Argila2.0/
Argila2.0/pp/
Argila2.0/pp/lib/save/objs/g/
Argila2.0/pp/lib/save/player/g/
Argila2.0/pp/regions/
Argila2.0/pp/regions/Lscripts/
Argila2.0/pp/src/lib/
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('Count','Information','\nUsage: count (<coins>)\n\nCounts the number of coins in your character\'s inventory. A\nlarge number of coins will take longer to count.\n\nIf holding a pile of coins in your hand, you may count them\nseparately from everything else by specifying its keyword.\n\nExample:\n\n  > count\n  > count obsidian\n\n','Coins Currency',0,'Sun May 19 10:44:34 2002','Traithe'),('Compare','Information','\nUsage: compare <target1> (<target2>)\n\nUsing this command, players can compare two creatures in\nthe room to determine relative height and build. If no\nsecond argument is specified, you will compare the first\ntarget to yourself.\n\nExample:\n\n  > compare orc knight\n  > compare scaurus\n\n','(null)',0,'Sun May 19 10:40:23 2002','Traithe'),('Commands','Information','\nThis command gives a listing of all available commands.\n\n','(null)',0,'Sun May 19 10:40:58 2002','Traithe'),('Crafts','Information','\nThe CRAFTS command will list all crafts your character knows;\nwithout any arguments, it will list all crafts in which your\ncharacter knows subcrafts. With a subcraft as an argument, it\nwill list all subcrafts within that craft your character knows.\nCRAFTS ALL will list every craft you have knowledge of.\n\nExamples:\n\n  > crafts\n  > crafts general\n\n','Butchering Craft_branching Craft_general General_crafts Materials',0,'Sun May 19 10:46:30 2002','Traithe'),('Dreams','Information','\nUsage: dreams (<number>)\n\nSometimes, characters dream. Perhaps a message from the Valar,\nan omen, or simply an overactive imagination; whatever the cause,\nthey can be an interesting phenomena, and one well worth recalling.\n\nTo see the number of dreams your character has had, simply use the\nDREAMS command. If you wish to review one of them in particular,\nuse \"dreams <X>\", where X is the number of the dream.\n\n','Sleep',0,'Sun May 19 11:19:52 2002','Traithe'),('Equipment','Information','\nThis command will display a list of all currently equipped\nitems, including items that are being carried.\n\n','Inventory',0,'Sun May 19 12:58:59 2002','Traithe'),('Erase','Information','\nUsage: erase <message number>\n\nThis command will erase the specified message from a board\nin the room. If there is more than one board in the area, the\nboard may be specified as the command\'s second argument. Note\nthat you may only erase your own messages.\n\nExample:\n\n  > erase 19\n  > erase 2.board 19\n\n','Boards Write',0,'Sun May 19 13:01:12 2002','Traithe'),('Exits','Information','\nUsage: exits\n\nThis command will list all available (visible) exits,\nin your character\'s current room.\n\n','(null)',0,'Sun May 19 13:03:32 2002','Traithe'),('Health','Information','\nUsage: health\n\nUsing this command, a player can receive a detailed\nreading regarding the well-being of his character.\n\n','Bind Healing Treat',0,'Sun May 19 13:40:07 2002','Traithe'),('Inventory','Information','Usage: inventory\r\n\r\nThis command will display a list of all currently equipped\r\nitems, including items that are being carried.\r\n\r\n','Equipment',0,'Thursday, 09:45:20 pm, 15th April 2004','Nix'),('Assign','Staff','Usage: assign (add | remove) <admin> <clan>\r\n\r\nUsing the ASSIGN command one may manage the listed staff\r\nclan assignments which appear on our website and in our\r\nweekly newsletter by either adding or removing entries.\r\n\r\nPlease take careful note of the quotes in the examples below!\r\nIf you don\'t include these, the database entries will not be\r\nformatted properly and will need to be removed and redone.\r\n\r\nExamples:\r\n\r\n  > assign add \"Traithe\" \"Fellowship of Healers\"\r\n  > assign remove \"Mirudus\" \"Rogues\' Fellowship\"\r\n\r\n','Roster',5,'Thursday, 11:58:35 pm, 15th April 2004','Traithe'),('Identify','Information','\nUsage: identify <plant-object>\n\nIdentify will allow a character to use his or her herbalism\nskill in an attempt to determine what a plant-object in the\nroom will yield, herb-wise.\n\nExample:\n\n  > identify fern\n  > identify bush\n\n','Gather Herbalism Rummage',0,'Sun May 19 14:26:19 2002','Traithe'),('Score','Information','\nUsage: score\n\nThe score command will display the various details of your\ncharacter, including attributes, combat mode, encumbrance,\ntime spent playing, position, and a few others.\n\n','Encumbrance Hunger Stats Thirst',0,'Mon May 20 07:19:53 2002','Traithe'),('Time','Information','\nUsage: time\n\nDisplays the current in-game date. Note that time in Shadows\nof Isildur passes precisely at four times the rate of time in\nreal life; one day in real life is equal to four days here.\n\n','(null)',0,'Mon May 20 13:12:34 2002','Traithe'),('Who','Information','\nUsage: who\n\nLists all visible staff members, and the number of players\nwho are currently in the game. In the interests of roleplay,\nan extended who list is not given. If you want to find someone,\nlook for them! Also, consider using the NOTIFY command.\n\n','(null)',0,'Tue May 21 09:55:04 2002','Traithe'),('Prompt','Information','While this isn\'t a command, the layout of our prompt will\r\nlikely be unfamiliar to many of you. Here it is, when a\r\ncharacter is fully rested, and unhurt:\r\n\r\n<#1**#3**#2**#0 / #1||#3||#2||#0>\r\n\r\nThe asterisks on the left represent a character\'s health.\r\nAs he or she sustains more damage, the asterisks begin to\r\ndisappear; when only one asterisk is left, the character\r\nwill collapse from pain and bloodloss, and generally be\r\none or two swift weapon-strokes away from death.\r\n\r\nThe bars on the right represent a character\'s fatigue;\r\nas they begin to get more and more tired, the bars\r\ndisappear in a similar manner.\r\n\r\nIn addition, you can also \"set prompt\" to remove the\r\nprompt from your screen if you so desire.\r\n\r\n','Stamina',0,'Sunday, 05:47:56 pm, 2nd May 2004','Erebus'),('Skills','Information','\nLists all skills known to the character, and their degree\nof proficiency.\n\nShadows of Isildur is a skills-based MUD, without classes\nor character levels. A player, in theory, may learn any skill,\nand all skills only increase through actual use. As you get\nbetter at a skill, you may need to find more difficult\nchallenges to test the skill and increase it.\n\nWhen a skill is learned, it opens at a value that depends\nupon your character attributes. The rate that skills advance\nalso depends upon your character\'s attributes. All skills\nhave a cap which, not surprisingly, is also determined by\nyour character\'s statistics.\n\nThe level of skill proficiency is designated in four levels:\nNovice, Familiar, Adroit, and Master. Once your character\nreaches familiar in a skill, they can then learn other skills\nthat require that particular skill as a prerequisite. Once a\nskill reaches the level of Adroit, your character will be\nable to teach it to other characters.\n\nNote that, like in real life, finding anyone who has truly\nmastered a given skill is rare; most characters won\'t reach\nmastery in any at all. Some will master a single skill; it is a\nvery rare character indeed who masters more than that.\n\n','(null)',0,'Mon May 20 12:12:48 2002','Traithe'),('Mute','Communication','\nThe listen skill can result in quite a flow of information to\nflood the screen, possibly scrolling things off more quickly\nthan it is possible to take them in, digest them, and react\nappropriately. To ease this inflow, the mute command is offered.\n\nUsage:\n> mute on (toggles the listen skill off)\n> mute off (toggles the listen skill on)\n\nNote that issuing a mute command will only affect conversations\nat the tables at which your character is not sitting, and\nwhispers which are not directed at him/her. Also, bear in mind\nthat this command will cause the effect to linger through a\nlogoff/logon sequence, lost link, or other disconnection.\n\n','(null)',0,'Sun May 19 16:14:07 2002','Traithe'),('Nod','Communication','Usage: nod <doorkeeper> <direction>\r\n\r\nNormally, NOD is a social. However, sometimes clan members\r\nneed to get clan guards possessing a key to open a door.\r\nNodding to the guard will indicate to him or her that you\r\nneed the door unlocked and opened.\r\n\r\nIf you specify a direction, the doorkeep will only unlock and open\r\na door in that direction; otherwise, they will unlock and open all\r\ndoors in their current room at the same time.\r\n\r\n','Knock',0,'Tuesday, 06:43:21 pm, 26th October 2004','Frisia'),('Pmote','Communication','\nUsage: pmote <message>\n\nPmote is a variant of the emote command that allows a\nplayer to temporarily alter his or her character\'s long\ndescription, thus changing the way they are seen in\nthe game environment.\n\nExample:\n  > pmote leans quietly against the wall.\n  > #5A lithe, dark-haired man leans quietly against the wall.#0\n\nTo display your character\'s current pmote, if any, simply\nenter the \'pmote\' command without an argument. To clear\nyour pmote, enter \'pmote normal\'.\n\n','Emote Omote Travel',0,'Mon May 20 05:44:33 2002','Traithe'),('Say','Communication','\nUsage: say <message>, . <message>\n\nThe say command allows your character to speak to other\ncharacters within the same room. All present will be able\nto hear your character\'s words, though depending on which\nlanguage your character may be speaking, not all present\nwill be able to understand precisely what you are saying.\n\nIn addition, the SAY commands (say/sing/tell) support\nchanging of one\'s voice string on the fly. In order\nto do this, specify your new temporary voice string in\nparenthases at the beginning of your statement; you may\nuse both * and (tilde) tokens to reference objects and\nmobiles, respectively.\n\n>  say (lifts *tankard, nodding to [tilde]kieran) Thanks!\n>  tell kieran (lifting a brow) You want -how- much?\n>  sing (drunkenly, sloshing *tank) Ninety-nine tankards...\n\nSay, like the rest of our communication commands, is\nintended for strictly in-character communication; to\nprotect our roleplay environment, unless you are in a\ndesignated OOC area, all OOC communication is prohibited.\n\nNote that, in an OOC area, the language mechanics drop off\nthe communcation commands; everybody will be able to\nunderstand everybody else, regardless of character.\n\n','Murmur Ooc Reply',0,'Mon May 20 07:15:03 2002','Traithe'),('Scribe','Communication','\nUsage: scribe <language>\n\nSimilar to the SPEAK command, scribe allows you to choose\nwhich known language your character will write in. Without\nan argument, it will list all possible choices, though you\nmay or may not have enough skill in them to select them.\n\n','(null)',0,'Mon May 20 07:27:22 2002','Traithe'),('Shout','Communication','\nUsage: shout <message>\n\nThis command is used to make yourself heard in nearby rooms\nand areas. Players in other rooms will not necessarily know\nwho it is that shouted, but they will know whether the voice\nwas a male voice or a female one.\n\nExample:\n\n  > shout I\'ve been robbed!\n\n','(null)',0,'Mon May 20 10:48:11 2002','Traithe'),('Yell','Communication','\nSee the database entry for SHOUT.\n\n','(null)',0,'Mon May 20 10:48:27 2002','Traithe'),('Sing','Communication','\nUsage: sing <message>\n\nSings a message out loud, audible to all those in the room.\n\n','(null)',0,'Mon May 20 12:09:05 2002','Traithe'),('Speak','Communication','\nUsage: speak <language>\n\nThis command is used to select the language that your character\nwill speak, in-game. To see a list of all possible choices,\nsimply enter \'speak\' without an argument.\n\n','(null)',0,'Mon May 20 12:17:17 2002','Traithe'),('Talk','Communication','\nSee the entry for the SAY command; they are used in\nprecisely the same way, in most cases.\n\nThe one difference between them being that if you are\nseated at a table, and wish to lower your voice so that\nonly others at your table will likely be able to hear,\nyou should use this command as opposed to SAY.\n\n','Murmur',0,'Mon May 20 12:48:05 2002','Traithe'),('Tell','Communication','\nUsage: tell <person> <message>\n\nTell is a sort of \"directed say\". It is often used in\nlarge groups of people, to make it easy to discern\nprecisely who remarks are intended for.\n\n','Ooc Reply',0,'Mon May 20 12:50:30 2002','Traithe'),('Think','Communication','\nUsage: think <message>\n\nThe think command is used when your character is engaged in\nany pursuit which might be questionable if viewed by an admin,\nor when you, the player, wish to transmit certain information\nwhich might explain an action, behavior, or attitude.\n\n#1This command is NOT to be used in place of the PETITION\ncommand; any out-of-character thoughts will either be entirely\nignored by the admins, or punished harshly, depending upon\nthe offender and the situation.#0\n\n','(null)',0,'Mon May 20 13:11:37 2002','Traithe'),('Voice','Communication','\nUsage: voice <string>\n\nRather like a \"vmote\", or \"voice emote\", the voice command\nallows you to specify a string that will be appended to your\ncharacter\'s speech. Simply entering \"voice\" will display\nyour current voice string, if any, and entering \"voice normal\"\nwill clear any voice string you have set.\n\n  > voice merrily\n\n#5A lithe, dark-haired man#0 says in Westron, merrily,\n   \"Welcome to Middle-earth!\"\n\nVoice strings, like emotes and pmotes, are a cornerstone of\ngood roleplay, and do a great deal to enhance the depth and\n\"reality\" of a character. Use them often!\n\nIn addition, voice strings may be changed on-the-fly using\nthe SAY/TELL/SING commands. See their respective helpfiles\nfor more information on the correct syntax.\n\n','Accent Travel',0,'Tue May 21 09:45:56 2002','Traithe'),('Whisper','Communication','\nUsage: whisper <person> <message>\n\nThis command is used to attempt to communicate quietly with\nsomeone who is in the same room. Note that it is always\npossible that you will be overheard by someone else.\n\n','Ooc',0,'Tue May 21 09:53:53 2002','Traithe'),('Apply','Manipulation','\nThis command is used to put a salve or healing ointment on\nyourself or another person. The target must be resting.\n\nUsage:\n\n  > apply <salve-name> <person>\n  > apply <salve-name>\n\nExample:\n\n  > apply poultice devon\n\n','Alchemy Apothecary Herbalism',0,'Sun Jul 06 00:08:53 2003','Traithe'),('Behead','Manipulation','\nUsage: behead corpse\n\nUsing this grisly command, characters with a slicing or\nchopping weapon equipped in their primary slot are able\nto remove the head from a corpse.\n\n','(null)',0,'Sun May 19 02:47:10 2002','Traithe'),('Blindfold','Manipulation','Usage: blindfold <target>\r\n\r\nA player may blindfold another under certain conditions:\r\n\r\n  The victim is asleep. (The victim will usually wake up first)\r\n  The victim is subdued.\r\n  The victim is stunned or otherwise unconscious.\r\n  The victim is paralyzed.\r\n\r\nA player may simply type \"remove blindfold\", if that is an\r\nICly plausible course of action. A blindfolded person is blind. \r\nA player may blindfold him/herself by wearing the blindfold object.\r\n\r\nExample:\r\n\r\n  > blindfold traithe\r\n\r\n','(null)',0,'Sunday, 03:48:53 pm, 31st October 2004','Frisia'),('Close','Manipulation','\nUsage: close <target>\n\nUsing this command, players may close a variety of things.\nValid targets are doors, container objects, and books.\n\n','Lock Open Tents',0,'Sun May 19 10:10:31 2002','Traithe'),('Drink','Manipulation','\nUsage: drink <object>\n\nCharacters in Shadows of Isildur are required to drink\nregularly, lest they begin to lose their strength; going\nwithout drink for extended periods of time will eventually\nlead to death by dehydration, as in real life.\n\nNote that magical potions and other such brews are consumed\nusing the QUAFF command.\n\n','Eat',0,'Sun May 19 12:49:17 2002','Traithe'),('Drop','Manipulation','\nUsage: drop <object>\n\nUsing this command, a character is able to drop an\nobject currently in their inventory to the ground.\n\n','Get Take',0,'Sun May 19 12:50:02 2002','Traithe'),('Eat','Manipulation','\nUsage: eat <object>\n\nCharacters in Shadows of Isildur are required to eat on\na regular basis, lest they begin to lose their strength.\nGoing without food for an extended period, as in real life,\nwill result in death from starvation.\n\n','Drink',0,'Sun May 19 12:51:41 2002','Traithe'),('Empty','Manipulation','\nUsage: empty <container>\n\nUsing this command, a player is able to dump the contents\nof a container onto the ground. If the object contains a\nliquid or potion, the contents are destroyed.\n\nExample:\n\n  > empty backpack\n  > empty tankard\n\n','Fill',0,'Sun May 19 12:55:04 2002','Traithe'),('Fill','Manipulation','\nUsage: fill <vessel>\n\nUsing this command, players are able to fill the specified\nvessel from a source of liquid. If no argument is specified,\nthe first liquid source in the room will be used.\n\nExample:\n\n  > fill waterskin\n  > fill tankard hogshead\n\n','Empty',0,'Sun May 19 13:08:13 2002','Traithe'),('Gather','Manipulation','\nUsage: gather <plant>\n\nThe gather command is used to harvest herbs from a\nplant-object in the character\'s room.\n\n','Herbalism',0,'Sun May 19 13:16:20 2002','Traithe'),('Get','Manipulation','\nThe get command has a variety of usages.\n\n#6Getting objects from the room:#0\n\n  get sword              Gets a sword in the room.\n  get ##3                 Gets the third object in the room.\n  get 2.sword            Gets the second occurance of a sword in the room.\n  get 100 coins          Gets up to 100 coins in the room.\n  get 100 2.coins        Gets up to 100 coins from the second pile.\n  get all                Get everything you can.\n\n #6Getting an object from a container:#0\n\n  get sword from backpack    Retrieves a sword from the first available\n                             backpack; the word \"from\" is optional.\n  get ##2 from worn backpack  Gets the second object from a backpack that\n                             you are currently wearing.\n  get sword worn backpack    Gets a sword from the backpack that you are\n                             currently wearing.\n  get all room backpack      Gets everything from the backpack in the\n                             room that you are able to pick up.\n  get all inventory ##2       Gets everything from the second object in\n                             your inventory.\n  get 10 coins worn backpack Gets up to 10 coins from the backpack that\n                             you are currently wearing.\n\n','Drop Take',0,'Sun May 19 13:21:31 2002','Traithe'),('Take','Manipulation','\nUsage: take <item> from <person/mount>\n\nThis command is used to take an object from the specified\ntarget. If the target is unconscious, stunned or subdued,\nit will succeed automatically. On a sleeping target,\nhowever, it may fail to retrieve the item.\n\nThis command is also used to remove equipment from mounts.\n\nExamples:\n\n  > take sword from burly\n  > take saddlebag from stallion\n\n','Get Mounts Put',0,'Sun Nov 23 03:42:32 2003','Traithe'),('Humans','Races','\n#6Humans:#0\n\nBy far the most populous and widely-traveled race in Middle-earth, humans\nare as well known for their idiosyncracies as they are their ingenuity.\nAny proper lineage having long since been lost in the diluted streams of\nhistory and myth, the vast majority of these individuals come from a widely\nvaried mix of societies, traditions, and geographical locations. The more\nlongevous races tend to look upon humans as impulsive and ephemeral at best,\nor destructive and self-centered at worst. Despite this, however, there is\nsomething to be said for their passion for progress and society\'s trappings.\n\n#6Attribute Modifiers:#0 None\n\n','(null)',0,'Tue Nov 25 03:27:38 2003','Traithe'),('Give','Manipulation','\nUsage: give <object> <person>\n\nThis command allows you to give an item in your inventory\nto another character in the game.\n\nExample:\n\n  > give coins traithe\n\n','(null)',0,'Sun May 19 13:24:36 2002','Traithe'),('Hood','Manipulation','\nUsage: hood\n\nIf your character is wearing a hooded cape or cloak, this\ncommand allows him or her to raise the hood, thus obscuring\nhis/her identity.\n\nNote that any enforcer mobs you happen across while hooded\nwill attempt to STUDY you, to determine whether or not you\nare a wanted criminal in that area.\n\n','(null)',0,'Sun May 19 13:47:42 2002','Traithe'),('Knock','Manipulation','\nUsage: knock <direction>\n\nThis command is used to knock on a door. If you are a member\nof a clan, and a clan mob with the appropriate key is present\non the other side of the door, the mobile will unlock and\nopen the door for your character.\n\n','Nod',0,'Sun May 19 15:50:08 2002','Traithe'),('Light','Manipulation','\nUsage: light (room) <source> (off)\n\nAs most characters do not have any sort of night vision,\nit may be helpful to keep a light source with them on the\noff-chance they get caught out in the dark. Use this\ncommand to either light or extinguish a light source.\n\nIf the ROOM switch is specified, the LIGHT command will\nsearch for the light object on the floor in the room.\n\nExample:\n\n  > light torch\n  > light torch off\n  > light room lantern\n\n','(null)',0,'Sun May 19 15:54:56 2002','Traithe'),('Lock','Manipulation','\nUsage: lock <door name> <direction>\n\nThis command allows a player to lock the specified\nportal in the specified direction, provided the\ncorrect key is at hand.\n\nRemember to include the full direction name; it\ncan cause a bit of confusion if you abbreviate it.\n\n','Pick Unlock',0,'Sun May 19 16:07:44 2002','Traithe'),('Omote','Manipulation','\nUsage: omote <object> <message>\n\nThe omote command is a variant of the emote command, and\nallows characters to manipulate the way objects in the game\nworld are seen, by temporarily modifying their long descriptions.\n\nExample:\n\n  > omote dagger is stuck in the wall here.\n  > #2A sharp dagger is stuck in the wall here.#0\n\n','Emote Pmote',0,'Mon May 20 05:16:49 2002','Traithe'),('Open','Manipulation','\nUsage: open <object>\n\nThe open command allows players to open containers,\nbook objects, and closed exits.\n\nIf the object being opened is a book, you may optionally\nspecify the page to open it to; else, you will open it\nautomatically to the first page.\n\nExample:\n\n  > open door north\n  > open chest\n  > open book 197\n\n','Close Lock Tents',0,'Mon May 20 05:21:34 2002','Traithe'),('Pick','Manipulation','\nPicklock is a skill used for picking locks on doors, gates,\nand various other constructions specifically designed to keep\nthe curious out of places they shouldn\'t be. Some lockpicks\nare also better or worse than others, and may thus influence\nyour skill. You must be holding one before you can attempt\nto pick a lock. Please note that picking a lock is seen as\na crime almost universally in the civilized areas of Endore,\nso those characters who are attempting to use this skill\nshould exercise a great deal of caution and wit.\n\nUsage: pick <direction>\n\n','Palm Picklock',0,'Mon May 20 05:34:09 2002','Traithe'),('Pour','Manipulation','\nThis command allows your character to pour the liquid\ncontents of one container into another, or to empty a\nfilled liquid container.\n\nUsage:\n  > pour <liquid container> <second liquid container>\n  > pour <liquid container> out\n\nExample:\n  > pour waterskin bowl\n  > pour vase out\n\n','Empty Fill',0,'Mon May 20 05:48:37 2002','Traithe'),('Put','Manipulation','\nUsage: put <object> (in <container> / on <mount>)\n\nThe put command allows your character to place objects\ninside containers; the target container can either be\nin your character\'s inventory, or on the ground.\n\nAdditionally, it may be used to equip nearby mounts.\n\nExamples:\n\n  > put bread in backpack\n  > put barding on horse\n\n','Get Mounts Take',0,'Sun Nov 23 03:31:40 2003','Traithe'),('Quaff','Manipulation','\nUsage: quaff <potion>\n\nThe quaff command is used to consume the various potions\nthat your character might come across in the game world.\n\nNote that there is a delay between issuing the command and\nactually quaffing the potion; this delay is longer while\nfighting, reflecting the rigors and distractions of combat.\n\n','(null)',0,'Mon May 20 05:56:32 2002','Traithe'),('Remove','Manipulation','\nUsage: remove (<corpse/person>) <item name>\n\nThe remove command is used to remove equipment that is\ncurrently worn. In addition, it may be used to remove an\nobject, such as a missile, lodged in the specified person --\nor in their corpse, if you\'re a good enough shot.\n\nExample:\n\n  > remove helm\n  > remove traithe arrow\n  > remove corpse knife\n\n','(null)',0,'Mon May 20 06:51:03 2002','Traithe'),('Skin','Manipulation','Usage: skin corpse\r\n\r\nSkin allows a skilled character to remove useful items,\r\nsuch as hides or pelts, from a corpse. Your character\r\nmust wield a stabbing weapon in their primary hand in\r\norder to skin a carcass.\r\n\r\nCharacters without the skinning skill may still use the\r\ncommand upon a corpse to produce a cookable carcass,\r\nand ensure they get meat from their kills. However, they\r\nhave absolutely no chance of producing a useable skin.\r\n\r\n','Butchering',0,'Sunday, 05:44:11 pm, 18th July 2004','Traithe'),('Tear','Manipulation','\nUsage: tear <book or parchment object>\n\nThe tear command serves two purposes. Firstly, if the target\nis a parchment item, your character will tear it into tiny\nlittle pieces, irrevocably destroying it (and forever obscuring\nits contents). Secondly, if the target is a book item, and\nthat book is currently open, the tear command will remove the\npage it is currently open to and convert it to a separate\nparchment item. Just like in real life, books only have so\nmany pages; be careful, lest you empty your book entirely.\n\nExample:\n\n  > tear parchment\n  > tear tome\n\n','(null)',0,'Mon May 20 13:09:44 2002','Traithe'),('Unlock','Manipulation','\nUsage: unlock <object | door>\n\nThis command permits a player to unlock the specified\ntarget, provided the correct key is currently held in\nthe player\'s inventory.\n\n','(null)',0,'Tue May 21 09:40:35 2002','Traithe'),('Wear','Manipulation','\nUsage: wear <item name>\n\nThis command allows your character to attempt to wear an item\nthat they currently have in their inventory. Some bodily areas\nare able to hold more than one object, while on others, only\none object or piece of equipment may be worn at any one time.\n\n','(null)',0,'Tue May 21 09:50:04 2002','Traithe'),('Dip','Manipulation','\nUsage: dip\n\nUsing this command, scribes may coat the tip of their\nquill pen with ink, allowing them to then write on a\nparchment object or ink a book.\n\nWhile the quill must be held in your hand, the ink\nsource may be on the floor in the room, to avoid\nhaving to juggle items each time you write something.\n\nIf used without an argument, it will dip a quill you\nare holding into an ink source you are holding.\n\nOtherwise, you must specify first the item you wish\nto dip, and then the ink source you wish to dip it in:\n\n  > dip quill ink\n\n','Scribe Write',0,'Sun Jun 30 03:33:07 2002','Traithe'),('Bridle','Movement','\nA mount must be bridled before it can be ridden by the\nplayer. The bridle must be held in the player\'s hand.\n\nExample:\n\n  > bridle horse\n\n','Hitch Mount',0,'Sun May 19 02:56:07 2002','Traithe'),('Buck','Movement','\nUsage: buck\n\nUsing this command, a mischievous mount may throw its rider.\n\n','(null)',0,'Sun May 19 03:33:35 2002','Traithe'),('Down','Movement','\nThis command allows a player to move downward in the game\nworld, provided an exit is present in that direction.\n\n','(null)',0,'Sun May 19 11:12:03 2002','Traithe'),('Dismount','Movement','\nUsage: dismount\n\nUsing this command, a player may stop riding a mount. The\nmount will be hitched to the player after a successful dismount.\n\n','(null)',0,'Sun May 19 11:13:52 2002','Traithe'),('Drag','Movement','\nUsage: drag <person> <direction>\n\nUsing this command, you may pull an unconscious person from\nroom to room. Your rate of movement will be significantly\nslowed by dragging someone. If you attempt to drag a sleeping\nperson, there is a high chance that they will awaken.\n\nExample:\n\n  > drag eyania north\n\n','(null)',0,'Sun May 19 11:17:46 2002','Traithe'),('East','Movement','\nThis command allows a player to move eastward in the\ngame world, provided an exit exists in that direction.\n\n','(null)',0,'Sun May 19 12:50:57 2002','Traithe'),('Enter','Movement','\nUsage: enter <target>\n\nUsing this command, you may attempt to enter the named\nlocation. Generally, the place to be entered will appear\nin the room\'s description, but not appear in the list of\navailable exits; for this reason, it is always best to\nread descriptions carefully, lest you miss entire areas!\n\n','Leave Tents',0,'Sun May 19 12:57:16 2002','Traithe'),('Follow','Movement','\nUsage: follow <target>\n\nUsing this command, you may follow the specified individual\nfrom room to room.\n\nTo quit following someone, you must follow yourself.\n\n','Combat',0,'Mon Apr 19 10:39:14 2004','Nix'),('Hitch','Movement','\nUsage: hitch <mount 1> <mount 2>\n\nThe hitch command is used to hitch together a number of mounts\nin sequence, allowing for greater endurance and speed than can\nbe accomplished with the use of only a single mount.\n\nExample:\n\n  > hitch horse pony\n\n','Bridle Mount Unhitch',0,'Sun May 19 13:46:16 2002','Traithe'),('Leave','Movement','\nUsage: leave (<description>)\n\nThis command allows you to exit a named place, usually\nwhen there is no exit obviously presented. Leave is\nfrequently used to exit boats and other vehicles.\n\n','Enter Tents',0,'Sun May 19 15:53:29 2002','Traithe'),('Mount','Movement','\nUsage: mount <animal>\n\nThis command is used to climb astride a horse or other\nappropriate steed.\n\n','Bridle Dismount Hitch',0,'Sun May 19 16:10:58 2002','Traithe'),('North','Movement','\nThis command allows a player to move northward in the game\nworld, provided an exit is present in that direction.\n\n','(null)',0,'Mon May 20 05:12:16 2002','Traithe'),('Rest','Movement','\nWhen your character grows tired, he or she may pause to\nrest by issuing this command. While not nearly as rejuvenating\nas a good night\'s sleep, resting is useful while on the\ntrail or on duty and in need of a bit of recuperation.\n\n','Stamina',0,'Mon May 20 06:55:38 2002','Traithe'),('Return','Movement','\nUsage: return\n\nWhen summoned by a staff member, you may issue this command\nonce your business is concluded to return to the game world.\n\n','(null)',0,'Mon May 20 06:56:11 2002','Traithe'),('South','Movement','\nThis command allows a player to move southward in the game\nworld, provided an exit is present in that direction.\n\n','(null)',0,'Mon May 20 07:01:11 2002','Traithe'),('Shadow','Movement','\nUsage: shadow <target>\n\nThis command allows you to follow someone secretively. You\nwill stand back one room while following, so your target\ndoes not immediately realize that you are tailing him or her.\nNote that shadow does not cause your PC to hide or sneak;\nif your target scans in your particular direction, your\nplot may be revealed. Use this command with caution.\n\n','(null)',0,'Mon May 20 09:47:47 2002','Traithe'),('Sleep','Movement','\nUsage: sleep\n\nUsing this command, your character may enter a light,\nrejuvenating slumber. It is important for you to sleep\nregularly for a variety of reasons, not the least of\nwhich includes the possibility of receiving a dream,\nmundane or otherwise, while doing so.\n\n','Stamina',0,'Mon May 20 12:15:15 2002','Traithe'),('Sneak','Movement','\nUsage: sneak <direction>\n\nThis command is used for surreptitious movement from one\narea to another. A sneak must be made for each room you\nattempt to enter silently. The hide skill is a prerequisite\nfor sneak; also, if you are overly encumbered, you will\nbe unable to sneak from place to place.\n\n','Hide',0,'Mon May 20 12:16:21 2002','Traithe'),('Stand','Movement','Usage: stand\r\n\r\nNot surprisingly, this command allows your character to\r\nrise to his or her feet from a sitting or resting position.\r\n\r\nType \'stand <direction>\' to stand on the edge of the room\r\nin that direction. When standing on the edge of a room, you\r\ncan look into the next room and see people and objects\r\nlocated there.\r\n\r\n','',0,'Tuesday, 12:33:17 pm, 11th May 2004','Haiwolfe'),('Stable','Movement','\nUsage: stable <mount>\n\nUsing this command, your character may stable his or her\nmount at an ostler\'s. The mount will be stored in the\nostler\'s stall until it is retrieved at a later date;\nto do this, merely give the ticket back to the ostler.\n\n','(null)',0,'Mon May 20 12:32:06 2002','Traithe'),('Up','Movement','\nThis command allows a player to move upward in the game\nworld, provided an exit is present in that direction.\n\n','(null)',0,'Tue May 21 09:37:53 2002','Traithe'),('Unhitch','Movement','\nUsage: unhitch <mount 1> <mount 2>\n\nThis command is used to unhitch a mount from another mount\nto which it has been hitched.\n\n','(null)',0,'Tue May 21 09:41:36 2002','Traithe'),('West','Movement','\nThis command allows a player to move westward in the game\nworld, provided an exit is present in that direction.\n\n','(null)',0,'Tue May 21 09:46:46 2002','Traithe'),('Wake','Movement','\nUsage: wake\n\nUsing this command, your character may awaken from most\nforms of slumber; however, if exceptionally exhausted, or\nunder the influence of certain magicks or medicinal brews,\nyou may find yourself unable to do so.\n\nYou may also \'wake <keyword>\' to awaken someone else who\nis asleep.\n\n','(null)',0,'Sat Nov  1 21:16:21 2003','Haiwolfe'),('Track','Movement','\nUsing the TRACK command, you may attempt to discern any visible\ntracks left in your current room, provided you have the skill.\nAfter the delay, a list of tracks visible to you will be shown;\nthe most recent tracks will always be at the top of the list,\nincreasing in age as the list descends.\n\nNote that numerous things affect both the longevity and the\nease of finding tracks; weather and terrain type among them.\n\nIf a creature is bleeding while a track is left, that track\nwill be significantly easier to spot, and you will note it.\n\nLastly, pertinent information displayed about any given track\nwill tend to increase in both frequency and specificity as your\nskill rises, though you will occasionally get (un)lucky.\n\nAnd don\'t forget... if you can track the wolf... the wolf\ncan probably track you. Be careful out there!\n\n','(null)',0,'Fri Apr 25 07:44:35 2003','Traithe'),('Hide','Movement','Hide is a skill that allows you to conceal yourself in a\r\nnumber of ways. ICly, this can be anything from mingling\r\ninto a large crowd to disappearing into a dense thicket.\r\nYour character\'s success depends on a variety of factors;\r\nonce hidden, you may be detected by a successful search, or\r\nby some magicks. A hidden character may also be revealed\r\nwhen they perform a social, or some other actions which\r\nwould reasonably reveal his or her position.\r\n\r\nThe hide skill is also used to allow you to conceal\r\nobjects, making them invisible to others. Hidden items\r\ncan be detected by a successful search; the higher your\r\nhide skill, the harder it will be for others to find\r\nwhat you\'ve hidden. Please remember to use proper\r\nroleplay when hiding items.\r\n\r\nUsage: hide <item>\r\n\r\n','Search Sneak',0,'Saturday, 11:35:27 am, 8th May 2004','Frisia'),('Sit','Movement','\nUsage: sit\n\nThis command allows your character to sit; if an object is\nspecified, such as a chair or bar, they will sit there.\n\nExamples:\n\n  > sit\n  > sit chair\n  > sit bed\n\n','(null)',0,'Fri May 16 23:53:34 2003','Traithe'),('Mounts','Movement','\nMounts may be acquired via various means in-game, generally by\npurchase at a stable, kennel, or marketplace.\n\nWhen you purchase a mount you are able to name it; the syntax\nis \"buy <mount> <desired name>\"; since mounts are saved along\nwith your pfile, this tag will be permanent, so choose wisely.\n\nAdditionally, when you purchase a mount, an \"owner flag\" is set\nthat will allow you, and only you, to use the ORDER command on\nyour mount as if you were its clan leader. Ideal uses for the\nflag include emotes for the mount, issuing the needed commands\nto equip it, setting its combat mode, and so forth.\n\nIn town, mounts can (and should) be stabled. There is a 20\ncopper fee to stable your mount, which represents the wealth\nnecessary to maintain, feed, and care for it. Stabling your\nmount will ensure that it remains safe, along with any gear\nyou have stored in saddlebags or other containers on it.\n\nWhile mounts are flagged stayput, and thus persist while in-game\nover reboots, crashes have proven to defeat the stayput code\nin the past. Therefore, while we will restore a mount that is\nlost due to a crash -while you are online-, we will not do so\nfor mounts that are lost due to being in-game while you are not.\nThus, it is always wise to stable your mount before logging out.\n\nIt is possible to have your character log out along with your\nmount via the camping code, but this is not allowed with a\nsimple QUIT, and is generally to be done only rarely.\n\nNote that mounts will not heal their wounds while you are not\nin-game if saved via CAMP, whereas they will recover fairly \nquickly whilst stabled.\n\n','Bridle Hitch Mount Put Take',0,'Mon Jun 16 13:17:55 2003','Traithe'),('Armor','Combat','\nArmor is treated differently on Shadows of Isildur than most MUDS.  Instead\nof making your character more difficult to hit, armor reduces the damage\nyour character takes when hit.  Armor only protects the body location it\nactually covers.\n\n','(null)',0,'Sun Jul 06 00:08:53 2003','Traithe'),('Aim','Combat','\nUsage: aim (<direction>) <target>\n\nUsing this command, characters wielding a loaded missile\nweapon may take aim at a target, either in their room or\nin a room within range. Be aware that the longer you aim,\nthe more accurate your shot will be; you will receive\na message informing you when you have maximized your aim.\n\nYou will be unable to aim at a creature in an adjacent room that\nyou have not first detected with a successful SCAN.\n\nNote that aiming at something with a ranged weapon while\nengaged in melee combat will result in SIGNIFICANT penalties\nto your ability to defend yourself - this is not recommended!\n\nExample:\n\n  > aim north orc\n  > aim knight\n\n','Archery Crossbow Fire Load Point Scan Shoot Throw',0,'Sun May 19 02:35:20 2002','Traithe'),('Bind','Combat','\nUsage: bind <target>\n\nUsing the bind command, a character will bind all bleeding\nwounds on the target. Note that while success is assured,\nthe delay of the command will increase in proportion to\nthe number and severity of the wounds being treated.\n\nIf no target is specified, bind will default to the person\nissuing the command.\n\nExample:\n\n  > bind traithe\n  > bind\n\n','Healing Health Treat',0,'Sun May 19 02:49:07 2002','Traithe'),('Draw','Combat','\nUsage: draw (<weapon>)\n\nUsing this command, you may draw a sheathed weapon. If\nno weapon is specified, the first available weapon will\nbe drawn from the first available sheath.\n\nDrawn weapons are automatically wielded.\n\n','Dual-Wield Sheathe',0,'Sun May 19 11:15:41 2002','Traithe'),('Escape','Combat','\nUsing this command, you may attempt to break free from someone\nwho has subdued your character. It should be noted that you will\nsustain minor neck injuries from using this command; as always,\nroleplay is encouraged to substantiate an escape attempt.\n\nExample:\n\n  > emote struggles wildly, kicking and flailing.\n  > escape\n\n','Subdue',0,'Sun May 19 13:02:49 2002','Traithe'),('Flee','Combat','\nUsage: flee\n\nFlee is used in combat to escape a potentially bad situation.\nFleeing is not an automatic way out, as your character\'s chances\nfor escape are based on a number of factors, including carried\nweight, number of opponents, and sometimes, luck. Flee is a\ncontinuous command, meaning that you\'ve only the need to type it\nonce in combat to begin searching for an escape route. If your\ncharacter can then escape, they will do so, and you will be\ninformed as to which direction they fled to from the battle.\n\n','(null)',0,'Sun May 19 13:11:07 2002','Traithe'),('Guard','Combat','\nUsage: guard (<name> or <direction>)\n\nThis command has two usages. First, it may be used to\nguard a mobile or PC in the event that they are attacked.\nWhile it will not stop the first attack, you will try\nto the best of your ability to rescue the target.\n\nSecond, it may be used to block off a room\'s exit. While\nyou are guarding this exit, nobody may move past you;\nif you are attacked, however, you will no longer be able\nto guard the exit, and so someone may break through.\n\nTo cease guarding, simply type GUARD.\n\n','(null)',0,'Sat Dec 14 00:42:54 2002','Traithe'),('Hit','Combat','\nUsage: hit <target>\n\nThis is the primary way to initiate combat that is not intended\nto be brought to a lethal end. When hit is used to instigate\ncombat with another character or mobile, your character will stop\nattacking when the target drops to the ground, near death. While\nhit will generally not cause death, the target\'s safety is by\nno means guaranteed; accidents do happen.\n\nUnlike KILL, when you HIT someone, you will accept their\nsurrender if they make an attempt to do so. Further, clanned\nNPC mobiles will react differently to someone hitting you than\nsomeone attempting to kill you; hence, the HIT command\nshould ALWAYS be used in sparring, and not KILL.\n\nNote that, universally, hitting is thought of as assault, and\nthus a character who goes around assaulting others will likely\nbe seen committing a potentially fatal crime when in lawful areas.\n\n','Kill Stop Surrender',0,'Sun May 19 13:45:03 2002','Traithe'),('Kill','Combat','A secondary way to initiate combat that is intended to be\r\nbrought to a lethal end. When kill is used to initiate\r\ncombat with another mobile or character, your character\r\nwill not stop attacking when the target drops to the ground\r\nand is near death.\r\n\r\nIf you are attempting to KILL someone, note that you will\r\nnot accept any attempt they make to SURRENDER to you.\r\n\r\nNote that universally, killing is thought of as murder, and\r\na character who goes around killing others in a lawful area\r\nwill likely be spotted and brought quickly to justice.\r\n\r\n','Hit Stop Surrender',0,'Sunday, 03:32:57 am, 28th December 2003','Traithe'),('Load','Combat','Usage: load (<argument>)\r\n\r\nThis command allows the character to load their currently\r\nequipped missile weapon. The command\'s syntax can be used\r\nin a number of different ways, depending on your needs:\r\n\r\n #6load#0              : Will load the PC\'s currently wielded\r\n                     missile weapon with the first missile\r\n                     object from the first container found \r\n                     on their equipped inventory list.\r\n #6load shortbow#0     : Will load the specified shortbow with\r\n                     the first missile found in inventory. \r\n #6load ash-shafted#0  : Will load the first ash-shafted arrow\r\n                     found in inventory into the weapon.\r\n #6load oak from hip#0 : Will load an oaken arrow from a hip\r\n                     quiver in the character\'s inventory.\r\n\r\n','Aim Archery Crossbow Fire Shoot Unload',0,'Saturday, 12:08:29 am, 12th June 2004','Traithe'),('Release','Combat','\nUsage: release\n\nThe release command allows your character to release his or\nher hold on the character or NPC that s/he currently has\nsubdued. Optionally, you may specify a mob to release your\nprisoner to: e.g. \"release guard\".\n\n','Subdue',0,'Mon May 20 06:49:27 2002','Traithe'),('Rescue','Combat','\nUsage: rescue <name>\n\nUse this command to protect a companion who is in combat.\nYour character will attempt, and most likely succeed, in\nplacing him/herself between the attacker and companion.\nThe attacker will then focus his/her attacks on your\ncharacter. Rescue cannot be used to protect a companion\nwho isn\'t being attacked; for this, use the GUARD command.\n\nIf the rescue attempt fails, repeated attempts will be made\nevery few seconds until nobody is fighting. Also, if you\nare unable to rescue because you have fallen down, etc, then\nyou will attempt to do so as soon as it is possible.\n\n','(null)',0,'Mon May 20 06:53:40 2002','Traithe'),('Pacifist','Combat','\nSyntax: set pacifist\n\nBy toggling this flag on, your character will forego any\nattacks they have the opportunity to make during the\ncourse of combat. Due to increased concentration on other\nthings, they will receive a small bonus to defensive rolls.\n\nTo turn this flag off, merely enter \'set pacifist\' again.\n\n','Aggressive Careful Defensive Frantic Normal',0,'Thu Jan 16 16:33:21 2003','Traithe'),('Unload','Combat','\nUsage: unload <missile weapon>\n\nUsing this command, a character may unload a currently\nloaded missile weapon, such as a bow or a crossbow.\n\nNote that if you REMOVE a currently loaded bow that is\nequipped, it will automatically be unloaded; crossbows,\nhowever, may be removed while loaded, and then worn or\nstowed away, in preparation for combat. This was done\nto offset their somewhat horrendous loading delay.\n\n','Crossbow Fire Load',0,'Tue May 21 09:39:40 2002','Traithe'),('Wield','Combat','\nUsage: wield <weapon name>\n\nThis command allows a character to wield a weapon that is\ncurrently in their inventory. To wield a currently sheathed\nweapon, the DRAW command should be used. The first weapon\nwielded goes to your primary hand, unless it is two-handed;\nthe second weapon will go to the secondary slot, if it may\nbe used in that position. Please note that in many civilized\nareas, going about with weapons wielded is frowned upon, and\nwill likely attract hostile attention from local law enforcers.\n\nOccasionally, non-combat-related items may also be wielded,\nin order to be used; examples include lockpicks, dictionaries,\nand other such things that grant small bonuses to skills.\n\n','Dual-Wield',0,'Tue May 21 09:56:47 2002','Traithe'),('Sheathe','Combat','\nUsage: sheathe (<weapon>) (<sheath>)\n\nUsing the sheathe command, your character can return his or\nher weapon to a sheath. Weapons either wielded or simply\ncarried in one\'s hand will work with this command.\n\nNote that, in some areas, the law requires civilians to\nkeep their weapons sheathed while within city walls.\n\n','(null)',0,'Mon May 20 09:46:13 2002','Traithe'),('Compact','Perception','\nThe compact mode will remove the extra spaces that the code\ninserts between descriptions and happenings in the MUD.\n\nWhile this does conserve space, it is by no means easy on\nthe eyes; you\'ve been warned...\n\n','(null)',0,'Sun May 19 10:43:14 2002','Traithe'),('Examine','Perception','\nUsage: examine <target>\n\nIdentical to the \"look at\" command, EXAMINE allows you to\nreceive a detailed description of your target.\n\nExample:\n\n  > examine traithe\n  > examine rock\n\n','Look Read',0,'Sun May 19 13:06:57 2002','Traithe'),('Preview','Perception','\nUsage: preview <item name>\n\nUsing this command, a player may ask a shopkeeper to show\nthem the specified item, allowing them to see it in more\ndetail (i.e., read its long description).\n\n','Barter Buy List Sell Value',0,'Mon May 20 05:51:10 2002','Traithe'),('Read','Perception','\nUsage: read (<board/book>) (<number>)\n\nThe read command allows your character to read the various\nmessages on the boards that can be found throughout the game.\n\nIn addition, you may use this to read the contents of a\nparchment- or book-object.\n\nExample:\n\n  > read 12\n  > read 2.board 29\n  > read tome\n\n','Boards Flip',0,'Mon May 20 06:47:28 2002','Traithe'),('Scan','Perception','\nUsage: scan (<direction>)\n\nA successful scan allows the character to see into adjacent\nrooms, displaying objects and mobs nearby. Precisely how far\ncan be seen, and what is visible, is dependent on several\nfactors, including skill level and terrain type.\n\nNote that a successful detection of your target via SCAN is required\nbefore you\'ll be able to aim at something in an adjacent room.\n\nExample:\n\n  > scan north\n  > scan (Without an argument, you will scan quickly in all directions)\n\n','Aim Look Point',0,'Mon May 20 07:21:16 2002','Traithe'),('Search','Perception','\nUsage: search (<direction>)\n\nWhen paired with a direction, search checks that location\nfor secret doors or any other hidden room features.\n\nUsed without the direction argument, it will search the room\nfor any hidden characters, whether they be PC or NPC.\n\nExample:\n\n  > search north\n  > search\n\n','Hide',0,'Mon May 20 07:28:43 2002','Traithe'),('Study','Perception','\nUsage: study <target>\n\nUsing this command will allow you to attempt to identify a\ncloaked figure currently in the room.\n\nPlease do not use this command repeatedly in a short time, \nas it does get rather spammy; also, ensure that every attempt\nis properly roleplayed.\n\n','Stare',0,'Mon May 20 12:38:48 2002','Traithe'),('Tables','Perception','\nUsage: tables\n\nIf there are any tables present in the room, this\ncommand lists them, along with whoever is seated.\n\n','Contents Look',0,'Mon May 20 12:49:38 2002','Traithe'),('Weather','Perception','\nUsage: weather\n\nThis command will display the current weather where your\ncharacter is located, and cannot be used while indoors or\nsomewhere where the sky would not be visible. This command\nis intended strictly as a role-playing tool.\n\n','(null)',0,'Tue May 21 09:51:09 2002','Traithe'),('Accuse','General','\nLaw enforcement leaders (city clan leaders) may arbitrarily accuse N/PCs\nof crimes.  These victims of the legal system become wanted, and are dealt\nwith by law enforcers.  If an accused victim is caught, the harshest \npenalties are applied.  In most cities, this is instant death.  Accused \nplayers never lose their criminal flags, unless PARDONed by a law \nenforcement leader of the city.\n\nLaw enforcers can use the accuse command to set the period of a sentence\nor order the duration during which the accused will remain wanted.\n\nExample:\n   > accuse aven           (Aven will, if arrested, remain in jail\n                            until set free by a law enforcement clan\n                            leader (pardoned) or an admin (rare). If\n                            not yet arrested, Aven will remain wanted\n                            until pardoned, arrested or killed.\n\n   > accuse aven 5         (Aven will spend 5 hours in jail, or if not\n                            caught yet, the guards will seek to arrest\n                            him for another 5 mud hours.)\n\n','Pardon',0,'Sun May 19 11:02:20 2002','Traithe'),('Alert','General','\nThe player will make a noise, such as a whistle, that\nwill attract other clan members. Guards will use this to\nhelp them arrest or subdue a criminal.\n\nIf you are being attacked and you issue an ALERT\ncommand, any of your fellow clan members in the area\nwho are not already otherwise occupied will come to\nyour aid and attack your assailant.\n\nUsage:\n\n  > alert\n\n','(null)',0,'Sun Jul 06 00:08:53 2003','Traithe'),('Barter','General','\nUsage: barter <buy|sell> <item>\n\nCharacters with the barter skill can attempt to either sell\ngoods to a shop for more than is being offered, or to buy\nthem for less than the shop is asking.\n\nIf the attempt is successful, a small markup (if selling),\nor small discount (if buying) will be forthcoming.\n\nExample:\n\n  > barter buy shortsword\n  > barter buy cloak\n\n','Buy List Sell',0,'Sun May 19 02:44:38 2002','Traithe'),('Bug','General','\nUsage: bug\n\nWith this command, players may compose a bug report\nthat will automatically be emailed to the admins.\n\nPlease note that this should be reserved for code-\nrelated bugs; if you have a suggestion regarding\nbuilding or the gameworld, please use the IDEA\ncommand. Thanks for helping us to improve!\n\n','Idea Typo',0,'Sun May 19 03:25:45 2002','Traithe'),('Idea','General','\nUsage: idea\n\nUsing this command, you may enter a message that\nwill automatically be recorded for review. Please\nreserve this command for suggestions about improving\nthe quality of Shadows of Isildur, whether it is a\nbuilding suggestion, or a code suggestion.\n\nCode bugs should be submitted via the BUG command;\nbuilding errors, via TYPO.\n\n','Bug Typo',0,'Sun May 19 03:27:00 2002','Traithe'),('Typo','General','\nUsage: typo\n\nUsing this command, you may enter a message that\nwill automatically be emailed to the admins. Please\nreserve this command for reporting typos or other\nsyntactical errors you encounter in SoI\'s writing.\nIf you disagree with the way something is depicted,\nplease submit your opinion using the IDEA command.\n\n','(null)',0,'Sun May 19 03:28:27 2002','Traithe'),('Camp','General','\nUsage: camp\n\nUsing the camp command, you may quit your character\nout of the game in any wilderness area. It takes\napproximately two minutes to do so, to prevent any\nabuse of the quit command.\n\nNote that this command only functions in forests,\nwoods, fields, and hills.\n\nShould you choose to leave the game without quitting\nsafely, we cannot guarantee your PC\'s continued good\nhealth - Middle-earth can be a dangerous place.\n\n','Quit',0,'Sun May 19 03:35:26 2002','Traithe'),('Castout','Clans','\nUsage: castout <character name> (<clan name>)\n\nClan officers may cast members out from their clan with\nthis command. If no clan name is specified, it defaults\nto the first clan on their list in which they have officer\nstatus; otherwise, it will use the specified clan.\n\nIn order to cast out a member, in military organizations\nyou must have at least the rank of Sergeant (or the\nequivalent); in crafter guilds, you must be a Master.\n\nExamples:\n\n  > castout jacques \"The Golden Star Inn\"\n  > castout brawny\n\n','(null)',0,'Wed Nov 12 13:28:44 2003','Traithe'),('Credits','General','Two distinct and separate groups share in the credit for the\ncreation of this MUD; J.R.R. Tolkien and his estate for the\ncreation of the amazing Middle-earth, and a large group of\ncoders and builders for the creation of this representation.\n\n > help general world_credit ( J.R.R. Tolkien )\n > help general code_credit ( Our coder/s )\n > help general building_credit ( Our builders and staff )\n\n','Building_credit Code_credit World_credit',0,'Sun May 19 10:49:10 2002','Traithe'),('World_credit','General','\nMiddle-earth and its denizens are the singularly wonderful\ncreation of the good professor, J.R.R. Tolkien, and thus\nare protected by various and sundry international copyright\nlaws. Shadows of Isildur MUD is in no way affiliated with\nJ.R.R. Tolkien, nor the Tolkien Estate, and uses this\nmaterial to construct a representation of his world under\nthe Fair Use Clause of the United States Copyright Law.\n\n','Building_credit Code_credit Diku_license',0,'Sun May 19 10:54:29 2002','Traithe'),('Rummage','General','\nUsage: rummage\n\nUsing this command, your character will employ his or\nher skill at herbalism to search the surrounding area\nfor any medicinally or alchemically useful plants.\n\nPlease note that extensive rummaging in one area WILL\nstrip it of its resources; please be considerate to\nyour fellow players, and avoid this practice.\n\n','(null)',0,'Mon May 20 06:58:40 2002','Traithe'),('Disband','General','\nUsage: disband <clan-member | all>\n\nA clan leader may force all members to stop following him or\nher. A leader may also elect to force a single member to stop.\n\nExample:\n\n  > disband traithe\n  > disband all\n\n','Recruit',0,'Sun May 19 11:13:09 2002','Traithe'),('Journal','General','\nUsage: journal\n\nShadows of Isildur\'s journal system is essentially a private\nbulletin board for each player-character. Using this system,\nyou can keep information pertaining to your character in one\neasy-to-access place - no more writing down names and short\ndescriptions on scraps of paper, or having to email in bits\nof background or creative fiction! Simply store them in your\njournal space, and review them whenever needed.\n\nObviously, these journals are OOC mechanisms; if you want a\njournal for your character ICly, there are plenty of them\nto go around in-game, provided you have the required skills.\n\nFor your convenience, the comment you entered during character\ngeneration is automatically stored as entry number one.\n\nWhen used, the JOURNAL command will list all entries currently\nstored in your journal space; use JERASE, JREAD, and JWRITE\nto erase, read, and write new entries, respectively.\n\n','Jerase Jread Jwrite',0,'Thu Mar 13 04:48:00 2003','Traithe'),('Forage','General','\nUsage: forage\n\nForage allows your character to search for edible food in the\nroom s/he is standing in, and may yield anything from grubs\nto berries. Note that it may only be performed in rooms\nflagged as certain type of terrain.\n\n','Scavenge',0,'Sun May 19 13:15:11 2002','Traithe'),('Emote','Communication','Usage: emote <message>\r\n\r\nThis command is used to make physical expressions which are\r\nnot adequately covered by existing socials. Players are\r\nencouraged to use the emote command frequently and elaborately,\r\nas it is one of the cornerstones of good roleplay.\r\n\r\nIt is possible to use the short description of a person visible\r\nin the room by preceding their keyword by a (tilde); likewise, you\r\ncan use objects by preceding the keyword with a *.\r\n\r\nNota Bene: Due to code constraints, we cannot display the (tilde)\r\ncharacter; it\'s the character you get, generally speaking, when\r\nyou hit the SHIFT key and the ` key on your keyboard.\r\n\r\nExample:\r\n  > emote smiles, winking in your direction.\r\n  > #5A lithe, dark-haired man#0 smiles, winking in your direction.\r\n\r\n  > emote puffs on *pipe.\r\n  > #5A lithe, dark-haired man#0 puffs on a #2long cedar pipe#0.\r\n\r\n  > emote smiles at (tilde)dwarf.\r\n  > #5A lithe, dark-haired man#0 smiles at #5a stocky dwarf#0.\r\n\r\n  > emote nodding, @ steps toward the door.\r\n  > Nodding, #5a lithe, dark-haired man#0 steps toward the door.\r\n\r\nAdditionally, an excellent guide for further examples and do\'s and\r\ndon\'t\'s regarding emoting can be found in the player contributions \r\nsection of our webpage, here:\r\n\r\n#6http://www.middle-earth.us/contribs/ca2f7aefc9d7eb6749684ffec92e2c77.txt#0\r\n\r\n','Omote Pmote',0,'Tuesday, 12:32:08 pm, 7th September 2004','Frisia'),('News','General','\nThe news command will pull up a document detailing all\nthe latest changes to the Shadows of Isildur code.\n\n','(null)',0,'Mon May 20 05:15:33 2002','Traithe'),('Pardon','General','\nUsage: pardon <name>\n\nLaw enforcement clan leaders may pardon criminals who are\nwanted within the city. If a player\'s name is known, the\npardon command will function even if the player is not\nonline. Otherwise, the criminal must be in the room to be\npardoned. Note that this command will not function outside\nthe city limits.\n\nExample:\n\n  > pardon traithe\n\n','Accuse',0,'Mon May 20 05:24:19 2002','Traithe'),('Pay','General','\nPay a toll to a tollkeeper. If a tollkeeper prevents travel\nalong a path, he can be paid a toll to allow passage. You can\npay a toll for yourself, for others, or for your entire group.\n\nSyntax:\n\n  > pay                Shows the amount of the toll being collected.\n  > pay #              Pay the toll as long as it is \'#\' or less.\n  > pay <direction> #  Pay the keeper guarding the specified direction.\n  > pay <char> #       Pay the specified keeper.\n  > pay <char> # all   Pay the specified keeper for all following you.\n  > pay <char> # <pc>  Pay the specified keeper for the named PC.\n\n','Toll',0,'Mon May 20 05:27:21 2002','Traithe'),('Payday','General','\nIf your character has a job, the PAYDAY command will list what\nyour pay will be, when you should expect payment, and the short\ndescription of the payroll master.\n\nYour character is considered working even when s/he isn\'t online,\nexcept that the pay period is only reset after payment is received.\n\nDepending on how your character\'s job is setup, payment might be\ngiven to your character automatically, wherever they are, or you\nmay have to track down the payroll master.\n\nPayment may be in coin, in items, or in both.\n\nUsage: payday\n\n','(null)',0,'Mon May 20 05:28:50 2002','Traithe'),('Quit','General','\nThe quit command allows your character to leave the game with\nall items in your inventory, and saves your current position.\nYou may QUIT your character only in a SAFE-QUIT room. There\nare many such places in cities, however, if in the wilderness,\nyour character must first construct one using the CAMP command.\n\nWe realize that quitting the game is somewhat burdensome. The\nrationale is that we want to make sure that your character isn\'t\nescaping danger by executing an out-of-character quit.\n\n','(null)',0,'Mon May 20 06:21:52 2002','Traithe'),('Save','General','\nUsage: save\n\nThe save command forces the MUD to immediately save your\ncharacter; this includes all equipment, your present\nlocation, health, so on and so forth. Saves can be done\nat any place, and at any time. The MUD also automatically\nsaves all characters every few minutes, as a precaution\nagainst crashes or other unforeseen catastrophes.\n\n','(null)',0,'Mon May 20 07:18:46 2002','Traithe'),('Set','General','\nA rather complex command that allows you to change\nvarious aspects of your character and the MUD interface.\n\nFor a list of available syntax, please see \'set ?\'.\n\n','Hints Mentor',0,'Mon May 20 07:55:23 2002','Traithe'),('Steal','General','\nUsage: steal <person> (<belt-worn container>)\n\nUsing this command, a would-be thief may attempt to pilfer from\nan unlucky target. If a belt-worn container is specified, they\nwill attempt to lift this item directly from the mark\'s belt;\nnote, however, that this is a significantly more difficult feat\nthan not specifying a target object at all, in which case the\nthief will simply attempt to slide his hand into whatever\ncontainers the target may be wearing, and make a grab.\n\nUse caution when exercising this command in lawful areas, and\nbe sure to keep its usage to a reasonable frequency.\n\nExamples:\n  > steal traithe pouch\n  > steal beggar\n\n','Palm',0,'Fri Aug 16 05:39:10 2002','Traithe'),('Stop','General','Stops certain activities. If you are performing multiple\r\nactivities, then the first of these is stopped:\r\n\r\n  * Current and scheduled movement commands\r\n  * Delayed activities such as inviting or searching\r\n  * Crafting\r\n  * Fighting\r\n\r\nIn the case of fighting, you will signal your opponent for\r\na truce, who may then also execute a \"stop\" command to\r\nbring the combat to an end.\r\n\r\n','Kill',0,'Sunday, 03:36:16 pm, 31st October 2004','Frisia'),('Toll','General','\nUsage: toll <direction> <amount to collect>\n\nUsing this command, clan leaders can designate clan mobs\nto collect a toll from people moving in the specified\ndirection.\n\nIt is possible to \'sneak\' past a toll, and in some cases\nto skirt one, but both practices are generally considered\nillegal and highly frowned upon by the toll collectors.\n\n','Pay',0,'Tue May 21 07:03:45 2002','Traithe'),('Treat','General','Usage: treat <person> <area>\r\n\r\nThe treat command allows a PC to utilize his or her Healing\r\nskill to tend to the specified person\'s wounds. Note that a\r\nremedy must be held when the command is issued in order\r\nfor it to work. Once the command is given, you will begin\r\ntreating every wound in that area; the delay for each wound\r\nwill be based on its severity and your skill. Once a wound\r\nis treated, any infection it has will soon subside, and its\r\nrate of healing will increase by a substantial amount.\r\n\r\nThe <area> argument must be given in a very specific form:\r\nif the targeted area is one of a pair (e.g. the left eye),\r\nthe word must begin with \"l\" or \"r\". Then, the name of the\r\narea itself should be specified. For example:\r\n\r\n  > treat traithe leye\r\n  > treat traithe rforearm\r\n  > treat traithe thorax\r\n  > treat traithe lupperarm\r\n\r\nBotching a treatment attempt on a wound will not have any\r\nnegative effect other than preventing further treatment,\r\nuntil a certain period of time has elapsed.\r\n\r\nA failed attempt will show the wound as #4(tended)#0, whereas\r\na successful one will show as #6(treated)#0.\r\n\r\nAny infections in a successfully treated wound will subside\r\nupon the next healing pulse, and that wound will heal at an\r\nincreased rate, depending upon the skill of the healer.\r\n\r\nNote that while this command does stop a wound from bleeding,\r\nthe delay involved may be somewhat prohibitive -- you would\r\nbe well advised to use the BIND command, to prevent your\r\npatient from bleeding to death.\r\n\r\nNote that there isn\'t much one can do about rather minor wounds,\r\nand so the TREAT command will tend to skip over them.\r\n\r\n','Healing Remedy',0,'Saturday, 11:42:25 pm, 17th April 2004','Traithe'),('Value','General','\nUsage: value (<merchant>) <item>\n\nUse the value command to determine if a shopkeep will purchase\nan item you have, and for how much. If there is more than one\nshopkeeper in the room, the merchant may be specified.\n\n','Sell',0,'Tue May 21 09:42:38 2002','Traithe'),('Wanted','General','\nUsage: wanted\n\nThis command produces a listing of PCs and NPCs whom are\nwanted by the law. Everybody who appears on this list is\neither within the city limits, or close by.\n\nThis command is restricted to enforcers, within the city walls.\n\n','(null)',0,'Tue May 21 09:48:53 2002','Traithe'),('Wizlist','General','\nUsage: wizlist\n\nThis yields a most likely outdated list of staff members. It is\nour vain attempt to grab credit, acclaim, and recognition!\n\n','(null)',0,'Tue May 21 09:57:36 2002','Traithe'),('Switch','General','\nUsage: switch\n\nUsing this command, a player may swap currently carried\nitems to the other hand.\n\n','Dual-Wield',0,'Mon Aug 12 23:32:15 2002','Traithe'),('Prompt','General','\nDepending upon your settings, your prompt will\neither display two or three pieces of information.\n\n< #1**#3**#2**#0 /           This represents your character\'s\n                     current health level. The fewer\n                     asterisks here, the more damage\n                     s/he has sustained. Upon reaching\n                     a single asterisk, s/he will lose\n                     consciousness and collapse.\n\n\nIf you have SET HARNESS enabled,     #C******#0 /\nand you are a spellcaster, these\nasterisks represent your remaining\npool of the mental presence required\nto shape and harness magical energy.\n\n\n#1||#3||#2||#0 >             This last series of bars displays\n                     your character\'s fatigue. The fewer\n                     bars remaining, the more tired they\n                     have become. Upon reaching zero bars,\n                     they will have to rest before being\n                     able to move anywhere.\n\n','Stamina',0,'Sun Dec  1 13:52:00 2002','Traithe'),('Junk','General','\nUsage: junk <item name>\n\nUsing this command, you may irrevocably destroy the\nspecified item. The item must be currently held in\nyour hand to do so. #1As always, proper roleplay is\nrequired in order to use this command.#0\n\nAbuse of this command will be punished quite harshly.\n\n','(null)',0,'Mon Dec 30 03:54:08 2002','Traithe'),('Coins','General','Traditionally, coins in MUDs have come in either one of two forms.\r\n\r\nIn a lot of the older DIKU derivatives, coins are simply a number\r\nstored in a character, representing that character\'s net wealth.\r\nThe advantage of this is that you don\'t need to do things like\r\nfumble through your pouches when you buy something, or pay a\r\ntoll; you simply buy it, and the appropriate number is deducted.\r\nThe disadvantage is that this sort of a system precludes a lot\r\nof coin-related RP, as well as the theft of a player\'s coin.\r\n\r\nOn the other hand, some MUDs represent coins as in-game objects,\r\nthat players can store in their containers. This presents the\r\nconverse of the above; it aids in roleplay, but it can be\r\nsomewhat cumbersome when buying and selling things.\r\n\r\nHere at Shadows of Isildur, we have a system that combines the\r\nbest of both worlds. Coins are represented as various in-game\r\nobjects (see HELP CURRENCY), which are stored in a player\'s\r\ncontainers. However, when you go to buy something, for example,\r\nyou need not remove them and have them in your hands; the\r\ncode will automatically search through all your containers to\r\nfind your coins. Likewise, when you sell something, the code\r\nwill automatically place the coins gained from the transaction\r\nin the first container found currently carrying other coins.\r\n\r\nIf, for some reason, you wish to preserve a certain coin, and\r\nhave the code ignore it, you will need to place it in a\r\n\"nested\" container, e.g. inside a pouch within a backpack.\r\n\r\n','Count Currency',0,'Sunday, 01:30:03 am, 27th June 2004','Traithe'),('Jwrite','General','\nUsage: jwrite <subject line>\n\nUsing the JWRITE command, a player may add a new entry\nto his or her journal space.\n\n','Jerase Journal Jread',0,'Thu Mar 13 04:48:40 2003','Traithe'),('Jread','General','\nUsage: jread <entry number>\n\nUsing this command, a player may read the specified entry.\n\n','Jerase Journal Jwrite',0,'Thu Mar 13 04:49:20 2003','Traithe'),('Jerase','General','\nUsage: jerase <entry number>\n\nUsing this command, a player may erase the specified entry.\n\n','Journal Jread Jwrite',0,'Thu Mar 13 04:49:41 2003','Traithe'),('Roll','General','\nUsage: roll <X> <Y>\n\nThe roll command will allow you to roll XdY, for use in\nyour roleplay - please note that it is completely OOC.\n\n','Dice Gamble',0,'Fri Mar 28 03:40:34 2003','Traithe'),('Dexterity','General','\nDexterity is a measure of your character\'s ability to perform\nfinely-tuned and controlled physical manipulations. Essentially,\nthe more dextrous they are, the more accurate they will be at\nalmost anything that is manual or physical in nature.\n\nA high dexterity can assist one in numerous tasks, from firing\na bow with great precision to expertly tailoring a new tunic.\n\n','Stats',0,'Thu Jul 10 02:33:15 2003','Traithe'),('Bolt','Psionics','\nUsage: bolt <target>\n\nThis command allows those characters possessing the innate\ntalent of Psychic Bolt to hurl their mental energies at an\nunfortunate target. A successful usage of the skill will\nresult in a stun of varying length; beware, however, as\nfailure, or targeting a surprisingly \"strong\" target, may\nhave unforeseen consequences...\n\nExample:\n\n  > bolt traithe\n\n','Psionic_Talents Psychic-Bolt',0,'Sun May 19 02:53:43 2002','Traithe'),('Heal','Psionics','\nUsage: heal <target>\n\nUsing this command, those gifted with Empathy may attempt\nto take the wounds of another unto themselves. Such painful\nselflessness requires a great deal of concentration; thus,\nthe empathic link is easily broken, either by the pain of\nthe wounds being transferred, or by any other distraction.\n\nThe empath will automatically sever the link before they\ntransfer enough damage to die, but if their concentration\npermits, and the link is not broken beforehand, they will\nheal their target until they themselves are on the brink.\n\n','Empathy Psionic_Talents',0,'Sun May 19 13:38:48 2002','Traithe'),('Hex','Psionics','\nUsage: hex <target>\n\nWith this command, those gifted in such a terrible manner\nmay focus their psychic energies and attempt to bring down\na black curse upon their unsuspecting victim.\n\nNote that, in most cases, this is an inherently evil act;\nit is extremely inconsistent with a generally good-natured\ncharacter to use such an ability lightly.\n\n','Psionic_Talents',0,'Sun May 19 13:41:11 2002','Traithe'),('Prescience','Psionics','\nUsage: prescience\n\nUsing this command, those gifted with the psychic ability\nto pierce the veil of the future may attempt to discern\nthe answer to a single question upon which they have\nextensively meditated. After issuing the command, you will\nbe dropped into the editor; enter your message, which\nshould have an IC tone to it. At that point, it will be\nread by an administrator, who will then decide what answer\nto give you, if any. Answers will come in the form of\ndreams; be sure to sleep on a regular basis.\n\n','Psionic_Talents',0,'Mon May 20 05:53:11 2002','Traithe'),('See','Psionics','\nUsage: see <person>\n\nUsing this command, those gifted with the psionic talent\nof Clairvoyance may attempt to scry the specified individual.\n\nPlease ensure that you only use this command after the due\nroleplay has been completed; scrying is no simple task, and\nfor many it involves elaborate ritual and meditation.\n\n','Clairvoyance Psionic_Talents',0,'Mon May 20 07:51:23 2002','Traithe'),('Sense','Psionics','\nUsage: sense <target>\n\nUsing this command, characters with the psionic talent of\nSensitivity may attempt to read the strength of their\ntarget\'s aura. Also, those with Sensitivity have the ability\nto sense when other psionic or magical abilities are used\nin their immediate area.\n\n','Psionic_Talents',0,'Mon May 20 07:54:41 2002','Traithe'),('Aura','General','Aura is an attribute which measures your character\'s resilience and\r\nstrength of spirit. A strong aura may manifest itself in any number\r\nof ways; it can be represented as a very jovial, forceful, or\r\nmagnetic personality, or a deep well of spiritual resolution.\r\n\r\n','Stats',0,'Sunday, 06:12:04 am, 18th April 2004','Erebus'),('Psionic_Talents','Psionics','Psionics are innate abilities, acquired randomly at birth or in early \r\nchildhood, that can often be described as quasi-magical in nature.\r\nQuite rare even amongst those with strong spirits, none of them are\r\nfully understood; however, in most of Middle-earth\'s cultures, those\r\nwho possess them are treated not much differently from those who\r\npossess any other sort of resource that could potentially be used as\r\na weapon: with a healthy respect, and perhaps a small amount of fear.\r\n\r\n','Bolt Heal Hex Prescience Reach See Sense',0,'Sunday, 06:04:50 am, 18th April 2004','Erebus'),('Order','Clans','\nUsage: order <clan member> <command>\n\nA clanned individual may use this command to order a clan\nmob to perform the specified instruction. The ordering PC\nmust be at least one rank higher in the clan to do so.\n\nExample:\n\n  > order guard salute traithe\n\n','(null)',0,'Wed Nov 12 13:19:20 2003','Traithe'),('Recruit','Clans','Usage: recruit (<mob name>) (all)\r\n\r\nA clanned individual may use the RECRUIT command to order a\r\nmob from the same clan to follow. This mob must be at least\r\none rank lower than the ordering individual.\r\n\r\nIf no argument is given, the command will automatically\r\ntarget the next non-following clanmate in the room; if ALL\r\nis specified, all clanned mobs in the area will follow.\r\n\r\n','(null)',0,'Friday, 02:54:31 am, 9th January 2004','Traithe'),('Reach','Psionics','\nUsage: reach <character name> <message>\n\nUsing this command, those characters with the Telepathy\ntalent may attempt to reach another with a message. Note\nthat the stronger your skill, the more of the message\nwill be decipherable when it is received.\n\n','Psionic_Talents',0,'Thu Jan 16 17:07:07 2003','Traithe'),('Herbalism','Building','\nThe herbalism system is based on in-game plants, which are placed by\nbuilders in various parts of the game world. All plants must have the\n\"take\" flag removed. The plant item must have the oval0 flag set to\ncorrespond to which herb it yields when it is gathered.\n\nThe plant description should be somewhat ambiguous. The description of\nan herb should include the actual name of the herb.\n\nFor example:\n\n(long desc) #2A low-lying plant grows in the shade of a large oak tree.#0\n\n(short desc) #2some alanal leaves#0\n\n','Alchemy Apothecary Gather Identify Rummage',1,'Sat May 14 00:08:53 2003','Traithe'),('Boards','Building','\nCreating in-character bulletin boards in Shadows of Isildur is a\nrelatively painless process, thanks to our new mySQL backend.\n\nAll you need to do is simply to build the \"board object\" as usual;\nthe first word in its keyword list will be used as the board\'s\nname. Any objects in-game that are set to the board type and have\nthat word first in their keyword list will have access to that\nparticular message bank, which is stored in our database.\n\nOnce the object is built, place it on the grid, and enjoy!\n\n','Messenger Patrons Posting_policies Write',1,'Tue Jun 24 21:22:33 2003','Traithe'),('Rcret','Building','\nUsage: rcret <direction> <difficulty>\n\nRCRET creates a secret description which can only be found\nthrough a successful use of the SEARCH skill. The difficulty\nwill be a number from 0 to 100. Please note that a difficulty\nof 50 or greater, due to modifications in the code, will be\nIMPOSSIBLE to find. A good range is 0-20, with a preference\nto the more conservative numbers.\n\nOnce the command is entered, you will go to the editor to\ntype the actual description you desire.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Replace','Building','\nUsage: replace <\"object\"/\"mobile\"> <vnum> with <vnum>\n\nReplace exchanges one item or mob for another across ALL ZONES.\nIt is a powerful command, and should be used carefully; changes\nbecome permanent after a zsave and a reboot.\n\nExample:\n\n  > replace object 10023 with 2501\n  > replace mobile 17901 with 5023\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Outfit','Building','\nUsage: outfit <mobile/character name>\n\nOutfit forces the named mobile or character to pick up and attempt\nto wear and wield all items on the ground in that room. It is useful\nfor quickly equipping a newly loaded mob.\n\nExample:\n\n  > outfit guard\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Object','Building','\nUsage: object | object <vnum/name>\n\nThis is the base object editing command. Used with an object name or\nvnum it allows the builder to begin editing that particular prototype.\nWhen using a name to edit, the object must be in the builder\'s inventory,\nor in the room. Once editing a prototype, the current statistics can be\ndisplayed by typing \"object\" alone, without any other arguments.\n\nNewly OINITED objects are automatically in edit mode.\n\nExamples:\n\n  > object 10002\n  > object sword\n\n','Dwellings dwellings',2,'Sat May 14 00:08:53 2003','Traithe'),('Oset','Building','\nUsage: oset <field> (value)\n\nOset is the object editing command which actually changes the\nspecified prototype\'s attributes. Start editing the desired\nprototype using the OBJECT command. To see a list of all\npossible fields, enter \"oset ?\".\n\nExamples:\n\n  > oset name \'sword long sharp\'\n  > oset oval1 5\n\n','Dwellings dwellings',2,'Sat May 14 00:08:53 2003','Traithe'),('Weapon','Building','\nThis is a list for weapon ovals0-5. See HELP STAFF OVAL for\nmore explanation.\n\n  oval0 - corresponds to wielding position:\n          0 - primary hand\n          1 - secondary hand\n          2 - can be used in EITHER hand\n          3 - two-handed weapon\n  oval1 - corresponds to number of \'dice\' rolled\n  oval2 - corresponds to size of \'dice\' rolled\n          (oval1[2] + oval2[4] = 2d4)\n  oval3 - corresponds to weapon skill used; use OSET TYPE <skill name>\n  oval4 - hit theme of the weapon:\n          0 - stab            1 - pierce         2 - chop\n          3 - bludgeon        4 - slash\n  oval5 - delay of hand caused by using the weapon\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Runused','Building','\nUsage: runused <zone #>\n\nGives a list of unused, uninitialized rooms for the specified zone.\n\nAlso, you may use #2ONUSED#0 for objects, and #2MUNUSED#0 for mobs.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rname','Building','\nUsage: rname <New Room Name>\n\nChanges the name of the room you are currently in.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rxchange','Building','\nUsage: rxchange <old word> [new word | new words]\n\nCan be used to correct typos, change words, insert words\nor delete words from a room description. Find an experienced\nbuilder for hints or try it out in a test room first, as it\ndoes not always work as you may expect.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Mclone','Building','\nUsage: mclone <target VNUM>\n\nClones one mob to another. This also works across\nzones, and so is useful for making similar mobs in\ndifferent zones.\n\nThe mob you are cloning is the one currently open\nin your editor, via the MOBILE command.\n\n#1NOTE: Please remember the value we place on quality\nover quantity, and don\'t abuse this command. Thanks.#0\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rpadd','Building','\nUsage: rpadd <new prog #>\n\nAdds a room program to the room. The newly added program\nwill be designated as room program 1.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rpstat','Building','\nUsage: rpstat\n\nShows the commands, keywords and programs of all\nroom programs in your room.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rpcmd','Building','\nUsage: rpcmd <program number> <word(s)>\n\nAdds a command word to the room program. A command word is\nthe first word of a two-word trigger for the room; usually,\nthe action verb of a two-word phrase. Multiple words can\nbe added using this command.\n\nExample:\n\n  > rpcmd 1 press push depress\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rprog','Building','\nBasic room program commands available so far are:\natecho  trans  link   exit    ostr    vstr  atlook  unlock\ngive    take   load   force   delete  put   unlink  unexit\n\nThere are also a series of if/else combinations:\nif mexist    if haso    if link    if exit\n\nWriting room programs can be difficult at first, but they\nsignificantly increase the game\'s \"reality\" -- please use\nthem liberally. A good way to learn how to write effective\nprograms is to use existing ones. Use the RPSTAT command to\nexamine the other rooms\' programs.\n\nAlso, there is decent documentation within the staff portal\nof our website (http://soi.wolfpaw.net/staff_portal.htm).\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rpapp','Building','\nUsage: rpapp <program number>\n\nThis command allows you to append additional lines\nof code to an existing room program.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rpkey','Building','\nUsage: rpkey <program number> <keyword(s)>\n\nSets the second word of a two-word \"trigger phrase\" for a\nroom program. This is usually a word located in the room\ndescription, and is paired with an RPCMD word(s).\n\nExample:\n\n  > rpkey 1 button stone rock (RPCMDs being push press depress)\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Shops','Building','\nThe following describes the procedure to build a shop:\n\n1) You must first have, at the very least, a mob initialized.\n   If you plan on having your shop within a room, i.e. stationary,\n   you should also have that room number initialized. You should\n   also know what sort of items your shop will buy and sell; food,\n   weapons, etc...\n\n2) Use the MSET KEEPER command to initialize the shopkeeper. If\n   this is not a newly created mob, you will probably want to\n   start editing it with MOB <vnum>. If the shop is a room, the\n   FLAG of the keeper should include Sentinel. Leave this flag out\n   if you wish to make a wandering merchant. For the sake of simplicity\n   you might want to consider making a mob with the same v-number as\n   the room his shop is located in.\n\n3) Next, RINIT the storeroom. A shop keeper does not keep his goods\n   in his inventory; all items are placed in the storeroom. ALL\n   storerooms should be located in zone 0.\n\n4) Now use the \"LOAD obj <obj vnum>\" inside your storeroom to place\n   the items for sale in your shopkeeper\'s listing. A shop should\n   generally not contain more than 6-7 items; this will provide the\n   player a decent amount of variety, while not giving him or her\n   access to too many items in one location. Now, when you type \"list\"\n   in the same room as your shopkeeper, you should see all the items\n   you just loaded into his storeroom.\n\n5) A shop can \"reproduce\" an unlimited supply of up to five items. This\n   adds a bit of \"reality\" to the game. If you were in a tavern, you\n   should be able to purchase more than one tankard of ale. The MSET\n   DELIVERY command allows you to specify which items you want your\n   shop to reproduce. Note: Some discretion should be used in specifying\n   which items will be reproduced. For example, it would be common for\n   a keeper to reproduce an unlimited supply of ale, but not for a\n   weapons-maker to reproduce the finest chainmail, or the best sword,\n   without limit. Therefore, do not set \"quality\", \"complex\", or \"unique\"\n   items with MSET DELIVERY.\n\n6) To set the types of items a shop will purchase from players, use the\n   MSET BUY command. Note: Some items should not be set with BUY --\n   trash, food, other, and note. However, setting these items to not be\n   bought with MSET NOBUY is a good idea.\n\n7) Another thing to set when making a shop is its buy and sell profit\n   values. The MSET DISC command sets the percent value that the keeper\n   will try to purchase the item for. Example: MSET DISC 0.75 would mean\n   that the shopkeeper would try to buy an item off the player at 75% of\n   its real value. Similarly, with MSET MARK 1.1, the keeper will try to\n   sell the item at 10% more than its cost.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Rdflag','Building','\nUsage: rdflag <direction> <door flag>\n\nToggles the flags for the door in the given direction.\nCurrently you can set only the PICKPROOF flag. If you\nwant to make a door \"secret\", use the RCRET command.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rdelete','Building','\nUsage: rdel <room number>\n\nDeletes the specified room from the game. If you use the command again\non the same room number, the room will be unmarked for deletion. Note\nthat this command will only result in the room being deleted permanently\nif the zone is saved. Also, the world must be rebooted in order for this\nto become visible. You are not able to delete a room number if you are in\nthe room being specified.\n\nThis command should be used with extreme caution; remember to remove all\nthe links to and from the room with the RLINKRM command before you delete!\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Minit','Building','\nUsage: minit <vnum>\n\nCreates a new mobile in the current room. You might consider\nusing the FREEZE command to keep the mobiles from wandering\nwhile you edit (although this is not necessary on the builder\nport). You may use the MUNUSED command to get a list of available\nvnums for the particular zone you\'re using.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Oinit','Building','\nUsage: oinit <vnum> <type | ?>\n\nIf a valid type is given, a new object of that type is created\nand placed in your inventory. If \'?\' is given as the only\nargument, then the possible types are listed. The OUNUSED command\ncan provide a list of available vnums within the desired zone.\n\n','(null)',2,'Sat May 10 00:08:53 2003','Traithe'),('Rappend','Building','\nUsage: rappend\n\nAllows the addition of text to the end of an existing room\ndescription. No arguments are used; you will enter the editor\nto append your additions. Use the \'@\' sign to terminate input.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rclone','Building','\nUsage: rclone <source vnum> <target vnum>\n\nCopies the name, description, sector type, and room flags of\nthe source room to the target room. Rclone works across\nzones.\n\n#1NOTE: Please use this command as sparingly as possible; here\nat Shadows of Isildur, we strive for quality over quantity.#0\n\n','(null)',1,'Wed Mar  3 16:56:22 2004','Haiwolfe'),('Rddesc','Building','\nUsage: rddesc <direction>\n\nAdds a description for an exit (a door does not need to\nbe present) in the specified direction. You will be prompted\nfor the description after entering the command.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rdoor','Building','\nUsage: rdoor <direction> [keyword(s)]\n\nCreates a door in the specified direction, provided an exit or\nlink exists in that direction. A keyword may be specified if\ndesired; the default is \"door\". \"Direction\" must be one of the\nfollowing: n, e, s, w, u, d.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Redesc','Building','\nUsage: rdesc <keyword(s)>\n\nAdds a keyword and extra description for something in the\ncurrent room. After the command with the keyword is given,\nyou will be prompted for a description. This is useful for\ndescribing signs and anything else that need not be an\nobject or will not be taken from the room.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rexit','Building','\nUsage: rexit <direction> <target room>\n\nCreates a one-way passage in the specified direction to the\ntarget room. Both rooms must exist. The exit is removed with\nthe REXITRM command.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rexitrm','Building','\nUsage: rexitrm <direction>\n\nRemoves a one-way link to the room in the direction specified.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rdesc','Building','\nUsage: rdesc\n\nAllows entry of a new description for the room you are currently\nin. Rdesc takes no arguments; you will enter the editor to enter\nyour description. For adding to the end of an existing description,\nyou may use the RAPPEND command.\n\nFor further guidelines, please see the Shadows of Isildur Building\nGuidelines, contained in our staff portal.\n\nOnce you have finished your description, be SURE to use the\n\"rdesc reformat\" command to ensure that it meets formatting.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rflags','Building','\nUsage: rflags [flag/?]\n\nToggles the flags for the current room. If no argument is\ngiven, the current room flags are shown. If a \'?\' is given,\nall possible room flags are listed.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rinit','Building','\nUsage: rinit <vnum>\n\nCreates a new room with the specified virtual number. The\nnumber must be an unused vnum. Use the goto, rexit, or\nrlink commands to get to the new room. You may also use the\nRUNUSED command to get a list of available room vnums.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rkey','Building','\nUsage: rkey <direction> <key number> <pick penalty>\n\nAllows the door in the direction given to be locked and\nunlocked using a key with the specified VNUM. Creation and\nplacement of this key is the responsibility of the builder,\nas automation of this process would take away from the\nflexibility of our OLC system.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rlink','Building','\nUsage: rlink <direction> <target room>\n\nCreates a two-way passage in the specified direction between\nthe room you are currently in to the target room. Both rooms\nmust exist. The link is removed by using the RLINKRM command.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rlinkrm','Building','\nUsage: rlinkrm <direction>\n\nRemoves a two-way link between two rooms in the direction specified.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rsector','Building','Usage: rsector [sectortype | ?]\r\n\r\nSets the sector type for the current room. If no arguments\r\nare given, this command returns the current sector type. If\r\nthe argument \'?\' is given then it lists all sector types.\r\n\r\n        Sector Type     Base Move Cost  Special\r\n        -----------     --------------  -------\r\n        Inside          1               None\r\n        City            1               None\r\n        Road            2               None\r\n        Trail           3               None\r\n        Field           4               Allows Camping\r\n        Woods           5               Allows Camping\r\n        Forest          6               Allows Camping\r\n        Hills           7               Allows Camping\r\n        Mountains       8               None\r\n        Swamp           8               None\r\n        Underwater      6               Too Much Encumberance and You Drown\r\n        Lake            ?               Allows sinking to linked Underwater\r\n        River           ?               Allows sinking to linked Underwater\r\n        Ocean           15              Allows Boats\r\n        Dock            2               Allows You to Exit a Boat\r\n        Reef            15              Causes Damage to a Boat\r\n        Crowsnest       8               Unknown\r\n\r\n','',2,'Thursday, 12:07:04 pm, 25th November 2004','Mirudus'),('Rflag','Building','\nUsage: rflag [roomtype | ?]\n\nToggles the flags for the current room. If no argument is\ngiven, the currently set flags are displayed.\n\nRflag ? displays a list of all possible flags. Many of the\nflags are simply used to control where a certain mob may go,\nand mean nothing by themselves. The flags and their functions are:\n\n   Dark            - Room will be dark even in daytime. Torches still work.\n   Light           - Room will always be lighted.\n   NoMob           - Mobiles will not move into this room.\n   Indoors         - Weather/sunrises/sunsets/etc cannot be seen.\n   Lawful          - Crimes commited in this area will flag the criminal.\n   NoMagic         - Spells cannot be cast.\n   SafeQuit        - Players can quit the game here.\n   Fall            - Anyone entering falls to the room below.\n   Climb           - Requires a climb check to enter room.\n   <Deity>         - Sets the room to be a temple of <Deity>.\n   NoMount         - Mounts cannot be ridden into this room.\n   Psave           - Objects left in room will save and not disappear.\n   Lab             - Allows alchemy.\n   NoMerchant      - Merchants won\'t wander in to sell their goods.\n   OOC             - Creates an OOC area. #1USE SPARINGLY!#0\n\nNoPray and NoMagic don\'t appear to work, but are never used.\n\nThe following flags have no effect other than on mobs similarly\nflagged for access with the \"mset access TYPE\" command:\n\nRuins           Tunnel             Cave              Wild\nDeep            Temple             Road              Wealthy\nPoor            Scum               Dock              Market Arena\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Zlife','Building','\nUsage: zlife <minutes>\n\nSets the time between zone resets in minutes.\n\n','(null)',5,'Sat May 14 00:08:53 2003','Traithe'),('Zmode','Building','\nUsage: zmode <mode>\n\nSets the reset mdoe for the zone you are currently in.\nMode is one of the following:\n\n            0 - Never reset\n            1 - Reset if no players in zone\n            2 - Reset always\n\n','(null)',5,'Sat May 14 00:08:53 2003','Traithe'),('Zname','Building','\nUsage: zname <name>\n\nSets the name for the zone you are currently in.\n\n','(null)',5,'Sat May 14 00:08:53 2003','Traithe'),('Zsave','Building','\nUsage: zsave\n\nThis command commits the current state of the world to our\nmySQL database. As such, it should only be used on the\nbuilder port; any changes committed will appear on all ports,\nafter they are rebooted and the changes loaded into place.\n\nThe server is set to automatically zsave if it intercepts a\ncrash; however, be sure to use this command before rebooting\nmanually, lest you lose any work you\'ve done!\n\n','(null)',2,'Tue Apr 29 09:26:37 2003','Traithe'),('Mset','Building','\nMset is used to modify mobs and players. Typing \'mset ?\' will\nalso give you this help list.\n\nUsage:\n\n        mset [mob-vnum]		        Optionally specify mob vnum\n        name                            \"keywords\"\n        sdesc                           \"a short name\"\n        ldesc                           \"The long desc\"\n        desc                            Enter a full description\n\n        params that take a simple numberic value:\n\n        access, armor | ac, clan1, clan2, moves, state (-1..4)\n        piety, natural, str, dex, int, wil, con, aur, bite,\n        height, frame, room (pc\'s only)\n\n        conds           <drunk #> <full #> <thirst #>   You must use all three\n        circle          <0..9>\n        dam             <##>                    Natural damage attack\n        [fightmode]    <frantic | aggressive | normal | cautious | defensive>\n        helm            <room-vnum>\n        hp | hits       <hit-points>\n        skinobj <obj-vnum>         	        What corpse skins into\n        carcobj <obj-vnum>         	        What corpse leaves behind\n        attack          <attack-type>           Natural attack type: claw, etc\n        allskills | noskills                    Gives/removes every skills\n        delete                                  Delete a mob.\n\n        \'position-types\'                        Type: tags position-types\n        \'deity\'                                 Type: tags deity\n        \'races\'                                 Type: tags races\n        \'skills\'        <percent>               Type: tags skills\n        \'action-bits\'                           Type: tags action-bits\n        \'affected-bits\'                         Type: tags affected-bits\n        dpos \'position-types\'                   Default position\n\n        trudge, paced, walk, jog, run, sprint\n\n        keeper                                  Associate shop with mob\n        markup  <number>                        To sell multiplier\n        discount        <number>                To buy multiplier\n        econ_markup1,2,3 <number>               To sell econ flagged multiplier\n        econ_discount1,2,3 <number>             To buy econ flagged multiplier\n        nobuy           <econ flag>             Won\'t buy flagged item\n        econ1,2,3       <econ flag>             econ_markup/discount flags\n        shop                                    Shop room number\n        store                                   Store room number\n        trades \"\'item-type\' ... \"               Types of items traded\n        delivery \"<ovnum> ...\"                  Objects replaced after buy\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Mcopy','Building','\nUsage: mcopy <target mob\'s name>\n\nThis command duplicates one in-game instance of a mob,\nincluding worn equipment; useful for whipping up swarms\nof raiders in a only a few minutes.\n\nExample:\n\n  > mcopy goblin\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Rblock','Building','\nUsage: rblock (<zone>)\n\nThis command displays the number of unused rooms in the\nspecified zone; if no zone is specified, it displays the\nstatistics for zone 0.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Tags','Building','\nUsage: \'tags\' for a syntax list\n\nThis command shows a directory of flag lists used in building.\n\nExample:\n\n  > tags item-types\n  > tags weather-room\n  > tags races\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Ovals','Building','\nMeanings of ovals by item-type:\n\nLight\n   oval0:  Color (not implemented)\n   oval1:  Type  (not implemented)\n   oval2:  Mud hours of life in light.\n   \nWeapon\n   oval0:\n      0 - primary hand\n      1 - secondary hand\n      2 - either hand\n      3 - two-handed\n   oval1:  # dice in damage  2 in 2d4\n   oval2:  # sides on dice   4 in 2d4\n   oval3:  obsoleted. Use \'oset type <skill-name>\' to determine type\n   oval4:  What sort of hit the weapon makes (has slightly different\n           affects on different armors):\n           0 - stab\n           1 - pierce\n           2 - chop\n           3 - bludgeon\n           4 - slash\n   oval5:  Adjustment to base on hand for this weapon.  NOTE:  Base delays\n           are based on oval3.  For instance, a sword (3) might have a \n           delay of 4 seconds, and a dagger (4) has a base delay of 3\n           seconds.  The oval5 is an adjustment to this base delay, either\n           positive or negative in quarter seconds.  So, if you have a\n           really fast dagger, you might put -2 in oval5, meaning 1/2\n           second faster than normal.\n\nMissile\n   oval1:  # dice in damage 2 in 2d4\n   oval2:  # sides in dice  4 in 2d4\n\nShield\n   No ovals used on shields.  To make a shield better, add a Block affect\n   modifier.\n   \nArmor\n   oval0:  Armor Value.  This is how much damage is obsorbed before\n           taking into account hit location.  For instance, when you are\n           hit in the neck with 5 points of damage, and you have armor\n           worth 3, then pre-hit location damage is 5-3=2.  (Multiplier\n           for being hit on the neck is 3...so your approximate damage\n           would be 2 x 3 = 6 (vs 5 x 3 = 15, which is what it would be\n           without armor).  There are other factors in damage too, which\n           aren\'t described here.\n   oval1:  Armor Type:\n           0 - quilted\n           1 - leather\n           2 - ring\n           3 - scale\n           4 - mail\n           5 - plate\n   oval5:  Is a pointer.  Please NEVER change this value.\n\nPotion \nScroll |  These all have the same definition:\nSalve  /\n   oval0 - oval5 contain spells.  Use oset slot to set them.\n\nWorn\n   oval0..oval4 aren\'t used.  Oval5 contains a C pointer.  Please don\'t\n   modify it.\n   \nContainer\n   oval0:  Maximum capacity in weight.\n   oval1:  Flags ?  What are they, I wonder\n   oval2:  key vnum\n   oval3:  corpse (don\'t set this please)\n   oval4:  not used\n   oval5:  maximum seating at table.  0 if unlimited.  Use TABLE flag on\n           object too.\n   \nLiquid_container\n   oval0:  Maximum quantity container can contain.  Each 1 is a \"drink\".\n   oval1:  Current quantity in container.  Build this at maximum usually,\n           and as players drink from it, the quantity goes down for each\n           instance of the item.\n   oval2:  Liquid Type:\n             see \'show o fluid\' for a list; use the VNUM of the object\n   oval3:  Spell number\n   oval4:  Spell number\n   oval5:  Spell number\n\nBook\n   oval1: number of pages remaining in the book\n\nInk\n   oval1: total capacity of container\n   oval2: number of uses left\n\nKey\n   The key is identified by its vnum.  Ovals not used.\n\nFood\n   oval0:  Hours the food will satisfy the consumer.\n   oval1..oval5: Magic spells.  Use oset slot to set these.\n\nMoney\n   Only object 42 will be recognized by the mud as real money.  Please\n   don\'t use this object type, or try to modify object 42.\n\nBoard\n   No ovals used for this object.  To make a new board, first create the\n   board object, then create a board entry using \"board create\" to link\n   to the board object.\n\nFountain\n   oval1:  Fountain has something in it if > zero.\n   oval2:  Liquid Type:  (see oval2 of liquid_container)\n   oval3:  Poison spell.  Use oset slot to set this.  NOTE:  Appears that\n           this may not be implemented in the code.\n\nComponent \nHerb      /\n   No ovals are used.  This item type can be used as an alchemy \ningredient.\n\nPlant\n   oval0 is set to herb it will produce.\n   \nPoison\n   oval0..oval5 are spells.  Use oset slot to assign them.\n   \nLockpick\n   No ovals are used for this object.\n   \nString_inst\n   No ovals are used for this object.\n   \nUsury_note\n   No ovals are used for this object.\n\nBridle\n   No ovals are used for this object.\n   \nTreasure    Not used by the code.\nGrain       Not used by the code.\nPerfume     Not used by the code.\nPottery     Not used by the code.\nSalt        Not used by the code.\nWand        Not used by the code.\nStaff       Not used by the code.\nOther       Not used by the code.\nTrash       Not used by the code.\nTrap        Not used by the code.\nTicket      Not used by the code.\nZone        Not used by the code.\nFur         Not used by the code.\nTool        Not used by the code.\nWind_inst   Not used by the code.\nPercu_inst  Not used by the code.\nWoodcraft   Not used by the code.\nSpice       Not used by the code.\nOre         Not used by the code.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Guests','General','\nGuests are individuals who have opted to log in to Shadows of Isildur\nwithout needing to create an actual character. In many cases these are\npotential new players, wishing to examine a limited portion of the\ngame before investing the effort in a character application; in others,\nexperienced players who wish to loiter about in Club Endore for a short\nrespite from the in-character dynamics of the gameworld.\n\nGuest logins are restricted to our out-of-character lounge area, thus\npreserving the integrity of the roleplay in in-character areas. The\navatars they are given are generated randomly from our banks of\nracial descriptions, resulting in hundreds of thousands of possible\nappearances! To see what you\'ve been incarnated in as a Guest,\nsimply type SCORE at the game prompt.\n\nAs a guest, there are various things that can be done. First, you can\ncatch glimpses of various areas of the game using the \"look window\"\ncommand in Club Endore. Second, if you\'re a combat-oriented sort, you\ncan join in battles that are run approximately once every RL hour in\nthe Witchking of Angmar\'s arena. This area is actually in-game, and\nany PCs in Minas Morgul who wish to do so can watch these battles.\nLastly, you can take a stroll through the Museum, and learn about\nMiddle-earth through the various exhibits you\'ll find there.\n\nIf you have any questions about the game, feel free to use the\nPETITION command to speak with an administrator. Enjoy!\n\n','(null)',0,'Sun Sep  7 04:09:21 2003','Traithe'),('Rpdel','Building','\nUsage: rpdel <number>\n\nUsing this command, a staff member may delete the\nspecified room program.\n\n','(null)',2,'Sat Jun 29 21:26:51 2002','Traithe'),('Cset','Building','\nThe CSET command is used to edit a craft that you\'ve already opened \nvia the CRAFT command. Syntax is as follows:\n\n#2cset craft <name>#0 - Change the craft\'s craft name.\n#2cset subcraft <name>#0 - Change the craft\'s subcraft name.\n#2cset command <command>#0 - Change the craft\'s command.\n#2cset delete (!)#0 - Delete the currently open craft.\n#2cset delay X#0 - Sets value of craft\'s delay timer to X RL hours.\n#2cset race <name>#0 - Add a required racial type to the craft.\n#2cset clan <name> (<rank>)#0 - Add a clan/rank requirement to the craft.\n#2cset sectors <sector>#0 - Add/remove a required room sector.\n#2cset seasons <season>#0 - Add/remove a required season.\n#2cset opening <skill>#0 - Designate as opening craft for that skill.\n#2cset failure <string>#0 - Set the craft\'s generic failure string.\n#2cset failobjs <string>#0 - Set the list of failure objects produced.\n#2cset phaseX 1st#0 - Set the first person echo for phase X.\n#2cset phaseX 2nd#0 - Set the second person (target) echo for phase X.\n#2cset phaseX 3rd#0 - Set the third person (room) echo for phase X.\n#2cset phaseX failure-1st#0 - Set the first-person failure string for phase X.\n#2cset phaseX failure-2nd#0 - Set the second-person failure string for phase X.\n#2cset phaseX failure-3rd#0 - Set the third-person failure string for phase X.\n#2cset phaseX flag#0 - Toggle the specified flag on phase X.\n#2cset phaseX delete#0 - Delete phase X from the craft.\n#2cset phaseX time#0 - Set the delay interval for phase X.\n#2cset phaseX movecost Y#0 - Set the move point cost for phase X.\n#2cset phaseX skill <skill>#0 - Specify the skill used in phase X.\n#2cset phaseX check YdZ#0 - Specify the die roll of the skill check for phase X.\n#2cset phaseX objectX <VNUMs> <flag>#0 - Set the objects utilized in phase X.\n#2cset phaseX mob <VNUM>#0 - Set the specified mob to load up on success.\n\n','Craft Materials',2,'Mon Jan 20 14:20:17 2003','Traithe'),('Freeze','Staff','\nUsage: freeze <zone>\n\nStops all mobile activity updates for the specified zone. Use\nthis to prevent mobiles from wandering during build/save periods.\nUse THAW to reverse the affects of this command.\n\nNote that ALL ZONES on the builder port (6669) are frozen by\ndefault; this is why mobs do not wander, attack, or activate\nmprogs. Please use this command sparingly on the player port.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Thaw','Staff','\nUsage: thaw <zone>\n\nRe-enables mobile activity updates in the specified zone.\nMobiles will wander and perform special functions as in\nnormal game play. This command is used in conjunction with\nthe FREEZE command.\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Set','Staff','\nUsage: set <option> <value>\n\nThis entry only shows the staff commands for SET; to see the\nothers, please refer to #2GENERAL SET#0.\n\nOptions only available to immortals:\n\nimmenter - Message seen by others when you enter a room via GOTO.\nExample: immenter ##5A generic admin##0, rather frazzled, runs in.\n(Produces: #5A generic admin#0, rather frazzled, runs in.)\n\nimmleave - Message seen by others when you leave a room via GOTO.\nExample: immenter ##5A generic admin##0, whimpering, runs off.\n(Produces: #5A generic admin#0, whimpering, runs off.)\n\nimmortal/mortal - Sets you to immortal or mortal status, respectively,\n                  for testing. You CAN be killed in mortal status, and\n                  CANNOT ressurect yourself - do be careful!\n\ntelepath - Lets you hear PC thoughts. Off by default, off permanently to\n           some. ;)\n\nimmwalk - Lets you walk at instantaneous speed. Remember, you can type\n          <direction> ! to pass doors.\n\nnames - Displays the name of each PC when they use SAY. Very handy.\n\nwiznet - Basic form of communication for immortals with one another.\n\n','Hints',1,'Sun Oct 10 09:43:06 2004','Mirudus'),('Visedit','Staff','\nVisedit is the full-screen, visual editor component of the Shadows\nof Isildur OLC system. It is quite powerful, and rather similar to\nthe \'vi\' editor seen on most UNIX-like operating systems.\n\nCommands:\n\n   @               Exit editor\n   ?               Lists help screen\n   i               Enter insert mode\n   d               Delete current line\n   j               Down\n   k               Up\n   o               Insert line below\n   m               Display map\n   <ctrl-L>        Refresh screen\n   N,S,E,W,U,D     Move\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Ichat','Staff','\nAllows you to talk on \"wiznet\", the global admin channel.\nThis command has also been aliased to the semicolon.\n\nExample:\n\n  > ichat Hey!\n  > ; How\'s it going?\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Addcraft','Staff','\nUsage: addcraft <subcraft>/<craft>\n\nThis command adds a craft to a player\'s file, while that\nplayer is open in the OLC\'s mobile editor.\n\nAlternately, you can specify an entire craft category to\nbe added, e.g. \"general\" or \"woodcraft\".\n\nExample:\n\n  > addcraft potatoes-and-onions\n  > addcraft general\n\n','Remcraft',3,'Sat May 14 00:08:53 2003','Traithe'),('As','Staff','\nUsage: as <character> <action>\n\nThis command allows you to perform an act -as- a character,\nsuch as count coins or look in container objects they\'re\nwearing or carrying. These actions are not seen by the\ntargeted character, although if their results would normally\nbe visible to the room they\'re in, they will be.\n\nExample:\n\n  > as caridwen look in satchel\n  > as dromalis count\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Invis','Staff','\nThese commands alternately make you visible or invisible to players\n\nExample:\n\n  > invis\n  > vis\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Alias','Staff','\nThis command sets an alias to the specified numbers,\nletters, or word.\n\nExample:\n\n  > alias ff emote flits about the room, grinning ferociously.\n  > ff\n  > #5A cheshire cat#0 flits about the room, grinning ferociously.\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('At','Staff','\nUsage: at <room number | character name> <action>\n\nThis command allows you to perform an action in a room\nother than the one you\'re currently in.\n\nExample:\n\n  > at keeper look\n  > at 1003 look board\n  > at jailer as jailer laugh\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Clan','Staff','\nUsage: clan <set|remove|?> <clan name> (leader)\n\nThis command allows you to add or remove clan grouping from\nthe player or mobile being edited. If you specify \"leader\"\nas the last argument, they will be made a leader member;\ntyping \'clan ?\' will give you a more detailed listing of\nthe command\'s various usages.\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Echo','Staff','\nUsage: echo <message>\n\nThis command echoes a message to the room you are currently in.\n\nExample:\n\n  > echo A mouse scurries under the table, whiskers twitching.\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Find','Staff','\nUsage: find <vnum> <arguments> <zone>\n\nThis command finds specific objects, with available zone\nparameter and ability to specify keywords.\n\nExample:\n\n  > find 1001\n  > find +rusty +dagger\n  > find +rusty -sword 12 (finds rusty things in z12 that aren\'t swords)\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Force','Staff','\nUsage: force <target> <action>\n\nForces the given action upon the target player or mobile.\n\nThis command is useful as a tool with which to animate NPCs,\nbut please use only sparingly, if ever, on PCs!\n\nExample:\n\n  > force goblin cackle\n  > force algared bleed\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Gecho','Staff','\nUsage: gecho <message>\n\nEchoes a message to the entire game. Please use sparingly.\n\nExample:\n\n  > gecho Hang on, folks -- reboot pending!\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Givedream','Staff','\nUsage: givedream <target>\n\nWith this command, you may give the target player a dream,\nwhich will then be stored in his/her playerfile and displayed\nthe next time they fall asleep.\n\nExample:\n\n  > givedream traithe (enters editor; end with @ on a blank line)\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Goto','Staff','\nUsage: goto <name | room vnum>\n\nThis command takes you to the specified person, NPC, or room.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Gstat','Staff','\nThis command displays current server statistics.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Hour','Staff','\nThis command advances in-game time by exactly one hour.\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Immcommands','Staff','\nThis command lists all the staff commands available to you.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Send','Staff','\nusage: send <target> <message>\n\nThis command sends a private message to a player\nor admin, from anywhere in the game.\n\nExample:\n\n  > send whiner Quit whining, eh?\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Job','Staff','\nUsage: job <number> <arguments>\n\nThis command sets a job for a player, payable in coin or objects.\n\nSyntax:\n\n  > job 1 objects <quantity> <object vnum> days <number> employer <mob vnum>\n  > job 1 delete\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Last','Staff','\nusage: last <person>\n\nThis command displays the last time the specified person logged on.\n\nExample:\n\n  > last traithe\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Locate','Staff','\nUsage: \'locate\' to list syntax\n\nThis command finds a desired mobile.\n\nExample:\n\n  locate +fiery-haired -male <zone number>\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Notes','Staff','\nusage: notes <character name>\n\nThis command displays a list of notes stored on the specified\ncharacter\'s playerfile. To insert a note into their file,\nyou may WRITE <player name> <subject line>.\n\nExample:\n\n  > notes traithe\n  > read traithe 1\n  > write traithe Hi there!\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Olist','Staff','\nUsage: olist <keywords>\n\nThis command shows a list of existing objects with the\nspecified keyword(s).\n\nExample:\n\n  > olist +dagger\n  > olist +green +carpet\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Passwd','Staff','Usage: passwd <account name> <new password>\r\n\r\nThis command changes the specified account\'s login password.\r\n\r\nExample:\r\n\r\n  > passwd diggory 12345\r\n\r\n','(null)',4,'Sunday, 01:39:37 pm, 11th July 2004','Traithe'),('Pecho','Staff','\nUsage: pecho <target> <message>\n\nThis command echoes a message to a single player.\n\nExample:\n\n  > pecho traithe You are feeling faint.\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Purge','Staff','\nUsage: purge (<target>)\n\nThis command destroys the specified object or mobile, or,\nif used alone, clears out everything in the room.\n\nExample:\n\n  > purge dagger\n  > purge\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Refresh','Staff','\nUsage: refresh <zone | all>\n\nThis command refreshes the specified zones or all in-game\nzones, essentially \"repopping\" them.\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Remcraft','Staff','\nUsage: remcraft <subcraft>/<craft>\n\nThis command removes a craft from a player\'s file, while that\nfile is open in the MOBILE editor.\n\nAlternately, you can specify an entire craft category to\nbe removed, e.g. \"general\" or \"woodcraft\".\n\nExample:\n\n  > remcraft potatoes-and-onions\n  > remcraft general\n\n','Addcraft',3,'Sat May 14 00:08:53 2003','Traithe'),('Report','Staff','\nUsage: report <objects|shops|race|mobiles|exits>\n\nThis command reports certain statistics to certain files\nstored in the lib/ directory of the game server.\n\n','(null)',5,'Sat May 14 00:08:53 2003','Traithe'),('Restore','Staff','\nUsage: restore <character/NPC>\n\nThis command restores a player or mobile to full\nhealth and movement.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Review','Staff','\nUsage: review <applicant name>\n\nThis command will allow you to review a submitted application.\nFrom there, you may either ACCEPT or DECLINE it; any other\ncommand will remove you from reviewing mode.\n\nExample:\n\n  > review newbie\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Snoop','Staff','\nUsage: snoop <name>\n\nAllows you to \'listen\' in on the target\'s connection,\neffectively seeing exactly what they see. Note that\nadmins can see when others snoop on them, whereas\nplayers cannot. Please be considerate in using this.\n\nExample:\n\n  > snoop traithe\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Shutdown','Staff','\nUsage: shutdown <reboot | die | stop> ( ! )\n\nThis command shuts down the game server. If the \'reboot\'\ncommand is used, no players will be disconnected, although\nit will still reset; if the \'die\' argument is specified,\nthe server will shut down entirely.\n\nIf someone is currently in the midst of an activity that would\nbe interrupted by a reboot, such as an animation, a fight,\nor crafting, the system will queue the reboot to take place\nas soon as possible to avoid this interruption. If there is an\nemergency and you need to reboot immediately, append an\nexclamation point, e.g. \'shutdown reboot !\'.\n\nUsing the STOP switch will cancel any pending reboot.\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Stat','Staff','Usage: stat <a|c|o|r|e> (target)\r\n\r\nThis command displays all pertinent information about\r\nthe given account, creature, object, or room.\r\n\r\nIn addition, the \'e\' switch may be used to search for\r\nlogin accounts matching part or all of a given email.\r\n\r\nExample:\r\n\r\n  > stat a traithe\r\n  > stat c goblin\r\n  > stat o dagger\r\n  > stat e middle-earth.us\r\n  > stat e kyndig@kyndig.com\r\n\r\n','(null)',1,'Wednesday, 01:53:20 am, 24th March 2004','Traithe'),('Summon','Staff','\nUsage: summon <target>\n\nThis command works just like transfer, except the summoned\nplayer may use RETURN to return to his/her original location.\n\nExample:\n\n  > summon algared\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Swap','Staff','\nUsage: swap <worldfile|binary> (<zone number>)\n\nThis command is what allows us to update the server\nbetween our three ports. To update the player port,\nwhile logged into it, use the \'swap worldfile\' command;\noptionally, you may specify the zone you\'d like to update. \nPlease bear in mind that specifying zones is best, so\nwe don\'t inadvertently swap over any work that hasn\'t\nyet been finished. \'Swap binary\' is what updates the code,\nand shouldn\'t be used by most.\n\nNote that crafts are transferred ONLY by a full swap.\n\nExample:\n\n  > swap worldfile\n  > swap worldfile 5\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Transfer','Staff','\nUsage: transfer <target>\n\nThis command transfers the specified player or mobile\nto the room that you\'re currently in.\n\nExample:\n\n  > transfer cronos\n  > transfer goblin\n\n','(null)',2,'Sat May 14 00:08:53 2003','Traithe'),('Users','Staff','\nThis command displays all connected players and accounts.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Watch','Staff','\nUsage: watch <target>\n\nThis command displays all keyboard entries made by the\ntargeted player.\n\nExample:\n\n  > watch algared\n  > watch traithe\n\n','(null)',5,'Sat May 14 00:08:53 2003','Traithe'),('Whap','Staff','\nHmm... don\'t you have something more constructive to do?\n\n','(null)',4,'Sat May 14 00:08:53 2003','Traithe'),('Where','Staff','\nUsage: where (<target>)\n\nThis command displays where the specified object or N/PC\nis; if no argument is given, it displays a list of all\ncurrently connected players.\n\nExample:\n\n  > where dagger\n  > where guard\n  > where\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Would','Staff','\nUsage: would <mob name>\n\nThis command determines if a mob would attack you.\n\n','(null)',1,'Sat May 14 00:08:53 2003','Traithe'),('Zecho','Staff','\nUsage: zecho <message>\n\nThis command echoes a message to the zone you\'re currently in.\n\nExample:\n\n  > zecho Night falls quickly, and shadows move in off the pier.\n\n','(null)',3,'Sat May 14 00:08:53 2003','Traithe'),('Hedit','Staff','\nUsage: hedit <topic name> <subject name> <required access level>\n\nWith this command, staff members are able to add new entries to\nthe Shadows of Isildur help database. Please note that if you\nspecify an already existing entry with this command, you will\noverwrite the currently existing one. In addition, the topics\nthemselves may only be added on the server itself; please ask\nTraithe if you have one you\'d like to see added.\n\n','(null)',4,'Sat May 18 15:21:37 2002','Traithe'),('Load','Staff','\nUsage: load (<quantity>) <c|o> <vnum/quantity> (<color>)\n\nUsing this command, a staff member may load the specified\n(c)reature or (o)bject.\n\nIf an object is being loaded, the quantity of the object\ndesired may be entered before the \'o\' switch.\n\nIf the object being loaded is a variable object, marked\nwith a $color, $drabcolor or $finecolor tag, the desired\ncolor may be specified in the command.\n\n','Aim Archery Crossbow Fire Shoot Unload',1,'Sun May 19 16:16:56 2002','Traithe'),('Cleanup','Staff','\nUsage: cleanup\n\nCleans up corpses.\n\n','(null)',5,'Mon May 20 13:02:13 2002','Traithe'),('Debug','Staff','\nUsage: debug <flag>\n\nMakes available a variety of debugging information.\n\n','(null)',5,'Mon May 20 13:03:28 2002','Traithe'),('Diagnose','Staff','\nUsage: diagnose <target>\n\nUsing this command, a staff member can get a detailed\nreadout of the health of the specified individual; note\nthat PCs can even be diagnosed while offline, and that\nthe target need not be in the same room as the staff\nmember for this command to function.\n\n','(null)',1,'Mon May 20 14:13:06 2002','Traithe'),('Massmail','Staff','\nUsage: massmail ! <subject line>\n\nPlease use this command responsibly. With it,  you can email a message to\nour entire userbase, excluding those who have opted out of such mailings.\n\nTo abort and avoid sending out emails, you may simply drop link.\n\nNote that if you include the phrase \"Palantir Weekly\" in the subject line,\nthe server will recognize it as an issue of our newsletter and automatically\narchive it in the appropriate section, stamped by date, on our website.\n\nExamples:\n\n  > massmail ! Staff Announcement: Osgiliath Draft RPT, 12.11.2003.\n  > massmail ! The Palantir Weekly: Volume 1, Issue 37\n\n','(null)',4,'Thu Dec 11 00:49:22 2003','Traithe'),('Unban','Staff','\nUsage: unban <site number>\n\nAfter retrieving a list of currently banned sites by\ntyping \'ban\', you may specify the site number in the\nlist you\'d like to lift the ban on.\n\nPlease note that level 4 staff members may only unban\nsites they originally banned; level 5 staff members\nmay unban anyone, regardless of who placed the ban.\n\n','Ban',4,'Thu May 23 17:46:58 2002','Traithe'),('Fivenet','Staff','\nUsage: fivenet (or *) <message>\n\nIdentical to the ICHAT command, except that the message\nis broadcast on \'fivenet\', a channel only available to\nfifth-level staff members.\n\n','(null)',5,'Fri May 24 16:08:24 2002','Traithe'),('Switch','Staff','\nUsage: switch <mob>\n\nUsing this command allows a staff member to \'animate\' a\nmob, essentially stepping out of their staff character\'s\nbody and into the body of the target NPC.\n\nThe RETURN command is used to end the animation.\n\n','Dual-Wield',3,'Fri May 24 17:55:42 2002','Traithe'),('Return','Staff','\nUsage: return\n\nThis command is used to return to your original character,\nafter inhabiting and animating an NPC.\n\n','(null)',1,'Fri May 24 17:56:09 2002','Traithe'),('Award','Staff','\nUsage: award <target player>\n\nUsing this command, you may award the specified player\na single roleplay point, for exemplary in-character\nplay. Please use this sparingly, as each point should\nbe a fairly significant award; also, be sure to note\non their pfile your reasons for giving them a point.\n\nPoints can be used during character generation for\nanything from playing a restricted race to garnering\nextra starting coin, once they enter the game.\n\n','Rpp_policies',4,'Fri Jul 12 16:59:09 2002','Traithe'),('Broadcast','Staff','\nUsage: broadcast <announcement>\n\nUsing this command, a staff member may broadcast the\ngiven message to every single person logged into the\ngame server, including those who\'re in the account\nmenus or at the welcome screen.\n\nThe broadcast is formatted in a way that makes it\nobvious that it\'s an OOC \'staff announcement\': for\nmore subtle ways of giving unformatted echoes to\nthe players, see PECHO, ECHO and GECHO.\n\n','(null)',4,'Tue Nov 26 04:33:25 2002','Traithe'),('Deduct','Staff','\nSyntax: deduct <character> <point number>\n\nUsing this command, a staff member may deduct the given\nnumber of roleplay points from the specified character\'s\naccount. Note that this command may only be used while\nthe named character is online and in the game.\n\n','Rpp_policies',4,'Sat Dec  7 03:19:42 2002','Traithe'),('Nogain','Staff','\nSyntax: mset nogain <skill name>\n\nBy setting this flag, an admin may prevent the currently\nedited player from gaining any points in the specified\nskill, until the flag is removed. If the flag is currently\nset, entering this command will toggle it off.\n\nBe sure to fill out an accompanying pnote in each case,\ndetailing the facts surrounding the situation, how long\nyou anticipate leaving the flag in place, etc.\n\n','Noban Noguest',4,'Wed Jan  1 20:38:30 2003','Traithe'),('Stayput','Staff','Persistent Mobiles\r\n\r\nThe Shadows of Isildur persistent mobile database allows for two\r\ndifferent types of NPCs; spawn NPCs, or unique NPCs.\r\n\r\nTo build a spawn NPC, which will automatically be replaced by a\r\nsimilarly-equipped NPC of the same VNUM when it dies, you must\r\nload and equip the mobile on our builder port. This will then be\r\na \"spawn point\" on the player port; when an NPC generated by\r\none of these spawn points is killed or purged, a reset will be put\r\nin place that will cause a new copy that NPC\'s VNUM to re-load at \r\nits initial spawn point within approximately 24 in-game hours.\r\n\r\nIf, on the other hand, you wish to build a unique NPC, e.g. a mob\r\nthat will not \"re-pop\" after it has been killed, you merely need to\r\nload it up and equip it on the player port. This replaces the old\r\nSTAYPUT command which was necessary under the system.\r\n\r\n','(null)',4,'Wednesday, 07:30:14 pm, 5th May 2004','Traithe'),('Timeconvert','Information','\nUsage: timeconvert <hour> <day> <month> <year>\n\nThe TIMECONVERT command allows a player to convert a specified in-game\ndate to an out-of-character time. This is ideal for planning RPTs and\nother in character events, allowing easy scheduling with others.\n\nNote that the OOC time it displays is tailored to your timezone, which\nyou may set by editing your profile in our webforum, located at:\n\nhttp://www.middle-earth.us/forums/\n\nSome examples:\n\n  > timeconvert 18 16 6 2463: Would display the OOC time for 6 pm,\n                              16th Narie, 2463 S.R.\n\n  > timeconvert 12 12 3 2475: Would display the OOC time for 12 noon,\n                              12th Sulime, 2475 S.R.\n\nNote that the HOUR argument runs from 0-23, DAY is from 1-30, MONTH\nis from 1-12, and YEAR is from 2460-2600.\n\n','Calendar',0,'Wed Oct 29 19:02:47 2003','Traithe'),('Wizlock','Staff','\nUsage: wizlock\n\nUsing this command, level 5 members of staff may toggle the\nMUD\'s built-in \'wizlock\'. When enabled, only staff members\nwill be allowed to enter the game, although anyone may log\ninto the main account menu and use the server from there.\n\nToggling it again will re-open the server for players.\n\n','(null)',5,'Thu Feb  6 03:14:15 2003','Traithe'),('Journal','Staff','\nUsage: journal <player name>\n\nStaff members may use the JOURNAL command to peruse the\njournal entries of the specified PC, if desired.\n\n','Jerase Jread Jwrite',1,'Thu Mar 13 04:51:20 2003','Traithe'),('Jread','Staff','\nUsage: jread <character> <entry>\n\nStaff members may read any PC\'s journal entries.\n\n','Jerase Journal Jwrite',1,'Thu Mar 13 15:55:52 2003','Traithe'),('Wearloc','Staff','\nUsage: wearloc <wear location> (<zone>)\n\nUsing the wearloc command, staff members may search our object\ndatabase for items worn at the specified location. If the zone\nis specified, it will only search that given zone; otherwise,\nit will search the entire database for objects.\n\nFor a list of locations, see TAGS WEAR-BITS.\n\nExamples:\n\n  > wearloc body\n  > wearloc back 2\n\n','(null)',3,'Sat May 10 17:08:55 2003','Traithe'),('Brawling','Skills','\nBrawling rates your character\'s effectiveness in\nunarmed combat. Styles of brawling range from the\ntypical drunken streetfighting to the more refined\nmartial arts studied by some of the Elves.\n\n','(null)',0,'Wed Jun 26 21:47:06 2002','Traithe'),('Light-Edge','Skills','Light-Edge measures your character\'s effectiveness using certain \r\nsorts of weapons; specifically, lighter slashing weapons.\r\n\r\nExamples of light-edged weapons are daggers, knives, and others \r\nof the like. Essentially, anything rather small that\'s used primarily in \r\na slashing manner. While often capable of inflicting little damage in\r\ntheir own right, in the hands of a skilled user they can be a formidable\r\nsight due to their quick speed and precise striking ability.\r\n\r\nLike the other light weapons, light-edge weapons may be used in\r\none\'s off hand as a secondary weapon via the dual-wield skill. Also,\r\nthey may be drawn silently into one\'s hand from a concealed sheath\r\nvia the PALM command.\r\n\r\n','Dual-Wield Heavy-Edge Medium-Edge Palm',0,'Sunday, 01:37:14 am, 15th February 2004','Traithe'),('Heavy-Edge','Skills','Heavy-Edge measures your character\'s ability with a specific sort of\r\nweapon; namely, weighty weapons of a slashing or cutting nature.\r\n\r\nHeavy-edged weaponry tends to be used by either well-armored elite \r\ninfantry, or the stronger Orc-kin. Examples include some broadswords, \r\nclaymores, two-handed swords, and hand-and-a-half swords.\r\n\r\nDue to their weight, in most cases heavy-edged weapons may only be\r\nemployed in both hands. Some of the larger and stronger races, however,\r\nmay employ them as one-handed weapons.\r\n\r\n','Light-Edge Medium-Edge',0,'Sunday, 01:39:17 am, 15th February 2004','Traithe'),('Light-Pierce','Skills','Light-Pierce is a mark of your character\'s proficiency with a very specific \r\nsort of weapon - small and light stabbing implements.\r\n\r\nThese weapons tend to be favored by thieves, assassins, and other shady \r\nsorts, due to their easily concealable size, and their propensity to deliver \r\nlethal and precise strikes when handled properly. Examples include the dirk, \r\nmain gauche, and some daggers and knives.\r\n\r\nLight-pierce weapons are quite quick due to their small size, and may be\r\nused as secondary weapons in one\'s off hand via the dual-wield skill. In\r\naddition, the smaller ones may be used with the PALM command to draw\r\nthem into one\'s hand from a concealed sheath in silence.\r\n\r\n','Dual-Wield Heavy-Pierce Medium-Pierce Palm',0,'Sunday, 01:32:05 am, 15th February 2004','Traithe'),('Heavy-Pierce','Skills','This skill measures your character\'s potency in the usage of a very \r\nspecific set of weaponry; weighty, stabbing weapons.\r\n\r\nNot quite as widespread as the other sorts of weapons, heavy-pierce \r\nweaponry tends to be somewhat risky to use, as its main maneuvers \'\r\nare balance-destroying lunges and thrusts; missing an enemy with a \r\nstrike is dangerous, as it takes a considerable amount of time to regain \r\nyour footing. Examples include the trident, lance, spear, and some \r\nother polearms designed for thrusting.\r\n\r\nHeavy-pierce weapons may, in most cases, only be wielded in both\r\nhands due to their size and weight. Some of the larger-statured races\r\nmay opt to use them as one-handed weapons, however.\r\n\r\n','Light-Pierce Medium-Pierce',0,'Sunday, 01:40:44 am, 15th February 2004','Traithe'),('Light-Blunt','Skills','Light-Blunt is a measure of your character\'s mastery of a very specific \r\nset of weaponry - lightweight objects that deliver blunt-force blows.\r\n\r\nLight-blunt weaponry isn\'t quite as widespread as the other two \r\ncategories of light weapons, simply because blunt weapons tend \r\nto rely on their weight to deliver crushing damage -- thus, \"light \r\nblunt\" weapons can be a bit of a contradiction in terms. However, in \r\nvery specific instances, light blunt weapons can come in handy: case \r\nin point being the blackjack, favored by all sorts of shady types to \r\nsubdue their victims.\r\n\r\nLike other light weapons, light-blunt weapons may be used in the off\r\nhand as a secondary weapon via dual-wield, and are often quite quick.\r\nAdditionally, the smaller light-blunt weapons may be drawn silently\r\ninto one\'s hand from a concealed sheath via the PALM command.\r\n\r\n','Dual-Wield Heavy-Blunt Medium-Blunt Palm',0,'Sunday, 01:34:49 am, 15th February 2004','Traithe'),('Heavy-Blunt','Skills','Heavy-Blunt is a measure of your character\'s ability with a very \r\nspecific range of weaponry.\r\n\r\nHeavy-blunt weaponry is somewhat rare, as those with the strength \r\nto use it effectively are few and far between. Examples include the \r\nheavy warflail, a troll\'s stone club, and a two-handed battlemace.\r\n\r\nThe ultimate in no-nonsense weapons, due to their size and often\r\nconsiderable weight they may only be used in both hands. Some of\r\nthe larger and stronger races, however, may wield them in one.\r\n\r\n','Light-Blunt Medium-Blunt',0,'Sunday, 01:42:40 am, 15th February 2004','Traithe'),('Shortbow','Skills','\nShortbow is a measure of your character\'s skill with,\nunsurprisingly, shortbows.\n\nShortbows, like crossbows, have a two-room range. They\nare most effective at mid-range, and carry a smaller\npenalty than longbows when used at close range.\n\nThey tend to be favored by humans and Hobbits.\n\nSee HELP AIM for help on commands and usage.\n\n','(null)',0,'Wed Jun 26 22:09:55 2002','Traithe'),('Longbow','Skills','\nLongbow is a measure of your character\'s skill with,\nunsurprisingly, longbows.\n\nUnlike other ranged weapons, longbows have a range of\nthree rooms. However, as large and awkward as they are,\nand with their sheer power, they are very difficult to\nuse effectively at anything but mid-to-long range.\n\nEven moreso than the other bows, expect absolutely\ndastardly penalties should you try to use a longbow\nat point blank - not advisable at all.\n\nLongbows tend to be favored by trained soldiers, who\nhave the luxury of sitting behind a line or two of\ninfantry while they arc their arrows overhead.\n\nSee HELP AIM for details on using a bow.\n\n','Aim Fire Load',0,'Wed Jun 26 22:11:07 2002','Traithe'),('Crossbow','Skills','Crossbow is a measure of your character\'s skill with,\r\nunsurprisingly, crossbows.\r\n\r\nLike shortbows, crossbows have a two-room range; they\r\nare most effective, however, when used at close range,\r\neither point-blank or into adjacent rooms.\r\n\r\nAnother advantage crossbows have that makes them a\r\nfavored weapon by less savory sorts is that they can\r\nbe stowed and worn while loaded - though their longer\r\nload time more than makes up for this perk.\r\n\r\nIn addition to the obvious thieves, brigands, and\r\nscoundrels who prefer crossbows, they tend to be the\r\nweapon of choice of most orc-kin as well.\r\n\r\nSee HELP AIM for a list of usage commands.\r\n\r\n','Aim Fire Load Unload',0,'Wednesday, 06:09:58 pm, 24th November 2004','Frisia'),('Throwing','Skills','The THROWING skill measures your character\'s aptitude at\r\nstriking targets with thrown objects. Please see the helpfile\r\n#6HELP THROW#0 for details on command usage.\r\n\r\nThrowing weapons include darts, throwing knives, throwing\r\naxes, javelins, some spears, and stones.\r\n\r\n','Throw',0,'Wednesday, 09:51:24 am, 23rd June 2004','Traithe'),('Staff','Skills','\nThis skill measures your character\'s proficiency in\nusing staves in combat.\n\n','(null)',0,'Wed Jun 26 22:35:27 2002','Traithe'),('Polearm','Skills','\nThis skill measures your character\'s proficiency in\nusing polearms in combat. Examples include the\nhalberd, hook-fauchard, and pike.\n\nNote that staves have their own separate skill,\nand things like spears and tridents use the\nheavy-pierce skill.\n\n','(null)',0,'Wed Jun 26 22:37:07 2002','Traithe'),('Block','Skills','\nBlock is a mark of your character\'s ability to\nblock incoming attacks with his or her shield.\n\n','Dodge Parry',0,'Wed Jun 26 22:37:53 2002','Traithe'),('Parry','Skills','\nParry measures your character\'s ability to deflect\nincoming attacks with a wielded weapon.\n\n','Block Dodge',0,'Wed Jun 26 22:39:36 2002','Traithe'),('Subdue','Skills','Usage: subdue <target>\r\n\r\nUsing this command, you may take a sleeping or\r\nunconscious individual into custody. You may\r\nsubdue a character that is not unconscious only\r\nif they SURRENDER to your character. \r\n\r\nThis is used by NPC law enforcers to bring wanted\r\nindividuals into jail.\r\n\r\n','Release Surrender',0,'Wednesday, 02:26:51 pm, 24th March 2004','Nix'),('Disarm','Skills','\nThis skill is currently unimplemented.\n\n','(null)',0,'Wed Jun 26 22:43:32 2002','Traithe'),('Sneak','Skills','\nThis skill measures your character\'s ability to move\nfrom place to place undetected.\n\nFor the command\'s usage, please see the entry of the\nsame name under the Movement subject.\n\n','Hide',0,'Wed Jun 26 22:44:10 2002','Traithe'),('Listen','Skills','\nThis skill measures your character\'s acuity of hearing.\nIt is a passive skill, often manifesting itself in a\nsnippet or two of overhead conversation from nearby tables\nin the common room of a bar.\n\nFor additional information, please see the Mute entry\nunder the Communication heading.\n\n','(null)',0,'Sun Jun 30 04:13:35 2002','Traithe'),('Forage','Skills','\nThe forage skill determines your character\'s general\naptitude at finding sustaining food in the wild.\n\n','Scavenge',0,'Thu Jan 16 16:44:48 2003','Traithe'),('Search','Skills','\nThis skill allows your character to search the immediate\nenvironment and attempt to discern any hidden creatures or\nobjects there may be. The usage of this command is given\nunder the Perception heading.\n\n','Hide',0,'Sun Jun 30 04:12:20 2002','Traithe'),('Ritual','Skills','\nThis skill measures your character\'s aptitude at certain\nholy (and unholy) rites and rituals.\n\n','(null)',0,'Sun Jun 30 04:14:09 2002','Traithe'),('Scan','Skills','\nThe scan skill is a basic measurement of your character\'s\nability to spot things with their eyes. It is used in a\nnumber of ways, both passively, e.g. being able to spot\nan arrow arcing high overhead, and actively, e.g. scanning\nthe surrounding area for enemies.\n\n','Look Point',0,'Thu Jan 16 16:45:40 2003','Traithe'),('Picklock','Skills','\nUsage: pick <direction>\n\nUsing this skill, characters may attempt to pick the lock\non a door in the given direction. Note, however, that in\nmost civilized areas, the law enforcement sorts frown upon\nthis sort of practice; if you do it in broad daylight\nwithout some sort of disguise, expect to be seen and briefly\nflagged as a criminal. Repeated reports of lockpicking in a\nshort period of time may lead to permanent outlaw status.\n\nHave fun, but you have been warned!\n\n','Pick',0,'Thu Jan 16 16:43:12 2003','Traithe'),('Email','Staff','\nUsage: email <character name> <subject line>\n\nUsing this command, a staff member may enter an email message to be\nsent to the specified player. The server will automatically address\nit to the email address registered on the named character\'s account,\nto save you the trouble of having to look it up yourself.\n\nThe \'from\' field of the message is automatically set to your name\nand email address, so the player may reply directly to the email\naccount you have registered here - preferably a middle-earth.us one.\n\nExample:\n\n  > email traithe Hmm, something seems buggy...\n\n','(null)',4,'Mon Jul 14 18:10:33 2003','Traithe'),('Barter','Skills','\nThe Barter skill represents your character\'s persuasiveness\nat bartering, that is, haggling with other merchants.\n\n','Buy List Sell',0,'Thu Jan 16 16:47:58 2003','Traithe'),('Ride','Skills','\nThe Ride command measures your character\'s ability to\nhandle horses (and other more unusual mounts).\n\n','(null)',0,'Thu Jan 16 16:49:20 2003','Traithe'),('Climb','Skills','\nClimb is a passive skill that measures your character\'s\nability to scale surfaces or use ropes. It will be\nautomatically employed by the code when it is needed.\n\n','(null)',0,'Thu Jan 16 16:50:23 2003','Traithe'),('Skin','Skills','\nThe Skin skill measures your character\'s ability at\npreparing and treating an animal\'s carcass to extract\nany number of useful items, such as pelts or hides.\n\n','Butchering',0,'Thu Jan 16 16:52:38 2003','Traithe'),('Sail','Skills','\nCurrently unimplemented code-wise, the Sail skill will be\nused in our upcoming naval system, for a variety of things\nfrom simple travel to ship-to-ship combat.\n\n','(null)',0,'Thu Jan 16 16:53:23 2003','Traithe'),('Poisoning','Skills','The Poisoning skill is currently un-implemented, and on the to-do list.\r\n\r\n','Alchemy Apothecary Herbalism Poison',0,'Saturday, 03:12:37 am, 27th December 2003','Traithe'),('Alchemy','Skills','The Alchemy skill is used to measure your character\'s proficiency\r\nat creating alchemical salves and substances. Check our crafts list\r\non the website to see which if any currently implemented crafts\r\nmake use of this skill; as of the writing of this helpfile they\r\nhave not been written and are stil in the planning stages.\r\n\r\n','Apothecary Herbalism',0,'Saturday, 03:12:07 am, 27th December 2003','Traithe'),('Herbalism','Skills','The Herbalism skill measures a variety of things, from your\r\ncharacter\'s aptitude at finding rare plants and roots in\r\nthe wild to his or her ability to prepare them for use.\r\n\r\nAs of the date of this helpfile, our flora systems are in\r\na somewhat sparse state, and are currently being worked on.\r\n','Alchemy Apothecary Gather Identify Rummage',0,'Saturday, 03:13:46 am, 27th December 2003','Traithe'),('Clairvoyance','Skills','\nThe Clairvoyance skill is an innate psionic talent which\nallows your character to view distant people or areas.\n\n','See',0,'Thu Jan 16 16:56:03 2003','Traithe'),('Danger-Sense','Skills','\nThe Danger-Sense skill is a passive psionic talent which\nwill often warn your character in situations of impending\nharm or misfortune. It has no active use whatsoever.\n\n','(null)',0,'Thu Jan 16 16:56:44 2003','Traithe'),('Empathy','Skills','\nEmpathy is a psionic talent which will allow your character\nto heal another by literally transferring their wounds upon\nhim or herself. A painful but effective way to treat someone.\n\n','Heal Healing',0,'Thu Jan 16 16:58:04 2003','Traithe'),('Hex','Skills','\nThe Hex skill is a psionic talent which measures your PC\'s\ninnate ability to direct and amplify negative energies,\nresulting in a \'curse\' of sorts upon the target.\n\n','Psionic_Talents',0,'Thu Jan 16 16:59:01 2003','Traithe'),('Psychic-Bolt','Skills','\nThe Psychic Bolt skill measures your character\'s ability\nto direct and amplify innate psionic energy at a single\ntarget, often resulting in a lengthy stun.\n\n','Bolt',0,'Thu Jan 16 17:00:00 2003','Traithe'),('Prescience','Skills','\nThe Prescience talent measures your character\'s ability to\ncontemplate certain questions or courses of action, and receive\nanswers (often vague but illuminating) from the Powers that Be.\n\n','Psionic_Talents',0,'Thu Jan 16 17:02:04 2003','Traithe'),('Aura-Sight','Skills','\nThe Aura-Sight skill is a psionic talent that represents\nsensitivity to the spiritual power of others.\n\n','Aura',0,'Thu Jan 16 17:03:46 2003','Traithe'),('Telepathy','Skills','\nThe Telepathy skill is a psionic talent that allows your\ncharacter to reach out to another with his or her mind.\nIn addition, the higher your telepathy skill, the more\nlikely you are to identify the originating source of an\ninstance of psionic contact.\n\n','(null)',0,'Thu Jan 16 17:06:00 2003','Traithe'),('Seafaring','Skills','\nCurrently unimplemented, the Seafaring skill, along with\nSail, will be the central piece of our upcoming naval system.\n\n','(null)',0,'Thu Jan 16 17:07:40 2003','Traithe'),('Dodge','Skills','\nDodge is a passive skill that represents your character\'s\nability to evade attacks aimed at him or her.\n\n','Block Parry',0,'Thu Jan 16 17:08:03 2003','Traithe'),('Tame','Skills','\nTame is currently unimplemented.\n\n','(null)',0,'Thu Jan 16 17:08:14 2003','Traithe'),('Metalcraft','Skills','Metalcraft is a very widely-utilized craft in the world of the\r\nartisan. Examples of metalcrafters include weaponsmiths,\r\narmorsmiths, and even jewellers. For a current list of our\r\nmetalworking crafts, please see the website.\r\n\r\n','Fletching',0,'Saturday, 03:15:21 am, 27th December 2003','Traithe'),('Woodcraft','Skills','\nWoodcraft is used for a variey of things, from fashioning the\nshafts of arrows to whittling simple but time-consuming figures.\nPlease check our website for a current list of implemented crafts.\n\n','Fletching Timberwright',0,'Thu Apr  8 12:04:18 2004','Nix'),('Textilecraft','Skills','Textilecraft represents your character\'s skill at working with\r\ncloth. Using it, anything from the finest silk tunic to the most\r\nragged, torn set of breeches may be crafted.\r\n\r\n','(null)',0,'Saturday, 03:17:04 am, 27th December 2003','Traithe'),('Cookery','Skills','The kingdom without cooks is a hungry kingdom, indeed. Cookery\r\ncan be used for everything from rustling up a makeshift meal\r\nfrom one\'s camp utensils to fashioning the finest feast, fit for\r\nnobility. For a current list of implemented cooking crafts,\r\nplease see the crafts section on our website.\r\n\r\n','Cooking',0,'Saturday, 03:18:35 am, 27th December 2003','Traithe'),('Hideworking','Skills','Hideworking is a measure of your character\'s ability in turning\r\nthe hides of various animals to usable purposes. Examples of such\r\npurposes include the fashioning of leather armor, as well as sundry\r\nother items such as boots, cloaks, gloves and caps. For a list of\r\nall currently implemented hideworking crafts, see our website.\r\n\r\n','(null)',0,'Saturday, 03:19:56 am, 27th December 2003','Traithe'),('Stonecraft','Skills','Stonecraft is the skill-in-trade amongst masons and miners alike.\r\nIt represents your character\'s ability to fashion, shape, and bend\r\nstone to his or her will, used for anything from crafting stone\r\nweaponry to wresting precious ore from the bowels of a mountain. For\r\na list of all currently implemented stone crafts, see our website.\r\n\r\n','(null)',0,'Saturday, 03:21:10 am, 27th December 2003','Traithe'),('Candlery','Skills','Although generally a humble calling, without candlery the nights\r\nwould be long and dark indeed. This skill may be used to fashion\r\nanything from the meanest fat candle to the most elegant, rose-\r\nscented taper; for a list of all currently implemented crafts,\r\nplease see the appropriate section on our website.\r\n\r\n','(null)',0,'Saturday, 03:22:38 am, 27th December 2003','Traithe'),('Brewing','Skills','The trademark of the brewer, this skill represents your character\'s\r\nproficiency at crafting draughts, from the finest of malt beers to\r\nthe most vile orkish grog. For a list of currently implemented crafts,\r\nplease see the crafting section of our website.\r\n\r\n','(null)',0,'Saturday, 03:25:13 am, 27th December 2003','Traithe'),('Distilling','Skills','Distilling is one of the many techniques of the brewer, used to\r\npurify and enhance their concoctions. For a list of such crafts,\r\nplease see the appropriate section on our website.\r\n\r\n','(null)',0,'Saturday, 03:23:48 am, 27th December 2003','Traithe'),('Literacy','Skills','\nLiteracy measures a number of things involved in the art of\nwriting. Primarily, it affects your character\'s ability to\nread, in conjunction with both his or her skill in the\nscript being read, as well as in the tongue in which it\nwas written; further, it also affects the quality of his\nor her handwriting, reflecting practice over time.\n\n','Read Write',0,'Thu Jan 16 17:32:20 2003','Traithe'),('Dyecraft','Skills','Essential for clothiers and hideworkers alike, the dyecraft skill\r\nis a measure of your character\'s ability to imbue his product with\r\nvibrant, lifelike and durable colors and hues. For a list of such\r\ncrafts, please see the appropriate section of our website.\r\n\r\n','(null)',0,'Saturday, 03:26:53 am, 27th December 2003','Traithe'),('Apothecary','Skills','The apothecary skill represents your character\'s ability to\r\ncreate and utilize medicinal herbal lore. At the time of this\r\nwriting, there are currently no crafts for it; please check\r\nour crafts list on our website before selecting it.\r\n\r\n','Alchemy Forage Herbalism',0,'Saturday, 03:27:51 am, 27th December 2003','Traithe'),('Glasswork','Skills','Glasswork is a reflection of your character\'s aptitude at\r\nfashioning objects from the elegant to the mundane of molten\r\nglass. For a list of all currenly implemented glassworking\r\ncrafts, please see the crafts section on our website.\r\n\r\n','(null)',0,'Saturday, 03:28:58 am, 27th December 2003','Traithe'),('Gemcraft','Skills','Gemcraft is a measure of your character\'s ability to create\r\nelegant and breathtaking works of art from even the meanest\r\nand most unremarkable stones. For a list of currently\r\nimplemented gemcrafts, please see our website.\r\n\r\n','(null)',0,'Saturday, 03:30:05 am, 27th December 2003','Traithe'),('Milling','Skills','Milling represents your character\'s proficiency in operating\r\na mill to produce his or her desired ends. For a list of\r\ncurrently implemented milling crafts, see our website.','(null)',0,'Saturday, 03:30:57 am, 27th December 2003','Traithe'),('Mining','Skills','Mining is a measure of your character\'s skill at wresting\r\nvaluable ore from the bowels of Arda itself. For a list of\r\ncurrently implemented crafts, please see our website.\r\n\r\n','(null)',0,'Monday, 03:49:57 am, 28th June 2004','Traithe'),('Perfumery','Skills','Using perfumery, your character can create anything from the\r\nloveliest, most alluring scent, to a vile and nauseating stench.\r\nFor a list of currently implemented crafts utilizing this skill,\r\nplease see the appropriate section of our website.\r\n\r\n','(null)',0,'Saturday, 03:32:39 am, 27th December 2003','Traithe'),('Pottery','Skills','Pottery represents your character\'s skill at fashioning raw\r\nclay into usable objects, such as pots. For a list of currently\r\nimplemented crafts, please see our website.\r\n','(null)',0,'Saturday, 03:33:26 am, 27th December 2003','Traithe'),('Tracking','Skills','\nThe tracking skill measures your character\'s effectiveness\nat tailing various creatures and individuals based upon\nsigns left during the course of their passage.\n\nIt is utilized via the TRACK command.\n\n','(null)',0,'Fri Apr 25 07:45:26 2003','Traithe'),('Farming','Skills','The Farming skill is used to measure your character\'s ability\r\nto successfully tend to and harvest from a plot of land.\r\n\r\n','(null)',0,'Saturday, 03:10:13 am, 27th December 2003','Traithe'),('Healing','Skills','The Healing skill measures your character\'s proficiency as\r\na healer, whether that is played as a formally-trained\r\nphysician, or a mysterious old midwife.\r\n\r\n','Bind Empathy Health Medicine Remedy Treat',0,'Saturday, 11:42:55 pm, 17th April 2004','Traithe'),('Atliduk','Skills','\nAtliduk is a language spoken by the clannish races of Men\nfound on the northeastern side of the Misty Mountains.\n\n','(null)',0,'Thu Jan 16 17:29:57 2003','Traithe'),('Adunaic','Skills','\nAdunaic is the common tongue of the Dunedain of Numenor.\nAlthough it has since fallen into disuse, much of it is\nfound in the more contemporary language of Westron, and\nthere are those few who still have the ability to speak it.\n\n','(null)',0,'Thu Jan 16 17:31:11 2003','Traithe'),('Haradaic','Skills','\nHaradaic is the language of the Haradrim, a primitive and\nsavage race of dark-complected men from the land of Harad.\n\n','(null)',0,'Thu Jan 16 17:33:50 2003','Traithe'),('Westron','Skills','\nWestron is the native language of all those Men and Hobbits\nliving in the old areas of Gondor and Arnor, and also of\nthose inhabitants of the west bank of the Anduin as far\nnorth as the Gladden Fields, with the exception of the\nWoses and the Dunlendings. In addition, Westron is the\ncommon tongue for all inter-lingual meetings, and as such,\nis known to some degree by most everybody.\n\nLastly, it is the public tongue of the Dwarves, as they\nkeep their own tongue, Khuzdul, a closely guarded secret,\nas well as the foundation for much of the Orkish languages.\n\n','(null)',0,'Thu Jan 16 17:37:17 2003','Traithe'),('Dunael','Skills','\nDunael is the primary tongue of the Dunlendings.\n\n','(null)',0,'Thu Jan 16 17:38:52 2003','Traithe'),('Labba','Skills','\nLabba is the primary tongue of the Lossoth, a reclusive\nrace hailing from the mysterious northerly wastes.\n\n','(null)',0,'Thu Jan 16 17:39:35 2003','Traithe'),('Norliduk','Skills','\nAlong with Atliduk, Norliduk is one of the main dialects found\namongst the \"common folk\" of Rhovanion, from the Vales of\nAnduin to the plains west of the Mirkwood.\n\n','(null)',0,'Thu Jan 16 17:40:50 2003','Traithe'),('Pukael','Skills','\nPukael is the primary tongue of the Woses, a mysterious race\nof reclusive tribals said to inhabit the Druadan Forest.\n\n','(null)',0,'Thu Jan 16 17:42:51 2003','Traithe'),('Sindarin','Skills','Sindarin is the primary tongue of the Sindarin, or \"grey\"\r\nelves of Beleriand, known for its haunting beauty and lilting\r\nsounds. It is one of the most commonly used Elvish tongues in\r\nMiddle-earth, and bears a vague resemblance to Quenya.\r\n\r\nQuenya, however, being a far more ancient language, was\r\nreserved for use during special occasions, and as a result,\r\nSindarin took hold as a regular, \"all-purpose\" tongue.\r\n\r\n','(null)',0,'Sunday, 06:54:50 am, 31st October 2004','Erebus'),('Quenya','Skills','Quenya is the primary tongue of the High Elves, used\r\noften in the distant land of Valinor. In Middle-earth,\r\nhowever, it was seldom spoken, save by the Noldorin\r\nEldar, who, unlike their other elvish brethren, had\r\nspent a time in Valinor.\r\n\r\nQuenya is a very complex and ancient tongue, and so\r\nthe select few men to learn it were Numenorean in \r\norigin.\r\n\r\n','(null)',0,'Thursday, 04:16:05 pm, 28th October 2004','Erebus'),('Silvan','Skills','\nSilvan is the primary tongue of the wood elves, and is\nnearly as limited to outsiders as Khuzdul.\n\n','(null)',0,'Thu Jan 16 17:44:18 2003','Traithe'),('Khuzdul','Skills','\nKhuzdul is the secret tongue of the Dwarves. Knowledge\nof the language is very jealously guarded.\n\n','(null)',0,'Thu Jan 16 17:44:45 2003','Traithe'),('Orkish','Skills','\nRather a collection of dialects than any one language,\nthe Orkish tongues are somewhat similar to Westron,\nand are spoken by various tribes of orcs and goblinkin.\n\n','(null)',0,'Thu Jan 16 17:45:16 2003','Traithe'),('Black-Speech','Skills','\nDesigned by the Dark Lord himself to serve as a common\ntongue amongst his followers, Black-Speech was nonetheless\nsomewhat slow to catch on, and is generally still only\nspoken by his \"elites\", such as the Uruk or Nazgul. Most\nof the rank-and-file still prefer the Orkish dialects.\n\n','(null)',0,'Tue Oct 21 17:16:40 2003','Haiwolfe'),('Elendil','Middle-earth','Elendil was the great founder of two of the most well-known kingdoms of man - \r\nArnor and Gondor. He escaped during the Downfall of Numenor in year 3319 of the\r\nSecond Age, and fled to Middle-Earth with his two sons Anarion and Isildur.\r\n\r\n#6Homeland:\r\n\r\n#0Elendil, as the son of the great hero Amandil, resided on the great isle of \r\nNumenor, the island west of Middle-Earth. When the Numenoreans went against the\r\nmight of the Valar, however, the Downfall of Numenor came quickly, and Elendil \r\nwas forced to flee the island and travel east across the Sea. He came across \r\nMiddle-Earth, and promptly settled down.\r\n\r\n#6Accomplishments:\r\n\r\n#0Elendil founded the kingdoms of Arnor and Gondor with his two sons - a feat \r\nof epic proportions that changed the entire world of Middle-Earth for many \r\ncenturies to come. He also led the Last Alliance of Elves and Men along with \r\nGil-Galad, the Elven King, that lasted eleven years, from 3430 to 3441 of the \r\nSecond Age. He eventually died in the first siege of Barad-Dur, on the last \r\nyear of the Alliance he led.\r\n\r\n','Gondor Isildur',0,'Sunday, 03:18:21 pm, 28th December 2003','Erebus'),('Ethir-Anduin','Middle-earth','The Ethir Anduin is a small, southernly border Region of Gondor. To its\r\nnorth lies the fiefdom of Pelargir, and at its center spreads a great\r\ndelta, where the grand river Anduin meets the river Poros - a river\r\ncondensing at the edge of the vast extents of the Ephal Duath in the\r\neast. The fingers of the delta flow outwards into the Bay of Belfalas,\r\ntowards the isle of Tolfalas. Southeast of the Ethir Anduin stretches\r\nthe extents of South Gondor, and the lands across the Poros River.\r\n\r\n','Anfalas Anorien Belfalas Calenardhon Dor-En-Ernil Gondor Ithilien Lamedon Lebennin Lossarnach Tolfalas',0,'Friday, 02:02:37 pm, 9th January 2004','erebus'),('Sarati','Skills','\nEarly in their history, a large part of the Elves immigrated to\nValinor, the Land of the Powers, on the continent of Aman. There\nthey became known as the Eldar, and their language and skill peaked.\n\nBeing accomplished linguists, the Eldar must soon have realized the\nneed for a means of preserving their words in writing. So it was\nthat Rumil, the loremaster and sage of Tirion, invented the first\nwriting system in the world: the Sarati. The script was phonographic,\nand the abstract letter-forms were drawn with pen or brush, or\ncarved in wood or stone. Much of this script has since been lost.\n\n','(null)',0,'Fri Jan 17 00:44:34 2003','Traithe'),('Tengwar','Skills','\nFeanor, in his early career, was deeply interested in writing,\nand he created a new writing system. This was partly based on\nRumil\'s, and was called Tengwar. The most prominent innovations\nin the Tengwar were that the characters ran in horizontal lines\nfrom left to right, and that they had a more uniform appearance.\n\n','(null)',0,'Fri Jan 17 00:45:59 2003','Traithe'),('Beleriand-Tengwar','Skills','\nAfter the Exile of the Noldor, they were forbidden to use\nQuenya and forced to adopt Sindarin. They were established\nin Eregion and, except the cirth, they adapted the Tengwar\nto their new language, creating the Mode of Beleriand.\n\n','(null)',0,'Fri Jan 17 00:53:30 2003','Traithe'),('Certhas-Daeron','Skills','\nDuring the First Age, the Sindar of Beleriand began developing\nan alphabet for their language. Its letters were entirely for\ncarving on wood, stone, or metal, hence their angular forms\nfrom straight lines. These letters were named cirth. The\nalphabet was named, for unknown reasons, Certhas Daeron.\n\n','(null)',0,'Fri Jan 17 00:54:34 2003','Traithe'),('Angerthas-Daeron','Skills','\nTowards the end of the First Age, Daeron, the Minstrel and\nLoremaster of Doriath, reorganized the cirth and added new\nones, producing what would be known as Angerthas Daeron.\n\n','(null)',0,'Fri Jan 17 00:55:27 2003','Traithe'),('Quenyan-Tengwar','Skills','\nThere is not much known about Elvish evolution in the Second Age,\nbut certainly the sages of Numenor as well as Elven sages of\nMiddle-earth were using the Quenyan Tengwar by that period.\n\n','(null)',0,'Fri Jan 17 00:56:36 2003','Traithe'),('Angerthas-Moria','Skills','\nIn the beginning of the Second Age, the Dwarves came into contact\nwith Elvish scripts in Eregion. They modified the runes to suit\nKhuzdul, their language. This alphabet was spread and reached\nMoria, whence it was spread further wherever Dwarves went.\n\n','(null)',0,'Fri Jan 17 00:57:52 2003','Traithe'),('Gondorian-Tengwar','Skills','\nThe Mode of Beleriand was perhaps the first attempt of the Noldor\nto write Sindarin with their script, but it seems that sometimes\nSindarin was written with diacritics like Quenya. This system\ninfluenced the Mode of Gondor, which likely took some elements\nfrom the older Adunaic system. Gondorian-Tengwar was thus used\nwidely throughout the kingdom in the first millenia-and-a-half\nof the Third Age, though it lingered long after.\n\n','(null)',0,'Fri Jan 17 01:00:26 2003','Traithe'),('Arnorian-Tengwar','Skills','\nThe Mode of Arnor was widely used by the Dunedain of the North\nin the first two millenia of the Third Age, after which it slowly\nbegan its spread southward; as of 2400, it had yet to be widely\nadopted, although many Gondorian scholars were familiar with it.\n\n','(null)',0,'Fri Jan 17 01:01:56 2003','Traithe'),('Numenian-Tengwar','Skills','\nAn adaptation of the Tengwar specifically tailored for the Westron\ntongue, the Numenian Mode was widely employed throughout the lands\nof Men all through the latter half of the Third Age.\n\n','(null)',0,'Fri Jan 17 01:02:46 2003','Traithe'),('Northern-Tengwar','Skills','\nThe Northern Mode is a subset of Tengwar employed in many of\nthe northerly lands, due to the conventions of northern Westron.\n\n','(null)',0,'Fri Jan 17 01:04:05 2003','Traithe'),('Angerthas-Erebor','Skills','\nAt the beginning of the Third Age, the Dwarves were driven out\nof Moria and some migrated to Erebor. There the Cirth was further\nmodified over time, producing what would become Angerthas Erebor.\n\n','(null)',0,'Fri Jan 17 01:05:21 2003','Traithe'),('Fellowships','Clans','\nOn Fellowships in General\n\nThere are twenty-eight Fellowships in Minas Tirith. These are\nakin to medieval guilds and the Efreahir of the Northmen, but\nare far less restrictive and formal. Effectively they serve\ntwo purposes: to gather together workers producing similar\nsorts of goods so that the economies of having a communal\nworkplace are achieved, and also to provide a fellowship, a\nsort of club that workers in that industry can join in order\nto gain political and social benefits. The social benefits\ninclude looking after widows and orphans of workers and, on\na much lighter note, revelries and get-togethers of like-\nminded fellows (and ladies) after a hard day\'s work.\n\nIn general, there are three distinctions within the Fellowships;\napprentices, journeymen, and full-fledged Fellows. A Fellow is\nreferred to by the title of his Fellowship, e.g. \'Scribe\',\n\'Porter\', \'Healer\', and so on. Apprentices and journeymen have\nno title, and their periods of training vary by their trade.\n\nGenerally, apprenticeship begins anywhere from the young age\nof 10 for the more \'learned\' guilds such as the Sages and\nHealers, to the more seasoned age of 14 for the more \'physical\'\nguilds such as the Ironsmiths or Locksmiths. Depending upon\nthe trade, it will last anywhere from 3-8 years.\n\nJourneymanship is a period of time during which the individual\nis able to travel and serve under Fellows of their own choosing,\nprovided they are able to take on another pupil. While not\ncrafters in their own right, journeyman are valued for their\n(often underpaid) assistance in running shops and businesses.\nIt usually lasts for a period of 2-4 years, depending on trade.\n\nAfter having completed a stint of journeymanship satisfactorily\nwith two Fellows - written letters of recommendation must be\nprovided - the aspiring journeyman returns to Minas Tirith,\nwhere he or she undergoes a test at their Fellowship Hall.\n\nShould the examination be completed successfully, they are\nawarded the status of a full Fellow; else, they are allowed\nto take it once more, once a year\'s waiting period has passed.\n\n','(null)',0,'Mon May 19 05:36:27 2003','Traithe'),('Doorwardens','Clans','\nThe Fellowship of Doorwardens\n\nSee HELP PORTERS for the text of this entry.\n\n','(null)',0,'Mon May 19 05:37:46 2003','Traithe'),('Porters','Clans','\nThe Fellowship of Porters and Doorwardens\n\nThis Fellowship is a small but important one. It is the only one\nin the city to have a titular head; the Warden of the Keys. All\nother Fellowships have just a Deputy. The porters and doorwardens\nlook after all the gates of the city, including the Great Gate and\nFen Hollen, the closed door leading to Rath Dinen. They also manage\nthe liftings in each of the lesser gates and operate two services\nused by the rich and powerful: message delivery and the romesir, a\npalanquin-like transport operated by two strong men. Few who are\nrich enough care to walk miles to their homes on the upper levels\nwhen they can afford someone to carry them. Similar transport can\nalso be arranged for goods, since few horses or carriages and\ncarts are allowed into the city. Most everyone requires the services\nof this Fellowship -- if only when death comes, and they must be\nescorted to their final resting place.\n\n','(null)',0,'Mon May 19 05:41:06 2003','Traithe'),('Hostelers','Clans','\nThe Fellowship of Hostelers\n\nWithin Minas Tirith, there is plenty of accomodation for travelers,\nbe it in a tavern, inn, or hostel. The Hostelers\' Fellowship is a\nmoderately small group with a high proportion of women, since widows\nwith some inheritance often open up or take over a guesthouse.\n\n','(null)',0,'Mon May 19 05:42:10 2003','Traithe'),('Lampwrights','Clans','\nThe Fellowship of Lampwrights\n\nThat the Lampwrights\' Fellowship is old indeed is testified to by the\nname of the first main street in Minas Tirith: Rath Celerdain. Most of\nits members live on the First Ring and are involved in the making of\nlamps, lanterns, chandeliers, refractory telescopes, magnifying glasses,\nsundials, and other such items. Their work depends for the most part\nupon materials supplied by the Ironsmiths and Glassmakers. They are\nalso responsible as a body for the maintenance of the street lights of\nthe city, and pay for the upkeep of the lamplighters jointly with the\nCandlemakers\' Fellowship.\n\n','(null)',0,'Mon May 19 05:44:00 2003','Traithe'),('Healers','Clans','\nThe Fellowship of Healers\n\nThe Healers of Minas Tirith are rightly famed throughout much of\nGondor and beyond. Their splendid Houses of Healing, where most\nof the Fellowship dwell and tend to their patients, are on the\nsixth level, facing south and east among scented gardens. The\nHealers are skilled as surgeons and homeopaths, and knowledgeable\nas herbalists, cultivating and extracting the useful essence of\nmany plants with a lore that stretches back to the earliest days\nof the Numenorean empire. They are among the most influential of\nall the Fellowships, ever valued for their wise and learned counsel.\n\n','(null)',0,'Mon May 19 05:47:14 2003','Traithe'),('Armorers','Clans','\nThe Fellowship of Armorers\n\nAnother skill developed in Numenor and continued in practice to\ngood purpose in Minas Tirith is the manufacture of arms and armor.\nAlthough styles and preferences have changed since the Second Age,\nthe principles have not, and the Armorers\' hall on the Fourth Level\nis known as the House of Ringing Sounds because of the incessant\nbeat of iron on iron. The Fellowship is kept busy by the demands of\nthe Citadel Guard, the Royal Guard, and other parts of the kingdom.\nThe only weapons not made by the Armorers are blades; these are\nthe domain of the Fellowship of Cutlers.\n\n','(null)',0,'Mon May 19 05:48:55 2003','Traithe'),('Stonewrights','Clans','\nThe Fellowship of Stonewrights\n\nThe masons of Minas Tirith have a long-standing rivalry with the\nWoodwrights. It dates back to the very earliest days of the city.\nOriginally, the Woodwrights were held in higher esteem, owing to\nthe greater beauty of their craft and the elegance of the wood\nthey worked. The Stonewrights built the city walls and towers,\nbut the great houses and halls were made of strong wood and timber\nbrought from a dozen different forests, each with a specific use.\nGalleries and screens of intricate fretwork bedecked the early\ncity. However, as time passed and the houses needed renewing and\nreplacing, the special timbers grew more and more expensive and\nharder to obtain. Long delays frustrated the grand designs of the\nfew rich enough to be able to afford them. Gradually, stone became\nmore favored, not least for its reliability and enduring qualities,\nand replaced many older works of wood. At the same time, the\nStonewrights were themselves attracting more money and power with\ntheir increased patronage, and could develop their craft to equal\nthat of the joiners. Now the Woodwrights are less important, and\nfew solely wooden buildings remain in Minas Tirith.\n\n','(null)',0,'Mon May 19 05:51:51 2003','Traithe'),('Woodwrights','Clans','\nThe Fellowship of Woodwrights\n\nSome of the history of the Woodwrights is related in our entry\non the Stonewrights. From their former glory of housebuilding on\na grand scale, they are reduced to the more usual carpentry\nproducts: household interiors (doors, window frames, joints,\nfloors); furniture and furnishings; barrows, carriages, carts\nand romesir; tool and weapon hafts and pieces; and so on. All\ntheir products are of a very high quality, and amongst their\nnumber are many fine wood-carvers. There are many woodwrights\'\nworkshops, the main being the Woodwrights\' House on the Second Level.\n\n','(null)',0,'Mon May 19 05:53:34 2003','Traithe'),('Goldsmiths','Clans','\nThe Fellowship of Goldsmiths\n\nThe Goldsmiths\' Fellowship is an old and respected association.\nAlthough the Goldsmiths of Minas Tirith might not rival the\nElves for the beauty of their craft, their works are as passing\nfair as any other produced by Men. They turn out gold plate\n(cups, platters, ewers) as well as special commissions. They also\nproduce gold leaf of fine quality which is traded far and wide,\nand work in other precious metals including silver and bronze.\n\n','(null)',0,'Mon May 19 05:57:43 2003','Traithe'),('Clothwrights','Clans','\nThe Fellowship of Clothwrights\n\nThe Clothwrights do not produce cloth; rather, they make every\nsort of garment and item from cloth woven outside Minas Tirith.\nCotton comes from DorRhunen (Rhovanion), linen from Calenardhon\nand Lamedon, wool from Pinnath Gelin. They also buy copious\namounts of thread, for they are industrious taliors, lacemakers,\nand sewers. Anything from a simple handkerchief to a silken\npavilion capable of holding an hundred guests can be made and\nbought from this venerable Fellowship.\n\n','(null)',0,'Mon May 19 06:05:57 2003','Traithe'),('Waterwrights','Clans','\nThe Fellowship of Waterwrights\n\nThe Waterwrights are responsible for the maintenance of Minas\nTirith\'s water supply. The Numenoreans devised an ingenious\nsystem for getting fresh water into and waste out of the city,\nwithout compromising its defenses. Waterwrights also maintain\nthe plumbing in individual buildings in the city. A branch of\nthe Fellowship is involved in the manufacture of lead piping\nand other items of lead, such as weights, seals, etc.\n\n','(null)',0,'Mon May 19 06:07:14 2003','Traithe'),('Glassmakers','Clans','\nThe Fellowship of Glassmakers\n\nThe last of the great manufacturing Fellowships, the Glassmakers\nare mostly to be found at the Glassworks on the Fifth Level. They\nmake small-piece sheet glass for windows (which is too expensive\nfor most houses), bottles and other vessels, phials, cabinets,\nand cases, ornaments, drinking ware and lenses, along with a host\nof other, rarer items, usually on a commission basis. Great skill\nis required of a glassblower or handler, and great artistry can\nalso be exhibited in their craft. There is no Glassworks larger\nin the entirety of Gondor and Arnor.\n\n','(null)',0,'Mon May 19 06:09:07 2003','Traithe'),('Street-traders','Clans','\nThe Fellowship of Street-Traders\n\nAnother \'loose\' Fellowship, the Street-Traders are vendors of\nevery sort who work from small shops and impermanent stalls in\nthe marketplaces and side-streets of Minas Tirith. Some even\ncarry their wares from place to place in trays balanced on the\nhead or slung around the neck. Virtually all of the small wares\ncommon to western Endor are sold here. The commonest are items\nof food, jugs of ale or wine, cheap articles of clothing,\ncosmetics, herbs, gifts and trinkets, and household items like\npots, pans, brushes, needles, cord and utensils. The Traders\nare perhaps the most-ignored of all the Fellowships -- with the\npossible exception of the Artists -- although few Anorians would\nadmit to either snobbery or philistinism.\n\n','(null)',0,'Mon May 19 06:12:51 2003','Traithe'),('Cooks','Clans','\nThe Fellowship of Cooks\n\nThe accomplished cooks of Minas Tirith provide for a cityful of\nstomachs. Closely associated with the Hostelers\' Fellowship, the\nCooks have a strong antipathy for the Bakers, whom they regard\nas less-substantive specialists. The tall Men of Gondor need\nsolid ballast, not puff pastry, they claim. The Cooks are also\nskilled butchers and cheesemakers, but although they are known\nto use wine, ale and stronger spirits in their recipes, they do\nnot brew or distill the drinks themselves; everything is imported\nfrom Ithilien, the southern provinces and, for special occasions,\nfrom the reaches of Eriador and Rhovanion.\n\n','(null)',0,'Mon May 19 06:14:35 2003','Traithe'),('Coopers','Clans','\nThe Fellowship of Coopers\n\nThe Woodwrights do not make every wooden item in the city. The\nCoopers are an important Fellowship whose skilled craftsmanship\nturns out barrels and wooden vessels of all sorts from The\nHundred Tuns, their workshop on the fourth level. Their branded\nmark is a recognized sign of quality for hundreds of miles around,\nand the barrels they make last for years, often turning up in\nthe most unlikely places.\n\n','(null)',0,'Mon May 19 06:16:00 2003','Traithe'),('Candlemakers','Clans','\nThe Fellowship of Candlemakers\n\nThe Candlemakers\' Fellowship is a diverse if small group of\nartisans making both plain and embellished candles along with\nmany items of wax and oil. These include lamp oil, torches,\ncosmetic oils, sealing wax, wood polisher and so on. A\nCandlemaker can often be marked out by the distinctive smell\nof oil or wax, and this has led them to having few friends,\ndespite the good work they do for Minas Tirith fueling its\nnumerous street lamps. They tend to be a dour lot, indeed.\n\n','(null)',0,'Mon May 19 06:18:49 2003','Traithe'),('Tilers','Clans','\nThe Fellowship of Tilers\n\nThe Tilers have strong links with the Potters\' Fellowship as\nboth use clay, much of it obtained from the low vales of\nLebennin and drawn up to the city in special carts which\nshake the excess water from the clay and let it drain away\nthrough holes pierced in the sides. Tilers also make other\nroofing materials, such as decorated slates and carved\nwooden tiles. Most tiles for roofs are plain, of a dull red hue,\nbut slipware tiles with a glossy finish are popular for richer\ncustomers. Some are tinted yellow or green and show up beautifully\nin the mornings as the rising sun casts its first light upon\nthe roofs of Minas Tirith. The Tilers also produce bricks and\nother ceramics, usually for decorative purposes.\n\n','(null)',0,'Mon May 19 06:21:15 2003','Traithe'),('Potters','Clans','\nThe Fellowship of Potters\n\nThe Potters\' Fellowship is a loose and friendly one. Most potteries\nare small, dotted here and there about the city, with their own small\nkilns and wheels. Many pottery goods are produced, including stoppered\nstoneware jars for vintners east of the Anduin; bowls and dishes and\nevery sort of tableware for the common folk of the city; troughs and\nbasins for the balconies and the tiny, crammed gardens of city buildings\nwherein flowering plants are grown to brighten the streets; and so on.\n\n','(null)',0,'Mon May 19 06:25:08 2003','Traithe'),('Ironsmiths','Clans','\nThe Fellowship of Ironsmiths\n\nGondorians are nothing if not organized. Iron is generally smelted\nin a more convenient and congenial place than the confines of the\ncity; thus the Ironsmiths work not with raw iron ore but with the\npigs of iron that come up from the rural foundries. They supply\nsheet, bar, rod, and wire iron to many other Fellowships;\nLamwrights, Locksmiths, Armorers, Cutlers, and Coopers, for example.\nMany different tempers are achieved by skilled processes. Some\nIronsmiths also produce basic quantities of copper, lead, bronze,\niron, and pewter as well.\n\n','(null)',0,'Mon May 19 06:26:38 2003','Traithe'),('Leatherwrights','Clans','\nThe Fellowship of Leatherwrights\n\nThe Leatherwrights are a motley load of cobblers, cordwainers,\nstitchers and toolers. In their scattered workshops one can find\neverything from the simplest bucket to the most elaborate boot;\nalong with belts, bags, packs, trunks, boxes, purses, jerkins and\nstraps. A wide variety of hides are used, such as sheepskin, cowhide\nand more exotic skins brought back by adventurers in the south. Much\nfavored also are deer skins (including those from elk, moose and\nthe like) trapped in Eriador. No tanning is done within Minas Tirith\nbecause of the disgusting smell, but the prepared hides are cut\nand stitched here. Some of the leatherwork is fine, being beaten out,\ntooled with delicate patterns and stained with brightly-hued dyes.\n\n','(null)',0,'Mon May 19 06:30:07 2003','Traithe'),('Cordwrights','Clans','\nThe Fellowship of Cordwrights\n\nThis Fellowship is also small, manufacturing threads, cords, and\nropes. But they do not enjoy the reputation of the ropers of\nPelargir, and the Fellowship is currently in decline, despite\nthe recent fashion amongst Anorians for wearing braids. There\nare rumors that the Conclave is to unseat their Deputy.\n\n','(null)',0,'Mon May 19 06:31:08 2003','Traithe'),('Jewellers','Clans','\nThe Fellowship of Jewellers\n\nAll Minas Tirith knows the Jewellers as a pedantic and deliberate\nFellowship: \"As slow as a Jeweller,\" the saying goes. Yet for all\ntheir apparent caution and dullness, they can produce works of\nsurpassing loveliness for Men. They are especially noted for two\nareas of expertise: cameos and cabuchons (rather than the simple\ncutting of faceted gems), and for their silver and gold filigree --\nnets and meshes of the finest wire swirled and intricately curled --\nwhich are used for brooches, coronets, tiaras, hilts, and bracelets.\n\n','(null)',0,'Mon May 19 06:35:16 2003','Traithe'),('Artists','Clans','\nThe Fellowship of Artists\n\nThis Fellowship is very diverse and always full of faction fights\nand disputes. It includes every sort of entertainer, visual artist\n(painters, sculptors, and so on), and musician. While a Jugglers\'\nSchool has recently arisen under its auspices, however, \"fine\nartists\" remain the dominant group. Painters, sculptors, and the\nlike predominate. Entertainers are often ignored, and have sometimes\nbeen known to riot against their station within the group.\n\n','(null)',0,'Mon May 19 06:36:31 2003','Traithe'),('Embroiderers','Clans','\nThe Fellowship of Embroiderers\n\nOne of the smallest and most recent of the Fellowships, the\nEmbroiderers share many workshops with both the Cordwrights\nand the Clothwrights. Yet their skills are well-recognized\nand in much demand, especially for the fashionable tapestries\nhung on entrance hall walls. The Embroiderers also decorate\nclothing and uniforms with personal designs and other symbols.\n\n','(null)',0,'Mon May 19 06:38:04 2003','Traithe'),('Locksmiths','Clans','\nThe Fellowship of Locksmiths\n\nThe Locksmiths have a long history, developing many branches over\nmany centuries. Although the manufacture of locks, bolts and keys\nis still perhaps the major part of their business, they also make\nany device that involves intricate metalwork (or sometimes even\nwoodwork), moving parts and so on. Simple \'machines\' such as\npulleys and lifts are made by them; the springs and catches for\nthe embrasure shutters of the Outer Wall; clockwork devices\n(although their sophistication is limited to times of about three\nminutes or less); and every manner of trap mechanism that adventurers\nare likely to come across. Not every Locksmith makes all of these,\nbut would know where someone could be found who likely would.\n\n','(null)',0,'Mon May 19 06:42:02 2003','Traithe'),('Scribes','Clans','\nThe Fellowship of Scribes\n\nThe Scribes\' and Sages\' Fellowships are a little unique, being\nconcerned with record-keeping and providing services rather than\nproducts. The Scribes include people available for hire to copy\nmanuscripts, write messages, and so on; they also function as\nteachers, translators, mathematicians, accountants, advocates,\nand many other jobs according to their specialty. This Fellowship\nhas the responsibility for the Rynd Thannath, the Halls of\nLearning, located on the fourth circle of Minas Tirith.\n\n','(null)',0,'Mon May 19 06:43:37 2003','Traithe'),('Sages','Clans','\nThe Fellowship of Sages\n\nAlongside the Healers, the Sages are the most respected \'lower\nclass\' inhabitants of Minas Tirith. Anorians revere learning as\na great asset, a birthright of sorts. Unfortuantely, some of\nthe Sages are quite mad or completely lazy, and do nothing all\nday except soak up more useless information in the vaulted\nchambers of the Rynd Permaith, a remarkable treasure trove of\nbooks and scrolls of every sort. Despite the common idea of a\nSage as a venerable, balding and gray-bearded man, the majority\nare younger, a mixture of men and women with close-cropped hair.\nMost have an almost religious devotion to their reading, and lend\na cloistered air to their dwellings and workplaces.\n\n','(null)',0,'Mon May 19 06:45:19 2003','Traithe'),('Agility','General','\nYour character\'s agility is a measure of his or her ability\nto maintain physical balance and sure-footedness, even in\nfairly dire or inhospitable environmental conditions.\n\nProdigious agility will be of assistance in many different\nareas, from moving unseen through the wilds and the city\nstreets to successfully evading an incoming blow.\n\n','Stats',0,'Thu Jul 10 02:35:21 2003','Traithe'),('Constitution','General','\nConstitution is a representation of how healthy and hale your\ncharacter is. Of course, this doesn\'t necessarily have to play\nin with the modern image of the uber-healthy \"iron-man\"; a\nhearty, overweight old merchant who has jovially weathered\nthe hardships of many moons might be as fine an example of\nprime constitution as your average muscle-laden warrior.\n\nAlthough it does not directly affect many skills, you will\nfind, in general, that characters with a higher consitution\nwill heal more quickly, resist infections of their wounds\nmore often, and be able to sustain slightly more amounts\nof physical punishment and damage.\n\n','Stats',0,'Thu Jul 10 02:38:31 2003','Traithe'),('Strength','General','\nStrength is a good indication of the sheer physical\ncapability of your character. Like constitution, strength\ncan be manifested in a number of ways, and should not\nbe considered the sole province of the muscle-bound\nsoldier. A wiry young man whose sheer strength of will\nallows him to perform extraordinary feats for one his\nsize would be a good example of a high-strength PC.\n\nStrength tends to have a great deal of influence on a\nnumber of weapon skills, increasing in proportion as\nthey become heavier. Additionally, you will find that\na high strength will be of assistance in other trades\nas well, from stonecrafting to metalworking.\n\n','Stats',0,'Thu Jul 10 02:41:00 2003','Traithe'),('Intelligence','General','\nIntelligence serves to measure your character\'s ability\nto engage in reasoned, logical thought. Extrapolation\nfrom specific examples to abstract principles, and\nconversely, the ability to apply said principles to\nvery specific instances, marks the province of this\nattribute. Examples of intelligent characters can vary\nwidely, from astute Scribes to cunning orcs.\n\nThis attribute plays a very significant role in the more\nscholarly skills, such as literacy, languages, and the\nwritten dialects. Additionally, other skills, such as\nAlchemy and Herbalism, rely heavily upon it.\n\n','Stats',0,'Thu Jul 10 02:47:29 2003','Traithe'),('Willpower','General','\nRather like the \"strength of the mind\", one might\nview willpower as a measure of sheer bloodymindedness.\nRepresenting a character\'s ability to press on, in\nspite of adverse conditions, willpower is often\nmanifested as discipline and inner control.\n\nIn addition to playing a very significant role in one\'s\nability to shape and control the error-fraught rituals\ninvolved in spellcasting, willpower also influences\nmore common routines, such as reading and bartering.\n\n','Stats',0,'Thu Jul 10 02:50:09 2003','Traithe'),('Promote','Clans','\nUsage: promote <character> <clan> <rank>\n\nUsing this command, PC clan leaders may promote clan members to\nthe specified rank. Note that the rank must be at least one\nbelow the rank of the individual offering the promotion.\n\nExamples:\n\n  > promote brawny \"Osgiliath City Watch\" Private\n  > promote Traithe \"The Fellowship of Sages\" Journeyman\n\n','Demote',0,'Wed Nov 12 19:05:21 2003','Traithe'),('Title','Communication','\nUsage: title <book> <title>\n\nUsing this command, you may give the specified book a title that\ncan then be used to reference it for convenience. Note that there\nis a 55-character limit and that, like writing, you will title it\nin the script and language you are currently set to write and speak.\n\nIf a book has a title and you make a successful reading check, the\ntitle will be displayed. A book can only be entitled once.\n\nExamples:\n\n  > title book \"The History of Minas Tirith\"\n\n','(null)',0,'Mon Dec  1 13:43:18 2003','Traithe'),('Hunt','Skills','The Hunt skill measures your character\'s proficiency at finding\r\nand ensnaring animals in the wild. Note that this is separate\r\nfrom the TRACKING skill, which evaluates the ability to follow\r\na given set of tracks, be they left by person or animal.\r\n\r\n','Hunting Tracking',0,'Saturday, 03:09:25 am, 27th December 2003','Traithe'),('Wclone','Staff','Usage: wclone <from> <to>\r\n\r\nThe WRITING CLONE command can be used to clone a body of writing from\r\none writing object to another; either a book into another book, or\r\na parchment onto another parchment. Note that the objects can either\r\nbe in your hand, or on the floor of the room you\'re in.\r\n\r\nExamples:\r\n\r\n  > wclone beige red\r\n\r\n','Writings',3,'Wednesday, 05:24:27 am, 7th January 2004','Traithe'),('History','Staff','The HISTORY command can be used to display all previous administrator\r\nresponses to the application you are currently reviewing.','',3,'Thursday, 02:48:43 am, 8th January 2004','Traithe'),('Crafts','Building','The CRAFT command is our craft OLC\'s equivalent to the OBJECT\r\nand MOBILE commands. Essentially, when entered by itself, it\r\nlists all crafts currently in-game. When given an argument,\r\nand that argument corresponds to the subcraft name of an\r\nexisting craft, it opens that craft for editing. Once a craft\r\nis opened for editing, typing CRAFT by itself again will show\r\nall stored information on that craft.\r\n\r\nIts first use is to access a player\'s list of crafts, with:\r\n\r\n       craft <player name>\r\n\r\nIt can also be used to initialize a new craft, using:\r\n\r\n       craft new <craft> <subcraft> <command>\r\n\r\nAdditionally, if you have the craftfile open in your editor,\r\nyou can still obtain the full list of crafts using \"craft list\".\r\n\r\nLastly, it can be used to clone an existing craft. When you have\r\nthe craft you wish to clone open in your editor:\r\n\r\n       craft clone <new craft> <new subcraft> <new command>\r\n\r\nNote that, like everything else, crafts should be developed on\r\nthe builder port; they will swap over with the worldfile.\r\n\r\n','Butchering Craft_branching Craft_general General_crafts Materials',2,'Thursday, 03:04:01 am, 15th January 2004','Traithe'),('Hide','Skills','\nThis skill measures your character\'s ability to blend\nin with his or her surroundings and become hidden from\nsight, or to hide objects in their current location.\nHidden characters or objects may be found by a\nsuccessful usage of the SEARCH skill.\n\nFor information on the command, please see the entry\nof the same name under the Movement subject heading.\n\n#6Related Entries:#0 Sneak\n\n','(null)',0,'Mon Feb  2 22:41:35 2004','Nix'),('Blog','Staff','Usage: blog\r\n\r\nUsing this command, a staffer may file a report regarding any recent building \r\nhe or she has completed. This report will then show up on our massmailer page \r\nfor easy inclusion in the next issue of the newsletter; the report logs reset \r\nafter each newsletter is sent. Please be sure to use this command regularly!\r\n\r\n','Alog Clog Plog Wlog',2,'Saturday, 07:00:48 pm, 7th February 2004','Traithe'),('Clog','Staff','Usage: clog\r\n\r\nUsing this command, a staffer may file a report regarding any recent coding \r\nhe or she has completed. This report will then show up on our massmailer page \r\nfor easy inclusion in the next issue of the newsletter; the report logs reset \r\nafter each newsletter is sent. Please be sure to use this command regularly!\r\n\r\n','Alog Blog Plog Wlog',2,'Saturday, 07:01:29 pm, 7th February 2004','Traithe'),('Plog','Staff','Usage: plog\r\n\r\nUsing this command, a staffer may file a report regarding any recent plots \r\nhe or she has run. This report will then show up on our massmailer page \r\nfor easy inclusion in the next issue of the newsletter; the report logs reset \r\nafter each newsletter is sent. Please be sure to use this command regularly!\r\n\r\n','Alog Blog Clog Wlog',4,'Monday, 01:37:59 am, 9th February 2004','Traithe'),('Ooc','Communication','Usage: ooc <message>\r\n\r\nThis command is similar to SAY, with the exception that it\r\ncan be used to ask out-of-character questions to other PCs -\r\nit\'s ideal for asking questions about game mechanics and\r\ncommands, if you\'re unsure of how something works.\r\n\r\nBe sure, however, to use it as sparingly as possible! Idle\r\nOOC chitchat is highly discouraged here, and will quite\r\nlikely draw the ire of any observing admin. On the other\r\nhand, using it to instruct new players and ease them\r\ninto the game is quite encouraged; remember, as a\r\nmore experienced player you can have a direct effect\r\non whether they choose to make SoI their home.\r\n\r\nIf using this command in such a way, please try to be\r\nconsiderate of other players in the area currently RPing\r\nand draw the new player into a quiet, empty room.\r\n\r\nIf you\'d like to simply hang out and chat OOCly with your\r\nfellow players, log into the OOC lounge as a guest - but\r\nplease respect the desire of others here to roleplay, and\r\navoid polluting the IC grid with OOC chatter.\r\n\r\nExample:\r\n  > ooc How does the petition command work?\r\n  > ooc Can someone help me look in my pack?\r\n\r\n','Afk Say Tell Whisper',0,'Saturday, 05:21:30 pm, 14th February 2004','Traithe'),('Medium-Blunt','Skills','Medium-Blunt is a measure of your character\'s ability with a very\r\nspecific range of weaponry; namely, blunt weapons of moderate size.\r\n\r\nMedium-blunt weaponry tends to be somewhat more widely used \r\nthan either heavy- or light-blunt; it is favored by infantry especially, \r\nas it is considerably more effective against heavy armor than edged \r\nweapons. Examples include the flail, mace, and warhammer.\r\n\r\nLike other medium weapons, medium-blunt weapons may only be\r\nwielded in the primary hand, or alternately in both hands via GRIP.\r\nThey may not be wielded as a secondary weapon in the off hand.\r\n\r\n','Grip Heavy-Blunt Light-Blunt',0,'Sunday, 01:27:24 am, 15th February 2004','Traithe'),('Medium-Edge','Skills','Medium-Edge is a mark of your character\'s proficiency with\r\nedged weapons of moderate size.\r\n\r\nMedium-edged weapons tend to be fairly typical all throughout \r\nMiddle-earth. Examples are the longsword, scimitar, and some \r\nheavier-bladed shortswords. They carry some of the force of\r\nlarger weapons, while retaining speed and maneuverability.\r\n\r\nMedium-edged weapons must be wielded in one\'s primary hand,\r\nor in both hands via the GRIP command. They may not be used\r\nin one\'s off hand as a secondary weapon.\r\n\r\n','Grip Heavy-Edge Light-Edge',0,'Sunday, 03:37:27 pm, 31st October 2004','Frisia'),('Medium-Pierce','Skills','Medium-Pierce is a mark of your character\'s proficiency with a very \r\nspecific range of weaponry; namely, piercing weapons of moderate size.\r\n\r\nAlong with medium-edged, medium-pierce weaponry tends to be rather \r\ncommon throughout Middle-earth, used by a large number of soldiers \r\nand adventurers. Examples include the rapier, epee, gladii, and some \r\nthrusting swords. \r\n\r\nLike other medium-sized weapons, medium-pierce weapons may only \r\nbe wielded in the primary hand, or alternately in both hands via the \r\nGRIP command. They may not be wielded in the off hand as a secondary \r\nweapon via the dual-wield skill.\r\n\r\n','Grip Heavy-Pierce Light-Pierce',0,'Sunday, 01:29:38 am, 15th February 2004','Traithe'),('Grip','Manipulation','Usage: grip (<object> <hands>)\n\nUsing the GRIP command, one may grip a medium-sized weapon in one\nor both hands. While gripped in both hands, the potential damage one may\ninflict increases; however, the delay caused by one\'s attacks also increases,\ndue to the longer recovery time resulting from more momentous strokes.\n\nIn addition, individuals with enough strength may be able to switch their\ngrip on heavy weapons, wielding them in a single hand as they choose. As\nwith medium weapons, however, there are certain penalties incurred with\nthis sort of a fighting style, due to the sheer bulk of the weapon.\n\nNote that if you do not specify an argument to the command, the code will\nautomatically assume that you are referring to the weapon currently in your\nhands; it will shift to the other grip, either single-handed if you have it\ngripped in both hands, or two-handed if you have it gripped in one.\n\nOtherwise, you must specify either \"single\" or \"both\" for the grip.\n\nExamples:\n\n  > grip\n  > grip longsword both\n  > grip club single\n\n','Medium-Blunt Medium-Edge Medium-Pierce',0,'Sunday, 01:07:58 am, 15th February 2004','Traithe'),('Cutlers','Clans','The Fellowship of Cutlers\r\n\r\nThe Cutlers\' Fellowship, although small, is highly regarded and\r\nhas a great deal of authority. Although historically connected\r\nmore with the manufacture of knives and other implements, the\r\nFellowship has become renowned for its myriad blades, especially\r\ntheir superb daggers and swords. In Minas Tirith, one can obtain\r\nevery sort of edged weapon, from throwing knives to greatswords.\r\nMany are exceedingly handsome as well in their fabrication. In\r\nkeeping with Dunedain tradition, they are also quite popular.\r\n\r\n','(null)',0,'Tuesday, 10:15:33 pm, 2nd March 2004','Nix'),('Alog','Staff','Usage: alog\r\n\r\nSimilar to the other *LOG commands, the ALOG command may be used to\r\ninsert an item to be sent out with the next weekly newsletter.\r\n\r\nAll items submitted via ALOG fall under the \"General Staff Announcements\"\r\nsection at the top of the Palantir Weekly update the following week.\r\n\r\n','Blog Clog Plog Wlog',4,'Saturday, 04:43:12 pm, 6th March 2004','Traithe'),('Currency','Middle-earth','Kingdom of Gondor\r\n-----------------\r\n\r\nThe Kingdom of Gondor\'s currency consists of a variety\r\nof coins, all smelted and minted in the great city of\r\nMinas Tirith nigh the center of the Kingdom.\r\n\r\nThe base cost of any given item or service is generally\r\nlisted in \'coppers\'. Any one of these coins is worth a\r\ngiven number of coppers. Thus, people are able to carry\r\na decent amount of wealth in a compact and light manner.\r\n\r\na glittering mithril coin                  10000 coppers\r\na thin, slightly fluted gold coin          10000 coppers\r\na thick, hexagonal gold coin                1000 coppers\r\na heavy, oblong silver coin                  200 coppers\r\na thin, ridged silver coin                    50 coppers\r\na large, rounded bronze coin                   5 coppers\r\na semicircular copper coin                     1 copper\r\n\r\nEach of the aforementioned coins has both a commonly\r\nknown name in Westron as well as Sindarin. In the\r\nsame order as the list before, they are:\r\n\r\n\"orb, or sun\": malanor (a glittering mithril coin)\r\n\"gold hundredpiece\": harancor (a thin, slightly fluted gold coin)\r\n\"gold crown\": erin (a thick, hexagonal gold coin)\r\n\"silver tree\": nimloth (a heavy, oblong silver coin)\r\n\"silver royal\": celebarn (a thin, ridged silver coin)\r\n\"bronze copper\": tamb (a large, rounded bronze coin)\r\n\"copper bit\": benhar (a semicircular copper coin)\r\n\r\nGondorian currency has typically been the main-stay of\r\ntrade betwixt the free peoples of Middle-earth, and while\r\nnot particularly valuable in its own right, it is the mark\r\nagainst which the other races measure their own systems.\r\n\r\nMordor\r\n------\r\n\r\nThe worth of Mordor-based coin is as follows:\r\n\r\nan octagonal coin of smoky silver            10000 coppers\r\na hexagonal token of blackened steel          1000 coppers\r\na weighty pentagonal bronze coin               200 coppers\r\na rectangular token of dusky brass              50 coppers\r\na razor-sharp flake of obsidian                  5 coppers\r\na crudely-hewn dark granite token                1 copper\r\n \r\nCommerce in Minas Morgul\r\n------------------------\r\n\r\nIn the fortress of the Witchking of Amar, Gondorian coinage\r\nis almost worthless. For gameplay\'s sake, the copper worth of\r\nYrkish coin is identical, but no Morgulite in their right mind\r\nwould accept Western coins as a form of payment.\r\n\r\nCommerce and trade in Minas Morgul is rather unofficial and\r\nholds very little structure. The city was taken over, not\r\nbuilt by the Witchking, and exists only as a stepping-stone; \r\ntherefore, what trade there is consists mainly of what is \r\nnecessary for the city to survive, and little more. The human\r\nresidents of Minas Morgul are more likely to want material\r\ncomforts than orcs and goblins, however, so opportunities for\r\nan enterprising trader are not completely lacking.\r\n\r\n','Coins Count',0,'Sunday, 01:29:20 am, 27th June 2004','Traithe'),('Point','Perception','Usage: point <direction> <target>\r\n\r\nUsing this command, an individual may point out a distant target\r\nso that any other individual in his room may aim at it without\r\nbeing forced to see it via SCAN first.\r\n\r\n','Aim Fire Scan',0,'Monday, 02:10:35 am, 15th March 2004','Traithe'),('Ban','Staff','Usage: ban <site> ( <duration> / ! )\r\n\r\nUse this to prevent anyone from the specified site from\r\nconnecting to Shadows of Isildur. Use this command only\r\nin dire circumstances, please. Used without any arguments,\r\nit will display a list of currently banned sites.\r\n\r\nThe string comparison code is fairly unselective, meaning\r\nthat if you ban aol.com, anyone connecting from anywhere\r\nin that domain would be banned. Thus, if possible, specify\r\nthe entire IP address of the offender; only ban an entire\r\nsite if they seem to be on a dynamic IP.\r\n\r\nThe duration argument will allow you to specify, in #2DAYS#0,\r\nhow long the offender should be banned. Alternately, you\r\nmay use an \'!\' to tell the server to ban them permanently.\r\n\r\nThe server will automatically lift the ban if you specify a\r\nduration and that amount of time has passed.\r\n\r\nExamples:\r\n\r\n  > ban ip68-0-165-187.tc.ph.cox.net 1\r\n  > ban tiger.dialup.pol.co.uk 7\r\n  > ban pvt-dialup-27.pvtnetworks.net -1\r\n\r\n','Unban',4,'Monday, 03:09:14 am, 22nd March 2004','Traithe'),('Register','Staff','Usage: register <new account name> <account email>\r\n\r\nUsing this command, an admin may create a new MUD account\r\nwith the given name, using the given email account.\r\n\r\nNote that unlike player-driven registrations, this command can\r\ncreate an account using an email address already in our database.\r\n\r\nExamples:\r\n\r\n  > create traithe traithe@middle-earth.us\r\n  > create goku_killar twinks_must_die@hotmail.com\r\n\r\n','',3,'Wednesday, 03:21:49 am, 24th March 2004','Traithe'),('Subdue','Combat','Usage: subdue <target>\r\n\r\nUsing this command, you may take a sleeping or\r\nunconscious individual into custody. You may\r\nsubdue a character that is not unconscious only\r\nif they SURRENDER to your character.\r\n\r\nThis is used by NPC law enforcers to bring wanted\r\nindividuals into jail.\r\n\r\n','Release Surrender',0,'Wednesday, 02:24:15 pm, 24th March 2004','Nix'),('Mentor','General','Usage: set mentor\r\n\r\nThe MENTOR flag is part of our effort here at Shadows of\r\nIsildur to ensure that new players feel welcome.\r\n\r\nIf you wish to assist us in doing so, simply type SET\r\nMENTOR at the prompt. Whenever a new player enters the\r\nIC grid for the first time on your side, you will receive\r\na message alerting you to this fact.\r\n\r\nThe new player drop-point on Osgiliath is the Lantern Inn; \r\nin Minas Morgul, it\'s the Bleedin\' Fist Tavern. Please note \r\nthat this echo you receive should NOT be construed as IC \r\ninformation; rather, it should be manifested in your roleplay \r\nas a sudden urge to go get a drink or meet a friend at that \r\nparticular location.\r\n\r\nThe purpose of this flag is to allow our more experienced\r\nplayers to know when new players log in, so they might make\r\ntheir way over and draw them into some roleplay if they\r\naren\'t otherwise occupied.\r\n\r\nAnyone with this flag enabled is NOT to abuse a new player\r\nin any way, IC or OOC; if your character would have good\r\nreason to harm or otherwise harass a player in-character,\r\nyou should not set this to begin with. Only players whose\r\ncharacters would reasonably be interested in welcoming and\r\nassociating with newcomers should have this flag enabled.\r\n\r\nIf you have any questions about what is or is not permitted\r\nin terms of a Mentor character\'s behavior, please email the\r\nstaff BEFORE attempting said behavior in game.\r\n\r\nThat said, thank you for helping us to welcome new players\r\nto Shadows of Isildur, and grow our playerbase!\r\n\r\nYou may enable and disable this flag at any time, so feel\r\nfree to turn it on while not otherwise occupied, and turn\r\nit off whenever you\'d rather not be pulled away.\r\n\r\n','Newbie Set',0,'Sunday, 09:16:51 pm, 4th July 2004','Frisia'),('Nuke','Staff','Usage: nuke <account> ( ! )\r\n\r\nUsing this command a staffer may delete an account from our\r\ndatabase. Note that this affects both game and forum logins,\r\nas both pull from the same database table. It leaves all PCs,\r\nplayer notes, and so forth intact; it only deletes the account,\r\nthus preventing them from accessing the game.\r\n\r\nExamples:\r\n\r\n  > nuke Goku !\r\n  > nuke Vaikutin !\r\n\r\n','',4,'Sunday, 04:44:42 pm, 28th March 2004','Traithe'),('Invite','Clans','Usage: invite <character name> (<clan name>)\r\n\r\nClan leaders can invite other characters to join their clan.\r\nIf no clan is specified, this command will default to the\r\nfirst clan on your list in which you are an officer.\r\n\r\nNote that new clan initiates are given the MEMBER flag, which\r\nis essentially a mere affiliation. In order to assign them a\r\nspecific rank thereafter, you will need to use PROMOTE.\r\n\r\nExamples:\r\n\r\n  > invite brawny \"The Osgiliath City Watch\"\r\n  > invite Traithe\r\n\r\n','Accept Decline',0,'Friday, 03:14:00 am, 16th April 2004','Nix'),('Remedy','General','A remedy is an item required to be in one\'s possession when\r\none is TREATing a wound. Remedies may vary from bandages,\r\nto ointments and salves, to actual healer\'s kits.\r\n\r\nEach remedy has its own properties, including a skill level that\r\nis required to employ it, a limited number of doses, a bonus or\r\npenalty to the healing rate of wounds treated by it, and so on.\r\n\r\nIn addition, some remedies are meant for specific types of\r\nwounds: poultices might work best with contusions, while a\r\nsalve or ointment would be best for an open wound.\r\n\r\nIf you have the HEALING skill, you may glean specifics on a\r\nremedy by LOOKing at it, provided your skill is high enough.\r\n\r\n','Healing Treat',0,'Saturday, 11:45:17 pm, 17th April 2004','Traithe'),('Roster','Staff','Usage: roster (add | remove) <name> (<title>)\r\n\r\nUsing this command, a level 5 administrator may manage\r\nthe staff roster located on our website.\r\n\r\nThe head administrator is automatically displayed as\r\nthe first entry on the roster; it then descends by\r\nseniority, which is recorded as the date that the staff\r\nmember was added to the list via the ROSTER command.\r\n\r\nWhen you ADD a staff member to the list, the server\r\nwill automatically check to ensure that a PC of at\r\nleast the third level exists under the specified name.\r\n\r\nIt will not perform these checks when you REMOVE one.\r\n\r\nPlease be sure to pay careful attention to the quotes\r\nin the example below, as without them the entries will\r\nnot format properly and will need to be redone.\r\n\r\nExamples:\r\n\r\n  > roster remove \"Traithe\"\r\n  > roster add \"Traithe\" \"Systems Administrator\"\r\n\r\n','Assign',5,'Sunday, 08:41:31 pm, 18th April 2004','Traithe'),('Write','Communication','Usage: write ([<board>] <message>) (<book or parchment item>]\r\n\r\nThe WRITE command has two entirely separate and distinct uses.\r\n\r\nThe first allows you to post messages on our in-game bulletin\r\nboards, which do not employ languages or scripts of any sort.\r\nWhile you may make a post in which you say \"a note scrawled\r\nin Tengwar has been tacked to the board\", obviously, everyone\r\ncan actually read this; it is up to roleplay to determine\r\nwhich characters can actually understand it. The correct syntax\r\nfor this version of the command is the first set in parenthases\r\nabove. Here are a few examples:\r\n\r\n  > write commoners Some gossip is overheard...\r\n  > write board A scrawled note has been left here.\r\n\r\nThe second use of the command allows players to write actual\r\nnotes, via our new player writing system. Since no subject\r\nneeds to be specified, the syntax is simply \"write <object>\".\r\nEnsure that you are speaking the language you wish to write.\r\n\r\nNote that no matter what the size of the target object, only\r\none note may be written per page. Also, note that when writing\r\nto a book, you will write on the page that it is currently open\r\nto; use the FLIP command to change this page number.\r\n\r\nIn order to write this way, one must have a writing instrument\r\nof some sort, such as a quill, currently HELD; also, one must\r\nhave a vessel of ink, pigment, etc, in one\'s inventory or in\r\nthe room that you are in. Note that this is true no matter \r\nwhat medium you choose to write with. IE: If you want to use \r\nchalk, you will need a piece of chalk (writing instrument, a \r\nbox of chalk (vessel), and a slateboard. This is due to how\r\nthe code works and should NOT be roleplayed as being odd or\r\nconfusing in any way.\r\n\r\nThe WRITE command will always take you into a text editor, and\r\nyou will not see what happens around your character while you\r\nare in #1(edit)#0 mode. Keep in mind that the editor will not\r\nautomatically re-format your text, so you will need to pay some\r\nattention to where you are putting your line-breaks. 70-75 \r\ncharacters is usually a good limit.\r\n\r\nTo exit the editor, use the @ symbol by itself.\r\n\r\n','Boards Posting_policies',0,'Wednesday, 01:39:20 pm, 19th May 2004','Frisia'),('Dual-Wield','Skills','Dual-Wield measures your character\'s ability to\r\nfight in melee combat with one weapon per hand.\r\n\r\nUsage:\r\n\r\nIn sheath-\r\ndraw <weapon>\r\ndraw <weapon>\r\n\r\nHeld-\r\nwield <weapon>\r\nswitch\r\nwield <weapon>\r\n\r\n','Draw Switch Wield',0,'Tuesday, 12:36:26 pm, 20th April 2004','Haiwolfe'),('Hints','Information','Usage: set hints\r\n\r\nBy toggling this flag on, you will receive game- and syntax-related \r\ntips. These can be very helpful for new players, and experienced \r\nplayers may learn something new as well.\r\n\r\nTyping \'set hints\' a second time will toggle the flag off.\r\n\r\n','Newbie Set',0,'Sunday, 03:37:01 pm, 31st October 2004','Frisia'),('Autoflee','Combat','Usage: set autoflee\r\n\r\nBy toggling this flag on, your character will attempt to flee as \r\nsoon as you are attacked.\r\n\r\nType \'set autoflee\' again to toggle the flag off.\r\n\r\n','',0,'Sunday, 08:35:03 am, 25th April 2004','Haiwolfe'),('Crafts','General','There are many crafts in Shadows of Isildur that are available\r\nto players, depending on their profession. For example, bakers\r\nare able to bake bread, smiths forge swords, woodsmen hunt and\r\ntrap deer, and so on. The crafts you begin the game with are\r\ndetermined by the skills you chose in character creation.\r\n\r\nOnce you have entered the game, you may learn other crafts\r\neither by finding another PC to teach them to you, or by\r\nbranching your current crafts into new ones. Branching will\r\noccur automatically as you use your crafts; when you use\r\ncrafts in a certain area, such as cooking, you will have a\r\nchance to learn other cooking crafts as you do so.\r\n\r\nCrafts are displayed in a \'<command> <subcraft name>\' format.\r\nSo take, for example, the armorer craft \'make rings\'. In order\r\nto use the craft, at the prompt you would type:\r\n\r\n  > make rings\r\n\r\nThis would then begin the procedure; depending on whether or\r\nnot you have available the proper materials, and whether or not\r\nyou pass all applicable skill checks, you will succeed or fail.\r\n\r\n#6Note:#0 It is important to check what materials are required\r\nBEFORE starting to craft. If you are missing crucial materials,\r\nyou risk automatically failing the craft and losing the materials\r\nyou did start with. Type \'materials <subcraft name>\' to display\r\nwhat is required. For example:\r\n\r\n  > materials rings\r\n\r\nwill show that #2some iron wire#0 and #2a ringmaker#0 must be in\r\nthe room, and you must be holding #2a pair of metal snips#0 and\r\n#2a pair of needle-nose pliers#0.\r\n\r\nSome crafts have a \'delay timer\' attached to them; you will\r\nknow these by the presence of the following line in the output\r\nof the MATERIALS command for a given craft:\r\n\r\n  #6OOC Delay Timer:#0 4 RL Hours\r\n\r\nIn this case, upon successful completion of that craft, the PC\r\nwould not be able to craft ANY OTHER ITEM requiring a delay\r\ntimer until 4 RL hours have passed. Note that this timer keeps\r\nrunning down whether you are logged in or not. It is in place\r\nto keep production to realistic levels and balance our economies.\r\n\r\nThe OOC craft delay timer is meant to represent the IC time your\r\ncharacter needs to finish a given craft, but at the same time\r\nmake some concessions to playability. Try to use this timer as a\r\nguideline when role-playing the craft.\r\n\r\nFor a full list of all our in-game crafts on the web, go to:\r\n\r\n  #6http://www.middle-earth.us/index.php?display=crafts#0\r\n\r\n','Craft_branching Craft_general Materials',0,'Monday, 10:21:25 pm, 5th July 2004','Traithe'),('Teach','General','Usage: teach <skill>/<craft> <person>\r\n\r\nTeach is not a skill, but rather a command that allows a\r\nskill or craft to be taught to another character. You may \r\nonly teach a skill when you yourself have become Adroit \r\nin it. Some skills may also possess prerequisites, which the \r\ntarget character must be Familiar in.\r\n\r\nCrafts may also be taught to other PCs using this command. in\r\norder to teach a craft, your character must have certain levels\r\nof skill in all skills checked by the craft; likewise, the PC you\'re\r\ntrying to teach must also have certain skill levels, although this\r\nrequirement is much lower than the teacher\'s.\r\n\r\nRemember, knowledge is power; characters who randomly teach\r\nskills to anyone are doing the game, and themselves, a great\r\ndisservice. Remember to roleplay this command appropriately and\r\nextensively.\r\n\r\nAlso keep in mind that detailed skills cannot be taught on a whim.\r\nMake sure that you take the proper time when teaching any skill\r\nto another character. Also be certain to save logs of your roleplay,\r\nas administrators may ask for them later.\r\n\r\nExamples:\r\n  > teach chain-coif Traithe\r\n  > teach medium-edge brawny\r\n\r\n','Craft_branching',0,'Friday, 06:01:29 pm, 18th June 2004','Erebus'),('Craft_branching','General','The Shadows of Isildur craft branching system is an extremely powerful\r\nand versatile piece of code. Unlike other MU*s, where characters tend\r\nto progress along static, pre-determined paths, our system of craft\r\nbranching is entirely dynamic - that is to say, when your character\r\nbranches a craft what s/he learns next is determined by a number of\r\nfluid factors beyond merely which subcraft s/he just completed. These\r\nfactors include your character\'s skill level, their race, their clan\r\naffiliations and ranks, and finally any items that are either REQUIRED\r\nor PRODUCED by the subcraft you just completed.\r\n\r\nThe order of precedence in craft branching is down, then up. Think\r\nof it this way; in order to create complex and interesting items,\r\nyour character must first learn the fundamentals.\r\n\r\nFor an example, let us examine the #6cast bronze-sword-guards#0 craft.\r\n\r\nThese sword guards are used in the creation of a number of different\r\nitems, ranging from practice blades to real weapons. However, before\r\nwe can fashion full blades from them, we must first learn to create\r\nthe wax crossguard required by the sword-guards craft itself. Thus,\r\nthe first time we branch a subcraft after successfully crafting a \r\nsword-guard, we will be given the #6pour wax-crossguard#0 technique.\r\n\r\nAfter learning to pour a wax-crossguard, if we pass another branch\r\ncheck with the bronze-sword-guards craft, the code will automatically\r\nlook UP the tree at what crafts require what we just produced, since\r\nwe now have all the crafts to produce what sword-guards REQUIRES.\r\n\r\nIn this case, it would immediately catch upon an #6assemble sword#0\r\ncraft. However, we don\'t quite know how to make all the ingredients\r\nrequired to assemble any sword yet; specifically, we\'ll still need\r\nto be able to forge a bronze pommel before doing so. Therefore, the\r\nsubcraft we branch second will be #6cast bronze-pommel#0.\r\n\r\nWhen we pass a branching check for the third time, rather like we\r\npreviously learned to pour the wax crossguard model, this time we will\r\nlearn the #6pour wax-pommel#0 subcraft to round out our knowledge.\r\n\r\nNow that we know how to construct the lower part of the sword, we\'ll\r\nnaturally progress to learning how to forge a blade; therefore, our\r\nfourth successful branching check will bring us #6forge longsword-blade.#0\r\n\r\nFinally, we have the fundamentals! Namely, cast bronze-sword-guards,\r\npour wax-crossguard, cast bronze-pommel, pour wax-pommel, and forge\r\nlongsword-blade. Therefore, upon passing a branch check after using \r\nANY of these crafts, we will finally learn the \"crown jewel\", so to \r\nspeak: #6assemble longsword#0. Because our system is dynamic and\r\ntherefore intelligent in a way static progressions are not, it means\r\nthat no matter where you start along the \"tree\" of the #6assemble\r\nlongsword#0 craft, you will fill it out completely and eventually\r\nreach the apex. See the diagram below:\r\n\r\n                           #6assemble longsword#0\r\n                                    ^\r\n                                    |\r\n                          #6forge longsword-blade#0\r\n                                    ^\r\n                                    |\r\n              ----------------------------------------------\r\n              |                                            |\r\n   #6cast bronze-sword-guards#0                       #6cast bronze-pommel#0\r\n              ^                                            ^\r\n              |                                            |\r\n     #6pour wax-crossguard#0                            #6pour wax-pommel#0\r\n                                                            \r\nThe power of this system of branching lies in its dynamism and its\r\nfluidity. Thus, the branching path demonstrated above will not always\r\napply to all characters; depending upon which specific crafts they use \r\nin which order, and what their skill levels are, they may learn to forge\r\nshortswords first, or even practice blades. The only constant is that\r\nthe system will automatically search for any related crafts that you\r\nqualify to be assigned -before- it opens a random new craft for you.\r\n\r\nThe only circumstance in which you will branch an entirely unrelated\r\nsubcraft is if the system can find no subcrafts related to the one you\r\njust completed for which you qualify. The echo you receive when you\r\nactually branch a craft will inform you whether or not the new craft\r\nis related to what you just completed, or if it is entirely new.\r\n\r\nNote that even when the code assigns random, unrelated crafts, there\r\nare still requirements that those crafts may or may not have; thus,\r\nApprentices will not mysteriously branch Master-level crafts, Goblins\r\nwill not learn to make Elvish blades, and so on.\r\n\r\nFinally, please note that craft branching ONLY applies to other\r\nsubcrafts within the craft category of the subcraft you completed\r\nbefore passing your branch check. Therefore, weaponcraft subcrafts \r\nwill only branch into other weaponcraft subcrafts, hunting craft\r\nsubcrafts will only branch into other hunting craft subcrafts, etc.\r\n\r\nTherefore, to learn more subcrafts in a category, you must use the\r\nopening crafts you are given (those marked with an asterisk on the\r\nfull crafts listing on our website), and practice them diligently.\r\n\r\n','Crafts Teach',0,'Friday, 01:56:50 pm, 30th April 2004','Traithe'),('Nopetition','Staff','Usage: mset nopetition\r\n\r\nThe NOPETITION flag prevents the character so set from using the\r\npetition command; in addition, it carries over to all other characters\r\non their account, as well as any guest logins coming from their IP.\r\n\r\n','Noban Noguest',3,'Saturday, 02:33:24 am, 1st May 2004','Traithe'),('Noguest','Staff','Usage: mset noguest\r\n\r\nThe NOGUEST flag set on a character will prevent anyone sharing their\r\naccount\'s IP address from logging into our guest lounge.\r\n\r\n','Noban Nogain Nopetition',3,'Saturday, 02:34:07 am, 1st May 2004','Traithe'),('Noban','Staff','Usage: mset noban\r\n\r\nThe NOBAN flag, when set on a character, will prevent their account\r\nfrom being locked out by any sitebans that would otherwise prevent\r\nthem from logging into the MUD server.\r\n\r\n','Nogain Noguest Nopetition',3,'Saturday, 02:35:30 am, 1st May 2004','Traithe'),('Roster','General','To see a current roster of staff members and their clan assignments, visit:\r\n\r\n   #6http://www.middle-earth.us/index.php?display=staff\r\n\r\n','',0,'Saturday, 02:42:02 am, 1st May 2004','Traithe'),('Accent','General','Depending on your skill in a particular language, a character may have an\r\nakward accent that will be displayed by the code when they speak. In addition \r\nto this, characters may also set their own tone of voice, use the \"voice\" \r\ncommand. View the helpfile for voice for more information.\r\n\r\n','Voice',0,'Saturday, 10:59:22 am, 1st May 2004','Erebus'),('Maps','General','Submitted maps can be viewed at:\r\nhttp://www.middle-earth.us/index.php?display=contributions\r\n\r\nNot all of the areas currently built have been entirely mapped out, however,\r\nand indeed may never be in order to retain a sense of rarity and mystery when \r\nnew zones are being explored.\r\n\r\n','',0,'Saturday, 11:06:18 am, 1st May 2004','Erebus'),('Death','General','Shadows of Isildur implements a permanent death system. This means that \r\nif your character is killed, he or she will remain dead and you must\r\ncreate a new character in order to play again. Please keep in mind that\r\nyou may NOT carry over anything from your old character to your new\r\none, including information learned in the game, knowledge of old\r\nacquaintances, equipment, and so on.\r\n\r\nIn-character resurrections are, like in our own society, little more \r\nthan the stuff of myths and legends. If we resurrect anyone, it will \r\nlikely be in an OOC fashion, to remedy a flaw in the code that perhaps \r\nlead to their deaths in an equally OOC manner. So, please bear this in \r\nmind, if you are considering petitioning the staff for a resurrection; \r\nif your death was the result of a code bug, it may be a reasonable \r\nsolution. If not, you are quite likely better served by spending your \r\ntime creating a new character concept, and submitting a new application \r\nfor review.\r\n\r\n','Retirement Suicide',0,'Sunday, 03:25:07 pm, 31st October 2004','Frisia'),('Shoot','Combat','See HELP FIRE for information on firing an arrow.\r\n\r\n','Aim Fire Load',0,'Sunday, 02:59:47 pm, 31st October 2004','Frisia'),('Blacksmiths','Clans','See HELP IRONSMITHS for information on the Fellowship of Ironsmiths\r\nin Gondor.\r\n\r\n','Clans Ironsmiths,',0,'Sunday, 11:14:14 am, 2nd May 2004','Haiwolfe'),('Introduce','General','Unlike other roleplaying MUDs, Shadows of Isildur has no \"introduce\"\r\ncommand. We have opted against one, for the sake of realism. Instead,\r\nyou may want to consider stockpiling a list of characters that you\r\nknow in game, their short and long descriptions, and their names. This\r\ncan be done with the OOC journal available to all PCs. Help journal\r\nwill provide you with more information on this subject.\r\n\r\n','Greet',0,'Sunday, 05:35:53 pm, 2nd May 2004','Erebus'),('Stare','Perception','#6See#0: Help study.\r\n\r\n','Study',0,'Sunday, 05:40:00 pm, 2nd May 2004','Erebus'),('Rogues','Clans','\nThe Fellowship of Rogues. Commonly called a \"Thieves\' Guild,\"\nthe true nature of the Rogues remains a mystery to all those\nwho aren\'t members--and many who are. \n\nOften thought to operate in the slums of Osgiliath, recently\nmany have begun to question these supposed \"facts\" and started\nto turn their eyes elsewhere. Only a select few know where they\nmeet, and how to get in contact with them.\n\nThe Rogues are thought to be the source of Osgiliath\'s criminal\nacts, from catburglary to blackmail to pickpocketing to even\nswindling.\n\n','(null)',0,'Sun May  9 18:42:02 2004','Mirudus'),('Butchering','Crafts','Butchering is a set of crafts that allows you to take a blade\r\nand a dressed carcass and turn that carcass into edible parts. \r\nGenerally, you get some organ meat and raw meat of some type.\r\nLarger animals yield greater quantities of meat, naturally, but \r\neven a rat produces some meat. Butchering crafts utilize the \r\nSkin skill.\r\n\r\nFor a current list of implemented butchering crafts, please see \r\nthe crafts section on our website.\r\n\r\n#6Submitted By:#0 Auroness\r\n','Skin',0,'Thursday, 08:23:28 am, 13th May 2004','Haiwolfe'),('Athletics','Crafts','The Athletics crafts-set is designed to give your character\r\nthe option of practicing his or her combat and weapons skills\r\nwithout engaging in actual fights or spars.\r\n\r\nPlease note that constant, repetitive use of the athletics \r\ncrafts without proper roleplay (typing \'practice <skill>\' over\r\nand over again) is frowned upon, and will not give your\r\ncharacter any significant gain in skill anyway.\r\n\r\nThese crafts are meant to enhance roleplay and offer an \r\nalternative to sparring. Players caught abusing them will lose \r\nthe privelege of using them.\r\n\r\n','',0,'Thursday, 08:39:03 am, 13th May 2004','Haiwolfe'),('Roleplay-points','General','For complete information on roleplay points, including an explanation\r\nof what they are, how to acquire them, and what to do with them, see:\r\n\r\n   #6http://www.middle-earth.us/index.php?display=rpp#0\r\n\r\n','Newbie Rpp',0,'Saturday, 11:04:02 pm, 2nd October 2004','Traithe'),('Role','Staff','Syntax: role (new|list|display|delete|update) <argument(s)>\r\n\r\nUsing this command, staff members may modify our database\r\nof restricted roles available to new characters in chargen.\r\n\r\nThe ROLE UPDATE command is used to update existing entries,\r\nand may either be used to update either CONTACT or COST.\r\n\r\nNote that, to update a contact, you must specify the account\r\nname of the person to be notified when an application is accepted\r\nfor that specific role. This can either be a player or a staff member;\r\nin either case, the staff list will be CC\'ed on the notification.\r\n\r\nSyntax:\r\n\r\n  role new <point cost> <summary line>\r\n  role display <role number>\r\n  role delete <role number>\r\n  role update <number> contact <staffer>\r\n  role update <number> cost <point cost>\r\n\r\n','Profession',4,'Tuesday, 03:34:26 am, 5th October 2004','Traithe'),('Surrender','Combat','Usage: surrender <target>\r\n\r\nUsing this command, a character may give herself up to the\r\nspecified PC or NPC. This will allow the target to automatically\r\nsubdue the PC issuing this command, bypassing the messy (and\r\noccasionally fatal) subdue/combat sequence involved in NPC\r\nenforcement of the justice systems in civilized areas.\r\n\r\nPlease note that you will be unable to surrender to someone who\r\nis attacking you if they initiated combat with the KILL command.\r\n\r\nIf you do so, and you change your mind, you may change your mode\r\nof combat on the fly by later typing HIT <person>.\r\n\r\nFurthermore, you cannot surrender to someone who is currently\r\nengaged in combat with a third party.\r\n\r\n\r\n\r\n','Kill Nosave Subdue Unconsciousness',0,'Sunday, 03:15:12 pm, 31st October 2004','Frisia'),('Murmur','Communication','See #6HELP TALK#0 for information on how to lower your voice\r\nto speak to those sitting at the same table as you are.\r\n\r\n','Say Talk',0,'Saturday, 08:32:21 am, 15th May 2004','Frisia'),('Greet','General','See #6HELP INTRODUCE#0.\r\n\r\n','Introduce',0,'Saturday, 08:33:15 am, 15th May 2004','Frisia'),('Newbie','General','Hello, and welcome to Shadows of Isildur!\r\n\r\nThis helpfile is designed to list the basic commands you\'ll need\r\nto know while playing Shadows of Isildur. While there are many \r\nmore commands than are listed here, these tips should hopefully \r\nbe enough for a first-time player to get started.\r\n\r\n#6Movement#0\r\n\r\nNORTH, SOUTH, EAST, WEST - These are the basic movement commands, \r\nand can be abbreviated to N, S, E, and W. Using these will take \r\nyou to the next room in that direction. Movement is not \r\ninstantaneous like in other MUDS, but takes a little time, \r\ndepending on the speed you\'re moving. To change the speed of \r\nmovement, use the SET command, which will be discussed later.\r\n\r\nSIT, REST, SLEEP, STAND, WAKE - These commands are fairly self \r\nexplanatory. While sitting, your character is considered to be \r\nupright, and while resting, your character is assumed to be lying \r\ndown. You may use SIT, REST, and SLEEP with items in the game, \r\nfor example:\r\n\r\nsit chair\r\n\r\nwould make you sit on a chair, if one is present in the room. If \r\nthere is more than one piece of furniture in the room, you can \r\nsee a list of it by typing TABLES.\r\n\r\nThe STAND command has another use - it can be used to position \r\nyourself at the edge of a room, so you can easily LOOK into any \r\nadjacent room. To use it, STAND <direction>.\r\n\r\n#6Communication#0\r\n\r\nEMOTE - This command allows you to have your character perform \r\nan action. Anyone else in the room will see the specified action. \r\nFor example, if #5a bald, fat man#0 typed this:\r\n\r\nemote pretends to be a camel.\r\n\r\nthe rest of the room would see:\r\n\r\n#5A bald, fat man#0 pretends to be a camel.\r\n\r\nTo specify another player or item in an emote, use a tilde (for \r\nplayers or mobs) or asterisk (for items) before the player or \r\nitem\'s keyword. If #5a bald, fat man#0 is in a room with \r\n#5a thin, red-haired woman#0 and a #2heavy, iron anvil#0, and \r\ntypes:\r\n\r\nemote sits down on *anvil, shaking his head at (tilde)woman.\r\n\r\nthe rest of the room would see:\r\n\r\n#5A bald, fat man#0 sits down on #2a heavy, iron anvil#0, shaking \r\nhis head at #5a thin, red-haired woman#0.\r\n\r\nSAY - The basic communication command, SAY lets you send a message \r\nto  the rest of the room. To precede the say with an emote, place \r\nthe emote in parenthesis before the message. #5A bald, fat man#0 \r\nmight type:\r\n\r\nsay (shaking his head) No, I don\'t like whiskey.\r\n\r\nand the rest of the room would see:\r\n\r\n#5A bald, fat man#0 says in Westron, shaking his head,\r\n   \"No, I don\'t like whiskey.\"\r\n\r\nIf you are able to speak more than one language, you can change \r\nwhich language you are speaking in by typing SPEAK <language>.\r\n\r\nTALK - If you are seated at a table, the TALK command will send a \r\nmessage only to those who are seated at the same table. Others in \r\nthe room, if skilled at listening, may overhear fragments of your \r\nconversation.\r\n\r\nTELL - The tell command is like SAY, but targets another player \r\nspecifically. Simply put the player\'s (or mob\'s) keyword before \r\nthe words to be spoken. The rest of the room WILL hear this message.\r\n\r\nWHISPER - The WHISPER command is like TELL, but sends a message \r\nto one other person ONLY, who you must target. For example, \r\n#5a bald, fat man#0 might type this:\r\n\r\nwhisper woman No, I don\'t like whiskey.\r\n\r\nThe woman would receive the message, while the rest of the room \r\nwould hear nothing (or receive only fragments).\r\n\r\nSHOUT - This command allows you shout, letting adjacent rooms \r\nhear your words. It works like SAY, but anyone in a nearby room \r\nwill be able to hear you (although they will not neccessarily know\r\nwho is shouting).\r\n\r\nTHINK - The THINK command lets you think a private message, which \r\nonly the administrators can see.\r\n\r\nNOTIFY - You can use this command to notify entire clans or specific \r\npeople, letting them know you\'re online and looking for roleplay. \r\nConversely, you can also use this to respond to a notify sent to you,\r\nletting the notifier know you\'re online.\r\n\r\nPETITION - PETITION is an Out of Character method of communication \r\nwith the administrators. You may:\r\n\r\npetition all <message>\r\n\r\nto address all administrators online at the time, or\r\nto target a specific one:\r\n\r\npetition Traithe <message>\r\n\r\nHOBBITMAIL - Accessible via option H from the account login menu, \r\nHobbitmail can be used to communicate with other players. It\'s a \r\ngreat way to contact clan leaders or people you need to speak with \r\nICly, and set up times to catch them online and RP.\r\n\r\n#6Information#0\r\n\r\nSCORE - SCORE shows you the statistics of your character;\r\nyour name, age, a rough estimate of your physical attributes,\r\nwhether you are hungry or thirsty, and other helpful things.\r\n\r\nCOUNT - This command searches through all the containers worn\r\non your person and counts up the coins you have. This takes a\r\nlittle bit of time to do, so be patient.\r\n\r\nINVENTORY, EQUIPMENT - These commands let you see what you\'re\r\nwearing and holding.\r\n\r\nTIME - This shows you the IC time and date, currently, in the game.\r\n\r\nWEATHER - If you are outside, this command gives you information\r\nabout the current weather.\r\n\r\nSEARCH - This command allows you to search a room for hidden\r\nobjects or players, and can also be used to search a direction for\r\nhidden exits. To do this, simply SEARCH <direction>.\r\n\r\nSKILLS - Shows you a list of the skills you currently know, and a rough\r\nestimate of how good you are at them.\r\n\r\n#6Manipulation#0\r\n\r\nGET - This will pick up an object in the room, or take an item from\r\na container. To do this, simply GET <item> or GET <item> <container>.\r\nRemember that you can only hold two items at a time, one in each\r\nhand.\r\n\r\nDROP, PUT - These commands are the opposite of GET, letting you\r\ndrop an item on the floor or put an item in a container. To put an item\r\ninto another, PUT <item> <container>.\r\n\r\nGIVE - GIVE allows you to pass an item from your possession to another\'s.\r\nTo use it, GIVE <item> <player>.\r\n\r\nOPEN, CLOSE - These commands allow you to open or close doors,\r\ngates, curtains, and the like. If there is more than one door in a room,\r\nyou can OPEN <door> <direction>. You may also have to open or\r\nclose certain containers.\r\n\r\nKNOCK - This allows you to knock on a door, letting anybody behind\r\nit know that someone\'s there. To use it, KNOCK <door> or\r\nKNOCK <door> <direction>.\r\n\r\nEAT, DRINK - Use these commands to eat or drink an item you\'re holding,\r\nor to take a drink from a nearby water source, such as a well or fountain.\r\n\r\nFILL - Fill is used to fill a drink container from a water source. Simply\r\nFILL <container> <water source>.\r\n\r\nLIGHT - This command can be used to light a candle, torch, lantern, or\r\nother light source. To extinguish the light source, LIGHT <item> off.\r\n\r\nWEAR, WIELD - These commands allow you to manipulate objects\r\nin your possession. WEAR will wear a piece of clothing or armor on the\r\nappropriate place, and WIELD will brandish a weapon.\r\n\r\nSWITCH - Switch simply moves what you\'re holding in your left hand\r\nto your right, and vice versa.\r\n\r\n','Built_areas Chargen Commence Employment Hints Mentor Roleplay-Points Roleplay-points',0,'Thursday, 09:21:50 am, 13th May 2004','Haiwolfe'),('Writings','Staff','The WRITINGS command is the basic interface to the table in our database that\r\nstores all in-character player writings. It works on the principle of \"database\r\nkeys\"; each object in-game that contains writing is assigned a long, random\r\nnumber as a key, which references the location in the database that stores its\r\ninformation. It may be helpful to think of them as serial numbers of sorts.\r\n\r\n#6writings by <character name>#0     - Will show a list of all database keys for\r\n                                   writings stored in our database by that PC.\r\n#6writings display <key>#0           - Will display the body of writing linked to\r\n                                   the database key you specify.\r\n#6writings containing <string>#0     - Will show a list of all database keys for\r\n                                   writings containing the specified string.\r\n#6writings by <character name>#0     - Will show a list of all database keys for\r\n     #6containing <string>#0           writings by that PC that match the string.          \r\n#6writings key <object> <key>#0      - Will copy all the writing from the entry\r\n                                   referenced by the given key to an object.\r\n\r\nNote that in terms of simply cloning the writing from one object to another,\r\nWCLONE is a much more useful command. The advantage to the WRITINGS command is\r\nthat it allows you to access the \"master list\" of all in-character writings,\r\nand therefore retrieve writings from objects long since destroyed or lost.\r\n\r\n','Wclone',4,'Tuesday, 10:41:44 pm, 11th May 2004','Traithe'),('Hunting','Crafts','Fishing, tracking and flushing wildlife, and setting snares are\r\nall actions that fall under the Hunting crafts category. The\r\nmajority of these crafts utilize the Hunt skill, and allow your\r\ncharacter to locate and capture prey in the wilderness.\r\n\r\n','Hunt',0,'Thursday, 08:48:18 am, 13th May 2004','Haiwolfe'),('Cooking','Crafts','One of our most extensive craft categories, Cooking allows\r\nyour character to roast, fry, boil, and otherwise prepare a\r\nwide variety of food objects and turn them into cooked meals.\r\n\r\nThe cooking crafts range in complexity and can be as simple\r\nas roasting a piece of meat over a campfire or as complicated\r\nas combining numerous ingredients to serve up a multiple-\r\ncourse, high class meal.\r\n\r\nThese crafts utilize the Cookery skill.\r\n\r\n','Cookery',0,'Thursday, 09:10:20 am, 13th May 2004','Haiwolfe'),('Snaga','Middle-Earth','Snaga means \"slave\" in the Black Speech, and is often used \r\nas a derogatory slang term towards the lesser and weaker\r\nkinds of the orc race.\r\n\r\n','',0,'Saturday, 05:35:50 pm, 15th May 2004','Haiwolfe'),('Fletching','Crafts','Fletching is the process of making arrows. The fletching crafts \r\ninclude feather dying and preparation, shaft making, arrowhead \r\nforging, and arrow assembly. Most fletching crafts utilize the \r\nWoodcraft skill, but forging arrowheads requires the Metalcraft \r\nskill.\r\n\r\n#6Submitted By:#0 Hrive\r\n','Metalcraft Woodcraft',0,'Thursday, 09:54:56 am, 13th May 2004','Haiwolfe'),('Woodcraft','Crafts','The Woodcraft craft category deals with taking lumber and \r\nturning it into useful products. Woodcrafts include furniture \r\nbuilding, weapon hilts, practice weapons, bows, and other \r\nitems crafted entirely or in part from wood. Woodcraft crafts \r\nutilize the Woodcraft skill.\r\n\r\n#6Submitted By:#0 Hrive\r\n','Timberwright',0,'Thursday, 09:59:29 am, 13th May 2004','Haiwolfe'),('Timberwright','Crafts','The Timberwright craft category deals with the processes which \r\nturn trees into useable lumber. Crafts include felling trees, \r\nstripping them, and milling logs into lumber.\r\n\r\nTimberwright crafts utilize the Woodcraft skill.\r\n\r\n#6Submitted By:#0 Hrive\r\n','Woodcraft Woodcutting',0,'Thursday, 10:01:16 am, 13th May 2004','Haiwolfe'),('Afk','Communication','Usage: afk\r\n\r\nTyping this command will echo an out-of-character message that\r\nyou have gone away from the keyboard, visible to anyone else who\r\nis in the room.\r\n\r\n','OOC',0,'Thursday, 10:32:29 am, 13th May 2004','Haiwolfe'),('Help','Information','Usage:\r\n - #6help#0                         : display general information about the system\r\n - #6help <name>#0                  : search for the named helpfile\r\n - #6help <topic> <name>#0          : display the explicitly specified help entry\r\n - #6help on <topic>#0              : list all helpfiles in that topic\r\n - #6help named <keyword>#0         : search for matching helpfile names\r\n - #6help containing <keyword(s)>#0 : search for term in body of helpfiles\r\n\r\nExamples:\r\n > help kill\r\n > help on miscellaneous\r\n > help information score\r\n > help named angerthas\r\n > help containing \"Kingdom of Gondor\"\r\n\r\nThe helpfile database is actually spelling-tolerant; as long as the word you\r\ntype SOUNDS LIKE the name of the desired entry, it will find it for you. So,\r\ntyping \'help calender\' would actually pull up HELP CALENDAR; it will even\r\nfunction for \'help streettttradderz\', pulling up HELP STREET-TRADERS.\r\n\r\nNote that in all cases, if only one helpfile is returned, it shall be displayed\r\nfor your convenience; otherwise, all returned entries will be listed.\r\n\r\n','(null)',0,'Thursday, 02:03:50 pm, 13th May 2004','Traithe'),('Suicide','General','Please see #6HELP RETIREMENT#0.\r\n','Death Retirement',0,'Sunday, 08:01:17 pm, 6th June 2004','Traithe'),('Encumbrance','General','Encumbrance is a measure of how heavy the gear and belongings\r\nstored on your character\'s person are. Individuals with a higher\r\nstrength rating may carry more weight without any ill effects than\r\nindividuals with lower strength ratings.\r\n\r\nSide effects from being heavily encumbered include a decreased\r\nrate of movement, an increased fatigue drain from moving, and\r\na lowered effectiveness in combat.\r\n\r\nThus, it is in your PC\'s best interests to remain as unencumbered\r\nas possible at all times.\r\n\r\n','Score',0,'Thursday, 03:11:05 pm, 13th May 2004','Traithe'),('Rpp','General','Please see #6HELP ROLEPLAY-POINTS#0.\r\n\r\n','Roleplay-points',0,'Saturday, 08:34:41 am, 15th May 2004','Frisia'),('Westmansweed','Crafts','Using the westmansweed category of crafts, enterprising\r\nindividuals may produce herbs properly prepared for smoking.\r\n\r\nWestmansweed is a sweet, mild narcotic, distributed and used\r\nwidely throughout the Kingdom of Gondor. It is known to have\r\nfound its way elsewhere throughout Middle-earth as well.\r\n\r\nTo smoke westmansweed, you may use the #6ignite rolled-\r\nwestmansweed#0 craft.\r\n\r\n','Smoke',0,'Thursday, 02:35:21 pm, 13th May 2004','Traithe'),('Smoke','Crafts','Smoking in Shadows of Isildur employs our crafting system rather\r\nthan a set of hardcoded commands. It is primarily done in two ways;\r\neither smoking a hand-crafted roll, or smoking from a pipe.\r\n\r\nFor pipe smoking, please see all the #6ignite pipe#0 crafts under\r\nthe General category of crafts. To smoke a roll of westmansweed,\r\nplease see #6HELP WESTMANSWEED#0.\r\n\r\n','Westmansweed',0,'Sunday, 03:18:19 pm, 31st October 2004','Frisia'),('Reply','Communication','Please see the #6HELP TELL#0 and #6HELP SAY#0 files.\r\n\r\nIf you wish to reply to an immortal send, please see the\r\n#6HELP PETITION#0 file.\r\n\r\n','Petition Say Tell',0,'Saturday, 08:36:19 am, 15th May 2004','Frisia'),('Nosave','General','I think you\'ve got the wrong MU* - we don\'t need no stinking nosave! ;)\r\n\r\n#6HELP SURRENDER#0 is probably what you are looking for.\r\n\r\n','Surrender',0,'Thursday, 05:19:17 pm, 13th May 2004','Traithe'),('Scavenge','General','Please see #6HELP FORAGE#0.\r\n\r\n','Forage',0,'Thursday, 02:43:05 pm, 13th May 2004','Traithe'),('Nopetition','General','On occasion, when a particular player is severely disruptive to\r\nthe staff, but not quite to the point where it warrants a ban, they\r\nwill flag him or her NOPETITION. This removes the player\'s ability\r\nto communicate directly with the staff; if you have been set with\r\nthis flag you will need to communicate via email instead.\r\n\r\nPlease note that if you ARE set with this flag, it was done so for a\r\nreason. Asking a friend to do your petitioning for you will quite\r\nlikely result in a ban on your account, and possibly a nopetition\r\nflag set on your friend\'s for their trouble.\r\n\r\nSo please, respect the rules. Thank you very much.\r\n\r\n','',0,'Thursday, 02:47:26 pm, 13th May 2004','Traithe'),('Retirement','General','In Shadows of Isildur, due to the time and care invested in each\r\nindividual character, suicide is highly frowned upon. For those\r\nplayers who find themselves simply not having fun any longer\r\nwith their current character, we usually advise that they somehow\r\nattempt to broaden that PC\'s horizons first. That is, try to find a\r\nnew job, make different friends, perhaps go on a few trips.\r\n\r\nHowever, we also realize that this is in fact a game, and it would\r\nbe a waste of everyone\'s time to ask people to continue playing\r\ncharacters they no longer enjoy. To that end, if you find your PC\r\nto be simply untenable and unsalvageable, you may choose to\r\nretire them automatically from the main account menu by\r\nchoosing option 4 - there is no need to suicide them in-game.\r\n\r\nPlease note that we do keep a list of who retires their characters,\r\nand thus players who are chronically prone to doing so will be\r\nhighly unlikely to receive roles with any responsibility or influence\r\nin the future, as we do not wish to have them easily abandoned.\r\n\r\nAlso, please note that all retirements are absolutely final - so\r\nensure that you have pondered your decision carefully!\r\n\r\n','Death Resign Suicide',0,'Sunday, 08:02:29 pm, 6th June 2004','Traithe'),('Month_list','General','Please see #6HELP CALENDAR#0.\r\n\r\n','Calendar',0,'Friday, 03:08:58 pm, 14th May 2004','Traithe'),('Stamina','General','Your character\'s stamina represents how fatigued they are due to\r\nundergoing physical activity. It is represented by the set of six bars\r\non the right-hand side of your prompt; as you become more tired,\r\nthe bars will begin to disappear, until the last one is gone, at which\r\npoint your character will be completely exhausted and unable to move.\r\n\r\nVarious things can influence how quickly your stamina drains, including\r\nwhether or not you\'ve been eating and drinking regularly, the weather\r\nyou are in if you are outside, your character\'s stats, and so forth.\r\n\r\nStamina will be recovered more quickly by SLEEPING than RESTING,\r\nRESTING than sitting, and so on. Thus, it is to your advantage to\r\nsleep or at least rest if you find yourself completely exhausted.\r\n\r\n','Prompt Rest Sleep',0,'Thursday, 02:57:06 pm, 13th May 2004','Traithe'),('Thirst','General','Please see #6HELP HUNGER#0.\r\n\r\n','Hunger Score',0,'Thursday, 03:02:29 pm, 13th May 2004','Traithe'),('Hunger','General','In Shadows of Isildur, your character is required to eat and drink, \r\nmuch like a person is in real life, to sustain themselves.\r\n\r\nAlthough as of the time of this writing one cannot die of hunger\r\nor thirst due to the code, being malnourished does have severe coded \r\npenalties - your skill checks will suffer significantly, as will your \r\ncombat ratings, and you will also lose stamina much more quickly \r\nwhile moving, and regain it much, much more slowly afterward.\r\n\r\nAlso, please note that the staff is aware of those individuals who\r\nchoose to ignore the sustenance prompts on a regular basis and \r\nrefuse to eat or drink. They do reserve the right to enforce realism \r\nby making Bad Things (tm) happen to these individuals.\r\n\r\n','Score Thirst',0,'Sunday, 03:35:18 pm, 31st October 2004','Frisia'),('Chargen','General','Chargen, short for \"character generation\", is the process in Shadows\r\nof Isildur by which you apply for a new character to play.\r\n\r\nFor a complete, step-by-step walkthrough of the process, please see:\r\n\r\n#6http://www.middle-earth.us/index.php?display=getting_started#0\r\n\r\n','General Newbie',0,'Thursday, 03:05:59 pm, 13th May 2004','Traithe'),('Tattoos','Middle-earth','Tattoos are not uncommon amongst the denizens of Middle-earth;\r\nthey range from small and decorative to body-encompassing works\r\nof art. Primarily found amongst the more tribal and nomadic cultures,\r\nthey are somewhat rare in Gondorian culture for those born within\r\nthe Kingdom. They are also quite rare amongst orc-kin, due to the\r\nrather delicate technology and craftsmanship they require.\r\n\r\n','',0,'Thursday, 03:08:17 pm, 13th May 2004','Traithe'),('Swim','Movement','Usage: swim <direction>\r\n\r\nThe SWIM command is used to ENTER a water-based area, such as\r\na river, lake, or stream. Once you are inside the water area, you may\r\nuse the standard directional commands to move about. Note that\r\nall water exits are displayed as #4blue#0 in your list of exits.\r\n\r\nSwimming, in most cases, is generally quite safe. The only time you\r\nwill encounter trouble is if you swim while encumbered, or if you\r\nbecome exhausted in the water. If this happens, you run the risk of\r\ndrowning - a slow but nevertheless quite deadly process.\r\n\r\nIn some cases, you may actually swim underwater, which will\r\nbe achieved by swimming into a room -below- the surface of the\r\nwater room you\'re in if such an exit is available. Once you do this,\r\nyou will notice that your prompt automatically extends itself,\r\nadding a set of cyan asterisks to the far right.\r\n\r\nThese asterisks are a representation of your held breath; they will\r\ncontinually run down while you are underwater, and you will need\r\nto re-surface to take in more breath once the meter becomes low.\r\n\r\nIf you completely deplete the meter while underwater (voluntarily\r\nor otherwise), your fatigue and your health will begin dropping at\r\na steady rate until you have drowned.\r\n\r\nYour SWIM skill plays into this system in a number of ways; it helps\r\ndetermine how quickly you move while swimming, how quickly your\r\nfatigue drops in the water, and for how long you can hold your breath.\r\n\r\nIf you find yourself drowning due to the weight of your gear, you\r\nshould be sure to remove and drop the heaviest piece first; under\r\nthe water, the remove command has a delay, so if you remove a\r\nlight piece of gear you may waste time that your PC does not have.\r\n\r\nNote that it is possible to drown in a water room that does not have\r\na down exit into an underwater area - so be careful!\r\n\r\nAll that said, if you swim with a mind to realism and do so only\r\nafter divesting your PC of his or her equipment, it is quite a safe\r\npractice, and will hopefully provide roleplay opportunities.\r\n\r\n','Drowning',0,'Monday, 12:00:56 am, 18th October 2004','Traithe'),('Keywords','General','A PC\'s keywords represent the words by which others can use\r\nto interact with them. For example:\r\n\r\nShort Description: a lean, dark-haired man\r\n\r\nKeyword List: lean dark-haired man Bob\r\n\r\nOthers could then interact with them in such ways as:\r\n\r\n  > look bob\r\n  > smile lean\r\n  > nod dark\r\n  > examine dark-haired\r\n  > shrug man\r\n\r\nFor a more in-depth explanation of the chargen process and\r\nthe other steps involved, please see #6HELP CHARGEN#0.\r\n\r\n','Chargen',0,'Thursday, 03:14:28 pm, 13th May 2004','Traithe'),('Hobbitmail','General','Hobbitmail, our built-in MUD mailer, can be used to get in touch\r\nwith your fellow players for OOC issues such as playing times.\r\n\r\nIt is #1absolutely NOT in-character#0, and should not be used\r\nin this way. Think of it as a private message on our web forum.\r\n\r\nThe advantage to hobbitmail over private messages is that this\r\nsystem works off character names rather than account names. So,\r\nif you need to get in touch with Sergeant Bob of the Osgiliath City\r\nWatch to set up a time to meet for a job interview, you can send\r\na hobbitmail to \"Bob\" to arrange the playtime with his player.\r\n\r\nOn the other hand, if you only know the account name of the\r\nindividual and not the name of their character, you should use\r\nprivate messages on our webforum, located at:\r\n\r\n#6http://www.middle-earth.us/forums/#0\r\n\r\n','Accounts Mudmail',0,'Thursday, 03:22:49 pm, 13th May 2004','Traithe'),('Accounts','General','Shadows of Isildur uses an entirely account-based login system,\r\nunlike the character-based system found on most other MUDs.\r\n\r\nIt is most instructive to think of your account as a sort of \"handle\"\r\nor \"screen name\", like those found on other online services. During\r\nyour time here, although your character will most probably change,\r\nyour account name will not. Thus, it is best to name it something\r\nmemorable, and to avoid using any character names you\'d like to play.\r\n\r\nYour account will store your past characters, as well as any mail\r\nyou receive through our Hobbitmail system, and most importantly,\r\nany roleplay points you have accrued during the course of play.\r\n\r\nIn addition, this account is used to log into our web discussion\r\nforum, located at #6http://www.middle-earth.us/forums/#0.\r\n\r\n','Hobbitmail',0,'Thursday, 03:23:42 pm, 13th May 2004','Traithe'),('Unconsciousness','General','Upon sustaining a grievous amount of damage (usually represented\r\nby a single remaining star on your prompt), your character will lose\r\nconsciousness and blackout for a period of 5 RL minutes or so.\r\n\r\nDuring this period, your character will be entirely helpess, and may\r\nthus be subdued and taken into custody, or finished off by an enemy.\r\n\r\nNPC law enforcers will attempt to wear you down through combat\r\ninto this state; however, they often \"overshoot\" and accidentally kill\r\nthe criminals they are fighting. For this reason it is often best to\r\nplay it safe and use the SURRENDER command; once they have\r\ncustody of you they will take you to jail, and not fight you further.\r\n\r\nUnconscious characters obviously cannot bind any bleeding wounds\r\nthey have. Some NPCs, such as law enforcers, will bind the wounds\r\nof an unconscious victim. However, you shouldn\'t rely habitually on\r\nthis generosity, as not all mobs will bother to do so.\r\n\r\n','Surrender',0,'Thursday, 04:25:22 pm, 13th May 2004','Traithe'),('Dice','Manipulation','Please see #6HELP ROLL#0.\r\n\r\n','Roll',0,'Thursday, 04:26:45 pm, 13th May 2004','Traithe'),('Gamble','General','For help on gambling, please see #6HELP ROLL#0.\r\n\r\n','Roll',0,'Thursday, 04:27:22 pm, 13th May 2004','Traithe'),('Stats','Information','There are seven main stats, or character attributes, that are \r\navailable in Shadows of Isildur. They are: strength, dexterity, \r\nconstitution, intelligence, willpower, aura, and agility.\r\n\r\nThey are each ranked via the SCORE command by a set of verbal\r\nprompts, ranging from \"horrible\" all the way to \"super\".\r\n\r\nCertain races get bonuses and penalties to various stats.\r\n\r\nFor information on a particular attribute, please see its helpfile.\r\n\r\n','Score',0,'Thursday, 04:45:19 pm, 13th May 2004','Haiwolfe'),('Sunlight','General','Although a necessity for the well-being of most races, sunlight can\r\nin fact hinder or harm some of the darker species of Mordor.\r\n\r\nSpecifically, goblins and orcs suffer skill check penalties while in\r\ndirect sunlight, and are restricted from taking some actions that\r\nrequire keen eyesight as well. The severity of the skill check penalty\r\nis proportional to the current cloudcover; in fact, if there is a severe\r\nenough weather condition that blocks the sun, goblins and orcs are\r\nfree to move about outdoors like it were the deepest night.\r\n\r\nTrolls take this to an extreme, and are instantly petrified if they\r\nare caught outdoors in the direct rays of the sun.\r\n\r\nAll other species without infravision suffer skill check penalties\r\nresembling that of the sunlight penalties above when they are in\r\na poorly-lit area. The brighter and more closer resembling daylight\r\nthe light source in a room is, the less severe the penalties become.\r\n\r\n','',0,'Thursday, 05:51:11 pm, 13th May 2004','Traithe'),('Channels','Communication','Here at Shadows of Isildur, we have opted against providing global\r\nout-of-character channels. The staff finds them extremely jarring to\r\nthe sense of in-character immersion our carefully-crafted server\r\nattempts to create. There are some limited ways in which you may\r\nbe able to communicate with other characters outside your own room,\r\nsuch as shouting, telepathy, and so forth, but for the most part, just\r\nlike it was in real life before the advent of electronic communication,\r\nthis is simply not possible.\r\n\r\n','',0,'Friday, 03:11:04 pm, 14th May 2004','Traithe'),('Alias','General','Currently, there is no built-in aliasing capability to the Shadows of\r\nIsildur server. These must be handled by the player\'s MU* client.\r\n\r\n','',0,'Friday, 03:12:18 pm, 14th May 2004','Traithe'),('Boards','General','The Shadows of Isildur messageboard system may be interacted with\r\nusing three primary commands: READ, WRITE, and ERASE.\r\n\r\nPlease see their respective helpfiles for details.\r\n\r\n','Erase Messenger Patrons Posting_policies Read Write',0,'Friday, 03:13:46 pm, 14th May 2004','Traithe'),('Messenger','General','Please see #6HELP BOARDS#0.\r\n\r\n','Boards',0,'Friday, 03:14:27 pm, 14th May 2004','Traithe'),('Patrons','General','Please see #6HELP BOARDS#0.\r\n\r\n','Boards',0,'Saturday, 08:27:22 am, 15th May 2004','Frisia'),('Craft_general','Crafts','The General crafts is a broad category that encompasses all\r\nactions a character can make in the game that uses the craft\r\nsystem, but requires no particular vocational skill.\r\n\r\nSome examples of general crafts include assembling firewood,\r\nlighting and feeding campfires, dividing larger quantities of\r\nfood or goods into smaller portions, and lighting a pipe for\r\nsmoking.\r\n\r\nIf you are new to the crafting system, see HELP CRAFTS for a\r\ntutorial on how to perform these actions.\r\n\r\n','Crafts',0,'Friday, 03:16:03 pm, 14th May 2004','Traithe'),('Pkilling','General','Please see the relevant section of our policies page, located at:\r\n\r\n#6http://www.middle-earth.us/index.php?display=policies#0\r\n\r\nNote that ignorance is #1not#0 an excuse. You will be held\r\nresponsible according to these policies - so know them.\r\n\r\n','Policies',0,'Friday, 12:44:34 am, 21st May 2004','Traithe'),('Mudmail','General','Please see #6HELP HOBBITMAIL#0.\r\n\r\n','Hobbitmail',0,'Friday, 12:45:36 am, 21st May 2004','Traithe'),('Demote','Clans','In order to demote someone, simply \"promote\" them to the rank\r\nyou wish to drop them to.\r\n\r\nFor syntax and usage, please see #6HELP PROMOTE#0.\r\n\r\n','Promote',0,'Friday, 12:46:46 am, 21st May 2004','Traithe'),('Speed','Movement','\nMovement speed refers to the rate at which your character moves through\nthe game world, be they sprinting with all of their gusto, taking a\nleisurely paced walk, or jogging down the street with a little extra\nspeed to make sure somebody gets a message.\n\nThe movement speeds are as follows:\nSprint - short-distance running with all of your effort.\nRun - slightly longer distance running with a good amount of effort.\nJog - not quite running, but faster than walking.\nWalk - the default movement speed, average delay in walking.\nPace - slightly slower than walking.\nTrudge - \"wandering\" pace, taking your good sweet time, procrastinating.\n\nAside from the set movement speed, many things affect your movement\nthroughout the gameworld, including terrain travelled, encumberance,\nyour agility and strength, as well as numerous other factors.\n\nPlease be sure to accompany whichever of these you set with proper\nroleplay; for example, someone who just got a greivous wound to\nthe leg would not be sprinting down battlements, nor would\nanyone likely be sprinting through the Anorien.\n\nUsage:\n\"Set <speed>\"\n\n','Travel',0,'Wed Jun  2 20:11:22 2004','Mirudus'),('Dislodge','Manipulation','\nPlease see HELP REMOVE.\n\n','(null)',0,'Wed Jun  2 20:13:17 2004','Mirudus'),('Commence','General','The COMMENCE command is used to transport your character\r\nfrom the out-of-character guest lounge into the game proper.\r\n\r\nThis extra step is provided so that new players can have a chance\r\nto read all the proper helpfiles and orient themselves before\r\nactually dropping onto the in-character grid and beginning play.\r\n\r\nIf you have chosen a roleplay point role in chargen and require\r\nadmin setup, please be sure to wait in the lounge and petition\r\nregularly, so that you may be set up properly before beginning.\r\n\r\n','Newbie',0,'Sunday, 08:06:57 pm, 6th June 2004','Traithe'),('Ansi','Perception','Shadows of Isildur uses ANSI coloring to enhance readability and\r\nattempt to make plain black-and-white text a bit easier on the\r\neyes. To switch it on and off, you may toggle option 8 from the\r\nmain account login menu; on Guests it is enabled by default,\r\nand must be turned off using the #6SET ANSI#0 command.\r\n\r\n','(null)',0,'Sunday, 09:01:29 pm, 6th June 2004','Traithe'),('Resign','General','Please see #6HELP RETIREMENT.#0\r\n\r\n','Retirement',0,'Tuesday, 12:52:41 am, 8th June 2004','Traithe'),('Noretire','Staff','Usage: mset noretire\r\n\r\nThe NORETIRE flag may be set on a PC\'s account to restrict their\r\nusage of the retirement option in the account menu.\r\n\r\nThis flag is only to be used on people who have proven they cannot\r\nbe trusted with this power, e.g. someone who retires three PCs in\r\nabout as many days.\r\n\r\n','',4,'Thursday, 12:27:01 pm, 17th June 2004','Traithe'),('Administration','General','For an up-to-date listing of all staff and their current clans, visit:\r\n\r\n   #6http://www.middle-earth.us/index.php?display=staff#0\r\n\r\n','Guides',0,'Thursday, 11:40:15 pm, 17th June 2004','Traithe'),('Materials','Crafts','This command lists the various requirements of the given\r\ncraft, but only if your character has knowledge of it.\r\n\r\nTo see which crafts your character knows, you will\r\nneed to use the CRAFTS command - see #6HELP INFORMATION\r\nCRAFTS#0 for the syntax and usage of that command.\r\n\r\nPlease be SURE to pay close attention to this information;\r\nif you do not have all the outlined materials laid out in\r\ntheir proper places PRIOR to beginning your craft, you\r\nwill fail at that craft and run the risk of losing them.\r\n\r\nUsage Examples:\r\n\r\n  > materials fish (for the \"catch fish\" craft)\r\n  > materials rings (for the \"make rings\" craft)\r\n\r\n','Crafts',0,'Thursday, 11:51:20 pm, 17th June 2004','Traithe'),('Offense','Skills','The offense skill is a composite measure of your character\'s\r\noverall effectiveness in combat. It is calculated by halving\r\nyour highest weapon skill, and is used in those instances\r\nwhere you are attempting to use a weapon that you do not\r\npossess the correct skill for.\r\n\r\n','(null)',0,'Monday, 10:18:35 pm, 21st June 2004','Traithe'),('Fire','Combat','Usage: fire (<direction>) (<target>)\r\n\r\nThe FIRE command serves two primary purposes; to release\r\na missile from a ranged weapon you are currently aiming at\r\nsomeone, such as a shortbow or crossbow, or to release a\r\nprojectile from a sling you\'re currently whirling.\r\n\r\nIn the former case, it is used without any arguments at all.\r\nIn the latter, you must at the very least specify the target you\r\nwish to fire at, and may optionally also specify a direction if\r\nthe individual you\'re firing at is in an adjacent room.\r\n\r\nNote that if you fire at a target that\'s engaged in melee\r\ncombat with someone else, it\'s quite possible that you\'ll\r\nhit whomever they\'re fighting instead. Be careful!\r\n\r\nSome examples:\r\n\r\n  > fire\r\n  > fire deer\r\n  > fire north goblin\r\n\r\n','Aim Archery Crossbow Load Point Shoot Slings Throw Unload Whirl',0,'Sunday, 01:32:34 am, 27th June 2004','Traithe'),('Throw','Combat','Usage: throw (<target>/<direction>) (<target>)\r\n\r\nThe THROW command is used to throw an object in a certain direction,\r\nor at a given target. Depending on what that object is, it may or may not\r\ndamage any target you specify. Of course, weapons designed for such\r\nuse will tend to be more effective, but any weapon, regardless of design,\r\nwill do a small amount of damage when successfully hurled at someone.\r\nOther objects, unless extremely weighty, will do no damage at all.\r\n\r\nYou will be able to identify weapons that are suitable for throwing by\r\n#6LOOK#0ing at them; a line will be appended to their full descriptions\r\nimmediately following what base skill they use, indicating as much.\r\n\r\nLike archery, you will not be able to throw at a target in an adjacent room\r\nunless you have sighted them first via SCAN. Unlike archery, there are no\r\nbuilt-in delays to this command. However, thrown weapons tend to be\r\nless damaging than their archery-based counterparts.\r\n\r\nThrowing works on the principle of balance. When your character throws\r\nan object, this will take him or her off-balance. While off-balance, any\r\nsubsequent throws are made with penalties to their skill checks, and will\r\nthrow you even further off-balance. How much balance you \"lose\" per\r\nthrow is depdendent upon your character\'s attributes. When you become\r\nfully balanced again after a throw, you will receive a message stating such.\r\n\r\nThe command checks against your PC\'s #6THROWING#0 skill.\r\n\r\nSome examples:\r\n\r\n  > throw dagger goblin\r\n  > throw tankard north\r\n  > throw dart north black-haired\r\n\r\n','Aim Archery Balance Fire General Throwing',0,'Wednesday, 01:38:56 am, 23rd June 2004','Traithe'),('Whirl','Combat','Usage: whirl\r\n\r\nThe WHIRL command is used to prepare to fire an equipped and\r\nloaded sling weapon at a given target. The longer you spend\r\nwhirling, the more accurate and damaging your shots will be.\r\n\r\nYou will receive a message indicating when it is no longer a\r\nbenefit to continue waiting to release your shot.\r\n\r\n','Fire Slings',0,'Sunday, 01:33:41 am, 27th June 2004','Traithe'),('Slings','Combat','Slings are a widely-used type of ranged weapon, primarily due to\r\nthe wide availability; they themselves are little more than glorified\r\nleather straps, and they can be used with equally cheap projectiles,\r\nranging from foraged rocks to specially-forged iron sling bullets.\r\n\r\nObviously less damaging than their more professional cousins, bows,\r\nslings have a maximum range of one adjacent room in any direction.\r\n\r\nIn order to use a sling,  you must first WIELD it. Once wielded, you\r\nmay place a piece of ammunition in it with the standard PUT syntax.\r\n\r\nOnce loaded, you must WHIRL the sling to prepare to fire. Finally,\r\nwhen ready, use the FIRE command to release your projectile.\r\n\r\n','Archery Fire Sling Whirl',0,'Sunday, 01:37:21 am, 27th June 2004','Traithe'),('Balance','General','Please see #6HELP COMBAT THROW#0 for details.\r\n\r\n','Throw',0,'Sunday, 01:39:22 am, 27th June 2004','Traithe'),('Sling','Skills','This skill measures your character\'s proficiency in the use of slings.\r\n\r\n','Slings',0,'Sunday, 01:38:45 am, 27th June 2004','Traithe'),('Archery','General','Archery in Shadows of Isildur revolves around three basic commands: #6load#0,\r\n#6aim #0and #6fire#0. For more information, view the corresponding helpfiles.\r\n\r\nIn addition, we sport slings, and a thrown weapons system. For details, \r\nplease see the relevant helpfiles listed in the \"see also\" section.\r\n\r\n','Aim Fire Load Slings Throw',0,'Sunday, 01:44:27 am, 27th June 2004','Traithe'),('Wlog','Staff','Usage: wlog\r\n\r\nThis command is used to record a remark regarding any updates to\r\nthe website you\'ve made, for inclusion in our weekly newsletter.\r\n\r\n','Alog Blog Clog Plog',5,'Friday, 12:54:42 am, 2nd July 2004','Traithe'),('Notify','Communication','Use this command to let another player-character you are\r\nfamiliar with, or other clan members, know that you are\r\nonline and looking for roleplay.\r\n\r\nThis command can also be used to respond to a notify sent\r\nto you or your clan, to let the notifier know that you\r\nare online and ready to engage in roleplay. To do this, simply\r\ntype \"notify\", without any extra arguments to the command.\r\n\r\nFinally, you may also notify someone by all or a part of\r\ntheir short description. Note that all online PCs matching\r\nyour criteria will be notified, so be as specific as possible.\r\n\r\nThe notify command will cause the user\'s terminal to issue\r\na system beep, thus helping to catch their attention if they\r\nare in a different window or otherwise away from the keys.\r\n\r\nIf you find the beeps distracting, you may toggle them on\r\nand off using the #6SET MUTE#0 command.\r\n\r\nSyntax:\r\n\r\n  > notify (only after you are sent a notify)\r\n  > notify traithe\r\n  > notify silver-haired, sapphirine-eyed man\r\n  > notify The Citizens of Minas Tirith\r\n\r\n','',0,'Sunday, 11:21:06 pm, 25th July 2004','Traithe'),('Contents','Information','Usage: contents\r\n\r\nThe CONTENTS command will display a verbose listing of all the\r\nitems and NPCs in your room; it is useful when the MUD engine\r\ntruncates the list viewable after the room\'s description to avoid\r\ndisconnecting any players due to too many lines of output.\r\n\r\n','Look Tables',0,'Thursday, 03:03:58 pm, 8th July 2004','Traithe'),('Look','Perception','This command allows you to study your surroundings, or\r\nindividual targets. Some portions of the room description\r\nmay be more detailed if you take a closer look at them,\r\nas well. By looking in a direction, you can see what exits\r\nare available, and perhaps receive more information.\r\n\r\nUsage:\r\n> look                 - to view the description of the room you are in\r\n> look <direction>     - to look a direction for other visual descriptions\r\n                           You will see into this room if you stand at\r\n                           its edge. See (STAND and SHADOW)\r\n> look <obj/mob>       - to see the descriptions of objects and mobiles\r\n> look <keyword>       - to check for more detailed descriptions in a room\r\n\r\nIf you see a line alluding to a number of furnishings in \r\nthe area, you may use the #6TABLES#0 command to list them. Also,\r\nif a line alludes to a great number of N/PCs or items in the\r\narea, you may likewise use #6CONTENTS#0 to list those.\r\n\r\nTo look into surrounding rooms without standing on the edge\r\nof the room you are currently in, see #6HELP SCAN#0.\r\n\r\n','Contents Scan Tables',0,'Thursday, 03:29:43 pm, 8th July 2004','Traithe'),('Diku_license','General','/***********************************************************************\r\n*  Copyright (C) 1990, 1991                                               \r\n*  All Rights Reserved                                                    \r\n************************************************************************/\r\n\r\n                             DikuMud License\r\n                      Program and Concept created by\r\n\r\nSebastian Hammer\r\nMichael Seifert\r\nHans Henrik Staerfeldt\r\nTom Madsen\r\nKatja Nyboe\r\n\r\nThis document contains the rules by which you can use, alter or publish\r\nparts of DikuMud. DikuMud has been created by the above five listed \r\npersons in their spare time, at DIKU (Computer Science Instutute at \r\nCopenhagen University). You are legally bound to follow the rules \r\ndescribed in this document.\r\n\r\nRules:\r\n\r\n   !! DikuMud is NOT Public Domain, shareware, careware or the like !!\r\n\r\n   You may under no circumstances make profit on *ANY* part of DikuMud in\r\n   any possible way. You may under no circumstances charge money for\r\n   distributing any part of dikumud - this includes the usual $5 charge\r\n   for \"sending the disk\" or \"just for the disk\" etc.\r\n   By breaking these rules you violate the agreement between us and the\r\n   University, and hence will be sued.\r\n\r\n   You may not remove any copyright notices from any of the documents or\r\n   sources given to you.\r\n\r\n   This license must *always* be included \"as is\" if you copy or give\r\n   away any part of DikuMud (which is to be done as described in this\r\n   document).\r\n\r\n   If you publish *any* part of dikumud, we as creators must appear in the\r\n   article, and the article must be clearly copyrighted subject to this\r\n   license. Before publishing you must first send us a message, by\r\n   snail-mail or e-mail, and inform us what, where and when you are\r\n   publishing (remember to include your address, name etc.)\r\n\r\n   If you wish to setup a version of DikuMud on any computer system, you\r\n   must send us a message , by snail-mail or e-mail, and inform us where\r\n   and when you are running the game. (remember to include\r\n   your address, name etc.)\r\n\r\n   Any running version of DikuMud must include our names in the login\r\n   sequence. Furthermore the \"credits\" command shall always cointain\r\n   our name, addresses, and a notice which states we have created DikuMud.\r\n\r\n   You are allowed to alter DikuMud, source and documentation as long as\r\n   you do not violate any of the above stated rules.\r\n\r\nRegards,\r\n\r\nThe DikuMud Group\r\n\r\n','Building_credit Code_credit World_credit',0,'Friday, 02:02:37 pm, 9th July 2004','Traithe'),('Building_credit','General','Constructing a faithfully-rendered representation of\r\nJ.R.R. Tolkien\'s Middle-earth is by no means an easy\r\ntask. To everyone who contributed their painstaking\r\nwork to our world, we owe a deep debt of gratitude.\r\n\r\nTo find an up-to-date list of these laudable individuals,\r\nplease see the following URL on our website:\r\n\r\n   #6http://www.middle-earth.us/index.php?display=credits#0\r\n\r\nIf your name does not appear on this list but should,\r\nplease contact us; we excluded no-one on purpose, and\r\nhope to give everyone the credit that is their due.\r\n\r\n','Code_credit Diku_license World_credit',0,'Friday, 02:04:52 pm, 9th July 2004','Traithe'),('Code_credit','General','The Shadows of Isildur codebase has undergone three\r\ndistinct phases in the metamorphosis to its present\r\nstate; the following individuals hold the credit.\r\n\r\nDikuMUD GAMMA (0.0): Hans Henrik Staerfelt,\r\n                     Tom Madson, Katja Nyboe,\r\n                     Michael Seifert, and \r\n                     Sebastian Hammer\r\n\r\nHarshlands Codebase: Charles Rand, a.k.a. \"Rassilon\"\r\n\r\nShadows of Isildur: Chad McHenry, a.k.a. \"Traithe\"\r\n\r\n','Building_credit Diku_license World_credit',0,'Friday, 02:03:28 pm, 9th July 2004','Traithe'),('Petition','Communication','Usage: petition <all | [staff member]> <message>\r\n\r\nPetition sends an out of character message to the staff. Please\r\ndo not abuse this command. It should be used only to report\r\nproblems, to ask for an NPC to be animated, or other such\r\nmatters. #1When you petition, please be sure to be very explicit\r\nas to what you need assistance with; staff members will often\r\nsimply ignore vague or ambiguous petitions.#0\r\n\r\nIf there are no staff members online when you petition, your\r\nremark will be inserted into our issue tracking system, and will\r\nbe responded to via email at a later time if a response is\r\ndeemed necessary by the staff. This is yet another reason why\r\nit is advantageous to be thorough in your petition; if a staff\r\nmember, 17 hours after the fact, comes across a vague petition\r\nin the log, chances are it will simply be erased without any\r\nresponse at all, and thus quickly forgotten.\r\n\r\nExamples of bad petitions:\r\n\r\n  > petition all Any admins on? I need help with something.\r\n  > petition all Please animate this NPC for me.\r\n\r\nExamples of good petitions:\r\n\r\n  > petition all Please animate this weaponsmith so that I can ask\r\n                 about making a custom order.\r\n  > petition Traithe Combat seems to be healing the victim.\r\n\r\n','Reply',0,'Sunday, 02:41:34 pm, 11th July 2004','Traithe'),('Guides','General','The Guides are a group of experienced Shadows of Isildur players who\r\nhave been invited by the staff and thereafter volunteered to make their\r\nexperiences available to new players who have questions about joining\r\nthe game. They are responsible for moderating most of our public web\r\nforums, in order to cut down on the work the staff does, and they are\r\nalso able to review first-time applications from brand new accounts, to\r\nhelp ease the transition into the game that many new players may find\r\nthemselves struggling with. A list of them, with all available contact \r\ninformation, may be found at the following URL:\r\n\r\n   #6http://www.middle-earth.us/forums/groupcp.php?g=2521#0\r\n\r\nThere are a few very important things to remember about the Guides:\r\n\r\n1. #1They are not staff.#0 They do not hand out roleplay points, nor\r\ndo they review any other applications beyond the first application on\r\nan account. They are, in all respects, normal players on the MUD.\r\n\r\n2. They will NOT assist you with in-character information. They are\r\nthere to help answer your questions about things like game mechanics\r\nand general concepts - not to gossip about IC events.\r\n\r\n3. They are VOLUNTEERING their time to help you - so being rude to\r\nthem will serve absolutely no purpose, and you should not be surprised\r\nif you find them unwilling to assist you after you do so.\r\n\r\nIf, for any reason, you find yourself suspecting that a Guide is abusing\r\ntheir position, or behaving inappropriately, you should contact the staff\r\nvia an email to the staff list immediately to have the issue looked into.\r\n\r\n','Administration Guide_cmd',0,'Sunday, 01:54:23 am, 18th July 2004','Traithe'),('Profession','Staff','Usage: profession (add | delete | list) (<arguments>)\r\n\r\nThe PROFESSION command is used to interact with our\r\nprofessions database, accessible through chargen.\r\n\r\nThe arguments of PROFESSION ADD must be a list of skills\r\nthat choosing that profession will add to a character. With\r\nPROFESSION DELETE, the argument must be the name of\r\nthe profession that you wish to remove from chargen.\r\n\r\nProfessions may have from one to six skills in the list;\r\nany changes are reflected immediately in chargen.\r\n\r\nDon\'t forget to enclose the name of the profession in quotes\r\nwhen you PROFESSION ADD, or it won\'t appear correctly when\r\nit shows up on the list in character generation.\r\n\r\nExamples:\r\n\r\n  > profession add \"Ninja\" light-edge backstab hide sneak\r\n  > profession delete \"Ninja\"\r\n  > profession list\r\n\r\n','Role',4,'Sunday, 02:16:20 pm, 29th August 2004','Traithe'),('Pitch','Manipulation','Usage: pitch <tent name>\r\n\r\nThe PITCH command is used to erect a specified tent in your room;\r\nthe command has a significant delay to prevent abuse.\r\n\r\nUntil a tent has been pitched, you cannot enter it to quit out. Once a\r\ntent has been pitched, it may not be picked up until it is dismantled.\r\n\r\n','Tents',0,'Friday, 09:50:23 pm, 23rd July 2004','Traithe'),('Dismantle','Manipulation','Usage: dismantle <tent name>\r\n\r\nThe DISMANTLE command is used to disassemble a given tent that\r\nhas been pitched. This must be done before it can be picked up and\r\nstowed in your character\'s inventory after being used.\r\n\r\n','Tents',0,'Friday, 09:51:04 pm, 23rd July 2004','Traithe'),('Tents','General','In Shadows of Isildur, tent objects may be used by players out in the\r\nwilderness to create a virtual \"home away from home\".\r\n\r\nUsing the #6PITCH#0 command, you may erect a tent you have dropped on\r\nthe ground in your room. Once the tent is up, you may step inside by\r\nusing the #6ENTER#0 command, and step back outside using #6LEAVE#0.\r\n\r\nTents may be taken down using the #6DISMANTLE#0 command, and\r\nmost may also be #6OPEN#0ed and #6CLOSE#0d, from both sides.\r\n\r\nThe area inside a tent is completely persistent over reboots, and is a\r\nrelatively safe shelter from the hardship of the elements. As such, it\r\nis flagged SAFEQUIT, and your PC may log out once inside.\r\n\r\nTo prevent issues of abuse and spam, once the last person remaining\r\ninside a tent quits out, it becomes what we call a \"vNPC\" object. That is,\r\nit exists in the in-character world, but it is not visible to, and thus not\r\ncapable of interaction with, players on the outside.\r\n\r\nThis vNPC status is removed once a player logs back into the inside of\r\nthe tent. When this happens, it will remain visible until it is dismantled.\r\n\r\nIf you dismantle a tent where other players have logged out, they will\r\nmerely log back into the room outside the next time they enter the game.\r\n\r\nDifferent tents will be able to house different numbers of people; you can\r\ndetermine how many people a tent will sleep by LOOKing at it. You should\r\nrealize that if a person enters the tent and quits out, they will still count\r\nagainst that tent\'s maximum capacity, as in-character they are still in fact\r\nsomewhere inside the tent, asleep or resting, as a virtual NPC.\r\n\r\nAs a final note, shouts outside a tent may be heard on the inside, and\r\nshouts from inside a tent may be heard in the adjoining area.\r\n\r\n','Close Dismantle Enter Leave Open Pitch',0,'Monday, 12:59:32 am, 2nd August 2004','Traithe'),('Vote','General','While Shadows of Isildur is, and always will be, free to play, the\r\ncosts incurred in its production, both monetarily and in terms of\r\nthe time and effort of staff, are no small burdens.\r\n\r\nIf you enjoy playing here, all we ask is that you do your best to\r\nremember to vote for us on various ranking sites as often as you\r\ncan. There is, however, a limit of no more than 1 vote in 12 hours\r\nat TopMudSites, and 1 rate every 24 hours at both MudMagic and\r\nMudConnector. The reminder buttons on the web forum will take \r\nthis into account, and only appear when the system believes that \r\nyour IP address is currently eligible for another vote.\r\n\r\nOur usage records have indicated, time and time again, that a high\r\nranking on these voting lists results in surges of traffic, which\r\ncreates an end result of more accounts, applications, and roleplay.\r\n\r\nWe do not give rewards for voting - the only reward most people\r\nrequire is the increase in players resulting from high rankings!\r\nIn fact, although we track your voting statistics, nobody on the\r\nadmin staff has access to these numbers. They are strictly used by\r\nour website to provide timely reminders to help vote for us. In\r\naddition, the MUD will also provide a reminder on occasion, though\r\nthese reminders are not linked to our vote tracking database.\r\n\r\nIf you do not wish to receive any such reminders in the MUD, simply\r\ntype #6SET VOTING#0; do the same at any time to re-enable them.\r\n\r\nIn order to vote and have it recorded, you must point your browser\r\nto our webforum, located at the following URL:\r\n\r\n   #6http://www.middle-earth.us/forums/#0\r\n\r\nPlease note that logging in is not necessary for the vote tracking\r\nsystem to function, as it works based on IP addresses. Once you \r\nhave done this, you merely need to click through the three voting \r\nbuttons stationed on the bottom half of the left navbar.\r\n\r\nThe only voting buttons that will be displayed are those for the\r\nsites you are currently eligible for another vote on; if none of them\r\nappear in the navbar, please try back again at a later time.\r\n\r\nOn behalf of the entire staff of Shadows of Isildur, thank you\r\nfor helping support our hard work by casting your votes.\r\n\r\n','Donate',0,'Monday, 11:47:08 pm, 26th July 2004','Traithe'),('Woodcutting','General','#6See:#0 Help Crafts Timberwright.\r\n\r\n','',0,'Tuesday, 07:24:23 am, 27th July 2004','Erebus'),('Jedit','General','There is currently no command for editing journal entries; in order to change an\r\nentry, you must first erase it using JERASE and then make a new entry via\r\nJWRITE. \r\n\r\nSee #6HELP GENERAL JOURNAL#0 for further details.\r\n\r\n','',0,'Sunday, 03:47:47 pm, 31st October 2004','Frisia'),('Wizinvis','Staff','#6See: #0Help Staff Invis\r\n\r\n','',1,'Tuesday, 07:30:25 am, 27th July 2004','Erebus'),('Distances','General','#6See: #0Help Travel_Times\r\n\r\n','',0,'Tuesday, 07:32:25 am, 27th July 2004','Erebus'),('Engraving','General','While there is no coded or crafted way to make an engraving on an item,\r\nit is possible through roleplay. You may e-mail or petition the staff\r\nfor permission, then send a log of the roleplayed engraving to them.\r\nThe item\'s description will then be modified accordingly.\r\n\r\n','',0,'Tuesday, 07:37:10 am, 27th July 2004','Erebus'),('Engrave','General','#6See: #0Help Engraving.\r\n\r\n','',0,'Tuesday, 07:37:58 am, 27th July 2004','Erebus'),('Medicine','Crafts','Medicinal crafts allow you to fashion items used in the process of\r\nhealing, including bandages, simple healing kits, and arm-slings. This\r\ncategory of crafts is still under development, and will grow with\r\nadditions to Herbalism and Alchemy.\r\n\r\nFor a current list of implemented medicine crafts, please view the\r\ncrafts section of our website.\r\n\r\n','Healing',0,'Tuesday, 07:43:11 am, 27th July 2004','Erebus'),('Vboard','Staff','Vboards, or virtual boards, are boards not represented by items in game.\r\nThey are used by staff members to store relevant information. To view a\r\nlist of current vboards, enter \"vboards\" on a seperate line. To view\r\nmessages on an existing vboard, use:\r\n\r\nnotes <vboard name>\r\n\r\nTo read a message on an existing vboard, use:\r\n\r\nread <vboard name> <message number>\r\n\r\nTo write on an existing vboard, use:\r\n\r\nwrite <vboard name> <title of message>\r\n\r\nThis will drop you into an editor, which you can use to type your\r\nmessage. To create a new vboard, use the same syntax. It will create\r\na new vboard automatically, and the message that you write will be the\r\nfirst on that board. To remove a board, simply delete all of the\r\nmessages on it using the \"erase\" command.\r\n\r\n','',1,'Tuesday, 08:19:27 am, 27th July 2004','Erebus'),('Barrow-Downs','Middle-earth','Barrows are burial chambers and tombs created by Men in the ancient \r\nages of Middle-earth. They are most common in Eriador, especially in\r\nArnor, where they were often used by the Dunedain. During the Third\r\nAge however, the Witchking of Angmar sent barrow-wights to seize the \r\ntombs and terrorize the countryside.\r\n\r\nThe Barrow-Downs are a line of hills east of the Shire, crowned with\r\nstone circles that lead to carved chambers and barrows underground.\r\nMany revered Dunadan nobles were buried there, but when the wights\r\nappeared, the Barrow-Downs were abandoned, and the hills became a\r\nplace of fear.\r\n\r\n','Barrow-Wights',0,'Wednesday, 08:44:22 am, 28th July 2004','Erebus'),('Barrow-Wights','Middle-earth','Barrow-wights are \"wights\" - or undead creatures - sent to inhabit the \r\nBarrow-Downs east of the Shire. They first appeared in the year 1636 \r\nof the Third Age, and were rumored to be evil spirits sent by the \r\nWitchking of Angmar to animate the bodies of the fallen. Wights were \r\nfound in other burial sites and tombs after their initial appearance \r\nin the North, and are rumored to have spread to the Ithilien where they \r\nenjoy a close proximity to Minas Morgul - the house of their alleged\r\ncreator.\r\n\r\n','Barrow-Downs',0,'Tuesday, 04:53:55 pm, 3rd August 2004','Erebus'),('Forgive','General','#6See: #0Help General Pardon.\r\n\r\n','',0,'Wednesday, 08:45:57 am, 28th July 2004','Erebus'),('Turn','Manipulation','Turn is a built-in alias for the #6FLIP#0 command.\r\n\r\n','Flip',0,'Sunday, 12:28:30 pm, 1st August 2004','Traithe'),('Flip','Manipulation','Usage: flip <book name> <page number>\r\n\r\nUsing this command, a character may turn the specified book\r\nto the specified page, allowing it to be read.\r\n\r\nUsing it without a page number specified will flip the given\r\nbook to the next page.\r\n\r\nSome Examples:\r\n\r\n  > flip journal\r\n  > flip tome 1\r\n  > flip book 278\r\n\r\n','Read Turn',0,'Saturday, 09:03:15 pm, 28th August 2004','Frisia'),('Keyrings','General','Keyrings are essentially special types of container objects that will\r\nonly hold keys. Once you have keys inside them, you may hold them\r\nin your hand and use them to lock or unlock any object or portal that\r\nthe keys you\'ve placed inside them can manipulate.\r\n\r\n','',0,'Sunday, 03:06:37 pm, 1st August 2004','Traithe'),('Bakers','Clans','The Fellowship of Bakers and Confectioners\r\n\r\nMinas Tirith\'s Bakers are accounted above simple cooks. Their\r\nFellowship rose in status in ages past after a number of skilled\r\nNorthmen settled in the city. Now they produce a wide range of\r\nprovender, from loaves and buns to cakes and pastries. No meal\r\nis considered filling without a fresh round of bread or a sweet\r\npastry to finish it off; no dinner entertainment properly complete\r\nwithout a delicate construction of dough, sugar, and colored delights.\r\nThe Master Confectioners of the Fellowship make the finest sugared\r\nsweets, from sinfully smooth fudge, to delectable candies of all\r\nflavors.\r\n\r\n','(null)',0,'Monday, 07:13:09 pm, 9th August 2004','Erebus'),('Donate','General','While Shadows of Isildur is and will always remain free to play,\r\nkeeping it that way is, unfortunately, not. Our players should in\r\nno way feel obligated to donate to our fund; however, those that\r\nare interested can find information on our site at this URL:\r\n\r\n   #6http://www.middle-earth.us/index.php?display=donate#0\r\n\r\nThe next time you consider going out and spending $40 on a new\r\ncomputer game to keep you entertained for a few weeks, or $50 on\r\na single night out with some friends, remember: we\'re here 24/7,\r\n365 days a year, to provide free and high-quality entertainment\r\nto the Tolkien community, and what might be a small purchase for\r\nan equally small amount of entertainment for you could be put to\r\ngood use in maintaining Shadows of Isildur for all to enjoy.\r\n\r\nAll that is required to donate to the fund is a credit card from\r\nany one of the major credit card companies, or a checking account;\r\nat no time do we have access to any of your payment details. The\r\nentire transaction is handled from start to finish by PayPal, a\r\ntrusted leader in secure internet e-commerce.\r\n\r\nIf you would like to help support us but do not currently have\r\nthe means to donate, please don\'t feel unwelcome. We have set up\r\na #6VOTE#0 helpfile with information on supporting the MUD with\r\nfree exposure and publicity for all those who are interested.\r\n\r\nOn behalf of all of us here at Shadows of Isildur, thank you in\r\nadvance for your support - we hope to be here many years into the\r\nfuture, providing a completely free, high-quality resource to the\r\ninternet, Tolkien, and gaming enthusiast communities.\r\n\r\n','Vote',0,'Wednesday, 01:27:34 am, 11th August 2004','Traithe'),('Accept','General','At times, your character may be asked a question regarding\r\njoining a clan, purchasing an item in a shop, or some other \r\nsuch matter. You will be prompted to answer by either \r\naccepting or declining the matter up for confirmation.\r\n\r\nUsage:\r\n  > accept\r\n  > decline\r\n\r\n','Buy Decline Invite',0,'Tuesday, 09:07:07 pm, 17th August 2004','Traithe'),('Decline','General','At times, your character may be asked a question regarding\r\njoining a clan, purchasing an item in a shop, or some other \r\nsuch matter. You will be prompted to answer by either \r\naccepting or declining the matter up for confirmation.\r\n\r\nUsage:\r\n  > accept\r\n  > decline\r\n\r\n','Accept Buy Invite',0,'Tuesday, 09:07:33 pm, 17th August 2004','Traithe'),('Sell','General','Usage: sell <item>\r\n\r\nUsing this command, a player may sell the specified item\r\nto a shopkeeper in the room. Note that not all shopkeepers\r\npurchase all sorts of items, and also, the keeper may not\r\nhave enough coin on-hand to pay you at that moment.\r\n\r\nFinally, you should also be aware that items sold to a\r\nshopkeep will not immediately be made available in that\r\nstore\'s inventory; there is usually a period of 15 real-life \r\nminutes or so that must elapse while the keep \"prepares\" \r\nthe item for sale in their storeroom.\r\n\r\n','Barter Buy List Value',0,'Wednesday, 12:40:55 am, 18th August 2004','Traithe'),('Buy','General','Usage: buy <merchant> <item>\r\n\r\nThis command allows you to purchase the specified object\r\nfrom a merchant in your room. Note that merchants generally\r\nwill try to sell you an item for more than it is worth; the\r\nbarter skill may be used to try to reduce their markup. Items \r\nmay be purchased based on their number on the seller\'s list, \r\nor by their name or description.\r\n\r\nThe <merchant> keyword is optional, but may be useful when \r\nthere is more than one merchant present within the room, or \r\nif a merchant has a conflicting keyword with one of the \r\nitems for sale.\r\n\r\nAlso, you may buy more than one item at a time. The syntax\r\nis \'buy <merchant> <quantity> <item>\'. The merchant\'s keyword\r\nis optional.\r\n\r\nAs a safeguard, once you enter the command you will be informed\r\nof what you are buying and the price; to confirm the transaction,\r\nyou will be asked to use the #6ACCEPT#0 command. To abort, you\r\nmay either use #6DECLINE#0, or any other command.\r\n\r\nExamples:\r\n\r\n  > buy 1\r\n  > buy cloak\r\n  > buy green\r\n  > buy hawker pie\r\n  > buy scrawny 4\r\n\r\nBuying multiples:\r\n  \r\n  > buy 3 carrot\r\n  > buy 3 5\r\n  > buy petite 2 apple\r\n\r\n','Accept Barter Decline List Preview Sell',0,'Sunday, 03:21:55 pm, 31st October 2004','Frisia'),('Physician','General','\nTo request treatment from the physician, the TREAT command is used:\n\n  - treat value <all/bodypart> : receive an appraisal of a wound\n  - treat <all/bodypart>       : request treatment of wound(s)\n\nExamples:\n  > treat value all\n  > treat value lforearm\n  > treat all\n  > treat skull\n\nNote that most physicians will give you a \'discount\' when treating\nmultiple wounds, so that treating all your wounds at once will be\nsignificantly cheaper than treating them all separately.\n\n','(null)',0,'Sun Aug 29 04:46:48 2004','Nix'),('Ansi_values','Staff','Text in short and long descriptions of items, mobs, helpfiles, emotes, and \r\npmotes can be changed to suit your needs. A normally green item \r\nlong description can be changed to a purple long description, to create \r\na mock, item-mob for example. Here are the ansi color values that you \r\ncan use:\r\n\r\nDefault: The # sign followed by a 0.\r\n#1Dark Red: #0The # sign followed by a 1.\r\n#2Green: #0The # sign followed by a 2.\r\n#3Yellow: #0The # sign followed by a 3.\r\n#4Dark Blue: #0The # sign followed by a 4.\r\n#5Purple: #0The # sign followed by a 5.\r\n#6Cyan: #0The # sign followed by a 6.\r\n#9Light Red: #0The # sign followed by a 9.\r\n\r\nSimply enter the symbol for a colour, and every piece of text that \r\nfollows will be of that colour. You can enter a symbol after every \r\nletter to create a #1m#2u#3l#4t#5i#6c#9o#1l#2o#3r#4e#5d #0string.\r\n\r\n','',4,'Wednesday, 12:34:18 pm, 1st September 2004','Traithe'),('Calendar','Middle-earth','The following are the months used in the Shadows of Isildur\r\ncodebase. Although technically speaking not all races would\r\nmark the passage of time via this same list, for the sake of\r\nsimplicity, we\'ve reduced the output of the TIME command to\r\na single calendar: that of the Stewards\' Reckoning of Gondor.\r\n\r\n#6Winter         Spring          Summer         Fall#0\r\n#6------         ------          ------         ----#0\r\nRingare        Sulime          Narie          Yavannie\r\nNarvinye       Viresse         Cermie         Narquelie\r\nNenime         Lotesse         Urime          Hisime\r\n\r\nNarvinye is the first month of the year; Ringare is the last.\r\n\r\nThe year is divided up into 12 months of 30 days each; in\r\norder to synch the calendar to the 365-day solar year, there\r\nare mid-month \"feastdays\" which mark the equinoxes and\r\nbeginning of each new year. In addition, every leap year\r\nthere is an additional feastday inserted mid-year.\r\n\r\nThe feastdays are as follows:\r\n\r\n#6Tuilere, between Sulime and Viresse:#0 \r\n\r\nThe new spring festival day of tuilere expressed hope in the \r\ntriumph of light over darkness, for most of the people \r\nbelieved that Sauron had perished utterly in the Wreck of \r\nNumenor. Its true origins were probably much more ancient. \r\n\r\n#6Loende and Enderi, between Narie and Cermie:#0 \r\n\r\nLoende was the people\'s festival, marked with bonfires \r\nand feasting to celebrate the sun\'s highest point. During \r\nleap years, a second feastday is added, known as Enderi. \r\n\r\n#6Yaviere, between Yavannie and Narquelie:#0 \r\n\r\nThe autumn equinox was marked with the new festival \r\nof yaviere. Essentially a second harvest thanksgiving, in \r\nsome ways yeviere expressed the original festival of Serkere \r\nin a new form. It was celebrated with feasting, mostly of \r\nthe fruits of the harvest; apples, pears, nuts—and wine. \r\n\r\n#6Mettare and Yestare, between Ringare and Narvinye:#0 \r\n\r\nMidwinter was celebrated with a two day festival, marking \r\nthe last and first days of the year (mettare and yestare, \r\nrespectively). Homes were decked with greenery and the\r\nNew Year celebrated with rich food and merrymaking.\r\n\r\nIn addition, there are a number of culturally- and spiritually-\r\nsignificant holidays scattered throughout the year. They are:\r\n\r\n#612 Nenime - Erukyerme, \"Prayer to Eru\":#0 \r\n\r\nHeld at the midpoint between midwinter and the spring \r\nequinox, Erukyerme marked the start of spring, and of the \r\nagricultural year. \r\n\r\n#610 Lotesse - Lairemerende, \"The Greenfest\":#0 \r\n\r\nThe Greenfest marked the start of summer. Trees were \r\ndecked with ribbons and floral tributes. At night feasting \r\nand celebrations were held around great bonfires, to \r\nhonour Herutaure, \'Lord of the Wood\', and his Lady. The \r\norigins of the Greenfest are unknown,  but it seems to \r\nindicate a race-memory of Orome the Great Hunter, \r\nLord of Forests, whose spouse was Vana the Ever-young.\r\n\r\n#611 Urime - Eruhantale, \"Thanksgiving to Eru\":#0 \r\n\r\nMidway between the autumn equinox and mid-winter, on \r\nthis day the Steward offered to Eru bread baked from the \r\nfirst grain, also the  first fruits of the harvest, in gratitude \r\nfor the wealth of the year. \r\n\r\n#612 Hisime - Airilaitale, \"The Hallowmas\":#0 \r\n\r\nIn Numenor, the late harvest festival of Serkere (\'blood-day\') \r\nmarked the start of winter. At this time animals were \r\nslaughtered for meat to provide food throughout the coming \r\nwinter. The night was celebrated with torch processions, \r\nbonfires and feasting. At this time also the dead were \r\nremembered and honoured, in silence and with song. \r\n\r\nThe Serkere became perverted in the last years of Numenor, \r\nwhen most of the people fell under the seduction of Sauron. \r\nAfter the Fall, it was never celebrated as before. Instead, the \r\nday was named anew Airilaitale, the Hallowmas. The people \r\nobserved a silent vigil at the setting of the sun, in remembrance \r\nof all who had suffered or been sacrificed in the dark days \r\nbefore the Fall. \r\n\r\nAs a final aside, please note that in general conversation, the \r\nnames of the feastdays are not capitalized, whilst the the names\r\nof the proper holidays are.\r\n\r\n\r\n#6Source:#0 Martin Baker, www.alt-tolkien.com#0\r\n\r\n','(null)',0,'Wednesday, 12:15:54 pm, 1st September 2004','Traithe'),('vNPC','General','The concept of a vNPC, or \"virtual non-player character\", is one that\r\nplayers new to RPI MUDs often have difficulty with. Nonetheless, they\r\nare a vitally important element in any roleplay, so please read on if\r\nyou have any questions and feel free to ask the staff if necessary.\r\n\r\nNPCs, or \"non-player characters\", are the creatures and people that\r\npopulate the gameworld. Represented identically to PCs, the only\r\ndifference is that in most cases they are controlled by the computer\r\nrather than a person, save when they are being animated by staff.\r\nNevertheless, our sophisticated AI routines will allow them to react\r\nintelligently in many situations; although you will never be able to\r\nhave conversations with them, you should certainly expect them to\r\ntake whatever measures necessary to safeguard their own lives\r\nshould you exhibit aggressive behavior toward them.\r\n\r\nA step removed, vNPCs are called \"virtual\" because they are not\r\nactually represented in-game with a mob. Examples of these\r\ninclude the people that would be hustling and bustling around a\r\nbusy market square during the day, the numerous soldiers going\r\nback and forth in a crowded barracks room, or even other patrons\r\nin a tavern your character is frequenting. The key to determining\r\nwhether there are any vNPCs present is a careful reading of the\r\nroom\'s description; if it seems like a place where there would be\r\npeople coming and going during the current time your PC is in\r\nthe room, then you can safely say there are vNPCs present.\r\n\r\nvNPCs are vital because it allows the game to retain continuity and\r\nrealism within the game setting without requiring that every single\r\nliving individual in a village of 20,000 be concretely represented.\r\nNot only would this get quite spammy and unpleasant for the player,\r\nbut it would also soak up an immense amount of system resources.\r\n\r\nAn effective and conscientious roleplayer will take into account\r\nthe presence of these virtual NPCs when conducting their PC;\r\nit\'s easy enough to do when you remember that the room\'s \r\ndescription is the key. In other words - read carefully!\r\n\r\n','',0,'Wednesday, 12:32:06 pm, 1st September 2004','Traithe'),('Palm','Manipulation','Usage: palm <arguments>\r\n\r\nThe PALM command is an extremely versatile tool for the stealthier\r\nsorts, with a number of different uses detailed below. When used\r\nit checks against your character\'s STEAL skill rating, and may be\r\nemployed in an effort to raise the same.\r\n\r\nAt its most basic, it may be used to either pick up a small object in\r\nthe room without an echo, or to do the same with an object inside\r\na container in the room (this will also work with objects on tables).\r\n\r\nSecondly, it may be used to both sheathe and draw small, light\r\nweapons on your person that are stored in wrist sheaths.\r\n\r\nFinally, it may be used to plant small objects inside a container\r\nworn by another character in the room that you specify.\r\n\r\nThe basic syntax for each use:\r\n\r\n  > palm <item name in room>\r\n  > palm <item name> from <container name in room>\r\n  > palm <weapon name> from <wrist sheath name>\r\n  > palm <weapon name> into <wrist sheath name>\r\n  > palm <object name> into <character name> <container name>\r\n\r\nSome examples of its differing uses:\r\n\r\n  > palm lockpick\r\n  > palm ale from table\r\n  > palm dagger from wrist\r\n  > palm dagger into wrist\r\n  > palm lockpick into traithe pouch\r\n\r\n','Light-Blunt Light-Edge Light-Pierce Pick Steal',0,'Wednesday, 04:03:30 pm, 1st September 2004','Traithe'),('Log','Staff','Usage: log (<search parameters>) <search term(s)>\r\n\r\nThe LOG command consists of two primary halves, the SEARCH\r\nPARAMETERS, and the SEARCH TERMS.\r\n\r\nSearch parameters are used to define the boundaries of the logs\r\nthat you are searching through. This can include things like the\r\nport you want to search, an account name you want to check the\r\nlogs for, a room number you want to see actions in, and so on.\r\nMost search parameters are divided into two halves; the parameter\r\nitself, and the input you wish to provide (i.e. \'port 4500\').\r\n\r\nSearch terms are the actual words you\'re looking for in the log\r\nentries. If you wish to use multiple terms, you\'ll need to include\r\nconnectors between them: either \'AND\' (or \'&\'), or \'OR\'. An AND\r\nconnector will only return results containing BOTH the words\r\nbefore and after it; an OR connector will return results containing\r\nEITHER word that comes before or after the connector.\r\n\r\nIf you do not provide any search terms it will return the entire\r\nset of results within the boundaries of whatever parameters you\r\nused. If you didn\'t specify ANYTHING, it will return with the\r\ntotal number of entries currently in the system logs.\r\n\r\nDue to the fact that we store our logs for indefinite periods of\r\ntime, in order to ensure reasonable results the command will\r\ndefault to a backdate of 14 days if you don\'t specify another\r\nperiod of time with the DAYS, HOURS, or MINUTES parameters.\r\n\r\nAnd finally, if you do not specify an alternate set of logs (e.g.\r\nthe guest or staff logs), the command defaults to PC logs.\r\n\r\n#6Available Search Parameters:#0\r\n\r\nport <port ##> : Allows you to specify the port number for which\r\nyou wish to search the logs. This value defaults to the port that\r\nyou\'re currently connected to. Possible values: 4500, 4501.\r\n\r\nplayer <name> : Allows you to specify a specific PC\'s name, so\r\nthat the only entries searched will be commands entered by them.\r\n\r\naccount <name> : The same as the PLAYER parameter above,\r\nexcept that it will search lines for any character on the account.\r\n\r\nnpc <name> : Searches only log entries generated by the named\r\nNPC; the output includes the name of the imm animating it.\r\n\r\ncommand <command> : Searches only log entries generated by\r\nthe specified command. Note that all commands are expanded\r\nby the parser before being logged - e.g. a \'command emote\' will\r\nturn up someone who enters \'emo does a little dance.\' Commands are\r\nstored in a separate field from their arguments to ensure that you \r\ncan, for example, search for the think command without turning \r\nup log lines like \'say I think I\'m a clueless moron.\'\r\n\r\nroom <room ##> : Only returns log entries generated in the\r\nspecified room.\r\n\r\nminutes <X> : Only searches log entries generated within the\r\nlast X minutes.\r\n\r\nhours <X> : Only searches log entries generated within the last\r\nX hours.\r\n\r\ndays <X> : Only searches log entries generated within the last\r\nX days.\r\n\r\nguest : Searches through the guest log for the specified terms.\r\n\r\nimmortal : Searches through the staff log for the specified terms.\r\nNote that only level 5 staff members can access this.\r\n\r\nsystem : Searches through the system log for the specified terms.\r\n\r\nerror : Searches through the system log for the specified terms,\r\nand will only return entries flagged as critical errors.\r\n\r\nascend : Normally, the output given by this command is sorted\r\nso that the newest entries are displayed first, and the oldest at\r\nthe bottom of the list. If you use the ASCEND parameter, this\r\norder is reversed, displaying the oldest entries at the top. It is\r\nparticularly useful if you need to retrieve a very old log entry;\r\nif you needed something from six months ago, you\'d use \'days\r\n180 ascend\', and the output from that period would be at the\r\ntop. If you didn\'t use the ASCEND parameter it\'d be at the bottom,\r\nand quite likely truncated off due to the sheer number of lines.\r\n\r\n#6Some Examples of Usage:#0\r\n\r\nlog (port 4500) traithe : Will search the player port records for\r\nany ENTRY containing the word \'traithe\'. Note that if you\'re using\r\nthis command from the player port you needn\'t specify \'port\' as\r\na parameter, and that this will NOT return Traithe\'s commands.\r\n\r\nlog (account thorongil hours 24) sew OR knit : This will search the\r\nlogs for whichever port you\'re currently on for any entries created\r\nwithin the last 24 hours by any PC on Thorongil\'s account for \r\neither the term \'sew\' or the term \'knit\'.\r\n\r\nlog (room 2014 command kill) : This will search the logs for any\r\nusage of the kill command (no matter how it was entered, whether\r\nkIlL, kil, ki, KILL, etc.) that occurred in room 2014.\r\n\r\nlog (guest) application AND sucks : Will search the guest logs on \r\nyour current port for any entries containing BOTH the word \r\n\'application\' AND the word \'sucks\'.\r\n\r\nlog (room 129 minutes 30 ascend) : Will search the player logs\r\non your current port for any entries generated within room 129\r\nwithin the last 30 minutes, and display them in ascending order.\r\n\r\n','(null)',4,'Thursday, 01:30:52 am, 28th October 2004','Traithe'),('Posting_policies','General','In Shadows of Isildur, there are essentially two types of in-character\r\nboards that we allow our players to post on in-game.\r\n\r\nThe first are \"gossip\" boards, often denoted by objects in game such\r\nas a table full of gossiping patrons, an errand boy relaying messages,\r\nand so forth. Posts on these types of boards should be oral in nature;\r\nsnippets of conversation that\'s passed along, perhaps some words\r\nexchanged between a couple of patrons at the bar, and so on.\r\n\r\nThe most important rule to bear in mind when using these \"gossip\"\r\nboards is to #1avoid using nameless and faceless vNPCs to convey\r\ncontroversial gossip or slander#0. Animating and assigning such\r\nopinions to non-players is the province of the admin staff only; if\r\nyou are found to be putting words in the mouths of NPCs in such a\r\nway, it will not be looked upon very kindly. Should you wish to\r\nconvey such information, you should do it in a manner that is ICly\r\ntraceable to your character; instead of \"Billy Joe Bob the nameless\r\npatron said...\", you should write, \"Jane stopped in and mentioned...\"\r\nIn other words, don\'t try to duck the in-character consequences of\r\nspreading negative information by using untraceable vNPCs.\r\n\r\nThe second type of in-character board is a more traditional message\r\nboard, such as a bulletin board object. Instead of relaying bits and\r\npieces of gossip or conversations, posts on these boards should\r\nindeed be written as notes. Furthermore, only PCs with the proper\r\nliteracy skills should read from these boards or post to them.\r\n\r\nAny post placed on the boards in violation of the above policies will\r\nbe erased immediately by the admin staff upon discovery, and the\r\nplayer so in violation will be informed. If it becomes a repeated\r\noccurrence, possible sanctions include loss of posting privileges,\r\nloss of any accrued RPP, or other measures at the staff\'s discretion.\r\n\r\nIf you should happen to see a post on an in-character forum you\r\nbelieve to be breaking these rules, please inform the staff by sending\r\nan email to our staff list at staff@middle-earth.us.\r\n\r\n','Boards Policies Write',0,'Monday, 07:51:06 pm, 13th September 2004','Traithe'),('Policies','General','To review our policies, please see visit the following URL:\r\n\r\n#6http://www.middle-earth.us/index.php?display=policies#0\r\n\r\n#1You are responsible for knowing and abiding by our policies -\r\nthey are subject to change without notice, so be sure to do\r\nyourself a favor and review them regularly!#0\r\n\r\n','Pkilling Posting_policies',0,'Monday, 08:12:52 pm, 13th September 2004','Traithe'),('Travel','Movement','Usage: travel <string>\r\n\r\n The travel command allows you to specify a string that will be\r\n appended to your character\'s on-foot movements, similar to\r\n the way pmote works when you are stationary. Simply entering\r\n \"travel\" will display your current travel string, if any. Entering \r\n \"travel normal\" will clear the string if it is set, as will altering \r\n your walking speed.\r\n\r\n Travel strings allow you to express how your character is\r\n moving from one place to another to those that may be\r\n watching. As with pmote, the travel string can bring to the\r\n foreground any characteristic that would be obvious to the\r\n onlooker. Use the travel string to give your character a unique\r\n gait, or to draw attention to temporary affectations such as\r\n wounds or some item being worn. You should make sure that your\r\n travel matches your walking speed. For example, while the\r\n travel string \'with a deliberate swagger\' works when moving \r\n at a normal pace, it doesn\'t make sense if your character is \r\n sprinting.\r\n\r\n You may change your travel string on-the-fly when moving, \r\n similar to the way that you can override your voice string with\r\n speaking. Unlike overriding voice, you may not refer to objects\r\n and characters using the asterisk or tilde expansions. \r\n\r\n Syntax Examples:\r\n\r\n > travel limping heavily\r\n Your travel string has been set to: (limping heavily)\r\n\r\n > travel\r\n Your current travel string: (limping heavily)\r\n\r\n > north\r\n You begin walking northward, limping heavily.\r\n\r\n > north (glancing east across the Anduin River)\r\n You begin walking northward, glancing east across the Anduin River.\r\n\r\n','Pmote Speed Voice',0,'Thursday, 03:00:14 pm, 25th November 2004','Erebus'),('Rpp_policies','Staff','The following guidelines should be followed when awarding roleplay\r\npoints to player accounts:\r\n\r\n#6Point 1:#0\r\n\r\nThe player has demonstrated a solid grasp of the game, the concept, \r\nand the gameworld; exhibits thoughtful, articulate and polished \r\nroleplay interaction. He or she has clearly learned to delineate IC \r\nfrom OOC information, and has not committed any serious policy \r\ninfractions (those warranting loss of access to the game) within the \r\nprevious 120 days.\r\n\r\n#6Point 2:#0\r\n\r\nThe player has consistently demonstrated the requirements for the \r\nfirst point; no less than 30 days have passed since the date of the \r\nprevious award.\r\n\r\n#6Point 3:#0\r\n\r\nThe player has demonstrated low- to mid-level leadership ability; he\r\nor she exhibits the ability to involve other PCs in roleplay plots, \r\nand to log in and play with regularity.\r\n\r\n#6Point 4:#0\r\n\r\nThe player has consistently demonstrated the requirements for the \r\nthird point; no less than 60 days have passed since the date of the \r\nprevious award.\r\n\r\n#6Point 5:#0\r\n\r\nThe player had demonstrated strong leadership and organizational \r\nability, as well as the ability to create and maintain plots while \r\nkeeping other PCs interested.\r\n\r\n#6Point 6:#0\r\n\r\nThe player had consistently demonstrated the requirements for the \r\nfifth point; no less than 90 days have passed since the date of the \r\nprevious award.\r\n\r\n#6Point 7+:#0\r\n\r\nThese points are awarded only for individual instances and scenes \r\nof highly exemplary roleplay, in no greater a frequency than one \r\npoint per any 120 day-period.\r\n\r\nPlease make sure to stick to these criteria at #1all times#0 when \r\nawarding RPP in order to maintain consistency in dispersal.\r\n\r\n','Award Deduct',4,'Monday, 12:48:55 pm, 4th October 2004','Frisia'),('Affect','Staff','\nUsage: affect char <name> <affect number> (<duration> <power> \n delete)\nThis command adds or removes an affect from a player, such\nas poison, fatigue, or a magick spell. Please note that this\ncommand is rather obsolete and is not very stable unless you\nknow precisely what you are doing, and the numbers of the\naffects; most affects are actually no longer legitimate\naffects, and thus this command should be used with #1extreme\ncaution#0--if at all.\n\nExample:\n\n  > affect char Traithe 101 10 5\n   > affect char Algared 101 delete\n\n','(null)',1,'Sun Oct 10 09:29:07 2004','Mirudus'),('Dwellings','Staff','Dwellings are a unique feature to Shadows of Isildur, and\r\nthus, require unique commands to build. The first command\r\none would use is\r\n\r\n#6oinit n dwelling#0\r\n\r\nto create it. Following this, one would set the standard\r\nitem parameters: removal of the invis and magic flags,\r\nincreasing the cost to an appropriate and realistic\r\namount, and writing the name, as well as the short, long,\r\nand physical descs.\r\n\r\nUpon finishing this, one begins to edit the ovals.\r\n#6Oval0#0 - assigned in-game. DO NOT EDIT.\r\n#6Oval1#0 - number of players allowed inside at once.\r\n#6OVal2#0 - lockflags, same as normal objs. 1 = lockable.\r\n#6OVal3#0 - key vnum. -1 if no key.\r\n#6Oval4#0 - pick penalty to pick dwelling open.\r\n\r\nFinally, and #1most#0 importantly, one must set the\r\ninside description of the room. The commands for this are\r\n\r\n#6oset indoor-desc#0\r\nand\r\n#6oset indoor-desc reformat#0.\r\n\r\n','Object Oset',3,'Friday, 08:44:33 pm, 15th October 2004','Mirudus'),('Swim','Skills','The SWIM skill determines a number of factors involved in swimming,\r\nincluding your movement speed, how long your PC can hold his or\r\nher breath for underwater, and how quickly your fatigue drops.\r\n\r\n','Drowning',0,'Monday, 12:01:33 am, 18th October 2004','Traithe'),('Drowning','General','Please see #6HELP MOVEMENT SWIM#0.\r\n\r\n','Swim',0,'Monday, 12:02:06 am, 18th October 2004','Traithe'),('Guide_cmd','General','Usage: guide <account password>\r\n\r\nThe GUIDE command is available only to guest logins, and is used to\r\nallow our player Guides to \"log in\" to their user accounts in the guest\r\nlounge and gain access to their application reviewing privileges.\r\n\r\nIt will only function if your current guest login is tied to your account;\r\nto determine this, check the SCORE command; if your account name appears\r\nat the top, such as, for example, \"Traithe-Guest\", you\'re okay. If not,\r\nyou\'ll need to quit out, log into the MUD with your account, log back out,\r\nand then try logging in as a guest again to re-create your avatar.\r\n\r\nSince your password is sent cleartext via this command, it is not\r\nlogged on the server, and will not show to any staff observers.\r\n\r\n','Guides',0,'Saturday, 09:36:37 pm, 23rd October 2004','Traithe'),('Careful','Combat','Usage: set careful\r\n\r\nBy turning this flag on, your character will fight more defensively\r\nthan offensively.\r\n\r\nTo turn this flag off, you must switch to one of the other fighting\r\nstyles: \'set frantic\', \'set aggressive\', \'set normal\', or \'set \r\ndefensive\'.\r\n\r\n','Aggressive Defensive Frantic Normal Pacifist',0,'Sunday, 03:06:52 pm, 31st October 2004','Frisia'),('Normal','Combat','Usage: set normal\r\n\r\nThis is the default fighting mode. You will fight with a balance of \r\noffensive and defensive moves.\r\n\r\nTo switch to another fighting style, you must type one of the following:\r\n\'set frantic\', \'set aggressive\', \'set careful,\' or \'set defensive\'.\r\n\r\n','Aggressive Careful Defensive Frantic Pacifist',0,'Sunday, 03:07:47 pm, 31st October 2004','Frisia'),('Defensive','Combat','Usage: set defensive\r\n\r\nBy turning this flag on, your character will put most of your effort\r\ninto defense with only a few offensive moves.\r\n\r\nTo turn this flag off, you must switch to one of the other fighting\r\nstyles: \'set frantic\', \'set aggressive\', \'set normal\', or \'set \r\ncareful\'.\r\n\r\n','Aggressive Careful Frantic Normal Pacifist',0,'Sunday, 03:08:28 pm, 31st October 2004','Frisia'),('Aggressive','Combat','Usage: set aggressive\r\n\r\nBy turning this flag on, your character will fight more offensively\r\nthan defensively.\r\n\r\nTo turn this flag off, you must switch to one of the other fighting\r\nstyles: \'set frantic\', \'set normal\', \'set careful\' or \'set defensive\'.\r\n\r\n','Careful Defensive Frantic Normal Pacifist',0,'Sunday, 03:09:00 pm, 31st October 2004','Frisia'),('Frantic','Combat','Usage: set frantic\r\n\r\nBy turning this flag on, your character will forego any defensive \r\nmoves. You will only attack during battle. (Note that you will not \r\nlearn any combat skills while in this mode of combat.)\r\n\r\nTo turn this flag off, you must switch to one of the other fighting\r\nstyles: \'set aggressive\', \'set normal\', \'set careful\' or \'set \r\ndefensive\'.\r\n\r\n','Aggressive Careful Defensive Normal Pacifist',0,'Sunday, 03:09:45 pm, 31st October 2004','Frisia'),('List','General','Usage: list <merchant> <item>\r\n\r\nThis command makes any shopkeepers in the room show you what\r\nis in their store inventory, as well as the asking price.\r\n\r\nLike the BUY command, the <merchant> keyword is optional, but\r\ncan be useful when browsing items when there is more than one\r\nshopkeeper in a room. Additionally, if the item that you are\r\ntrying to list conflicts with one of your own keywords, using\r\nthe <merchant> keyword will solve the problem.\r\n\r\nExamples:\r\n  > list        (lists all items for sale by a particular shopkeep)\r\n  > list red    (lists all the red objects for sale)\r\n  > list sword  (lists all the swords for sale)\r\n  > list frisia twinkkiller (lists all the twinkkillers for sale \r\n  by the shopkeeper frisia)\r\n\r\n','Barter Buy Preview Sell',0,'Saturday, 11:03:55 am, 6th November 2004','Frisia'),('Group','Combat','Usage: group ( open / close )\r\n\r\nUsed without arguments, the GROUP command will display various\r\nbits of tactical information regarding each individual following you.\r\n\r\nGROUP CLOSE will effectively \"close\" your group, preventing anyone\r\nelse from following you until you use GROUP OPEN again thereafter.\r\n\r\n','',0,'Saturday, 09:49:43 pm, 27th November 2004','Traithe'),('Reboots','General','Although Shadows of Isildur\'s soft reboot system ensures a minimal\r\namount of disruption to our players during a reboot, we have opted to\r\nrely on one weekly, scheduled reboot to minimize the disruption further.\r\n\r\nThe MUD server will automatically reboot at at four in the morning PST/\r\nPDT (GMT - 08/07:00), every Sunday. This is approximately two hours\r\nbefore the Palantir Weekly is mailed out, so any changes you read about\r\nin the newsletter will be live by the time you log in that day.\r\n\r\nThus, please bear in mind that any building work you need done by the\r\nstaff will not be live on the player port until after one of these\r\nscheduled reboots; we appreciate your patience in this matter.\r\n\r\nPlease ensure that you try to schedule any of your activities that may\r\nbe adversely affected by a reboot around this published time, such as\r\nhunting, patrolling a dangerous area, and so forth.\r\n\r\nOnly the head admin and lead programmer have the ability to manually\r\norder a reboot of the server, for use in extreme emergencies.\r\n\r\n','',0,'Saturday, 09:58:39 pm, 27th November 2004','Traithe'),('Show','Staff','show a                   - Show object/mobile/player/room totals by zone.\r\nshow c <string>          - Search pfiles database for various criteria.\r\nshow l                   - List current application queue.\r\nshow m <zone> [name]     - Show mobiles in zone, optional name to match.\r\nshow o <zone> [name]     - Show objects in zone, optional name to match.\r\nshow p <number>          - Display all online PCs at or below specified RPP level.\r\nshow r <zone> [low][high]- Show names and exit informations for these rooms.\r\nshow s                   - Show grand totals for building and pfiles.\r\nshow u <zone>            - Show a list of undescribed rooms in given zone.\r\nshow z                   - Show all zones by name.\r\n\r\n','(null)',1,'Thursday, 06:26:21 pm, 2nd December 2004','Traithe');
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