kbkmud/player/
#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 $~

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