#AREADATA Name Master Help File~ Builders None~ VNUMs 0 0 Security 100 Recall 25001 Flags 48 Version 107 Creator None~ Llevel 0 Ulevel 0 Sounds ~ Music ~ End #HELPS 0 SCRY~ Syntax: cast 'scry' Scry is a spell which once cast, allows you to see into rooms directly arround you. Type cast 'scry' to use. Once casted, if you type look north, then it will look into the room to the north and show you that room, who's in it, and what objects are in it. ~ 0 SHADOW BOLT~ Syntax: cast 'shadow bolt' <target> With this spell, a vampire releases a bolt of negative energy, hurtling it towards his opponent. The damage from this shadow bolt is proportional to the vampire's current level. ~ 0 MARK~ Syntax: cast 'mark' <rune> A powerful spellcaster is able to infuse a RUNE with energy that will give it the ability to transport the one who unlocks it to a set location. The location of the RUNE will transport the user to is determined by the room the MARK spell is originally cast. A RUNE can not be remarked. See also RUNE RECALL. ~ 0 'RUNE RECALL'~ Syntax: cast 'rune recall' <rune> When spellcasters cast RUNE RECALL on a MARKed RUNE they will unlock the objects powers and be transported to the location the RUNE is set for. See also MARK. ~ 0 FIRE~ Syntax: fire <target> The fire command is used for when your character is equipped with a gun, it will fire the gun's ammunition at the thing you are fighting. ~ -1 MULTICLASSING REMORTALIZE~ Multiclassing is now functional. Upon reaching level 100, the character may opt to REMORTALIZE into a new class. To do this, simply find the Class Master, and use the REMORTALIZE command (explained below) to become a multiclassed character. When you succesfully use this command, you will return to level 2, and will keep your old equipment. You will not be able to use any of it, unless it is equal to or below your level. When you log off, you will have this equipment when you return. When advancing in the new class, you will learn new skills and spells. The skills of your first class will automatically be practiced, and ready to use, when you reach the appropriate level for that class. Classes that use Blood Points, originally, will continue to use blood points in the next class. Classes that use mana originally, will continue to use mana in the next class. A multiclassed character earns only HALF the experience that a non-multiclassed characte earns, but a single class character receives a bonus practice each level. This is very important to remember! Syntax: remortalize <class> Syntax: remortalize <class> pkiller Syntax: remortalize <class> peaceful Remortalize is the command used to become a new class. It requires you to have two million gold, and five hundred quest points. The pkiller and peaceful arguement require an additional 3 million gold and an additional two hundred fifty quest points. Remortalize is shown over the INFO channel. You must be in the presense of the class master for this to work. ~ -1 SCHOOL~ Mud School was designed by Hatchet of MERC Industries for any MERC mud. The purpose of Mud School is to orient new players to the basics of the game and provide equipment and experience for a few levels. Experienced players are encouraged to go through Mud School for their initial levels and equipment. You may not 'SAVE' your character until your character reaches 2nd level. You may train your attributes and make them better at the Adept of Furey one 'NORTH' and one 'WEST' of the Entrance of Mud School. See 'HELP TRAIN'. There is also a practice adept one 'NORTH' and one 'EAST' of the Entrance of Mud School. You may not practice until your character reaches 3rd level however. See 'HELP PRACTICE'. ~ 0 !~ &RSyntax:&B &w! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 BUY LIST SELL VALUE~ &RSyntax: buy <object> Syntax: list <object> Syntax: sell <object> Syntax: value <object>&w &BBUY&w buys an object from a shop keeper. &BLIST&w with no argument lists the objects the shop keeper will sell you. &BLIST&w <object> lists only the items corresponding with <object> the shop keeper will sell you. &BSELL&w sells an object to a shop keeper. &BVALUE&w asks the shop keeper how much he, she, or it will buy the item for. &BBUY&w, &BSELL&w, and &BVALUE&w, as well as most other object manipulation commands, allow the use of #.object format, where # is a number or the word "all". For example, if &BLIST DAGGER&w showed you that a shopkeeper had five daggers, and you were interested in buying the third one, you would type: "buy 3.dagger". ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lose them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. Conversely, if you attack someone else's pet, you will be penalized as if you attacked them. It is a good idea to refrain from attacking creatures labelled '(Charmed)'. ~ 0 CAST~ Syntax: cast <spell> <target> 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. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. 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. See also the help sections for individual spells. ~ 0 EXITS~ Syntax: 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). If you have AUTOEXIT set, you will automatically see the visible exits whenever you walk into a room. ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET, and PUT, as well as most other object manipulation commands, allow the use of #.object format, where # is a number or the word "all". For example, if you had five daggers and you wanted to give the third one away, you would type "give 3.dagger frag". Or if you felt philanthropic and decided to let everyone eat your pot pies, you could type "drop all.pie". ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your visible inventory. ~ 0 BACKSTAB BS~ Syntax: backstab <target> BACKSTAB is a powerful attack used while wielding a piercing weapon to initiate combat. ~ 0 DISARM~ Syntax: disarm This skill will attempt to disarm your opponent if he is wielding a weapon. ~ 0 SHRIEK~ Syntax: shriek VAMPIRES' powerful shriek shatters the air with the deadly wail of the living dead. Only those within hand-to-hand combat with the vampire will be affected. Even a vampire without sight can raise his or her voice to the intensity needed to cause incredible pain to those within earshot. ~ 0 CHOP~ Syntax: chop An ASSASSIN may chop his opponent with blinding speed, causing considerable shock damage to the nerves and tissue. Repeated chops from the assassin are know to cause death in some cases. ~ 0 ACIDSHIELD~ Syntax: cast 'acidshield' With this magical shield ANTI-PALADINS drench their bodies in acid. The acid is thick and protective, reducing physical damage done to the Anti- Paladin. This shield will retalliate to melee attacks with a powerful blast of acid. NOTE: This spells is defensive in nature, and cannot be cast in combat. The duration of the spells is proportional to the Anti-Paladins level. Due to the restrictive nature of the magic known by Anti-Paladins, they may not cast this spell on others. ~ 0 KICK~ Syntax: kick A KICK is exactly what it seems, a kick. The user will attempt to kick his or her opponent with their feet, causing moderate damage. ~ 0 DIRT KICK~ Syntax: dirt Dirt Kicking is a cheap skill known by assassins. The secret of this deadly skill is to hurl sand, dust, or mud into your opponent's eyes by means of raising the foot swiftly. Dirt kicking can also blind your enemy for a small amount of time. ~ 0 KILL MURDER~ Syntax: kill <character> Syntax: murder <character> KILL starts a fight, and, hopefully, kills something. MURDER is used to kill other player characters. There are restrictions on murdering low level players, and there are penalties for using MURDER. ~ 0 EXAMINE LOOK READ~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> Syntax: read <keyword> LOOK looks at something and sees what you can see. LOOK by itself will give the description of the room you are in. See also BRIEF. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. READ is the same as LOOK, but it sounds better to 'READ sign' than to 'LOOK sign', doesn't it? ~ 0 ORDER~ Syntax: order <target> <command> Syntax: 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 aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm, and they will no longer follow your orders. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake Syntax: wake <character> 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. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: ; <message> Syntax: say <message> Syntax: ' <message> Syntax: tell <character> <message> Syntax: reply <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. You can GTELL no matter what your own condition is (i.e., sleeping, fighting, mortally wounded). SAY sends a message to all awake players in your room. The single quote (') is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. 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. You must be awake to SAY or TELL, but you can still REPLY while sleeping. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: 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. ~ 50 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all of the immortal commands available to you. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all of the areas in the game, with the author's name and the suggested levels. COMMANDS shows you all of the commands (except socials) available to you. SOCIALS shows you all of the social commands available to you. ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold report score time weather where who recite quaff zap brandish fire channels config description password title lock unlock open close pick bash auction chat music question answer shout yell inventory equipment look compare emote pose say tell speak worth eat drink fill bug idea typo list buy sell value note slist spells autoexit autoloot autosac blank brief combine prompt multiclassing pkill COMBAT OTHER kill flee kick rescue disarm ! save quit pagelength backstab cast wimpy practice train learn For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: miss wound MUTILATE DEVESTATE scratch maul DISEMBOWEL OBLITERATE graze decimate EVISCERATE ANNIHILATE hit devastate MASSACRE EVISCERATE injure maim DEMOLISH UNSPEAKABLE It is rumored that there are higher forms of attack. ~ 0 DEATH~ When your character dies, you are reincarnated in purgatory. Your corpse is taken by the Death Reaper and protected from scavengers. You must find your way through Purgatory to your corpse in order to reclaim your possessions. Miraculously, however, your gold stays with you, so apparently you CAN take it with you. Any spells which were affecting you, good and bad, are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is half-way back to the beginning of your level. Thus if you have a bad day and die several times, the penalties won't clobber you. This does not apply to those CHAMPION or higher. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. CONFIG +GHOST When you have this option turned on, you will become a ghost upon death. You will not lose any experience this way, and you will not be transported to the temple for healing. You must be resurrected from a player with the spell, or from an NPC healer via the HEAL command in order to do anything. As a ghost, your commands are extremely limited. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need 1000 experience points for each level of experience. You gain experience by: being part of a group that kills a monster being part of a group that completes a quest You lose experience by: fleeing from combat recalling out of combat being the target of certain spells dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. You can tell when an area is about to reset by the patter of little feet. ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: 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 affects on the objects, so it might not be completely accurate. An IDENTIFY spell is more accurate than COMPARE. ~ 0 CONSIDER~ Syntax: consider <target> CONSIDER tells you what your chances are of killing a character, as well as a comparison of your relative health. Of course, it's only a rough estimate. ~ -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered or you will face legal action. See our license.txt.] This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Merc 2.2 is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.2 is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help. ... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge, The Crew of Salems Lot, and others for code and bug fixes. ... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar for the improvements and ideas to the pager. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds. ... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric, Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing constructive input. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. MERC Industries ~ -1 ENVY~ [Note: this entry may not be removed or altered or you will face legal action. See our 'license.nvy'.] This mud is based on EnvyMud 1.0, created by the EnvyMud Staff. EnvyMud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Envy 1.0 is available as Envy_10.tar.gz from ferkel.ucsb.edu (most files moved to ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, and zen.btc.uwe.ac.uk E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... University of California at Berkeley Central Computing Services and Information Systems and Technology staff for providing the support and resources to develop and test EnvyMud release 1.0 ... Copper Mud, Alfa Mud, ROM, ROM2, DALEMUD, Silly, and Circle for releasing their code and worlds. ... Jeremy Elson for help porting a few sites. ... Celeste for help in porting some more difficult-to-come-by sites. ... Zrin for administering the mailing list. ... RoX of Farside for just giving us a copy of the entire Farside mud. ... Locke and Surreality of The Isles for trading code with us. ... the many implementors and contributors on the merc mailing list ... the players and imps of Rivers of Mud, 4th Realm, Dragon Mud, Demonic Dreams, Farside, and The Isles for bug reports, ideas, new code, and hours of enjoyment ... AND the many players of EnvyMud for which this mud was created. Share and enjoy. The EnvyMud Staff ~ -1 MAP MAPS SITE~ Experienced explorers have chronicled their adventures and 'sold' their rights to the local mapmaker the mud. Check the web page at http://www.stormgate.ca You will find the Overworld map linked on the front page, as well as a more detailed version in the Downloads section. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ -1 PAGELENGTH PAGE PAGER~ Syntax: pagelength Syntax: pagelength <number> Pagelength without an argument sets the number of lines before page pause to the default of 20 lines. Pagelength with an argument sets the number of lines you wish to see on screen before page pausing. The maximum number of lines allowable before page pausing is 60. For more help on the pager, type 'h' while in the pager. ~ 0 SLIST~ Syntax: slist Syntax: slist <class> This command shows you ALL the spells available for your class, or for the class selected. ~ 0 WHO~ Syntax: who <class|race|religion|clan> <level-range> Syntax: who <level-range> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who human lists all humans playing who cleric 1 5 lists all clerics between levels 1 and 5 Example: [ 8 Dra Mon Wlf TaF G] Tyrion Xavier, Doomweaver. -<Unholy Plague>- This person would be level 8. His race is DRAgon, his class is a MONk, while his multiclass is a WerewoLF. He belongs to the Time and Fate religion, and is in Good health. He also belongs to the clan "Unholy Plague". The list of possible Monitors are: G - Good Health M - Mounted Z - Sleeping W - Drowining/Water Hazard P - Poisoned F - Fighting D - Dead/Ghost S - Silenced H - Hell X - Unknown ~ 0 CONFIG~ Syntax: auto Syntax: config Syntax: config +<option> Syntax: config -<option> AUTO shows the status of some of your character behavior options. The CONFIG command configures some of your character behavior. With no options, CONFIG shows you your current settings (identical to the AUTO command). With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits. AUTOGOLD You automatically get gold from corpses. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. ANSI You have ansi color enabled. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. COMBAT You see all combat scroll. You can also type AUTOEXIT, AUTOLOOT, AUTOSAC, BLANK, BRIEF, or COMBINE directly from the prompt to toggle the status of these options. See the helps for these commands. ~ 0 AUTOEXIT~ Syntax: autoexit AUTOEXIT toggles your ability to automatically see exits as you enter a room. See CONFIGURE to find out which toggle is on and which is off. ~ 0 AUTOLOOT~ Syntax: autoloot AUTOLOOT toggles your ability to automatically loot corpses after you deal the final blow. See CONFIGURE to find out which toggle is on and which is off. ~ 0 AUTOSAC~ Syntax: autosac AUTOSAC toggles your ability to automatically sacrifice corpses after you deal the final blow. See CONFIGURE to find out which toggle is on and which is off. ~ 0 AUTOGOLD~ Syntax: autogold AUTOGOLD toggles your ability to automatically get gold from corpses after you deal the final blow. See CONFIGURE to find out which toggle is on and which is off. ~ 0 BLANK~ Syntax: blank BLANK toggles existance of a blank before your prompt. See CONFIGURE to find out which toggle is on and which is off. ~ 0 BRIEF~ Syntax: brief BRIEF toggles whether or not you automatically see verbose descriptions of rooms when you enter them. See CONFIGURE to find out which toggle is on and which is off. ~ 0 COMBINE~ Syntax: combine COMBINE toggles your seeing combined format of identical items in the room. See CONFIGURE to find out which toggle is on and which is off. ~ 0 CHANNEL CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. ~ 0 DESCRIPTION~ Syntax: description <string> Syntax: description + <string> Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. ~ 0 PASSWORD~ Syntax: 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. The PASSWORD command is protected against being snooped or logged. ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %g : Display your gold held %a : Display your alignment %r : Display the room name you are in %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: 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. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 QUEST~ Syntax: quest points Syntax: quest info Syntax: quest time Syntax: quest request Syntax: quest complete Syntax: quest refuse Syntax: quest list Syntax: quest buy <item> QUEST POINTS shows how many quest points you have accumulated. QUEST INFO shows the info on a quest you are currently asked to do. QUEST TIME shows how much time you have left to finish it. QUEST REQUEST requests a quest, if you are at a questmaster. QUEST COMPLETE informs the questmaster that you have completed your quest, and you are rewared. QUEST REFUSE informs the questmaster that you do not with to complete your quest. This will have a quest point penalty. QUEST LIST shows what you can purchase with quest points. QUEST BUY <ITEM> purchases that item with your accumulated quest points. The questmaster is named Gharzon, and he is located in Methidoral. ~ 0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL~ Syntax: auction <message> Syntax: chat <message> Syntax: music <message> Syntax: question <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. AUCTION, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The QUESTION and ANSWER commands both use the same 'question' channel. YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. There are many other channels used in the same way. ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 0 NOTE~ Syntax: note list Syntax: note read Syntax: note read <number> Syntax: note read all Syntax: note + <message> Syntax: note subject <string> Syntax: note to <to-list> Syntax: note clear Syntax: note send Syntax: note show Syntax: note post Syntax: note remove <number> NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. Use NOTE + to write message lines onto the note, one line at a time. NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST or NOTE SEND posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap 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. ~ 0 OPEN CLOSE LOCK UNLOCK PICK 'PICK LOCK'~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: 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 requisite 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. Also see BASH for warriors. ~ 0 DRINK EAT FILL~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to your God. God may reward you for the sacrifice. The nature of the reward depends upon the type of object. Hint: God likes corpses. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <target> 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, or another character can RESCUE you. (You can also RECALL, 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. In order to RESCUE successfully, you must practice the appropriate skill. ~ 0 BASH 'BASH DOOR'~ Syntax: bash <direction> A powerful warrior can attempt to bypass the intricacies of unlocking and opening doors by simply BASHING through them. This, of course, tends to make the doors rather useless, which always amuses warriors. Be aware, however, that bashing is a fairly aggressive action, and some mobs don't take kindly to that type of behavior... ~ 0 'CHAMELEON POWER'~ Syntax: chameleon With CHAMELEON POWER, a psionicist uses the power of his or her mind to change the appearance and coloration of his or her body, armor, and equipment to blend in with the surroundings. This skill is only effective if the psionicist remains absolutely still. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. 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 five levels of your own. ~ 0 'HEIGHTEN SENSES'~ Syntax: heighten A psionicist is able to HEIGHTEN SENSES to detect things that would otherwise go unnoticed. ~ 0 HIDE SNEAK VISIBLE~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a GUILDMASTER to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and objects. You must be at least second level to save. The game will auto-save your character every few minutes whether you save or not. Some objects, such as keys and objects of higher level than you, may not be saved. QUIT leaves the game. You may QUIT anywhere, although there is an experience penalty for quitting outside of the MUD. 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. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to God for miraculous transportation from where you are back to the Temple of. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse will not recall at all. This command is INNACTIVE. See WORD OF RECALL. ~ 0 SHADOW 'SHADOW FORM'~ Syntax: shadow A psionicist can use his or her mind power to blend in with the shadows while moving, having the same effect as the thief skill SNEAK. See also VISIBLE. ~ 0 SPELLS~ Syntax: spells This command shows the spell caster how much mana each spell he or she knows will cost. For a list of ALL available spells for your class, type SLIST. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 0 STEAL~ Syntax: STEAL coins <target> Syntax: STEAL <object> <target> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 TRAIN~ Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'hp'|'mana'|'bp'|'move'> TRAIN increases one of your attributes. When you start the game, your character has standard atttributes based on your class, and several initial practice sessions. You can increase your attributes by using these practice sessions at a TRAINER (there are several in town). It costs five practice to train an attribute, except that it costs only three practice to train your prime attribute. You may also train your hitpoints, mana/blood points, and movement points. Each of these costs one practice session and gives a somewhat unpredictable gain. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 0 WHERE~ Syntax: where Syntax: where <target> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one target with that name within your area, including monsters. ~ 54 ADVANCE~ Syntax: advance <target> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 54 TRUST~ Syntax: trust <target> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 53 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 52 REBOOT SHUTDOWN WIZLOCK NEWLOCK NUMLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock Syntax: numlock <number> Syntax: newlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level immortal without a special bit set may not log in. Players who lose their links, however, may reconnect. NUMLOCK shows at which character level and below may not log in. NUMLOCK <number> sets which character level and below MAY NOT log in. Players level immortal and above with a special bit set MAY log in. Players who lose their links, however, may reconnect. NEWLOCK is a shortcut to NUMLOCK 1. NEWLOCK will turn on numlock but not turn off if currently set. ~ 53 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. To UNdeny someone, you simply PLOAD the character and DENY them again. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 53 FORCE~ Syntax: force <target> <command> Syntax: force all <command> FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 52 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. ~ 52 MSET OSET RSET SSET~ Syntax: mset <target> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <target> <skill> <value> Syntax: sset <target> all <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. Do NOT sset all on an immortal (including yourself) or that person will immediately lose all immortal abilities. There is currently no way to enter more than one line of text for a string-valued option. In this case, MSET <character> description is not supported. ~ 53 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 52 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: mload <vnum> <number> Syntax: oload <vnum> Syntax: oload <vnum> <number> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum, with an option number amount. ~ 53 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 53 PURGE~ Syntax: purge Syntax: purge <target> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 53 RESTORE~ Syntax: restore <target> RESTORE restores full hit points, mana/blood points, and movement points to the target. ~ 54 SSTIME~ Syntax: sstime Syntax: sstime <field> <value> This Directorship command sets the time of the warnings of shutdown and the shutdown time. SSTIME without an argument shows the time at which the fields are set. ~ 53 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 53 TRANSFER~ Syntax: transfer <target> Syntax: transfer all Syntax: transfer <target> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 53 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 53 WIZIFY~ Syntax: wizify <character> WIZIFY toggles the wizbit flag of a character. This enables the wizified character to enter the game despite a WIZLOCK. ~ 52 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> Syntax: pecho <target> <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. PECHO sends a message to a specific target. ~ 52 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 52 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 52 MSTAT OSTAT RSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. ~ 52 OWHERE~ Syntax: owhere <object> OWHERE shows you the locations of all objects with a perticular name. ~ 52 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 52 PEACE~ Syntax: peace PEACE causes all characters and mobiles in a room to stop fighting. ~ 52 SLOOKUP~ Syntax: slookup <skill-or-spell> SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. ~ 52 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 51 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). Thus, AT will not work to private locations. ~ 51 BAMFIN BAMFOUT BAMFSIN BAMFSOUT~ Syntax: bamfin <message> Syntax: bamfout <message> Syntax: bamfsin <filename> Syntax: bamfsout <filename> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. The bamfsin and bamfsout commands are used to set WAV filenames for your bamfs. Do NOT use these commands unless you get Tyrion's permission! ~ 51 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. ~ 51 HOLYLIGHT WIZINVIS~ Syntax: holylight Syntax: wizinvis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. WIZINVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal WIZINVIS characters who are higher level than you. ~ 50 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. ':' is a synonym for IMMTALK. ~ 0 'COLOUR SPRAY'~ Syntax: cast 'color spray' <target> Color spray is an illusion that causes the victims brain to become confused to the point of pain. ~ 0 'COLOR SPRAY'~ Syntax: cast 'color spray' <target> Color spray is an illusion that causes the victims brain to become confused to the point of pain. ~ 0 'LIGHTNING BOLT'~ Syntax: cast 'lightning bolt' <target> This spell, which is effected by weather, strikes the target with a bolt of lightning. ~ 0 'FIREBALL'~ Syntax: cast 'fireball' <target> When the caster casts this spell, a ball of fire shoots out towards the target, causing moderate damage. ~ 0 'MAGIC MISSILE'~ Syntax: cast 'magic missle' <target> This low level attack spell shoots a bright yellow missile at the target, causing slight damage. ~ 0 ' SHOCKING GRASP'~ Syntax: cast 'shocking grasp' <target> This low level attack spell allows the caster to touch the target, giving them a slight damage electric shock. ~ 0 'ACID BLAST'~ Syntax: cast 'acid blast' <target> This spell shoots a blast of acid from the casters hand towards the target, whos armor is significantly damaged. ~ 0 'BURNING HANDS'~ Syntax: cast 'burning hands' <target> This spell causes a jet of flame to shoot out of the casters hands towards the intended target. ~ 0 ARMOR~ Syntax: cast armor <target> This spell decreases (improves) the armor class of the target. ~ 0 BLESS~ Syntax: cast bless <target> This spell improves the to-hit roll and saving throw versus spell of the target. ~ 0 BLIND BLINDNESS~ Syntax: cast blindness <target> This spell renders the target character blind. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <target> Syntax: cast 'cause serious' <target> Syntax: cast 'cause critical' <target> Syntax: cast harm <target> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 51 'CHANGE SEX'~ Syntax: cast 'change sex' <target> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <target> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a magical food, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <target> This spell cures blindness in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' 'HEAL' 'PSYCHIC HEALING' 'COMPLETE HEALING'~ Syntax: cast 'cure light' <target> Syntax: cast 'cure serious' <target> Syntax: cast 'cure critical' <target> Syntax: cast 'heal' <target> Syntax: cast 'psychic healing' Syntax: cast 'complete healing' These spells cure damage on the target character. The higher-level spells heal more damage. The Psionicist disciplines, like many other skills, are limited to the psionicist alone. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <target> This spell cures poison in one so unfortunate. ~ 0 CURSE~ Syntax: cast 'curse' <target> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures and objects. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <target> This spell attempts to eliminate an evil target. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <target> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. See also: SLOOKUP, CANCELLATION ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <target> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <target> This spell increases (makes worse) the armor class of its victim. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <target> This spell inflicts damage on the victim. ~ 0 FLY LEVITATION 'RACE FLY'~ Syntax: cast 'fly' <target> Syntax: cast 'levitation' Syntax: fly [races who can fly: Dragon\Gargoyle\Pixie] These spells enable the target character to fly or levitate. ~ 51 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 0 IDENTIFY~ Syntax: cast 'identify' <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <target> This spell enables the target character to see in the dark. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <target> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT' 'AURA SIGHT'~ Syntax: cast 'know alignment' <target> Syntax: cast 'aura sight' <target> These spells reveal the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <object> This spell reveals the location of all objects with the given name. Note that some objects are immune to this spell. ~ 0 'ECTOPLASMIC FORM'~ Syntax: cast 'ectoplasic form' This spell enables the caster to pass through closed doors. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <target> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate, and gives them a damaging poison. ~ 0 'POISON WEAPON'~ Syntax: poison <weapon> With this skill, a thief can create a deadly poison that can be poured onto any weapon, rendering it more deadly. This skill is not easy, however, because the poison itself requires special ingredients, and the thief must be steady of hand and clear of mind. The profit-minded thief (is there any other kind?) might even think about selling the products of his or her labor to other adventurers for a tidy profit. Be Warned! The poison is highly corrosive and will damage your weapon in due time. Special blades may be more resistant to the poison effects on the steel. ~ 0 'PROTECTION GOOD'~ Syntax: cast protection The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. ~ 0 'SANCTUARY'~ Syntax: cast sanctuary <targetr> The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 REFRESH~ Syntax: cast refresh <target> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <target> This spell removes a curse from a character. If the target character is wearing a noremove item, the item will be automatically expelled from the body. ~ 0 'SHIELD'~ Syntax: cast 'shield' The SHIELD spell protects the caster by decreasing (improving) the caster's armor class. ~ 0 'STONE SKIN'~ Syntax: cast 'stone skin' The STONE SKIN spell protects the caster by decreasing (improving) the caster's armor class. ~ 0 'SLEEP SPELL'~ Syntax: cast sleep <target> This spell puts its victim to sleep. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE 'CREATE SOUND'~ Syntax: cast ventriloquate <speaker> <message> Syntax: cast 'create sound' <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <target> This spell reduces the strength of the victim by two points. ~ 51 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 DODGE~ This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. You must be wielding a weapon to parry. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practiced it. ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK' 'FIFTH ATTACK' 'SIXTH ATTACK' 'SEVENTH ATTACK' 'EIGHTH ATTACK'~ These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practiced them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 0 'SECOND STRIKE' 'THIRD STRIKE' 'FOURTH STRIKE' 'FIFTH STRIKE' 'SIXTH STRIKE' 'SEVENTH STRIKE' 'EIGHTH STRIKE'~ These skills let you attack more than once during a combat round. Use of these skills is automatic and identical to that of SECOND ATTACK, etc. You can practice THIRD STRIKE before you have mastered SECOND STRIKE, although it isn't efficient to do so. If you have SECOND ATTACK and SECOND STRIKE, you still only receive one extra attack. ~ 51 'GENERAL PURPOSE' 'GENERAL PURPOSE AMMO' 'HIGH EXPLOSIVE' 'HIGH EXPLOSIVE AMMO'~ Syntax: cast 'general purpose' <target> Syntax: cast 'high explosive' <target> These spells are used by the judges and other enforcers in Glop's Mega City One area. Guess what they do? ~ 0 PRACTICIONER~ All PRACTITIONERS are fully versed in the skills of all classes, and players can PRACTICE all of their available skills and spells in the presence of a PRACTICIONER. ~ 0 TRAINER~ TRAINERs can provide extensive training sessions which enable players to TRAIN their base statistics. ~ -1 WAR WARRIOR~ The WARRIOR class is the most adept fighting class available. Their battle training along with their high strength make them one of the most formidable opponents in hand to hand combat. WARRIORs train in the art of multiple attacks, and studying weapons. High level warriors can have many attacks, ENHANCED DAMAGE, WEAPONMASTER, and other such skills. They do not receive much mana as they level, for they do not cast many spells. ~ -1 CLE CLERIC~ The CLERIC, or priest, is a spellcasting class devoted primarily toward defense. The cleric practices spells in curing warding, protection and healing. Since the CLERIC is defensive in nature, they fare poorly in the art of mortal combat. They much prefer to be civil servants to society or doctors to their comrades in arms. Clerics can only cast spells if they are not evil aligned. ~ -1 DARKPRIEST 'DARK PRIEST' DKP~ The DARK PRIEST is a spellcasting class devoted to the wills of evil. The demons of the mud give these powerful characters many offensive spells, combined with vital defensive spells. They prefer to pilliage the land rather than help heal it, like their clerical counterparts. Dark Priests can only cast spells if they are not good aligned. ~ -1 MAG MAGE MAGIC MAGIC-USER 'MAGIC USER'~ The MAGE class is a spellcasting class devoted primarily toward control over the elements. The universe contains an unmeasured power the MAGE taps into to influence the world. MAGE spells are devoted to the invoking, hermetic, and combative nature. MAGEs fare a little better than their CLERIC counterparts in hand-to-hand combat though they much prefer to stand back and roast their enemies with a FIREBALL or SUNBURST. ~ -1 THI THIEF~ The THIEF class can be characterized as a WARRIOR who dropped out of school to pursue more "profitable" means of living. These wirey persons have physical endurance slightly less than that of a WARRIOR but are much more agile. A THIEF uses trickery and shadows to achieve their goals. They can SNEAK around silently, POISON WEAPONs, and can HIDE unusually well. They are also adept at SEARCHing for hidden objects and doors. ~ -1 PSI PSIONICS PSIONICIST~ The PSIONICIST class is a spellcasting class similar to Mages and Clerics, but with several important differences. Where a Mage's power comes from harnessing external energies present in all matter, and a Cleric's comes from his or her deity, the Psionicist derives all of his or her power from within. The Psionicist harnesses, shapes, and utilizes the natural forces which infuse his or her own being. As a result, many of the devotions that a Psionicist can practice are strictly personal in effect, and cannot be used on other players. The psionicist also has a unique way of silently casting spells. Disclaimer: Psionicist class was originally developed by Thelonius (EnvyMud) from 'The Complete Psionics Handbook' by Steve Winter, published by TSR, Inc. Skills and spells described therein will be quite similar to those here, though the interpretation has been changed to coincide with a MERC DIKU MUD. Questions, comments, and suggestions are welcome. ~ 0 GHOST~ When traveling in the night, beware of GHOSTS. Fortunately, sunlight is a bane for these representatives of the dead. ~ 0 'ADRENALINE CONTROL'~ Syntax: cast 'adrenaline control' By controlling the production and release of adrenaline in his or her system, the psionicist can gain temporary boosts in dexterity and constitution. This control cannot be initiated during battle because, hey, even psionicists get a little excited from time to time. ~ 0 AGITATION~ Syntax: cast 'agitation' <target> This skill is nearly identical to the Mage spell BURNING HANDS. With this skill, a psionicist can cause the cells in his or her victim to become agitated, moving so fast as to cause burn damage. ~ 0 AWE~ Syntax: cast 'awe' <target> With this discipline, a skilled spellcaster can use the power of his or her mind to affect the morale of an opponent. If successful, the enemy will be overcome by awe for the psionicist, and will simply forget to fight. Of course, aggressive monsters will revert to their true nature after only a brief lull in the action. ~ 0 'BALLISTIC ATTACK'~ Syntax: cast 'ballistic attack' <character> BALLISTIC ATTACK lets a psionicist use the powers of his or her mind to throw small objects, usually a rock or other debris that happens to be in the area, at the target. The results can be rather amusing to the psionicist, and painful to the victim. ~ 0 'BIOFEEDBACK'~ Syntax: cast 'biofeedback' BIOFEEDBACK is the power with which a psionicist controls the flow of blood through his or her body. This control allows the psionicist to reduce bleeding, as well as cushion blows against him or her, effectively reducing the damage by half. Mind over body indeed... ~ 0 'CELL ADJUSTMENT'~ Syntax: cast 'cell adjustment' A skilled psionicist can also perform CELL ADJUSTMENT, which can remove both curses and poisons from his or her body. ~ 0 'COMBAT MIND'~ Syntax: cast 'combat mind' A psionicist using COMBAT MIND has a very keen understanding of his or her enemies and their fighting tactics. As a result, the psionicist has an increased chance of hitting his or her enemies, and knows how to minimize the damage received from their blows. Because psionicists are telepathinc, this knowledge can also be shared with the his or her companions. ~ 0 'CONTROL FLAMES'~ Syntax: cast 'control flames' <target> With this skill, a psionicist can will the flames in his or her light source to leap out and strike an enemy. And if you don't think your light source uses a flame, well, you're wrong. You just aren't looking close enough. ~ 0 'DEATH FIELD'~ Syntax: cast 'death field' A DEATH FIELD is a life-sapping region of negative energy. Only psionicists of evil alignment can use this power without suffering repurcussions. The death field moves out from the psionicist and envelops every character in the room. Because player characters have souls, they are immune to its deadly touch, but all mobiles are susceptible to it. Should the saving throw fail, the mobile will immediately die. If the mobile is of a sufficently different level than the psionicist, they will shrug off the attack and only take minor damage. ~ 0 'DETONATE' 'DISINTEGRATE'~ Syntax: cast 'detonate' <target> Syntax: cast 'disintegrate' <target> With both of these skills, a psionocist uses his or her mind to affect the latent energy inside inanimate objects. If these objects are close enough to the intended victim, they can cause great damage. For this reason, most psionocists choose the victim itself as the target, since there's bound to be SOMETHING dead on it, sooner or later. Mid-level psionicists can DETONATE objects on their victim, and extremely skilled psionicists can even DISINTEGRATE their victims, killing them instantly. ~ 0 'THOUGHT SHIELD' 'MENTAL BARRIER' 'DISPLACEMENT' 'FLESH ARMOR' 'INTELLECT FORTRESS' 'INERTIAL BARRIER'~ Syntax: cast 'thought shield' Syntax: cast 'mental barrier' Syntax: cast 'displacement' Syntax: cast 'flesh armor' Syntax: cast 'intellect fortress' Syntax: cast 'inertial barrier' These are protective disciplines which a psionicist can exercise. THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in place by the psionicist's will. DISPLACEMENT makes the psionicist appear to be displaced from his or her actual position, thus making him or her more difficult to hit. With the FLESH ARMOR devotion, a psionicist can harden his or her skin into an armor-like substance. INTELLECT FORTRESS shares the powers of the psionicist's mind with the other members in his or her group, extending a shield around all of them. INERTIAL BARRIER creates a barrier of positive energy that reduces the damage infliced by creatures of negative energy. ~ 0 'DOMINATION'~ Syntax: cast 'domination' <target> With this skill, the caster can DOMINATE the mind of his or her intended victim, causing the victim to do exactly as the psionicist says. As with CHARM, the actions of dominated characters affect the status of the dominator; don't whine if you get a KILLER flag. ~ 0 'EGO WHIP'~ Syntax: cast 'ego whip' <target> Because a psionicist understands the inner workings of the mind so well, he or she can attempt to EGO WHIP a victim, making them less confident by bringing up bad childhood memories, embarrassing moments, and failures. This lack of confidence can significantly reduce their battle effectiveness. ~ 0 'ENERGY CONTAINMENT'~ Syntax: cast 'energy containment' By using ENERGY CONTAINMENT, a psionicist can absorb many forms of energy without damage. As the psionicist gains experience, this skill improves. ~ 0 'ENHANCE ARMOR'~ Syntax: cast 'enhance armor' <object> With this devotion, a psionicist can change the molecular makeup of objects, making them stronger and more durable. This has obvious applications to armor, but if the armor is already magically enchanted, a psionicist cannot rearrange its molecules. ~ 0 'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'~ Syntax: cast 'mind thrust' <target> Syntax: cast 'inflict pain' <target> Syntax: cast 'psychic crush' <target> Syntax: cast 'psionic blast' <target> Syntax: cast 'ultrablast' <target> With these skills, a psionicist can telepathically cause damage to the neural synapses of his or her victim. The devotions are listed in increasing order of damage inflicted. ~ 0 'LEND HEALTH'~ Syntax: cast 'lend health' <target> A psionicist can LEND HEALTH to a companion in need, but only at his or her own expense. That's what friends are for, right? ~ 0 'PROJECT FORCE'~ Syntax: cast 'project force' <target> If a psionicist successfully PROJECTS FORCE, the force of his or her mind will strike against the victim's body, causing moderate damage. ~ 0 'PSYCHIC DRAIN'~ Syntax: cast 'psychic drain' <target> With this discipline, a psionicist can drain the strength of an opponent. The skill becomes more effective as the psionicist gains experience. ~ 0 'SHARE STRENGTH'~ Syntax: cast 'share strength' <target> With this skill, a psionicist can augment the strength of a companion. However, the psionicist's own strength is reduced at the same time. It is possible to augment the strength of several others, as long as the psionicist does not become too weak. ~ -1 WIZLIST~ *** WizList *** Administrators: Tyrion, Walius Co-Admins: Deconce, Zhyril Council: Khaos, Zakaria Overlords: Ahsile, Emmeleia, Gorsha Magistrates: Kitti Guardians: -None- Executioners: Leptar Immortals: On Builder's Port Deities: Closer than you Think ~ -1 SOCIALS~ This is a complete list of socials: accuse adjust air apologize applaud babble bark bcatch beckon beer bearhug beg bird bkiss bleed blink blush boast boggle bonk bounce bow brb burp cackle caress charge cheer chuckle clap claw collapse comfort comb cough cover cower cringe criticize cry cuddle curse curtsey dance daydream drool duck embrace explode eyebrow faint fart flare flash flex flinch flip flirt flutter fondle french frown fume gasp giggle glare goose grimace grin groan grope grovel growl grumble hand head hiccup highfive hop howl hug hush ignore innocent insane judge kiss knee laugh lick love lust massage meditate moan moon mosh mutter nibble nod nudge nuzzle pant passout pat peck pie pinch pissed plead point poke ponder pout pray propose puke punch purr ramble raspberry rofl roll rub ruffle run scratch scream serenade shake shiver shrug sigh sing slap slobber smile smirk snap snarl sneeze snicker sniff snore snort snowball snuggle sob spam spank spit squeal squeeze squirm stare stretch strip stroke strut sulk swoon tackle tease thank threaten tickle tip tongue twiddle type undress view wave whine whistle wiggle wince wink wonder worry worship yawn yeehaw yodel (list and many of the socials written by Sara) ~ -1 'NEWBIE INFO'~ Ah! Another mortal, seeking adventure. You should go through mudschool first, to gain experience to face the trials outside. Be sure to practice a weapon in the guild room, or your stay with us shall be very short indeed. Type 'equipment' to see what your are wielding, 'spells' to see your spells, 'skills' to see your skills, and 'commands' for a list of commands. Help is available on most commands and abilities. 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(( $$$$$$$$$$$##### $$$$$$$$###" "####$$$$$$$$$$ ) \ $$$$$$$$$$$$####. $$$$$$###" "###$$$$$$$$$ s' ( ) $$$$$$$$$$$$$####. $$$$$###" ####$$$$$$$$s$$' ) ( ( $$"$$$$$$$$$$$#####.$$$$$###' .###$$$$$$$$$$" ( ) ) _,$" $$$$$$$$$$$$######.$$##' .###$$$$$$$$$$ ) ( ( \. "$$$$$$$$$$$$$#######,,,. ..####$$$$$$$$$$$" ( )$ ) ) ,$$$$$$$$$$$$$$$$$$####################$$$$$$$$$$$" ( ($$ ( \ _sS" `"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$S$$, ) )$$$s ) ) . . `$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$"' `$$ ( $$$Ss/ .$, .$,,s$$$$$$##S$$$$$$$$$$$$$$$$$$$$$$$$S"" ' \)_$$$$$$$$$$$$$$$$$$$$$$$##" $$ `$$. `$$. `"S$$$$$$$$$$$$$$$$$#" $ `$ `$ `"""""""""""""' ' ' ' &WRemember, Please choose a &Rnon-offensive&W, &Rnon-vulgar&W and &RFantasy&W name! By what name shall you be known within the mud? ~ 0 PKILL -1~ These are the Pkilling rules of Stormgate. Violate them and you may find yourself without pkilling rights anymore. 1. The pkill timer and death timer are both 15 minutes of real time in length. The pkill timer begins when a character is pkilled. The death timer begins whenever a character is killed. 2. No spam killing. This means that you may not kill a person over and over and over, constantly. You must wait until the pkill timer runs out before you kill the same person again. It is the responsibility of the players to keep track of this time. During this time, you may not attack, push, summon, or in any other way affect that player without their expressed permission. 2b. You may not push, summon, drag, or in any other way affect any player without said players expressed permission, if the death timer exists. For example, if a player is killed by any means, you may not push/summon the player in order to keep him from obtaining his corpse. 3. If you are not a pkill player, you may not interfere with a pkill battle in any way, be it directly or indirectly. 4. If you are a pkill player, you may not interfere with a pkill battle if you can not legally attack all participants of said battle. If you can not confirm the level of one of the participants, you are to assume that the character is out of your range, and thus, can not attack. 5. The taking of dropped equipment as a result of pkill combat is legal. This includes items with the no-keep flag, or any weapons dropped during the battle. This also includes any equipment thrown from the opponent because of a spell or skill effect. 6. If a player quits the mud, their pkill timer (rule 2) becomes void. Note that this DOES NOT reset the death timer (rule 2b). Attacking another player also causes the pkill timer to become void. Note this DOES reset the death timer (rule 2b). 7. If you are a pkill character, you may not affect another pkill character in any way if they are not within your level range, without their expressed permission. If they're in the middle of a pkill fight don't do it at all, even if you do have their permission. 8. If you are a non-kill character, you may not affect any other character in any way whatsoever, without their expressed permission. 9. If you venture into a Clan HQ, the owners of that clan HQ can kill you at any time, regardless of timers, regardless of level, and even regardless of Pkill status. If you go into a Clan HQ, watch your neck! This also allows you to go into another HQ and kill that clans members as often as you wish. Any violation of any of these rules can result in the purge of your equipment, the removal of your ability to speak, the erasure of your character, or any other punishment the immortals deem proper. More rules will be added if necessary. See also: RULES, IMMLAWS ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. See DIKU, MYTHRAN, ENVY and MERC ~ -1 MYTHRAN~ Mythran Mud was written by The Maniac (mark@delftnet.nl) and is based on EnvyMUD 2 (see help envy) It can be downloaded from ftp.game.org and the primary site at: http://www.delftnet.nl/(tilde)mark/mythran Thanx go to ... ... Canth for some bug fixes and good idea's and code snippets ... Zenith for some nice skills and spells for necromancers and druids ... Vego for programming solutions, where I didn't know it anymore ... The EnvyMUD staff, for this great mud ... Ryan Adams for the quest code ... Jason Dinkel for ILAB OLC ... Turtle for the merc version of SillyMud track and hunt skills ... Apex for his circle code for drunk talking, ported to envy by Maniac ... Alander for the healer code ... Russ Taylor for many idea's we re-wrote from scratch to fit our needs ... N'Atas-ha for the MOB-Progs (Bugfixes by Maniac) ... Magilum for his scan code, modified by VampLestat and Mikko Kilpikoski ... Rimmer for his great area's and area-specific code (specials) ... Many implementors and coders worldwide for their idea's and solutions ... All the mud players worldwide for their idea's and support ... Canth for whotext and marriage code. ... Maniac for: Game Functions, Languages, Hidden Objects, many skills plague, drunk talking, wizpassword, sset all, arena's, flagnews, wiznet, mud economy, clans, update, utilities, and many big and small bug fixes. ~ 0 MOTD~ &WWelcome to Adventures in Stormgate &wWe would like to welcome you all to the &rbrand new&w Stormgate. If you are new, the entire staff is happy to see a new face and we will help you as much as possible. If you are returning after a break, or one of our regulars, there are still changes that you may have never seen before! We would like to encourage you all to explore and rediscover what you loved about MUDs all along! &YStormgate Admin Staff &w- &RTyrion : &Wtyrionxavier@stormgate.ca &w- &RAhsile : &Wahsile@stormgate.ca &YWebsite &w- &Whttp://www.stormgate.ca &YMud &w- &Wtelnet://mud.stormgate.ca:2345 &w<Hit Return to continue...> ~ 51 IMOTD~ Welcome Immortal! We're watching you. Do not play with anything. That is what the builder port is for. ~ 1 PLAYERUPDATE~ Chronological order of all Player Updates are as follows. * v1 * Dec 28, 1998 * Implementation of the Automatic Player Update routine. * v1.00 * Dec 28, 1998 * Player files are set up to function with ch->updated, the new variable to keep track of what version of the MUD players are using. Tests are done to make sure a crash will not result. All things go according to plan. * v1.01 * Dec 28, 1998 * It is deemed that too much gold exists in the land. Player files and area files have been automatically updated in a GREAT reduction of available gold in the land. This is done for two reasons. Firstly, object damage has a direct relation to its value. If the value is too high, the object is basically indestructable. This is not good. The second reason is for an upcoming new feature to the MUD, player built and owned houses/buildings. * v1.02 * Jan 18, 1999 * A small bug is fixed in the way gold is handled. Several new character fields are defined, rQuestPoints, rNextQuest, rCountdown, rQuestObj, and rQuestMob. These will be used for religious auto-questing, which will be explained at a later date. Also, several bugs regarding regular questing have been fixed. * v1.03 * Jan 18, 1999 * Fixed a dramatic bug involved with crosschecking questpoints and rquestpoints. Fixed a few other bugs with commands totally unrelated to the questing system. Changed "prayer" from a skill to a spell. * v1.04 * Mar 16, 1999 * Code added to reset clans. All pfiles stripped of clan stats. Clan scores reset. Work changed in rQuest again (sigh). We're getting there folks. * v1.05 and v1.06 * Apr 19, 1999 * TONS of bug fixes, totally rewrote religions. Now keeps track of followers via RELIGIONINFO command. RELIGIONS command added. Religion Editor added to OLC. More spells and group spells added. New Object Handler tested and functioning. * v1.07 * Apr 26, 1999 * Few more bug fixes here and there. New OLC commands debugged. Start of Infinite Remort system has been implemented. More details to follow. Reset the religion scores (again). * v1.08 * Mar 13, 1999 * More bug fixes. A problem with the OLC and editing has been fixed. Old objects have now been deleted from player files. * v1.09 * Jul 21, 1999 * Ghost code added. Mount code prelim started. See HELP DEATH. * v1.10 * Sept 20, 1999 * Ghost code debugged. Again. Slowly recovering 2.5 months of code loss. Web page has not been updated in a long period of time. SEE HELP PLAYERUPDATE_2 ~ 1 PLAYERUPDATE_2~ * v1.11 * Mar 13, 2000 * I've returned to coding. Clans reset. * v1.12 * Dec 20, 2001 * Clan reset. Few other things. Not too much touching of the pfiles lately. * v1.13 * Apr 16, 2002 * New shields code added. Altered combat code. Fixed Berserk/Bloodthirsty. Many other changes. * v1.14 * v1.15 * Apr 16, 2002 * Shield code tweaked, fixed. OLC updated. New skills added. * v1.16 * May 12, 2002 * Cleanstat function executed. OLC updated again. Changed shields AGAIN, this time it works correctly. * v1.17 * May 23, 2002 * Update of Gold and Bank Accounts. Cleaned up issues with the Economy. * v1.18 * June 15, 2002 * Added a new field to the player data, set it to 0 by default. Mkills. * v1.19 * June 21, 2002 * Added a new field to the player data, set it to 0 by default. Mount Code. * v1.20 - 1.26 * Jan 20, 2005 * Setting up the new Poison code, and LOTS more. * v1.27 - v1.29 * Mar 11, 2005 * Setting up the new prac system, projectile attacks, shots, much more. This help file will no longer be updated. See www.stormgate.ca, under the forums, for future update information. ~ 50 LSET~ Syntax: lset <target> <language> <value> Syntax: lset <target> all <value> Syntax: lset <target> learn <value> lset set's a players language settings, with lset all, you can give all languages a value, this is a value between 0 (not) and 100 (always) With lset learn, you can set a players learning options, the times he may try to learn a new language (like practices and trains) Example:lset maniac all 100 (Give maniac all languages) lset arshole all 0 (Take all languages away from arshole) lset maniac learn 15 (Give maniac 15 learning sessions) ~ 50 MARRY~ Syntax: marry <target1> <target2> [undo] With this command, 2 players can get married, this ceremony has to be done by a god from the mud who has the rights to marry people. With the optional undo argument, players can get divorced again. (But this was not meant to be this was <grin>) SEE ALSO: DIVORCE, NEWRING ~ 50 DIVORCE~ Divorce is a call to marry with the word undo added to the command. SEE ALSO: MARRY, NEWRING ~ 50 NEWRING~ Syntax: newring <target> This command is used internally, by the marriage code, but can also be used by gods to give characters back a lost wedding ring/band ~ 51 RENAME~ Syntax: rename <target> <name> This command changes the name of a character to newname, the code was written by Erwin S. Andriesen. You cannot rename a character to an already existing character or a normally illegal name. ~ 0 LEARN LANGUAGES SPEAK~ Syntax: learn Syntax: learn <language> Syntax: speak Syntax: speak <language> LEARN without an argument tells you what languages there are availeble and how good you are at them. LEARN with an argument lets you learn the language, if you at a teacher who is willing to teach you the language. Learning a language costs money (teachers are not free you know) and a learning session. SPEAK without an argument tells you which language you are currently speaking. SPEAK with an argument switches which language you are speaking to a new one. ~ 1 IMMRULES IMMLAWS~ . ********************** ** The Rules ** ********************** 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs, or even giving them help. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly go there themselves. 4) DO NOT kill the shopkeepers for any reason at ALL. 5) DO NOT use reboot. <--- Note, simple English. 6) Do not give out free equipment. You don't need to win brownie points with the mortals. Quest are fine but handing out items isn't. 7) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. 9) Do not try to overrule each other. 10) Do not use your immortal to resolve a dispute with your own mortal. Note: This ESPECIALLY governs Pkill! See also: PKILL, RULES ~ -1 RULES~ The Mortal Laws of the mud are as follows - beware for these can change without any notice. 1. Cheating will not be tolerated in any form, such as exploitng bugs, duplicating equipment, etc. 2. Foul language is allowed *only* on the mutter channel. Do not use this language anywhere else. period. 3. The Immortals' judgement on a matter is FINAL. Do not whine about their judgement, accept it. 4. If you find -any- type of a bug, report it or risk deletion. 5. Sexual harrassment is not allowed in ANY form. 6. No kill stealing. This means do not attack a mob that is already being attacked by another player. 7. Multiplaying IS now legal.. However, if you're going to play more one character at once, there are a few rules. You may NOT have more than one character on if he/she/it is pkill. You may NOT get involved in pkill fights if you have more than one character on. If you are summoned to a pkill room against your will, and attacked, just fight with the attacked character, and log off your others as soon as possible. Don't even THINK about raiding rival clans or entering the Arena with multiple characters. 8. You may not loot another players corpse without said players permission. 9. Do NOT share characters with any other player. This includes giving away all or some of your equipment to other players just before you delete. 10.The advertising of other muds is not allowed. 11.No emote killing, period. This means you may not abuse spam by using multiple emotes, tells, says, or the like. 12.Corpses can be returned in the event of a crash. If you die before a system reboot, your corpse will NOT be returned because it is warned at least 20 minutes before the reboot on 3 separate occasions. See also: PKILL, IMMLAWS ~ 0 SKILLS SPELLS~ The skills and spells commands are used to display your character's list of available skills (or spells, as the case may be). They are listed in order of level, with mana cost (for spells) or percentage (for skills) listed where applicable. ~ 101 HEDIT~ Command: % hedit <name> % hedit create <name> asave 0 to save help files ~ 105 ARGLIST~ The mobprog arglist changes from type to type. For most types it is a percentage (1-100), and on others it is keywords or an ammount. I.e., for the hit_prcnt_prog, it's a percentage.. namely if the arglist is 30, then when the mobs hp is at 30% or less of max, then the prog is triggered. For give_prog, the arglist is all the keywords of the object to trigger that program when the object is given to the mob. And for all_greet_prog, arglist is a percentage, 100 will make the prog run whenever anyone enters the room (excluding invis imms). ~ 106 RESTRICT~ Syntax: restrict [commandname] [level] Syntax: restrict [commandname] log [logtype] Commandname is the name of the command you wish to change the level or logtype of, you can use shortforms of commands giving there aren't any other commands with those sames letters or you may not get the one you wish. :) Logtype is the type of logging you wish a command to have, type restrict by itself for quick syntax and the logtypes. Also, it is possible to type: restrict all [firstcmd#] [secondcmd#] for a listing of commands and the levels which they are currently at. Firstcmd# is the first command you wish to list from, and secondcmd# is the number of the command you wish to list to. ~ 101 WRLIST~ Syntax: wrlist [type(r/o/m/p)] [lvnum] [uvnum] Wrlist lists the vnums and names of the items in those vnums. You can list room vnums and their names with r, objects with o, and mobs with m. When listing rooms, it also shows you the resets in each room. Lvnum is the beginning vnum you wish to list from, and uvnum is the ending vnum. Note, with m, if the mob has mobprogs, it will list each of the different types of mobprogs the mob has. P will list all the mobs with mobprogs within the range. It will show the full mobprog: type, arglist, AND comlist, unlike with m. ~ 106 VUSED~ Vused simply lists all the blocks of vnums which have been created to date. The last line it shows tells you just how many free vnums there are. :) ~ 105 VARIABLES~ Here is a list of variables that can possibly be used in most mobprog commands , etc. $i the name of the mob being triggered $I the mobs short description $n the name of the mob/pc triggering the mobprog $N the short description of the person triggering the mobprog if it is a mob, or the name of the trigger person plus their title if it is a pc $t the name of the victim $T the same as $N except for the victim $r the name of a pc/npc taken from random in the room $R the same as $N except the random person is used $e returns he/she/it according to the sex of the trigger person $m returns him/her/it according to the sex of the trigger person $s returns his/her/its according to the sex of the trigger person $E same as $e except for victim $M same as $m except for victim $S same as $s except for victim $j returns he/she/it for t $k returns him/her/its for t $l returns his/her/its for t $J returns he/she/it for the random char $K returns him/her/it for the random char $L returns his/hers/its for the random char $o returns the name of an object $O returns the short description of an object $p returns the name of a secondary object $P returns the short description of a secondary object $a returns a/an according to the first letter of an objects name $A returns a/an according to the first letter of a secondary objects name ~ 101 SPEC~ {MEdit Command} syntax: spec spec_xxx spec_breath_acid: Acid breath attack. spec_breath_frost: Ice breath attack. spec_breath_gas: Gas breath attack. spec_breath_fire: Fire breath attack. spec_breath_lightning: Lightning breath attack. spec_breath_any: All breath attacks above. cast_adept: Mob hits target more frequently. cast_cleric: Mob uses selected Cleric spells. cast_mage: Mob uses selected Mage spells. cast_undead: Mob uses chill touch, weaken and curse spells. cast_ghost: Mob uses selected spells (Cleric) and dies in sunlight. cast_judge: Mob uses the 'high explosives' spell. cast_psionicist: Mob uses selected Psi spells (including Disintegrate!). spec_executioner: Mob will auto-attack player with Thief or Killer flag. spec_fido: Mob devours npc-corpses. spec_guard: Depending on alignment, mob helps fight player or other mob. spec_janitor: Mob will scavenge the area for items (with take-flag). spec_mayor: Mob will walk a hardcoded route. (Not useful) spec_poison: Mob will attack with poison bite (same as poison spell). spec_repairman: Currently not supported. spec_thief: Mob will steal gold from players. spec_healer: Mob will cast armor, bless, shield, heal, refresh on player. spec_wanderer: Mob will steal, teleport, and cast spells at itself. spec_nosferatu_mob: Mob will cast spells at itself and summons help. spec_nosferatu_new: Mob will cast spells at itself and summons help. [note: breath attacks are area effects and detroy inventories.] [note: the spec_nosferatu_zzz are for highest level mobs only!] ~ 0 BANK DEPOSIT WITHDRAW STORE RETRIEVE~ When at a bank, type the word BANK and you will be presented with a list of available commands. ~ 0 HUMAN HUM~ A very ordinary class, without any enhancements or drawbacks. Good for players who are new to MUD games in general. Humans receive a bonus practice every level. ~ 0 ELF~ Elves are smarter than the average race, making them good spellcasters, but their gain is offset by their loss of hitpoints. They can naturally detect the hidden, and have infrared eyes. Str: -2, Int: +4, Wis: 0, Dex: +2, Con: -2, ~ 0 HALFELF HLF~ Halfelves are a crossbreed between humans and elves. They have the infrared eyes of their elf half, but not as many stat advantages. Str: -1, Int: +2, Wis: 0, Dex: +1, Con: -1 ~ 0 DWARF DWA~ With more hitpoints than most races, these stocky people make for good warriors. They lose out on dexterity though. They have infrared eyes, and can see the hidden. Str: +4, Int: -3, Wis: -1, Dex: -2, Con: +3 ~ 0 HALFDWARF HDW~ With more hitpoints that the average human, these shorter people are difficult to discern from humans. They have infrared eyes. Str: +2, Int: -2, Wis: 0, Dex: -1, Con: +2 ~ 0 HOBBIT HOB~ A short race, usually used for cooks or slaves. They do not have very many hitpoints, but they do have a high dexterity. They have infrared eyes, and can see the hidden. Str: -2, Int: +1, Wis: 0, Dex: +1, Con: -1 ~ 0 GIANT GIA~ The giants, being extremely large, have a high strength and a lot of hitpoints. They are quite slow and stupid, however. Str: +7, Int: -4, Wis: -2, Dex: -3, Con: +6 ~ 0 'GIANT STRENGTH' 'ENHANCED STRENGTH'~ Syntax: cast 'giant strength' <character> Syntax: cast 'enhanced strength' These spells increase the strength of the target character. The Psionicist discipline is caster-only. ~ 0 PIXIE PIX~ Being very dextrous, pixies are great thieves. They seem to lose out in matches of phsyical strength, though. They have small wings which enable them to fly, they can detect the invisible and the hidden, and they have natural infravision. Str: -4, Int: +3, Wis: 0, Dex: +6, Con: -2 Special Abilities: FLY ~ 0 HALFLING HLG~ A race that is quick and light to the step, but aren't very wise, halflings are good thieves, and have infrared eyes. Str: -3, Int: 0, Wis: -2, Dex: +7, Con: -1 ~ 0 ORC ORC~ A race slightly larger than humans, having very tough and rugged skin. They have infrared eyes, and prefer to stay out of the way of humans. Str: +3, Int: -3, Wis: -3, Dex: 0, Con: +5 ~ 0 DROW DRW~ The drow are a weaker race, but make up for their loss with their speed. The drow are good for thieves. They have infrared eyes, and can see the hidden. Str: -2, Int: +2, Wis: +1,Dex: +3, Con: -3 ~ 0 ELDER ELD~ Old and wise to the ways of the mud, most elders have become clerics or druids, as their lack of strength does not leave them many options. They can natrually detect the invisible and the hidden. Str: -4, Int: +5, Wis: +7, Dex: -3, Con: -1 ~ 0 OGRE OGR~ These lumbering brutes, although not smart, have great strength, and usually end up becoming the warriors of the mud. Str: +6, Int: -2, Wis: -2, Dex: -3, Con: +4 ~ 0 CANINE CAN~ These half-dog, half-human creatures are not very bright, but have their share of unique abilities. They have the ability to smell, and have a great sense of direction. Str: +3, Int: 0, Wis: -1, Dex: -1, Con +2 ~ 0 FELINE FEL~ These half-cat, half-human creatures are extremely fast. This help file will include more detail when it is worked out more. Str: -2, Int: -1, Wis: 0, Dex: +8, Con: -1 ~ 0 DRAGON DRA~ The Giant Winged Beast, known as Dragons, are perhaps the most powerful of all the races. They can fly, have infravision, can see the aura of those around it, and can see the invisible and the hidden. Due to them being so large, and the lack of hands, they cannot wield weapons. Str: +8, Int: +5, Wis: +6, Dex: -4, Con: +5 Special Abilities: FLY BREATHE ~ 0 GARGOYLE GAR~ The Gargoyle race is an ancient race known for it's toughness. It is quite adept at unarmed combat, can fly, have infravision, can see the aura of those around it, and can naturally detect hidden and invisible objects. They are one of the largest race in the realm. Str: +4, Int: -2, Wis: +4, Dex: -2, Con: 0 ~ 0 MINOTAUR MIN~ These half man, half bull mutants, are very strong. They can see the hidden, for everything shakes with fright when they see them. Str: +4, Int: 0, Wis: -1, Dex: -2, Con: +3 ~ 0 LIZARDMAN LIZ~ A race with lots of hitpoints, Lizardmen make good fighters. Their offset to the hitpoints is their lack of speed. They have natural infravision. Str: +2, Int: -1, Wis: -1, Dex: -1, Con: +4 ~ 0 DEMON DEM~ By far the race with the most hitpoints, demons are some of the best warriors in the game. Their major downfall is their lack of wisdom, and the fact that they can only cast spells when evil. Str: +5, Int: -3, Wis: -4, Dex: -4, Con: +8 Special Abilities: FLY ~ 0 ANGEL ANG~ Angels are the highest of good, and make one of the best spellcasters. Their lack of constitution and strength makes them poor fighters. They can only cast spells if they are good. Str: -4, Int: +3, Wis: +8, Dex: +1, Con: -4 Special Abilities: FLY ~ 0 GNOME GNO~ A gnome is another of the smaller races, being weak, but very agile. They have natural infravision, and make excellent thieves. Str: -2, Int: +6, Wis: -3, Dex: +3, Con: 0 ~ 101 MPSTAT~ Syntax: mpstat <target> This command gives some general stats on <mobname> and then lists all of the mobprograms which are currently assigned to it. ~ 105 MPASOUND~ Syntax: mpasound $? <message> This command echos a message to all the characters in the rooms surrounding the room in which $? is in. (One room in each direction from $?'s room.) ~ 105 MPJUNK~ Syntax: mpjunk <objname> Syntax: mpjunk <#.objname> Syntax: mpjunk <all.objname> Syntax: mpjunk all This command purges objects from a mob's inventory/equipped. The syntaxes are self explanitory. (Note: the command does not tell anyone in the room that the mob has junked an item, perhaps use mpecho if you need a message.) ~ 105 MPECHO~ Syntax: mpecho <message> This command echos a message to all the characters in the room in which the mob with the mobprog is in. ~ 105 MPECHOAT~ Syntax: mpechoat $? <message> This command sends a message only to $?. ~ 105 MPECHOAROUND~ Syntax: mpechoaround $? <message> This command sends a message to all the characters in the room of the mob with the mobprog except for $?. ~ 105 MPKILL~ Syntax: mpkill <$?> Syntax: mpkill <target> This is a mobs version of kill which bypasses checks on clan, pc, etc so that the mob doesn't have to 'MURDER' $?/moborplayername. ~ 105 MPMLOAD~ Syntax: mpmload <vnum> This command works exactly the same as the imm command mload. ~ 105 MPOLOAD~ Syntax: mpoload <vnum> This command works in exactly the same fashion as the imm command oload. ~ 105 MPPURGE~ Syntax: mppurge <target> This command works the same as the imm command purge, it purges an object/ mob from the room. This command must be used instead of purge if the mob needs to purge something. ~ 105 MPGOTO~ Syntax: mpgoto <vnum> This command works exactly the same as the imm command goto. ~ 105 MPAT~ Syntax: mpat <vnum> <command> This command works exactly the same as the imm command 'AT'. ~ 105 MPTRANSFER~ Syntax: mptransfer <target> <vnum> Syntax: mptransfer all <vnum> This command works exactly the same as the imm command transfer, except that 'mptransfer all' will only affect the characters in the room with the mob which has the mobprog. ~ 105 MPFORCE~ Syntax: mpforce <$?> <command> This command works exactly the same as the imm command force. ~ 105 MPTELEPORT~ Syntax: mpteleport This will cause the mob to teleport to another room within the same area. ~ 105 MPCOMMANDS~ Syntax: mpcommands This command will list all the mpcommands which can be used in mobprogs. ~ 1 DRAIN LIFE~ Syntax: drain Syntax: drain <target> Drain Life allows the character to do significant damage to a victim while adding to his/her own life force. ~ 1 FEED~ Syntax: feed Feed allows the Vampire to do moderate damage to a victim while restoring his/her own bloodpoints. ~ 1 WORTH~ syntax: worth Displays the current level, all stats, and amount of gold carried. ~ 0 CAST CASTING SPELL~ For all spell casting classes, once you reach a certain level, you recieve spells which you may practice, and then cast. There are spells devoted to protection, attack, healing, and one or two other miscellaneous subject areas. To be able to cast a spell, it must be practiced to at least 1% or higher, otherwise you will eternally lose concentration. Spell casting costs vampires blood points, and with all other spell casting classes it costs mana. How much mana or how many blood points it takes, is mainly dependant on what kind of spell it is and how many levels you have been able to practice it. As you gain levels, spells that you had on previous levels will drop in mana/bp cost. To see how much mana/bp your currently practiced spells will cost to cast, you may type SPELLS. Typing PRACTICE will list all currently practiced spells and skills. Also, to see all the spells and skills that your class will recieve, type SLIST. Syntax: cast 'spellname' Syntax: cast 'spellname' target ~ 0 ALIAS~ Syntax: alias [old] [new] Typing alias by itself will give you a list of current command alias' If you include the [old] string, but not the [new] string, the alias that was on the [old] string will be removed. If you use the full syntax, the alias [old] will be assigned/reassigned the replacement string [new]. A command alias can be used in any place where a command is valid. I.E, any time you see your normal prompt. By typing a command alias, the game driver will replace what you typed with the string found in [new]. [old] is a one-word string of any length (ie, no spaces or punctuation).. [new] is any string, including spaces and punctuation. Example: <prompt> alias clb cast 'lightning breath' Alias 'clb' added. <prompt> clb Cast spell on whom? <prompt> clb dragon Your blast of lightning MUTILATES the dragon. And continue on playing as normal. ~ -1 'TRUE SIGHT'~ Syntax: cast 'truesight' This spell is an enhanced version of the detect invis spell. It allows the caster to see just about anything that's hidden, invis or otherwise obscured from vision. ~ 0 'MALIGNIFY'~ Syntax: cast 'malignify' <target> This accumulative spell inflicts a decaying state upon its victim. ~ 0 'ANIMATE DEAD'~ Syntax: cast 'animate dead' <corpse> When successful, this spell causes a corpse on the ground to rise and become animated, following the caster as if it were charmed by a 'Charm person' spell. NOTE: See 'CHARM PERSON' for more details on charmed monsters and how to control them. ~ 0 'ASTRAL WALK'~ Syntax: cast 'astral walk' <target> This spell allows instant travel between your location and another player in the world. NOTE: This spell doesn't always work because certain areas and rooms cannot be reached by this spell. ~ 0 PORTAL~ Syntax: cast 'portal' <target> This spell temporarily creates a shimmering two-way portal between the caster and another player in the game. Other players are able to see and enter the portal from both points until the portal eventually fades away. NOTE: This spell doesn't always work because certain areas and rooms cannot be reached by spells of this nature. ~ 1 DUAL~ Syntax: dual <weapon> This skill allows you to use two weapons at one time effectively doubling your attacks per round. You may not be holding anything or wearing a shield to dual wield. ~ 0 'CLAW'~ Syntax: claw The claw is an attack used by werewolves, and is quite fast. ~ 0 'BITE'~ Syntax: bite The bite is an attack used by werewolves, not as fast as CLAW, but more powerful. ~ 0 'HEAD BUTT'~ Syntax: head The head butt is a medium powerful combat skill, used by some barbaric classes. ~ 0 'ENHANCED PARRY'~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. You must be wielding a weapon to parry. This sill is accumulative with PARRY. ~ 0 'DEPOISON WEAPON'~ Syntax: depoison <weapon> This skill removes the poison from a weapon. See POISON WEAPON. ~ 0 'DRAIN LIFE'~ Syntax: drain This skill drains hit points from the recipient. ~ 0 'CURSE OF NATURE'~ Syntax: cast 'curse of nature' <target> This spell causes nature itself to put a devestating curse on the target. Its effects do not last long, but they are accumulative. ~ 0 'ENCHANTED SONG'~ Syntax: cast 'enchanted song' <target> This song of the bard causes its victim to be consumed by music, unable to react for a short time. ~ 0 'MASS SHIELD'~ Syntax: cast 'mass shield' This spell creates a SHIELD on everything in your group. ~ 0 'RAKE EYES'~ Syntax: rake This skill causes a small amount of damage, and could blind the opponent. ~ 0 'RETREAT'~ Syntax: retreat This skill enables the user to retreat from battle, not losing any experience points. ~ 0 'STRANGLE'~ Syntax: strangle This barbaric ability enables its user to grapple the victim in a choke hold, causing a small amount of damage, and leaving them unable to react for a short amount of time. ~ 0 'DANCING LIGHTS'~ Syntax: cast 'dancing lights' <target> This spell causes the victim to be surrounded by thousands of lights, making it easier for you to hit, harder for them to hit, and harder for them to dodge. They may even dodge into your attack, thus letting you deal more damage. ~ 0 'SHADOWWALK'~ Syntax: shadow <target> This skill is similar to ASTRAL WALK, although you can only move to other players/mobs within the same area as you. ~ 0 'SUMMON SHADOW'~ Syntax: cast 'summon shadow' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON TRENT'~ Syntax: cast 'summon trent' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON BEAST'~ Syntax: cast 'summon beast' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON DEMON'~ Syntax: cast 'summon demon' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON FIRE ELEMENTAL'~ Syntax: cast 'summon fire elemental' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON WATER ELEMENTAL'~ Syntax: cast 'summon water elemental' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON EARTH ELEMENTAL'~ Syntax: cast 'summon earth elemental' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON AIR ELEMENTALSHADOW'~ Syntax: cast 'air elemental' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON DUST ELEMENTAL'~ Syntax: cast 'summon dust elemental' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON ICE ELEMENTAL'~ Syntax: cast 'summon ice elemental' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON GREATER DEMON'~ Syntax: cast 'summon greater demon' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON SWARM'~ Syntax: cast 'summon swarm' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON ANGEL'~ Syntax: cast 'summon angel' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON PACK'~ Syntax: cast 'summon pack' This spell allows the caster to summon a mob to aid him or her in combat. If cast in combat, the mob will rescue the caster. ~ 0 'SUMMON'~ Syntax: cast 'summon' <target> The SUMMON spell can summon any player or mob in the game to your position. It will not work if magic in the room prevents its use. ~ 0 'SHATTER'~ Syntax: cast 'shatter' <target> This is one of the most powerful spells known by mortals. Its power is so great that it can destroy every piece of armor worn by anyone. ~ 0 'MOLECULAR UNBINDING'~ Syntax: cast 'molecular unbinding' <target> If the psionicist can concentrate hard enough, he or she can literally melt the armor off of someone. ~ 0 'PHASE SHIFT'~ Syntax: cast 'phase shift' The caster of this spell phases into another plane of existence, and cannot be seen by the naked eye. ~ 0 'SOULSTRIKE'~ Syntax: soulstrike A paladin can use his soul as a weapon, and enter his or her opponent, causing immense damage. This skill can only be used if he or she is of good alignment. ~ 0 'HEALING HANDS'~ Syntax: cast 'healing hands' <target> A paladin can lay his hands on someone else, and heal them completely. ~ 0 'PRAYER'~ Syntax: cast 'prayer' The spill PRAYER can give you many other enhancements, such as more hitpoints. ~ 0 'PLAGUE'~ Syntax: cast 'plague' <target> This spell causes its victim to be blinded, cursed, and extremely hurt. ~ 0 'SPARK'~ Syntax: cast 'spark' <target> This low level spell causes your fingers to spark with electricity, causing a minute amount of damage. ~ 0 'QUICKNESS'~ Syntax: quickness This skill enables its user to move extraordinarily fast. ~ 0 'GHOST SHIELD'~ Syntax: cast 'ghost shield' This spell causes ghosts to surround its caster, protecting him, and casting the HARM spell at whoever the caster is attacking. ~ 0 'REMOVE INVIS'~ Syntax: cast 'remove invis' <target> This spell removes the invis flag from an object, making it able to be seen without magical enhancement. It is cast on a player, and all invisible equipment that player is wearing becomes visible. It also works if you cast it on a mob. ~ 0 'VINE TRAVEL'~ Syntax: cast 'vine travel' <target> This spell temporarily creates a walkway of vines between the caster and another mob/player. Other players are able to see and enter the walkway from both points until the walkway eventually fades away. ~ 0 'MIST'~ Syntax: cast 'mist' This spell creates a mist to envelop the caster, making him hard to see, and much harder to hit. Attempting to attack a player who is surrounded by mist will cause one of your attacks to fail. ~ 0 'SCRYE'~ Syntax: cast 'scrye' <target> This spell allows you to see the room of anyone in the game. It will fail if magic exists in the room preventing its use. ~ 0 'VISIONS'~ Syntax: cast 'visions' <target> This spell allows you to see what anyone else in the game sees. It will fail if magic exists in the targets room preventing its use. ~ 0 'SHADOWIMAGE' IMAGE~ Syntax: cast 'shadow image' This spell allows the illusionist to create many illusions of himself, making him very hard to hit. It also reduces the damage that he or she takes. ~ 0 'WEAPONMASTER'~ Syntax: weaponmaster This skill allows a warrior to study his or her weapons, allowing him or her to hit better and deal a greater amount of damage. ~ 0 'DEVOUR'~ Syntax: devour <item> This skill allows a werewolf to consume any item in the game, assuming you can pick it up. ~ 0 'PALM'~ Syntax: palm <item> This skill allows a thief to pick up an item totally undetected. This can not be used to palm items from containers. ~ 0 'BLINDFOLD'~ Syntax: blindfold This skill allows a trained warrior to place a blindfold over his or her eyes, and fight as if he or she could still see. ~ 0 'BLADE OF DOOM'~ Syntax: cast 'blade of doom' This spell creates a very powerful magical sword, but it does not stay in reality for very long. ~ 0 'SLIT'~ Syntax: slit This assassin skill is used in combat, and it renders the target unable to talk publically, cast, or sing any spells. ~ 0 'CLOAKING'~ Syntax: cloaking When someone looks at the user of this skill, that person will not see what the user is wearing. ~ 0 'BREAK WEAPON'~ Syntax: break A warrior can attempt to break the weapon of his or her foe. ~ 0 'SHADOW PLANE' PLANE~ Syntax: cast 'shadow plane' Syntax: reality This spell allows its caster to slip into another plane of existence, not being able to be seen, or attacked. You cannot attack when in this form. REALITY allows you to re-enter the normal plane of existence, thus being able to attack and be attacked. ~ 0 'METAMORPH'~ Syntax: metamorph This ability lets a werewolf morph from a normal form to a werewolf form. When in normal form, you cannot use some of your special abilities, such as claw. When in werewolf form, you will gain some enhancements, lose some, and most mobs will try to attack you. You will also gain the ability to use your skills. This ability can be used as often as you wish. ~ 0 'GOODBERRY'~ Syntax: cast 'goodberry' <food> This spell makes food heal you when you eat it. ~ 0 'TRIP'~ Syntax: trip This skill allows you to trip your opponent, assuming they are standing on the ground. ~ 0 'MENTAL DRAIN'~ Syntax: cast 'mental drain' <target> This spell drains hit points and mana from the recipient. ~ 0 'DISRUPT'~ Syntax: cast 'disrupt' <target> This spell causes an immense amount of damage to its target. ~ 0 'ENHANCED HIT'~ This skill increases your chances of hitting an opponent when attacking. Use of this skill is automatic once you have practiced it. ~ 0 'ENHANCED HIT TWO'~ This skill increases your chances of hitting an opponent when attacking. Use of this skill is automatic, and is accumulative to ENHANCED HIT. ~ 0 VIBRATE~ Syntax: cast 'vibrate' Syntax: cast 'vibrate' <target> This spell creates a complex set of vibrations around the affected character's body, creating a protective psionic shield around them. This shield consequently retalliates all melee attacks against the affected character with a blast of powerful psionic energy. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 SHOCKSHIELD~ Syntax: cast 'shockshield' This spell causes sparks of electricity to flow into the caster's body, creating a protective shield around them. This shield consequently retalliates all melee attacks against the affected character with deadly bolts of lightning. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 ICESTORM~ Syntax: cast 'icestorm' <target> This spell causes a frigid, tornado-like spiral of wind to consume and forcibly chill it's victim, as large chunks of ice are hurled around at blinding speed ...slashing and crushing it's target in an icy fury. ~ 0 'AURA OF PEACE'~ Syntax: cast 'aura of peace' This spell calls upon the character's deity to bless them with a peaceful aura that protects them from harmful aggressors for the duration of the spell. Nobody can attack characters with an aura of peace, this includes characters and mobs. NOTE: The duration of this spell is proportional to the caster's level. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <target> This spell invokes the wrath of the character's deity upon an evil victim, causing massive damage. NOTE: The character's alignment must not be EVIL in order to cast this spell. ~ 0 'MANA'~ Syntax: cast 'mana' <target> This spell allows the caster to regenerate the mana of someone else. It is quite useless to cast this on yourself, for it costs more to cast than it brings back. It is useful when making potions or scrolls however. ~ 0 'IMPROVED INVIS'~ Syntax: cast 'improved invis' This spell causes the caster to become invisible, and remain invisible, even if entering combat. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell causes the ground-shattering earthquake that damages every mob in the room, and causes a tremendous noise that can be heard by anyone in the immediate area. NOTE: Any mobs in the room that haven't attacked you yet WILL attack you upon casting this spell. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment of the caster. ~ 0 FIRESHIELD~ Syntax : cast 'fireshield' Syntax : cast 'fireshield' <target> This spell engulfs the recipient in magical flames, effectively creating a protective shield around them. This shield consequently retalliates all melee attacks against the affected character with a fierce fireball. Use of this spell also decreases damage done to the recipient by 1/8th. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 ICESHIELD~ Syntax: cast 'iceshield' This spell covers the caster in a layer of frost and ice, effectively creating a protective shield around them. This shield consequently retalliates all melee attacks against the affected character with a chilling, icy blast. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <target> This spell causes the victim to be engulfed in a large, blazing column of flame. ~ -1 'SHIELD BLOCK'~ This skill reflects the training in blocking physical attacks with your shield. You must be wearing a shield for this skill to work. This skill is automatic and will have more effect with a higher percentage. ~ 0 'HOLY SWORD'~ Syntax: cast 'holy sword' <weapon> When cast upon a weapon "holy sword" increases the dam/hit rolls. Makes the the weapon Anti-everything except whatever the casters classes are, as well it makes it anti alignment. This spell also places an enchantment of HOLY ENCHANTMENT on the weapon. ~ 0 'BLADE BARRIER'~ Syntax: cast 'blade barrier' This spell cause thousands of razor-sharp blades to spin around the body of the caster, creating a shield. This shield consequently retalliates all melee attacks against the caster and severely damages the attacker. Use of this spell also decreases damage done to the recipient by 1/4. Note: This spell is defensive in nature, and cannot be casted in combat. Duration of the spell is proportional to the caster's level. ~ 0 CANCELLATION~ Syntax: cast 'cancellation' The spell cancellation is a personalized 'dispel magic' spell. It takes less mana than 'dispel magic'. This spell removes unwanted magical effects. Note: Cannot be cast on others, or while in combat. ~ 0 ALCHEMY~ Syntax: use 'alchemy' <spell1> <spell2> <spell3> Syntax: use 'alchemy' <potion> Alchemy is the ability to turn your own spells into potions. To do this you need an empty flask, and a pestle and mortar. Do no try and create potions of spells that you cannot cast on others, for it will not work. The more spells you try and brew into one potion, the harder your task will be. The second use of alchemy, is to empty a potion flask to give you an empty flask. ~ 0 'FROST BLADE'~ Syntax: cast 'frost blade' <weapon> When casted, this spell enchants a weapon magically. If the weapon has been enchanted buy frost blade, it will cast icestorm every few rounds. The spell will not work if the weapon has been previously enchanted. ~ 0 'FLAME BLADE'~ Syntax: cast 'flame blade' <weapon> Flame blade magically enchants your weapon (if it has not been previously enchanted). If your weapon has flame blade casted upon it, every few rounds the weapon will cast a fireball spell. ~ 0 'TURN EVIL'~ Syntax: cast 'turn evil' <target> This spell will severley injure or even kill any creature that is evil. ~ 0 'HOLY FIRES'~ Syntax: cast 'holy fires' <target> This spell calls upon the power of the caster's deity to engulf the target's body and soul in a holy inferno, causeing massive damage. ~ 0 'TURN UNDEAD'~ Syntax: cast 'turn undead' <target> If successful this spell will instantly kill any undead creature. There is a good chance of the spell failing. ~ 0 PATCH~ Syntax: patch <object> WHen you patch something, you are trying to repair it, like the blacksmiths. ~ 0 'PSYCHIC QUAKE'~ Syntax: cast 'psychic quake' This spell unleases the chaos within your mind to do devastating damage upon all creatures in the room. ~ 0 'CHAOS FIELD'~ Syntax: cast 'chaos field' This spell draws forth the substance of chaos, creating a shield around the casters body. This shield consequently retalliates some meelee attacks against the caster by draining the life force of the attacker to heal the caster. Use of this spell also decreases damage done by 1/4. Note: This spell is defensive in nature, and cannot be casted in combat. The duration is proportional to the level of the caster. ~ 0 'CHAOS BLADE'~ Syntax: cast 'chaos blade' <weapon> This is another enchant weapon spell. If successfully cast, the weapon will unleash raw chaos every few rounds. Note: If the weapon is already enchanted, this will not work. ~ 0 CONFUSION~ Syntax: cast 'confusion' <target> your target will become very confused. it will not attack as often, because of this confusion. ~ 0 'MIND PROBE'~ Syntax: cast 'mind probe' <target> This is perhaps the very best spell you can cast to find out another player's stats. Successfully cast, it will show you thier score just like when you type score to see your own stats. ~ 0 FUMBLE~ Syntax: cast 'fumble' <target> If fumble is successfully cast on someone, it will make them very clumsy. ~ 0 BIO-ACCELERATION~ Syntax: cast 'bio-acceleration' When this spell is cast, it accelerates your bios. This increased your movementpoints, and hit points. ~ 0 'MENTAL BLOCK'~ Syntax: cast 'mental barrier' Mental block, provides a mental block around your mind. If you have this up you cannot be summoned, astral walked to, or any other spell of this nature. ~ 0 'BLOODBATH'~ Syntax: cast 'bloodbath' Bloodbath is a healing soell for vampires. you need to have two puddles of blood. Then bathe in it. This restores alot of hit points. ~ 0 'DOUBLE BACKSTAB'~ Syntax: double <target> Syntax: dbs <target> This skill allows the thief to use his backstab twice in the same round. See BACKSTAB. ~ 0 'DARK BLESSING'~ Syntax: cast 'dark blessing' When you recieve a dark blessing, your Hp's, and damage roll go up. ~ 0 'PROTECTION EVIL'~ Syntax: cast 'protection evil' This spell reduces the damage taken from any attack by an evil creature by one quarter. ~ 0 PUNCH~ Syntax: punch This is another option you have while fighting. You can try and punch your opponent. ~ 0 STUN~ Syntax: stun Stun is a command used in battle to try and stun the other perosn. If it works the opponent will be stunned. ~ 0 BRESERK~ Syntax: berserk WHile in a fight and you go berserk, your dam/hit rolls will go up and your armor class wil go down. ~ 0 'CHAIN LIGHTNING'~ Syntax: cast 'chain lightning' Chain lightning is an offensive spell that hits everyone in the room. For example if there was a goat, a dog, and a cat in the room the electrical blast would get them all. ~ 0 HASTE~ Syntax: cast 'haste' When you cast this spell on yourself, your dexterity is increased. ~ 0 BERSERK~ Syntax: berserk While in a fight and you go berserk your damage and hit rolls will go up and your armor class will go down. ~ 0 'IRON GRIP'~ Syntax: Iron grip Use of this skill is automatic. When this skill is learned you become less likely to be disarmed due to great hand strength. ~ 0 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters. ~ 0 SCRIBE~ Syntax: scribe <spell1> <spell2> <spell3> Syntax: scribe <scroll> Use of this skill makes it possible for a mage to create scrolls of spells he or she knows. You need a quill, and blank parchment to use this skill. The more spells you attempt to scribe, the harder it is, and the longer it will take. The second use of scribe is to clear a scroll to make a blank piece of parchment. ~ 0 'HOLY STRENGTH'~ Syntax: cast 'holy strength' Holy strength, takes the will and strength of the gods and fuses it into the casters body. When this happens, your strength goes up as does your dam and hit roll. ~ 0 'TRACK'~ Syntax: track <prey> The track skill lets you track your prey. Everytime you enter a room a message will come up letting you know which way your prey is. ~ 0 ENTANGLE~ Syntax: cast 'entangle' <target> When you entangle your target they cannot flee. This is especially good when you have a chicken enemy, this way you can kill them. ~ 0 GOUGE~ Syntax: gouge Gouge is another skill you can use to hurt people while in combat. It does moderate damage, but be careful, you could gouge someone'e eye out!! ~ 0 WEB~ Syntax: cast 'web' <target> When you cast web on your target they cannot flee. This is especially good, if your opponent has a tendancey to run, this way you can kill them. ~ 0 INCINERATE~ Syntax: cast 'incinerate' <target> This spell sets the victim's body on fire. Every few rounds, the victime will recieve damage from this fire. That is until the fire wears out. ~ 0 'SPELL BIND'~ Syntax: cast 'spell bind' <item> When you spell bind an item it will restore charges. So you would use it on things such as wands, staffs, ect. ~ 0 'METEOR SWARM'~ Syntax: cast'meteor swarm' <target> Meteor swarm is another offensive spell. When you cast it, flaming meteors fly from your outstretched hand into the target fot lots of damage. ~ -1 WEREWOLF WLF~ WEREWOLVES are a mutant race, half being, half wolf. They are savage monster, their bloodthirsty ways meaning only to kill. A ruthless, powerful killer, they care not for anything but to ravage and feed. ~ -1 ANTIPALADIN ANTI-PALADIN ANT~ ANTIPALADINS are the unholy warriors dedicated to destroying the temples of clerics and paladins. Though originally trained in the church, evil persuades the antipaladin to sway toward the dark side. Though less adept at fighting than a true warrior, their spells combined with an immense offense makes them lethal killers. Antipaladins can only cast spells if they are not good aligned. ~ -1 ASSASSIN ASN~ ASSASSINS are the hired killers of the world. They trick everyone and everything to gain an advantage, relying on dirty tactics to win. Do not underestimate an assassin, for you can be killed by one and not even know what hit you. ~ 0 'ASSASSINATE'~ Syntax: Assassinate <target> This skill is a more powerful BACKSTAB. ~ -1 MONK MON MONKS~ MONKS are a spellcasting class. They have healing spells, and have mastered the art of Chi. They can fight with the best of them, and have several powerful spells to back them up. A class of honour, they are a true friend when you need one. Cross them, and feel their wrath. ~ -1 BARBARIAN BAR~ BARBARIANS are the definition of brute force. Only training in pummeling weapons, they prefer to bash their foes into the ground. Strangling, going berserk, and plain old fashion force are their strengths. They do not believe in casting magic of any kind. ~ -1 ILLUSIONIST ILL~ ILLUSIONISTS are masters of guile and persuasion. A disturbed illusionist can often confuse the most pure of character. Although considered to be somewhat weaker than the mage, they have their fair share of quite powerful and deadly spells. ~ -1 NECROMANCER NEC~ NECROMANCERS are a type of mage who has conctrated on the dead, and on all things cold. The Necromancer harnesses the powers of hexes, as well as animation and the deadly cold and frost. They are a class who cares for nothing, and are primarily evil. ~ -1 DEMONOLOGIST DMN~ DEMONOLOGISTS were once a general mage, but they have concentrated their powers on the arcane and forbidden arts of demons. They have developed the ability to harness the strengths of demons themselves, and can inflict the wrath of a demon directly upon the soul of another mortal. They are truly evil. ~ -1 SHAMAN SHM~ SHAMANS are a group of nomads, who dwell in places with many animals living about them. They are a true friend to nature, and have learned to heal creatures to gain their trust. In return, the Shaman has received some extraordinary gifts from these animals. No one is quite sure how these gifts work, but they are truly magnificant. ~ -1 PALADIN~ PALADINS are holy warriors dedicated to protecting the temples and clerics of their deity. Though trained primarily as warriors, they also possess clerical magic; this results in them being less able fighters than true warriors, but their other abilities more than make up for it. Paladins can only cast spells if they are not evil aligned. ~ -1 PSIONISIST~ Masters of the powers of the mind, PSIONISISTS can be truly fearsome opponents, able to invade the thoughts of even the mightiest of enemies. ~ -1 VAMPIRE VAMPIRES~ Dark and mysterious creatures of great power, VAMPIRES are formidable warriors and skilled spellcasters. Gaining their power from the blood of their enemies, they have become despised yet feared by the mortal populace as dark harbingers of evil. ~ -1 BARD BARDS~ Minstrels and rogues, BARDS make their way through the world relying on their wits and charm. Surprisingly skilled in battle, some are reputed to become so skilled in music that they can produce magical effects through their playing. ~ -1 RANGER RANGERS~ Woodsman and scouts, RANGERS are masters of survival and the lore of the forest. Skilled fighters, they also possess druidical powers, making them stalwart defenders of the wilderness. ~ -1 DRUID DRUIDS~ Mysterious guardians of the forest, DRUIDS are spellcasters specializing in the sphere of Nature. Able to exert astounding control over plants, animals, and the elements, they are sworn to destroy those who attempt to disrupt the natural order. ~ -1 ADDAFFECT~ Addaffect are affects that can be added to an item, weapon, armor.ect. here are some addaffect. combat-mind heighten-senses haste detect-invis pass-door fly sanctuary bless invis anti-disarm saving-breath saving-spell detect-evil detect-magic blood mana hp hitroll damroll move all stats by name: intelligence, strength ect.. Feel free to add any others that have been left out. ~ -1 RACE RACES~ &CThe Mud has many races, here for your viewing pleasure is a list. &Y[&RHuman&Y] [&RElf&Y] [&RDwarf&Y] [&RPixie&Y] [&RDrow&Y] [&RElder&Y] [&ROgre&Y] [&ROrc&Y] [&RLizardman&Y] [&RDemon&Y] [&RAngel&Y] [&RHalfelf&Y] [&RHalfdwarf&Y] [&RHobbit&Y] [&RGiant&Y] [&RMinotaur&Y] [&RDragon&Y] [&RGnome&Y] [&RFeline&Y] [&RCanine&Y] &CAlso see &GClasses. ~ -1 CLASSES CLASS~ &CThe Mud has many different classes for one to choose from here is a listing to help you. &Y[&RMage&Y] [&RCleric&Y] [&RThief&Y] [&RWarrior&Y] [&RPsionisist&Y] [&RDruid&Y] [&RRanger&Y] [&RPaladin&Y] [&RBard&Y] [&RVampire&Y] [&RWerewolf&Y] [&RAntipaladin&Y] [&RAssassin&Y] [&RMonk&Y] [&RBarbarian&Y] [&RIllusionist&Y] [&RNecromancer&Y] [&RDemonologist&Y] [&RShaman&Y] [&RDark Priest&Y] &CAlso see &GRACES&C for more information. ~ -1 INVOKE~ INVOKE Syntax: invoke <item> The invoke command allows a player to call forth the power of a magical artifact. ~ -1 DRAG~ DRAG Syntax: drag <target> <directions> This command is similiar to "push", except the person doing the dragging is also moved in that direction. This command works only on targets who are resting or sleeping. ~ -1 PUSH~ PUSH Syntax: push <target> <direction> If succesful, this command moves the target in the specified direction. ~ 50 ATALL~ ATALL ALL <action> ATALL MORTALS <action> ATALL GODS <action> ATALL MOBS <action> ATALL EVERYWHERE <action> Executes action several times, either on ALL players (not including yourself), MORTALS (including trusted characters), GODS (characters with level higher than L_HERO), MOBS (Not recommended) or every room (not recommended either!) If you insert a # in the action, it will be replaced by the name of the target. If # is a part of the action, the action will be executed for every target in game. If there is no #, the action will be executed for every room containg at least one target, but only once per room. # cannot be used with ATALL EVERYWHERE and with ATALL MOBS. # can be anywhere in the action. We are you not to use the ATALL command unless it is really needed, which it is almost never, this command causes the mud to lag a LOT, since it does a lot of commands in one go. Example: ATALL ALL SMILE -> you will only smile once in a room with 2 players. Destroying the characters this command acts upon MAY cause it to fail. Try to avoid something like ATALL MOBS PURGE (although it actually works at my MUD). The command works by transporting the character to each of the rooms with target in them. Private rooms are not violated. ~ 0 IRON GRIP~ Syntax: iron This skill allows you to get a firmer grip on your weapon, making it harder for your opponent to disarm you. ~ 0 'ENHANCED DAMAGE TWO'~ This skill increases the damage you inflict when attacking. Use of this skill is automatic once you have practiced it. ~ 0 'ENHANCED DAMAGE THREE'~ This skill increases the damage you inflict when attacking. Use of this skill is automatic once you have practiced it. ~ 0 'CIRCLE~ Syntax: circle This skill allows you to circle around your opponent and get it a very hard hit from behind. ~ 0 MPROGS~ Mobprograms are a way to make your mobs more interesting. This basic version has enough to get things going, and should be quite readable and understandable and more to the point, extendable. the remainder of this book describes Mobprograms and gives a couple trivial examples. See also: VARIABLES, FLOWCONTROL, OPERATORS, SPEC, TRIGGERS, MPCOMMANDS ~ 0 TRIGGERS~ Triggers are fairly easy to add, but this basic list should hold for most needs. Their names, argument list syntaxes, and translation into more available articulate english are given below: Syntax: in_file_prog The argument is a single word which is the location of the stored file as referenced from the running directory(MopProgs). NOTE: Dummy trigger. Not valid in any file, only for use in loading files from the first method described two chapters above. Syntax: act_prog[p] The argument is a list of keywords seperated by spaces. If the first word is the character 'p' by itself then the rest of the word list is considered to be a phrase. The trigger is activated whenever a keyword(or phrase) is is contained in the actO message. Both the phrase and keywords are case insensitive. NOTE: Most general trigger. Applies to almost every event which happens in the mud. Anytime the function actO is called with a message to be delivered TO_CHAR, TO_VICT, TO_ROOM, etc. the act can be triggered. Basically this will trigger on almost everything you'll ever want(and some things you won't as well). For example: Mobprogram: >act_prog p pokes you in the ribs.- is a trigger will only be activated if a mobile receives a message in which the above five words are found in the exact order and spacing given. Note that the period is needed because the words must be found on their own. This eliminates confusion when the keyword 'hi' and a message with the word 'this' is being checked. Syntax: speech_prog[p] The same as for an act_prog NOTE: This is only triggered when the keyword or phrase is contained in a message which has been said by the PC in the same room as the mob. The PC restriction is not necessary, but makes infinite loops between two talking mobs impossible. It also makes it impossible for two NPC's to stand and discuss the weather however. Syntax: rand_prog The argument is a number between 1 and 100 inclusive. NOTE: This trigger is checked at each PULSE_MOBILE and if the argument is greater than a percentage roll the trigger is activated. This will happen even if there is no PC in the room with the mob, but there must be players in the same area. It is useful to give mobs a bit of personality. For instance a janitor who stops to spit tobacco, or complain about the hours. or wonder why there are no woman janitors on muds, or a fido which barks or growls or pees on the curb is much more alive than one which just sits there scavenging. Syntax: fight_prog Argument is a percentage like in rand_prog. NOTE: Useful for giving mobiles combat attitude. It is checked every PULSE_ VIOLENCE when the mobile is fighting. Can be used to cast spells, curse at the opponent, or whatever. Only the first successful one will be processed at the opponent, to save time. Also this means that the mob won't get lucky and 1.curse, cast a fireball and 2.spit on the player, cast another fireball in the same pulse. Syntax: hitprcnt_prog The argument is a percentage. NOTE: Is activated at each PULSE_VIOLENCE when the mob is fighting. It checks to see if the hitpoints of the mob are below a given percentage. Multiple hitprcnt_progs should be listed in increasing order of percent since 40% will always be activated before a 20% and, only the first successful hitprcnt trigger is performed. Syntax: greet_prog Again a percentage argument. NOTE: Whenever someone enters the room with the mob, and the mob saw the person enter, this is checked. Good for shopkeepers who want to welcome customers, or for pseudo-aggressive mobs which need to discriminate on who they attack. Syntax: all_greet_prog Again a percentage argument. NOTE: Like greet_prog, but it can be triggered even if the mob didn't see the arrival(i.e. sneak, invisible, etc). Most useful for faking teleport rooms(if your mob can transfer) or for impassible guardians. **NOTE: Neither greet_prog is activated if the mob is fighting** ~ 0 FLOWCONTROL~ In place of any legal mud command in a Mobprogram, one can substitute a flow of control command. Here is the syntax for a flow of control command. "if" "{if_check_1}"("{argument}")}[{operator}{value}]NL ["or"""{if_check_2}"("{argument}")"[{operator}{value}]NL] ["or"""{if_check_N}"("{argument"}")"[{operator}{value}]NL] [{program_command_1}NL] [{program_command_2}NL] . . . ["break"NL] . . . [{program_command_N}NL] ["else"NL] [{program_command_1}NL] [{program_command_2}NL] . . . ["break"NL] . . . [{program_command_N}NL] "endif"NL Basically, it is: an "if" line followed by zero or more "or" lines, followed by zero or more legal mud commands, which may contain a "break" line , possibly followed by an "else" line, followed by zero or more legal mud commands, which may contain a "break" line, followed by an "endif" line. The only new syntax labels are all in the IF line: ---Explainations An IF_CHECK is a string which describes under what context to compare things. The ARGUMENT is the reference point from which the LHS of an extension comes. The OPERATOR indicates how the LHS and RHS are going to be compared. The VALUE is the RHS of the expression to be compared to the operator. The BREAK command bails out of the entire Mobprogram regardless of the level if nesting. If that looks confusing, skip to the end of the book and review the example Hopefully that should clear things, otherwise you'll probably have to give us a mail since the examples are the best way we know to explain syntax. ~ 0 OPERATORS~ Most of the basic operators are legal and perform the same function as in C The string operators are a bit more confusing. There are negative versions of some of the operators. These are not strictly needed, since the if/else construct of the Control Flow commands can handle either case. *Numeric Opertators: If_checks in control flow The provided list of if_checks and their arguments are below. They should all be fairly obvious in what they do, but some of the more obtuse deserve a slight explanation. Any '==' operator can be replaced with any of the available ones described above. The argument ($*) refers to any of the variables which make sense for that if_check(i.e. for an if_check which is referencing a person the only valid variables would be $i, $n, $t or $r). A value type of string is a sequence of characters. It doesn not need to be included in quotes or anything like that (i.e. name($n)== orc large brown). rand(num) <> Is random percentage less than or equal to num isnpc($*) <> Is $* an NPC ispc($*) <> IS $* a PC isgood($*) <> Does the $* have a good alignment isfight($*) <> Is $* fighting isimmort($*) <> Is the level of $* greater than max_mortal ischarmed($*) <> Is $* affected by charm isfollow($*) <> Is $* a follower with their master in the room isaffected($*)&integer <> Is ($*->affected by & integer) true {person only} hitprcnt($*)==percent <> IS the hit/max_hit of $* equal to percent inroom($*)==integer <> Is the room of $* equal to the integer sex($*)==integer <> Is the sex of $* equal to integer position($*)==integer <> Is the position of $* equal to integer level($*)==integer <> Is the level of $* equal to integer class($*)==integer <> Is the class of $* equal to integer goldamt($*)==integer <> Does $* have a gold total equal to integer objtype($*)==integer <> Is the type of $* equal to integer (armor, boat, etc.) objval#($*)==integer <> $*->value[#]equal to integer (# from 0-3) number==integer <> The vnum of $* equal to integer name==string <> The name of $* equal to string ~ 0 'BUILDING'~ These are the subjects for which help files exist. ITEMS ROOMS HITPOINTS PRICES OEDIT REDIT MEDIT ETIQUETTE APPROVAL ~ 0 'SPECTRAL WINGS'~ Syntax: cast 'spectral wings' <target> By means of this spell the charcter create a set of illusionary wings which enable him to fly and levitate ~ 0 'PHANTOM FORM'~ Syntax: cast 'phantom form' When cast, this spell enables the caster to take on the form of a phantom and slip through small cracks or keyholes. ~ 0 'FLYING FIST'~ Syntax: cast 'flying fist' <target> By means of flying fist the caster is able to call forth an illusionary fist to strike his target with. ~ 0 CHANT~ Syntax: cast 'chant' When this spell is cast, the monk gains added strength and battle prowess. ~ 0 'ICEBALL'~ Syntax: cast 'iceball' <target> This spell causes a ball of solid ice to strike the target, causing moderate damage. The damage dealt increases with the level of the caster. ~ 0 'CONE OF FROST'~ Syntax: cast 'cone of frost' This area effect spell creates a giant cone of cold matter, ice particles, and small chunks of ice. This cone strikes everyine before the caster, causing immense damage. ~ 0 'SHADOW STORM'~ Syntax: cast 'shadow storm' This area effect spell creates a plethora of shadows to infect the targets brain, causing them physical and emotional damage. The target will be cursed upon the spells completion. ~ 0 'VOLCANIC BLAST'~ Syntax: cast 'volcanic blast' * This area effect spell requires two casters to be grouped, and both must cast the spell. It causes the ground to erupt under the casters group, causing immense damage to everyone and every thing in the room except the casters group. ~ 0 'TWO HANDED'~ This passive skill allows the user to quip two handed weapons. ~ 0 'MASS SHIELD'~ Syntax: cast 'mass shield' This area effect spell requires two casters to be grouped, and both must cast the spell. It causes everyone and every thing in the room of the two casters to be affected by a random Shield spell. ~ 0 'MOUNT'~ Syntax: mount <target> This command allows the user to mount the target, such as a horse or unicorn. Only certain creatures can be mounted. ~ 0 'TIMEQUAKE'~ Syntax: cast 'timequake' This spell requires two casters to be grouped, and both must cast the spell. The casters draw upon mass amounts of energy to open a rift in time, causing every player in the game to be transported to a random place in the game. There is no counter for this spell, however, there are safe rooms. The higher level you are, the higher chance you have of being transported. ~ 0 'SOLIDIFY'~ Syntax: cast 'solidify' <target> This spell causes a stream of cold to enter the target, freezing his or her legs, rendering them unable to move. ~ 0 'CLOUD OF COLD'~ Syntax: cast 'cloud of cold' This area effect spell conjures a giant cloud of cold and crystalized water, which covers the entire room. Anyone caught in this cloud suffers immense damage, and the water crystalizes on their eyes, making them blind. The cloud itself only lasts a few moments, but the blinding effect lasts several hours. ~ 0 'WINTERS CHILL'~ Syntax: cast 'winters chill' <target> This spell strikes the target with an incredibly powered ICEBALL. It is said that Lord Winter himself provides the power behind it. ~ 0 'TOMB ROT'~ Syntax: cast 'tomb rot' <target> This spell inflicts the target with the disease carried by all corpses. It is unknown to most this scholar what this spell actually does, your best bet is to contact a Necromancer with the spell. ~ 0 'ICEQUAKE'~ Syntax: cast 'icequake' This area effect spell freezes the ground at a super speed, causing it to quake, hitting everything in your general area. It does not deal a great amount of damage, but adequate for its level. ~ 0 'CIRCLE OF FIRE'~ Syntax: cast 'circle of fire' This shield spell creates a mystical shield of fire to surround your body, reducing the damage done do you by 1/4. ~ 0 'DAEMONIC POSSESSION' 'DAEMONIC MIGHT'~ Syntax: cast 'daemonic might' <target> Syntax: cast 'daemonic possession' <target> The first spell is an enhancement spell, bring the strength of demons to rest upon the targets soul. DAEMONIC POSSESSION attempts to grasp the soul of the target, rendering it under the casters control. This spell is similar to CHARM PERSON. ~ 0 'BLOOD OMEN'~ Syntax: cast 'blood omen' <target> This spell places a powerful and damaging hex on the target. ~ 0 'TORTURED SOUL'~ Syntax: cast 'tortured soul' <target> This spell places a powerful hex on the target. If the target is in a safe room, the tortured soul will try to kill the actual soul. ~ 0 'FLASH BURN'~ Syntax: cast 'flash burn' <target> This spell causes a blinding flash to appear in the eyes of the target. ~ 0 'DEMONFIRE'~ Syntax: cast 'demonfire' <target> This spell creates a firey demon that attacks the target, causing incredible damage. It is said that this demon actually increases in strength if the target has a SANCTUARY about them. ~ 0 'GRAVEBIND'~ Syntax: gravebind <corpse> This skill allows the user to destroy a corpse, harnessing any energy that it may have left. This energy the user then uses to heal himself. This process does destroy the corpse, and anything it may contain. ~ 0 'EMBALM'~ Syntax: embalm <pc corpse> This skill allows the user to preserve a PC corpse, allowing it to be picked up. ~ 0 'WANDS'~ This skill, once practiced, will allow you to use wands effectively. Unless you can practice it to 100%, there is still a chance that the wand will not work. ~ 0 'STAVES'~ This skill, once practiced, will allow you to use staves effectively. Unless you can practice it to 100%, there is still a chance that the staff will not work. ~ 0 'SCROLLS'~ This skill, once practiced, will allow you to use scrolls effectively. Unless you can practice it to 100%, there is still a chance that the scroll will not work. ~ 0 'PARALYSE'~ Syntax: paralyse This skill allows the user to paralyse the opponent, rendering them unable to move. It also causes moderate damage. ~ 0 'LORE'~ Syntax: lore <object> This skill works the same way as the spell IDENTIFY. ~ 0 'RAGE'~ Syntax: rage This skill brings the user into a fit of rage, allowing them to hit more easily and deal a greater amount of damage in combat. ~ 0 'SLAM'~ Syntax: slam This skill is a very powerful in combat skill, similar to KICK. ~ 0 'SNARE'~ Syntax: snare <target> This skill allows the user to place a snare on the victim, rendering them unable to move. If the victim has the UNTANGLE skill, he may remove the snare. ~ 0 'UNTANGLE'~ Syntax: untangle This skill, when used, attemps to break free of a SNARE. ~ 0 'QUICKBURST'~ Syntax: quickburst <spell> <target> This skill, used by spellcasters, cuts down on the recover time of spells being cast, allowing the caster to cast more than one spell per round. See also: CAST ~ 0 'AGE'~ Syntax: cast 'age' <target> This spell ages the target, affecting their attributes appropriately. ~ 0 'BLOODTHIRSTY'~ Syntax: bloodthirsty This skill, only usable in combat, increases the hitroll and damroll of the user. If you kill something while this skill is active, no corpse will be left, for you will tear it to shreds. ~ 0 'IMPROVED CONCENTRATION'~ This skill acts as an ENHANCED DAMAGE for spells. ~ 0 'CAUSE PANIC'~ Syntax: cause This skill forces your current opponent to flee in terror. ~ 0 'DIM MAK'~ DIM MAK is an extraordinarily powerful ability used only by the most experienced killers. The methods of torture it uses are undescribable through any language, but fortunately for the victim, the skill does not have a very high hit percentage. ~ 0 'CHI BLAST' 'CHI STORM' 'CHI WAVE' 'CHI HEALING' 'CHI'~ Syntax: cast 'chi blast' <target> Syntax: cast 'chi storm' <target> Syntax: cast 'chi wave' Syntax: cast 'chi healing' The first two spells are damage dealing spells, while the Chi Wave affects everything in the room. A monk can summon inner forces and release parts of his soul to cause physical harm. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 SUNBURST~ Syntax: cast 'sunburst' <target> This spell opens a portal above the target directly to the sun, causing immense damage to the victim. This spell is the most powerful spell known to mages. ~ 0 SHOCKWAVE~ Syntax: cast 'shockwave' <target> This spell causes a wave of sound to strike your opponent, stunning him for a brief period of time. This spell does inflicts damage to players instead of stunning, for the stunning effect was deemed far too powerful. ~ 0 'UNHOLY CURSE'~ Syntax: cast 'unholy curse' <target> This very powerful curse spell is deadly in combat. Its target becomes unable to recall, makes them easier to hit, and it may have some other effects. ~ 0 'UNHOLY WRATH'~ Syntax: cast 'unholy wrath' <target> This spell causes the wrath of demons and devils to strike at your opponent, with full force. The higher level you are, the more damage it deals. ~ 0 'UNHOLY PRAYER'~ Syntax: cast 'unholy prayer' This spell conjures up a direct mental link between the caster and the dark forces. This link gives the caster some advantages and bonuses. ~ 0 'GOLDEN ARMOR'~ Syntax: cast 'golden armor' This shield spell acts as a second sanctuary, turning your armor into a magical gold. ~ 0 'ENHANCED DODGE'~ This skill increases your ability to dodge opponents attacks, saving you from damage. Use of the skill is automatic once practiced. ~ 0 'BACK KICK'~ Syntax: backkick Syntax: bk This skill allows you execute a powerful back kick in combat. ~ 0 'THICK SKIN'~ Syntax: thick This skill allows you to make you skin thicker, helping prevent damage. ~ 0 'DIVINING'~ Syntax: cast 'divining' This spell allows the caster to divine for water, creating a magical spring. ~ 0 'RAPID HEALING'~ This skill allows the player to heal quicker. It is automatic once practiced. ~ 0 'UNHOLY FIRES'~ Syntax: cast 'unholy fires' <target> This spell calls upon the power of the caster's deity to engulf the target's body and soul in a unholy inferno, causing massive damage. ~ 0 'STIGEON MISTS'~ Syntax: cast 'stigeon mists' This area attack spell summons a cloud of poisonious mists, poisoning everyone in the room and causing massive damage. Damage is porportional to casters level, as is the duration of the uncurable poison that results to unfortunate people standing in the room. ~ 0 'SATANIC CARESS'~ Syntax: cast 'satanic caress' This spell allows Dark Priest to call forth the blessing of Satan himself, adding various addaffects. Duration and strength are porportional to the casters spell level, and this spell cannot be cast while in combat. ~ 0 'UNHOLY SWORD'~ Syntax: cast 'unholy sword' <weapon> This weapon enchantment calls upon the powers of an anti-paladin to infuse the weapon with the unholy strength of evil. It will only work on non-magical weapons, and the bonuses are portional to the caster's level. It will also place one invoke of UNHOLY ENCHANTMENT, which will add hp when invoked. ~ 0 'SATANIC INFERNO'~ Syntax: cast 'satanic inferno' This damage shield will summon the mighty inferno of Satan, which will protect the caster with power UNHOLY FIRES. This spell is defensive in nature, and thus cannot be cast in combat. ~ 0 'SHOCKBLADE'~ Syntax: cast 'shockblade' <weapon> This weapon enchantment endows a non-magical weapon with sparks of electricity, making it cast vicious lightning bolts in combat. ~ 0 'PESTILENCE'~ Syntax: cast 'pestilence' <target> This spell infects the target with a powerful disease, causing damage every tick until it wears off. ~ 0 'WRATH OF GOD'~ Syntax: cast 'wrath of god' <target> With this spell, casters of good alignment can pray for divine intervention from their deity, if successful, they will do truely massive damage to both themselves and their victims. NOTE: You have to be of good aligment and healthy, or the gods will find you unworthy. ~ 0 'AURA OF ANTI-MAGIC'~ Syntax: cast 'aura of anti-magic' Spellcasters are able to create an anti-magic aura around them, causing them to retaliate all melee attacks with 'DISPEL MAGIC'. This spell is defensive and cannot be cast in combat, it also does not prevent any damage. ~ 0 'HOLY PROTECTION'~ Syntax: cast 'holy protection' This protective spell calls upon divine protection from the gods against dispelment. It is defensive in nature, and cannot be cast in combat. ~ 0 'IMPROVED HIDE'~ Syntax: improved hide Syntax: ihide This skill allows the user to become extremely well hidden, so well hidden that they can only be detected by people in the same room. ~ 0 'STEALTH'~ Syntax: stealth This skill allows assassins to go undetected on who. ~ 0 'VOODOO' 'SMASH'~ Syntax: voodoo <victim> syntax: smash <victim> This skill allows the user to first VOODOO the victim, creating a doll in their likeness. Anyone can then SMASH the doll stunning the victim for a brief period of time. ~ 0 'SOUL BIND'~ Syntax: cast 'soul bind' <victim> This spell allows the caster to capture the victim's soul, creating a soul gem, which can then be invoked, regenerating the victim who is then charmed. NOTE: Players are IMMUNE to it's effects. ~ 0 'BLOOD GOUT'~ Syntax: cast 'blood gout' <victim> This spell allows the caster to regenerate blood points quickly as they do moderate damage and force the victim to bleed excessively. ~ 0 'BLOODSHIELD'~ Syntax: cast 'bloodshield' This spell allows the caster to create a mist of swirling blood, which will cast powerful BLOOD GOUT in combat. This spell is defensive in nature and cannot be cast in combat. ~ 0 'SCENT'~ Syntax: scent Syntax: scent <direction> This skill allows the user to detect the odor of players and creatures in the immediate area. ~ 0 'CONTROL UNDEAD' 'CONTROL DRAGON' 'CONTROL WOLF' 'CONTROL HAWK' 'CONTROL TRENT' 'CONTROL TIGER'~ Syntax: cast 'control dragon' Syntax: cast 'control hawk' Syntax: cast 'control tiger' Syntax: cast 'control trent' Syntax: cast 'control wolf' Syntax: cast 'control undead' With these spells, the caster summons the appropriate mob, and takes control of its mind, effectively becoming that creature for a period of time. While the caster is in this state, the caster's body is vulnerable to attack. ~ 0 'FRIEND OF NATURE'~ Syntax: cast 'friend of nature' This spell allows players to be at one with nature, preventing agressive creatures from attacking. ~ 0 'THUNDER STRIKE'~ Syntax: cast 'thunder strike' <victim> With this spell a RANGER can call forth a huge thunder strike, causing massive damage to the victim. ~ 0 'NATURES BLESSING'~ Syntax: cast 'natures blessing' This spell allows the caster to call forth the forces of nature in a blessing that is proportional to the caster's level. ~ 0 'BARK SKIN'~ Syntax: cast 'bark skin' This spell allows the caster to turn his skin into a protective bark, lowering his armor class. ~ 0 'BEND LIGHT'~ Syntax: cast 'bend light' <victim> This spell allows the caster to bend the light around the victim, making them extremely blind. ~ 0 'CREATE ILLUSION'~ Syntax: cast 'create illusion' <target> <message> This spell allows you to create the illusion of an echo only to that person. ~ 0 'SWIFTNESS'~ Syntax: cast swiftness This spell allows the caster to move more quickly. ~ 0 'CLOUD OF HEALING'~ Syntax: cast 'cloud of healing' This spell allows the caster to create a cloud of healing, which will strike people in the room with healing lightning bolts. ~ 0 'EARTHBLAST'~ Syntax: cast 'earthblast' <victim> Calling forth the massive power of the earth, the caster can cause the earth to erupt beneth the victim, causing immense damage. ~ 0 'TALE OF TERROR'~ Syntax: cast 'tale of terror' This spell allows the caster to instill horror stories into the bictim, and as a result, they will attack less because of the immense fear. ~ 0 'POWER LEAK'~ Syntax: cast 'power leak' <victim> This spell releases the stored mana of your opponent, venting it away. The effect can lastup to several hours. ~ 0 'MANA SHIELD'~ Syntax: cast 'mana shield' This spell will take all of your mana and place it into Hitpoints for a brief period of time. Note: This spell will take ALL available mana and add it to hitpoints, and there is a limit to how much hitpoints it will add. Also, if you use blood points and have no mana, this spell will not do anything. ~ 0 'PSIONIC CASTING'~ This skill allows the Psionicist to cast spells with his mind, instead of the audible sounds of traditional spellcasting, thus making SLIT virtually useless. The psionicist can even project his speach this way. This skill is automatic once practiced. ~ 0 'TRANSMUTATION'~ Syntax: cast transmutation <object> This spell if successful will alter the molecular structure of an item, making it indesctructable, if the transmutation fails, then the object is destroyed. ~ 0 'MULTIBURST'~ Syntax: multiburst <spell name> <spell name> Syntax: mb <spell name> <spell name> This skill allows its user to simultaneously cast 2 spells. The mana cost is slightly higher than casting 2 seperate spells, but the recover time is considerably less. ~ 0 'NAGAROMS CURSE'~ Syntax: cast 'nagaroms curse' <target> This spell inflicts a curse on the target. Seek out the druid Nagarom for further explanations. ~ 0 'SEARCH'~ Syntax: search This skill allows the user to search his immediate surroundings for anything hidden. This includes hidden items, as well as hidden exits, and perhaps other things. ~ 0 'WAR CHANT'~ Syntax: war This skill brings the caster into a state of war by speaking a chant. It is said that the barbarians of old even developed a way to increase their magic resistance by chanting. ~ 0 'LULLABY'~ Syntax: cast 'lullaby' <target> With this spell, a bard can put the intended target to sleep. Ah, such a soothing song, it is. ~ 0 'SONIC BLAST'~ Syntax: cast 'sonic blast' <target> With this spell, a bard focus a high intensity sound into a ball of destructive force, causing damage. ~ 0 'SONIC BOOM'~ Syntax: cast 'sonic boom' <target> A bard causes the harmonics of everything around him to converse on one target, causing immense damage. ~ 0 'PRIMAL SCREAM'~ Syntax: primalscream This ability of the shaman allows himself to increase his effectiveness in combat by calling the forces of primal nature to his aid. ~ 0 'RANDOMSHIELD'~ Syntax: cast 'randomshield' This shield spell, known by illusionists, creates random illusions to appear about the caster. These illusions cast random spells at whatever the caster is fighting. Some of these spells are very powerful. ~ 0 'HELLFIRE'~ Syntax: cast 'hellfire' <target> This attack spell causes the caster to summon the unholy forces of hell itself on the target, causing great damage. ~ -1 'XXXMULTICLASS'~ There are 2 forms of Multiclassing on this MUD. You can chose to multiclass from character creation, or you can multiclass later on with a REMORT system. If you are confused, see the help file on the web page located at http://members.rogers.com./stormgate (the - is a TILDE, the squirrelly thing beside the 1 key) ~ -1 ANSI COLOR COLORS~ Ansi colors can be changed within anything now, to change them, put &# in any string. # being the letter of the color you wish to change to. For example, &&rred would come out &rred&w. The current letters for &Rc&Bo&Wl&Go&Pr&Ys&w are: &&r &rdarkred &w&&R &Rbrightred &w&&g &gdarkgreen &w&&G &Gbrightgreen &w &&b &bdarkblue &w&&B &Blightblue &w&&C &Clightcyan &w&&W &Wwhite &w &&Y &Yyellow &w&&O &Oorange &w&&p &pdarkpurple &w&&P &Plightpurple &w &&c &cdarkcyan &w&&w lightgrey &&z &zdarkgrey &w&&&& an ampersand (&&) ~ -1 OLC~ Syntax: AEDIT [create/reset] - Area Creation and Repoping. Syntax: REDIT [create/reset] [vnum] - Room Creation and Editing. Syntax: OEDIT [create] <vnum> - Object Creation and Editing. Syntax: MEDIT [create] <vnum> - Mobile Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> The above commands are used to expand the game world. The original code it is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ 101 AUTHORIZE AUTH~ Syntax: auth playername yes/no : auth playername y/n : auth playername m message : auth playername (for yes) : auth I.e.> auth fred yes auth fred m please choose another name auth by itself gives a list of people needing authorized. ~ 0 ALIST~ Syntax: ALIST This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 0 AEDIT~ Syntax: aedit -Enters the editor for the current area. Syntax: aedit <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area. '.are' is appended. name <name> - change the 'AREAS' name of this area recall <room vnum> - set the room to recall to reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum <flags> - area flags, type ? AREA for a list ~ 0 REDIT~ Syntax: redit -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(word-wrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. <room-flags> - room attributes, type ? ROOM for a list <sector> - terrain of room, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? walk <direction> - use the walk command to move in a direction ~ 0 EXIT~ Syntax: <dir> <command> <argument(s)> For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit remove <arg> - used to remove keys, names, and descriptions delete - delete this exit <exit-flags> - type ? EXIT for a list(door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED pickproof] ~ 0 OEDIT~ Syntax: oedit <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 <num> - sets the value '0' on the object v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object weight <num> - sets the weight of the object <obj-type> - type of object, type ? TYPE for a list <extra-flags> - attributes of object, type ? EXTRA for a list <wear-flags> - where object is worn, type ? WEAR for a list ~ 0 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the OEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list <sex> - set the mobile's sex, type ? SEX for a list <act> - mobiles actions, type ? ACT for a list <affected-by> - mobile affects, type ? AFFECT for a list ~ 0 RESETS~ Syntax: RESET <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. For resets to be successful make sure that you add them in a logical order. For example, if you are equipping a mobile, don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered. Use ORESET and MRESET to add objects or mobiles. If you wish to reset the room then use REDIT RESET. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 is infinite value 3 unused ~ 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_WEAPON~ . value 0 unused value 1 unused (formerly min damage) value 2 unused (formerly max damage) value 3 weapon type: hit, slice, stab, slash, whip, claw, blast, pound, crush, grep, bite, pierce, suction, chop An up-to-date list of weapon types can be obtained by typing ? WEAPON ~ 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused An up-to-date list of flags can be obtained by typing ? CONTAINER ~ 0 ITEM_DRINK~ . value0 capacity value1 current quantity value2 liquid type: water, beer, wine, ale, dark-ale, whisky, lemonade, firebreather, local-specialty, slime-mold-juice, milk, tea, coffee, blood, salt-water, cola value3 poisoned? An up-to-date list of liquids can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? ~ 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused ~ 0 'CLANS'~ The clans are now active. When you are in an HQ, you can be attacked by anyone, regardless of your PK status, and regardless of your level. There are no restrictions inside the HQs, except that the 30th level minimum for combat still applies. Note this only applies to players who have entered the HQs on their own terms. You may NOT break any pkill rules in order to get a victim into an HQ. ~ -1 OLC~ Syntax: AEDIT [create/reset] - Area Creation and Repoping. Syntax: REDIT [create/reset] [vnum] - Room Creation and Editing. Syntax: OEDIT [create] <vnum> - Object Creation and Editing. Syntax: MEDIT [create] <vnum> - Mobile Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> The above commands are used to expand the game world. The original code it is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ 0 ALIST~ Syntax: ALIST This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 0 AEDIT~ Syntax: aedit -Enters the editor for the current area. Syntax: aedit <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area. '.are' is appended. name <name> - change the 'AREAS' name of this area recall <room vnum> - set the room to recall to reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum <flags> - area flags, type ? AREA for a list ~ 0 REDIT~ Syntax: redit -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(word-wrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. <room-flags> - room attributes, type ? ROOM for a list <sector> - terrain of room, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? walk <direction> - use the walk command to move in a direction ~ 0 EXIT~ Syntax: <dir> <command> <argument(s)> For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit remove <arg> - used to remove keys, names, and descriptions delete - delete this exit <exit-flags> - type ? EXIT for a list(door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED pickproof] ~ 0 OEDIT~ Syntax: oedit <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 <num> - sets the value '0' on the object v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object weight <num> - sets the weight of the object ac_type - sets invoke type ac_v1 - invoke current charges ac_v2 - invoke max charges ac_vnum - sets invoke vnum (different effects based on type) ac_setspell - sets invoke spell (for type 5 invokes) ojoin - vnum that object creates when JOINed osepone - first vnum that object SEPARATEs into oseptwo - second vnum that object SEPARATEs into <obj-type> - type of object, type ? TYPE for a list <extra-flags> - attributes of object, type ? EXTRA for a list <wear-flags> - where object is worn, type ? WEAR for a list ~ 0 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the MEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list immune <imm-flags> - set the mobile's immunities, type ? IMMUNE for a list mpedit <create/#> - add a MobProgram to the mobile mplist - list mobile's MobPrograms mpremove <#> - remove a MobProgram from the mobile <sex> - set the mobile's sex, type ? SEX for a list <act> - mobiles actions, type ? ACT for a list <affected-by> - mobile affects, type ? AFFECT for a list ~ 0 MPEDIT~ Syntax: mpedit <create/vnum> -Enters the editor for the selected MobProg The following commands are available from within the MPEDITOR: commands - prints a list of possible commands done - return to the MEDITOR arglist - sets the arguments (based on type) comlist - edit the commands used when the MobProg is triggered <mprog-type> - set the MobProg type ~ 0 RESETS~ Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile RESET <number> OBJ <vnum> inside <obj vnum> - store in container RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example, if you are equipping a mobile, don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 is infinite value 3 unused ~ 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_WEAPON~ . value 0 unused value 1 unused (formerly min damage) value 2 unused (formerly max damage) value 3 weapon type: hit, slice, stab, slash, whip, claw, blast, pound, crush, grep, bite, pierce, suction, chop An up-to-date list of weapon types can be obtained by typing ? WEAPON ~ 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused An up-to-date list of flags can be obtained by typing ? CONTAINER ~ 0 ITEM_DRINK~ . value0 capacity value1 current quantity value2 liquid type: water, beer, wine, ale, dark-ale, whisky, lemonade, firebreather, local-specialty, slime-mold-juice, milk, tea, coffee, blood, salt-water, cola value3 poisoned? An up-to-date list of liquids can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? ~ 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused ~ 0 'SOUND EFFECTS'~ This MUD now supports the MSP, or Mud Sound Protocol. AmiMUD (for the Amiga), Zmud 4.62 or higher, or Pueblo are examples of clients that support the MSP. This means that the MUD will now make sounds instead of just text. See below for instructions on how to turn on the MSP if you are using zMUD. Instructions for Zmud: Click the SOUNDS optin in the Prefs, the MSP General subgroup. Check the "Enable MUD Sound Protocol" checkbox. Check the "Allow Inline MSP" checkbox. Be sure the "Echo MSP Triggers" option is turned OFF/UNCHECKED. Click the GENERAL SOUNDS tab. Be sure the "Enable Sounds" option is checked. It is also recommended that the connect and disconnect sounds are blank. The WAV and MIDI files are now available on the web page, on the main menu. Simply download the zips, and extract them to your Stormgate directory (or wherever they go on your client), and you're all done. The last step, is to turn on the MSP for each of your characters. To do this, simply type "config +sound" and "config +music" to turn on the sound and music. Thats it! ~ 0 BULLET 'ARMOUR PIERCING BULLET' 'ARROW BULLET' 'CANNON BULLET' 'CROSSBOW BULLET' 'DART BULLET' 'EMP BULLET' 'ENERGY PULSE BULLET' 'FLAME THROWER BULLET' 'FREEZE BULLET' 'LASER BEAM BULLET' 'MORTAR BULLET' 'MUSKET BULLET' 'NAILS BULLET' 'NUCLEAR BULLET' 'PARTICLE BEAM BULLET' 'PIE BULLET' 'STUN GUN BULLET' 'WHITE LIGHT BULLET'~ All "bullets" are to be cast like a spell. The NAME field is the name of the spell, but it is more than likely not the damage message. For example, the "Crossbow Bullet" would say "Xander's crossbow bolt hits the target (235 pts)", it would not say "Crossbow Bullet". A speed of 12 is the equivalent speed of a fireball spell. Name Spd Min Max Note ==================================================================================== Bullet 12 100 500 Armor Piercing Bullet 12 100 500 Increases damage through sanc/GA/GS EMP Bullet 12 200 500 Energy Pulse Bullet 12 250 550 Laser Beam Bullet 12 400 600 Particle Beam Bullet 12 600 1000 Flame Thrower Bullet 12 * * Destroys inventory, Damage HP Based Stun Gun Bullet 12 * * Stuns target Mortar Bullet 12 450 750 Nails Bullet 6 100 300 No save Nuclear Bullet 12 1800 3200 Freeze Bullet 12 * * Web/Freeze target White Light Bullet 12 * * Blind target Musket Bullet 12 50 550 Cannon Bullet 12 500 900 Crossbow Bullet 12 250 600 Dart Bullet 12 100 300 Pie Bullet 3 5 25 No save Arrow Bullet 12 250 500 ~ 0 METHIDORAL~ The City-State of Methidoral is the largest and most populated urban area in the world. Found on the continent's southern end, it is a major commercial center, and boasts of several famous landmarks, such as its soaring Temple, its Academy, and its famous Arena. ~ 0 ARENA~ The Great Arena of Methidoral is located close to the city proper, and is a favorite entertainment of the citizens of the City, as well as the travellers who flock there in droves to watch the fights. ~ 0 AURUM~ Thought by many to be only a legend, the mythical city of Aurum is reputed to lie in a vast cavern deep below the earth. ~ 0 BRETONNIA~ The mist-shrouded continent of Bretonnia lies to the east, over the Great Ocean. A mountainous, gloomy land of great natural beauty, travellers report that it is an extremely perilous place, and one should be careful in exploring its craggy peaks. ~ 0 HAMMERHEIM~ Founded by a tribe of northern barbarians who settled on the Cathar Peninsula, Hammerheim is a boisterous metropolis well-known for it's inhabitants rough ways. ~ 0 MENEDEK~ Located on the western coast, the city of Menedek rises from the forest in marble splendor. Though known for it's serene setting and friendly citizens, dark rumors have been recently begun circulating regarding the vast system of caverns reputed to lie beneath it. ~ 0 ASHAKAR~ Though few accounts of the ancient city of Ashakar have survived, it is believed to have lay somewhere along the long-abandoned trade routes that ran through the Naratian Desert a millenium ago. It was abandoned during a period of intense drought, and left for the sands to claim. The Ashakarian culture is thought to have been the dominant civilization of that time, and sages have recently proven that the ancient Ashakarian language forms the basis of the modern human tongue. ~ 0 'STONEGATE CASTLE'~ Lying deep in the mountains to the south of the Naratian Desert, the enigmatic fortress is reputed to be a nexus of timelines; who rules this keep, and what its ultimate purpose is, remains a mystery. ~ 0 'BLACKMOORES HOLLOW'~ A mist-shrouded, cursed valley found in the western woods, Blackmoore's Hollow has acquired a fearsome reputation as a home to creatures of darkness. ~ 0 GRASFEL~ Little is known of this region; it contains the town of Cebu, and the Drow homeland of Anxi. ~ 0 DRAGON VALLEY~ Located on the pass between the Dravenov and Rathasia forests, most travellers give a wide berth to this valley, the dragon homeland. ~ 0 RELFAUST~ Though once a small commercial town located in the shadow of Mount Heaven, Relfaust has recently fallen to an unknown force, and most travellers try to avoid it if they can. ~ 0 'SILVER CASTLE'~ Home to King Elton, ruler of the western forestlands, the Silver Castle has long stood as a bastion of truth and justice in these dark times. The King's Law is enforced by the Silver Knights, a legendary order of formidable warriors. ~ 0 'OVERWORLD TOWNS'~ In addition to major towns and cities, several smaller villages dot the landscape, such as the half-dwarf town of Cutter's Scarp, the Elder village of Starwind, the Minotaur stronghold of Khara-Gor, and the Giant hall of Nordheim. ~ 0 TOLARIA~ Tolaria is a large township on the continent of Bretonnia. Knowledge of its entrance is a well-guarded secret, though it rumored to lie near the ocean. ~ 0 FORTRESS~ Travellers through Norgoroth's Glade have come to mention a woodland fortress, ruled by a Lord claiming domain over the local forestlands. ~ 0 WAYS~ The Ways are a series of interdimensional tunnels that are reputed to connect various parts of the world to each other. Be warned, however, if you seek to enter them; various creatures roam the tunnels, and are rumored to dislike visitors... ~ 0 'TROPICAL FOREST'~ A strange climatic abnormality located on the southwest part of the continent has created a dense, tropical forest inhabited by strange creatures. ~ 0 FUTURE~ Wielding mighty magicks, some adventurers have managed to pierce the veil of time itself, and travel to the distant future. Those who manage to return relate of vast changes, and speak of strange machines that roar over the land, and horrible weapons that can destroy entire cities. ~ 0 PAST~ Little is known of the distant past, but some magi have managed to construct magical portals and travel thousands of years in the past. They report strange creatures, primitive tribespeople, and an almost total lack of civilization. ~ 0 'DEATHFANG MANOR'~ Most sensible people shun this brutal fortress, known for its brutal master. The few that enter rarely leave; at least, they rarely leave alive. ~ 0 ZIGGURAT~ Recently travellers have reported sighting a mysterious black ziggurat in the forests north of Methidoral. Its purpose remains unknown. ~ 0 'SERF VILLAGE'~ In stark contrast to the magnificent city of Methidoral are the poverty-ridden towns that surround it. In them poor peasants labor for unfeeling masters, and disease and crime are rampant. ~ 0 'TAR PITS'~ Woe to any who fall prey to these black pools of doom; they shall join the bony legions who have fallen before them. ~ 0 'SUMMERSET ISLE'~ A mist-shrouded island off the west coast, Summerset Isle is the original homeland of the Feline race. While the Feline residents are generally tolerant of visitors, one would be wise not to offend any of these fierce warriors. ~ 0 'BLACK TOWER'~ Stretching out from the snow-covered mountains of the north, the fearsome Black Tower is home to an order of dark magi. One would be unwise to enter this dreaded edifice. ~ 0 VALHALLA~ Inhabited by a race of immortals, the mighty halls of Valhalla ring loudly with the boisterous laughter of a warrior race. Those who would test their mettle in battle should come there; but be warned--few warriors are a match for the lovely but deadly Valkyries. ~ 0 'TROLL MOUNTAIN'~ As its name implies, Troll Mountain is the homeland of the fierce mountain troll race. ~ 0 'DWARF MOUNTAIN'~ The ancient homeland of the Dwarves is found to the west of Methidoral, among the craggy peaks that lie there. ~ 0 'VIKING SHIP'~ In recent years fierce bands of northern barbarians have raided the coastlines. One such ship is rumored to have landed on the southern coast; it's possible that it still is there. ~ -1 STARTINGMULTICLASS~ Multiclassing is an option available to you on Stormgate, but you can also start your adventuring life as a single class character as well. Multiclassing from the start can get you going in the word very quickly, but you can also suffer some disadvantages that your single class friends receive. Single class characters can become multiclass at a later point in their adventuring careers. Upon level 100 they can REMORTALIZE to a multiclass. When you remortalize you begin life at level 2 again, but you start with 1500hp (instead of 100hp) and you also get to keep all of the practices you gained the first time through. In the end this can add up to over 3000hp difference between a character who started multiclass and a character who start single class and remortalized. Choose carefully! ~ -1 STARTINGPK~ PK (or Player Killer) is an option that you choose upon starting your life as an adventurer. You either wish to live your life peacefully (as peaceful as killing monsters may be) or you may choose the life of a murderer attempting to slay your fellow player. PK has some advantages, namely that there is no cap on experience. Non-PK players are limited to 450 for single class, 225 for multiclass, per kill. PK players get no such limit. The only thing you lose in PK is... nothing! You don't leave a corpse, and you don't get any disadvantages. You show back up at your temple as good as new. You may have to beware thieves though! Many seasoned players will start characters as peaceful single class and remortalize pkill later so they are not picked on while levelling (even thought there are deterrants in place to discourage such behaviour). ~ 0 SHOCKING GRASP 'SHOCKING GRASP'~ SYNTAX: cast 'shocking grasp' [target] By use of this spell a spellcaster can shoot a small jolt of electricity into his opponent. ~ 0 'PROFICIENCY CRUSH' 'PROFICIENCY PIERCE' 'PROFICIENCY HIT' 'PROFICIENCY SLICE' 'PROFICIENCY SLASH' 'PROFICIENCY CHOP'~ Skills: PROFICIENCY PIERCE PROFICIENCY SLASH PROFICIENCY CRUSH PROFICIENCY HIT PROFICIENCY CHOP PROFICIENCY SLICE By learning these skills you will be better with the type of corresponding weapon. This means you may hit more often, and hit harder after learning a proficiency skill and wield the appropriate weapon type. ~ 0 BREATHE 'BREATHE WATER'~ A spellcaster who learns this spell and then casts it will be able to breathe water like it was air. This means you will not drown if you are in an underwater area. ~ 0 BREATHE 'BREATHE FIRE'~ Characters who are DRAGONS may use this race skill to begin fights. You will breathe a burst of flames onto your victim causing extreme amounts of damage. SYNTAX: breate target REQUIRED: Dragon, Level 30+ ~ 0 'ANGELIC AURA'~ Syntax: cast 'angelic aura' A cleric will seem to grow the wings of an angel after casting this spell. You will take less damage, and the shield will retaliate when attacked. ~ 0 TONGUES~ Syntax: cast 'tongues' [target] This spell will allow its target to understand different languages as if they were fluent in all languages. ~ 0 RESURRECTION~ Syntax: cast 'resurrenction' target This spell will bring a fellow adventurer back from the dead. It will only work on those of the same alignment as you. ~ 0 'SPIRITUAL HAMMER'~ Syntax: cast 'spiritual hammer' A cleric calls a hammer from the heavens to aid in the battle against evil by casting this spell. ~ 0 RESTORATION~ This is a group spell. Syntax: cast 'restoration' When the conditions of this group spell (2 clerics casting the spell) are met, all HP and MANA are restored to the entire group. ~ 0 'MOUNTED COMBAT'~ Syntax: mount target Syntax: dismount This skill allows a seasoned warrior the ability to fight from the back of a mount giving special combat bonuses. ~ 0 'ENHANCED DUAL'~ This skill allows warriors a better chance to hit with their dual wielded weapon. ~ 0 EARTHSHIELD~ Syntax: cast 'earthshield' A Druid calls for rocks, earth, sticks and other pieces of the earth to protect him/herself with this shield spell. It will reduce the damage inflicted, and retaliate upon being attacked. ~ 0 'LEAF SHIELD'~ Syntax: cast 'leaf shield' A druid calls forth a swarm of leaves to protect himself during combat. This shield will help reduce damage taken while in combat as well as retaliate when hit with a melee attack. Due to the defensive nature of this spell, it can only be cast when you are not fighting. ~ 0 GORGE~ Syntax: gorge object Using this skill a vampire or antipaladin may drink mass amount of blood from a pool or fountain. Doing so will fill their blood pool very quickly. ~ 0 VORTEX~ Syntax: cast 'vortex' mobile This spells creates a powerful vortex for travelling between places that are very far apart, or even close together for the lazy. A vortex is much like a PORTAL, but it can only be targeted on creatures that do not have a soul (monsters). A vortex is also one-way travel. You may use a vortex to get somewhere, but you cannot use the same vortex to return. ~ 0 LEGEND 'LEGEND SKILL' 'LEGEND SPELL'~ Upon gaining the maximum experience possible by a mortal, one is then labeled as a LEGEND. Becoming a legend is better than being a DEMIGOD because it comes with some (secret) perks. Some legends may have a spell or a skill named after them. This will be noted in the help file. ~ 0 'TOMBA DI VEMON'~ This is a LEGEND SPELL. Vampires have long been known to burrow beneath the earth when they are hurt or in danger, and those found upon the lands of Stormgate are no different. The mighty vampire Vemon was the first of his kind to bend the will of the earth to his own, and have it heal him quickly while buried beneath the topsoil. A Vampire may not move or fight until completely healed, and is invisible to all but the keenest eyes in this state. ~ 0 'AXE KICK'~ Syntax: use 'Axe Kick' [target] A secret attack of the assassin class, this skill pulls on the Assassin's innate martial arts training to bring down a powerful kick to devestate their opponents. Most definately not a skill to be taken lightly in right, or wrong, hands. ~ 0 'DECEPTION OF AURA'~ This is a LEGEND SKILL. There was a time when Assasins ran rampant across the cities and lands of Stormgate. They kept quiet and were silent death on the winds of the night. Over time, word leaked of the Assassins' names and their favourite techniques were guarded against. The rulers of the kingdoms hired mages to constantly SCRYE for those who were the most deadly and sinister. The constant vigil soon led the the death of many who were members of the guild. During this dark time, an Assassin named Aura was able to remember part of her Chi training, and partition her mind. She imagined herself in one place, and then locked the rest away. This was effective in misleading the Mages and led to a new age of Darkness. ~ 0 'DEATH STRIKE'~ Syntax: use 'death strike' Using the dark side of martial arts the learned assassin may choose to attempt a devestating DEATH STRIKE on their injured opponent. This once forbidden skill has now been circulated amongst the guild and is one of the most deadly attacks in all of Stormgate. ~ 0 'MIND OF FANOOM'~ This is a LEGEND SKILL. The mightiest of Assassins, Fanoom, was fond of his dagger. So fond, in fact, that he liked to use his ASSASSINATE skill more than most. The problem here is that he was unable to flee and return to strike a deadly blow again. What smart assassin would stay and fight an evenly matched fight? And so Fanoom practiced night after night, for years until he was able to sneak up on even badly injured opponents. Since then, Fanoom's technique has been spread to the rest of the guild. Adding to their ever-growing arsenal. ~ 0 LEAP~ Syntax: cast 'leap' target By use of this spell a barbarian may increase the jumping power that they innately have, and leap many many miles at a time. In order to do so, though, the barbarian needs a target to jump to. Both the Target and the Barbarian must both be outside, lest someone suffer a broken neck when they hit the ceiling! ~ 0 'LEAP OF TORFI'~ This is a LEGEND SKILL. Syntax: cast 'leap of torfi' target The grizzled barbarian, Torfi, loved to leap to and fro all day and all night. Until one day he had a thought (possible the only intellegent thought he ever had) that he could pair his leap skill with an attack. What came from this union is known as the Leap of Torfi. A devestating attack, but useable only to start a battle. Beware missing your target because you will be stunned and your target may retaliate or run! ~ 0 'SPECTRAL ARMOR' 'WISP OF PROTECTION'~ Syntax: cast 'spectral armor' Syntax: cast 'wisp of protection' These spells allow an illusionist to improve their AC (Armor Class) by adding the illusion of armor to themselves. In doing so their target overcompensates which translates into AC bonuses. ~ 0 'DAGGERS OF PAIN' 'SHARDS OF GLASS'~ Syntax: cast 'daggers of pain' Syntax: cast 'shards of glass' An illusionist will use these spells to hurt their opponents by using their own minds against them. Both spells create illusionary weapons flying towards the target, who in thinking they are going to be hit by the projectiles end up hurting themselves. ~ 0 'SHADOW IMAGE'~ Syntax: cast 'shadow image' Use of this spell creates a doppleganger of oneself. This copy then moves and acts exactly like the caster. When the doppleganger is hit it still damages the caster, but protects the caster somewhat. The copy will also retaliate when hit using magic. ~ 0 'LIQUID SKIN' WATERSPIKE~ Syntax: cast 'liquid skin' This spell makes the casters skin appear as if it were made of a strange liquid. When touched the skin ripples as if a drop of water had been dropped into it. When a hostile attack is made against the caster the liquid will absorb some of the damage, and may retaliate with a previously unknown spell known as 'WATERSPIKE'. ~ 0 'NIRAKS CURSE OF THE DAMNED'~ This is a LEGEND SPELL. Syntax: cast 'niraks curse of the damned' target The great necromancer Nirak loved his curses, but was always searching for something better. This curse is the culmination of all his research over the years. Those who are cursed by Nirak rarely survive. ~ 0 DEMONSHIELD~ Syntax: cast 'demonshield' This spell causes a swarm of demons to be called forth from the lower planes to protect the caster from harm. The demons swirl around the casters body and attempt to intercept any attack that is meant for the caster, thereby reducing damage taken. When the caster is hit, the demons may also retaliate with attacks of their own! ~ 0 'ETHEREAL SNAKE' 'ETHEREAL WOLF'~ Syntax: use 'ethereal wolf' [none/bite/claw /howl ] Syntax: use 'ethereal snake' [none/bite/strike/devour] The shaman may call forth spirits of animals to protect and do their bidding. The spirit animals may be commanded to attack, or while in combat will sometimes attack by themselves. ~ 0 'CIRCLE OF FIRE'~ ~ 0 'CIRCLE OF LOVE'~ Syntax: Unknown Only the most powerful beings of Stormgate have been able to decipher what this spell surely does. And even those who know what it does may only access its power through arcane objects, for none have been able to master it truly. ~ 0 'TITAN STRENGTH'~ Syntax: cast 'Titan Strength' This spell infuses the target with the strength of a titan! Increasing damage and chance to hit. ~ 0 'SMITE GOOD' 'SMITE EVIL'~ Syntax: cast 'smite good' Syntax: cast 'smite evil' These are group spells, and their results are quite unpredictable! ~ 0 THROW~ Syntax: throw object [direction] [target] Throw your wielded object in the direction specified aiming at the target. Direction may be omitted if target is in the same room. Target may be omitted, but you most likely won't hit anything. ~ 0 ITEM_AMMUNITION~ . value 0 Number of Shots value 1 Damage Class value 2 Minimum Damage, Bonus value 3 Maximum Damage, Bonus An up-to-date list of damage classes can be obtained by typing ? DAMCLASS ~ 0 SKINNING TANNING~ Syntax: use 'skinning' <corpse> Syntax: use 'skinning' <armor> Syntax: use 'skinning' <leather1> <leather2> Syntax: use 'tanning' <leather> <yards> <item level> The skills skinning and tanning allow a ranger to skin a corpse to create leather, and then to tan the leather into an item. Skinning may be used on a corpse, or it may be used on a piece of armor that was tanned, to reclaim some of the leather. Depending on your level of skill, you can get different grades of leather which will make your armor different strengths. Skinning may also be used on two different rolls of leather to create a larger roll of leather. This is a necessary tactic in order to create higher level items. Tanning must be done in a tannery. This brings out the magic properties of the leather which was once part of the monster it belonged to. These properties can make your tanned armor unpredictable, but also very strong! You may leave out the item level parameter for the tanning skill, and you will attempt to create an item equal to your current level. ~ 0 $~ #MOBILES #0 #OBJECTS #0 #ROOMDATA #0 #SPECIALS S #GAMES S #RESETS S #SHOPS 0 #$