area/
#HELPS

0 !~
Syntax: !

! repeats the last command you typed.
~

0 DRAGON DRAGONS~

    { o }	 Dragons once used to rule the realm of mankind. Unfort-
     |-|	 unately, man's fear of the different and powerful caused
     |\|	 man to engage in a crusade to destroy and eliminate these
     |\|	 powerful and mystical creatures.
     |\|	 As each day went by, the population of dragons quickly
 /---------\ declined.  The powerful council of dragons decided that
 |_________| the only way for the race to come close to surviving was
     |o|	 to cross breed with mankind.
     |=|	 The new cross breeds possessed the mystical power to
     | |	 transform into dragons yet, be accepted by mankind in
     | |	 their human form.
     | |	 The last of the Elder Dragons, Vaevictis could forsee the
     | |	 end of the race of the pure breds.  As a result, he used
     | |	 a powerful dragon spell to prevent the newer cross breeds
     | |	 from ever aging like their predecessors and thus never
     | |	 able to become as powerful as their predecessors.
     \ |
      \|	 For more information on dragons check:
		 HELP DRAGONPOWER & HELP DRAGONAGE & HELP DRAGONBREATH

~

0 DRAGONPOWER DRAGONPOWERS~
Dragon Powers =
Scry      - Veiw plyers far away. (scry <player>) (Hatchling)
Truesight - Sight beyond sight. (truesight) (Hatchling)
Peer      - See others stats. (peer <player>) (Hatchling)
Fangs     - ... (Automatic) (Hatchling)
Lick      - Heal command. (Lick <target>) (Hatchling)
Terror    - Invoke terror in mobs. (Automatic) (Hatchling)
Confuse   - Confuse your targets.  (Automatic) (Hatchling)
Magic     - Control of magic (Automatic) (Hatchling)
Tail      - ... (Automatic) (Very Young Dragon)
Wings     - ... (Automatic) (Young Dragon)
Polymorph - change into unknown stuff. (Polymorph <form>) (Young Adult Dragon)
Luck      - Increased luck. (Automatic) (Adult Dragon)
Fly       - Fly to players. (Fly <player>) (Adult Dragon)
Mask      - Mask other players. (Mask <player>) (Ancient Dragon)

Dragon Powers = Dgain : Lists powers you can train at your age.
    Dgain <power> : Trains the power.
    Dgain All : Lists Powers you have learned
Dragon Armor = dragonarmor : look at it for your self
Consume = way to get dp (Consume corpse)
Gem = Creates food for a dragon for when (s)he is hungry. Be careful,
      lack of food can cause a dragon to go into hibernation.
Tele = dragon channel.

In addition dragons get a toughness and a strength increase in accordance
with their age.  The older a dragon is, the harder (s)he hits and the less
damage (s)he takes in combat.
~

0 DRAGONBREATH DRAGONBREATHS~
Dragon Breaths - Breaths are extra attacks in combat for dragons.
                 The following is a list of the breaths and the age
                 at which they become automatically available once dgained:

Gas Breath       - Hatchling
Acid Breath      - Juvenile Dragon
Lightning Breath - Mature Adult Dragon
Fire Breath      - Venerable Dragon
Frost Breath     - Elder Wyrm

~


0 DRAGONAGE DRAGONAGES~

Dragon Hatchling
Very Young Dragon
Young Dragon
Juvenile Dragon
Young Adult Dragon
Adult Dragon
Mature Adult Dragon
Ancient Dragon
Elder Dragon
Venerable Dragon
Wyrm
Elder Wyrm

~

0 NOTE BOARD NOTES~

Syntax: board			-  shows list of note boards
Syntax: board <number>		-  switches to a different board
Syntax: note list		-  list notes on current board
Syntax: note read		-  reads notes 
Syntax: note write		-  load up note editor

~

0 GODWAR GODWARS~
----------------------------------------------------------------------
God Wars was created by Richard Woolcock, aka KaVir.
Thanks also go to the following people (in order of help given):

...Zarkas, for teaching me how to mud properly.
...Malice, for getting me into the implementor and coder side of things.
...ShadoWeaver, for providing me with my first (and free) site.
...Rotain, for helping with the code - and the debugging.
...Calamar, for adding some nifty code that I still don't understand.
...Stephen from ACK mud, for coding advise and suggestions.
...Monochrome BBS, for supplying me with a decent free site.
...Lucifur, for providing a USA mirror site for the USA players.
...Shaddai, for a mirror site, code snippets and bug reports.
...Arioch, for comments, suggestions, and help running the mud.
...Tepic, for writing the web pages, and helping run the mud.
...Pandora, for trying to bring some semblance of order to the mud.
----------------------------------------------------------------------
~
0 CLASS CLASSES~
As of right now you may choose vampire, drow, demon, ninja and monk.
Werewolves are currently in the testing stage.  Ptesters are already
selected and in place.  DON'T ASK, you won't get a spot.
~

0 ARTIFACT ARTIFACTS~
Here is how the artifact code works the artifacts load up on 
certian mobs type arti to see them. If you kill the mob you get the
artifact, however when you quit the artifact will be droped and someone
else can pick it up. You cannot give the artifact to anyone else cause it
wont allow you to give an artifact. The mobs will also not dupe the
artifacts. Have fun.

~
0 MONK MONKS~

Monks are servants of God.  They are masters of the body and spirit.
Defensive in nature, a monk spends his or her life practicing the
mystical arts.  God grants monks special abilities that allow
them to compete with the evil Supernatual creatures they aim
to smite.
Monks improve their skills via the learn command.

bracers, glove or cloak each create a piece of Monk EQ at the cost
of 60 primal

For more in depth information, See the following helps:
MONKABILITIES, MONKCHI, MONKBLOCK, MONKCOMBO, MONKFOCUS
~

0 MONKCHI~

A monk's chi is the essential part of combat.  The higher
the monk's chi, the better he or she can parry and dodge
blows.  It also gives the monk more strength and power,
thus letting him or her inflict more damage and receive
less.  Maintaining chi is very strenuous, and requires
that the monk have plenty of vitality.
~

0 MONKCOMBO~

By using his or her special techniques, such as thrust kick,
in a certain order, he or she may perform special combos.
Each combo has a different effect.  Some may do damage to the
victim, some syphon movement points, and some may stun the victim.
A monk's combos are a very mysterious thing, thus the monk
must spend much of his or her life trying to perfect
these combos.
~

0 MONKBLOCK~

A monk's block counter allows him to parry blows much better.
This counter increments whenever a monk parries a blow.
The max block counter is 150, and the higher it gets, the
better the monk parries.  After the fight stops, the block
counter will soon reset to 0.
~

0 MONKFOCUS~

Elite monks have the ability to focus the power of God
into his or her own special attacks.  After a monk has
gained focus points, he or she must use them to perform
special attacks that have devastating effects.  The only
downside to these attacks is that it takes a monk a
very long time to recover the focus required to do such
extraordinary feats.
~

0 MONKABILITIES~
Monks have four special abilities granted to them by God.
Each ability has four levels, which cost 500k exp each.
For more info on the Abilities,
See Help: 'MONKSPIRIT' 'MONKCOMBAT' 'MONKBODY' and 'MONKAWARENESS'
~

0 MONKSPIRIT~

Level 1 - Blinding Agony. This power allows the monk to hurl
a ball of pure evil at a foe.  It blinds the foe, and prevents
him or her to flee or recall.

Level 2 - Natural Harmony (auto).  This power allows the monk to
absorb the evil of someone who attacks him or her and channel
them into energy, which heals the Monk.

Level 3 - Healing Touch.  This power allows the monk to imbue his
target with the essence of God, healing his or her wounds.

Level 4 - Death Touch. This power allows the monk to give his victim a
deadly disease which cripples and wounds him or her.
~

0 MONKAWARENESS~

Level 1 - Nightsight

Level 2 - Shadowsight

Level 3 - Truesight

Level 4 - Scry
~

0 MONKBODY~

Level 1 - Adamantium Hands.  This power allows the monk's hands to become
incredibly hard, like adamantium.  This allows the monk to do more damage
and parry blows with his or her bare hands.

Level 2 - Body of Stone (Auto).  At this mastery of the body, the monk's
body is as hard as a stone, causing him or her to take reduced damage.

Level 3 - Spiritpower.  This power allows the monk to channel his or her
energy into offensive attacks, significantly raising his or her hitroll
and damroll.

Level 4 - The Glow (Auto).  Only a true master of the body has this
ability.  The monk's power is so great that his or her hands glow
brightly with the power of God and the monk's holy spirit.  The 
effect of this glow is varied, but often dangerous.

~

0 MONKCOMBAT~

This ability improves the monk's combat ability per level.
Each level gives the monk more knowledge of combat,
allowing him or her to do more damage, hit more often, and
parry and dodge more.
~
0 MONKCOUNTER~

The monk's block counter is a very important part of a monk's blocking.
The block counter increases everytime a monk parries a blow.  The
higher a monk's block counter, the better the monk can parry blows.
The block counter resets shortly after fights.
~

0 KINGDOM KINGDOMS CLAN CLANS~

There are no longer clans they are called kingdoms.
Kingdoms are ruled by kings who can induct a person of any class.
This means He/She can have demons, werewolves, vampires and so on in
his/her kingdom.

* Clanlist	- Lists the Kingdoms and their stats
* Ktalk	- Talk to other members of the Kingdom
* Prince	- Prince a member so they can Induct
* Induct	- Induct new members to the Kingdom
* Clannable	- Makes players able to be inducted
* Kingdom	- Shows stats for members of a Kingdom
* Krecall	- Recall to your Castle's Recall Spot

Currently kingdoms are all headed by imms, this will change once we
hit the beta testing stage.

Also Read Help On:  CASTLES
~
0 CASTLE CASTLES~
Kingdoms can build their own castles.  All OLC work will be done by
SirMog, but you can send him your descriptions.

Starting Castles come with:
	5 rooms (Entrance, Safe, Altar, and 2 others)
	A special item to defend
	Must have an entrance so it can be walked to
	A Level 100 Healer
	A Level 500 Guardian

Prices for additional items will be added later

~

0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'

  'MAGIC MISSILE' 'SHOCKING GRASP'~
Syntax: cast 'acid blast'     <victim>
Syntax: cast 'burning hands'  <victim>
Syntax: cast 'colour spray'   <victim>
Syntax: cast 'fireball'       <victim>
Syntax: cast 'lightning bolt' <victim>
Syntax: cast 'magic missile'  <victim>
Syntax: cast 'shocking grasp' <victim>

These spells inflict damage on the victim.
~

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

These spells are for the use of dragons.  Acid, fire, frost, and lightning
damage one victim, whereas gas damages every PC in the room.  Fire and
frost can break objects, and acid can damage armor.
~
0 ADVANCEDSTANCE~
Syntax: combat <style>

Advanced stances can be learned after you have become a grand master in 
two normal stances.  These stances are much better than the others.
MANTIS: Requires CRANE and VIPER before it can be learned.  This stance 
combines a very strong defence with lightning fast counter attacks.
DRAGON: Requires BULL and CRAB before it can be learned.  This stance 
uses very powerful attacks, as well as protecting the fighter from injury.
TIGER: Requires BULL and VIPER before it can be learned.  Probably the 
most aggressive of all the stances, this style utilizes very powerful and
lightning fast attacks.
MONKEY: Requires CRANE and MONGOOSE before it can be learned.  The only 
affect of this stance is to completely nullify the advantages of your 
opponents stance.
SWALLOW: Requires MONGOOSE and CRAB before it can be learned.  This is 
the most defensive of all the stances, combining agile dodges with the 
ability to 'roll' with an attack, helping prevent injury.

See also help on 'stance' and 'stancetable'.
~

-1 ALLOW~
I got bored, so I added race exclusive allow commands..

Werewolf - Submit
Vampire  - Vampallow
Demon    - Soulsell
Warlock  - Dedicate

They replaced Vampire... *clap*
~

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

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

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

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

0 ANIMALISM~
ANIMALISM
Animalism allows empathy with and power over the animal world, as well as 
the animal within, and embodies the Beast within the soul of every 
Cainite.  Those with animalism can understand and soothe the passions of 
animals and control the actions of such creatures by touching the the 
heart of the beast within them all.

Sweet Whispers (Whisper [Target] {Order})
This ability allows the user to ask for the aid of animals in their own 
tongue.  Though animals will not always obey the order they often do.

The Beckoning (Beckon [Target])
A vampire with this power level can reach out to find the mind of an 
animal and summon it to him.

Song of Serenity (Serenity [Target])
This represents the ability to soothe the spirit of the angered - both 
animal and otherwise.  It will make the target more favourably disposed 
and thus unlikely to attack one using this power.

Sharing of spirits (Share [Target])
This is a power which allows a kindred to actually 'share' an animals 
mind with it - almost as if the user were riding the beast's mind.

The Beast Within (Frenzy [Target])
The opposite of Song of serenity this will send the target into an 
instant furious rage attacking everything that comes within reach.  It is 
often best for the user to leave as quickly as possible after this power 
is employed.

~

0 ANSI COLOUR~
Syntax: ansi

This will show things in colour.  Spells will appear in their appropriate 
colour, and important messages will be highlighted.  Your exp (or opponents
condition if you're fighting), hp, mana and move are shown in scaled colour.
Scaled colour is represented as follows:

Cyan   : Maximum.
Yellow : 75% to just below maximum.
Green  : 50% to just below 75%
Blue   : 25% to just below 50%
Red    : Below 25%

Ansi colour can be toggled on and off with the 'ansi' or 'config' commands.
~

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

AREAS shows you all the areas in the game, with the author's name and the
levels of the mobs that inhabit that area.

COMMANDS shows you all the (non-social) commands available to you.

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

0 ARMOR~
Syntax: cast armor <character>

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

5 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).
~

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

These commands send messages through communication channels to other players.

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

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

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

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

0 AUSPEX~
AUSPEX
This Discipline is one of extrasensory awareness, empathy and 
perception.  Those using this Discipline tend to be strongly affected by 
environmental phenomena.  Vampires with Auspex are able to see and sense 
things most other people cannot.  Auspex is the opposing Discipline to 
Obfuscate, and they cancel out many of each others powers.

This Discipline allows the following basic powers:

Heightened senses (No syntax)
The vampire possesing this power will automatically be able to detect 
those attempting to be inobtrusive - most notably players and mobs using 
hide and sneak.

Aura Perception (Readaura [target])
Gives the user information on the target, including hit points, ac and if a 
Player Hit/Damroll.

Spirits Touch (Readaura [object])
A similar power to above but it works on objects revealing their powers 
to the user.

Unveil the shrouded mind (Telepathy [target])
Allows you to eavesdrop on another player effectively scanning their 
surface thoughts and allowing you to see their commands.

Abandon earthly form (Step sideways)
At this level the cainite can travel astrally into the Near Umbra 
existing only as an astral projection of himself until he leaves the Umbra.

~

0 AUSPEXADVANCED~
AUSPEXADVANCED
Sense Emotion (Emotion)
This power is similar to the level two power Aura perception but instead 
you automatically scan everybody in the room you are in.

Soul Scan (Scry [target])
With this it is possible to detect another players or mobs whereabout's 
MUD-wide.  This assumes that the scryee has no supernatural protection.

~

-1 AVATAR AVATARS~
Ok what avatar means is that you are saying that you will player-kill and that 
you can be player-killed (or at lest they can try right:). Note if you train 
avatar and decide you are not ready well tuff shit. You will have to either be 
pk'ed or find a mob that will kill you. to kill a player you need to have a 
slicing weapon. the syntax is decapp <person> Note if you are a werewolf
you use tear <person>

Good Luck!
~

0 BACKSTAB BERSERK BS DISARM KICK PUNCH KILL~
Syntax: backstab <character>
Syntax: berserk
Syntax: disarm
Syntax: kick
Syntax: punch    <character>
Syntax: kill     <character>

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

BERSERK will make you strike out at every creature in the room.  It will 
hit players as well as mobiles, so it's a good idea not to use this skill 
while you are grouped.
DISARM is an auxiliary fighting command to disarm your opponent.  Similarly,
KICK will inflict more damage during combat by kicking.
PUNCH will inflict a small amount of damage, and stun your opponent for a 
short period of time.  It also has a chance of breaking your opponents 
nose or jaw.

In order to BACKSTAB, DISARM, KICK or PUNCH successfully, you must practice
the appropriate skill.
~

4 BAMFIN BAMFOUT~
Syntax: bamfin  <message>
Syntax: bamfout <message>

The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~

-1 BEAR bear~
The totem of strength and aggression
FLEX: You strength is so great that no ropes can hold you.
RAGE: You are able to build yourself up a rage at will.
Steel claws: Your claws are so tough that they can parry weapons.
Hibernation: Your wounds heal at amazing speeds when you sleep.
Quills
Slam
Roar
Skin
Bear Charge
Unfair Play

~

0 BEAST~
Vampires, like mortals, are creatures of instinct.  However, the 
instincts of the vampire are those of a hunter, not a gatherer.  Vampires 
are the ultimate predators and stand at the apex of the food chain.  
They are highly developed killing machines - the harbringers of death.
For vampires to survive in modern society, however, they must learn to 
keep the Beast in check.  The instincts of violence (the Beast) so 
essential in the wild serve only to endanger the vampire in today's 
complex world.  The Beast's rage has its uses, but the blindness it 
creates far outweighs its benefits.
Vampires struggle to suppress the Beast, but, no matter how hard they 
try, they do not always prevail, and when it gets loose, the havoc it 
creates goes far beyond the horror of any mortal rage.
~

0 BLESS~
Syntax: cast bless <character>

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

0 BLINDNESS~
Syntax: cast blindness <victim>

This spell renders the target character blind.
~

-1 BOAR boar~
The totem of toughness and perserverance
Shatter: No door is sturdy enough to resist you.
CHARGE: Your first blow in combat has a +50 damage bonus.
Toughness: Your skin is extremely tough. You take half damage in combat.
Immovability: You are able to shrug off blows that would knock out most people.
burrow: Alows you to travel to a werewolf if they are willing
Rend  Increased chance of critical hit

~

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

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

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

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

0 BREW SCRIBE CARVE ENGRAVE BAKE~
Syntax: cast brew <potion> <spell>
Syntax: cast scribe <scroll> <spell>
Syntax: cast carve <wand> <spell>
Syntax: cast engrave <staff> <spell>
Syntax: cast bake <pill> <spell>

These spells allow other spells to be embedded in the specified object, 
which is usually created via the 'minor creation' spell.
~

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

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

0 BUY LIST SELL VALUE~
Syntax: buy   <object>
Syntax: list
Syntax: list  <object>
Syntax: sell  <object>
Syntax: value <object>

BUY buys an object from a shop keeper.

LIST lists the objects the shop keeper will sell you.  LIST <object> lists
just the objects with 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 'CALL LIGHTNING'~
Syntax: cast 'call lightning'

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

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

These spells inflict damage on the victim.
~

0 CELERITY~
This Discipline explains the legendary superior quickness of vampires.  
Using the Celerity Discipline allows a vampire to move extremely quickly 
and have extra attacks in the same round.
~

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

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

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

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

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

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

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

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

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

0 CLAIM CALL GIFT LOCATE~
Syntax: claim <object>
Syntax: call <object>
Syntax: call all
Syntax: gift <object> <player>
Syntax: locate

By claiming an object (which costs 500 exp), that object becomes your 
personal property.  Using the 'locate' command you can find what items 
currently belong to you and where they are in the mud.  If you are not 
carrying the item, you can get it back by calling it with the 'call' 
command.  You can change the ownership of your own items by use of the 
'gift' command.
~

-1 COLOR COLOUR~
Alrighty here's how the new color works...

##1 is #1Red#n
##2 is #2Green#n
##3 is #3Yellow#n
##4 is #4Blue#n
##5 is #5Magenta#n
##6 is #6Cyan#n
##7 is #7Gray (White for some of you)#n
##0 is #0Dark Grey#n
##n is the Escape character (Stops the #1c#2o#3l#4o#5r#n)

If you need to make a '##' sign,
Just type '##' twice.

#1Lovely.#n
~

0 COMPARE~
Syntax: compare <object-1> <object-2>
Syntax: 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 CONFIG~
Syntax: config
Syntax: config +<option>
Syntax: config -<option>

This command configures some of your character behavior.  With no options,
CONFIG shows you your current settings.  With a plus or minus sign and
an option, CONFIG turns that option on or off.

The options are:

    ANSI      You view things in colour.
    AUTOEXIT  You automatically see exits.
    AUTOLOOT  You automatically loot corpses.
    AUTOSAC   You automatically sacrifice corpses.
    BLANK     You have a blank line before your prompt.
    BRIEF     You see brief descriptions only.
    COMBINE   You see object lists in combined format.
    PROMPT    You have a prompt.
    TELNETGA  You receive a telnet GA sequence.
~

-1 CONGREGATION congregation~
The Gift of the Pack
Level 1 - Scorpion
Level 2 - Cobra
Level 3 - Lynx
Level 4 - Timber Wolf
Level 5 - Boar
Level 6 - White Rhino
Level 7 - Black Rhino
Level 8 - WhiteWolf
Level 9 - Clone
Level 10 - Fenris
Syntax:  congregate <mobile>

~

0 CONSIDER~
Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character, taking 
into account hitroll, damroll, armour class and hit points, and giving 
you an overview of your chances.  If you are considering a player, you 
will also be informed how skilled they are with their weapon/s, and which 
stance they are currently using (if any) and how good they are at it.

Please remember that this is only a rough estimate.
~

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

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

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

This spell makes the weather either better or worse.
~

0 CRACK~
While holding a head in either your left or right hand, typing 'crack' 
will crack the head open, spilling the brains out onto the floor.
~

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 CREDITS~
Syntax: credits

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

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

This spell cures blindness in one so unfortunate.
~

0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~
Syntax: cast 'cure light'    <character>
Syntax: cast 'cure serious'  <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal'          <character>

These spells cure damage on the target character.
~

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

This spell cures poison in one so unfortunate.
~

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

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

0 DAMAGE~
.
The damage messages.
*---------------------------------------------------*
| Min                 Message                   Max |
*---------------------------------------------------*
| 0                    Miss                       0 |
| 1                   Bruise                      4 |
| 5                  Scratch                      6 |
| 7                   Graze                       8 |
| 9                    Hit                       12 |
| 12                  Injure                     16 |
| 17                  Wound                      20 |
| 21                   Maul                      24 |
| 25                 Decimate                    28 |
| 29                 Devastate                   32 |
| 33                   Maim                      36 |
| 37                 MUTILATE                    42 |
| 43                DISEMBOWEL                   48 |
| 49                DISMEMBER                    54 |
| 55                 MASSACRE                    60 |
| 61                  MANGLE                     68 |
| 69                   CRUSH                     76 |
| 78              +- DESECRATE -+                86 |
| 87               >- DEMOLISH -<               100 |
| 101             *** DEVASTATE ***             110 |
| 111            *** EVISCERATE ***             130 |
| 131            === OBLITERATE ===             160 |
| 161            >>> ANNIHILATE <<<             200 |
| 201            <<< ERADICATE >>>              240 |
| 241             >-> LIQUEFY <-<               280 |
| 281            ooo PULVERISE ooo              320 |
| 321            <*<*<* NUKE *>*>*>             360 |
| 361           ++++ PLASMERISE ++++            400 |
| 401        ***** TOTALLY DESTROYS ****        500 |
| 501 --==>*>*> UTTERLY OBLITERATES <*<*<==-- 30000 |
*---------------------------------------------------*
~

0 DARKBLESSING~
Syntax: cast 'darkblessing' <name>

This spell infuses the target with demonic energy, improving their 
abilities in combat.
~

0 DEATH~
When your character dies, you are reincarnated back at the Altar of the Temple
of Midgaard.  Your corpse is left behind in the room where you were killed,
together with all of your equipment.  Your gold stays with you.

Any spells which were affecting you are canceled by death.

Following and groups are not affected by death.

You lose experience points for dying.  The amount you lose is half of your 
current amount, so it's a good idea not to hoard exp.

Corpses decay after time, and the objects inside corpses decay with them.
Player corpses last *roughly* 30 hours of game time (15 minutes of real time).
~

0 DECAPITATE~
Do this to another avatar when they are mortally wounded, and you will 
suck out some of their lifeforce (represented by 1000exp), making them 
mortal again.  You may also loot their corpse, of course, and if you are 
hungry you can even eat their head ;)
Decapitation alone is not enough to completely destroy another avatar 
however, for their head will retain their remaining lifeforce.  To truely 
kill them, you must crack open their head and eat (or in some other way 
destroy) their brain.
~

0 DEMON DEMONS DAEMONS~
These fiends are the damned ones.  They have sold their souls in exchange 
for power, and they improve this power by draining the souls of their 
victims.  Their powers are mysterious, but few choose to venture close
enough to find out more.

Inpart         - Inpart demonic powers into you, inpart self [power].
Demonic Eq     - Type demonarm [red/black] (object), for lovely demonic eq with
                 hit/dam/ac/spells.
Stealsoul      - Type stealsoul (person) when you mort someone, and get their soul
                 the more soul you get a higher rank, and more hit/dam/ac.
Pact           - To Create another demon, that has offersoul on.
Champions      - Shows a list of the demon that are online.
Demongate      - Demongate a fellow demon, only works if your a higher rank demon.
Devoursoul     - If your a pit fiend or pit lord, use devoursoul on a lower rank
                 demon, morts them in 1 hit, its punishment.
Power          - Shows the current demonic powers you have already attained.

For more information on demonic inparts please type help "demonpowers", and for
a list of demonic ranks type help "ranks".
~ 

0 RANK RANKS~

[Ranks]
Lemure
Nupperibo
Spinagon
Barbazu
Abishai
Osyluth
Hamatula
Erinyes
Amnizu
Cornugon
Gelugon
Pit Fiend
Pit Lord
~

0 DEMONPOWER DEMONPOWERS~

These are the mystic powers of the spawn of the underworld, the demons, as listed
below are demonic powers that yo can gain and attain, here are some info, and what
they do.


[Power]          [Amount]                        [Does]          
 Fangs            2500             Slide razor sharp fangs, extra attack.
 Horns            2500             Slide out horns, extra headbutt attack.
 Nightsight       3000             See perfectly at night.
 Toughness        7500             Skin hardens and take lesser damage.
 Scry             7500             Scry a opponent, to know where they are.
 Leap             500              Leap to objects, or people when in weaponform.
 Shield           20000            Shield yourself, so noone can scry you.
 Immolate         2500             Immolate a weapon to burn someone in combat.
 Unnerve          5000             Force your opponent to unstance in combat.
 Leech            15000            Leech off your opponent hitpoints.
 Claws            2500             Slide razor sharp claws, to aid in combat.
 Hooves           1500             Feet transform to hooves, improve kick.
 Wings            1000             Able to fly, and unfold wings, to be unhurable.
 Speed            7500             Have Great speed for better dodges/parries.
 Truesight        7500             Better awareness, see all.
 It was too long so type help "demoncontinue".
~

0 DEMONCONTINUE~

 
[Power]          [Amount]                         [Does]
 Magic            1000             Able to control your magic in weaponform.
 Longsword        0                Transform to a longsword.
 Inferno          20000            Burn yourself when morted, to escape.
 Freezeweapon     3000             Freeze your weapon, and hurt them with ice.
 Demonform        25000            Transform to a huge demon, better attributes.
 Tail             5000             Extend your tail, for an extra tail attack.
 Graft            20000            Graft 2 more arms, to carry more objects.
 Might            7500             Resist some damage when fighting.
 Travel           1500             Travel to a fellow demon, if have notravel on.
 Move             500              Able to move when in weaponform.
 Lifespan         100              Crumble up faster when a severed head.
 Shortsword       0                Transform to a shortsword.
 Caust            3000             Caust your weapon, better average damage.
 Entomb           20000            Entomb a person, n,s,w,e,up,and down.
 Blink            15000            Blink a person and do devasting attacks.
~

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

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

DISCONNECT <character> immediately disconnects that character.

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

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

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

0 '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 DIAGNOSE~
Syntax: diagnose <target>

This will show you any injuries received by the target player or mob.  If 
that person is bleeding to death, this will also be shown.
~

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

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

                     Additional contributions from:

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

And: Mads Haar and Stephan Dahl for additional locations.

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

~

0 DISCIPLINE DISCIPLINES~
Each vampire clan has three disciplines from which their powers come.  In 
addition to these basic three, vampires may learn additional disciplines 
from other vampires.  Only the three clan disciplines are passed on to
later generations.  Each Discipline has several power levels and each level 
must be learnt before the next can be gained.

There are fifteen disciplines, each with the following powers:

* Animalism     - Control of Animals
* Auspex        - Extra sensory powers
* Celerity      - Great combat speed
* Chrimstry     -
* Dominate      - Hypnotic powers
* Daiminion     - Demonic gifts
* Fortitude     - Damage resistance
* Necromancy    - 
* Obfuscate     - The discipline of concealment
* Obtenebration - Shadow magic
* Potence       - Enhanced strength and damage
* Presence      - Charismatic aura's
* Protean       - Control of the primal energies
* Serpentis     - Wyrm abilities
* Thanatosis    - Power of putrefacation
* Thaumaturgy   - Blood magic
* Quietus       - Skill of assassination
* Vicissitude   - Body control

For more information, type 'help <discipline name>'.
to study a disc type 'clandisc <discipline name> improve'.
~

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

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

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

This spell dispels magical affects on a character.  It may be used as
an offensive spell to remove an enemy's magical advantages, or as a
benign spell to remove a friend's (or one's own) magical handicaps.
~

0 DOMINATE~
DOMINATE
This discipline reflects the mystical ability of vampires to influence 
the minds and actions of others.  Dominate is an aspect of the power of 
the mind and the will.

This Discipline allows the following abilities :-

Command the wearied minds (Command [target] {Order})
The weakest power of dominate, this can only be used to give simple 
orders consisting of a mere one word - berserk, south, bow and so on.

Memerize (Command [target] {Order})
A more powerful version of Command.  You can give much more complicated 
instructions with this. These could include for example - Command 
Bananabandit Shout I am a Fool.  The results of this should be obvious.

Forgetful Mind (Forget [target])
This power allows you to permanently damage the targets memory to a 
limited extent.  At this level it is only effective against Mob's.

Conditioning (Condition [Target])
This will mean that your chosen target will become far more receptive to 
your commands and less receptive to those of others.

Possesion (Possess [Target])
Allows you to actually take control over the target Mob.  However be 
warned that if you should fail to take control then you can expect an attack.
~

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

When you are thirsty, DRINK something.

When you are hungry, EAT something.

FILL fills a drink container from a fountain.

EMPTY empties the container onto the floor.
~

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

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

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

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

PUT puts an object into a container.

DROP, GET and PUT understand the object names 'ALL' for all objects and
'ALL.object' for all objects with the same name.
~

0 DROW~
Drow are an elite and deadly force of mages clerics and warriors.  They 
are dedicated to there deity Lloth.  Lloth binds them togther and grants 
them there powers.  The drow channel power thought Lloth avatar to gain 
favour's in return.

* Favor	     	- Command to induct new Drows
* Grant      	- Command to grant powers to followers
* Drowcreate 	- Command to create drow relics
* Sign	      - Drow chat channel
* Drows		- Command to see stats of other Drows
* Drowpowers	- View the powers you currently have

In addition drow's can have a number of powers granted to them by Lloth 
Type 'help Drowpowers' or 'help Drowclasses' for more
~

0 DROWCLASSES~
Drows can be granted specialization in a class by their matron.

* Mage -  Higher spell levels in red and purple magic.
	  'chaosblast' skill.

* Cleric -  Higher spell levels in blue and green magic.
	    'heal' skill.

* Warrior -  Higher weapon skill.
	     Extra attack.

* Matrons -  Don't get higher skill/spell levels.
	     Get heal/chaosblast/attack.

~

0 DROWPOWERS~
* Drowsight      -  lets you see all people and rooms
* Drowshield     -  shield your aura from others
* Levivation     -  super fly spell (automatic)
* Darkness       -  turns a room complety dark to everyone else
* Drowpoison     -  favour to grant poison & immunity (automatic)
* Drowfire       -  improved faerie fire    
* Spider         -  creates a drow spider follower   (cast mount)
* Garotte	     -  utilize a whip to choke your victim
* Spiderarms     -  more arms to increase parry/attack speed (automatic)
* Drowhate	     -  invoke the hatred drows have (+dam,random attacks)
* Spiderform     -  can transform into a giant mutant spider
~

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!
~

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

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

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

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

POSE is a variant of EMOTE.
~

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

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

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

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

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

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

0 ESCAPE~
This command allows you to transport to the temple of midgaard when 
mortally wounded.  Unfortunately, it also reduces both your mana and move 
to 0, and informs everyone else on the mud that you are lying defenseless 
at recall...so be careful how you use it.
~

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

LOOK looks at something and sees what you can see.

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

0 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits.  (Try to walk in a
certain direction and see what you bump into).
~

0 EXPERIENCE XP~
Your character advances in power by gaining experience.

You gain experience by being part of a group that kills someone/something.

You lose experience by dying or being decapitated.

The experience you get from a kill depends on several things: how many players
are in your group; your alignment versus your opponent's alignment; how 
many of this monster have been killed lately (if they are an NPC); and 
some random variation.

See also help on 'status'.
~

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

This spell increases (makes worse) the armor class of its victim.
~

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 FASTDRAW~
FASTDRAW is automatic, if you have it.  If another player attacks you 
while you have any sheathed weapons, you will draw them out with 
lightning speed and strike your opponent before they are able to land any 
blows on you.  If you have any items in your hands at the time, you will 
throw them aside before drawing your weapons.
~

0 FAVOUR SIRE PRINCE~
Syntax: favour <target> <sire/prince>

Favour is an ability available to second generation vampires and vampire 
princes.

SIRE allows the target vampire of your clan to sire another vampire.  
Once a single vampire has been created the power is lost, but can be 
granted again if the Antediluvian or Prince so desire.  A childe sired 
without permission is known as an Anarch.

PRINCE turns the target vampire into a prince, who is then able to allow 
other vampires the ability to sire more vampires still.  Only an 
Antediluvian has the power to make some a prince (or to remove the 
prince's powers).

ACCEPT will accept a childe into the clan, making them a Neonate.

INDUCT and OUTCAST will accept an Anarch into the clan or outcast a member.
~

0 FIGHT STYLE FIGHTSTYLE~
Syntax: fightstyle <number> <style>

This is used for unarmed combat, and it allows the fighter to decide on 
their style of unarmed attack.  Many different types of attack are 
possible, each with different advantages and disadvantages.  Your first 
attack in combat always uses the first number slot.  If you have a second 
attack, this will draw a fighting technique from slots 1 to 4.  If you 
have a third attack, it will draw a fighting technique from slots 5 to 
8.  Any other attacks are randomly drawn from any of slots 1 to 8.  If 
the slot is blank (0) then the attack is a standard unarmed attack.
~

4 'FIND FAMILIAR'~
Syntax: cast 'find familiar' <familiar>

This spell enables the caster to create a familiar, which can be either a 
frog, a raven, a cat, or a dog.  The mage is able to see everything that 
the familiar can see, and is able to issue orders from any distance using 
the 'fcommand' or '[' commands.
~

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

This spell inflicts damage on the victim.
~

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

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

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

In order to RESCUE successfully, you must practice the appropriate skill.
~

0 FLY~
Syntax: cast 'fly' <character>

This spell enables the target character to fly.
~

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

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

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

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

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

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

FORCE forces one character to execute a command.

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

-1 FORGE~
Syntax: Forge (gem/metal/hilt) (item)
Forge:  Forges the metal of choice into the item.

Primary Metals:       Secondary Gemstones:        Hilts:
 Copper                 Diamond.                    Ivory
 Iron                   Emerald.                    Ebony
 Steel                  Sapphire.                   Crystal
 Adamantite             Ruby.                       Marble
                        Jade.                       Gold
                        Pearl.                      Bronze
                        Topaz.                      Sandstone
                        Amethyst.                   Limestone
                        Onyx.
                        Opal.
                        Lazuli.

SEE ALSO: HELP GEM & HELP HILT
~

0 FORTITUDE~
Fortitude describes a type of supernatural toughness and vigor which
allows Kindred to resist harm.  Many vampires are very tough and are able
to withstand a lot of injury inflicted by weapons and spells.  However 
with the Fortitude power, they resist damage even further by often keeping 
the weapons from harming them at all.
~

0 FRENZY~
Syntax: cast 'frenzy' <character>

This spell causes the target to enter a berserk fighting rage, improving 
their damage and chances to hit, but also making them easier to be hit. 
~

0 GATE~
Syntax: cast gate

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

-1 GEM GEMS GEMSTONE GEMSTONES~
These are the gemstones for forge and what they do.

Diamond - sanctuary
Emerald - acid shield
Sapphire - ice shield
Ruby - fire shield
Jade - protection
Pearl - invis
Topaz - lightning shield
Amethyst - fly
Onyx - sneak
Opal - pass door 
~

0 'GIANT STRENGTH'~
Syntax: cast 'giant strength' <character>

This spell increases the strength of the target character.
~

0 GODLESS~
By typing this, you will no longer be affected by most god commands, 
including restore, force, slay, mset, transfer, deny, freeze, etc.  You 
can toggle your godless flag on and off at will, and everyone in the mud 
is informed each time you do this.
~

-1 GODPOINTS GP GPS~
Ok we are trying to get the gods more involved in the game. So this is
whats gann happen. In the begining the gods came and made a mud. Then they
all chose there beging leaders and bestowed gifts onto them. The leaders
whent out and make there clans and began to see the usefull ness in the
gods. Now what you has to do. You must email me at (hdiver@usa.net) 
the god you wish to worship and each month they will be given godpoints
(gps) dependent on your status as an avatar once a month. The god may then
bestow gifts to his oer her worshipers and in this way i hope to get evil
and good roleplay here.

Each god leader will start with 100 gps.

Cost		   Power
 1GP		20 Primal
 1GP		100 Hp/Mana/Move
 5GP		50 Basic Stance
10GP		50 Advance Stance(given they have some iot alrdy)
15GP		One Immune/Weapon

More to come later
~

-1 GODS GOD EMAIL email ICQ icq~
|----------|-----------------|------------------------------|----------|
| God      | Position        | Email                        | ICQ      |
|----------|-----------------|------------------------------|----------|
| Marlin   | Implementor     | hdiver@usa.net               | 10135137 |
|----------|-----------------|------------------------------|----------|
| Midnight |Imp/ Head Coder  | Unlisted                     | Unlisted |
|----------|-----------------|------------------------------|----------|
| Divok    | Coder           | Unlisted                     | Unlisted |
|----------|-----------------|------------------------------|----------|
| Jace     | Judge           | Unlisted                     | Unlisted |
|----------|-----------------|------------------------------|----------|
| Malagant | Judge           | chutton@netcr.com            | 1822660  |
|----------|-----------------|------------------------------|----------|
~

4 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 useful numbers for new imms are:
Limbo: 2, The Temple of Midgaard: 3001, The Entrance to Mud School: 3700,
The Chat Room: 1200, The Dark Crypt: 30001, The Temple Altar: 3054,
Hell: 30000.
~

-1 GREETING~
.
    ------------------------------------------------------------------
                        ..ooOO Fate's Promise OOoo..
    ------------------------------------------------------------------
        Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe,
            Tom Madsen, Michael Seifert, and Sebastian Hammer.
    ------------------------------------------------------------------
        WE HAVE MOVED -=(*)=- WE HAVE MOVED -=(*)=- WE HAVE MOVED
    ------------------------------------------------------------------
    This site is not for playing, if you're not a tester, don't login
    at this site, go to the new one.
    ------------------------------------------------------------------
    -=(*> Fate's Promise has moved to  :  216.160.3.80 Port 3000 <*)=-
    ------------------------------------------------------------------

We've moved to a better system sure you wanna try here? ~
0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>

All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.

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

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

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

0 GUARDIAN~
Syntax: cast 'guardian'

This spell summons a demonic guardian to aid the caster in combat (or 
just to show off to your friends ;).
~

-1 HAWK hawk~
The totem of vision and perception
NIGHTSIGHT: You can see perfectly well in the dark.
SHADOWSIGHT: You can see into the plane of shadows.
TRUESIGHT: You have perfect vision

~

0 HELLFIRE~
None (Yet)

Immolation (Immolate [obj])
At this level, the daemon has the power to bind powerful hellfire to
a weapon of their choosing.

Inferno (Inferno)
This power allows the Daemon to burst into flames, damaging all those
in the room.  This power can only be used as a last resort...

Breath of Hell (Auto)
With a level four mastery of Hellfire, the Daemon gains the ability
to breathe a cloud of deadly fire at their opponent during combat.

None (Yet)

None (Yet)

Daemonseed (Daemonseed [object])
This power allows the daemon to bind the seeds of satan to an object,
causing it to violently explode after a period of time.

Hellfire (Hellfire)
A level eight Mastery of Hellfire allows the daemon to summon the abyssal
fires of Hell, lining the room with Deadly hellfire.

None (Yet)

Destroy (Destroy [Victim])
This is the most advanced Hellfire discipline.  It allows the Pit Fiend to
banish a lesser Daemon of their clan to death.  It is wise to respect a
Pit Fiend with such power, for your own sake.
~

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

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

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

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

If you successfully HIDE, then other characters can't see you.  If you 
attack while hidden, the surprise attack will inflict one and a half 
times your normal damage (assuming your opponent cannot see you).

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

In order to HIDE or SNEAK successfully, you must practice the appropriate
skill.

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

-1 HILT HILTS~
These are the hilts for forge and what they do.

Ivory - curse
Ebony - aura of darkness(no spells effects)
Crystal - dispel evil
Marble - vampiric(energy drain)
Gold - lightning(all attack spells I don't know if breath or not)
Bronze - acid
Sandstone - fire
Limestone - dark poison
~

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

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

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

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

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

4 HOLYLIGHT INVIS~
Syntax: holylight
Syntax: invis

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.

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

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

0 HOME~
To set your recall point, enter the desired room and type 'home here'.  
>From that point on you will recall to that point rather than the Temple 
of Midgaard (although you still go to the Templar Altar if you die).

A home cannot be a safe room.
~

-1 HQ Headquarters~
Ok heres the scoop.

Each leader will be requaired to build their own clan hq. 
The intial house is free. 
Basic House is ten (10) rooms.
	Rooms
	   a) One must be a donation room.
	   b) One must be a safe room
	   c) One must be a gate or entrance conetcted to the mud.
	Portals
	   a) You get four (4) to any areas in the mud but Clan HQS
	   b) One portal to Midgarrd
	Guardian (basic)
	   a) Max Stats
	   b) Sums Char
	   c) Repop of like 1min
	   
Extras 
Item		      Primal     QP
Portal             100      1000
Room                 5       250 
Safe Room           50       500
guardian           100      5000
~

0 HURL~
Syntax: hurl <name>
Syntax: hurl <name> <direction>

This ability allows you to hurl the target into walls, through exits, or 
through doors.  Hurling someone through an exit does a little damage.  
Hurling them into walls does twice as much, and hurling them through 
doors does three times as much.  If you don't specify a direction to hurl 
the target, it will be random (north, south, east or west).  You cannot 
hurl someone who is already injured.
~

0 IDENTIFY~
Syntax: cast identify <object>

This spell reveals information about the object.
~

-1 IMMORTAL~
We are currently *NOT* taking on any new immortals, and when we are
we will select them and offer them the position based on their skills
as a player and for how they work with the other players.  Asking about
being an imm will automatically take you out of the possible selections.

CODERS: Tali is the head coder, currently he is *NOT* taking on any more.
        If he should change his mind, he'll post a message and let you
        all know how to apply.  Follow the instructions, and then be
        patient.
~

4 IMMTALK :~
Syntax: immtalk <message>

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

0 IMMUNE IMMUNITY IMMUNITIES RESISTANCES~
Immunities and resistances give you protection from the following:
Smash     : Blasting/Crushing/Pounding damage reduced by 1-100% per blow.
Beast     : Clawing/Biting weapon damage reduced by 1-100% per blow.
Grab      : Grepping/Whipping/Sucking damage reduced by 1-100% per blow.
Charm     : You are no longer affected by the Charm Person spell.
Heat      : You are unaffected by Burning Hands, Fireball, etc.
Cold      : You are unaffected by Frost Breath, Chill Touch, etc.
Lightning : You are unaffected by Lightning bolt, Call Lightning, etc.
Acid      : You are unaffected by Acid Blast, Acid Breath, etc.
Drain     : You are unaffected by the Energy Drain spell.
Summon    : You cannot be summoned or portaled to, nor can you teleport.
Hurl      : You cannot be hurled.
Backstab  : You cannot be backstabbed.
Kick      : Kicks do no damage whatsoever to you.
Disarm    : You cannot be disarmed by other players or by mobs.
Steal     : Other players and mobs cannot steal from you.
Bite      : Vampires may not bite you or feed you blood.
Stake     : If you're a vampire with this, you cannot be staked down.
~

3 IMOTD~
* PLEASE: check 'help decapitate' and 'help rules'.
* Also check 'help status', 'help escape' and 'help godless'.
* Newbie exp will end immediately when you train avatar.
  (Hint hint, don't avatar until you're ready, your class
   will wait until then)
*    new rule due to complantes of players mob stealing is no longer aloud
     
~

0 IMPROVE~
Syntax: cast improve <object>

This spell enables a quest created object to contain more bonuses.  The 
object must be worth at least 750 quest points.  Casting this spell will 
enable it to hold an additional bonus comparable to the bonuses that can 
be added to non-created items - ie: an extra +10 hitroll or damroll on a 
weapon, an extra +5 hitroll or damroll on a piece of armour, etc.  The 
maximum number of quest points that the item can contain is also 
increased by an addition 500, plus 10 per status point.
~

0 INFRAVISION~
Syntax: cast infravision <character>

This spell enables the target character to see in the dark.
~

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

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

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

0 'KNOW ALIGNMENT'~
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.
~

5 LOG SNOOP~
Syntax: log   <character>
Syntax: log   all
Syntax: snoop <character>

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

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

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

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

SNOOP yourself to cancel all outstanding snoops.
~

-1 LUNA luna~
The Totem of Luna
Level 1 - Flameclaws
        - Improved combat skills
Level 2 - Moonarmour
        - Creation of Werewolves relics
Level 3 - Mother's Touch
          Healing powers of Luna
Level 4 - Gransmother's Touch
        - Healing Powers of Gaia (gmotherstouch <target>)
Level 5 - Silver Claws
        - Claws made of pure silver (sclaws)
Level 6 - Moongate
        - Create a moongate to your target
Level 7 - Blessing of Luna

~

-1 LYNX lynx~
The totem of speed and agility
Light footed: You move so lightly that you leave no tracks behind you.
Stalker: You are able hunt people with much greater speed than normal.
Combat speed: You have an extra attack in combat.
Lightning Claws: Yours claws parry blows with lightning fast speed

~

0 MAGE MAGES~
Mages are those who study the greatest of magicks.  Their spells are far 
greater than those of a non-mage, as well as far more flexible.  Some of 
the main features of mages are as follows:

* Extra spells - Extra spells unavailable to non-mages, including spells 
  such as 'find familiar', 'polymorph', 'major creation', etc.
* Rune spells - Combinations of runes allow the mage to construct new spells.
* Advanced spells - Available to the more powerful of mages, this ability 
  allows the mage to create their own spells from scratch.  Such a task is 
  very difficult as well as time consuming, however.
* Memorise - Allows the mage to memorise a spell from their spellbook.
* Introduce - Allows the mage to list his/her master, master's master, etc.
* Teach - Allows the mage to make an apprentice.

Please note that mages are still under play testing, and are not yet 
fully working.
~

0 MANA~
Syntax: cast 'mana' <name>

With this spell, the caster draws the energy from around them and focuses 
it into the target person (defaulted to themself).  This is very 
exhausting for the caster, but allows a faster recovery of mana.
~

-1 MANTIS mantis~
The totem of dexterity and reflexes
Insanely fast attacks: Your opponents get -- to parry and dodge.

~


6 MCLEAR~
Syntax: mclear <player>

This resets the target players stats to their correct value.
~

7 MEMORY~
Syntax: memory

MEMORY reports the size of your mud.

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

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

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

-1 MERC~
[Note: this entry may not be removed or altered.  See our license.txt.]
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 'merc-request@kpc.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.

Share and enjoy.
~

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

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

0 'MINOR CREATION'~
Syntax: cast 'minor creation' <object>

This spell creates an empty potion, scroll, wand, staff or pill, which 
can then be enchanted by the caster using other spells.
~

4 MLOAD OLOAD PLOAD~
Syntax: mload <vnum>
Syntax: oload <vnum>
Syntax: oload <vnum> <level>
Syntax: pload <player>

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

OLOAD loads an object given its vnum.  It takes an optional parameter for
the level of the object to be loaded.

PLOAD loads the specified player under your control.  To get back, simply 
quit and log back on as your normal character.
~

-1 MOTD~
* Welcome to Fate's Promise

-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NEW NEWS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-

	Ok all, time for things to change around here.  Attitudes need to
have some serious adjustments around here and it's high time for you
to start showing some respect to those who are putting this here for
you.
	#1 - Start helping newbies get their feet under them, and stop this
damn bullshit capping newbies 3-4 times within their first damn hour.
Bottom line, you chase the newbies off, you get less status around here
in the long run.
	#2 - REMORT - Classes are not currently set up for remort, hence, it
IS NOT POSSIBLE.  And right now and for the near future, we aren't even
going to consider working on it.  I'm sick of repeating myself.
	#3 - Satan's Souls has got alot of problems with attitudes, they no
longer have a kingdom guardian as he got scared of the wrath of the
god's and hightailed his ass out of there leaving only a note behind.
The A ##1 king of attitude is Montelbo.  Marlin is offering 300 qp for
every cracked Montelbo head from this point on.

[Press ENTER to continue...]
~

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

This allows the character to mount the specified creature.  Only 
creatures such as horses and the like may be mounted, and they will aid 
their rider in combat.

For information on the MOUNT spell, type 'help mountspell'.
~

0 MOUNTSPELL~
Syntax: cast mount

This spell summons a mystical creature to serve as the casters mount.  
The type of mount summoned is dependant on the casters alignment, and the 
toughness of the mount is dependant on the casters spellcasting ability.
~

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

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

There is currently no way to enter more than one line of text for a
string-valued option.
~

4 MSTAT OSTAT RSTAT QSTAT~
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat
Syntax: qstat <object>

MSTAT shows you statistics on a character.

OSTAT shows you statistics on an object.

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

QSTAT shows you the special properties and strings on an object.
~

5 MWHERE~
Syntax: mwhere <name>

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

-1 NEWBIE NEWBIES~
Ok let me give  you the gest of this game. First of all there are no levels 
no class's only races's. This is a intense player-killer mud.  you start 
out as a newbie and when you kill five mobs u become a mortal. Once  mortal 
you can train your char intill you think you are ready to survie other
chars and then youu may train avatar and enter the killing field.

A few things you should check out are the folowing:

Help: Stance, Skills and Spells

Then Type: Skill, Spells, Prac, Train

This should help you a tad in the game. One last thing, You use Exp to buy 
your stats, for prac and training. Plus to become better in spell colors
you must cast that color spell and to improve stances and weapons you just 
use them and each time you move you get out of stance.

Good luck!
~

-1 NEWS news CHANGES changes~
----------------------------------------------------------------------------
| Description of Change                                           |  Date  |
----------------------------------------------------------------------------
| Converted to a new codebase adding Dragons to current classes.  |05-09-99|
| Major changes to dragons, upped to balance top level dragon with|        |
| top level vamp.  Balance is fairly close, but needs tweaking.   |05-12-99|
| The Sacrifice command is now gone as far as using it on players.|05-16-99|
| Adjustment made to pk, if your status is 2 or less, peasants are|        |
| still fair game.                                                |05-16-99|
| Anarch command added for inconnu vamps to rejoin the anarchs    |05-16-99|
****************************************************************************

~

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

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

If you got this by mistake, try HELP NOTES
~

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

Use these commands to walk in a particular direction.
~

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

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

NOTE SUBJECT sets the subject line of a new note.  NOTE TO sets the list of
recipients.  The recipient ALL means all players, and the recipient IMMORTAL
means all immortals.  Use NOTE + to write message lines onto the note, one line
at a time.  NOTE SHOW shows your note in progress; NOTE CLEAR starts over.

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

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



1 OBFUSCATE~
OBFUSCATE
Kindred with this Discipline excel at hiding among and away from crowds.  
When they do not wish to be seen, others rarely notice them even if they 
are standing in plain view.  Though this Discipline affects others minds 
and does not actually render the users invisible, the end result is much 
the same.  Obfuscate is the opposing Discipline to Auspex, and they 
cancel out many of each others powers.

Kindred with this power gain the following advantages.

Cloak of Shadows (Shadow)
This ability conceals the user but this is only a very weak power and is 
useless if the Cainite is in motion.

Unseen Prescence (Unseen)
This ability is more powerful than the first level and allows movement 
whilst it is activated.  The user is not actually invisible but all those 
in his area simply fail to notice him.

Mask of a Thousand Faces (Mask [player])
This power allows a vampire to create an illusion surrounding his body 
which gives him the appearance of another player.  This power does not 
affect equipment and cannot be used to duplicate mobs.

Vanish from the minds eye (Vanish)
The most powerful cloaking power this can be activated in front of others 
and you will simply disappear as far as they are concerned.

Cloak the Gathering (Gathering)
Gives the ability to use obfuscate powers on others in the room.

Also See 'help obfuscateadvanced'
~

0 OBFUSCATEADVANCED~
OBFUSCATEADVANCED
Advanced Obfuscate powers are largely used to protect the vampire from 
the powers of the rival discipline Auspex. The most amusing of these 
powers is Soul Mask where you can convince weak vampires with auspex 
that you are in fact considerably weaker than they(Ho Ho Ho).

Mind Blank (Blank)
Protects the user from the Auspex Scry ability.

Cloak (Cloak)
Protects the user from the Auspex Readaura ability.

Soul mask(Soul) 
Gives the user the ability to change the details that others see when 
employing Readaura.

Create Name (Create [name])
This power gives you the power to create aliases.

Memories fading glimpse (Fade)
When this power is activated all mobs will find that the user simply 
becomes an unusaul anomaly in their memory - they will have almost no 
idea of you existence whatsoever.
~

0 OBTENEBRATION~
OBTENEBRATION
Obtenebration allows the user to manipulate the powers of darkness.  By 
using their powers they are able to switch between the normal world and 
the plane of shadows at will.  They may also view things in both planes 
simultaneously if they so wish.

Shadow Play (Shade)
This is not so much any kind of supernatural power as it is a simple 
understandin of concealment in shadows.  This power gives the user an 
increased ability to Hide and Sneak.

Eyes of the night (Shadowsight)
Gives a lasombra absolutely perfect night vision and allows them to see 
into the near umbra.

Shroud of the Night (Shroud)
This power gives the ability to summon shadows into a room or area which 
will blind all those with natural eyesight.

Arms of the abyss (Abyss [target])
One of the most feared powers of the Lasombra is this, which calls forth 
tendrils of pure night entrapping it's victims and hindering their actions.

ShadowStep (Shadowstep [target])
Shadowstep to anybody who has there notravel on.

Shadowsight 
See people who blend themselves into the shadow plane.
type help "obtenebrationadvanced" which was created by some
god, for more info on obtenebration.

Also see: 'HELP OBTENEBRATIONADVANCED'
~

0 THANATOSIS~

Thanatosis - The Power of Putrefacation

Hagswrinkles    - Disguise yourself as anything you desire.
Putrefacation   - Make your opponent flesh, rot.
Ashes           - Transform into a pile of burned ashes.
Withering       - Give your opponent a devastating disease.
Drainlife       - Drain your opponent hitpoints.
~

0 HIGHLANDER HIGHLANDERS~

Highlanders are skilled elite combatant fighters, they only need 1 thing, there
katana. With that katana lies there true power, as being a highlander, you have
the gift of getting 1000 skill in all weapons. Eq is nothing to you, spells is
nothing, all that is needed is your katana, the more maxed out in slice you are
you will gain better and more hit/dam/ac.

Katana        - Makes an Katana.
Truesight     - Gives you a holyvision that sees all.

If you are a highlander you have the ability to train your wis,int,dex,con, and
str to 25 which is maximum, only you a highlander have that capability to do that.

Remember, there can only be 1.....
~

0 NECROMANCY~

Preserve        - Preserve a object then you can clone, so it will not vanish.
Spiritgate      - 
Spiritguard     - Tells you who is scrying you.
Zombie          - Zombie a mob corpse so they come back as a zombie mob.
Bloodwater      - Turn somebodies blood into water.
~

0 QUIETUS~

Spit            - Spit acid to your opponent when fighting in combat.
Assassinate     - Assassinate somebody, they'll never know what hit then.
Bloodagony      -
Vsilence        -
Infirmity       - Make your opponent weaker, and more worthless to fight.
~

0 MELPOMINEE~

Scream          - Stuns a mob or person in that room.
~

0 DAIMINION~

Guardian        - Summon a demonic cleric to aid you in combat.
Fear            - Makes your opponent flee when you are in combat.
Portal          - Portal to a foe or enemie, only if they want to be.
Vtwist          - Twist a certain object.
Bloodwall       - Bloodwall a direction and no one can enter or leave.
~

0 CHIMERSTRY~

Mirror          - Make a similar duplicate of yourself.
Formilliusion   - Create a illusion of yourself.
Clone           - Make a clone of a object.
Control         - Control a clone of one you created.
Objectmask      - Mask into a object short description.
~

0 OBTENEBRATIONADVANCED~
OBTENEBRATIONADVANCED
Call the lamprey (Lamprey [target])
an offensive discipline this will call forth a great serpent of darkness 
which drains the blood directly from it's victims.

Shadow step (step sideways)
The user of this power gains the ability to step sideways and occupy the 
an astral body in the near umbra.

Entombment (Tomb [target])
Only the most ancient of Lasombra can use this discipline to completely 
envelop their target in a blanket of darkest night.

Summon the Abyss (Summon abyss)
This is a rarely used power due to it's indiscriminate nature.  Only 
Lasombra are safe from the energy drain when this power calls forth the 
abyss itself doing huge damage to everyone and thing in the room.

Banishment (Banish [target])
An ancient lasombra was supposed to have the power to actually hurl 
opponents into the world of Shadows where they would live in exile for al 
time.  It is unlikely that this power actually exists.
~

5 OCLONE~
Syntax: oclone <object>

This creates an identical copy of the specified object, with the only 
exceptions being that the cloned objects creator is the person creating 
the clone, and the cloned objects owner is not set.
~

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

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

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

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

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

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

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

If your charmed creature engages in combat, that will break the charm.
~

5 OTRANSFER~
Syntax: otransfer <object>
Syntax: otransfer <object> <character>

This will transfer the specified object to the specified character.  The 
character is defaulted to yourself.
~

-1 OWL owl~
The totem of thought and spiritualism
VANISH: You are able to conceal yourself from all but the most perceptive.
SHIELD: You are able to shield your mind from scrying and aura-reading.
SHADOWPLANE: You are able to enter the shadow plane.
Magical Control: You are able to fully control your magic in crinos form

~

0 'PASS DOOR'~
Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.
~

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.
~

5 PEACE~
Syntax: peace

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

0 PEEK~
This skill shows you a character's inventory when you look at a character.
Use of the skill is automatic once you have practice it.
~

0 PET PETS~
You can buy pets in the pet shop.  Your pet-buying opportunities do not 
accumulate; use them or lost them.  This policy prevents wholesale abuse 
of pets.
~

0 POISON~
Syntax: cast poison <victim>

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

1 POLICY~
* Cloning of Artifacts is banned! And always has been.

  Cloning of ANY artifact will result in all copies of the cloned artifact
  being removed from the game and any further action deemed appropriate by
  myself or the God(s) concerned.

* Multiplaying is banned!

  Anyone caught multiplaying will have ALL of the concerned characters deleted
  or any lesser penalty deemed appropriate by the immortal dealing with it.
  Multiplaying will be punished by a site ban that will last for 1 - infinite
  days. So don't do it.

* No spamming any channels

  This is unfriendly and upsets people. The penalty for this is that the 
  offending player will be silenced for a period determined by the immortal.
  Repeated offenses will be punished with deletion, denying of all your chars,
  or banning of your site.
  
* No purposeful crashing of the mud.

  Deliberate crashing of the mud will cause you to be denied or possibly
  deleted and may even end up in your site being prevented from connecting
  to the mud (banned). 

[ALSO SEE HELP POLICY2]
~

1 POLICY2~
* Torsoing is not allowed.

  Continually morting a char for an extended period of time takes away the
  enjoyment of the game for others.  Cap or be gone.  If you mort, and leave,
  please give the other player at LEAST 10 minutes before another attack.

* Respect the imms.

  The imms are here doing a service for all, show them a little respect.  If
  you've got nothing nice to say to them, say nothing.

* Setting Trans items to Kingdom Castles is banned.

  Setting a transporter in or in the general vicinity of a Castle will bring
  down severe penalties.  Eventually the kingdom castles will have more of a
  purpose than just a place for the kingdoms portals.  Please respect this.

* Keep the foul language down.

  We're not going to all out ban swearing and cursing, but, overuse of foul
  language IS banned and against the policy of this mud.  Please respect the
  other people playing and limit your cursing.  Besides, relying on foul
  language is the sign of a weak mind.

* YOU ARE NOT SPECIAL

  While we value your playing here, we wish to treat everyone equally, do not
  expect preferential treatment no matter who you know.
~

1 POLICY3~

* - RELICS:
    Absolutely NO saccing of relics in mobs, on corpses, etc.  If you are caught
    purposely saccing another players relics, you will be forced to remove all and
    drop all and the room will be purged.

* - Whining:
    We have a *HEAVY* workload, the more you whine about a particular fix (unless it
    is causing the mud to crash) the slower we will get to it.
~
0 PORTAL~
Syntax: cast portal <victim>

This spell creates a magical portal between the caster and the target.  
The portal remains in existance for 2 or 3 hours (mud time), during which 
time anyone can 'enter' the portal on one side and come out on the other.
~

0 POTENCE~
This Discipline defines the superior strength that vampires often 
possess.  This physical might allows the user to inflict much larger 
amounts of damage in combat than normal.
~

-1 POWERS~
The list below are the skills you have that are not depentdent on your 
race(class)

backstab          disarm            punch
hide              hurl              kick	
peek              pick lock         track
rescue            sneak             steal
scan              mount             berserk		
~

-1 PRAC~
Spell list cont.

acid breath            brew                 carve
clot                   darkblessing         energyflux
engrave                fire breath          frenzy
frost breath           gas breath           guardian
heal fly               invis                know alignment
lightning bolt         lightning breath     locate object
magic missile          major creation       mana
mass invis             mend                 minor creation
pass door              poison               preserve
protection             refresh              regenerate
remove curse           repair               resistance
sanctuary              scribe               shield
shocking grasp         sleep                soulblade
spellproof             stone skin           summon
teleport               transport            ventriloquate
voodoo                                      weaken
~

0 PRACTICE~
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell>

PRACTICE without an argument tells you your current ability in all the 
skills and spells available to you.  You can check this anywhere.

PRACTICE with an argument practice that skill or spell.  Your learning
percentage varies from 0% (unlearned) to a some maximum between 80% and 100%,
depending on your class.  You must be at a guild master to practice.

The higher your intelligence, the more you will learn at each practice
session.  Unused sessions are saved until you do use them.
~

-1 PRACTICE~
The list below is the spells you can cast as long as you have the mana.

high explosives         acid blast              armor	
blindness               burning hands           curse	
cause critical          cause light             cause serious
cure critical           call lightning          charm person
chill touch             colour spray            continual light
create food             create spring           bless
create water            cure blindness          cure light
cure poison             cure serious            detect evil
detect hidden           detect invis            detect magic
detect poison           dispel evil             dispel magic
earthquake              enchant weap            energy drain
faerie fire             faerie fog              fireball
flamestrike             bake                    giant strength
harm                    identify                infravision

See PRAC for rest of the list
~

0 PRESENCE~
PRESENCE
A vampire with the presence discipline is execptionally attractive and 
appealing to others.  People want to be around the vampire, to bask in 
the brilliant light he sheds.  They never need make any sort of overt or 
deliberate action, for presence is a natural aspect of one's personality.


Awe (No Syntax)
You carry with you an aura of friendliness which means that creatures 
have difficulty bringing themselves to hurt you and people react well to 
your presence.

Dread Gaze (Gaze [Target])
Only the strong in will can meet the gaze of a vampire wioth this level 
of Presence and not flee.  Even then they will suffer from a feeling of 
temerity which will affect their actions.

Entrancement (Trance [Target])
Those who you wish to befriend will always fall over themsleves to help 
you and carry out your each and every whim or desire.

Summon (Summon [Target])
This works in much the same way as the summon spell but it's affect is 
felt all over the MUD.  Once the personality of a player has been felt by 
the summoner he can locate and then call that person wherever they may be 
or whatever they be doing.

Majesty (No syntax)
Your personality has such a feeling of power that it overbears almost 
everyone.  You seem so powerful that even players who could best you in 
combat will not be able to contemplate harming you in any way.
~

0 PRESERVE~
Syntax: cast preserve <object>

This spell will stop the specified object decaying.  It's primary use is 
on severed body parts, which can be stored away safely in case the player 
should loose any limbs in combat.
~

0 PRIMAL~
Primal energy is the ultimate form of energy in the multiverse, the one 
from which all other energies are derived.  Unfortunately, unlike mana, 
primal energy is only one use, and is generally used for very powerful 
spells, such as 'voodoo' (which uses 5 points) and 'quest' (which uses 
between 1 and 50 points).
~

-1 PROMPT CPROMPT~
This command allows you to configure your prompt.  The PROMPT command 
will set your standard prompt.  You also have the option of having a 
combat prompt, CPROMPT, which will appear while fighting.  If no cprompt 
is defined, the standard prompt will be used for both conditions.
The following options are available:

%a %A = Alignment (word/numeric).   %b %B = Beast/Blood.
%c    = Armour Class.               %f %F = Condition of opponent/tank. 
%g    = Gold.                       %h %H = Current hp/Max hp.          
%m %M = Current mana/Max mana.      %n %N = Name of opponent/tank.      
%p %P = Plus Hitroll/Plus Damroll.  %q    = Quest points.
%r %R = Room name/Rage.             %s %S = Status (word/numeric).
%v %V = Current move/Max move.      %x    = Exp.
%z = Primal.
To switch your prompt on and off, use 'prompt on' and 'prompt off'.
For some examples, type 'help prompts'.
~

0 PROMPTS~
There are many possible prompts, and everyone will have their own 
favoured setups.  However, to get you going, here are some examples:

Original normal prompt: [%x exp] <%h/%Hhp %m/%Mm %v/%Vmv>
Original combat prompt: [%f] <%h/%Hhp %m/%Mm %v/%Vmv>
Simple prompt: [%hH/%mM/%vV]
Vampire prompt: [%B Blood] <%hhp %mm %vmv>
Werewolf prompt: [%R Rage] <%hhp %mm %vmv>
Combat prompt: [%N:%F/%n:%f]
Stat prompt: [%xX] [+%pHIT/+%PDAM] [%cAC] [%hH/%mM/%vV]

Remember, you can switch between the default prompts and your customised
prompts with 'prompt on' and 'prompt off'.  Doing this will not destroy 
your customised prompts.
~

0 PROTEAN~
PROTEAN
This Discipline allows a vampire to transform either their entire body or 
a part of their body into something inhuman.  The vampire can thus grow 
claws, turn into a bat, transform into a wolf or dissolve into a fine 
mist.  A vampire can use most other Disciplines while shapeshifted, but 
may not cast spells.  Full transformation is not possible during combat, 
although claws can be grown if you are fighting.  While shapeshifted the 
vampire cannot wear any equipment.

The powers available to this Discipline are as follows:

Gleam of the red eyes (Nightsight)
Allows the Cainite almost perfect night vision

Wolf Claws (Claws)
Razor sharp claws extend from your fingertips doing enhanced damage in 
hand to hand combat.

Earth Meld (Meld)
With this power you can become one with the very earth protecting you 
from physical attacks and Sunlight.

Shadow of the Beast (Change Wolf/Bat)
Assume the shape of a great dire wolf (extra hp and Hit/Dam) or a Bat 
(Flight but limited combat ability).

Se also: 'HELP PROTEANADVANCED'
~

0 PROTEANADVANCED~
PROTEANADVANCED
Powerful users of protean have access to the following powers and Truly 
ancient Vampires can use the legendary ability to transform into the 
feared form of the Sun itself.

Form of Mist (Change mist)
Use this to become a floating mist which can move at will but only be 
attacked by other mist's.

Flesh of Marble (Marble)
Reduces damage taken by 50% - note that this does not include damage from 
fire or sunlight.

Spiritform (Spirit)
With this level of Protean the Kindred can become an ethereal creature 
with the power of flight.

Movement of the Slowed Body (No Syntax)
Even whilst terribly injured a Vampire with this power can still perform 
actions.

Dual Form (Dual)
This allows you to divide your very body into two clones with almost 
identical abilities.

Body of the Sun (Sun)
With the most powerfukl level of Protean a Vampire can imitate that which 
he fears most - the light of the Sun itself.  This form allows complete 
invulnerability to both fire and Sunlight.
~

0 PROTECTION SANCTUARY~
Syntax: cast protection
Syntax: cast sanctuary  <character>

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

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

These spells may be used simultaneously for cumulative effect.
~

4 PURGE~
Syntax: purge
Syntax: purge <character>

PURGE is used to clean up the world.  PURGE with no arguments removes all the
NPC's and objects in the current room.  PURGE with an argument purges one
character from anywhere in the world.

PURGE will not get rid of PC's.
~

7 QTRUST~
Syntax: qtrust <character> <on/off>

A player with qtrust on is allowed to use the QUEST command to change the 
name/long/short descriptions on an object, as well as change the wear 
location.
~

0 QUEST-TYPES~
The following are a few examples of quest types:
* Find the object/s.  Examples: Find 5 different coloured potions, Find a 
  pitch black longsword that flames brightly, Find a dragon dagger, belt 
  and bracer, etc.
* Kill the mob/s.  These can be hunt down and kill, or simple placing the 
  player in the same room as the mob/s.  Can also be combined with finding 
  objects - Example: Find and kill two different dragons and bring me 
  their claws.
* Solve a puzzle.  For example find a certain room, solve a riddle in an 
  area, or successfully get out of a maze.  These are particularly good 
  when several players of different ability are competing in the quest.
* Duel: A one-on-one fight pitting either a player against a mob, or 
  (more usually) a player against another player.  The conditions will be 
  decided beforehand, and can include any conditions that both sides 
  agree on.  Example: No sanctuary, no potions (or maybe a limited number),
  no spells, no weapons, or whatever.
* Skirmishes: Like a duel, but involves several players on either side.  
  Although the sides don't have to be equal in number, it is generally a 
  good idea to make sure they are roughly equal in power.
* There are also several more obscure quests that can be run - for 
  example you could require that the player brings you 3 small green 
  eggs, then load mob 30005 into the players room.  Another battle might 
  involve no melee - all combat must be with missile weapons.
~

0 QUESTSPELL~
Syntax: cast quest

This spell creates a quest card.  The quest-point value of the card is 
the same as the amount of primal the caster has at the time of casting 
(and this primal is used up during the casting of the spell).  No more 
than 50 primal will be used on any one casting of this spell.

For information on how to complete the card, type 'help complete'.
~

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

SAVE saves your character and objects.  You must be a mortal or avatar to
save.  The game will auto-save your character every few minutes whether you
save or not.

Some objects, such as keys and potions, may not be saved.

QUIT leaves the game.  You may QUIT anywhere.

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

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

-1 RACE RACES~
Vampires,Werewolves,Drow,Demon,Mage,Monk,Ninja,and Highlander.
Good Luck!
~

8 REBOOT SHUTDOWN WIZLOCK~
Syntax: reboot
Syntax: shutdown
Syntax: wizlock

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

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

WIZLOCK is a toggle command.  When the server is WIZLOCKed, players
below level 36 may not log in.  Players who lose their links, however,
may reconnect.
~

0 RECALL /~
Syntax: RECALL

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

RECALL may take you to a different location if you belong to a clan.

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

0 REFRESH~
Syntax: cast refresh <character>

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

0 REGENERATE CLOT MEND~
Syntax: cast 'regenerate' <body part> <character>
Syntax: cast 'clot' <character>
Syntax: cast 'mend' <character>

REGENERATE will replace lost body parts on the target, while CLOT will 
stop them bleeding and MEND will fix any broken bones or cut open throats.
~

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

This spell removes a curse from a character.
~

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

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

SCORE shows detailed statistics to you only.

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

WEATHER shows the current game weather.
~

0 RESISTANCE~
Syntax: cast resistance <object>

This spell makes the target object capable of withstanding 10 blows 
before it is destroyed, rather than 4.
~

0 REST SLEEP STAND WAKE~
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: 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.

For info on the sleep spell, type: 'help sleepspell'.
~

5 RESTORE~
Syntax: restore <character>

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

2 RULES~
1. Cheaters will be denied, deleted, or banned forever.
2. Abuse of bugs is considered cheating.
3. If something looks screwed up then let us know and keep it to yourself.
4. Upsetting the Gods is a bad idea. Keep your comments about us to yourself.
5. No exp botting or stance botting.
6. report all bugs at once if not you are considered with holding
   information and you will be punished.
7. No multiplaying at all!
8. No torsoing other players.
9. No using quest item wear to relocate the wear position for objects.
   quest wear was designed only to set a wear spot on newly created items.
   If you have a reworn object, you may turn it in for 25 qp.  Keep in mind
   that anything done with the quest command is logged, if you are caught
   with a quest created object you have not turned in, an imm may force you
   to remove and drop all and purge the room.  You've been warned.
SEE HELP POLICY and HELP POLICY2 for more info.
~

0 SACRIFICE~
Syntax: sacrifice <object>

SACRIFICE drains the energy matter from an object, transferring the 
energy to you in the form of exp.

The number of exp gained vary according to the value of the object.
~

0 SCAN SPY THROW~
Syntax: scan
Syntax: spy   <direction>
Syntax: throw <direction> <target>

SCAN allows you to see all the mobs/players within 1 room of you.

SPY allows you to see all the mobs/players within 3 rooms in a specified 
direction.

THROW allows you to hurl an object you are holding (in your right hand, 
or if that's empty left hand) to a target mob/player in a specified 
direction.  The object can be throw up to 3 rooms.  If it fails to reach 
the target by that time it will land on the floor.

For information on the SCAN spell, type 'help scanspell'.
~

0 SCANSPELL REPAIR~
Syntax: cast scan
Syntax: cast repair

The SCAN spell will tell you all the items you are carrying which are 
currently in need of repairing.

The REPAIR spell will repair all the items you are carrying which are 
currently in need of repairing.
~

0 SERPENTIS~
SERPENTIS
Serpentis is the art of temptation and corruption.  Vampires with this 
Discipline have the ability to tear out their own hearts, rendering 
themselves immune to being staked.  Serpentis users also gain the ability 
to transform themselves into a giant serpent and back at will.  The third 
ability available to vampires with this Discipline is the ability to run 
their tongues along weapons, coating them with a deadly snake venom.

Eyes of the Serpent (Serpent [target])
The eyes of a Setite are a gleaming gold mesmerizing those who are 
foolish enough to look into them for long.  Setites use this to 
immobilize their prey - preventing them from moving or running away.

Tongue of the Serpent (Tongue)
Similar to the kick command this deal's an extra attack in combat as the 
Setite's tongue elongates and strikes it's victim.

Mummify (Cocoon)
The Setite wraps themselves in a cocoon which though it prevents any 
actions on their part also protects them completely from sunlight and 
fire.  Setites use this only when essential - caught outside just before 
dawn.

Form of the Serpent (Serpent)
With this ability the vampire can actually transform their entire body 
into that of a gigantic serpent.

Heart of Darkness (Darkheart)
Removes the heart from the vampire or it's victim rendering the target 
completely immune to being staked.

Also see: 'HELP SERPENTISADVANCED'
~

0 SERPENTISADVANCED~
SERPENTISADVANCED
The Setites are most famousd for their skills in temptation and the most 
powerful of their disciplines reflect this.

Temptation (Tempt [target])
Increases the likelihood of the target's frenzying and gradually 
resembling the beast he is.  This power is howeveer almost useless on the 
pure of heart.

Obsession (Obsession [target])
A minor form of insanity can be imbued upon the target giving them an 
addiction to a certain substance or action - Alchohol, Washing, Violence etc.

Phobia (Phobia [target])
A more powerful ability of the Setites affinity with madness this allows 
them to cause a target to develop a severe (crippling?) fear of a certain 
thing - Water, the police etc.

Corruption (Corrupt [target])
A far more powerful form of the level six temptation this virtually 
ensures that the targets beast will quickly take control of their psyche.

Mark of Damnation (Mark [target])
It is rumoured that Set himself could inscribe a rune on the head of a 
victim causing all who saw it to revile him/her.

~

-1 SEX~
On this mud if you want to you can get married and have babies. 
Now what this dose for u is that if you have a kid it will have all the 
resistances that the mother and father have in common along with a average 
of both parents Hp's Mana and Move. It will of course take nine months
(game time) for the kid to be born and then you will have to wait fifteen 
years (again game time) before you can use the kid. The kid will have the 
password of the mother at the time of birth.

Note: Kid will not have any stances, weapon training or a race.
For more information try xsocials.

Have Fun!
~

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

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

0 SKILL~
Syntax: skill | skill <player>

This shows the target player's skill with the weapon they are currently 
wielding and the stance they are in (if it's a specialized stance).

Weapon skill				 Stance skill

 1) Totally unskilled.			 1) Totally unskilled.
 2) Slightly skilled.			 2) An apprentice.
 3) Reasonable.			 	 3) A trainee.
 4) Fairly competent.			 4) A student.
 5) Highly skilled.			 5) Fairly experienced.
 6) Very dangerous.			 6) Well trained.
 7) Extremely deadly.			 7) Highly skilled.
 8) An expert.				 8) An expert.
 9) A master.				 9) A master.
10) A grandmaster.			10) A grandmaster.

Note that these are only rough estimates; one master might well be 
slightly more skilled than another master, and so on.
~

7 SLAY~
Syntax: slay <character>

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

SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC.
~

0 SLEEPSPELL~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

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

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell.  The 'sn' is used for OSET and OSTAT.  The 'slot' is used for area
files.  Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.

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

0 SMOTHER~
Syntax: smother <name>

This is used to try and smother the flames on a burning player or mob.  
You cannot do this on yourself, and it may take several attempts to 
work.  Also, there is a small chance that the person smothering might 
catch on fire as well...
~

0 SOULBLADE~
Syntax: cast soulblade

This spell summons the casters personal (named) soulblade, which is an 
extremely deadly weapon.  The weapon is permanent.
~

0 SPELL SPELLS~
Syntax: spells | spell <colour>

This shows your spell casting ability with the various types of magic.

1) Untrained.				 6) An adept.
2) An apprentice.			 7) A mage.
3) A student.				 8) A warlock.
4) A scholar.				 9) A master wizard.
5) A magus.				10) A grand sorcerer.

Note that these are only rough estimates; one master wizard might well be 
slightly more skilled than another master wizard, and so on.
~

0 SPELLPROOF~
Syntax: cast spellproof <object>

This spell makes the target object immune to the destructive powers of 
the various magical attacks.  No protection from physical attacks is 
granted.
~

-1 SPIDER spider~
The totem of ambush and cunning
Poisonous bite: Your bite injects your opponents with a deadly venom.
WEB: You are able to shoot a web at your opponents to entrap them.
Immunity to poison: Poisons have no affect upon you

~

0 SPLIT~
Syntax: SPLIT <amount>

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

0 STANCE~
Syntax: combat <style>

In combat, the stance of the fighter plays a very important role; you 
can't just stand there and exchange blow for blow unless you are very 
confident of your ability.  Each fighting stance has advantages and 
disadvantages, the basic outline of which follows:
VIPER: A very fast and aggressive style of combat, concentrating on 
striking your opponent before they have the chance to avoid or block you.
CRANE: A wide, sweeping style of combat, which concentrates on a very 
strong blocking defence.
CRAB: A low, defensive fighting stance which uses agile footwork and 
rolling with attacks in order to reduce your injuries.
MONGOOSE: A light-footed stance, which relies on leaps and acrobatics to 
ensure that by the time your opponent makes their attack, you've moved 
out of the way.
BULL: A low aggressive stance which concentrates purely on physical power.

See also help on 'advancedstance' and 'stancetable'.
~

0 STANCETABLE~
The following table is a rough comparison of stances, giving a value 
between 10 and -10, where the higher the number the better your chance of 
victory.  Cross-reference your stance from the left with your opponents 
stance from along the top.  Please remember these are only rough 
estimates, and may not be completely accurate...

          None Vipr Cran Mmgs Bull Crab Mnts Tigr Drgn Mnky Swlw
None        0   -4   -5   -5   -5   -5   -9   -9   -10   0   -10
Viper      +4    0   +3   +3   -2   -2   -2   -7   -9    0   -4
Crane      +5   -3    0    0   +2   +2   -8   -6   -1    0   -3
Mongoose   +5   -3    0    0   +2   +2   -8   -6   -1    0   -3
Bull       +5   +2   -2   -2    0   +2   -5   -3   -3    0   -5
Crab       +5   +2   -2   -2   -2    0   -5   -5   -7    0   -7
Mantis     +9   +2   +8   +8   +5   +5    0   -3    0    0   +3
Tiger      +9   +7   +6   +6   +3   +5   +3    0   -2    0   +1
Dragon     +10  +9   +1   +1   +3   +7    0   +2    0    0   -2
Monkey      0    0    0    0    0    0    0    0    0    0    0
Swallow    +10  +4   +3   +3   +5   +7   -3   -1   +2    0    0
~

0 STATUS~
This represents the 'danger' of the player.  You only have a status if 
you are level 3.  It grants no extra powers, but is a good measure of 
how deadly that player is in combat.  Each time you decapitate an 
Immortal+ (or an Avatar if you are also an Avatar) your status goes up by 
one and their status goes down by one (to a minimum of zero).  The 
following shows how many kills (minus deaths) you need for each status:

      0 #1Peasant#n
 1 -  3 #2Page#n
 4 -  6 #3Apprentice#n
 7 -  9 #4Scout#n
10 - 12 #5Solider#n
13 - 15 #6Lieutenant#n
16 - 18 #7Captain#n
19 - 21 #0Guard#n
22 - 24 #1Kni#2ght#n
25 - 27 #3Ran#4ger#n
28 - 30 #5Hun#6ter#n
31 - 33 #7Ass#0assin#n
34 - 36 #4L#1o#5rd#n
37 - 39 #1B#6ar#7on#n
40 - 42 #5D#7uk#1e#n
43 - 50 #0Pr#2in#5ce#n
51 +    #1Emporer#n

Remember, if your status is Page or above you gain nothing for 
decapitating an Avatar (except a free loot, a head, and an enemy).
~

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

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

There are *NO* penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the appropriate skill.
~

-1 STORY~
It is a time of great magic.  Powerful immortals battle across the world
for domination, slaying and pillaging at will.  Only the greatest can 
survive...are you one of them?
~

-1 SUMMARY~
This mud is not like anything you have ever seen. The first thing you need 
to know is that this is a "Player-Killing Mud". Ok there are no levels or 
class's on this mud ether. If you are loking for get exp gain a level this isnt
it. Now you start out as a mortal to alow yourself the safty of training 
yourself for PK. In this mud we use exp to buy just about everything from your
stats, your health, magical ablity, to resistence and primal.

For more info try help for the flowing things:
Skill, Spells, Stance, Status, Sex, Avatar, Godless, Practice, Powers, Newbie a
d Races.
Also at the prompt type: skill, spells, stance and score.
~

0 SUMMON~
Syntax: cast summon <character>

This spell summons a character from anywhere else in your zone into your room.
Characters who are fighting may not be summoned.
~

5 SWITCH RETURN OSWITCH ORETURN~
Syntax: switch <character>
Syntax: return
Syntax: oswitch <object>
Syntax: oreturn

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).

OSWITCH acts like switch, except it switches you into an object.

RETURN and ORETURN return you to your original body.
~

0 TELEPORT~
Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere
in the world.
~

0 TERMS~
There are many terms and abbreviations used in muds.  Here are a few to 
help you along...
AFK     : Away From Keyboard.          BBL     : Be Back Later.
BRB     : Be Right Back.               BRT     : Be Right There.
CYA     : See you later/goodbye.       IRL     : In Real Life.
L8R     : Later/goodbye.               LO      : Hello.
TTYL    : Talk To You Later.           BF/GF   : Boyfriend/Girlfriend.
BS      : Backstab                     ROFL    : Roll On Floor Laughing.
FLAF    : Fucking Laf                  Laf     : Laugh
TANK    : The person (in a group) who takes the damage in combat.
STABBER : A (usually decent) backstabbing weapon.
DUPING  : An illegal method of copying items by crashing the mud.
MULTI   : The process of playing more than one character at a time.
MAXED   : At maximum.  Eg: "I'm maxed" (hitpoints, mana and move at max), 
          or "my stats are maxed" (your five stats are all trained to 18).
~

0 THAUMATURGY~
THAUMATURGY
Few Kindred are able to practice the rigourous discipline of 
Thaumaturgy.  This is the practice of blood magic, and is largely the 
province of the Tremere clan, who created it and guard it's secrets 
jealously.


Taste for blood (Taste)
This will give the Tremere who tastes another's vitae the ability to 
mystically sense details about that person.  These details include such 
things as blood, Generation etc.

Blood Rage (Bloodrage [Target])
This reduces the blood pool of an opposing vampire which in turn lessens 
their ability to use that blood offensively.  It also has the unfortunate 
side effect of sending the target into a furious frenzy - this means that 
it is an ability which must be used carefully.

Blood Potency (Potency)
With this ability a Tremere can, for a short period only, increase the 
potency of his blood so that his generation is effectively reduced for 
all intents and purposes.

Theft of Vitae (Theft [Target])
At this level of skill a Tremere can steal blood from the veins of 
another creature without the need for any physical contact.  This is 
damaging to living creatures and reduces the power of vampires by 
reducing their temporary blood pool.

Cauldron of Blood (Cauldron [Target] {Blood})
The most feared of all Tremere powers this actually boils the blood of 
the target which invariably kill's mortal's and does great damage to 
vampires as well as seriously reducing the amount of blood they have.
The more blood that is expended by the Tremere the more damage is done 
and blood stolen.  Thus the elder Tremere with their large blood pool's 
are incredibly powerful if they choose to use this power.
~

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 TIE UNTIE GAG BLINDFOLD~
Syntax: tie <target>
Syntax: untie <target>
Syntax: gag <target>
Syntax: blindfold <target>

TIE allows you yo tie up another player, who must be stunned, 
incapitated, or mortally wounded.  While tied up, a players actions are 
limited - they cannot move, quit, or do many other commands.

UNTIE will untie a player who is currently tied up.  A player cannot 
untie themself.

GAG places a gag over the mouth of the target player, who must first be 
tied up.  This command will also remove a gag.  A player can only remove 
a gag from themself if they are no longer tied up.  It is not possible 
to talk or use any of the channels while gagged.

BLINDFOLD places a blindfold over the eyes of the target player, who must 
first be tied up.  The blindfold can also be removed with this command.  
A player can only remove a blindfold from themself if they are no longer 
tied up.  Unsurprisingly, blindfolded players cannot see.
~

0 TITLE~
Syntax: title <string>

Sets your title to a given string.

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

0 GIFT GIFTS~
Every werewolf is able to learn special gift powers from various 
spirits.  Each of the spirits teaches a different type of power, and the 
werewolf is able to gain use of these powers through the expenditure of 
primal energy.


For more info do help <gift power>

~

0 TRAIN~
Syntax: train <str/int/wis/dex/con>
Syntax: train <avatar/mortal/primal/hp/mana/move>
Syntax: train <slash/stab/smash/beast/grab>
Syntax: train <charm/heat/cold/lightning/acid/sleep/drain/voodoo>
Syntax: train <hurl/backstab/kick/steal/disarm>

TRAIN increases one of your attributes.  When you start the game, your
character has standard attributes based on your class.  You can increase 
your attributes by spending experience points (exp) at a trainer.

It costs 200 exp to train a stat (str, int, etc), except that it costs 
only 100 exp to train your primary stat.  Primal costs 500 exp for the 
first point, 1000 for the second, 1500 for the third, etc, and 
hp/mana/move cost your current amount in that particular area minus your 
con (for hp and move) or wis (for mana) per point.  Becoming a mortal or 
an avatar costs 1000 exp each.

You can also train weapon resistances (reduces between 1 and all of the 
damage per blow for that weapon type), spell immunities (those types 
of spell do no damage to you), and skill immunities (they no long have 
any affect on you).  These cost 10000 exp for the first, 20000 for the 
second, 30000 for the third, and so on.
~

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

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

0 TRANSPORT~
Syntax: cast transport <object> <character>

This spell will transport the specified object from your inventory to 
that of the specified character.
~

8 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.
~

6 USERS~
Syntax: users

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

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

0 'VALLEY ELF'~
Valley elves are as tall as most humans.  They are thin and have sharp and
pointed features.  They are reclusive and resent intrusion.  All other sorts
of elves, including the drow, shun valley elves.  The latter, in turn, dislike
association with any races save perhaps gnomekind, whom they tolerate.
~

-1 VAMPCLANS~
There are sixteen different Vampire cl. An (L) behind a clan name 
means that the Clan is legendary and may not exist at all.

* Assamite(L)   Deadly vampiric assasins who kill in return for blood.
* Baali         Demon worshipping Vampires.
* Brujah        Rebellious and physical Vampires. The Camarilla's warriors.
* Caitiff       Clanless outcast's. Called 'Weakbloods'.
* Gangrel       Vampires in tune with nature's creations.
* Giovanni(L)   Italian vampires rumored to be necromancers.
* Lasombra      Leaders of the Sabbat. 
* Malkavian     Vampires who are truly insane, they are often underestimated.
* Nosferatu     Sewer-Rats cursed with a hideous appearance.
* Salubri(L)    Three eyed healers? Their existence is doubtful at best.
* Samedi        Animated corpses even more unpleasant than the Nosferatu.
* Setite        Servant's of the Wyrm who spread corruption.
* Toreador      Hedonist's, Artists and the beautiful.
* Tremere       Wizard's with control of Blood Magic.
* Tzimisce      Noble's who are the Sabbat's feared enforcers and torturers.
* Ventrue       Businessmen and Philosophers - the brains of the Camarilla.

For more information about any clan type help {Clan name}.  There is no 
information available about the Clans which exist only in Legend.
~

0 VAMPIRE VAMPIRES~
Vampires are the creatures of the night and thus take damage if exposed 
to daylight.  Vampires cannot eat food, or drink any liquids except for 
blood.  If they cannot drink blood for a long duration of time they will 
start taking damage or maybe even go berserk, so it's a good idea to store 
some blood in a drinking container.  Vampires take half damage from cold, 
none from gas, and double from fire, although those with the Heat 
immunity take normal fire damage rather than double.  Other abilities:

* Fangs       - Gives a free bite attack in combat, and required to 'bite' people.
* Bite        - Transforms target into a vampire, but costs the vampire 1000 exp.
* Order       - As if target lower generation vampire of your clan was charmed.
* Introduce   - Informs everyone in the room of your vampire lineage.
* Vamptalk    - A special vampire channel which distinguishes between clans.
* Regenerate  - Vampire cannot regenerate naturally; they need to use this.
* Feed        - For feeding other vampires with your blood.
* Favour      - Make a vampire a Prince, allow them to sire a childe, accepts 
                or inducts them into the clan, or outcasts them from the clan.
* Clandisc    - Shows the amount of certain disc you have already attained. 
* Embrace     - Embrace a mob for blood, Embrace [<MoB>], should
                punch then embrace that mob, its easier.
* Power       - Shows exactly what power that you have attained in the certain
                discipline.
* vampring    - Create blood ring.  Cost is 60 primal.
* vampplate   - Create blood plate.  Cost is 60 primal.
* vamphelmet  - Create blood helmet.  Cost is 60 primal.

In addition, all vampires get 3 or more disciplines, each of which grant 
one or more extra powers.  For more information type 'help disciplines'.
The VAMPIRE command toggles on/off whether vampires may bite/feed you.
~

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 VICISSITUDE~
The Tzimisce have though a pact with dark forces aquired the discipline
known as Vicissitude. It gives them a great deal of power over their
bodies and they can do truly gruesome things to others.
Use with caution.


This Discipline allows the following powers:
* FleshCraft - Disguise yourself to fiends and foes.
* Dragonform - Transform to a powerful dragon, after using zulo.
* Bonemod    - Extend Horns, Wings, Head, Exoskeleton, and Tail.
* Plasma     - Transform into a pool of blood.
* Zuloform   - Transform to a huge black monster.
~

0 VOODOO~
Syntax: Spell:   cast voodoo <victim>
        Ability: voodoo <victim> <action>

Voodoo magic allows the caster to do things to another player indirectly.
First, a body part of the victim is needed.  The caster should hold this 
part and cast the spell on the target (they don't have to be in the same 
room).  This will create the voodoo doll, which the caster the voodoo 
commands on to interfere with the victim.
There are three voodoo actions.  The first, 'Stab', is only of use as a 
warning to the victim, or to cause annoyance.  The second, 'Throw', will 
hurl the victim from their feet and cause a small amount of damage.  The 
third and final action, 'Burn', will set the victim on fire, as well as 
destroy the doll itself.
~

0 WEAKEN~
Syntax: cast weaken <victim>

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

0 WEREWOLF WEREWOLVES~
At the beginning of things, Gaia - the world and the spirit that embodies 
it - set all things in a balance that would maintain and encourage life.  
Near the top of this chain of being was humanity, and above them were the 
Garou - the sacred warriors of the spirit.  They were appointed to be the 
crusaders against the Wyrm, who spreads its cancer through the humans.  
They are the preservers of the raw essence of life, of nature's diversity 
and purity.  They are the Earth's immune system, fighting the disease of 
the Wyrm.  They are the werewolves, and they fight and destroy the 
children of the Wyrm (such as the vampires) at every opportunity.

* Claw - Transforms target into a werewolf, but costs 10000 exp. 
* Introduce - Informs everyone in the room of your werewolf lineage.
* Howl - A special channel that only werewolves can understand.
* Tribe - Shows information on other werewolves logged on.
* Gifts - Lists the current gift powers you have at your control.

In addition, all werewolves can gain gift powers, which grant additional 
powers.  For more information, type 'help gifts'.
~

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

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

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

0 WHO~
Syntax: who
Syntax: who <avatar/god>

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

With arguments, WHO can show avatars (level 3's) or gods (level 4's and 5's).
~

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

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

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

Some monsters are wimpy.
~

4 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.
~

-1 WIZLIST wizlist~
----------------------------------------------------------------------
                            Fate's Promise 
----------------------------------------------------------------------
                       ..ooOO IMPLEMENTORS OOoo..
                       Marlin                Tec

                   ..ooOO HIGH JUDGES / CODERS OOoo.
                 Divok   Tali    Jaichaim    Evillemno

                          ..ooOO JUDGES OOoo..
                          Jace        Malagant

     Other staff to be determined yet, do not ask, people begging for
imm positions will never get one.
----------------------------------------------------------------------
~

-1 WOLF wolf~
Controlling your innate wolf powers
CLAWS: You can extend or retract your claws at will.
FANGS: You can extend or retract your fangs at will.
CALM: You are able to repress your inner beast at will.
Spirit of Fenris: You are able to enter rage faster than normal.
Wolf Stance : Bonus stance

~

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

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

-1 silverfangs SILVERFANGS deathwish DEATHWISH~
Hello noble adventurse looking at clans. My werewolfs have noble blood in them.
We will fight evil at every turn. We will fight demons at every turn and the 
evil werewolfs named Black Spiral Dancers. In addition we will fight any 
non-noble vampires on sight. To get into my noble clan u must have 14khps,
2k mn, and 10k move, and maybe you will live.:)

DeathWish
~

6 OLC~
Syntax: AEDIT [create/reset]            - Area Creation and Repoping.
Syntax: REDIT [create/reset] [vnum]     - Room Creation and Editing.
Syntax: OEDIT   [create] <vnum>         - Object Creation and Editing.
Syntax: MEDIT   [create] <vnum>         - Mobile Creation and Editing.

Syntax: ASAVE  <world/area/changed/list>	- Save Editing to Disk.
Syntax: ALIST                                   - Listing of Areas.
Syntax: RESET  See Help Resets.			- Set Game Resets.

Definition: [optional]  <required>

     The above commands are used to expand the game world.  The original code
it is based on was written by Surreality and installed in The Isles by Locke.
It was then converted to work with Envy by Jason Dinkel.

     Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room.  Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT
~

6 ALIST~
Syntax: ALIST

This command gives you a listing of all the areas along with their
vnum assignments and the builder(s) assigned to editing them.
~

6 AEDIT~
Syntax: aedit		-Enters the editor for the current area.
Syntax: aedit <vnum>	-Enters the editor for the selected area.

The follow commands are available from within the AEDITOR:

age <number>        - set the age of the area
builder <player>    - toggle that builder's access
commands            - prints a list of possible commands
create              - create a brand new area and switch to it
done                - exits the area editor and returns to normal play
filename <filename> - change the file name for the area. '.are' is appended.
name <name>         - change the 'AREAS' name of this area
recall <room vnum>  - set the room to recall to
reset               - resets the current area
security <rating>   - set the security rating for this area
show                - hitting return, or 'show' shows the area stats
vnum <lower> <upper>- set the lower and upper vnum's
lvnum <lower>       - set the lower vnum
uvnum <upper>       - set the upper vnum
<flags>             - area flags, type ? AREA for a list
~

6 REDIT~
Syntax: redit			-Enters the editor for the current room.

The following commands are available from within the REDITOR:

commands            - prints a list of possible commands
create <vnum>       - creates a room with a certain vnum
desc                - edit description of room
done                - exists the room editor and returns to normal play
ed                  - type this command for additonal extra-description help
format              - format(word-wrap) the room description
name <room title>   - changes the room title
show                - hitting return, or 'show' shows the room stats
oshow <vnum>        - shows an object with given vnum
olist               - lists objects in this area.
mshow <vnum>        - shows a mobile with given vnum
mlist               - lists mobiles in this area.
<room-flags>        - room attributes, type ? ROOM for a list
<sector>            - terrain of room, type ? SECTOR for a list
<direction>         - see help EXIT, or type <dir> ?
walk <direction>    - use the walk command to move in a direction
~

6 EXIT~
Syntax: <dir> <command> <argument(s)>
For exits, type the direction (north/s/e/w) followed by:

dig <vnum>         - creates the room and makes a two way link
link <room vnum>   - make a two way link
room <room vnum>   - make a one way link (use with caution)
key <object vnum>  - makes specified object the vnum of the key required
name <door name>   - makes the door's name/keywords = to the given name
desc               - edit the description of the exit
remove <arg>       - used to remove keys, names, and descriptions
delete             - delete this exit
<exit-flags>       - type ? EXIT for a list(door, locked etc.)

The exit flags are presented in the following manner.  The capitalized
flags are ones not included in the reset info.  i.e. closed is due to
a player closing the door and not due to the door being set to be closed.

-South to [ 3744] Key: [   -1] Exit flags: [door CLOSED pickproof]

~

6 OEDIT~
Syntax: oedit <vnum>		-Enters the editor for the selected object.

The following commands are available from within the OEDITOR:

addaffect           - applies an affect to an object, no args for help
delaffect           - removes an affect to an object, no args for help
commands            - prints a list of possible commands
cost <gold>         - sets the gold value of the object
create <vnum>       - creates object with specified vnum
done                - exits the object editor and returns to normal play
ed                  - type this for info on adding/editing extended descripts
long                - edit long description (the one in the room)
name <keywords>     - sets the keywords on an object
short <desc>        - sets the 'name' of an object (a sword, a fish etc)
show                - hitting return, or 'show' shows the object stats
v0 <num>            - sets the value '0' on the object
v1 <num>            - sets the value '1' on the object
v2 <num>            - sets the value '2' on the object
v3 <num>            - sets the value '3' on the object
weight <num>        - sets the weight of the object
<obj-type>          - type of object, type ? TYPE for a list
<extra-flags>       - attributes of object, type ? EXTRA for a list
<wear-flags>        - where object is worn, type ? WEAR for a list
~

6 MEDIT~
Syntax: medit <vnum>		-Enters the editor for the selected mobile.

The following commands are available from within the OEDITOR:

alignment <value>   - set the mobile's alignment
commands            - prints a list of possible commands
create <vnum>       - creates mobile with specified vnum
desc                - edit the mobile's description (when looked at)
done                - exits the mobile editor and returns to normal play
level <level>       - set the mobile's level
long                - edit long description (the one in the room)
name <keywords>     - sets the keywords on an mobile
shop                - type this command for further information
short <desc>        - sets the 'name' of an mobile (a sword, a fish etc)
show                - hitting return, or 'show' shows the mobile stats
spec                - sets a mobiles spec proc, type ? SPEC for a list
<sex>               - set the mobile's sex, type ? SEX for a list
<act>               - mobiles actions, type ? ACT for a list
<affected-by>       - mobile affects, type ? AFFECT for a list
~

6 RESETS~
Syntax: RESET <number> OBJ <vnum> <location on body>    - equips last mobile
        RESET <number> OBJ <vnum> inside <obj vnum>     - store in container
        RESET <number> OBJ <vnum> room                  - store in room
        RESET <number> MOB <vnum> [<max #>]             - load a mobile
        RESET <number> DELETE                           - delete a reset

RESET alone will display the resets in the current room.  The <number> will
be displayed with this list.  Typing ? WEAR-LOC will list possible locations
that an object can be loaded to.  The [<max #>] is the maximum number of
mobiles allowed in this room and will default to 1 if no number is entered.

For resets to be successful make sure that you add them in a logical order.
For example, if you are equipping a mobile, don't load a container in the 
room and fill it with some objects and then continue equipping the mobile.
It is likely that resets will backfire if they are not carefully entered.

If you wish to reset the room then use EDIT ROOM RESET.  
~

6 ITEM_LIGHT~
.   value 0    unused
   value 1    unused
   value 2    hours of light available, 0 is dead, -1 is infinite            
   value 3    unused
~

6 ITEM_STAFF_WAND~
.   value 0    level
   value 1    max charges
   value 2    current charges
   value 3    spell name

An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
~

6 ITEM_SCROLL_POTION_PILL~
.   value 0    level
   value 1    spell name 1
   value 2    spell name 2
   value 3    spell name 3

An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
~

6 ITEM_WEAPON~
.   value 0    unused
   value 1    unused (formerly min damage)
   value 2    unused (formerly max damage)
   value 3    weapon type: hit, slice, stab, slash, whip, claw, blast,
                           pound, crush, grep, bite, pierce, suction, chop

An up-to-date list of weapon types can be obtained by typing
? WEAPON
~

6 ITEM_CONTAINER~
.   value 0    weight capacity
   value 1    flags: closeable, pickproof, closed, locked            
   value 2    key vnum
   value 3    unused

An up-to-date list of flags can be obtained by typing
? CONTAINER
~

6 ITEM_DRINK~
.   value0    capacity
   value1    current quantity
   value2    liquid type: water, beer, wine, ale, dark-ale, whisky, lemonade,
                          firebreather, local-specialty, slime-mold-juice,
                          milk, tea, coffee, blood, salt-water, cola
   value3    poisoned?

An up-to-date list of liquids can be obtained by typing
? LIQUID
~

0 PRINCIPLE PRINCIPLES~
Principles are special powers that a sacred ninja learns,
for more information on these deadly powers, check the following helps:
Sora, Chikyu, and Ningenno.
Those are the principles of the ninja powers.
~

0 SORA~

Sora - The Art of finding, observing, and locating principles.

Mitsukeru   -Locate-     The power to scry mobs, or foes.
Koryou     -Consider-    Read aura, learn more about your enemies.
Kakusu      -Hidden-     Enhanced Hide, which only ninjas can see you.
Uro-Uro   -Silent Walk-  Leaves no footprint shown behind.(Auto)
Kanzuite   -Awareness-   A sacred vision that sees all.
Bomuzite   -Sleep Gas-   A gas that makes your enemies go to sleep.
~

0 CHIKYU~

Chikyu - The Art of Preperation for battle.

Tsuyoku    -Strength-     Ninja Toughness.(Auto)
Songai      -Damage-      Enhanced damage.(Auto)
Isogu        -Haste-      Adds two extra attacks.(Auto)
Tsuiseki     -Hunt-       Fast hunting.
Sakeru    -Sonic Speed-   Dodges more attacks.(Auto)
HaraKiri  -Blood Power-   Hurt yourself to gain power.
~

0 NINGENNO~

Ningenno - The Art of attacking and getting away from battle.

Tsume          -Claws-       Ironclaws worn on wrist to aid in hand-to-hand combat.
Hakunetsu   -First Strike-   Super backstab when first start in combat.(Auto)
Mienaku       -Vanish-       Never fail flee.
Shiroken   -Throwing Star-   One Extra attack in combat.(Auto)
Dokuyaku      -Poison-       Adds poison to your Shiroken.(Auto)
Circle     - Circle Around your opponent during battle and hit them.
~

6 ITEM_FOOD~
.   value 0    hours of food value
   value 1    unused
   value 2    unused
   value 3    poisoned?
~

6 ITEM_MONEY~
.   value 0    value in gold pieces
   value 1    unused
   value 2    unused
   value 3    unused
~
0 NINJA NINJAS~

Ninjas are being added to the mud, yay

	* Principles  - command to get ninja powers
	* Discipline  - make more ninjas
	* Miktalk     - ninja communication channel
	* Michi	      - ninja rage-type power
	* Meditate    - regain health faster
	* Dagger      - create a ninja dagger
	* Sword       - create a ninja sword
	* ninmask     - create a ninja mask
~


0 $~

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