"PICK LOCKS" For picking locks. Not all locks can be picked. Example: > pick door > pick safe See Also : OPEN, CLOSE, LOCK, UNLOCK # ATTACK The attack skill enables a player to attack all mobs in a room. You hit them all once, then it's back to normal. ATTACK is only good for starting fights. It's especially good for killing chickens. # TOKEN A TOKEN is an item that can be spent at the metaphysician. The IDENTIFY command will tell you how many mu's (Meta Units) the token is worth. One mu will get you the same thing as one million experience points, at the metaphysician. # POWERPOINT Your powerpoints = your max mana + your max hit points. Powerpoints are used to determine whether you can advance beyond level 100. # SNEAK Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you sucessfully sneak, then you'll continue to sneak for a little while. Example: > sneak See Also : HIDE # HIDE When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of wherther you typed a command or not. Example: > hide Ok. > (you wait for ex. 5 mins and remain hidden for 5 mins) > (You pressed enter and no longer hide) # LOOK For studying your surroundings. Examples: look look AT the angel look IN the bag look to the south (or just: look south) Note that if you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>. See also : EXAMINE or READ # AC AC is you armor class. A naked player is at 0, a high level player with good equipment will have an AC of 200 or 300. # OPEN CLOSE LOCK UNLOCK Usage (example): > open portal or > open portal to the south (if there's more than one to choose from) # NORTH SOUTH EAST WEST UP DOWN To walk in a given direction. # EAT DRINK SIP TASTE If you're hungry or thirsty. Example: eat hamburger. # WHO Lists the people currently in the game. Some people may choose to remain unseen: who -n - shows people with level <= n who =n - shows people with level == n who +n - got the idea? or who * - for a list of people in the area (why * ??) # GIVE If you feel benevolent, you may give some stuff to someone in need. Example: give bread to the beggar. # SAVE Does nothing, a placebo for old players. Still has a use on inferior MUDs. # INVENTORY If you're uncertain about what you're carrying, or simply want to check that no thieves have got to your backpack. See also: EQUIPMENT # EQUIPMENT When you want to know what armor, weapon, charms etc. you're wearing. See also: INVENTORY # WEAR If you want to wear some clothes, armor or the likes. For example : > wear boots > wear all See also: REMOVE, EQUIPMENT # WIELD When you get tired of bashing monsters with your fists, you might consider wielding a weapon. Example : wield sword See also: REMOVE, EQUIPMENT # SCORE Whenever you want to check whether you're still alive and healthy or simply want to see how much money you have left. # SAY TELL WHISPER SHOUT ASK If you consider communicating with other beings, you might be understood better if you start your sentences with either say,tell,whisper or shout. Example : say I'm a jerk tell unclesam You're dead meat - sucker! You can use ' as a shorthand for say, as in: ' hello there. # KILL HIT A good way to start a fight. # KICK The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee! Fighters See Also : Rescue, Bash, Shoot, and Detonate. # BASH The success of a bash depends upon how well you are learned. To bash someone is to attempt to 'knock' that person over. If you succeed you will inflict minor damage, and cause the victim to fall on it's rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you loose your balance and fall. A bash makes you unable to type commands for 2 rounds of violence. Note that hitting a person who is resting/sitting will inflict 1.5*damage. Fighters See Also : Rescue, Kick, Shoot # RESCUE A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useable when playing in groups. # STEAL Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. Example: > steal gold drunk > steal sword mercenary (only possible if he is sleeping) # BACKSTAB Is a way to sneak up on a person, and attempt to place you dagger in his bag, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level: The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping persons. # CAST If you want to throw a spell at someone or something. Example : cast 'burning hands' <player> Note that the name of the spell must be enclosed by "'"s. See also : help on each individual spell, for example: > help cure ligh > help energy drain # DROP If you lose interest in a carried item, you can drop it on the ground. Example : drop bottle f you feel like getting rid of all your earthly possessions, you may use "drop all". See also: GET # ORDER You can order your pets too, using "order pet bark" or "order followers bark". # BUY SELL Commands for the shops - very useful too ! # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # READ If you can read this sign... # REMOVE If you tire of wearing some armor or wielding a weapon. Example : remove sword # SHOPS Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE # SOCIAL ACTIONS Commands mainly for social interaction. Use SOCIALS to the the current list of socials. # WIZ A listing of the commands for immortals (should be unavailable for mortals :) # COMMANDS A mechanical listing (the code already exists) of the known verbs. # PRACTICE PRACTISE Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice <skill>, to practice the appropriate skill. You can only practice a certain amount for each level you gain, and you do not have to save this, it can be accumulated. If you are not in your guild, practice will simply show you a list of your skills, and your ability at each. # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those. # LEAVE If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside. # ENTER If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window'. # TIME Gives you the current 'gametime'. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example. # BUG TYPO For making useful suggestions to the maintainers of the game. Examples: 1. bug the entire game crashes when I type 'put bag in bag' 2. typo 'sence' should be spelled 'sense' # QUIT When you get tired of playing, you can leave the game by typing 'quit'. Note that whatever stuff you might be carrying with you is simply left on the ground. If you wish to have your equipment put away until you are able to come back, you'll have to find an inn. See also: INN # INN INNS Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, you may use inns to store your gathered equipment while you are not playing the game (we all have to sleep sometimes, there is no shame in that). See also: OFFER, RENT # OFFER RENT For use in the receptions of inns. The command 'offer' will make the innkeeper tell you the cost of storing your carried items for one day. 'rent' will store the items and make you leave the game. The next time you enter, you'll start out in the reception where you left. The inn will store your items as long as you have the gold to pay the rent. See also: INN # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. Example: "get greatsword". If you are in a hurry, or if you just feel very greedy, you may type "get all". You can also use 'get' to extract objects from containers. Example: "get dagger from bag". See also: DROP PUT # PUT For putting stuff in containers. Example: "Put the dagger in the bag". See also: GET # EXAMINE May give you some valuable information about an item. See also: LOOK # NEWS This command will show you the current edition of "the DikuMUD Herald", a publication dedicated to news and useful information about this world. It's a very good idea to check it out once in a while. # SLEEPING WAKE REST SIT STAND For changing your position. If you feel tired, it's probably a good idea to sit and rest for awhile; or maybe even take a nap. # POUR If you want to pour some liquid from one container to another. # GRAB For getting a good grip on something; a torch, for example. See also: WEAR, WIELD, REMOVE # FOLLOW If you happen to be going in the same direction as someone else, why not simply follow that person? For example: "Follow joe". If you are following someone and you wish to stop doing that, then all you've got to do is follow yourself: "follow <your name>". # FLEE If you are in a fight and things are beginning to get a little uncomfortable (maybe your are dying), just type 'flee', and presto! you are out of harm's way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever? # IMPLEMENTOR The most powerful being in existence. # GUILD The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building. Guilds are also the places where people come to learn and practice the skills of their trade. See also: PRACTICE # INFO Gives you some useful hints and information about the game. # LOCATE Shows you where objects are. You can locate objects worn by characters whose level is less than (or equal to) yours. See also: WHERE # WHERE Tells you the location of a monster or a player. Example: where dragon Mortals can only "where" monsters or players, and only from their own zone. Immortals may type 'where' without arguments to see where everybody is. # USERS For mortals, show how many people are playing (and visible), and also the maximum number of players since last game restart. For immortals, tells you who's logged on to the game, and where they are playing from. # LEVELS Lists the levels of your class. # BRIEF Toggle "brief mode". When in brief mode, you don't see the descriptions of the room you are in; only the name of the room, and the people and objects in there. Unless you are very familiar with the area in which you travel, however, it is not advisable to use this command. Frequently, you will find small, but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death! See also: COMPACT # ! Repeat the last command typed at the keyboard. # CONSIDER Usage : consider <monster> This command will compare your Level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage into accout. Example: > consider fido # EXPERIENCE XP Whenever you kill a monster or a player, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about experience points: * When damaging a monster, you get experience points. * If you kill a monster of higher level than yourself, you get bonus experience points. If killing a monster of lower level you'll gain less experience points We strongly disencourage killing of other players, but the choice is yours. See Also: GROUP # GROUP Usage : GROUP [player] If you are a group member, then you will share experience points for killing monsters equally among the group. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of wherther the group members have been participating in the fight. Group with no argument show a list of people with whom you are grouped. To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group. See Also: XP EXPERIENCE GTELL # QUAFF POTION POTIONS Use : Quaff <Potion> Quaff is used to "drink" a (magical) potion. # RECITE SCROLL SCROLLS Use : Recite <Scroll> [Target] Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). # USE WAND STAFF STAFFS WANDS Use : Use <Staff> Use <Wand> <Target> Using staff's will automatically target everybody (or everything) in a room, execpt yourself. Therefore staff's are naturally very powerful, and yet may be very dangerous to use around other players. Using wands require that you point it at a target, which can be eihter a character or an object. Both staff's and wand's must be HELD in the hand prior to use! (Use the grab or hold commands). You must still supply the name of the staff or wand to avoid confusion. # ARMOR Usage : cast 'armor' [self] Accumulative: No Duration : 24 Hours The Armor spell will improve your AC by 2. See Also: AC # CLARITY Usage : cast 'clarity' [self] Accumulative: - Duration : 3 Hours Level : 33 Under CLARITY a player will not be confused by CONFUSING rooms. See Also: - # BLESS Usage : cast 'bless' <victim or object> Accumulative: No Duration : 6 Hours, permanent for objects. Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 1 (or 2 for casters whose level is 25 or more). Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weight no more than five pounds per level of caster. See Also: - # BLINDNESS Usage : cast 'blindness' <victim> Accumulative: No. Duration : 2 hours. Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC. See Also: AC # CLONE Usage : cast 'clone' <victim> Accumulative: - Duration : Instantaneous Clone makes a clone (copy) of the victim, for a while. See Also: - # CON CON or "constitution" is something that Mudhead knows absolutely nothing about, so don't listen to anything he says about it. See Also: - SLUG # "CREATE FOOD" Usage : cast 'create food' Accumulative: - Duration : Instantaneous This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximum of 24 hours. See Also: - # "CREATE WATER" Usage : cast 'create water' <drink container> Accumulative: No Duration : Instantaneous Expect disaterous results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster. Double amout of water will be created if it is raining (or worse). See Also: - # "CURE BLIND" Usage : cast 'cure blind' <victim> Accumulative: No Duration : Instantaneous This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items. See Also: - # "CURE CRITIC" Usage : cast 'cure critic' <victim> Accumulative: - Duration : Instantaneous This spell cures 3d8+3 hitpoints of damage. See Also: - # "CURE LIGHT" Usage : cast 'cure light' <victim> Accumulative: - Duration : Instantaneous This spell cures 1d8 hitpoints of damage. See Also: - # CURSE Usage : cast 'curse' (victim | object) Accumulative: No Duration : 7 Days, permanent on objects. Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one. See Also: - # "DETECT EVIL" Usage : cast 'detect evil' [self] Accumulative: No Duration : 5 hours per level Detect evil will enable you to see the red aura surrounding evil persons and items. See Also: - # "DETECT INVISIBILITY" Usage : cast 'detect invisibility' [self] Accumulative: No Duration : 5 hours per level This spell enables you to see invisible items and players. See Also: - # "DETECT MAGIC" Usage : cast 'detect magic' [self] Accumulative: No Duration : 5 hours per level This spell will let you see the magical aura surrounding magical objects. See Also: - # "DETECT POISON" Usage : cast 'detect poison' (victim | food | drink) Accumulative: No Duration : Instantaneous Cast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast on a person you will be able to see if that person is poisoned. See Also: - MacBeth # "ENCHANT" Usage : cast 'enchant' <item> Accumulative: Is 'accumulative' a word? Duration : Not too long, but just right. This spell will enchant any NON-MAGIC item. It's really a great spell, and the designer of the current version is a wonderful and truly brilliant human being. Thank you for your support. See Also: - The Brady Bunch # HEAL Usage : heal <amount> The HEAL command converts the specified number of mana points to hit points. It is not a spell. HEAL is a level 300 command. By the time a player gets to level 300, he or she will have learned not to waste time reading HELP. See Also: The Effects of Mercantilism on Women's Rights in 18th Century France # INVISIBILITY Usage : cast 'invisibility' <victim | object> Accumulative: No Duration : 24 hours, permanent on objects. Self Explanatory. Attacking while invisible will immediately break the spell. See Also: "detect invisibility" # "LOCATE OBJECT" Usage : cast 'locate object' <object> Accumulative: - Duration : Instantaneous If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. See Also: - # POISON Usage : cast 'poison' <victim | food | drink> Accumulative: Yes on persons. Duration : 2*level hours, or permanent on food and drinks. Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 2 points of damage every hour, and gain less points than usual. See Also: "detect poison" or "cure poison" # "PROTECTION FROM EVIL" Usage : cast 'protection from evil' [self] Accumulative: No Duration : 24 hours This spell makes it less likely that evil monsters will attack. See Also: - # "REMOVE CURSE" Usage : cast 'remove curse' <person | object> Accumulative: No Duration : Instantaneous Will remove a curse on carried objects or any persons in the room. See Also: - # "REMOVE POISON" Usage : cast 'remove poison' <victim | food | drink> Accumulative: No Duration : Instantaneous Will remove poison. See Also: Poison # SANCTUARY Usage : cast 'sanctuary' [self] Accumulative: No Duration : 3 hours When protected by sanctuary you will receive only half the normal damage from your opponents hits. See Also: - # SLEEP Usage : cast 'sleep' <person> Accumulative: Yes (duration) Duration : 4 hours + one hour per level If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked. See Also: - # STRENGTH Usage : cast 'strength' <victim> Accumulative: No (strength) Duration : ??? This spells add a bonus to your strength stat, the amount added depends on your INT. Note that the spell is no longer cumulative. If you keep casting strength on yourself, your STR will vary randomly. Of course, you might get lucky. See Also: - # FEARLESSNESS Usage : cast 'fearlessness' [self] Accumulative: - Duration : 2 hours Level : 40 When affected by this spell, a player can FLEE without losing experience. See Also: - FLEE, RECALL # "WORD OF RECALL" Usage : cast 'word of recall' Accumulative: - Duration : Instantaneous The caster will be transferred back to his sancturay (presently the Temple of Midgaard). See Also: - # SUMMON Usage : cast 'summon' <victim> Accumulative: - Duration : Instantaneous Will summon a person of the name spoken. It is not possible to summon someone who doesn't wish to be summoned, or who is of too high a level. See Also: - NOSUMMON # REANIMATE Usage : cast 'reanimate' corpse Will transform a corpse into a (charmed) zombie. # RELOCATE Usage : cast 'relocate' creature Will transport you to the creature (player or monster). For example: cast 'relocate' whitey (just an example) # "CHARM PERSON" Usage : cast 'charm person' <victim> Accumulative: No Duration : A while Charm works only on mobs (unless you're a high level Immortal), and even then only on mobs of level < 21. See Also: FOLLOW ORDER # "SENSE LIFE" Usage : cast 'sense life' [self] Accumulative: No Duration : 5 hours per level This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden. See Also: HIDE # "MAGIC MISSILE" Usage : cast 'magic missile' <victim> Accumulative: - Duration : Instantaneous Level : Level 1 magic user. Save : Versus spell for half damage. This is the least powerful offensive magic user spell. See Also: # "CHILL TOUCH" Usage : cast 'chill touch' <victim> Accumulative: - Duration : Instantaneous Level : Level 3 magic user. Save : Versus spell for half damage. This spell is more powerful than the magic missile spell. A victim failing its saving throw will get its strength reduced by one. See Also: MAGIC MISSILE # "BURNING HANDS" Usage : cast 'burning hands' <victim> Accumulative: - Duration : Instantaneous Level : Level 5 magic user. Save : Versus spell for half damage. This spell is more powerful than the chill touch spell. See Also: CHILL TOUCH # "SHOCKING GRASP" Usage : cast 'shocking grasp' <victim> Accumulative: - Duration : Instantaneous Level : Level 7 magic user. Save : Versus spell for half damage. This spell is more powerful than the burning hands spell. See Also: BURNING HANDS # "LIGHTNING BOLT" Usage : cast 'lightning bolt' <victim> Accumulative: - Duration : Instantaneous Level : Level 9 magic user. Save : Versus spell for half damage. This spell is more powerful than the shocking grasp spell. See Also: SHOCKING GRASP # "COLOR SPRAY" Usage : cast 'color spray' <victim> Accumulative: - Duration : Instantaneous Level : Level 11 magic user. Save : Versus spell for half damage. This spell is more powerful than the lightning bolt spell. See Also: LIGHTNING BOLT # "ENERGY DRAIN" Usage : cast 'energy drain' <victim> Accumulative: - Duration : Instantaneous Level : Level 13 magic user. Save : Versus spell for half damage. This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. You will gain a quarter of this XP. Beware that this spell is evil. See Also: - # FIREBALL This is another offensive spell, it can be cast at monsters and it is also emitted by the pitch-black longsword favored by Peter Pan. # EARTHQUAKE This is an area effect spell - it damages all monsters in the room. Don't use it when Mom is in the room. # "DISPEL EVIL" Usage : cast 'dispel evil' <victim> Accumulative: - Duration : Instantaneous Level : Level 10 cleric. Save : Special This spell will only affect evil creatures. An evil person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict (caster_level)d4 damage points, saving throw versus half damage. See Also: - # ENANTIOMORPHIA Usage : cast 'enantiomorphia' <victim> Accumulative: - Duration : Instantaneous Save : Versus spell for half damage. This spell is a high level offensive spell. It is NOT wise to use the spell against monsters whose level is lower than yours. The spell is really a special form of lightning bolt. # HARM Usage : cast 'harm' <victim> Accumulative: - Duration : Instantaneous Save : Versus spell for half damage. This spell removes all but 1d4 hitpoints from the victim. The maximum number of damage points are 100. It is not possible to kill using this spell (but almost). See Also: - # HELP Following help is available: HELP help - This text. HELP - List the available commands. Help searches for a partial match of the entered word, including any spaces that may follow the word. Example: > 'help magic mis' will find the help text for the magic missile spell. > 'help mag ' will not match anything. > 'help mag' will match 'magic user' or 'magic missile' depending on first occurence in the help file. # SPELL SPELLS Spells are cast by Clerics and Mages. There are a lot of spells. See also: PRACTICE. # ADVANCE Advances a player to a level higher than his/her present level. Must be done at the guild (when you have enough experience). To advance to levels over 100 you need sufficent POWERPOINTS. See also: POWERPOINTS # NOSHOUT Prevents you from (or allows you to) hearing shouts, if used with no arguments. Can be used with the name of a player, to prevent him/her from hearing shouts, as well as from shouting. Can only be used by certain more powerful beings. # LINK A lot of players have problems with their links to the game. This could be very dangerous to your health in the middle of a combat. But we have worked out a solution. There are two cases: I.If your link is broken, you will automatically attempt to flee each time someone attempts to hit you. If you manage to flee, then you will be saved by divine forces, and put in a safe place until you reconnect to the game. II.If your link jams (freezes) you got a problem. The only solution we can give, is that you break your link as quickly as possible. By breaking the link you can hope that the above procedure is initiated. # COMPACT If you have a small display you might want to use this command. It turns off (or on) the extra newline after output to your screen. See also: BRIEF # SHOOT Usage: shoot target Assuming you are HOLDing a loaded firing weapon, this command will shoot something (arrow, bullet, rock, etc.) at the target. See also: RELOAD # RELOAD Usage: reload weapon ammunition Assuming you have both the weapon and the appropriate ammunition in your inventory list, this command will cause the ammunition to be loaded. You can use EXAMINE to see how many shots a weapon has left. # INFRAVISION A spell that allows players to see in the dark. Available from Filthy in potion form. Some monsters have also been given this ability (e.g., Giant Sewer Rat, Master Mindflayer, Queen Spider). # SUNBURST Sunburst is a high level offensive spell. # "FAR SIGHT" Usage: cast 'far sight' self This spells allows you to see the players and monsters in the next room when you do: look <direction>. # REGENERATION Usage: cast 'regeneration' self This spell (also available in wand form) causes your hit points to regenerate at twice the normal rate. # TRANSMOGRIFICATION A spell than converts movement points to hit points. # OESOPHAGOSTENOSIS A spell than converts movement points to mana points. # RADIO TALK Radios are used for talking. To use a radio, you must first buy one, or find one. Then you wear it. Then you set it to a channel (1-99), using the CHANNEL command. Then you TALK in it. For example: wear radio channel 1 talk Hello, world. Typing 'talk' with no arguments, lists the recent talks. This is called 'talk history' and was Slug's idea. Slug has too many ideas. # NOSUMMON The command sets a flag which will prevent any mortal from summoning you. It is a toggle. # SPELLINFO Gives the minimum level and maximum skill for each spell. # GTELL A command borrowed from inferior muds. Used to tell members of your group something important. GTELL is short for Group TELL! # DETONATE BOMB Usage: DETONATE BOMB TICKS This command sets the fuse on a bomb to go off in a specified number of ticks. The bomb must be held in your inventory, so there is a great danger that it will damage an unskilled detonator. It is wise to make TICKS at least 2. It also wise to drop the bomb or try to give it to someone else after it has been ignited. Note: unskilled detonators may get the timing a little wrong... # VERYBRIEF Usage: VERYBRIEF In VERYBRIEF mode you only see messages directly to YOU. So you won't see messages intended for the whole room. This is intended to be used in very big battles. WARNING: VERYBRIEF blocks things like SAY. # FORGETFULNESS This spell causes monsters with memory (cityguards, cops, etc) to forget who they are hunting and to lose the ability to remember in the future. # CLANK CLINK Some monsters can damage your equipment. When the armor value of an item is damaged, you hear a "CLANK". Items that "hum" cannot be damaged this way. You are notified by a "CLINK" when an item loses it's "hum". # XYZZY The xyzzy command reset your recall room to the current room. By default your recall room is the Temple of Midgaard. XYZZY is a level 30 command. # MR Your MR (or Magic Resistance) is your ability to resist offensive spells. For damage spells it is the percentage of damage deflected. So if your MR is 25, the damage done by an offensive spell will be reduced by 25%. For spells like drain life, things are different. In that case MR reduces the amount of hp taken by 0.5%, per unit of MR. # PRIME ANTIPRIME A PRIME item is one that cannot be used by low level (62 or less) players. An ANTIPRIME item is one that cannot be used by high level players (level 250 or more). These numbers, like all numbers, are subject to change. # KERPLUNK A fascinating new spell which can raise the potency of other high level spells when used in moderation, or in excess. Certain colors associated with this spell are different than others. No two colors are alike, unless they are identical. When used in the Temple, the chances of success are greater or equal to the chances for success in other areas. The mana cost will vary as the arctangent of the move points of the target, plus a moderately large constant factor, minus 10. See also: KERPLUNK # RADIATION An area spell, can cause blindness. Used by some monsters. How's that? # CYCLONE Another area spell. Also used by some monsters. # SLIME A farily high level offensive spell. Some weapons will shoot out slime, sometimes. It's power increases with level. # SLUG The whining ingrate. # NOVA Nova? Hmmm. Isn't that a spell or something? See also: Slug # MOD MODIFY MOD is the command used to change rooms. It has four forms: 1. mod name NAME e.g., mod name My Room 2. mod description<RETURN> ] This is my new <-- the ] is the prompt you'll see ] room. It sucks. ] @ <-- terminate the description with a @ 3. mod exit doorname direction e.g., mod exit trapdoor 4 <-- makes a trapdoor on the UP exit 4. mod flags FLAGS See Also: FLAGS # FLAGS The rooms flags currently used here are: DARK 1 NOSUMMON 2 NO_MOB 4 INDOORS 8 LAWFUL 16 NEUTRAL 32 TRICKY 64 NO_MAGIC 128 CONFUSING 256 PRIVATE 512 OFF_LIMITS 1024 RENT 2048 NORELOCATE 4096 NO_DIG 8192 MODROOM 16384 PK_ROOM 32768 See also: MODIFY # AUTOCONVERT The command AUTOCONVERT (or AUTO) sets or resets the AUTOCONVERT flag. When set, the experience you gain is automatically converted to META points, which can be spent at the Metaphysicians. This helps to avoid to "overflow" problem for high level players. The command is not available until you reach level 100. # DAMAGE The following words are used to describe damage done by hitting: descriptive damage -------------------- tickle 1 barely 3 <none> 5 hard 9 very hard 13 extremely hard 19 MASSACRE 27 PULVERIZE 37 ANNIHILATE 49 OBLITERATE 65 DISINTEGRATE 100 BIFURCATE 400 VARIEGATE 1600 LAMINATE 5000 MASTICATE 20000 REGURGITATE 100000 # ALIAS Defines new commands: The following creates an alias for fido killing: alias kf kill fido Then when you type 'kf', the game executes the command 'kill fido'. Typing 'alias' by itself lists your aliases. Typing 'alias bob' will show you what, if anything, 'bob' means as an alias. Slug did alias first. This is a remake. #~