#AREA Help~ #AUTHORS Gods~ #VERSION 3 #RANGES 100 100 100 100 #HELPS 0 CREDITS~ {138} Original game idea, concept, and design: {300} Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) {128} (A) {058}Diku {128} (B) {058}Merc {128} (C) {058}MrMud {128} (D) {058}Emud {a}DIKU {b}MERC {c}MRMUD {d}EMUD ~ 0 DIKU~ {138} Original game idea, concept, and design: {300} Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) {138} Additional contributions from: {300} Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ 0 MERC~ {300} [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ 0 MRMUD~ {138} MrMud {300} David Bills and Douglas Michael initially started Mortal Realms in 1993 with the intent to create some nifty code. The MUD became quite popular having over 100 players online at peek times. Dug retired eventualy and several other coders joined at various times. John Till helped from numerous areas to several sections of code. Martin Gallwey helped quite a bit with areas and coding. The MrMud codebase was released in 1999 when David retired. ~ 0 EMUD~ {138} Emud {300} Emud was started October 1999 by a group of friends, Olaf Wiersma, Michiel Lange, Martin Bethlehem, Igor van den Hoven, and Robrecht van Valkenburg. Development followed quickly resulting in Emud 2.0 by Michiel. January 2000 development was taken over by Igor, resulting in Emud 3.0 Special thanks to Lauran, Tim, Adam, and Jeff for their contributions and dedication. ~ 0 HUMANS HUMANINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Humans {300} Humans are the most simple race in the Realm. As such they make up the majority of the population. Although possessing no special abilities or bonuses, they are the most adaptable and flexible race. Their height, weight, eye and hair color vary greatly. They tend to live in large cities and to be harsh against all things diffrent than themselves. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 HALFELVES HALFELFINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Halfelves {300} Halfelves are a cross between Elves and Humans. They stand approximately 5 foot 7 inches tall and have hair colours ranging from snow white to dark black. Their elven blood has weakened their strength and sturdiness, but enhanced their quickness. Though not as skilled with magic as the elves, they tend to make better fighters. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 GRIFFONS GRIFFONINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Griffons {300} Griffons are bird-like creatures from the highest mountain peaks of the realms. Though they fly fast, they do not posses great strength, which does not stop them from being excellent fighters. They excel in the stronger magics, but are not known to be gifted with healing or protective kinds. Unlike other birds they don't see very well in the dark. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 VAMPIRES VAMPIREINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Vampires {300} Vampires are reincarnations of humans, cursed to live for eternity. Though undead, these creatures, also known as the hunters of the night feed off of the vitae of living beings. They are gifted with the ability of magical flight and to see even in the darkest hours. Along with the weaknesses of undeads, they are more vulnerable during the day. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 WEREWOLVES WEREWOLFINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Werewolves {300} Werewolves, just like vampires, are known as the hunters of the night. A nose to the wind and a wild throng of rage in their blood. These creatures follow the darkest paths of the beast, being able to turn their body into a furious macabre of destruction, by embracing the wolf within. Stronger and hardier than normal mortals these supernatural beasts can change at will to serve whatever purpose is needed. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 GNOMES GNOMEINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Gnomes {300} Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledge and magics. Due to their familiarity with such lore, they tend to be more resistant to magics. They can however, suffer tremendously from physical attacks. They most often prefer an evening at home with a magical tome, a loaf of pipeweed bread, and a cup of ale over venturing out into the realms. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 ELVES ELFINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Elves {300} Elves are tall, slender creatures with an affinity for the woods and nature. They are distant cousins to the Pixies and share the intelligence and dexterity of that winged race to a lesser degree. With a lighter frame than humans, they make up their lack in strength and stamina with their superior agility, both in thought and movement. Elves prefer to stay close to nature and away from dark magic and the violent ways of a warrior. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 ORCS ORCINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Orcs {300} Orcs are large and dull of wit, with short but broad bodies. Their poor mental abilities is offset by an iron constitution, coupled with abnormal strength. They fear magic, and brute combat is the natural call which stirs in the soul of an Orc. They stand approximately five to seven feet tall and see perfectly during the night. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 OGRES OGREINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Ogres {300} Ogres stand from six to nine feet tall in height and are known for their muscle-packed bodies that can weigh from three to four hundred pounds. Most are relatively hairless, their bodies covered with small, boney growths. Ogres inherit great physical attributes and healing powers from their distant ancestry, wherein lies the hints of giant blood. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 DARKELVES DARKELFINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Darkelves {300} Darkelves, better known as drow are the darker, more evil cousins of Elves. They were once part of the community of Elves which roams the forest today, but have long since moved under ground, building vast subterranean cities and complex networks of caves. They are lightning fast, and see with ease in the darkest pits of the earth. Their nature forces them to choose for the dark magics or the glory of the battle fields. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 DRAGONS DRAGONINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Dragons {300} Majestic, and respected as the wisest of all noble creatures, the name strikes fear and awe into the hearts of all in its presence. Dragons have grown scarce over the ages. They are armored both above and below, with strength beyond that of mortal comprehension. Dragons posess the ability to fly amongst the clouds, which is the pride and purpose of all dragon life. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 DWARVES DWARFINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Dwarves {300} Dwarves are a race of mountain and underground dwellers. Naturally resistant to magic, and having the strength and constitution of ages, these stalwart men are fearsome warriors. Dwarves can see in the dark and move at a fairly normal rate of speed. A dwarf can be described as rough, dark eyes and tanned skin, the smell of forge and earth exude from their bodies. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 HOBBITS HOBBITINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Hobbits {300} Hobbits are small humanoid creatures. They are a peaceful race that are not known to be very adventures. They are known to be able to move very silently when walking barefoot. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 SPRITES SPRITEINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Sprites {300} Sprites are woodland faeries, or more commonly known as nymphs. Delighting in joy and mischief, these winges beauties flutter about investing magic into the realms. They fly at exceptionally fast rates of speed and only see in normal spectrums. Not nearly as strong as a human, they are far wiser and far more intelligent than most races. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 SHADES SHADEINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Shades {300} Shades are shadows of long passed and no longer enjoying the pleasures of the flesh. The shade moves at faster than rational speeds. Able to see in the night, and more dexterous than many races, the shades make lethal fighters. The death of their body has granted them wisdom, but the fact that they must coallese a body makes them slightly weaker. These creatures retain the ability of flight since they are not of the prime material realm. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 ROCS ROCINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Rocs {300} Rocs are giant birds from the high mountains. They commonly swoop to attack an enemy from far up. Because of their distance from society, they are not as smart, or as wise as other races. Although, given to flying at night, their vision is enhanced. Their size and strength make them formidable warriors, but they make good wizards as well. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 THRIKREENS 'THRI KREENS' THRIKREENINTRO 'THRI KREENINTRO'~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Thri Kreen {300} Thri Kreens are giant mantis like creatures that run the deep deserts. These beasts fight in raging wars of glory and honor and move at astonishing rates of speed and easily over terrains, making them exceptional foes. They are far more dexterious than most races and have a hard exoskeleton to protect them from even the most brutal of attacks. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 DEMONS DEMONINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Demons {300} Demons are cruel sadistic humans now turned to the darkness within. They have an uncany power to curse their foe. Far stronger and more stalwart than some races, the demons are fierce shadow warriors. Because of their transformation, they have lost some of the mental capabilities that graced their previous forms, and yet the natural talent for magic embues them. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 GARGOYLES GARGOYLEINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Gargoyles {300} Either from the experiment of the Warlocks or an abomination, Gargoyles do exist and they are close by at all times. These stony creatures are grotesque. Harboring permenantly disfugired forms, with huge veinous wings these monsters are intimidating to say the least. It has yet to be explained how the strength of these creatures came to be so great or how they move as fast with their stone bodies. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 WRAITHS WRAITHINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Wraiths {300} Tethered to this realm by some fetter, a wraith is a head mortal who has unfinished business in the realms. Since these beings are so incorporeal they lose much dexterity and strength, but gain wisdom and intellect beyond imagination. Slow of movement, but strong of magical incarnation, these spirits are supreme amongst the magic wielders. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 TROLLS TROLLINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Trolls {300} Trolls are perhaps the strongest, yet obviously least intelligent race. Sentient, yet posessed, the Troll's wounds begin to close as soon as it is cleaved. Standing seven or more feet tall, with weight above 300 pounds, every Troll is a powerhouse of carnage. Motley green flesh covering grizzled features, allowing only a scowl. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 TITANS TITANINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Titans {300} Titans stood up to the gods and are now merely a shadow of former power. Towering the humans, titans are incredibly strong, wise, and hardy. They walk at slower speeds to insure they don't crush anyone. Excellent at combat and natural magics, titans become strong in both fields the more they traverse the realms. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 PHOENIXES PHOENIXS PHOENIXINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Phoenix {300} The phoenix is a firebird of immortal fortitude. These creatures shall rise from the ashes of their former self. Graced with wings of brazen flame, the phoenix is an angel in avian form. Flashing through the skies as astonishing rates of speed, these birds grow stronger with age. A phoenix is gifted with the ability to cast the most difficult of spells with ease. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 DOPPELGANGER DOPPELGANGERINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Doppelganger {300} Doppelgangers are shapeshifters, not much is known about them yet. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 WARRIOR WARRIORS WARRIORINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Warriors {300} A warrior is the outdoorsman and adventurous free spirit of the times. A self-sufficent person, the warrior is adaptable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a warrior is physically skilled enough to take on most any foe. A warrior typically travels light, but he does have the mighty strength to carry equipment needed in his travels. Though not as skilled in battle at the higher levels as a Gladiator, the Warrior might be the one with the most deadly skills around. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 SHAMAN SHAMANS SHAMANINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Shamans {300} A Shaman is a healer who prefers to fight bare handed. Though not as strong when it comes to offensive magic as other spell casters, their punch will overpower the strongest weapon with ease. Though not the strongest magic wielder in combat, the Shaman will be the best around when in need of healing or combat enhancing spells. A Shaman in combination with a fighter is strongly suggested for players who desire to multi-play. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 MARAUDER MARAUDERS MARAUDERINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Marauders {300} The marauder is a dark character which makes use of many skills often deemed improper by the rest of society. They are known to haunt the darkest roads and alleys. The skills of the marauder reflect his way of life, be it sneaking, peeking into others' inventories, picking locks, or attacking from behind with deadly backstabs. It all sprung forth from the dirty city streets. Though not the strongest fighters Marauders are always useful when there is a lock that needs pryed, or an item that one wishes to acquire without detection. Marauders are strongly advised for players new to muds or Storms of Time. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 DRUID DRUIDS DRUIDINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Druids {300} Druids are the magic wielders who excel in the protective and natural magics. Though not as strong when it comes to offensive magic as other spell casters, their protective auras make them a good companion for a group of adventurers exploring the realms. Alhough not the strongest magic wielder in combat, the Druid will be the best choice when in need of protective spells. A Druid in combination with a Shaman is strongly suggested for players who desire to multi-play spell casters. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 SORCERER SORCERERS SORCERERINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Sorcerers {300} Sorcerers are the supreme offensive magic wielders who excel in brute magical destruction. Being weak in the beginning of their lives, they grow stronger once they have mastered their acid blast and trickery cantrips which might scare off most opponents once they hit them. Though not the best companion when it comes to protective spells, one might find the Sorcerer quite useful to weaken your foes. A Sorcerer in combination with a Shaman and a fighter goes along well at the higher levels for players who desire to multi-play. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 WARLOCK WARLOCKS WARLOCKINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Warlocks {300} Warlocks are the most scholarly of the greater schools of magic, and have spent millenia furthering the knowledge of their guild. As a result, they have at their control, some of the most powerful spells in the realms. Warlocks can bend the fabric of the universe to suit their desires, allowing them to transfer objects and people across vast distances, magically. Warlocks also study the nature of death, and are capable of giving some form of twisted life force back into the bodies of the slain, as well as tap the life force of other living creatures. Warlocks are very difficult for players new to muds or Storms of Time. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 NINJA NINJAS NINJAINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Ninjas {300} Ninjas are the members of the darkest profession, and are generally shunned by the more reputable members of society. They learn the art of killing while unseen, and have developed many skills to allow them to sneak around unseen, and unheard. Though not the strongest fighters, Ninjas are very likely to finish off where someone else left off. Ninjas can become fearfull opponents at higher level when multiclassed to a warrior for enhanced damage to improve their knifing skill. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 GLADIATOR GLADIATORS GLADIATORINTRO~ {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- {128} Gladiators {300} Gladiators are those with a death wish who risk a certain death in the arena. That which doesn't kill you will make you stronger, and some of them end up as deadly fighting machines, known to be able to do hazardous damage in the blink of an eye. Some look down on their boring overdose of hack and slash. Most fear the cold steel destruction they represent. Gladiators might be difficult for players new to muds due to the fact that they gain most of their strength at higher level and from equipment. {038} --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- ~ 0 WIZLIST ADMINS IMMORTALS~ {028} _ ,_----_____ {028} __/- - \ / \ {028} /` ` ` ` ( ) ` `\ {028} /_| / _ ; ), \ {078}Storms {028} / _--/-|>--<_\' - ` \ {028} {\__--/_/} _ / \\_>--<__\ ` \ {078} Of {028} /' \_/ .-` / /__>--<___| | {028} / _/) )-`` | |__>--<___| | {078} Time {028} / /` ,_/ / /__>---<__/ | {028} o-o _ / /-'_>---<__- / {028} (^(`_/ /'_>---<__- _-' {018} ,/|\ , {028} /__>--<__/ _-' {018} ` //('(, {028} |__>--<__| / {018} ( ( ')) {028} |__>--<__| | /\\ {078}Emud 2.0 11 oct 1999 {018} `-)) )) ( .{028} |__>--<__| | /'\\ {078}Michiel Lange {018} ,/,'//( (. `{028} \__>--<__\ \ /'' // {078}Olaf Wiersma {018} ( ((, )) ,{028} `-__>--<_`-_ `----'_/// {078}Martin Bethelehem {018} `` )` ) ,/| {028} `-_`>--<_/-__ __-' // {078}Igor van den Hoven {018}._-'( )/ )),` {028} ``-'_/_/ /``'_-'// {078}Robrecht van Valkenburg {018};'()/ ,)( . {028} `'`'`'``'` {078}==+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+== {148} Immortals {078}--+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-- {068} Manwe Gaia Demise Hypnos Ulmo {078}==+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+== {148} Lord of the Source {078}--+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-- {068} Demise {078}==+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+== {148} Web Mistress {078}--+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-- {068} Gaia {078}==+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+== {148} Version Manager and System Operator {078}--+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-- {068} Hypnos {078}==+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+== {148} Beta Testing {078}--+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-- {068} Ulmo {078}==+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+== ~ 0 GOODBYE~ {128} May the forces of nature guide your every move Thank you for playing Storms of Time. {088} ~ 0 XMAS~ {078} * X ! X ! X ! X ! . ! X ! X ! X ! X * {878} * O O O O .|. O O O O * {878} * Vrolijk Kerstfeest -*- Gelukkig Nieuwjaar! * {878} * Athbhliain Faoi Mhaise! '|' _ Happy New Year! * {878} * Inpakaramaana Vidumurai! *:* ("D Chag Sameach! * {878} * Frohliche Weihnachten! * . * -(=r Boas Festas! * {878} * Sarbatori Fericite! ** ** .../__\ Gut Yontif! * {878} * Joyous Solstice! *** o *** [MJ] Iyi YIllar! * {878} * Mele Kalikimake! *\ O * Hyvaeae Lomaa! * {878} * Merry Christmas! ** \\ ** Wesolych Swiat! * {878} * Happy Hanukkah! *** \\ *** Stastny Novy Rok! * {878} * Pari Artsagourt! * o \\ * Kellemes Unnepeket! * {878} * Shub Naya Baras! ** O \\** Blwyddyn Newydd Dda! * {878} * Vesele Vanoce! ***\\ o \*** Ching Chi Shen Tan! * {878} * Feliz Navidad! * \\ o * Felichan Jarfinon! * {878} * Joyeux Noel! ** o \\ O ** Joy to the World * {878} * Bon Nadal! **** \\ o **** Felic, Any Nou! * {878} * Bom Natal! ** o o \\ o ** Feliz An-o Nuevo! * {878} * Buon natale * o \ o * Felice Anno Nuovo! * {878} * God Jul! o_ ***************************** e@@@@@@@@@@@@@@@ {878} * _ <' )- ___ ##### _v_ @@@"""""""""""""* {878} * /<- ["""] V o [___] _@_ #####__|-|_ A @" ___ ___________ {878} * %'= @|HHH|[-] U |\ /|/^##[{}{}{}{](") ! II__[w] | [i] [z] | {878} * %' ) /%|HHH||$|/V\|XXX|-----##[}{}{}{}](:)<*> {======|_|---------| {878} * %(__6 |==D|HHH||$|\|/ \|=====##[{}{}{}{](:) V /oO--000'"'-OO---OO-' {878} {878} 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, {878} Hans Henrik Staerfeld, Katja Nyboe {878}01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn {878}11 Nov 1993 MrMud 1.4 David Bills, Dug Michael {878}11 Oct 1999 Emud 2.0 Michiel Lange {878}02 Feb 2001 Emud 3.0 Igor van den Hoven {878} {878} (New characters should enter 'NEW' as their name) {878} {878}Who art thou: ~ 0 GREETING1~ {078} ____ ____ {018} , {878} \ ( \ _\ {818} ; , {878} \ \__ ( ( {818} ;{118}( {018};{118}( {078} \ ( / / {118}({018}',{118}) {018};{118}) {078} \ \/ ( {118} ){018}; ;{118}( {078} |{178}*{078}| ) / {818} ;{118}( {018},'{118}) {018},{118}( {018};' ,{118}( /( {078} <{178}*{078}> _____________/ (______{118}/ \{078}___{118}/ ({078}_{118}/ \{078}__{818};{118}({078}____{118}/ ){078}_{118}/ {018}'{118}\{078}____ {078} /{178}*{078}\/ \ {178}_____ {078}\ {078}-< {178}*{078} > > {178}---{ }--- ---{ }--- {078}\ {078} \{178}*{078}/\ ___________ / _______________{178}\{078}_______________{178}\{078}______________/ {078} <{178}*{078}>( ( ) ( {078} |{178}*{078}| \ \_________/ /\ \ {178}-{078}={188}S{078}t{188}o{078}r{188}m{078}s {188}o{078}f {188}T{078}i{188}m{078}e{078}={188}- {078} \ _ __ __ _/ \ ( {078} {178}V{078} {178}V{078} {178}V{078} \ \ __ {878} ) (_/ / {878} /____/ {878} {878} 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, {878} Hans Henrik Staerfeld, Katja Nyboe {878}01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn {878}11 Nov 1993 MrMud 1.4 David Bills, Dug Michael {878}11 Oct 1999 Emud 2.0 Michiel Lange {878}02 Feb 2001 Emud 3.0 Igor van den Hoven {878} {878} (New characters should enter 'NEW' as their name) {878} {878}Who art thou: ~ 0 GREETING2~ {178} | {858}>> {838}>> {878}| {838} *{878} | | {838}* {878} / \ {838}*{878} {838}*{878} / \ {878} /___\ _/ \ / \_ /___\ {878} [ ] |/ \_________/ \| [ ] {878} [ {838}I{878} ] / \ / \ [ {838}I{878} ] {878} [ ]_ _ _ / \ / \ _ _ _[ ] {878} [ ] {868}U U{878} | {{818}#########{878}} {{818}#########{878}} | {868}U U{878} [ ] {878} [ ]====/ \=======/ \=======/ \====[ ] {878} [ ] | | {838}I{878} |_ _ _ _| {838}I{878} | | [ ] {878} [___] |_ _ _ _ _ _| | {868}U U U{878} | |_ _ _ _ _ _| [___] {878} \===/ {838}I{878} | {868}U U U U U{878} | |=======| | {868}U U U U U{878} | {838}I{878} \===/ {878} \=/ |===========| {838}I{878} | +SOT+ | {838}I{878} |===========| \=/ {878} | {838}I{878} | | |_______| | | {838}I{878} | {878} | | | ||||||||| | | | {878} | | | {838}I{878} ||vvvvv|| {838}I{878} | | | {848} _-_-{878}|______|-----------|_____|| ||_____|-----------|______|{848}-_-_ {878} /________\ /______|| ||______\ /________\ {878} |__________|-------|________\_____/________|-------|__________| {078} 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, {878} Hans Henrik Staerfeld, Katja Nyboe {878}01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn {878}11 Nov 1993 MrMud 1.4 David Bills, Dug Michael {878}11 Oct 1999 Emud 2.0 Michiel Lange {878}02 Feb 2001 Emud 3.0 Igor van den Hoven {878} {878} (New characters should enter 'NEW' as their name) {878} {878}Who art thou: ~ 0 GREETING3~ {078}{888} {188} .-. {888}{888} {888} {{@}} {078}1990 DIKU 1.0 {888}{138} <> {178} 8@8 {078}Sebastian Hammer, {888}{138} .::::. {178} 888 {078}Michael Seifert, {888}{138} @\\/W\/\/W\//@ {178} 8@8 {078}Tom Madsen, {888}{138} \\/^\/\/^\// {178} _ )8( _ {078}Hans Henrik Staerfeldt, {888}{138} \_O_<>_O_/ {178} (@)__/8@8\__(@) {078}Katja Nyboe {888} {118}____________________ {178} `"-=):(=-"` {118} |{114}<><><> | | <><><>{088}{118}| {178} |.| {078}11 Nov 1993 Mrmud 1.4 {118} |{114}<> | | <>{088}{118}| {178} | | {078}David Bills, {118} |{114}<> | | <>{088}{118}| {178} |'| {078}Dug Michael {118} |{114}<> .--------. <>{088}{118}| {178} |.| {118} |{114} | () | {088}{118}| {178} |{128}S{178}| {078}11 Oct 1999 Emud 2.0 {118} |{114}_____| (O\/O) |_____{088}{118}| {178} |'| {078}Michiel Lange, {118} |{114} \ /\ / {088}{118}| {178} |.| {078} {118} |{114}------\ \/ /------{088}{118}| {178} |{128}O{178}| {078}02 Feb 2001 Emud 3.0 {118} |{114} '.__.' {088}{118}| {178} |'| {078}Igor van den Hoven, {118} |{114} | | {088}{118}| {178} |.| {078} {118} '{114} | | {088}{118}' {178} |{128}T{178}| {118} +{114}<> | | <>{088}{118}+ {178} |'| {178}S{078}t{188}o{078}r{188}m{078}s {188}o{078}f {188}T{078}i{188}m{078}e {118} +{114}<> | | <>{088}{118}+ {178} |.| {118} +{114}<> | | <>{088}{118}+ {178} | | {118} +{114}<>| |<>{088}{118}+ {178} |'| {118} +{114}| |{088}{118}+ {178} \ / {118} {118} -- {118} {178} ^ {078} {878} (New characters should enter 'NEW' as their name) {878} {888}Who art thou: ~ 0 GREETING4~ {178} ............. . {078}1990 DIKU 1.0 {178} . ........... .. . . . {078}Sebastian Hammer, {178} .. ............................. . {078}Michael Seifert, {138} . .. {808}-||{838}..........{808}__{838}............................. {078}Tom Madsen, {138} . {808}/ {808}||{838}........{808}/-- \\{838}.::::........................ {078}Hans Henrik Staerfeldt, {138} ..{808}| {808}||{838}...... {808}/ | |{838}.::::::::::::::::::....... .{078}Katja Nyboe {138} .{808}| _-{808}||{838}.......{808}|| / /{838}.::::::::::::.......... . {138}..{808}| |{838}..{808}||{838}...... {808}-\_ \ |\-{838}.::::::::::::::....... . {078}11 Nov 1993 MrMud 1.4 {138} .{808}| |{838}.{808}[< \{838} ...{808}/ \{838}.::::::......... {078}David Bills, {138} .{808}||{838}.{808}|||\|\ | . \{838}.:::::::.......... . . {078}Dug Michael {038} ...{108}|{038}.{108}\|| | \ | | |{038}.:::....... {038}. .....{108}|||_ | / |{038}.::.......... . . {078}11 Oct 1999 Emud 2.0 {038} . ..{108}||/{038}..{108}-__\ --- | |{038}.::::....... {078}Michiel Lange, {018} ..{108}||{018}.......{108}|.__ |{018}.:::::::....... {078} {018} .{108}||{018}.......{108}| /{018}.::::::........... {078}02 Feb 2001 Emud 3.0 {018} ...{108}||{018}......{108}| /{018}.::::::::::........... . {078}Igor van den Hoven {018} . ..{108}||{018}......{108}| |{018}.:::::::::........... {078} {118} ..{808}||{818}......{808}| |{818}.::::::::::::::...... {078} {118} ...{808}||{818}.....{808}| |{818}.::::::::::::::::.... {078}Storms of Time {118}. .....{808}||{818}.....{808}| |{818}.::::::::::::::....... {078} {108}------ {808}|| --- {808}| | -------------------- {078} {078} {108}| | {078} {878} (New characters should enter 'NEW' as their name) {878} {878}Who art thou: ~ 0 GREETING5~ {118} .{118} . .n . . n. . .dP dP 9b 9b. . {118}4 {118}q{108}X{118}b . dX Xb . d{108}X{118}p t {118}d{108}X{118}. 9{108}X{118}b .d{108}X{118}b __ {178}Storms of Time{118} __ d{108}X{118}b. d{108}X{118}P .{108}X{118}b 9{108}XX{118}b._ _.d{108}XXXX{118}b d{108}XXXX{118}bo. .od{108}XXXX{118}b d{108}XXXX{118}b._ _.d{108}XX{118}P 9{108}XXXXXXXXXXXXXXXXXXX{118}V{108}XXXXXXXX{118}Oo. .oO{108}XXXXXXXX{118}V{108}XXXXXXXXXXXXXXXXXXX{118}P '9{108}XXXXXXXXXXXXXXXXXXXXX{118}'' ''OOO8b d8OOO'' ''{108}XXXXXXXXXXXXXXXXXXXXX{118}P' '9{108}XXXXXXXXXXX{118}P' '9{108}XX{118}' '98{108}v{118}8P' '{108}XX{118}P' '9{108}XXXXXXXXXXX{118}P' ''''''' 9{108}X{118}. .db{108}|{118}db. .{108}X{118}P ''''''' )b. .dbo.dP''{108}v{118}''9b.odb. .dX( ,d{108}XXXXXXXXXXX{118}b d{108}XXXXXXXXXXX{118}b. d{108}XXXXXXXXXXX{118}P' {108}.{118} '9{108}XXXXXXXXXXX{118}b d{108}XXXXXXXXXXXX{118}b d{108}|{118}b d{108}XXXXXXXXXXXX{118}b 9{108}XX{118}b' '{108}XXXXX{118}b.dX{108}|{118}Xb.d{108}XXXXX{118}' 'd{108}XX{118}P '' 9{108}XXXXXX{118}( ){108}XXXXXX{118}P '' {108}XXXX X{118}.'{108}v{118}'.{108}X XXXX {118} {108}XX{118}^{108}X{118}''b d''{108}X{118}^{108}XX {118} {108}X{118}. 9 ' ' P ){108}X {118} '' ' ' '' {078} 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, {878} Hans Henrik Staerfeld, Katja Nyboe {878}01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn {878}11 Nov 1993 MrMud 1.4 David Bills, Dug Michael {878}11 Oct 1999 Emud 2.0 Michiel Lange {878}02 Feb 2001 Emud 3.0 Igor van den Hoven {878} {878} (New characters should enter 'NEW' as their name) {878} {878}Who art thou: ~ 0 GREETING6~ {138} Storms of Time {888} {178} {018}__ {178}* {018}, {178}. * . * {018} ,__ / _ /' {178}* {178} . * {018}\\/{138}---.{018}/ \\ `/_ {178} * {078} _ {178}. {178} * {138}.'{018}\\, // {138}'. {018},/\\ // {178} * {078}__/ | * {138} / {018}--\\// {138}\ {018}\\// ___ {178} . {078} / |_/\ {178} * . {138}: {018}\#\ {138}: {018}/ / //--`` {078} / __> _\ {078} __ {818}_{138}'{018}____ \ (_/ {138}: {018}( ( // {178} * {078} __/ / \ __\ {078} < \_{178} * {018}--{138}.{018}--)\ \ \/ {138}/ {018}//\ \// {178} . {078} / / \ \ _\ /_ {078} _` \ {178} . {138}'. {018}\\ ) ){138}'{018}_// /\ \ ___ {878} / | >\_- {878} -\<_\_ {138}`'{018}\\/#(.--'_/ "-\ \ //--`` {878}/ _| > \__ \ \ / {878}< __/\ \{148}---------------{018}) ,/{148}----------{018}\ \//{148}-----{078}'.._ > / \__| {878}._-.-\'| {148} ------------{018}/ #({148}------------{018}\ ({148}------{078} `'. / / __ >\ {878}____{828}%{878}__\{838}`'.{148}--{038}.-_.-{148}---{018}/ /{148}---{038}.-..-{148}--{038}.-{148}-{018}\ \{148}-{038}.-{148}----{038}_.-{078} `'. / / / | {828} %%\% {838}_- {818}/ ( {838}_- {818}) \ {838}_- {878} `. / __/\/ {828} %|% {828}"""""" """""" {878}`)/__ \lc {828} \|/ {838}_- _- _- _- _- _{878},/ _.-__/./ {888} {878} 1990 DIKU 1.0 Sebastian Hammer,Michael Seifert, Tom Madsen, {888} Hans Henrik Staerfeld, Katja Nyboe {878}01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn {888}11 Nov 1993 MrMud 1.4 David Bills, Dug Michael {888}11 Oct 1999 Emud 2.0 Michiel Lange {878}02 Feb 2001 Emud 3.0 Igor van den Hoven {888} {878} (New characters should enter 'NEW' as their name) {878} {888}Who art thou: ~ 0 GREETING7~ {028} ,,;;%%;%;` {118}Storms of Time {028} ,;%%%%%`%%%%%%,;%%%%` {138} \_/ {028} ,;%%%%`;%%{818}/{828},;%%%%%%%%` {138}--(_)-- {078}1990 DIKU 1.0 {028} ,;%%%%{818}\{828}%%%%%,%%%%%%%%%%%;` {138}/ \ {078}Sebastian Hammer, {828} ,;%%%%%%%%{818}\{828},%`,%%%%%{818}//-{828};%%%%%` {878}Michael Seifert, {828} ,;%%%%%;% %%{818}_{828}%%%%`%%%%%%%`` {878}Tom Madsen, {828} ,%%%{818}_{828};%%%%%{818}/_{828}.,%%%% ;%%%;`` {878}Hans Henrik Staerfeld, {828} ,%%%%%,{818}-{828},%%%%;%%%%,`` %%%;` {828},;%%%%%;` {878}Katja Nyboe {828} ,%%%; ,%%%%%%;{818}\-{828};%%%%%%``, ;%%%,%%%%%%%`` {828},;% ,;%%%%%{818}\\{828}%%`{818}){828}.{818}-{828}%%% %%%` ,%{818}_{828},%%%%%{818}//-{828};%%%%%%% {878}11 Nov 1993 MrMud 1.4 {828} ,%%; %%%%``{818}/-{828}%%%%% ,%` ,;%%%%%;% %%_{828}%%%%`%%%%%%` {878}David Bills, {828} ,;%%%' {818}/ {828}`{818}/ {828}`%%%` ` ,;%%%%%;% %%`%%%%`%%%%%%` {878}Dug Michael {818} {818}/ ( {828}%` ,%%%{818}_{828};%%%{818}\ (_{828}.,%%%%;%`` {818} {818}/ \ {828}` ,%%%%%,{818}-{828},%%%%;%%%%,`` %%%% {878}11 Oct 1999 Emud 2.0 {128}lc-"^"--'--"^"-""^""-"^"-"^" {028},%%%; ,%%%%%%;{818}\-{828};%%%%%%`` ` {128}-"^"^"- {028} ,;% ,;%%%%%{818}\\{828}%%`{818}){828}.{818}-{828}%%%%%` {878} Michiel Lange {128} -"^"- {028},;%%%; %%%%{818}``/-{828}%%%%%%`` {878} {828} ,%%%%%' {818}/ `/ {828}`%%%`%` {878}02 Feb 2001 Emud 3.0 {128} -"^"- {028};% {818}/ ( {828}`%%` {878}Igor van den Hoven {818} / / {828} ` {878} {128} -"^"-"^"-"^ {078} {888} {878}Who art thou: ~ 0 GREETING8~ {178} _ - * - * - _ {178} _ * * _ {178} * * {178} * {148}. {178}* {178} - {148}|{118}>> {178}- {178} * {148}| . {178}* {178} ' {068}/#\ {148}|{128}- {178}' {178} : {058}/\_ {068} /## \/#\ {148}. {058}/\_ {178}: {088}1990 DIKU 1.0 {178} * {058}/'./\{068}/_ _\uu\{148}|{138}- {058}/._/\ {178} * {088}11 Oct 1999 Emud 2.0 {088}Sebastian Hammer, {178}: {058}/._/'{068} U U U U |.\{058}/'_/'.\/\_ {178}: {088}Michiel Lange, {088}Michael Seifert, {178}* {058}/ /' ' .{068}|{128}X {068}| {138}x {068}|{128}x{068}|{058}/'. './'.'\ {178}* {088} {088}Tom Madsen, {178}- {148}--------{068}| | |_|{148}---------- {178}- {088}02 Feb 2001 Emud 3.0 {088}Hans Henrik Staerfeld, {178}* {148}_- {068}| {138}X{068}|{128}x {068}| {148}_- {058}/\_ {178}* {088}Igor van den Hoven, {088}Katja Nyboe {178}- {058}/\{068}| {058}/\{068}|{058} _/\ /'./\ {178}- {088} {088} {178}* {058}/' _/' \_/.' \/'_/ '\ {178}* {088} {088}11 Nov 1993 MrMud 1.4 {178}* {058}/ ' ' /. _\\ \. {178}* {088}David Bills, Dug Michael {178}* _ {058}/ / \ {178}_ {178}* {158} _______) (______ {158} / {138} ___________________ {158}\ {158} / {138}) ( {158}\ {158} / {138}( {178}o {128}Storms of Time {178}o {138}) {158}\ {158} / {138} )___________________( {158}\ {158} /_______________________________\ lc {088} {088}Who art thou: ~ 1 MOTD~ {078} {128} * {078}Press ENTER to continue ~ 0 MOTD~ {078} Welcome to Storms of Time {108} _________ {108}__ __,----' `-----.__ {108}__ \\/====-____ ___,-' ` {108}\\ _/_/_/ /||\\ `---.____/ {108}______---\ _- {118}/{108} \/ ||| \\ _,'` {108}__,--' ,--'||\-_ /,--_/--.|- |`\. \\ ,' {108}_,' ,-' | \\`. ` {018}*{108}/ /{078}=={108}/- / || `\. / {108}.' ,' | \\ \_{018}**{108} /{078}=={108}/- / || \ / {108}/ _____ / __ | \\{018}**{108}-_/{078}=={108}/|- _/ ,// \ / {108},-' `-|--' `--_ \ {018}***{108}-/{078}==={108}| \-_-===-' _ _/` {108}`-| {018}**** *{108}|{078}===={108}| \_ __,-- ' {168}.. {108}'{018}* *** *{108}|{078}===={108}| \_ _, /\ {168}... {018}*** * {108}\{078}====={108}\__ \/ \__ _ {168}... {018}***{108}-' _/'\{078}={108},-' ____-'`-_ `== \ {138}() {168}*. {138}(){178}| {018}** {108}//--\ ///--\`._ `- _\ \ {158}#{058}_{068}/ {148}/{048}#{148}_{178}| {138}() {178}/ {108}\{078}======={108}\ `----.________,--- __/ {158}# {148}/ {048}# {068}/{168}#{068}_{178}/ {108}__--{078}======{108}`) \-._______________,--- {158}### {148}/ \ {068}/ {168}# {028}| {028} {108}//,--' `{078}=={108}--___ |-------' {158}##### {148}/ / {068}/ \ {138}O{128}##{028}<_ {108}//,-- -\ {068}/ / {028}\{300}~ 0 WRITE 'WRITE SPELL'~ {168} Syntax: cast "write spell" {300} The write spell changes a scroll into a random spell. The spell is any that the caster knows, including spells from other classes that the caster has previously been. The caster must be holding the scroll which he wishes to write upon. Any spells that may be upon the scroll when "write" is cast will be erased. {168} See also: CAST, READ, IDENTIFY. ~ 0 NEWS~ There is no real news, development is going steady as always. ~ 0 STOP~ {168} Syntax: stop [all, invis, hide, stealth, sneak, hunt, clear, disguise] {300} This stops the person from using skills and spells that were started by the same person. It works for hunt, invisibility, stealth, hide, sneak, etc. Type 'stop' for a complete list. This is also used to stop the DUMP command. {168} See also: INVISIBILITY, STEALTH, HUNT, DUMP. ~ 0 SPEAK~ {168} Syntax: speak <race> {300} The SPEAK command changes the player's current language that they are speaking in. Only the known languages of the player may be switched to. {128} (A) {058}Languages {128} (-) {058}Return {a}LANGUAGE LANGUAGES {-}COMMUNICATION ~ 0 LANGUAGE LANGUAGES~ {138} Languages {300} Characters initially receieve the language of the character's race and two other random languages. After a character reaches 3rd level a new language is added. This continues every 3 levels until all languages are known. When a character tries to speak to another character, it will only work if the speaker's current language (set by SPEAK) is one that is known by the listener. If the listener does not understand, the speaker and the listener are notified that they are not speaking the same language. The LANGUAGE command lists all the languages known by each character so that the correct language may be found. Monsters, and other beings in the game will only notify you that they are speaking the wrong language if they try to talk to you or you use a TELL to talk to them. There are several commands, spells, and skills to get around the problem of language barriers, but these are not initially given to the player. {128} (A) {058}Speak {128} (-) {058}Return {a}SPEAK {-}COMMUNICATION ~ 0 AMBUSH~ {168} Syntax: ambush <victim> {300} This allows a person to set an ambush for a victim. If the victim enters the room and the ambush is succesfull the ninja will attack almost instantly. You must have assassinate practiced for this skill to work, unless you set up an ambush for a mob. ~ 0 TRACK~ {168} Syntax: track {300} This allows a person to determine who has recently left a room by the tracks left in the ground, and which way they left. The tracks are shown in top to bottom order of oldest to newest. {168} See also: HUNT, NOTICE, CLEAR PATH. ~ 0 HOMONCULOUS~ {168} Syntax: cast homonculous {300} The Homonculous spell creates a small creature (2nd level) that the consciousness of the caster is moved into. The caster becomes the creature and can do anything he pleases. The Homonculous can be left by using the RETURN command at any time. If the Homonculous dies while the caster is switched, then the caster will be damaged quite a bit. {168} See also: CAST, MANA, SHADE. ~ 0 DEMON SHADE BEAST PHANTASM~ {168} Syntax: cast demon cast shade cast beast cast phantasm {300} These spells create different type of creatures that can be controlled by the caster. Each creature has its own attributes. You may only have 1 of any of these creations at a time. Shadow Beast: Strong but fights 1 battle. 3/4 Level of Caster Shade: Fairly weak, but is orderable. 2/3 Level of Caster Phantasmal Killer: Extremely strong, 1 battle. 1/2 Level of Caster Demon: Very strong, but may attack caster. 3/4 Level of Caster If demon spell fails (1/3 chance). Level of Caster {168} See also: CAST, MANA, HOMONCULOUS. ~ 0 'ANIMATE DEAD'~ {168} Syntax: cast 'animate dead' {300} This spell takes the first corpse in the room and makes it a zombie to follow the spell caster. The corpse must be of a non-player corpse. The level of the zombie will be the same as the level of the creature that left the corpse, with the strength of a zombie. {168} See also: ORDER. ~ 0 'ANIMATE OBJECT'~ {168} Syntax: cast 'animate object' <object> {300} This spell takes the specified object and brings it to life to serve you. The object itself will be destroyed as the creature is created. The strengths of the created creature highly depends on the object one animates. {168} See also: ORDER. ~ 0 REARM~ {168} Syntax: none {300} This command allows the Warrior or Gladiator to automatically rearm themself, if in combat they get disarmed. This command is automatic if the skill is known. {168} See also: HUNT, TRACK, NOTICE, DISARM. ~ 0 NOTICE~ {168} Syntax: notice {300} This commands lists all the creatures in a room that can be searched out and found. It will find creatures that are hiding or disguised. It finds "someone" when there is an invisible creature. {168} See also: TRACK, HUNT, REARM. ~ 0 HUNT~ {168} Syntax: hunt {300} This allows the Warrior to hunt down creatures that flee away during combat. It only works on the last creature to be fought in a battle. This command may be stopped by using the STOP command. {168} See also: TRACK, NOTICE, REARM, STOP. ~ 0 MOBINFO~ {078} Our Mobiles have been infused with the breath of a shy faerie to give them a slightly warmer nature. Perhaps you have noticed this already. If not, do take a moment to ask a mobile to tea. ~ 0 TEMPGODHELP~ {138} Temporary help file {300} Due to the fact that we are still beta there is no help file yet on the God of your choice. Or should we be honest and admit that we tend to be a little lazy? Check out the help file on Demise, it pretty much counts for the other gods as well since they gain the same benefits, though they might be a little bit random, but that's something you will have to find out for yourself. ~ 0 SUMMARY~ {138} Summary {300} You can get help on each of the following commands individually. {168} MOVEMENT GROUP {300} north south east west up down stand follow group gtell split exits recall speed sleep wake rest {168} OBJECTS INFORMATION / COMMUNICATION {300} get put drop give sacrifice help credits areas commands socials wear report score time weather where who recite quaff zap brandish config description title spam note lock unlock open close pick speak etell shout grep buffer finger inventory equipment look compare emote pose say tell talk level look eat drink fill identify history skills class alias port multi list buy sell value mana affects chat plan beep {168} COMBAT OTHER {300} kill flee recall consider ! . quit delete stop practice train cast wimpy suicide password vt102 clock tactical color For more help, type 'help <topic>' for any command, skill, class, or spell. The following are Topics of interest, or instructions. {168} See also: INTERP, DEATH, EXPERIENCE, NEWS, TICK, STATS, RACE, NUMBER, ARENA. ~ 0 PLAN~ {168} Syntax: plan <statement> {300} Plan will allow the player to talk to everyone that is the follower of the same god. This command ignores all rules regarding languages. The player must be a follower of one of the gods to use this channel. ~ 0 CHAT~ {168} Syntax: chat <statement> {300} CHAT will allow the player to talk to everyone in the game. It can be turned on or off using the CONFIG menu. ~ 0 FOS~ FOS allows players to talk to everyone in the game in much the same way as CHAT. It can be turned on or off by typing FOS without an argument. FOS stands for 'freedom of speech', meaning anything can be communicated on this channel without having to worry about the feelings of others. Why one doesn't have to worry about the feelings of others is hard to explain though. ~ 0 RACE RACES~ {138} Races {300} Your character's race modifies several things in the game: {168}1) {300}Your race's language is always selected when the character is created. {168}2) {300}Your race will initially modify what your stats are. {168}3) {300}Some combinations of race and class are not allowed. {168}4) {300}Your race will determine your maximum attributes. {168}5) {300}Your race will determine your vision characteristics. {168}6) {300}Movement usage is modified by your race. {168}7) {300}Races have varying maximum rates of speed. {168}8) {300}Certain races are only available at higher reincarnations. ~ 0 RC02~ {138} Race / Class Combinations {038} {038}{038} WAR GLA MAR NIN DRU SOR SHA WLC {038}Human {028}yes yes yes yes yes yes yes yes {038}Halfelf {018}no {028}yes yes yes yes yes {018}no no {038}Orc {028}yes yes yes yes {018}no no no no {038}Sprite {018}no no no no {028}yes yes yes yes {038}Gnome {018}no no no no {028}yes yes yes {018}no {038}Hobbit {018}no no {028}yes yes yes yes {018}no no {038}Dwarf {028}yes yes {018}no no {028}yes {018}no no no {038}Griffon {028}yes {018}no {028}yes {018}no no {028}yes {018}no {028}yes {038}Ogre {028}yes yes {018}no no no no {028}yes {018}yes {038}{038} WAR GLA MAR NIN DRU SOR SHA WLC {038}Elf {018}no {028}yes {018}no no {028}yes yes yes {018}no {038}Darkelf {028}yes yes yes yes {018}no no no {028}yes {038}Shade {018}no no {028}yes yes {018}no {028}yes {018}no {028}yes {038}Roc {028}yes {018}no no no {028}yes {018}no {028}yes yes {038}Thri Kreen {028}yes {028}yes yes {018}no {028}yes yes {018}no no {038}Werewolf {028}yes {018}no {028}yes yes {018}no no {028}yes {018}no {038}Demon {028}yes {018}no no {028}yes {018}no {028}yes {018}no {028}yes {038}Gargoyle {028}yes yes yes {018}no no no no no {038}Wraith {018}no no no no {028}yes yes yes yes {038}{038} WAR GLA MAR NIN DRU SOR SHA WLC {038}Troll {028}yes yes yes {018}no no no {028}yes {018}no {038}Vampire {028}yes {018}no {028}yes yes {018}no no no {028}yes {038}Phoenix {028}yes {018}no {028}yes {018}no {028}yes yes {018}no no {038}Doppelganger {018}no {028}yes yes yes yes yes {018}no {028}yes {038}Arachnid {028}yes {018}no no no no {028}yes yes yes {038}Titan {028}yes {018}no no {018}no {028}yes yes yes {018}no {038}Eagle {028}yes yes yes yes yes yes yes yes {038}Kraken {028}yes yes yes yes yes yes yes yes {038}Balrog {028}yes yes yes yes yes yes yes yes {038}Dragon {028}yes yes yes yes yes yes yes yes {038}Ent {028}yes yes yes yes yes yes yes yes ~ 0 RC06~ {138} Magical Items {300} The following is a chart of the allowed magic types for each class. These limitations exist for the current class only. Previous classes are considered only on the Previous column. {038}{038} WAR GLA MAR NIN DRU SOR SHA WLC {038}Staff {018}No No No No {028}Yes Yes Yes Yes {038}Wand {018}No No No No No {028}Yes {018}No {028}Yes {038}Scroll {018}No No {028}Yes {018}No {028}Yes Yes Yes Yes {038}Potion {028}Yes Yes Yes Yes {018}No No {028}yes {018}No {038}Pill {028}Yes Yes Yes Yes Yes {018}No No No {300} All classes my use the recall scroll by simply typing RECALL. ~ 0 INTERP INTERPRETER~ {138} Interpreter {300} The interpretor of Storms of Time includes many advanced features: {168}1){300} The ALIAS command can make redefined commands of multiple lines {168} {300} and including arguments inside the alias. {168}2){300} The use of the '!' or '.' command repeats the previous command. {168}3){300} '.' followed by a letter repeats the last command started with that letter {168}4){300} The use of the '&' character will create one line of code that is {168} {300} executed simultaneously. {168}5){300} All commands, and names of people, creatures, and objects may be referenced {168} {300} by the first two letters that match with their actual name. {168}6){300} Scroll back buffer allows looking at previous screens. see HELP BUFFER {168}7){300} On any given entry, you may enter up to 8 lines of text. {168}8){300} Commands that start with a number are repeats. example: t bal I have a question for you. & say How are you? executes as: {138} You tell Baldy 'I have a question for you.' {038} You say 'How are you?'{300} if you follow with: . executes as: {038} You say 'How are you?' ~ 0 BUFFER~ {168} Syntax: buffer [<pages>] {300} The buffer command utilizes 20k of ram for each player, recording all data that goes to the screen. The scroll back buffer allows the player to view text that has scrolled off the page. Use of the <pages> is optional. Without it, the default is the previous page. When the user specifies a number, the page displayed will be the amount of pages back that the player specified. The actual amount of pages depends on the amount of text on each page, with the minimum amount of pages stored being 16, up to a nominal maximum of 64 pages. BUFFER 0 will redisplay the current page. The size of each page is fixed by the size of the VT102 screen, regardless whether the player is utilizing VT102. If the player wishes to change the page size and is not using VT102, then simply change the VT102 size. The calculation of amount of lines does not consider lines over 80 characters, so the PAGER may pause the screen. ~ 0 CHANGES~ We are no longer running MrMud code 1.4. Current version: Emud 2.2 Several continents are being installed at the moment We are working on several god spells ~ 0 STATS~ {138} Stats {300} There are 5 primary attributes for each character: Strength Dexterity Intelligence Wisdom Constitution Type: {168}strength{300}, {168}dexterity{300}, {168}intelligence{300}, {168}wisdom {300}or {168}constitution {300}to generate a table displaying how these attributes modify your character. After every 9 levels your maximum character stat goes up by 1. After every 15 levels your maximum trainable character stat goes up by 1. ~ 0 STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE~ {168} Syntax: STRENGTH Syntax: WISDOM Syntax: DEXTERITY Syntax: INTELLIGENCE Syntax: CONSTITUTION {300} These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. ~ 0 SUICIDE~ {168} Syntax: SUICIDE <password> {300} The suicide command will let you kill yourself. This will not cost any experience, but it does cause you to die. This is useful if you are caught in a room that is impossible to leave. After committing suicide, the player is suggested to visit the morgue to retrieve your items. ~ 0 DAMAGE~ {138} Damage {300} When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: {128} miss wound DISEMBOWEL DISMEMBER tickle maul EVISCERATE DEBONE scratch decimate MASSACRE OBLITERATE graze devastate DEMOLISH hit maim ANNIHILATE injure MUTILATE SLAUGHTER {168} See also: DEATH, EXPERIENCE, LEVEL, FLEE, RECALL, WIMPY, CONFIG, CORPSE. ~ 0 DEATH~ {138} Death {300} When your character dies, you are reincarnated back to your death room. Your corpse is left behind in the room where you were killed, together with all of your equipment. Your gold stays with you. Any spells which were affecting you are canceled by death. You lose experience points for dying. If you are first level, the amount you lose is half-way back to the beginning of your level. Higher levels take you back to what you should have had to gain your last level, unless you have the (KILLER) or (THIEF) flag. Corpses decay after time, and the objects inside corpses fall to the ground. Objects on the ground are quickly picked up by scavenging creatures. Non-player corpses last about 5 hours of game time (5 minutes of real time). Player corpses last *roughly* 45 hours of game time (15 minutes of real time). Only the player who died can retrieve objects from their corpse. {168} Syntax: DEATH {300} The death command sets where you will die, or recall reset to. This can only be done at specific locations, depending on which god you follow, if any. The room will say "{168}You feel safe here.{300}" when you may set your death room. Simply type 'DEATH' in the appropriate room and it is set there. ~ 0 KILLER THIEF~ {138} Killers & Thieves {300} There are two flags that can show up in the WHO list that mark you as an unsociable character. These are (KILLER) and (THIEF). You may only player kill or steal if both you and the victim are followers of different gods. A Killer is someone that used the Murder command to attack another player. A player killer (PK) is totally legal, as is player thief (PT), but there are some serious restrictions on them. When you are a player killer, the city guards will all try to kill you on sight (although it is rumored that guards aren't that quick or perceptive). Also, when you die, with the PK or PT flag you not only lose experience back to the start of your current level, but also all the way back to the start of the previous level. You will not become a Killer if the person you try to murder is a Killer. The flag is removed on death or over a period of 24 real life hours of game time. A THIEF is someone that tried to steal from another player and failed. This flag will last untill you die. {168} See also: EXPERIENCE, DAMAGE, LEVEL, MURDER, STEAL, DEATH, CORPSE, HISTORY. ~ 0 EXPERIENCE LEVEL XP EXP WORTH~ {138} Experience & Levels {300} Your character advances in power by gaining experience. The experience required to gain a level will vary from class to class. {168}You gain experience by:{300} being part of a group that kills a monster {168}You lose experience by:{300} fleeing from combat - based on level recalling out of combat - based on level dying - back to max exp till next level The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; how tough the mob is; and some random variation. {168} Syntax: LEVEL {300} The LEVEL command will show your current experience in relation to other levels of characters in your class. {168} See also: FLEE, RECALL, DEATH, DAMAGE, WIMPY, KILLER, THIEF, CORPSE, HISTORY. ~ 0 PET PETS~ {138} Pets {300} You can buy pets in a pet shop. You may only have one pet at a time. You are responsible for the actions of your pet. {168} See also: LIST, BUY, SHADE. ~ 0 TICK~ {138} Tick {300} Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 60 seconds of real time, but the actual amount varies randomly from 45 seconds to 75 seconds. Area resettings are mainly based on the level of the mobs in it. They will vary from 3 to 25 game ticks. Objects lying on the ground will vanish after 25 game ticks. You can tell when an area is about to reset by the patter of little feet, or other less obvious background noise. {168} See also: TIME, CLOCK. ~ 0 ! .~ {168} Syntax: . {300} '!' or '.' repeats the last command you typed. {168} See also: VT102, ALIAS, INTERP. ~ 0 GREP ?~ {168} Syntax: grep <word> Syntax: ? <word> {300} The GREP command, similar to the unix command, searches through the scroll back buffer and locates lines that contains the <word>. The system is case sensative, and finds the last 10 cases. The '?' command may be used in replace of the word 'GREP'. This is very useful in showing things like the recent conversation you have had with another player, and can be found by using the players name for the word search, though you might find: 'grep replies' to work even better. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ {168} Syntax: [north, east, south, west, up, down] {300} Use these commands to walk in a particular direction. {168} See also: MOVEMENT, LOOK, SPEED. ~ 0 MOUNT DISMOUNT TAME~ {160} Syntax: tame <target> Syntax: mount <target> Syntax: dismount <target> {300} Tame allows you to make a wild creature mountable, bought mounts do not need to be tamed. Once you are the owner of a tamed or bought mountable creature you can mount and ride it. To stop mounting a creature you can use the dismount command. ~ 0 ENTER~ {168} Syntax: enter <portal> {300} The enter command will allow one to enter a portal, the portal will lead you and your party to a different location on the mud. ~ 0 MOVEMENT~ {138} Movement {300} Movement on the EMud system is based on "Rooms". Each room is a small area that all the action takes place in. Nearly all commands work only inside of the room you are in. To move around the realm, use the "north", "south", "east", "west", "up" and "down" commands. Movement has a specific delay that may be changed by using the SPEED command. Special types of movement involve using skills or spells, such as RECALL, FLEE, or TELEPORT. Each of these types commands has a specific help page for them. There are several commands that work outside your current room, such as TELL, ETELL, SHOUT, GTELL, RCAST, and SHOOT. These also have specific help pages and may be a skill, spell, or an ability inherent in every character. {168} See also: NORTH, RCAST, SPEED, RECALL. ~ 0 CAST~ {168} Syntax: cast [<percentage>] [']<spell>['] [<target>] {300} Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. Casting as a multi-class character casts at the level of the spells caster's class. (Example: 10th level Ranger and 8th level Illusionist would cast "Burning Hands" as a 8th level caster, not an 18th level caster) A defensive spell is limited to affecting only those with a level over 60% of the spell's level. This means the previous example would limit defensive spells to characters above 4th level. Spell strength may be reduced by the addition of a percentage in front of the spell name. This effectively reduces the level of the spell cast. Control of spell strength is not an exact science, so only expect it's accuracy to be within about twenty percent. {168} See also: help on individual spell names, MANA, RCAST, MASS. ~ 0 MOVE~ {168} Syntax: move <skill> {300} MOVE, the command, will show you how much movement you will use on a skill that you can do. ~ 0 MANA~ {168} Syntax: mana <spell> {300} Mana is the unit of power that a spell caster uses when spells are cast. Mana will decrease with casting, and go up over a period of time. Some spells or items may increase a spell caster's mana. Mana goes up every level for a spell caster based on wisdom and intelligence. Mana usage on each spell decreases based on the level, and the wisdom of the spell caster. When a spell fails the mana usage is half of normal usage. If the spell is successful, but the target of an offensive spell 'saves' then the mana is not divided by 2. MANA, the command, will show you how much mana you will use on a spell that you can cast. This value will be different for most players, even on the same spell. {168} See also: CAST, RANGECAST, MASS, STATS. ~ 0 RANGECAST 'RANGE CAST'~ {168} Syntax: rangecast <direction> <spell> <target> {300} Druids can cast their spells at a range of one room away. It does cost more mana to range cast than to simply cast. If you want to cast 'chill touch' to the north at the fido you would type: > rangecast n 'chill touch' fido {168} See also: help on individual spells, CAST, MANA, MASS. ~ 0 POLYMORPH~ {168} Syntax: polymorph <race> {300} Druids can change their appearance at will by using their polymorphing abilities to change their race. The more powerful the druid the more powerful the races they can turn themself into. The shapeshift does not last forever, and eventually they will return to their normal shape. ~ 0 EXITS~ {168} Syntax: exits {300} Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). This will however not work for hidden doors. {168} See also: LOOK, OPEN, UNLOCK, PICK, CONFIG. ~ 0 DROP GET GIVE PUT TAKE~ {168} Syntax: drop [amount] <object> Syntax: get [amount] <object> Syntax: get [amount] <object> <container> Syntax: put [amount] <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> {300} -drop will drop an object on the ground. -get will get an object, either lying on the ground, or from a container, or even from a corpse. -put will put an object into a container. -give will give an object, or some coins, to another character. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... {168} See also: EQUIPMENT, INVENTORY. ~ 0 EQUIPMENT INVENTORY~ {168} Syntax: equipment Syntax: inventory {300} EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. {168} See also: SCORE, GET, CONFIG. ~ 0 COMPARE~ {168} Syntax: compare <object-1> <object-2> Syntax: compare <object> {300} Compare compares two objects in your inventory. Beside what kind of object you are comparing (weapon, armor, scrolls etc), compare will also take magical affects into consideration. If you want to compare an object with another object you are wearing, you only have to fill in the name of the object in your inventory to compare. {168} See also: INVENTORY, GET. ~ 0 SEARCH~ {168} Syntax: search <object> {300} Search will make you search through your belongings in an attempt to find an object. If any item is found matching the search string you'll be informed where to look for it. Be aware you need detect invis to search invis objects. {168}See also: INVENTORY, EQUIPMENT, GET, PUT. ~ 0 KILL~ {168} Syntax: kill [<victim>] {300} Kill starts a fight, and, hopefully, kills something. If you type kill without an argument you will attack the first mobile in the room. If you use no argument and there is a mobile who is more than twice your level in the room, you will be warned and you will have to use an argument to attack a mobile in that room. ~ 0 BACKSTAB BS~ {168} Syntax: backstab [victim] {300} Backstab is the most damaging way to start a fight, used by Marauders. If you murder someone and have backstab practiced there is a chance that you will start the fight with a backstab. This chance is based on your percentage of marauder levels. ~ 0 MURDER~ {168} Syntax: murder <victim> {300} Murder is used to kill other player characters. There are restrictions on murdering someone. Your target must be above level 25 and must be within a range of 10 levels. You can only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. There are also restrictions based on reincarnation. Use: who target, to see a list of victims you can attack, and thus can also attack you in return. Murder is the Only way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. {168} See also: VICTORY, HISTORY, DEATH, BOUNTY, PKILL, ASSASSINATE. ~ 0 DISARM~ {168} Syntax: disarm {300} Disarm is an auxiliary fighting command to disarm your opponent. {168} See also: REARM. ~ 0 ASSASSINATE~ {168} Syntax: assassinate <character> [<object>] {300} Assassinate is a skill learned by ninjas that enables them to attack an opposite follower when honour would stop someone else. A major benefit of Assassinate is that it allows you to kill the player for a given object. The object, if takeable, will be given to the assassinator when the assassinatee dies. You may only assassinate followers of an opposite God. {168} See also: VICTORY, HISTORY, DEATH, BOUNTY, PKILL, MURDER. ~ 0 RESCUE~ {168} Syntax: rescue <character> {300} This skill allows you to take over the fight of a party member. {168} See also: DIVERT. ~ 0 FLEE~ {168} Syntax: flee {300} Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to Flee. The chances of fleeing succesfully are based on your speed and the available exits. If you lose your link during a fight, then your character will keep fighting, and will attempt to Flee from time to time. Your chance of failure will be reduced but you will lose alot more experience.. {168} See also: DIVERT, RECALL, RESCUE. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: examine <container> Look makes you look at something and see what you can see. Examine is short for "look <object>" followed by "look in <object>". If the target object is not a container the "look in" part is skipped. {168} See also: INVENTORY, EQUIPMENT, GET. ~ 0 SCAN~ Syntax: scan [<dirlist>] SCAN lets you look in each of the directions of the <dirlist> neswud is the default order. {168} Example: scan ns {300} lets you look north then south, letting you see what you can in those dirs. ~ 0 ORDER~ {168} Syntax: order <victim> command Syntax: order all command {300} Order makes you order one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers. Charmed creatures lose their aggressive nature. {168} See also: CHARM, PETS, POSSESS, HOMONCULOUS. ~ 0 REST SLEEP STAND SIT WAKE~ Syntax: rest Syntax: sleep Syntax: sit Syntax: stand Syntax: wake These commands change your position. When you Sit, Rest or Sleep, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you Sleep, you won't hear many things happen. Use Stand or Wake to come back to a standing position. You can also Wake other sleeping characters. {168} See also: SLEEP SPELL. ~ 0 GTELL ; REPLY SAY TELL ETELL SING~ Syntax: gtell <message> Syntax: say <message> Syntax: sing <message> Syntax: tell <character> <message> Syntax: reply <message> Syntax: etell <character> <message> All of these commands send messages to other players. Gtell sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. The ; is a synonym for GTELL. Say sends a message to all awake players in your room. The single quote ' is a synonym for SAY. Sing is a rip off of the say command, for them cheery folks Tell sends a message to one awake player anywhere in the world. Reply sends a message to the last player who sent you a Tell. Reply will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as Tell, and ignores languages altogether. Etell subtracts 1% of the experience of the character. {168} See also: LANGUAGE, SPEAK, SHOUT, EMOTE. ~ 0 NOTE NOTES NOTESMAIN~ {138} Notes {128} (A) {058}Syntax overview {128} (B) {058}Detailed information on notes {a}NOTESYNTAX {b}NOTESINFO ~ 0 NOTESYNTAX~ {138} Syntax Overview {178} Reading Notes {168} Syntax: note topic [topic#] Syntax: note list [name#] Syntax: note list new Syntax: note unread Syntax: note list [key#] Syntax: note [read] [number#] Syntax: note list unread Syntax: note catchup {178} Writing notes {168} {168}Syntax: note to [name#] Syntax: note clear {168}Syntax: note subject [subject#] Syntax: note show {168}Syntax: note write Syntax: note delete <number> {168}Syntax: note post [topic#] Syntax: note reply <number> ~ 0 NOTESINFO~ {138} Detailed Information on Notes {168} {128} (A) {058}note list {128} (J) {058}note post {128} (B) {058}note read {128} (K) {058}note remove {128} (C) {058}note subject {128} (L) {058}note delete {128} (D) {058}note to {128} (M) {058}note topic {128} (E) {058}note write {128} (N) {058}note reply {128} (F) {058}note show {128} (O) {058}note next {128} (G) {058}note clear {128} (P) {058}note unread {128} (-) {058}Return {a}NOTES01 {b}NOTES02 {c}NOTES03 {d}NOTES04 {e}NOTES05 {f}NOTES06 {g}NOTES07 {j}NOTES10 {k}NOTES11 {l}NOTES12 {m}NOTES13 {n}NOTES14 {o}NOTES15 {p}NOTES16 {-}NOTE NOTES NOTESMAIN ~ 0 NOTES01~ {138} Note List {300} Lists notes in the current topic which you can read. If a numerical <key> is specified then the last #key day's notes are listed. "note list 5" shows all notes that were left in the past five days. If a string <key> is specified then messages with "key" in the subject or to-list will be listed. If the string <key> is NEW then all of the notes that have been posted since you last logged off will be listed. If you specify UNREAD it will show you how many unread notes you have under each topic. ~ 0 NOTES02~ {138} Note Read {300} Reads one or all notes. It is the default option. (meaning that a simple NOTE 5 will show you note #5, just like NOTE READ 5 would do). ~ 0 NOTES03~ {138} Note Subject {300} Sets the subject line of a new note. Example: "note subject Hello World" ~ 0 NOTES04~ {138} Note To {300} Sets the list of recipients. The recipient ALL means all players that can access the current topic, and the recipient IMMORTAL means all immortals. Example: "note to immortal" ~ 0 NOTES05~ {138} Note Write {300} Puts you into edit mode, where you can easily enter your note with use of some simple editor commands: /? - help /s - save /l - list /c - clear ~ 0 NOTES06~ {138} Note Show {300} Shows your note in progress. If you're not satisfied you can type "note write" again and play with it until the note has reached the completeness you desire. ~ 0 NOTES07~ {138} Note Clear {300} Completely erases your note in progress, as if you never started writing one. ~ 0 NOTES10~ {138} Note Post {300} Posts your note for reading in the specified topic. If you are in a room with a special note board, you do not need to specify a topic. Be aware not to accidentally write notes meant for everyone on a private noteboard. Example "note post 5" to post the note on the chat board. ~ 0 NOTES11~ {138} Note Remove {300} Removes you from the to-list if you are a recipient. Example: note remove 13 ~ 0 NOTES12~ {138} Note Delete {300} This command removes the entire note if you are the sender or an immortal. Notes are erased after they are two weeks old. ~ 0 NOTES13~ {138} Note Topic {300} Will list all of the note topics available to you. If a <topic#> is specified then that topic will become the current topic for you. The topic is always reset to 0 when you enter the game. ~ 0 NOTES14~ {138} Note Reply {300} Will set up the Subject and To portions of a note to reply to the given numbered note. ~ 0 NOTES15~ {138} Note Next {300} Will show you the next unread note in the current topic you are reading. ~ 0 NOTES16~ {138} Note Unread {300} Will show you the next note that you haven't yet read. If you've read all the notes in the current topic, it will cycle through the topics, searching for a note that you haven't read yet. If you want all notes read without actually reading them, you can use the 'note catchup' command to mark every note as read. ~ 0 SHOUT~ {168} Syntax: shout <message> {300} Shout sends a message to all awake players in your area. To curb excessive shouting, Shout imposes a three-second delay on the shouter. Shout will only be heard by someone that understands the language that you are speaking. ~ 0 POSE~ {168} Syntax: pose {300} Pose is a variant of Emote. It performs a random action, based on the character's class. {168} See also: LANGUAGE, SHOUT, TELL, SPEAK, EMOTE. ~ 0 EMOTE ~ {168} Syntax: emote <action> {300} Emote is used to express emotions or actions. Besides Emote, there are several dozen built-in social commands, such as Cackle, Hug, and Smile. {168} See also: LANGUAGE, SHOUT, TELL, SPEAK, POSE. ~ 0 HOLD REMOVE WEAR WIELD~ {168} Syntax: remove <object> Syntax: remove all Syntax: wear <object> [<location>] Syntax: wear all {300} Wear will take an object from your inventory and start using it as equipment. WEAR ALL will attempt to wear each suitable item in your inventory. You may not be able to wear an item if its alignment does not match yours, it is too heavy for you, or you are not experienced enough to use it properly. If a location is specified, wear will only try to wear the object at the specified location (i.e. hands, neck). WEAR ALL automatically picks the best equipment ( without magic affects ) to wear, regardless if you are already wearing something. Remove will take any object from your equipment and put it back into your inventory. REMOVE ALL puts all of your equipment in your inventory. {168} See also: INVENTORY, EQUIPMENT, SCORE, GET, COMPARE, DROP, PUT, FILL. ~ 0 CONFIG CONFIG00~ {138} Config Menu {300} The Config Menu allows you to configure most of your characters behavior. Simply type CONFIG and you will be placed into the menu. The menu itself gives all the information needed about the configurable options. ~ 0 BUG IDEA TYPO~ {168} Bugs Typos and Ideas {300} You can use the note board's topic system to report bugs, typos, and ideas. Feel free to use these commands as often as you like, but we would appreciate if you check to see that what you're saying hasn't already been done. A fixed bug does not need a write-up for it. ~ 0 ALIAS~ {168} Syntax: alias <command> <argument list> {300} Alias allows the you to define several of your own commands. These must be combinations of normal commands. You are not limited to one normal command per alias. You may also have an optional argument inserted into the alias. To add an alias you type 'alias' followed by the name of the new command followed by the command list you want it to do. You may insert an '&' to separate individual commands. You may also insert a '%' to include an argument within the execution of your alias. {168} Example: {300} alias m cast 'magic missile' % & say I got you, % {168} To use this alias, type the following: {300} m fido {168} This does the following: {300} cast 'magic missile' fido {300} say I got you, fido Alias without an option will list your aliases. Alias with the same command as a previous alias will change the previous alias. {168} See also: VT102, UNALIAS, INTERP. ~ 0 UNALIAS~ {168} Syntax: unalias <alias> Syntax: unalias all {300} Use Unalias to remove old aliases. {168} Example: {300} alias do tickle % & say Hi there % {300} unalias do If you type UNALIAS ALL, it will remove all your aliases. {168} See also: VT102, ALIAS, INTERP. ~ 1 AFK~ {168} Syntax: afk {300} The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 0 CLASS MULTI MULTICLASS SKILLS~ {168} Syntax: class [war, gla, mar, nin, dru, sha, sor, wlc] Syntax: skills [<class name>] Syntax: multiclass [all] [<name>] [<number range>] [god] [enemy] {300} The multiclass system of Storms of Time allows characters to advance, in a limited fashion in each of the classes. Changing classes is only allowed when your level has reach a multiple of 10 (ex. 20,40,50...). When your level shows a multiple of 10, the CLASS command becomes active. You may only switch once per level, and then you may only switch into a class you have not switched into before. You cannot return to an old class. Your experience will be set to your actual level, but your skills will be at level zero for the class you switched into (ex. Level 20 thief switches to magic-user, and exp is the same as 20th level magic-user, while spell list is that of zero level magic-user). Most classes do not allow you to practice anything at this initial level. Half of your previous practices are transferred to your new class. Class without an option will list available classes. Class followed by a 3 letter class name will switch classes. Skills command lists the skills of your current class. Skills <class> lists the skills of the class you select. i.e SKILL WARRIOR Multiclass the command lists all the players classes, with options the same as the WHO command: <all> <range> <name> or <god> <enemy> {168} See also: COMMANDS, SOCIALS, PRACTICE, LEVEL. ~ 0 ISO48~ {130} EMCA-48/ISO {300} EMCA-48/ISO is a slightly more advanced color protocol than the VT100 protocol. When enabled the mud will be able to update your VT102 interface more efficiently. ~ 0 VT102~ {168} Syntax: VT102 <ON/OFF|FAST/SLOW|ROWS|COLUMNS> <VALUE> {300} VT102 with no options will display current settings. VT102 support will display an advanced prompt in static bars on your screen. The Tactical system may be modified by slow/fast. This is for terminals that are not fully vt102 compliant. Use slow, if garbage crops up during some updates to the screen information. If you receieve garbage, or have vertical problems, the rows may be set wrong, as this is a very common problem. It is also possible that your telnet client is not VT102 compatible. In that case we suggest you download SoTerm from: www.soterm.com or simply use: VT102 OFF for traditional prompt. {168} See also: CLOCK, REFRESH, COLOR, CONFIG. ~ 0 REFRESH~ {160} Syntax: refresh {300} The refresh command will try to reset your screen if it gets garbled. This can happen when using the vt102 interface. {160} See also: REFRESH SPELL. ~ 0 CLOCK~ {160} Syntax: clock <timezone> {300} This sets the VT102 clock to your local time zone. clock mil - This sets the clock to military time. clock civ - This sets the clock to normal am/pm mode. clock cnt - This sets the clock to count the minuts you have been online ~ 0 SPEED~ {168} Syntax: speed <walk, normal, jog, run> {300} This command changes the rate at which you move. Different rates also modify how much movement points you lose per move. walk - 1 movement point lost per move normal - normal move percentage lost per move jog - 1.5 times normal move percentage lost run - 2.0 times normal move percentage lost haste - 2.5 times normal move percentage lost blaze - 3.0 times normal move percentage lost Group leaders define how fast the group moves, and changes their rates accordingly. It is possible to run past aggressive creatures, but the speed you are moving and the number of people decide whether a party gets caught by them. {168} See also: SCORE, NORTH, MOVEMENT. ~ 0 AFFECTS~ {168} Syntax: affects {300} Affects shows the names of the spells and skills that are currently affecting your character. At higher levels, more data is given. {300} See also: SCORE, REPORT, TIME. ~ 0 REPORT SCORE TIME WEATHER~ {168} Syntax: report Syntax: score Syntax: status Syntax: time Syntax: weather {300} REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. This screen may vary from system to system. STATUS is a simplified form of SCORE. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. {168} See also: ALIAS, VT102, REFRESH, SPEAK, SPEED, CONFIG, AFFECTS. ~ 0 AREAS~ {168} Syntax: areas [<name, level-range>] {300} AREAS shows you all the areas in the game, with the author's name and the suggested levels. The levels shown are not exact, so proceed with caution. Including an area name will give some statistics of the area in question. An identifiable amount of characters must be made, along with any extra words like 'the'. Example: "area the arena" will give stats on the area 'The Arena'. ~ 0 COMMANDS SOCIALS~ {168} Syntax: commands Syntax: socials {300} COMMANDS shows you all the (non-social/skill) commands available to you. SOCIALS shows you all the social commands available to you. {168} See also: SKILLS, PRACTICE, SCORE. ~ 0 WHO~ {168} Syntax: who Syntax: who race [race name] Syntax: who <level-range> Syntax: who class [class name] Syntax: who <name> Syntax: who clan [clan name] Syntax: who group Syntax: who area [area name] Syntax: who enemy Syntax: who god [god] Syntax: who target {300} WHO GROUP will list the people that you may follow. WHO GOD will list all the people that have the same religeon as you. WHO ENEMY will list all the people that have a different religeon. WHO TARGET shows all the people you are allowed to murder. {168} For example:{300} who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who bilbo lists information about Bilbo {168} See also: WHERE, LANGUAGE, SPEAK, AREAS. ~ 0 WHERE~ {168} Syntax: where Syntax: where <target> {300} WHERE without an argument tells you the location of visible players in the same area as you are. It will tell you the area they are in, if they are not in your current area. The end argument shows who's group that person is in. The list will not show you players that you cannot see. The WHERE command also shows the first portion of the actual internet address of the player. WHERE with an argument tells you the location of one character with that name within your area, including monsters. {168} See also: WHO, SHOUT. ~ 0 HELP~ {168} Syntax: help Syntax: help <keyword> {300} HELP without any arguments shows the main menu help page. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION~ {168} Syntax: description {300} The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you or finger you). ~ 0 PASSWORD~ {168} Syntax: password <old-password> <new-password> <new-password> {300} PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. The new password must be typed twice to verify its integrity. A valid password has at least 5 characters. These characters may only be numbers or letters, although the letters are case sensitive. At least one character in the password must be a number. ~ 0 TITLE~ {168} Syntax: title <string> {300} Sets your title to a given string. The game supplies a title when your character is created. To clear your title simply enter a title of '.' {168} See also: DESCRIPTION, WHO. ~ 0 HONORIFIC~ {168} Syntax: honorific <string> {300} Sets your honorific, type 'honorific' without an argument to see a list of honorifics you can choose from. ~ 0 WIMPY~ {168} Syntax: wimpy Syntax: wimpy <number> {300} Sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. However, this is not a guarenteed escape. Especially if you have been doing actions that involve delays, like kicks, castings, etc. wimpy with no argument shows what your current wimpy value is. {168} See also: DAMAGE, EXPERIENCE, LEVEL, FLEE, RECALL. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ {168} Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> {300} OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the required key in order to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill and have a lockpick. {300} See also: NORTH, SPEED. ~ 0 DRINK EAT FILL~ {168} Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> [<source>] {300} When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. You may fill your containers at the fountains in the game. {168} See also: SLEEP, REST, TICK. ~ 0 BUY LIST SELL VALUE IDENTIFY~ {168} Syntax: buy [amount] <object> Syntax: list [all] <low level range> [<high level range>] Syntax: sell <object> Syntax: value <object> Syntax: identify <object> {300} BUY buys an object from a shopkeeper. LIST shows the objects the shopkeeper will sell you. SELL sells an object to a shopkeeper. IDENTIFY will let you, for a price, identify objects that the shopkeeper has. It will cost 100 gold plus 2% of the price of the object being identified. VALUE asks the shopkeeper how much they will buy the item for. {168} See also: BARGAIN, STEAL, INVENTORY, EQUIPMENT, SCORE, EVALUATE. ~ 0 EVALUATE~ {168} Syntax: evaluate <shop_object> [<inventory_object>] {300} EVALUATE lets you compare an object you have with one being sold. Examples: {168} evaluate helmet{300} will compare whatever you are wearing on your head with the first object that the shop sells with the name "helmet." {168} evaluate 3.helmet crown{300} will compare the first object with the name "crown" in your inventory with the third object named "helmet" which you can buy. ~ 0 SACRIFICE~ {168} Syntax: sacrifice [amount] <object> Syntax: sacrifice all {300} SACRIFICE offers an object to your God. God may reward you for the sacrifice. The nature of the reward depends upon the type of object. If you sacrifice something that is a container, such as a corpse, it's contents are deposited on the ground. {168} See also: LOOK, GET, EXAMINE, CONFIG. ~ 0 RECITE~ {168} Syntax: recite <scroll> [target] {300} In order to recite you will need a magical scroll. The target is optional, and can either be a player, monster or object, if no target is given the scroll will be recited upon yourself. {168} See also: RECALL ~ 0 'SCROLL MASTERY'~ {168} Syntax: none {300} Scroll mastery will allow those practiced in it to more succesfully recite scrolls during combat. Without this skill practiced you will find it harder to succeed in reciting during combat. {168} See also: RECITE ~ 0 BRANDISH QUAFF RECITE ZAP~ {168} Syntax: brandish Syntax: quaff <potion> Syntax: zap <target> {300} BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion. ZAP zaps a magical wand; the <target> is optional You must wear a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be destroyed. {168} See also: CAST, LEVEL. ~ 0 CONSIDER~ {168} Syntax: consider <character> Syntax: consider all {300} CONSIDER tells you what your chances are of killing a character. You could kill it naked and weaponless. It is no match for you. It looks like an easy kill. The perfect match! It says 'Do you feel lucky, punk?'. It laughs at you mercilessly. Death will thank you for your gift. Of course, it's only a rough estimate, but should keep most newbies alive. {168} See also: DAMAGE, LEVEL, EXPERIENCE, KILL. ~ 0 FOLLOW GROUP~ {168} Syntax: follow <character> Syntax: group Syntax: group <character> Syntax: group <all|disband> {300} Use "follow self" to stop following someone. Group members share experience points from kills, you will automatically join a fight a party member started. If someone is already a member of a group, the group <character> command will kick them out of the party if executed a second time. Characters also leave your group by following someone else or their self. Group with no argument shows statistics for each character in your group. "group all" makes everyone following a party member. "group disband" kicks everyone out of the party. Groups existing of up to 4 different persons don't result in additional exp loss due to increased group size. All multi-logged characters or characters increasing the group size above 4 will result in less exp for the group. {168} See also: GTELL, SPLIT. ~ 0 PERCEPTION~ {168} Syntax: none {300} This skill heightens your awareness of the surrounding environment, allowing one to notice silent movement. ~ 0 HIDE SNEAK STEALTH~ {168} Syntax: sneak Syntax: hide Syntax: stealth {300} When affected by Sneak you can move in and out of rooms without being noticed. When affected by Hide, other characters can't see you. When affected by Stealth, you'll both hide and sneak at the same time. {168} See also: STOP, INVISIBILITY. ~ 0 SAVE~ {300} There is no save command to save a player character. Players are saved every ten minutes automatically, and at important events. ~ 0 QUIT DELETE~ {168} Syntax: QUIT Syntax: DELETE <password> {300} Quit makes you leave the game. Delete will permanently remove you character from the game. You must include your correct password to verify that you wish to delete your character. {168} See also: NEWS, INFO, DIKU, MERC, MRMUD. ~ 0 RENT~ {168} Syntax: Rent {300} This command shows clan leaders how much money they are going to have to pay as rent for their clanhall. ~ 0 BLOCK~ {168} Syntax: BLOCK [add/clear/del] [name-list] {300} Block is used to prevent specific players from communicating with you. It creates a list of player names and internet sites. If you specify a site then anyone from the site will be unable to communicate with you via tell, reply, beep, socials, say, and etell. NOTE: Block now supports partial site names and single-entry deletions. BLOCK ADD fudgeyou nastyassin - adds "fudgeyou" and "nastyassin" to the list BLOCK ADD 128.56.47.11 - adds the site 128.56.47.11 to the block list BLOCK ADD 128.56 - adds any site starting with 128.56 to the block list (such as 128.56.47.11 used above) BLOCK ADD usc.edu - adds any site ending with usc.edu to the block list (such as blah.cs.usc.edu) BLOCK CLEAR - erases the list of player names and sites BLOCK DEL fudgeyou - deletes only the "fudgeyou" entry in the block list BLOCK - shows you the current list of names and sites ~ 0 RECALL /~ {168} Syntax: RECALL <set|reset> {300} RECALL prays to God for miraculous transportation from where you are back to your set recall room. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. A recall scroll is required to recall, but does not need to be recited. RECALL SET will change the destination of the recall to your current one. RECALL RESET will reset your recall room to your death room. ~ 0 SPLIT~ {168} Syntax: split <amount> {300} SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to Split the gold after a kill. {168} See also: GTELL, GROUP, FOLLOW, CONFIG. ~ 0 STEAL~ {168} Syntax: steal coins <character> Syntax: steal <object> <character> {300} STEAL attempts to steal coins, or an object, from a character. You will be marked as a THIEF is you try to steal from other players. You may only steal from other players if both you and your victim are followers of one of the gods. You may not steal from a player that follows the same god you follow. In order to STEAL successfully, you must practice the appropriate skill. {168} See also: MURDER, HIDE, SNEAK, PICK. ~ 0 PRACTICE~ {168} Syntax: practice Syntax: practice <skill|spell> {300} PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will receive each time you gain a level. Unused sessions are saved until you do use them. You may practice skills/spells from other guilds that you were a previous member of at your current class guild, but for a penalty of 3 practices. Practice sessions cost a small amount of gold per practice, which goes up as the character advances in levels. {168} See also: LEVEL, EXPERIENCE, SCORE, TRAIN, Guild Names. ~ 0 TRAIN~ {168} Syntax: train [amount] <str|int|wis|dex|con|move|mana|hp> {300} TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial practice sessions. You can increase your attributes by using these practice sessions at a trainer (there are several in town). It costs five practice to train an attribute, except that it costs less to train your prime and secundairy attribute. The best attributes to train first are WIS and CON. WIS gives you more practices when you gain a level. CON gives you more hit points. Training Move, Mana, and Hp will increase those stats by a small amount. After every 15 levels your maximum character stat goes up by 1. {168} See also: PRACTICE, LEVEL, EXPERIENCE, SCORE. ~ 96 ADVANCE~ {168} Syntax: advance <character> <level> {300} ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. Be aware demoting might result in deletion if the target has multiclassed. ~ 97 TRUST~ {168} Syntax: trust <character> <level> {300} TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 97 ALLOW BAN~ {168} Syntax: allow <site> Syntax: ban <site> Syntax: ban {300} BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 97 REBOOT SHUTDOWN WIZLOCK~ {168} Syntax: reboot Syntax: shutdown Syntax: wizlock {300} REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect. ~ 97 DENY DISCONNECT FREEZE~ {168} Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> {300} DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 97 FORCE~ {168} Syntax: force <character> <command> Syntax: force all <command> {300} FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 97 USERS~ {168} Syntax: users {300} USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 97 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. ~ 99 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 99 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 99 PURGE~ Syntax: purge [area] Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. PURGE AREA will remove EVERYTHING in an entire area. ~ 99 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 99 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 97 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 97 ECHO~ Syntax: echo <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. ~ 97 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. ~ 97 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 97 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 97 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 97 MSTAT OSTAT RSTAT RACESTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat Syntax: racestat <race> MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. RACESTAT shows you the statistics of a race, including modifiers and abilities ~ 97 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 97 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 97 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 97 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 97 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. Or, SNOOP BOB to cancel only your snoop of Bob and leave other snoops snooping. ~ 97 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 96 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 ARMOR~ {168} Syntax: cast armor <character> {300} This spell decreases (improves) the armor class of the target character by 5 points. If a person is casting "armor" on himself/herself, the modification is 15 instead of 5. ~ 0 BLESS~ {168} Syntax: cast bless <character> {300} This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. The bonus improves as your gain more levels. ~ 0 BLINDNESS~ {168} Syntax: cast blindness <victim> {300} This spell renders the target character blind. ~ 0 TONGUES UNDERSTAND~ {168} Syntax: cast 'understand' <victim> Syntax: cast 'tongues' <victim> {300} Both of these spells change what languages a player may understand. TONGUES allows the player to talk to any character, regardless of the languages that they both know. TONGUES is uni-directional, and does not allow the recipient to understand anyone any better. UNDERSTAND allows the recipient to understand any language, yet does not allow the victim to speak any better. ~ 0 'ACID BLAST'~ {168} Syntax: cast 'acid blast' <victim> {300} This spell will cause acid to spew out of your finger-tips and consume the health of the victim. As your level increases, this spell becomes very potent. ~ 0 'BURNING HANDS'~ {168} Syntax: cast 'burning hands' <victim> {300} When you cast this, your hands will erupt in magicall fire that will cause great pain for the victim. ~ 0 'COLOR SPRAY'~ {168} Syntax: cast 'color spray' <victim> {300} Casting this spell will encircle the victim with many colored lights which will hypnotically induce damage to their body, occasionally even blinding your opponents. ~ 0 STABILITY~ {168} Syntax: cast 'stability' <victim> {300} This spell will not allow any magical movement to be cast upon the person that is stable. ~ 0 FIREBALL~ {168} Syntax: cast 'fireball' <victim> {300} If you ever wanted to encase a living being in fire, this is the spell to learn. The victim will become a sack of burning flesh. Its even better at higher levels. ~ 0 WINDBLAST~ {168} Syntax: cast 'windblast' <victim> {300} If you ever wanted to blow a living being around, this is the spell to learn. The victim will spin around like a rag. ~ 0 WATERBURST~ {168} Syntax: cast 'waterburst' <victim> {300} This spell will send forth a powerful ball of water which will hurt your foe quite a bit. ~ 0 MINDBLAST~ {168} Syntax: cast 'mindblast' <victim> {300} This spell will create a blast of mental energy which will cause damage to your victim. ~ 0 'LIGHTNING BOLT'~ {168} Syntax: cast 'lightning bolt' <victim> {300} Casting this spell causes an intense bolt of electricity (commonly called lightning) to erupt from your finger and damage your victim. This is a spell often wished for by students who keep getting awakened by their instructors. ~ 0 'SNAKE DART'~ {168} Syntax: cast 'snake dart' <victim> {300} Casting this spell causes an angry snake to fly toward your victim and bite them. This will inflict damage upon your victim, and occasionally poison them. ~ 0 'MAGIC MISSILE'~ {168} Syntax: cast 'magic missile' <victim> {300} Although this spell sounds pretty menacing, the magic missiles produced from this spell would be more accurately described as magic darts. They inflict minimal damage but will increase in both speed and damage as your level increases. ~ 0 'SHOCKING GRASP'~ {168} Syntax: cast 'shocking grasp' <victim> {300} This is one of those hand-shakes from hell that you always dread. Even the macho barbarian types will think you have a good grip if you cast this before shaking their hands. Actually this is yet another damage spell. When cast, it causes a decent sized voltage to build up in your hand. The voltage is then transfered to your victim's body (often via their face), causing some moderate damage to their body. ~ 0 'CALL LIGHTNING'~ {168} Syntax: cast 'call lightning' {300} This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from the sky to strike all of the enemies surrounding you. ~ 0 'CHAIN LIGHTNING'~ {168} Syntax: cast 'chain lightning' {300} This spells works only out of doors, and better when the weather is bad. It calls down a bolt of chain lightning, which will arc toward your enemies till it loses power and vanishes. This powerful spell is hard to keep under control, and if not enough enemies are available, the bolt is likely to hit the caster. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ {168} Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> {300} These spells inflict damage on the victim. They are arranged in order of effectiveness. They all (except harm) increase minimally with level. ~ 0 'CHANGE SEX'~ {168} Syntax: cast 'change sex' <victim> {300} This spell changes the sex of the victim (temporarily). This spell does not alter the playability of the game, it is only a social spell. ~ 0 'CHARM PERSON'~ {168} Syntax: cast 'charm person' <victim> {300} This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. A creature that is charmed will die by suicide when the charm spell weakens. ~ 0 POSSESS~ {168} Syntax: cast possess <victim> {300} This spell, if successful, allows you to take control over the victim's mind, and control their body as if it was yours. A possessed creature will die when the posses spell weakens. ~ 0 CHILLTOUCH 'CHILL TOUCH'~ {168} Syntax: cast 'chill touch' <victim> {300} This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 PARALYZINGEMBRACE 'PARALYZING EMBRACE'~ {168} Syntax: cast 'paralyzing embrace' <victim> {300} This spell inflicts damage on the victim and also reduces the victim's intelligence, wisdom or saving spell by one. ~ 0 PETRIFYINGTOUCH 'PETRIFYING TOUCH'~ {168} Syntax: cast 'petrifying touch' <victim> {300} This spell inflicts damage on the victim and also reduces the victim's dexterity by one. ~ 0 'CONTINUAL LIGHT'~ {168} Syntax: cast 'continual light' {300} This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER' CONTROLWEATHER~ {168} Syntax: cast 'control weather' better Syntax: cast 'control weather' worse {300} This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ {168} Syntax: cast 'create food' {300} This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ {168} Syntax: cast 'create spring' {300} This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'ICE ARROW'~ {168} Syntax: cast 'ice arrow' <shortbow|longbow|crossbow|blowpipe> {300} This spell brings forth a magical arrow from thin air, which will be powerful ammunition for the given range weapon. ~ 0 'METAMORPHOSE LIQUIDS'~ {168} Syntax: cast 'metamorphose liquids' <drink-container> <liquid type> {300} This spell changes the liquid of a drink container into the specified type. Available liquid types are: water, beer, wine, ale, dark ale, whisky, lemonade, firebreather, local specialty, slime, milk, tea, coffee, blood, salt water, coke, orange juice, brandy, icewine, rum, vodka, champagne ~ 0 'CURE BLINDNESS'~ {168} Syntax: cast 'cure blindness' <character> {300} This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ {168} Syntax: cast 'cure poison' <character> {300} This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ {168} Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> {300} These spells cure damage on the target character. The higher-level spells heal more damage. Their effects increase minimally with level. ~ 0 CURSE~ {168} Syntax: cast 'curse' <character> {300} This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of their God and unable to RECALL. ~ 0 'DETECT EVIL'~ {168} Syntax: cast 'detect evil' {300} This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ {168} Syntax: cast 'detect hidden' {300} This spell enables the caster to detect hidden creatures and doors. ~ 0 'HASTE'~ {168} Syntax: cast 'haste' {300} This spell enables the caster to go faster than normal speed by one step. This spell causes the usage of movement to be less. ~ 0 'DETECT INVIS'~ {168} Syntax: cast 'detect invis' {300} This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ {168} Syntax: cast 'detect magic' {300} This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ {168} Syntax: cast 'detect poison' <object> {300} This spell detects the presence of poison in food or drink. ~ 0 'DISPEL UNDEAD'~ {168} Syntax: cast 'dispel undead' <victim> {300} The Cleric may invoke the powers of their God to damage those creatures that are dead, yet still walk the earth. ~ 0 'DISPEL GOOD'~ {168} Syntax: cast 'dispel good' <victim> {300} This spell forces pure evil upon the victim. If the victim is of a good nature, it will be too much for him, and he will be damaged. Use of this spell is not widely accepted, but some unhealthy individuals must commit the greatest of earthly sins. ~ 0 'DISPEL EVIL'~ {168} Syntax: cast 'dispel evil' <victim> {300} This spell invokes the wrath of the caster's God on an evil victim. ~ 0 'REMOVE FEAR'~ {168} Syntax: cast 'remove fear' <target> {300} This spell causes the target to gain incredible amounts of courage. A common ability among clerics, for use in speeches, etc. Sometimes this ability is used in a non-philisophical manner, and can give great amounts of courage to those wimpy creatures that can't stay around to let you finish with your speech. ~ 0 FEAR~ {168} Syntax: cast 'fear' <target> {300} This spell causes the target to become incredible frightened. ~ 0 FEAST~ {168} Syntax: cast 'feast' {300} This spell creates a huge setting of food. Since you are a generous cleric, you allow everyone in the room to join in, and all will become full. ~ 0 'DISPEL MAGIC'~ {168} Syntax: cast 'dispel magic' <character> {300} This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. ~ 0 FLAMEWAVE~ {168} Syntax: cast 'flamewave' {300} This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! This spell will never hurt a pet or party member. ~ 0 TREMOR~ {168} Syntax: cast 'tremor' {300} This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! This spell will never hurt a pet or party member, unless it was initially cast against the party. This spell also knocks your enemies down, so they miss the next attack round. ~ 0 EARTHQUAKE~ {168} Syntax: cast 'earthquake' {300} This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! This spell will never hurt a pet or party member. ~ 0 EARTHBIND~ {168} Syntax: cast 'earthbind' <victim> {300} This spell will invoke the victim's ability to fly, either physical or magical. If the victim is flying at casting time they will be damaged as they fall to the ground. ~ 0 'ENCHANT WEAPON'~ {168} Syntax: cast 'enchant weapon' <weapon> {300} This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. The level of the weapon will be raised by one third of the caster's level. ~ 0 'FLAME BLADE'~ {168} Syntax: cast 'flame blade' <sword> {300} This spell magically enchants a sword with fire, changing it into a magical weapon. This spell is more difficult and more powerful on higher level weapons. ~ 0 'ENERGY BOLT'~ {168} Syntax: cast 'energy bolt' <victim> {300} This spell causes an intense bolt of energy to erupt from your finger and damage your victim. ~ 0 'ENERGY DRAIN'~ {168} Syntax: cast 'energy drain' <victim> {300} This spell saps the hit points and movement points of its target. It also heals the caster for a fraction of the hit points drained. ~ 0 'GLOBE OF DARKNESS'~ {168} Syntax: cast 'globe of darkness' {300} This spell turns all light into darkness, and creates a shroud that blocks any magical sight. Only those who are born with dark vision can see after the spell has been cast ... and only darkelves are known to possess the ability to cast this spell. ~ 0 'ICE LAYER'~ {168} Syntax: cast 'ice layer' {300} This spell will cover the room with a layer of slippery ice. Though flying creatures and water followers are unaffected, others will find it difficult to fight or move around in rooms affected by this spell. ~ 0 'ICICLE ARMOR'~ {168} Syntax: cast 'icicle armor' {300} This spell will cause an armor of ice spikes to grow from the caster's body. The armor gives a defensive as well as an offensive advantage in combat. ~ 0 'FAERIE FIRE'~ {168} Syntax: cast 'faerie fire' <victim> {300} This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ {168} Syntax: cast 'faerie fog' {300} This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ {168} Syntax: cast 'flamestrike' <victim> {300} This spell inflicts damage on the victim. ~ 0 FLY~ {168} Syntax: cast 'fly' <character> {300} This spell enables the target character to fly. While flying, it is usually dangerous to lose the affects of the spell, while high in the air. Falling from heights can be deadly. This spell also prevents being hit by tremors and earthquakes. ~ 0 GATE~ {168} Syntax: cast gate <target> {300} This spell creates a magical portal to creatures or characters from the area you're in to your location. The character must be 3 levels lower than the sorcerer's level. You cannot gate toward creatures in certain magic restricted rooms or areas. (like a temple) You may gate to creatures that are 1/3 of your level. ~ 0 'SONG OF THE SEAS'~ {168} Syntax: cast 'song of the seas' <character> {300} This spell increases the wisdom of the target character. ~ 0 'EARTHEN SPIRIT'~ {168} Syntax: cast 'earthen spirit' <character> {300} This spell increases the constitution of the target character. ~ 0 'DIVINE INSPIRATION'~ {168} Syntax: cast 'divine inspiration' <character> {300} This spell increases the intelligence of the target character. Also a character affected by divine inspiration will improve their skills/spells alot easier. ~ 0 'GIANT STRENGTH'~ {168} Syntax: cast 'giant strength' <character> {300} This spell increases the strength of the target character. ~ 0 IDENTIFY~ {168} Syntax: cast identify <object> {300} This spell reveals information about the object. For the shop command "IDENTIFY" see also: BUY. ~ 0 INFRAVISION~ {168} Syntax: cast infravision <character> {300} This spell enables the target character to see in the dark. ~ 0 MASS~ {168} Syntax: mass <spell name> {300} Instead of there being separate spells for dealing out damage to ALL of your enemies and curing ALL of your party, there is the MASS command. MASS casts a particular OFFENSIVE or DEFENSIVE spell on all of the appropriate players in the room. There are two versions of the MASS command: one for SORCERERS and one for SHAMANS. The SORCERCER's MASS command will only work with OFFENSIVE spells (like "magic missile") and the SHAMAN's MASS will only work with DEFENSIVE spells (like "cure critical"). MASS is much quicker than actually casting each spell on each of the appropriate characters/creatures, but it does cost a bit more mana. {168} See also: CAST, RCAST. ~ 0 INVIS 'MASS INVIS'~ {168} Syntax: cast invis <character> Syntax: cast 'mass invis' {300} The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. {168} See also: STOP. ~ 0 'KNOW ALIGNMENT'~ {168} Syntax: cast 'know alignment' <character> {300} This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ {168} Syntax: cast 'locate object' <name> {300} This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ {168} Syntax: cast 'pass door' {300} This spell enables the caster to pass through closed doors. ~ 0 POISON~ {168} Syntax: cast poison <victim> {300} This spell reduces the strength of the victim by two, as well as reducing the victim's movement if the victim is a player. If the victim is not a player, then the creature's armor class is reduced. ~ 0 'TORRID BALM'~ {168} Syntax: cast 'torrid balm' <victim> {300} This spell will enshroud the victim in flames, setting them on fire. The flames damage the victim untill they die out, weakening their dexterity and life regeneration. ~ 0 'ENHANCED REST'~ {168} Syntax: cast 'enhanced rest' [<character>] {300} The ENHANCED REST spell increases your movement gain per tick by 50%. ~ 0 'ENHANCED HEAL'~ {168} Syntax: cast 'enhanced heal' [<character>] {300} The ENHANCED HEAL spell increases your hit point gain per tick by 50%. ~ 0 'ENHANCED REVIVE'~ {168} Syntax: cast 'enhanced revive' [<character>] {300} The ENHANCED REVIVE spell increases your mana gain per tick by 50%. ~ 0 WARMTH~ {168} Syntax: none {300} The warmth skill increases your mana regeneration per tick. ~ 0 'PROTECTION GOOD'~ {168} Syntax: cast 'protection good' {300} This spell grants bonuses to armour class and save vs spells when the character is fighting good aligned opponents. ~ 0 'PROTECTION EVIL'~ {168} Syntax: cast 'protection evil' {300} This spell grants bonuses to armour class and save vs spells when the character is fighting evil aligned opponents. ~ 0 SANCTUARY~ {168} Syntax: cast sanctuary <character> {300} The SANCTUARY spell reduces the damage taken by the character from any attack by one third. ~ 0 TOTEM~ {168} Syntax: cast totem <curative|healing|protective> {300} This spell will create a magical totem, occasionally casting spells on everyone standing in the same room as the totem. ~ 0 'BLACK AURA' BLACKAURA~ {168} Syntax: cast 'black aura' <victim> {300} The black aura spell increases the damage taken by the victim from any attack by one fifth. ~ 0 'REFRESH SPELL'~ {168} Syntax: cast refresh <character> {300} This spell refreshes the movement points of a character who is out of movement points. The amount of movement restores increases as the shaman increases in level. ~ 0 'REMOVE CURSE'~ {168} Syntax: cast 'remove curse' <character> {300} This spell removes a curse from a character. ~ 0 SHIELD 'STONE SKIN'~ {168} Syntax: cast shield Syntax: cast 'stone skin' {300} These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 'STONE FIST'~ {168} Syntax: cast 'stone fist' <target> {300} This spell will turn the target's fists to stone, making them hit harder barehanded. When wielding a weapon they will be better protected from disarming opponents. ~ 0 'SLEEP SPELL'~ {168} Syntax: cast sleep <victim> {300} This spell puts its victim to sleep. ~ 0 SUMMON~ {168} Syntax: cast summon <character> {300} This spell summons creatures or characters from the area you're in to your location. Characters who are fighting or are in certain restricted rooms (like a temple) or are affected by certain spells, may not be summoned. ~ 0 TELEPORT~ {168} Syntax: cast <teleport> {300} This spell takes you from your current location to a random location somewhere in the world. ~ 0 BANISH~ {168} Syntax: cast banish <target> {300} This spell will banish the target to some random location in the area. There is a small chance that when the spell fails, it will teleport the caster instead. ~ 0 'ENHANCE OBJECT'~ {168} Syntax: cast 'enhance object' <object> {300} This object performs the same thing as the ENGRAVE command, but at any location. This spell costs no money, and does not change the names of the objects being enhanced. This can be used after an object has been enchanted. ~ 0 'MAGE SHIELD'~ {168} Syntax: cast 'mage shield' {300} This spell surrounds the caster with a magical defense shield that protects the caster from any magical attacks, increasing the saving throw vs magic. ~ 0 VENTRILOQUATE~ {168} Syntax: cast ventriloquate <speaker> <message> {300} This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ {168} Syntax: cast weaken <victim> {300} This spell reduces the strength of the victim if the victim is a player. If the victim is not a player, then it reduces the creatures damage roll, based on the level of the caster. ~ 0 'WORD OF RECALL'~ {168} Syntax: cast 'word of recall' {300} This spell duplicates the built-in RECALL ability. ~ 0 'PSIONIC SHOCKWAVE' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ {168} Syntax: cast 'psionic shockwave' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' <victim> Syntax: cast 'lightning breath' <victim> {300} These spells are for the use of dragons and high level mages. Fire and frost can break objects, and gas can poison opponents. ~ 0 'BLOCK AREA' BLOCKAREA~ {168} Syntax: cast 'block area' {300} Casting this spell causes a tremendous wall of foliage to block out all entrances to the area. The wall will part for players to exit, but, once someone is out, they cannot reenter the area until the foliage is cleared. This spell will only work in an outdoor environment. {168} See also: CLEAR PATH. ~ 0 CLEAR PATH 'CLEAR PATH'~ {168} Syntax: clear {300} When affected by clear path you'll be allowed to clear a path through rooms blocked by plant life. {168} See also: BLOCK AREA. ~ 0 DODGE~ {168} Syntax: none {300} This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. {168} See also: PARRY, DISARM, REARM, DAMAGE. ~ 0 TUMBLE~ Syntax: none {300} This skill lets you evade attacks inbetween combat rounds, taking no damage from them. Also it sometimes allows you to get back on your feet quickly after being tripped. Use of the skill is automatic once you have practiced it. ~ 0 'ENHANCED DAMAGE'~ {168} Syntax: none {300} This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 PRECISION~ {168} Syntax: none {300} This skill increases your hitroll when attacking. Use of the skill is automatic once you have practiced it. ~ 0 'FIRST STRIKE'~ {168} Syntax: none {300} This skill increases your combat abilities by allowing you to get the first attacks during a combat round. Use of the skill is automatic once you have practiced it. ~ 0 PARRY~ {168} Syntax: none {300} This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. You must be wielding a weapon to parry. {168} See also: DISARM, REARM, DUAL WIELD, REPOSTE. ~ 0 REPOSTE~ {168} Syntax: none {300} This skill enhances the parry skill, allowing you to parry more often and occasionally slip in additional attack while warding off an incoming attack. You must be wielding a weapon to reposte. {168} See also: PARRY, DUAL WIELD. ~ 0 'SHIELD BLOCK'~ {168} Syntax: none {300} This skill blocks incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. You must be wearing a shield to block attacks. ~ 0 PEEK~ {168} Syntax: peek <target> {300} This skill shows you a character's inventory when you peek at them. {168} See also: STEAL, PICK. ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK' 'FIFTH ATTACK'~ {168} Syntax: none {300} These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practiced them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 0 SHOOT THROW~ {168} Syntax: shoot <dir> <target> Syntax: throw <item> <dir> <target> {300} These skills allow you to SHOOT range weapons or THROW objects. In order to SHOOT you will need to learn the SHOOT skill, have a range weapon wielded, and have some matching ammo in your inventory or in a container. In order to THROW, you must have learned THROW and have a throwable item in your inventory or wielded. A wielded item will allow you to THROW quicker. Only certain types of weapons are throwable. {168} See also: RANGE WEAPONS, KILL, DAMAGE, EXPERIENCE, RCAST. ~ 0 'RANGE WEAPONS'~ {138} Range Weapons {300} Weapons which allow you to SHOOT at distant creatures and characters. {168} See also: SHOOT, THROW, RCAST. ~ 0 'SHADOW'~ {168} Syntax: shadow <dir> <target> {300} Shadow allows you to follow a creature or character from one room behind. Every time the creature you are shadowing moves, you move into the room that it was just in. You will follow at this distance until you move independently or the creature you are shadowing is killed, quits, or recalls. {168} See also: FOLLOW, SPY, STEALTH, SNEAK, HIDE. ~ 0 'DIVERT'~ {168} Syntax: divert <party member> {300} Divert shifts the attack on you to the named character or creature. <name> must either be someone in your group or someone of a higher overall level attacking the same target as you. This is essentially the exact opposite of rescue. {168} See also: DISTRACT, VOICE, RESCUE. ~ 0 'VOICE'~ {168} Syntax: voice <name> <message> {300} Voice let's you mimic the voice of someone else. {168} See also: EMOTE, SAY, DISTRACT, VENTRILOQUATE. ~ 0 'BARGAIN'~ {168} Syntax: none {300} This skill gives you a price advantage when buying or selling. {168} See also: BUY, SELL. ~ 0 'LOCK LOCK'~ {168} Syntax: lock <door> {300} With this skill a player can lock a lock without needing the appropriate key. {168} See also: PICK, OPEN, CLOSE. ~ 0 'SWORD FIGHTING' 'DAGGER FIGHTING' 'WHIP FIGHTING' 'SPEAR FIGHTING' 'STAFF FIGHTING' 'CLAW FIGHTING' 'FLAIL FIGHTING' 'MACE FIGHTING' 'AXE FIGHTING'~ {300} This skill will allow you to use the weapon more efficiently. When wielding a weapon using this skill you will get a message about how well you'd be able to use it. If no message is given when wielding a weapon it is a weapon that doesn't require any specific skill to be used. ~ 0 'WHIRL'~ {168} Syntax: whirl {300} With a whirl one will spin around their pole, inflicting damage upon all nearby opponents. ~ 0 'KICK'~ {168} Syntax: kick {300} With a kick one will inflict more damage during combat. ~ 0 'HEAD BUTT'~ {168} Syntax: headbutt {300} With a head butt one will inflict more damage during combat. ~ 0 'KNIFE'~ {168} Syntax: knife <target> {300} Knife uses a piercing weapon to stab the target. It enhances damage and allows you to attack for greater damage during combat. ~ 0 IMPALE~ {168} Syntax: none {300} This skill allows you to plant your spear into the ground upon which your opponent may be impaled. This skill only works when your opponent charges towards you to engage into a fight. Wielding a spear-like weapon is required in order for impale to work. ~ 0 'GREATER HIDE'~ {168} Syntax: none {300} This enhances your hiding ability to such a degree that you will *know* when you are hidden. {168} See also: HIDE, SNEAK, STEALTH, STOP. ~ 0 'GREATER SNEAK'~ {168} Syntax: none {300} Greater sneak gives you the assurance of sneakiness. Without it, you have a hard time knowing if you are or are not sneaking. {168} See also: HIDE, SNEAK, STEALTH, STOP. ~ 0 'GREATER BACKSTAB'~ {168} Syntax: none {300} Greater backstab raises the maximum amount of damage your backstab can do. {168} See also: BACKSTAB. ~ 0 'DISGUISE'~ {168} Syntax: disguise <phrase> {300} Ninjas often need to get lost. Using disguise, a ninja can blend into the background. {168} Example: disguise It starts to rain. {300} If someone looks in the room where the player who did this disguise is, they will see: It starts to rain. Use disguise with no arguments or STOP to discard a disguise. {168} See also: DESCRIPTION, TITLE, SCORE, WHO, LOOK. ~ 0 'SPY'~ {168} Syntax: spy <player> <score|status|affects> {300} This skill allows a player to examine another player a little closer. The player being spied upon must be within a distance of one room away. You will receieve information about the characters, in a format similar to what you will get when you type score or affects. {168} See also: SHADOW, STEALTH, HIDE, SNEAK, STOP. ~ 0 'GLANCE'~ {168} Syntax: glance <player> {300} The glance skill enables you to look at someone without them seeing that you have looked at them. It applies to both looking and peeking at players. ~ 0 'ATTACK'~ {168} Syntax: kill <target> {300} Once this skill is learned, the player will be able to change what/who he/she is attacking while fighting. {168} See also: DIVERT, DISTRACT, VOICE. ~ 0 'ARMOR USAGE'~ {168} Syntax: none {300} Learning this skill enables a player to more effectively wear their armor. Resulting in a better armor rating for anything worn on the body. {168} See also: SCORE, DAMAGE, ENHANCED DAMAGE. ~ 0 'DISTRACT'~ {168} Syntax: distract <character> {300} Successfully distracting a character will make it easier to steal from or backstab the character. The distraction lasts for a short time, but can be accumulative. {168} See also: DIVERT, VOICE, ATTACK. ~ 0 'GREATER PEEK'~ {168} Syntax: peek <target> {300} Knowing this skill enables you to see how many hitpoints someone has remaining when you peek at them. {168} See also: PEEK, LOOK. ~ 0 'SNATCH'~ {168} Syntax: snatch <object> {300} Snatching an object lets you get it from off the ground without being seen. If successful, no-one will be told that you have secretly purloined the item. {168} See also: STEAL, LOOK, PEEK. ~ 0 'GREATER PICK'~ {168} Syntax: pick <door> {300} This skill, when known, will allow you to pick even the most stubborn locks. However, failing to pick a magical lock may make you regret that you tried to pick it. {168} See also: PICK, LOOK, OPEN, UNLOCK. ~ 0 RIP RIFT~ {168} Syntax: cast 'rip' Syntax: cast 'rift' <wrinkle> {300} When rip is cast in a room, it will create a door leading to a safe room Only the caster, or someone grouped with the caster can enter a rip. Rift can only be cast inside of a rip. It will create a rift in the local fabric of time and space that opens up to a room somewhere in the game world. The wrinkle is a number which specifies where the rift will be opened to. Wrinkle numbers are unique, but consistent, to a caster. Due to the stress inherent in a Rift, only one can be created per rip. {168} See also: UNLOCK, OPEN, LOOK. ~ 0 ENVISION~ {168} Syntax: cast 'envision' <wrinkle> {300} Envision will allow your mind to travel through the fabric of time and space, and will show you a room somewhere in the game world. The wrinkle number can be used to create a rift leading to the same location shown. ~ 0 CLASSSORCERER~ {138} Sorcerers {300} The Sorcerer casts all the spells that are offensive. The Sorcerer advances at a slow rate. ~ 0 CLASSMARAUDER~ {138} Marauders {300} The Marauder is a combination of a thief and a fighter. He is fairly good at fighting and has skills in lock picking and stealing. The Marauder is the only class that can throw daggers. The Marauder advances the fastest of all the classes. ~ 0 CLASSWARRIOR~ {138} Warriors {300} The Warrior has the unique ability to track, hunt and clear paths. The Warrior advances at a normal rate. ~ 0 CLASSWARLOCK~ {138} Warlocks {300} The Warlock is the ultimate magic-user, with creation spells and many powerful miscellaneous spells. The Warlock's 'Guardian' spell is the most powerful creation spell. The Warlock advances slower than any other class. ~ 0 CLASSSNINJA~ {138} Ninjas {300} The Ninja has many of the sneaky skills required by someone who is hired to kill people. The Ninja is the only class that may wield a bow. This gives the ninja, regardless of his current class (if he switched to a different class) the permanent ability to wield a bow. A shaman that was an ninja, can wield a bow. The Ninja advances at a fairly slow rate. ~ 0 CLASSSSHAMAN~ {138} Shamans {300} The Shaman has all of the healing spells in the Realm. The Shaman advances at a normal rate. Shamans always flee for a reduced amount of experience. ~ 0 CLASSSDRUID~ {138} Druids {300} The Druid has most of the protection spells in the Realm. The Druid advances at a normal rate. Druids have the ability to range cast their spells. ~ 0 INSTRUCTION00 INSTRUCTIONS~ {138} Instructions {300} The following pages are broken up into the following catagories: {168}1) {300}Quick Introduction and using HELPS. {168}2) {300}Game concept. {168}3) {300}Play method. The experienced player of Multi-User Domains (MUD) style games, may find these instructions of some value, and is suggested to skim through them. The beginner is highly sugggested to read through these instructions to familiarize them with the methods of play. The instructions will not detail how the actual commands of the game work, but they will describe the general game procedures. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the main menu. {a}INSTRUCTION01 {-}MAINMENU ~ 0 INSTRUCTION01~ {138} Quick Overview {300} Storms of Time is a fantasy AD&D based game in a medieval realm where magic and strength guide the play of the many people in the game. The most important thing when first starting is to learn how to use the help system. This is described on the following page. Emud 2.0 has many features that make it stand apart from the base code of diku. {168}1) {300}An advanced VT102 interface. {168}2) {300}eight character classes and twenty-four character races. {168}3) {300}A language based communication system. {168}4) {300}Many new skills and abilities. {168}5) {300}Ranged skills and spells. {168}6) {300}Mud client compression protocol to minimize lag {168}7) {300}Many new commands and features. {168}8) {300}Multi-classing system allowing many combinations of classes. {168}9) {300}Over one hundred areas and quests to encounter. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION02 {-}INSTRUCTION00 INSTRUCTIONS ~ 0 INSTRUCTION02~ {138} Using Help {300} The help system of Storms of Time is fairly detailed and complete. It is required that the player has a firm grasp of how the system works before they play. To initiate the help system just type "HELP" on the command line. This will bring up a menu of all the topics you can choose from. Simply select the letter associated with the option, and enter it alone on a line. Some items are not found in the menu system. You may locate these by looking at the Summary listing that is in the menu. Each individual topic may be directly indexed by typing "HELP <topic>". Ex: "HELP DRINK" The bottom few lines of most help screens will show a list of further topics to find information on. The topics are always related to the one currently dispayed, and may help the character find a topic that is more specific than the one that is currently displayed. There may also be a menu listing. The HELP system may include statements with a "[" "]" around them. These are optional items. If the statement has a "<" ">" around them, then it is an argument that must be added to the command. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION03 {-}INSTRUCTION01 ~ 0 INSTRUCTION03~ {138} Game Concepts {300} Storms of Time places the player in the role of a medieval character in a world filled with magic, combat, and many challenges to overcome. The world also has one distinct advantage to other fantasy role-playing type games, in that the other players can be directly dealt with as if they were part of the realm. The game takes no difference, as to whether a person in the game is a real person, or a computer generated one, although the real ones are generally much smarter than the computer generated counterparts. Storms of Time is also a game based on real-time, and therefore there is no way to pause the game, or load a previous position. Death or victory is permanent. The game allows the player to choose from several classes when creating their character. The computer will randomly generate the stats for the character. Although the player may not directly modify any of these stats during creation, they may re-roll the stats and try for a better set. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION04 {-}INSTRUCTION02 ~ 0 INSTRUCTION04~ {138} The City of Roterodamum: {300} Much of game play will take part in the central city of Roterodamum. Since this is the initial location of the player, after completing Mud School. The City of Roterodamum contains several shops of magic, and also a scattering of specialty shops that sell everything from arrows to water skins. All these shops can be easily used with several special commands that are dedicated to shop use. The player may even buy a pet for fun, or as a small assistance in case they run into anything that wants to eat you. The City of Roterodamum has many historical references placed throughout it's interior, and the player may find it interesting to just explore around the city. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION05 {-}INSTRUCTION03 ~ 0 INSTRUCTION05~ {138} The World {300} Throughout the world a huge network named the Ancient Roads has been built connecting the areas. A worldmap is available by using "HELP ROADS". Beside the Ancient Roads there is a travel company where griffons are used to fly adventurers at great speed through the realm. A map of the airline is available by using "HELP AIRLINE MAP" {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION06 {-}INSTRUCTION04 ~ 0 INSTRUCTION06~ {138} The Gods {300} Storms of Time has several Gods, each of them representing one of the elements. If you wish to involve yourself in player killing you must follow one of the gods. Think twice before following a God if you are new to Storms of Time, you will be frequently attacked by much stronger opponents and likely be killed alot. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION07 {-}INSTRUCTION05 ~ 0 INSTRUCTION07~ {138} Interpreter {300} The interpretor of Storms of Time includes many advanced features: {168}1){300} The ALIAS command can make redefined commands of multiple lines {168} {300} and including arguments inside the alias. {168}2){300} The use of the '!' or '.' command repeats the previous command. {168}3){300} '.' followed by a letter repeats the last command started with that letter {168}4){300} The use of the '&' character will create one line of code that is {168} {300} executed simultaneously. {168}5){300} All commands, and names of people, creatures, and objects may be referenced {168} {300} by the first two letters that match with their actual name. {168}6){300} Scroll back buffer allows looking at previous screens. see HELP BUFFER {168}7){300} On any given entry, you may enter up to 8 lines of text. {168}8){300} Commands that start with a number are repeats. example: t bal I have a question for you. & say How are you? executes as: {138} You tell Baldy 'I have a question for you.' {038} You say 'How are you?'{300} if you follow with: . executes as: {038} You say 'How are you?' {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION08 {-}INSTRUCTION06 ~ 0 INSTRUCTION08~ {138} Game Commands {300} Commands: The commands that everyone in the game can do. Skills: These are commands that only a given class can do. Socials: These are commands that anyone can do, but have essentially no impact on the game. They are for inter-player communication. There are commands to list all the commands, skills, and socials. These should be consulted often, until the player has a firm grasp on the majority. The player may also realize that only a very few are actually required to get around in the game. So do not think that not knowing all the commands will not allow you to play. Although the more commands that are known, the more enhanced the player will be while interacting with the virtual game world. The player may find that he does the same commands repeatedly. The alias system may solve many of these problems for the player. There is also a scroll back buffer for those that do not have that capability on their local terminals. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION09 {-}INSTRUCTION07 ~ 0 INSTRUCTION09~ {138} Commands {300} Nearly every command has a different format as to how the arguments (the text after the command name) are layed out. Some commands have an open format, like the commands that let you say things in the room. Some commands have a highly restrictive format, like the configuration commands. The use of HELP is required to determine the exact format of each command. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION10 {-}INSTRUCTION08 ~ 0 INSTRUCTION10~ {138} Skills {300} The skills are commands that are abilities that the character will learn over time. If the player becomes one of the four magic casting classes, then they will learn spells instead of skills. The spells will require large amounts of a stat known as MANA. Classes that are physical based, and use skills, will require only MOVEMENT. Each skill or spell can be found using the HELP system. Although the formats may appear strange at first, the player will readily get used to them, and not require the use of the HELP system, exept as a reference. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION11 {-}INSTRUCTION09 ~ 0 INSTRUCTION11~ {138} Socials {300} These are commands such as "GRIN" or "LAUGH" that in general do not change the play of the game. They do convey a physical or emotional aspect to most conversations with other players. Without these commands, most conversation will appear dry, or have that "missing something" feel. Socials are not found in the HELP system, and must be tried individually. There is a command that lists all of the social commands. Socials may be done at someone, ex. "GRIN BILBO". {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION12 {-}INSTRUCTION10 ~ 0 INSTRUCTION12~ {138} The Character: {300} The character has several primary components: 1) Personalization. (Character name and title) 2) Background of study. (Character class and race) 3) Statistics. (Character attributes) 4) Languages. (Character knowledge of languages) 5) Equipment. (Equipment found within the game) Each of these components should be understood and decided upon before character generation should continue. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION13 {-}INSTRUCTION11 ~ 0 INSTRUCTION13~ {138} Personalization {300} The format of Storms of Time is a fantasy world, so the player may wish to select a fantasy name. Although the name must not be the same as another character, or that of a creature in the game. To have gotten this far into the instructions, then it is obvious that you have successfully entered a password. You may later change your password if desired. Characters have two other places where they may enter in a personalized heading. They have a title, which shows up in several places immediately after the character's name. They also have a description, which can be several lines, and is displayed when another character looks at them. Players may wish to use some of the built in commands, such as ALIAS to modify stock commands to do more personalized things. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION14 {-}INSTRUCTION12 ~ 0 INSTRUCTION14~ {138} Background of the Character {300} Each player must select one of the eight given classes. These classes define what the character will have for a "job" in the fantasy world. To complement this, the character will need to choose a race. The race may actually be selected during character creation. The class of a character will define which of the stats should be highest when deciding on when to keep a character. The exact nature of what these stats mean will be understood later in the game, and have little relevancy here. Nearly all very low level characters perform about the same regardless of their class or statistics. As a character advances, the statistics become more important. The race of a character defines who his parents were. A character may be a sprite, human, gnome, dwarf, ogre, or other races. Each of these slightly modify some of the stats of the character, so in most cases, the final selection of a good character for a particular class, will end up with a good choice of race. Race will effect some commands directly and each race will have a unique ability or command that will usually increase in strength with level. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION15 {-}INSTRUCTION13 ~ 0 INSTRUCTION15~ {138} Statistics {300} Each character has 5 primary attributes, and several other statistics that change throughout the game. Each character may want to increase some of these stats later, and Mud School gives the opportunity to modify some of the stats immediately. This lets the player personalize even the stats of the character. HIT POINTS (Hp) is an arbitrary number that defines how much damage a character can take, before they die. MOVEMENT (Mv) is a number defining the amount of endurance a character has. MANA (Mn) is a number defining the magic power a character has. LEVEL (Lev) ranks each character against other characters in the game. EXPERIENCE (Exp) defines how far a player has advanced between each level. GOLD (Gld) defines how much money a character has in gold pieces. You will find things to be sometimes unrealistic, the reason is mosty to enhance the playability of the game. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION16 {-}INSTRUCTION14 ~ 0 INSTRUCTION16~ {138} Statistics {300} STRENGTH (Str) describes how strong a character is, and affects how hard an opponent is hit. DEXTERITY (Dex) is assigned for the quickness of a character and affects how hard the character is to hit by an opponent. CONSTITUTION (Con) is a factor of the endurance of the character and affects how quick the character recovers, after being hurt. INTELLIGENCE (Int) describes how much "book knowledge" a character has, and affects a spell's chance to succeed. WISDOM (Wis) is a generic stat that describes how well a character advances with each level. Each of these previous statistics can be temporarily changed by magic. They may also be changed permanently by training at one of the several training halls. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION17 {-}INSTRUCTION15 ~ 0 INSTRUCTION17~ {138} Languages {300} Storms of Time contains a system that each of the races has their own distinct language. Each character starts out with three of these that includes the race of the character. The character, when talking to another character, will have to choose a language to speak in. Then the receiving party must be able to understand the language that you are speaking in. If this is successful, then anything you type in to "say" will be displayed for them exactly. It is not necessarily true that both characters must be speaking in the same language. As a player advances in level, they will learn more languages. There are also a few spells that will enhance the player's ability to communicate. Nearly all commands that deal with communication use some form of the language system. The major exception to this is a system for emergency communications. In an emergency, the player may sacrifice some experience for talking to anyone, using: etell {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION18 {-}INSTRUCTION16 ~ 0 INSTRUCTION18~ {138} Items and Equipment {300} The player will notice items on the ground that he wishes to use. He may also pick things up immediately from a kill, or buy items in a shop. Regardless, the character must transfer the item from his inventory to his equipment. When a player wears an item, it turns into equipment. When it is in the inventory, then it is just carried on the person. The character must also have the item in the inventory, not equipment, to drop the item. There is a special feature called sacrifice that purges an item from the room. In this case, the item must be on the floor. A player may drop an item, but must be aware that another character may come along and take it. Each character has a limit on the amount of weight and items that they may carry. These amounts are based on your strength and dexterity. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION19 {-}INSTRUCTION17 ~ 0 INSTRUCTION19~ {138} Quick Overview of the Command Set {300} GET <item> [all] - Gets an item from the floor and puts it in inventory. DROP <item> [all] - Drops an item from inventory to the floor. WEAR <item> [all] - Replaces a worn item with one in inventory. REMOVE <item> [all] - Takes off an item and places it in inventory. SACRIFICE <item> [all] - Purges an item on the floor. INVENTORY - List of items in inventory. EQUIPMENT - List of items worn. SAY <argument> - Says anything to everyone in the room. TELL <target><arg> - Tells a character something regardless if same room. SHOUT <argument> - Shouts something out to everyone in the area. CHAT <argument> - Tells everyone that is the same race as the teller. KILL [<target>] - Attacks the character if they are not a player. CONSIDER <target> - Considers how hard they are to kill. ETELL <target><arg> - Emergency communication to another character. {128} (A) {058}Continue to the next page. {128} (-) {058}Return to the previous page. {a}INSTRUCTION20 {-}INSTRUCTION18 ~ 0 INSTRUCTION20~ {138} Commands that deal with movement {300} N, S, E, W, U, D - Moves one room in that direction. SPEED [<rate>] - Determines how fast you move. OPEN <door> - Opens a door, gate, grate, etc. unless locked. CLOSE <door> - Closes a door, gate, grate, etc. LOCK <door> - Locks a door. Requires a correct key. UNLOCK <door> - Unlocks a door. Requires a correct key. FLEE - Runs away from combat. Costs experience. {138} Commands that deal with information {300} LOOK [<item>] [<char>] - Looks at the room, an item, or a character. EXITS - Lists what the player sees in each direction. SCORE - A complete list of all the character's statistics. STATUS - A shortened list of statistics. WHO [various options] - A list of real players in the realm. WHERE [various options] - A list of where characters are at in the realm. TIME - Current game time, and real time. AFFECTS - A list of the spells that are affecting you. LEVEL - A chart on current level standing. SKILLS [class] - A list of skills that a player may gain. NOTES [various options] - A comprehensive system to record mail. {128} (A) {058}Return to the main menu. {128} (-) {058}Return to the previous page. {a}MAINMENU {-}INSTRUCTION18 ~ 0 PORT~ {168} Syntax: port [<block size>] {300} The port command was developed to utilize a small feature of the Internet that allows small packets to transfer quickly, and large packets to transfer after a significant lag. The port command breaks the text sent to the player into blocks that are user defineable (default 2000). To minimize lag, reduce this number until lag eases up, but increase it if response time is too slow. This system has an optimum value, and lower values work best for longer distance from the server. Higher values for close distances to the server. There is no 'general' or optimal setting. The user will have to try several values within the range. This system is known to cause VT102 and ANSI systems to lose track of cursor placement. To solve this, use the maximum block size. The range of block size is: 1000 to 10000 {160} See also: MCCP. ~ 0 MCCP~ {138} Mud Client Compression Protocol {300} Upon connecting time Emud will negotiate with the client about using MCCP2. If negotiations are succesful compression will be automatically enabled for the lifetime of the session. On average data traffic will be reduced to 20% of the normal size, allowing a faster connection to the mud. In order for the negotiations to begin you must enable the TELOPTS setting in the CONFIG (A) menu. ~ 0 BEEP~ {168} Syntax: BEEP [<name>] {300} The beep command rings the VT102 bell on everyone in the room. With a name specified, it beeps the player. ~ 0 NEWCHAR~ {078}To begin, read ALL the signs that you run across by typing {178}LOOK SIGN{078}. {078}If you have any question, then use the {178}HELP{078} command, or ask another player, {078}which you can find typing {178}WHO{078}. If you have problems with your terminal {078}settings check out {178}HELP VT102{078}. {300} ~ 0 COLOR~ {168} Syntax: COLOR [on] [off] Syntax: COLOR [<field number> <foreground color> <background color>] Syntax: COLOR [reset] {300} The color command both turns on and changes the color fields of the different parts of the display. To turn on the color functions, the terminal must support ANSI colors, and be in VT102 mode. The vt102 functions must also be activated. COLOR ON turns on the color modes. COLOR OFF turns them off. COLOR RESET will return the colors to defaults. COLOR by itself will list the various colors for each field. It will also display the lines in the color that is listed for that field. COLOR <field number> <foreground color> <background color> will change individual colors. The <field number> is a number that specifies some part of the screen. The <color> is the value for the color that you would like the <field number> to change to. {160} See also: COLORS. ~ 0 FIELD~ {168} Syntax: COLOR <field number> <forground color> <background color> {300} Field Numbers Color Codes 0 - Standard Text 0 - Black 1 - Top Status Bar 1 - Red 2 - Bottom Status Bar 2 - Green 3 - Score, Status, and Affects 3 - Yellow 4 - You are hit 4 - Blue 5 - You hit others 5 - Purple 6 - Prompt line 6 - Cyan 7 - Exits 7 - White 8 - Party member is hit 9 - Speach commands 10 - Objects 11 - Living things 12 - General Tactical Map 13 - Party members in Tactical 14 - Enemies in Tactical 15 - Neutrals in Tactical ~ 0 CORPSE~ {138} Corpse {300} When a player dies a corpse is created at the spot where he died. Then the player awakens naked at their predefined death room shown in score. They will have basically no items at all, and must work out a method of recovering the lost items. The first place he should check is at the Morgue in the city, where he can buy back his corpse. It will show up in the room, where he can retrieve his items. When a player gets the items from his corpse, the corpse will instantly decay. The player that died is the ONLY person in the game that may take items out of his own corpse. The game will save your corpse along with the character data, so that if the game crashes before the player has a chance to get the corpse, it will not just disappear. Also the player may quit the game when he dies, because the corpse will enter the game the same time the player does, even several days later. The corpse will ONLY start decaying if the player is on the game. ~ 0 ARENA~ {128} The Arena {300} The arena is a place where ANYONE may enter to kill anyone else. There are no limitations there based on level, god, or how many times you can attack someone. Normal hard coded attack rules are non existant in the arena. You will NOT lose any experience while in the arena. When you die, you will revive at Roterodamum Square. Players may not RECALL or GOHOME in the Arena. The player may locate the Arena Sprite for magical assistance, but he will not help if he finds you. The player may also be attacked by the Arena Beast, which is always slightly stronger than the individual that he is attacking. {128} (A) {058}Map of Arena {128} (B) {058}Info on Player Killing {128} (-) {058}Return to Main Menu {a}MAPARENA {b}KILLER THIEF {-}MAINMENU ~ 0 MAPARENA~ {128} Map of the Arena {300} +-----++-----++-----++-----++-----+ | North | | Entrance | +-----++ ++ ++-----++ + +-----++ ++ ++-----++ + | West || | |Entrance || | + ++ ++ ++ ++ + + ++ ++ ++ ++ + | || | | || | + ++-----++ ++ ++-----+ + ++-----++ ++ ++-----+ | South | | Entrance | +-----++-----++-----++-----++-----+ ~ 0 HISTORY~ {168} Syntax: history {300} The history commands gives everyone in the room a record of who you have killed, and who has killed you. This is just an interesting command, and has no real impact on the game. {168} See also: KILLER, CORPSE, DEATH, DAMAGE. ~ 0 NUMBER~ {138} Number {300} There are several ways to reference numbers and objects in Storms of Time. The examples that follow use the 'get' command as a reference. 1) Simple: GET <object name> ex: get arrow - Gets first arrow. 2) Directed: GET <item number of object refered to>.<object name> ex: get 2.arrow - Gets second arrow. 3) All: GET ALL ex: get all - Gets everything. 4) All Directed: GET ALL.<object name> ex: get all.arrow - Gets all of the arrows, leaving other objects. 5) Counted: GET <amount> <object name> ex: get 5 arrow - Gets five of the arrows on the floor. This system works for most object, mobile related commands. ~ 0 REPEAT~ {168} Syntax: REPEAT <amount> <command string> Syntax: <amount> <command string> {300} The REPEAT command will simply type in the input string for you the amount of times specified by the amount variable. This command is limited by the space in the input buffer, which is slightly over 1200 characters. Also the command is limited by 2 to 40 repeats. The REPEAT command need not be typed out, since all command lines that start with numbers are by default considered a repeat command. example: repeat 10 buy recall or example: 10 buy recall Both of these would buy 10 recall scrolls, one at a time. {168} See also: NUMBER, ALIAS, INTERP, CONTINUOUS. ~ 0 MAINMENU~ {138} Storms of Time Help Menu System {178}Home Page at: http://www.stormsoftime.com {128} (A){058} Summary of Commands {128} (E){058} Race/Class Info {128} (I){058} Combat {128} (B){058} Instructions {128} (F){058} Communication {128} (J){058} Information Commands {128} (C){058} Game Areas {128} (G){058} Castles {128} (K){058} Objects {128} (D){058} Interface Info {128} (H){058} Policies & Systems {128} (L){058} Movement{038} {a}SUMMARY {b}INSTRUCTION00 INSTRUCTIONS {c}WORLD {d}INTERFACE00 {e}RC01 {f}COMMUNICATION {g}CASTLE CASTLES CASTLEMAIN {h}JAIL IMPRISONMENT STPD DUNGEON 'THE DUNGEON' {i}CMB01 {j}INFO01 {k}OBJ01 {l}MOVE01 ~ 0 WORLD~ {138} The World of Storms of Time {300} Storms of Time is made up of 9 continents surrounded by oceans. Each continent contains many separate areas that are linked together by the Roads. Seven of the continents (aside from the Magic Zone and Iosolo) contain at least one area that is serviced by Griffon Airlines, allowing for fast and convenient (though costly) travel between continents. Additionally, the Roads themselves have direct connections to other areas and it is possible to walk to many areas. Some are connected directly to others (requiring you to pass through one to get to the other). In that case, only the area connected directly to the Roads is shown on the map. For instance, by typing HELP ROADS, and then typing T for the Toril Continent, you can view the other areas within that continent. By looking at the map, you can see that to get to Tethyr from Waterdeep you would travel south-east and then west. Signs posted along the way can be of valuable assistance as well. {120} (A) {050}World Map {120} (B) {050}Griffon Airline {120} (C) {050}Travel Command {120} (-) {050}Return {a}ROADS {b}GRIFFONAIRLINE AIRLINE {c}TRAVEL {-}MAINMENU ~ 0 CHLIFE~ {138} Character Lifetime {300} A character has basically unlimited life. But we have designed a system that lets the characters not being used to die off. The system is proportional to the level of the player. Maximum safe time off the game: character level in weeks Example: A player is 10th level: 10 weeks realtime inactivity. ~ 0 GODS~ {138} Information about God Following {128} (A){058} General Information {128} (B){058} God Spells/Skills {128} (C){058} Pkill Information {a}SS100 {b}SS200 {c}SS300 ~ 0 SS100~ {138} General Information {300} At level 10 anyone can follow one of the gods. At level 10 and above a mysterious voice 1 north of the obelisk will help you starting one of the god quests. The main focus of god following is player killing. ~ 0 SS300~ {138} Pkill Information {300} - At level 26 and higher god followers can be attacked by opposite followers. - You must use the murder or assassinate command to start a fight. - The attack range is 10 levels up and down. - Reincarnates may not attack non reincarnated characters. - Type 'who target' to have a list shown of everyone allowed to attack you. - You can only attack someone 5 times in a 6 hour period, this is a hardcoded restriction. - You can only be attacked 10 times in a 6 hour period, this is yet again a hardcoded restriction. - Players with a Killer flag can be attacked unlimitted. - If you get killed you cannot be attacked for 24 real time hours. - While fighting with another player you must be below 50% health to use the recall command. {128} (A) {058}Reincarnate Attack Chart {128} (-) {058}Return {a}SS301 {-}GODS ~ 0 SS301~ {138} Reincarnate Attack Chart {178} {178} 0 1 2 3 4 5 6 7 8 9 A {178} 0 {118}* {178} 1 {118} * {178} 2 {118} * * {178} 3 {118} * * * {178} 4 {118} * * * * {178} 5 {118} * * * * {178} 6 {118} * * * * * * {178} 7 {118} * * * * * * {178} 8 {118} * * * * * {178} 9 {118} * * * * * {178} A {118} * * * * ~ 0 SS200~ {138} God Spells/Skills {118} This lists the in the future to be expected sets of skills/spells, use the skill command with a god follower to see the current spells and skills for that god for each class. {128} (D) {058}Demise {128} (G) {058}Gaia {128} (H) {058}Hypnos {128} (M) {058}Manwe {128} (U) {058}Ulmo {128} (-) {058}Return {u}SS210 {d}SS220 {g}SS230 {h}SS240 {m}SS250 {-}GODS ~ 0 SS210~ {138} Ulmo {128} (A) {058}Warrior {128} (E) {058}Druid {128} (B) {058}Gladiator {128} (F) {058}Sorcerer {128} (C) {058}Marauder {128} (G) {058}Shaman {128} (D) {058}Ninja {128} (H) {058}Warlock {128} (-) {058}Return {a}SS211 SS212 SS213 SS214 {b}SS211 SS212 SS213 SS214 {c}SS211 SS212 SS213 SS214 {d}SS211 SS212 SS213 SS214 {e}SS215 {f}SS216 {g}SS217 {h}SS218 {-}SS200 ~ 0 SS211 SS212 SS213 SS214~ {138} Warrior Gladiator Marauder Ninja {300} No available Skills/Spells yet {128} (-) {058}Return {-}SS210 ~ 0 SS215~ {138} Druids {128} (A) {058}Metamorphose Liquids {128} (B) {058}Chill Touch {128} (C) {058}Waterburst {128} (D) {058}Breath Water {128} (E) {058}Song of the Seas {128} (F) {058}Ice Layer {128} (-) {058}Return {a}'METAMORPHOSE LIQUIDS' {b}CHILLTOUCH 'CHILL TOUCH' {c}WATERBURST {d}BREATHWATER 'BREATH WATER' {e}'SONG OF THE SEAS' {f}'ICE LAYER' {-}SS210 ~ 0 SS216~ {138} Sorcerers {128} (A) {058}Chill Touch {128} (B) {058}Waterburst {128} (C) {058}Breath Water {128} (D) {058}Mana Shield {128} (E) {058}Frost Breath {128} (-) {058}Return {a}CHILLTOUCH 'CHILL TOUCH' {b}WATERBURST {c}BREATHWATER 'BREATH WATER' {d}'MANA SHIELD' {e}'PSIONIC SHOCKWAVE' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH' {-}SS210 ~ 0 SS217~ {138} Shamans {128} (A) {058}Breath Water {128} (-) {058}Return {a}BREATHWATER 'BREATH WATER' {-}SS210 ~ 0 SS218~ {138} Warlocks {128} (A) {058}Chill Touch {128} (B) {058}Breath Water {128} (C) {058}Icicle Armor {128} (D) {058}Mana Shield {128} (-) {058}Return {a}CHILLTOUCH 'CHILL TOUCH' {b}BREATHWATER 'BREATH WATER' {c}'ICICLE ARMOR' {d}'MANA SHIELD' {-}SS210 ~ 0 SS220~ {138} Demise {128} (A) {058}Warrior {128} (E) {058}Druid {128} (B) {058}Gladiator {128} (F) {058}Sorcerer {128} (C) {058}Marauder {128} (G) {058}Shaman {128} (D) {058}Ninja {128} (H) {058}Warlock {128} (-) {058}Return {a}SS221 SS222 SS223 SS224 {b}SS221 SS222 SS223 SS224 {c}SS221 SS222 SS223 SS224 {d}SS221 SS222 SS223 SS224 {e}SS225 {f}SS226 {g}SS227 {h}SS228 {-}SS200 ~ 0 SS221 SS222 SS223 SS224~ {138} Warriors Gladiators Marauders Ninjas {128} (A) {058}Blood frenzy {128} (B) {058}Fireshield {128} (-) {058}Return {a}BLOODFRENZY 'BLOOD FRENZY' {b}FIRESHIELD {-}SS220 ~ 0 SS225~ {138} Druids {128} (A) {058}Burning hands {128} (B) {058}Fireball {128} (C) {058}Firewalk {128} (D) {058}Flamewave {128} (-) {058}Return {a}'BURNING HANDS' {b}FIREBALL {c}FIREWALK {d}FLAMEWAVE {-}SS220 ~ 0 SS226~ {138} Sorcerers {128} (A) {058}Burning hands {128} (B) {058}Fireball {128} (C) {058}Flame Blade {128} (D) {058}Fireshield {128} (E) {058}Fire Breath {128} (-) {058}Return {a}'BURNING HANDS' {b}FIREBALL {c}'FLAME BLADE' {d}FIRESHIELD {e}'PSIONIC SHOCKWAVE' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH' {-}SS220 ~ 0 SS227~ {138} Shamans {128} (A) {058}Burning hands {128} (B) {058}Flamestrike {128} (C) {058}Firewalk {128} (D) {058}Blood Frenzy {128} (E) {058}Fireshield {128} (-) {058}Return {a}'BURNING HANDS' {b}FLAMESTRIKE {c}FIREWALK {d}BLOODFRENZY 'BLOOD FRENZY' {e}FIRESHIELD {-}SS220 ~ 0 SS228~ {138} Warlocks {128} (A) {058}Burning hands {128} (B) {058}Warmth {128} (C) {058}Firewalk {128} (D) {058}Torrid Balm {128} (-) {058}Return {a}'BURNING HANDS' {b}WARMTH {c}FIREWALK {d}'TORRID BALM' {-}SS220 ~ 0 SS230~ {138} Gaia {128} (A) {058}Warrior {128} (E) {058}Druid {128} (B) {058}Gladiator {128} (F) {058}Sorcerer {128} (C) {058}Marauder {128} (G) {058}Shaman {128} (D) {058}Ninja {128} (H) {058}Warlock {128} (-) {058}Return {a}SS231 {b}SS232 SS233 {c}SS232 SS233 {d}SS234 {e}SS235 {f}SS236 {g}SS237 {h}SS238 {-}SS200 ~ 0 SS231~ {138} Warrior {128} (A) {058}Endurance {128} (B) {058}Resilience {128} (-) {058}Return {a}ENDURANCE {b}RESILIENCE {-}SS230 ~ 0 SS232 SS233~ {138} Gladiator Marauder {300} No available Skills/Spells yet {128} (-) {058}Return {-}SS230 ~ 0 SS234~ {138} Ninja {128} (A) {058}Ambush {128} (-) {058}Return {a}AMBUSH {-}SS230 ~ 0 SS235~ {138} Druids {128} (A) {058}Petrifying Touch {128} (B) {058}Stone Skin {128} (C) {058}Stability {128} (D) {058}Earthquake {128} (E) {058}Snake Dart {128} (F) {058}Block Area {128} (G) {058}Earthen Spirit {128} (H) {058}Tremor {128} (-) {058}Return {a}PETRIFYINGTOUCH 'PETRIFYING TOUCH' {b}SHIELD 'STONE SKIN' {c}STABILITY {d}EARTHQUAKE {e}'SNAKE DART' {f}'BLOCK AREA' BLOCKAREA {g}'EARTHEN SPIRIT' {h}TREMOR {i}'UNBARRING WAYS' UNBARRING {-}SS230 ~ 0 SS236~ {138} Sorcerer {128} (A) {058}Petrifying Touch {128} (B) {058}Stability {128} (C) {058}Gas Breath {128} (-) {058}Return {a}PETRIFYINGTOUCH 'PETRIFYING TOUCH' {b}STABILITY {c}'PSIONIC SHOCKWAVE' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH' {-}SS230 ~ 0 SS237~ {138} Shamans {128} (A) {058}Stability {128} (B) {058}Stone Fist {128} (C) {058}Slow {128} (D) {058}Unbarring Ways {128} (-) {058}Return {a}STABILITY {b}'STONE FIST' {c}SLOW {d}'UNBARRING WAYS' UNBARRING {-}SS230 ~ 0 SS238~ {138} Warlocks {128} (A) {058}Petrifying Touch {128} (B) {058}Earthbind {128} (C) {058}Stability {128} (D) {058}Black Aura {128} (-) {058}Return {a}PETRIFYINGTOUCH 'PETRIFYING TOUCH' {b}EARTHBIND {c}STABILITY {d}'BLACK AURA' BLACKAURA {-}SS230 ~ 0 SS240~ {138} Hypnos {128} (A) {058}Warrior {128} (E) {058}Druid {128} (B) {058}Gladiator {128} (F) {058}Sorcerer {128} (C) {058}Marauder {128} (G) {058}Shaman {128} (D) {058}Ninja {128} (H) {058}Warlock {128} (-) {058}Return {a}SS241 SS243 {b}SS242 {e}SS245 {f}SS246 {g}SS247 {h}SS248 {-}SS200 {c}SS241 SS243 {d}SS244 ~ 0 SS241 SS243~ {138} Warrior Marauder {128} (-) {058}Return {a}TRUESIGHT {-}SS240 ~ 0 SS242~ {138} Gladiator {128} (A) {058}Precision {128} (B) {058}First Strike {128} (C) {058}Impale {128} (-) {058}Return {a}PRECISION {b}'FIRST STRIKE' {c}IMPALE {-}SS240 ~ 0 SS244~ {138} Ninja {128} (A) {058}Perception {128} (B) {058}Strangle {128} (-) {058}Return {a}PERCEPTION {b}STRANGLE {-}SS240 ~ 0 SS245~ {138} Druids {128} (A) {058}Paralyzing embrace {128} (B) {058}Divine Inspiration {128} (C) {058}Mindblast {128} (D) {058}Animate Object {128} (E) {058}Truesight {128} (-) {058}Return {a}PARALYZINGEMBRACE 'PARALYZING EMBRACE' {b}'DIVINE INSPIRATION' {c}MINDBLAST {d}'ANIMATE OBJECT' {e}TRUESIGHT {-}SS240 ~ 0 SS246~ {138} Sorcerers {128} (A) {058}Paralyzing embrace {128} (B) {058}Halluncinate {128} (C) {058}Divine Inspiration {128} (D) {058}Illusion {128} (E) {058}Truesight {128} (F) {058}Psionic Shockwave {128} (-) {058}Return {a}PARALYZINGEMBRACE 'PARALYZING EMBRACE' {c}'DIVINE INSPIRATION' {d}ILLUSION {e}TRUESIGHT {f}'PSIONIC SHOCKWAVE' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH' {-}SS240 ~ 0 SS247~ {138} Shamans {128} (A) {058}Paralyzing embrace {128} (B) {058}Halluncinate {128} (C) {058}Truesight {128} (-) {058}Return {a}PARALYZINGEMBRACE 'PARALYZING EMBRACE' {c}TRUESIGHT {-}SS240 ~ 0 SS248~ {138} Warlocks {128} (A) {058}Paralyzing embrace {128} (B) {058}Fear {128} (C) {058}Envision {128} (D) {058}Truesight {128} (E) {058}Anti-Magic Shell {128} (-) {058}Return {a}PARALYZINGEMBRACE 'PARALYZING EMBRACE' {b}FEAR {c}ENVISION {d}TRUESIGHT {e}'ANTI-MAGIC SHELL' 'ANTI MAGIC SHELL' {-}SS240 ~ 0 SS250~ {138} Manwe {128} (A) {058}Warrior {128} (E) {058}Druid {128} (B) {058}Gladiator {128} (F) {058}Sorcerer {128} (C) {058}Marauder {128} (G) {058}Shaman {128} (D) {058}Ninja {128} (H) {058}Warlock {128} (-) {058}Return {a}SS251 SS252 {b}SS251 SS252 {c}SS253 {d}SS254 {e}SS255 {f}SS256 {g}SS257 {h}SS258 {-}SS200 ~ 0 SS251 SS252~ {138} Warrior Gladiator {128} (A) {058}Haste {128} (B) {058}Whirl {128} (-) {058}Return {a}'HASTE' {b}'WHIRL' {-}SS250 ~ 0 SS253~ {138} Marauder {128} (A) {058}Haste {128} (-) {058}Return {a}'HASTE' {-}SS250 ~ 0 SS254~ {138} Ninja {128} (A) {058}Lightning Reflexes {128} (B) {058}Haste {128} (-) {058}Return {a}'LIGHTNING REFLEXES' {b}'HASTE' {-}SS250 ~ 0 SS255~ {138} Druids {128} (A) {058}Control Weather {128} (B) {058}Haste {128} (C) {058}Shocking Grasp {128} (D) {058}Fly {128} (E) {058}Call Lightning {128} (F) {058}Windblast {128} (-) {058}Return {a}'CONTROL WEATHER' CONTROLWEATHER {b}'HASTE' {c}'SHOCKING GRASP' {d}FLY {e}'CALL LIGHTNING' {f}WINDBLAST {-}SS250 ~ 0 SS256~ {138} Sorcerer {128} (A) {058}Control Weather {128} (B) {058}Shocking Grasp {128} (C) {058}Chain Lightning {128} (D) {058}Winged Call {128} (E) {058}Quicken {128} (F) {058}Lightning Breath {128} (-) {058}Return {a}'CONTROL WEATHER' CONTROLWEATHER {b}'SHOCKING GRASP' {c}'CHAIN LIGHTNING' {d}'WINGED CALL' {e}QUICKEN {f}'PSIONIC SHOCKWAVE' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH' {-}SS250 ~ 0 SS257~ {138} Shaman {128} (A) {058}Control Weather {128} (B) {058}Haste {128} (C) {058}Shocking Grasp {128} (D) {058}Fly {128} (-) {058}Return {a}'CONTROL WEATHER' CONTROLWEATHER {b}'HASTE' {c}'SHOCKING GRASP' {d}FLY {-}SS250 ~ 0 SS258~ {138} Warlock {128} (A) {058}Haste {128} (B) {058}Shocking Grasp {128} (C) {058}Fly {128} (D) {058}Mana Shackles {128} (-) {058}Return {a}'HASTE' {b}'SHOCKING GRASP' {c}FLY {d}'MANA SHACKLES' {-}SS250 ~ 0 RC01~ {138} Information on Races and Classes: {128} (A){058} Details on allowable race / class combinations {128} (B){058} Statistic modifiers for races {128} (C){058} Notes on races {128} (D){058} Speed, Movement, Vision and Reincarnate capabilities of races {128} (E){058} Statistic modifiers for classes {128} (F){058} Details on each class {128} (G){058} List of magical items allowed by each class {128} (H){058} Armor Usage based on Class {128} (I){058} Special racial abilities {128} (-){058} Return {a}RC02 {b}RC03 {c}RACE RACES {d}RC04 {e}RC10 {f}RC05 {g}RC06 {h}RC07 {i}RC08 {-}MAINMENU ~ 0 RC05~ {138} Classes {300} {128} (A){058} Warriors {128} (E){058} Druids {128} (B){058} Gladiators {128} (F){058} Shamans {128} (C){058} Marauders {128} (G){058} Sorcerers {128} (D){058} Ninjas {128} (H){058} Warlocks {128} (-){058} Return {a}WARRIOR WARRIORS WARRIORINTRO {b}GLADIATOR GLADIATORS GLADIATORINTRO {c}MARAUDER MARAUDERS MARAUDERINTRO {d}NINJA NINJAS NINJAINTRO {e}DRUID DRUIDS DRUIDINTRO {f}SHAMAN SHAMANS SHAMANINTRO {g}SORCERER SORCERERS SORCERERINTRO {h}WARLOCK WARLOCKS WARLOCKINTRO {-}RC01 ~ 0 RC04~ {138} Speed, Movement, Vision and Reinc capabilities of races {300} {178} {178}Max Speed Movement Rate Vision Reincarnate {178} Human {078} Jog 1.0 Normal 0 - 10 {178} Halfelf {078} Run 1.0 Night 0 - 2 {178} Orc {078} Jog 2.0 Night 0 - 2 {178} Sprite {078} Run 0.5 Normal 0 - 2 {178} Gnome {078} Normal 1.0 Normal 0 - 3 {178} Hobbit {078} Jog 1.0 Normal 0 - 3 {178} Dwarf {078} Normal 1.0 Dark 0 - 4 {178} Griffon {078} Run 2.0 Normal 0 - 4 {178} Ogre {078} Normal 3.0 Night 0 - 4 {178} {178}Max Speed Movement Rate Vision Reincarnate {178} Elf {078} Run 1.0 Night 1 - 5 {178} Darkelf {078} Run 2.0 Dark 1 - 5 {178} Shade {078} Haste 0.5 Dark 1 - 5 {178} Roc {078} Run 3.0 Night 2 - 6 {178} Thri Kreen {078} Run 0.5 Normal 2 - 6 {178} Werewolf {078} Run 2.0 Dark 2 - 6 {178} Demon {078} Jog 2.0 Dark 3 - 7 {178} Gargoyle {078} Jog 2.0 Night 3 - 7 {178} Wraith {078} Normal 2.0 Normal 3 - 7 {178} {178}Max Speed Movement Rate Vision Reincarnate {178} Troll {078} Normal 4.0 Normal 4 - 8 {178} Vampire {078} Run 0.5 Dark 4 - 8 {178} Phoenix {078} Haste 2.0 Normal 4 - 8 {178}Doppelganger {078} Run 1.0 Normal 5 - 9 {178} Arachnid {078} Run 1.0 Dark 5 - 9 {178} Titan {078} Jog 1.0 Normal 5 - 9 {178} Eagle {078} Haste 1.0 Night 10 - 10 {178} Kraken {078} Haste 1.0 Night 10 - 10 {178} Balrog {078} Haste 0.5 Dark 10 - 10 {178} Dragon {078} Haste 1.0 Night 10 - 10 {178} Ent {078} Haste 1.0 Night 10 - 10 ~ 0 RC03~ {138} Statistic Modifiers for Races {300} {178} {178} Str Dex Int Wis Con HP Mana Move {178} Human {078} 0 0 0 0 0 0 0 0 {178} Halfelf {078} -1 1 1 1 -2 0 1 1 {178} Orc {078} 1 1 -2 -1 1 2 -1 -1 {178} Sprite {078} -3 2 2 2 -3 -2 3 0 {178} Gnome {078} 0 -1 1 1 0 -1 2 -1 {178} Hobbit {078} -1 1 0 0 1 0 0 2 {178} Dwarf {078} 1 -1 0 -1 1 2 -2 0 {178} Griffon {078} -2 0 0 1 1 1 0 1 {178} Ogre {078} 3 -1 -2 -1 1 3 -1 1 {178} {178} Str Dex Int Wis Con HP Mana Move {178} Elf {078} -1 1 1 1 -1 -1 3 -1 {178} Darkelf {078} 1 1 -1 -1 1 1 0 -1 {178} Shade {078} -3 3 0 1 0 -1 1 1 {178} Roc {078} 3 0 -1 -1 1 1 -1 1 {178} Thri Kreen {078} 2 1 -1 1 -1 2 -3 2 {178} Werewolf {078} 2 1 -2 -1 2 2 -2 0 {178} Demon {078} 3 0 -3 0 3 4 -4 -1 {178} Gargoyle {078} 3 -1 -2 1 2 3 -2 0 {178} Wraith {078} -1 -1 3 3 -1 -2 5 0 {178} {178} Str Dex Int Wis Con HP Mana Move {178} Troll {078} 5 -1 -4 -1 5 4 -4 0 {178} Vampire {078} 1 1 0 1 1 3 1 0 {178} Phoenix {078} 0 2 2 0 0 2 2 2 {178} Doppelganger {078} -2 4 3 2 -1 2 4 2 {178} Arachnid {078} 3 3 2 -2 0 2 2 2 {178} Titan {078} 3 -3 3 0 3 4 2 -4 {178} Eagle {078} 0 6 2 2 0 3 3 3 {178} Kraken {078} 2 0 0 6 2 2 5 2 {178} Balrog {078} 6 2 0 0 2 5 1 1 {178} Dragon {078} 0 2 6 2 0 1 7 1 {178} Ent {078} 2 0 2 0 6 4 2 2 ~ 0 RC07~ {138} Armor Usage {300} The following lists the modifiers for armor, or lack thereof, for each Class: The values are the percent of body covered. Higher values take into account that a class has a better ability to use that particular type of armor. {178} {178} Body Head Legs Feet Arms Hands Shield {178}Warrior {078} 30 20 20 10 15 10 15 {178}Gladiato {078} 25 20 15 10 5 10 none {178}Marauder {078} 30 20 20 10 10 10 10 {178}Ninja {078} 30 15 20 5 10 10 none {178}Druid {078} 30 20 20 10 10 10 10 {178}Shaman {078} 30 20 15 5 10 5 5 {178}Sorcerer {078} 30 15 20 10 5 10 none {178}Warlock {078} 25 20 20 10 10 5 none {300} An item with 10% coverage is the same value as the AC of the armor. Larger coverage values are multiples of the basic AC of the object, such as an item worn on the body gives three times the AC that an identify will display. ~ 0 RC08~ {138} Racial Abilities {300} Each race has a special ability. These abilities are inherent and are usable from first level. Some abilities increase in strength with level, some are special abilities that do not gain strength. {128} (A) {058} Human {128} (P) {058} Demon {128} (B) {058} Halfelf {128} (Q) {058} Gargoyle {128} (C) {058} Orc {128} (R) {058} Wraith {128} (D) {058} Sprite {128} (S) {058} Troll {128} (E) {058} Gnome {128} (T) {058} Vampire {128} (F) {058} Hobbit {128} (U) {058} Phoenix {128} (G) {058} Dwarf {128} (V) {058} Doppelganger {128} (H) {058} Griffon {128} (W) {058} Arachnid {128} (I) {058} Ogre {128} (X) {058} Titan {128} (J) {058} Elf {128} (Y) {058} Eagle {128} (K) {058} Darkelf {128} (Z) {058} Kraken {128} (L) {058} Shade {128} (1) {058} Balrog {128} (M) {058} Roc {128} (2) {058} Dragon {128} (N) {058} Thri Kreen {128} (3) {058} Ent {128} (O) {058} Werewolf {128} (-) {058} Return {-}RC01 {a}RC0800 {b}RC0801 {c}RC0802 {d}RC0803 {e}RC0804 {f}RC0805 {g}RC0806 {h}RC0807 {i}RC0808 {j}RC0809 {k}RC0810 {l}RC0811 {m}RC0812 {n}RC0813 {o}RC0814 {p}RC0815 {q}RC0816 {r}RC0817 {s}RC0818 {t}RC0819 {u}RC0820 {v}RC0821 {w}RC0822 {x}RC0823 {y}RC0824 {z}RC0825 {1}RC0826 {2}RC0827 {3}RC0828 ~ 0 RC0800~ {138} 1 Human {038} Abilities {178}-{128} swim, mount, fast heal ~ 0 RC0801~ {138} Halfelf {038} Abilities {178}-{128} swim, mount, tame ~ 0 RC0802~ {138} Orc {038} Abilities {178}-{128} brawling attacks, endurance {038} Resistances {178}-{128} hand to hand {038} Vulnerabilities {178}-{128} holy ~ 0 RC0803~ {138} Sprite {038} Abilities {178}-{128} fly, pass door, fast revive {038} Resistances {178}-{128} magic, mind {038} Vulnerabilities {178}-{128} bash, poison ~ 0 RC0804~ {138} Gnome {038} Abilities {178}-{128} forage {038} Resistances {178}-{128} magic {038} Vulnerabilities {178}-{128} life ~ 0 RC0805~ {138} Hobbit {038} Abilities {178}-{128} sneak barefoot, withdraw {038} Resistances {178}-{128} magic {038} Vulnerabilities {178}-{128} life ~ 0 RC0806~ {138} Dwarf {038} Abilities {178}-{128} axe mastery {038} Resistances {178}-{128} magic, mind, dark magic, poison {038} Vulnerabilities {178}-{128} pierce, light ~ 0 RC0807~ {138} Griffon {038} Abilities {178}-{128} fly ~ 0 RC0808~ {138} Ogre {038} Abilities {178}-{128} intimidate {038} Resistances {178}-{128} bash {038} Vulnerabilities {178}-{128} holy ~ 0 RC0809~ {138} Elf {038} Abilities {178}-{128} fast revive, bow mastery, mount, tame {038} Resistances {178}-{128} magic {038} Vulnerabilities {178}-{128} life ~ 0 RC0810~ {138} Darkelf {038} Abilities {178}-{128} sword mastery, globe of darkness, faerie fire {038} Resistances {178}-{128} magic {038} Vulnerabilities {178}-{128} light ~ 0 RC0811~ {138} Shade {038} Abilities {178}-{128} fly, pass door, undead {038} Resistances {178}-{128} weapons, hand to hand, acid {038} Vulnerabilities {178}-{128} light, fire ~ 0 RC0812~ {138} Roc {038} Abilities {178}-{128} fly ~ 0 RC0813~ {138} Thri Kreen {038} Abilities {178}-{128} enhanced armor, dual wield {038} Limitations {178}-{128} cannot wear rings {038} Resistances {178}-{128} hand to hand, mind {038} Vulnerabilities {178}-{128} cold ~ 0 RC0814~ {138} Werewolf {038} Abilities {178}-{128} drain, undead {038} Resistances {178}-{128} hand to hand, mind {038} Vulnerabilities {178}-{128} light, fire ~ 0 RC0815~ {138} Demon {038} Abilities {178}-{128} flying, undead, curse, tame {038} Resistances {178}-{128} fire {038} Vulnerabilities {178}-{128} cold ~ 0 RC0816~ {138} Gargoyle {038} Abilities {178}-{128} flying, enhanced armor {038} Resistances {178}-{128} mind, poison, weapons, hand to hand {038} Vulnerabilities {178}-{128} magic, vibration ~ 0 RC0817~ {138} Wraith {038} Abilities {178}-{128} undead, drain, pass door, mount {038} Resistances {178}-{128} magic, mind {038} Vulnerabilities {178}-{128} light, fire ~ 0 RC0818~ {138} Troll {038} Abilities {178}-{128} enhanced damroll, fastheal {038} Resistances {178}-{128} bash, hand to hand {038} Vulnerabilities {178}-{128} light, fire ~ 0 RC0819~ {138} Vampire {038} Abilities {178}-{128} dagger mastery, drain, flying, enhanced hitroll, undead {038} Resistances {178}-{128} bash, hand to hand {038} Vulnerabilities {178}-{128} light, fire ~ 0 RC0820~ {138} Phoenix {038} Abilities {178}-{128} flying, enhanced armor, quick flee, undead, fireshield, eternal {038} Resistances {178}-{128} fire {038} Vulnerabilities {178}-{128} cold ~ 0 RC0821~ {138} Doppelganger {038} Abilities {178}-{128} polymorph {038} Resistances {178}-{128} {038} Vulnerabilities {178}-{128} ~ 0 RC0822~ {138} Arachnid {038} Abilities {178}-{128} under construction {038} Resistances {178}-{128} hand to hand, poison, mind {038} Vulnerabilities {178}-{128} cold, fire ~ 0 RC0823~ {138} Titan {038} Abilities {178}-{128} mace mastery, enhanced hitroll, bash {038} Resistances {178}-{128} magic, mind {038} Vulnerabilities {178}-{128} life ~ 0 RC0824~ {138} Eagle {038} Abilities {178}-{128} flying, enhanced armor {038} Resistances {178}-{128} lightning ~ 0 RC0825~ {138} Kraken {038} Abilities {178}-{128} dual wield, breath water, tumble {038} Resistances {178}-{128} cold, bash, hand to hand ~ 0 RC0826~ {138} Balrog {038} Abilities {178}-{128} whip mastery, undead, fireshield {038} Resistances {178}-{128} fire ~ 0 RC0827~ {138} Dragon {038} Abilities {178}-{128} flying {038} Resistances {178}-{128} mind ~ 0 RC0828~ {138} Ent {038} Abilities {178}-{128} dunno {038} Resistances {178}-{128} life ~ 0 RC10~ {138} Statistic modifiers for Classes {300} {178} {178} Str Dex Int Wis Con {178} Warrior {078} 2 0 0 0 2 {178} Gladiator {078} 0 2 0 0 2 {178} Marauder {078} 0 3 0 0 1 {178} Ninja {078} 1 3 0 0 0 {178} Druid {078} 0 2 0 2 0 {178} Sorcerer {078} 0 0 3 1 0 {178} Shaman {078} 3 0 0 0 1 {178} Warlock {078} 0 0 1 3 0 ~ 0 INTERFACE00~ {138} Game Interfaces: {128} (A){058} VT102 system {128} (J){058} The PORT command to minize Internet Lag {128} (B){058} COLOR system {128} (K){058} The CONFIG command {128} (C){058} TACTICAL system with Compass{128} (L){058} The FINGER command {128} (D){058} REQUEST system {128} (M){058} The EMAIL command {128} (E){058} BUFFER system {128} (N){058} The PROMPT command {128} (F){058} GREP system {128} (O){058} The DUMP command {128} (G){058} Input commands {128} (P){058} The HTML command {128} (H){058} USAGE system {128} (Q){058} Displayable Colors {128} (I){058} Raw Data system {128} (T){058} SoTerm mud client {128} (-){058} Return {a}VT00 {b}COLOR {c}TACTICAL {d}REQUEST {e}BUFFER {f}GREP ? {g}INPUT00 {h}USAGE {i}RAWDATA00 {j}PORT {k}CONFIG CONFIG00 {l}FINGER {m}EMAIL MAIL {n}PROMPT {o}DUMP {p}HTML {q}COLORS {t}SOTERM {-}MAINMENU ~ 0 INPUT00~ {138} Command Input Routines: {128} (A){058} Use of various number formats to select objects {128} (B){058} Allowing multiple commands {128} (C){058} Command Aliasing {128} (D){058} Various Interface commands {128} (-){058} Return {a}NUMBER {b}REPEAT {c}ALIAS {-}INTERFACE00 ~ 0 VT00~ {138} VT102 System: {128} (A) {058}VT102 On/Off {128} (B) {058}VT102 Sizing {128} (C) {058}VT102 Bold/Nobold {128} (D) {058}VT102 Slow/Fast {128} (E) {058}Vt102 Problems, Solutions, and Discussions {128} (F) {058}Refresh {128} (-) {058}Return {a}VT01 {b}VT02 {c}VT03 {d}VT04 {e}VT05 {f}VT06 {-}INTERFACE00 ~ 0 VT01~ {138} VT102 ON/OFF {300} The VT102 command can be turned on and off by the commands: VT102 ON VT102 OFF Simply typing VT102 will give the status of the vt102 system. The VT102 system modifies all output to your terminal by including information using vt102 codes. Vt102 is nearly compatible with vt100, but several commands might not be implemented in the vt100 system that the VT102 system requires. It is suggested that all systems run with VT102 on, although it is not necessary. ~ 0 VT02~ {138} VT102 Sizing {300} The VT102 system allows for terminal sizes of 80 columns only. The rows, however, may be set with any value in the range of 15 rows to 80 rows. The VT102 command with a number for an option sets the rows to that amount. A refresh of the display is done during this operation. ~ 0 VT03~ {138} VT102 Bold/Nobold {300} The VT102 system scans all outgoing data for the word 'You' in any case, and regardless if it is nested inside another word like 'yourself'. This intensity change can be overridden by comands that have defined brightness levels. This feature is normally on by default, although the user may select to turn it on or off at any time by issuing the commands: VT102 BOLD VT102 NOBOLD The basic reasoning behind this option is that nearly all lines of text that the game displays that relate directly to the player contains some form of the word 'You'. This means that lines directly relating to the player are bold, while those that are related to others are dim. ~ 0 VT04~ {138} VT102 Slow/Fast {300} The VT102 system has the ability to be backward compatible with VT100 systems. Normally this is not desirable, because the VT100 system operates with less optimization. Although it may be required on various operating systems, from Mac to AIX. It is suggested that the user try VT102 in fast mode first, and if any weird display problems crop up, try VT102 in slow mode. The commands to change the compatibility modes are: VT102 FAST VT102 SLOW ~ 0 VT05~ {138} Vt102 Problems, Solutions, and Discussions {300} {128} (A) {058}When I press RETURN the text moves up one line. {128} (B) {058}The bottom status bar is on the bottom line, or not visible. {128} (C) {058}Occasionally random characters pop up on the screen. {128} (D) {058}Garbage shows up when I TELL or SAY. {128} (E) {058}How can I change the text from Reverse to Normal. {128} (-) {058}Return {a}VTP01 {b}VTP02 {c}VTP03 {d}VTP04 {e}VTP05 {-}VT00 ~ 0 VTP01~ {138} When I press RETURN the text moves up one line {300} This symptom occurs when the terminal rows are set too low. Try adjusting the terminal size with 'VT102 <rows>' until only one blank input line shows up at the bottom of the screen. The default size is 24 rows, but PCs occasionally use 25, and workstations, or Windows terminals may use longer screens. ~ 0 VTP02~ {138} The bottom status bar is on the bottom line, or not visible {300} This symptom occurs when the terminal rows are set too high. Try adjusting the terminal size with 'VT102 <rows>' until only one blank input line shows up at the bottom of the screen. The default size is 24 rows, but PCs occasionally use 25, and workstations, or Windows terminals may use longer screens. ~ 0 VTP03~ {138} Occasionally random characters pop up on the screen {300} This symptom occurs if your terminal cannot emulate VT102 correctly. This occasionally occurs on Macs, VMS, and AIX systems. To correct this problem use the 'VT102 SLOW' option. ~ 0 VTP04~ This system occurs when the HOOK command has been engaged in some form. Try turning off all the options on the HOOK command. This is done by issuing the 'HOOK' command and determining which options are currently ON. Turn them off by the 'HOOK' command followed by the capitalized letter in the HOOK status list. ~ 0 VTP05~ {138} How can I change the text from Reverse to Normal {300} The method for changing the default characteristics of REVERSE/NORMAL text is rather convoluted. It is based of of the COLOR command, and is only allowable on system that do NOT use color. Use the 'COLOR ON' command, and change any of the types of text you wish to make REVERSE by changing the background color to some value besides 0, and change the forground to 0. Finially issue the 'COLOR OFF' command to return to normal video mode. This will allow you to select whether you wish the status bars to be in reverse video or normal text. ~ 0 VT06~ {138} Refresh {300} The REFRESH command redraws the screen completely. Use this command if your screen has be distorted, such as when a link is broken. ~ 0 RAWDATA00~ {138} Raw Data sytem {300} The Rawdata system allows interfaces to intercept special characters and interpret them to get binary information on characters as the information changes. This system is designed for easing external interface designs and allowing graphical interfaces, or systems of semi-automation, where character stats are required to be understood. It is suggested that the VT102 system be disabled when using a custom interface. To temporarily disable the VT102 interface, use the REQUEST command. This system is currently under construction, but the specifications are formalized. {128} (A) {058}Details on Rawdata specifications. {128} (B) {058}Details on the Packet system. {128} (C) {058}Information on the Request command. {128} (-) {058}Return {a}RAWDATA01 {b}PACKET00 {c}REQUEST {-}INTERFACE00 ~ 0 REQUEST~ {138} Request {300} The request command temporarily changes game modes for the current session. REQUEST V- Temporarily turns off VT102 mode. REQUEST V+ Turns VT102 back on after being temporarily disabled. REQUEST C- Temporarily turns off ansi color. REQUEST C+ Turns ansi color back on after being temporarily disabled. This could be useful for character sharing. ~ 0 RAWDATA01~ {138} Details on the Raw Data specifications {300} The code sends information to the client program in the following format: <Initialize byte> - a single byte of non-ascii value selects format of info. <Index value> - a single byte that selects which data field the info is of. <Information> - Various formats depending on format. <29> - Byte is only used on text strings to signal end. The following is a list of the various format types and initialize byte: Init Type Information 22 - long int - 4 bytes binary. 23 - Packet Record - string in ascii. 24 - Packet Display - string in ascii. 25 - single byte - 1 byte binary. 26 - int - 2 byte binary. 28 - gen. string - string in ascii. 30 - hook string - string in ascii. {128} (A) {058}Packetized data system. {128} (B) {058}Details on index numbers. {128} (-) {058}Return {a}PACKET00 {b}INDEX00 {-}RAWDATA00 ~ 0 INDEX00~ {138} Index numbers are as follows: {300} Ind Bytes Name 001 - 2 - Current Hit Points 002 - 2 - Maximum Hit Points 003 - 2 - Current Mana 004 - 2 - Maximum Mana 005 - 2 - Current Movement 006 - 2 - Maximum Movement 007 - 4 - Experience 008 - 4 - Gold ~ 0 PACKET00~ {138} Information on the Packet system {300} The packet system allows much faster transfer of particular sets of text that repeats often. This system can also be used to recognize actions by the client program, and use them for such things as graphic motion, or sound. Packet Record Mode <23> sends the index and the full string, followed by a ending byte <29>. Packet Display Mode <24> sends only the index of the string to the client program. Each time a session is started, the packet list is flushed for each character. A particular packet is sent in it's full text version only once per session. Any subsequent sends are in the Packet Display mode. The client program must be able to store the information from a Packet Record, for later use by the Packet Display code. ~ 0 SOTERM~ {138} SoTerm {300} SoTerm is a Windows based terminal package especially designed for the use of Storm of Time. This program is freeware, and currently in Beta format, at this moment it is still under development. The Soterm program has the following features: -Full VT102 and ANSI color support. -Saving of many configurations. -VT102 compatible scroll back buffer. -Creation of auto login files (can be launched with double click) -Fully documented with help menus. Soterm can be downloaded from http://www.soterm.com ~ 0 AUTO~ {168} Syntax: AUTO [off/quick/auto] Syntax: AUTO [<skill/spell name>] {300} The AUTO command automates combat in several ways. AUTO will execute a command continually until you run out of mana or movement for a particular skill. AUTO can always be interupted by typing in a new command. The WIMPY command will always override an automatic command. AUTO will always start when a player starts combat. AUTO OFF - turns off the automatic system. AUTO AUTO - turns on the basic automatic system. AUTO QUICK - turns on the advanced automatic system. The QUICK mode modifies normal combat, by allowing double speed skills or spells, at the cost of losing normal attacks. This is a very good system for spell casters. ~ 0 RELOG~ {168} Syntax: RELOG <player name> [password] {300} Relog allows you to quickly relog as another character. If the character has the same password you don't have to provide it. ~ 0 FINGER~ {168} Syntax: FINGER <player name> {300} Finger is a method of summarizing the stats of other players. The player doesn't need to be in the game to be fingered. ~ 0 EMAIL MAIL~ {168} Syntax: EMAIL <your email address> {300} This command changes the email address listed in the FINGER command. Though not required we respectfully ask all players to record a proper email address so we can contact you if needed. To remove your email from the listing, simply enter an address of '.' {168} example: email HotDemise@hotmail.com ~ 0 HTML~ Syntax: HTML <your web site address> This information will be included in your finger information, if you wish to provide it. This information is not checked for validity, so enter at your own discretion. If you wish to display a tilde use a '*', which will be converted into a tilde. If you would like to remove your web address, simply enter '.' example: html www.stormsoftime.com ~ 0 USAGE~ Syntax: USAGE [daily|weekly|average|sun|mon|tue|wed|thu|fri|sat|sun] Usage will show you a graph of the maximum number of players on during each hour of the day (daily) or each day of the week (weekly). It will also show the usage of a specified day. As you can see, only the usage data of 1 week is stored. Usage defaults to the daily format. ~ 0 DECLINE~ {168} Syntax: decline <player name> {300} This declines access to someone requesting entry into your channel. Anyone that is already a channel member may decline access to another. Decline may also be used to remove a player from the channel group. Channels are assumed to be self regulated. ~ 0 GRANT~ {168} Syntax: grant <player name> {300} This grants access to someone requesting entry into your channel. Anyone that is already a channel member may grant access to another. Channels are assumed to be self regulated. ~ 0 TALK~ {168} Syntax: talk <string> {300} This command sends a message out to all the people who are in the same clan as you are. You must be in a clan to use this communication command. ~ 99 SAVEAREA~ {168} Syntax: savearea [n] [forreal] {300} This command saves the area normally converting all field numbers to the flag text. Using the 'n' argument will save the fields in number format. The file is also normally saved with a '.are.bak' so it does not write over the loading file. The use of the 'forreal' option will overwrite the current '.are' file. ~ 0 COMMUNICATION~ {138} Communication Menu {128} (A){058} Commands for individual communication {128} (B){058} Commands for group communication {128} (C){058} Commands for room communication {128} (D){058} Language system {128} (E){058} Socials {128} (-){058} Return {a}INDCOMMO {b}GROUPCOMMO {c}ROOMCOMMO {d}LANGUAGE LANGUAGES {e}SOCIALCOMMO {-}MAINMENU ~ 0 SOCIALCOMMO~ {138} Socials {300} A social is a command that is used to convey an action that is used for communication, such as 'laugh'. These commands can be used to convey extra depth to a statement, and are intended to give a visual clue to the body language a character would normally use under person-to-person conversation. Socials can range from funny to vulgar, and can change meaning depending on the circumstance of the conversation. Socials follow no set pattern, but have no real impact on the game. Socials only work in the same room. There are three modes of socials: (examples will use the laugh command) <social command> - Player will simply laugh <social command> {your name here} - Player will laugh at himself <social command> {another person's name here} - Player will laugh at another To get a complete list of all the socials at any time use the 'SOCIAL' command. Experiment with another player on what all the socials do, they can get rather funny. =] ~ 0 INDCOMMO~ {138} Individual Communication Commands {128} (A){058} TELL {128} (B){058} REPLY {128} (C){058} ETELL {128} (D){058} BEEP {128} (-){058} Return {a}TELLCOMMO {b}REPLYCOMMO {c}ETELLCOMMO {d}BEEP {-}COMMUNICATION ~ 0 TELLCOMMO~ {168} Syntax: tell <character> <message> {300} This command sends messages to another player. The player receiving the message does not need to be awake, but they must be able to understand the language you are speaking. The desired player does not need to be in the same room as you. ~ 0 ETELLCOMMO~ {168} Syntax: etell <character> <message> {300} This command sends messages to another player. The player receiving the message does not need to be awake, and they need not understand the language you are speaking. The desired player does not need to be in the same room as you. ETELL can be used in an emergency. It acts the same as TELL, but ignores languages altogether. ETELL subtracts 1% of the experience of the character. ~ 0 REPLYCOMMO~ {168} Syntax: reply <message> {300} REPLY sends a message to the last player who sent you a TELL. This is useful for on-going conversations, as the player's name need not be typed every time. ~ 0 GROUPCOMMO~ {138} Group Communication Commands {128} (A){058} GTELL {128} (B){058} CHAT {128} (C){058} SHOUT {128} (D){058} TALK {128} (E){058} PLAN {128} (-){058} Return {a}GTELLCOMMO {b}CHAT {c}SHOUT {d}TALK {e}PLAN {-}COMMUNICATION ~ 0 GTELLCOMMO~ {168} Syntax: gtell <message> {300} This command sends messages to other players in your current group. The player receiving the message does not need to be awake, but they must be able to understand the language you are speaking. The desired player does not need to be in the same room as you. This command may be shortened to the ';' symbol. ~ 0 ROOMCOMMO~ {138} Communication with others in the same room {128} (A){058} SAY {128} (B){058} EMOTE {128} (C){058} POSE {128} (-){058} Return {a}SAYCOMMO {b}EMOTECOMMO {c}POSECOMMO {-}COMMUNICATION ~ 0 SAYCOMMO~ {168} Syntax: say <message> {300} SAY sends a message to all awake players in your room. Languages do apply to the say command. This command may be shortened to the single quote symbol '. ~ 0 EMOTECOMMO~ {168} Syntax: emote <message> {300} Emote is a special form of communication. It is used to make the others in your room think you are doing something that you are not. It is also used to do some form of social that does not exist. Emote simply types your character's name followed immediately by the message that you type. ex: emote hits you hard! Others would see (if you were named Bilbo ): Bilbo hits you hard! ~ 0 POSECOMMO~ {168} Syntax: pose {300} This command does a random action based on your character's level and class. There are several actions that may happen at any time, if used repeatedly. ~ 0 SPAM~ {168} Syntax: SPAM [< option letter >] {300} Spam is a command that turns off certain aspects of combat messages. It allows those with slow links to have a more timely combat, or just to filter out undesired combat messages. SPAM by itself shows a list of the current settings. It is suggested that the player try a few of these settings before deciding on any one setup. The default setting is everything on except the status list. The status list shows an extra line after each combat round as to the condition of each of the players in the current player's party. The data shown is current and maximum hitpoints. This may be used by itself as an extra piece of data with everything else on, or a summary when some of the other statements are turned off. Spam used in conjunction with CONFIG can shortened overly long combat rounds significantly. ~ 0 INN~ {138} Inns {300} Inns are special places in the realm, where sleeping is healthy for you. If you quit in an Inn, you will gain hit points, movement, and mana back while you are not on the game. The rate is one point per level of the character, per hour not on the game. The room will say "You feel safe to sleep here" when you are in an Inn. ~ 0 GUARD~ {168} Syntax: none {300} The GUARD skill gives you a heightened awareness of the items you have in your possession, such that you can tell if anyone attemps to steal them. A well developed GUARD skill will prevent the majority of all attempted thefts from your person. Once this skill is learned, it is always in effect. ~ 0 PLANT~ {168} Syntax: plant <item> <player> {300} If you wish to give an item to a player without them realizing you have done it, then, PLANT is the skill for you! PLANT allows you to get rid of that HOT item before the Enforcers get to you. {168} See also: STEAL ~ 0 CAMP~ {168} Syntax: camp {300} After a long, hard few minutes of taking out large and aggressive monsters, your party needs to make a CAMP. When you make a CAMP, you REST or SLEEP much better. This enables you to regain your strength (HP,MANA,MOVEMENT) faster than mere resting on the path will. Also, while you are camped, all of the people who are in your group, in your current room, and are either RESTing or SLEEPing will get the same benefits! To break CAMP, simply STAND, or have one of your GROUP get attacked... ~ 0 'ENERGY SHIFT'~ {168} Syntax: cast 'energy shift' <target> [<value>] {300} This spell transfers magical energy in it's truest form to the target. The ratio of transfered energy is 1 mana for the target for each 2 expended by the warlock. This value is then compared to the level difference of the characters. A warlock of 80th level would give 1/10 normal mana to an 8th level player. The value is the amount of mana you are willing to transfer. ~ 0 ILLUSION~ {168} Syntax: cast illusion or: cast illusion <target> or: cast illusion <short description> {300} This spell creates a pet of your choice. Well...at least a pet that looks like some creature or player or whatever. The first form of the illusion spell where you just type "cast illusion" will create a duplicate of yourself for you to command around. If you don't want a simulacrum of yourself, you can make one of ANYONE or ANY CREATURE. Simply be in a room with the creature you want to make an illusion of. For example: If you are in a room with "A Beastly Fido", typing: >cast illusion fido Would create an illusion of the fido that looked exactly like the Fido. The last form of the illusion spell lets you create your own creature. Unfor- tunately, you will only be able to specify a short description of the creature. Like: cast illusion "A Dark and Menacing Beast" or cast illusion "Frank the Illusionist" NOTE: All illusions will be 3/4 of your current level in the Illusionist guild. ~ 0 'WINGED CALL'~ {168} Syntax: cast 'winged call' {300} This spell will summon a fairly weak but mountable flying creature. ~ 0 BERSERK~ {168} Syntax: berserk {300} This skill allows you to put away all thoughts except raw battle. When you are BERSERK, you will hit harder and more often. You will also be able to channel your adrenaline in such a way as to give you more stamina. A side effect of going BERSERK is that you will not be able to control yourself beyond deciding where to go and who to KILL or MURDER. NOTE: Only PURE warriors have the proper frame of mind to go BERSERK. ~ 0 BLOODFRENZY 'BLOOD FRENZY'~ {168} Syntax: bloodfrenzy {300} This skill literally makes your blood boil with rage. You'll inflict more damage and posses a greater strength. ~ 0 INDUCTION~ {168} Syntax: cast 'induction' [<value>] {300} This spell drains your physical strength to add to your magical strength. You enter the amount of hit-points you wish to drain and you will gain one-half that amount of mana. ~ 0 RESTORE~ {168} Syntax: cast 'restore' <target> [<value>] {300} This spell uses large quantities of mana to heal large quantities of hit-points on the target. The ratio is one-half the hit-points for the mana. You select how much mana you are willing to spend. ~ 0 FORGE~ {168} Syntax: forge <object name> <new short description> {300} This skill lets you take an object and alter it to make it look like something it isn't. A lot of the effect is based upon your sheer strength of suggestion, so the object will eventually revert to its original appearance. If, for example, you wanted to make a dagger look like a broadsword you would type: > forge dagger A long, dark broadsword Then, you could do with the "broadsword" whatever you could normally do with the dagger, and everyone would see that you were doing it with a "broadsword." A failed forge attempt might possibly result in the destruction of the object. ~ 0 'DETECT FORGERY'~ {168} Syntax: none {300} Once this skill is learned, it automatically lets you determine if an object is a forgery. ~ 0 'CRITICAL HIT'~ {168} Syntax: none {300} Once this skill is learned, you will be able to render wounds upon your enemy that will drain him/her of his/her life's blood, slowly, but methodically. The wounds will heal over time and with certain "healing" spells. This skill is an enhancement of your KNIFE skill. Even the best users of this skill will not be able to do it continually, but as the opportunities arise when using his/her KNIFE skill. It is possible for victims of critical hit to bleed to death after the ninja has been vanquished or the victim has somehow escaped the battle. ~ 0 'MIRROR IMAGE'~ {168} Syntax: cast 'mirror image' [<name>] {300} This spell creates several images of the target player (default target is the caster). The images make it harder for the player to be hit during combat. What happens, is that someone (or something) that attacks the player, will often actually attack one of the player's images instead. This destroy's the image, but does NOT hurt the player. Only a few magical attacks are fooled by mirror images, so most offensive spells will automatically attack the actual player. ~ 0 'HALLUCINATE'~ {168} Syntax: cast 'hallucinate' [<name>] {300} This COMBAT spell causes the named player to start seeing things. The player will no longer be able to tell who's doing something to anything. They will be able to see the events happen, but not exactly what the event is that is happening. For example, instead of the following line being seen by the player: "Newguy gets a large bow." The player might see: "Hypnos gets a house plant." ~ 0 TACTICAL~ {138} Tactical {300} The tactical command allows you to bring up a drop down list of mobiles that are in the room, with a number specifying the hit/hit_max ratio in 10% increments, with 'F' being Full. The bold names are those in your group. There are numbers between the status and name further discussed in Combat Mode. The tactical display also includes the top stat bar to optimize it's performance. This means we have added a few more features to it. The first is a game clock, which relates time in the realm. The second is a single letter for your current speed. A larger display should not change transmission rate, so use the largest you can stand. The TACTICAL command allows you to change the size of the tactical map, with the value '1' turning off the Tactical display. The maximum size of the tactical depends on your terminal display size. The absolute maximum is 19. {128} (A) {058}The Compass {128} (B) {058}The Combat Mode {128} (C) {058}The Index Values {128} (D) {058}TOP/BOTTOM modifiers {128} (E) {058}Future Additions {128} (-) {058}Return {a}COMPASS {b}TACT03 {c}TACT04 {d}TACT05 {e}TACT02 {-}INTERFACE00 ~ 0 TACT03~ {138} Combat Mode {300} Each character and creature has a distinct index assigned to them. For players this means that your assigned number will never change. For creatures, it means that it will change for each new creature created when areas reset. These numbers can be used to distinguish individual creatures of the same kind. The numbers only show the last two digits, so repeating is possible, but fairly slim chances. These numbers normally appear between the health status and the name of the character. When in combat, a fighting character will display the '>' symbol followed by another index number. This means that thar particular character is fighting the pointed to character. The tactical numbers may be toggled on and off using the 'TACTICAL N' command. The TACTICAL INDEX command allows you to change your designator from the default number. ~ 0 TACT04~ {168} Syntax: TACTICAL INDEX <two letter index> {300} The tactical index allows the player to choose 2 letters, numbers, or symbols to replace the default value given by the tactical system. ~ 0 COMPASS~ {138} Compass {300} The Compass that is integrated into the Tactical map has several options. The Compass has two sizes depending on how large your Tactical map is. To change the width of the compass, type: TACTICAL COMPASS <Direction Name Width> This will change the length in characters of the words in the Compass. The possible values for widths are: 0 : Turns off Compass. 4 through 16: Turns on Compass with specified widths on words. The names of rooms have special colors that show what terrain type the room is. To get a complete list of these types, simply type 'TACTICAL COMPASS' without a number. The Compass may slow down your system a bit, but it's great for exploring. When using the compass, it is suggested to turn the AUTO_EXIT in the CONFIG command off. ~ 0 TACT02~ {138} Future additions {300} Over-view of the room showing player and mobile arrangements during combat. This will allow a 'chess-like' feature to the game. ~ 0 TACT05~ {168} Syntax: TACTICAL TOP Syntax: TACITCAL BOTTOM {300} This command modifies the look to the tactical display. It moves the top status bar either to the very top of the screen, or the bottom line of the tactical display. This command only affects the upper portion of the display. It may be of value to shift the tactical to the bottom for clarity. ~ 0 DISPLAY~ {168} Syntax: DISPLAY <object or mobile name> {300} This command works similar to looking at an object, but sends a picture of the object instead. This system is set up for objects and mobiles that have defined displayable pictures. Looking at an object normally will say if the object has a displayable picture. This mode requires that the system be a IBM-PC system with a color terminal. Any other system that has the ascii character 220 ( a half solid block ) will also work. The displayed image is 78 by 40 pixels with 8 colors. This is the first bitmap graphics format for Emud, and is fairly basic. There are also very few objects or mobiles that incorporate this feature. This command incorporates special features when working with MrTerm. Notably a much higher transfer rate. ~ 0 CMB01~ {138} Combat Commands: {128} (A){058} Kill {128} (J){058} Throw {128} (B){058} Flee {128} (K){058} Shoot {128} (C){058} Recall {128} (L){058} Murder {128} (D){058} Consider {128} (M){058} Death {128} (E){058} Range cast {128} (N){058} Backstab {128} (F){058} Cast {128} (O){058} Kick {128} (G){058} Wimpy {128} (P){058} Knife {128} (H){058} Suicide {128} (Q){058} Group {128} (I){058} Auto {128} (R){058} Follow {128} (-){058} Return {a}KILL {b}FLEE {c}RECALL / {d}CONSIDER {e}RANGECAST 'RANGE CAST' {f}CAST {g}WIMPY {h}SUICIDE {i}AUTO {j}SHOOT THROW {k}SHOOT THROW {l}MURDER {m}DEATH {n}BACKSTAB BS {o}'KICK' {p}'KNIFE' {q}FOLLOW GROUP {r}FOLLOW GROUP {-}MAINMENU ~ 0 MOVE01~ {138} Movement Commands: {128} (A){058} North, South, East, West, Up, Down movements {128} (B){058} Stand, Rest, Sleep, Wake {128} (C){058} Recall {128} (D){058} Exits {128} (E){058} Speed {128} (F){058} Follow {128} (G){058} Travel {128} (-){058} Return {a}NORTH SOUTH EAST WEST UP DOWN {b}REST SLEEP STAND SIT WAKE {c}RECALL / {d}EXITS {e}SPEED {f}FOLLOW GROUP {g}TRAVEL {-}MAINMENU ~ 0 OBJ01~ {138} Object Commands: {128} (A){058} Inventory {128} (B){058} Equipment {128} (C){058} Get, Drop, Give, Put, Take {128} (D){058} Sacrifice {128} (E){058} Wear {128} (F){058} Recite, Quaff, Zap, Brandish {128} (G){058} Lock, Unlock, Open, Close, Pick {128} (H){058} Compare {128} (I){058} Eat, Drink, Fill {128} (J){058} Buy, List, Sell, Value, Identify {128} (-){058} Return {a}EQUIPMENT INVENTORY {b}EQUIPMENT INVENTORY {c}DROP GET GIVE PUT TAKE {d}SACRIFICE {e}HOLD REMOVE WEAR WIELD {f}RECITE {g}OPEN CLOSE LOCK UNLOCK PICK {h}COMPARE {i}DRINK EAT FILL {j}BUY LIST SELL VALUE IDENTIFY {-}MAINMENU ~ 0 INFO01~ {138} Information Commands: {128} (A){058} Areas {128} (L){058} Status {128} (B){058} Commands {128} (M){058} Reincarnate {128} (C){058} Socials {128} (N){058} Affects {128} (D){058} Report {128} (O){058} Look {128} (E){058} Score {128} (P){058} Mana {128} (F){058} Time {128} (Q){058} Map {128} (G){058} Weather {128} (R){058} Most {128} (H){058} Where {128} (S){058} Save {128} (I){058} Who {128} (J){058} Config {128} (K){058} Skills, Class, Multiclass {128} (-){058} Return {a}AREAS {b}COMMANDS SOCIALS {c}COMMANDS SOCIALS {d}REPORT SCORE TIME WEATHER {e}REPORT SCORE TIME WEATHER {f}REPORT SCORE TIME WEATHER {g}REPORT SCORE TIME WEATHER {h}WHERE {i}WHO {j}CONFIG CONFIG00 {k}CLASS MULTI MULTICLASS SKILLS {m}REINCARNATE {n}AFFECTS {o}EXAMINE LOOK {p}MANA {q}MAP {r}MOST {s}SAVE {-}MAINMENU ~ 0 MAP~ {168} Syntax: MAP [<range>] {300} The map command works with the range system to give you a view or the surrounding rooms. It shows all open exits at each room. The colors represent the sector type, the same as the tactical compass. Without a specificed range, the map is shown at it's maximum size, but the text size is reduced. The range value can limit it to a shorter, but clearer, view. {168} See also: ROADS, ARENA, OBELISK. ~ 0 REINCARNATE~ {168} Syntax: REINCARNATE <class> <race> <sex> <password> {300} The reincarnate system is designed to give players near-unlimited play length. Essentially, it allows a maxed level player (95th) to start the character over again. With each successive generation of reincarnations, the game setting gets increasingly harder, but gives out larger gains. When reincarnating stats are rerolled, similar to the character generation system, when someone first starts playing. The reincarnate command may be executed successively, until the desired stats are found. The reincarnate command may not be issued after the character gains even one experience point, when rerolling stats, although a 95th level character may select to reincarnate at any time. The reincarnated character will lose all gold, items, and skills/spells. But they will retain their castle. The hours played will be maintained, but the age will reflect the correct value for the new character. The amount of reincarnations a character has been through can be seen in the FINGER command. There are only three places where reincarnation numerically affects the new character, bonuses when gaining a level, amount of experience earned for a kill and the maximum statistics. With each successive reincarnation, bonuses per level will increase with: 8 hp, 6 mana, 5 move and 3 practises. With each successive reincarnation the amount of experience gained for a kill is lowered by 1/3rd and 1 point is added to each statistic. ~ 0 PROMPT~ {168} Syntax: prompt [<arguments>] {300} The PROMPT command is used to reconfigure the prompt display for players that do not use the tactical information, or cannot use the VT102 support. The player would simply give an argument of various terms. These terms would be directly displayed on the prompt. The player may also determine what kinds of information they are to receive. To add a variable, the user would place a '$' symbol followed by a key character that represents what the variable is. Key fields: '$h' Current Hit Points '$H' Maximum Hit Points '$v' Current Movement '$V' Maximum Movement '$m' Current Mana '$M' Maximum Mana '$x' Total Experience '$X' Experience till Next Level '$l' Current Life Percentage '$L' Opponent's Life Percentage '$g' Gold '$a' Alignment '$s' Speed '$S' Language '$f' Affects '$e' Exits '$t' Mud Time '$T' Clock '$w' Wait State (lag) '$c' Color Gradient next $ '$$' Returns a '$' symbol '$/' Carriage Return (newline) Example: prompt <$h/$Hhp $m/$Mm $v/$Vmv $Xxp ($L)> The prompted defined would be: <35/46hp 100/100m 66/110mv 2280xp (--)> To use a default prompt use: 'prompt 1', 'prompt 2', 'prompt 3', or 'prompt 4'. ~ 0 DUMP~ {168} Syntax: dump Syntax: dump buffer {300} The dump command is a method of saying things in a batch. It is designed to display something stored in a clipboard, or other transfer system. Simply issue the DUMP command and any following lines are 'said' without having to specify a command in front of the individual 'says'. The character will continue to 'dump' statements into the room until the STOP command is issued. If you have something of importance in your BUFFER an immortal should know about you have the ability to dump your buffer. This way an immortal can look at the buffer, this comes in helpful if some weird game error occurs that is otherwise hard to explain. If you dump your buffer twice, the first buffer dump will be over written. ~ 0 MOST~ {168} Syntax: MOST [category] {300} The most command lists who has the "most" of a particular statistic. It's quite possible that the names listed will change as the game progresses. If you enter a category you will see the top 50 players for that particular category. ~ 0 TRAVEL~ {168} Syntax: TRAVEL [<direction>] {300} The travel command is to assist the player in traveling long distances. It simplifies journeys by following a path until it reaches an intersection for a spot that the character can no longer travel further on. Travel can also be used as a general movement command, but the player may past places of interest. Travel is the fastest way to travel lag free, and many may notice that it gets them past evil creatures better then wandering around. The travel direction may be reversed in mid-course, and stopped by issuing the travel command without a direction. ~ 0 'MAGE BLAST'~ {168} Syntax: cast 'mage blast' <target> {300} Mage blast is a very powerful spell. It reduces the magical defensive strength of creatures and characters. This spell is so powerful that it may only be cast once on any creature during a fixed amount of time. If the spell is successful, then the victim is more open to magical attack. If the spell is a failure, then the aura of the mage blast will remain around the target, but it will not effectively cause any damage. This spell is relatively fast in casting time, but costs a significant amount of mana. ~ 0 FISTICUFFS~ {168} Syntax: none {300} Fisticuffs is a form of advanced attack for Shamans. Once learned shamans will do better at fist fighting than any other class. In order to do so one has to remove their weapon. The power and frequency of fist attacks will improve with every level. ~ 0 MARTIALARTS 'MARTIAL ARTS'~ {168} Syntax: none {300} Martial arts is a form of advanced attack for Ninjas. This is not a single type of attack, but an entire group. During the course of advancing through the various levels, the Ninja will aquire the ability to use new forms of martial arts attacks. IN order to use martial arts one has to remove their weapon. The power and frequency of martial arts attacks will improve with every level. ~ 0 ACUPUNCH~ {168} Syntax: acupunch <victim> {300} Acupunch is a very dexterious skill allowing a ninja to hit their victims at critical spots, causing their foe to temporarily lose control over their body, or even lose conscious. ~ 0 CLIMB~ {168} Syntax: none {300} Climb skill is the ability to climb rocky terrain that a character may fall from. Falling from terrain may be deadly. Climbing skill is a significant benefit to traversing this type of terrain, as it is usually windy so that any flying spell serves no value. Normal characters must rely on their dexterity to get them up or down a cliff, while users may have the added benefit of the practice and training of the climb skill. ~ 0 WITHDRAW~ {168} Syntax: flee <direction> {300} The withdraw skill allows one to flee using an optional direction. This highly increases your chance of escape from combat if used properly. ~ 0 ENDURANCE~ {168} Syntax: none {300} The endurance skill allows one to travel through wilderness and rough terrain with minimal movement loss. ~ 0 BREATHWATER 'BREATH WATER'~ {168} Syntax: cast 'breath water' <target> {300} This spell lets the target breath water as if it was air. This is a manditory spell for the traversal of underwater areas, as most people can't normally breath water. This spell, similar to astral travel, can be cast upon the target repeatedly, with each cast replenishing the 'air supply'. Although the effects are not cumulative, they don't let the character choke on water at any time. ~ 0 FIREWALK~ {168} Syntax: cast 'firewalk' <target> {300} This spell lets the target walk through lava as if it was grass. This is a manditory spell for the traversal of lava areas, as most people would be turned into a pile of ash in a matter of seconds. ~ 0 'ETHEREAL TRAVEL'~ {168} Syntax: cast 'ethereal travel' <target> {300} This spell lets the target travel through the ethereal planes. ~ 0 'ASTRAL PROJECTION'~ {168} Syntax: cast 'astral project' <target> {300} This spell lets the target travel through the astral planes. ~ 0 CONFUSION~ {168} Syntax: cast 'confusion' <target> {300} The confusion spell makes the victim occasionally get confused during combat and attack the handiest body available. This may be another party member, or some innocent creature that just happens to be wandering through. Confusion is only partially effective as a means to divert attacks, yet is quite handy against a group of creatures, with few on the casting side, as odds should point out that there are more bodies to attack on the victim's side. ~ 0 'MAKE POISON' MAKEPOISON~ {168} Syntax: makepoison <type> <color> <object> {300} The Make Poison skill allows a ninja to put together a batch of various types of materials, and brew up a very vile poison. This poison may be placed upon weapons, ammo, food and drink. This is quite possibly one of the nastiest of all abilities in the Realm. TYPE is either 'CLEAR' for players or 'MURKY' for mobiles. COLOR is one of: BLUE - Slow duration poison of strong strength. GREEN - Combination instant and slow duration. PURPLE - Instant damage without duration. OBJECT is the object that the poison is being placed upon. This skill is not only hazardous to make use of, but also the final use of the poison is hazardous. If the ninja fails in the task of creating the poison, it ends up affecting the ninja immediately. Only the ninja may see and use the poison weapons that they have created. Since each ninja is unique, this applies to other ninjas as well. Poisons applied to ammo will affect the victim at approximately one-half normal damage. Each object may have only one dosage, yet a creature or player may be affected by numerous poisons. Mismatching the TYPE of poison will cause one-half damage. If a ninja manages to kill a player with poison, he will be credited with a kill as normal. A smart player will not accept weapons, food, or generally anything from ninjas, as they may have a bit of vile poison accidently boobie-trapping the innocent player. ~ 0 SANCTIFY~ {168} Syntax: cast sanctify {300} The sanctify spell allows a user to bless an entire room with the spirit of their God. It prohibits violence to be initiated, or damaging spells to be cast. There is a time limit on the duration of this 'safety', but generally in the range of about one game day. ~ 0 CLAN CLANS~ {168} Syntax: CLANS or CLANS <clanname> {300} The clan command shows the names of all the clans currently on Storms of Time. You can receive various pieces of information about the clan by using clan with the name of the clan as an argument. Clans are generally bloodthirsty in demeanor and strive to be the best killers around. {128} (A) {058}Initiate {128} (G) {058}Clanwhere {128} (M) {058}Clan Castles {128} (B) {058}Outcast {128} (H) {058}Renounce {128} {128} (C) {058}Clanset {128} (I) {058}Rent {128} (D) {058}Coffer {128} (J) {058}Makeclan {128} (E) {058}Pledge {128} (K) {058}Nominate {128} (F) {058}Gohome {128} (L) {058}Donate {a}INITIATE {b}OUTCAST {c}CLANSET {d}COFFER {e}PLEDGE {f}GOHOME {g}CLANWHERE {h}RENOUNCE {i}RENT {j}MAKECLAN {k}NOMINATE {l}DONATE {m}CLANCASTLES ~ 0 DONATE~ {168} Syntax: Donate <item> {300} Clan members can use this item to donate unwanted equipment to the clan storeroom for other members. ~ 0 MAKECLAN~ {168} Syntax: makeclan <clan name> {300} Anybody can use this command to make a new clan. It will cost 150million which will be taken out of your bank account. The command must be used from within the person's castle, and when it is used, that room will become the clans gohome room. ~ 0 NOMINATE~ {168} Syntax: nominate <player> <number1|number2|number3|number4> {300} This command is used by a clan's founder to make new leaders of a clan. There are 4 other leader positions numbered 1 to 4. Example: nominate number3 Death, would show the name Death in the list. ~ 0 INITIATE~ {168} Syntax: Initiate <player name> {300} Clan leaders can use this command to initiate new recruits. This will cost the clan 2500000 gold coins. The new recruit must pledge their support to become a full member. ~ 0 OUTCAST~ {168} Syntax: Outcast <player name> {300} Clan leaders can use this command to kick people out of their clan. A message is echoed throughout the land to announce their shame. ~ 0 COFFER~ {168} Syntax: Coffer <withdraw|deposit|transfer|balance> {300} With the coffer command, the clan leader can withdraw and transfer cash from the clans coffers into his own pocket or into a member's bank account. Clan members can only deposit money into the coffers. ~ 0 PLEDGE~ {168} Syntax: Pledge <clan name> {300} This command is used by a newly initiated recruit to become a full member of a clan. It will cost the player 5000000 gold coins. ~ 0 GOHOME~ {168} Syntax: Gohome {300} This command will transfer the player to their clan's home. It can only be used when the player is above 75% health. ~ 0 CLANWHERE~ {168} Syntax: Clanwhere {300} This command can be used by clan leaders to discover the whereabouts of their clan members. ~ 0 RENOUNCE~ {168} Syntax: Renounce <password> {300} This command is used by players who wish to cut all ties with their current clan. To avoid accidentally leaving your clan, your password is required. ~ 0 CLANSET~ {168} Syntax: clanset <motto|help|email|tax|storeroom|bamfin|bamfout|gohome> {300} Clan leaders can use this command to set various pieces of information about their clan. Clanset desc enters the leader into the editor for editing their clan's description. Please keep your description to about 3-4 lines and bear in mind that the clan description does not support colour. The tax rate set is the percentage deducted from cash gained by clan members and put into the clan coffers for the paying of clanhall rent or to be loaned to clan members. The clanset storeroom command sets the current room (in the clanhall of the clan) to be a donation room. Items donated via the donate command will appear here. ~ 0 CLANCASTLES~ {138} Clan Castles {300} -Clanhealers can be used with the 'heal' command. -Clanguards will transport non clan members to Roterodamum Square. ~ 0 GAMES~ {138} {138} Games {128} (A) {058}Trivia {128} (B) {058}Morph {a}TRIVIA {b}MORPH ~ 0 TRIVIA~ {168} Syntax: trivia <answer|talk> <string> {300} An immortal has the ability to start a trivia game. Once started one by one a trivia question will be broadcasted over the mud. If you happen to know the answer you can try to answer it using: trivia answer <answer>. If you give the correct answer the next trivia question will be launched. When the game has run out of questions the trivia contest will stop. {128} (A) {058}Submitting Trivia Questions {128} (-) {058}Return {a}TRIVIASUBMIT {b}TRIVIA ~ 0 TRIVIASUBMIT~ {300} {138} Submitting Trivia Questions {300} {300}Make sure all questions are wrapped at 70 chars, format is: {078} {178}T {078}question{178}- {078}'{078}answer'{178}- {078} {300}or for multiple word answers: {078} {178}T {078}question{178}- {078}'{078}word1 word2{178}'- {078} {300}Or for multi-choice answers (whether multi word or not): {078} {178}T {078}question{178}- {078}'{078}answer1{178}' '{078}answer2{178}'- {078} {300}So multiple questions would be: {078} {078}T {078}q1{178}- {078}a1{178}- {178}T {078}q2{178}- {078}a2{178}- {300} {300}Email the questions to Gaia, finger Gaia to obtain her email address. ~ 0 MORPH~ {138} Morph {300} An immortal has the ability to start a morph game. The immortal will create a monster for every player that wishes to participate. Most likely the immortal will place the monsters in the arena, but any scenario can be picked. After the monsters have been created you will be transfered into the monster of your choice. While controlling the monster you can cast every spell and use most skills available in the game. At the immortal's signal you can swarm out over the area. To win the game depends on the game chosen by the immortal: {128}* {078}Last Morphling Standing {118}- {078}Be the last morphling alive to win {128}* {078}Serial Morphling {118}- {078}Be the one who kills most other morphlings {128}* {078}Team Morph {118}- {078}A team of morphlings vs another team {128}* {078}Tag Morph {118}- {078}One big morphling has to kill the little morphlings {078} {078} {118} {078}within 10 minuts ~ 0 COLORS~ {138} Colors {300} Custom color may be added to certain strings. Player descriptions and Clan descriptions may all have custom color. Adding color is as simple as adding a pair of matching brackets, with three digits between them. The three numbers are the parameters of the color change request. Format: '{abc}' with a, b, c being parameters. Parameter 'a': VT102 code. 0 - Dim 1 - Bold 3 - Text default (ignores b/c parameters) 8 - Skip (will use current code) Parameter 'b': Foreground color Parameter 'c': Background color 0 - Black 1 - Red 2 - Green 3 - Yellow 4 - Blue 5 - Purple 6 - Cyan 7 - White 8 - Skip Example: The small {{300}138}dog{{300}300} sits by the {{300}164}cat{{300}300}. The small {138}dog{300} sits by the {164}cat{300}. This example starts with normal colors. 'dog' is bold, yellow on black. The 'cat.' is light cyan text on dark blue. When using a different back ground color it is wise to reset the background color at the end of the line, otherwise it will be carried over to the next line. ~ 0 MUFFLE~ {168} Syntax: none {300} The ninja is a character who relies on stealth and silence to kill his prey. Unfortunately even the strongest of prey will cry for help, alerting others of the vicious attack. Luckily, skilled ninjas have learned to muffle this shout for help, making it easier and safer to do their jobs. ~ 0 'QUICK DRAW'~ {168} Syntax: none {300} A ninja with this ability has learned to quickly unsheath his or her or even its knife quickly. This allows the ninja to knife his victim in the first round of combat. Use of this skill is automatic once learned. ~ 0 FLASHPOWDER 'FLASH POWDER' ~ {168} Syntax: makeflash {300} An ninja is a char who specializes in offense, not defense. Attack quickly and get away before help arrives. Sometimes hunters will arrive unexpectedly, making it tough on the poor ninja. Skilled ninja's have developed a skill to escape unwanted attacks, using a substance called flash powder. The ninja must first create this powder. Once a powder is created, one can escape an initial murder attempt, but not always. If used successfully, the ninja escapes the attack, and blinds his attacker in blinding flash. ~ 0 'PASS WITHOUT TRACE'~ {168} Syntax: sneak {300} Highly experienced ninjas have learned to cover their tracks so well, that they can literally pass without trace. This means leaving no tracks or any evidence of their visitation. Use of this skill is automatic if sneaking. ~ 0 'GREATER STEALTH'~ {168} Syntax: stealth {300} Over many years of hiding, the most experienced of ninjas have learned to hide themselves so well, that they can not be detected by normal means. Thus, possessors of this skill will not appear on the 'who' command. ~ 0 STRANGLE~ {168} Syntax: strangle <victim> {300} This skill allows you to strangle someone into an unconscious, sleeplike state. ~ 0 SLOW~ {168} Syntax: cast slow <target> {300} This spell is used to slow down the victim to a leisurely pace. It maybe be cast upon yourself, or on others in combat. ~ 0 'BREW POTION' BREW~ {168} Syntax: cast 'brew potion' {300} This skill allows one to brew potions of spells one currently knows. You must be holding a potion for this spell to work. ~ 0 ELEMENTAL~ {168} Syntax: cast 'elemental' {300} This skill allows a user to create an elemental construct from his surrounding environment. The type of terrain the user is in determines the type of elemental created: Type Abilities when grouped with party -------------------------------------------------- Fire - Nullifies damage from Lava Air - Allows party to fly through the air Water - Allows party to breath underwater Earth - Allows greater movement in outside areas Note: Your elemental will perish when outside of its natural environment ~ 0 'UNBARRING WAYS' UNBARRING~ {168} Syntax: cast 'unbarring ways' <direction> {300} This spells allows the user to temporarily destroy doors which block his way. This will not work on magically sealed doors however. ~ 0 FIRESHIELD~ {168} Syntax: cast 'fireshield' {300} This protective spell envelops the caster in an aura of flames. Physical attacks vs the caster do normal damage, but a fraction of the inflicted damage is returned to the attacker. ~ 0 'MANA SHIELD'~ {168} Syntax: cast 'mana shield' {300} This protective spell envelops the caster in an aura of magic. All damage will be dampened at the cost of mana. When the caster does not have enough mana to sustain the mana shield it will shatter. ~ 0 'MAGIC MIRROR'~ {168} Syntax: cast 'magic mirror' {300} This protective spell envelops the caster in an aura of reflective magic. When an offensive spell is cast upon you the magical mirror has a chance to reflect the spell back to its caster. ~ 0 QUICKEN~ {168} Syntax: cast 'quicken' {300} This spell enables the caster to think faster than normal. The increased brain power will allow the caster to cast spells at a faster rate, yet at a higher mana cost. This spell causes the mana regeneration to be less. ~ 0 'MANA SHACKLES'~ {168} Syntax: cast 'mana shackles' <victim> {300} This offensive spell encircles your opponents limbs with physical lightning. Though harmless in general the shackles have a chance to absorb mana when the victim uses any kind of magic, resulting in the shackles torturing the victim with the absorbed energy. ~ 0 'LIGHTNING REFLEXES'~ {168} Syntax: none {300} This skills sharpens your reactive abilities, allowing one to do the almost impossible, move out of the path of a spell before it hits you. Usage of this skill is automatic once practiced. ~ 0 RESILIENCE~ {168} Syntax: none {300} This skill makes your skin tougher and will allow you to absorb damage from physical hits. Usage of this skill is automatic once practiced. ~ 0 'IMPROVED INVIS' 'IMPROVED INVISIBILITY'~ {168} Syntax: cast 'improved invis' {300} An experienced sorcerer with this skill can stay invisible during and after combat, rather than having to recast invisiblity. ~ 0 SMOKE~ {168} Syntax: cast smoke {300} This spell creates a large cloud of smoke which fills a room and obscures vision. Creatures within the room can be masked, and exits from the room will be harder to find. ~ 0 TRUESIGHT~ {168} Syntax: cast truesight {300} This incredible spells allows the caster to see through the facades of mundane reality. In laymans terms, if you have this spell, you can see through disguises, detect even the greater stealth of high ninjas, as well as detect hidden and invisible, as well as all forms of illusions. ~ 0 NIGHTMARE~ {168} Syntax: cast nightmare <target> {300} This horrific spell summons a nightmarish apparition upon your opponent. It strikes terror into your enemy, lowering his defenses and attack capabilities. ~ 0 'HALLUCINATORY TERRAIN'~ {168} Syntax: cast 'hallucinatory terrain' <direction> {300} This spell is the highest form of illusion possible, making illusions of an entire room. One simply stands in the room he wishes to create the illusion in, then chooses the room he wishes to copy into the current room he is standing. ~ 0 'RIGHTEOUS FURY'~ {168} Syntax: cast 'righteous fury' <target> {300} This beneficial spell invokes the natural rage within a person. The affect is increased hit roll and damage roll of the target. The affects are lessened if cast upon others however. ~ 0 INVIGORATE~ {168} Syntax: cast 'invigorate' <target> {300} This wonderful spell is used to restore the movement points of the target. Its restores them all with one spells, unlike the refresh spell. ~ 0 BENEDICTION~ {168} Syntax: Cast 'benediction' <target> {300} This useful spell bestows extra temporary hitpoints upon the target. The amount is lessened if cast upon another. The amount of hitpoints granted increases as the shaman gains levels. ~ 0 'SOOTHING TOUCH'~ {168} Syntax: Cast 'soothing touch' {300} This spell heals everyone in your current party. Unlike mass, it heals everyone in a single spell, thus conserving much mana if your party is quite large. The great effort in healing so many means you can't cast this spell quite as fast however. ~ 0 FARHEAL~ {168} Syntax: cast 'farheal' <target> {300} This powerful spell allows the caster to reach across the realms and heal anyone anywhere. Well, almost anywhere. The target must be severely injured for this to work as well. Not all locations can be reached by the spell, as certain magics in some areas can block the affects. ~ 0 DRAIN~ {168} Syntax: drain <target> {300} This skill drains the target of his lifeforce while healing the drainer. The user must have physical contact for this skill to work. ~ 0 'VAMPIRIC TOUCH'~ {168} Syntax: cast 'vampiric touch' <target> {300} This spell drains the target of his lifeforce while healing the caster. The user gets no saving throw vs its effects, but the warlock must physically touch the target for this to work. ~ 0 RECHARGE~ {168} Syntax: cast 'recharge' <item> {300} This spell is used to recharge staves and wands. Each casting adds one charge to the item being charged. Beware, for there is a slight chance the item may shatter. ~ 0 TRANSPORT~ {168} Syntax: cast 'transport' <item> <target> {300} This useful incantation allows the caster to send an item to anyone or any creature. Certain rooms and areas can block this effect however. ~ 0 'ANTI-MAGIC SHELL' 'ANTI MAGIC SHELL'~ {168} Syntax: cast 'anti-magic shell' {300} This great spell of powerful sorcery creates a force shield around the caster. The caster can still use magic within the shell, but any magic affecting the outside world will be blocked. All magic coming from the outside world will be blocked as well. ~ 0 CRIPPLE~ {168} Syntax: cripple <target> {300} This skill allows a marauder to cripple their target, causing them to move slower and find it harder to escape from combat. It is possible to cripple a target several times, lowering their defense and the duration of the injury with each additional attack. ~ 0 TRIP~ {168} Syntax: trip <target> {300} This skill allows the user to trip up his target, causing him to lose a round of combat. Tripped targets will automatically stand after being tripped. ~ 0 ANATOMY~ {168} Syntax: none {300} This skill allows a user to kill a mob in a single hit. Only lower level mobs can be killed with this skill however. The user must also backstab the target for this skill to work. ~ 0 GOUGE ~ {168} Syntax: gouge <target> {300} This skill pokes your opponent in the eyes, causing temporary blindness and physical damage. The effects are short, but the pain is great. ~ 0 'GREATER BACKSTAB'~ {168} Syntax: none {300} Highly experienced marauders with this skill can increase their maximum damage when backstabbing. ~ 0 DOORBASH 'DOOR BASH'~ {168} Syntax: doorbash <direction|door name> {300} This skill enables a user to smash down any doors that get in his way. ~ 0 'GREATER TRACK' 'GREATER HUNT'~ {168} Syntax: track <victim> {300} Using greater track, a user can follow the tracks of his intended victim to the source, and if he has greater hunt and hunt turned on, immediately launch a surprise attack. ~ 0 'DUAL WIELD'~ {168} Syntax: none {300} With this skill, a user can replace their shield and held item with a second weapon. This second weapon will allow the user to have one extra attack per combat round, increase their chances of getting multiple strikes and enhances the parry skill, allowing cross-parries and more frequent repostes. {168} See also: PARRY, REPOSTE. ~ 0 HEAL~ {168} Syntax: heal <type> {300} This skill is used in the presence of a clan healer to request some services from him. Heal with no arguments lists the spells the healer can cast. ~ 0 BASH~ {168} Syntax: Bash {300} With this skill, a user attempts to knock his foe off balance by bashing them in the chest with their shield. If successful, the opponent is knocked off balance and is slightly stunned. ~ 0 CIRCLE ~ {168} Syntax: Circle {300} When using this skill, the user attempts to circle around its target and attack from behind. This skill may not be used on creatures who are attacking the user. In other words, the user may not use circle if he is the tank or any creatures are attacking him. ~ 0 BOUNTY~ {160} Syntax: bounty list Syntax: bounty info <victim> Syntax: bounty post <amount> <victim> {300} The bounty command gives you the ability to place a bounty on another player. The minimum value for a bounty is 1 million gold coins and the player must be a killer or a thief. Bounties are cumulative, meaning if two people post bounties on the same character, their bounties get added together. The maximum value for a bounty is 1 billion gold. If you are carrying insufficient funds to place a bounty, the amount will be taken from your bank account. When collecting a bounty, any gold you can't carry will be redirected to your bank account. Bounties last for 1 month, plus 1 day for each million that the bounty is worth. Adding gold to a bounty will reset the timer. When killing a bountied person you will severe their head from their body. The head will possess magical powers, based on the level, reinc, race, class, and pkill history of the bountied person. What is done with the head is up to the new owner, keep it as a trophy, hold it to benefit from the magical affects, or return it to the bounty office in Roterodamum for the bounty. {160} See also: BANK. ~ 0 ALIGNMENT~ {138} Alignment {300} Alignment raises when killing evil creatures, and can be lowered by killing good creatures. If your alignment reaches -350 or lower you will become evil, 350 and above will make you good. A new player starts out with 0 alignment, certain items will reject being worn by someone of the wrong alignment. Also quests might require you to be of a certain alignment. ~ 0 $~ #$ XXXXXXXXXX #Savearea