving throw versus half damage. See Also: - # "CALL LIGHTNING" Usage : cast 'call lightning' <victim> Accumulative: - Duration : Instantaneous Level : Level 12 cleric. Save : Versus spell for half damage. This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse). The lightning will inflict (level)d8 points of damage, up to a maximum of 15d8 damage points. See Also: WEATHER and CONTROL WEATHER # HARM Usage : cast 'harm' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 cleric. Save : Versus spell for half damage. This spell removes all but 1d4 hitpoints from the victim. The maximum number of damage points are 100. It is not possible to kill using this spell (but almost). See Also: - # HELP Following help is available: HELP help - This text. HELP - List the available commands. Help searches for a partial match of the entered word, including any spaces that may follow the word. Example: > 'help magic mis' will find the help text for the magic missile spell. > 'help mag ' will not match anything. > 'help mag' will match 'magic user' or 'magic missile' depending on first occurence in the help file. # SPELL SPELLS Magic User Cleric (1) Magic Missile (1) Armor (1) Ventriloquate (1) Cure Light (2) Detect Magic (2) Create Water (2) Detect Invisible (2) Detect Poison (3) Chill Touch (3) Create Food (3) - (3) Detect Magic (4) Invisibility (4) Cure Blind (4) - (4) Detect Evil (5) Burning Hands (5) Bless (5) Armor (5) Detect Invisible (6) Locate Object (6) Blindness (6) - (6) Protection from Evil (7) Shocking Grasp (7) Earthquake (7) Strength (7) Sense Life (8) Blindness (8) Summon (8) Teleport with Error (8) Poison (9) Lightning Bolt (9) Cure Critic (9) - (9) Remove Poison (10) Control Weather (10) Locate Object (10) - (10) Dispel Evil (11) Color Spray (11) Word of Recall (11) - (11) - (12) Enchant Weapon (12) Call Lightning (12) Curse (12) Remove Curse (13) Energy Drain (13) Control Weather (13) - (13) Sanctuary (14) Zzzzz (14) Heal (14) Charm Person (14) - (15) Clone (15) Harm (15) Fireball (15) - # ADVANCE To advance a player to a level higher than his present. Default is to advance him one level. A level 0 player (Man/Woman) is always only advanced by one level. # WIZHELP List the privileged commands available to you. Can only be used by immortals. # NOSHOUT Prevents you from (or allows you to) hearing shouts, if used with no arguments. Can be used with the name of a player, to prevent him/her from hearing shouts, as well as from shouting. Can only be used by certain more powerful beings. # RESTORE If used on a mortal, this command will reset that players mana and hit points. If used on an Immortal various values will be reset to their proper values. # LINK A lot of players have problems with their links to the game. This could be very dangerous to your healt in the middle of a combat. But we have worked out a solution. There are two cases: I.If your link is broken, you will automatically attempt to flee each time someone attempts to hit you. If you manage to flee, then you will be saved by divine forces, and put in a safe place until you reconnect to the game. II.If your link jams (freezes) you got a problem. The only solution we can give, is that you break your link as quickly as possible. By breaking the link you can hope that the above procedure is initiated. # HOUSES Player Houses in DikuMUD ------------------------ In DikuMUD it is possible for players on all experience levels to purchase a house in the residential area in the southern part of Midgaard. As some areas are more sought after than others, the prices tend to vary quite a bit. These are the prices for a house with two rooms and an ordinary lock. House on Emerald Avenue : 400,000 coins House on Park Road : 300,000 coins House on Elm Street or Penny Lane : 200,000 coins Extra rooms can be purchased at 50,000 coins each. The houses cannot be used directly as one-time rent rooms where multiple items (like weapons and armour) can be stored, as ordinary items stored in the house will be lost during a crash or a shutdown. Instead of risking the loss of your favourite item, it is possible to have special items manufactured (at a special price, of course) that will be located somewhere in your house every time you log in. The price of each such item has to be decided in each specific case but as a guideline the ordinary purchase price times ten can be used. It is also possible to purchase various household equipment to be installed in a house. The following list contains prices of the items that are available at the time of writing. More are sure to come and if you have any special wishes, we will do our very best to fulfill them. Coffee Machine : 5,000 coins Tea Macine : 5,000 coins Coke Machine : 5,000 coins Water Machine : 5,000 coins The above mentioned machines are all manufactured by Quifatronic Inc. and produce one unit of the specified drink per game refresh. All machines are able to hold three units at a time. The following special equipment is also installable in any house at the given prices. Magic trashcan (no emptying) : 25,000 coins Pick-safe lock : 50,000 coins Interdimensional gate : 100,000 coins (*) Magical shielding : 200,000 coins (**) (*) An interdimensional gate is a one-way magical portal that leads to a specific distant location in the world. When ordering an interdimensional gate, please state where you want it to lead to. (**) Magical shielding is a powerful spell that when cast upon a house will shield its rooms from users of teleport spells, making it impossible from any mortal to enter (except by the door, of course) unless specifically summoned. Of course it is possible to have additional rooms and equipment added to an already existing house. This means that you do not have to purchase everything at once but can add new features to your house as you earn more money and as they become available. Contact Quifael for further information. E-mail: maze@freja.diku.dk # COMPACT If you have a small display you might want to use this command. It turns off (or on) the extra newline after output to your screen. See also: BRIEF #~