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

-1 GREETING~
.
                   __ ____  ./|        ./\     ____ ____
                  / __|_/"`/ /|_______/ / |   '"\_|_  @ \       
                /  /#/      | @/ _@@@@ \ @/          \#\  @ \   
see 'help     / @/##/        \|  .\ @ /. >            \##\  @ \ 
 envy' &    / @ |###|        | < .!| |!.|              |##\   @ \ 
 'help     | @  |###|        |@ \  \ /  /\             |###|   @@|
 merc'     |@@  |###_\___    |@| \(o o)/\@\            |###|    @|
           |@@  .\/'/'/'/\__  \ \_\___/_/\@ \ ________/####|  __@|__
           |@@  | \_\_\_\   |\ \@\  |   | |\@ \  |    |###/  /     /
           |@@  |   \)\)\)__|  \\@ \|   | |/\ @@\|    |#/  /     /
           | @  |  |_____|       \@ |   | |/ \ @@|    | \/     /@|
            \ @ |   _____|   |\    \|   |  \/ \ /     |      /  @|
DikuMud       \ |  |_____|__ |  \       |    \/      /      |   @|
was created    \|           ||    \     |          / |      |\ @@|
by:  Han Henrik |___________||  ____\___| \______/___|______|@ \@|
Staerfeldt, Katja    |     \  /     |   | |   |   _     \     @@ \   Kahn,
Nyboe, Tom Madsen,   |      \/      |   | |   |  | |     |     @@ \   Hatchet,
Michael Seifert,     |   |\    /|   |   |_|   |  |_|     |      @@ \   and
and Sebastian Hammer |___| \__/ |___|\_______/|_________/           |   Staff
( see 'help diku' )		 (C) '93 - '99	email: veygoth@stax.net

State thy name: ~

-1 HANDBOOK~
Immortal Rules/Guidelines
-------------------------
 
We, as immortals, are here to insure that our world runs with a minimal amount
  of distress and anarchy. To those ends here is a list of _Do's_and_Dont's_.
 
    Do's                                                       Dont's
==============================================================================
                                        ||   Load dangerous mobs where mortals
                                        ||     frequent and/or could die
                                        ||   Fight/tank for mortals till a mob
Be helpful..and use your best judgement ||     is near death then flee/goto
                                        ||     some other location
  Have Fun                              ||   Meddle in the affairs of mortals
                                        ||     unless harrassment is going on
                                        ||   Be anal
                                        ||   Have your Mortal & immortal chars
					||     on at the same time
=============================================================================
 
The above may be changed/added to so check this entry often review it sometime

Failure to adhere to the rules will result in the following:
- temporary revocation of your imm powers  /* first offense
- permanent demotion to level 1           /* you blew your second chance
 - and/or removal of your char           /* rm <charname> [enter] :) so sorry

Brought to you by the Directors of EnvyMud.
And we reserve the right to modify these guidlines at any point in time
or to render them null and void.

~

-1 MOTD~
  No new message for today.
~

50 IMOTD~
~

-1 NEWBIE SCHOOL~
The purpose of Mud School was to orient new players to the basics of the
game and provide equipment and experience for a few levels.  However, this
pampers players and makes life too easy.

Instead, players should learn how to play and gain their levels by
experiencing the game.  Too many MUDs have the stock 'newbie school', so
it should not be hard to find one if you desperately need to have a newbie
school.
~

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

       !      Start  a history substitution.
       !!     Refer to the previous command.  This is  a  synonym
              for `!-1'.
       !n     Refer to command line n.
       !-n    Refer to the current command line minus n.
       !string
              Refer  to  the  most  recent  command starting with
              string.
       !?string
              Refer to the most recent command containing string.

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

0 HISTORY~
Syntax: history

Use this command to see the history list.

See also: EVENT DESIGNATORS
~

0 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down

Use these commands to walk in a particular direction.
~

0 BUY LIST SELL VALUE~
Syntax: buy   <number> <object> <shopkeeper>
Syntax: list  <object | all>    <shopkeeper>
Syntax: sell  <object>          <shopkeeper>
Syntax: value <object>          <shopkeeper>

BUY buys an object from a shop keeper.  If no quantity is given, the
default is 1.  If no shopkeeper is identified, the first shop keeper
is selected.

LIST with no argument and LIST ALL lists the objects the first shop keeper
will sell you.
LIST <object> lists only the items corresponding with <object> the first
shop keeper will sell you.
LIST <object | all> <shopkeeper> will do above but from the specific
shopkeeper you defined.

SELL sells an object to the first shop keeper if no shopkeeper is identified.

VALUE asks the shop keeper how much he, she, or it will buy the item for.

BUY, SELL, and VALUE, as well as most other object manipulation commands,
allow the use of #.object format, where # is a number or the word "all".
For example, if LIST DAGGER showed you that a shopkeeper had five daggers,
and you were interested in buying the third one, you would type:
"buy 3.dagger".
~

0 PET PETS~
You can buy pets in the pet shop.  You may buy one more pet each time you
advance in level.  Your pet-buying opportunities do not accumulate; use them or
lose them.  This policy prevents wholesale abuse of pets.

You are responsible for the actions of your pets.  Conversely, if you attack
someone else's pet, you will be penalized as if you attacked them.  It is
a good idea to refrain from attacking creatures labelled '(Charmed)'.
~

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 CAST~
Syntax: cast <spell> <target>

Before you can cast a spell, you have to learn it.  The more you use them,
the higher chance you have of success when casting.  Casting spells costs mana.
The mana cost decreases as your level increases.

The <target> is optional.  Many spells which need targets will use an
appropriate default target, especially during combat.

If the spell name is more than one word, then you must quote the spell name.
Example: cast 'cure critic' frag.  Quoting is optional for single-word spells.
You can abbreviate the spell name.

When you cast an offensive spell, the victim usually gets a saving throw.
The effect of the spell is reduced or eliminated if the victim makes the
saving throw successfully.

See also the help sections for individual spells, MAGIC, and also please read
the MANA help.
~

0 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits (try to walk in a
certain direction and see what you bump into).  If you have AUTOEXIT set, you
will automatically see the visible exits whenever you walk into a room.
~

0 DONATE~
Syntax: donate all.<object>
Syntax: donate     <object>

DONATE allows you to donate to the donation pit whereever it may be.
Immortals have allowed you special communication to a speed daemon who will
place your donated object into the pit.  This deamon, however, will
not transfer items like keys, food, or trash to the pit.  These will
simply disappear.
~

0 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get  <object>
Syntax: get  <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put  <object> <container>

DROP drops an object, or some coins, on the ground.

GET gets an object, either lying on the ground, or from a container, or even
from a corpse.  TAKE is a synonym for get.

GIVE gives an object, or some coins, to another character.

PUT puts an object into a container.

DROP, GET, and PUT, as well as most other object manipulation commands,
allow the use of #.object format, where # is a number or the word "all".
For example, if you had five daggers and you wanted to give the third
one away, you would type "give 3.dagger frag".  Or if you felt 
philanthropic and decided to let everyone eat your pot pies, you could
type "drop all.pie".
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your visible inventory.
~

0 FEE~
Syntax: FEE

FEE is a command trap to prevent you from mistakenly typing FEED onto a
PC.

If you wish to FEED on something type FEED in whole.
~

0 FEED~
Syntax: feed
Syntax: feed <victim>

FEED will cause you to lunge at your victims throat.  This is useful for
VAMPIRES for this is the only way they may get food or drink.

With no argument, you will automatically feed on the one you are fighting.
~

0 STAKE~
Syntax: stake <victim>

STAKE will cause you to lunge at your victim with intent to pierce his heart.
You must be wielding a stake as your primary weapon.

Like BACKSTAB, you begin a fight hopefully hitting your mark.
If you miss, more than likely your victim will want to retaliate.
~

0 BACKSTAB BS CIRCLE DISARM KICK KILL MURDER~
Syntax: backstab <character>
Syntax: circle
Syntax: disarm
Syntax: kick
Syntax: kill     <character>
Syntax: murder   <character>

KILL starts a fight, and, hopefully, kills something.  BACKSTAB is another way
to start a fight, used by thieves.  BS is a synonym for BACKSTAB.

MURDER is used to kill other player characters.  There are restrictions on
PKILLing.  See PKILL for rules and restrictions.

DISARM is an auxiliary fighting command to disarm your opponent.  Similarly,
KICK will inflict more damage during combat by kicking.

A skilled thief can CIRCLE behind an opponent and stab them in the back,
but only if the opponent is sufficiently distracted during a battle
and the thief is free from fending away attacks.

~

0 PSTEAL 'PSTEAL RULES'~
GENERAL INFO:
			To PSTEAL, you must:

RULES of PSTEALing:

      You may PSTEAL < 5 levels than you or higher.  Same as grouping
           restrictions.

      Level < 16 may not be PSTEAL of PSTOLEN from.

      Breaking of these rules (IE: PSTEAL illegally) will cause you to have
           a (THIEF) flag permanently and be accosted by Midgaard.
	   See HELP THIEVERY.
~

-1 THIEVERY~
.
	   THIEVES will be offered no sanctuary in a safe zones

	   THIEVES will lose 400 exps regardless of exps to level every
		illegal PSTEAL.

	   THIEVES may be attacked or stolen from _LEGALLY_ by ANYONE
		regardless of PKILL status or level.

NOTE:
	   You may be able to just type KILL <victim> in addition to
		MURDER <victim> to a THIEF.
~

0 PK PKILL 'PKILL RULES'~
GENERAL INFO:
			To PKILL, you must:

1)  Attack another player.

           Killing another player will cause you to have a (KILLER)
           flag and be attacked by the guards of by Midgaard.
	   See HELP KILLER.

Benefits of PKILLing:

      Victor gets 2 times normal mob exps if the victim is level 10+.
         (Level 1-5 = 0% exp, 6-10 = 50% exp)

      Victor gets 10-20% of money from loser.

Penalties for death:

      Victim loses random number between 250-750 exps.
      If Victim falls below 1000 exps,
      he/she will be removed from game.

      Victim loses equal money gained by Victor.
~

-1 KILLER~
.
	   KILLERs will be offered no sanctuary in a safe zones

	   KILLERs may be attacked or stolen from _LEGALLY_ by ANYONE
		regardless of PKILL status or level.

NOTE:
	   You may be able to just type KILL <victim> in addition to
		MURDER <victim> to a KILLER.
~

0 REGISTER~
Syntax: register

If you are at the right place in Midgaard, you may register to become a
PKILLer in the world.

You must be higher than 15th level with the appropriate money.
~


0 BERSERK~
Syntax: berserk

If a warrior successfully goes BERSERK, he or she will wade into the
fray, hacking and slashing with a total disregard for personal safety.
As a result, he or she will hit harder and more often, but will also be
an easier target.  In addition, the player will be unable to flee the
battle or rescue another player until the madness clears.  It's a fight
to the death!
~

0 EXAMINE LOOK READ~
Syntax: look
Syntax: look    <object>
Syntax: look    <character>
Syntax: look    <direction>
Syntax: look    <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>
Syntax: read    <keyword>

LOOK looks at something and sees what you can see.  LOOK by itself will
give the description of the room you are in.  See also BRIEF.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.

READ is the same as LOOK, but it sounds better to 'READ sign' than to
'LOOK sign', doesn't it?
~

0 ORDER~
Syntax: order <character> command
Syntax: order all         command

ORDER orders one or all of your charmed followers (including pets) to
perform any command.  The command may have arguments.  You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.

Most charmed creatures lose their aggresive nature (while charmed).

If your charmed creature engages in combat, that will break the charm, and
they will no longer follow your orders.
~

0 REST SLEEP STAND WAKE~
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
Syntax: wake  <character>

These commands change your position.  When you REST or SLEEP, you 
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.

Use STAND or WAKE to come back to a standing position.  You can
also WAKE other sleeping characters.
~

0 AFK~
Syntax: afk

This command notifies those on the mud that you are definitely away from your
keyboard.  It toggles on if not on or off if on.
~

0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: ;     <message>
Syntax: say   <message>
Syntax: '     <message>
Syntax: tell  <character> <message>
Syntax: reply <message>

All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.  You can GTELL no
matter what your own condition is (i.e., sleeping, fighting, mortally wounded).

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

TELL sends a message to one awake player anywhere in the world.

REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.

You must be awake to SAY or TELL, but you can still REPLY while sleeping.
~

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

Three of these commands will take an object from your inventory and start using
it as equipment.  HOLD is for light sources, wands, and staves.  WEAR is for
armor.  WIELD is for weapons.

WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your
inventory.

You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.

REMOVE will take any object from your equipment and put it back into your
inventory.

REMOVE as well as most other object manipulation commands,
allow the use of #.object format, where # is a number or the word "all".
For example, if you had two bracers and you wanted to remove the second
one, you would type "remove 2.bracer".  Or if you wanted to remove all your
equipment you would type "remove all".
~

0 'ARMOR WEAR' 'BASIC ARMOR'~
Syntax:    wear <object>
	 remove <object>

ARMOR
  Armor is generally everything that will give you protection when you wear,
  or hold it.  Protection is measured in armor class (AC), then lower the armor
  class the better, i.e. -5 AC is better protection than +5 AC.

BASIC ARMOR
  The amount of protection, the BASIC ARMOR value, depends on the type of
  armor and the quality of the armor in question.  The type of armor is
  determined by the wear location; the quality of non-magical armor varies,
  but you an be sure that magical armor is of the highest quality available.

Sometimes armors have other minor protections, magically bestowed on them,
which will be comparable to just a fraction of BASIC ARMOR.

See also:  BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD,
	   FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT
~

0 'BODY WEAR' 'BODY' ~
Location: <worn on body>

Body armor protects the chest and sometimes also the back.  It provides
3 times the BASIC ARMOR value.  This type of armor includes breastplates,
chain or scale mail suits, jerkins, etc.

See also: HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS,
	  NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'HEAD WEAR' 'HEAD'~
Location: <worn on head>

Head armor protects the capital area and provides 2 times the BASIC ARMOR
value.  This type of armor includes helmets, hats, diadems, glasses, etc.

See also: BODY, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS,
	  NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'LEG WEAR' 'LEGS'~
Location: <worn on legs>

Leg armor protects the upper and lower legs and provides 2 times the BASIC
ARMOR value.  This type of armor includes greaves, leg plates, leggings, etc.

See also: BODY, HEAD, FEET, HANDS, ARMS, SHIELD, FINGERS,
	  NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'FOOT WEAR' 'FEET'~
Location: <worn on feet>

Foot armor protects the feet and provides the BASIC ARMOR value.  This type
of armor includes shoes, sandals, boots, etc.

See also: BODY, HEAD, LEGS, HANDS, ARMS, SHIELD, FINGERS,
	  NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'HAND WEAR' 'HANDS'~
Location: <worn on hands>

Hand armor protects the hands and provides the BASIC ARMOR value.  This
type of armor includes gloves, gauntlets, etc.

See also: BODY, HEAD, LEGS, FEET, ARMS, SHIELD, FINGERS,
	  NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'ARM WEAR' 'ARMS'~
Location: <worn on arms>

Arm wear protects the arms and provides the BASIC ARMOR value.  This type
of armor includes arm guards, arm plates, bracers, pauldrons, etc.

See also: BODY, HEAD, LEGS, FEET, HANDS, SHIELD, FINGERS,
	  NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'SHIELD WEAR' 'SHIELD'~
Location: <worn as shield>

Shields protect the left side of the chest and provides the BASIC ARMOR value.
This type of armor includes bucklers, kites, shields, etc.

See also: BODY, HEAD, LEGS, FEET, HANDS, FINGERS, NECK,
	  ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'FINGER WEAR' 'FINGERS'~
Syntax: remove 1.<object>
	remove 2.<object>
	if you wear two different objects with the same keyword

Location: <worn on finger>

Finger wear protects the fingers and provides the BASIC ARMOR value.  This
type of armor includes rings, etc.  You can wear two objects at this wear
location.

See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, NECK,
	  ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'NECK WEAR' 'NECK'~
Syntax: remove 1.<object>
	remove 2.<object>
	When you wear two different objects with the same keyword

Location: <worn around neck>

Neck armor protects the neck and sometimes also the back.  It provides the
BASIC ARMOR value.  This type of armor includes cloaks, collars, capes, etc.
You can wear two objects at this wear location.

See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD,
	  FINGERS, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'ABOUT WEAR' 'ABOUT'~
Location: <worn about body>

Objects you wear about your body protect the chest and back and provide 2
times the BASIC ARMOR value.  This type of armor includes skins, capes, etc.

See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD,
	  FINGERs, NECK, WAIST, WRIST, LIGHT, BASIC ARMOR
~

0 'WAIST WEAR' 'WAIST'~
Location: <worn around waist>

Waist armor protects the waist and provides the BASIC ARMOR value. This
type of armor includes girths, girdles, belts, sashes, etc.

See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD,
	  FINGERS, NECK, ABOUT, WRIST, LIGHT, BASIC ARMOR
~

0 'WRIST WEAR' 'WRIST'~
Location: <worn around wrist>

Wrist armor protects the wrist and provides the BASIC ARMOR value.  This
type of armor includes bracelets, bracers, wristbands, etc.

See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD,
	  FINGERS, NECK, ABOUT, WAIST, LIGHT, BASIC ARMOR
~

0 'LIGHT WEAR' 'LIGHT'~
Location: <used as light>

At this location you hold your light source.  Anything you hold here does not
give you any BASIC ARMOR, but some magical light sources have been known to
hold a minor amount protection and as such, should not be overlooked.

See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD,
	  FINGERS, NECK, ABOUT, WAIST, WRIST, BASIC ARMOR
~

50 WIZHELP~
Syntax: wizhelp

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

0 AREAS COMMANDS SOCIALS~
Syntax: areas
Syntax: commands
Syntax: socials

AREAS shows you all of the areas in the game, with the author's name and the
suggested levels.

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

SOCIALS shows you all of the social commands available to you.
~

-1 SUMMARY~
MOVEMENT                          GROUP
north south east west up down     follow group gtell split
exits recall
sleep wake rest stand

OBJECTS                           INFORMATION / COMMUNICATION
get put drop give sacrifice       help credits areas commands socials
donate wear wield hold            report score time weather where who
recite quaff zap brandish         channels config description password title
lock unlock open close pick bash  auction chat music question answer shout yell
inventory equipment look compare  emote pose say tell grats clantalk
eat drink fill                    bug idea typo
list buy sell value               note wizlist slist spells autoexit
				  autoloot autosac blank brief combine prompt

COMBAT                            OTHER
kill flee kick rescue disarm      ! save quit pagelength
backstab cast wimpy               

For more help, type 'help <topic>' for any command, skill, or spell.
Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK
~

0 DAMAGE~
When one character attacks another, the severity of the damage is shown in the
verb used in the damage message.  Here are all the damage verbs listed from
least damage to most damage:

    miss        wound           MUTILATE        DEMOLISH
    scratch     maul            DISEMBOWEL      ANNIHILATE
    graze       decimate        EVISCERATE
    hit         devastate       MASSACRE
    injure      maim
~

0 DEATH~
When your character dies, your gold and equipment stays with you, so apparently
you CAN take it with you.

Any spells which were affecting you, good and bad, are canceled by death.

Following and groups are not affected by death.

You lose experience points for dying.  The amount you lose is quarter-way
back to the beginning of your previous level.  Thus if you have a bad day
and die several times, the penalties won't clobber you.

Corpses decay after time, and the objects inside corpses decay with them.
~

0 EXPERIENCE LEVEL XP~
Your character advances in power by gaining experience.  You need 1000
experience points for each level of experience.

You gain experience by:

    being part of a group that kills a monster

You lose experience by:

    fleeing from combat
    recalling out of combat
    being the target of certain spells
    dying

The experience you get from a kill depends on several things: how many players
are in your group; your level versus the level of the monster; your alignment
versus the monster's alignment; how many of this monster have been killed
lately; and some random variation.
~

-1 INTELLIGENCE INT~
The INTELLIGENCE of a character determine two things:
a) the MANA gain per level
b) the mana regeneration per TICK.

Although each RACE believes its kind to be the most intelligent in the
land, it isn't quite true.  Most -- like HUMANs, HALFELVES, HALFLINGs,
or HALFDWARVES -- have a rather average intelligence.  ELFs or FAERIES seem
to have a slight advantage, but are dwarved by the superb intelligence
of DRAGONs and MINDFLAYERs.  And not to forget that mass overwhelms brain;
RACEs like GIANTs, ORCs, or TROLLs show an obvious lack in this attribute.
~

-1 STRENGTH STR~
STRENGTH is a measure of physical powers, such as endurance, stamina, as well
as pure muscle.  It affects things like how much you can carry or
how heavy a weapon you can wield.  After all, how can you wield a weapon that
you can barely lift of the ground?

Of course the different RACEs do have different levels of STRENGTH.
RACEs like GIANTs, MINOTAURs, TROLLs and not to forget the good old
DRAGON have formidable STRENGTH.  Others who do not have this advantage, but
are merely average in STRENGTH, are HUMANs, ELVES, and even DWARVES.  RACEs
that do have an obvious lack are those like FAERIES.
~

-1 WISDOM WIS~
WISDOM might be one of the most important attributes for certain classes.
It seems to be a combination of a character's judgement, enlightenment,
willpower, and intuition.

We all know that some people think they have eaten WISDOM with spoons.  It is
true that some RACEs do have a better WISDOM.  Maybe due to their close
relationship to their diety, like the DROW.  Or maybe it is because they are
GODs themselves.  Other RACEs, like GOBLINs or HOBGOBLINs, which don't seem
to understand the benefits of worshipping a diety, do show an obvious lack in
WISDOM.  Those RACEs with only average WISDOM are HUMANs, DWARVES, and ELVES.
~

-1 DEXTERITY DEX~
The attribute DEXTERITY is built up out of different things, like agility,
reflexes, balance, or speed of movement.  It affects things like
dodging a blow or anything else that is achieved by movement.

Speed and agility are of course heavily influenced by the weight and stature
of a character.  It is not very surprising that ELVES, HALFELVES,
HOBBITs or DROW have -- due to their lean stature -- certain advantages over
DWARVES, GIANTs, or OGREs whose heavy weights and square statures prove not
very helpful for this attribute.  Of course those annoying flyers (like BATs)
or a scurrying RAT have high DEXTERITY, and the otherwise formidable DRAGON
shows an obvious lack of it
~

-1 CONSTITUTION CON~
CONSTITUTION represent things like character fitness and resistance.  It
is the stat that affects the hitpoint gain per level.  Of course different
RACEs show differences in this field.  Stout RACEs like DWARVES, GIANTs,
or TROLLs have a certain advantage over RACEs like HUMANs or DROW with regards
to CONSTITUTION.  And wimpy bookworms like ELFs or HOBBITs are left behind
when it comes to bodily health.
~

-1 NEWS~

This is version 0.32 of the Magma Source code by Veygoth, released on
Thursday July 1st, 1999.

You can contact Veygoth at veygoth@stax.net

~

-1 STORY~
One hundred and fifty years ago ...

Nomads from the Great Eastern desert brought spices and slaves to the Thalos
Market.  Dwarven miners, rough and rude, sold precious stones and drank the
town dry of firebreathers.  Stone golems, created by mages from the Tower of
High Sorcery, stood sentry duty in the watch towers.

It was dawn on the Day of Thunder.  The Mayor of Midgaard (great-grand-father
of today's Mayor) arrived early to pay tribute at City Hall.  He entered the
Grand Gate unchallenged.  He found the streets and markets empty.  Seeing a
nearby lamia, he asked her about the residents.  Where were all the people?

The lamia didn't act like a lamia.  Instead of answering him in the helpful but
stupid lamia manner, she stabbed the Mayor with a long, slim dagger.  Other
lamias, hearing the tumult, arrived and attacked.  The Mayor was killed.

Now Thalos is abandoned.  Wild lamias roam the streets, killing intruders and
sacrificing their bodies at the Temple of Thalos.  The golems no longer respond
to command and now watch eternally from their ruined towers.

Midgaard is next.
~

0 TICK~
Many of the game actions are based upon interval timers, including combat,
most autonomous monster actions, hp/mana/move regeneration, spell duration,
weather, and area resetting.

Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'.  Ticks on this mud average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.

Area resetting happens roughly every 3 minutes if no one is in the area; less
often (15 minutes) if some one is.  Also note that objects lying on the ground
will not be regenerated if anyone is in the area when it resets.

You can tell when an area is about to reset by the patter of little feet.
~

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

These commands will take your message and record it into a file as feedback
to the mud implementors.
~

0 COMPARE~
Syntax: compare <object>
Syntax: compare <object-1> <object-2>

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 better armor class.
If the second object is in your equipment, COMPARE will tell you so.
Otherwise, both objects are in your inventory list.

COMPARE doesn't consider any special affects on the objects, so it might
not be completely accurate.  An IDENTIFY spell is more accurate than COMPARE.

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

COMPARE with two arguments compares an object in your inventory with a second
object that can be either in your inventory or part of your equipment.  For
example, if you are carrying a cloak and wearing a necklace and an amulet,
you could type "compare cloak" or "compare cloak necklace"  to compare it to
the necklace, or "compare cloak amulet" to compare it to the amulet.  If you
are carrying a cloak, and wearing two cloaks, you could compare the cloak in
inventory with the first worn cloak by typing "compare cloak" or "compare
cloak 2.cloak", and against the second worn cloak by typing "compare cloak
3.cloak".  COMPARE first numbers the items down the inventory list, followed
by items in the equipment list.

If, by some chance, you were carrying two cloaks and wearing two cloaks, you
wouldn't be able to COMPARE against the second worn cloak.  We will only make
things so easy for you; the rest you have to do yourself. :)
~

0 CONSIDER~
Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character, as well as
a comparison of your relative health.  Of course, it's only a rough estimate.
~

0 CREDITS~
Syntax: credits

This command shows the list of the original Diku Mud implementors.
~

-1 DIKU~
.                    Original game idea, concept, and design:

          Katja Nyboe               [Superwoman] (katz@freja.diku.dk)
          Tom Madsen              [Stormbringer] (noop@freja.diku.dk)
          Hans Henrik Staerfeldt           [God] (bombman@freja.diku.dk)
          Michael Seifert                 [Papi] (seifert@freja.diku.dk)
          Sebastian Hammer               [Quinn] (quinn@freja.diku.dk)

                     Additional contributions from:

Michael Curran  - the player title collection and additional locations.
Ragnar Loenn    - the bulletin board.
Bill Wisner     - for being the first to successfully port the game,
                  uncovering several old bugs, uh, inconsistencies,
                  in the process.

And: Mads Haar and Stephan Dahl for additional locations.

Developed at: DIKU -- The Department of Computer Science
                      at the University of Copenhagen.

~

-1 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
~

-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
~
-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
~
-1 MAP MAPS~
Experienced explorers have chronicled their adventures and 'sold' their rights
to the local mapmaker in Midgaard.  You might find the shop wherelse but
close to profit minded thieves.
~

0 HELP~
Syntax: help
Syntax: help <keyword>

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

HELP <keyword> shows a page of help on that keyword.  The keywords include
all the commands, spells, and skills listed in the game.
~

0 REPORT SCORE TIME WEATHER~
Syntax: report
Syntax: score
Syntax: time
Syntax: weather

REPORT shows your current statistics to you and also announces them to other
players in the room.

SCORE shows detailed statistics to you only.

TIME shows the game time, as well as the time the mud was last started,
the current local time for the host computer, and when the mud will
reboot or shutdown when activated.

WEATHER shows the current game weather.
~

-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 SLIST~
Syntax: slist

This command shows you ALL the spells available for your class.
~

0 WHO~
Syntax: who
Syntax: who <level-range>
Syntax: who <class>
Syntax: who <class> <level-range>

WHO shows the people currently in the game.  Some people may choose to
remain unseen and won't appear on the WHO
 
WHO without any arguments shows all of the (visible) people currently playing.

With arguments, WHO can show players of certain classes or levels.
For example:
 
who 10          lists all players of level 10 or above
who 15 20       lists all players between level 15 and 20
who cleric      lists all clerics playing
who immortal    lists all immortals playing
who cleric 1 5  lists all clerics between levels 1 and 5
~

0 WHOIS~
Syntax: whois <character>

WHOIS gives you WHO information on a specific character.  If your request is
vague, it will match your text to anyone with that string in their names.
For example, "WHOIS frag" might return information on Frag, Fraggle, and
McFraggadocio.
~

-1 "DREAM MAKERS"~
This entry contains names of the contributing people of this Mud.
There were the First people to hold these positions..we thank them!
		Builders	Implementors	Coders

Directors	Hatchet		Kith		Kahn
                                Yaz
Seniors		Maxx		Binky		Thelonius
		Picard		Frag
		Karl		Maverik
				Picard
				Tricia
				Unisex
				Icaza

Juniors		Ash		Anthea
		Binky		Alexis		Binky
		Demonspawn	Benito
				Boom		Bongs
		Dreads		Huka		Demonspawn
		Elvishparsley	Katrina		Draiden
		Forstall	Lunch
				Manx		Globi
		Katrina		Skie		Greydon
		Katzenjammer	Katzenjammer	Katrina
		Lupin		StrayKat	Morgan
		Mandur				Sandman
		Maverik				Skie
		Morgan				Stooly
		Pudu				Tre
		Shapeshifter
		Shoes
		Stooly
		Tholeus

	All of these immortals have contributed in some way to the
workings of this mud.  Please treat them with respect and dignity for
they _SHAPE YOUR MUD FUTURE!_
	Congratulations to all here and keep up the good work!

~
-1 WIZLIST~

   These people have achieved immortality and superior powers in this realm.
   They should be treated with respect and kindness..a few prayers wouldn't be
   a bad idea now and again either. Lying or stealing from them is punishable
   by Death. Word of advice....dont do it. *grin*

                                 Directors
        / \      _-'            ===========                 '-_      / \
      _/|  \-''- _ /                                        \ _ -''-/  |\_
 __-' {{ |          \                                        /          | } '-__
      /             \             Seniors                  /       
     /       "o.  |o }           =========                {{ o|  .o"
     |            \ ;                                      ; /
                   ',                                      ,'
        \_         __\            Juniors                 /__         _/
          ''-_    \.//           =========                \\./    _-''
            / '-____'                                      '____-' \
           /                                                        \
          _'                    Apprentices                         '_
       _-'                     =============                          '-_
                                               
                                                                
~ 

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 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 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 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 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 PASSWORD~
Syntax: password <old-password> <new-password>

PASSWORD changes your character's password.  The first argument must be
your old password.  The second argument is your new password.

The PASSWORD command is protected against being snooped or logged.
~

-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
	%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>"
~

0 TITLE~
Syntax: title <string>

Sets your title to a given string.

The game supplies a title when your character is created and when you
advance a level.  You can use TITLE to set your title to something else.
~

0 WIMPY~
Syntax: wimpy
Syntax: wimpy <number>

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

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

Some monsters are wimpy.
~

0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL WARTALK GRATS~
Syntax: auction  <message>
Syntax: chat     <message>
Syntax: music    <message>
Syntax: question <message>
Syntax: answer   <message>
Syntax: shout    <message>
Syntax: yell     <message>
Syntax: wartalk  <message>
Syntax: grats    <message>

These commands send messages through communication channels to other players.

SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

AUCTION, CHAT, MUSIC, GRATS, and QUESTION and ANSWER also send messages to all
interested players.  '.' is a synonym for CHAT.  The QUESTION and ANSWER
commands both use the same 'question' channel.

YELL sends a message to all awake players within your area.

WARTALK sends a message to all interested members of your clan/order/guild.

You can use the CHANNELS command to hear, or not hear, any of these channels.
~

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

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

POSE is a class-dependent variant of EMOTE.

SOCIAL commands are special EMOTES that give different (clever) messages
depending on the target.  "Long distance" SOCIALS are now in, so you can
perform social actions to player characters in different rooms.

For a complete list of available SOCIAL commands, type "socials".
~

0 NOTE~
Syntax: note list
Syntax: note read
Syntax: note read    <number>
Syntax: note read    all
Syntax: note edit
Syntax: note subject <string>
Syntax: note to      <to-list>
Syntax: note clear
Syntax: note send
Syntax: note show
Syntax: note post
Syntax: note remove  <number>

NOTE LIST lists notes which you can read.  NOTE READ reads one or all notes.

NOTE SUBJECT sets the subject line of a new note.  NOTE TO sets the list of
recipients.  The recipient ALL means all players, and the recipient IMMORTAL
means all immortals.  Use NOTE EDIT to write you message onto the note, using an
online editor.  NOTE SHOW shows your note in progress; NOTE CLEAR starts over.

NOTE POST or NOTE SEND posts your note for reading.  Posting is not automatic.

NOTE REMOVE removes the entire note if you are the sender, or just removes you
from the to-list if you are a recipient.
~

0 BRANDISH QUAFF RECITE ZAP~
Syntax: brandish
Syntax: quaff    <potion>
Syntax: recite   <scroll> <target>
Syntax: zap      <target>
Syntax: zap

BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
<target> is optional, depending on the nature of the scroll.  ZAP zaps a
magical wand at a target.  If the target is not specified, and you are fighting
someone, then that character is used for a target.

Success depends on how well the character understands SCROLLS, WANDS, or
STAVES. See the helps on these subjects.

You must HOLD a wand or a staff before using BRANDISH or ZAP.

All of these commands use up their objects.  Potions and scrolls have a single
charge.  Wands and staves have multiple charges.  When a magical object has no
more charges, it will be consumed.
~

0 SCROLLS SCROLL~

The SCROLLS skill is necessary for proper use of a scroll. The command
RECITE is used to attempt to invoke the power of the scroll.  Trying
to use a scroll without the SCROLLS skill can result in the power of the
scroll being released in an unpleasant manner.

See also: RECITE 
~

0 STAVES STAFF~

The STAVES skill is necessary for proper use of a staff.  The command
BRANDISH is used to attempt to invoke the power of the staff.  Trying
to use a staff without the STAVES skill can result in the power of the
staff being released in an unpleasant manner.

See also: BRANDISH
~

0 WANDS WAND~

The WANDS skill is necessary for proper use of a wand.  The command
ZAP is used to attempt to invoke the power of the wand.  Trying
to use a wand without the WANDS skill can result in the power of the
wand being released in an unpleasant manner.

See also: ZAP 
~

0 OPEN CLOSE LOCK UNLOCK PICK 'PICK LOCK'~
Syntax: open   <object|direction>
Syntax: close  <object|direction>
Syntax: lock   <object|direction>
Syntax: unlock <object|direction>
Syntax: pick   <object|direction>

OPEN and CLOSE open and close an object or a door.

LOCK and UNLOCK lock and unlock a closed object or door.  You must have
the requisite key to LOCK or UNLOCK.

PICK can open a lock without having the key.  In order to PICK successfully,
you have the appropriate skill.

Also see BASH for warriors.
~

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

When you are thirsty, DRINK something.

When you are hungry, EAT something.

FILL fills a drink container with water.
~

0 SACRIFICE~
Syntax: sacrifice <object>

SACRIFICE offers an object to your God.  God may reward you for the sacrifice.
The nature of the reward depends upon the type of object.

Hint: God likes corpses.

SACRIFICE as well as most other object manipulation commands,
allow the use of #.object format, where # is a number or the word "all".
For example, if you had five daggers and you wanted to sacrifice the third
one, you would type "sacrifice 3.dagger".  Or if you wanted to clean up all the
trash on the floor you would type "sacrifice all".
~

0 FLEE RESCUE~
Syntax: flee
Syntax: rescue   <character>

Once you start a fight, you can't just walk away from it.  If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.  (You can also RECALL, but this is less likely to work,
and costs more experience points, than fleeing).

If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time.  Your chances
of making the recall are reduced, and you will lose much more experience.

~

0 BASH 'BASH DOOR'~
Syntax: bash <direction>

A powerful warrior can attempt to bypass the intricacies of unlocking
and opening doors by simply BASHING through them.  This, of course,
tends to make the doors rather useless, which always amuses warriors.
Be aware, however, that bashing is a fairly aggressive action, and
some mobs don't take kindly to that type of behavior...
~

0 CHAMELEON 'CHAMELEON POWER'~
Syntax: chameleon

With CHAMELEON POWER, a psionicist uses the power of his or her mind to change 
the appearance and coloration of his or her body, armor, and equipment to
blend in with the surroundings.  This skill is only effective if the
psionicist remains absolutely still.
~

0 FOLLOW GROUP~
Syntax: follow <character>
Syntax: group
Syntax: group <character>

FOLLOW starts you following another character.  To stop following anyone else,
just FOLLOW <yourself>.

GROUP <character> makes someone who is following you a member of your group.
Group members share experience points from kills and may use the GTELL and
SPLIT commands.  If anyone in your group is attacked, you will automatically
join the fight.

If the <character> is already a member of your group, then GROUP will
kick out the <character> from your group.  Characters can also leave your
group by using a FOLLOW command to stop following you.

GROUP with no argument shows statistics for each character in your group.

You may FOLLOW and GROUP only with characters who are within five levels of
your own.
~

0 HEIGHTEN 'HEIGHTEN SENSES'~
Syntax: heighten

A psionicist is able to HEIGHTEN SENSES to detect things that would otherwise
go unnoticed.
~

0 HIDE SNEAK VISIBLE~
Syntax: HIDE
Syntax: SNEAK
Syntax: VISIBLE

If you successfully HIDE, then other characters can't see you.

If you successfully SNEAK, then you can move in and out of rooms without
being noticed.

VISIBLE cancels your hiding and sneaking, as well as any invisibility,
making you visible again.
~

0 'POISON WEAPON'~
Syntax: poison <weapon>

With this skill, a thief can create a deadly poison that can be poured
onto any weapon, rendering it more deadly.  This skill is not easy,
however, because the poison itself requires special ingredients, and the
thief must be steady of hand and clear of mind.  The profit-minded thief
(is there any other kind?) might even think about selling the products
of his or her labor to other adventurers for a tidy profit.

Be Warned!  The poison is highly corrosive and will damage your weapon
in due time.  Special blades may be more resistant to the poison effects
on the steel.
~

0 PRACTICE~

The practice command is not used on this MUD.  Instead, your skills will
increase with use.
~

0 QUI~
Syntax: QUI

QUIT is a command trap to prevent you from mistakenly typing QUIT when
you dont want to.

If you want to QUIT, then type QUIT in whole. 
~

0 QUIT RENT SAVE~
Syntax: QUIT
Syntax: RENT ... not!
Syntax: SAVE

SAVE saves your character and objects.  You must be at least second level to
save.  The game will auto-save your character every few minutes whether you
save or not.

Some objects, such as keys and objects of higher level than you, may not be
saved.

QUIT leaves the game.  You may QUIT anywhere, although there is an experience
penalty for quitting outside of Midgaard.  When you re-enter the game you will
be back in the same room.

QUIT automatically does a SAVE, so you can safely leave the game with just one
command.  Nevertheless it's a good idea to SAVE before QUIT.  If you get into
the habit of using QUIT without SAVE, and then you play some other mud that
doesn't save before quitting, you're going to regret it.

There is no RENT in this mud.  Just SAVE and QUIT whenever you want to leave.
~

0 RECALL /~
Syntax: RECALL

RECALL prays to God for miraculous transportation from where you are back to
the Temple of Midgaard.  '/' is a synonym for RECALL.

If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing).

RECALL costs half of your movement points.

RECALL doesn't work in certain God-forsaken rooms.  Characters afflicted by a
curse will not recall at all.

See:  FLEE
~

0 SHADOW 'SHADOW FORM'~
Syntax: shadow

A psionicist can use his or her mind power to blend in with the shadows while 
moving, having the same effect as the thief skill SNEAK.  See also VISIBLE.
~

0 SNARE UNTANGLE~
Syntax: snare    <target>
Syntax: untangle <target>

The SNARE skill will ensnare an opponent, keeping him from either moving
normally, or from fleeing from a fight.  A SNARE may be used either during
or outside of combat.  However, most creatures will react adversely to
you ensnaring them, and will try to attack.  Snares attempted outside of
combat will last longer than those created during combat.

A SNARED character can also be UNTANGLED by a nimble thief.
~

0 SPELLS~
Syntax: spells

This command shows the spell caster how much mana each spell he or she knows
will cost.

For a list of ALL available spells for your class, type SLIST.
~

0 SPLIT~
Syntax: SPLIT <amount>

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

0 STEAL~
Syntax: STEAL coins    <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a character.

There are penalties for using STEAL on other players.  See HELP PSTEAL.

Anyone may steal.  Those with the appropriate skill are better at it.
~

0 TRAIN~

The train command is not used on this MUD.  Instead, your skills will
increase with use.
~

0 WHERE~
Syntax: where
Syntax: where <character>

WHERE without an argument tells you the location of visible players in the same
area as you are.

WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~

54 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.
~

54 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.
~

53 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.  
~

52 REBOOT SHUTDOWN WIZLOCK NEWLOCK NUMLOCK~
Syntax: reboot
Syntax: shutdown
Syntax: wizlock
Syntax: numlock <number>
Syntax: newlock

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.

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

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.

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.
~

53 DENY DISCONNECT FREEZE~
Syntax: deny       <character>
Syntax: disconnect <character>
Syntax: freeze     <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.

DISCONNECT <character> immediately disconnects that character.

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

53 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'.
~

52 LOG SNOOP~
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.

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.
~

53 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.
~

52 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.
~

53 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.
~

52 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.
~

53 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief

PARDON pardons a player for their crimes.
~

53 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.
~

53 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.
~

54 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.
~

53 SLAY~
Syntax: slay <character>

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

SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC.
~

53 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.
~

53 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.
~

53 WIZIFY~
Syntax: wizify <character>

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

52 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.
~

52 MEMORY~
Syntax: memory

MEMORY reports the size of your mud.

The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects,
not the number of instances currently in the game.

The 'Strings' line shows memory used by area-file strings.  These strings have
a maximum limit, which is also shown.

The 'Perms' line shows permanently allocated memory blocks.  There is no limit
on the number and size of these blocks.
~

52 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.
~

52 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.
~

52 OWHERE~
Syntax: owhere <object>

OWHERE shows you the locations of all objects numbering 100 or less with a
perticular name.
~
 
52 MWHERE~
Syntax: mwhere <name>

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

52 PEACE~
Syntax: peace

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

52 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.
~

52 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.
~

51 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.
~

51 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.
~

51 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.
~

51 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.
~

50 IMMTALK :~
Syntax: immtalk <message>

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





0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'
  'MAGIC MISSILE' 'SHOCKING GRASP'~
Syntax: cast 'acid blast'     <victim>
Syntax: cast 'burning hands'  <victim>
Syntax: cast 'colour spray'   <victim>
Syntax: cast 'fireball'       <victim>
Syntax: cast 'lightning bolt' <victim>
Syntax: cast 'magic missile'  <victim>
Syntax: cast 'shocking grasp' <victim>

These spells inflict damage on the victim.  The higher-level spells do
more damage.
~

0 ARMOR~
Syntax: cast armor <character>

This spell decreases (improves) the armor class of the target character
by 20 points.
~

0 BLESS~
Syntax: cast bless <character>

This spell improves the to-hit roll and saving throw versus spell of the
target character by +1 each.
~

0 BLIND BLINDNESS~
Syntax: cast blindness <victim>

This spell renders the target character blind.
~

0 'CALL LIGHTNING'~
Syntax: cast 'call lightning'

This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from God.
~

0 'BREATHE WATER'~
Syntax: cast 'breathe water' <victim>

This spell allows the victim to breathe water as if it was air.  It is
a necessity for travelling in UNDERWATER areas.

Note:  If you are affected by 'Breath Water' and are on land, you will
	react as if you were breathing air while submersed in water.
~

0 UNDERWATER~

Some areas of this world are submerged in water.  In order to safely 
travel through these areas, you need to be able to BREATHE WATER.
~

0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~
Syntax: cast 'cause light'    <victim>
Syntax: cast 'cause serious'  <victim>
Syntax: cast 'cause critical' <victim>
Syntax: cast harm             <victim>

These spells inflict damage on the victim.  The higher-level spells do
more damage.
~

51 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily).
~

0 'CHARM PERSON'~
Syntax: cast 'charm person' <victim>

This spell, if successful, causes the victim to follow you and to take orders
from you.  Use ORDER to order your charmed followers.

You are responsible for the actions of your followers.  Conversely, other
people who attack your followers will be penalized as if they attacked you.
~

0 'CHILL TOUCH'~
Syntax: cast 'chill touch' <victim>

This spell inflicts damage on the victim and also reduces the victim's
strength by one.
~

0 'CONE OF SILENCE' MUTE 'REMOVE SILENCE'~
Syntax: cast 'cone of silence'
Syntax  cast 'mute'            <character>
Syntax: cast 'remove silence'  <character>

MUTE is a spell that completely silences its victim.  Because of this,
he or she will be unable to speak...or cast spells.

A CONE OF SILENCE completely eliminates all sound from the caster's room,
so nobody in that room will be able to hear or say anything until the
cone is removed.

REMOVE SILENCE will, if successful, enable its target to speak again.
It can also destroy a cone of silence when cast from a staff or wand
(when the wand is aimed at the user).
~

0 'CONTINUAL LIGHT'~
Syntax: cast 'continual light'

This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely.
~

0 'CONTROL WEATHER'~
Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse

This spell makes the weather either better or worse.
~

0 'CREATE FOOD' 'CREATE BUFFET'~
Syntax: cast 'create food'
Syntax: cast 'create buffet'

CREATE FOOD creates a Magic Mushroom, which you or anyone else can eat.

CREATE BUFFET creates a bunch of Magic Mushrooms, which you or anyone can eat.
~

0 'CREATE SPRING'~
Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
~

0 'CREATE WATER'~
Syntax: cast 'create water' <drink-container>

This spell replenishes a drink container with water.
~

0 'CURE BLINDNESS'~
Syntax: cast 'cure blindness' <character>

This spell cures blindness in one so unfortunate.
~

0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' 'HEAL' 'MASS HEAL'
'PSYCHIC HEALING' 'COMPLETE HEALING'~

Syntax: cast 'cure light'       <character>
Syntax: cast 'cure serious'     <character>
Syntax: cast 'cure critical'    <character>
Syntax: cast 'heal'             <character>
Syntax: cast 'mass heal'
Syntax: cast 'psychic healing'
Syntax: cast 'complete healing'

These spells cure damage on the target character.  The higher-level spells
heal more damage.  The Psionicist disciplines, like many other skills, are
limited to the psionicist alone.

MASS HEAL restores hit points to all (present) members of the caster's
group.  The amount healed depends on the caster's level.
~

0 'CURE POISON'~
Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.
~

0 CURSE~
Syntax: cast 'curse' <character>

This spell reduces the character's to-hit roll by 1 and save versus spells
by 1.  It also renders the character unclean in the eyes of God and
unable to RECALL.
~

0 'DESTROY CURSED'~
Syntax: cast 'destroy cursed' <character>

This spell expells all heavily cursed items the afflicted character may not
drop from his person.
~

0 'DETECT EVIL'~
Syntax: cast 'detect evil'

This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.
~

0 'DETECT HIDDEN'~
Syntax: cast 'detect hidden'

This spell enables the caster to detect hidden creatures.
~

0 'DETECT INVIS'~
Syntax: cast 'detect invis'

This spell enables the caster to detect invisible objects and characters.
~

0 'DETECT MAGIC'~
Syntax: cast 'detect magic'

This spell enables the caster to detect magical objects.
~

0 'DETECT POISON'~
Syntax: cast 'detect poison' <object>

This spell detects the presence of poison in food or drink.
~

0 'DISPEL EVIL'~
Syntax: cast 'dispel evil' <victim>

This spell invokes the wrath of God on an evil victim.
~

0 'DISPEL GOOD'~
Syntax: cast 'dispel good' <victim>

This spell invokes the wrath of Satan on a good victim.
~

0 'DISPEL MAGIC'~
Syntax: cast 'dispel magic' <character>

This spell dispels magical affects on a character.  It may be used as
an offensive spell to remove an enemy's magical advantages, or as a
benign spell to remove a friend's (or one's own) magical handicaps.
Be forewarned this spell may not remove extremely powerfull magics.
~

0 EARTHQUAKE~
Syntax: cast 'earthquake'

This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!
~

0 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>

This spell magically enchants a weapon, increasing its to-hit and to-dam
bonuses.  The weapon must be un-magical to start with.  This spell also
causes the weapon to be aligned with the alignment with the caster.
~

0 'ENERGY DRAIN'~
Syntax: cast 'energy drain' <victim>

This spell saps the experience points, mana, and movement points of its
target.
~

0 EXORCISE~
Syntax: cast 'exorcise' <character>

This spell removes the vampiric curse in one so unfortunate.
~

0 'FAERIE FIRE'~
Syntax: cast 'faerie fire' <victim>

This spell increases (makes worse) the armor class of its victim.  For each
level of the caster, the victim's armor class is increased by two points.
~

0 'FAERIE FOG'~
Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
~

0 FLAMESTRIKE~
Syntax: cast 'flamestrike' <victim>

This spell inflicts damage on the victim.
~

0 'FLAMING SHIELD'~
Syntax: cast 'flaming shield'

This spell creates a "shield" of magical fire around the caster.  This shield
when in close contact with an enemy will cause him/her/it to be accosted by
magical flame.

This spell takes a long time to cast and saps a LOT of mana.  Take care you
do not prepare this spell in an area with many enemies.
~

0 FLY LEVITATION~

Syntax: cast 'fly'        <character>
Syntax: cast 'levitation' <character>

These spells enable the target character to fly or levitate.
~

51 GATE~
Syntax: cast gate

This spell gates in a guardian vampire.  Player characters don't have much use
for it, but high demons, and guardian vampires themselves, like it a lot.
~

0 'GIANT STRENGTH' 'ENHANCED STRENGTH'~

Syntax: cast 'giant strength'    <character>
Syntax: cast 'enhanced strength'

These spells increase the strength of the target character.  The Psionicist
discipline is caster-only.
~

0 IDENTIFY~
Syntax: cast identify <object>

This spell reveals information about the object.
~

0 INFRAVISION~
Syntax: cast infravision <character>

This spell enables the target character to see objects in the dark in
relation to heat gradients.

Note:  You will not be able to distinguish between a table and chair but will
	between an ELF and a HUMAN.
~

0 INVIS 'MASS INVIS'~
Syntax: cast invis <character>
Syntax: cast 'mass invis'

The INVIS spell makes the target character invisible.  Invisible characters
will become visible when they attack.

The MASS INVIS spell makes all characters in the caster's group invisible,
including the caster.
~

0 'KNOW ALIGNMENT' 'AURA SIGHT'~

Syntax: cast 'know alignment' <character>
Syntax: cast 'aura sight'     <character>

These spells reveal the alignment of the target character.
~

0 'LOCATE OBJECT'~
Syntax: cast 'locate object' <name>

This spell reveals the location of all objects with the given name.
~

0 'PASS DOOR' 'ECTOPLASMIC FORM'~
Syntax: cast 'pass door'
Syntax: cast 'ectoplasmic form'

These spells enable the caster to pass through closed doors.
~

0 POISON~
Syntax: cast poison <victim>

This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate.
~

0 POLYMORPH 'POLYMORPH OTHER'~
Syntax: cast 'polymorph other' <victim>

This VERY powerful spell changes the victim's race to a random race.
Being affected by this spell can be very annoying but at the same time,
rewarding or problematic.  Because of the power of this spell, all currently
known magics are not able to remove the affects of this spell.
~

0 PROTECTION 'PROTECTION EVIL' 'PROTECTION GOOD' SANCTUARY~
Syntax: cast 'protection good'
Syntax: cast 'protection evil'
Syntax: cast sanctuary  <character>

The PROTECTION EVIL spell reduces the damage taken from any attack by an evil
creature by one quarter.

The PROTECTION GOOD spell reduces the damage taken from any attack by a good
creature by one quarter.

The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.

These spells may be used simultaneously for cumulative effect.
~

0 'RECHARGE ITEM'~
Syntax: cast 'recharge item' <object>

If successful, this spell will fully recharge a wand or staff.  However,
it is not always successful...
~

0 REFRESH~
Syntax: cast refresh <character>

This spell refreshes the movement points of a character who is out of movement
points.
~

0 'REMOVE ALIGNMENT'~
Syntax: cast 'remove alignment' <object>

If successful, this will remove all alignment restrictions on the given
object.  If unsuccessful..well, you don't want to know.
~

0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>

This spell removes a curse from a character.

If the target character is wearing a noremove item, the item will be
automatically expelled from the body.
~

0 SHIELD 'STONE SKIN'~
Syntax: cast shield
Syntax: cast 'stone skin'

These spells protect the caster by decreasing (improving) the caster's armor
class.  SHIELD provides 20 points of armor.  STONE SKIN provides 40 points of
armor.
~

0 SLEEP~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

0 SUMMON~
Syntax: cast summon <character>

This spell summons a character from anywhere else in your zone into your room.
Characters who are fighting may not be summoned nor those who can not normally
recall.
~

0 TELEPORT~
Syntax: cast teleport <victim>

This spell takes victim from his current location to a random location
somewhere in the world.
~

0 'TURN UNDEAD'~
Syntax: cast 'turn undead' <victim>

This spell causes the fighting undead to fear you and flee.
~

0 VENTRILOQUATE 'CREATE SOUND'~
Syntax: cast ventriloquate <speaker> <message>
Syntax: cast 'create sound' <speaker> <message>

This spell throws your voice, making it appear that some other object or
character in the room is saying your message.  Victims who make their saving
throw will know that someone is using ventriloquism, but not who.  Victims who
fail their saving throw will think that the object or character really did say
your message.
~

0 WEAKEN~
Syntax: cast weaken <victim>

This spell reduces the strength of the victim by two points.
~

51 'WORD OF RECALL'~
Syntax: cast 'word of recall'

This spell duplicates the built-in RECALL ability.  It is provided solely for
Merc-based muds which wish to eliminate the built-in ability while still
providing the spell.
~

0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~
Syntax: cast 'acid breath'      <victim>
Syntax: cast 'fire breath'      <victim>
Syntax: cast 'frost breath'     <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>

These spells are for the use of dragons.  Acid, fire, frost, and lightning
damage one victim, whereas gas damages every PC in the room.  Fire and
frost can break objects, and acid can damage armor.

High level mages may learn and cast these spells as well.
~

0 DODGE~

This skill lets you dodge incoming attacks, taking no damage from them.
Use of the skill is automatic.
~

0 'ENHANCED DAMAGE'~

This skill increases the damage you inflict when attacking.  Use of the skill
is automatic.
~

0 PARRY~

This skill wards off incoming attacks, taking no damage from them.  Use of the
skill is automatic.  You must be wielding a weapon to parry.
~

0 PEEK~

This skill shows you a character's inventory when you look at a character.
Use of the skill is automatic.
~

0 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK'~

These skills let you attack more than once during a combat round.  Use of
these skills is automatic.
~

0 DUAL 'SECOND WEAPON'~

A journeyman Warrior can forego the defensive arts and choose instead to
wield a SECOND WEAPON in place of a shield.  Attacks made with this
weapon will strike less often than with the primary weapon, but the best
defense is a good offense, right?
~

51 'GENERAL PURPOSE' 'GENERAL PURPOSE AMMO' 'HIGH EXPLOSIVE'
   'HIGH EXPLOSIVE AMMO'~
Syntax: cast 'general purpose' <target>
Syntax: cast 'high explosive'  <target>

These spells are used by the judges and other enforcers in Glop's
Mega City One area.  Guess what they do?
~

0 GUILD~
The GUILD is the place where adventurers can go to relax, have a few
drinks, tell a few tales, and in general blow off steam.  Each player
class has its own guild, into which other classes cannot set foot.  
Each guild is run by a GUILDMASTER, who is fully versed in all of 
the skills of their class, and can teach them to worthy students.
~

0 GUILDMASTER~
All GUILDMASTERS are fully versed in the skills of their class.  They
could probably take your brain out and show it to you before you could
blink if you were to try to attack them.
~

0 TRAINER~
Any mob that would qualify as a trainer would more like than not kick
your butt in a fight.
~

-1 RACE RACES~
There are many races in this realm of different abilities and sizes.
Known to civilized races, there are about 40 races wandering the world.
The most common are HUMAN, ELF, HALFELF, DROW, DWARF, HALFDWARF, HOBBIT, and
GNOME, HALFORC, and HALFKOBOLD.

Take care of the more arcane and mysterious races.
~

-1 HUMAN~
HUMANs are the most "neutral" of all races.  They have normal attribute
levels yet are the most versatile in all the available professions.
Their strengths are:
	* Other races view HUMANs neutrally and normally do not attack.
	* Are equally good in all classes.
	* Their stature does not make them an easy target to hit.
~

-1 HALFELF~
HALFELVES are crossbreeds of HUMANs and ELVES.  They have all the physical
attributes of ELVES and have the bodily strength normally associated with
HUMANs.  Their stature is equivalent with that of HUMANs.  Unfortunately,
having ELVEN characteristics, certain races may impart their hatred for ELVES
upon HALFELVES.
HALFELVES have certain abilities available to them.
	* Infravision.
~

-1 HALFDWARF HALFDWARVES~
HALFDWARVES are crossbreeds of HUMANs and DWARVES.  They have all the physical
attributes of DWARVES and have the stature normally associated with HUMANs.
Unfortunately having DWARVEN characteristics, certain races may impart their
hatred for DWARVES upon HALFDWARVES.
HALFDWARVES have certain abilities available to them.
	* Infravision.
~

-1 HOBBIT~
HOBBITs are small funloving creatures with a strong sense of family.  Sometimes
there is an occasional black sheep with a strong desire for adventure.
HOBBITs have small frames and are quite agile.  Because of their size, they
gain certain advantages when fighting much larger foes but they are also picked
upon by these large gruesome beasts too.
HOBBITs have certain abilities available to them.
	* Infravision.
	* Detect Hidden.
~

-1 WERERAT~
"WERERATs are a peculiar branch of the WERE family, for the condition is
hereditary rather than infectious.  In their typical form, WERERATs are
furry humanoids about the size of a GNOME adult, looking much like giant rats
standing on their hind legs....  Their other form, of course, is that of a rat.
They prefer to live underground in dimly-lit tunnels, and see well in the
dark....  Physically, WERERATs seem not as strong or as robust as HUMANs,
although they recover more quickly from physical damage.  They are also
very nimble, and prize agility above all other traits.  In fact, children who
have shown themselves to be clumsy are sacrificed in a yearly ritual, amidst
great ceremony."
	- Ruk-T'ar of the Drow Histological Academy
	  "WERE the Wild Things Are:  a Study of the Savage Were Races of
	   Envy MUD"
~

-1 HALF-KOBOLD HALFKOBOLD HLFKOBOLD~
HALFKOBOLDs are a mongrel version of the dog-like kobolds, and are about as
tall as a GNOME.  They don't have much going for them except for their
fantastic agility -- they make terrific acrobats, as travelling
sideshows have found out.  HALFKOBOLDs tend to have weak bodies and
are not very healthy, being prone to any number of canine diseases.
They are not very intellectual, spending most of their time thinking
about food, how to get food, and who will give them food.
HALFKOBOLDs have certain abilities available to them:
	* Infravision
~

-1 HALF-OGRE HALFOGRE~
HALFOGREs are a diluted version of the OGRE race and are about the
same size.  They are not quite as strong or healthy as a full-blodded
OGRE (although they are still stronger and healthier than a HUMAN).
On the other hand, they are a little smarter and less clumsy... which
is not to say that they can outhink or outmaneuver a HUMAN!
Because they are so strong and robust, they have an advantage when
healing wounds.
HALFOGREs have certain abilities available to them.
	* Infravision
~

-1 MINOTAUR MINOTAURS~
Minotaurs appear to be half HUMAN and half bull.  They tend to be very
strong and dexterous.  Minotaurs are a very seclusive and protective.
They are slightly less intelligent than most races, but are very
fierce warriors.  On very rare occasions, a MINOTAUR will study magic,
making it a very hard foe to defeat.
~

-1 TROLL TROLLS~
Trolls tend to be large and furry.  TROLLs live in dark and moldy
caves, where they seldom worry about beauty and fashion.  They are
often seen trying to rob others for their valuables and food.  TROLLs
don't collect much treasure like most races, they prefer to have food,
and everything else are just pretty items.  TROLLs are stronger than
most races, but they are not as bright and often not very agile.
~

-1 INSECT INSECTS~
Insects vary in shape, size and abilities.  They most often ignore
others.  Most INSECTs are very weak, and have almost no intelligence.
Their ability and small size make them a very hard target to hit.
Most INSECTs live in very dark paces and have adapted to see things
with little light.
~

-1 DRAGON DRAGONS~
Dragons are very noble creatures.  DRAGONs spend their lives
collecting treasure, for what purpose they do this, no-one knows.
They are fierce creatures and are very dexterous, strong, and highly
intelligent.  DRAGONs have large wings with which they can fly.
DRAGONs spend a large amount of time sleeping, but be warned they have
a great sense of smell, and can detect even the smallest scent a long
distance away.  Almost all DRAGONs have the ablity to breathe a
special substance, the most common of which is fire.  During their
long lives, DRAGONs learn to cast many spells, making them a very tough
opponent to defeat.
~

-1 ANIMAL ANIMALS~
Animals vary in shape, size and abilities.  Most have very little
intelligence, but tend to be agile.  Often ANIMALs ignore other races
unless provoked.  ANIMALs include anything from SNAKEs to cats.  Most
ANIMALs have keen eyes and can see things with little light.
~

-1 GOD GODS~
Gods are a very noble race.  Very few people have ever seen a GOD, as
they often keep to themselves, and others of their kind.  Because of
their infinitely long life, they are often very wise.  GODs can cast a
lot of spells, and mortal weapons do very little damage to their mortal
incarnation.  Only the bravest of mortals dare attempt to battle with them.
~

-1 UNDEAD~
Undead are evil walking forces from the grave.  They can be anything
from skeletons to vampires.  Most UNDEAD are controlled by some
creature, and thus often have one collective intelligence.  They are
often very weak, but they seldom are seen alone, thus making them
frightening foes.  A rare few UNDEAD can cast spells, making those
tough to defeat.  Of course since the UNDEAD are not living, they are
immune to poison.
~

-1 HARPY HARPIES~
Harpies appear to be a crossbreed of woman and hawk.  They have large
wings with which they can fly very fast, combined with their razor
sharp talons, HARPIES feast on most other races.  HARPIES have a
beautiful song with which they lure males to them.  They are a fierce
race, and are very agile.  HARPIES rarely learn magic, since they have
little use for it.
~

-1 BEAR BEARS~
Bears are ferocious ANIMALs generally found either in caves or in the
deepest parts of a forest.  BEARs do not like to be disturbed and have
been known to kill many unsuspecting adventurers.  BEARs regenerate
hit points better than some other ANIMALs.
~

-1 GITHYANKI GITHYANKIS~
Githyanki are not well known in the circles of enlightenment.  Of what
is known about them has come back only from the mouths of those who
found signs one had been around and the corpses of dead adventurers.
~

-1 ELEMENTAL ELEMENTALS~
Elementals rules the world using the four basic elements:  fire,
water, earth, and ice.  Although some lesser elementals pose little
problem to the seasoned adventurer, elemental rulers will usually
annhililate entire groups of veterans.
~

-1 BAT BATS~
A bat is a small animal usually not much bigger than your head and
arms together.  BATs regenerate moves faster than other ANIMALs
because they are able to fly.
~

-1 BIRD~
A bird is a small ANIMAL about the size of a lizard.  A BIRD flys
using its wings.  A bird regenerates moves better than some other
races.
~

-1 PLANT PLANTS~
Due to some freak occurence in nature, a strain of man-eating plants
has developed in various places around the world.  Do not be
surprised if that flower yesterday becomes your worst nightmare today.
~

-1 RAT RATS~
In the vilest, filthiest places you find, there will be lurking
somewhere a RAT, perhaps dozens or more.  RATs live off of the refuse
of the world, however the occasional careless adventurer can prove
quite pleasing to them as food.
~

-1 VAMPIRE VAMPIRES~
Vampires hide in the dark and usually keep to themselves, but when
disturbed will summon their minions to help rid of the area of
adventurers forever.  VAMPIREs can fly and also regenerate hit points
quicker than some other races.  Of course since VAMPIREs are UNDEAD, they
are immune to poison.
~

-1 WEREWOLF WEREWOLVES~
Werewolves hide in the dark and usually keep away from direct contact
with HUMANs, but they detect no difference in the taste of HUMAN flesh
and ANIMAL flesh.  WEREWOLVES regenerate hit points quicker than some
other races.
~

-1 GOBLIN GOBLINS~
Goblins are some of the smelliest creatures ever created.  You don't
have to see a GOBLIN to know one is around, you just smell them out.
GOBLINS are green and quite ugly, but their skill as WARRIORs is
impressive in large groups.
~

-1 FAERIE FAERIES~
Faeries and Sprites, little creatures of the forest usually use small
bows to pierce the flesh of their enemy.  They may be flying and thus
regenerate movement more quickly than expected.
~

-1 ARACHNID ARACHNIDS~
Spiders are sometimes small and sometimes large.  No matter their
size, care should be taken as they can be poisonous.  The kingdom of
Arachnos is a justification to their importance and a tribute to the
truly dark side of magic.
~

-1 MINDFLAYER MINDFLAYERS~
Mindflayers are of GIANT size and have tentacles near where a head
should be.  Caught off guard, many adventurers have perished in the
hands of these creatures.
~

-1 OBJECT OBJECTS~
Sometimes magic of the movements of immortals will cause a normal
seeming desk, or chair, to become as ferocious as a bulldog.  Does the
OBJECT possess life, or is it the puppet of something greater?
~

-1 MIST MISTS~
A mist is so easily seen, and yet so hard to hit.  Becoming lost in
the dark with a MIST trailing you is not a good idea.  MISTs will
regain their movement quickly so beware.
~

-1 SNAKE SNAKES~
Snakes have no legs but slither on the ground stealthily towards their
prey.  They can sense their prey through the body heat they give off.
In the ways of magic, a SNAKE may be able to eat a horse, or a person.
~

-1 WORM WORMS~
Worms are usually tiny insignificant creatures.  But within mountains
there are rumored to be rock crushing worms capable of flattening
rock, or bones, especially in some wild thrashing movement if they are
disturbed.
~

-1 FISH~
Fish live within the rivers, the waters of the world.  Some FISH
simply seem to be waiting to be eaten while others are waiting to do
the eating.
~

-1 HYDRA HYDRAS~
A hydra is as deadly as any tentacled beast can be.  Sometimes
employed by the DROW Mothers, these creatures may be nearly unstopable
short of being buried under rock or earth.
~

-1 LIZARD LIZARDS~
Once upon a time, great lizards of enormous size dominated the world.
Today such is a rare beast to find indeed.  However, their decendents,
though smaller in size, still walk around seeking out their own prey.
The claws and teeth of any lizard can be life threatening should you
let it.
~

-1 WAR WARRIOR~
The WARRIOR class is the most basic fighting class available.  Their
battle training along with high strength and high hit points make them
very formidable in hand to hand combat.  WARRIORs train in the art of
multiple attacks.  Some master the art of a SECOND ATTACK and if experienced
enough, master a THIRD ATTACK.  Along with this training in multiple
attacks, a WARRIOR is trained in making each hit count.  ENHANCED DAMAGE
is available to only the learned.  Toward the defense side of the WARRIOR,
skills of PARRY, RESCUE and BASH DOOR allow the WARRIOR to ward off attacks,
rush to the aid of fellow comrades, and open doors rather barbarically.
~

-1 CLE CLERIC~
The CLERIC class is a 'spellcasting' class devoted primarily toward
defense.  A deity gives the CLERIC spells in the curing, warding, and
protection divinities.  CLERICs being of a defensive nature fare poorly
in the art of mortal combat.  They much prefer to be civil servants to
society or doctors to their comrades in arms.
~

-1 MAG MAGE MAGIC-USER 'MAGIC USER'~
The MAGE class is a 'spellcasting' class devoted primarily toward control
over the elements.  The universe contains an unmeasured power the MAGE taps
into to influence the world.  MAGE spells are devoted to the invoking,
hermetic, and combative nature.  MAGEs fare a little better than their
CLERIC counterparts in hand-to-hand combat though they much prefer to
stand back and roast their enemies with a FIREBALL.
~

-1 THI THIEF~
The THIEF class can be characterized as a WARRIOR who dropped out of school
to pursue more "profitable" means of living.  These wiry persons have
physical endurance slightly less than that of a WARRIOR but are much more
agile.  Whereas a WARRIOR uses well placed weapon slashes, a THIEF seeks to
DISARM his opponent.  THIEVES also excel in the art of stealth.
An unwary opponent might not detect a THIEF until a BACKSTAB is attempted.
To achieve success in this, the skills SNEAK and HIDE are learned.  With
a THIEF's PICK LOCK and POISON WEAPON skill, a THIEF also makes the perfect
assassin for political powerhouses.
~

-1 PSI PSIONICS PSIONICIST~
The PSIONICIST class is a 'spellcasting' class similar to Mages and Clerics,
but with several important differences.  Where a Mage's power comes from
harnessing external energies present in all matter, and a Cleric's comes from
his or her deity, the Psionicist derives all of his or her power from within.
The Psionicist harnesses, shapes, and utilizes the natural forces which infuse
his or her own being.  As a result, many of the devotions that a Psionicist can
learn are strictly personal in effect, and cannot be used on other
players.

Disclaimer:  Psionicist class was originally developed by Thelonius (EnvyMud)
from 'The Complete Psionics Handbook' by Steve Winter, published by TSR, Inc.  
Skills and spells described therein will be quite similar to those here, though
the interpretation has been changed to coincide with a MERC DIKU MUD.  
Questions, comments, and suggestions are welcome.
~

0 GHOST~
When traveling in the night, beware of GHOSTS.  Fortunately, sunlight is
a bane for these representatives of the dead.
~

0 'ADRENALINE CONTROL'~
Syntax: cast 'adrenaline control' 

By controlling the production and release of adrenaline in his or her system, 
the psionicist can gain temporary boosts in dexterity and constitution.  This 
control cannot be initiated during battle because, hey, even psionicists get a 
little excited from time to time.
~

0 AGITATION~
Syntax: cast 'agitation' <character>

This skill is nearly identical to the Mage spell BURNING HANDS.  With this 
skill, a psionicist can cause the cells in his or her victim to become
agitated, moving so fast as to cause burn damage.
~

0 AWE~
Syntax: cast 'awe' <character>

With this discipline, a skilled psionicist can use the power of his or
her mind to affect the morale of an opponent.  If successful, the enemy
will be overcome by awe for the psionicist, and will simply forget to
fight.  Of course, aggressive monsters will revert to their true nature
after only a brief lull in the action.
~

0 'BALLISTIC ATTACK'~
Syntax: cast 'ballistic attack' <character>

BALLISTIC ATTACK lets a psionicist use the powers of his or her mind to throw 
small objects, usually a rock or other debris that happens to be in the area,
at the target.  The results can be rather amusing to the psionicist, and
painful to the victim.
~

0 'BIOFEEDBACK'~
Syntax: cast 'biofeedback'

BIOFEEDBACK is the power with which a psionicist controls the flow of blood 
through his or her body.  This control allows the psionicist to reduce
bleeding, as well as cushion blows against him or her, effectively reducing
the damage by half.  Mind over body indeed...
~

0 'CELL ADJUSTMENT'~
Syntax: cast 'cell adjustment'

A skilled psionicist can also perform CELL ADJUSTMENT, which can remove both 
curses and poisons from his or her body.
~

0 'COMBAT MIND'~
Syntax: cast 'combat mind'

A psionicist using COMBAT MIND has a very keen understanding of his or her 
enemies and their fighting tactics.  As a result, the psionicist has an 
increased chance of hitting his or her enemies, and knows how to minimize the 
damage received from their blows.  Because psionicists are telepathic, this 
knowledge can also be shared with his or her companions.
~

0 'CONTROL FLAMES'~
Syntax: cast 'control flames' <character>

With this skill, a psionicist can will the flames in his or her light source to
leap out and strike an enemy.  And if you don't think your light source uses a 
flame, well, you're wrong.  You just aren't looking close enough.
~

0 'DEATH FIELD'~
Syntax: cast 'death field'

A DEATH FIELD is a life-sapping region of negative energy.  Only psionicists
of evil alignment can use this power without suffering repurcussions.  The
death field moves out from the psionicist and envelops every character in the
room.  Because player characters have souls, they are immune to its deadly
touch, but all mobiles are susceptible to it.  Should the saving throw fail,
the mobile will immediately die.  If the mobile is of a sufficently different
level than the psionicist, they will shrug off the attack and only take minor
damage.
~

0 'DETONATE'  'DISINTEGRATE'~
Syntax: cast 'detonate'     <character>
Syntax: cast 'disintegrate' <character>

With both of these skills, a psionocist uses his or her mind to affect the 
latent energy inside inanimate objects.  If these objects are close enough to 
the intended victim, they can cause great damage.  For this reason, most 
psionocists choose the victim itself as the target, since there's bound to be 
SOMETHING dead on it, sooner or later.  Mid-level psionicists can DETONATE 
objects on their victim, and extremely skilled psionicists can even
DISINTEGRATE their victims, killing them instantly.
~

0 'THOUGHT SHIELD' 'MENTAL BARRIER' 'DISPLACEMENT' 'FLESH ARMOR'
  'INTELLECT FORTRESS' 'INERTIAL BARRIER'~
Syntax: cast 'thought shield'
Syntax: cast 'mental barrier'
Syntax: cast 'displacement'
Syntax: cast 'flesh armor'
Syntax: cast 'intellect fortress'
Syntax: cast 'inertial barrier'

These are protective disciplines which a psionicist can exercise.

THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in place
by the psionicist's will.

DISPLACEMENT makes the psionicist appear to be displaced from his or her actual
position, thus making him or her more difficult to hit.

With the FLESH ARMOR devotion, a psionicist can harden his or her skin into an 
armor-like substance.

INTELLECT FORTRESS shares the powers of the psionicist's mind with the other 
members in his or her group, extending a shield around all of them.

INERTIAL BARRIER creates a barrier of positive energy that reduces the damage 
infliced by creatures of negative energy.
~

0 'DOMINATION'~
Syntax: cast 'domination' <character>

With this skill, a psionicist can DOMINATE the mind of his or her intended 
victim, causing the victim to do exactly as the psionicist says.  As with
CHARM, the actions of dominated characters affect the status of the dominator;
don't whine if you get a KILLER flag.
~

0 'EGO WHIP'~
Syntax: cast 'ego whip' <character>

Because a psionicist understands the inner workings of the mind so well, he or 
she can attempt to EGO WHIP a victim, making them less confident by bringing
up bad childhood memories, embarrassing moments, and failures.  This lack of 
confidence can significantly reduce their battle effectiveness.
~

0 'ENERGY CONTAINMENT'~
Syntax: cast 'energy containment'

By using ENERGY CONTAINMENT, a psionicist can absorb many forms of energy 
without damage.  As the psionicist gains experience, this skill improves.
~

0 'ENHANCE ARMOR'~
Syntax: cast 'enhance armor' <object>

With this devotion, a psionicist can change the molecular makeup of objects, 
making them stronger and more durable.  This has obvious applications to
armor, but if the armor is already magically enchanted, a psionicist cannot
rearrange its molecules.

Obviously if the item is too complicated for the caster, there are higher
chances something will go wrong.
~

0 'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'~
Syntax: cast 'mind thrust'   <character>
Syntax: cast 'inflict pain'  <character>
Syntax: cast 'psychic crush' <character>
Syntax: cast 'psionic blast' <character>
Syntax: cast 'ultrablast'    <character>

With these skills, a psionicist can telepathically cause damage to the neural 
synapses of his or her victim.  The devotions are listed in increasing order of
damage inflicted.
~

0 'LEND HEALTH'~
Syntax: cast 'lend health' <character>

A psionicist can LEND HEALTH to a companion in need, but only at his or her own
expense.  That's what friends are for, right?
~

0 'PROJECT FORCE'~
Syntax: cast 'project force' <character>

If a psionicist successfully PROJECTS FORCE, the force of his or her mind will 
strike against the victim's body, causing moderate damage.
~

0 'PSYCHIC DRAIN'~
Syntax: cast 'psychic drain' <character>

With this discipline, a psionicist can drain the strength of an opponent.
The skill becomes more effective as the psionicist gains experience.
~

0 'SHARE STRENGTH'~
Syntax: cast 'share strength' <character>

With this skill, a psionicist can augment the strength of a companion.
However, the psionicist's own strength is reduced at the same time.  It is
possible to augment the strength of several others, as long as the psionicist
does not become too weak.
~

0 'METEOR SWARM'~
Syntax: cast 'meteor swarm'

This high level magic-user spell inflicts damage on every enemy character in
the room. Beware that other characters who are not yet fighting may attack you
as a result! It may only be cast out of doors.
~

0 'CHAIN LIGHTNING'~
Syntax: cast 'chain lightning' <character>

This magic-user spell inflicts heavy damage on the victim and if it has enough
power, on every other character in the room. Beware that other characters who
are not yet fighting may attack you as a result!  This includes other players
as well!  If the lightning doesn't find a target and still has power on it will
strike the caster himself...
~

0 'VORTEX LIFT'~
Syntax: cast 'vortex lift' <character>

This spell takes the caster from his current location to another caracter's 
location somewhere in the world.
You cannot vortex lift to characters who are in a private or solitary room.
~

0 'WIZARD EYE'~
Syntax: cast 'wizard eye' <character>

This spell enables the caster to see the location of another caracter somewhere
in the world.
~

0 'MASS VORTEX LIFT'~
Syntax: cast 'mass vortex lift' <character>

This spell takes the caster & group from his current location to another
character's location somewhere in the world.
You cannot vortex lift to characters who are in a private or solitary room.
If you aren't skilled enough some of your group members may not be able to
vortex lift with you.
~

0 'SHIELD BLOCK'~

This skill wards off incoming attacks, taking no damage from them.  Use of the
skill is automatic.  You must be wielding a shield to shield block.
~


0 MEDITATE~

This skill enables you to regain mana faster than normal.
Use of the skill is not automatic. You may meditate
while resting or sleeping.
~

0 'FAST HEALING'~

This skill makes you heal much faster than normal.
Use of the skill is automatic.
~

0 SCRIBE BREW~
A spell caster of sufficient level holding a 'clean parchment' or 'empty vial'
may transform them into spelled scrolls or potions via the scribe and
brew commands.

It takes significantly more mana to bind a spell to a potion or scroll
than to simply cast it.
~

0 'PORTAL'~
Syntax: cast 'portal' <character>

The portal spell creates a lasting one-way portal to the target creature.
Portals are entered using 'enter' command, as in 'enter portal'.  Portals
cannot be made to certain destinations, nor used to escape from gate-proof
rooms.  Portal requires a special source of power to be used, unfortunately the
secret of this material component has been lost...
~

0 NEXUS~
Syntax: cast 'nexus' <character>

This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus 
spell makes a two-sided gate.  It also lasts longer than the lower-powered
portal spell.  Both spells require an additional power source, the secret
of which has been lost...
~

0 SCAN~
Syntax: scan

This skill enables the high-level thief to sense characters around him.
You may SCAN characters upto 4 squares away from you.
~

0 'DIRT KICKING'~
Syntax: dirt

This skill enables you to blind an opponent by throwing dirt into his eyes.
Of course for this to work properly the location you are on must have dirt.
~

0 WHIRLWIND~
Syntax: whirlwind

This skill enables a warrior to spin around the room with his weapon, hiting
every single enemy character in there once. You may only use this skill to
start a fight.
~

0 CLANS CLAN~

When you are above level 20 you may wish to join a clan in order to do a special
type of pkilling. Clan killing. By killing other clan's members you may win
fantastic prizes! All pkilling rules apply here also.

See also:  INITIATE, PKILL
~

0 ARENA~

If you feel bored you may go out and try to kill your friend in the Steel Cage
Arena. Here there is no need for the respect of pkilling rules and anyone may
kill anyone, no restrictions! Of course if you do kill anyone in the Arena you
will not win any exps, only gold. Can't have something for nothing you know!
The Steel Cage Arena is west from the entrance to the Big Top (Binky's Circus).

See also:  PKILL, CLANS
~

0 RETIR~
Syntax: retir

RETIR is a command trap to prevent you from mistakenly typing RETIRE.

If you wish to RETIRE and erase you char type RETIRE in whole.
~

0 RETIRE~
Syntax: retire <password>

This command makes you quit the game and erase your player file.
WARNING! ONCE ERASED YOUR PLAYER FILE IS NOT RECOVERABLE!
~

51 SOBER~
Syntax: sober <character>

This Apprentice command allows to sober up a character. Stop drunkness effects.
~

53 DELET~
Syntax: DELET

DELET is a command trap to prevent you from mistakenly typing DELETE.

If you wish to DELETE and erase the target char type DELETE in whole.
~

53 DELETE~
Syntax: delete <character>

This Senior command makes you disconnect the char and erase his player
file. The file is recoverable.
~

52 CLIST~
Syntax: clist <clan number>
Syntax: clist all

CLIST shows the clan's name for the given clan number.

CLIST ALL shows this information for all clans.
~

0 TRACK~
Syntax: track <character>

Track will assist you in tracking down a character that is within the area, 
giving you its general direction.
~

0 SWIM~

This skill enables the character to swim.
Use of the skill is automatic.
The better skilled you are, better will you swim.
~

0 COLOUR COLOR ANSI~
Syntax: colour    Toggles colour mode on/off
~

-1 MOBINFO~
.             Our Mobiles have been infused with the breath of a
             shy faeyrie to give them a slightly warmer nature.
             Perhaps you have noticed this already.  If not, do
             take a moment to ask a mobile to tea.  The code is
             written by J Murphy, N'Atas-Ha of ThePrincedom and
             based on a concept created on Worlds of Carnage by
             Aaron Buhr. questions/comments to murph@cs.cmu.edu
             A little rewriting of the code/DOC/INSTALL done by
             Kahn of MERC Industries and tested extensively on
             Marble Mud (marble.bu.edu 4000).
~

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

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

        ALIAS by itself lists your current aliases.
        ALIAS with both a word and an argument produces a new alias.
        You cannot alias either ALIAS or UNALIAS to a new command.

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

        Examples of use:

        ALIAS                       | TYPING  | ACTION
        ----------------------------+---------+---------------------------------
        alias gc get all corpse     | gc      | "get all corpse"
        alias ff cast 'fireball' $  | ff orc  | "cast 'fireball' orc"
        alias xx tell $ Quiet $!    | xx Zen  | "tell Zen Quiet Zen!"
        alias \  recall;north;rest; | \       | "recall", "north", "rest"

        Alias is written by Sektor (sektor@zly.kis.p.lodz.pl)
~

0 MANA~
Long ago, when the world was young and the Nordwar's hatred had long since
been quelled by the death throes of battle, the council of elders began to
study the amazing gems left on Tyselorrd from ancient times.  The gems
allow a person to harness the power of the internal crystal and focus it
into a useful energy.  This release of energy is in the form of spells.
Each gem can be used for a specific element.  Some rare gems can be used
for multiple elements.  Different spells use different elements to fuel
the magic.  Each gem holds a specific amount of mana, and when this mana
is depleted, the gem implodes and shatters into thousands of tiny, unusable
shards.

See also: 'THE ELEMENTS'
~

0 MAGIC~
To cast spells, first you have to learn them.  Then practice makes perfect
when attempting to successfully cast.  Finally, the use of gems for the
empowering of spells is highly recomended.  Using gems you can save your
precious inner mana. Inner mana is automagically converted into any required
element unlike gem mana.

See also: MANA
~

0 'THE ELEMENTS'~
The elements are as follows:

EARTH
Nature, the earth, controls mending and binding magic.  The earth shields
and heals.  It is the element of earth that holds the most powerful healing
spells, and it is also this element which can be used to thwart dangerous
foes.

AIR
Air controls travel and visibility, twisting and bending lights and shadow.
Air conceals, and it also can forcefully move like the winds of powerful
storms.

FIRE
Fire allows the unseen to glow brightly, to light the darkest room and to
burn harshly the most evil.  Fire allows a person to see the truth behind
the dark shrouds that covertly conceal many.

WATER
Water, the cleansing spirit, dominates and overcomes with unfolding strength.
It is a holy thing, coveted and used to help cure the sickest and vilest of
diseases, whether those diseases be plagues of the heart or of the mind.
~

0 'FROST SHIELD'~
Syntax: cast 'frost shield'

This spell creates a "shield" of magical ice around the caster.  This shield
when in close contact with an enemy will cause him/her/it to be accosted by
tongues of ice.

This spell takes a long time to cast and saps a LOT of mana.  Take care you
do not prepare this spell in an area with many enemies.
~

0 'SHOCK SHIELD'~
Syntax: cast 'shock shield'

This spell creates a "shield" of magical electricity around the caster.
This shield when in close contact with an enemy will cause him/her/it to be
accosted by bolts of lightning.

This spell takes a long time to cast and saps a LOT of mana.  Take care you
do not prepare this spell in an area with many enemies.
~

0 'ETHEREAL SHIELD'~
Syntax: cast 'ethereal shield'

This spell decreases the amount of damage taken from energy attacks.
~

0 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TORNADO SUCTION' BLUDGEONS 'MARKSMANSHIP' 'BLAST WEAPONS'~
These skills represent your facility with various type of weapons.  Different
classes have different proficiencies with different types of arms, i.e.
Mages are best with 'short blades' and Clerics with 'bludgeons'.
These skills are automatic: you need not type anything to invoke them.

Each skill makes you more proficiencient with a certain weapon. e.g.

Long Blades        swords, axes, other slashing weapons...
Short Blades       daggers, other piercing weapons...
Flexible Arms      whips...
Tornado Suction    vacuum cleaners?!?!
Bludgeons	   maces, hammers, other crushing weapons...
Marksmanship	   missile weapons...
Blast Weapons      some magical weapons.
Pugilism           other unclassified weapons.
~

0 CLANS~
Syntax:  clans
 
Displays a list of active clans, their overlord, their chieftain and their
pkills (number of people killed by the members of each clan).
~

0 GUILDS~
Syntax:  guilds
 
Displays a list of currently operating guilds, their overlord, their chieftain
and their mkills (number of mobs killed by guildmembers) and mdeaths (number
of guild members killed by mobs).
~

0 ORDERS~
Syntax:  orders
 
Displays a list of active orders, their overlord, their chieftain and their
mkills (number of mobs the order has killed) and their mdeaths (the
number of of order members killed by mobs).
~

0 INITIATE EXILE~
Syntax:  initiate  <character>
         exile     <character>
 
Induct and exile are clan commands.  The overlord and chieftain of the 
clan receive the initiate commands, while only the overlord receives exile.
Initiate will bring a new player into the clan, while exile will remove him.
~

0 MOUNT DISMOUNT~
Syntax: mount      <character>
Syntax: dismount

Mount is a skill, which allows you to mount certain mobs.  Being mounted 
on a mob cuts down on movement points that are used whenever you move.
~

51 SETCLAN~
Syntax: setclan <clan> <sedit>                     
or:     setclan <clan> <field>            <value>  
or:     setclan <clan> <string>           <value>  
or:     setclan <clan> overlord|chieftain <player> 

Field being one of:                            
 mkills mdeaths pkills pdeaths illegalpk type      
 members clanheros subchiefs                       
 recall donation class score                       
 obj1 obj2 obj3                                    
String being one of:                               
 name whoname filename motto                       
Sedit being one of:                                
 desc

This command is used to define clan, order and guild files.  The filename
field must be defined before other fields can be entered.
 
See SHOWCLAN, MAKECLAN
~

52 SHOWCLAN~
Syntax: showclan <clan>
 
Used to display statistics for any clan organization, which includes
clans, Orders and guilds.
 
See SETCLAN, MAKECLAN and CLANS
~

51 MAKECLAN~
Syntax:  makeclan <clan name>
Example: makeclan Krushers

Used to create a new clan, order or guild, which can then be defined using
the 'setclan' command.  Orders, guilds and clans are distinguished using the
'type' field in 'setclan'.
 
See also: SETCLAN, SHOWCLAN
~

0 $~

#$