#HELPS -1 WIZLIST~ . {R--{G--{B--{Y> {MThe Staff {Y<{B--{G--{R--{x {Y> {WImplementors {Y< {Y> {GYourName {Y< ~ 1 SOCIALS~ This is a complete list of socials for SunderMUD 1: accuse adjust air apologize applaud babble bark bcatch beckon beer bearhug beg bird bkiss bleed blink blush boast boggle bonk bounce bow brb burp cackle caress charge cheer chuckle clap claw collapse comfort comb cough cover cower cringe criticize cry cuddle curse curtsey dance daydream drool duck embrace explode eyebrow faint fart flare flash flex flinch flip flirt flutter fondle french frown fume gasp giggle glare goose grimace grin groan grope grovel growl grumble hand head hiccup highfive hop howl hug hush ignore innocent insane judge kiss knee laugh lick love lust massage meditate moan moon mosh mutter nibble nod nudge nuzzle pant passout pat peck pie pinch pissed plead point poke ponder pout pray propose puke punch purr ramble raspberry rofl roll rub ruffle run scratch scream serenade shake shiver shrug sigh sing slap slobber smile smirk snap snarl sneeze snicker sniff snore snort snowball snuggle sob spam spank spit squeal squeeze squirm stare stretch strip stroke strut sulk swoon tackle tease thank threaten tickle tip tongue twiddle type undress view wave whine whistle wiggle wince wink wonder worry worship yawn yeehaw yodel ~ -1 'NEWBIE INFO'~ Greetings mortal! Here ye shall find adventure and danger, and maybe even a little bit 'o fame. But aye, before ye begin, there are a few things ye should know. Be sure to "practice" your weapons in one of the training rooms. Then try the "equipment", "spells" and "skills" commands to see what you own, spells you know (if any) and what you know how to do. For a complete list of commands, type "commands". For a list of available help topics, type "hlist". If you want COLOR type COLOR from the prompt once in the game. ~ -1 GREETING~ A New Mud Running SunderMUD 1 - On a dark night - The folk dream - of faraway lands - Then by starlight - A rip in time - By Immortals Hands - Dreams Reality Be The world awaits thee..... [SunderMud 1] A strange being in the shadows asks for your name... ~ -1 MOTD~ {Y SunderMud 1 by Alvin Brinson {W Original DikuMUD by Hans Staerfeldt, Katja Nyboe, Tom Madsen, {B Michael Seifert, and Sebastian Hammer. Based on MERC 2.1 code by Hatchet, {B Furey, and Kahn ROM 2.3 code written by Alander. {M Dark Times by Jeremy Ehmke and Alvin Brinson {x * important commands: help, hlist, commands, news * Players who haven't logged on for three months are marked inactive {RREADME {GREADME {BREADME{x * You are responsible for knowing the rules (type 'rules'). Ignorance of the rules is no excuse. * If you are new to SunderMud 1, do 'help newbie'. {YWelcome to SunderMud 1! We are very new, but have put alot of work into{x {Ymaking this a unique game experience for you.{x {GThe code is highly modified, but we are short on areas at this time.{x {WWe are working very fast to bring the areas up to par. New areas{x {Gareas are a lot of work, but we hope you appreciate it.{x [Hit Return to continue] ~ 51 IMOTD~ Welcome Immortal! [Hit Return to continue] ~ 51 JOBS~ This is a partial list of what a god of any given level should be doing. It is just a rough guideline and not exact. Heroes: Level 51 You should be helping mortals in minor ways (i.e. not handing out free spells right and left). An ideal example is leading quest parties or missions to get corpses...don't just get the corpse for a person, make them come along and help you do it. Angels: Level 52 Angels and higher level gods may not assist mortals directly in any way. An Angel's main job is to help with quests (via switch), or possibly run small quest of their own -- but the rewards should be minimal. Deities: Level 53 Deities have two main roles: reimbursement and quest running. Be skeptical on reimburses, don't just hand out every piece of gear. I suggest limiting reimbursements to 10 items at a time, and make sure that you do not load things at too high a level (new format items have hard-coded levels, so are not a problem). vnum and stat are useful for this. You can draft Angels to help you run a quest, and please note that quests should NOT have huge rewards -- the main point should be to have fun. Deities have no business trying to enforce rules -- the most you should do to a player is a NOCHANNEL or similar light punishment. This level is also used for most of the mud's builders who do not have other duties. Gods: Level 54 Gods can run quests just like Deities, and it's nice to do reimbursements too. However, the main role of a God is keeping the peace. Gods can enforce (but not create rules), using the various NOTELL-class commands, as well as deny, purge, freeze, and ban (but be careful with these commands!) Gods are expected to help make the mud run more smoothly, power trips are strictly verbotten. Not fufilling the roles of your office can result in demotion or deletion. ~ 51 COMMANDMENTS LAWS 'GOD RULES' GODS~ . ****************************** ** The {WRules{x of SunderMud ** ****************************** 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly go there themselves. 4) DO NOT kill the shopkeepers for any reason at ALL. 5) DO NOT use reboot. <--- Note, simple English. 6) Do not give out free equipment. You don't need to win brownie points with the mortals. Quest are fine but handing out items isn't. 7) A note on quests: Quests are a good thing, more or less, BUT do not give out overly extravagant prizes. Exercise some common sense here folks. Do not load items more than 4 levels below their normal level (i.e. no level 5 ogre gauntlets). 8) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. Also, NEVER argue with an administrator or implementor. If you *are* an administrator, NEVER argue with the final decision of the implementor. 9) Do not try to overrule each other. If a disagreement between to immortals occurs, it should be turned over to a higher level god. 10) Trusted mortals: Do not use your god powers to help your mortal character. If you do, your trust will be taken away. 11) If you are a BUILDER, do not give out or use equipment from your area until it has been approved. Also, editing things not your own can result in severe punishment. ~ -1 AREA AREAS~ {M--------------------{DSunderMud Areas{M---------------------{w [{BLevel{w] [{WName {w] [{YZone{w] [{GBuilder {w] [{BClans{w] [{WClan Areas {w] [{YNone{w] [{GSunderMud {w] [{BAll {w] [{WLimbo {w] [{YNone{w] [{GDiku/SunderMud {w] [{BAll {w] [{WCity of Lukhan {w] [{Y 1 {w] [{GLotherius {w] [{BAll {w] [{WSouthern Road {w] [{Y 1 {w] [{GLotherius {w] [{BAll {w] [{WSouthWestern Road {w] [{Y 1 {w] [{GLotherius {w] [{BAll {w] [{WNorthern Road {w] [{Y 1 {w] [{GLotherius {w] [{B05 50{w] [{WCity of Adaria {w] [{Y 1 {w] [{GLotherius {w] [{BAll {w] [{WCity of Galdamar {w] [{Y 1 {w] [{GLotherius {w] [{BAll {w] [{WCity of Ashton {w] [{Y 1 {w] [{GTschedde {w] {M--------------------------------------------------------{w ~ 1 TODO~ This is a rapidly changing (expanding) list of things being worked on currently or things that have been suggested and approved for addition. If you've suggested something that isn't here, don't scream bloody murder, it probably just slipped our minds temporarily. BUILDERS: hometowns areas for all ranges of levels CODERS: lots of skills and spells (too many to list here) more clan features channel restructuring tougher mobs (enhanced spec_functions) Object materials affect speed of wear and cost of repair. Immunity & resistance to weapon materials as well as vulnerability. Melt-Drop flag for items. MSP (Mud Sound Protocol) Execution of special MUDSCRIPTS if they exist. ~ -1 PUFF~ No plain fanfold paper could hold that fractal Puff -- He grew so fast no plotting pack could shrink him far enough. Compiles and simulations grew so quickly tame And swapped out all their data space when Puff pushed his stack frame. CHORUS: Puff the fractal dragon was written in C, And frolicked while processes switched in mainframe memory. Puff the fractal dragon was written in C, And frolicked while processes switched in mainframe memory. Puff, he grew so quickly, while others moved like snails And mini-Puffs would perch themselves on his gigantic tail. All the student hackers loved that fractal Puff But DCS did not like Puff, and finally said, "Enough!" (chorus) Puff used more resources than DCS could spare. The operator killed Puff's job -- he didn't seem to care. A gloom fell on the hackers; it seemed to be the end, But Puff trapped the exception, and grew from naught again! (chorus) ~ -1 RULES~ This are the rules of SunderMUD. For other matters, use commom sense. * Player killing is {RNOT{x allowed. Type "help pkill" for details. The only exception to this is when in a PKill room. * foul and/or abusive language will not be tolerated on ROM, from anyone (including gods). Punishments range from deletion to NOCHANNELing. * sexual harassment of any form will not be tolerated, punishable by deletion * no multiple logins, multiple playing, or helping your own characters with other characters you own -- by any arrangment. * no kill stealing. This means you cannot attack a mob someone else is fighting, unless they ask you to. If a mob is injured, and you are not the one who injured it, you may not under any circumsances attack it. This means NO. Whether it is an easy mob or a hard mob or there is not even anybody else logged in! A flag will soon be added to make spotting of injured mobs easier. * cheating will not be tolerated. This includes accepting favors from gods and exploiting bugs. If you find a bug, report it, then do not use it. {RIf you are unsure of what constitutes a bug, read HELP BUG.{w ~ -1 BUG BUGS~ A bug is anything in the game that the immortals have deemed a mistake in the code, areas, rules, or layouts. Immortal comment is FINAL on saying whether or not something is a bug. If an immortal tells you something you are doing is a bug, you may not argue that it is not. Continuing to exploit a bug after being warned WILL result in deletion. Just because you are able to do it does not make it legal. - The Staff. ~ -1 STORY~ In the year of Dark Times 73, it came to pass that the old wars were over before they had barely begun. Aecindo's followers had completely vanquished Roqmin's legions from the land, doing what they could to destroy his magical temple. The temple remained though, through the years, and so it turns out did Roqmin's most loyal followers. Now in the year 500 the gods have returned to their struggles. Now they fight to gain control over the lands which were sundered before the age of Dark Times, the lands which are known as the Shards of Eskri. On the final day, it is said, the armies of each shall meet and combat for those lands. On the night of the Day of Thunder, 17th the Month of Dragon, in the year 500, a rending tore the skys of the City of Lukhan. The prophets proclaim that this was the return of Roqmin to the lands, and cautioned the leaders of the city to prepare for invasion from that hordes. It was then that the King sent out a call for all humans to join his army. Seeing this, and not knowing the reasons, many others took it as a sign of oncoming war with the humans, who had shunned other races for years, and began to raise their own armies. Meanwhile, the true followers of the assorted deities (help deity) also began to raise armies. The prophecies say that when these armies reach mature sizes, the world shall be changed forever, and peace will be a memory to be cherished, and then to the children of the future, a memory to never have. ~ 0 DELETE~ Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ 0 HEALER~ The healer decided to grab a quick buck, and now charges for his heals. Some services are still free to players of level 10 or below, however. To see a full listing of the healer's services, type 'heal' at his residence. To receive healing, bring plenty of momey, and type 'heal spell'. ~ -1 TAX TAXES~ ROM charges a tax on the wealthiest players, to help pay for all the sub issue equipment and guard death benefits. This tax amounts to 50% of all gold above 5 million coins, each and every time you log on. The only way around this tax is to buy property. ~ -1 GAIN~ Gain is not used in SunderMud. ~ 52 CLONE~ Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your posession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ 0 SKILLS SPELLS~ The skills and spells commands are used to display your character's list of available skills (or spells, as the case may be). They are listed in order of level, with mana cost (for spells) or percentage (for skills) listed where applicable. ~ 0 OUTFIT~ The outfit command, usable by levels 5 and below, equips your character with a new set of sub issue gear (banner, weapon, helmet, shield, and vest), courtesy of the Mayor's warehouses. Only empty equipment slots are affected. ~ 52 XINFO~ The xinfo command toggles an immortal's extra information display. Only has limited use currently, affects extra autoexit information display. ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT~ ROM uses varies automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: autoassist: automatically help group members in combat autolist : list all automatic actions autoloot : take all equipment from dead mobiles autogold : take all gold from dead mobiles autosac : sacrifice dead monsters (if autoloot is on, only empty corpes) autoexit : display room exits upon entering a room autosplit : split up spoils from combat among your group members autosave : toggles notification of mud's autosave prompt : toggles display of prompt (see help prompt) noloot : toggles if your corpse can be looted nosummon : toggles if you are summonable nofollow : toggles if you accept followers Typing a command sets the action (except for autolist), typing it again removes it. ~ -1 COUNT~ The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ -1 OLDCHANGES OLDMODS OLDMODIFICATIONS~ An exhaustive list of what makes SunderMud 1 {YDifferent{x: (Z) = Change Made by Zeran (L) = Change Made by Lotherius Part 1: (Part 1 Lists Changes Prior to SunderMud 1) November 1996: : Zeran is Dark Times' First Coder. (Z) : Started up system (Z) : Added color! (help colour) (Z) : Shield block skill finished (Z) : Healer prices and options altered (Z) : Negative Material Plane area added (Z) : "note -" added to remove note lines. (Z) : Limited customizable prompt coded (help prompt) (Z) : Colors added to battle text. (Z) : Gargoyle race added (Z) : Look now displays mobs and players in adjacent rooms.(Z) : "Scan" command coded finally! (help scan) (Z) : Fixed loss of racial abilities after death (Z) : modified item level restrictions (Z) : Satyr race added (Z) : Centaur race added (Z) : Special attacks added for certain races (Z) : Weapon brands work (Z) : New enchantment spell: "brand" (Z) : Azer race added (Z) : New warrior skill: "sharpen" (Z) : Affect command (shows spell affects no longer in score) (Z) : Hide fixed. (Z) : New warrior skill: "dual" wield (Z) : Lotherius Added as Second Coder (L) : Beep Command Added - Pages players. (L) : MobProgs are in testing. (Z) : Cosmetic Changes, Colors mainly. (L) : Mud Year in. The year reported on "time" will be accurate. (L) : Sacrifice has been changed. Only PC Corpses will pay. (L) : Shops now buy multiples of items and keep inventories.(L) : New warrior skill: "Ultra Damage" (L) : New thief skill: "Circle" (L) : New spell "create buffet" (L) : New thief skill: "envenom" (L) : New spell "mind meld" (L) December 1996: : New spell "mask self" (Z) : Clan code finished "help clans" (Z) : Notify system coded "help notify" (Z) : additional notify events added (Z) : IMM switch command fixed (Z) : steal skill rewritten (Z) : New spell "absorb magic" (Z) : New spell "psychic anchor" (Z) : New spells "fear" "remove fear" (Z) January 1997: : New spells: "protection good" "detect good" "dispel good" : "mute" "vocalize" "rotate" (Z) : Online Creation is in for the Builders! (L) : Area-list cleaned up (L) : OLC improvements also disarm & dual wield fixed. (LZ) : Brewing ability for clerics is coded (help brew) (Z) : Scribing ability for mages is coded (help scribe) (Z) : New spell "regeneration" (Z) : "email" command added to set email to show on whois. (L) : OLC now saves room exits properly (Z) : notify event for newly posted notes (Z) : small fixes, who list changes, autosave message toggle (Z) : notify even for reconnect after lost link (Z) : additional mob prog calls: isevil, isgood, race, clan (Z) : various big OLC bug fixes (seems to be never-ending) (L) : New spell "fire shield" (Z) : another OLC crash bug squashed by the great IMP's :P (ZL) : More OLC Improvement: object default. (L) : New Spell: Animate Dead (L) : New Spell: Soul Blade (L) : New Spell: Minor Creation (L) : New Spell: Psi Twister (L) : Hidden doors implemented. (Z) : Thieves & Warriors have their skill reassignments complete (L) : Thieves now get xp for theft. (L) : Experience levels adjusted. (L) : Mages have their skill & spell reassignments complete. (L) : You can now use "NOTE EDIT" instead of + & - for a better note editing system. + & - are kept for compatibility. (L) : The character description command "desc" now uses the line editor which is the same as Note. (L) : Players over level 25 who die can lose a level. See Help Death (L) : Consider command improved. (L) : Clerics have their skill & spell reassignments complete (L) : New Spell: Exorcism for clerics (L) : Birthdates are in, though age is not used yet. (L) : "last" command imp'd. Try it. (L) : "resize" command for use in shops. (Z) : "fullfight" toggle added. With this, you can disable the display of parries, dodges, and shield blocks to fight spam. (L) February 1997: : object condition support coded (Z) : "repair" command for use in shops. (Z) : "hlist" command imp'd. (L) : object materials added (Z) : basic vulnerabilities to materials added (Z) : additional vulnerabilities to materials added (Z) : todo list added "help todo" (Z) : "used" and "unused" olc commands enhanced (Z) : new item flags, "concealed" & "no_sac" (Z) : "search" command added, "help search" (Z) : new item flag "no_cond" (prevents viewing of condition) (Z) : viewable wizinvis immortals now show (WIZI) flag (Z) : "cloak" command added for immortals (Z) : Random objects are in. (L) : Autoexit feature enhanced for immortal builders (Z) : xinfo toggle added to enhance autoexit for imms (Z) : wizi and cloak now show in prompt (Z) : damtype option added to mobile editor (L) : search reveals hidden doors as well as concealedobjects(Z) : OLC flag now shows in who list (Z) : spell-like affects on objects are supported (Z) : Room flag "fastheal" added. (L) : area resets recoded (Z) : bug fixes and memory functions rewritten (Z) March 1997: : New help pages are in progress for builders (L) ("help building", "help guide") : Alias / Multiple Command support coded (Z) ~ -1 CHANGES MODS MODIFICATIONS~ Recent Changes to the mud. For older changes, Read "HELP OLDMODS" All code changes are now done by Lotherius (Alvin Brinson). The name "SunderMud 1" applies to all these changes. Work restarted on August 17 1997. --- August 1997: : Lotherius revives work on the Mud seperately from Zeran. : Clan War system repaired. : Pkill removed. To be added later with PK Room Flag. : Hard-Coded Classes (No More Customization/Training). : New Characters are asked if they want color. : Beginnings of Online Class Editing are in! : Youth & Age Spells Added (Cleric) : Fixed 2 MAJOR bugs (OLC helpsave and RESET command) September 1997: : Added Pkill Room-Flags (Read Help PKILL) : Changed "sharpen" skill to use moves not mana (doh!) : Removed Spell & Skill "Groups" completely. : Work On Classes Continues. Class List changed to following: Mage, Avenger, Thief, Warrior, Chaosmage, Monk, Defiler. : Monks now cannot use any shields or weapons. Nor are they given them at creation time. : New Spell, "chaos" in. Available to ... *gasp* Chaosmages. : Fixed the Non-Locking door problem. : Ultradamage (warrior/monk) modified to actually do something. : Recall / Healer is now based on your race. Expect to see these going in once the areas for other races do. : Chaos now randomly switches damage types and shows which one it does. : Random Objects fixed to give correct spells. : Stat Rolling is now done for new characters. Modifiers for races balanced. : Clan code changed up lots. : Spell Components added. Will only be used for certain spells. : Lore command imp'd. : Rom-Style note board system AXED. Properly designed board system imp'd. : Movement messages added. "You trudge out into the snowy city", etc.. : Recruit skill added. Check it out! : Ticks changed, tick timers are now useless. You heal continuously now. : >>> LEASE CODE! This major change will allow many future improvements. : New Spell: Entropy (Chaosmage). Chance of damaging opponent's equipment. : Race based skills now available for all classes at level 1. This replaces the stupid "Your race only gets it at your class level". : Who list now shows a custom imm title in race field for imms. : Removed xp bonus for low level, penalty for high level. : Removed xp penalty for time per level. : Added ACT_TELEPOP flag - allows mobs to pop in a random room on the mud. ~ -1 LAST~ syntax: LAST <playername> This command will show the last time the player logged in, based on the date of his playerfile. ~ -1 GATE~ The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters recieve a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as is player who has nosummon set. ~ -1 PROMPT~ syntax: prompt syntax: prompt <string> The prompt command with no string argument will toggle your prompt on or off. Any additional characters following the prompt command are treated as a string argument to be interpreted as the new prompt. The default prompt for new players is: {{G<{{R%h/%Hhp {{B%m/%Mmana {{M%v/%Vmove {{Y$%ggp{{G> {{W--{{B>{{x which yields something like {G<{R15/20hp {B75/100mana {M55/100move {Y$257gp{G> {W--{B> {x The {{g and {{x are color codes. (see help colour) The following variable replacement values are currently supported. %h current hp %H maximum hp %m current mana %M maximum mana %v current movement %V maximum movement %e total xp %E xp to next level %g total gold %w current wait states %l current level Typing 'prompt default' will set your prompt back to the default, as shown above. Any characters that do not match a replacement value are printed directly. ie, the command "prompt hello <%hhp %mm %vmv>" would generate a prompt like: hello <50hp 200m 200mv> Builders will note that during building mode <OLC> in their prompt indicates that they are in building mode. ~ -1 'RACE HELP' 'RACE' 'RACES'~ SunderMUD has the following races for player characters: Human the standard race Dwarf good warriors and priests, cost 8 creation points Elf good thieves and mages, cost 5 creation points Giant huge, tough warriors, cost 6 creation points Gargoyle large powerful clerics, cost 10 creation points Satyr excellent thieves, cost 15 creation points Centaur large 4-legged warriors, cost 15 creation points Azer good warriors and mages, cost 15 creation points Different races have different starting statistics, and also different stat maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. 'help dwarf') ~ -1 GARGOYLE GARGOYLES~ Despite rumors of being demon spawn, gargoyles are actually the holy protectors of the realm. The gods have given them the duty of defending the weak and helpless, especially against the evils that wander the cities and villages of the realm. With their powerful wings that grant them flight and their innate ability to detect evil, gargoyles become a powerful force against the horrid evils in the world. The gods have blessed the gargoyles with the ability to cast the benediction spells naturally. They must be practiced of course, as no being can use his gifts effectively without study and hard work. Gargoyles are also given the meditation skill for free to aid them with casting their clerical magics. Being of such a divine purpose, gargoyles are resistant against holy attacks, but are vulnerable to weapons of silver. ~ -1 CENTAUR CENTAURS~ Centaurs are a creature with the lower body of a horse and the upper body of a human. They have great speed and strength, thus they are powerful warriors. Their size makes them resistant to bashing weapons; however, being rather weak minded, they are vulnerable to mental attacks. Due to their speed, centaurs gain an extra attack with their weapon. They are also given the bash and dodge skills for free. ~ -1 AZER AZERS~ The Azer are a humanoid race originally from the elemental plane of fire. They resemble the stocky dwarves in many ways, but their skin is a metallic bronze color, and their hair seems to be made of flame. A large group of their kind were enslaved on the material plane eons ago by a powerful mage who was eventually killed in a fantastic sorcery duel with an arch-demon. The freed Azer had spent so much time on the material plane that they could not return home, as their tolerance for the extreme temperature of the plane of fire had diminished greatly. Azer still prefer the hottest regions of the material plane and are still vulnerable to cold based attacks. Although no longer immune to fire attacks, they are still quite resistant to heat, and a few actually still enjoy an occasional dip in a cooling lava pool. The Azer have somehow retained their mystical fiery aura, which seems to flow and weave as if alive whenever an Azer is forced to fight. This aura strikes out at the nearest enemy in combat, thus giving Azer a unique special attack. Azer make good fighters and mages, and their extra planar nature has granted them the meditation and fast healing skills for free. ~ -1 DWARF DWARVES~ Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are resistant to magic, poison and disease, but cannot swim, and so are very vulnerable to drowning. They receive the berserk skill for free (if warriors), and can see in the dark with infravision. ~ -1 ELF ELVES~ Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are for more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves receive the sneak and hiding automatically. They may see in the dark with infravision. ~ -1 HUMAN HUMANS MAN~ Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices. ~ -1 GIANT GIANTS~ Giants are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession. Giants resist heat and cold with nary a mark, due to their huge mass. However, their slow minds make them extremely vulnerable to mental attacks. Giants, due to their size and stamina, receive the fast healing and bash skills for free. (Only giant warriors receive bash). ~ -1 WANDS STAVES SCROLLS~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ -1 MAGE 'MAGIC-USER' MAG~ Traditional mages specialize in the casting of spells, often of offensive natures. They spend many hours studying and perfecting their magics, so they are all very reliable spells, and usually quite potent. They tend to stay far away from those spells which are found to be unreliable. ~ -1 AVENGER AVE~ Avengers are those who have dedicated their lives to the god Aecindo. His followers are very defensively oriented, moreso than any other class. Most of their abilities focus on healing or defending the innocent. They do, however, have some combat ability since there are many who would see their order disbanded. ~ -1 THIEF~ Thieves are a marginal class. They do few things better than any other class, but they can profit the most from the things they do know how to do. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. ~ -1 WARRIOR~ Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. The Warrior is the most powerful class physically, but they don't know much besides fighting. ~ -1 EXOTIC WEAPONS WEAPON AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 'SHIELD BLOCK'~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ -1 BRAND~ <enchantment group> syntax: cast brand <weapon> The brand spell gives a magic user the chance to put a random elemental brand (Flame, Frost, Acid, Lightning) upon a weapon. There is a risk that the weapon will be destroyed, but if branded successfully, the brand is permanent. Branding only works on weapons without a current brand flag. High level gods have the ability to create weapons with multiple branding flags...however, such weapons are *never* for use by mortals..... ~ -1 MINOR CREATION~ syntax: cast 'minor creation' <object> Object can currently be: "boat" or "bag" to create these items. More will be added later, as demand and whim warrants. ~ -1 WEATHER~ Shows local weather conditions. Since the magics which caused the sundering are still raging rampantly, the weather conditions in the world are often unpredictable, and subject to the whims of local wizards. ~ -1 BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. Only thieves may learn backstab. ~ -1 CIRCLE~ Circle is a skill learned by advanced thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. This skill allows the practicer to slip out of sight of his opponent briefly, and launch a surprise attack upon him from behind. Needless to say this is very difficult to accomplish, and thus it only thieves ever learn this skill. Circle only works when the victim is either blind or is not focusing directly on you in combat. Fighting in a group is an excellent way to get circle attacks to work effectively. ~ -1 BASH~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ -1 BERSERK~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ -1 DIRT 'DIRT KICKING'~ Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill. ~ -1 DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill. ~ -1 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging. ~ -1 'ENHANCED DAMAGE'~ Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. ~ -1 'ULTRA DAMAGE'~ Warriors eventually learn *exactly* where to hit their enemies to inflict the most damage. Thieves never gain this ability. Ultra damage is checked for with each hit, after and cumulative with enhanced damage (though you can have ultra damage without enhanced damage). The bonus for Ultra Damage is larger than the one for enhanced damage. ~ -1 'ENVENOM'~ Thieves can learn the art of poisons very well, and thus are the only class able to gain the envenom skill. Envenom will imbue a weapon with a poison coating which is quite durable (but will eventually wear off) or can even add poison to food or drink. ~ -1 'HAND TO HAND'~ Hand to Hand combat is the ability to fight effectively using ones bare hands. More than mere fist-fighting, the master of this type of combat will often be the better of his armed opponent. The amount of physical strength and dedication required to practise this skill leaves it solely in the hands of warriors and monks. It is said that a good monk using this skill can tear an opponent apart as if he were wielding a weapon. ~ -1 KICK~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw the unwary off balance. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ -1 RESCUE~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 ROTATE~ Syntax: rotate <victim> The rotate skill allows a character to change his focus of attack from one creature to another. The victim *must* already be fighting you in order to change your focus to him/her. The ability to reposition yourself this way in a fight is based on several factors. Your dexterity, your level in relation to the mob you're trying to stop focusing on, and your skill % for rotate all play a big part in determining whether you can successfully rotate to another mob. ~ -1 TRIP~ Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ -1 'SECOND ATTACK'~ Training in second attack allows the character a chance at additional strikes in combat -- allow a 100% second attack does NOT guarantee 2 attacks every round. ~ -1 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. ~ -1 HIDE SNEAK~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. ~ -1 'FAST HEALING'~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. ~ -1 LORE~ syntax: lore <object> Lore is the ability to research items and find out what they do. It takes 100 moves to lore an item, because you must travel to find someone who knows about the item. ~ -1 PEEK~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. ~ -1 PICK 'PICK LOCK'~ Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. ~ -1 MEDITATION~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. ~ -1 STEAL~ Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers guard their merchandise carefully! ~ -1 SHARPEN~ syntax: sharpen <weapon> The sharpen skill allows an experienced warrior the chance to improve his weapon by sharpening its blade. Success is based upon the warriors level, sharpen skill %, dexterity, and strength. Failure may result in no change in the weapon, or the weapon may be dulled beyond repair. If successful, the weapon is given the "sharp" flag, and in extremely *rare* instances, a warrior may create a "vorpal" weapon. ~ -1 DUAL~ syntax: dual <weapon> The dual wield skill allows a warrior to use two weapons instead of the standard weapon/shield combo. Standard rules regarding two-handed weapons still apply, ie, medium sized creatures need both hands for one weapon, thus cannot use a shield or dual wield another weapon. Your dual wield % affects your hit and damage rolls with your second weapon, so although you can wield a second weapon with the skill at 1%, you will not hit often, nor will you do any significant damage. ~ 52 OLC EDIT~ Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping. Note: EDIT AREA is available to IMPS only. Ask one to create your area. Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing. Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing. Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> (combined arguments) Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. To exit an editor, type END. Be sure to save or your changes will be LOST at the next reboot. Save *OFTEN* because a crash can wipe your changes too! Note: AEDIT,REDIT,MEDIT and OEDIT are not commands, they are modes. See also help: AEDIT REDIT MEDIT OEDIT. Also see help: DEFAULT To edit HELPS, see "help hedit" ~ 52 ALIST~ Syntax: ALIST This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 52 AEDIT~ Syntax: edit area -Enters the editor for the current area. Syntax: edit area <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area (be careful) name <name> - change the 'AREAS' name of this area reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum flags <flag> - set area flag <flag> - type ? AREA for a list ~ 52 REDIT~ Syntax: edit room -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands used - shows all used room vnums in the current area unused - shows all unused room vnums in the current area create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(wordwrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. flags <flag> - set room attribute to <flag> - ? ROOM for list sector <sector> - set room terrain, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? oreset - Sets object resets in room. mreset - Sets mob resets in room. {RNOTE: {Y--- {R Use the two reset commands above, and RESET only if the two above will not do what you need. RESET is buggy, the ORESET and MRESET commands work better.{w ~ 52 EXIT~ For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit delete - delete this exit <exit-flags> - type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof] ~ 52 OEDIT~ Syntax: edit object <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - attaches an affect to an object, no args for help addapply - attaches an apply to an object, no args for help delaffect - removes an affect or apply from an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 <num> - sets the value '0' on the object v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object v4 <num> - sets the vlaue '4' on the objcet weight <num> - sets the weight of the object type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list wear - where object is worn, type ? WEAR for a list material - material the object is made from ~ 52 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the MEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list sex - set the mobile's sex, type ? SEX for a list act - mobiles actions, type ? ACT for a list affect - mobile affects, type ? AFFECT for a list ac - set the mobile's ac, type ? AC for a list form - mobiles body-form, type ? FORM for a list part - mobiles bodyparts, type ? PART for a list imm - mobile is immune to, type ? IMM for a list res - mobile is resistant to, type ? RES for a list vuln - mobile is vulnerable to, type ? VULN for a list material - material mobile is made from, type ? MATERIAL for a list off - offensive behaviour, type ? OFF for a list size - size, type ? SIZE for a list hitdice - dice to toss to get mobile's hitpoints manadice - dice to toss to get mobile's mana damdice - dice to toss to get mobile's hand to hand damage damtype - weaponless damage type, ie "hit", "wrath", "bite" type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice combinations on different levels. ~ 52 HITDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: level: dice min max mean 1: 1d2+6 7( 7) 8( 8) 8( 8) 2: 1d3+15 16( 15) 18( 18) 17( 17) 3: 1d6+24 25( 24) 30( 30) 27( 27) 5: 1d17+42 43( 42) 59( 59) 51( 51) 10: 3d22+56 59( 55) 162( 162) 131( 129) 15: 5d30+161 166(159) 311( 311) 239( 235) 30: 10d61+416 426(419) 1026(1026) 726( 723) 50: 10d169+520 530(523) 2610(2610) 1770(1767) Diff = max - min. Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. {R A better way is the default command. {x ~ 52 MANADICE~ A high number of dice makes for less variance in mobiles mana. The values the server generates for merc-type mobs is <level> d 10 + 100 where level is the level of the mobile. {R A better way is the default command.{x ~ 52 DAMDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: Level dice min min mean 1 1d2+0 1 2 2 2 1d2+1 2 3 3 3 1d3+2 3 5 4 5 2d3+2 4 8 6 10 2d5+5 7 15 11 15 3d5+8 11 23 17 20 4d5+10 14 30 22 30 5d6+15 20 45 33 50 5d10+25 30 75 53 Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. (Will be put in when there's time to calculate them...) {RA better way is the Default command. {x ~ 52 RESET RESETS ~ Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile RESET <number> OBJ <vnum> inside <obj vnum> - store in container RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example, if you are equipping a mobile, don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. {RRESET IS BROKE! USE {YMRESET{R OR {YORESET{R! {RRESET IS BROKE! USE {YMRESET{R OR {YORESET{R! ~ 52 MOB_AC~ The values ROM generates for a merc format mob is: level pierce bash slash exotic 1 55 55 55 55 5 70 70 70 85 10 40 40 40 70 15 5 5 5 55 20 -25 -25 -25 40 25 -55 -55 -55 20 30 -90 -90 -90 5 35 -120 -120 -120 -10 40 -150 -150 -150 -25 45 -180 -180 -180 -40 50 -215 -215 -215 -55 55 -245 -245 -245 -70 60 -275 -275 -275 -90 65 -305 -305 -305 -105 70 -340 -340 -340 -120 80 -400 -400 -400 -150 These values are 10 times what you would put in an area file. This is because the server multiplies what it reads from file with 10. {RA better way is the default command.{x ~ 52 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 or 599 is infinite value 3 unused value 4 unused ~ 52 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 52 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 52 ITEM_ARMOR~ . value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic (magic) value 4 unused ~ 52 ITEM_WEAPON~ . value 0 weapon class. value 1 number of dice to roll. value 2 type of dice to roll. value 3 weapon type. value 4 special weapon type. An up-to-date list of values can be obtained by typing ? WCLASS help WEAPON_DICE ? WEAPON ? WTYPE ~ 52 WEAPON_DICE~ These are the values the server generates automatically when converting a merc-format mobile to ROM format. A higher number of dice gives less variance in damage. There is no dice-bonus on weapon dice. level: dice 1: 1d8 2: 2d5 3: 2d5 5: 2d6 10: 4d5 20: 5d5 30: 5d7 50: 5d11 ~ 52 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused value 4 unused An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 52 ITEM_DRINK~ . value0 capacity value 1 current quantity value 2 liquid type value 3 poisoned? value 4 unused An up-to-date list of liquid types can be obtained by typing ? LIQUID ~ 52 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? value 4 unused ~ 52 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused value 4 unused ~ 52 DEFAULT~ Sets the MOB or Object you are creating to default values. These values are the de-facto standard for SunderMUD, and you may vary them, but these are the standards and if you ignore them totally your area will be adjusted to meet them, or be deleted. ~ -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 EMAIL~ syntax: email user@host.net This command inputs your email address, which will then be available to other users with the whois command. If you do not wish others to be able to see your email address, do not enter one. ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1. is available as Merc_21c.tar.Z from ferkel.ucsb.edu and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ -1 SUMMARY~ {B--Important Commands to Know on This Mud{x {YMOVEMENT{x {YOTHER{x north south east west up down ! save quit practice train exits recall note idea news changes sleep wake rest stand email password commands hlist {G--Helps You Might Want to Read{x role-playing experience death story mods oldmods wizlist {WTo List All Help Topics, Refer to "{GHLIST{W" command.{x {MFor more help, type '{Ghelp <topic>{M' for any command, skill, or spell.{x ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: miss wound MUTILATE DEMOLISH scratch maul DISEMBOWEL DEVASTATE graze decimate DISMEMBER OBLITERATE hit devastate MASSACRE ANNIHILATE injure maim MANGLE ERADICATE And, at the far reaches of damaging power, you can do unspeakable things. ~ 0 DEATH~ When your character dies, you find yourself back at your permanent recall point. Your corpse is left behind in the room where you were killed, together with all of your equipment. Your gold stays with you. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. Under level 25, you lose half-way back to the beginning of your level, thus dieing over and over won't hurt too much. After level 25, though you lose 500 xp per death. If this takes you to a lower xp level, then you lose that level. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. ~ 0 EXPERIENCE LEVEL XP LEVELS~ On this level, there are 50 mortal levels. While many muds offer more, we feel that this amount helps maintain game balance much more effectively. Don't worry - You won't run out of levels very soon, it takes some time to gain in levels. Your character advances in power by gaining experience. The number of experience points you need will vary based on which class you have chosen as well as your race. You gain experience by: being part of a group that kills a monster stealing successfully advancing in a skill (without using practices) being seen role-playing well by an imm You lose experience by: fleeing from combat recalling out of combat being the target of certain spells dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 FLEE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). {RWarning: All commands you have sent to the mud will be executed {GBEFORE{R a flee is attempted. This includes auto-flee!{x If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 SCAN~ syntax: scan The scan command looks in all directions and reports mobs and players that can be seen in a one room radius around you. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep (also Syntax: cast sleep) Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. Some magic-users have the ability to cast sleep upon a victim with a spell. This spell cannot be awakened from naturally. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 0 AUCTION CHAT . SHOUT YELL~ Syntax: auction <message> Syntax: chat <message> Syntax: shout <message> Syntax: yell <message> SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. AUCTION and CHAT are variants of SHOUT (without the delay). '.' is a synonym for CHAT. YELL sends a message to all awake players within your area. Type a channel name by itself to turn it off. ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 BUG TYPO~ Syntax: bug <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. To see credits for SunderMud 1, type "HELP SUNDERMUD". ~ 0 COMMANDS REPORT SCORE TIME~ Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. For a detailed explanation of gametime, type "help calendar" WEATHER shows the current game weather. ~ 0 CALENDAR DATE YEAR MONTHS~ The Game Calendar is broken into 17 months of 35 days each. Each Week is divided into 7 days. Day and Month Names are listed below. The year is kept accurate by the system. The current era of years started on November 24, 1996 with the year 50. The date was changed to 500 in September 1997. Days are as follows: 1: Day of the Moon 2: Day of the Bull 3: Day of Deception 4: Day of Thunder 5: Day of Freedom 6: Day of the Great Gods 7: Day of the Sun Months Proceed as follows: 1: Winter 2: Winter Wolf 3: Frost Giant 4: Old Forces 5: Grand Struggle 6: The Spring 7: Nature 8: Futility 9: Dragon 10: Sun 11: Heat 12: Battle 13: Dark Shades 14: Shadows 15: Long Shadows 16: Ancient Darkness 17: Great Evil ~ 0 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <class or race> <level-range> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics Classes and races may be abbreviated. ~ 0 WHERE~ Syntax: where Syntax: where 'where' Tells you what area of the mud you are in. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. HLIST shows a list of all available help topics. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description edit Syntax: description + <string> Using the edit parameter, you will be taken into the string editor to enter your character description, or: Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. ~ 0 SHOP SHOPS BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. You do not need to do this if the multiples are all of the same type. LIST lists the objects the shop keeper will sell you and how many he has. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. The more of an item the shopkeeper already has, the less he will pay for new items of that same type. VALUE asks the shop keeper how much he, she, or it will buy the item for. If an object has {R--{x under the Qty field, there is an infinite supply of this item. If there is a number under the Qty field, then only that many exist in the shop. ~ 0 RESIZE REPAIR~ Syntax: resize <object> Syntax: resize <object> cost Syntax: repair <object> Syntax: repair <object> cost NOTE: Size Code Is Note Enabled, Ignore It. Resizing and repairing of objects can be done by any shopkeeper who normally would buy such objects from you. The greater the size difference between the object and you, the higher the cost of resizing. Repairing costs are based on how badly damaged an item is. Using the "cost" option with either command simply asks the shopkeeper for the servicing cost without actually performing any action on the object. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to your Zeran, who may reward you. Not everything gives gold anymore. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 22 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. It also gives you an estimate of the mob's relative health to you. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. You may FOLLOW and GROUP only with characters who are within five levels of your own. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere, although there is an experience penalty for quitting outside of Midgaard. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL Recall "fizzles out" for players above level 10. You'll have to walk home now. RECALL prays to your god for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. Success is based on many factors, including steal skill %, dexterity, visibility, etc. Players may steal from any level mob, but may only steal from other players if they are in a PKILL room (help PKILL). Regardless of whether you manage to steal the item you want, checks are made to see if anyone else in the room has noticed anything suspicious. A crafty thief will not stick around after an attempt at stealing, as he may have been noticed...... ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 60 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 60 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 58 ALLOW BAN~ Syntax: allow <site> ban <site> ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 59 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen seconds will ensue (to allow old connections to die), followed by a reboot. Shutdown shuts down the server and prevents the normal 'startup' script from restarting it. Never, ever, shutdown the mud without permission from Lotherius. ~ 56 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to the mud. Wizlock locks out all non-gods (i.e. level less than 51), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to Zeran. A god must be at least level 58 to wizlock the game. ~ 59 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 57 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 57 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ 53 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 57 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 56 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 54 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 58 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 55 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 55 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, auction, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 57 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by Hassan acts as an automatic pardon. ~ 53 PURGE~ Syntax: purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ 56 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 57 SLAY~ Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ 55 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 54 AT~ Syntax: at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 54 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 52 GOTO~ Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not Goto a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some other rooms are barred to players below a certain god level. ~ 52 HOLYLIGHT WIZINVIS CLOAK~ Syntax: holylight winvis <level> invis <level> cloak <level> Holylight is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. Wizinvis takes a level argument, and will make you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 60 characters are totally invisible. Typing invis is the same thing. Cloak is similar to wizinvis, except that people in the room with you can still see you. Great for when you want to talk to someone without being wizinvis but still want to be hidden from the rest of the world. ~ 52 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 56 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new areas) of a skill name. (see also load) ~ 52 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 52 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ 52 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 52 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: pooffout <message> The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 55 LOG SNOOP~ Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to Lotherius. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell Zeran. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Abuse of snoop will incur severe punishment. Snoop yourself to cancel all outstanding snoops. ~ 54 SWITCH RETURN~ Syntax: switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 51 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ 51 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 0 'ABSORB MAGIC'~ Syntax: cast 'absorb magic' This spell grants the caster extra protection against offensive magical attacks, by allowing the caster to absorb and dissipate spells aimed at hurting him/her. Not every spell will be absorbed, but enough probably will to make a significant difference in a tough fight. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from Alander. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of Alander and unable to RECALL. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic green aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of the gods on an evil victim. ~ 0 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> This spell invokes the wrath of the gods on a good victim. ~ 0 'DISPEL MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <characte> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague. Note: Cancellation does not require a verbal incantation, so it can be cast even when the caster is mute. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon my one...and there is no turning back. ~ -1 'ENCHANT ARMOR'~ The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FEAR~ Syntax: cast 'fear' <victim> This spell, when cast upon a fighting character, will cause victim to flee the room in terror. Even if there is nowhere to run, the victim will stop fighting and cannot initiate a fight again until the fear spell wears off. ~ 0 'FIRE SHIELD'~ Syntax: cast 'fire shield' This spell grants the caster extra protection against cold based attacks by summoning a small shield made of living flame that positions itself in front of the caster. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 MUTE~ Syntax: cast 'mute' <victim> The mute spell renders a victim speechless. The victim cannot cast spells, except for ones that do not require verbal incantation. (ie, cancellation) Also, a victim cannot use the 'say' command. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'MASK SELF'~ Syntax: cast 'mask self' <mob> This spell gives you nearly the full appearance of the target mob. Anyone casually walking into the room you occupy, or scanning from a distance will not be able to distinguish you from a mob. Looking directly at you will still reveal your real equipment, so the masking isn't perfect. However, it is very good for avoiding detection. ~ 0 'MIND MELD'~ Syntax: cast 'mind meld' <target> The mind meld spell is a powerful psionic attack upon the mental faculties of an opponent. If successful, the spell delivers a powerful damaging blow, as well as temorarily crippling the mind of the opponent. Affected victims will be at -5 intelligence and will have difficulty performing tasks that require deep concentration until the melding wears off. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 'PROTECTION GOOD' 'PROTECTION EVIL' SANCTUARY~ Syntax: cast 'protection good' Syntax: cast 'protection evil' Syntax: cast sanctuary <character> The PROTECTION GOOD and PROTECTION EVIL spells reduce the damage taken from any attack by a creature of the specified alignment by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 'PSYCHIC ANCHOR'~ Syntax: cast 'psychic anchor' By casting this spell, the caster makes the room in which he or she is currently located into a temporary recall point. Private rooms cannot be "anchored". This temporary recall point is lost after you quit the game or if you are killed. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 REGENERATION~ Syntax: cast regeneration <character> The regeneration spell boosts the healing power of the recipient for a short period of time. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. ~ 0 'REMOVE FEAR'~ Syntax: cast 'remove fear' <character> This spell undoes the affects of the spell "fear". ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 VOCALIZE~ Syntax: cast 'vocalize' <character> The vocalize spell allows the recipient to cast spells without the use of verbal incantations. Thus, a player affected by both "mute" and "vocalize" could still cast spells. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 COLOUR COLOR ANSI~ Syntax: colour Toggles colour mode on/off You may also talk in colour; the format is like this: the 'escape character' to specify a colour is the left handed brace '{{', following that you should use one of the following letters, {r{{r red {c{{c cyan {g{{g green {y{{y yellow {b{{b blue {w{{w white {m{{m magenta {x{{x clear(reset colour) {{{{ {{ char {{* beep {{/ newline {{3 Underline{x {4{{4 reverse{x Note that not all codes work on all terminals. This is not the fault of the mud, but a fault of some terminals. When using colour, it looks better if you finish the line with whatever colour it would normally be in, such as a gossip, the colour is magenta, so: {mLope gossips '{ghello,{r world{m'{x looks better than: {mLope gossips '{ghello,{r world'{x To make {YBRIGHT{x colors, use capital letters. ColoUr is written by Lope (ant@solace.mh.se) ~ 0 PKILL~ Pkill can only be accomplished in Pkill-enabled rooms. Play nice! Pkill-enabled rooms are found only in clan areas and specially designated other areas. In these areas, any player may pkill any other player. Outside these areas, it cannot be done. ~ 0 NOTIFY~ The notify system was written to provide players with a customizable method of seeing various events happening on the mud. Many events are broadcast over the notify system: player logins, player quits, player lost links, player deaths, player leveling, player deleting, clan joining, clan acceptance, clan promotions, clan quitting, clan declaring war and peace. Notify messages can be sent to all players or sometimes just members of a specific clan, as such, setting clan related events ON or OFF may or may not have a noticable effect. Using the notification system is simple. Typing 'notify' by itself will show the status of all your notify channel events. Typing 'notify <event>' will toggle that event ON or OFF. If you want to turn all the events ON, just type 'notify all'. Similarly, to turn all events OFF, just type 'notify none'. ~ 0 CLANS CLAN~ Clans are a great way to help protect yourself in a player killing environment. They also allow you to become more involved with the world you are playing in. If you have an interest in forming a new clan, post a note to immortal with your ideas and thoughts regarding a proposed clan. We'll post a note back to you with the details of clan creation and rulership here on SunderMUD. If you have an interest in joining an already existing clan, talk to a member of that clan, surely they'll be willing to help anyone interested in their clan. Clans are supported in the code here, just type 'clan' to see the list of clan commands and what arguments they use. Here is a quick reference list: clan list shows list of current clans on SunderMud clan review gives information about the clan you are in clan quit removes you from your clan, clan accept command to accept recruits into your clan clan promote command to promote members to higher clan ranks clan demote command to demote members to lower clan ranks clan donate donates specified amount of gold to the clan bank clan tell message channel seen by members of your clan ~ 0 BREW~ Syntax: brew <spell> The brew command allows clerics to attempt to create potions. Brewing a potion of a specific spell requires several things. First, the spell must be known by the cleric, and it must be a spell that is allowed to be brewed. Generally, most non-offensive spells are brewable. There is a monetary cost, a mana cost, and component requirements for brewing as well. Specifics vary from spell to spell. Some components are harder to find than others. Potions do not last forever, they will evaporate eventually. ~ 0 SCRIBE~ Syntax: scribe <spell> The scribe command allows a mage to attempt to create scrolls of various spells. Scribing a spell requires several things. First, the spell must be known to the mage, and it must be a spell that is allowed to be scribed. There is a monetary cost, a mana cost, and component requirements for scribing spells. First, you must have sheets of vellum, each spell requires a fresh sheet. Depending on the particular spell, there may also be a second material component required, but this will be a rare occurence. Scrolls will eventually dry up and crumble to dust if not used. ~ 0 NEWBIE~ This mud has enormous changes from Rom 2.3, so don't expect to see all the usual things here. Classes are designed very different, and the world has been rebuilt from scratch. Clans are supported as well (help clans) and the gods look highly upon players who take an active interest in a clan, whether it be as a member of an existing clan or generating support for a new clan. If you have never played a mud before, please use the help system before you ask questions. Most things are covered in there (type "HELP" by itself to get some basics on using help and some necessary topics). You may wish to read the following help pages as well: help notify ~ 53 hedit~ syntax: edit help <keyword> Allows online editing of helpfiles. To see commands available, type "commands" from within the help editor. To quit, type "done". To save, type "save" from within the editor. ~ -1 hlist~ syntax: hlist <min> <max> Lists all the helpfile keywords between the levels of the <min> and <max> you set. ~ 0 exorcism~ syntax: cast 'exorcism' <target> Exorcism is a spell for holy priests only, that calls upon the power of their deity to aid them in their mission. If the priest is holy enough, his deity will his aid. ~ 0 SEARCH~ syntax: search syntax: search <container> All characters can attempt to search for concealed objects. Search by itself will search for concealed objects in the room you're in. Search <container> will search inside the specified container. Character level, object level, and intelligence all affect chance for success. ~ 0 BUILDING~ Building for SunderMud can be accomplished several ways. OLC is supported and is the preferred method of building. It provides access to all building features of the mud, unlike building programs such as SPAM. Spam can be used to build also, but some touch up work will need to be done through OLC once the area is loaded in the mud. And of course, if you prefer to build with just a text editor, the Imps can provide a complete list of building flags for use in area files. In order to be considered for a building position, you will be assigned a small test area to design. A few rooms, mobiles, and objects should be created, so that the staff can evaluate your writing skills, imagination (with the understanding that this is just a tiny test sample), and ability to follow the general building guidelines. Other factors that should not be forgotten are friendly attitude, willingness to accept constructive criticism, and ability to work with others. If accepted as a builder, you may be asked to work in a small team to create a section of the world that is larger than just one area. Before asking to be tested as a builder, you should read the history and theme of SunderMud. ("help history" & "help theme") This will help you to understand what sorts of areas for which we may be looking. Some area ideas that are *not* wanted are futuristic areas and heavy book story areas. Using themes from books is alright, as long as any possible copyrighted material is not used. This material includes but is not limited to: unique character names, item names, and city names. If you aren't sure about the acceptability of something, please ASK. The head builder or Imps will discuss the situation with you and make a final ruling. When it comes time to build an area, there are many guidelines that you should keep in mind. Please read 'help guide' before doing any serious building. It answers many common questions and gives some excellent tips to make areas better. Areas that are built without following the guidelines will require a great deal of re-editting before being linked in. It is up to the builder (or builders if a joint effort) to clean up the areas as requested by the head builder or Imps. Areas will not be linked to the world until examined and approved by the head builder. If a serious disagreement takes place between a builder and the head builder, the Imps will step in to try to work things out. Generally, problems can be solved peacefully if everyone is willing to keep an open mind. After you've perused the other help files (theme, history, guide), contact either the head builder or one of the Imps if you wish to pursue a possible building position. ~ 0 GUIDE GUIDELINES~ Building Tips And Suggestions (Modified from the Curious Areas Workshop Builder's Tips). Areas should be well-fleshed out stories that catch the visitor's attention and bring out their curiosity, making them want to stay for more. The descriptions should be well fleshed out, bringing images into the players' minds, and there should be challenges and tricks that the player will not expect, after all, even the best descriptions can only go so far. General Tips The first tip is to learn how to build without an Diku editor first. Editors are wonderful tools that definitely make life easy in the long run, but if you know how the files are put together, and why they are how they are, it becomes a lot easier to troubleshoot. Before starting work on an area, talk it over with the person in charge of the theme and world on the mud you are building it for. Make sure that your idea of the theme is very similar to theirs. Otherwise, you may end up building something that doesn't fit the world at all. Also, suggestions from the other person may allow you to incorporate plot elements from the rest of the world, which would further integrate your area with the rest of the world. Once you have your idea refined and compatible with the rest of the mud's world, draw your area on paper. Do it big. The reason for this is that during the building process, aggravation and editing always make the area shrink, sometime rapidly. Also, having a visual map to work from helps immensely with exits, and provides a visual impetus for putting together the last (and often most tedious) bits. Plots are extremely important in areas. Your area should have a strong plot which is well incorporated into it. Some ways of incorporating plots are in descriptions of mobiles when you look at them. Extra descriptions in rooms are always useful for trails, scrapings on the wall, or whatnot. Trash objects can be created that are notes, maps, or whatever. One excellent idea from Lok is to create a no-take container without a long description, with the short description the ground, and inside this container, put a 'buried' treasure. When players get the treasure from the container, it will appear like You get the treasure from the ground. This kind of trick catches the interest of most players, and power mudders will more than likely miss this kind of trick the first few times through. When designing your area and the plots within, you should always consider what kind of player you want playing in your area. Keep the levels and types in mind (ie role-playing, power-mudder, etc). In doing so, try to have fun building the area. Make it well-rounded and something that you enjoy looking through afterwards. If you find something you don't like, edit it and change it until you like it. It is always best to build when you are not bored of the area, since building when you are bored almost always turns out uninspired and boring areas. Most builders do not take the possible ecology or economic effects of an area into account. By this, I don't mean having a mini-model of an actual ecological enviroment, but rather having things that make the area sem more plausible. The best things to put in to make an area more plausible are useless objects that actually add atmosphere to the area. Food sources for the mobiles in your area are always neccessary to fleshing things out, as are creating import and export goods for cities, complete with customs houses. Finally, when writing the numerous descriptions of the area, MAKE THEM INTERESTING TO READ! Nobody likes to read room after room of stupid one line descriptions. Vary each description as much as possible. One of the greatest joys of most players is finding new and interesting rooms, items, treasures, and monsters. For those of you familiar with role-playing games, this creative use of descriptions and atmosphere should be quite well-known to you. Consider looking over other areas you enjoy before building your own, to use ideas from that area. Remember: You don't want to bore your players. Room Tips The first thing to suggest here is to start your area with the .wld file. This is the file that usually takes the longest. Once this file is completed, the other files will come much easier. In fact, often after I finish the world file, I have come up with numerous other ideas for new objects and mobiles to populate it. Beginning with the title of a room, it is best to capitalize the name of a room, for example The Golden Tomb. Also, try to avoid punctuation in a title, unless you feel that it is absolutely neccessary. The title of a room should be a fairly coherant noun if at all possible. In the room description itself, you should include the obvious exits and important things in the room. Do not put mobs or objects or otherwise into the room description. The obvious exclusion to this rule is no-take objects which often work quite well without a long description as they can be 'hidden' in the room description. Try to line up the right hand column as much as possible without going over 75 characters per line. Also, as a final note, try not to describe a player's emotions in the room, leave that up to your descriptive text to evoke the emotions in the player, since that will make things much more exciting to the player. For doors, exits, and so forth, try to include an extra description of the door (for example, one for 'door wooden'), as well as a short description when looking in the direction of the door. Remember that for working two-way doors, the rooms on each side should have matching doorflags and doors. Renaming doors is sometimes a good idea to create 'secret' doors. For example, having a doorway behind a tapestry on a wall if you want to have a concealed passageway. This can often be used together with extra direction descriptions. Death Traps should be used to encourage intelligent exploration rather than just being used to slaughter players. A Death Trap room should always be set indoors, and never dark. This way the room name will show up with the exits command. If a room has an exit to a death trap, ensure that there is an exit from the trap to the room, otherwise the death cry will not be heard in the entry room by other players. It can also be an idea to put exits into other rooms in your area so that if someone hits a death trap, it gets heard in other rooms, and can potentially frighten other players in the area. For extra descriptions, try to make one for each thing that you would think to look at the the room description or in other extra descriptions. If there is one word that could mean two or more things, include them all in if you like, or direct the player to another description for such. For mazes and paths, try to avoid the two exit moron maze if at all possible. Try to have it so that players can move off the path if they so choose. One possible suggestion for this is to have one pathway through part of your area, using exit, extra, and room descriptions to show where the path lies. This way, observant players will be able to find the path easily, whereas those players that are not quite as observant will get lost much more easily. Such hints can be hidden two or three extras deep and be as small as a scrape on the side of a tree, a thread on a bush, or whatever. For random mob distribution in an area, you can make a mob chute. A mob chute is a room with six one-way exits leading out to places you want the mobs to go. Load all the mobiles into this room without sentinel flags and they will distribute themselves. For larger areas, several of these chutes can be interconnected for a bubble-sort effect. You should always define the areas where any mob can wander to. This can be done through the use of no_mob rooms. These rooms allow you to define ranges of mobiles. For example, all the lower level mobiles can be set so that only they can wander on the first level of a dungeon by making the stairwells no_mob. Finally, the first room in the area should be the entry room to your area. If you have more than one exit or entrance, make sure that you list them somewhere so that the person connecting your area will have a much easier time attaching it to the world, and will know where to look for exits back to the world. Mobile Tips Positions of Mobiles are quite useful at times. For example, mobs wander around by default. Remember to include the 'Sentinel' Action flag for stationary mobs. Also, 'angry' mobs can be simulated by loading them sitting and agressive, with a default position of standing. After being attacked, they will wander around instead of sitting back down! You should always try to match your mobiles to the area and the players you want to play there. For example, you should make the mobs in the area a similar level to the players you want to play there since a level X warrior should be able to kill a level X mobile if the warrior is fully healthy. Also, the quality of objects on mobiles should be matched with their level. For the keywords of a mobile, there is no need to capitalize any of them, try to keep them all small letters for format cohesion. The order of the keywords does not matter at all, and try to have as many keywords to describe the mobile as possible from both the short description and the long description. For example: mayor neftlewitz man tall would be good for the following long description: A tall man is walking about here. It appears to be Mayor Neftlewitz. For short descriptions, always use 'the' unless the mobile has a proper name. Above all, never put punctuation at the end of a short description. Also, try not to capitalize the first letter of the short description unless it is a proper name. For example: the green troll Mayor Neftlewitz For long descriptions, end with proper punctuation, and make sure that the description is a complete sentence with proper grammar. Remember that the long description will follow the room description. For the description, try to tell the player what the mobile looks like, how it is acting, etc... Do not include items in the description if possible, since if the mobile is given them, they will appear twice and it will look rather silly. Object Tips For the keywords of an object, ALWAYS put the most general or the most descriptive name of the object keywords first. Do not capitalize the keywords, unless the object is named and that keyword is the first in the list. Also, use as many keywords as possible, and above all, make sure that at least one of the keywords is found in the extra description. Another important point, try to describe the object in the keywords, so that a key has more keywords than simply 'key', for example 'key brass large' would be good. For example: Blackrazor sword broad barrel metal water bracelet emerald jewelled For Liquid containers, always make the first keyword the liquid name. In the short description, use only the name of the object and do not include the liquid (ie 'a glass' instead of 'a glass of milk') For short descriptions, always use 'the', 'a', 'an', etc unless the item has a proper name. Above all, never put punctuation at the end of a short description. Also, try not to capitalize the first letter of the short description unless it is a proper name. For example: the wand of Blackrazor the wooden barrel an emerald bracelet Just like for mobiles, long descriptions should end with proper punctuation, and make sure that the description is a complete sentence with proper grammar. For extra descriptions, try to flesh out your object with a description or three which tell the player what it looks like, etc...Ensure that all the keywords are covered by the description. Extra descriptions can add small interesting details to your area and are often remembered by players. Be fair with the items -- Good items should be very rare on most muds, and hard to get. Lousy items should require much less effort. Give the most powerful items actually to a mob; thieves and mages can often steal stuff on the ground without even bothering with the mob. Also, take note that a lot of small items make an area more interesting than a few incredibly powerful items, for the most part. Don't feel limited to items players consider 'useful', such as weapons and armour. A giant (untakeable) monolith, and other strange and odd items can add a lot of atmosphere to an area. They can also be used to distract players. Most of the useless items are often best as trash, but can be worn, and don't feel that items shouldn't get strange wear flags. Remember to put take wear-flags on almost everything. It is easier to put a take wear-flag on everything, and take off the ones you don't need (like fountains and such). If you plan to have an object that is not to be taken, you can either not set a take flag on it, or give it an enormous weight (30,000 or more). This way, players won't be able to take it very easily. Another idea to use with this kind of object is to describe it in the room's description and then remove the long description of the object. This, in theory, will encourage players to look at the room descriptions a little harder. Containers have many uses as well. You can disguise containers as trees, chests, or even a shower robe with huge pockets (like in the Hitch-Hiker's Guide To The Galaxy game from Infocom). You can also create streams of water with drink containers that are have no long description, but are in the room's description. That way people can actually drink from the stream they see. Area Tips Try to avoid mobile pileups. This happens when you have two or more mobs resetting into different locations. Remember that they will always load the first lines first until the limit of mobiles is reached. One solution to this is to mix up the order of rooms to which they reset. Another solution is to create numerous copies of the mobile, one per room. ***** NOTE ***** Area resets for SunderMud have been recoded. All resets work independently, each one tracks how many of each object/mobile it has created, and determines whether to load another. This corrects the problem of mobile pileups due to poor reset handling. ***** END NOTE ***** The material presented in this help page may be removed pending a response regarding permission from the original author to use it. In either case, Ryan Addams deserves credit for reorganizing and modifying this excellent set of building tips. Original publication was Curious Areas Workshop Builder's Tips. ~ 0 ALIAS ALIASES UNALIAS~ Syntax: alias 'name' 'command string' Syntax: unalias 'name' Do not enter the alias using the ' ' marks. The Alias command lets you specify macros that execute more complex commands with a short sequence of keystrokes. Unalias will clear an existing alias. See Also: Multi ~ 0 'MULTIPLE COMMANDS' 'MULTIPLE' 'MULTI'~ This mud has the capability for entering multiple commands. To do so, insert a | character between the commands you would like to execute. You can use this character in aliases as well. On your keyboard, the | character (called a pipe) will look similar to the colon, but have a tiny break in the middle. See Also: Alias ~ 0 'FRENZY'~ Some spellcasters have mastered a spell that allows them to simulate the warriorly art of berserking. This spell is called frenzy. ~ 0 'INVIS' 'INVISIBILITY'~ A few masterful spellcasters have come up with a sure-fire method to become invisible to most others. Be forewarned though, if thou attackest, the invisibility will come off, and also some creatures can detect the invisibility. ~ 0 ZONE ZONES~ The world is divided into several seperate zones. These allow you to quickly see which areas are near other areas. In the future, gate will also be limited to the current zone, as will also recall (but not word of recall). If you are looking for a list of "zones" on this mud, then type the command "{Wareas{x" or read help areas. ~ 0 deity~ The deities in SunderMud are numerous as the stars in the sky, but the primary conflict is between Roqmin and Aecindo. A list of deities and their beliefs follows. Aecindo: The "First" god, he is dedicated to restoring Order to the world. Lukhan: Aecindo's son (technically all the gods are his children though) He still works closely with Aecindo, but puts a stronger emphasis on goodness of one's heart rather than rules. Roqmin: Roqmin is dedicated to ultimate freedom, the kind that can only be gained when chaos rules. He resists Aecindo's efforts to restore the singularity of the deities. Thuahamin: God of Ultimate Evil to some, but the god of self-expression and freedom to others. His principles often coincide with Roqmin's, indeed, their followers often work together. One main difference is that while he believes in freedom, he also maintains that those that can't handle freedom don't deserve it. Freyhana: Goddess of Beauty. Her followers worship her although she is as far as anyone knows, dead, being the only god to have ever died. Shari: Goddess of Love. It is said that Shari was Freyhana's murderer, that she killed her in a fit of jealous rage. Cinda: Deputy of Neutrality. Cinda refuses the title God or Goddess, and almost never makes appearences, and always through an avatar. Nobody knows Cinda's gender, if Cinda has one. Cinda is known to act only when the balance is disturbed to some level, but has never been known to form lasting alliances. Even the other Gods rarely see the Deputy of Neutrality. ~ 0 'RP' 'ROLE-PLAYING' 'ROLEPLAY' 'ROLE PLAYING'~ This mud requires that at least some of the time you play be spent "in character". If an immortal witnesses (while unseen only) a player who is role-playing well, he may award xp for this. What is role-playing? For those who are unfamiliar with role-playing, it means getting past the numbers of the game and developing the personality of your character as something {Wunique and different from yourself{x that fits into the type of world we have created rather than the modern-day world. It's sort of like acting, where you have no script to go by, you just get "in character" and sort of ad lib as you go. A good role-player will create an entire life for his character, and live this life somewhat, that is totally unrelated to the killing of creatures or gathering of treasure which permeates large muds. Why should I role-play? What if I don't wanna? We require role-playing here because some people like to interact with other players "in character" as a form of entertainment. Diku/Merc/Rom based muds offer the best in playability, but usually lack in role-playing because of the basic design of the game, where power is everything. Here, it doesn't work quite that way. We want to keep the mechanics of a game system like this so that combat is still fun, but to encourage role-playing we have a few changes. Firstly, there is the xp award possibility. We're not talking 2 xp here either. Also, once you reach level 40, you cannot advance until you are vouched for by at least 1 immortal who can attest to your role-playing. While the process is easy, if you powerlevel and never talk to anyone, the chances are pretty slim that you'll make it past that stage. Most importantly is the consideration that if you consistently discuss real-life things outside of the MUNDANE channel, and people complain about it, then you stand the chance of penalties. We're not trying to be anal retentive or anything, but the only way to provide a strong role-playing base is to make it unprofitable to not role-play. If you don't feel that you wish to role-play, then maybe you would be more comfortable somewhere else besides this mud. What kind of penalties were you talking about? Penalities can include nochannelling, cash fines, jail sentences, and xp deductions. Deletion will be reserved for persons who are obviously ignoring other forms of punishments and are continuing to act in an unbecoming manner which extends beyond lack of role-playing into apparent disrespect for the rules. The rest of the penalties listed above will be decided on a case basis, so you won't lose xp for saying "my car broke down!" but you might lose xp for sitting in the center of your hometown using a script to cast "cure light" on everyone who walks past. Continued out-of-character discussions which are not taken to private tells or the MUNDANE channel can result in cash fines. Jail sentences are usually reserved for characters acting way out of character, such as an Avenger (good aligned) pkilling a good aligned character in a PK zone. (BTW, Defilers don't have this restriction.) The IMM's aren't gonna jump me for minor infractions are they? No. We still want to provide a fun environment, and believe that the moment the game becomes so much like real life that it's as much of a drag as real life, it is no longer fun. You can get away with being out of character in many cases, but you need to remember to be in character when it counts. We won't pick anyone for a personal Vendetta, and certainly won't punish you for single unsubstantiated complaints. ~ 0 home~ Homes are available in this mud, but are very expensive if you want to build a custom one. To build a home from scratch, you must follow the guidelines below: The local construction companies charge rates according to this: Minimum Cost for Home: 10 Million Gold inside a city 8 Million Gold outside a city (Only on roads) This includes your porch and first room. Charge for First Key: Free of charge. Replacements will cost 500,000 Gold. Locksmiths are not cheap. Adding an additonal room: If done at first construction: 5 Million Gold If done later: 7 Million Gold Changing the description on an existing room or adding extended desc: (Only on existing rooms): 2 Million Gold Adding a WatchDog/Guard: Initial 4 Million Cost, + 200,000 Gold/Level of Guard Adding a flag to a Watchdog/Guard: If done at purchase of Guard: 1.5 Million Gold Per Flag If done at a later date: 2.5 Million Gold Per Flag Adding a FirePlace (fastheal): If done at purchase of home: 3 Million Gold If done at a later date: 4 Million Gold Adding PKill Room Flag: If done at purchase of home: 20 Million Gold If done at a later date: 25 Million Gold Adding Other Flags Varies based on Request. Demolishing A Room, Guard, or anything else in your area: Demolition Charge: 10 Million (There are reasons for this high cost, trust us) Creating a link to a neighbour's home (With permission): 7.5 Million from both neighbours (Total 15 Million). Link will NOT be locked, so be careful. Anything else you want, the local construction company can draw up an estimate for if it fits the zoning laws of your area. Most parts of the world include the following zoning laws: No home can include more than 5 rooms. No room can have more than 5 extended descriptions (look sign, etc) Homes can only be built on established paths and roads. The construction company reserves the right to refuse to build in dangerous areas or areas where zoning laws do not allow homes. To find out where you *can* build a home, you will need to discuss this with a construction company representative. Each home may have only One WatchDog or Guard. {WIt is important to note the following also:{x Tax laws exempt homes that are being lived in from taxes, but, if you do not visit the realm for a period of {RFOUR MONTHS{x Real Life time, your home will be repossessed for back taxes. There is {WNO WAY{x to get your home back, as it will be put up for sale to cover moneys lost from taxes (Auctions will be held). If you want to make sure you don't lose your home, you must log in to the realm at least once every four months of Real Life time. ~ 0 listskills~ This command will list the level that all skills are attained by all classes. ~ 0 chaos~ Syntax: cast 'chaos' <target> Chaos is a spell available to those who delve into the chaotic magics. M Actually, it is more a rather simple spell to execute, but hard to protect from. Once the caster unleashes this spell, he has opened a channel to the pure magic forces from another plane which simple rip through him, and tear through everything in the room, doing damage. Chaos does damage in a multitude of ways, since the magics from other planes are very unpredictable. ~ 0 sundermud~ The Story of SunderMud. A long time ago (1996) in a Galaxy far, far away (Ohio) a mud resided on a hard disk that called itself 'Dark Times'. The Great Gods (Lotherius & Zeran) of Dark Times were sick of muds which had nothing unique to them at all, so they declared that Dark Times would not open until it was unique in a certain number of ways. This included balanced classes and unique areas. Alas, one of the Gods slacked off (Lotherius), and then the other did too (Zeran) and the mud was abandonded, having never opened for several months. Then, in September 1997, in a more nearby galaxy (Utah) one of the Gods (Lotherius) decided to start working again. Without the aid of the other, he set off in his own direction, to build the mud the way He wanted to see a mud built. Thus came SunderMud 1. -----<CREDITS>----- Please read the credits for DIKU, Merc, and ROM also. SunderMud is based on the Rom 2.3 variant used for a brief time at Dark Times Mud. All reasonable efforts have been made to make sure everyone has received applicable credit and that no copyright infringements are being made. ============ SunderMud 1 is the result of the efforts of: Lotherius (elfren@aros.net) in addition to the efforts listed in the following credits. ============ The unique portions of the Dark Times code as well as the integration efforts for code from other sources is based on the efforts of: Lotherius (elfren@aros.net) Zeran (jeremye@cis.ysu.edu) Dark Times is based on Rom 2.3 ============ Additional sections of code have been used from: Jason Dinkel (mainly OLC and string editors) Talen (Merc Mailing List, unknown address/real name) N-Atas-Ha (MobPrograms) Erwin S. Andreason (various pieces here and there) The Creators of Smaug mud (Various Pieces) The Creators of EnvyMud (Various Pieces) The Creators of The Isles 1.1 (Various Pieces) Russ Taylor's Rom 2.4 ============ Anyone who has been left out should contact elfren@aros.net with your claim, and if we used your code without credit, we will add your name to this file. ~ 0 NOTE 'NOTE WRITE' 'NOTE READ' BOARD 'NOTE SYSTEM' BOARDS~ Syntax: board [number|name] Shows or changes board. note Reads next note. note read [number] Reads a certain note. note remove <number> Removes a note written by you. note list [number] Shows up to number notes. note write Posts a note. note catchup Marks all notes in this board read. These commands are used for the new note system. Instead of just one board, there are several, each with its special purpose. Changing between the boards is accomplished using the BOARD command. BOARD without any arguments gives you a list of all boards together with number of unread message. To change, type BOARD <number> or BOARD <name of the board>. To read next unread note, type NOTE. To read a note with a specified number, type NOTE READ <number>. Typing NOTE while in a board with no unread notes shifts you to the next board. Note that unlike the standard note system, a note has the same number in NOTE LIST and NOTE READ. Posting a message is as simple as writing NOTE WRITE. You will be moved into interactive mode, where all you see are prompts for the fields like To:, From: etc. You will be automatically put AFK while writing a note. To see the list of the notes in the current board, type NOTE LIST. Typing NOTE LIST <number> will list only <number> of the last notes in the area. You can remove your own note by using NOTE REMOVE <number>. Implementors may remove other people's notes. Implementors can also select how many days their note is kept before being purged. Purging happens automatically at bootup. Purged notes are not deleted, but saved into a file. To let only immortals see your note, address it to "imm". To let players of a specific level and above, address it to that level (no other recipients may appear in that case). This board system was created by Erwin S. Andreasen, erwin@pip.dknet.dk, aka Phunk and is freely available. The general outlook was based on Mystic Adventure's note system (mud.gel.ulaval.ca 4000). ~ 0 fullfight~ syntax: fullfight This toggles extra descriptions of actions used during fighting, such as dodges, parries, etc. ~ 0 CHAOSMAGE~ Chaosmages are mage of the school of Chaos. The primary difference in this school of study is that the mage is taught more powerful methods of channeling the magical energies into his spells. Chaosmages tend to take far greater risks than tradition allows, and often pay in blood for these risks. Many consider it worth the dangers for the powerful magics they work. ~ 0 recruit~ help to be written later. ~ 0 entropy~ Syntax: cast 'entropy' <victim> Entropy will surround the victim with a field of entropy that can damage his / her equipment, thus lowering AC or other things, or even causing it to become useless if it was already worn. ~ 52 immtitle~ Syntax: immtitle <string> Your immtitle can be up to 15 characters long, including color codes. This is what shows in the who list instead of race. ~ 0 $~ #$