"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 any mob/player 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 affecting a mob/player. 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 ARMOR Is your armor class. The armor class scale is: 100 Naked person 0 Very Heavily armored (Plate mail, and "two shields") -100 Divine armor # 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 bread. # WHO Lists the people currently in the game. Some people may choose to remain unseen. # GIVE If you feel benevolent, you may give stuff to someone in need. Example: give bread to the beggar. # SAVE Save your persona. This includes experience points, strength, gold, etc. Most equipment you may have gathered is saved (keys are a notable exception). # 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 Gives a detailed report on your character's statistics. See also: REPORT # REPORT Gives a one-line description of your character's stats to everyone in the room. See also: SCORE # SAY TELL GTELL SHOUT WHISPER ASK Communicate with other beings. SAY says something to everyone in the room. The quote char ' is a synonym for say. TELL tells something to another character, no matter where that character is. GTELL tells something to every character in your group, even if they are separated from you. The semicolon ; is a synonym for gtell. SHOUT shouts something to every character in the game. SHOUT costs 10 mv to use. Excessive use of shouting annoys other people and may get your SHOUT ability turned off. WHISPER and ASK are still more communication commands ... figure them out yourself. Examples: shout Anyone want to group? Meet at fountain. tell Furey I just found a bug. gtell RECALL NOW! ; RECALL NOW! say So do you play Merc a lot? ' So do you play Merc a lot? # SOCIAL EMOTE POSE SMILE CACKLE GRIN BOW SHAKE BOUNCE KISS SLAP LAUGH There are about a hundred social commands. These are used to express your mood to other players, but don't do anything in terms of game mechanics. You can use EMOTE to show your own custom emotions. If want a new social command, use the IDEA command to tell us about it, and we can add it. Example: shake Hatchet emote holds his breath and turns blue! # KILL HIT A good way to start a fight. To prevent you from accidentally killing your fellow players, you must type MURDER to do so. See also: MURDER # MURDER This is the command you must use to kill a player, though NOT recommended. You may kill a player that has a THIEF and/or KILLER flag without worrying about the consequenses. See also: KILL HIT # 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, Disarm # 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 lose 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, Disarm # 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 practised 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. Furthermore 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) NOTE: If you choose to steal from a Player, be forewarned, you WILL be punished. # 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 practised backstab at your guild. You can always backstab sleeping persons. # DISARM Thief and Warrior only. The chance of a disarm depends upon how well you are learned. To disarm someone is to attempt to 'knock' away that person's weapon. If you succeed you will cause him to drop his weapon onto the ground. If you miss, your opponent will be able to attack one extra round. A disarm makes you unable to type commands for 3 rounds of violence for a success, 2 rounds of violence without. A character without a weapon will do less damage and will be unable to parry. # TRIP Thief only. The chance of a trip depends upon how well you are learned. To trip someone is to attempt to 'knock' a person down. If you succeed you will cause him to fall down onto the ground causing 1 point of damage. A successful trip will cause you to be unable to type commands for 2 rounds of violence, and cause your victim to be unable to type commands for 3 rounds of violence and sit down. # DODGE Thief only. The chance of dodging an attack depends upon how well you are learned. If you succeed, you would have skillfully dodged your opponent's attack. # PARRY Warrior only. The chance of parrying an attack depends upon how well you are learned. If you succeed, you would have parried your opponent's attack. Note: You must have a weapon wielded to be able to parry. # DUAL Warrior and Thieves only. This skill imparts the ability to attack once more than your primary attack. Highly usefull while in combat. :) With _just_ the skill DUAL, you can get a maximum of 2 attacks. See Also: Multiattack # MULTIATTACK Warrior and Thieves only. This skill imparts the ability to attack once more than your primary attack. Highly usefull while in combat. :) With _just_ the skill MULTIATTACK, you can get a maximum of 2 attacks. Used in tandum with DUAL, you would get a maximum of 3 attacks. See Also: Dual # CAST For magical people. Example : cast 'burning hands' <character> 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, TAP # 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. 'Stat room' will give you useful information about the room you're in. # ORDER You can order people 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!! # LIST BUY SELL VALUE LIST tells you what a shop has for sale. BUY buys things by name. SELL sells items you have to the shopkeeper for gold. VALUE tells you how much a shopkeeper will pay for an item. # RENT SAVE QUIT MERC doesn't have rent. Just save and quit, anywhere. If you are in town, you will come back where you left. If you are out of town, you will still come back where you left, and you will lose some experience points as well. This keeps you from getting free recalls back to town. All your stuff will be saved when you quit. (In fact, quit automatically does a save, so saving first is redundant). There is now no need to kill your link instead of quitting. In fact, link dying will be harsher on your character than using quit. # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # READ When you want to read something. For reading scrolls, use RECITE. # 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 # WIZHELP A listing of the commands for immortals (should be unavailable for mortals :) # COMMANDS A mechanical listing of the known verbs. This command doesn't exist yet. Social commands are not listed. # WARRIOR FIGHTER Warriors are better at raw combat than anyone else. They have more hit points, more chance to hit, and the skills of kick, bash, rescue, and multiple attacks per round. You can improve your skills by using the PRACTISE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # THIEF Thieves can pick locks, sneak, hide, backstab, and disarm during combat. You can improve your skills by using the PRACTISE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # CLERIC Clerics have the ability to cast spells. You can learn and improve spells by using the PRACTISE command. The more powerful you become, the more spells you have, and the more effect each one has. You can improve your skills by using the PRACTISE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # "MAGIC USER" WIZARD MAGE Mages have the ability to cast spells. You can learn and improve spells by using the PRACTISE command. The more powerful you become, the more spells you have, and the more effect each one has. You can improve your skills by using the PRACTISE command. You can improve your attributes with the TRAIN command. See also: PRACTISE, TRAIN # PRACTISE PRACTICE Practise is the way you improve your spells and skills. You must go to your guildmaster to practise. With no argument, PRACTICE lists your current skills. With an argument, PRACTISE will practice that spell or skill. You get more practices every time you level. The number depends on your wisdom: 13 2 14 2 15 3 16 3 17 4 18 5 See also: TRAIN # TRAIN You can use your practices to increase your ability points. First, find a trainer (there are two in Midgaard). Then, type TRAIN STR to increase your strength, or TRAIN WIS for wisdom. The trainable abilities are STR, INT, WIS, CON, and DEX. # 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 implementors. 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' # 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", "get all corpse". 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 HOLD For getting a good grip on something; a torch, for example. See also: WEAR, WIELD, REMOVE # FOLLOW For following someone around. Example: "follow joe". When you are through following, use "follow <your name>" to follow yourself. See also: GROUP # FLEE If you're in a fight and losing, then FLEE. # IMPLEMENTOR IMMORTAL The implementors are Hatchet, Kahn, and Furey. It is through our hundreds of hours of work that you can enjoy MERC Diku Mud. Our e-mail address is mec@garnet.berkeley.edu. The Chief Immortal is Hatchet, and the other Immortals are Jordan and Frag. If you have a problem with the game, implementors and immortals are there to help you. If an implementor or an immortal asks you to do something, then do it. If they ask you how something happened, then tell them. As a player in our mud, you are a guest at the party we are throwing. If you hassle us, we'll kick you out. On the other side ... if an immortal interferes with game balance, or uses immortal power to harrass players, we (the implementors or chief immortal) will demote as needed. An immortal is not a superman mortal. They are there to help run the game, not for their own personal enjoyment. Two of the implementors, and most of the immortals, also have mortal characters. Feel free to treat these as you would any other players. They don't get any special benefits for their mortal chars, and you don't owe them any more than you do other mortal chars. # 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 practise the skills of their trade. See also: PRACTISE # 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. Mortals may type 'where' without arguments to see where visible players are in their zone. Immortals may type 'where' without arguments to see where everybody is. # SOCKETS 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 inflict damage on a monster, you earn experience points. You get lots more when you kill it. When you get enough xp, you raise a level. You lose xp by dying or by quitting when not in town. You also may lose xp by fleeing in combat. 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 shows a list of people with whom you are grouped, and their current status. 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 staffs 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. Many objects behave like wands or staves without looking like them. For instance, check out the vandal's spray can! # ARMOR Usage : cast 'armor' <victim> Accumulative: No Duration : 24 Hours The Armor spell will improve your AC by almost one factor. 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 + Level, 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 : Level + 1. Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC. See Also: AC # "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 more than Cure Serious. The amount of cure depends on the level of the caster. See Also: - # "CURE LIGHT" Usage : cast 'cure light' <victim> Accumulative: - Duration : Instantaneous This spell cures minor wounds but as the caster's levels increase, he/she may cure more. See Also: - # CURSE Usage : cast 'curse' (victim | object) Accumulative: No Duration : 5 hours per Level, 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..24 +3 +2 25..29 +4 +3 30..31 +5 +4 (must be checked) 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 hours per Level, 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: - # "SLEEP SPELL" Usage : cast 'sleep' <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, 3 points if level of caster is grater than 25). 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 in that area. 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 a lot of damage, 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 damage dependent upon the casters level. See Also: 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: - # FEAR Usage : cast 'fear' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : Versus spell for null effect This spell causes fear in the hearts of the brave. Works best when you need a break from fighting a particularlly tough mob. See Also: - # REFRESH Usage : cast 'refresh' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell bestowes more endurance upon the receipiant. See Also: - # FLY Usage : cast 'fly' <victim> Accumulative: No Duration : Level + 3 Level : Level ? Save : None This spell gives the victim the ability to fly into the clouds. Great for getting into places where you were not meant to be. See Also: - # "CONTINUAL LIGHT" Usage : cast 'continual light' Accumulative: - Duration : Instantaneous Level : Level ? Save : - This spell creates a ball of light just in the event you run out of light. See Also: - # "KNOW ALIGNMENT" Usage : cast 'know alignment' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell gives the caster the knowledge of the target's alignment. See Also: - # "DISPEL MAGIC" Usage : cast 'dispel magic' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : Saves vs spell for no effect. This spell attempts to remove all magic from the target. An extremely nasty spell vs those that rely on magic for survival. See Also: - # "CURE SERIOUS" Usage : cast 'cure serious' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell heals fractures, cuts, and serious wounds with ease. The amount healed depends on the caster's power. See Also: Cure Light, Cure Critic # "CAUSE CRITICAL" Usage : cast 'cause critical' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell shatters bone, causes deep cuts, and critical wounds to the victim. The amount of physical damage done depends on the casters power. See Also: Cause Light, Cause Serious # "CAUSE SERIOUS" Usage : cast 'cause serious' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : None This spell fractures bone, causes cuts, and serious wounds to the victim. The amount of physical damage done depends on the casters power. See Also: Cause Light, Cause Critic. # "CAUSE LIGHT" Usage : cast 'cause light' <victim> Accumulative: - Duration : Instantaneous Level : Level 1 Cleric Save : None This spell causes minor cuts and bruises to the victim. The amount of physical damage done depends on the casters power. See Also: Cause Serious, Cause Critic. # FLAMESTRIKE Usage : cast 'flamestrike' <victim> Accumulative: - Duration : Instantaneous Level : Level ? Save : Saves vs spell for half damage. The caster calls forth a column of fire from the heavens to burn the hapless victim. See Also: - # "STONE SKIN" Usage : cast 'stone skin' <self> Accumulative: - Duration : Level of caster Level : Level ? Affect : Armor by -40 Save : None This alteration spell causes the caster's skin to turn into hard gratite thus improving his armor rating. See Also: Shield # SHIELD Usage : cast 'shield' <self> Accumulative: - Duration : Level of caster + 8 Level : Level ? Affect : Armor by -20 Save : None This alteration spell creates a magical force shield surrounding the victim thus improving his armor rating. See Also: Stone Skin # WEAKEN Usage : cast 'weaken' <victim> Accumulative: - Duration : Half of Level of caster Level : Level ? Save : Saves vs spell for null effect This spell causes the victim to become weaker and thus more wimpy. The more powerful the caster, the weaker the victim would become. See Also: - # "MASS INVISIBILITY" Usage : cast 'mass invisibility' Accumulative: - Duration : 24 hours Level : Level ? Save : None This spell makes invisble every creature in the room. See Also: Invisibility # FAERIE FIRE Usage : cast 'faerie fire' <victim> Accumulative: No Duration : Level of caster Level : Level 2/4 (Cleric/MagicUser) Affect : Armor by +10 Save : None This spell makes a ring to appear around the victim enabling its opponents to see and attack it better. # 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 (1) - (1) Cause Light (2) Detect Magic (2) Create Water (2) Detect Invisible (2) Detect Poison (2) - (2) Continual Light (2) - (2) Faerie Fire (3) Chill Touch (3) Create Food (3) - (3) Detect Magic (3) - (3) Refresh (4) Invisibility (4) Cure Blind (4) Continual Light (4) Detect Evil (4) Faerie Fire (4) - (5) Burning Hands (5) Bless (5) Armor (5) Detect Invisible (5) Refresh (5) Know Alignment (5) - (5) Cure Serious (5) - (5) Cause Serious (6) Locate Object (6) Blindness (6) Fear (6) Protection from Evil (6) Infravision (6) Animate Dead (7) Shocking Grasp (7) Earthquake (7) Strength (7) Sense Life (7) Fly (7) - (7) Weaken (7) - (8) Blindness (8) Summon (8) Teleport (8) Poison (8) Know Alignment (8) - (9) Lightning Bolt (9) Cure Critic (9) Conjure Elemental (9) Remove Poison (9) - (9) Cause Critic (9) - (9) Infravision (10) Control Weather (10) Locate Object (10) Identify (10) Dispel Evil (10) Faerie Fog (10) Identify (10) - (10) Gate (11) Color Spray (11) Word of Recall (11) Dispel Magic (11) Plague (12) Enchant Weapon (12) Call Lightning (12) Curse (12) Remove Curse (12) - (12) Fly (13) Energy Drain (13) Control Weather (13) Shield (13) Sanctuary (13) - (13) Flamestrike (14) Sleep (14) Heal (14) Charm Person (14) Faerie Fog (15) Fireball (15) Turn Undead (15) Mass Invisibility (15) Harm (16) Hands Of Wind (16) Hands Of Wind (16) - (16) Dispel Magic (17) - (17) Mass Invisibility (18) Stone Skin (18) Drown (19) - (19) - (20) Sandstorm (20) Sandstorm (20) Acid Blast (20) - (25) - (25) Demonfire # ADVANCE To advance a player to a level higher or lower than his present. # 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 hurt you in 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. Some people like to break their link instead of quitting. We have changed link death and quitting so that breaking the link will cost you more than quitting. # 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 # AREA AREAS WORLD WORLDS Warning: the suggested levels are just that, suggestions. Obviously your chances of survival depend on the caliber of your group, how much armor you have, whether you have a client program with auto recall, and other things. If a mob kills you, don't blame us -- that's why we have mobs. :) {Level} Author Zone {None } Diku Limbo. { 1 5} Hatchet Mud School. { 1 20} Copper Plains North of Midgaard. { 5 10} Copper In the Air ... {10 30} Anonymous The High Tower of Sorcery. {10 30} Anonymous More High Tower of Sorcery. {10 20} Raff Catacombs. { 5 15} Raff Dangerous Neighborhood. {10 15} MERC Troll Den. {All } Diku Northern Midgaard. {All } Diku Southern Midgaard. {All } Copper River of Midgaard. {All } Diku Buildings in Midgaard. {15 25} Copper Chapel Catacombs. { 5 10} Copper Miden'Nir. { 5 10} Alfa The Graveyard. { 5 10} Diku Moria level 1-2. {10 15} Alfa Moria level 3-4. {10 25} Anonymous Dwarven Kingdom of Juergan. {10 20} Anonymous The Great Eastern Desert. {15 25} Anonymous Drow City. {10 25} Anonymous The City of Thalos. {All } Alfa City of Ofcol. {All } Diku Haon Dor - Light. { 5 10} Diku Haon Dor - Dark. { 5 20} Anonymous Arachnos. {10 25} Anonymous The Dwarven Kingdom. {None } Anonymous Quifael Custom Rooms. { 5 15} Diku Upper Sewer. {10 15} Diku Lower Sewer. {15 30} Diku Sewer Maze. {15 30} Diku Sewer Tunnels. {None } Anonymous Redferne's Fridge and Larder. {20 30} Diku Redferne's Residence. { 5 10} Anonymous Main Matrix. { 5 10} Anonymous Auxiliary Matrix. { 1 20} Alfa The Holy Grove. {15 25} Dylan Dylan's Area. #~