/
HUMAN

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Humans are supposedly the most common race in the   |
|     Int: --      | realms.  While they are unable to multiclass, they  |
|     Dex: --      | are able to achieve immortality via any class.      |
|     Wis: --      | Humans excel in their chosen professions and, as a  |
|     Con: --      | subsequently get the prime requisite of that class  |
|     Cha: --      | increased by one.  Only humans can be Monks.        |
+------------------+-----------------------------------------------------+

#
ELF

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Elves are fair woodland creatures, generally more   |
|     Int: --      | aloof than the other races.  Elves gain intrinsic   |
|     Dex: +1      | infravision as well as immunities to sleep and charm|
|     Wis: --      | magiks, but they have a frailty towards poisons.    |
|     Con: -1      | Elves are more in tune with magic than are the      |
|     Cha: --      | other races and subsequently regain mana faster.    |
|                  | Elves make good mages and thieves.                  |
+------------------+-----------------------------------------------------+

#
DWARF

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Dwarves are stout short, dour people fond of        |
|     Int: --      | precious metals.  While their stubby little legs    |
|     Dex: --      | give them fewer movement points, they do regain it  |
|     Wis: --      | at a faster rate than normal.  Dwarves are also more|
|     Con: +1      | tolerant to poison than others.  Dwarves hate       |
|     Cha: -1      | goblinoids and have a tendancy to attack them on    |
+------------------+ sight.  They particularly despise orcs and are some-|
| times become so overwhelmed with bloodlust that they cannot help but   |
| attack them.  This hatred gives dwarves a +1 bonus to hit and damage   |
| when combatting a goblinoid.  Dwarves are also trained defensive combat|
| techniques when combatting giant sized opponents.  Dwarves are somewhat|
| magic resistant, and they don't like magical items in general.  They   |
| have a 20% chance of having a magical item they use not work.  An      |
| exception to this are dwarven clerics using clerical magic.  This      |
| resistance is based on a dwarf's constitution and helps dwarves against|
| spells and paralysis based attacks.  Dwarves make fierce warriors and  |
| clerics.  Phew, that's a lot of stuff.                                 |
+------------------------------------------------------------------------+

#
HALFLING

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: -1      | Halflings are short, stout folk, fond of eating,    |
|     Int: --      | drinking merriment.  They live in smials and some   |
|     Dex: +1      | have been known to possess infravision.  Halflings  |
|     Wis: --      | are nimble and have the same paralysis and spell    |
|     Con: --      | resistances as dwarves.  Halflings are also somewhat|
|     Cha: --      | resistant to poisons.  Halflings make good thieves. |
+------------------+-----------------------------------------------------+

#
GNOME

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Gnomes are similar to dwarves.  While not as stout, |
|     Int: --      | they possess a similar magic tolerance which        |
|     Dex: -1      | sometimes interferes with their ability to use      |
|     Wis: +1      | magical items.  Gnomes have infravision, and their  |
|     Con: --      | hatred of the goblinoid races gives them advantages |
|     Cha: --      | when fighting them.                                 |
+------------------+-----------------------------------------------------+

#
VEGGIE

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Veggies are a race of plantlike beings spawned from |
|     Int: --      | the depths of the Forest of Haon-Dor via a magical  |
|     Dex: -1      | experiment of Quifael's.  They are usually druids,  |
|     Wis: --      | and subsequently neutrally alligned, although other |
|     Con: --      | alignments do happen on occasion.  Veggies thrive in|
|     Cha: --      | the outdoors, but do not fair well indoors.  They   |
+------------------+ never need to eat, but do get thirsty.  They are    |
| naturally able to go underwater, and it costs them less mana to cast   |
| spells when outdoors in sunlight.  Veggies are naturally less dextrous |
| than other races, and have fewer (V)itality/mo(V)ement points.  They   |
| are also immune to normal posions (no bonuses to deadly ones, though). |
+------------------------------------------------------------------------+

#
MINDFLAYER

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | This odd race has seeks to extinguish the sun's     |
|     Int: +2      | light.  They usually dwell far beneath the earth and|
|     Dex: --      | rarely venture forth into sunlight.  When they are  |
|     Wis: -1      | in sunlight, the sun blinds them and they are not   |
|     Con: --      | able to see other things.  Mindflayers have the     |
|     Cha: -2      | ability to tap into certain psionic powers.  This   |
+------------------+ gives them the ability to sense life, and detect    |
| invisible beings.  They have tentacles which allow them to bore into   |
| the brains of their opponents and drain their magical energies away.   |
| This is a natural ability of the race that improves with the level of  |
| the character.  Most other races despise this race, and most will      |
| charge them more for their services.                                   |
+------------------------------------------------------------------------+

#
DROW

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Most Drow that leave the Underdark are sick of this |
|     Int: --      | spider shit.  These drow have emerged in an attempt |
|     Dex: +1      | to kill a certain Mr. Salvatore who is said to      |
|     Wis: --      | publish books about their darkest secrets.  No one  |
|     Con: -1      | has found him yet... but the dark elves continue to |
|     Cha: -2      | search.  Drow eyes are sensitive to sunlight in a   |
+------------------+ similar manner to mindflayers.  They are a driven   |
| race, which explains their high level limits, but they are a very evil |
| race and are shunned in a similar manner to mindflayers.               |
+------------------+-----------------------------------------------------+

#
RATPERSON

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: -1      | Civilized remnants of the Skaven, these creatures   |
|     Int: +1      | rumored to be plotting to take over Midgaard. While |
|     Dex: +1      | few people take them seriously, people do keep a    |
|     Wis: --      | close eye on their belongings when rat people are   |
|     Con: -1      | about.  Ratpeople excel in magic, even though they  |
|     Cha: --      | do not naturally regenerate mana very well.  Instead|
+------------------+ they consume a mineral named warpstone.  This       |
| mineral is scattered about the realm.  Ratpeople are naturally         |
| resistant to mind control and poisons, and they sometimes sqeak.       |
+------------------------------------------------------------------------+

#
HALF-ELF

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Offspring of the union of an Elf and a Human, this  |
|     Int: --      | race retains the sturdieness of their human side and|
|     Dex: --      | the elven affinity to magic.  Theie human stock also|
|     Wis: --      | gives half-elves a 50% chance to get a +1 to a      |
|     Con: --      | prefered stat (class dependant).  They get a 30%    |
|     Cha: --      | chance at intrinsic infravision as well.            |
+------------------+-----------------------------------------------------+

#
HALF-ORC

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: +1      | Half orcs are a rude race that excels in thieving   |
|     Int: --      | fighting.  They are the only race capable of reach- |
|     Dex: --      | ing 50th level in both those classes.  Upon creation|
|     Wis: --      | they have a 30% chance of gaining intrinsic infra-  |
|     Con: +1      | vision.  Half orcs are tougher than most other races|
|     Cha: -2      | and heal faster.  They are not well liked by most   |
|                  | because of their rude manner.                       |
+------------------+-----------------------------------------------------+

#
VAMPIRE

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: --      | Every then and again a mortal in the realm falls    |
|     Int: +1      | prey to a Vampire's bite.  While player vampires    |
|     Dex: --      | are unable to spread their disease, they suffer     |
|     Wis: --      | from being outdoors in the sun, but are more power- |
|     Con: --      | ful at night under full moons.  Vampires have an    |
|     Cha: --      | aversion to running water, but their bat forms seem |
|                  | immune to it.  Vampires do not hunger for food in   |
+------------------+ the manner that other mortals do.  They hunger for  |
| blood.  In order to feed, a vampire must be unarmed and attack lunch   |
| via the "bite" command.  A vampire cannot feed if someone else is      |
| attacking them, or their lunch.  They may access their bat forms via   |
| the "changeform" command.  The bats become more powerful as the vampire|
| increases in levels, but this power is defensive, not offensive.  Some |
| have noted that these bats may either fly or walk via the FLY and WALK |
| commands.                                                              |
+------------------------------------------------------------------------+

#
OGRE

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: +2      | These noisy brutes are some of the fiercest fighters|
|     Int: -1      | in the realms.  They know no fear and are never     |
|     Dex: -1      | wimpy.  They eat an enormous amount of food, but   |
|     Wis: -1      | renegerate hitpoints faster that other races.  They |
|     Con: +1      | have more movement that elves, an intrinsic +1 to   |
|     Cha: -2      | damage, and an intrinsic -15 off of their armor     |
|------------------+ class.  They never get more than 3 practices per    |
| level, and some think they are funny to talk to.  Oy, they are also    |
| able to fight beyond the point where other races reach exhaustion.     |
| Only ogres have the ability to go berserk in battle.                   |
+------------------------------------------------------------------------+

#
FAIRY

+------------------+-----------------------------------------------------+
|Stat Modifiers:   | Notes:                                              |
|                  |                                                     |
|     Str: -2      | These frail winged folk sometimes enter the realms  |
|     Int: +1      | to perform good deeds.  They are magical beings that|
|     Dex: +1      | have the intrinsic ability to detect invisible and  |
|     Wis: --      | sense magic.  Fairies in the realms are rather large|
|     Con: -2      | as far as fairies go.  They are about halfling size.|
|     Cha: --      | They are susceptible to fire based attacks, but they|
|                  | resist cold based attacks.                          |
+------------------+-----------------------------------------------------+

#
"GROUP NAME" GNAME
Usage : Leader of group types GNAME <name of group>

This command is used to give a cool looking name to your band of adventurers.
These names show up on the who list when someone types 'who group'.
 
See Also: "GROUP GROUPING", WHO
#
RLOAD
This is an immortal room creation command.
format: rload <beginning # of your area> <end # of your area>

You use this command to load the rooms that you saved with the RSAVE
command.  It is particularly helpful if there is a crash or a reboot and
you return to find your rooms gone.  

SEE ALSO: RSAVE
#
WALK

This is what people who aren't flying have to do to get from point A to
point B.  If you are flying, and you are doing it because of a spell or
a racial intrinsic (sorry, if it's an object, remove it) you can choose
to walk or fly.  If you are currently flying, the walk command will stop
that.  When you decide you want to take to the air again, use the FLY
command.

SEE ALSO: FLY
#
FLY

If you stopped flying with the WALK command, you can return to the skies
via this command.  If WALK will work for you, FLY should too.

SEE ALSO: WALK
#
RSAVE
This is an immortal room creation command.
format: rsave <beginning # of your area> <end # of your area>

You use this command to write the rooms you have made to disk.  To
retrieve them, use the RLOAD command.  RSAVE your area OFTEN!  That way
if something unforseen arises (ie: a crash) you will not loose much
work.  Remember to RLOAD your are b4 you RSAVE it.  If you do not, you
will save an empty area over yours.  IF THIS HAPPENS, DO NOTHING MORE.
Find someone with code access and ask them to restore your backup area
file.  Every Time you save the previous save file is made into the backup
one.  

SEE ALSO: RLOAD
#
DONATE
Usage : DONATE <item>

The donate command is used to be a nice person and send something to the
Donation Room for other people (especially Newbies) to have.  All you have
to do is type 'donate sword' (for example), and the donation room gets your
sword.  

See Also: JUNK, DUMP
#
JUNK
Usage : JUNK <item>

The junk command is used to get rid of unused garbage that you or nobody 
else would want.  All you need to do is type 'junk sword' (for example),
and nobody will ever have to worry about it again.  Note: You can also
type 'junk all.sword' if you have a lot of them you need to get rid of.

There is a small amount of compensation for junking an item.  If you are
under 3rd level, you get exp for junking.  If you are 3rd level or higher,
you get half of the amount of gold you would have gotten by dropping the 
item in the dump.  However, in either case, the amount isn't a whole lot
of gold, and you just might consider donating it for others to use.
 
See Also: DUMP, DONATE
#
DUMP
Usage : DROP <item> (at the Dump of course!)

The dump is a place to get rid of unused garbage that you or nobody 
else would want.  All you need to do is type 'drop sword' (for example),
and nobody will ever have to worry about it again.  Note: You can also
type 'drop all.sword' if you have a lot of them you need to get rid of.

There is a small amount of compensation for dumping an item.  If you are
under 3rd level, you get exp for junking.  If you are 3rd level or higher,
you get gold instead.
 
See Also: JUNK, DONATE
#
AUTO
Usage : AUTO <argument>

Auto is a command to enable automatic operation of certain commands, without
the need for a client program.  Typing auto with an argument toggles the
feature ON or OFF.  Currently, the argument options are:

loot
split

Auto loot will automatically take the gold from any monsters you kill.  It
gives the gold to the person who killed the mob.  Default is OFF.

Auto split will automatically split your gold among all the members of your
group IF you are grouped.  Default is OFF.

See Also: SPLIT
#
MAP

The following is a general sketch of area locations:

                            [Giants]
                                |
                                +------[*Ch'tar]
                                |
                                |                               [Prydain]
                                |    [Dwarves]                      |
    [frost]                     |        |                          |[Mage t.]
   [gt. rift]                   |      [Mines]                      |   |
       |                     [Moria]    +---------+                 +---|
   [artica] [monks]           |         |         |  [gypsy]        |
      |       |        [mist] |         |         |    |            |
      |       |            |  |         |         |    |            |
      |      [shire]       |  |         |         +----+----+-+-[New Thalos]
[graecia] [elf] |          +--+--+------+[goblins]       ~~~~~~~~~~~~~|
      |       | |          |  |                      ~ [Drow]    [Thalos]
      |      +----+-----+  |  +--+---+               ~~~~~             |
[wht] +-----+---+[Midgaard]+--+  |   |                 ~             [rhoydin]
[plm] |   [quik]|                |   [python]         ~
     \|     |   |      [Arachnos]+                   ~
   ~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~ ~          |                |
  ~~~~        [roo]              |
 |  /|                           |
 | / [Mordilnia]                 |
 |[Hoeur]    |               [Lycanthropia]
 |          [Arena]
 [Skexie/Gelfling]
 |
 |
 |
[Enfan]

                     +[Labrynth]
               [Temple]
                    [Temple Entrance]
                           |
                --------+--+--+---------------  <<-- CLOSE UP OF MIDGAARD
                        |  |
               [iv. tow]+  \
                           |[sewers]
                           |
                          [zoo]
#
DISPLAY
Usage : DISPLAY [0..1]

Display allows you to change your term setup on the mud, allowing you to
have an info-bar on the bottom of your screen.  The info-bar contains
your hit points, your mana, your movement points, your gold, and your
experience points.

   Currently, display uses VT100 term setups.  To turn display onto
VT100, use the "1" option.  To turn off the VT100 display, use the "0"
option.

See Also: RESIZE
#
RESIZE
Usage : RESIZE [size]

Resize allows you to change your screen size.  The default is a 25 line
screen, but not everyone uses 25 lines.  Resize allows you to change
your setup to your own screen size (allow for a total line count).
RESIZE 25 would reset you to a normal display size.

See Also: DISPLAY
#
ONE LIFER

In order to become a "one lifer" you need to go to the temple altar and
"pray one life".  Upon doing so, your stats (primarily charisma, and the
pre-requisite stat for your class(es)) will increase.  

-What this means:

Upon receiving Odin's blessing you are limited to one life.  Upon dying
you are disconnected from the game and deleted.  Again, once you die you
are disconnected from the game and deleted.  So you ask, what does
Odin's blessing entail?  Currently you gain double experience for every
kill.  You learn faster (practice better).  You regenerate your move-
ment, hitpoints and mana faster.  Cityguards call you studs.  Your ego
is higher (enabling you access to better equiment at lower levels).  
This is a very new idea to SillyMUD and we are still playing around with
what one lifer benifits should be.  Suggestions should be posted on the
mortal board at the Temple Altar
#
BREWING

This is a relatively new skill.  It enables someone to gather various
ingrediants to form a potion.  Currently ony one kind of potion is
manufacurable and it's components are shrouded in code.  It will be
expanded at a later date.
#
FORCE

When someone is being a butthead and doesn't want to give you your taco
back, what do you do?  You force them to.  Fortunately for most, only
gods have this ability.  They can: "force butthead give taco loki", and
voila if Loki is around, and butthead has a taco, Loki is given it.
Some of the more powerful gods are able to force all, meaning that they
can force everyone to give a taco to Loki.
#
INSET

Usage:  inset <gem> <weapon>

The weapon must not be smaller than the gem, or else you can't inset the
gem into the weapon.  (No plans are being made to insert weapons into
gems.)  If the weapon is not over-enchanted allready, and you make a
successful skill check, the affects on the gem will be added to those of
the weapon.  If you fail the skill check, you will damage the weapon
and scrap the gem.  A successful insetting will also increase the
weapon's ego by the gem's amount.

#
DISGUISE

Disguise is a skill that allows thieves to disguise themselves.  What
does this mean, I hear you cry.  Well.  This won't do squat against pcs.
BUT, those pesky mobs that hate you and fear you will forget who you are
if you disguise yourself well.   This is a learnable skill.
#
MONKS

Monks are masters of harmony.  They are very aware of their internal
balance and are resistant to things that upset that balance.  This
characteristic does not necessarily force them to be neutral.  Over time
their training enables them hit attack others with their bare hands and
to kick things with amazing force.  Their focus on their being
neutralizes any affect dexterity would normally have on their armor
class.  Very little is reflex anymore.  As they become more powerful
they become resistant and eventually immune to things that would disturb
their internal balance.  These include poison, haste, charm, slow,
and paralyze.  By 11th level a monk is allready immune to haste, slow
and paralyze.  At 15th level they develop a resistance to poison which
turns into an immunity at 32nd.  At 18th level they are resistant to
charm.  At 36th level they are immune to it.

Monks are designed to be weak and equipment starved at low levels.  At
high levels they rival single class warriors.  

See also: MONK DAMAGE, MONK ATTACKS
#
"MONK DAMAGE"

This is a list of what a monk's bare hand damage is.

Level  Damage     Level  Damage     Level  Damage     Level  Damage
 1- 3   1d3       15-19   2d4       30-34   4d4       42-44   6d4
 4- 5   1d4       20-21   3d3       35-36   4d5       45-49   6d5
 6-11   1d6       22-26   3d4       37-41   5d4        50     8d4
12-14   2d3       27-29   4d3
#
"MONK ATTACKS"

This is a list of how many attacks a monk gets when he is fighting bare
handed. The formula used for the number of attacks that an unarmed monk
will get per
round will be: (level-1)/16 +1   --The fractional portion will provide
the probability of getting an extra attack each round. (ie. if you were
VERY lucky, a 2nd level monk could get 2 attacks every round, but
probably won't)

[a few samples: Level--#Att]
 1--1.00    5--1.25    9--1.50   13--1.75   17--2.00   21--2.25
25--2.50   29--2.75   33--3.00   37--3.25   41--3.50   45--3.75
49--4.00 

#
"DRUIDS"

Druids are the guardians of nature.  They remain neutral with regard to
other concerns.  As such, they are forbidden to player kill other
players.  They can, however, enlist the aid of those less scrupulous.
After 14th level, a druid is no longer able to be charmed.  They develop
a resistance to poison at 15th level, and the immunity at 32nd level.
At 20th level they gain a natural resistance to electricity, at 30th a
resistance to cold, and at 40th a resistance to fire.

If a druid strays from the path (ie: is no longer neutral) they will
slowly loose their ability to cast spells and will not be able to change
forms.  They farther they stray from neutrality, the harder it is for
them to cast spells.

Druids seem to be a little weaker than other classes.  If you have
suggestions to improve their playability, please post them.

#
"GROUP GROUPING"
Usage : GROUP [player]

Some new changes to encourage grouping.   
1) leader of a group gets 5% exp bonus per kill per pc in group
2) followers get 3% bonus (per pc)

If you are a group member, then you will share experience points for
killing monsters equally among the group. Experience points will only
be shared among group members that are in the same location, at the
time of the killing blow. Sharing is regardless of whether the group
members have been participating in the fight.

Group with no argument show a list of people with whom you are grouped.

To make a group, a "leader" must be selected. All members of the group
must then "follow" the leader using the follow command. The leader
group.  If followers are present when the the spell is cast on the group
leader, anyone in the room that is grouped is transported.

See also: -
#
"CREATE LIGHT"

Usage       : cast 'create light'
Accumulative: Yes
Duration    : (24 + level of caster) hours
Level       : Level 1 Mage, 2 Cleric, 3 Druid.
Save        : None

Using this spell focuses the caster's mana into a bright ball of light.
This light works as you would expect any light to work.

See also: CONTINUAL LIGHT
#
"CONTINUAL LIGHT"

Usage       : cast 'continual light'
Accumulative: Sure.. make as many balls as you want :)
Duration    : Forever.
Level       : Level 16 Druid, Cleric 26, Mage 10.
Save        : None.

This spell creates a ball of light.  Unlike the spell, 'create light', this
ball lasts forever.

See also: CREATE LIGHT
#
"KNOW ALIGNMENT"

Usage       : cast 'know alignment' <victim>
Accumulative: Yes.. Try as often as you like
Duration    : Instantaneous
Level       : Level 2 Druid, Cleric 4, Mage 7
Save        : None.

By means of this spell, the caster is roughly able to determine the
alignment of the victim.

See also: DETECT EVIL
#
"WATER BREATH"

Usage       : cast 'water breath' <victim>
Accumulative: Yes
Duration    : (caster's highest casting level +3) hours.
Level       : Level 6 Druid, Mage 9.
Save        : None.

This spell enables the recepient to enter underwater rooms.
#
"PORTAL"

Usage       : cast 'portal' <target>
Accumulative: No
Duration    : Level/5 hours.
Save        : Yes, save often.

Your target is some monster on the Prime Material Plane.  You can not 
portal to or from no-summon rooms, private rooms (god relevant), tunnel
rooms, or no-magic rooms.  You cannot cast portal on alternate planes
either.  This spell creates an actual portal that you can use via the
enter command.  In specific, "enter portal".

#
"MINOR CREATION"

Usage       : cast 'minor creation' <object>
Accumulative: Not relevant.
Duration    : Instantaneous.
Save        : None.

This spell enables the caster to call forth some object from
nothingness.  The objects creatable are:

sword, shield, canoe, bag, barrel, bread

If you are really dying to see something else here, bug a god.
(yeah those fat lazy invis butt-holes that never do anything.)
#
"FAERIE FIRE"

Usage       : cast 'faerie fire' <victim>
Accumulative: No
Duration    : Instantaneous
Save        : vs. spells to avoid affect

This spell outlines the victim in a purple glow, making them easier to
hit.  It increases their armor by 20 points.

See also: TACO
#
"HOLY WORD"

Usage       : cast 'holy word'
Accumulative: No
Duration    : Instantaneous
Save        : None, if you are a proper target.

With this spell, the cleric calls upon the raw power of their diety to
smite differently aligned people.  This is a VERY hostile spell capable
of wreaking great devastation of disbelievers.  This spell is an area of
affect one, and as such, all non-grouped people will be subjected to it.
Neutral clerics will affect both evil and good victims, good clerics
will only affect evil victims and evils clerics will only affect the
good.  If the victims falls within one of those parameters they are
considered a valid target.  Should the target be an extra-planar being,
they will be destroyed and their spirit banished to their home plane.
If the victim is not an extra-planar being then the affect of the word
is dependant on the level difference of the caster and the victim.
Should this level difference be greater than 30, the victim will be
utterly destroyed by the clerics show of power.  Should this difference
be greated than 20, the victim will be damaged for the difference * 3
points of damage, they will be blinded and paralyzed (in awe, no doubt)
for a period no longer than the caster's level divided by 10.  The
difference be greater than 10, the victim will be damaged the difference
* 2 hitpoints and will be silenced and blinded for a period not to
exceed the caster's level divided by 10.  Should the difference only be
somewhere between 1 to 9, the cleric's word will knock the victim on
their butt and blind them for a period not to exceed the caster's level
divided by 10.  If the caster is actually of lower level than the
target, this spell will just piss the victim off.

SEE ALSO:  THE WRATH OF GOD
#
"ENCHANT ARMOR"

Usage       : cast 'enchant armor' <item>
Accumulative: No
Duration    : Permanent.
Save        : None.

With this spell a caster is able to imbue a piece of mundane armor with 
magical affects.  A suit of armor (eg: helm, arm plates, leg plates,
shield, gauntlets, chest plate, boots etc) can be enchanted such that
at each piece yields an armor calss reduction similar to the enchant
weapon scale.  (-1 up to 20, -2 up to 40, -3 up to 50)  Caster's above
30th level also enable the item to improve the wearer's saving throws by
-1.  Enchanted objects are anti-all alignments except the caster's.
This spell is not designed to be a wicked powerful spell.  It is to help
those who are otherwise unable to get better equipment.

SEE ALSO: ENCHANT WEAPON
#
"FAERIE FOG"

Usage       : cast 'faerie fog'
Accumulative: Yes
Level       : Level 10 Druid, Cleric 11, Mage 16
Save        : vs. spells to avoid affect

The caster of this spell creates a large volume of purple smoke to spew forth
from his or her fingertips.  This smoke will reveal the presence of any 
invisible people in the room, provided they fail a saving throw vs. spells.
It does not reveal hidden people.

See also:
#
"ICE STORM"

Usage       : cast 'ice storm'
Accumulative: Yes
Save        : vs. spells for half damage

Upon casting this spell freezing artic winds are summoned to turn
hapless victims into so many popsicles.  In the process the victim will
take 1d4 per level of the caster in damage.  This spell will affect ALL
occupants in the room except those grouped with the caster.

See also:
#
"SPIRIT ARMOR"

Usage       : cast 'spirit armor' <target>
Accumulative: No.
Duration    : 24 hours.
Save        : None.

When casting this spell, the priest calls upon their deity to encase the
target in a mystical armor.  Dieties have have only been known to do
this to targets who are not of the opposite alignments of the caster.
(Good cannot cast it on evil...)  This spell will decrease the target's
armor class by the level of the caster, with a minimum of 10.

SEE ALSO: SHIELD
#
"EGO"

Ego is the term labeled to a character's willpower.  It gets bigger as a
character progresses through their career.  Items and players both have
egos.  When you attempt to use an item, your ego is matched against the
item's.  If the item't ego is bigger than yours, it usually refuses to
be used by you, but there is some randomness associated with it.  Your
ego is also partially based on your current health.  As you approach
death your willpower goes down.  If your ego drops below what you need
to wear your items, they will start jumping off of you.  Listed below is
the hierarchy of egos (from smallest, but not reaching Loki's.)

itty bitty -> teenie weenie -> miniscule -> trifling -> wimpy -> humble
-> computer geek -> small -> mediocre -> unimpressive -> boring ->
normal -> moderate -> average -> fair -> snotty -> notable -> strong ->
large -> impressive -> huge -> enourmous -> gigantic -> humongous ->
mammoth -> gargantuan -> colossal -> monstrous -> herculean -> egomaniac

Item's egos are also measured against these ranges.
#
"HEROES FEAST"

Usage       : cast 'heroes feast'
Accumulative: -
Duration    : Instantaneous
Save        : None.

With this spell the caster is able to call forth a magnificent banquet
for the caster's party to partake of.  This spell will remove the
sensation of dryness in the mouth and throat associated with a desire
for liquids and sate the uneasy feelign occasioned by the lack of
food.  This spell also will remove any toxins that may be in a feaster's
blood. 

SEE ALSO: DICTIONARY
#
"ASTRAL WALK"

Usage       : cast 'astral walk' <target>
Accumulative: -
Duration    : Instantaneous
Save        : None.

This spell will send the target and their group through a momentary rift
in space to the astral plane.  The astral plane has many exits, but it
is sometimes a pain to find the right one.  Your entry point to the
astral plane is random :)

SEE ALSO: TACO BELL
#
"TACO BELL"
Where you get the runs from yer order? (hee hee, I amuse myself to no end)
#
"CAUSE CRITICAL"

Usage       : cast 'cause critical' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 13 Druid, Cleric 10.
Save        : Must "hit" the victim

Upon casting this spell, the caster sends wracking pain through the body
of the victim.  If the caster successfully touches (hits) the victim,
the spell does 3d8+3 points of damage.


See also: CAUSE SERIOUS and other spells like that :P
#
"DISPEL MAGIC"

Usage       : cast 'dispel magic' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 9 Druid, Cleric 10, Mage 9.
Save        : See below.

This spell attempts to remove all spell affects from the victim.  If the
victim is lower level than the caster, the dispeling will always work.
If the victim's level is equal or higher than the caster's level, then
the victim gets a save vs. spells for each spell affect the victim has.
If the victim fails the saving throw, the spell affect is removed. This
spell is not hostile when cast on other Player Characters, but monsters
will generally take offense at it.

See also: 
#

"PORTAL"

Usage       : cast 'portal' <target>
Accumulative: Sure.. make as many portals as your mana allows
Duration    : (Level of caster) / 5 Hours
Level       : Level 43 mage.
Save        : None

The caster of this spell cals into being a gate that can instantly transport
those who enter it elsewhere.  The target is a creature that exists in the
game already.  The portal will deposit those who enter it, though the "enter"
command, to the room where the target is located.

See also: 
#
"FLY"

Usage       : cast 'fly' <victim>
Accumulative: Yes
Duration    : Highest casting level +3 hours
Level       : Level 11 mage, level 14 druid, level 22 cleric.
Save        : None

This spell enables the victim to fly.  This will prevent drifting on rivers
and lessens movement loss through certain terrain types.  (Note, ceilings 
and doorways are hard to maneuver around, so movement loss Indoors is 
actually MORE if you are flying). It will also prevent you from falling to
death in flying rooms.

See also: GROUP FLY
#
"GROUP FLY"

Usage       : cast 'group fly'
Accumulative: Yes
Duration    : Highest casting level +3 hours
Level       : Level 24 mage, level 22 druid.
Save        : None

This spell operates the same as "FLY", except that is affects the caster's 
entire group.  Especially good for lazy people :P

See also: FLY
#
"STONE SKIN STONESKIN"

Usage       : cast 'stone skin' 
Accumulative: No
Duration    : Level hours.
Save        : None

This spell turns the caster's skin into a stone-like substance.  This
affect reduces the caster's armor class by 20, and makes him resistant
to piercing attacks.  That is, of course, if the caster is a him.
#
"MINOR TRACK"

Usage       : cast 'minor track' <victim>
Accumulative: Yes
Duration    : Caster's level in hours.
Level       : Level 12 mage, level 7 druid.
Save        : None

This spell enables the victim to track.  Elves track better than most,
devils, demons and immortals track the best of all.  Minor track enables
you to hunt a target (via the track command) up to (50* your max level)
rooms away.  You cannot track in the dark.   Major track will extend this 
range.

See also: MAJOR TRACK
#
"MAJOR TRACK"

Usage       : cast 'major track' <victim>
Accumulative: Yes
Duration    : Caster's level *2 in hours.
Level       : Level 20 mage, level 17 druid.
Save        : None

This spell does the same thing as minor track.  It just costs you more
mana, has a bigger range and will impress your friends more.

See also: MINOR TRACK
#
"TRACK"

	This is a skill that enables someone to stalk a victim from
afar.  There are some things that cannot be tracked, trees in a forest
or birds for instance.  You search for a trail in each room you enter.
If all goes well, you will find what you are looking for.  Elves track
best of the player races.  Demons track on par with gods.  See MINOR
TRACK for other specifics.

See also: MINOR TRACK
#
"KNOCK"

Usage       : cast 'knock' <target>
Accumulative: Why would you want to unlock something once it's unlocked??
Duration    : Instantaneous
Level       : Level 3 mage.
Save        : None

This spell will open a locked container/door.  For some reason, however, some
things are not affected by the spell.

See also: PICK
#
"FEAR"

Usage       : cast 'fear' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 8 mage.
Save        : vs. spells to negate.

With this spell the caster can instill fear in the victim, provided the
victim is at least 2 levels lower than the caster.  This fear, if
successful, will cause the victim to flee.

See also: FLEE
#
"METEOR SWARM"
Usage       : cast 'meteor swarm' <victim>
Accumulative: Yes...  Pound 'em often, pound em hard!
Duration    : Instantaneous
Level       : Level 36 mage.
Save        : vs. spells for half damage

This spell creates a swarm of meteors which the caster can direct at a victim.
The meteors do (d12 * Level of caster) damage to the victim if the save is
failed.

#
"SPELL COMMAND"

Usage       : cast 'command' <victim> <command>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 1 cleric.
Save        : vs. paralysis for negation.

The caster of this spell can attempt to order a victim to do a one word
command (ie: sleep).  The spell will fail if the victim saves successfully.
The victim must be less than level 6,  and have an intelligence less than 13.

#
"SPELL MOUNT"

Usage       : cast 'mount'
Accumulative: Yes
Duration    : Instantaneous
Level       : 60 (Yes 60.. it's still being tested)
Save        : None

This spell creates a mount for the caster.  The kind of mount is dependent
on the level of the caster and, after 30th level, it is dependent on the
the alignment of the caster as well.

See also: MOUNT
#
"GUST OF WIND"

Usage       : cast 'gust of wind'
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 10 mage.
Save        : vs. spells for negation.

Upon casting this spell, the caster sends a gust of wind at all the non-grouped
people in the room.  If the things in the room fail their save, they are
put into sitting position, as if they had been bashed.

See also: -
#
"SILENCE"

Usage       : cast 'silence' <victim>
Accumulative: No
Duration    : (level of caster) hours
Level       : Level 21 mage, level 23 cleric, level 25 druid.
Save        : vs spells for negation

This spell, if it works, shuts the victim up.  It prevents speech (sign
language is still usable) and spellcasting.  Very nasty thing to do to a
spellcaster.

See also: -
#
"SUNRAY"

Usage       : cast 'sunray' <victim>
Accumulative: -
Duration    : Instantaneous (kinda)
Level       : Level 27 druid.
Save        : Save vs spell for negating blindness (read below)

By means of this spell, the caster causes an intense beam of light to hit the
victim.  The intensity of the light is such that it might blind (as per spell)
all the people in the room that are not grouped with the caster.  If the
victim is of the races VEGMAN or UNDEAD, the victim will be damaged.  If the
victim is UNDEAD, they take 6d8 points of damage, NO save.  If the original
victim is of type VEGMAN, they take 6d8 points of damage with a successfull
save vs. spells cutting that in half.  The ray is so intense that it also
does damage to others in the room that are not immortal or part of the
caster's group.  For UNDEAD, this is 3d6, no save.  For VEGMAN, it is 3d6,
save for no damage.

See also: BLINDNESS
#
"KNOW MONSTER"

Usage       : cast 'know monster' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 9 mage.
Save        : none

If the victim is not a Player Character, this spell will give the caster
information about the statistics of the mobile.  What statistics are based
on the level of the caster.

    Levels ->  Information

     1-5   ->  Race of Victim
     6-10  ->  Approximate Level of Victim
    11-15  ->  Approximate Experience Worth of Victim
    16-20  ->  Races or Classes the Victim Hates
    21-25  ->  Approximate Hit Points of Victim
    26-30  ->  Susceptebilities of Victim
    31-35  ->  Resistances of Victim
    36-40  ->  Immunities of Victim
    41-45  ->  Approximate Number of Attacks of Victim
    46-50  ->  Approximate Amount of Damage per Attack of Victim
    51     ->  You Can't Cast this spell!
    52+    ->  Where the monster last ate lunch!

The information gathered is cumulative.

See also: -
#
"ANIMAL GROWTH"

Usage       : cast 'animal growth' <victim>
Accumulative: -
Duration    : 2 * (level of caster)
Level       : Level 35 druid.
Save        : None

This spell causes the victim, an animal, to grow to twice it's original size,
effectively doing more damage, lowering the victim's saves, and giving it
more hit points.  This spell may not be cast on Player Characters, regardless
of if you think they are an animal.  It is also impossible to make a victim
more powerful than you, so this spell will only work on those victims that
are no more than half your level.

See also: INSECT GROWTH
#
"INSECT GROWTH"

Usage       : cast 'insect growth' <victim>
Accumulative: -
Duration    : 2 * (level of caster)
Level       : Level 33 druid.
Save        : None

This spell causes the victim, an insect, to grow to twice it's original size.
This enables the victim to do more damage, have better saving throws, more
hit points etc.  This spell may not be cast on Player Characters, nor on some-
thing that is more than half your level.

See also: ANIMAL GROWTH
#
"CREEPING DEATH"

Usage       : cast 'creeping doom' <direction>
Accumulative: -
Duration    : Very Short
Level       : Level 45 druid.
Save        : None

This spell causes swarms of angry insects to issue forth from the caster's
mouth.  These insect coalesce into a solid mass which advances in the dire-
ction specified.  This mass of insects then attacks whatever is in the room.
It dissipates right after it attacks.  This spell can only be cast outdoors,
and it incapacitates the caster for a brief period after the casting.

See also: -
#
"COMMUNE"

Usage       : cast 'commune' 
Accumulative: -
Duration    : Instantaneous
Level       : Level 20 druid.
Save        : None

Upon casting this spell, the caster becomes closer to his surroundings and 
is able to determine what creatures are near him.  Specifically, it lists
their name and location.  This spell will not work indoors.

See also: -
#
"ANIMAL SUMMON ONE"

Usage       : cast 'animal summon one'
Accumulative: Can be cast only once every 48 hours
Duration    : 48 hours
Level       : Level 15 druid.
Save        : None

When casting this spell, the caster undergoes a ritual that enables him/her
to summon animals to their aid.  You can summon 6 animals, and they are of
varying types and abilities.  The animals will aid you for 48 hours, upon
which time your control over them is broken.  Normally hostile animals will
not be so while under your control.

See also: ANIMAL SUMMON TWO, ANIMAL SUMMON THREE
#
"ANIMAL SUMMON TWO"

Usage       : cast 'animal summon two'
Accumulative: Can be cast only once every 48 hours
Duration    : 48 hours
Level       : Level 20 druid.
Save        : None

When casting this spell, the caster undergoes a ritual that enables him/her
to summon animals to their aid.  You can summon 6 animals, and they are of
varying types and abilities.  The animals will aid you for 48 hours, upon
which time your control over them is broken.  Normally hostile animals will
not be so while under your control.


See also: ANIMAL SUMMON ONE, ANIMAL SUMMON THREE
#
"ANIMAL SUMMON THREE"

Usage       : cast 'animal summon three'
Accumulative: Can be cast only once every 48 hours
Duration    : 48 hours
Level       : Level 25 druid.
Save        : None

When casting this spell, the caster undergoes a ritual that enables him/her
to summon animals to their aid.  You can summon 6 animals, and they are of
varying types and abilities.  The animals will aid you for 48 hours, upon
which time your control over them is broken.  Normally hostile animals will
not be so while under your control.

See also: ANIMAL SUMMON TWO, ANIMAL SUMMON ONE
#
"FIRE SERVANT"

Usage       : cast 'fire servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 35 druid.
Save        : None

When this spell is cast, the caster opens a momentary rift between planes
and forces a fire elmental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for (24*(caster's charisma)/11) hours.

See also: CONJURE ELEMENTAL, EARTH SERVANT, WATER SERVANT, WIND SERVANT
#
"EARTH SERVANT"

Usage       : cast 'earth servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 36 druid.
Save        : None

When this spell is cast, the caster opens a momentary rift between planes
and forces an earth elmental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for (24*(caster's charisma)/11) hours.

See also: CONJURE ELEMENTAL, FIRE SERVANT, WATER SERVANT, WIND SERVANT
#
"WATER SERVANT"

Usage       : cast 'water servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 37 druid.
Save        : None

When this spell is cast, the caster opens a momentary rift between planes
and forces a water elmental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for 24 hours.

See also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WIND SERVANT
#
"WIND SERVANT"

Usage       : cast 'wind servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 38 druid.
Save        : None

When this spell is cast, the caster opens a momentary rift between planes
and forces an air elmental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for (24*(caster's charisma)/11) hours.

See also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WATER SERVANT
#
"REINCARNATE"

Usage       : cast 'reincarnate' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 39 druid.
Save        : None

Upon casting this spell the caster summons the slain Player Character's
spirit from the nether world and inserts it into a new body.  This body
may be of any race, and may not be a race you really want to be stuck with.
This spell must be cast outdoors in a forest on a player character's 
corpse.  It lowers the constitution of the victim by one, and will no
longer work when the victim is down to a 3 con.  The victim must also NOT
enter the game.  Doing so will makes the corpse too weak to be reincarnated.
The victim may be at the entry prompt.  If the victim is at the entry
prompt, they will automatically be returned to the game.  Casting this 
spell is a great strain upon the caster.  It will drain the character's
movement, hit points, and mana to at least 1.

See also: RESURRECTION
#
"CHARM VEGETABLE"

Usage       : cast 'charm vegetable' <victim>
Accumulative: No
Duration    : Varying
Level       : Level 17 druid.
Save        : Save vs paralysis for negation.

The victim of this spell must be a plant, and the victim's level may not
exceed the caster's own by more than 10. The spell lasts a minimum of a
day, but beyond that it is modified to reflect the victim's intelligence.

See also: CHARM PERSON, FOLLOW, ORDER
#
"FIRESTORM"

Usage       : cast 'firestorm'
Accumulative: -
Duration    : Instantaneous.
Level       : Level 22 druid.
Save        : vs. spells for half damage.

By this spell the caster calls into being an enourmous cloud of flame
which whirls around the room, searing those not in the caster's group.
The intense heat does (2d8 +1 + caster's level) hitpoints of damage.
People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.

See also: -
#
"VEGETABLE GROWTH"

Usage       : cast 'vegetable growth' <victim>
Accumulative: No
Duration    : 2 * (level of caster) hours
Level       : Level 20 druid.
Save        : None

Upon casting this spell, the caster can double the size of a vegetable-like
monster.  This also improves it's saves, hit points, and damage.  This
spell can not create a monster more powerful than the caster, so, it will
not work on a monster that is more than half the level you are.  This
spell must also be cast outdoors, plants don't grow so well inside.  Players
also don't grow so well via this spell.

See also: ANIMAL GROWTH, INSECT GROWTH
#
"SPELL TREE"

Usage       : cast 'tree'
Accumulative: No
Duration    : Varying
Level       : Level 15 druid.
Save        : None

This spell turns the caster into a tree.  It is very similar to polymorph.
This is a list of at what levels you turn into a different size tree:

                       15 - 20 :  young sapling
                       21 - 30 :  teenage tree
                       31 - 40 :  young adult tree
                       41 - 48 :  large adult tree
                       49 - 50 :  huge ancient tree

See also : POLYMORPH
#
"ANIMATE ROCK"

Usage       : cast 'animate rock' <object>
Accumulative: -
Duration    : 24 hours
Level       : Level 31 druid.
Save        : None

Casting this spell enables the caster to animate a rock, thereby creating
a follower.  The object must be a rock (ie: ITEM_ROCK).  The type of 
creature resulting from this animation varies with the weight of the rock.
The heavier the rock, the stronger the resulting rockman.

See also: -
#
"TRAVELLING"

Usage       : cast 'travelling' 
Accumulative: -
Duration    : (Level of Caster) hours
Level       : Level 10 druid.
Save        : None

When this spell is cast the caster, and only the caster, is able to travel
over any terrain type as if he were flying.  Note however, this does NOT
enable the caster to fly.  The effects of this spell are only work outdoors.

See also: -
#
"ANIMAL FRIENDSHIP"

Usage       : cast 'animal friendship' <victim>
Accumulative: No
Duration    : 24 hours
Level       : Level 5 druid.
Save        : Save vs spells for negation

This spell may be cast once every 24 hours.  It can only be cast on neutral
animals of less than your level.  The animals will remain your friends 
for 24 hours.

See also: CHARM PERSON, CHARM MONSTER
#
"INVIS TO ANIMALS"

Usage       : cast 'invis to animals'
Accumulative: No
Duration    : 24 hours
Level       : Level 11 druid.
Save        : None

The caster may only cast this spell on him/herself.  Upon doing so, the
caster vanishes from the eyes of animals.

See also: INVISIBILITY
#
"SNARE"

Usage       : cast 'snare' <victim>
Accumulative: -
Duration    : Until victim gets movement back
Level       : Level 8 druid.
Save        : Save vs spell for negation

This spell must be cast outdoors in a forest.  If the victim fails their
saving throw, their movement is reduced to zero.  They stay at zero until
it regens naturally, or Refresh or Second Wind is casted upon them.

See also: ENTANGLE
#
"WARP WEAPON"

Usage       : cast 'warp weapon' <victim> or cast 'warp weapon' <object>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 19 druid.
Save        : Weapon saves to avoid damage.

This spell bends and warps a weapon, effectively causing it to do less
damage.  For example:  If a 3d6 weapon fails it's save, it will be
reduced to 3d5 or possibly 3d4.  Really nasty thing to do to someone.

See also: -
#
"HEAT STUFF"

Usage       : cast 'heat stuff' <victim>
Accumulative: No
Duration    : (Level of caster) hours.
Level       : Level 23 druid.
Save        : read below

The caster of this spell needs to successfully hit the victim for the
spell to work.  A heated victim suffers from a -2 dexterity penalty, and 
suffers from a reduced hit point gain each hour.

See also: -
#
"DUST DEVIL"

Usage       : cast 'dust devil'
Accumulative: Can only be cast once every 24 hours.
Duration    : 24 hours
Level       : Level 1 druid, level 3 cleric.
Save        : None

Upon casting this spell the caster calls into being a dust devil.  The 
dust devil will faithfully obey the caster for 24 hours.  This spell may
only be cast once every 24 hours.  It is recommended that you note the 
time you cast the spell, so you know when you can cast it again.
This spell can not be cast indoors.

See also: TIME
#
"CHANGE FORM"

Usage       : cast 'change form' <creature>
Accumulative: May only be cast once every 12 hours.
Duration    : Until you return.
Level       : Level 12 druid.
Save        : None

This spell changes you into one of the following creatures.  What creature
you can change into is determined by your level.  In order to return to
your normal form, enter: "return", and you will do just that.
  
  Creature      Level (Comments)
  ------------------------------
  "bear"        10    (Grizzly)
  "spider"      10    (Bird)
  "lamia"       10
  "lizard"      10    (Snow)
  "bear"        12    (Polar)
  "gator"       12
  "basilisk"    13
  "snog"        14
  "snake"       15
  "spider"      15    (Huge Poisonous)
  "lizard"      16    (Giant)
  "allosaurus"  18
  "tiger"       28    (White Bengal)
  "mulichort"   30
  "tiger"       35    (Sabre-Toothed)
  "lion"        35    (Nemean)
  "salamander"  35
                         
See also: POLYMORPH
#
"TREE TRAVEL"
Usage       : cast 'tree travel' <victim>
Accumulative: -
Duration    : 24 hours
Level       : Level 8 druid.
Save        : None

This spell enables you to move through certain trees unhindered.  It is
a must for any druid who would like to get past 10th level.

See also: SPELL TREE (for the tree spell)
#
"TRANSPORT VIA PLANT"
Usage       : cast 'transport via plant' <tree name>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 druid.
Save        : None

This spell lets the caster instantly transport himself between two trees.
First the caster must know the location of a tree, and the name of the
tree (s)he wishes to go to.  The caster has to be at one tree before he
can transport themself to another.  You must journey to the trees and 
speak with them to find out their names.

See also: SPEAK WITH PLANTS
#
"SPEAK WITH PLANTS"
Usage       : cast 'speak with plants' tree
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 druid.
Save        : None

This spells enables you to talk with a plant and acquire it's name.  It
is very useful in conjunction with the spell, Transport Via Plant.

See also: TRANSPORT VIA PLANT
#
"CHANGESTAFF"
Usage       : cast 'changestaff'
Accumulative: -
Duration    : Varying
Level       : Level 30 druid.
Save        : None

This spell enables the druid to call upon the forces of nature and cause
a magical staff to be transformed into a huge ancient tree.  In order for
this spell to work you must be holding the staff and outdoors.  The staff
must have charges left in it, and the number of charges left affects 
linearly the duration that the tree will exist.  The staff will be destroyed
upon completion of the spell.

See also: -
#
"POWER WORD KILL"
Usage       : cast 'power word kill' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 23 mage. 
Save        : None

This spell will instantly kill the victim unless they are too powerful.
This spell has a more limited range of effectiveness than does the spell
Power Word Blind.

See also: POWER WORD BLIND
#
"POWER WORD BLIND"
Usage       : cast 'power word blind' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 16 mage.
Save        : None

This spell will instantly blind the victim unless they are too powerful.
The spell has a wider range of effectiveness than the spell Power Word
Kill does.  You should be able to blind someone of about your level when
you first get this spell.  ie: a 16th level victim.

See also: POWER WORD KILL, BLINDNESS
#
"CHAIN LIGHTNING"
Usage       : cast 'chain lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 25 mage, level 25 druid.
Save        : Versus spell for half damage.

This spell calls upon the force of lightning to deliver damage to all
the non-grouped people in the room.  The lightning is directed at the
victim, upon whom it does 1d6/level of damage.  It then arcs to the
next non-grouped person in the room and does 1d6/ (level-1) damage to
them.  This continues until there are no more targets, or no more levels.

See also: LIGHTNING BOLT
#
"SCARE"
Usage       : cast 'scare' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 4 mage.
Save        : None

This spell causes the victim to become so scared of the caster that they
flee the room.

See also: -
#
"HASTE"
Usage       : cast 'haste' <victim>
Accumulative: -
Duration    : 10 hours
Level       : Level 23 mage.
Save        : None

This spell causes the victim to gain speed resulting in more attacks.
It also ages the victim due to the immense physical strain on the body.
Mobiles generally don't like the strain.

See also: SLOWNESS
#
"SLOWNESS"
Usage       : cast 'slow' <victim>
Accumulative: -
Duration    : 10 hours
Level       : Level 19 mage.
Save        : None

This spell causes the victim to slow down, resulting in a loss of attacks.
This generally annoys mobiles.

See also: HASTE
#
"SLOW POISON"

Usage       : cast 'slow poison'
Accumulative: -
Duration    : 24 hours
Level       : Level 6 druid.
Save        : None

This spell may only be cast upon the caster.  Upon doing so, it lessens the
affect of poison.  

See also: POISON, REMOVE POISON
#
"SPELL FIND TRAPS"

Usage       : cast 'find traps'
Accumulative: -
Duration    : Your level in  hours.
Save        : None

This spell increases your skill at finding traps by 35+level percent.
So, at 50th level it would yield 85% accuracy.
#
"BARKSKIN BARK SKIN"

Usage       : cast 'barkskin' <victim>
Accumulative: -
Duration    : Your level in  hours.
Save        : None

This spell turns the victim's skin rough and bark-like.  This change
reduces your armor class by 10 points, and reduces all your saves
(except save vs. spells) buy 1.  This spell cannot be used in
conjunction with spirit armor.
#
"FIND FAMILIAR"
Usage       : cast 'find familiar' <name>
Accumulative: -
Duration    : Indefinite, can only be cast once every 24 hours
Level       : Level 2 mage.
Save        : None

This spell causes a creature to become a companion of the spell caster.
This creature will be loyal to the creature for it's lifetime, provided
the caster does not attack it.  Having this familiar lowers the caster's
armor class by a small amount for 24 hours.  The kind of creature you
get is dependent on your level.  The name field is the name you want the
familiar called.

                        Level(s)    Creature
                        --------------------
			   1        Kitten
                          2-3       Puppy
                          4-5       Beagle
                          6-7       Rottweiler
                           8+       Wolf
#
"AID"
Usage       : cast 'aid' <victim>
Accumulative: -
Duration    : 10 hours
Level       : Level 4 cleric.
Save        : None

This spell grants an additional 1d8 hitpoints to the victim, and improves
their ability to hit by +1.  The hitpoints gained can exceed the victim's
normal maximum, but if they do, they will only last until the hour is up.

See also: -
#
"GOLEM"
Usage       : cast 'golem'
Accumulative: -
Duration    : Permanent, until killed
Level       : Level 15 cleric.
Save        : None

This spell enables the caster to create a golem out of armor.  In order 
to do this you need 1 piece of armor for the following spots laid out
in the room:  Head, Feet, Body, Legs, Arms, Hands.  The armor class of
the golem will be that of all the pieces added together.  The amount
of hitpoints that the golem has is based on the level of the caster,
and the quality of the armor used to construct the golem.  The level of
the golem is also dependent on the type of armor used.  High level
golems may have more than one attack per round.

See also: -
#
"FEEBLEMIND"
Usage       : cast 'feeblemind' <victim>
Accumulative: -
Duration    : 24 hours
Level       : Level 34 mage.
Save        : vs Spells for negation

This spell causes the victim to become a moron if they fail their save.
The chance of spell casting successfully is greatly reduced, as is the
intelligence and ability to use skills, due to the victim's profound
lack of intelligence.  

See also: -
#
"SHILLELAGH"
Usage       : cast 'shillelagh' club
Accumulative: -
Duration    : Permanent
Level       : Level 3 druid.
Save        : None

This spell changes a club into a 2d4 +1+1 club.

See also: -
#
"GOODBERRY"
Usage       : cast 'goodberry'
Accumulative: -
Duration    : Permanent, until eaten
Level       : Level 4 druid.
Save        : None

This spells must be cast outdoors.  Upon doing so, the caster calls into
being a bunch of berries.  These berries have a slightly less nutritional
value than a loaf of bread, but they do cure 1d8 hit points of damage
when eaten.

See also: CREATE FOOD, CREATE WATER, CURE LIGHT
#
"FLAME BLADE FLAMEBLADE"
Usage       : cast 'flame blade'
Accumulative: -
Duration    : Permanent
Level       : Level 7 druid.
Save        : None

This spell calls into being a 1d4 +4(to dmg) blade of flame.

This spell is _very_ important if you want to advance past 10th
level.

See also: -
#
"QUIVERING PALM QUIV"

  Quivering palm is a fabled monk attack.. It can only be done 1 time per
week, and only on an opponent of the same level or lower, with less than
2*the monks max hit points.  The target must also be humanoid.
If the roll is successful, the target dies instantly.
#
"SPRING LEAP SPRINGLEAP"

  Allows you to attack from a sitting position, i.e. after you have been
bashed.  You attack, and stand up, all in the same motion. (monk skill)

#
"READ MAGIC"
Allows the non-cleric or mage to read magic scrolls.  If you don't have
this "lore", seek someone to teach it to you.
#
"FIND TRAPS"
Enables you to detect the presence of traps in a room.  If you don't know
how to "hunt" for them, seek someone to teach you this skill.

See also: SPELL FIND TRAPS
#
"LOCATE TRAPS"

SEE: FIND TRAPS
#
"SWIM"

This spell enables you to swim down rivers withough the need of a boat.
Dwarves make terrible swimmers.
#
"HUNT"

SEE: TRACK
#
"DUAL WIELD"

This skill will enable you to hold a weaponin your hand and use it to
attack.  There are certain requirements that must be met before you can
learn this skill, but I'll let the ninja Master tell you about them.
#
"FIRST AID"

With this skill you may attempt, once per day, to render first aid upon
yourself. A successful application of this skill will heal (1 to 20 +
max level/2) points of damage.

SEE ALSO:
#
"RIDE"

SEE: MOUNT
#
"REMOVE TRAP"

SEE: DISARM
#
"CLIMB"

There are certain rooms that may be accessed by those who can climb.
This skill, or a fly spell, will enable you to get into these rooms.
#
"SAFE FALL"

  Safe fall is a monk skill that allows them to fall from any height, and
fail to die.  They will be stunned, and badly wounded, but they will not
die  (if they make the roll)
#
"SPY SPYING"
  Spying helps a thief character gain information about the world around 
him/her.  After one has typed 'spy', one can look in various directions,
and given that there is an exit in that direction, and nothing blocking
the way (like a closed door), then the contents of the other room will
be displayed.

   It also helps when attempting to value an item carried by another 
person.  Usually, it will tell that person that you are looking at a particular
item.. however, if you successfully spy, they won't notice.
#
"DOORBASH"

  Doorbashing is a skill that allows one to open locked doors.  One must
refer to the door by name, not the direction of travel.  For example
doorbash gate
doorbash door north
etc.

  Success means that the door is unlocked and opened and the attempter is placed
in the room on the other side of the door, while failure causes the attempter 
to be stunned for a short time, and take a fair amount of damage in the process.
#
"DISARM"

   There are two kinds of disarm.  Disarming weapons and disarming traps.

If one types "disarm monstername", then, if the player has the disarm
weapon skill, and successfully uses it, the monster's weapon will fly from
its hand/tentacle, etc.   

If one types "disarm trapname", if the player has the disarm traps skill,
one can attempt to disable the trap.. failure indicates a high probability
that the trap will be sprung on the player attempting the disarm.

#
"SIGN LANGUAGE"
   You can learn to use sign language now.  Useful when underwater,
or in a silenced room, (or silenced yourself).  whatever the user types
is broadcast, possibly somewhat garbled depending on his/her skill with
signing, and all those in the room who understand sign language will 
receive the possibly garbled message.

#
"MOUNT RIDING"

  it is now possible to mount horses and dragons.. Certain aspects are
not finalized, so it is not advisable to mount aggressive dragons.  Currently
there are no horses of the correct race to be ridden, so, for the moment, it
is only possible to ride dragons.  However, dragons are not docile creatures,
and it will take a large amount of riding skill, and a high level character
to do it with any amount of ability.  You can order your mount to do things,
as if he/she was a follower, but he/she isn't, so you can't group with the
mount.  Each time you attack something, or your mount attacks something, or
each time you take damage or your mount takes damage, you have a chance of
being thrown from the back of your mount.  

it is easier for evil chars to ride evil dragons, and good chars to ride
good dragons.  

  To get an idea of how powerful one has to be to ride dragons, 
a 60th level character can typically only successfully ride on
Yevaud if said character has a -1000 alignment, or is affected
by the dragon-riding spell.  Or if yevaud is heavily damaged.

See also:  "SPELL MOUNT"
#
"ALIAS"

   alias -- no arguments - shows a list of your existing aliases.   
   alias <num> command -- assigns the command to the number num, which
	has to be between 0 and 9. 
   <num> will execute this command.

   example:
   
   > alias 1 kill

   > 1 lamia
   You hit the lamia.

   Get the idea?   Only one cmmand per alias, I have been having nightmares
	trying to figure out all the ways one could crash the game with
        multi-command aliases


#
"SHOOT"

	hold a bow (from the midgaard weapons seller), wield an arrow
	(also from midgaard weapons seller).  then shoot an opponent.
	the arrows are fragile, and break easily, so be careful!

#
"SWITCH"
  Allows you to switch opponents.  if you are attacking X and want to attack
	Y, type 'hit Y'.  It will check against your Switch skill, and if
	you make it, you stop attacking X, and attack Y.. if you fail, you
	stop attacking anyone.
#
"VALUE"
	tells you the value/vital stats of something.  for example,
	value sword will tell you interesting stuff about the sword.
	the numbers are inaccurate. As you get better at the skill,
	the numbers become more and more accurate.
#
"NECROMANCY"
	
	With this you increase your lore of undead beings.
	See LORE for other info.
#
"VEGETABLE LORE"

	With this lore you gain knowledge of plant-like beings.
        See LORE for other info.
#
"DEMONOLOGY"
	Even though Demons are scarce (as they should be) this lore will
	grant you insight to beings of an extra-planar nature.
        See LORE for other info.
#
"ANIMAL LORE"
	Guess what.  It gives you lore about animals!
        See LORE for other info.
#
"REPTILE LORE"
	This skill improves your knowledge of reptiles.
        See LORE for other info.
#
"PEOPLE LORE"
	This skills lets you view people as pieces of meat.  It helps
	you determine how tough the meat will be to kill, how hard it
	will fight back, etc.  All this is explained in the LORE help 
	catagory.
#
"GIANT LORE"
	Just like PEOPLE LORE, cept the meat is bigger.
        See LORE for other info.
#
"OTHER LORE"
	Things that fall into this catagory: Mind Flayers, Golems,
	Elementals, Planar beings, Lycanthropians...
        See LORE for other info.
#
"LORE"

	tells you the vital statistics of a mob, compared to yours.
	but only if you have the appropriate lore skill.

	to use it, type 'consider X', if X is a race that you know lore
	about, you can get some info on the race.  As your ability with the
	skill improves, your estimates will improve.
#
"DODGE"

	dodge allows fighters and monks to avoid damage in combat.  not 
	a lot -- 1-3 points, but every little bit helps.  Each time you
	are hit, the game checks your dodge skill, which does not improve
	with use, only with practice.  if you make it, the damage is 
	reduced by 1-3 points.. note- this applies to physical attacks
	only.

#
"RETREAT"
	allows a fighter, thief or monk to get out of combat without 
	having to panic and flee. if you make the roll, you WILL leave
	the room, and you lose no exp for doing it.  

	this skill gets better through use.

	this skill does not have a name of its own, but is built in
	to the 'flee' command.

#
"FEIGN DEATH"
	allows a monk to pretend that they are dead.  The people/things
	that are attacking you will stop fighting you, and may leave you
	alone completely, although it is best to leave the room as soon
	as possible.
#
"PALM"
	This skill enables you to get things without other people
noticing.  Same usage format as the command "get".
#
"PEEK"
	This skill enables you to look at other people without them
noticing. Same usage format as the command "look".
#
"BERSERK"

	This skill is rumored to be taught by a certain Jones 'The
Cruncher' Ettin who inhabits the sewers.  For a nominal fee, Jones will
gladly teach you how to get yourself so worked up over your enemy that
you will forget about everything except smashing your enemies into a
bloody pulp.  This rage grants you an extra attack, and +2 to damage.
It also increases (makes worse) your armor class by 30 points.  You will
not be able to flee while berserking, and you cannot constantly beserk;
you must rest for a bit afterwards before attempting it again.
Berserking also tends to cause you to work up an appetite.  This is an
OGRE ONLY skill!
#
"NEWSTUFF"
6/3/1993

- Mobiles have randomly generated stats.

- Exp loss is changed.  If you are under 5th level, you lose only 1/5th
  when you die.  If you are under 10th level, you lose 1/4th.  Characters
  under 15th lose 1/3, and all higher level exp losses remain at 1/2.

- You can now lose a level if you die too much.  If you die after you already
  have less than 1/16 of the experience needed for your level(s), you will
  lose a level.  This amounts to dying 6 times in a row without getting ANY
  exp in between.  You will receive a warning message if you are getting
  close to this danger zone.

New changes that will be implemented by aug 31.

+10)  More exp required per level for the higher levels.  (To encourage
	high level players to go to tougher areas) (almost done)
18)  More monsters for monsum 5, 6 and 7 (done)
23)  Each character will have to go on a quest for some item for each
	level.  A successful completion of ALL quests will mean that
	(in theory) the player has gone to almost every area at least once.
35)  Tell may be disabled for mortal-mortal conversations.
36)  Player killing will be modified as follows:  Evil characters will 
	be able to kill other evil characters, and good characters.
	Good characters will be able to kill evil characters.  All other
	forms of player killing will be investigated, and justice will
	be swiftly enacted.

Other changes will be added here.  The changes listed are open for 
discussion, but it is very doubtful that discussion will change anything,
unless you can find an equally reasonable change with similar effects.

We recognize that these changes will make the game harder.  It will also
make it more balanced, and encourage more adventuring, and less repetition.
These mods will not all necessarily take effect at one time, so things
will be Very chaotic for a time, until they are all in.

Items marked with a (*) are not as high priority.
#
"ROOM TELEPORT"

some new things for teleport rooms:


edit tele <time> <room> <flags> [<countdown>]

flags = 
1     LOOK    (do a look when you get teleported
2     COUNT   (this is a countdown room)
4     RANDOM  (after the first teleport, this room will teleport in random
		time)
8     SPIN    (Not implemented yet)


Some things to note:

 if you are going to set the COUNT flag, then leave the <time> = 0

 COUNT, RANDOM and SPIN are more or less mutually exclusive.


examples

   edit tele 30 1000 1       ;  teleport fires every 30 ticks, goes to room
			        1000, does a look

   edit tele  0 1000 3 30    ; 30 ticks after a player enters this room,
				they will be teleported to room 1000, and
				they will do a look.

   edit tele  0 1000 2 30    ; 30 ticks after a player enters this room,
				they will be teleported to room 1000, and they
				will NOT do a look

Any questions, post them on the board

The random time will be between 10 and 100 ticks

(so roughly between 7.5 seconds and 75 seconds)

Note, this is a god command, mortals can't do it.

#
"INTRO INTRODUCTION"

   things you should know:

   hit points are ad&d like, not diku like
   there are 150+ spells, almost 30 skills, more on the way.
   many monsters have special routines.
   most monsters that might have poison do.
   poison is very dangerous.
   some poisonous monsters have instantly fatal poison.  take care!
   equipment can be damaged, by spells and combat.
   dragons breath, doing lots of damage to people and equipment.
   non pc followers only get 1/2 the exp they would get if they weren't
   charmed.  the other 1/2 is lost.
   Some monsters are too big to bash.. in general, dragons, most 'huge'
   things, purple worm, etc, are all non-bashable.
   sneak allows you to avoid aggressive monsters.
   monsters develop hatreds very quickly, and will try to hunt you down  
   and kill you for hurting them.
   kangaroos hate all kinds of enfan.
   most mobs that should see in the dark do.
   some monsters are immune to the things you would expect them to be
   immune to.   
   some monsters are also resistant to certain attacks and/or susceptible
   to others (resist = 1/2 damage, susc = 2* dam)
   monsters HELP each other out.  They don't sit by and watch.

   
   player characters are very powerful:  many many spells, attacks, etc.
   monsters are weaker individually, most of the time.  However, the   
   monsters here are not as stupid as they are on other muds, and they
   tend to be tougher, because of that, and because they help each
   other.

   rule of thumb:  Grouping is a good idea.  

   it is easier to play mages and thieves if you are patient.  You don't
   have to be as patient, if you are more willing to group.

   My goals for the classes:
     Fighters: powerful at lower levels, much less useful at higher levels.
     Clerics:  reasonably powerful and useful all along.
     Mages:    weak at lower levels, more powerful at higher levels.
     Thieves:  Good for scouting, very nice when grouped.
     Monks:    Weak at lower levels, more powerful at higher levels.
     Druids:   Medium at all levels, like clerics.

   spellcasting is harder to do in combat.  generally, the more powerful
   the spell, the harder to cast in combat.  magic missile, acid blast,
   shocking grasp, cause light, serious, critical, are all fairly easy
   to cast in combat.

   While your equipment can be damamged by spells and such, there are some
   things you can do do minimize the damage.  #1, if you are fighting something
   that does fire damage, being immune or resistant to fire yourself will
   help your equipment out as well.   Good saves will also in general reduce
   the amount of damage.  

#
"AUTHORIZE AUTH"


  auth Newbie yes        (lets them into the game)
  auth Newbie no         (denies them from the game)

  auth Newbie anything else  (a message to the Newbie)
#
HOUSEAUCTION

   There are no houses currently on the market.


#
"HOUSES HOUSE"

   Houses allow the character who owns it to rent for free.  The character
enters the house, and types rent,and all the stuff is stored.  No one else can
rent in that room, just the owner.  Multi-room houses are legal.  Note:
  No 'gates' will be allowed, the house must be geographically correct.
(i.e. all entrances and exits must be close to each other).

  As a reward for godhood, Players who make godhood will be able to 
purchase houses at a fixed rate (if they so desire) instead of the auction 
price.

#
"MAYOR"

   A character who kills the mayor in single combat earns the right to 
   be the mayor for 1 realworld week.  (from the day of the fight)

   The fight has to be witnessed by a 54th level god (or higher).

   Player cannot flee from combat.  Flight indicates loss, and the player
   cannot try again for 1 real day.

   Mages and clerics can use NPC followers.  No PC assistance (or god)
   will be allowed.

   Once the mayor has been killed, no other fights will be honored for
   the period of one week.. ignorance of the fact that the mayor position
   is still taken is of no consequence.

   The mayor of the week will have her (or his) name placed on the 
   message of the day.  If that person reaches immortality during
   that week, they will be removed from the mayor list, and the position
   will once again be open.

   I am also considering allowing the mayor of the week to call for
   cityguards, but i have not decided.

#
"RESURRECTION"

 if the spell is cast on the corpse of a player:

	Resurrection requires a sacrifice of 150,000 coins, and the
  beneficiary loses 1 con point permanently.. after the con reaches
  3, no more ressurection can occur.

IMPORTANT:  The dead character has to stay OUT of the game until
	he/she is resurrected.  If he/she reenters the game, he/she
	cannot be resurrected.  All the way out. I.E. all the way out of
	telnet.  If you are at the choice menu, tough luck - you were
        warned!

  The caster is brought to 1 hit point, 1 mana and 1 movement point.

if the spell is cast on the corpse of a monster:

   That monster becomes a loyal follower of the caster, for 36 game hours.

#
"AREAS"
Current Areas:

  DeadHamme     -- Haag & Mario  (1 - 5)
  Prydain       -- Haag & Mario  (10 - 40)
  Abbarach      -- Haplo    (not sure)
  Rhyodin       -- Heimdall (not sure)
  White Plume   -- Dem      (10-15)
  Arena         -- Felix    (10 - 30)
  Mages tower   -- Skylar   (10-30/30-50) (lower, upper levels)
  Hill giants   -- Marist   (15-30)
  Graecia      -- Gambreezzi (20-50)
  Skexies      -- Rugrat    (5-15/10+)  (two parts)
  Lycanthropia     -- Duke  (Mid)
  Bay Isle         -- Duke  (High)
  New Thalos   --  Conner   (all)
  Artica           -- Duke  (5 - 20)
  Temple Labyrinth -- Duke  (5 - 10)
  Mistamere                 (5 - 10)
  Temple Annex              (1 - 10)
  Sewers                    (5 - 20)
  Moria                     (3 - 20) - monsters gang up.
  Shire                     (3 - 15+)
  Thalos                    (10 - 20)
  Dwarven Kingdom           (10 - 30)
  Drow                      (20 - 40) 
  Zoo                       (1 - 25)
  Orshingal     -- Poohbear (10 - 30)
  Ivory tower   -- Exxon    (1 - 9)
  The Pyramid   -- Conner   (15 - 30)
  Arachnos      -- Duke     (5 - 50)
  Castle Python -- Melkor   (5 - 30)
  Elven Forest  -- Sunsor   (1 - 9)
  
 NOTE!!!!!!!!
     Those numbers are ROUGH!  And just because an area is advertised
for X level does not necessarily mean that X level can wipe out the area!!!
Use COMMON SENSE.  ASK people about the areas, find experienced people to
group with.  Don't get cocky, and you'll live longer.   Be social, and you
will live longer.  Ask questions, and you will live longer.

P.S. if anyone feels these numbers are not accurate, post a message.
 
#
"MONSUM"

   the various incarnations of this spell create monsters of the appropriate
   level to serve you as followers for a time.  The time is as long as the
   time that charm person would work on the same creature.

#
"POLY POLYMORPH"

I would be very grateful if you tell me which ones, of the following
list of poly forms, are too strong and which ones are too weak.

Correct syntax and format for this spell is:
	
	cast 'polymorph' <creature_type>

where you replace <creature_type> with one of the creatures listed below.

To return to your character, type the command:  RETURN
If you switch into a humanoid monster, you can cast spells if you are
a magic-user, cleric, or druid, and you can steal if you are a thief.

Now, here is the list:

  Creature      Level (Comments)
  ------------------------------
  "goblin"      4*
  "parrot"      4    (blue)
  "frog"        4
  "orc"         5*
  "trog"        5*
  "gnoll"       6*
  "parrot"      6    (black)
  "lizard"      6
  "ogre"        8*
  "parrot"      8    (red)
  "wolf"        8
  "spider"      9 
  "beast"       9    (displacer)
  "minotaur"    9*
  "snake"       10   (rattle)
  "bull"        10
  "warg"        10
  "rat"         11   (sewer)
  "sapling"     12
  "ogre-maji"   12*!
  "black"       12   (dragon)
  "troll"       14*  (regenerates)
  "crocodile"   14
  "mindflayer"  14*! (junior)
  "giant"       16*  (hill)
  "bear"        16   (grizzly)
  "blue"        16   (dragon)
  "enfan"       18*  (blue)
  "lamia"       18*
  "drider"      18
  "wererat"     19
  "wyvern"      20
  "mindflayer"  20*! (senior)
  "spider"      20   (bird)
  "snog"        22  
  "roc"         22 
  "mud"         23   (mudmonster)
  "giant"       24*  (frost)
  "white"       26   (dragon)
  "master"      28*! (mindflayer)
  "red"         30   (dragon)
  "roo"         35*  (hunter)
  "brontosaurus"35
  "mulichort"   40
  "beholder"    45! 

The ones with * are humanoid.
The ones with ! cast spells automatically
The ones with ? you get to experiment and find out.

See also: CHANGE FORM
#
"ACID BLAST"

   Acid blast creates a powerful blast of acid that does 1d6 per level
damage.  The only advantage to this spell over lightning bolt is that
fewer things are immune to acid.

#
"CACAODEMON"

  This spell is wreathed in mystery. The only sure knowledge about it
is that it is cast in the following manner:

	cast 'cacaodemon' one 
		.
		.
	cast 'cacaodemon' six

Rumor has it, however, that the drow know quite a bit about the use of
this spell.
#
"CONE OF COLD"
Usage       : cast 'cone of cold'
Accumulative: -
Duration    : Instantaneous.
Level       : Level 19 mage.
Save        : vs spells for half damage

This spell does the caster's level d5 damage to all those not grouped
in a room.  
See also: -
#
"TRUE SIGHT"

True sight allows you to see hidden creatures, and invisible creatures,
it is a (temporary) cure for blindness, and allows you to see in the
dark, or will soon.

#
"CONJURE ELEMENTAL"

Conjuring elementals involves sacrificing an object:
red stone for fire elementals
pale blue stone for water elementals
grey stone for earth elementals
clear stone for air elementals
#
"CALM"

   Calm makes an aggressive monster non-aggressive

#
"SPELLS ALLSPELL"

   This command gives you a listing of all the spells on SillyMUD.
The format of the display is:

<number> <spell_name> <mana_cost> <Cleric_level> <Mage_level> <Druid_level>
#
"SECTOR TYPES"
0 = indoors
1 = city
2 = fields
3 = forest
4 = hills
5 = mountains
6 = water (swimmable)
7 = river (non-swimmable)
8 = air
9 = water
10  desert
#
"CHARM MONSTER"

Very similar to charm person, but allows you to charm monsters too.

#
"ANIMATE DEAD"

  creates a zombie servant who will obey your commands.  It has 
  your level/2 d8 hit points (with a minimum of 5d8), hits as a 2 HD
  monster, and is resistant to piercing weapons.  Cityguards and
  vampire bats hate zombies, and attack them immediately.

#
REFRESH

  increases the targets movement by 1d4+1 per level, with a mininum
  of 20 points.
#
"SECOND WIND"
  
  increase the targets movement by 1d8+1 per level.

#
TURN

   forces undead of lower level who fail their save against spells to
   flee from you.  The lower they are compared to your level, the more
   likely they are to flee.

#
SHIELD

   creates a shield of magic around the target, some protection(-10 AC),
   and nullifies all magic missile attacks.

#
SUCCOR

   creates a word of recall scroll.

#
FIRESHIELD

   different from D&D, creates a shield of fire around the target, and makes
   every attack against them do 2 * that damage to the attacker.  Similar
   to sanctuary in duration.
   
#
RACE

Various monsters belong to various races.  For example:  
  Llama and rabbits are of the same race because they are 
    herbivores (cows, horses, etc)
  Dragons are of the same race.
  orcs, gnolls, ogres, giants are all 'giant class' race.
  lycanthropes.
  predators (animals that hunt for food)
  undead
  snakes
  reptiles 
  insects
  spiders
  demons
  devils
  humans, elves, etc...
#
"PICK LOCKS"

Thieves only.
For picking locks. Not all locks can be picked. Example:

> pick door
> pick safe

See Also : OPEN, CLOSE, LOCK, UNLOCK
#
SNEAK

Thieves Only.

Used for sneaking (moving in and out of rooms without anyone taking
notice).  When you type sneak, there is no way to know if you actually
sneak. If you successfully sneak, then you will continue to sneak for
a little while. When you are sneaking, many monsters that would
otherwise attack you will not notice you, allowing you to go places
that no others can get to.

Example:

  > sneak

See Also : HIDE
#
HIDE

Thieves Only.
When you type hide there is a chance that you hide in the room. If
hidden you can only be "sensed" by the "sense life" spell. Even if
sensed your identity will remain hidden. Hide is broken by pressing
return, regardless of whether you typed a command or not.

Example:

  > hide
  Ok.
  >  (you wait for ex. 5 mins and remain hidden for 5 mins)

  >  (You pressed enter and no longer hide)
#
LOOK
For studying your surroundings. Examples:
look                                      
look AT the angel
look IN the bag
look to the south   (or just: look south)

Note that if you LOOK AT CORPSE you will not see its inventory.
To see what is inside a container (e.i. Corpse) use LOOK IN <OBJECT>.

See also : EXAMINE or READ
#
AC "-----------"

Is you armor class, it is defined roughly as follows:

  10 Naked person
   0 Very Heavily armored (Plate mail, and "two shields") 
 -10 Armored battle tank

#
OPEN CLOSE LOCK UNLOCK
Usage (example):
 > open portal
or
 > open portal to the south
   (if there is more than one to choose from)
#
NORTH SOUTH EAST WEST UP DOWN
To walk in a given direction.
#
EAT DRINK SIP TASTE
If you are hungry or thirsty. Examples:
    eat hamburger
    drink beer
    eat bread		/* how boring, visit Andy's Pub! */
    eat sausage
#
WHO
Lists the people currently in the game. Some people may choose to remain
unseen.

WHO GROUP will give you a list of all current groups in the game.

WHO GODS will give you a list of all currently active (and visible) gods.
Please consult this list before shouting "Is there a god on?"
#
GIVE
If you feel benevolent, you may give some stuff to someone in need. Example:
give bread to the beggar.
#
SAVE
Save your persona. This includes experience points, strength, gold, etc. 
It also saves your equipment, up to the first 200 items.
#
STRING
For changing the text-strings associated with objects and characters. The
format is:

string <type> <name> <field> [<string> | <keyword>]

Type is either 'obj' or 'char'.
Field is one of the following(the names may be abbreviated):
Name                  (the call-name of an obj/char - kill giant)
Short                 (for inventory lists (objs) and actions (chars))
Long                  (for when obj/character is seen in room)
Title                 (for players)
Description           (For look at. For objs, must be followed by a keyword)
Delete-description    (only for objs. Must be followed by keyword)

Where a string is expected as the last argument, a newline will make
you enter a string mode, and the game will prompt you for new lines to
the string until you exceed the maximum length for the string or you
end a line with a '@'.
#
LOAD
For loading new objects or characters from the database. The format is:
  load <type> <number>
Where <type> is either 'obj' or 'char', and number is the number of the object
or character you wish to create.
#
THINK
What people are supposed to do before they do something.  Gods also have
the uncanny ability to let other gods know what they are thinking via
this command.
#
NOHASSLE
A god may (is supposed to) set this upon themselves to prevent mobiles
from attacking them.
#
STEALTH
Gods use this to sneak into a room withoout their bamfin and and bamfout
messages apprearing.  Mortals usually wish they could do this, but so
far none have been able to.
#
BAMFIN
Bamfin <bamf definition>
 Additional arguments can include ~N for where you
 Want your name (if you want your name).  If you use
 ~H, it puts in either his or her depending on your
 sex.  If you use the keyword 'def' for your bamf,
 it turns on the default bamf.
#
BAMFOUT
Bamfout <bamf definition>
  Additional arguments can include ~N for where you
  Want your name (if you want your name). If you use
  ~H, it puts in either his or her depending on your
  sex.  If you use the keyword 'def' for your bamf,
  it turns on the default bamf.
#
SETSEV
This command will set a god's severity levels.  Basically, at 0 you get
all wiz messages.  As you increase your severity level, you get fewer and
fewer of the log messages until they are filtered out completely.
#
INVENTORY
If you are uncertain about what you are carrying, or simply want to check
that no thieves have pilfered from your backpack.

See also: EQUIPMENT
#
EQUIPMENT
When you want to know what armor, weapon, charms etc. you are wearing.
The numbers in the left hand column can be used as remove arguments.
eg: remove 2, will remove the piece of equipment listed in the #2 slot.

See also: INVENTORY
#
KISS
Well can't you guess ?
#
WEAR
If you want to wear some clothes, armor or the likes.
For example : wear boots

See also: REMOVE, EQUIPMENT
#
WIELD
When you get tired of bashing monsters with your fists, you might consider
wielding a weapon. Example : wield sword

See also: REMOVE, EQUIPMENT
#
SCORE
Whenever you want to check whether you are still alive and healthy
or simply want to see how much money you have left.
#
SAY TELL WHISPER SHOUT ASK
If you consider communicating with other beings, you might be understood
better if you start your sentences with either say,tell,whisper or shout.
Example : say I'm a jerk
          tell unclesam You're dead meat - sucker!

You can use ' as a shorthand for say, as in:

' hello there.
#
BOUNCE
If you feel like bouncing round the room this is just the command for you.
#
FRENCH
Don't you know how they kiss in France ?? - try it !
#
QUI SHUTDOW
Just to prevent accidental quittings and/or shutdowns.
This command does not DO anything, it simply is.
#
SMILE
Whenever you feel like smiling...
#
KILL HIT
A good way to start a fight.
#
KICK
Fighters and Monks
The success of a kick depends upon how well you are learned. The
higher level you reach the harder you kick. There is one small catch -
whenever you kick (or miss) you will be unable to type any command for
three rounds of 'Violence' - so be sure that you do not need to flee!
This is one of the Monks most awesome weapons.  Use it wisely.

See Also : Rescue, Bash
#
BASH
Fighters only.
  The success of a bash depends upon how well you are learned. To bash
someone is to attempt to 'knock' that person over. If you succeed you
will inflict minor damage, and cause the victim to fall on its rear.
The victim will be unable to issue any commands for 2 rounds of
violence. If you miss you loose your balance and fall.
  A bash makes you unable to type commands for 2 rounds of violence.
Note that hitting a person who is resting/sitting will inflict
1.5*damage.  Fighters See Also : Rescue, Kick
#
RESCUE
Fighters Only.
  A rescue is an attempt to make a monster hit you instead of the
person being rescued. You can only 'turn' one monster for each
attempt. This is highly useful when playing in groups.
#
STEAL

Thief Only.

Use steal to steal gold or items from people. The chance of not
getting caught depends on how well you have practiced steal, and if
the person is asleep.

Due to misuse of the steal command, it now requires at least 1,250 XP
points to steal from other players. You can still steal from monsters
at all levels.


Example:

> steal gold drunk

#
BACKSTAB

Thief only.

Is a way to sneak up on a person, and attempt to place you dagger in
his back, at exactly the point where it does most damage. A successful
backstab gives a damage multiplier, depending on level.

	Levels 1 - 7: x2		Levels 8 -15: x3
	Levels 16-24: x4		Levels 25-32: x5
	Levels 33-38: x6		Levels 39-43: x7
	Levels 44-48: x8		Level   49  : x9

			Level   50  : x10

Now for the nitty gritty stuff.  Sneaking does help you backstab.
You always have to be sneaking to backstab aggressive creature.
In order to backstab a huge creature you have to be flying and you will
not do as much damage.  Certain races like slimes, ghosts, undead, are
not very affected by backstabbing.  In order to backstab, you need to
make a successful skill check, and then a successful to-hit check.
Backstab damage is figured out my multiplying your weapon damage,
INCLUDING your plusses to damage by your multiplier.  Your multiplier
is modified depending on how well you know your victim's innards.
This knowledge is reflected in various lores taught to you by the
LoreMaster.  Your base multiplier is determined by your level and can
be determined on the above chart.  If you were attempting to backstab
a humanoid, a check is made with your "people lore" skill.  Numerically,
this ammounts to the following:  If I am not-learned (learned = 0) then
my multiplier is multiplied by .1 ( (how learned + 10) / 100). So, this
pretty much nukes my multiplier.  If I am learned at Superb (95) then
my multiplier is multiplied by 1.05 ( (95 + 10) / 100) and my multiplier
all hunky dory.  Your lore will improve via multiple uses of backstab,
of course which lore is improved depends on what you backstab.

#
CAST
For "magical" people. If you want to throw a spell at someone or something.
Example : cast 'burning hands' <player>
   Note that the name of the spell must be enclosed by "'"s.

See also : help on each individual spell, for example:
  > help cure ligh
  > help ventri
  > help energy drain
#
DROP
If you lose interest in a carried item, you can drop it on the ground.
Example : drop bottle
  If you feel like getting rid of all your earthly possessions, you
may use "drop all".  Also you can drop 9*bottle, which would drop 9
bottles, but leave the rest in your hands.

See also: GET
#
PURGE
A way to make the world a little cleaner.
Usage:
  purge                         To empty a room of monsters and objects.
  purge <character>             To remove a living thing. Kicks out a player.
  purge <object>                Figure this one out yourself.
#
STAT
  If you are interested in a person and want to find out about
his/her/its skills, strength, mana, hitpoints etc. In addition, 'stat
room' will give you useful information about the room you are in.
#
ORDER
In bars etc you can order things.
If you are not in a bar, and you happen to have followers, you can
order your followers to do things.

		ie: order zombie smile
		and 1.zombie will smile.

		ie: order 2.zombie smile
		and 2.zombie will smile

		ie: order followers smile
		and all your followers will smile.
#
BUY SELL
Commands for the shops - very useful too !
#
WEATHER
If you are uncertain whether the sun is shining or the rain is pouring down.
#
READ
When you want to read something.
#
REMOVE
If you tire of wearing some armor or wielding a weapon.  If you have 3
of the same thing (due to an exceedingly large lack of originality) you
can use the EQUIPMENT command to get the # (listed in the left hand
column) and then: remove #
or
Example : remove sword
#
SHOPS
  Shops are places where the adventurer may purchase equipment for his
quests, and where he may sell his treasure if he should manage to
survive the perils with his life and sanity intact. Many shops trade
only in a specific type of merchandise. Thus, a baker may well refuse
to buy your armor, even if it is of high quality!
  To some people, the prospect of obtaining the entire inventory of a
shop by murdering the keeper may appear tempting - but beware: The
shopkeepers are rugged, capable men and women; roughened by years of
trading and, indeed, surviving in a world where the only safe prospect
is death in the end.  (They usually have a few thousand hitpoints and
can shoot through schools).

See also: BUY, SELL, LIST, VALUE
#
SOCIAL ACTIONS
Commands mainly for social interaction:

applaud, beg, bleed, blush, bounce, bow, burp, cackle, chuckle, clap,
comfort, cough, cringe, cry, cuddle, curtsey, dance, daydream, fart,
flip, fondle, french, frown, fume, gasp, giggle, glare, grin, groan,
grope, grovel, growl, hiccup, hold, hop, hug, yawn, kiss, laugh, lick,
love, moan, nibble, nod, nudge, pat, peer, point, poke, ponder, pout,
puke, punch, purr, ruffle, scream, shake, shiver, shrug, sigh, sing,
slap, smirk, smile, snap, snarl, sneeze, snicker, sniff, snore,
snuggle, spank, spit, squeeze, stare, steam, strut, sulk, tackle,
taunt, thank, twiddle, wave, whine, whistle, wiggle, wink, worship
(not all of these work)

#
WIZLIST

Gives a list of all the immortals in the game, along with their level.
#
COMMANDS
A mechanical listing (the code already exists) of the known verbs.

See also: SPELL COMMAND
#
WARRIOR FIGHTER
  Warriors are known to have more strength than the average player.
This makes them better at hand-to-hand-combat, as they possess skills
of violence and fighting unequaled by the members of any other class.
However, they lack the ability to use magic of any sort.
  You can improve your skills by using the practice command, in the
room in the swordspeople's guild with the guildmaster (usually the
last room)

See also: PRACTICE
#
THIEF
  Thieves are known to have very special qualities, that no other
class offers.  Many of these qualities can come in handy in many
situations, such as picking locks.  They are not very combat oriented,
however, so do not expect to be able to kill many things by yourself.
The useful aspect of thieves involves their ability to scout ahead,
avoiding monsters, detecting and removing traps and selling and buying
items at the black market.
   You can improve you skills by using the practice command.

See also: PRACTICE
#
CLERIC
  This class gives you the wisdom of peace, blessing and healing,
though it is possible to learn more violent spells.  You can improve
your spells by using the practice command.

See also: PRACTICE
#
"MAGIC USER" WIZARD MAGE
  This is the class of powerful and violent magic, but the magic user
does not control the nature, and can therefore not bless and such. You
can improve your spells by using the practice command.

See also: PRACTICE
#
PRACTICE PRACTISE
  Practice is the way you improve your spells and skills. You must go
to your guildmaster to let him/her help you improve (GAIN).  If you type
practice, you will see which skills you can improve upon, and how good
you already are at these.  You can then use practice <skill>, to
practice the appropriate skill.  You can only practise a certain
amount for each level you gain, and you do not have to use this, it
can be accumulated.

See also: GAIN
#
EXITS
  Gives you a list of the obvious exits from your location. Of course,
the less obvious ones will not show up here - you have to THINK in
order to locate those.

#
LEAVE
  If you feel claustrophobic, typing 'leave' will make you use the
nearest obvious exit to the outside.

#
ENTER
  If you type 'enter' while you are outdoors, you will enter any
nearby shelter.  You can also follow 'enter' with an argument; for
example, 'enter window'.

#
TIME
  Gives you the current 'gametime'. Your initial reaction to the
output of this command may be one of surprise, but you will get used
to it. you will have to, at any rate, since certain things in the game
depend on this particular notion of time; the opening hours of the
shops, for example.

#
BUG TYPO IDEA
For making useful suggestions to the maintainers of the game. Examples:

bug the entire game crashes when I type 'put bag in bag'
idea make a restaurant in Midgaard
typo 'sence' should be spelled 'sense'
#
QUIT
  When you get tired of playing, you can leave the game by typing
'quit'. Note that whatever stuff you might be carrying with you is
simply left on the ground. If you wish to have your equipment put away
until you are able to come back, you will have to find an inn.

See also: INN
#
INN INNS
  Inns are places where the weary traveler may rest while the
innkeeper looks after his equipment and treasure. Specifically, you
may use inns to store your gathered equipment while you are not
playing the game (we all have to sleep sometimes, there is no shame in
that).

See also: OFFER, RENT
#
OFFER RENT
  For use in the receptions of inns. The command 'offer' will make the
innkeeper tell you the cost of storing your carried items for one day.
'rent' will store the items and make you leave the game. The next time
you enter, you will start out in the reception where you left. The inn
will store your items as long as you have the gold to pay the rent.

See also: INN
#
GET TAKE
  If you find something interesting on the ground, you may use 'get'
to pick it up. Example: "get greatsword". If you are in a hurry, or if
you just feel very greedy, you may type "get all". You can also use
'get' to extract objects from containers. Example: "get dagger from
bag".  Other examples:
  get all.bread from bag
  get 9*bread from bag
  get all from corpse

Fixed! There is no longer any ambiguity between containers in your
inventory and on the ground.  The ones in your inventory are 1..n and
the ones on the ground are (n+1)..(n+m).

See also: DROP PUT
#
PUT
For putting stuff in containers. Example: "Put the dagger in the bag".
  Put all.bread in bag
  Put 9*bread in bag.

See also: GET
#
EXAMINE
May give you some valuable information about an item, or a monster.

See also: LOOK
#
WRITE

  (What is this, a wish list?  I don't think this really works, bud
	-Hammor)
  In order to write a note, you need a piece of blank paper (or
similar), and a pen of some sort. You can then type something like
"write on the paper with the pen", whereupon you will be asked to type
in your note at the keyboard.

#
NEWS
  This command will show you the current edition of "the DikuMUD
Herald", a publication dedicated to news and useful information about
this world. It is a VERY good idea to check it out once in a while.
NOT checking it out will probably get you dead.

#
SLEEPING WAKE REST SIT STAND
  For changing your position. If you feel weary, It is probably a good
idea to sit and rest for awhile; or maybe even take a nap.

#
POUR
If you want to pour some liquid from one container to another.
#
GRAB
For getting a good grip on something; a torch, for example.

See also: WEAR, WIELD, REMOVE
#
FOLLOW
  If you happen to be going in the same direction as someone else, why
not simply follow that person? For example: "Follow joe". If you are
following someone and you wish to stop doing that, then all you have
to do is follow yourself: "follow <your name>".

#
FLEE
  If you are in a fight and things are beginning to get a little
uncomfortable (maybe you are about to die), just type 'flee', and
presto! you are out of harm's way - that is, IF you are still standing
and, IF there is a suitable exit nearby, and IF that exit does not
simply take you out of the frying pan and into the fire... but then,
who wants to live forever?

*** NEW ADDITION TO FLEE ***
Usage: FLEE <number>     (ie, if you use flee with an argument)

This sets your flee to multiple rooms (default is 1) if you really want to
bug out of somewhere fast.  You can set the value up to 5.  
#
IMPLEMENTOR
  The most powerful beings in existence.  Their function is mostly
administrative.  Don't whine too much in their presence.
  Also, Hammor doesn't have the responsibilities of an implementor,
just the priveleges.  He only hacks code.

#
GUILD
  The Guildhouse is the place where mortals may go to escape the
troubles and perils of a cruel world. Each guild is heavily guarded
(HA!), so that only members may enter the building. Guilds are also
the places where people come to learn and practice the skills of their
trade.

The Clerics guild is located west of the temple square.  
The Mages guild is located just east of the west gate, south of the wizards
shop.
The Thieves guild is located in a dark alley
The Warriors guild is located just west of the east gate, south from the
weaponsmith's shop
The Monk's guild is farther away, west and north from took hill in the shire
The Druids guild is in the forest of Haon-daor, near a small cabin
in the woods. (levels 9 and under).. The 10th+ level druid guild is
inside the colossal tree.  You MUST have the spell 'tree travelling' to get
inside your guild, so be warned.  You almost definitely need the spell
'Flame Blade' to win the competition required for each level.

Note.. these are multi-room complexes..  once you enter the entrance, type
exits, to see where the bar is, and you can get from the bar to the 
practice/guildmaster area.

Once at the guildmaster, you can practice spells and skills.

See also: PRACTICE
#
INFO
Gives you some useful hints and information about the game.
#
WHERE
Tells you the location of a monster, a player or an object. Examples:

where torch
where dragon
where 2.ring
where 4.one-ring       (gives you the container traceback so you can find
                        out WHO has that One Ring)

Mortals can only "where" monsters or players, and only from their own
zone.

Immortals may type 'where' without arguments to see where everybody is.
#
USERS
Tells you who is logged on to the game, and where they are playing from.
#
LEVELS
Lists the levels of your class. 
#
BRIEF
  Toggle "brief mode". When in brief mode, you do not see the
descriptions of the room you are in; only the name of the room, and
the people and objects in there. Unless you are very familiar with the
area in which you travel, however, it is not advisable to use this
command. Frequently, you will find small, but vital hints in the
descriptions of the rooms: An extra peek at your surroundings could
mean the difference between life and death!

See also: COMPACT
#
!
Repeat the last command typed at the keyboard.
#
CONSIDER
Usage : consider <monster>
  This command will compare your Level with the <monsters> level. You
will then receive a rough estimate, which is by no means exact.
(Actually, it's usually an outright lie, please help us fix this, make
bug reports :) Consider does not take hitpoints/special attacks/damage
into account.

Example:
  > consider fido
#
EXPERIENCE XP

Whenever you kill a monster or a player, you earn experience points.
When enough experience points are earned, you raise a level.  Things
you should know about experience points:

We strongly discourage killing of other players, but the choice is yours.

See Also: GROUP
#
QUAFF POTION POTIONS

Use : Quaff <Potion>

Quaff is used to "drink" a (magical) potion.
#
RECITE SCROLL SCROLLS

Use : Recite <Scroll> [Target]

Is used to "read" a magical scroll. Target can be an object, character or
nothing (which may be yourself).
#
USE WAND STAFF STAFFS WANDS

Use : Use <Staff>
      Use <Wand> <Target>

Using staves will automatically target everybody (or everything) in a
room, in some cases, or everyone not in your group in others.
Therefore staves are naturally very powerful, and yet may be very
dangerous to use around other players.

Using wands require that you point it at a target, which can be either
a character or an object.

Both staves and wands must be HELD in the hand prior to use! (Use the
grab or hold commands). You must still supply the name of the staff or
wand to avoid confusion.

#
ARMOR

Usage       : cast 'armor' [self]
Accumulative: No
Duration    : 24 Hours

The Armor spell will improve your AC(Armor Class) by 2.

See Also: AC
#
TELEPORT

Usage       : cast 'teleport' [self]
Accumulative: -
Duration    : Instant

Teleport (with error) will instantly transfer you to another location
in the world. This location is random, and thus there will always be a
risk of landing in a fatal location.  It can also be used as a combat
spell

See Also: ROOM TELEPORT
#
BLESS
Usage       : cast 'bless' <victim or object>
Accumulative: No
Duration    : 6 Hours, permanent for objects.

Bless on a victim will improve the victims saving throw versus spells
by 1, and furthermore improve the hitroll by 1.

Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weight no more
than five pounds per level of caster. Eventually, there may be
monsters that take extra damage from blessed weapons, so it may be
useful.

See Also: -
#
BLINDNESS
Usage       : cast 'blindness' <victim>
Accumulative: No.
Duration    : 2 + level hours.

Blindness will blind a victim failing its saving throw.  A blinded
person will have -4 penalty to both hitroll and AC.

See Also: AC
#
CLONE
Usage       : cast 'clone' <victim or object>
Accumulative: -
Duration    : Instantaneous

Due to the ever changing data-structures of DikuMUD, clone is not yet
ready.

Clone cast on a victim or object, will make a 'nearly' perfect copy.
Clone has its limitations.

See Also: -
#
"CONTROL WEATHER"
Usage       : cast 'control weather' ('better' | 'worse')
Accumulative: Yes
Duration    : -

This spell will change the "course" of the current weather.
Example:

 > cast 'control wea' worse

See Also: -
#
"CREATE FOOD"
Usage       : cast 'create food'
Accumulative: -
Duration    : Instantaneous

This spell instantly creates an edible magic mushroom. The mushroom
will filling for the next (5+level) hours, up to a maximum of 24
hours.

See Also: -
#
"CREATE WATER"
Usage       : cast 'create water' <drink container>
Accumulative: No
Duration    : Instantaneous

Expect icky results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.

Double amount of water will be created if it is raining (or snowing).

See Also: -
#
"CURE BLIND"
Usage       : cast 'cure blind' <victim>

This spell will cure a person blinded by the "blindness" spell, it
can not remove blindness caused by for example cursed items.

See Also: -
#
"CURE CRITIC"
Usage       : cast 'cure critic' <victim>
Accumulative: -
Duration    : Instantaneous

This spell cures 3d8+3 hitpoints of damage.

See Also: -
#
"CURE LIGHT"
Usage       : cast 'cure light' <victim>
Accumulative: -
Duration    : Instantaneous

This spell cures 1d8 hitpoints of damage.

See Also: -
#
"CAUSE CRITIC"
Usage       : cast 'cause critic' <victim>
Accumulative: -
Duration    : Instantaneous

This spell causes 3d8+3 hitpoints of damage.

See Also: -
#
"CAUSE LIGHT"
Usage       : cast 'cause light' <victim>
Accumulative: -
Duration    : Instantaneous

This spell causes 1d8 hitpoints of damage.

See Also: -
#
CURSE
Usage       : cast 'curse' (victim | object)
Accumulative: No
Duration    : 7 Days, permanent on objects.

Curse cast on a person that fails the saving throw, will reduce the
hit and damage rolls by the caster's level divied by ten.  It will also
reduce the saving throw versus paralysation by one. 

See Also: -
#
"DETECT EVIL"
Usage       : cast 'detect evil' [self]
Accumulative: No
Duration    : 5 hours per level

Detect evil will enable you to see the red aura surrounding evil
persons and items.

See Also: -
#
"DETECT INVISIBILITY"
Usage       : cast 'detect invisibility' [self]
Accumulative: No
Duration    : 5 hours per level

This spell enables you to see invisible items and players.

See Also: -
#
"DETECT MAGIC"
Usage       : cast 'detect magic' [self]
Accumulative: No
Duration    : 5 hours per level

This spell will let you see the magical aura surrounding magical
objects.

See Also: -
#
"DETECT POISON"
Usage       : cast 'detect poison' (victim | food | drink)
Accumulative: No
Duration    : Instantaneous

Cast on food or drinks (drink containers) you will be able to
sense if it is poisoned.

Cast on a person you will be able to see if that person is
poisoned.

See Also: -
#
"ENCHANT WEAPON"
Usage       : cast 'enchant weapon' <weapon>
Accumulative: No
Duration    : Permanent

This spell will enchant non-magical (non-modifying) weapons only.  By
non-modifying weapons we refer to weapons that might alter any ability
such as for example damage. The only way to know if a weapon is
suitable for enchantment is to fully identify it.

The enchantment will modify the weapon as:

Level    Hit Roll    Damage

 0..17     +1         +1
18..19     +2         +1
20+        +2         +2

See Also: -
#
HEAL
Usage       : cast 'heal' <victim>
Accumulative: No
Duration    : Instantaneous

Heal will heal all the hitpoints from a person, except 1d4 points.
Maximum 100 points can be healed. A victim who is blinded will also be
cured by the heal spell.

See Also: "Cure Blindness"
#
INVISIBILITY
Usage       : cast 'invisibility' <victim | object>
Accumulative: No
Duration    : 24 hours, permanent on objects.

Self Explanatory.
Attacking while invisible will immediately break the spell.

See Also: "detect invisibility"
#
"LOCATE OBJECT"
Usage       : cast 'locate object' <object>
Accumulative: -
Duration    : Instantaneous

If possible you will know exactly where an object is, or the name of
the person using it. If more than one object by the same name exists,
you will get a listing of several objects.  The maximum number of
objects you can simultaneously locate is your level divided by 2.

See Also: -
#
POISON
Usage       : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration    : 2*level hours, or permanent on food and drinks.

Casting poison on food or drink (containers) will poison it.  Eating
poisoned food/drinks will poison the person eating or drinking.

A person who is poisoned will suffer 15 points of damage every
hour, and gain less points than usual.

Sometimes a monster's poison is FATAL, so beware.

See Also: "detect poison" or "cure poison"
#
"PROTECTION FROM EVIL"
Usage       : cast 'protection from evil' [self]
Accumulative: No
Duration    : 24 hours

The meaning of this spell is not yet fully defined.

See Also: -
#
"REMOVE CURSE"
Usage       : cast 'remove curse' <person | object>
Accumulative: No
Duration    : Instantaneous

Will remove a curse on carried objects or any persons in the room.

See Also: -
#
"REMOVE POISON"
Usage       : cast 'remove poison' <victim | food | drink> 
Accumulative: No
Duration    : Instantaneous

Will remove poison.

See Also: Poison
#
"REMOVE PARALYSIS"
Usage       : cast 'remove paralysis' <victim>
Accumulative: No
Duration    : Instantaneous

Will remove paralysis.

See Also: Paralysis
#
SANCTUARY
Usage       : cast 'sanctuary' [self]
Accumulative: No
Duration    : 3 hours

When protected by this spell, you take 1/2 damage from all attacks

See Also: Fireshield
#
FLAMESTRIKE
Usage	:	cast 'flamestrike' target
Damage	:       does (your level)d4 points of flame damage, 1/2 if save

People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.  THIS IS AN AREA OF AFFECT SPELL!

#
STRENGTH
Usage       : cast 'strength' <victim>
Accumulative: No
Duration    : 2*Level hours

This spell increases the victim's strength by a random amount.
Warriors have 1d8 points of strength added, Clerics and Thieves
1d6, and anyone else 1d4.  Mobiles are treated differently from players
and usually only 1d6 points of strength added.


See Also: -
#
VENTRILOQUATE
Usage       : cast 'ventriloquate' <victim | object> <text>
Accumulative: -
Duration    : Instantaneous

For all people in the same room as the caster that fail a saving
throw, the spell will make the object or victim appear to say the text
written. People saving will only notice that someone tired to make it
sound that way, not who.

Example:

> cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me.

See Also: -
#
"WORD OF RECALL"
Usage       : cast 'word of recall' 
Accumulative: -
Duration    : Instantaneous

The caster will be transferred back to his sanctuary (presently the
Temple of Midgaard).

See Also: -
#
SUMMON
Usage       : cast 'summon' <victim>
Accumulative: -
Duration    : Instantaneous

Will summon a person of the name spoken.  You can summon any level
player, but if you attempt to summon a monster,it will get a saving
throw, and you may wind up with the wrong monster.  You cannot sumon
from NO SUMMON rooms, nor can you summon from NO MAGIC rooms.  You
cannot summon to TUNNEL rooms, nor to PEACEFUL rooms, nor from PEACEFUL
rooms.  You cannot summone someone who is fighting, as it is impossible
to get a precise fix of their location.  Also, it is harder to summon
things not in your zone, and impossible to summon from other planes.

See Also: -
#
"CHARM PERSON"
Usage       : cast 'charm person' <victim>
Accumulative: No
Duration    : Varying, depending on caster's charisma.

Is is not possible to charm anyone that is already charmed, if you are
charmed yourself, or if the person is more than three levels higher than 
yourself.  The person will get a saving throw versus "paralyzation".

A charmed person will follow you, and not be able to attack you, you
can order charmed person using the order command.

See Also: FOLLOW ORDER
#
"SENSE LIFE"
Usage       : cast 'sense life' [self]
Accumulative: No
Duration    : 5 hours per level

This spell will enable you to sense hidden life forms in a room.
Invisible persons are also considered hidden.

See Also: HIDE
#
"MAGIC MISSILE"
Usage       : cast 'magic missile' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 magic user.
Save        : None

1d4+1/ 2 levels.  The spell "shield" will completely negate its
effect.

See Also: 
#
"CHILL TOUCH"
Usage       : cast 'chill touch' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 3 magic user.
Save        : Versus spell for half damage.

This spell is more powerful than the magic missile spell, d3 per level.
A victim failing its saving throw will get its strength reduced by one.

See Also: MAGIC MISSILE
#
"BURNING HANDS"
Usage       : cast 'burning hands' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 5 magic user.
Save        : Versus spell for half damage.

1d4+1/level.
	Area of Effect (All those not in caster's group)

See Also: CHILL TOUCH
#
"SHOCKING GRASP"
Usage       : cast 'shocking grasp' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 magic user.
Save        : Neg

2-9 + 1/level.  A save indicates that the touch required to hit failed.

See Also: BURNING HANDS
#
"LIGHTNING BOLT"
Usage       : cast 'lightning bolt' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 11 magic user.
Save        : Versus spell for half damage.

1d6/level.  1 target.

See Also: SHOCKING GRASP
#
"COLOUR SPRAY"
Usage       : cast 'color spray' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 15 magic user.
Save        : Versus spell for half damage.

4 points of damage per level.  1 target.

See Also: LIGHTNING BOLT
#
"ENERGY DRAIN"
Usage       : cast 'energy drain' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 23 magic user.
Save        : Versus spell for half damage.

Drains one level from a PC, or a mob.  When you lose levels, you also
loose max hit points, and practices.  Beware of monsters with level 
draining ability.  Be aware that this spell makes you evil very quickly.

See Also: -
#
FIREBALL
Usage       : cast 'fireball' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : type allspells.
Save        : Versus spell for half damage.

With this spell the caster directs large volumes of searing flame at a
room.  This damages all non-grouped things in the rooms by(1d6/level of
caster) hitpoints.  As with other damaging spells, this can wreck equip.
People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.

See Also: COLOR SPRAY
#
EARTHQUAKE
Usage       : cast 'earthquake'
Accumulative: -
Duration    : Instantaneous
Level       : Level 18 cleric.
Save        : -

This spell will damage everybody except the caster's group by
2d8+level_of_caster hitpoints.

See Also: -
#
"DISPEL EVIL"
Usage       : cast 'dispel evil' <victim>
Accumulative: -
Duration    : Instantaneous
Save        : Special

This spell will banish evil summoned creatures.

See Also: -
#
"DISPEL GOOD"
Usage       : cast 'dispel good' <victim>
Accumulative: -
Duration    : Instantaneous
Save        : Special

This spell will banish good summoned creatures.

See Also: -
#
"CALL LIGHTNING"
Usage       : cast 'call lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 50 cleric, 18 Druid.
Save        : Versus spell for half damage.

This spell will use the "force of nature" to make a lightning strike
the victim. It is therefore only possible to call lightning outside,
and it has to be raining (or worse).

The lightning will inflict (level+2)d8 points of damage upon the victim.

See Also: WEATHER and CONTROL WEATHER
#
HARM
Usage       : cast 'harm' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 25 cleric.
Save        : None

This spell is only successufl if the caster makes a successful hit roll
on the victim.  If it does work, Ttis spell removes all but 1d4
hitpoints from the victim. The maximum number of damage points are 100. 
It is not possible to kill using this spell (but almost).

See Also: -
#
HELP

Following help is available:

HELP help       - This text.
HELP            - List the available commands.

Help searches for a partial match of the entered word, including any
spaces that may follow the word.

Example:
 > 'help magic mis'
    will find the help text for the magic missile spell.

 > 'help mag '
   will not match anything.

 > 'help mag'
   will match 'magic user' or 'magic missile' depending on first
   occurrence in the help file.
#
"PLAYER KILLING"

   Killing of newbies (characters up to 5th level, and the first belonging to 
that character) is ABSOLUTELY forbidden.  

   Killing of experienced players, while not specifically forbidden, is 
frowned upon, and if a player becomes a problem, he or she can be penalized, 
barred from the game, or deleted.  Also, since the decisions of 59rd levellers
is final, the actions taken by gods after a player killing can be somewhat 
unpredictable.  

#
ADVANCE

To advance a player to a level higher than his present. Default is to
advance him one level. A level 0 player (Man/Woman) is always only
advanced by one level.

#
WIZHELP
List the privileged commands available to you. Can only be used by immortals.
#
NOSHOUT
  Prevents you from (or allows you to) hearing shouts, if used with no
arguments.  Can be used with the name of a player, to prevent him/her
from hearing shouts, as well as from shouting. Can only be used by
certain more powerful beings.

#
RESTORE
  If used on a mortal, this command will reset that players mana and
hit points.  If used on an Immortal various values will be reset to
their proper values.

#
LINK

A lot of players have problems with their links to the game. This
could be very dangerous to your health in the middle of a combat. But
we have worked out a solution. There are two cases:

  I.If your link is broken, you will automatically attempt to flee
    each time someone attempts to hit you. If you manage to flee, then
    you will be saved by divine forces, and put in a safe place until
    you reconnect to the game.

 II.If your link jams (freezes) you got a problem. The only solution
    we can give, is that you break your link as quickly as possible. By
    breaking the link you can hope that the above procedure is initiated.

#
COMPACT
  If you have a small display you might want to use this command. It
turns off (or on) the extra newline after output to your screen.

See also: BRIEF
#
DEAFEN
  Type deafen and all shouts are no longer heard.  Type deafen once again
and shouts can once again be heard.
#
PROMPT
  Your prompt will display Hitpoints, Mana and Movement (H M V) if you
are a magic user or cleric, and just Hitpoints and Movement if you are
a fighter or thief.  If you wish this feature turned off, complain to
the management.

#
WIMP "WIMP MODE" WIMPY

Usage: WIMP <number>    (or just WIMP to keep the current percent)

   If you are in wimp mode, you will flee when you are down to X% 
(default is 20%) of your max hit points automatically.  If you are not 
in WIMP mode, this percentage is when you will start seeing those BLEEDING 
messages.  Valid percents are 1 to 50.  Type WIMP again to toggle ON and OFF.

#
INFRA INFRAVISION
   Infravision is a spell that allows you to see heat sources in
otherwise dark conditions.  It does not allow you to read scrolls, or
find items.  In addition, usage of spells which create large amounts
of heat may cause temporary blindness in Infravision-affected players
and monsters.

#
EDIT
   Edit allows you to edit rooms.  The room you are currently in is
the one that is edited.  You can edit any room, but the changes will
not be permanent.  However, using the rsave, and rload commands, you
can save your changes into a file, and reload them later into the
game, (if it crashes, for example).

NOTE: If you are confused by this, and try it anyway, you may crash
    the game.  Please be very sure that you know what you are doing.
    Also, try to avoid making too many changes to the existent areas
    for the moment.

Also note: You need to have an area, before you start editing it. this
does not create rooms, only edits them.  Contact Loki if you want an
area.  Also ask him any questions that you have about room editing.


The fields work as follows:

 edit <field> <attributes>

   field is one of the following:

	name     :  changes the name of the room.
	desc     :  changes the room description.
	exit     :  adds, deletes or modifies a room's exits
	fs       :  changes the Flags, and Sector type.
	exdsc    :  adds, changes or deletes an exit description
	extra    :  adds an extra description to a room.
	riv      :  adds special parameters for rivers.
	tele     :  makes the room a teleport room.
        tunn     :  makes the room a tunnel room.

   attributes:

	name  <name of room>
	desc  <enter>  (it will prompt you for text)
	exit  <dir> <door flags> <key> <to_room>
	(note: If you choose to have a door, it will prompt you for
	       keywords.  The first keyword should be "secret" for
	       doors that don't pop up in exit lists.  Your door's
	       name will be the first keyword that isn't "secret".)
	fs    <flags> <sector_type>
	exdsc <dir> <enter>  (prompts you for text)
	extra <keywords> <enter>  (prompts you for text)
	riv   <speed> <dir>
        tele  <time> <to_room> <look-flag>
        tunn  <mob_lim>

<dir>  0 = n, 1 = e, 2 = s, 3 = w, 4 = u, 5= d.
<door flags> 0 = no door. (just exit). 1 = door, 2 = pickproof door,
             3 = climbable, 4 = climbable with door, 5 = climbable with
             pickproof door.
<key> item # that opens door, (if no door, use -1)
<to_room>  The room # that the exit goes to.
<flags>   type help roomflags.
<sector_type>  Type help sector_type
<time> The time interval between teleports.  Must be a multiple of 10
       10 is very fast.  60 is much slower.  
<look-flag> whether to do a look when the characters are teleported.
            if this number is 0, they won't konw they've been teleported
            unless they look on their own.  if the number is not 0, each 
            time they are teleported, they are forced to look.

<keywords> which things will trigger info.. for example if the keyword is
	case
	then if you type look at case, the text will be displayed.

<speed>  must be a multiple of 15. if you do not want the river to flow, 
	speed should be 0.  

<mob_lim>  A number, indicating the number of mobiles that can be in the
           room at one time.  The TUNNEL roomflag must be set, although
           use of edit tunn X  automatically sets the flag.           

#
ROOMFLAGS
   DARK           1
   DEATH          2
   NO_MOB         4
   INDOORS        8
   PEACEFUL      16  /* No fighting */
   NOSTEAL       32  /* No Thieving */ Does not work (yet)
   NO_SUM        64  /* No summoning of creatures in these rooms */
   NO_MAGIC     128  Does not work yet
   TUNNEL       256 /* only X people in room (X set by edit tunn) */
   PRIVATE      512 no teleport to this room, no goto when more than 2 people
#
BREATH
  The breath command allows you to use a breath weapon on another
monster.  The only way to get a breath weapon is to either be a
monster with such an ability (dragons usually have one) or quaff a
potion of fire/ice/acid/gas/lightning breath.

  If you are already fighting, breath without any arguments will
breath on the monster you are fighting.  If you are NOT fighting you
must supply the name of a target to breath on.

  Breath weapons are terrifying and most opponents will flee before
you get a chance to breath on them.  However, you may blast bystanders
with the same breath.

  This means breath weapons are not terribly accurate.  You will
always hit the monster you target and will usually hit his group,
followers and his leader.  You will also probably blast anyone
currently hitting on you.  You also have a small chance (less than
half) of hitting each bystander (someone not covered above).  They
will not appreciate this and will probably decide to beat the snot out
of you.

  When quaffed breath potions modify you so that you can breath ONE
time.  If you do not breath in 2-3 rounds the potion will explode
inside you causing half of its normal damage.  These potions also
reduce your CON for the duration of the spell.  You therefore cannot
quaff more breath weapon levels than you have constitution.  You also
cannot quaff more breath weapon levels than you have levels.

  The damage of a breath weapon is a function of its level, your
level, and your hitpoints.  If your level is equal to the breath
weapon's level it will do your hitpoints worth of damage to the
target.  If your level is double the level of the breath weapon it
will only do half your hitpoints of damage.  Monsters natural breath
weapons exceed the CON restriction and even a 50th level monster can
do full damage.  Since most huge monsters have huge hitpoints, this can
be a LOT of damage.  do not ever fight a titanium dragon.

See also: KILL
#
ASSIST

  If you type "assist <player>" you will begin fighting the same
person the <player> is.

  ASSIST is similar to RESCUE except the <player> continues fighting.
It is better than KILL in many cases because you do not have to choose
between 1.golem and 2.golem (or 1.lamia that just entered the room).
Even though monsters of the same type assist each other in combat,
ASSIST is better because you will eliminate one aggressor much faster.

See also: RESCUE, KILL
#
WHOZONE

  This command lists all the players in the current zone and also
tells you their location.  If you are a god (not bloody likely) it
will also tell you their room number.

H:107 R:3001> whozone
Players
-------
Nate the Human Illusionist              - Bywater Road [1122]
Gorg the Human Veteran                  - Bywater Road [1122]
Hammor wants to be an ambassador to Epic- The Temple Of Midgaard [3001]

NOTE: Hammor needs to fix it so that the bloody title is not printed as
part of the name.
#
ECHO

  This command sends the text of its argument to everyone in the same
room as the wizard.  The wizard gets no feedback and does not see the
message.
#
FORCE
  undocumented, ask another wizard
#
TRANSFER

  This wizard command moves a character into the same room with the
wizard.  You can also transfer monsters with this command, but be
careful when using this command near aggressive monsters.  Getting a
player killed is NOT good form.

  trans Loki               (you better have a good reason)
  trans 4.lamia            (this monster is aggressive, watch it)
  at 2 trans PlayerKiller  (send this person to Hell.  On Silly mud
                            there is no way to walk out of Hell)
#
VALUE

  In a shop, this command will tell you what the shopkeeper is willing
to pay for the item.
#
LIST

  In a shop this command will list what the shopkeeper has for sale,
with prices.
#
GOTO

  This wizard command allows you to move about without walking.  You
can either supply a room Vnumber, a player name, a monster name
(lamia, 34.lamia), or an object name (corpse, 5.corpse).  You will
disappear and reappear in the target room.

  If a room is flagged PRIVATE and there is more than one person in
it, additional people will not be able to GOTO there.  Get an
inhabitant to TRANSFER you in.

See also: TRANSFER
#
RESTAURANTS FOOD
  The baker has a small selection of bread.  His shop is west of
Market Square.
  There is a pub in the south section of the city off of Emerald
Avenue where you can buy beer (if you're over 21) and food.

#
GAIN
  Whenever you have accumulated the experience points needed to get your
next level, you must go to your guildmaster and GAIN.  This will advance
you to your next level, give you your hit points, practices, and modify your
abilities (such as THAC0 or backstab multiplier).  Until you GAIN, you may
not gain any more experience points than those needed to place you one away
from the next highest level.
#~