bast/
bast/area/
bast/backup/
bast/clans/
bast/doc/MSP/
bast/doc/OLC11/
bast/doc/OLC11/doc/
bast/doc/OLC11/options/
bast/log/
bast/mobprogs/
bast/player/
#HELPS

-1 INDEX~
The index of commands is broken down into numerous sub-sections.  These are:

Combat         Miscellaneous       Character Info
Classes        Races                    Skills
Economy        Magic                    Inventory
Communiction   Party                    Movement
Guilds         Administration*

* = Administrators only

You can get more information on any of these topics by typing:
'help <section name>'.  For example, 'help movement' would bring up
a list of all the commands related to movement.  From there, you can
type 'help <command name>' for any command listed and get detailed
descriptions of the command.
~
 
-1 COMBAT~
Armor Class
Backstab
Consider
Damage
Death
Flee
Rescue
THAC0
Wimpy
~

-1 MISCELLANEOUS~
Areas
Bug
Camp
Commands
Credits
Diku
Envy
Event Designators
Help
History
Idea
Magma
Merc
News
Order
Pets
Qui
Quit
Rent
Save
Socials
Story
Summary
Time
Typo
Wait States
Weather
~

-1 CHARACTER INFO~
AFK
Agility
ANSI
Attributes
Auto
Autoexit
Blank
Brief
Charisma
Color
Combine
Config
Consent
Constitution
Description
Dexterity
Experience
Hide
Intelligence
Levels
Luck
Pagelength
Password
Prompt
Report
Score
Sneak
Strength
Title
Visibility
Who
Wimpy
Wisdom
~

-1 CLASSES~

A class is a profession or chosen field of study.  Classes dictate what
skills you have, what spells you may learn, and how you fight or act.
Not all classes are available to each race, due to physical or mental
deficiencies.

You can find a chart detailing the classes available to each race by 
typing "help classlist".

The following is a list of the classes that can be chosen by a player
during the character generation process.  More information about each
class can be obtained by typing in "help <class name>".

Warrior        Ranger         Paladin        Anti-Paladin
Thief          Assassin       Cleric         Druid
Shaman         Sorcerer       Elementalist   Enchanter*
Berserker*     Mystic*        Warlock*       Chronomancer*
Bard           Mercenary      Psionicist     Necromancer*

* = Planned for the future
~

-1 RACES~
The following is a list of the races that can be chosen by a player
during the character generation process.  More information about
each race can be obtained by typing in "help <race name>".

     GOOD ALIGNED                  EVIL ALIGNED
     Human                         Drow Elf
     Barbarian                     Duergar Dwarf
     Grey Elf                      Ogre
     Mountain Dwarf                Troll
     Halfling                      Orc
     Gnome                         Minotaur
     Half-Elf                      Goblin
     Centaur                       Rakshasa
     Aquatic Elf*                  Flind
     Thri-Kreen*                   Saurial*
     Githzerai*                    Kobold*
     Wild Elf*                     Githyanki*

* = Planned for the future

See also: RACEWARS
~

-1 SKILLS~
Each class is granted certain skills, which represent areas in which
a new character has received some basic amount of training.  As a
character uses a skill and goes up in levels, he becomes better at these
skills.  The command "skills" will list all the skills you currently
possess and what level you have them at.  Some skills will only be
available once you reach a certain level.

Backstab
Berserk
Doorbash
Doorkick
Rescue
Steal
~

-1 ECONOMY~
Split
~

-1 MAGIC~
Cast
Slist
Spells
~

-1 INVENTORY~
Buy
Close
Compare
Drink
Drop
Eat
Equipment
Equipment Slots
Examine
Fill
Get
Give
Hold
Inventory
List
Lock
Look
Open
Put
Quaff
Read
Recite
Remove
Sell
Split
Steal
Unlock
Value
Wear
Wield
Zap
~

-1 COMMUNICATION~
AFK
Bug
Channel
Emote
Gsay
Gtell
Idea
Petition
Pose
Reply
Report
Say
Shout
Tell
Typo
~

-1 PARTY~
Consent
Follow
Group
Gsay
Gtell
~

-1 MOVEMENT~
Doorbash
Doorkick
Exits
Follow
Hide
Look
Rest
Sleep
Sneak
Stand
Visibility
Wake
~

-1 GUILDS~
~

56 ADMINISTRATION~
Advance
Alias
Allow
At
Bamfin
Bamfout
Ban
Deny
Disconnect
Echo
Force
Freeze
Goto
Holylight
Imtlset
Log
Memory
Mfind
Mload
Mset
Mstat
Mwhere
Newlock
Noemote
Notell
Numlock
Ofind
Oload
Oset
Ostat
Owhere
Peace
Purge
Reboot
Recho
Restore
Return
Rset
Rstat
Shutdown
Silence
Slay
Slookup
Snoop
Sset
Sstime
Switch
Title
Transfer
Trust
Users
Where
Whois
Wiz
Wizhelp
Wizify
Wizinvis
Wizlock
~

-1 RULES~

Unfortunately, because of the wide variety of situations that can arise
on Basternae, this rules section is rather lengthy and boring.  It has
been broken down into numerous sub-topics to make finding a certain rule
easier.

YOU ARE RESPONSIBLE FOR EVERY ONE OF THESE RULES.  IGNORANCE OF A RULE
IS NO EXCUSE FOR BREAKING A RULE.  

The following topics are available:

     HELP RULES GENERAL       - general policies and rules
     HELP RULES EQUIPMENT     - rules concerning equipment and how
                                it should be used
     HELP RULES ARTIFACTS     - rules about artifacts
     HELP RULES BUGS          - rules concerning bugs and what players
                                should do when they find bugs
     HELP RULES MULTI         - multiplaying rules
     HELP RULES PUNISHMENT    - what happens when you break rules              
     HELP RULES DISCLAIMER    - our disclaimer
     HELP RULES REIMBURSEMENT - what happens when a bug claims your
                                equipment
     HELP RULES IMMORTALS     - how the rules apply to gods and how
                                players should try to interact with
                                them
     HELP RULES RACEWARS      - rules regarding racewars and player
                                killing

~

0 'RULES GENERAL'~

1.  DON'T DO ANYTHING THE OVERLORDS WILL CONSIDER CHEESY.  This rule
    should cover all the miscellaneous situations that aren't covered
    specifically in the rules.  Even if we don't state something is
    illegal in the rules, doesn't mean it's not.  If the gods feel you
    are doing some abusive that's not in the spirit of the game, you
    will be punished.
2.  Players shoud settle their own disputes.  Talking to a god should
    be a last resort.  Use the petition channel if you need to consult
    with a god, but try to deal with matters yourself first.
3.  Hacking or stealing the password of other people's characters is
    not allowed.
4.  Trading or giving away characters is not allowed.  The person that
    originally created the character must play it at all times.  The
    only exception to this rule is shared storage characters, which is
    discussed in HELP RULES MULTI.
5.  You may only have a single guilded character at any time.
~

0 'RULES EQUIPMENT'~

READ THE FOLLOWING CAREFULLY: Your primary character must wear his
best gear at all times. This means you have to wear your best stuff
for raids, zones, and scouting.

Secondary characters must also use the best equipment available to
them that is NOT in use by the primary character.  This also includes
using the secondaries for raiding, zoning, and scouting of any kind.

If you're unsure about which character is primary and which are
secondaries, don't risk it.  Always move gear between the character
you are currently using.  If the admin's think what you're doing is
cheesy, you'll be termed.

In addition, you must do your absolute best to equip your characters
before raiding.  If you have equipment on your storage character, use
it.  If the guild storage chest contains stuff, take it.  If you have
money (either your own or belonging to the guild), you must take it
and make every effort to purchase the best equipment you can.  Do not
decline equipment offered to you by friends simply because you want to
raid and don't want to risk losing it.

You may NEVER raid or scout naked or with newbie/minor created equipment,
even if you have nothing on storage.  You must re-equip before raiding,
or scouting.

The only exception to the "best equipment" rules is for corpse retrieval
_immediately_ after a death.  If you die, you may attempt to go back to
your corpse and retrieve ONLY YOUR EQUIPMENT.  You may not try to get
equipment from the corpses of other members of your party.  _Immediately_
means three minutes.  If you can't get to your corpse in three minutes
or less, don't go out until you have fully equipped again.

Even this exception has an exception, however.  In a racewars situation,
you cannot keep going out to loot.  You can go out ONE TIME after you
die to attempt to get your corpse.  After that, you must re-equip
fully before attempting to get your corpse.

Lets give an example to show what I mean:

An evil guild and a goodie guild fight near the goodie guild's hall.  The
evils win, and are in the process of looting equipment from the corpses.
One goodie who died, lets call him Toom, runs back out to try and loot
his corpse.  He dies again.  He may not perform any more CR actions
until he is fully re-equipped.  His other guild members may not attempt
to loot his corpse until they are fully equipped (but they may each make
one attempt to loot their own corpses).
~

0 'RULES ARTIFACTS'~

Artifacts must be on "primary" characters.  Since the issue of "primary"
characters can get confusing, use your best judgement and/or ask the
administrators.  If you have a character in a guild, that character is
your primary, regardless of playtimes.

A single character can only have one artifact.

Artifacts must always be equipped or carried.  This means that you
can't give an artifact to someone to 'protect' it, you shouldn't 
drop and hide it to avoid losing it, etc.  About to get killed by
a mob that might turn you into a dracolich and nuke all of your
equipment? Bummer, you HAVE to keep that artifact with you.  The
only way you should pass off an artifact that you are actively 
using is when it is pried from your dead fingers.  If you acquire 
an artifact that you are unable to use, yes, you an give it away
to someone that can, but once you do, it is theirs to keep or
lose.

Even if you can't use an artifact (like goodies getting a shaman 
artifact), it must be carried so that the other side has a chance
to get it back.

If the admin's feel the player holding an artifact isn't "active"
enough, the artifact will be taken and put back to its original location.

Artifacts are on a "random load" timer and do not load up every boot
in zones.  This means that if an artifact is reset and put back in
its home, it will not be there every boot.
    
If you are unsure if a piece of equipment is considered an artifact,
ask.  For the most part any unique piece of equipment, including
stuff from quests, is considered an artifact, even if it's not
completely overpowering.
~

0 'RULES BUGS'~

1.  Report all bugs you find using the 'bug' command.  If it's an
    emergency, use the 'petition' command to inform the gods.
2.  Once you've reported the bug, do not continue to use it.
3.  If you find a bug, don't report it, and continue to use it, you
    will be punished.
4.  Bugs consist of errors in the code and errors in zones, such as
    the infamous "money bugs" that crop up.
~

0 'RULES MULTI' 'RULES MULTI-PLAYING'~

Multi-playing is a complex and confusing part of the game, and one that
you should make every effort to understand.  Failure to follow the
policies set in these rules will result in HARSH punishment.  Ignorance is
not an excuse.

1.  You may NOT have more than one character on at ANY time.  THIS
    INCLUDES LINK-DEAD CHARACTERS.  You must rent or camp out your other
    character BEFORE you bring on a new one.  The ONLY exception is as
    follows:  you may have two characters on in the same room (in an inn
    or other rentable location) for the purpose of exchanging or storing
    equipment.

2.  You may NOT bring on a character belonging to the opposite side of the
    racewars for TWO HOURS after logging off the first character.  No
    exceptions to this rule will be allowed.

   Example: Madra is a Gnome and gets bored of playing for a while.  She
   decides to log on a newbie Drow Elf.  Ooops, big mistake on her part,
   since she's now broken rule number two and we kindly admins nuke both
   chars.

3.  You may NOT bring on another character for the purpose of using it
    to act as a "translator" to get around the language barrier.

4.  You may NOT bring on another character in order to retrieve
    equipment for a character that has died, REGARDLESS of whether that
    other character's corpse has decomposed or not.  This includes, but is
    not limited to, creating "newbies" to retrieve corpses or eq
    REGARDLESS of who's corpse is being retrieved.

5.  You may NOT use a second character to cast spells on another. This
    rule also applies to logging another character on as a "target" for a 
    spell.
    
6.  You CANNOT share characters.  You cannot give a character away. You
    cannot loan characters out for any reason. If we catch you, we will
    delete every character you have.  To make sure you understand: You
    can NOT loan or trade characters.  

   Example1: Tony is a player with a high level shaman and secondary high
   level warrior.  He wants to go out and raid with his shaman, but wants
   a basher along with him.  He asks a friend of his to play his warrior
   for a while so they can group and go kill people.  Later on, Tony logs
   out his shaman and starts playing the warrior himself.  Oooops, big
   mistake on his part, because Tony just broke rule number eight and now
   both characters will be terminated.

    The only exception to this is shared storage characters, which may
    never leave the inn room they are rented in.  A maximum of three people
    may share a storage character.

7.  You may not trade or give characters to other people.  Once a player
    is created, the same person must play that character until he is
    deleted.  You may not trade one character for another, nor may you
    give a character away for free or for reimbursement of any kind.

8.  You may NOT use a second character with the sole purpose being to
    camp near an equipment repop site or to act as a portal/moonwell
    target for a zone. Despite the importance of equipment, hoarding
    equipment by this means is deplorable, dishonorable, and ILLEGAL.
    Using characters as a target for racewars in this fashion is also
    illegal.

7.  You may NOT log on another character to take revenge for another
    of your character's that was just killed, looted, stolen from, hit
    with a spell, or had any other ill effect placed on him by another
    character FOR TWO HOURS after the incident occurred.
    
9.  You may NEVER scout with low level characters or newbies, just to
    avoid risking a primary or high level secondary character.  Using
    newbies to scout for targets for raids or to do corpse retrieval/
    looting is extremely cheesy and will result in angry admins.

10. You cannot transfer equipment from a character on one side of the
    racewars to another.  This means if you have a stacked goodie char and
    want to start playing an evil character, you must get all new stuff
    with the evil.  You cannot have other people transfer the gear for
    you, and you most certainly cannot have someone kill and loot your
    first character and give it to the second.
~

0 'RULES PUNISHMENT'~

The administrative staff for Basternae can deal with the players any
way they want.  We don't have to give you a warning or a second chance
(but we usually do).  

We do not have set policies for punishment.  It's up to each individual
god to deal with things how he sees fit.

We can and will siteban people who we don't want playing on Basternae.
If a siteban "hurts" innocent bystanders because they can no longer
connect to Basternae, we're sorry, but that happens.  Sitebanning is
our final option and we don't like doing it.
~

0 'RULES DISCLAIMER'~

While the administrators of Basternae attempt to maintain an environment
suitable for gaming, we cannot control all the actions of our players.
We will do our best to provide for the entertainment of the majority of
our players.  Spamming or harrassment will not be tolerated on this mud,
but the admins are not responsible if it does.

We reserve the right to run this mud how we think is best.  If a player
doesn't approve of our methods, he or she is welcome to leave and find
another mud.  We reserve the right to be jerks or worse.  We reserve the
right to change things without telling a single person.  We reserve the
right to pretty much do whatever we want, actually.

We also aren't responsible for player stupidity.  If you give out your
password to someone, or download a virus from another player who tells
you about this "really cool game" he has, or do anything else on the mud
that affects your real-life, the admins cannot be blamed.

By playing on this mud, you agree to these terms.

~

0 'RULES REIMBURSEMENT' 'REIMBURSEMENT'~

We do not give out reimbursements, unless there is a wide-spread
corruption in our player database.  

If you lose an item to a mistake or bug, you will not be given a
replacement.  This includes situations like lost or stolen items,
decayed corpses, losses caused by crashes or reboots, hacked accounts,
changes to the game, or guild hall chest or player ship malfunctions.
~

0 'RULES IMMORTALS'~

The immortals of Basternae put a lot of time and effort into the game
and should be treated with respect.  We don't care if you like us, but
we won't tolerate extreme insults or slander.

The immortals of Basternae can and do play mortal characters, but make
every effort to keep mortal and immortal affairs seperate.  The
administrators of Basternae do not show favortism to one racewars side
or another.  We make changes to the game based on game balance issues,
not our mortal characters, guilds, or personal interests.
~

0 'RULES RACEWARS'~

1.  Player killing is legal and expected.  The objective of the game is
    to kill players on the opposite side of the racewars, but same side
    pkilling is allowed.
2.  Player killing in goodie hometowns is affected by the JUSTICE code.
    Read help justice for more information.
3.  If you have multiple characters, you may not use one of the characters
    to gain revenge for the death, looting, or any other ill effects that
    happen to your other character until a period of two hours has passed.
4.  If you involved in any racewars situation (attacking or scouting)
    you may not log on another character to take part in any racewars
    activity for two hours.

    To give you an example, lets say your level 15 goblin warrior runs
    into some goodies in a zone.  Regardless of whether your warrior
    was attacked or not, as long as he or a group member spotted the
    goodies in any fashion, you cannot log in another character for
    two hours to do any type of raiding, counter-raiding, and so on.
~

-1 ! !! 'EVENT DESIGNATORS'~
   {o{wEvent Designators{x
       An event designator is a reference to a command line entry
       in the history list.

       {o{w!{x      Start a history substitution.
       {o{w!!{x     Refer to the previous command.  This is  a  synonym
              for `!-1'.
       {o{w!{yn{x     Refer to command line {o{yn{x.
       {o{w!-{yn{x    Refer to the current command line minus {o{yn{x.
       {o{w!{ystring{x
              Refer to the most recent command starting with
              {o{ystring{x.
       {o{w!?{ystring{x
              Refer to the most recent command containing {o{ystring{x.

       History is written by Zen (vasc@camoes.rnl.ist.utl.pt)
~

56 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.

This command is logged and only to be used with special approval.
~

0 AFK~
Syntax: afk

AFK notifies those on the mud that are you away from your keyboard.  It will
toggle it between off and on states.  Your AFK status will show up next to
your name on the WHO and in the room you are located in.
~

0 AGILITY~
Attribute

Agility is a measure of your overall coordination and quickness.  It
represents your reflexes and balance.  It is the primary attribute for
rogues, but other classes benefit from agility as well.

Some races are more agile than others.  The small and quick halflings and
drow elves are extremely agile, while ogres and centaurs are much less so
because of their size and slow reflexes.

See also: STATS, STATISTICS, ATTRIBUTES
~

56 ALIAS UNALIAS~
Syntax: alias <word> <substitution>
Syntax: unalias <word>

The ALIAS command allows limited shortening of command names.  Aliases can
generate more than one command using the symbol ';'.

ALIAS with no arguments lists your current aliases.

'$' is a special symbol which means the argument of the command typed.
~

56 ALLOW BAN~
Syntax: allow   <site>
Syntax: ban     <site>
Syntax: ban

BAN <site> prohibits players from that site from logging in.  BAN with
no arguments lists the banned sites.  ALLOW <site> removes a site from
the ban list.

The site ban test works by suffix comparison, so if you ban 'foo.edu',
all sites within 'foo.edu' are banned as well.

Site bans are not saved; every time the server is rebooted, the site
ban list is cleared.  
~

0 AREAS~
Syntax: areas

AREAS shows you all of the areas in the game and includes information
such as the author's name and the suggested levels players should be
before exploring the zone.
~

0 'ARMOR CLASS'~
Armor class, sometimes abbreviated as AC, is a value that represents how
protected a character is.  Armor class is based on a scale from +100 to
-100, with +100 being the worst possible armor (naked), while -100 is the
best.

Equipment can raise and lower your armor class.  The lower your AC, the
harder it is to hit you.  The help entry for THAC0 (to-hit armor class
zero) contains more information on the combat system and how armor class
affects it.

See also: THAC0
~

56 AT~
Syntax: at <location> <command>

AT executes the given command (which may have arguments) at the given
location.  The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.

AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).  Thus, AT will not work to private locations.
~

0 ATTRIBUTES~
Syntax: attributes

ATTRIBUTES will give you a list of information about your character,
including level, race, class, age, height, weight, and your attribute
scores.

There are eight primary attributes:
     Strength       Constitution        Agility        Dexterity
     Intelligence   Wisdom              Charisma       Luck

Each of these attributes can range from 0 to 100, with 0 being the worst
and 100 the best.  However, please note that the 0 to 100 scale is based
on the race of the character.  A score of 100 strength for an ogre is not
the same as 100 strength for a gnome.  The ogre is still much more powerful.
The score of 100 indicates that he is the best he can be for his race,
while the gnome's score of 100 indicates that he is as strong as possible for
a gnome.

See also: SCORE
~

0 AUTO CONFIG~
Syntax: auto
Syntax: config
Syntax: config +<option>
Syntax: config -<option>

AUTO shows the status of some of your character behavior options.

The CONFIG command configures some of your character behavior.  With no
options, CONFIG shows you your current settings (identical to the AUTO
command).  With a plus or minus sign and an option, CONFIG turns that
option on or off.

The options are:

    EDITINFO  You see extra info on rooms (IMMORTAL ONLY).
    AUTOEXIT  You automatically see exits.
    BLANK     You have a blank line before your prompt.
    BRIEF     You see brief descriptions only.
    COLOUR    You see ANSI coloured text.
    COMBINE   You see object lists in combined format.
    PROMPT    You have a prompt.
    TELNETGA  You receive a telnet GA sequence.

You can also type AUTOEXIT, BLANK, BRIEF, COLOUR, or COMBINE directly from
the prompt to toggle the status of these options.  See the helps for these
commands.
~

0 AUTOEXIT~
Syntax: autoexit

AUTOEXIT toggles your ability to automatically see exits as you enter
a room.

See CONFIG to find out which toggle is on and which is off.
~

0 BACKSTAB BS~
Applied skill
     Assassin [Level 1]
     Bard [Level 1]
     Mercenary [Level 1]
     Thief [Level 1]

Syntax: backstab <target>
Aggressive: yes

A backstab is an attempt to sneak up on a victim and place a weapon in a
critical spot in his back, doing more damage than a normal attack.  The
success of the backstab is dependant on the skill of the person attempting
to stab the target.

Only piercing weapons can be used to backstab.  Assassins and rogues with
good enough skills in backstabbing and dual wielding weapons can
double-backstab if they are wielding two piercing weapons.

You cannot backstab a target while in combat.  Backstabbing is an aggressive
action.

See also: CIRCLE, DUAL WIELD
~

56 BAMFIN BAMFOUT~
Syntax: bamfin
Syntax: bamfin  <message>
Syntax: bamfout
Syntax: bamfout <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 BAMFIN and BAMFOUT commands.  Without arguments,
these reset the messages to their defaults.
~

0 BERSERK~
Applied or reflexive skill
     Berserker [Level 1]
     Warrior [Level 1]

Syntax: berserk
Aggressive: no

Berserk represents a massive adrenaline rush and an almost mindless rage
and need to kill.  Berserking causes a person to ignore his personal safety
and that of his friends in his lust for blood.

When berserked, the strength and constitution of the player go up, but
dexterity, agility, intelligence, and wisdom all drop.  The player will do
more damage and have more health, but will be easier to hit as well.  When
the effect wears off, the player will return to his normal stats.  If the
drop in hit points because of the player's constitution takes his total to
less than 0, he will die.

You cannot cast spells, flee, or perform many other actions while berserked.
While berserk, you may attack friends because of the blinding rage you are
engulfed in.

You can attempt to start/stop a berserk rage by typing 'berserk'.  Your level
and skill will determine the success of your attempt.

See also: BERSERKER
~

0 BLANK~
Syntax: blank

BLANK toggles existance of a blank before your prompt.

See CONFIG to find out which toggle is on and which is off.
~

0 BRIEF~
Syntax: brief

BRIEF toggles whether or not you automatically see verbose descriptions
of rooms when you enter them.

See CONFIG to find out which toggle is on and which is off.
~

0 BUG IDEA TYPO~
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>

These three commands will take a message and record it into a file, so the
administrative staff can use your feedback to improve the game.

If you encounter a bug that is critical to the game (such as the game
crashing every time you try to use a specific item), let the administrators
know immediately by using the PETITION command.

See also: PETITION
~

0 BUY~
Syntax: buy [quantity] <object> [shopkeeper]

BUY will allow you to try and purchase an item from a shopkeeper.  If no
quantity is given, the mud will assume you would like to buy one item. 
If no shopkeeper is given, the first shopkeeper in the room will be chosen.

BUY, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a player
to choose a specific item from a group of items with the same keywords.

For example, if the command "LIST DAGGER" showed you that a shopkeeper had
five daggers, you could type "BUY 3.DAGGER".

Make sure you include the period between the number of the item and the name.
If you used a space in the above example instead of a period, you would
attempt to buy three daggers, not the third dagger.

Prices in shops can be affected by a player's charisma.

See also: SELL, LIST, VALUE, MONEY, SHOPS
~

0 CAMP~
Syntax: camp

CAMPing allows you to exit the game while in the wilderness, away from the
friendly confines of an inn.  Camping requires a certain amount of time
before it can be done.  During this time while you are setting up your camp,
you can not leave the room or enter combat.  You will enter the game at the
same spot where you camped.

If you go linkdead while camping, the camping timer will stop.

See also: RENT, QUIT
~

0 CAST~
Syntax: cast <spell> [target|object]
Syntax: cast '<spell>' [target|object]

CAST is a command used to call upon the forces of magic to perform some task
for the player.

The spell being cast must be in the caster's memory.  Magic users must
memorize their spells from spellbooks using the MEMORIZE command, while
priests use the PRAY command and do not need spellbooks.

If the spell name is more than one word, you must enclose it in a single
quote.  For example: cast 'cure light wounds' Ski, where Ski is the target
of the spell.  Quoting is optional for single-word spells.

You can also abbreviate spell names.  You must type in a minimum amount of
letters to make the spell "unique", so the mud knows which spell you mean.
For example, cast 'cure' Ski would not work for casting cure light wounds,
because there are multiple cure spells.  Typing cast 'cure l' Ski would,
since the other cure spells do not include the letter l.

Many spells require a target.  That target can be a player or an object.
If a spellcaster is casting a spell on himself, he can simply use "me" or
"self" as the target.  

If a spellcaster is casting an offensive spell while in combat, and the
target is the enemy the spellcaster is fighting, the spell will be
automatically directed at the enemy if no target is given.

CAST allows the use of the #.target format, where # is a number.  This
allows a player to choose a specific target from a group of players, mobs,
or items with the same keywords.

For example, if there were four demons in a room and the spellcaster wanted
to cast a fireball on the third one, he would type:

     cast 'fireball' 3.demon

Make sure you include the period between the number of the target and the
name.  If you used a space in the above example instead of a period, the
spell wouldn't work because it would attempt to cast the spell "3", which
obviously doesn't exist. 

There is help available for each individual spell.  The command "SPELLS"
will give a player a list of all spells he can obtain.  "help <class> spells"
will bring up a list of all the spells available to the desired class.  

See also: MAGIC, MEMORIZE, PRAY, CASTER, SPELLS, SPELL FAILURE, SPELL SLOT,
          SPELL CIRCLES, the invididual spell help files, the individual class
          spell help files
~

0 CHANNEL CHANNELS~
Syntax: channels
Syntax: channels +<channel>
Syntax: channels -<channel>

With no options, CHANNELS shows you your current channels.  With a plus or
minus sign and an option, CHANNELS turns that channel on or off.
~

0 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

        ColoUr is written by Lope (ant@solace.mh.se)
~

0 CHARISMA~
Attribute

Charisma is a combination of appearance and personality.  Charisma is the
mark of leaders and entertainers, and it is the primary attribute for bards.
Charisma can affect how monsters perceive you, and can affect things such as
shop prices.

See also: STATS, STATISTICS, ATTRIBUTES
~

0 COMBINE~
Syntax: combine

COMBINE toggles your seeing combined format of identical items in the room.

See CONFIG to find out which toggle is on and which is off.
~

0 COMMANDS~
Syntax: commands

COMMANDS shows you all of the commands (except socials) available to you.

See also: SOCIALS
~

0 COMPARE~
Syntax: compare <object1> [object2]

COMPARE compares two objects in your inventory or equipment list.  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 higher armor class.

COMPARE doesn't take into account any special affects on objects, so it can't
be considered an accurate measure of the power of an object.

COMPARE with one object compares an object in your inventory to the object you
are currently wearing or equipping of that same type.  It only compares against
the first item it finds, so if you are wielding two swords, it would only
compare against the first one.
~

0 'COMPLAINT FORM'~

Because of the amount of complaints we have been getting about our game
recently, the staff of Basternae has decided to make the job of the
players (which is to complain, of course) at bit easier.  The following
form should speed up the response time of the Basternae staff, ensuring
that we are able to give in to every whim of the players in a timely and
efficient manner.

Please bear with us, however, if we still seem a bit slow in changing the
mud code after you submit this form.  The sheer amount of people who know
more than the admins of Basternae is simply amazing, and we are constantly
struggling to keep up with the tide of mistakes and errors that we have
made up to this point in time.

Make sure you fill out the complaint form fully.  If you see multiple
options in parenthesis, such as (one/two/three), please only choose one.
If you see ____ lines in front of a list of options, choose as many as you
like, unless the form tells you specifically to do otherwise.

---------

Dear (sirs/admins of Basternae/bastards/assholes),

I would like to file a (complaint/complaint/big complaint) about your mud,
Basternae: Phoenix Rising.  

I think ____________________________ (insert race/class here) is horribly
underpowered.  I mean, come ON!  They don't even get (triple 
attack/quadruple attack/deathfield/all of the above).  All of the other
(classes/races) are so much better than ________________________ (insert
race/class here) that it's not even fun to play anymore.  At the minimum,
you should give them ___________________ (insert new ability here), and
the following:
     ___ judgement
     ___ major para
     ___ biofeedback
     ___ instant-kill
     ___ dragon breath
     ___ other _______________________

(Goodies/evils) are also so much more powerful than my side of racewars, I
don't see how we can even play.  You gods are so biased for
(goodies/evils)!  Why do (goodies/evils) have _____________________ (insert
race/class/ability) here and we don't?

I have been playing this game since (you opened/Duris/pre-wipe Duris/beta 
Duris) so I know what I'm talking about.  I could run this mud
(10/100/1000/a jillion) times better than you guys.

So, in conclusion, you are the most (moronic/stupid/grossly incompetent)
(buffoons/jerks/spawns of Satan) to ever run a mud.  Maybe you gods should
stop (cheating/lying/performing lewd acts with your sister) and start
running a decent mud for a change.

(Yours truly/Bite me whores/Go to hell and die/Love),
______________________________ (insert your name here)
~

0 CONSENT~
Syntax: consent [character|who]

Certain actions require consent between one player and another to be
performed.  You agree to allow the other player to perform an action on
you by giving them your consent.

An example of actions that require consent are:
     Joining a group
     Having the resurrect spell cast on a corpse

You can only consent one person at a time.  You can change it as often as
you wish.  You do not have to be consented to the group leader to stay in
the group, for example.

You must be able to see the person you want to consent.

Typing CONSENT with no arguments will revoke your consent.

Typing CONSENT WHO will list the people who are consented to you.

See also: GROUP
~

0 CONSIDER~
Syntax: consider <target>

CONSIDER will compare your level and experience with that of the target and
give you a rough estimate of your chances of winning in a fight.

CONSIDER is not accurate for higher level mobs, since it requires a group
of people working together to slay more powerful beasts.

For example, a level 8 player who considers a level 8 mob to find it's the
same level has a good chance of winning.  A level 50 player who considers a
level 50 to find it's the same level has little chance of winning the fight
alone.
~

0 CONSTITUTION~
Attribute

Constitution represents your health and well-being, how fit you are and how
much pain you gain resist.  Constitution is important for all classes, since
it affects how many hit points you gain per level.  

Some stouter races, such as ogres and centaurs, have much higher levels of
constitution than frailer races such as drow elves or grey elves.

See also: STATS, STATISTICS, ATTRIBUTES
~

0 CREDITS~
Syntax: credits

   CREDITS CREDITS CREDITS!
                          ------------------------
      Please note that the zone designers here are responsible for the
      original submission of these zones.  The zones may have been altered
      from their original form by current, or previous gods of Basternae.


                          ZONES Created for Basternae

The Ethereal Plane --------------    Levels 50+             Maker: Ski
The Great Shaboath --------------    Levels 50+             Maker: Timken
Vecna's Tomb --------------------    Levels 50+             Maker: Ski &
Timken
The Forgotten Mansion -----------    Levels 45+             Maker: Trask
The Ice Tower -------------------    Level 30-50            Maker: Trask
The Plane of Fire ---------------    Levels 46+             Maker: Thugan
The Plane of Earth --------------    Levels 46+             Maker: Parkan
The Plane of Air ----------------    Levels 46+             Maker: Lortar
The Purple Worm Caverns ---------    Levels 40+             Maker:
Clavados
The Tribal Oasis ----------------    Levels 40+             Maker: Trask
Zalkapfaan, City of the Headless     Levels 46+             Maker: Gharl
The Astral Plane ----------------    Levels 41+             Maker: Ski
The Church of the Eternal Dusk --    Levels 30-45           Maker: Gharl
The Cimmerian Nomads ------------    Levels 25-50           Maker: Kuldrim
The Cursed Graveyard ------------    Levels 20-40           Maker: Trask
Keleks Caverns ------------------    Levels 40+             Maker: Dryn
The Kuo-Toan Outpost ------------    Levels 30+             Maker: Timken
The Outcast's Tower -------------    Levels 35+             Maker:
Clavados
The Ruins of Del'Araan Keep -----    Levels 30-45           Maker: Raliq
The Temple of Fire  -------------    Levels 40+             Maker: Akyura
The Lizardman Swamps ------------    Levels 20-40           Maker:
Clavados
The Motte and Baily of Duke Delwyn   Levels 30-40           Maker: Gharl
Shadow Forest -------------------    Levels 20-35           Maker:
Clavados
The Smokeveil Forest ------------    Levels 20-50           Maker:
Beretorn
The Caverns of the Worms --------    Levels 5-30            Maker: Zaeru
The Dusty Docks of Freilehold ---    Levels ALL             Maker: Xueqin
Lava Springs --------------------    Levels 10-30           Maker: Iris
Morgs Place ---------------------    Levels 20+             Maker: Timken
Quietus Quay --------------------    Levels ALL             Maker: Xueqin


			Zones Created for Basternae 2.

An Abandoned Settlement ---------    Levels 5-25	    Maker: Trika
Court of the Muse ---------------    Levels 30-46           Maker: Nauraki
The Dwarven Outpost (mini-zone) -    Levels 15-25	    Maker: Ski
The Fields of Elysian -----------    Levels 30-40	    Maker: Dubar
Kobold Village ------------------    Levels ALL             Maker: Veygoth
Myrabolus -----------------------    Levels 30-50           Maker:Alachest
Negative Material Plane ---------    Levels 50+             Maker: Zileas
Paladin's Tower (mini-zone) -----    Levels 15-25           Maker: Ski
Ratling Caves (mini-zone) -------    Levels 5-15            Maker: Ski
Shadow Plane --------------------    Levels 50+             Maker: Cy
The Svifneblin Slave Camp -------    Levels 1-10	    Maker: Malthrix
Temple of the Sun ---------------    Levels 20-40           Maker: Gnosha
Water Plane ---------------------    Levels 50+             Maker: Parkan
Yurgoth's Estate ----------------    Levels 15-30	    Maker: Sarlac

                           Zones Created for Duris
                          (By permission of Author)

The Clawed Caverns  --------------   Levels 5-20            Maker: Xueqin
Du'Maathe Castle -----------------   Levels 1-50            Maker: Cy
Lord Krimeneha's Mansion ---------   Levels 25-40           Maker: Xueqin
The Obsidian Citadel -------------   Levels 40-50           Maker: Zileas
Pine Hollows ---------------------   Levels 5-25            Maker: Xueqin
The Rift Valley Jungle -----------   Levels 15-50           Maker: Xueqin
The Ruins of Turolopolis ---------   Levels 40-50           Maker: Kuldrim
Skrentherlog's Temple ------------   Levels 50+             Maker: Xueqin
The Transparent Tower ------------   Levels 51+             Maker: Xueqin
The Twisted Wood -----------------   Levels 1-15            Maker: Xueqin
Village of the Damned ------------   Levels 45-50+          Maker: Xueqin

                                   HOME TOWNS

Shadowglade ----------- Levels All  (Grey Elves\Half-Elves) Maker: Xueqin
Woodseer -------------- Levels All  (Halflings - Duris)     Maker: Xueqin
Phiadnae Flats -------- Levels All  (Minotaur)              Maker: Nauraki

          CODE / FILES
  Original Diku Creators:
 
        Sebastian Hammer                (email quinn@freja.diku.dk)
        Michael Seifert                 (email seifert@freja.diku.dk)
        Hans Henrik Staerfeldt          (email bombman@freja.diku.dk)
        Tom Madsen                      (email noop@freja.diku.dk)
        Katja Nyboe                     (email katz@freja.diku.dk)

  Credits regarding Duris:
	Duris's custom DE zone editor: Tavril

  Credits regarding the Original Basternae:
	Gods of Basternae: Xueqin, Timken, Taran, Ski, Ciannech, Thendar 
	Basternae Code: Timken, Taran, Ciannech
	Zone Administration: Xueqin
	Help files and other documentation: Ski
	Additional zone support: Thendar
		
  Credits regarding Basternae2.
	Code: Veygoth
	Zone Administration: Thendar		
        Design and Development: Thendar, Veygoth, and Ski
	Help files and other documention: Ski
	Additional zone support: Trika
	The awesome ansi login screen: Frog/Syn

        Special thanks to Stax.net for giving Basternae2 a home!

		
See also: AREAS
~

0 DAMAGE~
When a character attacks another player or a mob, the amount of damage an
attack does can vary.  The amount of damage done isn't given as an exact
amount, but the verb used in the damage message can give you a good idea
of how much damage was done.

For example, a slash that was described as "devastating" would do more
damage than one that "scratches".
~

0 DEATH CORPSE DYING~
When you die, you re-enter the game at either your birthplace (where you
started the game) or if you are a member of a guild, you can choose to
respawn at a room inside your guildhall.

You can retrieve your corpse by traveling to where you died and getting the
items from inside, assuming someone else hasn't taken your stuff.

Each time you die, you lose a percentage of the experience points you have
gained.  You can lose levels from dying if you lose enough experience to
take you below the requirement for your current level.  However, if you die
and get resurrected (via the spell), you will gain back most of the
experience you lost because of the death.

Corpses will decay over time.  If a corpse decays, the items contained
within will be left in the room.

See also: RESURRECT, EXPERIENCE
~

56 DENY~
Syntax: deny <character>

DENY denies access to a particular player and throws them out of the game.
DENY is permanent (persists across reboots) and is not undoable from within the
game.  Only someone with access to the player files directory may repeal a
DENY by editing the appropriate player file.
~

0 DESCRIPTION~
Syntax: description <string>
Syntax: description + <string>

Sets your long description to the given string.  If the description string
starts with a '+', the part after the '+' is appended to your current
description, so that you can make multi-line descriptions.
~

0 DEXTERITY~
Attribute

Dexterity is a measure of deftness and coordination.  It is the primary
attribute of rogues, and is beneficial to other classes as well.

Some races are naturally more dextrous than others.  Halflings are renown
for their dexterity, while ogres are ridiculed for their lack of it.

Dexterity is also a spell.
Spell
     Enchanter [3rd Circle]
     Sorcerer [3rd Circle]

Area of Effect: <target>
Aggressive:     No
Cumulative:     Yes
Duration:       Dependant on proficiency of the caster
Type of Spell:  Enchantment

This spell will cause the target's dexterity to increase slightly for a
short period of time.

See also: STATS, STATISTICS, ATTRIBUTES
~


-1 DIKU~
   CREDITS CREDITS CREDITS!
                          ------------------------
      Please note that the zone designers here are responsible for the
      original submission of these zones.  The zones may have been altered
      from their original form by current, or previous gods of Basternae.


                          ZONES Created for Basternae

The Ethereal Plane --------------    Levels 50+             Maker: Ski
The Great Shaboath --------------    Levels 50+             Maker: Timken
Vecna's Tomb --------------------    Levels 50+             Maker: Ski &
Timken
The Forgotten Mansion -----------    Levels 45+             Maker: Trask
The Ice Tower -------------------    Level 30-50            Maker: Trask
The Plane of Fire ---------------    Levels 46+             Maker: Thugan
The Plane of Earth --------------    Levels 46+             Maker: Parkan
The Plane of Air ----------------    Levels 46+             Maker: Lortar
The Purple Worm Caverns ---------    Levels 40+             Maker:
Clavados
The Tribal Oasis ----------------    Levels 40+             Maker: Trask
Zalkapfaan, City of the Headless     Levels 46+             Maker: Gharl
The Astral Plane ----------------    Levels 41+             Maker: Ski
The Church of the Eternal Dusk --    Levels 30-45           Maker: Gharl
The Cimmerian Nomads ------------    Levels 25-50           Maker: Kuldrim
The Cursed Graveyard ------------    Levels 20-40           Maker: Trask
Keleks Caverns ------------------    Levels 40+             Maker: Dryn
The Kuo-Toan Outpost ------------    Levels 30+             Maker: Timken
The Outcast's Tower -------------    Levels 35+             Maker:
Clavados
The Ruins of Del'Araan Keep -----    Levels 30-45           Maker: Raliq
The Temple of Fire  -------------    Levels 40+             Maker: Akyura
The Lizardman Swamps ------------    Levels 20-40           Maker:
Clavados
The Motte and Baily of Duke Delwyn   Levels 30-40           Maker: Gharl
Shadow Forest -------------------    Levels 20-35           Maker:
Clavados
The Smokeveil Forest ------------    Levels 20-50           Maker:
Beretorn
The Caverns of the Worms --------    Levels 5-30            Maker: Zaeru
The Dusty Docks of Freilehold ---    Levels ALL             Maker: Xueqin
Lava Springs --------------------    Levels 10-30           Maker: Iris
Morgs Place ---------------------    Levels 20+             Maker: Timken
Quietus Quay --------------------    Levels ALL             Maker: Xueqin


			Zones Created for Basternae 2.

Court of the Muse ---------------    Levels 30-46           Maker: Nauraki
The Dwarven Outpost (mini-zone) -    Levels 15-25	    Maker: Ski
Kobold Village ------------------    Levels ALL             Maker: Veygoth
Negative Material Plane ---------    Levels 50+             Maker: Zileas
Paladin's Tower (mini-zone) -----    Levels 15-25           Maker: Ski
Ratling Caves (mini-zone) -------    Levels 5-15            Maker: Ski
Shadow Plane --------------------    Levels 50+             Maker: Cy
The Svifneblin Slave Camp -------    Levels 1-10	    Maker:
Malthrix
Temple of the Sun ---------------    Levels 20-40           Maker: Gnosha
Water Plane ---------------------    Levels 50+             Maker: Parkan
Yurgoth's Estate ----------------    Levels 15-30	    Maker: Sarlac

                           Zones Created for Duris
                          (By permission of Author)

The Clawed Caverns  --------------   Levels 5-20            Maker: Xueqin
Du'Maathe Castle -----------------   Levels 1-50            Maker: Cy
Lord Krimeneha's Mansion ---------   Levels 25-40           Maker: Xueqin
The Obsidian Citadel -------------   Levels 40-50           Maker: Zileas
Pine Hollows ---------------------   Levels 5-25            Maker: Xueqin
The Rift Valley Jungle -----------   Levels 15-50           Maker: Xueqin
The Ruins of Turolopolis ---------   Levels 40-50           Maker: Kuldrim
Skrentherlog's Temple ------------   Levels 50+             Maker: Xueqin
The Transparent Tower ------------   Levels 51+             Maker: Xueqin
The Twisted Wood -----------------   Levels 1-15            Maker: Xueqin
Village of the Damned ------------   Levels 45-50+          Maker: Xueqin

                                   HOME TOWNS

Shadowglade ----------- Levels All  (Grey Elves\Half-Elves) Maker: Xueqin
Woodseer -------------- Levels All  (Halflings - Duris)     Maker: Xueqin
Phiadnae Flats -------- Levels All  (Minotaur)              Maker: Nauraki

  Credits regarding Duris:
	Duris's custom DE zone editor: Tavril

  Credits regarding the Original Basternae:
	Gods of Basternae: Xueqin, Timken, Taran, Ski, Ciannech, Thendar 
	Basternae Code: Timken, Taran, Ciannech
	Zone Administration: Xueqin
	Help files and other documentation: Ski
	Additional zone support: Thendar
		
  Credits regarding Basternae2.
	Code: Veygoth
	Zone Administration: Thendar		
        Design and Development: Thendar, Veygoth, and Ski
	Help files and other documention: Ski
	Additional zone support: Trika

        Special thanks to Stax.net for giving Basternae2 a home!

--------------------------------------------------------------------------		

.                    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.
~

56 DISCONNECT~
Syntax: disconnect <character>

DISCONNECT <character> immediately disconnects that character.
~

0 DOORBASH DOORKICK~
Innate ability
     Ogre
     Centaur
     Troll

Syntax: doorbash <direction>
Syntax: doorkick <direction>

Aggressive: No

This ability lets you try and use your weight to break a door.  If you are
using doorbash, you will attempt to charge into the room after you bash it
down, which could be dangerous if something awaits you on the other side.

Kicking the door down is safer, and doesn't cause you to enter the room on
the other side.

Some doors are unbashable.

See also: PICK LOCKS, OPEN, CLOSE, LOCK, UNLOCK
~

0 DRINK EAT FILL~
Syntax: drink <object>
Syntax: eat <object>
Syntax: fill <object1> <object2>

When you are thirsty, DRINK will drink from either an object in your
inventory or in the room you are in.

When you are hungry, EAT will eat something from your inventory.

FILL will fill one object with the liquid inside a second object.
Usually the first object is in your inventory, while the second is
located in the room, such as a fountain or spring.

If you get hungry or thirsty, you will be unable to rest and memorize 
or pray for spells.  You also will not regenerate hit points, movement,
or mana while hungry and/or thirsty.  Eventually, you will start losing
hit points due to starvation or thirst.
~

0 DROP~
Syntax: drop <object>
Syntax: drop <amount> <coin type>
Syntax: drop all

DROP will drop an item or a number of coins.  DROP ALL will drop all
items current in your inventory, but will not drop coins or equipped items.

DROP, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a
player to choose a specific item from a group of items with the same keywords.

For example, if you had 2 swords and wanted to drop the second one, you
would type:

     drop 2.sword

Make sure you include the period between the number of the item and the
name.  If you used a space in the above example instead of a period, you
would attempt to drop an item with the keyword "2".

See also: GET, GIVE, PUT
~

56 ECHO RECHO~
Syntax: echo <message>
Syntax: recho <message>

ECHO sends a message to all players in the game, without any prefix
indicating who sent it.

RECHO sends a message to all players in your room, without any prefix
indicating who sent it.
~

0 EMOTE , POSE~
Syntax: emote <action>
Syntax: pose

EMOTE is used to express emotions or actions.  ',' is a synonym for EMOTE.

POSE is a class-dependant version of EMOTE.

EMOTE and POSE are very similar in concept to socials, and are mostly used
when an appropriate social doesn't exist.

See also: SOCIALS
~

-1 ENVY~
[Note: this entry may not be removed or altered or you will face legal
 action.  See our 'license.nvy'.]
This mud is based on EnvyMud 2.2, created by the EnvyMud Staff.  EnvyMud
is based on Envy 2.0, created by Kahn, Thelonius, Kith, and Hatchet.
Envy 2.2 is available as Envy_22.tar.gz from ftp.envy.com,
ftp.solace.mh.se, ftp.tem.nctu.edu.tw, ftp.game.org, and
ftp.goodnet.com under /pub/mud/servers.  The file is about 963835
bytes long.  E-mail to 'merc-l-request@webnexus.com' to join the merc
mailing list.

Thanks to ...
  ... Zrin for administering the mailing list.
  ... the many implementors and contributors on the merc mailing list

  ... D'Sai, Elwyn, Averon, Fusion, Canth, Maniac, Vego, Rassilon,
      Cyanide, Judson Knott, LordROM, Kenneth Dugas, JKallie, Erwin A.,
      Derek Snider, Picard, Evii, Mystro, Dave Kaupp, JohnPaul, Zeke.
  ... AND the many players of EnvyMud for which this mud was created.

Share and enjoy.
The EnvyMud Staff
~

0 EQUIPMENT EQ~
Syntax: equipment

EQUIPMENT or EQ will allow you to view everything you are wearing or
carrying in your hands and the locations where they are.  For example:

<worn on head>      a crown of jewels
<wielded>           the black sword 'Doom of the Elders'
<worn on feet>      a pair of ugly leather sandals

See also: WEAR, WIELD, HOLD, REMOVE, INVENTORY, EQUIPMENT SLOTS
~

0 'EQUIPMENT SLOTS'~
You can only wear or carry so much before you run out of room on your body
to place things and hands to hold things in.  You are limited to a number
of "slots", where things can be equipped.  The following is a list of
available equipment slots for most races:

Head, eyes, ear (x2), neck (x2), face, on body, about body, on back, on arms,
on hands, on finger (x2), on wrist (x2), on legs, on feet, attached to
belt (x3), held/wielded/used as shield (x2).

Items can only be worn in certain slots.

Some weapons are two-handed, and require both two hands to wield for most
races (although some strong beings can carry two-handed weapons in one hand).

See also: EQUIPMENT, INVENTORY, WEAR, WIELD, HOLD, REMOVE
~

0 EXAMINE~
Syntax: examine <object|corpse|target>

EXAMINE can give you detailed information about an item, corpse, or player.
Using EXAMINE on a container or corpse will also give you a list of
everything contained inside, if it is open.

See also: LOOK
~

0 EXIT EXITS~
Syntax: exits

EXITS will tell you all the visible exits from the room you are in.  Not
all exits are visible, however.  Some are obscure and hidden, and must be
found using the SEARCH command.

If you have AUTOEXIT toggled on, you will automatically see the visible
exits when you walk into a room.

Note that even if an exit is visible, other things could block passage,
such as walls, portals, and so on.

See also: AUTOEXIT, SEARCH
~

0 EXPERIENCE XP LEVELS~
Experience points, or XP, indicate how skillful and experienced you have
become.  You gain power by gaining levels.  Each level will give you
additional health points, and sometimes additional skills, spells, and
abilities.

You gain experience by doing the following:
     Killing a player (from the opposite side of the racewars) or a monster,
       or being in a group that kills a player or monster.
     Directly damaging a player or monster with an attack or spell.
     Healing a "tank" in your group.

You will gain additional experience for killing something that is a higher
level than yourself.  Killing things that are lower in level will result
in less experience.  Killing things while in a group will reduce the amount
of experience you gain, because it is split between group members (with higher
level characters receiving a larger share of the experience, to partially
prevent "power-leveling".

You will lose experience when you die.

See also: GROUP, TROPHY, DEATH
~

0 FLEE~
Syntax: flee

You cannot simply walk away from a fight once you're involved in it.
Instead, you must attempt to FLEE.  If successful, you will run away in a
random direction.  If there are no exits out, you will automatically fail
in your attempt to flee.

See also: DISENGAGE
~

0 FOLLOW~
Syntax: follow <character|me>

Follow will cause you to start following another character.  The character
must be in the same room as you when you issue the command and you must be
able to see that character.  To stop following someone else, simply type
'follow me' or 'follow self'.

See also: GROUP
~

56 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character to execute a command.

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
~

56 FREEZE~
Syntax: freeze <character>

FREEZE <character> is a toggle which prevents a character from issuing any
commands at all.
~

0 GET TAKE~
Syntax: get <object|all> [container]
Syntax: take <object> [container]
Syntax: get

GET will get an object.  If no container is specified, you will try to get
something from the room you are in.  GET ALL will attempt to grab everything
from the container or room.

TAKE is a synonym for GET.

GET, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a
player to choose a specific item from a group of items with the same keywords.

For example, if you had 2 swords in a backpack and wanted to get the second
one, you would type:

     get 2.sword backpack

Make sure you include the period between the number of the item and the name.
If you used a space in the above example instead of a period, you would
attempt to get an item with the keyword "2".

A container can be something in your inventory or the room you are in.
Corpses are considered containers for the purposes of using GET to loot
dead players or creatures.

See also: DROP, GIVE, PUT
~

0 GIVE~
Syntax: give <object> <target>
Syntax: give <amount> <coin type> <target>

GIVE will give an object to a target, either a mob or another player.

Giving a player or mob extremely heavy objects or large amounts of coins or
anything that would overload a player requires the target's consent.

GIVE, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a
player to choose a specific item from a group of items with the same keywords.

For example, if you had 2 spellbooks and wanted to give the second one to Ski,
you would type:

     give 2.spellbook Ski

Make sure you include the period between the number of the item and the name.
If you used a space in the above example instead of a period, you would
attempt to give the invalid target "spellbook" an item with the keyword "2".

See also: GET, DROP, PUT, CONSENT, MONEY
~

56 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.
~

0 GROUP~
Syntax: group [target]

Players can form a group that shares experience when they kill a character
or monster.  This experience is only shared among the people that are in
the room when the monster or character is killed.  Sharing occurs regardless
of whether all party members were directly involved in the fight or not.

To create a group, players must give CONSENT to the character who will be
the leader.  After he has consent, the leader can group the other characters.
You must be in the same room as the group leader to be grouped.

To kick someone out of a group, a leader can type GROUP <player> again.  To
leave a group, type GROUP ME.

Typing group with no argument will show a list of everyone in the group along
with how many hit points, movement points, and mana points they have.

You may group pets who are following you.

The SPLIT command will split some amount of money between all members of the
group.

See also: GSAY, GTELL, FOLLOW, SPLIT, CONSENT
~

0 GSAY GTELL~
Syntax: gsay <message>
Syntax: gtell <message>

GSAY will send a message to everyone in your group, wherever they are.  GTELL
is the same as GSAY.  You can use a ';' as a shorter abbreviation for GSAY.

See also: GROUP, CONSENT, SAY, TELL
~

0 HELP~
Syntax: help [keyword]

HELP without any arguments shows a one-page command summary.

HELP followed by a keyword will attempt to show you the help file related
to that keyword.

HELP INDEX is a complete list of all information contained in the help files.
~

0 HIDE~
Applied Skill
     Assassin [Level 1]
     Bard [Level 1]
     Mercenary [Level 1]
     Thief [Level 1]

Syntax: hide

Aggressive: No

Hide will attempt to conceal your character from the rest of the people in a
room.  There is a chance you will fail, based on your skill level.  A player
attempting to hide will not know if he has hidden or not.  There is no
failure or success message.

If you are hiding, you can only be sensed by the "sense life" spell.

Almost any command will bring you out of hiding.  The effect of being hidden
will also wear off over time.
~

0 HISTORY~
Syntax: history

Use this command to see the history list.

See also: {o{wEVENT DESIGNATORS{x
~

0 HOLD REMOVE WEAR WIELD~
Syntax: hold <object>
Syntax: wear <object> [location]
Syntax: wear all
Syntax: wield <object>
Syntax: remove <object>
Syntax: remove all

HOLD will allow you to take a piece of equipment from your inventory and hold
it in one of your hands.  It is normally used for light sources, wands,
staves, and the like.

WEAR is used for armor and clothing, and if there is no location specified,
the item will attempt to be worn on the first available slot that the object
can be worn on.  If an object can be worn in multiple possible inventory
slots (like a ring that can be worn on your ear and on your finger), you
can specify which inventory slot should be used.  WEAR ALL will attempt to
wear everything that is currently in your inventory.

WIELD is used for weapons.

REMOVE will take any object you are holding, wearing, or wielding and put 
it back in your inventory.  REMOVE ALL will attempt to remove everything you
have equipped and move it into your inventory.  You can only hold so much in
your inventory at one time.

These commands, as well as most object manipulation commands, allow the
use of the #.object format, where # is a number or the word "all".  This
allows a player to choose a specific item from a group of items with the
same keywords.

For example, if you had 2 spellbooks and wanted to hold the second one, you
would type:

     hold 2.spellbook

See also: INVENTORY, EQUIPMENT, EQUIPMENT SLOTS
~

56 HOLYLIGHT WIZINVIS~
Syntax: holylight
Syntax: wizinvis

HOLYLIGHT is a toggle that allows you to see (almost) every character and
mobile in the game.  With holy light, you can see what's in the game more
easily.  Without holy light, you can see what mortal players see.

WIZINVIS is a toggle which makes you completely invisible to all player
characters of lower level than you, and to all mobiles.

HOLYLIGHT will not allow you to see immortal WIZINVIS characters who are
higher level than you.
~

56 IMTLSET~
Syntax: imtlset <character> + <skill>
Syntax: imtlset <character> -
Syntax: imtlset <character>

IMTLSET sets the immortal skills for an immortal.  IMTLSET <character>
+ adds to the immortal's skills one at a time.  IMTLSET <character> -
removes all of the immortal's skills.  IMTLSET <character> shows you
all the immortal skills the immortal has available.
~

-1 INTELLIGENCE~
Attribute

Intelligence is a measure of quickness and accuracy of thought.  Basically,
it measures how well you can think.  Intelligence is the primary attribute
for all magic using classes and can be useful to other classes as well.

Some races are blessed with higher intelligence than others.  For example,
gnomes, grey elves, and drow elves are known for their high levels of
intelligence, while trolls, barbarians, and ogres are at the opposite end
of the spectrum.

See also: STATS, STATISTICS, ATTRIBUTES
~

0 INVENTORY INV~
Syntax: inventory

INVENTORY will list everything you have that is not being worn, wielded,
or held in your hands.  It will not show you things inside container (use
the LOOK IN command to do that), nor will it show you undetectable items
(invisible items if you cannot detect invisible, for example).

You can only carry so many items in your inventory.
 
See also: EQUIPMENT, WEAR, WIELD, HOLD, REMOVE
~

0 LIST~
Syntax: list [object|all] [shopkeeper]

LIST will let you check to see what a shopkeeper is selling.  

LIST with no argument is the same thing as LIST ALL.  Both of these list
all the objects the shopkeeper is trying to sell and their prices.

LIST [object] will list only the items that contain that keyword, allowing
you to filter the list of items.

If no shopkeeper is specified, the first shopkeeper in the room will be
chosen.

Prices in shops can be affected by a player's charisma.

See also: BUY, SELL, VALUE, MONEY, SHOPS
~

56 LOG~
Syntax: log <character>
Syntax: log all
Syntax: snoop <character>

LOG <character> causes all of a character's commands to be logged into
the server's log file.  Like FREEZE, it is a permanent character toggle.

Certain commands (PASSWORD) are protected against LOG.  Conversely, certain
commands (especially immortal commands) are always logged.

LOG ALL logs all character commands.  It is a server-wide toggle; it does not
persist across reboots.
~

0 LOOK 'LOOK IN'~
Syntax: look
Syntax: look room
Syntax: look <object|character|direction>
Syntax: look in <container|corpse>

LOOK is used for studying your surrounding or inspection of an object or
person.

LOOK by itself will give a brief summary of the room you are in.  LOOK ROOM
will give a longer description of the room.

LOOK <direction> will look at any exits in that direction, giving you a
description of the exit and, if possible, the room beyond.  LOOK <direction>
 is often used in conjunction with items that grant the ability to farsee.

LOOK <object> can be used to look at something in your inventory or
something in the room.  Oftentimes rooms will have extra things to look at,
sometimes providing vital clues to the player.

LOOK can be abbreviated to "L".

See also: EXAMINE, GLANCE, READ
~

0 LUCK~
Attribute

Luck is difficult to describe.  Some people are just born lucky.  It may be
caused by some cosmic karmic balance, or the gods taking a special interest
in a person, or some natural innate ability to influence fate.  Luck can have
strange effects on the game, but it isn't a prime attribute for any class.
Needless to say, however, all classes can benefit from high luck scores.

See also: STATS, STATISTICS, ATTRIBUTES
~

-1 MAGMA~
[Note: this entry may not be removed or altered or you will face legal
 action.]

Magma originates from UltraEnvy 0.87j, which originates from Envy
(help envy), which originates from Merc (help merc) which originates
from Diku (help diku).

All changes to this version of Magma have been done by Veygoth.

Veygoth can be reached at veygoth@stax.net
~

56 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.
~

-1 MERC~
[Note: this entry may not be removed or altered or you will face legal
 action.  See our license.txt.]
This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey.  Merc 2.2
is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn.  Merc 2.2
is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to
ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk
E-mail to 'merc-l-request@webnexus.com' to join the merc mailing list.

Thanks to ...
  ... Diku Mud for starting it all.
  ... The Free Software Foundation and DJ Delorie for kick-ass tools.
  ... Copper Mud and Alfa Mud for releasing their code and worlds.
  ... Aod of Generic for ... well, everything.  You're a hoopy frood, Aod.
  ... Alander for many ideas and contributions.
  ... John Brothers of Silly for permission to use Silly code and worlds.
  ... Zrin for administering the mailing list.
  ... Abaddon for proofreading our comm.c.
  ... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help.
  ... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge,
      The Crew of Salems Lot, and others for code and bug fixes.
  ... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar
      for the improvements and ideas to the pager.
  ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds.
  ... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric,
      Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing
      constructive input.
  ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
      of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot
      for bug reports, ideas, new code, and hours of enjoyment.

Share and enjoy.
MERC Industries
~

56 MFIND OFIND~
Syntax: mfind <name>
Syntax: ofind <name>

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

56 MLOAD OLOAD~
Syntax: mload <vnum>
Syntax: oload <vnum>

MLOAD loads a mobile given its vnum (virtual number).  The vnum's are just
the #NNNN numbers that appear in world.obj.

OLOAD loads an object given its vnum.
~

56 MSET OSET RSET SSET~
Syntax: mset <character> <field> <value>
Syntax: oset <object>    <field> <value>
Syntax: rset <location>  <field> <value>
Syntax: sset <character> <skill> <value>
Syntax: sset <character> all     <value>

MSET, OSET, and RSET set the properties of mobiles, objects, and rooms,
respectively.  SSET sets a skill or spell level on a PC.

There is currently no way to enter more than one line of text for a
string-valued option.  In this case, MSET <character> description is
not supported.
~

56 MSTAT OSTAT RSTAT~
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat

MSTAT shows you statistics on a character.

OSTAT shows you statistics on an object.

RSTAT shows you statistics on a location. The location may be specified as
a vnum, as the name of a mobile, or as the name of an object.
~

56 MWHERE~
Syntax: mwhere <name>

MWHERE shows you the locations of all mobiles with a particular name.
~

56 NOEMOTE NOTELL SILENCE~
Syntax: noemote <character>
Syntax: notell  <character>
Syntax: silence <character>

NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by
preventing them from emoting, telling, and using channels, respectively.
Characters who are no'telled will also not receive those forms of
communication.
~

56 NUMLOCK NEWLOCK~
Syntax: numlock <number>
Syntax: newlock

NUMLOCK shows at which character level and below may not log in.

NUMLOCK <number> sets which character level and below MAY NOT log in.
Players level immortal and above with a special bit set MAY log in.
Players who lose their links, however, may reconnect.

NEWLOCK is a shortcut to NUMLOCK 1.  NEWLOCK will turn on numlock but
not turn off if currently set.
~

0 OPEN CLOSE LOCK UNLOCK~
Syntax: open <object> [direction]
Syntax: close <object> [direction]
Syntax: lock <object> [direction]
Syntax: unlock <object> [direction]

OPEN and CLOSE open and close an object or door.  If there are multiple
doors with the same keywords, you can specify a direction to choose which
exit you desire.

LOCK and UNLOCK lock and unlock a closed object or door.  You must have the
key in order to lock or unlock a door, or you must be able to pick the door's
lock or bash the door in.

See also: PICK LOCKS, DOORBASH, DOORKICK
~

0 ORDER~
Syntax: order <follower|followers|all> <command>

ORDER will instruct one or more of your followers to attempt to perform a
command.  ORDER FOLLOWERS and ORDER ALL will tell all your pets to try and
perform the task.

Some pets simply aren't capable of performing certain tasks.  Pets can also
be busy doing other things and unable to respond to your commands.  Also,
some pets gradually tire of following orders and stop doing so.

See also: PETS
~

56 OWHERE~
Syntax: owhere <object>

OWHERE shows you the locations of all objects numbering 100 or less with a
perticular name.
~

0 QUAFF POTIONS~
Syntax: quaff <potion>

QUAFF drinks a magical potion, as opposed to DRINK which drinks mundane
liquids.  Because potions are magical, they will have no effect in a
"no-magic" room.

Potions have a single charge and can only be quaffed once.

See also: ZAP, RECITE
~

-1 PAGELENGTH PAGE PAGER~
Syntax: pagelength
Syntax: pagelength <number>

Pagelength without an argument sets the number of lines before page
pause to the default of 20 lines.

Pagelength with an argument sets the number of lines you wish to see on
screen before page pausing.

The maximum number of lines allowable before page pausing is 60.
~

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.
~

56 PEACE~
Syntax: peace

PEACE causes all characters and mobiles in a room to stop fighting.
~

0 PET PETS~
Pets are creatures who follow a player, taking orders and performing some
basic tasks.  Pets can be purchased in stores, summoned from spells (such
as elementals or a necromancer's undead followers), or obtained via other
means.

Most mobs consider the owner of the pet to be responsible for the pet's
actions.  If the pet attacks, the mob will most likely come after the owner
of the pet if the pet is killed.  Towns with justice systems may arrest pet
owners if the pet breaks any laws.

Pets are commanded using the ORDER command.

Some pets gradually tire of taking orders and cease to follow their masters.

You cannot rent with pets.  Once you have rented, your pets will forget all
about you and you must obtain new ones.

See also: ORDER, FOLLOW, GROUP, RENT
~

0 PETITION~
Syntax: petition <message>

PETITION allows you to send a message to all the gods who are currently
online.  This is used for critical problems or errors and should not be
used to offer suggestions, report minor bugs, or report typos in zones.

PETITION should be used for critical bugs and reporting cheating.

Do NOT use PETITION to check and see if a god is online.  If they wanted
you to know they were online, they'd go visible.

Do not abuse this command, or your ability to use it may be removed.

See also: BUG, TYPO, IDEA
~

-1 PROMPT~
Syntax: prompt
Syntax: prompt all
Syntax: prompt <%*>

PROMPT with out an argument will turn your prompt on or off.
PROMPT ALL will give you the standard "<hits mana moves>" prompt with
  tank and enemy status when in combat.
PROMPT METER will give you the standard prompt with life meters for your
  tank and enemy status when in combat.
PROMPT <%*> where the %* are the various variables you may set yourself.

     %h :  Display your current hits
     %H :  Display your maximum hits
     %m :  Display your current mana
     %M :  Display your maximum mana
     %v :  Display your current moves
     %V :  Display your maximum moves
     %x :  Display your current experience
     %g :  Display your gold held
     %w :  Display your current Wait State
     %a :  Display your alignment
     %r :  Display the room name you are in
     %R :  Display the vnum you are in (IMMORTAL ONLY)
     %z :  Display the area name you are in (IMMORTAL ONLY)
     %i :  Display whether or not you are invisible
     %I :  Display whether or not you are wizinvis (IMMORTAL ONLY)
     %c :  Display the editing mode you are in (IMMORTAL ONLY)
     %C :  Display the number of the area you are editing (IMMORTAL ONLY)
        %p :  Display your status as a meter when in combat
        %P :  Display your status as text when in combat
        %e :  Display you enemy's status as a meter when in combat
        %E :  Display your enemy's status as text when in combat
        %t :  Display the tank's status as a meter when in combat
        %T :  Display the tank's status as text when in combat

Example:  PROMPT <%hhp %mm %vmv>
     Will set your prompt to "<10hp 100m 100mv>"
~

56 PURGE~
Syntax: purge
Syntax: 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.
~

0 PUT~
Syntax: put <object|all> <container>
Syntax: put <amount> <coin type> <container>

PUT will put an object inside a container.

Some containers have a maximum amount of weight or internal room and will
not hold large or heavy objects.

PUT, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a
player to choose a specific item from a group of items with the same keywords.

For example, if you had 3 spellbooks and wanted to put them all in a backpack,
you would type:

     put all.spellbook backpack

Make sure you include the period between the number of the item and the name.
If you used a space in the above example instead of a period, you would attempt
to put everything you had in your inventory into your spellbook.

See also: GET, DROP, GIVE, MONEY
~

56 QUI~
Syntax: qui

QUI prevents you from accidentally typing QUIT when you don't want to.  

The command parser attempts to complete commands.  For example, if you want to
go EAST, you can type E, EA, EAS, or EAST.  The mud will interpret any of
those to be the command EAST.

QUI prevents you from quitting the game if you mistakenly type a Q, QU, or QUI.
~

0 QUIT~
Syntax: quit (disabled for players)

QUIT leaves the game immediately.  It can only be used by administrators.
Players must either RENT or CAMP to leave the game.

See also: RENT, CAMP
~

0 READ~
Syntax: read <keyword>

Use the read command when you wish to read something, such as a book, sign,
or bulliten board.

See also: LOOK, EXAMINE
~

56 REBOOT~
Syntax: reboot

REBOOT shuts down the server.  When the normal 'startup' script is used
to control the server, a delay of sixty seconds will ensue (to allow
old connections to die), followed by a reboot.
~

0 RECITE SCROLLS~
Syntax: recite <scroll> [target]

RECITE reads a magical scroll.  The target may be optional, depending on
the type of scroll.  Because scrolls are magic, they will have no effect
in a "no-magic" area.

See also: QUAFF, ZAP
~

0 REPLY~
Syntax: reply <message>

REPLY sents a message to the last person who sent you a tell.  REPLY will
work even if you can't see the player, without revealing their identity.
This is handy for talking to invisible or flying people.

See also: TELL, SAY, GSAY
~

0 RENT~
Syntax: rent

RENT allows you to exit the game.  It can only be performed at an inn.  It
will store all your items and save your character.  The next time you enter
the game you will re-enter at the spot where you rented.

See also: CAMP, QUIT
~

0 REPORT~
Syntax: report [player]

REPORT by itself will show your current statistics to you and everyone in
your room.

REPORT followed by a player name will send a TELL to that player giving him
your current statistics.
~

0 REST~
Syntax: rest

REST allows a person to regenerate movement points and health back at an
increased rate.  You must also REST before trying to memorize or pray for
spells.  

You are more vulnerable to attacks while resting.

See also: SLEEP, SIT, STAND, WAKE
~

56 RESTORE~
Syntax: restore <character>
Syntax: restore all

RESTORE restores full hit points, mana points, and movement points to the
target character.

RESTORE ALL restores full hit points, mana points, and movement points
to all players and mobiles.
~

0 SAVE~
Syntax: save

The SAVE command will allow you to save the current state of your character,
including his inventory, experience, money, and statistics.  If the game
crashes, you should be reset to the last time your character was saved.

The game auto-saves every few minutes.
~

0 SAY~
Syntax: say <message>

SAY will send a message to all awake players in your room.  The single
quote (') is a synonym for SAY.

See also: TELL, REPLY, GSAY
~

0 SCORE~
Syntax: score

SCORE is a command used to show you information concerning the current state
of your character.  It will show you information such as your level, race,
class, hit points, movement points, mana, money, playing time, title, and so on.

See also: ATTRIBUTES
~

0 SELL~
Syntax: sell <object> <shopkeeper>

SELL will allow you to try and sell an item to a shopkeeper.  If no shopkeeper
is given, the first shopkeeper in the room will be chosen.

SELL, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a
player to choose a specific item from a group of items with the same keywords.

For example, if the command "LIST DAGGER" showed you that a shopkeeper had
five daggers, you could type "BUY 3.DAGGER".

Make sure you include the period between the number of the item and the name.
If you used a space in the above example instead of a period, you would
attempt to buy three daggers, not the third dagger.

Prices in shops can be affected by a player's charisma.

See also: BUY, LIST, VALUE, MONEY, SHOPS
~

0 SHOUT~
Syntax: shout <message>

SHOUT sends a message to everyone in the same zone as you.

You can TOGGLE SHOUT on and off.

See also: SAY, TELL, GSAY, REPLY
~

56 SHUTDOWN~
Syntax: shutdown

SHUTDOWN shuts down the server and prevents the normal 'startup' script
from restarting it.
~

56 SLAY~
Syntax: slay <character>

SLAY kills a character in cold blood, no saving throw.

SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC.
~

0 SLEEP~
Sleep is both a command and a spell.

Syntax: sleep

The command is used for falling asleep, which will increase the rate at
which a player can regenerate health and movement points.  However, the
sleeping character is much more vulnerable to attacks while asleep.

You must use the ALERT command to come to your senses fully after sleeping.
When you awake, you're relaxed until you attempt to become more alert.

See also: WAKE, REST, SIT, STAND, ALERT

The spell information is:
     Cleric [4th Circle]
     Necromancer [4th Circle]
     Sorcerer {4th Circle]

Area of effect: Target
Aggressive:     Yes to mobs. No to players
Cumulative:     No
Duration:       Until the target is awakened or the spell wears off (duration
                dependant on caster's level).
Type of spell:  Enchantment

A successful spellcast will cause the target to fall under a magical sleep.
A target that is affected by this spell cannot wake himself up.  Someone else
must awaken him using the WAKE command.
~

56 SLOOKUP~
Syntax: slookup <sn>
Syntax: slookup <skill-or-spell>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and skill or spell name for the given
skill, spell, or 'sn'.  The 'sn' is used for OSET and OSTAT.  'sn' is not
used for player files; these operate with the actual skill and spell names.

SLOOKUP ALL shows this information for all skills and spells.
~

0 SNEAK~
Applied Skill
     Assassin [Level 1]
     Thief [Level 1]
Innate Ability
     Grey Elf warrior, ranger [Outdoors only]
     Duergar warrior, mercenary, assassin, thief [Underdark only]

Syntax: sneak

Sneak allows you to attempt to move silently from one place to another.  A
person who successfully sneaks will be able to travel without anyone noticing
him entering or leaving an area.  You cannot tell when you have successfully
sneaked or not.  There is no success or failure message.

The sneak skill must be toggled on or off, and takes up additional movement
points when active.

The innate ability is always in effect.

See also: HIDE
~

56 SNOOP~
Syntax: snoop <character>

SNOOP shows you a copy of all the input and output going to a character.
The character must have an open channel.  You may snoop more than one
character at a time.

SNOOP yourself to cancel all outstanding snoops.
~

0 SOCIALS~
Syntax: socials

SOCIALS shows you all of the social commands available to you.
 
See also: COMMANDS
~

0 SPELLS SLIST~
Syntax: spells
Syntax: slist

SPELLS will give a list of all the spells available to your class.  If you
are a mage who requires a spellbook, it will also indicate whether you have
the spell in any spellbooks in your inventory or equipped.

See also: SPELL FAILURE, CAST, SPELL SLOT, SPELL CIRCLES, CASTER, MAGIC
~

0 SPLIT~
Syntax: SPLIT <coin type> <amount>

SPLIT splits some coins between you and all the members of your
group who are in the same room as you.  It's customary to SPLIT
the money after a kill.

See also: MONEY, GROUP
~

56 SSTIME~
Syntax: sstime
Syntax: sstime <value>/reboot

This Directorship command sets the time of shutdown or reboot
with accompanying warnings.

Value is the number of minutes till reboot or shutdown.  (1440
minutes/day)

Reboot will toggle between reboot or shutdown.

SSTIME without an argument shows the time at which the mud will reboot
or shutdown.
~

0 STAND~
Syntax: stand

STAND will take a character back to the standing position.  It is used when
you have fallen, been knocked down, knelt, or are sitting/lying down.

See also: SIT, REST, KNEEL, RECLINE
~

0 STEAL~
Applied Skill
     Thief [Level 1]

Syntax: steal <object|coins> <target>

STEAL is used to take money or items from another creature without their
knowledge or consent.  The success of your theft is directly dependant on
your amount of skill, the status of the target, how many people are in the
same room, and so on.

Stealing from other players can only be done once you have reached level 35.
~

-1 STORY~
The story of the world of Basternae is a simple one, but that makes it no
less tragic.

The world is shattered, effectively split in two between the surface world
and that of the Underdark, a massive collections of caves and tunnels that
runs underground.  On the surface, the "good" aligned races make their homes,
while the "evil" races either choose or are forced to live in the dangerous
Underdark.

For all of recorded history, the good and evil races have been at war.
Armies march forward to combat, one side wins and slays the other, then is
destroyed itself by another army.  It is a vicious cycle of warfare and
neither side seems inclined to put a stop to it.  The "good" races talk of
peace, but it's a peace that would cost the lives of all unclean or unpure
races of the dark.  The evil races know only war, trained from birth to live
in hostile environments.  Horrible creatures make their homes in the
Underdark, more than willing to kill any victims for food or sport, but it's
just as likely a young evil will find himself dead from the knife of one of
his kin.

It's the world of Basternae, where reflexes and fighting skills are
constantly honed to perfection, where adventure waits around every corner,
and death can lurk behind even the most friendly of faces.  It's a world of
combat and destruction, where fame and forture go to the aggressive and the
meek get stomped into the ground.

Welcome home.  Welcome to Basternae.
~

0 STRENGTH~
Attribute
Spell
Innate

Strength is a measure of raw, physical power, the ability to manipulate
matter with muscles.  It is the primary attribute for warrior classes, and
has use for other classes as well.  It affects how much you can carry, how
heavy of a weapon you can wield, and so on.

Strength is also a spell that can be cast.
Spell
     Enchanter [3rd Circle]
     Sorcerer [3rd Circle]

Area of Effect: Target
Aggressive:     No
Cumulative:     Yes
Duration:       Dependant on proficiency of the caster
Type of Spell:  Enchantment

This spell causes the target's strength to increase slightly for a limited
amount of time.

Strength is also an innate ability of mountain dwarves.  The innate ability
works exactly like the spell effect, but it is not cumulative.

See also: STATS, STATISTICS, ATTRIBUTES
~

-1 SUMMARY~
This is a list of the most important commands.  For more information,
including detailed lists of commands, look at HELP INDEX.

MOVEMENT  GROUP       COMMUNICATION    INFORMATION    CONFIGURATION
north     group       say              areas          config
south     follow      tell             commands       password
east      consent     reply            socials        toggle
west      gsay        shout            weather        prompt
up        split       petition         news
down                  languages        motd

COMBAT    SPELLS      OBJECTS          STATUS         OTHER
kill      cast        get              attributes     quit
flee      mem         put              score          save
wimpy     pray        drop             report         rent
glance    meditate    give             time           bug
consider  wear        who              typo           idea
wield                 inventory
hold                  equipment

MONEY                    OTHER IMPORTANT TOPICS
balance                  races
deposit                  classes
withdraw                 spells
exchange                 rules
buy                      commands
sell                     index
list
value

Please make sure you look at HELP INDEX for much more information and
detailed lists of all commands.
~

56 SWITCH RETURN~
Syntax: switch <character>
Syntax: return

SWITCH switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC).

RETURN returns you to your original body.
~

0 TELL~
Syntax: tell <character> <message>

TELL will send the chosen player a message.  The player does not have to
be in the same room as you, but you must be able to see the player (for
example, you must be able to detect invisible if the player is current
invisible).

See also: SAY, REPLY, GSAY
~

0 THAC0 THACO~
THAC0 stands for "to-hit armor class zero".  It's a number that represents
how much chance you have to hit a character or person with an armor class
equal to zero (the mid-point between +100 AC and -100 AC).

The lower your THAC0, the better chance you have of hitting.

Your class, level, equipment, and various other status effects can improve
or hinder your ability to hit your opponent.

See also: ARMOR CLASS
~

0 TIME~
Syntax: time

TIME will show the game time, as well as the time when the mud was last
started, and the current local time for the host computer.

See also: CALENDAR
~

0 TITLE~
Syntax: title <string>

Titles can only be given out by administrators or by guild leaders for
people in their guilds.  Titles may contain color codes, but can only be of
a certain length (around 50 characters or so).

You must be level 35 or greater to request a title from an administrator.

All titles must be "appropriate", which means they should be fantasy-related,
should not contain bad language, and they cannot contain misleading
information about race, class, guild, etc.  "Last names" for characters are
considered appropriate, if they fit in with the fantasy theme.

If you are in a guild and have a title, your title must be short enough so
that your guild name can be plainly seen in the WHO.
~

56 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all         <location>

TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~

56 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.
~

56 USERS~
Syntax: users

USERS reports all of the visible users connected to the server, including
users in the process of logging in.  The two numbers inside brackets are
the channel number and the 'connected' state.  The 'connected' states are
listed in merc.h: 
  0 is CON_PLAYING
  non-zero values are various states of logging in.
~

0 VALUE~
Syntax: value <object> [shopkeeper]

VALUE will let you know how much a shopkeeper is willing to pay for an item
you have.  If no shopkeeper is given, the first shopkeeper in the room will
be chosen.

VALUE, as well as most object manipulation commands, allows the use of the
#.object format, where # is a number or the word "all".  This allows a
player to choose a specific item from a group of items with the same keywords.

For example, if the command "LIST DAGGER" showed you that a shopkeeper had
five daggers, you could type "BUY 3.DAGGER".

Make sure you include the period between the number of the item and the name.
If you used a space in the above example instead of a period, you would
attempt to buy three daggers, not the third dagger.

Prices in shops can be affected by a player's charisma.

See also: BUY, SELL, VALUE, MONEY, SHOPS
~

0 VISIBILITY~
Syntax: visibility [0]

VISIBILITY without any arguments will inform you of your current visibility
status.  It will let you know if you are invisible or not.

Any other argument to the visibility command will snap you out of
invisibility or hiding.

See also: HIDE
~

0 WAIT 'WAIT STATES'~
Wait states is a mechanism in which we count the delay between your actions.
Commands such like casting, kicking, walking, disarming, brandishing, zapping,
quaffing, etc cause a certain delay before your next action can go through.
This represents the amount of time you need in order to complete the action.

You may also accumulate a delay when a certain action is performed upon you.
These actions are being tripped, disarmed, etc.

If you are in combat, it is wise to use your wait state level as an indicator
as to when your next command will go through.  Should you have a wait state
greater than 0, all your other typed commands will be queued until your wait
returns to 0.

See: PROMPT
~

0 WAKE~
Syntax: wake [target]

WAKE with no target will attempt to awaken yourself if you fell asleep.
WAKE followed by a target name will attempt to awaken that person.

Waking will not change your position.  You may have to use the ALERT
command to stop relaxing after your nap.

See also: STAND, SLEEP, ALERT, REST, RECLINE
~

0 WEATHER~
Syntax: weather

WEATHER will show you the weather in the current room.  If you are indoors,
you will not be able to gain any information about the weather.
~

56 WHERE~
Syntax: where [character]

WHERE without an argument will tell you the location of visible players.

WHERE with an argument will tell you the location of one chracter with that
name.
~

0 WHO~
Syntax: who
Syntax: who [level-range]
Syntax: who [class]
Syntax: who [class] [level-range]

WHO shows the people currently in the game on your side of the racewars.
Some people can choose to remain unseen and won't appear in the WHO.  Some
people are invisible and you must have the ability to detect invisibility
to see them on the WHO.

Gods are oftentimes online but not on the WHO.

WHO can be used with arguments to provide a filtered list of players of a
certain class, level range, or combination.
~

56 WHOIS~
Syntax: whois <character>

WHOIS gives you WHO information on a specific character.  If you request
is vague, it will match your text to anyone with that string in their names.
~

0 WIMPY~
Syntax: wimpy [number]

WIMPY sets your wimpy value.  When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to flee.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy and will flee during combat if they are hurt.
~

0 WISDOM~
Attribute

Wisdom is a measure of many things: judgement, enlightenment, willpower,
and intuition.  It represents the planning ability of a character and his
ability to learn from experience.  It is the primary attribute of all
priestly classes and is a benefit to all other classes as well, since it
impacts the speed at which one can learn.

Some races naturally are more wise than others.  The mountain dwarves and
their duergar enemies are counted as some of the wisests of the races,
because of their long lifespan and the methods by which they hand down
information from generation to generation.  Ogres and barbarians are
considered to be the most unwise.

See also: STATS, STATISTICS, ATTRIBUTES
~

56 WIZ :~
Syntax: wiz <message>

WIZ sends a message to all immortals.  ':' is a synonym for WIZ.
~

56 WIZHELP~
Syntax: WIZHELP

WIZHELP provides a list of all immortal commands available to you.

See also: ADMINISTRATION
~

56 WIZIFY~
Syntax: wizify <character>

WIZIFY toggles the wizbit flag of a character.  This enables the wizified
character to enter the game despite a WIZLOCK.
~

56 WIZLOCK~
Syntax: wizlock

WIZLOCK is a toggle command.  When the server is WIZLOCKed, players below
level immortal without a special bit set may not log in.  Players who lose
their links, however, may reconnect.
~

0 ZAP STAFF STAVES WANDS~
Syntax: zap [target]

ZAP will attempt to use a held magical staff or wand on a target, or the
object's holder, depending on the nature of the staff or wand.

The staff or wand must be held before it can be zapped.

See also: QUAFF, RECITE
~

-1 HUMAN~

The human race is younger than most of the other races of good alignment,
but already they have become one of the most powerful and numerous.  Humans
have been blessed (or cursed) with an amazing curiousity and desire to
expand and conquer.  Humans are very adept at living in a wide range of 
conditions and can be found almost anywhere.

Humans are more tolerant of other races and more open-minded about their
views of the world.  They're also one of the more warlike of the good
aligned races and conflicts between humans and elves, dwarves, and
other humans are common.  Because of this, some of the older races view
the humans as untrustworthy and hot-headed.

Class list:  Warrior, ranger, paladin, cleric, druid, sorcerer,
             Elementalist (any focus), Enchanter, Rogue, Mercenary,
             Illusionist, Bard

Stats: Humans are the baseline against which all other races are compared.
As a result, they have no strengths or weaknesses.

        STR: Average            INT: Average
        DEX: Average            WIS: Average
        AGI: Average            CHA: Average
        CON: Average

Innate abilities:  None
Hometown: XXXXX

See also: RACES
~

-1 DROW 'DROW ELF' DROW ELVES'~

Drow elves, sometimes called dark elves (but never by the drow or anyone
within earshot that wishes to avoid a fight), are an offshoot of the
elven race, kin to the grey elves of the surface.  Because of their evil
nature, the drow were driven out from the homes on the surface and
forced to move into hiding in the bowels of the Underdark.

The drow hate all creatures of the surface and constantly scheme and plot
to slay those who dwell in the sunlight.  Life for a drow in their dark,
gloomy underground cities is hard.  Noble houses and merchant families
strive for power, obtaining it via any possibly means including
assassination, political backstabbing, and open warfare.

Class list:  Warrior, Cleric, Sorcerer, Enchanter, Rogue, Scout
             Bard, Elementalist

Stats:  Drow tend to be weaker and frailer than humans, but are better
        in most other areas. Drow are somewhat resistant to magical
        attacks.

        STR: Below Average              INT: Above Average
        DEX: Above Average              WIS: Above Average
        AGI: Very Good                  CHA: Average
        CON: Poor

Innate abilities:  levitate, darkness, faerie fire, ultravision
Hometown: XXXXX

See also:  RACES, LEVITATE, DARKNESS, "FAERIE FIRE", ULTRAVISION, INNATE
~

-1 BARBARIAN BARBARIANS~

Barbarians are closely related to humans, but are larger, sturdier,
and possess more stamina than their human cousins.  Many barbarians
are roving nomads, content to roam the plains of the north.  Others
have settled into more permanent towns and cities, forming a society
based on Clans.  

Most barbarians are ill-tempered.  Humans tend think of the barbarians as
stupid and dull, but this is certainly not the case for all barbarians.
Many are outstanding artisans, while others are extremely cunning warriors.

Class list:  Warrior, Mercenary, Shaman

Stats:  Barbarains are generally stronger and hardier than humans,
        but tend to trail them in all other areas.

        STR: Excellent          INT: Bad
        DEX: Average            WIS: Bad
        AGI: Average            CHA: Average
        CON: Excellent

Innate abilities:  bodyslam, doorbash
Hometown: XXXXX

See also:  RACES, BODYSLAM, INNATE, DOORBASH
~

-1 DUERGAR 'DUERGAR DWARF'~

Duergar, or gray dwarves, are an evil and twisted race, living in the lowest
depths of the Underdark.  Cunning and manipulative, it is said that only the
duergar can match the cruelty and depravity of the drow elves.  They
hate all other races, but have some grudging relations with a few of the
other races of the Underdark.

Duergar, like the mountain dwarves they despise, are inordinately sturdy and
strong.  They have medium to dark gray skin and hair and prefer to wear
drab clothing to blend into their environment.  Duergar have the unique
ability to cloak themselves in darkness, melding into the shadows to
become invisible.  This ability is only usable in the caverns of the
Underdark

Class list:  Warrior, Cleric, Rogue, Mercenary

Stats:  Duergar are stronger and hardier than humans, and somewhat
        more dextrous, but tend to be less intelligent and agile.

        STR: Very Good          INT: Bad
        DEX: Average            WIS: Average
        AGI: Average            CHA: Bad
        CON: Very Good

Innate abilities:  invisibility (underdark only), enlarge, 
                   ultravision, underdark sneak
Hometown: XXXXX

See also:  RACES, INVISIBILITY, ENLARGE, ULTRAVISION, INNATE
~

-1 'GREY ELF' 'GREY ELVES'~

Unlike their cousins the drow, grey elves live on the surface and
prefer to dwell in forests.  They are exceptionally intelligent and
swift, but are inclined to be weaker and smaller than humans.  Grey
elves have a good-natured disposition and tend to love animals and
nature, although they loathe drow.  They are born with infravision,
but, unlike drow, can see perfectly in daylight.

Class list:  Ranger, Cleric, Enchanter, Elementalist, Druid, Sorcerer,
            Rogue, Bard

Stats:  Elves tend to be weaker and frailer than Humans, but are 
also quicker and more intelligent.

        STR: Below Average              INT: Above Average
        DEX: Above Average              WIS: Average
        AGI: Very Good                  CHA: Good
        CON: Below Average

Innate abilities:  infravision, outdoor sneak (for rogues, rangers,
and bards).
Hometown: XXXXX

See also:  RACES, INFRAVISION, SNEAK, INNATE
~

-1 OGRE~

Ogres are massive, ugly humanoids, standing nine to ten feet in height
and weighing between 300 to 400 pounds.  Ill-tempered and nasty, ogres
are feared by most other races because of their incredible strength
and warlike nature.

Ogres normally live in tribes, ruled by the strongest.  They constantly
fight one another and can not be trusted to keep their word.  Some
ogres focus on the arts of shamanism, but most prefer to pursue the simpler
life of a warrior.

Class list: Warrior, Shaman, Mercenary

Stats: Ogres have a reputation for stupidity and sluggish behavior.
       The raw strength and constitution of these creatures make
       them powerful predators.

        STR: Unsurpassed                INT: Very Poor
        DEX: Poor                       WIS: Very Poor
        AGI: Very Poor                  CHA: Pathetic
        CON: Amazing

Innate abilities: Infravision, doorbash, bodyslam (for warriors and
mercenaries)

Hometown: XXXXX

See also:  RACES, DOORBASH, INFRAVISION, BODYSLAM, INNATE
~

-1 DWARF 'MOUNTAIN DWARF'~

Mountain dwarves are a noble race with a history stretching back through the
ages.  Living in great fortresses of stone and rock, the mountain dwarves
are miners by nature, delving deep into the mighty mountain ranges to
carve out their homes.

Dwarves are a close-knit society, preferring the company of their own kind
to that of outsiders.  Mountain dwarves are quite strong, sturdy, and
stubborn to a fault.  They can live to be hundreds of years old and it is
said that each year they live this hard and unyielding nature increases.

Class list: Warrior, Cleric, Rogue, Mercenary, Berserker

Stats: Dwarves are stronger and hardier than humans, and somewhat more
       dextrous.  They are, however, less agile and intelligent.

        STR: Very Good                  INT: Bad
        DEX: Average                    WIS: Average
        AGI: Average                    CHA: Bad
        CON: Very Good

Innate abilities: infravision, strength
Hometown: XXXXX

See also: RACES, INFRAVISION, STRENGTH, INNATE
~

-1 TROLL~

Trolls are an ugly race, tall and wiry and possessing enormous strength.
They vary in coloration from pale greens to dark browns and blacks, and
stand much taller than a human.

Trolls are known as being greedy and vicious, living together in warbands in
a clannish society where the only the strong survive.

Trolls have the ability to regenerate damage at an incredible rate, and
possess ultravision.

Class list: Warrior, Mercenary, Shaman

Stats:  Quite strong and durable, trolls are cursed with stupidity and lack
        of wisdom.  They're very quick for their size, which has surprised
        more than one of their victims.

        STR: Excellent                  INT: Very Poor
        DEX: Below Average              WIS: Poor
        AGI: Average                    CHA: Pathetic
        CON: Very Good

Innate abilities: ultravision, bodyslam (for warriors and mercenaries)

Hometown: XXXXX

See also: RACES, BODYSLAM, ULTRAVISION
~

-1 HALFLING~

Halflings are a small humanoid race, blessed with amazing quickness and
dexterity but hampered by their lack of size.  Jovial and carefree by nature,
halflings stand roughly half the size of a human (hence the name), and
usually possess curly brown or dark hair, a light tan complexion, and a
stout or heavy frame caused by the halfling tendancy to indulge in good
food and spirits.

Halflings make excellent thieves because of their impressive quickness, but
this has caused many people to shun or outcast the entire race.  "All
halflings are thieves, it's just some do it more often" is a popular saying.

Class list: Warrior, Cleric, Sorcerer, Thief

Stats:  Nimble and quick, halflings are quick on their feet and just as fast
        with their hands.  Weaker than humans, they aren't overly intelligent
        or wise either.

        STR: Below Average              INT: Below Average
        DEX: Exceptional                WIS: Bad
        AGI: Exceptional                CHA: Average
        CON: Average

Innate abilities: Infravision

Hometown: Woodseer

See also: RACES, INNATE, INFRAVISION

~

-1 ORC~

Orcs are a race of evil humanoids, some say a twisted mockery of the human
race.  They typically stand five to six feet tall and have pale yellow, brown,
or greenish skin and red eyes.  Orcs are the most social of the evil races,
and are known to build huge warbands that invade and pillage the lands of the
good races until they are destroyed.

Orcs have roughly the same attributes as humans as well, further hinting at
some link between the two species, although what that link may be has been
lost in time.

Class list: Warrior, Shaman, Cleric, Sorcerer, Conjurer, Mercenary, Thief,
            Assassin, Anti-paladin, Illusionist

Stats:  Orcs are almost mirror images of humans, possessing a little more 
        strength and constitution, but a little less intelligence and wisdom.

        STR: Above Average              INT: Average
        DEX: Average                    WIS: Average
        AGI: Average                    CHA: Average
        CON: Above Average

Innate abilities: Ultravision, Infravision, Summon Horde
Hometown: XXXXX

See also: RACES, INNATE, INFRAVISION, ULTRAVISION, SUMMON HORDE

~

-1 GNOME~

Gnomes are small humanoids, similar in stature to halflings, but more related
to the dwarven races than halflings.  Gnomes are intelligent and curious, and
have a fascination with all things mechanical and magical.  Gnomes are also
known to be a sturdy and dependable race.

Class list: Warrior, Cleric, Sorcerer, Conjurer, Illusionist

Stats:  Gnomes have quick minds and above normal wisdom, and a quick and 
        dextrous body to match.  They lack strength, but are surprisingly 
        durable for their size.

        STR: Below Average              INT: Very Good
        DEX: Above Average              WIS: Above Average
        AGI: Good                       CHA: Below Average
        CON: Above Average

Innate abilities: Infravision

Hometown: XXXXX

See also: RACES, INNATE, INFRAVISION

~

-1 MINOTAUR~


~

-1 HALF-ELF 'HALF ELF'~

Half-elves are a combination of human and elven parents, and this mixed
breeding usually causes them to be shunned by both sides.  Usually humans
and elves cannot have children, but in a few cases a normal birth occurs,
often at the cost of the mother's life.  This sad way to enter the world
is just the start of what is usually a tough and unfair life for a half-elf.

Half-elves usually come in two types: those who try to fit in with "normal"
society, and those with a chip on their shoulders who dare anyone to look down
upon them because of their heritage.

Half-elves have a mixture of human and elven physical traits, being somewhat
stronger and healthier than grey elves, but less so than a human.

Class list: Warrior, Ranger, Druid, Sorcerer, Conjurer, Bard

Stats:  Half-elves tend to be slightly weaker and frailer than humans, but
        are quicker and smarter than their related kin.  

        STR: Below Average              INT: Average
        DEX: Average                    WIS: Average
        AGI: Average                    CHA: Average
        CON: Average

Innate abilities: Infravision
Hometown: XXXXX

See also: RACES, INNATE, INFRAVISION

~

-1 GOBLIN~

Goblins are a race of evil humanoids that are, typically, three to four
feet tall with green or yellowish skin and red eyes.  Goblins are usually
looked down upon by many of the other evil races because of their small
stature, despite the fact that goblin shamans are dangerous casters.

In the world of the Underdark, where surviving from day to day is difficult,
goblins are survivors.  Despite their small size, goblins can adapt to
their environments very easy and learn to fit in.  If more powerful races
threaten to overwhelm a goblin village, they either flee to live another day
or learn to make themselves invaluable to their conquerers.  Either way, the
main goal of a goblin is to live to see another day.

Class list: Warrior, Shaman, Cleric, Thief

Stats:  Goblins tend to be weaker than most other races, but have a strange
        kind of wisdom that comes from being survivors.  Goblins are quick
        enough to roll with a punch, and fast enough to stick a dagger in
        the person doing the punching.

        STR: Below Average              INT: Very Good
        DEX: Above Average              WIS: Above Average
        AGI: Good                       CHA: Below Average
        CON: Above Average

Innate abilities: Ultravision
Hometown: XXXXX

See also: RACES, INNATE, ULTRAVISION

~

-1 CENTAUR~

Centaurs are a race with human torsos atop the bodies of horses.  Because
of their odd body shapes, they cannot wear some of the equipment that normal
humanoid-shaped races can.  Their strength, however, makes them ideal
warriors, and they can wield much larger weapons than any of the other
surface races.  They prefer to dwell in natural surroudings, shunning the
major cities, and this link with nature has led them to develop a small
talent for druidic practices.  Their somewhat slow-wittedness, however,
makes them somewhat less wise than the rest of the surface world.

Some people shun or hunt centaurs because of their odd physical shape.
Many times centaurs are outcast from the larger cities when they do visit.
This has caused the centaur peoples to become very tribal and close-knit.

Class list: Warrior, druid

Stats:  Centaurs are large and very strong.  They lack the keen mental powers
        of some of the other surface races and they tend to be a little bit
        clumsy because of their bulk.

        STR: Unsurpassed                INT: Very Poor
        DEX: Poor                       WIS: Poor
        AGI: Poor                       CHA: Below Average
        CON: Excellent

Innate abilities: Infravision, Doorkick
Hometown: XXXXX

See also: RACES, INNATE, INFRAVISION, DOORKICK

~

-1 RAKSHASA~

Rakshasas are a race of evil spirits encased in flesh.  Standing between
six and seven feet tall, they appear as humanoid creatures with the bodily
features of animals, usually tigers and apes.  Rakshasa are enemies of
humanity, waging a constant war for reasons unknown to any but the Rakshasa.

Magical in nature, rakshasas make excellent spellcasters and have an innate
resistance to magical attacks.  They are honorable creatures but also tend
to be manipulative and deceptive, twisting arguments to suit their purposes.

Class list: Warrior, Conjurer, Sorcerer, Shaman, Thief, Assassin, 
            Illusionist, Bard

Stats:  Rakshasa tend to be weaker than their human enemies, but quicker and
        more intelligent.

        STR: Below Average              INT: Above Average
        DEX: Above Average              WIS: Average
        AGI: Very Good                  CHA: Good
        CON: Below Average

Innate abilities: Ultravision, Underdark Sneak (except sorcerers, shamans,   
                  conjurers, and illusionists)
Hometown: XXXXX

See also: RACES, INNATE, ULTRAVISION, SNEAK

~

-1 SAURIAL~

Coming soon!

~

-1 FLIND~

Flind are evil, dog-faced humanoids, able to stand erect on two legs and with
hands able to manipulate as well as any human.  Smarter than gnolls, who are
similar in appearance to the flind, they are short, dirty, and usually
covered in red or brown fur.

The flind are a pack society, preferring to live in isolated flind
communities.  The head of the pack is usually the strongest warrior in the
community and serves until another defeats him in ritual combat.  Flind are
vicious and bloodthirsty, and flind raiding parties are common sights in many
of the more remote locations of civilization.  Flind prefer to attack those
weaker than themselves, and have a tendancy to flee from fair fights.

Class list: Warrior, Mercenary, Shaman, Sorcerer, Conjurer, Thief

Stats:  Flind are more muscular and more intelligent than their gnoll
        cousins, which puts them about on an even level with humans.  Flinds
        make good spellcasters because of their intelligence, but the most
        flind choose to be more aggressive warrior classes.

        STR: Below Average              INT: Average
        DEX: Average                    WIS: Average
        AGI: Average                    CHA: Average
        CON: Average

Innate abilities: Ultravision

Hometown: XXXXX

See also: RACES, INNATE, ULTRAVISION

~

-1 GITHZERAI~

Coming soon!

~

-1 GITHYANKI~

Coming soon!

~

-1 'WILD ELF' 'WILD ELVES'~

Coming soon!

~

-1 'AQUA ELF' 'AQUATIC ELF' 'AQUATIC ELVES' 'AQUA ELVES'~

Coming soon!

~

-1 KOBOLD KOBOLDS~

Coming soon!

~

-1 THRI 'THRI-KREEN' THRIKREEN~

Coming soon!

~

-1 WARRIOR~
Fighter sub-class

Warriors excel in hand to hand combat, living for the thrill of bloody,
close-combat melees.  They are trained specifically for fighting and have
combat skills that other classes cannot match.

Warriors excel in rescueing, kicking, and parrying.  They are the only class
that gains the triple attack skill at high levels.  In addition, they also
are the only class that gets the guard skill.

Important Attributes: Strength, Constitution, Dexterity, Agility
Races:

Equipment: Warriors can use almost all weapons and armor.  They are limited
           in the types of magical items such as wands, staves, or scrolls.

Innate Abilities: None

See also: WARRIOR SKILLS
~

-1 'WARRIOR SKILLS'~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Bludgeon
     2h Misc
     2h Piercing
     2h Slashing
     Aerial Combat
     Bandage
     Barehanded Fighting
     Bash
     Berserk
     Blindfighting
     Carve
     Disarm
     Dodge
     Double Attack
     Dual Wield
     First Aid
     Hitall
     Kick
     Mount
     Parry
     Offense
     Rescue
     Riposte
     Swim
     Switch Opponents
     Throwing Weapon
     Unarmed Damage
[Level 20]
     Guard
[Level 51]
     Triple Attack
~

-1 RANGER~
Fighter sub-class

Rangers are fighters who are trained in outdoor survival and combat.  Rangers
lack some of the raw, physical power of a warrior, but make up for it with
the unsurpassed abilities they have in wielding two weapons at once.

Rangers, because of their nature, have a unique set of skills that helps them
survive in the wilderness.  They have a link with nature, and are at their best
when fighting in a natural environment.

Rangers have limited spellcasting abilities, which increases as they gain in
level and learn to harness the raw forces of the magic of nature.  

Important Attributes: Strength, Dexterity, Agility, Intelligence
Races: Grey Elf, Half-Elf, Human

Equipment: Rangers can use almost all weapons and armor.  They are limited in
           the types of magical items such as wands, staves, or scrolls.

Innate Abilities: Outdoor Sneak

See also: RANGER SKILLS, RANGER SPELLS

~

-1 'RANGER SKILLS'~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Bludgeon
     2h Misc
     2h Piercing
     2h Slashing
     Aerial Casting
     Aerial Combat
     Awareness
     Bandage
     Barehanded Fighting
     Bash
     Blindfighting
     Carve
     Dodge
     Double Attack
     Dual Wield
     First Aid
     Kick
     Meditate
     Mount
     Offense
     Parry
     Quick Chant
     Rescue
     Riposte
     Scribe
     Springleap
     Swim
     Throwing Weapon
     Track
     Unarmed Damage
[Level 10]
     Clerical Spell Knowledge
     Sorcerous Spell Knowledge
~

-1 'RANGER SPELLS'~
[1st Circle]
[2nd Circle]
[3rd Circle]
     Bless
     Detect Evil
     Magic Missile
     Vigorize Light
[4th Circle]
     Create Food
     Create Water
     Cure Light
     Detect Magic
     Protection from Evil
[5th Circle]
     Barkskin
     Chill Touch
     Dispel Evil
     Vigorize Serious
[6th Circle]
     Concealment
     Faerie Fog
     Sense Life
[7th Circle]
     Infravision
     Lightning Bolt
[8th Circle]
     Call Lightning
[9th Circle]
     Farsee
     Haste
[10th Circle]
     Dazzle
     Firestorm
[11th Circle]
     Blur
~

-1 PALADIN~
Fighter sub-class

Paladins are holy warriors, people who fight for their gods and attempt to
bring good to the world.  Paladins are given some limited spellcasting
abilities by their gods, but only as long as they strive to destroy what is
evil and vile in the world.  Paladins are experts with two-handed weapons,
gaining bonuses to hit as they go up in level.  In addition, paladins have
a much higher chance of successfully bashing an opponent without using a shield.

Paladins can detect evil and have the ability to summon a mount when the need
arises.  Paladins can also layhands, channelling the healing power of their
god onto themselves or another person.

Paladins cannot group with anti-paladins, and most likely would attack such an
evil creature on sight.

Important Attributes: Strength, Dexterity, Agility, Wisdom
Races: Human

Equipment: Paladins can use almost all weapons and armor.  They are limited
           in the types of magical items such as wands, staves, or scrolls.

Innate Abilities: Layhands, Detect Evil, Summon Mount (at level 10),
                  Protection from Evil

Paladins, because of their religious nature, may NOT toggle vicious to on.
They cannot toggle AGGR on either.  Paladins can also LOSE experience from
attacking good-aligned creatures.  The following chart gives you an idea of
how experience is calculated for paladins:

Victim is evil or neutral with alignment less than 0:
     Full experience as normal
Victim is neutral with alignment equal to or more than zero and aggressive:
     Gain 1/5th normal experience
Victim is neutral with alignment equal to or more than zero and not
aggressive:
     Lose 1/5th normal experience
Victim is good and aggressive:
     Gain 1/50th normal experience
Victim is good and non-aggressive:
     Lose experience equal to the normal amount

See also: PALADIN SKILLS, PALADIN SPELLS, LAYHANDS, SUMMON MOUNT

~

-1 'PALADIN SKILLS'~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Bludgeon
     2h Misc
     2h Piercing
     2h Slashing
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Blindfighting
     Carve
     Dodge
     Double Attack
     First Aid
     Kick
     Meditate
     Mount
     Offense
     Parry
     Quick Chant
     Rescue
     Riposte
     Summon Mount
     Swim
     Switch Opponents
     Unarmed Damage
[Level 10]
     Clerical Spell Knowledge
     Mounted Combat
~

-1 'PALADIN SPELLS'~
[1st Circle]
[2nd Circle]
     Bless
[3rd Circle]
     Armor
     Cure Light
     Protection from Evil
     Vigorize Light
[4th Circle]
     Cure Blind
     Dispel Evil
     Remove Poison
[5th Circle]
     Cure Serious
     Turn Undead
     Vigorize Serious
[6th Circle]
     Cure Critic
     Destroy Undead
     Remove Curse
[7th Circle]
     Soulshield
[8th Circle]
     Continual Light
     Cure Disease
     Heal
[9th Circle]
     Holy Word
[10th Circle]
     Holy Sacrifice
     Mass Heal
[11th Circle]
     Judgement
~

-1 'ANTI-PALADIN' ANTI 'ANTI PALADIN'~
Fighter sub-class

Anti-paladins are the anti-thesis of paladins.  They serve the evil gods and
seek to bring nothing but pain and suffering to the world.  Some are
paladins who have fallen from grace or been turned in their faith by dark
gods.  Others are from the evil races.

Anti-paladins, like paladins, get limited spellcasting abilities granted by
their gods.  These abilities increase as their level increases, showing the
anti-paladin to be gaining favor with his chosen diety.  

Anti-paladins have the innate ability to detect good, and have some limited
protection from good.  Anti-paladins are superb fighters when wielding
two-handed weapons and have trained so that they can bash effectively when
not using a shield.  Anti-paladins are granted the powers of 'vampiric touch',
their dark gods healing them as they do damage to others.

Important Attributes: Strength, Dexterity, Agility, Wisdom
Races: Orc, Human

Equipment: Anti-Paladins can use almost all weapons and armor.  They are
           limited in the types of magical items such as wands, staves, or
           scrolls.

Innate Abilities: Detect Good, Summon Mount (must be level 10), Protection from 
                  Good, Vampiric Touch

See also: ANTI-PALADIN SKILLS, ANTI-PALADIN SPELLS, DETECT GOOD, SUMMON MOUNT, 
          PROTECTION FROM GOOD, VAMPIRIC TOUCH

~

-1 'ANTI-PALADIN SKILLS'~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Bludgeon
     2h Slashing
     2h Misc
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Bash
     Blindfighting
     Carve
     Dodge
     Double Attack
     First Aid
     Kick
     Meditate
     Mount
     Offense
     Parry
     Rescue
     Riposte
     Summon Mount
     Swim
     Throwing Weapon
     Unarmed Damage
[Level 10]
     Clerical Spell Knowledge
     Mounted Combat
     Sorcerous Spell Knowledge
~

-1 'ANTI-PALADIN SPELLS'~
[1st Circle]
[2nd Circle]
[3rd Circle]
     Armor
     Cause Light
     Protection From Good
     Vigorize Light
[4th Circle]
     Dispel Good
[5th Circle]
     Cause Serious
     Fear
     Vigorize Serious
[6th Circle]
     Blindness
     Cause Critical
     Curse
[7th Circle]
     Soulshield
[8th Circle]
     Darkness
     Wither
[9th Circle]
     Harm
     Unholy Word
[10th Circle]
     Battle Ecstasy
[11th Circle]
     Apocalypse
~

-1 THIEF~
Rogue sub-class

Thieves are rogues, stealing and killing to make a living.  They're the
masters of picking locks, finding traps, and stealing from friend and foe
alike.  Thieves prefer to skulk in the shadows during combat, waiting for
the opportunity to stab someone in the back.  They have some abilities that
allow them to fight head-to-head, but against a properly trained and
equipped warrior, they probably don't stand a chance.

Important Attributes: Strength, Dexterity, Agility
Races: 

Equipment: Thieves are rogues, and can use most weapons.  Their choice of
           armor is more limited, however, since heavy armor makes sneaking in
           shadows impossible.

Innate Abilities: None

See also: THIEF SKILLS

~

-1 'THIEF SKILLS~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Misc
     Aerial Combat
     Apply Poison
     Awareness
     Backstab
     Bandage
     Barehanded Fighting
     Blindfighting
     Carve
     Circle
     Climb
     Dirt Toss
     Disarm
     Dodge
     Double Attack
     Dual Wield
     First Aid
     Hide
     Instant Kill
     Listen
     Mount
     Offense
     Pick Lock
     Safe Fall
     Shadow
     Sneak
     Steal
     Swim
     Switch Opponents
     Throwing Weapon
     Trip
     Unarmed Damage
[Level 10]
     Appraise
[Level 20]
     Subterfuge
[Level 51]
     Parry
~

-1 ASSASSIN~
Rogue sub-class

Assassins are trained killers, men and women who cloak themselves in dark and
shadows in order to slay their chosen victims.  Assassins are the masters of
the "instant kill", surprising a foe and murdering it in a single strike.
Assassins are experts in the arts of backstabbing, placing a dagger or two
right in the vital areas of a target and causing horrendous damage.  Most
assassins work alone, although some work in teams in order to bring down
difficult opponents.

Important Attributes: Strength, Dexterity, Agility
Races: 

Equipment: Assassins are rogues, and can use most weapons.  Their choice of 
           armor is more limited, however, since heavy armor makes sneaking
           in shadows impossible.

Innate Abilities: None

See also: ASSASSIN SKILLS

~

-1 'ASSASSIN SKILLS'~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Misc
     Aerial Combat
     Apply Poison
     Awareness
     Backstab
     Bandage
     Barehanded Fighting
     Blindfighting
     Carve
     Circle
     Climb
     Dirt Toss
     Disarm
     Dodge
     Double Attack
     Dual Wield
     First Aid
     Hide
     Instant Kill
     Listen
     Mount
     Offense
     Pick Lock
     Safe Fall
     Shadow
     Sneak
     Steal
     Swim
     Switch Opponents
     Throwing Weapon
     Trip
     Unarmed Damage
[Level 10]
     Appraise
[Level 20]
     Subterfuge
[Level 51]
     Parry
~

-1 CLERIC~
Priest sub-class

Clerics are men and women who gain magical powers granted by their gods.
Their deities give them great abilities which they use to further the goals
of their chosen gods and goddesses.

The deity a cleric worships is chosen by his or her race, and sometimes by
the clerics sex as well (in the case of the drow deities).  Each god or
goddess grants their follows with some unique spells and abilities.

Falling out of favor with one's god (usually because of a cleric's alignment
changing) can be very nasty.  Gods do not enjoy priests who turn away from
their religion.

Important Attributes: Wisdom
Races: 

Equipment: Clerics are priests, and are restricted to using non-edged weapons 
           such as clubs, maces, and flails.  Priests can wear most types of 
           armor.

Innate Abilities: None

See also: CLERIC SKILLS, CLERIC SPELLS, SPELLCAST, CAST, PRAY, CLERICAL SPELL 
          KNOWLEDGE, DEITIES

~

-1 'CLERICAL SKILLS'~
[Level 1]
     1h Bludgeon
     2h Bludgeon
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Carve
     Clerical Spell Knowledge
     Dodge
     First Aid
     Meditate
     Mount
     Offense
     Quick Chant
     Swim
     Throwing Weapon
~

-1 'CLERICAL SPELLS'~
These are the standard spells granted to all clerics.  For the
deity-specific spells, please read HELP DEITIES.

[1st Circle]
     Armor
     Bless
     Cause Light
     Cure Light
     Detect Evil
     Detect Good
     Detect Magic
     Turn Undead
[2nd Circle]
     Cause Serious
     Create Food
     Create Water
     Cure Serious
     Preserve
     Slow Poison
     Vigorize Light
[3rd Circle]
     Cause Critical
     Cure Blind
     Cure Critic
     Dispel Evil
     Dispel Good
     Earthquake
     Remove Poison
     Sense Life
     Vigorize Serious
[4th Circle]
     Blindness
     Comprehend Languages
     Cure Disease
     Destroy Undead
     Protection from Acid
     Protection from Cold
     Protection from Evil
     Protection from Gas
     Protection from Good
     Protection from Fire
     Protection from Lightning
     Remove Curse
     Summon
     Vigorize Critic
[5th Circle]
     Heal
     Soulshield
     Vitality
[6th Circle]
     Curse
     Continual Light
     Darkness
     Fear
     Flame Strike
     Harm
     Silence
     Word of Recall
[7th Circle]
     Full Heal
     Rejuvenate
     Water Breathing
[8th Circle]
     Dispel Magic
     Mass Heal
[9th Circle]
     Holy Word
     Plane Shift
     Unholy Word
[10th Circle]
     Full Harm
     Resurrect
[11th Circle]
     Group Heal
     Group Recall
     True Seeing
~

-1 DRUID~
Priest sub-class

Druids are priests who gain their powers from nature itself.  They usually
live in the woods and forests and live to protect the trees and wildlife
contained within.  Attempting to harm a druid's forest in any way will bring
the priest's wrath.  Druids gain spells from the deities of the forests and
nature, and have some incredible powers at their disposal.  Many of these
spells must be cast in the outdoors, while others are just less effective
while inside.

Important Attributes: Wisdom
Races: 

Equipment: Druids are priests, and are restricted to using non-edged weapons 
           such as clubs, maces, and flails.  Priests can wear most types of 
           armor.

Innate Abilities: None

See also: DRUID SKILLS, DRUID SPELLS, SPELLCAST, CAST, PRAY, CLERICAL SPELL 
          KNOWLEDGE

~

-1 'DRUID SKILLS'~
[Level 1]
     1h Bludegon
     1h Slashing
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Carve
     Clerical Spell Knowledge
     Dodge
     First Aid
     Meditate
     Mount
     Quick Chant
     Swim
     Throwing Weapon
~

-1 'DRUID SPELLS'~
[1st Circle]
     Barkskin
     Cause Light
     Cure Light
     Create Food
     Create Water
     Detect Magic
[2nd Circle]
     Bless
     Cause Serious
     Cure Serious
     Detect Evil
     Detect Good
     Faerie Fire
     Preserve
     Remove Poison
     Vigorize Light
[3rd Circle]
     Cure Blind
     Dispel Evil
     Dispel Good
     Faerie Fog
     Protection from Acid
     Protection from Cold
     Protection from Fire
     Protection from Gas
     Protection from Lightning
     Vigorize Serious
[4th Circle]
     Cause Critical
     Comprehend Languages
     Create Spring
     Cure Critic
     Darkness
     Earthquake
     Protection from Evil
     Protection from Good
     Sense Life
     Summon
     Sustenance
[5th Circle]
     Call Lightning
     Harm
     Poison
     Remove Curse
[6th Circle]
     Continual Light
     Heal
     Lightning Bolt
     Silence
     Vitality
     Word of Recall
[7th Circle]
     Firestorm
     Cyclone
     Water Breathing
[8th Circle]
     Dispel Magic
     Entangle
     Greater Sustenance
[9th Circle]
     Plane Shift
     Sunray
[10th Circle]
     Creeping Doom
     Moonwell
[11th Circle]
     Sunburst
~

-1 SHAMAN~
Priest sub-class

Shamans wield the forces of nature, the elements, and the spirit world, using
totems to focus their powers into terrific magical effects.  Unlike druids,
who also gain powers from nature, shamans do not worship any deities.  They
harness and twist the forces of nature into doing their bidding, rather than
asking politely as would a druid.

Shamans must use totems to cast spells.

Important Attributes: Wisdom
Races: 

Equipment: Shaman are priests, and are restricted to using non-edged weapons
           such as clubs, maces, and flails.  Priests can wear most types of 
           armor.

Innate Abilities: None

See also: SHAMAN SKILLS, SHAMAN SPELLS, SPELLCAST, CAST, MEMORIZE, SHAMAN SPELL 
          KNOWLEDGE, TOTEMS

~

-1 'SHAMAN SKILLS'~
[Level 1]
     1h Bludgeon
     2h Bludgeon
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Carve
     Dodge
     First Aid
     Meditate
     Mount
     Quick Chant
     Shaman Spell Knowledge
     Swim
     Throwing Weapons
~

-1 'SHAMAN SPELLS'~
[1st Circle]
     Ice Missile
     Spirit Armor
     Transfer Wellness
     Wolfspeed
[2nd Circle]
     Flameburst
     Lesser Mending
     Reveal Spirit Essence
     Sustenance
[3rd Circle]
     Cold Ward
     Fire Ward
     Molevision
     Purify Spirit
     Pythonsting
     Scalding Blast
     Snailspeed
[4th Circle]
     Mending
     Mousestrength
     Pantherspeed
     Scorching Touch
     Soul Disturbance
[5th Circle]
     Bearstrength
     Malison
     Molten Spray
     Sense Spirit
     Shrewtameness
[6th Circle]
     Earthen Grasp
     Greater Mending
     Lionrage
     Spirit Anguish
     Spirit Sight
     Wellness
[7th Circle]
     Elephantstrength
     Greater Soul Disturbance
     Greater Sustenence
     Ravenflight
     Spirit Ward
[8th Circle]
     Greater Pythonsting
     Reveal True Form
     Scathing Wind
     Spirit Jump
[9th Circle]
     Arieks Shattering Iceball
     Greater Ravenflight
     Greater Spirit Ward
[10th Circle]
     Earthen Rain
     Etherportal
[11th Circle]
     Call of the Wild
     Greater Earthen Grasp
     Greater Spirit Sight
~

-1 SORCERER~
Magic-User sub-class

Sorcerers are spellcasters who have focused their lives on gaining power
from the magical forces that surround them.  They wield incredible offensive
power with their magic, but their physical abilities are lacking.  Sorcerers,
like all magic-users, must rely on spellbooks to contain their accumulated
knowledge.  The spellbook is used when memorizing the spell, but once it has
been cast, the knowledge of its casting disappears from the sorcerer's memory.

Important Attributes: Intelligence
Races: 

Equipment: Sorcerers are spellcasters and are very limited in their use of 
           weapons and armor.  They have an unsurpassed ability to use
           magical objects such as staves, wands, and scrolls.

Innate Abilities: None

See also: SORCERER SKILLS, SORCERER SPELLS, SPELLCAST, CAST, MEMORIZE,
          SORCEROUS SPELL KNOWLEDGE, SPELLBOOKS
~

-1 'SORCERER SKILLS'~
[Level 1]
     1h Bludgeon
     1h Piercing
     2h Bludgeon
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Carve
     Dodge
     First Aid
     Meditate
     Mount
     Quick Chant
     Scribe
     Sorcerous Spell Knowledge
     Swim
     Throwing Weapon
~

-1 'SORCERER SPELLS'~
[1st Circle]
     Detect Magic
     Magic Missile
     Minor Creation
[2nd Circle]
     Burning Hands
     Chill Touch
[3rd Circle]
     Acid Blast
     Concealment
     Dexterity
     Locate Object
     Shocking Grasp
     Strength
[4th Circle]
     Dispel Magic
     Farsee
     Infravision
     Levitate
     Lightning Bolt
     Minor Paralysis
     Ray of Enfeeblement
     Sleep
     Teleport
     Wizard Eye
[5th Circle]
     Coldshield
     Comprehend Languages
     Cone of Cold
     Dimension Door
     Minor Globe of Invulnerability
     Slowness
[6th Circle]
     Color Spray
     Feeblemind
     Fireball
     Fireshield
     Ice Storm
[7th Circle]
     Bigbys Clenched Fist
     Chain Lightning
     Improved Invisibility
     Prismatic Spray
     Reveal True Name
[8th Circle]
     Dispel Invisible
     Fly
     Incendiary Cloud
[9th Circle]
     Detect Invisibility
     Immolate
     Mass Invisibility
     Relocate
[10th Circle]
     Meteorswarm
[11th Circle]
     Akiaurn's Power Word
     Enlarge
     Reduce
~

-1 ELEMENTALIST~
Magic-User sub-class

Elementalists focus on one of the major elements (air, fire, water, earth)
and learn to harness the power of that element for use in spellcasting.
Elementalists can conjure up beings of their chosen element, called
elementals, and have them serve as pets for short periods of time.  They
also gain other powerful spells from their studies, and the effects of those
spells vary wildly from one element to another.

As stated above, there are four types of elementalists.  The evil races are
more akin to the destructive powers of fire and air.  The good races are more
akin to the powers of earth and water.  Each element has an opposite (air and
earth, fire and water) and there are spells that are based on this opposition.

Like sorcerers, elementalists must have spellbooks to memorize their spells.
Without the knowledge contained within those tomes, the elementalist cannot
wield his power.

Important Attributes: Intelligence
Races: 

Equipment: Elementalists are spellcasters and are very limited in their use
           of weapons and armor.  They have an unsurpassed ability to use
           magical objects such as staves, wands, and scrolls.

Innate Abilities: None

See also: ELEMENTALIST SKILLS, ELEMENTALIST SPELLS, SPELLCAST, CAST, MEMORIZE,
          ELEMENTAL SPELL KNOWLEDGE, SPELLBOOKS
~

-1 'ELEMENTALALIST SKILLS'~
[Level 1]
     1h Bludgeon
     1h Piercing
     2h Bludgeon
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Carve
     Dodge
     First Aid
     Meditate
     Mount
     Quick Chant
     Scribe
     Sorcerous Spell Knowledge
     Swim
     Throwing Weapon
~

-1 'ELEMENTALIST SPELLS'~
Each "focus" of elementalism contains its own unique spells.  For more
information, see:
     HELP AIR ELEMENTALIST
     HELP WATER ELEMENTALIST
     HELP EARTH ELEMENTALIST
     HELP FIRE ELEMENTALIST
~

-1 'AIR ELEMENTALIST'~

Coming soon!

~

-1 'WATER ELEMENTALIST'~

Coming soon!

~

-1 'EARTH ELEMENTALIST'~

Coming soon!

~

-1 'FIRE ELEMENTALIST'~

Coming soon!

~


-1 ENCHANTER~

Coming soon!

~

-1 BERSERKER~

Coming soon!

~

-1 MYSTIC~

Coming soon!

~

-1 WARLOCK~

Coming soon!

~

-1 CHRONOMANCER~

Coming soon!

~

-1 BARD~
Rogue sub-class

Bard are a unique clss, mixing a blend of rogue skills with magical
abilities granted by their music.  Bards are traveling entertainers,
telling tales and singing songs of lore and heroism.

Bards use instruments and song to create magical effects.  The power
of their music may not be as powerful as a mage's magic, but many of
the bard's "spells" are unique to his class and very beneficial to the
bard's entire party.  Bards are truly suited for large groups.

Not even the greatest of bards can sing indefinitely, however, and
when the throat of a bard gets sore, he must rest to regain his strength.
This is represented by a bard's "mana", which regenerates over time.
Each song a bard plays takes a certain amount of mana.  Certain songs can
be continuously sung, draining mana over a period of time.

Important Attributes: Intelligence, Wisdom, Constitution
Races: 

Equipment: 

Equipment: Bards are rogues, and can use most weapons.  Their choice of
           armor is more limited, however, since heavy armor makes playing
           instruments difficult.

Innate Abilities: None

See also: BARD SONGS, BARD SKILLS, PLAY, INSTRUMENTS
~

-1 'BARD SONGS' SONGS~
Bards use the 'play' command to cast spells.  The syntax of the play
command is 'play songname', where the songname does not include the
words 'Song of'.

Example: play armor
      play invisibility

[Level 1]  Song of Armor (horn)
[Level 4]  Song of Sleep (flute)
[Level 6]  Song of Corruption (drums)
           Song of Purity (drums)
[Level 10] Song of Feasting (drums)
[Level 14] Song of Obscurement (mandolin)
[Level 15] Song of Calming (harp)
[Level 17] Song of Warding (horn)
[Level 18] Song of Forgetfulness (mandolin)
[Level 20] Song of Susceptability (flute)
[Level 23] Song of Cowardice (drums)
[Level 25] Song of Revelation (mandolin)
[Level 26] Song of Slowness (mandolin)
[Level 27] Song of Quagmire (mandolin)
[Level 28] Song of Flight (horn)
[Level 30] Song of Dragons (horn)
[Level 31] Song of Clumsiness (lyre)
[Level 32] Song of Weakling (lyre)
[Level 33] Song of Harming (lyre)
[Level 35] Song of Healing (lyre)
[Level 36] Song of Invisibility (flute)
[Level 38] Song of Heroism (drums)
[Level 43] Song of Nightmares (drums)
[Level 46] Song of Chaos (drums)
[Level 51] Song of Idiocy (harp)

See the individual help files for more information.  For example:
'help song of armor'

See also: BARDS, PLAY, BARD SKILLS
~

-1 'BARD SKILLS'~
[Level 1]
     Aerial Combat
     Backstab
     Bandage
     Carve
     Climb
     Dodge
     Double Attack
     Dual Wield
     Drums
     First Aid
     Flute
     Harp
     Hide
     Horn
     Listen
     Lyre
     Mandolin
     Mount
     Parry
     Song of Armor
     Swim
     Switch Opponents
     Unarmed Damage
[Level 4]
     Song of Sleep
[Level 6]
     Song of Corruption
     Song of Purity
[Level 10]
     Song of Feasting
[Level 14]
     Song of Obscurement
[Level 15]
     Song of Calming
[Level 17]
     Song of Warding
[Level 18]
     Song of Forgetfulness
[Level 20]
     Song of Susceptability
[Level 23]
     Song of Cowardice
[Level 25]
     Song of Revelation
[Level 26]
     Song of Slowness
[Level 27]
     Song of Quagmire
[Level 28]
     Song of Flight
[Level 30]
     Song of Dragons
[Level 31]
     Song of Clumsiness
[Level 32]
     Song of Weakling
[Level 33]
     Song of Harming
[Level 35]
     Song of Healing
[Level 36]
     Song of Invisibility
[Level 38]
     Song of Heroism
[Level 43]
     Song of Nightmares
[Level 46]
     Song of Chaos
[Level 51]
     Song of Idiocy
~

-1 MERCENARY~
Fighter sub-class

The mercenary is a blend of fighter and rogue, having some of the skills of
each.  While he can't match the warrior in fighting skills nor the assassin
in backstabbing abilities, the skills that the mercenary possess combine
some of the best from both worlds.

Mercenaries are soldiers for hire, bounty hunters, pirates, and smugglers.
They have the unique ability to try and capture a foe, and at high levels of
experience they learn how to crush the throat of a spellcaster.  Mercenaries
also have the headbutt skill, which they can use and attempt to knock out
or daze an opponent.

Important Attributes: Strength, Agility, Dexterity, Constitution
Races: 

Equipment: Mercenaries are a fighter-rogue hybrid.  They can use most weapons.
           Their choice of armor is extensive, but still somewhat limited when 
           compared to a warrior.

Innate Abilities: None

See also: MERCENARY SKILLS

~

-1 'MERCENARY SKILLS'~
[Level 1]
     1h Bludgeon
     1h Misc
     1h Piercing
     1h Slashing
     2h Bludgeon
     2h Misc
     2h Piercing
     2h Slashing
     Aerial Combat
     Backstab
     Bandage
     Barehanded Fighting
     Bash
     Capture
     Carve
     Dodge
     Dual Wield
     First Aid
     Headbutt
     Hide
     Kick
     Mount
     Offense
     Parry
     Rescue
     Riposte
     Swim
     Throwing Weapon
     Track
     Unarmed Damage
[Level 20]
     Appraise
[Level 51]
     Throat Crush
~

-1 PSIONICIST~

Psionicists are a class that has amazing control over their minds, allowing
them to master the hidden power of the mind itself.  Psionicists use this
internal power to advance their causes, whatever those may be.  Psionicists
use the 'will' command to focus their energies, much like a magic-user does
while casting.

Psionicists don't require a spellbook, however.  When they gain levels, they
automatically gain the power and ability to cast new spells.

Psionicists use mana to cast spells.  They can continue to cast spells until
their reserve of mana is exhausted.  At that point, they must rest and
regenerate mana before they can cast spells again.

Important Attributes: Intelligence, Wisdom
Races: 

Equipment: Psionicists are spellcasters and are very limited in their use
           of weapons and armor.  They have an unsurpassed ability to use
           magical objects such as staves, wands, and scrolls.

Innate Abilities: None

See also: PSIONICIST SKILLS, PSIONICIST SPELLS, WILL
~

-1 'PSIONICIST SKILLS'~
[Level 1]
     1h Bludgeon
     1h Piercing
     2h Bludgeon
     Aerial Casting
     Aerial Combat
     Bandage
     Barehanded Fighting
     Carve
     Dodge
     First Aid
     Meditate
     Mount
     Quick Chant
     Scribe
     Sorcerous Spell Knowledge
     Swim
     Throwing Weapon
~

-1 'PSIONICIST SPELLS'~
[1st Circle]
        adrenaline control
        ego whip
[2nd Circle]
        ballistic attack
[3rd Circle]
        aura sight
        enhance agility
        enhance constitution
        enhance dexterity
        enhance strength
[4th Circle]
        cell adjustment
        energy containment
        molecular agitation
[5th Circle]
        comprehend languages
        flesh armor
        sustenance
        teleport
[6th Circle]
        cannibalize
        feedback
[7th Circle]
        inflict pain
[8th Circle]
        detonate
        flight
[9th Circle]
        ectoplasmic form
        ether warp
[10th Circle]
        confuse
        death field
[11th Circle]
        inertial barrier
        wormhole
~

-1 NECROMANCER~

Coming soon!

~

0 $~

#$