"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 sucessfully sneak, then you'll continue to sneak for a little while. 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 wherther 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's 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's more than one to choose from) # NORTH SOUTH EAST WEST UP DOWN To walk in a given direction. # EAT DRINK SIP TASTE If you're hungry or thirsty. Example: eat hamburger. # WHO Lists the people currently in the game. Some people may be invisible. Command-line options can be used to limit the listing. The parameters can be specified on the command-line in any order. who [minlev[-maxlev]] [-n sname] [-c classlist] [-s] [-o] [-q] [-r] [-z] minlev, maxlev : list only people whose level is at or above minlev, and optionally, at or below maxlev -n : list only people whose names or titles contain sname -c : list only people of a certain class, where classlist is any combination of the letters w, m, c, and t -s : list names in the short form (4 columns of names, without titles or flags) -o : list only outlaws (i.e. people with a killer or thief flag) -q : list only people who are on the Quest -r : list only people who are in your room -z : list only people in your zone > who -c wc -s -l 20 List, in short form, warriors and clerics at or above level 20 > who 15-25 -o -z List all outlaws between levels 15 and 25 who are in your zone. # SAVE Save your persona. This includes experience points, strength, gold, etc. Your equipment is also saved in the (unlikely?) event of a crash. The # TITLE Sets the title people see on the WHO list and when you're in the room with them. You can't use parentheses (the "(" and ")" characters) because those are reserved for flags. Do not abuse this command; if you do, it will be taken from you. See also: FLAGS # FLAGS Players sometimes have FLAGS after their names in the WHO list. These flags are always in parentheses, not brackets or braces. FLAG MEANING ----------- --------------------------------------------------------- (KILLER) Player is trying to kill other players. That means you can try to kill him/her without being flagged. (THIEF) Player is trying to steal from other players. Fire away. (invis) Player is invisible; you can see him/her because you are sensitive to the presence of invisible things. (writing) Player is writing on the board; do not disturb. (mailing) Player is writing mail; do not disturb. (deaf) Player has chosen not to hear shouts. (notell) Player has chosen not to accept tells. (quest) Player is participating in a quest currently being run by the Gods. See also: STEAL VISIBLE NOSHOUT NOTELL QUEST # 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. Your equipment is also saved in the (unlikely?) event of a crash. The game periodically auto-saves you and your equipment, so it is not necessary to have your client auto-save you as well. You CANNOT load a saved version if you die -- your persona still exists, but you will lose experience, and all your objects stay in the game, with your corpse. Note that the SAVE command only saves your equipment in the event of a crash. If you are leaving the game normally, SAVE will NOT save your equipment -- you must find an Inn to store your belongings. > save See also: INN RENT # DISPLAY PROMPT Modify your prompt to show your hit points, mana, and/or movement points. display <H | M | V | all | auto | off> > display hv Display hit points and movement points > display off Return to normal display > display all Display hit, mana, and move points > display auto Display hit, mana, and move when they are below 30% See also: TOGGLE # 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 (obj's) and actions (char's)) Long (for when obj/character is seen in room) Title (for players) Description (For look at. For obj's, must be followed by a keyword) Delete-description (only for obj's. 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 '@'. Mobiles and objects currently can not be strung. # INVENTORY If you're uncertain about what you're carrying, or simply want to check that no thieves have got to your backpack. See also: EQUIPMENT # EQUIPMENT When you want to know what armor, weapon, charms etc. you're wearing. 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 Also, to wear everything in your inventory (or at least try to, as wearing things like loaves of bread is not a good way to win friends) you can type: wear all. 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're still alive and healthy or simply want to see how much money you have left. # GSAY GTELL Tell something to all the members of your group, even if they're not in the room. # 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 doesn't DO anything, it simply is. # SMILE Whenever you feel like smiling... # KILL HIT A good way to start a fight. Not a good idea to hit other players. # MURDER Kill command to hit another player. To avoid accidental flagging (i.e. trying to type "kiss redferne" but accidentally typing "kill redferne") Note that it is illegal to kill other players. If you try you will get a KILLER flag. If you are flagged as a killer, you are unable to do damage and other players will be allowed to use the MURDER command to kill you without being flagged themselves. See also: FLAGS # KICK Fighters only. 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! Fighters 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 it's 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 useable 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 is now illegal to steal from other players. Doing so will get you a flag for your trouble. Example: > steal gold drunk > steal sword mercenary (only possible if he is sleeping) # BACKSTAB Thief only. Is a way to sneak up on a person, and attempt to place your dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level: The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping persons. # 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". See also: GET # BUY SELL Commands for the shops - very useful too! # WEATHER If you're 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. 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 often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE # COMMANDS A list of all the known verbs. > commands # WARRIOR FIGHTER Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they posess 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. See also: PRACTICE # THIEF Thiefs 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. You can improve you skills by using the practice command. See also: PRACTICE # CLERIC Clerics have an ancient belief in not carrying sharp weapons. Hence, they can only wield bludgeoning weapons. 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 do 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. 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 save this, it can be accumulated. # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't 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'll 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'll get used to it. You'll 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'll have to find an inn. 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". See also: DROP PUT # PUT For putting stuff in containers. Example: "Put the dagger in the bag". See also: GET # EXAMINE May give you some valuable information about an item. See also: LOOK # WRITE 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'll 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's a very good idea to check it out once in a while. # SLEEPING WAKE REST SIT STAND For changing your position. If you feel weary, it's 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. See also: FILL # FILL If you want to fill a container you're holding with liquid from a fountain in the same room as you. See also: POUR # 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've got 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 your are dying), just type 'flee', and presto! you are out of harm's way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever? # IMPLEMENTOR The most powerful beings in existence. # 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, 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. 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 Mortals can only "where" monsters or players, and only from their own zone. Immortals may type 'where' without arguments to see where everybody is. # LEVELS Lists the levels of your class. # BRIEF Toggle "brief mode". When in brief mode, you don't 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. Consider does not take hitpoints/special attacks/damage into accout. 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: * When damaging a monster, you get experience points. * If you kill a monster of higher level than yourself, you get bonus experience points. If killing a monster of lower level you'll gain less experience points See Also: GROUP # GROUP Usage : GROUP [player] 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 wherther the group members have been participating in the fight. Group with no argument shows a list of people with whom you are grouped. "group all" groups all people who are following you. 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 should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group. Example: Quifael and Redferne wishes to group with Dragon. Quifael : "follow dragon" Redferne: "follow dragon" (Dragon should be following no one but himself) Dragon : "group dragon" Dragon : "group redferne" Dragon : "group quifael" Later when Dragon get upset at Quifael (because he is sleeping all the time) he types : "Group Quifael" to kick Quifael out of the group. See Also: XP EXPERIENCE UNGROUP # UNGROUP UNGROUP can be used by group leaders to disband the entire group, or to kick a specific group member out of the group (and stop him/her from following the leader). > ungroup > ungroup homer # 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 staff's will automatically target everybody (or everything) in a room, execpt yourself. Therefore staff's 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 eihter a character or an object. Both staff's and wand's 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 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. See Also: - # 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. See Also: - # BLINDNESS Usage : cast 'blindness' <victim> Accumulative: No. Duration : 2 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. Exmample: > 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 disaterous 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 amout of water will be created if it is raining (or worse). See Also: - # "CURE BLIND" Usage : cast 'cure blind' <victim> Accumulative: No Duration : Instantaneous 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: - # 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 hitroll by one, and 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, execpt 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 2 points of damage every hour, and gain less points than usual. 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 # SANCTUARY Usage : cast 'sanctuary' [self] Accumulative: No Duration : 3 hours When protected by sanctuary you can never receive more that 18 damage points in one strike. See Also: - # SLEEP Usage : cast 'sleep' <person> Accumulative: Yes (duration) Duration : 4 hours + one hour per level If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked. See Also: - # STRENGTH Usage : cast 'strength' <victim> Accumulative: Yes (strength) Duration : Level hours A person will gain 1 strength point per spell (2 points if level of caster is greater than 18). Maximum strength is 18/100. 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 sancturay (presently the Temple of Midgaard). See Also: - # SUMMON Usage : cast 'summon' <victim> Accumulative: - Duration : Instantaneous Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster,it will get a saving throw. See Also: - # "CHARM PERSON" Usage : cast 'charm person' <victim> Accumulative: No Duration : (432/Itelligence points of person) hours Is is not possible to charm anyone that is already charmed, if you're charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralysation". 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 : Versus spell for half damage. This is the least powerful offensive magic user spell. 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. 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. This spell is more powerful than the chill touch spell. See Also: CHILL TOUCH # "SHOCKING GRASP" Usage : cast 'shocking grasp' <victim> Accumulative: - Duration : Instantaneous Level : Level 7 magic user. Save : Versus spell for half damage. This spell is more powerful than the burning hands spell. See Also: BURNING HANDS # "LIGHTNING BOLT" Usage : cast 'lightning bolt' <victim> Accumulative: - Duration : Instantaneous Level : Level 9 magic user. Save : Versus spell for half damage. This spell is more powerful than the shocking grasp spell. See Also: SHOCKING GRASP # "COLORSPRAY" Usage : cast 'color spray' <victim> Accumulative: - Duration : Instantaneous Level : Level 11 magic user. Save : Versus spell for half damage. This spell is more powerful than the lightning bolt spell. See Also: LIGHTNING BOLT For help on actual color, see: HELP ANSI # "ENERGY DRAIN" Usage : cast 'energy drain' <victim> Accumulative: - Duration : Instantaneous Level : Level 13 magic user. Save : Versus spell for half damage. This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. You will gain a quarter of this XP. Beware that this spell is evil. See Also: - # FIREBALL Usage : cast 'fireball' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 magic user. Save : Versus spell for half damage. This spell is the most powerful spell a magic user can cast. See Also: COLORSPRAY # EARTHQUAKE Usage : cast 'earthquake' Accumulative: - Duration : Instantaneous Level : Level 7 cleric. Save : - This spell will damage everybody except the caster by 1d8+level_of_caster hitpoints. See Also: - # "DISPEL EVIL" Usage : cast 'dispel evil' <victim> Accumulative: - Duration : Instantaneous Level : Level 10 cleric. Save : Special This spell will only affect evil creatures. An evil person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict (caster_level)d4 damage points, saving throw versus half damage. See Also: - # "CALL LIGHTNING" Usage : cast 'call lightning' <victim> Accumulative: - Duration : Instantaneous Level : Level 12 cleric. 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)d8 points of damage, up to a maximum of 15d8 damage points. See Also: WEATHER and CONTROL WEATHER # HARM Usage : cast 'harm' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 cleric. Save : Versus spell for half damage. This 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 occurence in the help file. # SPELL SPELLS Magic User Cleric (1) Magic Missile (1) Armor (1) Ventriloquate (1) Cure Light (2) Detect Magic (2) Create Water (2) Detect Invisible (2) Detect Poison (3) Chill Touch (3) Create Food (3) - (3) Detect Magic (4) Invisibility (4) Cure Blind (4) - (4) Detect Evil (5) Burning Hands (5) Bless (5) Armor (5) Detect Invisible (6) Locate Object (6) Blindness (6) - (6) Protection from Evil (7) Shocking Grasp (7) Earthquake (7) Strength (7) Sense Life (8) Blindness (8) Summon (8) Teleport with Error (8) Poison (9) Lightning Bolt (9) Cure Critic (9) - (9) Remove Poison (10) Control Weather (10) Locate Object (10) - (10) Dispel Evil (11) Color Spray (11) Word of Recall (11) - (11) - (12) Enchant Weapon (12) Call Lightning (12) Curse (12) Remove Curse (13) Energy Drain (13) Control Weather (13) - (13) Sanctuary (14) Sleep (14) Heal (14) Charm Person (14) - (15) Clone (15) Harm (15) Fireball (15) - # BANK WITHDRAW DEPOSIT BALANCE Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. Can be used at any branch of the First National Bank of CircleMUD (wherever you see an automatic teller machine). # NOSUMMON Due to problems we've had with players killing other players by summoning them to Bad Places, all characters now have SUMMON PROTECTION turned on by default. This prevents people from summoning you and gives you a warning message if someone tries. If you want to let someone summon you (i.e. if someone wants to summon you for a legitamate reason), type NOSUMMON to turn off summon protection. You can then type NOSUMMON again to turn protection back on. # WIMP WIMPY Use the WIMP command to automatically wimp out of a fight. WIMP 35 will make your character automatically flee a fight if he/she has less than 35 hit points. WIMP 0 will turn off wimpy mode. WIMP will show you your current wimp status. See also: TOGGLE # REPEAT Use REPEAT to control whether or not the mud echoes your communication commands to you (i.e. the MUD will tell you what you just said, group-said, shouted, or told someone). This is useful to verify what you just said, but can be annoying if you have a slow link. See also: SAY GSAY TELL SHOUT HOLLER # TOGGLE TOGGLE shows you the current values of various toggles available on the MUD. This command CAN NOT be used to change these values (see related commands.) All of these toggles remain the same until you change them; i.e. they are saved when you quit or rent. See Also: DISPLAY BRIEF COMPACT NOTELL NOSHOUT NOSUMMON QUEST REPEAT WIMP # SPLIT Usage: SPLIT <amount to split> SPLIT is used to split money among people in your group who are in the same room as you. If you are in a group with 4 other people, all of whom are in the same room with you, and you type SPLIT 100, you will give each of the other 4 group members 20 coins each. (100 coins is split 5 ways; you keep your share and give everyone else their share). See also: GROUP FOLLOW # ASSIST Usage: ASSIST <person in need> If Quifael is being beaten senseless by a warg and you feel brave enough to help him, type ASSIST QUIFAEL to hit the warg. Note that the warg will keep hitting Quifael; assist only makes you start to fight whomever you're trying to assist. See also: RESCUE FLEE # NOSHOUT NOSHOUT toggles whether or not you hear shouts. (deaf) will appear after your name in the WHO list. See also: FLAGS SHOUT WHO # LINK A lot of players have problems with their links to the game. This could be very dangerous to your healt 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 # JUNK Use JUNK instead of DROP if you want to keep the world a little cleaner. If you JUNK something, it will disappear and you'll get a few coins or experience points, just as if you had dropped it in the dump. # VISIBLE Use this command to break your spell of invisibility before it expires. # EMOTE Show people what you're feeling. Example: If your name is Quifael and you type "emote is feeling very sad.", everyone in the room will see "Quifael is feeling very sad." # MAIL CHECK RECEIVE The commands used by the Midgaard Mail System (MMS) are MAIL, CHECK, and RECEIVE. These commands can only be used while in an Official MMS Post Office. Type "mail quifael" to write mail to Quifael. Type "check" to see if you have any mail waiting. Type "receive" to ask the MMS Postmaster to give you your mail (if any). Stamps cost 150 coins. # SAY TELL ASK WHISPER SHOUT YELL HOLLER If you consider communicating with other beings, you might be understood better if you start your sentences with either say, tell, whisper or shout. <say | shout | holler> <string> <tell | whisper | ask> <player> <string> > say Hey, does anyone know how to get to Oz? > tell uncle hi, how are you? You can use ' as a shorthand for say, as in: ' hello there. Shout broadcasts your message to everyone is your geographic zone. Holler broadcasts to everyone in the game but costs 20 movement points. You must be level 2 before you can use shout and yell. See also: GOSSIP AUCTION GSAY NOREPEAT QSAY # AUCTION GOSSIP GRATZ NOAUCTION NOGOSSIP NOGRATZ These are channels reserved for specific purposes. Messages on these channels reach everyone who is monitoring them. You must be at least level three to use these channels. auction <string> gossip <string> gratz <string> > auction short sword -- minimum bid 100k > gossip Hey, is that a short sword on your belt or are you happy to see me? > gratz LEVEL!!!!!!!! > gratz GRATZ!!!!!!! See also: SAY GSAY NOREPEAT # SOCIALS Socials are commands used to show your affective state to others. The actor, victim and bystanders may receive different messages. Generally, social commands are used only to express emotion, but it is possible that some mobs (or players) will take action based on the social. <social> [<victim>] > shake homer > applaud marge > stare The SOCIALS command generates a mechanical listing of all available socials. > socials See also: EMOTE # INN INNS CRYOGENIC CRYO RECEPTION Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, the game will save your equipment while you are logged out. There is a daily cost for renting, based on your equipment. Each item has a per diem charge. The per diem charge is calculated to the nearest second, however -- if you rent at the rate of 2400 coins per day, and you come back 39 hours later, you will be charged 3900 coins. A CRYOGENIC CENTER will store your items for a one-time charge of four days rent. Rent files are deleted if you run out of money to pay the per diem charges or after 30 days. Cryogenic-rent files are deleted after 60 days. See also: OFFER RENT # OFFER RENT For use in the receptions of inns. Offer makes the innkeeper tell you the cost of storing your belongings for one day. Rent stores you belongings and exits you from the game. When you re-enter, you will start where you rented. There is a daily charge for rent. You may store your things at the CRYOGENIC CENTER for a one-time charge of four days rent. See INNS for details on the rent policy. > offer > rent See also: INNS # INFO NEWS POLICY HANDBOOK These commands return important information about the mud. It is a good idea to read them every once in a while. news - latest changes to the code and areas policy - policies on topics like playerkilling handbook - guide for new immortals # QUEST This simple toggle command merely informs the Powers that Be that you wish to particpate in the currently running Quest. If an immortal is running a Quest and needs to know who wishes to participate, he/she will ask players to turn on their Quest flags using this QUEST command if they are interested in the Quest. It also allows you to listen in on the quest channel and receive information specific to the quest. > quest # DONATE This command takes an object that you no longer want and deposits it in the donation room of Midgaard to assist newbies in getting started. There is a 75% chance objects donated will wind up in a donation room in Midgaard, and a 25% chance the item will be junked. donate <object> donate <number> coins > donate shield > donate all.bread > donate 500 coins See also: JUNK # REPORT This command sends a report of your current and max hp and mana to your group. You can use this command to let potential rescuers know how low your hps are without forcing them to use the "group" command. It is designed as a convenience for groups with members who get lag or have slow modems. > report # DIAGNOSE diagnose diagnose <character> The DIAGNOSE command tells you how wounded a character looks. If you are fighting someone, you can use DIAGNOSE with no arguments to diagnose the person you're fighting. > diagnose > diagnose rasmussen # CLEAR CLS Clears the screen on many terminals. # ANSI "COLOR" If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. > color off This command disables all color. > color sparse > color normal > color complete These three commands turn color on to various levels. Experiment to see which level suits your personal taste. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. See also: COLORSPRAY #~