"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
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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: -
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"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: -
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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
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"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
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"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.
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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.

#~