#HELPS 0 CHANGES~ There may be changes other than these that the Immortal Staff wishes to keep under wraps. These are only the changes the Staff wishes to reveal to mortals. Zor - 2009-05-04: Mana/move drain component of plague reduced by 50%. Regeneration-cutting component of plague reduced by 50%. Strength reduction per stack changed to -3, from -5. Energy drain HP drain increased by 100%, mana drain increased by 50%, and move drain increased by 50%. Fatigue move reduction reduced from 50% of remaining mv to a significantly smaller number equivalent to an energy drain targeted at moves. Zor - 2009-05-04: Cabal outer and inner guardians have been weakened. More tweaking likely as we move forward. Zor - 2009-05-03: Armor Class and Weight of items have been changed to functions of material and item level as opposed to randomly selected values by builders before. Reaching higher armor values should be easier now. Items made of heavier materials (e.g. metals) will be significantly heavier than light materials (e.g. cloth). Zor - 2009-05-02: Unholy Bless back in for Anti-Paladins. Executioners Grace removed. Zor - 2009-05-02: Restoration now cures rot. This applies to the healer in Midgaard as well as the healer class spell. Zor - 2009-05-02: Fireball and iceball should now work properly. Zor - 2009-05-02: Effects which can be stacked (i.e. poison, plague) will no longer stack beyond 20 hours duration. Other effects such as strength loss will continue to stack indefinitely despite the duration being capped. Zor - 2009-05-02: Dispellable effects (i.e. blind, poison, plague, etc.) can now have at MOST an 80% chance to prevent dispel, down from 99%. To compensate, however, they also now have at LEAST a 20% chance to prevent dispel, up from 5%. Zor - 2009-04-29: Dam_mod is now capped at 80% damage reduced. Zor - 2009-04-27: New skill STANCE for rangers. See HELP STANCE for info. Zor - 2009-04-27: BALL LIGHTNING for elementalists reimplemented, and is now a groupwide area of effect spell. Elementalist quest rewards added, including BASTION OF ELEMENTS, VORPAL BOLT, HURRICANE, ELEMENTAL AFFINITY, MAELSTROM, and SHATTER ARMOR. Zor - 2009-04-27: Gold should be a little easier to get now. The tougher the mob, the more gold. Zor - 2009-04-24: Fixed a bug involving players being renamed suddenly and without warning. Zor - 2009-04-23: Ofcol, New Thalos, Arkham, and Tar Valon are now protected cities, in addition to Midgaard. This means Enforcers will have full use of their abilities in these areas. Zor - 2009-04-23: Hitroll and Armor Class (AC) now play a much larger part in combat. SCORE command updated to reflect new AC / damage reduction system. Zor - 2009-04-23: Output for defensive skills updated to be more descriptive. Zor - 2009-04-23: Bounty commands are now active. Regeneration updated and made visible to players, and can now be addressed with equipment. Zor - 2009-04-22: Healer quest rewards added, including skills RESURRECT, BULWARK OF BLADES, BLADE MASTERY, COALESCE RESISTANCE, DIVINE TRANSFERRANCE, GROUP SANCTUARY, GROUP GATE, and GROUP RECALL. Zor - 2009-04-20: Channeler and Thief quest rewards added, including skills MANA SHIELD, MANA DISRUPTION, MENTAL CLARITY, MANA CONDUIT, DOUBLECAST, DISGUISE, SHADOWSTEP, PLANT EXPLOSIVE, ADVANCED TRIPWIRE, and IMPROVED BLACKJACK. Zor - 2009-04-19: GLOBE OF DARKNESS fixed, and will eventually wear off affected room when cast. Zor - 2009-04-19: Objects "owned" by a character, such as Leader weapons, will stay with their owner through death. Tra - 2009-04-18: STAB and GOUGE updated to address game balance. ~ 0 MOTD~ Welcome to KBK! Zor - 2009-05-06: Skill improvement rates increased. Zor - 2009-05-05: Necromancers gain Banshee Call. Cooldown on dark summons reduced from 60 to 10. Members of Ancient can now target each other by name while cloaked. Tra - 2009-05-05: Channelers have lost Sanctuary and gained Ward of Magnetism. Zor - 2009-05-05: Zealots lose Turn Undead. Good-aligned turn undead now causes undead NPCs in the room to run for the hills. Zealot Sanctuary replaced with Aura, which is only 30% damage reduction as opposed to 50%. Zor - 2009-05-05: Dexterity plays a more significant role in dodging, as well as unarmed defense for assassins. This is to compensate for the HP disparity between dextrous and strong races. Ironhands is no longer infallible and strength is now a major factor in its success. Zor - 2009-05-04: The channeler spell Animate Object has been overhauled. Animated weapons now deal special attacks based on weapon type. Animated armor is more protective of its owner... Zor - 2009-05-04: Atrophy degeneration increased to -10 from roughly -4. Regeneration (whether from gear, imbue regeneration, or atrophy) now affects mana and moves as well as HP, at a rate of half the character's regen stat. See 'HELP CHANGES' for older changes. {RRemember to use the BUG and TYPO commands!{x [Hit Return to Continue] ~ 52 IMOTD~ Welcome Immortal! Item base AC values have been changed to a live calculation at startup based on the material properties and item level. This means that the OLC v0-v3 for armor types is useless for now. If you want to add AC to an item, use addaffect ac. Hardcoded v0-v3 values in OLC will be overwritten when the MUD next starts up. Object materials are now restricted to a selection of 30-something predefined materials, in preparation for a more robust and interactive materials system. See materials.lst in area/ {G** If you intend on building, read HELP OLC to make sure the item balance we're trying to promote isn't disturbed. **{x [Hit Return to Continue] ~ 0 NEWBIE~ Welcome to Kill or be Killed If you are a new player here, this helpfile will outline the basics of getting started on KBK. As you no doubt have noticed, you created a character and have found yourself on level 51. To those who are unaware, 51 is the highest mortal level attainable. The purpose of KBK is to promote a pure PK environment, enhanced by several features, a large world, and much to strive for. After reading this helpfile, you may want to type 'help' and view some of the suggested helpfiles for information not covered in this helpfile. {y(See: 'help'){x Upon creating a character, you are given three hours, during which you may not attack or be attacked by any mortal characters. You are in a 'Ghost' status, which prevents mobs from attacking you as well. However, note that if during any of these hours you decide to join a Cabal (outlined later in this helpfile), you will lose your newbie status, and soon after, your Ghost status. Begin by typing 'outfit', which will grant you a set of basic equipment to start with. {y(See also: 'help outfit'){x During your three newbie hours, you should attempt to accomplish a few tasks in preparation for entering PK, listed here in order of highest priority: {G*{x Practice and perfect your class's important skills and spells. While a newbie, you have access to the practice dummy, which can normally be found 3 south, 3 west, 3 south, and east from RECALL. If the dummy is not to be found, ask another player or Immortal to locate it for you. {G*{x Join a Cabal. Cabals are organizations of players that strive for certain causes, such as protection or roleplaying. {y(See also: 'help cabal'){x {G*{x Acquire a suitable set of equipment. Some players may assist you in this endeavor, if they're willing. {G*{x Learn the basic layout of the MUD. Important areas, such as cabal hideouts, are covered in 'help eastern thera' and 'help western thera'. It is absolutely imperative that you learn the locations of cabals if you intend to join one. Other areas of importance are shown in the maps as well. {y(See: 'help eastern thera' and 'help western thera'){x If you have any other questions or concerns, feel free to contact an Immortal for further assistance. ~ 0 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) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ 0 GOLD MONEY~ Midgaard's economy is based on gold coinage. Gold can be obtained from any number of places. ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ 0 DEAF~ The deaf toggle turns off incoming tells, helpful if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are a diety (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ 52 AFK~ Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing recall. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ 0 PROMPT~ Help information from PROMPT command can be viewed by typing PROMPT. ~ 0 SUMMARY~ For help on a specific topic, type 'help <topic>' for any command, skill, or spell. Suggested helpfiles: 'NEWBIE' 'COMMUNICATION' 'WHO' 'DEATH' 'CABAL' 'SPECIALIZATION' 'WIZLIST' 'PK' 'CLASSES' 'RACES' ~ 0 COMMUNICATION~ There are many forms of communication between players. See also: 'SAY' 'GTELL' 'YELL' 'TELL' 'REPLY' 'PRAY' 'WHISPER' 'EMOTE' ~ 0 GTELL~ Syntax: gtell <message> 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. ~ 0 TELL REPLY~ Syntax: tell <character> <message> reply <message> TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 0 WHISPER~ Syntax: whisper <message> WHISPER sends a message to all awake players in your room. This form of communication prevents revealing yourself while hidden, while SAY does not. ~ 0 SAY~ Syntax: say <message> SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. ~ 0 PRAY~ Syntax: pray <message> This channel may be used to communicate specifically with the Immortals. This command should not be used for menial requests and should be reserved for issues of importance. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of your chosen hometown. Your corpse is left behind in the room you were killed in, together with all of you equipment. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. Corpses decay after time, and if they do any items inside them will be returned to the pit of the hometown you recall to. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Be warned: Anyone may loot anyone else's corpse. If you die 4 times you will lose 1 point of constitution. Should you be reduced to less than 3 constitution you will collapse and expire premenantly...have that final goodbye note ready. See also: 'AGE' ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN DIRECTION~ Syntax: north south east west up down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. ~ 0 DROP GET GIVE PUT~ Syntax: drop <object> drop <amount> coins get <object> get <object> <container> give <object> <character> give <amount> coins <character> put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 COMPARE~ Syntax: compare <object0> <object-2> compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. Compare doesn't consider any special modifiers of the objects. ~ 0 FLEE~ Syntax: flee 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. There are other methods of escaping harm in combat. See also: 'RESCUE' 'WORD OF RECALL' ~ 0 EXAMINE LOOK~ Syntax: look <object/character/direction> look look in <container/corpse> examine <container/corpse> LOOK looks at something and sees what you can see. LOOK without an argument shows you the room you are standing in. LOOK IN shows you the objects contained in a container. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 ORDER~ Syntax: order <character> command order all command ORDER orders one or all of your charmed followers (including pets) to perform a 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. Some commands can not be given to followers as an order. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest sleep stand wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 NOTE NOTES~ reading notes: note list : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : markes all notes as read writing new notes: note to : sets the to line (playername, clanname, immortal, or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. Only Immortals, Heroimms, and Cabal Leaders can note to 'all' ~ 0 YELL~ Syntax: yell <message> YELL sends a message to all awake players within your area. ~ 0 EMOTE PMOTE SMOTE POSE SOCIAL~ Syntax: emote <action> pmote <action> smote <action> pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). SMOTE works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. POSE produces a random message depending on your class and level. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> remove <object> wear <object> wear all 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. See also: help 'DUAL WIELD' ~ 0 BUG IDEA TYPO~ Syntax: bug <message> idea <message> typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 AREAS COMMANDS REPORT SCORE TIME WEATHER~ Syntax: areas commands report score time weather AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ 0 WHO~ Syntax: who who <class or race> who <cabal> who <class or race> <cabal> WHO without any arguments shows all of the visible people currently playing. Immortals, if visible can be identified with all-capital letters in their class abbreviation. With arguments, WHO can show players of certain classes or levels. For example: who healer lists all healers playing who immortal lists all immortals playing who elf healer lists all elven healers who ancient lists all Ancient cabal members Classes and races may be abbreviated. ~ 0 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. ~ 0 WHERE~ Syntax: where 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. ~ 0 HELP~ Syntax: help 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 DESCRIPTION~ Syntax: description <string> description + <string> description - 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. You can delete lines by uses description -. ~ 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. ~ 52 TITLE~ Syntax: title <character> <string> Sets a character's title to a given string. ~ 0 WIMPY~ Syntax: wimpy wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object/direction> close <object/direction> lock <object/direction> unlock <object/direction> pick <object/direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 EAT DRINK~ Syntax: drink <object> eat <object> Eating and drinking for survival are not required on KBK. However, eating certain items may grant you magical bonuses. See also: 'QUAFF' 'BRANDISH' 'RECITE' 'ZAP' ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> list sell <object> value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to the immortals in exchange for a fraction of its value in silver. ~ 0 SCROLL~ Syntax: scroll scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish quaff <potion> recite <scroll> <target> zap <target> 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 as the target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be succesful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> Consider tells you what your chances are of killing a character. Of course, it is only a rough estimate. ~ 0 FOLLOW GROUP~ Syntax: follow <character> group 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. ~ 0 VISIBLE~ Syntax: visible VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT SAVE~ Syntax: quit save SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 5 seconds, so use it sparingly. Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere. 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. ~ 0 RECALL /~ Syntax: recall / RECALL prays to the Immortals for miraculous transportation from where you are back to the your hometown. '/' is a synonym for RECALL. Only characters in their newbie hours may use Recall freely. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. See also: 'WORD OF RECALL' 'CURSE' ~ 0 SPLIT~ Syntax: split <gold> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. Example: split 10 --> split 10 gold ~ 0 PRACTICE~ Syntax: practice Syntax: practice <skill|spell> Practice without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. Practice with an argument practices that skill or spell. Your learning percentage varies from 0% (unlearned) to 75%. You can practice anywhere. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str/int/wis/dex/con/hp/mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes anywhere. It takes one training session to improve an attribute, or to increase mana or hp by 10. ~ 60 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 60 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 58 ALLOW BAN PERMBAN~ Syntax: allow <site> ban <site> <newbies/all/permit> 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, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidentally lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ 59 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen seconds will ensue (to allow old connections to die), followed by a reboot. Shutdown shuts down the server and prevents the normal 'startup' script from restarting it. ~ 56 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-gods (i.e. level less than 51), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least Supreme level to wizlock the game. ~ 59 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 57 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 57 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ 53 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 57 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 56 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 56 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 58 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 55 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 55 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 57 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by Hassan acts as an automatic pardon. ~ 56 PURGE~ Syntax: purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ 56 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 57 SLAY~ Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ 55 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 54 AT~ Syntax: at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 54 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 52 GOTO~ Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not Goto a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 52 HOLYLIGHT INVIS WIZINVIS~ Syntax: holylight wiznvis <level> Holylight is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. Wizinvis takes a level argument, and will mke you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 60 characters are totally invisible. ~ 52 INCOGNITO~ Syntax: incognito <level> incognito Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ 52 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 56 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ 53 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 53 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ 55 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 52 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: pooffout <message> The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 59 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 55 LOG SNOOP~ Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 54 SWITCH RETURN~ Syntax: switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 51 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ 52 WIZNET~ Syntax: wiznet wiznet show wiznet status wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immoral. Wiznet by itself turns wiznet on and off, wiznet show lists all settable flags (they are not detailed here), wiznet status shows your current wiznet settings, and wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ 51 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 58 OTYPE~ Syntax: otype <type> <wear/weapon> otype light otype weapon axe otype weapon sword otype weapon etc.. otype armor <wear> Wear Lists: Body Head Legs Feet Hands Arms Shield Neck About Hold Finger Strap Brand ~ 0 ARMOR~ Syntax: cast armor <character> This spell improves the armor class of the target character. ~ 0 BLESS~ Syntax: cast bless <character> cast bless <object> This spell improves the to-hit roll and saving throw versus spell of the target character. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> cast 'burning hands' <victim> cast 'colour spray' <victim> cast 'lightning bolt' <victim> cast 'magic missile' <victim> cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 FIREBALL~ Syntax: cast fireball Casters of the Fireball spell can conjure a ball of fire to engulf a room, damaging all ungrouped characters and mobiles within it and causing them to attack the caster. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' <victim> This spell works only out of doors, and only when the weather is bad. It calls down a lightning bolt to strike a victim. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> cast 'cause serious' <victim> cast 'cause critical' <victim> cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' <better/worse> This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. See also: 'BLINDNESS' ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. See also: 'POISON' ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> cast 'cure serious' <character> cast 'cure critical' <character> cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of Mota and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. See also: 'RECALL' 'WORD OF RECALL' ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT 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 Mota on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 'DISPEL MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character> cast cancellation <characte> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague. ~ 0 EARTHQUAKE~ Syntax: cast earthquake This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ 0 'ENCHANT ARMOR'~ Syntax: cast 'enchant armor' <armor> The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target, as well as deals damage. ~ 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 FLY~ Syntax: cast fly <character> This spell enables the target character to fly. ~ 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 warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBLITY~ Syntax: cast 'invisibility' <character> cast 'invisibility' <object> cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 SANCTUARY~ Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> cast 'remove curse' <object> This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield cast 'stone skin' These spells protect the caster by improving the caster's armor class. These spells provide some damage reduction from all attacks. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is impossible to cast the Word of Recall spell while cursed. See also: 'CURSE' ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> cast 'fire breath' <victim> cast 'frost breath' <victim> cast 'gas breath' 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 SPECIALIZATION SPEC~ Syntax: specialize <weapon> Typing this command without any argument will show you how many specs you have left and which weapons you can choose from. Every warrior has two specialization points which they can use for whatever weapon they like, so long as their skill in it is 90% or higher. Once you choose your specialization you cannot undo it. The skills gained by specializing are as follows: HANDS: Ironhands, Pummel, Crushing blow, Stun SWORD: Flourintine, Flurry, Crossslice DAGGER: Stab, Gouge, Restrike SPEAR/STAFF: Spin, Impale, Legsweep MACE: Boneshatter, Drum, Cranial AXE: Pincer, Weaponbreaker, Whirl WHIP/FLAIL: Strip, Choke, Entwine POLEARM: Distance, Charge Set, Charge See 'help <specialization skill>' for specific information. ~ 0 COLOR ANSI~ Syntax: color Toggles color mode on/off You may also talk in color; the format is like this: the 'escape character' to specify a color is the left handed brace '{{', following that you should use one of the following letters, {r{{r red {c{{c cyan {g{{g green {y{{y yellow {b{{b blue {w{{w white {m{{m magenta {x{{x clear(reset colour) {{{{ {{ char {{* beep {{/ newline when using color, it looks better if you finish the line with whatever color it would normally be in, such as a gossip, the color is magenta, so: {mLope gossips '{ghello,{r world{m'{x looks better than: {mLope gossips '{ghello,{r world'{x ColoUr is written by Lope (ant@solace.mh.se) ~ 52 HEDIT~ Syntax: hedit <topic> Syntax: hedit new help.are --- While in hedit editor new - make a new help entry will the keywords in <topic> desc - edits the text in the entry level - changes the level at which the help can be seen keywords - changes the keywords of the help show - shows the current help ~ 0 TARTARUS~ Tartarus code was started in late 1996 and completed around mid 1997. It was developed at darkmists.mudservices.com for use on the mud Dark Mists and used Rom2.4b3 code. The original coder on the mud was Thrym who began the mud with Styx, who contributed ideas and help. Ceran joined the team and contributed most of the core code, including all the class and clan skills/spells as well as the majority of fully new code, before leaving in 1997 because of conflicts with the other immortals. This code release is named Tartarus and contains Ceran's original coding plus rewritten code. This code is for use on Rom2.4b muds, although it can be easily hacked for parts to use on other code bases. It is provided solely for the MUDing community as a way of giving back to it what has been freely given many times before. The following people contributed to the Tartarus release: Code -- Thrym who installed the MOBProgs patch into the base ROM code. Areas -- -Lilith (Arkham) (Unable to contact this person. See README.tararus file which comes with this derivative code) -Kay, who wrote a lot of Nightfall and Thorbardin. -Zenan, who did Rakshasa Domain when I got bogged down with code and other areas. ~ 0 GREETING~ . ~ 52 COMMANDMENTS 'GOD RULES' GODS~ . === Commandments of Thera === These rules apply to all Immortals. 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. Any immortal found killing a mortal will be deleted. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs, handing out equipment. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly 4) DO NOT use reboot unless you have a very good reason. 5) Do not induct anyone into a clan just because they ask. Clans grant special abilities and are a reward for good playing. 6) Do NOT create and keep objects which are limited. If you choose to keep limited equipment then you should stay mortal instead. Limited equipment is for mortals to fight over and earn, not for Immortals whom mortal players can never kill. 7) If you are running a quest make sure you balance the prize(s). Do not hand out anything that will upset the balance of the MUD. 8) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. 9) Do not try to overrule each other. 10) Do not ban a site without posting a note about why it was banned. Likewise do not unban a site without consulting other Immortals first. REMEMBER : As an Immortal you have chosen to build and work on the mud. If you simply want to play then stay mortal and enjoy the fun, but as an Immortal you are expected to do certain duties and a minimum of building (you are also supposed to have fun, but if that's all you want to do - sit and talk, play around etc - then you should choose to be mortal and allow others to immort and build). These are the rules for Immortals to follow. ~ 0 'EASTERN THERA' EASTERN~ . Dargaard Keep | \ | Hell Dark Forest | <OUTLAW> | <KNIGHT> | | / Battlefields-+---+-----+--Ofcol--<ENFORCER> | | | Stones of G'harne | | | \ | Nightfall Blight | Keep | Northern | Obsidian Fortress plains | | | | Lost Prison | | <EMPIRE> | | <ANCIENT>--| | | | | | | Tar Valon | Strange Mansion | | |--------| | | | | | | Areas west<---Midgaard---------------Crossroads---------New----Dragon---Arkham--Legion | Thalos Sea | | | Dwarven Forest \_____ <RAGER> This map shows major areas east of Midgaard. Locations are relative and are only shown as general positions. It is not to scale. See also 'help western thera'. ~ 0 'WESTERN THERA' WESTERN~ . Myth Drannor | Castle of Neraka---Dale Latenburrow Trials | |Downs | | | -----------Sywilm Woods------Midgaard | | | | Elemental | | <ARCANA> Temple |-<SYLVAN> | | \ | | Galaxy---Shadow Grove---+ Emerald Forest | / \ \----Midennir Dragon High Tower Tower of Sorcery This map shows major areas west of Midgaard. ~ 0 PK PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~ . Player Killing (PK) Rules: Player killing and player stealing are allowed, and encouraged. You will see a (PK) flag next to anyone you can attack -- you yourself will always be in your own PK range. There are no concrete rules regarding PK; however, cabals may impose rules on members to restrict certain actions such as ganging. See also: 'MURDER' ~ 0 RULES~ -------------------------------Rules of KBK-------------------------------- 1) Don't spam. More specifically, don't spam communication channels, prays, or commands. 2) Roleplaying is not enforced or required; however, you are required to act within the in-game requirements of your cabal. 3) Multi-play is NOT allowed. If you are caught multi-playing you will be denied. The following actions are considered multi-playing: * Playing more than one character at one time. * Passing equipment between your own characters. * Using one of your characters to perform a task for another. 4) Drop linking to avoid dying, especially in a PK situation, is against the game rules. 5) Placing a bounty on someone with one character then soon after killing them with your Bounty is against the rules, and probably under consideration for violation of Rule 3. 6) The decision of an Immortal is final. Starting an argument with an Immortal won't get you anywhere. If you're having trouble with an Immortal 52-59, try talking to an Imp (60). 7) Do not hoard limited items that you don't need. If you carry too many highly limited items and don't use them, all of your equipment will be purged. 8) Don't advertise for other MUDs here, especially on the global channel. Doing so will result in an instant siteban. 9) Because RP is not enforced, it is left up to the playerbase to govern themselves as far as general communication goes. If you feel someone is being excessively obscene/racist/vulgar, please contact an Immortal. 10) Not every minor rule is listed here. If you are told to stop doing something by an Immortal, stop doing it or you will be punished. 11) Abuse of bugs, even minor ones, may result in your being denied, having an ability taken away, or other such penalties. Breaking these rules can result in your being slain, purged of your eq, denied, or sitebanned. If you think someone is breaking the rules, PRAY about it or note to IMMORTAL. Last updated June 14, 2005. ~ 0 RACES RACE~ The following races may be chosen by players: Human The standard race, average stats. Dwarf Short & stout fellows. Make good warriors. Duergar Evil Dwarves beings emerging from caves. Make good warriors. Elf Not very strong, but exceedingly smart. Make good mages. Grey Elf Cross breed between Dark and normal Elves. Good mages. Dark Elf Frail, make excellent healers and varied mages. Ethereal Living mist, marginally smart, make good mages. Draconian Offshoots of true dragons, good warriors and Anti-Paladins. Gnome Short and smart, inventors by nature. Good mages. Svirfnebli Similar to gnomes, from deep within the earth. Always neutral. Centaur Big and strong, like giants. Good warriors. Always good aligned. Troll Strong and dumb, lucky if they know what a sword is. Always evil. Storm Giant Good Giants, smartest of the giant races. Cloud Giant Neutral Giants, fly naturally. Fire Giant Evil Giants, strongest of the giant races. Lich Undead Creatures - Necromancer quest. Wood-Elf Forest elves, with natural affinity for the woods. Illithid A strange, tentacled humanoid, adept at sorcery and psionicism. Different races have different starting statistics, and also different stat maximums for magic items and training. ~ 0 HUMAN HUMANS~ The most populous species in the world, Humans are found in every walk of life and come in just about every shape, size, and coloring. They average 6' in height. Magical devices tend to benefit them greatly. They may follow any path (good/neutral/evil). ~ 0 ELF ELVES~ Slightly taller but lighter in build than Humans, Elves lack the strength of other races, but are more agile, both mentally and physically. Averaging 6'5" in height, Elves are fair skinned and have golden blonde to reddish to brown hair, and their eyes are usually green or blue (although there are some grey-eyed Elves). Elves are magical in nature, and it is rare to find an Elf who has forsworn magic. They are somewhat resistant to charm spells and other magic, but a strong spell can penetrate that resistance. Elves are difficult to locate and often walk unnoticed. Infravision allows them to see in the dark. Elves must stay good in order to keep their magical abilities. Elves who have turned to evil (even to neutrality) are frowned upon. ~ 0 'PARTING BLOW'~ Syntax: automatic Using the parting blow skill, a warrior can attempt to strike a fleeing opponent with their weapon a final time as they flee in hopes of killing the target. Only warriors can obtain the parting blow skill. ~ 0 BLACKJACK~ Syntax: blackjack <target> Using the blackjack ability, a thief can strike his victim in the head with a sack in an attempt to knock out their target for a certain amount of time. This skill cannot be used during combat and is only obtained by the thief class. ~ 0 'CIRCLE STAB'~ Syntax: circle Using the circle stab skill, a thief can attempt to sneak behind his opponent while they are distracted by fighting and stab them in the back. Although similar to the backstab skill, this skill is not as powerful and can only be used during combat. The circle stab ability is only obtained by the thief class. ~ 0 DOWNSTRIKE~ Syntax: automatic Using the downstrike ability, a thief can attempt to stab his opponent when they are on the ground after being tripped, lashed, or bashed. The downstrike ability may also execute after the opponent fails to bash and crashes to the ground. This skill is only obtained by the thief class. See also: 'CHEAP SHOT' ~ 0 BINDS~ Syntax: binds <target> Using the binds ability, a thief can attempt to cover a victim's head with a sack and tie their legs with rope if they are sleeping. If the sack and rope do not break, the victim will not be able to flee or see. Binds have a permanent effect that only removable by using the 'unbind' command. ~ 0 'DUAL BACKSTAB'~ Syntax: automatic Dual backstab is an automatic ability that is utilized by thieves after a successful backstab. If the first backstab is successful, then there is a chance that a second, or even third, backstab will execute to follow up on the third. The dual backstab skill is only used by thieves and can do tremendous amounts of damage to an unprotected victim. See also: 'BACKSTAB'. ~ 0 'CHEAP SHOT'~ Syntax: automatic Used by thieves, the cheap shot skill is very similar to the downstrike ability. Striking when an opponent is down, the thief can deliver a kick to his foe. The cheap shot ability is only learned by thieves. See also: 'DOWNSTRIKE' ~ 0 BEARCHARGE~ Syntax: bearcharge <target> bearcharge A skill similar to the bash ability that can only be used by rangers, a warrior of the forest can charge into his victim similar to the way a bear charges into his prey, dazing his opponent temporarily. ~ 0 'ACUTE VISION'~ Syntax: acute Using the acute vision ability, a ranger is able to focus his eyes and see things in the woodlands that ordinary travelers cannot see, such as other camouflaged rangers. The acute vision skill also allows you to see earth- faded elementalists. Only rangers obtain this ability. See also: 'CAMOUFLAGE'. ~ 0 CAMOUFLAGE~ Syntax: camouflage Using their knowledge of the wilds, a ranger can become invisible to the ordinary eye in woodland areas. The ranger can use this ability to hide or to prepare to ambush a foe. Camouflaged rangers can only be seen through the acute vision skill. Only rangers obtain this useful ability. See also: 'AMBUSH' 'ACUTE VISION' 'CREEP'. ~ 0 CREEP~ Syntax: creep <direction> Using the creep ability, a camouflaged ranger can use his knowledge of the wilderness to move quietly from room to room without being detected. Only the ranger See also: 'CAMOUFLAGE'. ~ 0 'MOVING AMBUSH'~ Syntax: automatic While camouflaged, a ranger can wait for an opening in combat between two characters and strike them while they are in motion, dealing large amounts of damage to the victim. This skill is automatically executed when the ambush command is used. Only rangers may obtain the moving ambush skill. See also: 'CAMOUFLAGE' 'AMBUSH'. ~ 0 BARKSKIN~ Syntax: barkskin After spending vast amounts of time in the wilderness, a ranger learns to change the composition of their flesh into a layer of skin similar to the bark of a tree. This layer of skin protects the ranger against small amounts of damage and is not permanent. Only rangers learn this ability. ~ 0 CAMP~ Syntax: camp After a life in the wilderness, the ranger learns to establish a temporary camp to rest in comfortably and, in turn, heal faster. When sleeping in a camp, a ranger's regeneration rate is much higher than when sleeping on the ground. ~ 0 HERB~ Syntax: herb <target> herb After studying and surviving in the wilderness for many years, the ranger learns to search for herbs on the ground. If the ranger succeeds in finding these special herbs, they, or the one they use them on, will be healed greatly. ~ 0 SNARE~ Syntax: snare Using materials from the wilderness, a ranger is able to put together a cunningly-hidden snare in which they can capture unsuspecting foes. If the ranger and an unsuspecting victim are of the same organization, the victim will not be affected by the ranger's snare. A victim of a snare will remain snared for a certain period of time or briefly after they are attacked. ~ 0 TAME~ Syntax: tame <target> Using their knowledge of beasts in the forests and their reasons for being aggressive towards intruders, a ranger can attempt to tame an aggressive being to stop attacking others. This skill is available only to those of the ranger class. ~ 0 AMBUSH~ Syntax: ambush <target> Using the ambush ability, a camouflaged ranger is able to ambush an unsuspecting victim, dealing large amounts of damage. This skill can only be used when the ranger is not seen, so a wise ranger would always be immune to an ambush by another ranger. See also: 'CAMOUFLAGE' 'MOVING AMBUSH'. ~ 0 'ANIMAL CALL'~ Syntax: animal <lion/bear/wolf> Using their relationship with the wilderness to their advantage, a ranger can attempt to summon two animals from the wilderness to help him in combat. The lion can berserk, the wolf is the quickest, and the bear can deal the most damage. ~ 0 SKIN~ Syntax: skin <corpse> Using the corpse of a fallen being, a ranger is able to skin the corpse to create a sack to put things in. This skill is only obtained by the ranger class. ~ 0 PALM~ Syntax: palm Focusing their mind, a monk is able to pass power to their hands. In this focused state, a monk is able to deliver brutal open-handed attacks using his hands. Monks are the only class that can focus their mental energy in this manner. ~ 0 ROLL~ Syntax: automatic Using their adept abilities in the martial arts, a monk or assassin is able to skillfully roll free from crush attempts by attackers. See also: 'CRUSH' ~ 0 POISONDUST~ Syntax: poisondust Using the poisondust ability, a monk or assassin is able to throw a cloud of poisonous dust into the air. The poisonous dust has a chance to afflict everyone in the room with poison or do nothing at all except cause the victims to angrily attack the one who threw the dust. ~ 0 BLOCK~ Syntax: automatic A monk's adept ability with the hands and body give them the unique ability to parry attacks with their bare hands. Block is similar to dodge and parry, but the monk must not be wielding any weapons to use it effectively. ~ 0 'FOLLOW THROUGH'~ Syntax: automatic Superior control of the body can allow a monk or assassin to skillfully execute a second kick to follow through on his first kick to deliver more damage to an opponent. See also: KICK. ~ 0 PUMMEL~ Syntax: pummel ~ 0 ENDURE~ Syntax: endure Using great concentration and focusing their mind on their body, a monk or assassin can make their body more resistant to magical attacks using the Endure skill. ~ 0 'BLINDNESS DUST'~ Syntax: blindness Hurling a handful of dust, a monk or assassin can attempt to blind everyone in the respective room. ~ 0 ASSASSINATE~ Syntax: assassinate <victim> Using the assassinate skill, an assassin attempts to strike at his victim's critical nerves, dealing damage. There is a small chance that the assassination attempt will kill the victim outright. ~ 0 PIETHROW~ Syntax: piethrow <victim> piethrow Using this skill, a Killer-Clown attempts to throw a pie into his victim's face, covering their eyes and making them unable to see for a short period of time. ~ 0 'CLOWN MALLET'~ Syntax: clown mallet Using the clown mallet ability, a Killer-Clown is able to fashion an enormous mallet he can use as a weapon against his opponents. ~ 0 'POISONOUS FLOWER'~ Syntax: poisonous flower <victim> poisonous flower Utilizing one of their many clown tools, a Killer-Clown is able to attempt poisoning a victim using a poisonous flower. ~ 0 THRKNIFE~ Syntax: thrknife Using the thrknife skill, a Killer-Clown is able to throw a group of throwing knives at their opponent, dealing massive amounts of damage to the victim. ~ 0 SITON~ Syntax: siton <victim> After years of honing their skills, a Killer-Clown can learn how to sit on his opponent, knocking him down. If the attack is powerful enough, the Killer-Clown has a chance to unleash a terrible blast of gas. ~ 0 'CRUSHING BLOW'~ Syntax: crushingblow Lacing his hands together, a warrior specialized in the technique of hand to hand fighting can unleash a powerful blow to their opponent. This blow has a chance to knock the opponent down, stunning them temporarily. ~ 0 WEAPONBREAKER~ Syntax: weaponbreaker Delivering a powerful strike, a warrior studying the axe special- ization can attempt to destroy their opponent's weapon, rendering that opponent unable to use that weapon any longer. Weapons of a certain high-degree caliber cannot be broken. ~ 0 WHIRL~ Syntax: whirl Striking with the tips of their axes, a warrior studying the axe specialization is able to whirl their axe at their opponent, causing damage, and resulting in loss of dexterity and strength. ~ 0 HEADCLAP~ Syntax: headclap Striking their opponent powerfully on the sides of the head, a warrior specializing in hand to hand fighting is able to deafen their opponent with this brutal skill. See also: DEAFEN. ~ 0 'IRON HANDS'~ Syntax: automatic Using their bare hands as a defense, a warrior specialized in hand to hand fighting can parry attacks without a weapon. ~ 0 INTIMIDATE~ Syntax: intimidate <victim> Using their fearsome presence, an Anti-Paladin is able to intimidate a target into giving the Anti-Paladin a piece of equipment or other item. ~ 0 SHIELDBASH~ Syntax: shieldbash <victim> shieldbash After many years of training with a shield, a Paladin is able to bash his foe with his shield, causing minor damage and stunning the target for a short period of time. This skill is similar to the bash skill and requires a shield to execute. ~ 0 ZEALOTISM~ Syntax: automatic A Paladin's determination to destroy evil allows him to achieve an even greater power than those of ordinary people. Using the zealot- ism skill, a Paladin is able to skillfully strike his opponent with zeal, dealing several more blows per combat round. ~ 0 QUESTDODGE~ Syntax: automatic Using the questdodge ability, it is possible for any person to become more efficient at dodging attacks from his opponents. ~ 0 'EAGLE EYES'~ Syntax: automatic Noticing a theft is often something very difficult to do. Using a keen eye, a person can detect a theft that is not done to himself. ~ 0 'ENHANCED DAMAGE III'~ Syntax: automatic Similar to the enhanced damage and enhanced damage II skills, any person with this ability is able to deal even greater damage to their foe with their attacks. ~ 0 'MINION SANC'~ Syntax: cast 'minion sanc' Available only to the Lich race, this powerful spell allows the Lich to cast sanctuary on himself and his minions, protecting them from damage. See also: 'SANCTUARY' ~ 0 'MINION FLIGHT'~ Syntax: cast 'minion flight' Available only to the Lich race, this spell allows the Lich's minions to fly. See also: 'FLY' ~ 0 'MINION HASTE'~ Syntax: cast 'minion haste' Available only to the Lich race, this powerful spell allows the Lich to cast haste on himself and his minions, allowing them land a larger amount of blows in a period of time. See also: 'HASTE' ~ 0 'MINION RECALL'~ Syntax: cast 'minion recall' Available only to the Lich race, this powerful spell allows the Lich to cast the Word of Recall spell on himself and his minions, returning them to the Lich's hometown. See also: 'RECALL' 'WORD OF RECALL' ~ 0 'MINION TACTICS'~ Syntax: cast 'minion tactics' Available only to the Lich race, this spell allows the Lich's minions to become more intelligent and tactical in combat, allowing them to trip the Lich's foes. See also: 'TRIP' ~ 0 'MINION SNEAK'~ Syntax: cast 'minion sneak' Available only to the Lich race, this spell allows the Lich's minions to move unnoticed and catch the Lich's foes unaware. See also: 'SNEAK' ~ 0 'MINION TRANS'~ Syntax: cast 'minion trans' Available only to the Lich race, this spell allows the Lich and his minions to become translucent, allowing them to pass through doors with ease. See also: 'PASS DOOR' ~ 0 INCINERATE~ Syntax: cast 'incinerate' <victim> Using the incinerate skill, a character is able to burn their victim, causing massive loss of dexterity and strength, and even a chance to kill the target outright. ~ 0 DECAPITATE~ Syntax: decapitate <victim> decapitate Using the decapitate skill, a character wielding axes may attempt to decapitate their enemy by bringing their axes together at their opponent's neck. This skill has a small chance to instantly kill the target. A decapitation cannot be attempted if the target is too injured. ~ 0 FORTITUDE~ Syntax: cast 'fortitude' Using the fortitude spell, a character can increase his hit points drastically to withstand more damage before taking mortal damage. ~ 0 'EXECUTIONER'S GRACE'~ Syntax: executioners grace With the skill and grace of an executioner, a character wielding this ability is able to strike his opponent an increased amount of times with blows of increased damage. ~ 0 AGILITY~ Syntax: automatic Similar to the dodge ability, the agility skill allows the user to evade attacks to avoid damage. See also: 'DODGE' ~ 0 'COUNTER PARRY'~ Syntax: automatic A more developed form of the parry skill used by many, the counter parry ability allows a character to counter attack their foe as they parry the foe's attacks. ~ 0 DEAFEN~ Syntax: cast deafen <victim> Channeling their energy into a victim's ear, a spellcaster can temporarily deafen his foe, rendering him unable to cast spells for the duration of the spell. In addition, attempts to speak by the victim, if deafened, will result in yells. ~ 0 ICEBALL~ Syntax: cast iceball A spellcaster can use his mana to create a ball of ice and cause it to impact the room, damaging all ungrouped characters in it. ~ 0 'POWER WORD STUN'~ Syntax: cast 'power word stun' <victim> This spell can be used by a spellcaster to stun an opponent temporarily and initiate combat. It cannot be used during battle. ~ 0 DEMAND~ Syntax: demand <item> <mobile> Using their unmatched bullying tendencies, an Anti-Paladin can force a mobile to surrender an item to them. ~ 0 CREMATE~ Syntax: cast cremate <victim> This unleashes a blast of fire at the victim. ~ 0 'DARK SUMMONS'~ Syntax: cast 'dark summons' By drawing a pentagram and channeling the darkest energies, a necromancer can summon his minions to him instantly. This spell has a heavy recast delay and should be used with caution. ~ 0 WRAITHFORM~ Syntax: cast wraithform A necromancer is able to channel his energy so as to pull himself into an ethereal plane. While in this plane, the necromancer is fully protected from bash and crush and takes reduced damage. See also: 'PROTECTIVE SHIELD' 'BASH' 'CRUSH' ~ 0 HEX~ Syntax: cast hex <victim> The Hex spell is one of the necromancer's most powerful maledictions. Mentally draining on the caster, this spell heavily cripples the victim's ability to defend against spells, as well as has a chance to blind and poison the target. ~ 0 FORGET~ Syntax: cast forget <victim> This makes the victim forget how to cast spells completely. ~ 0 WITHER~ Syntax: cast wither <victim> This makes the victim's arms start to wither and causes them great pain. ~ 0 'POWER WORD KILL'~ Syntax: cast 'power word kill' <victim> Combining their knowledge of bodies and their dark energies, a necromancer can attempt to rupture a victim's heart, dealing great damage. There is a small chance that the attempt will succeed, killing the victim instantly. ~ 0 'TALK TO DEAD'~ Syntax: cast 'talk to dead' <corpse> Using their dark magic, a necromancer can force a corpse to reveal who it was killed by. ~ 0 'GLOBE OF DARKNESS'~ Syntax: cast 'globe of darkness' This spell causes the room to be engulfed in a deep blackness for a while. Glowing items and torches cannot overcome the magnitude of this spell. ~ 0 'ACID NEEDLES'~ Syntax: cast 'acid needles' <victim> A necromancer learned in this spell has the ability to create several acidic needles and hurl them at a victim, striking them a random number of times and dealing damage. ~ 0 'ACID SPIT'~ Syntax: cast 'acid spit' <victim> This spell causes its caster to spit a stream of acid at an opponent, possibly blinding them. ~ 0 ALARM~ Syntax: cast alarm This spell allows the caster to place a magical alarm in a room. The alarm will notify the caster of entrances into the room by anyone other than himself. ~ 0 'HOLD PERSON'~ Syntax: cast 'hold person' <victim> Using this spell, a channeler is able to channel energy through a victim in order to tighten their muscles. If successful, the victim will be unable to take action for a short time. ~ 0 'CONE OF COLD'~ Syntax: cast 'cone of cold' <victim> Using this spell, a channeler can draw the cold air from a room and channel it in order to create a blast of cold to damage a victim. ~ 0 BARRIER~ Syntax: cast barrier When learned in the Barrier spell, a caster is able to channel their mana in order to create a powerful shield about himself, reducing damage as well as improving armor class. ~ 0 'BALL LIGHTNING'~ Syntax: cast 'ball lightning' <victim> By invoking powerful lightning magic, an elementalist is able to conjure a ball of lightning to damage a victim. ~ 0 PYROTECHNICS~ Syntax: cast pyrotechnics Adept in fire magic, an elementalist learned in the Pyrotechnics spell is able to create a series of explosions, damaging all ungrouped characters and mobiles in the room. ~ 0 'ICE SLICK'~ Syntax: cast 'ice slick' Invoking powerful ice magic, an elementalist is able to coat the floor of a room with a sheet of ice, making it difficult to walk into and leave the room it is cast in. The only exception to Ice Slick's effect is through the Fly spell. See also: 'FLY' ~ 0 VACUUM~ syntax: c 'create vacume' This spell draws all the air out of the room, creating a vacuum. ~ 0 'SUMMON FIRE ELEMENTAL' 'SUMMON EARTH ELEMENTAL' 'SUMMON WATER ELEMENTAL' 'SUMMON AIR ELEMENTAL'~ Syntax: cast 'summon <fire/earth/water/air> elemental' An elementalist is able to conjure elemental servitors to their disposal. However, there is a possibility that the elemental will refuse to serve the elementalist and will attack him in defiance. A water-filled area, such as a river, pond, or lake, is required to summon water elementals. EARTH ELEMENTAL: Very high hit points, low damage, high defense AIR ELEMENTAL: Average hit points, above average damage, average defense WATER ELEMENTAL: Average hit points, average damage, above average defense FIRE ELEMENTAL: Very low hit points, very high damage, low defense ~ 0 'SHIELD OF WIND' 'SHIELD OF FROST' 'SHIELD OF DUST' 'SHIELD OF LIGHTNING' 'SHIELD OF FLAMES' 'SHIELD OF BUBBLES'~ Syntax: cast 'shield of <wind/frost/dust/lightning/flames/bubbles>' Elementalists have the ability to invoke shields about them, protecting them from certain elements. These shields, in addition to granting elemental immunity, also grant a noticeable amount of damage reduction, and certain shields may grant protection from certain abilities. ~ 0 HELLFIRE~ Syntax: cast hellfire <victim> By channeling strong fire magic, an elementalist is able to engulf a victim in flames, dealing damage and possibly setting the victim on fire, further damaging them every tick for a short while. ~ 0 DARK-ELF DARKELF DARKELVES DARK~ Averaging 5'6", with ebony skin and stark white or silver hair, and eyes that spark red with infravision (although there are a few who have lavender eyes), Dark-Elves are a species of renegade Elf who have turned their energy toward evil. They are highly intelligent but not as studious as Elves, and their nimbleness has been honed nearly to perfection through generations of thievery and trouble-making. Like Elves, they can walk unnoticed and are not easily locatable, and they are magical and resistant to charm spells. Dark-Elves must remain evil to keep their magical abilities. Dark-Elves who have turned to good (or neutrality) are frowned upon. ~ 0 GREY-ELF GREYELF GREYELVES GREY~ In physical appearance much like Elves, you really cannot tell them apart just by looking at them. Grey Elves came into being as the offspring of Elves and Dark-Elves, neither inherently good nor inherently evil. Such breeding was common practice during surface raids, a torture set upon female Elves by male Dark-Elves, and in some cases as a part of the torture of male Elves by female Dark-Elves (who after the breeding made a bloody sacrifice of the male Elves). Grey Elves average about 5'10" in height. It is as a result of their mixed heritage that Grey Elves have chosen not to follow the Light, nor to walk entirely in Shadow, but to move between the paths, seeking balance (although not always finding it). Grey Elves may be neutral only or risk losing their ability to cast magic. Grey Elves are highly intelligent and very wise, although not as nimble as Dark-Elves, and are, for the most part, very likeable. ~ 0 CENTAUR CENTAURS~ An offbreed species between 5'8" and 6'3" in height. They are half man and half beast. Brute strength and raw power are their thing. They make good warriors (if you get past their infighting and other untrustworthy attributes). Centaurs are resistant to most diseases and poisons. They excel in enhanced damage and bashing. All centaurs are good. ~ 0 GIANT GIANTS STORM CLOUD FIRE~ These mighty people once lived in the mountains north of Thalos. They lived by themselves in colonies and villages. This was their way of life until people started exploring and expanding into their lands. The ginats immediately took up arms against these people and tried to defend the invasion. The giants soon found themselves outnumbered by the humans and other races invading their lands. They gave up and accepted this new way of life. Eventually groups of giants dispersed throughout Thera, and they became just as "normal" as any other race. Giants are the largest sentient species in the land. They average around 1203' in height, although some have been sighted who are 27' tall. Due to their size, they tend to resist blows well. They excel at bashing and enhanced damage. Due to their size they are not good swimmers and cannot breathe under water easily. ~ 0 TROLL TROLLS~ Used in stories to frighten children, in war stories to impress bar lasses and as sources of humor in puppet shows, the troll is always a villain for the "civilized" world. Standing well over the tallest human, their monstrous looks and unclean smell have earned them this image. Living in the high mountains, the troll has grown used to the cold sterile air and dangerous heights. Being some of the most hearty of many of the races, few wounds ever are deep enough to cause long term damage to a troll. Though the fact brings much fear into human infantry, it is now well known that fire and acid cause great damage to these creatures. Due to their nature, all trolls are evil. And because of their lack of proper learning, they are often to dull to become learned in the ways of magely sorcery. They are among the strongest of all the races, and often the most deadly. ~ 0 DRACONIAN DRAC DRACON~ Draconians are some of the foulest creatures that inhabit the planet. They scavenge bodies left on the battlefield for little trinkets or useful items that they might wear. They are intelligent and strong but not very fast. Some of the deadliest people to walk the land have been draconians who have excelled in the ways of magic. Due to the wings on their back they are capable of flight. They are about 5' tall. They are resistant to poison and disease. They must remain evil or risk losing all that they have learned. ~ 0 GNOME GNOMES~ The smallest sentient species in the land, averaging 3' in height, Gnomes are usually pale grey to light brown skinned, and see in the dark with infravision. Tough, wiry little cretures, Gnomes live a long time and accumulate wisdom and knowledge. Resistant to poisons, they are vulnerable to bashing. Gnomes walk in all paths, good, neutral, or evil. ~ 0 ILLITHID ILLITHIDS~ An Illithid is a medium-sized humanoid with an octopuslike head, and lengthly, tentacled hands. Known more for their incredibly ability with the less martial, Illithids possess psionic abilities, are telepathic, and possess a keen mind when it comes to the ways of magic. Their skin usually ranges from a deep purple to the odd green, giving them an unwholesome alien look. Their lunkish figures make them less adept in combat, but they are most certainly some of the strongest minds in Thera. Illithids, with such odd hands, are unable to make use of normal weapons and shields, but instead use their tentacles in combat with good effect. Weak to the pains of both light and fire, the mindflayer Illithids are quite resistant to both magic and mental attacks, providing them with excellent durability against other magely forces. These creatures, as scholarly and secretive as they are, are inclined to take up the studies of necromancy, channeling and elementalism, dismissing the more brutish classes as uncivilized and weak. ~ 0 ETHEREAL~ Ethereals origins and species progression is unknown. They do come from another plane, possibly a wizard summoned them and lost control and they started to reproduce on this plane. They have no discernable body or mass, simply a floating mist which makes them highly resistant to weapons but electricity is a big weakness of theirs due to the water particles present in their form. They can fly and are some of the best minds in the world. They are more akin to mage professions than fighting. They must be good or neutral. ~ 0 FORAGE~ Syntax: forage Using their knowledge of the wilderness, a ranger is able to forage for berries to eat. ~ 0 'RANGER STAFF'~ Syntax: cast 'ranger staff' Creates a powerful staff that a ranger can use to fight his or her opponents with. It has a chance of healing in combat as well. ~ 0 RANGER RANGERS~ Outdoorsmen, hunters, masters of woodcraft, Rangers are the guardians of the forests. In addition to having excellent fighting skills, they are also wielders of some powerful magic. Some Rangers have been known to call large bears, lions, wolves and falcons to their aid, fashion mystical staves, and be able to camouflage beyond detection. Their ability to ambush opponents makes them deadly foes. ~ 0 WARRIOR WARRIORS~ Warriors live for the combat and the thrill of battle. They are the best fighters of all the current classes but lack the subtle skills that others possess. They possess no magical talent whatsoever and rely on brute strength and combat know-how instead. See also: 'SPECIALIZATION' ~ 0 CHANNELERS CHANNELER~ Channelers are the local sponges, not a very outstanding title but one which they bare with much pride. These select few have been chosen by the gods to absorb the excess powers of the world and redirect them for their use at their descrection. It has been said that a channeler can stand face to face with a dragon and absorb his fireballs as if they were not there, and then to shoot them back at the dragon with even more power then they were originally formed. ~ 0 NECROMANCER NECROMANCERS~ Wielders of black magic, they study the darkest and most hated of all of the magical arts, that of giving life to something without any. In other words raising the dead. It is said once a necro reaches a certain level of efficiency with his spell weaving the dead themselves will heed his call. ~ 0 ELEMENTALIST~ The elementalist seeks to harness and control the powerful forces of earth, air, fire and water. While lacking the sheer raw magical power of the channeler, and the armies of servants of the necromancer, the elementalist can tailor his powers to exploit the specific weaknesses of the creatures of Thera. The elementalist is the caller of earthquakes and the summoner of tidal waves. Truly adept elementalists can call upon creatures from the elemental planes to serve them. ~ 0 MONK MONKS~ Monks are martial artists dedicated to the understanding of the body and the perfection of it into total control. Monks are adept at unarmed combat and lose much of their skill when using weapons. A monk who fights hand to hand can get up to fourth attack, but lose the ability to hit with third and fourth attacks when using weapons. All monks are lawful due to their strict regime of meditation and martial arts parctice. They can be either good or neutral. ~ 0 CLASSES CLASS~ The following classes are available for study in KBK. For more specific help on a certain class type 'help <classname>'. Warrior - Fighters by nature, master of weapons. Thief - Stealthy and sneaky, adept at the arts of stealing. Healer - Master of the healing arts and blessed of the gods. Priest - Religious zealots, half healer, half fighter. Paladin - Half mage, half fighters. Anti-Paladin - Dark Paladins, those who have turned from the light. Ranger - Master Outdoorsmen. Assassins - Masters of fast and deadly strikes. Channeler - Magical sponges, capable of absorbing magic around them. Necromancer - Students of the dark arts. Elementalist - Controllers of the elements. ~ 0 ANTI-PALADIN ANTI-PALADINS ANTIPALADIN ANTIPALADINS ANTI~ Little is known about the origin of the Anti-Paladins. However, it is clear that they came (in force) into the world shortly after the rise of the Paladins. It is rumored that these warriors of chaos and evil were traitor paladins, children trained by demons, or possibly even demons themselves. There have been those who have claimed to learn the secrets of these "anti-paladins", but this is all most would reveal: It is said the guild of Legion (which is claimed to be the true name of the AP's guild) is similar to that of the monks. Young men and women of all races come to the guilds in hope of learning to better themselves and harming the world. Through years of training, the Legionaires learned to embrace the ways of chaos and evil. It is this mindframe that allows them to unleash their dangerous magics upon Thera. There are stories that tell of those who have left the guild to lead more peaceful lives, and found themselves unable to use their former magics, their powerful skills, and even unable to walk or speak. It is unknown if these stories are true or false, however, one thing is clear. These mage-warriors want nothing more than the destruction of all that does belong to them and their guild. ~ 0 PALADIN PALADINS~ These warriors have chosen the path of virtue and chivalry above all others. This dedication to their cause grants them priest-like spells and healing powers. They are also formidable fighters, always questing to stamp out evil. Paladins must stay good in order to cast their spells. Those who forsake goodness are frowned upon. Paladins are expected to be truthful, chivalrous, humble, merciful, kind, bold, and noble of spirit. Paladins must be Lawful Good. ~ 0 HOMETOWN HOME TOWN~ You must now choose your hometown. This is the town which you will recall to when using Word of Recall, or whenever you die. Midgaard allows all alignments, while Ofcol allows good only, New Thalos allows neutral only, and Arkham allows evil only. New players should choose Midgaard as it is most central and commonly populated. ~ 0 AGE~ Aging is just that, a character getting older. In Tartarus your characters will age slowly as you spend time exploring the world. The age at which you die will vary depending on your race (the biggest factor), your constitution and a small random factor. When you eventually die of old age you will expire permanently. Immortals may be able to increase your lifespan if quests are undertaken. Expect a human to live for around 400 hours of real time, other races are variations on that, with some longer (elves are almost double), and some a little shorter. ~ 52 RENAME~ Syntax: rename <player> <new name> Renames a player on-line ~ 0 RATING~ Syntax: rating This shows the current number of PKs and PK deaths, as well as hours played, of every mortal connected to the MUD. ~ 0 VENUEPORT~ Syntax: cast venueport <victim> This gates the caster and anyone grouped with them and in the same room to the specified victim. It is an Arcane skill. ~ 0 'TEAM SPIRIT'~ Syntax: cast 'team spirit' <target> This allows one Arcane to transfer mana to another one at the cost of some health. ~ 0 FAMILIAR~ Syntax: cast familiar Summons a familiar to the caster, for Arcana members. ~ 0 RIOT~ Syntax: riot Causes the user to incite a riot in his or her group. Rioting characters gain a huge bonus to attacking but are so inflamed with indignation that they will attack anything they see. This is an Outlaw skill. ~ 0 REVOLT~ Syntax: cast revolt <victim> Attempts to make any charmed followers of the victim revolt and attack their master. This is an Outlaw skill. ~ 0 INDUCT~ induct <target> <cabal> induct <target> none - Remove a player from said cabal The induct command is used by cabal leaders and Immortals to bring people in and out of cabals. Leaders may only induct into the cabal of which they belong. Using the word none for the cabal argument will remove a player from the cabal they belong to. Every time a player is inducted or uninducted it is logged into their both their history and the history of the leader. The Imperial leader uses a series of special commands: citizen, bloodoath, and anathema. ~ 0 PATHFINDING~ Syntax: automatic As a result of considerable time and experience in the wilds, Sylvans gain the natural ability to navigate forests, hills, and mountains much more efficiently than others. The beneficial effects of this skill increase as the Sylvan's mastery of the skill increases. ~ 0 EVALUATION~ Syntax: evaluation This lets you get a more detailed look at a victim's current state of health. Using evaluation you will be able to gauge better how wounded a foe is (provided you figure out what the stages of injury are represented by). If you fail an evaluation check your skill will improve but you will have to start re-evaluating again to turn it back on. ~ 0 LIFELINE~ Syntax: cast lifeline <target> Creates and ethereal line between the caster and a target. Casting it without any argument results in the caster being transported to the previously lifeline target. If a caster lifelines themself the line is severed from the previous target. It is a Life spell. A victim may 'nofollow' to cut a lifeline that is unwanted. ~ 0 SAFETY~ Syntax: cast safety Recalls all members of the casters group who are in the same room. It is a Life skill. ~ 0 'LIFE TRANSFER'~ Syntax: cast 'life transfer' <target> Transfers some health from the caster to the target for healing. It is a Life spell. ~ 0 'ANIMATE DEAD' 'MUMMIFY' 'ANIMATE SKELETON' ANIMATE DECAY 'DECAY CORPSE' EMBALM SOULBIND SOUL~ Syntax: cast 'animate dead' corpse cast 'animate skeleton' skeleton cast mummify corpse cast decay corpse cast preserve corpse cast soulbind <target> These are the basis of a necromancer's power. Decay corpse strips the flesh off a corpse and leaves the skeletal remains. The skeleton may then be animated using the 'animate skeleton' spell. Corpses that are still intact may be animated with the more powerful animate dead spell, or, at much higher levels, raised as mummies with the mummify spell. 'Embalm' skill will preserve a corpse and extend the duration before a it decays to dust. In all cases of animates the undead raised will have a level of power comparable to it's living existence but slightly lowered. Thus an orc zombie won't be as powerful as a demon zombie. Skeletons are weaker than zombies, which are in turn weaker than mummies. The number of undead you can raise is level dependant and also modified by the type of undead you already have following you. Soulbind will bind an undead follower to your soul and it will act as a loyal pet, entering and leaving the realms with you like a normal pet. See also: help 'animate object' for the Channeler's version of animation ~ 0 SHADOWSELF~ Syntax: cast shadowself Creates a shadowy, fragile mirror from your shadow. Useful to trick your enemies. ~ 0 GASEOUS 'GASEOUS FORM'~ Syntax: gaseous <direction 1> <direction 2> Allows an ethereal to turn into a cloud of gas very briefly and rip through one or two rooms. If you specify just one direction you will be go gaseous and attempt to travel two rooms in that direction. If a second direction is given you will attempt to travel one room in the first direction, then change path and go to the next room via the second direction. This is most useful in rushing past tracking mobs or aggressive ones that are blocking the way. ~ 0 'DOOR BASH'~ Syntax: door <direction> Attempt to bash down a door using brute force. A giant, centaur and troll ability. Failing can cause harm, and usually a successful bashing will result in the basher flying into the next room. ~ 0 'GREATER GOLEM' 'LESSER GOLEM' GOLEM PRESERVE~ Syntax: cast 'lesser golem' cast 'greater golem' cast preserve <object> A necromancer may create a lesser golem by gathering body parts and then forming them into a flesh automaton. The power of the golem is dependant on the caster's level and the number of parts. The 'preserve' spell is used to keep body parts such as hearts, arms, legs and heads from decaying. Greater golem fashions a more powerful golem to serve and requires no material components to cast. ~ 0 DISINTERGRATE~ Syntax: cast disintergrate <victim> Allows a channeler to blast a victim into dust. Objects on the victim have a good chance of vaporising too unless they save against the spell. ~ 0 TIMESTOP~ Syntax: cast timestop Places everything in the room which fails to save into a time trap. Those affected by it are outside the normal flow of time and may not be harmed, but at the same time are unable to move or do anything themselves. Has varying usefulness in varying situations. ~ 0 'ANIMATE OBJECT'~ Syntax: cast 'animate object' <item> When cast on a weapon, armor or key it animates the item and causes it to follow the caster like a normal charmie. The item itself is destroyed in that it cannot be used again. The power of the animated object is dependant on the level of the item animated. Animated keys may be ordered to unlock doors. ~ 0 ABSORB~ Syntax: cast absorb Forms a magic absorbing shield about the caster which also channels mana back to them when absorbing offensive spells. ~ 0 'TRANSFER OBJECT'~ Syntax: cast 'transfer object' <object> <target> Sends an item in the caster's inventory to the target. If the target has notransfer set on his or her autos then they will be unable to accept the object. You can not transfer Clan items. ~ 0 GROUNDING~ Syntax: cast grounding Grounds the caster and makes him or her immune to electrical attacks. ~ 0 'SHOCK SPHERE'~ Syntax: cast 'shock sphere' <victim> Blasts the victim with a powerful sonic boom. The first blast can damage their ears and result in temporary loss of hearing. ~ 0 REGENERATION ATROPHY~ Syntax: cast regeneration <target> cast atrophy <victim> The recipient of this benedication begins to regenerate at an unnatural rate. Wounds will heal literally ever second or so. Trolls who have natural regeneration will regenerate even faster. Atrophy is the opposite to regeneration and results in health loss at a constant and fast rate. While not lasting long it can have a deadly effect on victims. ~ 0 RESTORATION~ Syntax: cast restoration <victim> A powerful healing spell that cures wither, forget, prevent healing and undead drain affects. It is the only way that level loss due to undead draining may be restored. Healers at temples, and healers in general, have this power. ~ 0 'PREVENT HEALING'~ Syntax: cast 'prevent healing' <victim> Attempts to destroy a victim's ability to heal naturally. If successful the victim will stop healing on ticks until it wears off or is cured. Trolls who have natural fast regeneration are immune to this. ~ 0 NIGHTFALL~ Syntax: cast nightfall <victim> This binds the caster's essence to the victims and if the caster can deliver the killing blow on the target at any stage while the spell is in affect the victim's soul is ripped away and formed into a shadowy follower of the caster. Only very high level assassins can learn this spell. ~ 0 'FIRE AND ICE'~ Syntax: cast 'fire and ice' <victim> Invoking both their mastery of ice and fire magic, an elementalist can blast a mobile victim with fire and ice, delivering one elemental attack for each element. This spell cannot be cast on players. ~ 0 KNIFE~ Syntax: knife <victim> Thieves with the this skill can surprise a opponent with a strike used at a beginning of a fight. This fighting technique may even be used against opponents that are injured or others occupied with fighting someone else. This skill is used only with a dagger. ~ 0 CLEAVE~ Syntax: cleave <victim> An Anti-Paladin can attempt to cleave a victim using an axe or sword, resulting in damage and a slight possibility of cleaving the victim in half, killing them instantly. An Anti-Paladin cannot attempt to cleave a victim much larger than himself, and the victim must be in a healthy condition in order for the Anti-Paladin to be able to attempt a Cleave. ~ 0 STRANGLE~ Syntax: strangle <victim> Monks and assassins can attempt to strangle an opponent, putting them to sleep. Strangle can only be used to start a battle and, if the strangle attempt fails, creates a sense of paranoia in the victim, rendering them immune to strangle attempts for a short time. ~ 0 THROW~ Syntax: throw Similar to trip and bash, the monk and assassin's Throw skill is capable of temporarily stunning an opponent for a short while. See also: 'TRIP' 'BASH' ~ 0 PUGIL~ Syntax: pugil By performing a quick punching movement with each hand while holding a staff, a character can strike an opponent with each end of the staff, delivering a damaging blow. ~ 0 WRATH~ Syntax: commune 'wrath' <victim> Using their Immortal's power, a Paladin can call a divine wrath upon an evil victim, damaging them and potentially cursing them. Attempts to commune the Wrath supplication on a good-aligned victim will inevitably fail. ~ 0 NERVE~ Syntax: nerve <victim> A skilled monk or assassin has the power to increase pressure to its victim with various strikes to various vulnerable areas. The strikes deal no damage but weakens the victim, resulting in a loss of strength. ~ 51 'UNHOLY BLESS'~ Syntax: cast 'unholy bless' An Anti-Paladin of sufficient strengthn is able to infuse a weapon of his choice with unholy magic, giving it the ability to leech power from the Anti-Paladin's fallen victims. ~ 51 'CURSE WEAPON'~ Syntax: cast 'curse weapon' <weapon> Using the Curse Weapon spell, it is possible to increase the strength of a weapon. The effects of repeated casts stack with each successful curse attempt, but a failed attempt at a curse will destroy the weapon it is cast upon. ~ 0 WIZLIST~ . ~ 0 ROM~ ROM started in early February 1993, using Merc 1.0 code. In July of 1993, ROM II was started, eventually replacing the original ROM. ROM was up for a little over a year, after which the code (version 2.3) was released, and various other ROM muds were started, including Rivers of Mud under a new management (Zump's ROM), at rom.org 9000. Alander's current project is Athen, the sequel to the ROM code. It will be found at hypercube.org 6666, when it is opened. The following people contributed to the ROM flavor of the merc base code: Socials -- Kelsey and Liralen New, Improved Valhalla -- Liralen Puff's new special proc and improved poofin/poofout code -- Seth Maps and map shop -- Ezra, Regnan (Olympus) Nirvana zone -- Forstall (mobiles rewritten by Alander) Mob Factory -- Pinkfloyd (originally written for ROM, mobiles rewritten by Alander) Geographically correct Midgaard (tm) -- Alander Ideas and playtesting -- Thousands of dedicated mudders around the world Beta testing -- Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports and suggestions, saving a lot of headaches New Thalos area was donated by Onivel of Jedi, who was also the originator of the ASCII flags used in the zone files ROM 2.4 was developed during my time with Moosehead mud, and the release shares many of the features I wrote while I was there. Additional code was written by Seth Scott (enchant armor, the new poofin/poofout), and many contributions and ideas from the Merc list were used. Portions of Rusty's code from Moosehead also remain. The new features of 2.4 were largely produced in bull sessions with Gabrielle Taylor and Brian Moore, without whom this release wouldn't have happened. In particular, the new privacy code, furniture, and wiznet are largely the results of Gabrielle's ideas. Changes to the standard diku mob and object format, as well as the changes to Merc 2.1 source code, were done by Alander over many a late night of hair-pulling. Hope you enjoy it. (my apologies if anyone was forgotten in this list) ~ 0 IMMORTAL IMMORT GOD WIZARD WIZ~ 'Immortal' (often, simply, 'immort') refers to players who have reached the highest attainable levels in the game. Here, anyone of level 52 or higher is an 'immortal.' Immortals are capable of exceeding the usual game rules, in more drastic and pervasive ways as levels increase; examples range from teleportation and invisibility to mortal sight to creation of objects, removal of a player's privileges (channels, ability to move, or even ability to log in), and ability to promote players to immortality. Since immortals can wreak havoc with game balance, they are (ideally) a carefully-chosen and policed group. An absolute rule of immortal behavior is that no immortal can aid or assist any player without explicit permission from the higher ranks; in other words, please don't ask an immortal to help you kill a mob, gather EQ, etc, or you'll likely be either politely or rudely refused, or referred to this file. The duties of immortals, and even the very reasons for their existence, are topics of continual and heated debate in various MUD forums, and are fraught with misconceptions, poor examples, and outrageous hypocrisies. :) ~ 0 SOCIALS~ This is a complete list of socials for this MUD: Compiled originally by: Sara accuse adjust air apologize applaud babble bark bcatch beckon beer bearhug beg bird bkiss bleed blink blush boast boggle bonk bounce bow brb burp cackle caress charge cheer chuckle clap claw collapse comfort comb cough cover cower cringe criticize cry cuddle curse curtsey dance daydream drool duck embrace explode eyebrow faint fart flare flash flex flinch flip flirt flutter fondle french frown fume gasp giggle glare goose grimace grin groan grope grovel growl grumble hand head hiccup highfive hop howl hug hush ignore innocent insane judge kiss knee laugh lick love lust massage meditate moan moon mosh mutter nibble nod nudge nuzzle pant passout pat peck pie pinch pissed plead point poke ponder pout pray propose puke punch purr ramble raspberry rofl roll rub ruffle run scratch scream serenade shake shiver shrug sigh sing slap slobber smile smirk snap snarl sneeze snicker sniff snore snort snowball snuggle sob spam spank spit squeal squeeze squirm stare stretch strip stroke strut sulk swoon tackle tease thank threaten tickle tip tongue twiddle type undress view wave whine whistle wiggle wince wink wonder worry worship yawn yeehaw yodel rose laces tank starve aargh homework puff differ yae lightbulb voodoo ogg confused beam bite discodance scuff whap lag chortle zerbert twitch ~ 0 MERC~ This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'majordomo@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, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Also see "help ROM" for information about the Rivers of Mud code base. ~ 52 JOBS~ This is a partial list of what a god of any given level should be doing. It is not complete yet. Angels:(52-54) Angels and higher level gods may not assist mortals directly in any way. An Angel's main job is to help with quests (via switch), or possibly run small quest of their own -- but the rewards should be minimal. Deities:(55-56) Deities have two main roles: reimbursement and quest running. Be skeptical on reimburses, don't just hand out every piece of gear. I suggest limiting reimbursements to 10 items at a time, and make sure that you do not load things at too high a level (new format items have hard-coded levels, so are not a problem). vnum and stat are useful for this. You can draft Angels to help you run a quest, and please note that quests should NOT have huge rewards -- the main point should be to have fun. Deities have no business trying to enforce rules -- the most you should do to a player is a NOCHANNEL or similar light punishment. Gods:(57-59) Gods can run quests just like Deities, and it's nice to do reimbursements too. However, the main role of a God is keeping the peace. Gods can enforce (but not create) rules, using the various NOTELL-class commands, as well as deny, purge, freeze, and ban (but be careful with these commands!) Gods are expected to help make the mud run more smoothly, power trips are strictly verbotten. Not fulfilling the roles of your office can result in demotion or deletion. ~ 0 DELETE~ Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ 52 CLONE~ Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your posession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ 0 SKILLS SPELLS~ Syntax: <skills/spells> The skills and spells commands are used to display your character's list of available skills (or spells, as the case may be). They are listed in order of level, with mana cost (for spells) or percentage (for skills) listed where applicable. ~ 0 OUTFIT~ Syntax: outfit The outfit command is useable by those still in their newbie hours to acquire a basic set of equipment to begin the game with. It affects all empty equipment slots. ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT~ ROM uses varies automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: autolist : list all automatic actions autoloot : take all equipment from dead mobiles autogold : take all gold from dead mobiles autosac : sacrifice dead monsters (if autoloot is on, only empty corpes) autoexit : display room exits upon entering a room autosplit : split up spoils from combat among your group members autoassist: makes you help group members in combat Typing a command sets the action , typing it again removes it. ~ 0 CABAL CABALS~ KBK offers the following Cabals to mortals: Ancient ..... Masters of Intrigue Knight ...... The Knights of Thera Arcana ...... Masters of the Five Magics Rager ....... Battleragers, Haters of Magic Outlaw ...... Barons of Chaos Empire ...... Subjugator of Nations Bounty ...... The Bounty Hunter's Guild Sylvan ...... Sylvan Warders of the Glades Enforcer .... The Enforcers of Justice Each cabal has its own helpfile, giving a brief philosophy, cabal powers, and induction restrictions. NOTE: Cabal leaders may use LEADERPEEK to gain special insight into certain players before considering them for induction. ~ 0 ENFORCER~ The Enforcer Cabal is those who regulate the protected cities of Thera and warrant, hunt, and annihilate those who break the laws. RESTRICTED ETHOS: Must be Lawful POWERS: Vigilance Guard Call Shackles Hand of Vengeance Shield of Order See 'help <power>' for specific information. ~ 0 ANCIENT~ The Ancient Cabal is one of shadows and the underworld, using ties and connections to find and eliminate targets. RESTRICTED ALIGN: Must be Evil POWERS: Eye of the Predator Eyes of Intrigue Shadowgate Mantle of Maehslin Shield of the Onyx Vanguard Eavesdrop See 'help <power>' for specific information. ~ 0 KNIGHT~ The Knights of Thera strive to uphold truth and justice in Thera. RESTRICTED ALIGN: Must be Good POWERS: Dragonplate Truestrike Blademaster Dragonweapon Lightwalk See 'help <power>' for specific information. ~ 0 ARCANA~ Members of the Arcana cabal strive to achieve mental perfection and to manipulate and bend the universe around them using powerful magic. RESTRICTED CLASSES: Must be one of the Mage-oriented classes POWERS: Channel Counterspell Scrying Venueport Scourge See 'help <power>' for specific information. ~ 0 RAGER BATTLERAGER~ Fierce, barbaric warriors roam the village of the Ragers. Despising magic with unparalleled hatred, they strive to destroy all related to it. RESTRICTED CLASSES: Must be one of the Fighter/Melee-oriented classes POWERS: Resistance Bandage Bloodthirst Blitz Spellbane True Sight Trophy See 'help <power>' for specific information. ~ 0 OUTLAW~ Members of the Outlaw cabal exist to cause chaos and wreak havoc. They are opposed to anything lawful and strive to end any existing law-related systems. RESTRICTED ETHOS: Must be Chaotic POWERS: Decoy Disperse Confuse Garble Chromatic Fire Chaos Blade See 'help <power>' for specific information. ~ 0 EMPIRE~ The Empire of Thera seeks to oppress any other organization with an iron fist and dominate Thera unopposed. RESTRICTED ALIGN: Must be Evil RESTRICTED ETHOS: Must be Lawful POWERS: Imperial Offense/Defense Nightfist Centurions Black Shroud Devour Shove See 'help <power>' for specific information. ~ 0 SYLVAN~ The Sylvan Warders of the Grove seek to protect the wilderness and natural areas of Thera from the maltreatment of careless and destructive beings. RESTRICTED ALIGN: Must be Good or Neutral RESTRICTED ETHOS: Must be Chaotic or Neutral POWERS: Beast Call Chameleon Insectswarm Wall of Thorns Spiderhands Pathfinding See 'help <power>' for specific information. ~ 0 COUNT~ Syntax: count The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ 0 SPIDERHANDS~ Syntax: cast 'spiderhands' Using this power, Sylvans are able to use secretions and ingredients gathered from the wilds to concoct a sticky substance which can be applied around the hands. The resulting effect renders the Sylvan immune to attempts to forcefully remove his weapons. ~ 0 GATE~ Syntax: commune gate <target> The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters recieve a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as in player who has no summon set. Clan members may not be gated to except by their fellow Clan members. ~ 0 AFFECTS AFFECT~ Syntax: affect This command is used to show all the spells affecting your character. At low levels, only the spell name will be displayed, at higher levels the effects and duration of the spell will also be shown. Spell effects are no longer shown on score (this can be changed by using 'show' command). ~ 0 FLURRY~ Syntax: flurry Wielding two swords a warrior of the sword specialization may gracefully string a number of attacks together, delivering many attacks in a short amount of time. This skill is fatiguing and will drain the warrior's stamina a great deal. ~ 0 FLOURINTINE~ Syntax: automatic Warriors specialized in swords are able to control their movements while using two swords better. The resulting Flourintine skill grants the warrior the ability to quickly and skillfully use his swords in order to better his parrying abilities. ~ 0 DRUM~ Syntax: drum After many years spent using maces, a warrior has developed the ability to use his wrists instead of his entire arms with the same force to deliver a very quick series of blows to his opponent. The warrior will often end the quick blows with an even stronger blow than the rest. ~ 0 BONESHATTER~ Syntax: boneshatter Using brute force, a warrior specialized in maces may attempt to shatter the bones of an enemy resulting in the loss of strength and dexterity. ~ 0 GOUGE~ Syntax: gouge A warrior specializing in daggers is able to learn the underhanded tactic of jabbing his opponent in the eye with a dagger. This can cause some damage, as well as blind the opponent. ~ 0 STAB~ Syntax: stab A warrior focused on daggers may deliver a powerful stab to an enemy, causing damage. ~ 0 PINCER~ Syntax: pincer A warrior specialized in axes may bring two axes together in an attempt to trap an enemy between them, delivering damage and stunning the victim momentarily. ~ 0 OVERHEAD~ Syntax: overhead A warrior specialized in axes may position an axe high over his opponent's head and bring it down powerfully, dealing damage. ~ 0 IRONHANDS~ Syntax: automatic A warrior specialized in the art of hand to hand combat learns to parry better with their bare hands. ~ 0 IMPALE~ Syntax: impale <victim> This skill allows a warrior to impale an enemy with a staff or spear. A warrior may only impale someone with near full health. Impaling results in loss of strength and dexterity and a wound that can continue to bleed, causing damage. ~ 0 SPIN~ Syntax: automatic A warrior specialized in staff or spear learns to correctly spin their weapon to avoid incoming attacks. ~ 0 WOOD-ELF WOOD ELF~ Long ago when high elves ruled Thera a sub race of elven whom only lived in the peace and tranquility of the forest excited. These elves where known as chaotic creatures and where murder and destroyed, for the most part. In modern days wood-elves are still rare but do exist as ancient folk lore tells us. Wood-elves are much like high elves but not quite as intelligent but more heartier and dexterous. In modern day Wood-elves may become lawful but are shunned upon by all other of their breed. Wood-elves may become warriors, healers, and rangers. ~ 0 DISTANCE~ Syntax: automatic A warrior specialized in polearms learns to use the long shaft of a polearm to keep an enemy at bay. ~ 0 CHARGE SET~ Syntax: automatic A warrior specialized in polearms may use the long shaft and tip of the polearm to protect themselves from being attacked. As a result, there is a chance that an attacker will impale himself on the end of the warrior's polearm when initiating combat. ~ 0 CHOKE~ Syntax: choke <taget> choke Wielding a whip or flail a warrior may put an enemy to sleep for a short period of time by using the longer end of the weapon to choke a victim. ~ 0 STRIP~ Syntax: strip using the agility of a whip or flail a warrior may strip an enemy of their weapon. Note that cursed weapons will not budge. See also: 'DISARM' ~ 0 WANDS STAVES SCROLLS~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: Scrolls The reading of magical scrolls and books Staves The use of staves and similar devices Wands The use of wands and similar items See also: 'RECITE' 'ZAP' 'BRANDISH' ~ 0 HEALER~ Healers are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, healers are the best class by far at healing magics, and they posess an impressive array of protective magics, as well as fair combat prowess. ~ 0 THIEF~ Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than healers, but lack the wide weapon selection of warriors. ~ 0 EXOTIC WEAPONS WEAPON AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: Axe The use of axes, ranging from hand to great (but not halberds) Dagger The use of knives and daggers, and other stabbing weapons Flail Skill in ball-and-chain type weapons Mace This skill includes clubs and hammers as well as maces Polearm The use of pole weapons (except spears), including halberds Spear This skill covers spears, but not polearms Staff This skill includes pole weapons lacking blades Sword The warrior's standby, from rapier to claymore Whip The use of whips, chains, and bullwhips Exotic The use of strange magical weapons ~ 0 'SHIELD BLOCK'~ Syntax: automatic Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Shields of low caliber can be cleaved by opponents. ~ 0 BACKSTAB~ Syntax: backstab <victim> Backstab is the favored attack of thieves, murderers, and other rogues. The use of the Backstab skill requires a dagger. The damage inflicted by a backstab is determined by the attacker's level, his dagger skill, his backstab skill, and the power of his opponent. Only thieves may learn to backstab. ~ 0 BASH~ Syntax: bash <victim> bash The bash skill is a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ 0 BERSERK~ Syntax: berserk Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Use of the berserk skill also heals the warrior slightly. ~ 0 DIRT 'DIRT KICKING'~ Syntax: dirt <victim> dirt Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill. ~ 0 DISARM~ Syntax: disarm Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. ~ 0 DODGE~ Syntax: automatic In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. ~ 0 'ENHANCED DAMAGE'~ Syntax: automatic Certain classes can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low. ~ 0 ENVENOM~ Syntax: envenom <object> The envenom skill is a cowardly skill designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvenience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat. See also: 'POISON' ~ 0 'HAND TO HAND'~ Syntax: automatic Hand to hand combat is a rare skill in the lands of Midgaard. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. However, defensive capabilities are mostly crippled due to the lack of the PARRY ability to defend oneself, so most combatants may find themselves unwilling to use this form of fighting unless they are a specialist, an assassin, or a monk. ~ 0 KICK~ Syntax: kick Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. ~ 0 PARRY~ Syntax: automatic If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ 0 RESCUE~ Syntax: rescue <target> A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. ~ 0 TRIP~ Syntax: trip <victim> trip Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground, stunning them. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ 0 'SECOND ATTACK'~ Syntax: automatic Training in second attack allows the character a chance at an additional strike in combat -- a perfected second attack does NOT guarantee 2 attacks every round. ~ 0 'THIRD ATTACK'~ Syntax: automatic Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. ~ 0 HIDE SNEAK~ Syntax: hide sneak Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used to move from room to room undetected. These skills may be used in conjunction to remain hidden while moving. ~ 0 'FAST HEALING'~ Syntax: automatic The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. See also: 'MEDITATION' ~ 0 LORE~ Syntax: lore <object> Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object concerning its power and uses. ~ 0 HAGGLE HAGGLING~ Syntax: automatic Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. ~ 0 PEEK~ Syntax: look <target> The Peek skill can be used to view a victim's inventory. It must be used in conjunction with the 'LOOK' command. See also: 'LOOK' ~ 0 'PICK LOCK'~ Syntax: pick <object/door> Lock picking is one of the prime skills of stealthy classes, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Certain locks are impossible to pick. ~ 0 MEDITATION~ Syntax: automatic This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. See also: 'FAST HEALING' ~ 0 STEAL~ Syntax: steal <object> <victim> Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters. ~ 0 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ 0 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. ~ 0 RECHARGE~ Syntax: cast recharge <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ 0 DEMONFIRE~ Syntax: cast demonfire <victim> cast demonfire Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ 0 'RAY OF TRUTH'~ Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. ~ 0 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment on the target, causing him or her to drop them if possible, taking serious burns in the process. This spell does no damage to creatures who are immune to fire. ~ 0 'HOLY WORD'~ Syntax: cast 'holy word' Holy word involves the invocation of the full power of a healer's god, with disasterous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy) might and cursed. The healer suffers greatly from the strain of this spell, being left unable to move and drained of vitality. ~ 0 FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ 0 CALM~ Syntax: cast calm One of the most useful and often overlooked abilities of the master healer is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violence activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ 0 HASTE~ Syntax: cast haste <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. See also: 'SLOW' ~ 0 SLOW~ Syntax: cast slow <victim> Despite popular mythology, slow is not the opposite of haste, but is a spell with its own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and healing rates, due to reduced metabolism. However, targets of a Slow cast attempt will find themselves angered and strike the caster unless sleeping. See also: 'HASTE' ~ 0 'FOURTH ATTACK'~ Syntax: automatic True masters of combat, warriors are able to achieve a chance to land a fourth attack per round. This skill improves the chances to land a second or third attack. A perfect fourth attack skill does not guarantee a fourth attack every round. See also: 'DUAL WIELD' ~ 0 PLAGUE~ Syntax: cast plague <victim> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ 0 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. Protection Good cannot be cast on good-aligned characters and Protection Evil cannot be cast on evil-aligned characters. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <target> This spell increases the strength of the target character. ~ 0 'CHAIN LIGHTNING'~ Syntax : cast 'chain lightning' <target> Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ 0 FARSIGHT~ Syntax: cast farsight cast farsight <direction> The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ 0 MASS HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ 0 FIREPROOF~ Syntax: cast fireproof <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ 0 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ 56 affadd~ syntax: affadd <name> <type> <affect> <duration> <message> ~ 0 CHOP~ Syntax: chop Using a polearm, a well trained warrior can execute a powerful overhead chop, inflicting a devastating blow to their opponent. ~ 0 WEAPONTRIP 'WEAPON TRIP'~ Syntax: weapontrip <victim> weapontrip This skill is very similiar to a regular trip, but is performed with a weapon and can be used on flying targets. Weapon trip stuns the opponent less efficiently than other methods, but deals a more powerful blow. Like trip, a thief has the chance to perform a cheap shot or downstrike when weapon tripping. ~ 52 DAM_MOD~ Every player and mobile has a damage modifier, or dam_mod. By default, it is 100% for all characters and mobiles. The lower a player or mobs damage mod, the less damage it takes. ~ 52 ATTACK_MOD~ All mobs and characters have attack modifiers (called "attack_mods"). The default for a all PCs and NPCs' attack_mod is 0. If the attack_mod is greater than that, then the PC or NPC will get that many more melee attacks in combat. Keep in mind that attack_mod ADDS to the number of base attacks the PC or NPC would get normally and does not set the PC or NPC's number of attacks TO the specified value. ~ 0 'WARD OF DIMINUTION'~ Syntax: call 'ward of diminution' This power grants the caster a powerful ward against damage. Every time the caster is struck, the ward is weakened. Once the ward becomes too weak, it will be destroyed, leaving the caster unprotected. ~ 0 EAVESDROP~ Syntax: call eavesdrop <cabal> Long has it been known amongst the Ancient that knowledge is the flagstone of the hunt. Through their wealth of spies and underworld connections, an Ancient may establish an eavesdropping connection between themself and any of the cabals. While doing so, the Ancient will hear all communication over that cabal channel. ~ 0 RESTRIKE~ Syntax: automatic With the Restrike skill, a warrior specialized in combat with daggers is able to bypass an opponent's defenses and deliver what otherwise would have been a parried blow. ~ 0 DASH~ Syntax: dash [direction] [action] Using the Dash skill, a warrior is able to quickly rush in a specified direction and execute a specified action. ~ 0 'CROSS SLICE' CROSSSLICE~ Syntax: crossslice A warrior specialized in swords is able to quickly and effectively slice an opponent with both weapons at once by crossing their swords in a scissor motion. The resulting double slash also has a chance to cause intense bleeding to the target. ~ 0 RESISTANCE~ Syntax: call resistance By steeling their resolve, a Battle Rager can reduce the amount of damage done to them slightly. The Resistance power can be used both in and out of combat. ~ 0 'TRUE SIGHT'~ Syntax: call 'true sight' Using their unmatched primal instinct, a Battle Rager can adjust their eyes to meet the slightest magical disturbance, revealing to them the invisible. Calling of the True Sight power will also strip the Battle Rager of the Blindness malediction. See Also: 'INVISIBILITY' 'DETECT INVIS' ~ 0 CHANNEL~ Syntax: cast channel By casting the Channel spell, an Arcane can channel their mind's energy through their body and use that energy to reinforce themself, granting them a great amount of extra health. ~ 0 SCOURGE~ Syntax: cast scourge An Arcane has the ability to cast the Scourge spell, which brings a plague upon the room, damaging all ungrouped inhabitants of the room it is cast in. Upon being scourged, a victim has a chance to develop a number of maledictions such as poison, weaken, and blind. See Also: 'POISON' 'WEAKEN' 'BLINDNESS' ~ 0 SCRYING~ Syntax: cast scrying <victim> By peering into the Orb of Magic located at the Seneschal, an Arcane is able to locate a select victim in the world as if he himself is in the room with the victim. ~ 0 'EYE OF THE PREDATOR' EYEOFTHEPREDATOR~ Syntax: eye of the predator By using their predator instinct to enhance their senses, an Ancient is able to sense any unnatural movement whatsoever. The sole exception to detection by this power is a ranger's camouflage. See Also: 'DETECT INVIS' 'DETECT HIDDEN' ~ 0 SHADOWGATE~ Syntax: shadowgate <victim> Where there is light, there is shadow. Where there is darkness, there is shadow. Wielding this knowledge, an Ancient is able to use their inherent affinity for the darkness to quickly traverse the shadows of the land, effectively transporting themself to most targets. Certain mobs cannot be shadowgated to. ~ 0 'MANTLE OF MAEHSLIN'~ Syntax: call 'mantle of maehslin' By calling upon the Mantle of Maehslin, an Ancient is able to summon a powerful aura that will often lash out at the Ancient's opponent, allowing the Ancient the opportunity to land an additional attack. ~ 0 SHROUD~ Syntax: cast shroud After such a great time draped in shadow, an Ancient will find that they have the ability to use the shadows themselves as a shroud to protect themselves from harm, especially from those of good alignment. ~ 0 'EYES OF INTRIGUE'~ Syntax: call 'eyes of intrigue' <victim> By using their underworld ties and connections, an Ancient is able to determine the exact whereabouts of a target from great distances in great detail, as if the Ancient was standing in the room with the target. ~ 0 CONFUSE~ Syntax: cast confuse <victim> using their inherent ability to cause chaos and confusion, an Outlaw has a chance to confuse a victim to the point where the victim cannot even control which direction they are walking in for a period of time. ~ 0 GARBLE~ Syntax: cast garble <victim> Using their extensive knowledge of chaos and disruption, an Outlaw may harm a victim's vocal ability, rendering the victim's speech completely indiscernable for a period of time. ~ 0 'CHROMATIC FIRE'~ Syntax: cast 'chromatic fire' <victim> Using this chaotic spell, an Outlaw can randomly, yet effectively, imitate many spells that can be cast only by mages and yield the same results. ~ 0 'CHAOS BLADE'~ Syntax: cast 'chaos blade' An Outlaw is so greatly attuned to creating chaos and pandemonium that they can actually create a tangible weapon of pure chaos which they may use in combat. ~ 0 BLINDNESS~ Syntax: cast blindness <victim> By channeling mana through the eyes of a victim and crippling them, a caster is able to temporarily blind their victim. ~ 0 COUNTERSPELL~ Syntax: automatic Through extensive knowledge in the fields of magic, Arcanes have realized methodsto control threats by foreign spellcasters. By channeling their energy in order to create a mental shield, an Arcane can reflect spells cast at them back at the caster with the same intensity that it was cast towards them. ~ 0 'DARK DREAM'~ Syntax: automatic Because of an assassin's tie to the negative planes they are able to find a deeper state of relaxation while sleeping. Overall increasing the rate of regeneration at the turn of each hour. See also: 'FAST HEALING' 'MEDITATION' 'TRANCE' ~ 0 TRANCE~ Syntax: automatic Beyond simple meditation, a mage can enter a deeper trance to further increase their mental recovery. This ability is not offered to the common melee guilds. See also: 'MEDITATION' 'FAST HEALING' 'DARK DREAM' ~ 0 SPELLCRAFT~ Syntax: automatic This skill is found most commonly taught within the guilds of the magi. Its influences very upon the spells that are cast, but in the majority of cases it causes the power of the spell to increase as if the mage was of a larger rank. ~ 0 AWARENESS~ Syntax: awareness As well as having the chance to blend into the wilderness, many elven races have the inherant ability to see those camouflaged or otherwise blending into the wilderness. See also: 'FOREST BLENDING' ~ 0 FOREST BLENDING~ Syntax: blend Many elven races possess the ability to blend into the wilderness offering them a chance to remain unseen by those untrained to notice camouflaged individuals. See also: 'AWARENESS' ~ 0 BANDAGE~ Syntax: bandage <target> Using their knowledge of bandages and herbs, a Battle Rager is able to heal a moderate amount of cuts and bruises to oneself or others. ~ 0 LIGHTWALK~ Syntax: lightwalk <target> Calling upon the light of the heavens, one is able to transfer himself to a target. ~ 0 'IMBUE REGENERATION'~ Syntax: commune 'imbue regeneration' <target> Using their mastery of healing magic and the will of their Immortal, a healer is able to enhance the regeneration of a target, granting them greater healing rates as well as a small gradual heal. ~ 1 WARCRY~ Syntax: warcry This skill allows one to gain some resistance by yelling out a warcry. The effects have been compared with bless. ~ 1 'GROUND CONTROL'~ Syntax: automatic Upon a successful throw or crush, the character has a chance to cause further damage as they maintain their initial hold. Since the ability to execute a ground control is one that requires many factors, it will not always be performed. See also: 'THROW' 'CRUSH' ~ 1 LASH~ Syntax: lash <victim> Using a whip or a flail, a character is able to quickly wrap the weapon around a victim's legs, forcing them to lose balance and fall. The effects can be compared with bash and trip. See also: 'BASH' 'TRIP' ~ 1 'SHIELD CLEAVE' SHIELDCLEAVE~ Syntax: shieldcleave When using an axe, it is possible to split your opponents shield in two. This is not an easy feat, but the results can be quite satisfying. ~ 1 DEATHSTRIKE~ Syntax: deathstrike This is a skill is taught by the Tiger school of monks. Due to their relentless practice in strong attacks this skill was developed as a starting attack in battle in which the monk strikes out with all his/her force to the head of the victim. If successful the result will be deadly. ~ 1 DEFEND~ Syntax: defend <target> Allows a fighter to automatically attempt a rescue on the person they are defending if that person comes under attack. It requires the rescue skill to be performed. See also: 'RESCUE' ~ 1 COUNTER~ Syntax: automatic This automatic skill lets a high level warrior or paladin attempt to turn an attacker's first hit back on themselves. It only works if the warrior or paladin is not fighting and awake, and the attack is a weapon based one like backstab, ambush, or a normal attack. ~ 1 LUNGE~ Syntax: lunge <victim> Allows a fighter who is wielding a sword, spear or polearm to lunge at a victim. If successful, it inflicts satisfying damage. ~ 1 CRUSH~ Syntax: crush During a fight a warrior can attempt to grab an opponent in his/her arms and crush them to the ground. Very skilled warriors can attempt to do further damage on a downed foe by using a method of ground control upon the victim. See also: GROUND CONTROL ~ 1 ENLIST~ Syntax: enlist <victim> A high level warrior may attempt to recruit a mob as a loyal retainer who will follow and aid their leader. The recruiting is not permanent, and only one such enlisted follower can be had at any one time. The alignment of the person greatly effects the chances of enlisting their aid, and players of vastly different alignments to their victim will find themselves scorned. ~ 1 'BREATH FIRE' BREATH~ Syntax: breath <victim> A draconian of sufficient power may use its innate draconian power of fire breath. This causes a cone of deadly flames to be blasted out at the victim. The fire is built up by the draconian's natural stores of heat retention. ~ 1 'REAR KICK' REAR~ Syntax: rear This skill enables a centaur to turn it's body in combat and attempt a hard and solid kick with his/her hind legs. The kick delivered is much more powerful than a normal kick but opens the centaur to retaliating hits. ~ 1 'DISENCHANT ARMOR' 'DISENCHANT WEAPON'~ Syntax: cast 'disenchant armor' <object> cast 'disenchant weapon' <object> These spells allow a channeler to drain away the magic on an armor or weapon. There is a chance of destroying the object, but if successful all magical enchantments are removed. ~ 1 ICELANCE~ Syntax: cast icelance <target> At the culmination of this spell, the caster hurls a long shard of ice at the target. This shard causes damage as it pierces the target. ~ 1 DRAIN~ Syntax: cast drain <object> Channelers may drain magical objects of their energies and absorb them for their own use. Mana channeling like this allows destroys the object used, and there is a chance of failing to channel the energy. ~ 1 'CONCATENATE' CONCAT~ Syntax: cast concatenate <victim> One of many spells in a channeler's ongoing studies, this spell allows the channeler to summon all magical energy around him and focus its power onto a target, causing damage and rarely, even blindness. Because of the amount of energy required to even cause damage, the victims very belongings could be drained, if magical, thus destroying them. ~ 1 WEB~ Syntax: cast web <victim> Causes a sticky substance akin to spider webs to coat a victim. This reduces general mobility and hampers movement. ~ 1 SHADOWSTRIKE~ Syntax: cast shadowstrike <victim> When cast at a target it causes a pair of shadowy arms to appear and grab their victim. If successful the victim becomes hindered by them and certain actions, such as fleeing, casting, bashing etc may be prevented by the arms. The arms do not prevent all these actions all the time, but do reduce the chances of them being able to be performed. ~ 1 LIFEBANE~ Syntax: cast lifebane This powerful Assassin spell causes the room the caster is in to be blasted with powerful negative energies. In an enclosed indoor room it will hit everyone, even the caster, and can cause poison, cursing and weakening of the victims who succumb. ~ 1 'DARK WRATH'~ Syntax: cast 'dark wrath' <victim> Much like paladin's wrath, but this version is powered by the Lords of Darkness. A Assassin may call upon the dark gods to assail a victim who is of good align with negative energies. It will only work on those pure of heart. ~ 1 NIGHTWALK~ Syntax: cast nightwalk This allows a high ranking Assassin to enter the shadowplane for a brief period of time. From this plane he or she may exit to various points of evil within the lands of Thera. Nightwalking within the shadowplane for extended time will cause injury to the Assassin. ~ 1 DARKSHIELD~ Syntax: cast darkshield <target> Surrounds the recipient in a shield of unholy energy. This can not be cast on those of good align, and is weaker on neutrals than evils. ~ 1 'EVIL EYE'~ Syntax: cast 'evil eye' <victim> An Assassin adept in this spell can be a dangerous weapon, summoning on dark arcane forces the Assassin channels all his negative energy through his eyes and to his victims. Possibly overloading the cerebrum and causing death. Blinded victims or those whose sight is impaired are not vulnerable. If this spell fails it can still cause damage. ~ 1 'LAYING HANDS'~ Syntax: laying <target> This ability allows a paladin to channel the power of their deity to heal and cure another person. This person cannot be of evil alignment and may not be the Paladin who is using the ability. ~ 1 'CROSS SLASH'~ Syntax: crossslash Using a sword a Paladin may attempt to slash his blade across the chest of his opponent. If the first attack is successful, it is possible to hit a second time. A Paladin may only perform this skill with a sword. ~ 1 'STRIKE OF VENGEANCE'~ Syntax: strikeofvengeance This skill delivers a single, powerful blow to the Paladin's opponent which can cause a loss of strength and dexterity. This attack is enhanced when the receiver of the blow is of evil alignment, and the damage is often unaffected by protections such as sanctuary. ~ 1 'TEMPLARS STANCE'~ Syntax: automatic This is an automatic skill that gives a Paladin a chance to block and counter bash-based attacks such as bash, crush, and blitz. ~ 1 'SHIELD MASTERY'~ Syntax: automatic This skill improves a Paladins chances at successfully shield-blocking attacks. ~ 1 DECOY~ Syntax: call 'decoy' This power allows an outlaw to create decoys of them which stand idle and make it hard for an attacker to discern the real target from the fakes. These decoys vaporize when struck. ~ 1 DISPERSE~ Syntax: disperse An outlaw may use their gift of chaos to disperse every player in the room into another randomly picked room. There are no restrictions on the rooms which players may end up in, which could be anywhere, save for no_recall rooms which are skipped. ~ 1 HACKSAW~ Syntax: hacksaw <target> This skill allows an outlaw to remove shackles from a target who is shackled by an Enforcer. ~ 1 NIGHTFIST~ Syntax: nightfist This skill is much like berserk, giving the user hit/dam and saves. ~ 1 CENTURIONS~ Syntax: centurions centurions release Imperials may call centurions (imperial guards) to stand and block cities/roads. These centurions will not allow non-imperials to pass without paying a tax to the Empire. Once paid, a player may pass. Should you re-enter the room you will be required to pay again if you wish leave any other exit than the one you paid for. Typing CENTURIONS RELEASE will relieve your centurions of their duty wherever they are in Thera, allowing you to call new ones. ALSO SEE: PAY ~ 1 PAY~ Syntax: pay <amount> This command is used to pay Imperial Centurions to allow you to pass, typing pay without an argument will tell you the value you must pay. You must pay with the exact amount or an item worth that amount or more. ~ 1 SHOVE~ Syntax: shove <victim> This skill allows an Imperial to shove another player in front of them, forcing that player to take the blows aimed at them. ~ 1 DEVOUR~ Syntax: devour <corpse> This power allows an Imperial to devour the corpse of a dead victim, giving them a temporary increase in power. ~ 1 'BLACK SHROUD'~ Syntax: automatic This power reverses the power of a sanctuary spell from a white to a black aura, increasing the damage reduction. ~ 1 'IMPERIAL TRAINING'~ Syntax: imperial none imperial offense imperial defense This ability allows an Imperial to focus their combat techniques to a more offensive or defensive level. The chosen type will affect damage, defensive skills, and other such skills. ~ 1 'BEAST CALL'~ Syntax: call 'beast call' <target> This power allows a sylvan to summon a beast from the wilds to attack an enemy player. ~ 1 CHAMELEON~ Syntax: chameleon This skill is much like camouflage, however when affected the sylvan is even more invisible. This skill makes the sylvan undetectable to almost all players. ~ 1 INSECTSWARM~ Syntax: insectswarm <victim> This skill allows a Sylvan to call a swarm of insects onto a victim, which will persistently harass them. The insects will continue to inflict damage for several hours and lower the victim's dexterity. ~ 1 'WALL OF THORNS'~ Syntax: call 'wall of thorns' This power creates a wall of deadly thorn-covered vines which will entrap and damage non-sylvans who get caught in it while moving around. ~ 1 TRUESTRIKE~ Syntax: automatic Wielding unparalleled accuracy, a Knight of Thera can deliver a blow of great force. ~ 1 DRAGONPLATE~ Syntax: dragonplate A Knight of Thera can use this skill to create a powerful battle armor which will absorb even the strongest of magicks. ~ 1 DRAGONWEAPON~ Syntax: call 'dragonweapon' <weapon> With this power, a Knight of Thera can create a staff, sword, dagger, mace, or flail which when wielded in battle will heal its owner. ~ 1 DARKFORGE~ Syntax: call 'darkforge' <weapon> This skill of the Ancients allows a bounty hunter to create a sword, whip, or dagger of shadows. ~ 1 BLADEMASTER~ Syntax: automatic This skill of the Knights of Thera allows for increased parry ability and also skillful ripostes on parried attacks. ~ 0 CLOAK~ Syntax: cloak An Ancient is able to weave a cloak out of sheer darkness and wrap it around themselves, disguising their identity. ~ 1 FORGE~ Syntax: forge <weapon> This skill allows a rager to reforge a weapon so that is stronger and sharper then before. ~ 1 HAUNTING~ Syntax: cast haunting <target> This Anti-Paladin spell causes an opponent to be plagued with haunting images. These images will cause the target great pain. ~ 1 CRANIAL~ Syntax: cranial <victim> With this skill a mace specialized warrior can attempt to knock an opponent out cold with a brutal strike to the back of the head. ~ 1 ENTWINE~ Syntax: entwine <victim> A whip or flail specialist may attempt to use their whip or flail to entwine an opponent, rendering it impossible for them to flee. ~ 1 LEGSWEEP~ Syntax: legsweep <victim> Using the shaft of their weapon, a staff/spear specialist may swing at their opponent's legs in an attempt to knock them to the ground. ~ 1 TIGERCLAW~ Syntax: tigerclaw <victim> With this skill an assassin attempts to use their finger in a claw-like jab to cut through their opponents throat and vocal passages. When affect by this skill one is unable to speak or cast spells. ~ 1 BACKFIST~ Syntax: automatic When stuck, it is possible for an assassin to retaliate with a quick backfist, given he or she has a free open hand. ~ 1 ENDURE~ Syntax: endure Through a lifetime of training, an assassin can use his meditative power to endure magic greater than a normal man; thus improving his chances of saving spells. ~ 1 'CRESCENT KICK'~ Syntax: crescentkick Unlike most kicks, the crescent maneuver is aimed less at the assassins opponent than at his opponent.s weapon. This kick inflicts damage and can disarm an assassins foe. ~ 1 BINDWOUNDS 'BIND WOUNDS'~ Syntax: bindwounds Assassins are trained to know how to effectively dress their wounds. With this skill an assassin is able to heal some lesser maledictions and restore some of their health. ~ 1 'HEIGHTENED AWARENESS'~ Syntax: heightenedawareness This skill allows an assassin to adapt their vision to see the invisible and in the dark. ~ 1 'AXE KICK'~ Syntax: axekick With this kick an assassin delivers a powerful blow to an opponents shoulder, attempting to shatter their shoulder blade, which will lower strength and dexterity. ~ 1 VANISH~ Syntax: vanish Using their stealth and sneakiness, an assassin can throw down a small globe of smoke in an attempt to shroud themselves long enough to make a mad dash for someplace far away from the chaos of battle. ~ 1 'UNARMED DEFENSE'~ Syntax: automatic Assassins are trained to defend themselves with their bare hands when it is necessary. When unarmed, an assassin can deftly avoid an opponents attack with grace and dexterity. ~ 1 'SCISSOR KICK'~ Syntax: scissorkick Using speed and strength, an assassin can attempt to entrap their opponent between their legs and jerk them to the ground with stunning force. The effect is similar to being bashed. Size and carry weight are factors of this skill. ~ 1 'TAIL ATTACK'~ Syntax: tail Using your natural tail as an auxiliary weapon, a person can quickly spin around and catch their opponent off guard with this swiping attack. ~ 1 'STEEL NERVES'~ Syntax: steel A Battlerager is learned in the art of shrouding himself in his hatred of magic. This ability allows a Battlerager to shrug off the hardiest blows as well as to detect those who have become invisible. ~ 1 SPELLBANE~ Syntax: spellbane A Battlerager.s hatre of magic is so great, he is able to create a shield of hatred around himself. This shield gives some protection against all forms of spells, but it also give a chance to directly harm the caster with the energy feedback of disrupted spells. ~ 1 TROPHY~ Syntax: trophy <body part> Along with a Battlerager.s hatred of magic, Battleragers are prided in being great fighters as well. After felling an opponent, a Battlerager can take a hacked off body part to create a worn trophy which grants them protection on par with some of the best body armor. ~ 1 BLOODTHIRST~ Syntax: call bloodthirst In their thirst for battle, a Battlerager can focus their rage and become completely uncontrollable. Bloodlusted Battleragers gain massive fighting prowess, but also suffer from not being able to distinguish friend from foe, attacking everything in sight. Also, after the affects of the bloodlust wear off, great fatigue sets in, another side effect of sustaining such rage for any amount of time. ~ 1 BLITZ~ Syntax: blitz <victim> Battleragers have learned to their sheer fury to pummel opponents to the ground with this series of blows. When a blitz lands, it temporarily stuns the opponent. Also, it has the chance to force the opponent to lose the concentration necessary to maintain their spells, dissipating them instantly. ~ 1 BANDAGE~ Syntax: bandage <target> Using their knowledge of wounds, a Battlerager can staunch the blood flowing from wounds inflicted during combat. This skill also has the chance of canceling out poison and plagues. ~ 1 'DUAL WIELD'~ Syntax: automatic Offensive minded fighters have learned to effectively wield two weapons at the same time. This skill allows a fighter to do so, although their secondary weapon must be lighter than their main on. Warriors who have spent their time specializing in a certain weapon have the ability to wield two of their specialty weapon of the same weight. Dual-wielding a weapon offers more attacks in conjunction with Second, Third, and Fourth Attacks. See also: 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK' ~ 1 THROWDOWN~ Syntax: throwdown (abbreviation of "td" works) With this command, a player attempts to quickly rid themself of any item that they are currently wearing that requires the use of a hand. If the object could normally be removed and dropped, it will be thrown to the ground. ~ 1 DARKSHOUT~ Syntax: darkshout The guilds of Thera's Anti-Paladins have created a strong link between their pupils and the unholy legions. Through this infernal agreement, an Anti-Paladin can, during the night, attempt to call upon a favor from one of the worlds many Devils. ~ 1 'HEALING SLEEP'~ Syntax: commune 'healing sleep' <optional target> This commune puts a Healer or his/her groupmate into a deep healing sleep. Once complete, they will awaken fully healed and cured of most negative affects. ~ 1 CARVE~ Syntax: carve <maple/oak/wood> After spending considerable time surviving in the wilderness, Rangers gain the ability to carve a staff of maple, oak, or wood. This requires a specific source of each respective material, otherwise it is not suitable for carving. ~ 1 FWOOD 'FIND WOOD'~ Syntax: fwood <maple/oak/wood> Using the Fwood skill, Rangers are able to locate and obtain a specific type of high-quality wood when within a forest. ~ 1 GAG~ Syntax: gag <victim> Thieves are capable of deftly inserting a gag into a victim's mouth, provided that victim is sleeping. If not done properly, however, the victim will be awoken by the thief's motions and sense the danger at hand. ~ 1 ESCAPE~ Syntax: flee <direction> Learned thieves are sufficiently experienced to watch their surroundings while in the midst of combat. As a result of this skill and their deft movements, thieves are able to flee in any available direction they choose. ~ 1 'PLANT GROWTH'~ Syntax: commune 'plant growth' Druids are so in-tune with the earth, that it is possible for them to cause foliage to grow in places it normally would not. Despite their powerful bond with the natural world, it is possible for a Druid to invoke wildlife indoors, or in cities. ~ 1 SPORES~ Syntax: commune 'spores' <victim> Although the power of a druid is usually protective or utilitarian, they do possess powers capable of causing great harm and discomfort. A druid of moderate power can attempt to will tiny, poisonous spores to grow in the head of an enemy, resulting in negative mana regeneration. ~ 1 'ARMOR OF THORNS'~ Syntax: commune 'armor of thorns' It is possible for a Druid to cause thorn-covered, protective spikes to envelope his or her body to deter predators. While in this state, the Druid is invulnerable to bashing and crushing attempts. ~ 1 CARAPACE~ Syntax: commune 'carapace' Much like a priest would commune sanctuary of his or her god, a Druid can invoke the protective powers of the earth to shield them. The power of the carapace is dependant upon the stage of the Moon and can be used in conjunction with other forms of damage reduction. Druids can only commune this supplication on themselves. ~ 1 BEARFORM~ Syntax: commune 'bearform' revert Perhaps the greatest ability of a Druid is the ability to temporarily shapeshift. Through a painful process, a Druid may transform him or herself into a vicious bear. While in bearform, the only forms of communication open to the Druid are cabal talk. Druids cannot send tells while in bearform, but can receive them. The combat ability of the bearform is influenced by the phase of the moon and the terrain it is fighting in. While in bearform, you may type SKILLS to see what actions you may perform. To return to your human form, simply type REVERT. You will automatically revert if you are killed or you quit/drop link. ~ 1 'SHIELD OF PURITY'~ Syntax: commune 'shield of purity' Through their devout faith and devotion in their lord, a Paladin is able to temporarily call upon the divine favor of their god to assist them in combat. The god's will is channeled through the Paladin's shield, allowing the Paladin to make graceful and decisive deflections he or she could not make under normal conditions. ~ 1 'SHIELD OF REDEMPTION'~ Syntax: commune 'shield of redemption' Through their devout faith and devotion in their lord, a Paladin is able to temporarily call upon the divine favor of their god to assist them in combat. The god's will is channeled through the Paladin's shield, filling it with highly volatile energy that strikes out at those who attack the Paladin. ~ 1 'SHIELD OF JUSTICE'~ Syntax: commune 'shield of justice' Through their devout faith and devotion in their lord, a Paladin is able to temporarily call upon the divine favor of their god to assist them in combat. The god's will is channeled through the Paladin's shield, imbuing it with the ability to momentarily hold weapons that strike it, allowing the Paladin to riposte powerfully. ~ 1 'SHIELD OF TRUTH'~ Syntax: commune 'shield of truth' Through their devout faith and devotion in their lord, a Paladin is able to temporarily call upon the divine favor of their god to assist them in combat. The god's will is channeled through the Paladin's shield, and through it, he watches his follower's well-being, ensuring that the Paladin is successful in his mission. ~ 1 DRIVE~ Syntax: drive <direction> With the Drive skill, a Paladin is able to push an opponent into an adjacent room, essentially allowing the Paladin to choose the battlefield which he and the opponent will fight on. ~ 1 SWORDPLAY~ Syntax: swordplay <technique> Paladins with advanced knowledge of two-handed sword techniques are able to execute specific attacks with much greater finesse and skill than others. These attacks, while seemingly ordinary at first, are capable of great feats that would leave others dumbfounded. *** NOTE: SWORDPLAY COUNTER (SC) *** With every technique a Paladin uses, they grow one step closer to executing an attack of great power. This growth is called the Swordplay Counter. The counter executes on values 15, 25, 35, 45, 55, and 65, with the higher values being stronger. This counter is invisible unless you add the value to your prompt. See 'prompt' for more information. Swordplay Techniques: Jab +2 SC Slash +3 SC Downslash +4 SC Thrust +5 SC Charge +6 SC Doubleslash +7 SC Whirl +8 SC ~ 1 DEDICATION DEDICATE~ Syntax: dedicate <shield/two-hand> Paladins, being the holy warriors that they are, refuse to use barbaric tactics such as dual-wielding and brute specialization skills to defeat their opponents. Instead, they rely on more traditional forms of combat; forms that have symbolic meaning to their cause. In this, Paladins choose either to study the Two-Handed Sword, a symbol of strength, courage, and determination, or the Shield, a symbol of protection, resilience, and fortitude. After years of study, they learn advanced and graceful techniques that not even the most skilled warriors can hope to grasp. Paladins choosing the Two-Handed Sword dedication receive the Drive and Swordplay skills. Paladins choosing the Shield dedication receive the Shield of Purity, Shield of Truth, Shield of Redemption, and Shield of Justice supplications. Either track has its advantages and disadvantages, depending on the Paladin's needs and desires. ~ 1 TRIPWIRE~ Syntax: tripwire <high|low> Experienced and devious thieves are able to string a wire across a room, slightly elevated from the ground, in order to trip unwary victims. This gives the thief an opportunity to strike first in whichever way he chooses. A problem that has always plagued the more inexperienced of the Thief Guild is handling a tripwire to trip flying victims. The masters of the trade, however, have learned ways to place tripwires at great heights in a room, allowing them to hold flying victims momentarily. However, if a tripwire is placed high within a room, it will obviously fail to trip those who walk, and vice versa. ~ 1 'SELF IMMOLATION'~ Syntax: cast 'self immolation' One would normally be taken aback by the thought of setting oneself on fire. The learned students of the Elementalist guild have seen great benefit to such a feat, however, and given their control over the elements, are able to use simple fire- based magic to ignite themselves. The resulting effect, while potentially painful to the unprotected user, is an attacker finding himself within flames when harming the Elementalist. ~ 1 BLIZZARD~ Syntax: cast 'blizzard' Masters of the Elementalist guild are capable of harnessing such incredible magic power that they can form small blizzards to consume a room. This is, as can be imagined, quite taxing for the Elementalist; however, blizzards can continue to be strengthened to a certain point through additional casts. As blizzards grow stronger, they become capable of inflicting greater damage and causing harmful effects to the unprotected. ~ 1 ENLARGE REDUCE~ Syntax: cast <enlarge|reduce> <target> Learned mages are so fluent in their magic that they are able to affect others on a molecular level. With the Enlarge and Reduce spells, a caster is able to stretch or compress another's body, changing their size. This brings many benefits, as well as disadvantages. ~ 1 STANCE~ Syntax: stance <stance> stance none After years spent in nature, Rangers have learned to mimic the movements of certain animals, replicating the physics of their motions to benefit them. Stances taught by the Ranger guild include the Black Bear, Rabbit, Deer, Wolf, Anaconda, Mongoose, Ent, Hawk, and Diamondback stances. ~ 1 MALEDICT CORPSE~ Syntax: cast 'maledict corpse' <corpse> Taking their knowledge of poison magic to the next level, a Necromancer is able to declare a toxic curse upon the corpse of another player. Once proclaimed, it will harm anyone who comes in contact with the corpse, by means of looting, including the Necromancer who casted the spell. The curse lasts until the curse decays. ~ 1 'CRITICAL STRIKE'~ Syntax: automatic The Critical Strike skill allows a combatant to land blows in certain "soft" spots on the victim's body, resulting in a variety of different harmful effects depending on the weapon used. ~ 1 REDEEM~ Syntax: redeem <argument> The Redeem command allows a character to purchase valuable items from the Quest Store at the cost of quest credits. The "item_x" field is the 'keyword' of the reward, and is used for interacting with that item while it is yet unpurchased (redeem, redeeminfo, etc.). It should be noted that ONLY the person who buys a piece of equipment (armor, weapons) from the Quest Store can use that item. 'Redeem <keyword>' allows you to buy an item, provided you can afford it. 'Redeem list' shows ALL items available for purchase. 'Redeem armorlist' shows all armor available for purchase. 'Redeem weaponslist' shows all weapons available for purchase. 'Redeem boostslist' shows all boosts available for purchase. 'Redeem misclist' shows all miscellaneous items available for purchase. See also: REDEEMINFO ~ 1 REDEEMINFO~ Syntax: redeeminfo <keyword> The RedeemInfo command allows a character to see certain specifics about a reward, such as the price, what races can use it, what classes can use it, what align and ethos can use it, whether it is a set item, and a small description of the item. See also: REDEEM ~ 1 SETS 'ITEM SETS'~ Item sets are exactly as the name implies: sets of items that have special properties or rewards when worn together. These properties may be visible or invisible to the character. ~ 1 'RITUAL OF ABOMINATIONS' PHYLACTERIES~ Syntax: ritual <PC corpse> Liches are capable of draining the life energy of another player's corpse in such a way that it can be channeled to create a phylactery, which contains the properties and knowledge of the once-living victim. It can then later be 'invoked' by the Lich to achieve various effects. ~ 1 'VAMPIRIC TOUCH'~ Syntax: cast 'vampiric touch' <victim> With the Vampiric Touch spell, a Lich is able to drain blood and life energy from directly within a living victim's body, using it to heal himself. ~ 1 MARCH 'MARCH OF THE ZEPHYR'~ Syntax: march Using the March of the Zephyr skill, one is able to use the wind itself to carry them just slightly off the ground, easing the effects of travel. Additionally, the lessened friction results in the ability to move slightly faster. However, in order to summon these divine winds, one must pay a tribute of health to the gods. ~ 1 'MANA DISRUPTION'~ Syntax: cast 'mana disruption' <target> <amount of mana> A spellcaster with the Mana Disruption spell is able to channel his mana through a victim's mind and disrupting the balance of mana within it. The resulting effect, depending on how much mana is channeled through the victim, can range from negligible to brutally devastating. ~ 1 'MANA CONDUIT'~ Syntax: automatic With the Mana Conduit skill, a spellcaster is able to gather and channel mana much more efficiently, granting a significantly increased rate of mana recovery. ~ 1 'MANA SHIELD'~ Syntax: cast 'mana shield' A spellcaster with the Mana Shield spell is able to channel his mana around him in such a way that it would act as a buffer against all offensive attacks. This is particularly taxing on the caster's mind; as the shield absorbs damage, he will find himself with less and less mana, and as can be deducted, once the caster's mana has drained, the shield will shatter. ~ 1 'MENTAL CLARITY'~ Syntax: automatic The Mental Clarity ability allows its user to think much more clearly, allowing more focused thought and restricting mana spent unnecessarily as a result of interruptions, loss of attention, and intrusive thoughts. This results in significantly lower mana costs when the character attempts to cast. ~ 1 DOUBLECAST~ Syntax: cast 'doublecast' <spell 1> <target 1> <spell 2> <target 2> A fearsome and potent addition to any spellcaster's arsenal, the Doublecast ability, as the name implies, grants a sorcerer the option of casting two spells at the same time. This may not always be the best option, for a number of reasons, but it has a multitude of strategic possibilities. ~ 1 'GROUP SANCTUARY'~ Syntax: commune 'group sanctuary' cast 'group sanctuary' With the Group Sanctuary spell and supplication, the user in question is able to create a mass sanctuary effect, granting each member of his group the Sanctuary spell effect. ~ 1 'GROUP GATE'~ Syntax: commune 'group gate' <target> cast 'group gate' <target> With the Group Gate spell and supplication, the user in question is able to create a massive shift in time and space, creating a gate large enough to transport his entire group to a destination. ~ 1 'GROUP RECALL'~ Syntax: commune 'group recall' cast 'group recall' With the Group Recall spell and supplication, the user in question is able to create a massive shift in time and space, allowing everyone in his group magical transportation back to their hometowns. ~ 1 'CHARGE WEAPON'~ Syntax: cast 'charge weapon' <object> This Elementalist spell will temporarily electrify any weapon that would otherwise normally hit for a physical damage type. ~ 1 DENT~ Syntax: dent <target item> With this skill, a warrior may attempt to strike a piece of an opponent's equipment with such strength and skill that it is destroyed. ~ 1 CODE~ A fairly decent copy of the POS/KBK source code and areas can be found on the popular Mudmagic website at: http://www.mudmagic.com/codes/server-snippet/2086. ~ 1 'HALLOW CRY'~ Syntax: call 'hallow cry' Calling upon the power of the bloody head, a Rager can shout out a powerful war cry, which is met by the gods of war with a powerful anti-magic presence. While a room is affected by the cry, characters have a very difficult time replenishing mana. All players are effected, including the Rager. ~ 1 PROTECTED CITIES LAW LAWS~ The protected cities are defined as: Midgaard, New Thalos, Arkham, Tar Valon. 1) Any attack, direct or indirect, is against the law, and will result in the placement of a warrant. - An attack is defined as: 1.1 * An offensive command or ability. 1.2 * Any attempt to render a victim unconscious. 1.3 * Theft from another player. 1.4 * Summoning of another player into an aggressive creature. 1.5 * Any combat provoking ability. 2) Assault against Special Guards, whether in a protected area or not, is considered an attack against the Enforcer Cabal and constitutes a warrant. 3) Giving an aid (including combat help, healing, etc) to a criminal while they are being perused by an Enforcer will result in a warrant. 4) Looting another player's corpse within a protected city is illegal. Players may take things from members of THE SAME CABAL without repercussions. 4.1 * Law #4 is carried over to include the looting of any charmed mob killed under the control of a player in a protected city. 5) Assault against the Enforcer Hideout itself is justification for a a warrant. 6) Any Enforcer is considered exempt from the above regulations when an otherwise breech of these laws is against a criminal, and does not do harm to any non-criminal. NOTE: IT IS THE RESPONSIBILITY OF THE ENFORCER CABAL TO REGULATE THE PROTECTED CITIES AND ENFORCER THE ABOVE MANDATES. IT IS NOT IT'S PURPOSE TO COLLECT THE EQUIPMENT OF SLAIN CRIMINALS FOR IT'S MEMBERS BENEFIT. THE LOOTING OF CRIMINALS SHOULD BE LIMITED TO WHAT IS NECISARRY TO PROHIBIT THEM FROM MOUNTING AN EFFECTIVE, IMMEDIATE REPRISAL. ~ 1 'PLANT EXPLOSIVES'~ Syntax: plantexplosives <target> <timer> With the Plant Explosives skill, a master thief is able to stealthily plant an explosive device camouflaged as a run-of-the-mill sword or dagger on a victim. The resulting effects can be devastating, depending on how long the thief sets the timer for. Rightfully, characters who notice this will be somewhat offended. ~ 1 'ADVANCED TRIPWIRE'~ Syntax: automatic With the Advanced Tripwire skill, a master thief is able to improve their ordinary tripwire abilities profoundly. No longer must he choose between high or low tripwires, as ingenious placing of the traps produces results regardless of the unwary victim's elevation. The tripwire itself is also upgraded to cause significant harm, in addition to simply stunning the victim. See also: TRIPWIRE ~ 1 SHADOWSTEP~ Syntax: automatic With the Shadowstep ability, a master thief is capable of stepping lightly without use of the Sneak ability. The Shadowstep is permanent and cannot be dispelled by use of revealing magic or combat. See also: SNEAK ~ 1 DISGUISE UNDISGUISE~ Syntax: disguise <corpse> undisguise Using scraps from a corpse, a master thief is able to disguise himself as the once-living body of the corpse. Needless to say, this can become very confusing for enemies and has several tactical advantages. Undisguise cancels the disguise effect. ~ 1 'IMPROVED BLACKJACK'~ Syntax: automatic A master thief is capable of bashing his victim in the skull with such force that the duration of their Blackjack ability is extended. Additionally, his vast expertise with the blackjack grants him a sharply increased chance to render the victim unconscious, in which case the blow is so severe that the victim will become confused for a short time. See also: BLACKJACK ~ 1 'DIVINE TRANSFERRANCE'~ Syntax: commune 'divine transferrance' <target> cast 'divine transferrance' <target> A master healer is capable of calling on his faith to evenly divide the damage received by an ally between himself and that ally. A healer can only maintain the bond between himself and one other person, and the damage is shared only if the two participants are in the same room. ~ 1 'BULWARK OF BLADES'~ Syntax: commune 'bulwark of blades' cast 'bulwark of blades' A master healer is capable of using the same mechanics as Blade Barrier to surround himself with a shield of blades. The Bulwark of Blades has a chance to strike any close-range attackers, and is capable of deal greater damage in response to greater force. ~ 1 'COALESCE RESISTANCE'~ Syntax: commune 'coalesce resistance' <target> cast 'coalesce resistance' <target> A master healer is capable of melding all of his resistance spells into a single supplication. This performs a cumulative effect, however the greater strain it inflicts on the healer causes the duration to be slightly reduced. See also: 'RESIST HEAT' 'RESIST COLD' RESIST MENTAL' 'RESIST PARALYSIS' 'RESIST NEGATIVE' 'RESIST LIGHTNING' 'RESIST WEAPON' 'RESIST ACID' ~ 1 'RESIST HEAT' 'RESIST COLD' RESIST MENTAL' 'RESIST PARALYSIS' 'RESIST NEGATIVE' 'RESIST LIGHTNING' 'RESIST WEAPON' 'RESIST ACID'~ Syntax: commune 'resist <element>' <target> cast 'resist <element>' <target> True to their name, these spells grant a resistance to the specified element. ~ 1 'GREATER REGENERATION'~ Syntax: automatic A master healer is capable of using his faith to inject greater potency into the gradual heal aspect of the Imbue Regeneration spell. See also: 'IMBUE REGENERATION' ~ 1 'BLADE MASTERY'~ Syntax: automatic A master healer is capable using his vast expertise with Blade Barrier and Bulwark of Blades to further enhance their effectiveness. Blade Mastery grants Blade Barrier the ability to strike more often and with greater force, and grants Bulwark of Blades the ability to strike with greater force and a chance to cause massive bleeding. See also: 'BLADE BARRIER' 'BULWARK OF BLADES' ~ 1 RESURRECT~ Syntax: commune 'resurrect' <PC corpse> cast 'resurrect' <PC corpse> A master healer is capable using his faith to bring a recently killed ally back from the dead. The spell requires vast concentration and time and is extremely draining on the healer. Resurrection can only work on players who are still ghosts after being killed, and whose ghost time is close to expiring. ~ 1 BOUNTY~ Bounty hunting has long existed as both a sport and a profession in Thera. The Bounty Hunters' Guild is an association of bounty hunters who seek fame, fortune, or power individually through the fulfillment of contracts posted by anonymous Therans, rather than through a united cause. Restrictions: None POWERS: Neophyte - Informant Hunters Strength Hire Mercenary Veteran - Web Master - Hunters Vision Sensei - ??? See 'help <power>' for more information. Therans can place bounties through the use of the BOUNTY command. Syntax: bounty <target> <amount> This will anonymously place a bounty for the specified amount on the life of the target. Some of the most infamous bounties can be viewed using the TOPBOUNTIES command. ~ 1 'HUNTERS STRENGTH'~ Syntax: call 'hunters strength' Bounty hunters are capable of calling upon their own hardships and experiences as a hunter to fuel their drive. This rise in motivation leads to increased physical strength and fearlessness. ~ 1 'HIRE MERCENARY'~ Syntax: call 'hire mercenary' Bounty hunters, being combatants as well as businessmen, are aware of the capabilities of a few gold coins. Using their own gold, hunters are able to hire mercenaries to track and kill their prey. As a bounty hunter becomes more famous, stronger mercenaries may be willing to work for him. ~ 1 INFORMANT~ Syntax: call 'informant' <target> Bounty hunters, being combatants as well as businessmen, are aware of the capabilities of a few gold coins. Using their own gold, hunters are able to hire informants to pinpoint the location of a target. ~ 1 'HUNTERS VISION'~ Syntax: call 'hunters vision' Bounty hunters of notable expertise and experience have grown so accustomed to the search for prey that they have learned to spot disturbances in shadows and the arcane, granting them the ability to detect both the hidden and the invisible. See also: 'DETECT HIDDEN' 'DETECT INVIS' ~ 1 'ARMOR CLASS' AC ARMOR~ Since the dawn of time, man and beast alike have sought ways to protect themselves from harm through artificial means. Armor class is the protective rating of a piece or set of equipment. Armor can protect against weapon attacks such as bashing, slashing, and piercing, as well as magic attacks such as fire, ice, lightning, and so forth. The amount of effectiveness of armor is relatively simple; it reduces damage linearly as your armor class increases. ~ 1 HITROLL DAMROLL~ Damroll is a measure of potency added to physical attacks and certain special skills. The higher the damroll, the better. Hitroll has a hand in your odds to dodge, parry, or otherwise use your skills to avoid attacks. Hitroll calculations are made based on your hitroll versus your opponent's hitroll. A victim gains no benefit if his attacker's hitroll is higher than his. Note that this means it also judges your odds to land attacks, since an opponent with more hitroll will avoid attacks that might have otherwise landed. Thus, it is never a bad idea to stay ahead of the game in terms of accuracy granted by hitroll. The higher the hitroll, the better. ~ 1 REGENERATION REGEN~ Regeneration is the ability of a character to regenerate slowly over time. This is opposed to tick-based regeneration, which occur only when ticks happen. Regeneration heals the character for a random value between 1 and his regeneration stat on every combat pulse, whether or not that character is in combat. Thus, it serves as both a form of healing, and a short-run form of increasing effective maximum health. ~ 1 MAELSTROM~ Syntax: cast 'maelstrom' <target> A master elementalist is capable of unleashing an elemental maelstrom upon a victim, rendering their body completely unable to defend itself against the basic natural elements. All basic elemental attacks made against the victim will bypass immunities and resistances, and will be treated as vulnerabilities. ~ 1 'BASTION OF ELEMENTS'~ Syntax: cast 'bastion of elements' <target> A master elementalist is capable of using his expertise in the elements to summon all known elemental shields at once upon an ally. The extra strain on the elementalist to summon the shields at the same time results in a reduced duration. See also: 'SHIELD OF FLAMES' 'SHIELD OF DUST' 'SHIELD OF BUBBLES' 'SHIELD OF LIGHTNING' 'SHIELD OF WIND' 'SHIELD OF FROST' ~ 1 HURRICANE~ Syntax: cast 'hurricane' <target> A master elementalist is capable of conjuring a small localized hurricane into a room, causing all players in the room except himself and his target to be removed to adjacent rooms. Once the hurricane is formed, it is impossible to flee from inside the room or to enter from outside. The hurricane does not distinguish between friend and foe, and will remove even the elementalist's allies from the vicinity. ~ 1 'SHATTER ARMOR'~ Syntax: cast 'shatter armor' <target> A master elementalist is capable of using his mastery of the elements to shatter an enemy's armor. The result is increased damage taken, as well as reducing the armor's effectiveness to almost nothing for a duration. ~ 1 'VORPAL BOLT'~ Syntax: cast 'vorpal bolt' <target> A master elementalist is capable of releasing an intensively violent bolt of energy at an enemy. Depending where the bolt strikes the opponent, different effects can occur, ranging from bleeding, to reduced strength and accuracy, and more. ~ 1 'ELEMENTAL AFFINITY'~ Syntax: automatic A master elementalist's experience with the basic elements of nature teaches him to better utilize his environment to enhance the potency of his attacks, as well as defensive techniques to increase his ability to save against basic elemental spells. ~ 1 'STRENGTH OF FAITH'~ Syntax: commune 'strength of faith' Through devotion and faith, a character is better able to resist maladies and other magical effects, as well as Holy-elemental effects and damage. ~ 52 OLC MEDIT REDIT AEDIT OEDIT~ Hello builders. {RPlease read through this file before you start churning out items for players in your areas.{x The purpose of this file is to keep item balance in check. Most stats and values are self-explanatory, but some are a little more involved and require some explanation: Dammod - this stat affects the damage that a character or mob takes. Examples: 1 dammod means the character takes 1% more damage. -1 dammod means the character takes 1% less damage. Dammod is additive. If a player has 4 items with -5 dammod each, he takes 20% less damage. This means that it is completely possible for a character to take 0 damage (100% reduction). If dammod gets too high, combat becomes trivialized since no one takes damage. This is a gamebreaker. This stat should rarely be on any item. If 3 builders see this stat and decide to put 2 items each in their areas, that's already 6 items with reduced damage. Someone can easily get all 6 and become nearly immune. This stat can be placed on mobs to portray high resistance to damage and in doing so is fair game. Wealth - this stat has no purpose right now, and maybe be used for something in the future. Gold drops from mobs have been changed to be calculated as a function of level and other variables, not predefined numbers. EnhancedDamMod - this stat affects the damage taht a character or mob deals. Examples: 1 EDM means the character deals 1% more damage. -1 EDM means the character deals 1% less damage. For the same reasons as dammod, this stat should be kept to an absolute minimum unless HP values skyrocket and more damage is necessary to compensate. This stat can be placed on mobs to portray great strength and in doing so is fair game. AttackMod - this stat affects a characters number of attacks per combat round. Only positive values are valid. For the same reasons as dammod, this stat should be kept to an absolute minimum. This can get very spammy and annoying if out of control. This stat can be placed on mobs to portray high speed and in doing so is fair game. Armor (AC) - AC damage reduction is based on an internal constant X per 1% damage. Thus, if a character has 10 x X armor, he takes 10% less damage. Use of this is more liberal than it is for dammod, enhanceddammod, and attackmod, but should still be kept within reason. Regen - Every combat round, whether or not a character is in combat, he will recover between 1 and his Regen stat HP. If there is too much of this stat, a character can be made just as invincible or frustrating as with the dammod method. Since there is a degree of uncertainty with regard to this stat, more liberal use is allowed. However, the restrictions are still there. Keep this stat in moderation. This stat can be placed on mobs, but is only really viable if your intention is to annoy players; if you want a weird regenerating lizard-type mob, it's better just to code a prog for it than to have the player wonder why the hell he keeps going back to "perfect health" from "few scratches". ~ 1 EARTHMAW~ Syntax: cast 'earthmaw' <target> An elementalist is capable of splitting the ground, causing it to swallow the enemy. The elementalist then attempts to close the rift, causing potentially greater harm. ~ 1 SMOKE~ Syntax: cast 'smoke' <target> An elementalist is capable of blowing smoke into the face of a target, possibly blinding them. ~ 1 QUEST 'QUEST CREDITS'~ Quest credits are used to purchase special rewards that aren't normally attainable. The rewards can be seen using REDEEM LIST at the Temple Altar in Midgaard, and range from removal of vulnerabilities, to consumables, to class-specific equipment. Quest credits can be earned primarily by killing other players and secondarily by killing certain strong mobs or raiding cabal hideouts, though the former is significantly more profitable than the latter. See also: REDEEM REDEEMINFO ~ 1 'WARD OF MAGNETISM'~ Syntax: cast 'ward of magnetism' This spell surrounds a Channeler with an invisible ward of magnetic energy. Incoming blows from weapons made of metal will be repelled by the invisible force, acting much like parry or dodge. The weight of the weapon and the strength of the attacker play a noticeable part in the success of the spell. ~ 1 AURA~ Syntax: cast aura <target> commune aura <target> This spell surrounds the target with a protective aura, reducing damage taken. ~ 1 ROT~ Syntax: cast rot <target> commune rot <target> The caster wills his victim to rot away slowly. The decomposition eats away at the victim's health over time, and is potentially fatal if the victim is one of low constitution. ~ 1 'BANSHEE CALL'~ Syntax: cast 'banshee call' This spell allows a necromancer to summon an army of banshees from the dead. They are minions of moderate strength, but there exist much more powerful minions in Thera. See also: 'ANIMATE DEAD' ~ 1 'TURN UNDEAD'~ Syntax: cast 'turn undead' commune 'turn undead' This spell strikes at the undead in the caster's room. Good-aligned characters using this spell will cause undead in the room to run away, while evil-aligned characters using this spell have a chance to bring undead under their control. ~ 0 $~ #$