"ACID BLAST" ACIDBLAST Acid blast creates a powerful blast of acid that does a great deal of damage. # "ACTIVE SKILLS" Riding: This skill allows you to mount a beast and make it carry you and the supplies you have. type help mount for more info. Bandage: An active skill in the art of medicine. A player with this skill has the chance of reviving a fallen comrade in battle by applying knowledge learned through practice. This skill is a must for those that do not have the god given powers of healing. Track: SEE TRACK Punch: Bare knuckle brawling is the best type of fun any can find! Punch aids those that can not seem to hang onto their weapon in battle, or those that do not wish to wield a weapon at all. The skill bare hand aids in this offensive skill greatly along with any str bonus that might be applied. Those that wear gloves of some sort have been known to knock an opponent down to his knees, only to never see the light of day. Apraise : This skill give minor information on an object that is either a weapon, armour, or light source. Message depicting the relative value of the object and information that is unique to each object. Apraise on a weapon will give its weapon class, for the fighters that can specialize in that class. For a torch, it will give the hours left to burn. On armour, it will show the Effective and True Armour class of the object. If the True and Effective armour classes are not the same, it is time to get the armour repaired. This can also be done by just looking at the armour. DoorBash: A player with this skill has a chance to break down a door by the shear force aplied by hurling their body into it. This is a tiring skill and can even damage you if not careful. Ever bashed a door down and found that no floor was on the other side? (HINT) # ADVANCE Immort-Only To advance a player to a level higher than his present. Default is to advance him one level. A level 0 player (Man/Woman) is always only advanced by one level. # AID This prayer allows the target to have more hit points than what is normally allowed for their position. It also has been known to help with ones hunger, thirst and even from time to time affect armour class and makes one hit better. Duration: level. # ALLCOMMANDS This will give you a list of all the commands that are available to you at this moment. # "ANIMATE DEAD" ANIMATEDEAD Bringing forth a undead shell of the being which once lived is frowned upon by most in the realm. # APPEAR This command willfully dispells a invisibility spell. Ironhands claim. # ARMOUR This incantation allows the caster to bring forth a invisible suit of magical protection that seems to allow protection even if the caster wears other forms of armour or protection. It is known that a higher level mages magical armour will hold its consistancy much longer than one of lower level. The prayer for this spell seems to work much the same as several priests and mages have consulted and tested upon it. Duration: Level of the Best Magic Class. See Note. Damage: None Special: AC is reduced by 2. Note, this may not be shown by what is on your score. Internally the AC is done by -100 <-> 100, not -10 <-> 10 so rounding does occur for the the score command. But it is a good approximation as to your ac. Note: Since this is a shared spell between mages and clerics, the duration is calculated as per the best level of the two. Not necessarily the class in which you practiced it first. # "ARMOUR CLASS" ARMOURCLASS AC Armour Class of a individual is dependant upon there ability to outmanuever their foe. The armour that one wears upon his body also helps blunt the strike of a foes weapon. # ASSIST If you type assist <player> you will begin fighting the same person the <player> is. ASSIST is similar to RESCUE except the <player> continues fighting. It is better than KILL in many cases because you do not have to choose between 1.golem and 2.golem (or 1.lamia that just entered the room). Even though monsters of the same type assist each other in combat, ASSIST is better because you will eliminate one aggressor much faster. See also: RESCUE, KILL # "ASTRAL WALK" ASTRALWALK This prayer allows the caster to bring forth a door into a trans-dimensional realm from which one can go almost anywhere on the known world. The prayer is rather draining and takes some time to cast although those who's faith is true to their diety have been noted to bring there followers along with them through their door, and out into the new location. A high priest of Tyken had his last day as he prayed for the spell and transported himself and a small party to a location known only to him, he did not unfortunatly return. Duration: None Damage: None Special: Only rooms that will allow you entrance as per magic can be walked to. # ATTRIBUTES Immort-Only Currently these are the only attributes you may work with when working with cust. Things in <> are what you are to enter, <CR> means hit return at this point. cust name <name of room> <CR> cust desc <CR> cust extra <keywords> <CR> cust exit <dir> <door flags> <key> <to_room> <CR> cust xdesc <dir> <CR> cust flags <flags> <sector_type> <CR> cust riv <speed> <dir> <CR> cust tele <time> <to_room> <look-flag> <CR> # FLAMESTRIKE This prayer brings forth a pillar of flames from the heavens upon the casters command. A very damaging spell as the flames of the pillar have crucified many with its scorching heat. Duration: None. Damage: (level/5) * 1d8. # GAIN This command allows you to advance a level provided you have the right amount of exp and that you are at a guildmaster that can train you. # PARALYZE This spell makes the chosen target become immovable for a short period of time. This means that the target cannot do anything, including fight back if the caster happens to be beating on it. Duration: 5 rounds. Damage: 1 target immoble. # FEAR This incantation puts fear into the target of the spell. This will result in the instant flight of that target instead of them remaining to fight. This incantation is crucial when traveling into heavily popluted areas with creates that will attack at a whim. Duration: Special. Damage: Forces mob to flee for a indefinate time. # SKILL SKILLS There is a new commands added called skills, it will show you your rating in the new skills for the game. There are new skills included in the game and there should more to come with time. The tutor in various towns can teach you these skills and perhaps even commoners you may adventure to find. Skills have been broken up into two categories. 1. Passive 2. Active Passive skills are those that are always being used without you having to issue a specific command to make them act on you or another. Various rolls are made against your knowledge of the skills to see if they aid you in what every action you are taking. Never will a skill hinder you if you fail a roll, the most you can expect is that the normal affects will take place as if you never had the skill at all. Active skills are those that you must invoke on your own. These skills are activated by using the skill name and usually including an arguement for the skill to act on. See ACTIVE, PASSIVE for a skill list # PASSIVE Swimming : If proficient in swimming, the player having this passive skill will not have to spend as much movement while moving through shallow water. Water that normally can be walked through, not water that is too deep and requires a boat to traverse. This skills is benefitial if you must leave your frigate off of shore due to the shallows. Yes, frigates are being made for cross ocean journeys. Endurance: A player proficient with endurance has a good chance of maintaining his/her stamina in a fight. This skill coincides with a players constitution and what percent of their hits have been left. All classes will benefit from this skill. Deciphering: This skill aids those that wish to read the arcane works of magic and have a better chance of understanding the spell that is written. All classes will benefit from this skill. Because you are a castor does not mean you have the ability to read other spells besides the ones you know. Essentially this is the fabled 'READ MAGIC' but applies to all classes that wish to use scrolls other then recall. Two_Hand: All characters may and most likely will wield weapons two-handed in this world. A mage can apply this to a staff, a cleric to a hammer.. you get the point. Because you wield a weapon two-handed, you may not use a shield nor hold something in your hand, punch will not work while doing this also. This skill improves the chance that you will maintain your grip on your weapon when a foe tries to disarm you, it will also aid you in damaging your enemy slightly more since you are now applying all of your upper body to the blow. Characters and still be disarmed even with this skill though, no one is 100% proficient. Bare_Hand: All characters may attack with no weapon at all, doing minor damage plus any additional strength that might apply. With this skill a player has essentially learned how to box and can now utilize this knowledge when faced with a battle without a weapon. This skill also works along with the skill punch, aiding in accuracy and force for the blow. Spell_Craft: A spell caster with this skill has the chance to understand a spell even better once successfully cast. When a player successfully casts a spell, a 2% bonus is added on up until 50% in the spell is achieved. The skill Spell Craft will add in an extra amount to this percent based on how well you know this art. Meditation: The act of meditating and being able to focus ones self aids in the recovery of both mana and health, a player with meditation can earn these two amounts back faster while resting or sleeping. A must for any that wishes to stay in style with the monks of the redspines. # MOUNT This command goes along with the RIDING skill you may learn. When you find a beast you wish to try and mount, type... mount <beast name> Depending on how well you know riding, and the disposition of the creature will determine if you are able to ride it or not. When mounted, you lose no movement points, except for those in combat, you have some spell capabilities, and some skills will not be usable when mounted, the same will apply towards some skills that are not usable to a person when mounted. You do not have control of the beast to the point of being able to issue orders to it, you may however simply type the direction you wish to travel and the mount shall carry you there. This is still experimental, all bug reports are welcome and encourged to help get this ironed out as fast as possible. Comments and suggestions are also welcome. I am planning on make a stable, where you may take your mount (pet?) to be boarded, this way you can come back on the game and pick you mount (pet?) up with ot having to venture out to find another. # SPELL SPELLS Spells are the backbone of the magic user and the strict guidelines of many cleric religions. Spells which a magic-using class can use are listed in the practices when one gains a level in their magic-using class. Clerics will find being extremely good will allow them to heal the appropriate amount while being evil will allow the cleric to harm targets quite well, yet they will suffer in their healing abilities. Please do not be dismayed about not seeing a entire spell list, simply ask those that are of higher levels if your curiousity gets the best of you. One can find out more about spells by 'help <spell>', if the reply comes back not in the help files please 'bug <spell name>'. Cyric and staff have taken great aims to make the spells in Wiley as close to the spells on would find in any players handbook for AD&D. If you find that a spell is totally different than one you would find within, please 'bug <problem>'. More spells are being added constantly for all magic-using classes, if you would like to see a unusual spell use the 'idea <spell>' to add it to our possibilities. # SPEC SPECIALIZATION Fighters may specialize in a weapon class of their chose, this is done by choosing the class you wish to become proficient with and spending the training in that class. This is a passive skill that aids when in combat. The normal +1 hit and +2 damage applies if a succesful skill roll is made while attacking. The fighter may specialize in any one or more classes that are available at the time of training. You may use the apraise command to look at different weapons to see if it may aid you in your type of specialization or not. # PEER A thief skill that allows them to look into an area that exists in one of the cardinal directions. A thief will only be able to see into that room if the could actually walk into that room and look around, IE you can not look into a dark room nor can you look through a door. See also: search # SEARCH This skill alows a player to search the local area for hidden or secret passages. If a succesful skill check is made, the player is now aware of the exit and the true name of it. # "FIND TRAPS" This is a passive skill that acts when ever you encounter a trap in an area. If a succesful roll is made against your skill, the trap is made quit apparent to you. Disarm Traps is coming soon. # RULES Player Killing: The only way you may engage in combat with another player is to register yourself with Eli as a player that can and most likely will kill or be killed by other players. This system should work for both hand to hand combat and spells, if this is not the case then please make a note to the board indicating what was done. Disarm & Stealing: You will no longer be able to disarm another player unless both you and the victim have been registered to kill other players. Charm: Charming another character or using a follower and forcing them to perform some act that will violate the stated rules or rules that have been posted or conveyed by a Immortal will result in the deletion of your character. Multi-Character: Do to the limited resource this machine is currently running with, I ask that you only have one character on the game at once. You may have another character to use as storage, but both character should not be on the game at the same time except when at one of the renting locations. This clause is ONLY for exchanging items with a rental character. The first time you are found to have more then one character on the game you shall be warned to quit all extra characters. The second time the extra characters shall be forced off of the game and your eq left behind. The third time will result in deletion of you extra characters from the player file. The fourth time you are caught, all characters shall be deleted from the game. # MOBILES Mobiles, or monsters, in wiley have much the same stats as a player of there equal level. Some mobs out there are simply going about their business while others are out to gain items and exp like a average player. Mobiles have classes and class abilities just like you, so if you plan to bash a bandit, be ready to see one in return. One of the advantages a player has over a mob is their ability to group randomly. Mobs do this but only on rare ocasions. See also : CONSIDER, GROUP # START When first starting out, you should make sure you stay within the city of Shylar and keep supplied with food from the Baker and water from buck at the inn. You should find your the local master of your chosen class and GAIN and PRACTICE there before adventuring. Remember to equip yourself with the supplies you start out with. To do so just type wear all. Take a look at the map you may have been given and begin to explore the surrounding areas. Remember to type SAVE very often. See also: COMMANDS, PRACTICE, GAIN, SAVE, RACES, NEWS, SLANG # COMMANDS This is a short list of most useful commands, to obtain a full list type the command 'allcommands' or help. score - to see many statistics about your character inv - to see your inventory. eq - to see the objects you have equipped. say - to talk to others in the same room. tell - to say something to someone specific. list - to get a list of items you can buy in a shop. buy - to buy an item in a shop. value - to get an idea of the money a shopkeeper will give you for an item. wear - to wear an object you have in your inventory wield - to wield a weapon you have rem - to remove an item from your equipped list. offer - to get a price for a room at an inn. rent - to save your stuff at an in. save - duh? shout - people in the same zone can hear what you shout. prac - to practice skills from a person that will teach you. who - to see who is on the game at the same time as you. drop - to drop an item in your inv. get - to pick an item up. give - to give something to someone. kill - to attack something. cast - to cast a spell. for a more indepth help page on each of these type HELP command such as... help cast See also : START # SWAT >From : "SWitch ATtack" For PC's only. Usage: swat <mobile name> This command allows you to choose a new target while in combat. The monster you are fighting at the moment will continue to fight you, but your attacks will be directed towards another target. # HOUSES KEEPS CASTLES When you obtain 25th level you become a Lord of the land and receive a keep. As you continue to advance, individuals will begin following you and will be at your command as hirelings. You will be required to complete a small quest designed by one of the Immorts in order to recieve this. # MONSUM Mages have been known to call upon the mists of summoning to bring forth temporary followers. Eventually the charm that was laid down upon them will lift and the creatures will remember nothing of your commands yet alone that you lead them. # CONTINUAL LIGHT Continual light creates a ball of light which can be held like a torch or lantern to light up the room. # POLYMORPH This incantation allows you to form yourself into another creature of the realm. Mages generally refrain from extensive use of this spell as with time you grow to become more like the beasts you transform into. * name level goblin 10 orc 10 badger 10 beetle 10 troglodyte 10 cow 10 dog 10 frog 10 hobgoblin 11 spider 11 gnoll 11 ant 11 lemure 12 toad 12 stirge 12 fighter 12 bugbear 13 lizard 13 rat 13 ogre 14 tick 14 weazal 15 black dragon 16 ape 16 blue dragon 17 gargoyle 17 ghast 17 lupan 18 owlbear 18 shadow 18 displacer 19 # METEOR SWARM Pulls forth a swarm of huge lava rocks that will smash into anything in the room doing massive destructive damage. # CACAODEMON This spell is wreathed in mystery. The only sure knowledge about it is that it is cast in the following manner: cast 'cacaodemon' one . . . cast 'cacaodemon' six # CASTING To invoke the magickal forces you must use a certain incantation. This is done in this manner: cast 'spell' target # "FAERIE FIRE FOG" The casting of this spell has been known to bring forth those that are unseen. The pinkish glow has shown many a traveler his glory or death. Duration: level/2. # MINOR CREATION Upon the casting of this spell, mist is drawn forth to bring a object into existance. It is commonly known that one must clarify the object when casting the spell. # TRUE SIGHT The casting of this spell has been known to endow the castor with unusual sight, seeing things they speak of in wonder only. # CONJURE The only thing known of this dangerous spell is that you must sacrifice something dear to you for it to call the daemon forth. # CALM This spell has been known to drown the fire in the worst ogres heart. # STONE SKIN The castors skin becomes like a statue. Some believe casting this spell to often makes you a statue forever. # CHARM MONSTER Casting this spell upon a creature of the realm will, at times, make it see you as its master. At other times it will strike you down. # REFRESH A travelers distance is often increased with this incantation. # SECOND WIND A travelers distance is often greatly increased with this incantation. Duration: None Damage: None Special: This can give back leveld8+level move points # TURN The beings that dwell in the undead are often turned away if the castor speaks this spell at them. # SHIELD Tis rumored this spell is a major defense in mage battles. # SUCCOR This spell is writhed in mystery, none dare to ask their diety, none have the vanity to explore. # FIRESHIELD Let the fires of the neither realm burn about you. # ICE STORM This spell calls forth the winter winds, and the glaciers of ice. # CONE COLD One strong wind of this spell has been known to send the whirlwind upon another path. # RACES Monsters belong to races, as do you. Some races do not get along or have natural enemies, so beware! Races that players can be include : Human, Elven, Gnome, Dwarven, and Halfling See also : HUMAN, ELF, GNOME, DWARF, HALFLING # DWARF DWARVES DWARVEN Dwarves are short, bearded folk known to mine deep into the earth for precious gems and metals. Because of their short stature, they can not walk as fast as most taller races, but their strength and hardiness easily makes up for this. Working in the dark underground regions has also gifted them with natural infravision. # ELF ELVES ELVEN The elves are a tall, graceful race, with a love of the arts and magick. They are seen by many as arrogant and flightly, and have numerous racial hatreds. Their long limbs and natural quickness allow them to easily outdistance most other races when on foot, especially in the forests. # HUMANS Humans make up the largest portion of the population of the 'civilized' world. They are considered the "stock" race, and act as a benchmark for many comparisons between the different races. # HALFLINGS Halflings are a short, jolly race, known to be extremely quick and good with their hands. They are very 'laid back' and are both tolerant and tolerated but almost all other races. Because of their frivolous attitude towards study and work, they tend to be weak in the magickal arts. # GNOMES Gnomes are the shortest race, and have alot of trouble keeping up with other races when walking. These intellectual underground dwellers are quite adept at magick, and are gifted with infravision. # PICK LOCKS Thieves only. For picking locks on doors and containers. Not all locks can be picked, and some locks and containers may be trapped, so beware! Example: > pick door > pick safe See Also : OPEN, CLOSE, LOCK, UNLOCK Thieves See Also : SNEAK, HIDE, BACKSTAB, STEAL # SNEAK Thieves and Rangers Only. Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you successfully sneak, then you will continue to sneak for a little while. When you are sneaking, many monsters that would otherwise attack you will not notice you, allowing you to go places that no others can get to without encountering a battle on the way. Example: > sneak You'll try to move silently for a while. Thieves See Also : HIDE, BACKSTAB, STEAL, PICK # HIDE Thieves Only. When you type hide there is a chance that you hide in the room. If hidden you can only be sensed by the sense life spell. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of whether 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) Thieves See Also : SNEAK, BACKSTAB, STEAL, PICK # LOOK For studying your surroundings. Examples: > look > look AT the fido > look IN the bag > look to the south (or just: 'look south' or 'l s') Note that if you LOOK AT CORPSE you will not see its inventory. To see what is inside a container (e.i. Corpse) use LOOK IN <OBJECT>. See also : EXAMINE or READ # OPEN CLOSE LOCK UNLOCK Usage (example): > open portal or > open portal to the south > open portal south > op portal s (if there is more than one to choose from) Thieves See Also : PICK # NORTH SOUTH EAST WEST UP DOWN To walk/go in a given direction. # EAT DRINK SIP TASTE If you are hungry or thirsty. Examples: > drink beer > eat bread # WHO Lists the people currently in the game. Some people may choose to remain unseen. See also : WHOZONE, WHOD # WHOD By telneting to the port+1 the game is running on you are able to get a list of active players on the game currently. This will also show all gods that are visible at the time. i.e. telnet wiley.cs.wmich.edu 2346 <- note 2345+1 = 2346 # WILEYD Commands available are name - show the names of the players title - show the titles of the players site - show the site from which players are coming from on - turn the daemon on off - turn the daemon off # GIVE If you feel benevolent, you may give some stuff to someone in need. Example: > give bread to the beggar (can also be stated as:) > give bread beggar You may also use this format... > give 3.bread bob this will give the third bread to bob > give 3*bread bob this will give 3 breads to bob > give all.bread bob this will give ALL your bread to bob For giving gold : > give 100 coins bob # SAVE Save your persona. This includes experience points, strength, gold, etc. It also saves your equipment, up to the first 200 items. # STRING Immort-Only. 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 (objs) and actions (chars)) Long (for when obj/character is seen in room) Title (for players) Description (For look at. For objs, must be followed by a keyword) Delete-description (only for objs. 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 Immort-Only. 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 are uncertain about what you are carrying, or simply want to check that no thieves have pilfered from your backpack. See also: EQUIPMENT # EQUIPMENT When you want to know what armour, weapon, charms etc. you are wearing. See also: INVENTORY # WEAR If you want to wear some clothes, armour or the likes. For example : > wear boots to attempt to wear everything in your inventory, use : > wear all See also: REMOVE, EQUIPMENT # WIELD When you get tired of bashing monsters with your fists, you might consider wielding a weapon. Example : > wield sword > wield two sword - for wielding it two handed *NOTE some weapons require you to wield them two handed. See also: REMOVE, EQUIPMENT # SCORE Whenever you want to check whether you are still alive and healthy or simply want to see how much money you have left. # SAY TELL WHISPER SHOUT ASK If you consider communicating with other beings, you might be understood better if you start your sentences with either say,tell,whisper or shout. You can use ' as a shorthand for say with no space required before the ' as in: 'hello there. # QUI SHUTDOW Just to prevent accidental quittings and/or shutdowns. This command does not DO anything, it simply is. # KILL HIT This will start a round by round combat between you and the person you name in the command. # 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 its rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you loose your balance and fall. A bash makes you unable to type commands for 2 rounds of violence. Fighters See Also : RESCUE, KICK, DISARM # RESCUE Fighters & Rangers 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 useful when playing in groups. See Also : ASSIST, SWAT Fighters See Also : BASH, KICK, DISARM # STEAL Thief Only. Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. Example: > steal gold drunk Thieves See Also : BACKSTAB, PICK, SNEAK, HIDE # BACKSTAB Thief only. Is a way to sneak up on a person, and attempt to place you dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level. The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. Thieves See Also : STEAL, PICK, SNEAK, HIDE # CAST For magical people. If you want to throw a spell at someone or something. i.e. cast 'spell' target The "spell" must be enclosed in ('), one on each side. # DISARM Ranger and Fighter Only. This skill allows the fighter or ranger to make his opponent lose grasp of his or her weapon and send it flying to the ground. A disarmed opponent is much easier to beat than one still wielding his or her weapon. Rangers and Fighters See Also : RESCUE Fighters See Also : KICK, BASH # 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. Also you can drop 9*bottle, which would drop 9 bottles, but leave the rest in your hands. See also: GET # PURGE Immort-Only. A way to make the world a little cleaner. Usage: purge To empty a room of monsters and objects. purge <object> Figure this one out yourself. # STAT Immort-Only. If you are interested in a person and want to find out about his/her/its skills, strength, mana, hitpoints etc. In addition, 'stat room' will give you useful information about the room you are in. # ORDER If you have a follower, you may order them to do things, as if they were doing the action themselves... such as > order followers shout Hiya Cyric ;) # BUY SELL VALUE Commands for the shops - very useful too ! You may use buy to purchase items at shops... buy bread will buy one bread buy 3*bread will buy (3) three breads. sell dagger will sell the dagger to the shop keeper you may only buy the number of items you may carry.... Value will give you an estimate of how much the shop keeper will give you for an item. use it before you sell the item. # WEATHER If you are uncertain whether the sun is shining or the rain is pouring down. # READ When you want to read something. # REMOVE If you tire of wearing some armour or wielding a weapon. rem shield rem sword rem all removes all things being used now. rem 2.cloak removes the second cloak worn # 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 armour, even if it is of high quality! See also: BUY, SELL, LIST, VALUE # SOCIAL ACTIONS Commands mainly for social interaction: applaud, beg, bleed, blush, bounce, bow, burp, cackle, chuckle, clap, comfort, cough, cringe, cry, cuddle, curtsey, dance, daydream, fart, flip, fondle, french, frown, fume, gasp, giggle, glare, grin, groan, grope, grovel, growl, hiccup, hold, hop, hug, yawn, kiss, laugh, lick, love, moan, nibble, nod, nudge, pat, peer, point, poke, ponder, pout, puke, punch, purr, ruffle, scream, shake, shiver, shrug, sigh, sing, slap, smirk, smile, snap, snarl, sneeze, snicker, sniff, snore, snuggle, spank, spit, squeeze, stare, steam, strut, sulk, tackle, taunt, thank, twiddle, wave, whine, whistle, wiggle, wink, worship # WIZ A listing of the commands for immortals (should be unavailable for mortals :) # WARRIOR FIGHTER Warriors are the strong fighters of the realm. Generally they take jobs in the mercenary fields or perhaps guards of a city or town. They live and die by the blade that they have chosen their own, although seem to take a few with them when they go. Warriors are the ultimate fighting machines and there skills justify it as so. They are allowed to practice several effective combat tactics including kick, bash, rescue, and disarm. Warriors of higher levels also see the benefit of multiple attacks. See also: PRACTICE # THIEF Thieves are known to have very special qualities, that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. They are not very combat oriented, however, so do not expect to be able to kill many things by yourself. The useful aspect of thieves involves their ability to scout ahead, avoiding monsters, detecting and removing traps and selling and buying items at the black market. You can improve you skills by using the practice command. See also: PRACTICE # CLERIC This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells. You can improve your spells by using the practice command. See also: PRACTICE # MAGIC USER WIZARD MAGE This is the class of powerful and violent magic, but the magic user does not control the nature, and can therefore not bless and such. You can improve your spells by using the practice command. See also: PRACTICE # RANGER This class gives you both the strength of the fighter, but the wisdom and peace of a priest. It is rumored that the gods of the woods look favorably on those that keep a GOOD outlook on life, those that do not seem to find themselves becoming more as a fighter. Rangers are not allowed to wear any solid plates of metal upon their bodies, although studded and perhaps banded armours would be allowed. These men of the land benefit from several different skills and at higher levels gain the use of a limited spell field. See also: Practice # PRACTICE PRACTISE Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice <skill>, to practice the appropriate skill. You can only practise a certain amount for each level you gain, and you do not have to save this, it can be accumulated. When you go out and begin to use this new skill you will begin to understand what it is you have just learned. In essence you will improve you ability to do use this skill. This will allow you to become an average user of the skill. To improve further you must go back and have someone (guildmaster) teach you the subtlties of the skill you are using. The number of practices you recieve is based on the class you are and the prime ability for that class. A fighter is strength for example. This is not the only factor in gaining practices, it is also based on the NEW things you have done to gain exp. # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones will not 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 will 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 will get used to it. you will have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example. # BUG TYPO IDEA For making useful suggestions to the maintainers of the game. Examples: bug the entire game crashes when I type 'put bag in bag' idea make a restaurant in Midgaard typo 'sence' should be spelled 'sense' # QUIT When you get tired of playing, you can leave the game by typing 'quit'. Note that whatever stuff you might be carrying with you is simply left on the ground. If you wish to have your equipment put away until you are able to come back, you will have to find an inn. See also: INN # INN INNS Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, you may use inns to store your gathered equipment while you are not playing the game (we all have to sleep sometimes, there is no shame in that). See also: OFFER, RENT # OFFER RENT For use in the receptions of inns. The command 'offer' will make the innkeeper tell you the cost of storing your carried items for one day. 'rent' will store the items and make you leave the game. The next time you enter, you will start out in the reception where you left. The inn will store your items as long as you have the gold to pay the rent. See also: INN # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. Example: get greatsword. If you are in a hurry, or if you just feel very greedy, you may type get all. You can also use 'get' to extract objects from containers. Example: get dagger from bag. Other examples: get all.bread from bag gets all of the breads from the bag get 9*bread from bag gets 9 breads from bag get all from corpse See also: DROP PUT # PUT For putting stuff in containers. Example: Put the dagger in the bag. put bread bag puts a bread in the bag put all.bread in bag puts all the bread in the bag put 9.bread in bag. puts the ninth bread in the bag put 9*bread in bag puts nine breads into your bag. See also: GET # EXAMINE May give you some valuable information about an item, or a monster. 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 will 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 is a VERY good idea to check it out once in a while or more often to see recent updates and bullitens. # SLEEPING WAKE REST SIT STAND For changing your position. If you feel weary, It is probably a good idea to sit and rest for awhile; or maybe even take a nap. # POUR If you want to pour some liquid from one container to another. # GRAB For getting a good grip on something; a torch, for example. See also: WEAR, WIELD, REMOVE # FOLLOW If you happen to be going in the same direction as someone else, why not simply follow that person? For example: Follow joe. If you are following someone and you wish to stop doing that, then all you have to do is follow yourself: follow <your name>. See also: GTELL, GROUP # FLEE If you are in a fight and things are beginning to get a little uncomfortable (maybe you are about to die), just type 'flee', and presto! you are out of harm's way - that is, IF you are still standing and, IF there is a suitable exit nearby, and IF that exit does not simply take you out of the frying pan and into the fire... but then, who wants to live forever? # INFO Gives you some useful hints and information about the game. # WHERE Tells you the location of a monster, or an object. Examples: where torch where dragon # USERS Tells you who is 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 do not 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. Example: > consider fido # EXPERIENCE XP Whenever you kill a monster you earn experience points. When enough experience points are earned, you raise a level after going to a teacher and typing 'gain'. A player will earn exp based on the number of classes they have. ie. amount = amount/number of classes. This is true for both multi and single class characters. A single class will go up in level faster as it may seem on the outside, but a multi will actual have the same amount of exp spread between the number of classes. When dieing, a player loses exp in accordance to the following chart: Level Amount 1-7 1/( 6 * number of classes) 7-14 1/( 5 * number of classes) 15-21 1/( 4 * number of classes) 22-28 1/( 3 * number of classes) 29-49 1/( 2 * number of classes) As you can see, low levelers lose less exp then a more experienced adventurer. The key word is experienced, a player that has been around long enough to obtain a level 29 or above has built sufficient resources to protect themself and provide a means to avoid death.Low level players do not have this advantage on their side, this is the reason for the smaller reduction in exp loss when dieing. It may seem that multi class characters are losing less exp then a single class character, but remember, the multi class character has already split the exp amount between the classes. Since the amount initial given was split, and the formulae is above ( amount = amount / #classes) the amount lost should also be used in the same fashion to make it fair between multi and single class characters. This algorythim has both types of players basically earning exp and losing exp at the same rate even though the numbers may not actual be the same when compared. 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 whether the group members have been participating in the fight. Group with no argument show a list of people with whom you are grouped. To make a group, a leader must be selected. All members of the group must then follow the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using group <player_name>. The leader should remember to include himself in the group. Example: Cyric and Muth wish to group with Grimwell. Cyric: follow grimwell Muth: follow grimwell (grimwell should be following no one but himself) grimwell: group grimwell grimwell: group cyric grimwell: group muth Later when grimwell gets upset at muth (because he is sleeping all the time) he types : > group muth to kick Muth out of the group. See Also: XP EXPERIENCE # QUAFF POTIONS Use : quaff <Potion> Quaff is used to drink a potion. # RECITE SCROLL SCROLLS Use : recite <Scroll> [Target] Recite is used to read a magical scroll. The "target" can be an object, character, or nothing (which generally defaults to yourself). # USE WAND STAFF STAFFS WANDS Use : Use <Staff> Use <Wand> <Target> Using staves will automatically target everybody (or everything) in a room, in some cases, or everyone not in your group in others. Therefore staves 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 either a character or an object. Both staves and wands 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. # TELEPORT This spell will take the target to a place about the realm. Unlucky recipients have been ported into a solid rock before, never seen again. Duration: None Damage: None Special: A victim of this spell gets a save # BLESS This prayer is one that a alcolyte learns early in his duties to his diety. Upon the completion of this spell those that travel with the caster, and the caster, recieve a blessing from their diety allowing them to combat with increased efficiency. Duration: Level/3 Damage: None Special: + 1 hit, + 1 save # BLINDNESS This short incantation causes the sight of another to be taken from them. It is commonly known amung the houses that Quintelan has been experimenting with this spell trying to increase and decrease, upon casting, the time of which the spell is effective. The prayer of this spell is commonly known to those priests that follow a darker path, but to those that see only the light and truth the true words to the spell often avoid them. Duration: 2d4 hrs Damage: None Special: Victim is -4 hit and armour is increased by 2. # CLONE Calls the mist to replicate something. The spell is frowned upon by most mages. # "CONTROL WEATHER" Allows the castor to worsen or better the weather. # "CREATE FOOD" The castor of this spell creates a small mushroom from which a full meal can be had. Depending on the level of the castor, the mushroom will sometimes become over ripe and there by harm the person eating it. Duration: None Damage: None Special: None # "WATER BREATH" Castors have been known to breath like the gilled creatures. # CREATE LIGHT Creates a light for one to see by. # FLY Allows one to fly about, or levitate as most uses would allow. # "CREATE WATER" Brings water forth into a container. The container must be clean and one that has already contained the purest water that will refill it. Strange side affects have been known to happen to those that do not prepare their receptical beforehand. Duration: None Damage: None Special: A container can be filled to the top with this spell. # "CURE BLIND" Returns the sight of one who has lost it. Duration: None Damage: None Special: The victim has their sight restored to them, if affected by a magical means of blindness # "CURE CRITIC" This prayer is the third and most powerful of the simple curing spells. Its words are hard to come by, even for those that follow a virtous path yet they often recieve the full benefits if they are pure. Others, who do not see the light, have a hard time casting this spell, as the intricate prayers are hard to come by making the full extent of this spell evaid their grasp. Duration: None Damage: None Special: A cleric can give upto 3d8+3 points back in health. Note: It has been said that those that follow the ways of good and virtue have been able to restore more then this meager amount and sometimes regenerating a body to full. # "CURE SERIOUS" This prayer, more intricate than cure light follows the others path in, it would seem, the same way. Those that are true of heart seem to be able to cure the worst wound, while others find that the prayer comes with difficulty and can not recieve the full extent. Duration: None Damage: None Special: A cleric can give upto 2d8+2 points back in health. # "CURE LIGHT" The prayer of this spell is often the first that any alcolyte learns, as this is the backbone of many dietys paths. Those that are true of heart and follow nothing other than truth and virtue find the prayer almost flow with a music from their lips, healing the worst of wounds. The prayer, so simple in its words, at times comes hard to those that follow a darker path, they recieve the benefits of the spell, yet lack the true knowledge to heal a bad wound. Duration: None Damage: None Special: A cleric can give back 1d8 points back in health. It is has been said that those clerics true to their faith have been able to heal more then this meager amount. # "CAUSE CRITIC" The words of this prayer flow within the priests that are truely dark in the heart causing immense pain in those that are the targets of the prayer. Those that follow the path of light often find this intricate prayer hard to pronounce, finding the target not suffering the full damage of this spell. It is known a high priest of Aklan has cast this prayer upon a follower stealing his life from him on the stop not even giving it a second thought. Duration: None Damage: 3d8 + 3 Special: None # "CAUSE SERIOUS" This prayer is the second to be learned by those that follower the path of darker realms, for this is often their best attack as those that follow the truely vile way find there amount of pain increased as the words of the prayer almost flow with a malevolent, stinging song. Those of a light path find the words of this spell difficult to say, the pain that the spell causes not as much as one would think. Duration: None Damage: 2d8 + 2 Special: None # "CAUSE LIGHT" This spell is the first spell learned by those clerics that chose to follow a darker path, for it is with this spell that man Aklan followers must cause pain onto others. Followers have been commonly seen casting this spell on someone walking the bazaar, for no reason other than seeing the pain in anothers eye. Those of a light path find this spell difficult to cast, the words of the prayer evading the caster, the spell doing much less damage. Duration: None Damage: 1d8 Special: None # CURSE Brings forth the wrath of ones diety upon a foe. Used only by priests of a disdained diety. It has been shown in the past that clerics of true power can alter the strengths of metal with this spell. Duration: 24 hrs Damage: None Special: -1 Hit and -1 save. # "DETECT EVIL" The incantation of this spell allows one to see a coloured outline of the targets true faith. Those who find themselves following a lighter path through life find the spell lasting longer, allowing them to see more of there eternal foes. Several high mages have been experimenting with this spell trying to get many different colours beyond those which the spells calls upon. The prayer is very similar to the incantation although the faith of the caster is much more dependant upon how long the spell allows you to see those of evil. Duration: 20 hrs Damage: None Special: Those of a good alignment have been able to sustain this spell for days on end... # "DETECT INVISIBILITY" This incantation allows the caster to look into a alternate realm, one that lives in a negative vision. Those that recieve the incantation of this spell are allowed to look into the world and see those who dwell within, those that walk upon the vision world within the invisibilty that the other offers. Duration: 5 hrs + 1hr/level Damage: None Special: Those things equal or less in level are seen by you with the aid of this spell. # "DETECT MAGIC" This incantation allows the caster to look over the items in his presence and see the magic that might dwell within them. Many high mages have tried with extent to find the exact dweomer, but as of yet no progress has been commented. Duration: 2hrs + 1hr/level Damage: None Special: None # "DETECT POISON" This prayer allows the caster to look within the target and see what flows within their veins. If a poison is present it will show itself to the caster allowing him to locate it for removal. Duration: Instant Damage: None Special: Can be used on an object or player # "ENCHANT WEAPON" This incantation is very drawing upon the caster, often forcing him to sleep for days, possibly weeks, trying to recover from the loss of power. For, this spell takes the power from the mage and places it within the item casted upon. It has been noted, by those that dabble in this spell, that higher powered mages seem to be able to place more into a item than those of lower levels. Duration: Permanent Damage: None Special: A weapon already altered by a magical means may not be affected by this spell. The power intoned into the weapon will vary as the castor rises in level, but shall never be worsened. # HEAL This prayer calls upon the diety to heal all wounds that would ail the target of the spell. This spell is recieved by all that have gained the power to cast yet those that are true to virtue find the very difficult prayers of this spell to flow from their lips healing all that may ail someone. Others, especially those that follow a dimmer path find the spell heals, yet the true power is just out of their reach. The dark of heart can heal yet the true meaning of the spell evades them. It is known that a high priest of Tyken has healed even the laim to full health, allowing them to lead a fullfilled life, having been touched by a diety. Duration: None Damage: Special Special: Those with the evil out look on life will do less healing then those seeking a life of virtue and goodness. The same is mirrored with that of Harm. A truely holy cleric could take a fighter up to full while others may only heal twice of what their level is. # INVISIBILITY This incantation allows the target the spell to step into a paralel realm that has been reported to be much different than our own. Although this realm has only been seen by one, whom the spell seems to have misfired slightly, is claimed to exit, none but the one can varify. On the usual this spell allows the target to slip into a form of non-reality in which very few things can see. You in fact become unseeable to normal eyes allowing one to more freely within many hostile realms. It is commonly noted that attacking another while in this state will immediately cause one to become visible again. Duration: 1hr + (level/2) Damage: None Special: This is nullified if combat is entered, and a person is rendered visible to those that can see into other plains of existance. # "LOCATE OBJECT" This prayer helps the caster find a object that he knows the exact name of. It must be something close to the caster or well known to him at the least, for finding this object somewhere across the realm is a ardous and long task. Some have noted that this spell cast only once has taken days in the process. Duration: None Damage: None Special: None # POISON A painful spell to those it is cast upon. This spell is used only by priests who worship a disdained diety. Duration: 6 hrs Damage: Special Special: The amount of damage done per hour is based on the victims constitution and the level of the castor. It has been reported that a high level castor has been able to vanquish foes with a single casting of this. Be warned, creatures that natuarly produce venoms can sometimes reflect the effects of this spell. # "PROTECTION FROM EVIL" Allows the target to accept some protection from the evils about. The undead of the land flee from clerics protected by this ward, if they were created by a low level cleric of an evil church. It is known that some undead are not affected at all by this spell, but instead look for those hiding behind its affects. Duration: 1hr + level/2 Damage: None Special: # "REMOVE CURSE" Has a chance to remove anothers disdained curse. # "REMOVE POISON" Has a chance to remove the infected body of its poison. # "REMOVE PARALYSIS" Makes a attempt to restore life to a paralyzed body. # SANCTUARY Offers some protection to the elements about you. # WEAKNESS Drains some of the life giving strength. # KNOCK Tis known no door shall stand in the way of a knowledged mage. # "KNOW ALIGNMENT" Helps one see the true face of another. # SLEEP Helps another find peace in sleep. # "DISPEL MAGIC" Attempts to take the magic dweomer from something else. # STRENGTH Endows another with some strength. # VENTRILOQUATE Casted upon another followed by that which he should say has ruined many a spokesman that didn't bend to the ways to the house in power. # "WORD OF RECALL" Brings the recipient closer to understanding of his diety. # SUMMON Tis rumored this will bring something to the castor. Most refrain as it has been outlawed as a general rule. # "CHARM PERSON" Allows another to see the things as the castor does. # "SENSE LIFE" Many have been able to find that which is unseen. # "MAGIC MISSILE" This incantation is the backbone of many adventuring mages. Upon gaining higher power in this sphere one gains the power to throw more missiles upon the target. Duration: None Damage: 1d4+1 per missile Special: 1 missile per 2 levels, max of 5 missiles # "CHILL TOUCH" This incantation trys to drain a targets strength and sears them with an icy cold touch. A novice from the house in Highstaff once defeated the local champion by touching him repeatedly with the incantation causing him to become weak beyond aggresion. Duration: 12 hrs Damage: 1d4 per 3 levels Special: -1 Strength with successful attack # "BURNING HANDS" Calling forth this incantation brings forth some flame of the plane of elemental fire. This, shot from ones fingertips, blows into everything that stands in front of the caster. A modification by Quintelan, a high elven mage allowed his traveling companions to avoid the flames. Area Affect Spell. Duration: None Damage: 1d6 + level Special: All things in the room except the caster will be affected. # "SHOCKING GRASP" Touching a target after incanting this spell sends a powerful jolt of energy into them causing great pain and dispair. This spell has been famed the next step to a novice traveling mage, next up from magic missile that is. Duration: None Damage: 1d8 + level # "LIGHTNING BOLT" Upon the incantation of this spell, a higher level mage draws forth some of the lightning from the eternal storm. This energy is then discharged into the chosen target. It has been noted by a high level mage in the Highstaff house that one recieves much greater control and more bolts to fire as they advance in this sphere. He crushed a mountain giant with one incantation of this spell, only to be traced and hunted down by the clan orcs. Duration: None Damage: 5d6 + ( One extra bolt for each 5 levels starting at 10th level ) i.e. 50th level mage strikes with 14 bolts of lightning. # "COLOUR SPRAY" This incantation calls forth the rays of the rainbow often blinding all those in its path. The rays also seem to sear into the target causing them great pain and agony. A modification by a high elven house mage, Quintelan, tried to exempt ones traveling companions from the destruction of the dangerous rays. He failed, yet is still trying much to the dismay of those that follow him. Area Affect Spell. Duration: Special Damage: 1d6 per creature, affects everyone except castor. Special: Everyone except castor is affected by colour spray. Those failing their save are blinded for 2d4 hrs. See BLINDNESS # "ENERGY DRAIN" This incantation is the most draining a mage can cast. With this spell one must put forth part of his life energy to draw forth part of the targets life energy, then with the succesful completetion of the spell both forces are drawn back to the caster, gaining the benefits of both. A Quintelan renegade mage had quite a lot of luck draining the life of another and himself being advanced quickly until his luck ran out, tis rumored the spell turned on him and he was consumed in his own greed for power. Duration: None Damage: Very Very Evil, only those with the blackest of hearts will find out its secrets through use.... # FIREBALL The draining and long incantation of this spell brings forth a small, but gaining sphere of elemental fire. Upon contact with the disignated taget the sphere explodes contacting with everything in the mages immediate area, only the caster is naturally immune to the destructive effects of this dangerous spell. Many mages in the Quintelan house have been trying to negate those that travel with them but have only ended up with charred corpses. Area Affect Spell. Duration: None Damage: ( Level/5)d6 + 2d6 worth of damage. Special: Objects carried by creatures will also suffer damage. i.e. 50th level mage does 12d6 worth of damage to area of affect. # EARTHQUAKE The cleric that calls upon their diety for this incantation brings forth the elements of the earth to tremor and distroy the land and people about him. Upon the completion of this prayer all that stand about the caster will be knocked to their knees and possibly be crushed under the falling debri. Many priests have prayed to have their companions spared from this harsh damage yet none has reported any recognition. Area Affect Spell. Duration: None Damage: 1d8 + level Special: Those that fail save, fall and must wait 3 rnds to stand and fight. Affects all in room except castor. # "DISPEL EVIL" Trys to shun those who are of disdain. # "DISPEL GOOD" Trys to shun those who are of virtue. # "CALL LIGHTNING" The cleric that prays for this spell must have the storm at their command, without it there is no lightning from which to call the prayer. After the long prayer has been cited the storm releases its power upon the unfortunate target allowing it to feel the full power of the storm, and the truth of faith. It has been noted that the priests that adhere to complete compliance with the alignment of their diety bring forth bolts of extreme power often downing a small army of goblins. Duration: None Damage: Special Special: Normal damage is 2d6, can not be saved against 1d6 + ( Level/5 )d6 can be saved for half damage. i.e. 50th level cleric does 13d6 points of damage. # HARM This prayer is one known best by priests who's faith has taken a darker path, for they draw the life from their victims and then smite them with a single blow. Those of a more pure path seem to have the words of the prayer weak in their tongues, the spell barely affecting the target at which they strike. It has been commonly noted that followers of Aklan, especially the high priests have struck even there own followers down, truely showing their faith, there hearts cold and black. Duration: None Damage: Special Special: Those with the evil out look on life will do more damage then those seeking a life of virtue and goodness. The same is mirrored with that of Heal. A truely vile Aklan follower could take a fighter down to his last 4 hit points while others only do their level worth of damage. A victim of this spell is allowed a save for no damage done. # 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 occurrence in the help file. # WIZHELP Immort-Only List the privileged commands available to you. Can only be used by immortals. # NOSHOUT Immort-Only 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 Immort-Only 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. # 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 # HERMIT Type deafen and all shouts are no longer heard. Type deafen once again and shouts can once again be heard. See also : SHOUT # WIMP Wimp mode will make you flee once you have dropped below 5 hitspoints. This is not guarenteed but it is better then nothing at all. At 3rd level you will no longer be able to use wimp. # INFRA INFRAVISION Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters. Certain races are naturally gifted with Infravision. # CUST Immort-Only Cust will allow you to customize certain aspects of a room that you are currently 'standing' in. Below is a list of available fields that you may use when customizing. cust <field> <attribute> field: name : This is the name of the room you are in. desc : This is the rooms main description. extra: This is the rooms extra description. exit : This works with one of the FIVE exits available. You may add an exit, delete an exit or change certain properties of an exit. xdesc: This works on a exits description. flags: This works on the room flags. 'help room_flags' See also: ATTRIBUTES # ROOM_FLAGS Room_flags Sector_flags ----------------- ----------------- Dark 1 Indoors 0 No mob 4 City 1 Indoors 8 Field 2 Peaceful 16 Forest 3 No steal 32 Hills 4 No sum 64 Mountains 5 No magic 128 Water 6 Private 512 No-swim Water 7 Air 8 Underwater 9 # ECHO This will work as a switch. The text you type will either be echoed back to you or not, depending on the state you leave the switch. See also: BRIEF, COMPACT, PAGER # PAGER This command will toggle the in-game text pager on and off. Certain clients have built in pagers so you may wish to use this command. If you have your pager on, text that would exceed the length of the screen will be paused until you hit return (or q, for quit) after every ~23 lines. Thanks to Quixadhal for the idea for this command! See also : BRIEF, COMPACT, ECHO # VALUE In a shop, this command will tell you what the shopkeeper is willing to pay for the item. See Also : LIST, BUY, SELL, SHOPS # LIST In a shop this command will list what the shopkeeper has for sale, with prices. See Also : , BUY, SELL, SHOPS # RESTAURANTS FOOD Food comes in different shapes and sizes, you may find that meat is left from a recent kill. Food can spoil on Wiley, so be careful of what you find and think you should eat. Most stores provide food that will not spoil, so if you buy it you are assured that it is good. # PSET Immort-Only Allows a Wiz to set values pertaining to the type of object being worked on. Usage: pset <att> name <val> att list: align class exp lev sex race hit mhit tohit bank gold prac name: is the person|object|mobile you are working on. value: an integer corresponding to the value you wish to set. align 1000.....-1000 class DO not use this one, let them suffer with what they chose exp any integer value, perferably higher then the value they have lev use advance instead! This screws multiclass sex If they really want it? hit integer: Hit points mhit Max hit points, you should not set this, unfair. tohit changes the thaco bank if they need reimburse for money, use this instead of giving. gold take it away if need be. prac Do not let them advance unnatuarly # WHOZONE This command lists all the players in the current zone and also tells you their location. Players ------- Cyric - Travelers Road Muth - Travelers Road # GTELL Usage: gtell <what you want to tell them> This command alows you to talk with players grouped with you and only those people. See Also : GROUP, GREP # GREP Usage: grep This command allows you to send your stats (mana, move and hits) to people in the same group as you. Saves time in having to type them all in a say or gtell. Thanks to Bennu for the suggestion. See Also: GTELL, GROUP # TRACK Track is a skill for rangers, it will allow you to track some prey from a distance. Mana costs will vary according to race and class. Although this skill is for all to take, only those that are taugt from true masters will advance quickly in this art. > track wolf You see a slight trail to the west... # SLANG TERMS ABBREVIATIONS BTW BRB IMO IMHO REIMBS Many words and phrases have been shortened or abbreviated in net and MUD communication, and it's not always easy to decipher these, so here's a listing to help you get started - BRB : Be Right Back BTW : By The Way Ppl : People IMO, IMHO : In My Opinion / In My Humble Opinion Reimb : Reimbursal for equipment loss due to glitches in the game. If you feel you need a reimb, post a note on the board and a God will get in touch with you about it :) # FUNC_ACT Nasty function that does formatted output for player situations. $n - ch $N - victim $m - him/her/it of ch $M him/her/it of victim $s - his/her/it of ch $S his/her/it of victim $e - he/she/it of ch $E he/she/it of victim $o - objective $p - possessive $a - a/an obj $A a/an victim $T - victim $F - fname(victim) #~