#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 $~ #$