clan/
class/
data/
doc/ideas/
doc/mobprogs/
gods/
log/
player/
time/
#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 $~


#$