#HELPFILEDATA colourcode ` security 7 END #HELPENTRIES keyword CRANK CLANRANKS~ category undefined~ immsee_also CLANRANKS-IMM~ text `=lSyntax:`=? crank Lists the ranks within your clan. You can not view the ranks of another clan. ~ END keyword REQUEST REQUESTOOC REQUEST-OOC~ category undefined~ see_also DECLINEOOC~ text `=? `=lSyntax:`=? Requestooc <charname> Requestooc sends a message telling someone that you want to talk to them in the ooc rooms. The obvious place to meet is in the main entrance, and then follow each other to the agreed room. ~ END keyword DISMOUNT~ category undefined~ see_also MOUNT TETHER~ text `=lSyntax: `=?dismount`+ `+ You climb off your mount with this command. Your pet will follow you around until you tether it up.`+ `+ ~ END keyword TOGGLES~ category undefined~ text `=? Toggle means the command can be turned on or off merely by typing the command name again. For example autosubdue is a toggle, typing autosubdue will turn it on or off depending on weather it is currently on or off. ~ END keyword COMBINE~ category undefined~ text `=? `=lSyntax:`=? Combine This command will toggle weather items of a kind are shown in groups or as separate items in your inventory or in a container: (2) a long thin dagger, or; a long thin dagger a long thin dagger ~ END keyword WHOIS~ category undefined~ see_also WHO LASTON~ text The functionality of the whois command has been integrated into the who command. Previously it could be used to see who was on with a name starting with a particular letter. Use who <letter> to filter on name.`+ ~ END keyword ATTACK KILL FIGHT~ category undefined~ see_also PKILL DEATH FLEE RECALL RESCUE~ text `=? `=lSyntax:`=? kill <victim> Use this command to start a fight. ~ END keyword WHISPER~ category undefined~ text `=? `=lSyntax:`=? Whisper <character> <message> " <character> <message> This command will send a message to another character in the same room as you. Sometimes you will be overheard, this is a chance thing. Some factors taken into account for success of whispering are quickness, reasoning and empathy. Double quotes are a short cut key for whisper, ie. " <character> <message> ~ END keyword SUBDUE~ category undefined~ see_also AUTOLIST DEATH GRAB~ text `#`=lSyntax:`^ autosubdue AUTOSUBDUE will allow you to fight to subdue instead of killing. When a character (player or mob) is subdued, they will be rendered incapacitated and bleeding to death. Subduing is not an exact science. You should not count on subduing to prevent you from killing your opponent. If you hit your opponent too hard on the finishing blow, they may be killed instead of subdued. If you use an attack spell on your opponent, they will also be killed. When a character is subdued, you may use the GRAB command to take items from them. This command is a toggle. Typing AUTOSUBDUE will toggle it on and off. ~ END keyword BRIEF COMPACT~ category undefined~ text `=? `=lSyntax:`=? brief compact Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ END keyword LASTON~ category undefined~ see_also LETGAIN~ immsee_also IMM-LASTON~ text `=lSyntax:`=? laston <character>`+ `+ This command is available to letgained players and those over level 5 only. What it enables you to do is to find out when another character was last on.`+ ~ END keyword AFK AWAY FROM KEYBOARD~ category undefined~ text `=? `=lSyntax:`=? afk Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing replay. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ END keyword PROMPT~ category command~ see_also PROMPT-TEMPLATES GPROMPT COLOUR CHANNELS~ text `=? `=lSyntax:`=? prompt `=lSyntax:`=? prompt default `=lSyntax:`=? prompt <a `=_prompt-template keyword) `=lSyntax:`=? prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the traditional "<hits mana moves>" prompt. PROMPT DEFAULT will assign you the mud wide default prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %% - percent character %a - alignment %b - position - Standing, Resting, etc %c - carriage return (useful for multi-line prompts) %e - exits for the room (displayed in NESWNeSeSwNwDU style) %g - gold %G - group stat system - see below %h - hit points %H - maximum hitpoints %l - language you are speaking %m - mana (disabled with switched) %M - maximum mana %p - role playing score (total) %P - percentage of pets hitpoints %r - room description %s - silver %t - game time %T - server time %v - movement points %V - max movement points %W - Word format of health (current hp/max hitpoints -> as words) %x - experience total (disabled when switched) %X - experience required to level (disabled when switched) %z - zone you are in The mud also supports group prompts with the `=_gprompt command. `c== `GImmortal only codes `c==-`=? %R - room vnum %S - short description of switched mob %Z - filename of zone you are in Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" `RNotes:`=? - You can also use colours in your prompt. - To find out what you current prompt is type channels - There are a number of template prompts available. ~ END keyword PROMPT-TEMPLATES PROMPTS ROMPT-TEMPLATES'~ category undefined~ text `=lSyntax:`=? Prompt basic - '<%hhp %mm %vmv> ' `g <35hp 125m 265mv> `=? Prompt all - '<%h/%Hhp %m/%Mm %vmv %Xxp> ' `g <35/43hp 125/137m 265mv 413xp> `=? Prompt all1 - '<%e %t %h/%Hhp %m/%Mm %vmv> ' `g <NESWDNeSeNw 5:55pm 40/43hp 130/137m 270mv> `=? Prompt all2 - '<%e %t %h/%Hhp %m/%Mm %vmv %Xxp> ' `g <NESWDNeSeNw 6:15pm 40/43hp 130/137m 270mv 413xp> `=? Prompt all2c - Colour version of prompt all2 Prompt all3 - '<%e %t %l %gg %h/%Hhp %m/%Mm %vmv %Xxp> ' `g <NESWDNeSeNw 6:25pm human 128g 40/43hp 130/137m 270mv 413xp> `=? Prompt all3c - Colour version of prompt all3 Prompt all4 - '<%e %t %l %gg %ss %h/%Hhp %m/%Mm %vmv %Xxp> ' `g <NESWDNeSeNw 6:35pm human 128g 2457s 40/43hp 130/137m 270mv 413xp> `=? Prompt all4c - Colour version of prompt all4 Prompt all5 - '<%e %t %l %gg %ss %h/%Hhp %m/%Mm %v/%Vmv %Xxp> ' `g <NESWDNeSeNw 6:40pm human 128g 2457s 40/43hp 130/137m 270mv 413xp> `=? Prompt all5c - Colour version of prompt all5 Prompt all6 - Adds information about if you are hidden/sneaking/invis - far right. '[%e %t %l %gg %ss %h/%Hhp %m/%Mm %v/%Vmv %Xxp%d> ' Prompt all6c - Colour version of prompt all6 shown below (including sneaking): `g [`YNESWDNeSeNw`g 6:45pm `xhuman `Y132`yg `s2837`ws `R42/`r45hp `B135/`b135m `M270/`m270mv `G413`gxp`#(`ms`&)> `=? Prompt olc - '<{#{m%e{^ in %J;{R%o{mv{R%O%j8{mv{R%R %j2{o%J2{g%Z{^ - %T{^ - %t>' (changes when in olc mode and in normal mode) Prompt olc2 - '<{#-== {R%R {^- {Y%T {^- {M%z %JD{^- {C%o {^- %O {^==->' (changes when in olc mode and in normal mode) ~ END keyword !~ category undefined~ text `=? `=lSyntax:`=? ! ! repeats the last command you typed. ~ END keyword DIRECTIONS MOVEMENT MV NORTH SOUTH EAST WEST NE NW SE SW UP DOWN~ category undefined~ text `=? `=lSyntax:`=? north `=lSyntax:`=? south `=lSyntax:`=? east `=lSyntax:`=? west `=lSyntax:`=? ne `=lSyntax:`=? nw `=lSyntax:`=? se `=lSyntax:`=? sw `=lSyntax:`=? up `=lSyntax:`=? down Use these commands to walk in the appropriate direction. Each time you move you use up movement points set on how difficult the terrain is to traverse. ~ END keyword CASTING~ category undefined~ text `=lSyntax: `=?c <spell>`+ `=? cast <spell>`+ `=? commune <spell>`+ `=? summon <spell>`+ `+ Spell casters are divided into three different categories for IC, or In Character, reasons. Magi/Spellfilchers `rcast`=? spells, Clerics/Paladins `ccommune`=? spells, and druids/rangers `ysummon`=? spells. For reasons of making everything more simplistic, all classes can use "c" to cast spells and not worry about the differing syntax.`+ `+ Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana.`+ `+ Some spells make require parameters, or targets of the spell, in order to be cast properly. Many spells which need targets will use an appropriate default target, especially during combat. When starting combat with a combat spell, a target is required.`+ `+ If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critical' frag. Quoting is optional for single-word spells. Also, you can abbreviate the spell names, but be careful about which ones you abbreviate. Example: cast 'fire' frag will most likely not cast fire shield on your allie, but rather cast a fireball. `+ `+ When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. In order to find out what a spell does, check the help file for individual spells. ~ END keyword EXITS~ category undefined~ text `=? `=lSyntax:`=? exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ END keyword DROP GET GIVE PUT TAKE~ category undefined~ text `=? `=lSyntax:`=? drop <object> `=lSyntax:`=? drop <amount> coins `=lSyntax:`=? get <object> `=lSyntax:`=? get <object> <container> `=lSyntax:`=? give <object> <character> `=lSyntax:`=? give <amount> silver <character> `=lSyntax:`=? give <amount> gold <character> `=lSyntax:`=? put <object> <container> DROP drops an object, or some coins, on the ground. You cannot drop an object that is cursed or has a nodrop flag. GET gets an object, either lying on the ground, or from a container, or even from a corpse. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. TAKE is a synonym for GET. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ END keyword EQUIPMENT INVENTORY~ category undefined~ text `=? `=lSyntax:`=? equipment `=lSyntax:`=? inventory EQUIPMENT lists your equipment (worn armor, wielded weapons, and held items). INVENTORY lists your inventory. (items not worn, wielded, or held). ~ END keyword NOFOLLOW~ category undefined~ text `=? `=lSyntax:`=? nofollow Toggles you character's permission flag regarding following. You cannot be followed by anyone when nofollow is on. ~ END keyword NOSUMMON~ category undefined~ text `=? `=lSyntax:`=? nosummon Toggles your character's permission flag regarding summoning. You cannot be summoned by anyone when nosummon is on. ~ END keyword COMPARE~ category undefined~ text `=? `=lSyntax:`=? compare <object-1> <object-2> `=lSyntax:`=? compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects, including enchantments. THIS CAN LEAD TO COMPARE INCORRECTLY DECLARING A LESSER OBJECT AS THE BETTER OF TWO OBJECTS. ~ END keyword FLEE RETREAT~ category undefined~ see_also RECALL RESCUE WIMPY PANIC~ text `#`=lSyntax:`^ flee `#`=lSyntax:`^ retreat <direction> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, RETREAT, RECALL, or another character can RESCUE you. Everyone has the ability to FLEE. RETREAT is a skill that only certain classes may gain. When you FLEE or RETREAT, you will run from combat into an adjacent room. You cannot FLEE or RETREAT through closed doors. When you FLEE, the direction that you flee from combat is random. If you RETREAT, you can pick the direction that you run. You can also RECALL from combat, but this is less likely to work and costs more experience points than fleeing. If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. ~ END keyword PANIC~ category undefined~ see_also RECALL WIMPY~ text `#`=lSyntax:`^ panic `#`=lSyntax:`^ panic <number> PANIC sets your panic value. When your character takes damage that reduces your hit points below your panic value, you will automatically attempt to recall. You will only recall if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, has not been tripped or bashed by an enemy, and is not affected by a lethargy spell. PANIC with no argument sets your panic value to a fraction of your maximum hit points. ~ END keyword EXAMINE LOOK~ command_reference look examine~ category undefined~ see_also GLANCE PEEK~ text `=? `=lSyntax:`=? look`+ `=lSyntax:`=? look <object>`+ `=lSyntax:`=? look <character>`+ `=lSyntax:`=? look <direction>`+ `=lSyntax:`=? look <keyword>`+ `=lSyntax:`=? look in <container>`+ `=lSyntax:`=? look in <corpse>`+ `=lSyntax:`=? examine <container>`+ `=lSyntax:`=? examine <corpse>`+ `+ LOOK looks at something and sees what you can see.`+ `+ EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.`+ `+ ~ END keyword ORDER~ category undefined~ text `=? `=lSyntax:`=? order <character> command `=lSyntax:`=? order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ END keyword KNEEL REST -SIT SLEEP STAND WAKE~ category undefined~ see_also TIRED HUNGRY THIRST~ text .. `=lSyntax:`=? kneel`+ `=? rest`+ `=? sleep`+ `=? sit`+ `=? stand`+ `=? wake`+ `+ These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen.`+ `+ When you sit or kneel, you don't recover hitpoints and mana as quickly as if you are fully resting, but you aren't as unaware from attacks. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. `+ `+ ~ END keyword TIREDNESS~ category undefined~ see_also HUNGER THIRST~ text `=? At the Dawn of Time, your character will tire if they do not sleep. The longer you stay awake (standing or resting) you more you tire. Standing makes you tire quicker than resting, if you refuse to sleep your character will eventually collapse and you will have to wait a few ticks to be able to wake up again. Sleeping will make you less tired and prevent you from collapsing. Hunger and thirst also prevent you from becoming less tired at the usual rate. ~ END keyword THIRSTY~ category undefined~ see_also TIRED HUNGER~ text `=? If you do not drink your character will get thirsty, this slows the rate at which you recover from wounds and at which you regain from being tired. ~ END keyword HUNGER HUNGRY~ category undefined~ see_also TIRED THIRST~ text `=? If you do not eat your character will get hungry, this slows the rate at which you recover from wounds and at which you regain from being tired. ~ END keyword NOTEACH -NOTEACH~ category undefined~ text `+ `=lSyntax: `=?noteach`+ `+ Toggles your character's permission flag regarding teaching. You cannot be taught any spells when noteach is on. ~ END keyword REPLY SAY TELL RETELL SAYMOTE~ category undefined~ see_also SAYTO REPLAY~ text `=? `=lSyntax:`=? reply <message> `=lSyntax:`=? say <message> `B or:`=? <message> `=lSyntax:`=? tell <character> <message> `=lSyntax:`=? retell <message> `B or:`=? > <message> All of these commands send messages to other players. SAY sends a message to all awake players in your room. The single quote ' ' ' is a synonym for SAY. (lowercase version of ") Also, you can use emotes within says. Typing the emoted part between brackets: say >bob greetings, bob. [and then, with a bow] how have you been? would result in: Mike says to you: '`#`m(human)`=? Greetings, bob'`s and then, with a bow`=? 'how have you been?'`^ TELL sends a message to one IMMORTAL player anywhere in the realm. This form Of communication is entirely OOC, and should never be used for IC messages. You can send tells to immortals at any time during the game... and to newbie support players till you reach level 10 or are letgained. REPLY sends a message to the last player who sent you a TELL. REPLY will Work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. RETELL is like reply, but the person it goes to is the last person you sent a tell to. ~ END keyword CHAT GOSSIP INTERACTION TALKING YELL QUESTION ANSWER Q/A QUIET PRAY -CHANNELS COMMUNICATION~ category undefined~ see_also SAY REPLAYCHANNELS~ text `=lSyntax:`=? ooc <message>`+ `=lSyntax:`=? yell <message>`+ `=lSyntax:`=? question <message>`+ `=lSyntax:`=? answer <message>`+ `=lSyntax:`=? pray <message>`+ `=lSyntax:`=? quiet `=lSyntax:`=? newbie <message>`+ OOC will send a message to all players in the game without a delay. OOC stands for 'Out-of-character' -- the channel you will want to use when discussing conventional (real life) issues. YELL sends a message to all awake players within your area. QUESTION and ANSWER are used for questions about MUD game mechanics. This is an OOC channel, and should NEVER be used for IC questions. PRAY will allow you to pray to the gods that are listening. PRAY is an IC command. QUIET mode will disable all channels. You will be able to hear only says, emotes and tells from immortals. NEWBIE is for players that are new and newbie helpers. Any other players cannot see this channel. Type a channel name by itself to turn it off or on. ~ END keyword PMOTES~ category undefined~ see_also AMOTE EMOTE SMOTE~ text `=lSyntax: `=?pmote <target> <action>`+ `+ Pmote is used to do an action and include someone else in it. The text must include a @ (or variation thereof) where you want the targets name. PMOTE is similar to emote, but will substitute for the target's name. We'll use Rathern as the example here.`+ `+ Here is an example of how the pmote works:`+ `seg pmote guard smiles at @.`+ `+ Will be read by the guard as:`+ Rathern smiles at you.`+ `+ Everyone else will SEE:`+ Rathern smiles at the guard.`+ `+ `=?The variations of @ are as follows:`+ `=? @ - Target will see as "you", others will see as "Rathern"`+ `=? @r - Target will see as "your", others will see as "Rathern's"`+ `=? @'s - Target will see as "your", others will see as "Rathern's"`+ `+ ~ END keyword AMOTES~ category undefined~ see_also EMOTE PMOTE SMOTE SOCIAL~ text `=? `=lSyntax:`=? amote <target> <text> The text must include * for your name and a @ where you want the targets name. Pretend Rathern is the one typing the command. eg amote guard Jumping from out of the shadows, * grabs @ by the neck. Will send to everyone in the room this message: Jumping from out of the shadows, Rathern grabs a guard by the neck. ~ END keyword EMOTES ,~ category undefined~ see_also EMOTE PMOTE SMOTE SOCIAL REPLAYROOM~ text `=? `=lSyntax:`=? emote <text> The "," is short-hand for emote. If Rathern typed: emote smiles and turns his head skyward. It would be read by others as: Rathern smiles and turns his head skyward. You can also use emotes, pmotes, amotes and smotes as a single emote command. If you place a * in the emote, it will replace your character's short description for the * wherever it is. Also, if you put a @ in an emote, the first word of the emote will be used as its target, and wherever there is a @, it will be replaced for the target's short description. example: emote Auryan looking up, * sighs and turns at @ would result on: Looking up, a tall man with a dark beard sighs and turns at a blonde woman with a childlike face. Starting an emote with a # will cause the rps system to ignore it... on Dawn the RPS audit system prevented people from spamming emotes to get RPS, so if you want to alias a social into a specific emote, it is recommended to put a # at the start of the emote. The # will silently be discarded at the time the emote is processed. ~ END keyword SMOTES~ category undefined~ see_also AMOTE EMOTE PMOTE SOCIAL~ text `=lSyntax:`=? smote <action>`+ `+ You must include a `Y* `=?where you want your name to appear in the smote. So basically a worked example looks like this, Pretend the person typing the smote is Rathern.`+ `+ eg: `ssmote A long scraping sound is made as * draws his weapon.`=? `+ `+ Will send to everyone in the room this message: A long scraping sound is made as Rathern draws his weapon.`+ `+ ~ END keyword HOLD REMOVE WEAR WIELD USE~ category undefined~ text `=? `=lSyntax:`=? hold <object> `=lSyntax:`=? remove <object> `=lSyntax:`=? wear <object> `=lSyntax:`=? wear all `=lSyntax:`=? wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ END keyword BUG TYPO~ category undefined~ text `=? `=lSyntax:`=? bug <message> `=lSyntax:`=? typo <message> These commands will take your message and record it into a file as feedback to the mud admins. The room you record the bug in is also recorded automatically. ~ END keyword REPORT~ category undefined~ text `=? Has been removed as it is OOC (help ooc). ~ END keyword TITLE~ category undefined~ text `=? Titles for the who list have been removed. Instead when you meet someone IC (help ic) you can introduce yourself and use your title then, ie "Hi I am Raine of Shadowdale". Titles were removed because the who list is OOC (help ooc) and not for IC information. ~ END keyword AREAS~ category undefined~ text `=? `=lSyntax:`=? areas `=lSyntax:`=? report AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. `#`cIf you are interested in building an area, see `CAREA-BUILDING`c.`^ ~ END keyword APPEND DESCRIPTION DESCRIPTION-EDITOR~ category undefined~ text `=? `=lSyntax:`=? description Append is an advanced and much more powerful form of the description command. Upon entering APPEND mode, you will be shown your present description (or lack of). This can then be edited, formatted, replaced, cleared, or shown, as per the following commands. If you do not have a description, you may just begin entering your description. After you are finished, press enter to go to a blank line. If you make a typo, you can use the replace command to replace the word, or even a whole sentence. When you are finished, and there are no typos, use the format command to format the lines to a regulated size. This also makes the description look much cleaner. Upon formatting, when you feel you are finished, hit enter to go to a blank line then type @ and press enter to save your description. If you already have a description, any line you type upon entering will be added to the bottom of the current description. If you wish to start from scratch, use the clear command. Use the above instructions for completing the description. Commands: .r 'old string' 'new string' - replaces a given word or string of words. (The quotes are REQUIRED.) .h - The help screen, shows a quick list of commands available in the append mode. .s - Shows your current description as you have entered it. .f - Format and wordwrap your description to a regulated size. .n - Note format and wordwrap your description to a regulated size. a note format doesn't put 2 spaces after a fullstop, this has the advantage of not converting email addresses into someone@somewhere. Com. .c - Clear the description. Everything. (CAUTION: There is NO warning issued with this command. Be careful.) @ - End description. This will send you back to the mud and save your description. Note - All commands must have a . preceding them. ~ END keyword PASSWORD~ category undefined~ text `=? `=lSyntax:`=? password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. ~ END keyword SCORE WORTH~ category undefined~ see_also ATTRIBUTES~ text `=lSyntax: `=?score`+ `=? worth`+ `+ These commads are useful fo see nearly any information about your character. Score displays all information that deals with info about your character, including level, name, attributes, and AC information. Worth displays everything else that doesn't fit in the score sheet, namely how much wealth you have, and experience to level.`+ `+ ~ END keyword WIMPY~ category undefined~ see_also FLEE PANIC~ text `=? `=lSyntax:`=? wimpy `=lSyntax:`=? wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, has not been tripped or bashed by an enemy, and is not affected by a lethargy spell. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ END keyword OPEN CLOSE PICK LOCK UNLOCK PICK~ category undefined~ text `=? `=lSyntax:`=? open <object|direction> `=lSyntax:`=? close <object|direction> `=lSyntax:`=? lock <object|direction> `=lSyntax:`=? unlock <object|direction> `=lSyntax:`=? pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the required key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ END keyword DRINK EAT FILL POUR~ category undefined~ text `=? `=lSyntax:`=? drink <object> `=lSyntax:`=? eat <object> `=lSyntax:`=? fill <object> `=lSyntax:`=? pour <object> out `=lSyntax:`=? pour <object> <object> `=lSyntax:`=? pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ END keyword BUY LIST SELL VALUE~ category undefined~ see_also LIST-FILTER~ text `=? `=lSyntax:`=? buy <object> `=lSyntax:`=? list `=lSyntax:`=? sell <object> `=lSyntax:`=? value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. Please note that grey objects when you use 'list' will not fit your character as they are too small or large. ~ END keyword PAGE-SCROLL DISPLAY~ category undefined~ text `=? `=lSyntax:`=? scroll `=lSyntax:`=? scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disable paging. ~ END keyword BRANDISH QUAFF RECITE ZAP APPLY~ category undefined~ text `=? `=lSyntax:`=? apply <poultice> `=lSyntax:`=? brandish `=lSyntax:`=? quaff <potion> `=lSyntax:`=? recite <scroll> <target> `=lSyntax:`=? zap <target> `=lSyntax:`=? zap APPLY will apply an herbal poultice. BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. ~ END keyword CONSIDER~ category undefined~ text `=? `=lSyntax:`=? consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. Consider compares HP values, telling you if the mob is smaller or larger than you, and levels, telling you if the mob is close to your own level. There is some randomness built in to reflect the inaccuracy of the estimate. ~ END keyword FOLLOW PARTY GROUP~ category undefined~ text `=? `=lSyntax:`=? follow <character> `=lSyntax:`=? group `=lSyntax:`=? group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW SELF. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the SPLIT command. If anyone in your group is attacked, you will automatically join the fight if you are in the same room as that character, and you have autoassist ON (see help autoassist). If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. You may FOLLOW and GROUP only with characters who are within eight levels of your own. ~ END keyword VISIBLE~ category undefined~ see_also INVISIBILITY~ text `=? `=lSyntax:`=? visible VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ END keyword QUIT SAVE~ category undefined~ text `=? `=lSyntax:`=? QUIT `=lSyntax:`=? SAVE SAVE saves your character and objects. The game saves your character every 5 minutes regardless, and is the preferred method of saving. Typing save will block all other commands for about 20 seconds, so use it sparingly. Some objects, such as keys and objects more than 2 levels above you, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. ~ END keyword RENT INN~ helpflags wordwrapped~ category undefined~ immsee_also OLC-INNS~ text `=lSyntax:`=? rent <roon number> <number of hours>`+ `+ The rent command is used to move your recall location for a period of time. This command can only be used at an inn. When you type list at an inn, the list of rooms you can rent will be displayed.`+ `+ If you are renting a room and type 'recall reset', your recall location will be reset to its original location.`+ ~ END keyword SPLIT~ category undefined~ text `=? `=lSyntax:`=? SPLIT <silver> <gold> SPLIT divides coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver to split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ END keyword ALIAS UNALIAS~ category undefined~ text `=lSyntax:`=? alias`+ alias <word>`+ alias <word> <substitution>`+ unalias <word>`+ `+ The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and argument produces a new alias. You cannot alias either alias or unalias to a new command. Another nice feature of aliases is the ability to use substitutions, very handy in creating personalized socials and whatnot. The way to use substitutions is to include numbers (up to 3) with a % in front. Examples:`+ `+ `Yalias gc get all corpse`=?`+ -This alias allows you to 'get all corpse' by simply typing in gc. `+ `+ `Yalias ff cast 'fireball'`=?`+ -This alias lets you cast fireball with ff, and 'ff orc' will cast 'fireball' orc`+ `+ `Yalias grin pmote %1 grins at @ slyly. `=?`+ -This alias is an example of a custom social. Typing 'grin Celrion' will do 'pmote Celrion grins at @ slyly. '`+ `+ Two notes about aliases: Using simple aliases such as the first two examples, you do not need to include any arguments. Simply typing in 'gc' is just fine. Using power aliasing with the %1, %2 and %3, you NEED to include arguments or the results you'd wind up with could be rather interesting (such as mis-pmotes, miscasts, etc). Also, keep in mind that when using simple aliases, any arguments given are simply added to the end of the line (so typing 'gc look' would do 'get all corpse look') whereas with Power aliases only the number of arguments needed are taken (typing 'grin Celrion cast invis' is essentially the same as typing 'grin Celrion') ~ END keyword SUICIDE DELETE WIPE~ category undefined~ text `=? `=lSyntax:`=? delete <return> delete Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ END keyword GAIN -CONVERT GAIN-LIST GAIN-CONVERT GAIN-POINTS~ category undefined~ text `=? `=lSyntax:`=? gain list : list all groups and skills that can be learned gain points : lower your creation points by 1 (costs two sessions) gain <name> : add a skill or skill group, at the listed cost gain convert : turns 10 practices into one training session The gain command is used to learn new skills, once the proper trainer has been found. (Check with your guildmaster) The following options can be used with gain: Gain uses training sessions, not practices. (see 'help train') Gained skills and groups do NOT increase your experience per level or total number of creation points. Please note when using gain points it will decrease your amount to level by a certain value. This value (50exp per 1 Creation point) is deducted from your total to level and then your current amount to level is also adjusted as if you had only just gained a level. What this means to you is, Use the gain points command straight after you level so you get the most benefit, if you used it with only say 100 To your next level your exp to level will be set all the way back to what you need for a whole level. ~ END keyword AUTO AUTOLIST AUTOGOLD AUTOEXIT AUTOASSIST AUTOSPLIT AUTOSUBDUE AUTOREFORMAT AUTOSELF AUTOLOOT~ category undefined~ text `=lSyntax:`=? autolist : lists all the toggles and there status.`+ `+ autosubdue : Toggles weather you attack to kill or subdue.`+ autoassist : Makes you help other group members in combat.`+ autoexit : Display room exits upon entering a room.`+ autogold : Take all gold and silver from dead mobiles.`+ autoloot : Take all items from dead mobiles.`+ autopeek : Automatically peek when looking.`+ autosplit : Split up spoils from combat among your group members.`+ autoself : When on autoself makes it so you can only refer to`+ yourself with the word self.`+ autoreformat : Automatically reformats notes. (imm only)`+ Typing a command sets the action, typing it again removes it. ~ END keyword COUNT~ category undefined~ text `=? `=lSyntax:`=? Count The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ END keyword AFFECTS~ category undefined~ text `=? `=lSyntax:`=? Affect This command is used to show all the spells affecting your character. At low levels, only the spell name will be displayed, at higher levels the effects and duration of the spell will also be shown. Spell effects are no longer shown on score (this can be changed by using 'show' command). ~ END keyword SHOW~ category undefined~ text `=? `=lSyntax:`=? Show This command toggles weather your affects will be shown in your score chart. ~ END keyword NOTE-SEARCH NOTE-PEEK~ level 1 category undefined~ immsee_also NOTE-MARKLASTREAD~ text `=lSyntax: `=?note search <keywords> note peek <#> `1The 'note search' command will perform a filter all notes and return information on which notes have the exact keywords you're searching for. It can also be used to search news, changes, and ideas. `1The 'note peek' command will display a note without marking it and all notes before it as read. This can be useful if you have limited time and have to view a note quickly without reading all notes before it. ~ END keyword LIST-FILTER~ level 1 category undefined~ see_also LIST~ text `=lSyntax: `=?list <min level> <max level> `=? list <max level> `=? list <keyword(s)> Sometimes the shops can become over crowded with piles and piles of junk, and it's next to impossible to find exactly what you need or are looking for. For that, there are filter options when using the list command. These filter commands will let you search for stuff by maximum level, a specified level range, or by a combination of keywords. `1`1`C ~ END keyword GOLD-CONVERT SILVER-CONVERT EXCHANGE~ level 1 category undefined~ see_also CURRENCY~ text `=lSyntax: `=?give <#> silver <shopkeeper>`+ `+ Have a need to convert some silver pieces into gold pieces? Sometimes the burdon of hundreds of silver pieces can weigh you down. For a small price, nearly any shopkeeper would be more than willing to trade in his hard earned gold for some of your finer silver pieces. Of course, there will be a 5% non-refundable fee on all transactions. Simply hand the shopkeeper your silver pieces, and he'll hand you some gold and loose silver pieces in return.`+ `+ ~ END keyword COMMANDS~ category undefined~ text `RMOVEMENT `CGROUP`=? north south east west up down follow group split northeast northwest southeast southwest exits recall stand kneel sit rest wake sleep`+ `+ `GOBJECTS `YINFORMATION / COMMUNICATION`=? get put drop give sacrifice help credits commands areas wear wield hold worth score affects who pkinfo recite quaff zap brandish weather moon time lock unlock open close pick note idea bug typo inventory equipment look compare say tell yell language eat drink fill emote pmote smote social list buy sell value description password `+ `+ `BCOMBAT `MOTHER`=? kill pkill kick rescue subdue save quit auto goooc backstab cast commune summon practice train kick bash disarm gouge gore rescue flee wimpy panic`+ ~ END keyword ENTER~ level 1 category undefined~ text `=lSyntax: `=?enter <portal>`1`1 Portals are extraordianary magical gateways leading to distant places in the realm. In order to step into a portal, use the 'ENTER <portal>' command. ~ END keyword NOTE-SHOWRAW~ level 1 category undefined~ text `=lSyntax: `=?note show`1`=? note showraw`1`1These commands are a good way of showing the progress of notes while you are working on them. NOTE SHOW will show you the completely formatted note, including color, line spacing, and any other formatting you have done to the note. `1`1NOTE SHOWRAW will display the note prior to any formatting that was done on it. You can see where you placed the color codes, line spacing codes, and any other formatting techniques. These formatting techniques can be used on ideas & changes, by just replacing the `Cnote`=? in syntax with the type you are working on (i.e. idea showraw) ~ END keyword AUTO-MAPPER AUTOMAPPER~ level 1 category undefined~ text The automapper is an ASCII map display of the rooms in your proximity. The mapper will display the rooms according to their sector type, as listed below. The mapper makes getting to know the surrounding area simple, but it is still critical to read the room descriptions. Some of the general features of the automapper are:`+ `+ `Y * `=?Rooms within the line of sight are displayed `+ `Y * `=?Range is affected by darkness `+ `Y * `=?Ability to display rooms in all directions, including these not in the`+ `=? cardinal directions `+ `Y * `=?Abilty to clear the screen and display the map each time you move `+ `Y * `=?Map automatically refreshes when a door is opened or closed `+ `Y * `=?Areas that have different map scales `+ `+ The mapper displays rooms according to their sector types, each with a character and color code. Listed below is the available sectors: `+ `W I `=?= inside `=? `` `=?= swimable water `+ `s C `=?= city `=? " `=?= `=?underwater `+ `G - `=?= field `b - `=?= noswim `+ `g + `=?= forest `=? . `=?= air `+ `g ^ `=?= hills `=? = `=?= swamp `+ `s % `=?= mountain `y d `=?= desert `+ `=? @ `=?= cave`+ `+ Also noted ASCII characters `S# `=?means that the map in that direction changes scale, like leaving mekali, the world map is on a different scale. The `Y*`=? in the middle of the map is you.`+ `+ Here are a few commands related to the automapper: `+ `R map `=?- displays the map for the room you are currently in.`+ `R automap `=?- toggles the automapper on or off, so you can see the map for `+ `=? the room when you look or move. `+ `R mapclear `=?- the screen is cleared overtime you look or move, displaying `+ `=? the map at the top of the page. `+ `R nomapexits `=?- the grey lines linking each room will not be displayed ~ END keyword COOKING~ helpflags hide_keywords~ category undefined~ text `=lSyntax:`=? cook <object>`+ `+ With this skill you may cook raw meat and some other types of food. There must be a fire, and you must be holding cookware. Cooking the food will enhance the quality of the food, and preserve it indefinitely. ~ END keyword ISPELL~ level 1 category undefined~ text `BSyntanx: `=?ispell <word>`+ `=?.i <string> `s(when used in the editor)`=?`+ `+ The ISPELL command is a Unix spell-checker that will check your notes/description/OLC stuff and return correct spellings for the word(s) you have mistyped. Like any spellchecker, it is far from perfect, and while you may have typed a word correctly, it doesn't know the grammatical difference in some cases `ctheir, there)`=?.`+ `+ There are two ways to check a word for its proper spelling:`+ `+ `Y1) `=?At your prompt, type `CISPELL <word>`=?. This will check the one word and tell you whether it is correct, or else give you a list of words that might be correct.`+ `+ `Y2) `=?When in the editor, type `C.i <string)`=?. This will check the string you put in the editor, and tell you which words are misspelled. You can then use .r to replace the words that need to be. ~ END keyword FLIP~ category undefined~ text `=lSyntax: `=?flip <silver or gold>`+ `+ This is perhaps the most basic of parlor games that any average schlep can handle. Flip your silver or gold piece high in the air, and make your best guess whether it will land heads or tails. After all, any conniving thief will insist that you have a 50-50 chance of getting it right. Right? ~ END keyword SHEATHE DRAW~ category undefined~ text `=lSyntax: `=?sheath`+ `=? draw`+ `+ You don't have to always be on the battle ready and carry your weapons with you. In some towns, there might be laws against wielding weapons. You can sheath your weapon to free up your hands, and perhaps look more cordial to the commoners. Sheathing your weapon makes it more difficult to steal, and might be easier to grab in the heat of battle.`+ `+ To wield your weapon again, just draw it from it's sheath. Certain weapons, such as polearms, spears, and exotic weapons can't be sheathed, simply because they won't fit normal sheaths. ~ END keyword GLANCE~ category undefined~ see_also DIAGNOSE LOOK PEEK~ text `=lSyntax: `=?glance <target>`+ `+ To quickly diagnose how wounded someone is, glance at them. You might not see exactly what they look like, but their scratches and bruises, or lack thereof, will give you a rough estimation of what shape they are in.`+ `+ For those of the clerical profession, they can diagnose their patient and better determine what ails them.`+ `+ ~ END keyword REQUESTLETGAIN CANCELLETGAIN RLETGAIN CLETGAIN~ helpflags mud_specific~ category undefined~ see_also SHORT-DESCRIPTION LONG-DESCRIPTION HISTORY~ text `=lSyntax: `=Crequestletgain <what you want your short description to be>`+ `=l `=Ccancelletgain`=?`+ `+ `#`rATTENTION:`y do not put 'already have a short' as your short! Or that will be come your new short!!!`^ `+ Requesting your letgain is the best way to get yourself letgained. Your personal information is stored in a letgain database so the imms can efficiently find out who needs a letgain. Next time you login, you will automatically be letgained if you have done everything up to the standard. Otherwise, you will get declined with a reason given so you can fix what is incorrect, and reapply.`+ `+ If you are unsure what has to be up to standards in order to be letgained, check the help for the short and long description, as well as history.`+ `+ If you decide to not proceed with your requestletgain or realize that you don't have the proper necessities to be letgained, you must cancel the request with cancelletgain. `+ `+ `+`RNote:`^ Please remember when requesting a letgain, that you must have `+ your long description completed. You must also have sent your `+ history to the histories email address in help `=_email ~ END keyword DIG BURY~ category undefined~ text `=lSyntax: `=?bury`+ `=? dig`+ `+ To help with the stench of decaying corpses, one can grab a shovel and grant a corpse a proper burial. In order to bury a corpse one must be holding a shovel, and standing in a spot that is capable of being dug up, i.e. not the Large Plaze in Mekali, perhaps somewhere in the woods. Digging is exhausting work, as one will soon find out after burying even one corpse.`+ `+ One can dig for buried treasure as well. Just as if digging a grave, a shovel must be held, and you must be in a place penetrable by the spade of the shovel. If there are such things buried as corpses, you'll quickly find when they are exhumed.`+ `+ Of course, burying might also be used for hiding the evidence in an assassination done in cold blood. Whatever the motives are, one will have to dig by many trees to find the corpse before it fully decays. ~ END keyword WEATHER~ category undefined~ text `=lSyntax: `=?weather`+ `+ This command displays the current weather conditions. As with any roleplaying system, the Dawn of Time has a weather system that changes over time to add a little more color and variety to the environment. Results will show whether it is windy or calm, raining or clear skies. Weather can be a factor in spells of nature and the elements (call lightning, for example), and the strength of the moon will affect spell casters.`+ `+ `CSEE-ALSO: MOON TIME ~ END keyword TETHER UNTETHER~ category undefined~ see_also MOUNT DISMOUNT~ text `=lSyntax: `=?tether <animal>`+ `=? untether <animal>`+ `+ To keep an animal from wandering around or following you, take a leather strap and tether it up. When you want your pet to follow you once again, be sure to untether it, else it won't be going anywhere. `+ `+ ~ END keyword SHARPEN WHETSTONE~ category undefined~ text `=lSyntax: `=?sharpen `+ To correctly sharpen a weapon, you must wield the weapon in one hand, and hold a whetstone to grind down its blade. After several minutes of this repetitious grinding, the blade will be ground into a sharper edge. Only edged weapons such as swords, daggers, and axes are capable of being sharpened. Be careful not to oversharpen a weapon though, for there won't be much of an edge left to sharpen after being ground down. ~ END keyword SPEEDWALKING~ level 1 category undefined~ text This command allows you to enter a string of directions and your character will automatically start walking as if you entered each direction individually.`+ `+ `=lSyntax:`=? speedwalk <direction list>`+ `+ The <direction list> consists of a string of directions in the form of <#d>. The "#" is optional and represents the number of times to repeat the direction. The "d" is the actual direction you wish to travel. You may also use <od> in the list, where "o" signifies open and "d" is the direction you'd like to open.`+ `+ For Example: `Yspeedwalk 3e2now2wu`=?`+ `+ This will set your character walking 3 steps east, 2 north, open a door to the west, walk 2 west and one up.`+ `+ Since The Dawn of Time supports movement to: ne, nw, se and sw, it was necessary to abbreviate them to a one character command.`+ `+ `BR`=? stands for `Bnorthwest`+ T`=? stands for `Bnortheast`+ G`=? stands for `Bsoutheast `=?and`B`+ F`=? stands for `Bsouthwest.`=?`+ `+ If you look at your keyboard you will notice that they are clustered in the correct format designated by those directions. However, the abbreviation conflicts with previous shortcuts, namely r no longer equals rest and g no longer equals get. If this presents a problem feel free to assign these letters to their previous commands via an alias, ie `Yalias g get`=?. ~ END keyword MSP SOUND MUD-SOUND-PROTOCOL~ title `#`YM`^ud `YS`^ound `YP`^rotocol~ helpflags wordwrapped~ category undefined~ text MSP stands for Mud Sound Protocol. It enables people using supporting mud clients to hear sounds linked to certain events on `N. `+ `+ MSP has a great feature that allows a mud client to download sounds from a web server (configured with the msp url feature in game edit by the admin). The download is done only once, and then the .wav or .midi file will be on your computer, waiting to be activated. This means that as more and more sounds are added, the mud client will automate the sound installation for you.`+ `+ Once you have enabled MSP in your mud client, type `#`=Cmsp`^ at the prompt to let the mud know to send your client the MSP codes. Alternatively, type msp again to toggle the sound off.`+ ~ END keyword DECLINEOOC DECLINE-OOC~ category undefined~ see_also REQUESTOOC~ text `=? `=lSyntax:`=? Declineooc <charname> <minutes> Declineooc sends a message telling someone that you are unable to meet them in the OOC rooms. If you specify the <minutes> field, it will tell them how long you expect to be busy. `+ ~ END keyword NOCHARM~ level 1 category undefined~ text `=lSyntax:`=? nocharm Toggles you character's permission flag regarding following. You cannot be charmed by anyone when nocharm is on. ~ END keyword ATTUNE~ category undefined~ text `=lSyntax:`=? attune <object> Ordinary items are crafted by ordinary means, and can be used readily by ordinary people. From time to time, however, special artifacts and objects might fall into one's possession, crafted not by blacksmiths, but by powerful sorcery. These unique treasures are indeed valuable, not only for their rarity, but for the magical properties imbued within them. Their extraordinary origins require one to attune oneself with the sorcery which created them. By attuning to an object, one seeks to harness and master the magical properties imbued within it. These remarkable artifacts have egos and will not readily be swayed to serve your designs. The attuning process requires undivided focus and intense concentration. Be warned! Many of these extraordinary items will sooner choose to destroy themselves than to serve an undeserving master. ~ END keyword KNOCK~ category undefined~ text `=lSyntax:`=? knock <direction> Mind your manners, and knock before entering. This simple command will allow you to inject a bit of civility into the otherwise inhospitable realm of swords and sorcery. Those concealed behind the door will hear your call, and can choose to let you in at their discretion. ~ END keyword GOOOC~ level 1 category undefined~ see_also OOC RECALL~ text `=lSyntax:`=? goooc This command is used to enter the OOC (Out of Character) rooms. It can be used from any room, save those from which you cannot recall. To leave the OOC rooms, simply recall, and you'll be in the room from which you left. ~ END keyword INTRODUCE NONAME FORGET~ level 1 category undefined~ text `=lSyntax:`=? introduce <player>`+ `=lSyntax:`=? introduce all`+ `=lSyntax:`=? forget <player>`+ `=lSyntax:`=? noname`+ `+ Using the introduce command, you tell others your name in such a way that your name appears beside your short description. You can introduce yourself to individual players, or everyone in the room using 'introduce all'. If a player doesn't want to see any names beside short descriptions they can turn this feature off/on using the noname command.`+ `+ The forget player can be used to forget players who have introduced themselves to you.`+ ~ END keyword ALIGNSTAT CLASSSTATS RACESTATS~ helpflags wordwrapped~ category command~ see_also ALIGN-CHANGE~ immsee_also LASTONSTATS MUDCLIENTSTATS~ text `=lSyntax: `=?alignstat`+ `=? classstats`+ `=? racestats`+ `+ Ever curious how many lawful good kobold paladins there are? Strange combination, but we wonder as well. We can't help you determine precisely that, but we can help you determine how many lawful or good or kobold or paladin players there have been, based on all laston data. Just type up a command and gaze in awe at who plays what. ~ END keyword WEAPON-FLAGS WFLAG WEAPONFLAGS~ title `N Weapon Flags~ level 1 category undefined~ text . `RF`rl`Ra`rm`Ri`rn`Rg `x- `WCauses Minor Damage Through Burning/Can Blind Opponent Through Smoke`x `CF`cr`Co`cs`Ct `x- `WCauses Minor Freeze Damage/Can Permanantly Shatter Unprotected Items (Random)`x `WH`wo`Wl`wy `x- `WTBD`x `GP`go`Gi`gs`Go`gn `x- `WCan Inject A Vile Poison Into Opponent`x `BS`bh`Ba`br`Bp `x- `WIncreases The Amount of Damage Done By Weapon`x `YS`yh`Yo`yc`Yk`yi`Yn`yg `x- `WInflicts Minor Electrical Damage/Can Permanantly Melt Any Enemy Item (Random)`x `MT`mw`Mo`mh`Ma`mn`Md`ms `x- `WMakes The Weapon Two Handed To Use`x `RV`ra`Rm`rp`Ri`rr`Ri`rc `x- `WDraws A Small Amount Of Life From An Opponent Every Hit`x `WV`wo`Wr`wp`Wa`Wl `x- `WIncreases Amount Of Damage Done By Weapon/Marginal Chance Of Beheading (Beheading May Not Be In Use)`x ~ END keyword IMPROVED-PHANTASM~ level 92 category undefined~ spell_name improved phantasm~ text Phantasms are illusions of spirits of other monsters that perform mental attacks on the victim. While the damage is not real if the attacking illusion is disbelieved, the will victim suffers great damage when he thinks his attacker is real. With the affects of true seeing, the victim is granted immunity to such illusionary attacks. ~ END keyword BATTLELAG BATTLE LAG~ level 1 category undefined~ text `#`CSyntax: `^battlelag <text>`1 battlelag <off/on>`1 battlelag clear`1`1`#`YBattlelag <text>`^`1Sets the text shown before your prompt while you are affected by combat lag. The default is `#`RBattleLagged`^.`1`1`#`YBattlelag <off/on>`^`1Toggles the setting on and off.`1`1`#`YBattlelag clear`^`1Clears your battlelag text and uses the default `#`RBattleLagged`^. ~ END keyword GPROMPT GROUPPROMPT~ helpflags wordwrapped~ category undefined~ see_also PROMPT PROMPT-TEMPLATES GROUP~ text `=lSyntax:`=? gprompt (display your current group prompt setting)`+ `=lSyntax:`=? gprompt <new group prompt>`+ `=lSyntax:`=? gprompt help`+ `+ The gprompt command is used to set/display your group prompt (the prompt which displays information about others in your group). The group prompt is only displayed when you have others group members/pets in the room. For more information about the group prompt and group prompt codes type '`=Cgprompt help`=?' `+ ~ END keyword INVITELIST~ title Invite Lists~ helpflags wordwrapped~ category undefined~ text `=lSyntax:`=? invitelist <playername> (add/remove player from the list)`+ `=lSyntax:`=? invitelist <clan=clanname> (add/remove clan from the list)`+ `+ The invitelist command is used to manage the 'invitation list' for a given room by its owner. It is possible for a room to have an 'owner' set using the online creation room editor (redit). Once the onwer has been configured he/she is then able to control who can come into the room. ~ END keyword REPLAY REPLAYROOM REPLAYCHANNELS~ category undefined~ see_also TELL REPLY CHANNELS~ text `=lSyntax:`=? replay`+ `=? replaychannels`+ `=? replayroom`=?`+ `+ The replay command lists the most recent tells and replys you have received since logging on (upto a maximum of 30).`+ `+ Replaychan displays the most recent text displayed on any channel you have access too since you logged on (e.g. ooc, question etc). The time that each message is displayed to the far left (e.g. '17:33:39>').`+ If you didn't have a particular channel enabled, the text will still be shown in the replaychannel output, only the text will be in silver and the time will be followed by the ] character (e.g. '17:33:46]'). You can replay the most recent 40 channel messages since your login.`+ `+ Replayroom operates exactly like replaychan, only it lists all events (says, emotes etc) for the rooms you have been in. The - character is displayed on a single line between events in different rooms.`+ ~ END EOF~ #$