-1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 GOLD SILVER MONEY~ Midgaard's economy is based on gold and silver coinage (and the lowly copper, which you as an adventurer are far too proud to carry). Gold coins are worth 100 silver coins, but are also four times as heavy (25 to the pound, as opposed to 100 to the pound for silver). Gems can be bought to alleviate weight problems from the Midgaard jeweller, he charges a mere 10% more than they are worth. 10 gems weigh one pound, and they can be worth more than 100 gold pieces for the highest quality stones. ~ -1 BANK~ Syntax: Account Syntax: Deposit <value> gold|silver Syntax: Withdraw <value> gold|silver Syntax: Change <value> Syntax: Share <value> Syntax: Btransfer <player> <value> gold|silver For information on each transaction Type 'Deposit', 'Withdraw', 'Change', 'Share', 'Account' without an argument. Ian McCormick (aka Gothar) mcco0055@algonquinc.on.ca ~ -1 REMORT MULTICLASS~ When you reach HERO level on ShadowStorm, you can continue to gain hp, mana, trains, pracs, moves. Alternatively, you can choose to be 'reborn' into another class. What basically happens is that you add another class to your existing set of skills and spells and restart at level 1. A player can now 'go around' the whole game several times. But, this will get harder each time. If you choose to change races while remorting you will be that race FOREVER, please be sure you want to change races. There are many features to multiclass playing, but, the main ones of note are: * Most of your existing skills/spells are reset to 1%, when you reach the correct level, you can practice them again. In the meantime, you gain and practice skills/spells in the new class. Race skills are lost at remort regardless of class, and 100% in a skill stays at 100%. * Gold, trivia points, quest points, gamestats ect. are kept. * Quest items can be kept they are reset to your level. * You can access the class channels for all the classes you have. * Remorted chars will retain access to hero channel. * Online time will remain untouched. * Different high power skills are available to the number of times you have remorted. * Remort chars receive bonuses to level restrictions on eq each remort. * Remorts retain hero+ status thus feel less hunger/thirst. * Second time round, exp per level is 2k, third time 3k and so on. You also 'begin' with many extra training and practice sessions. * You get the lowest level of a skill/spell if two or more of your classes have that spell. * When leveling you will get the highest gain of all classes. * The same also applies to AC, you get the best Thac0 for each class. * When increasing stats, you will get the primary stat (+2) bonus of all your classes. If you have two classes with the same primary stat, the bonus is only given once. * When you gain a skill, if you have two classes with that skill and there are different CP costs, you will pay the lower. * 'Who' and 'Group' will show a 1 letter abbreviation for your class and the total number of classes you have. 'whois' will show all of your classes. To remort follow the following steps: 1. Make sure your a HERO (Level 150 ). 2. Remove any eq and either donate/sac/auction it all or put some in a locker. 3. Go to the Healer in Midgaard (1 n from recall), type 'remort' and follow instructions, you will be re-guided through the ceration process. Please take a few seconds to read very carefully the messages that the mud gives you during the remort process. Unless caused by a bug, any mistakes you make during remort will not be reversed by an imm. ~ 155 AREALINKS~ Provided to you by Kyless of The Mind's Eye (slaughterdog@yahoo.com). Syntax: arealinks [vnum|area|all] [filename] AREALINKS, with no arguments, gives a listing of all of the rooms that link to a different area from the area you are currently in. AREALINKS with a room vnum provided will provide all links from the area that the vnum is in. Note that the room does not have to exist, but merely has to be a vnum within the area's vnum range. AREALINKS with an area name will list all of the links to different areas for that area. AREALINKS with the all option will list the areas one by one, their vnum ranges, and all their links to different areas. AREALINKS also provides an optional filename argument which allows you to output all of the information into a file in the area directory in the shell rather that outputting it to the screen. Of course, you still need shell access to be able to read the file created. This function and help file were originally written by Kyless on The Mind's Eye (slaughterdog@yahoo.com). ~ 155 Builders Guide~ This guide should help with some of the questions about how and what to put in your new areas. The most important thing is imagination. After that the area needs to be fun and interesting. But keep in mind that you don't need to fill the area with lots of 'super equipment'. Also set the cost of equipment reasonably. Don't have it so high that a player can get rich off of selling or sacing one piece of equipment. Now a little about the descriptions, please keep them free of any obscene or lewd language. We would like to keep this mud a fun and clean place for all players who wish to come here. Next is a list of guideline for building you new areas. Theses are minimum requirements: There needs to be 80 rooms per area 10 to 15 different mobs with at least 40 mobs per area. Descriptions of rooms and mobs should be 3 lines long. Use 10 different Mobprogs, OR Objprogs, OR Roomprogs in each area. We want interesting! Set the level of equipment with the level of the area. Format all room descriptions with the OLC. Use the autosets for the mob and objects created. Please keep the 'you's in the descriptions to a minimum. As always we want you and everyone to have fun on this mud. Please if you have any questions or comments let me know so I can get the right answer for you. Thanks and happy mudding AGL. ~ 150 Security~ Syntax: security <player> <value> Typing security with no argument will give you a list of valid securities. 0 is a player 5 is a builder 7 is a head builder and 9 is an implementor Thanks to Gothar for his original code I based my code on it. ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ 0 QUEST QUESTS~ Certain characters in the game will allow you to go on quests to recover an item or kill another mob. To go on a quest, you must be in the same room with a quest master. When you successfully complete a quest, you will receive a certain number of quest points. These points may be saved up and used to buy incredible items from the quest master. The QUEST command is used for information about your current quest, to request a quest from a quest master, etc. Commands are as follows: QUEST POINTS - Gives your current number of quest points. This command may be used anywhere. QUEST INFO - If you are on a quest, this will remind you who or what you are after. QUEST TIME - Gives the amount of time remaining on your current quest, or the amount of time until you can request another quest. This command may be used anywhere. QUEST REQUEST - Petitions the quest master to send you on a quest. If you accept the quest, you will be given a real time limit (in minutes) in which you must complete the quest. If you are on a quest to kill a creature, when you come across that creature you will see a {r[{RTARGET{x{r]{x notice before it. This is the creature you are to kill. QUEST COMPLETE - Once you have completed your quest and recovered the item or killed the mob or whatever, you must return to the quest master who sent you on the quest and use this command. If you have successfully completed your quest, he will reward you with gold and quest points. Once you complete a quest you cannot request another for 12 minutes. QUEST LIST - Displays the list of fabulous items for sale by the quest master. These items are not purchased via gold, they must be purchased with quest points. QUEST BUY <item> - Purchases an item from the questmaster and deducts the cost of the item from your quest points. QUEST QUIT - Quits the current quest and sets your timer to 18. QUEST SELL - Returns a quest item to the questor for 1/3 the price. QUEST REPLACE - Replaces an old or defunct quest item for 75 questpoints. QUEST IDENTIFY - Identifies a quest object. -------------------------------------------- Quest Code originnaly by Vassago of Moongate -------------------------------------------- Modified Code by Markanth Email : markanth@spaceservices.net Devil's Lament : spaceservices.net port 3778 -------------------------------------------- ~ 0 TRIVIA TPSPEND~ Trivia Points can be used to purchase extras for your character that will make you the envy of all your friends. Most of the features are automated with the TPSPEND command, but some you still require immortal assistance for. Type 'TPSPEND LIST' for a list of options. IMPORTANT NOTES: 1) Transfers can be the keyword of a person/mob, obj, or the word "recall". 2) Reimbursements for mistakes are generally not given unless for a good reason. BE CAREFULL with how you spend your TP. OTHER USES FOR TRIVIA POINTS: ----------------------------- 1TP - Transfer from a no_recall room. 2TP - Rename your character. (Price increases based on times used, this is intended for serious reasons only and is negotiable. With a REAL good reason, you will not be charged at all). 3TP - Add a new social to the game, contact an immortal to do this. 5tp - add a song to the jukebox, contact an immortal to do this. Note: You can obtain Trivia Points either by buying them from Questor, at the cost of 100 Quest Points; as a rare bonus when you complete a quest; or by answering a Trivia question on a game run by the Imms. ~ 0 PETNAME~ This command allows you to rename your pets! The syntax is really quite simple, you have four options; [name|short|long|desc] and they work like this. examples: petname name dino (renames your pet to "dino") petname short a fierce, mottled mutt! petname long Dino, the stalwart companion of (your name) is here. The "desc" command works just like it does for setting your own description. Use the same command syntax for this option. See "help description" for more information on the "petname desc" option. A word about color Dont try to put colors in your pets name! *boggle* It wont work, trust me. However, colors work fine for any of the descriptions. [Coded by Dark Harvest gary@dharvest.com] ~ -1 RENT RENTAL~ Rental of rooms is possible via inns. Look for these rooms throughout the world. By paying 10 gold pieces, you make the room 'PRIVATE' and double your regeneration. This also costs you 10 silver each additional tick, Until you use the command 'CHECKOUT' in the rented room. Rent code by Ryouga (ryouga@jessi.indstate.edu) ~ 0 NICKNAMES~ Syntax: nickname <nickname> <real name> - add/replace a nickname nickname <nickname> - delete a nickname nickname - show nicknames The nickname command will allow you to create an alias for someone's name which you may then use to interact with them. Example: "nickname Bubba loser" This would allow you to use "loser" to send tells, or socials, or whatever to Bubba. ~ -1 DEAF~ The deaf toggle turns off incoming tells, helpfull if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are a diety (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ -1 AFK~ Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing recall. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ -1 PROMPT~ {Co===========================================================================o | | | {cSyntax: {Bprompt{C | | {cSyntax: {Bprompt all{C | | {cSyntax: {Bprompt <%*>{C | | | | {BPROMPT{c with out an argument will turn your prompt on or off.{C | | | | {BPROMPT{c ALL will give you the standard "<hits mana moves>" prompt.{C | | | | {BPROMPT <%*> {cwhere the %* are the various variables you may set yourself.{C | | | | {B%h {c: Display your current hits{C | | {B%H {c: Display your maximum hits{C | | {B%m {c: Display your current mana{C | | {B%M {c: Display your maximum mana{C | | {B%v {c: Display your current moves{C | | {B%V {c: Display your maximum moves{C | | {B%x {c: Display your current experience{C | | {B%X {c: Display experience to level {C | | {B%g {c: Display your gold held {C | | {B%s {c: Display silver carried {C | | {B%a {c: Display your alignment{C | | {B%r {c: Display the room name you are in{C | | {B%e {c: Display the exits from the room in NESWDU style {C | | {B%c {c: Display a carriage return (useful for multi-line prompts){C | | {B%R {c: Display the vnum you are in (IMMORTAL ONLY) {C | | {B%z {c: Display the area name you are in (IMMORTAL ONLY){C | {C|{B %B {c: Display the enimiys hitpoints in a percentage {C| {C| {cExample: {B PROMPT <%hhp %mm %vmv>{C | {C|{c Will set your prompt to "{B<10hp 100m 100mv>{c"{C | {Co===========================================================================o{x ~ -1 SUMMARY~ {Do===========================================================================o | | | {DMOVEMENT | | {r[{Wnorth{r] [{Wsouth{r] [{Weast{r] [{Wwest{r] [{Wup{r] [{Wdown{r] [{Wexits{r] [{Wrecall{r]{D | | {r[{Wsleep{r] [{Wwake{r] [{Wrest{r] [{Wstand{r] {D | | | | {DGROUP | | {r[{Wfollow{r] [{Wgroup{r] [{Wgtell{r] [{Wsplit{r] {D | | | | {DOBJECTS | | {r[{Wsacrifice{r] [{Wbrandish{r] [{Winventory{r] [{Wequipment{r] [{Wcompare{r] [{Wdrink{r] {D | | {r[{Wunlock{r] [{Wwield{r] [{Wrecite{r] [{Wvalue{r] [{Wquaff{r] [{Wclose{r] {D | | {r[{Wlock{r] [{Whold{r] [{Wwear{r] [{Wdrop{r] [{Wopen{r] [{Wpick{r] {D | | {r[{Wlook{r] [{Wgive{r] [{Wfill{r] [{Wsell{r] [{Wlist{r] [{Wbuy{r] {D | | {r[{Wget{r] [{Wput{r] [{Weat{r] [{Wzap{r] {D | | | | {DINFORMATION {r/{D COMMUNICATION | | {r[{Wcommands{r] [{Wweather{r] [{Wpassword{r] [{Wgossip{r] [{Wcgossip{r] [{Wdescription{r]{D | | {r[{Wcredits{r] [{Wreport{r] [{Wwhere{r] [{Wscore{r] [{Wareas{r] [{Wshout{r] {D | | {r[{Wemote{r] [{Whelp{r] [{Wtime{r] [{Wtitle{r] [{Wtypo{r] [{Wyell{r] {D | | {r[{Wtell{r] [{Widea{r] [{Wpose{r] [{Wnote{r] [{Wwho{r] [{Wbug{r]{D | | {r[{Wsay{r] {D| | | | {DCOMBAT | | {r[{Wbackstab{r] [{Wrescue{r] [{Wdisarm{r] [{Wwimpy{r] [{Wflee{r] [{Wkill{r] [{Wkick{r] [{Wcast{r] {D| | | | {DOTHER | | {r[{Wpractice{r] [{Wtrain{r] [{Wsave{r] [{Wquit{r]{D | | | | {DFor more help, type {r'{Whelp{r <{Wtopic{r>'{D for any command, skill, or spell. {D{ | | {DAlso help on{r: {WDAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST{D | | | o===========================================================================o ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is two-thirds of the way back to the beginning of your level. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. ~ 0 SURRENDER~ Syntax: surrender When you're fighting, you may choose to SURRENDER your opponent. If you surrender, you will cease fighting. Your opponent may ignore your action (receiving one free attack) or react in some other way depending on the situation. Fighting may always be resumed via kill command. See also: KILL ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need a set amount of experience points for each level based on your creation points. You gain experience by: being part of a group that kills a monster You lose experience by: fleeing from combat recalling out of combat being the target of certain spells dying 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; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. New pets are planned for a shop in New Thalos. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. NOTE: Any spell with more than one word in the name must be enclosed in single quotes ('). ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 FLEE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 0 NOTE 'NOTE WRITE' 'NOTE READ' BOARD 'NOTE SYSTEM' BOARDS~ Syntax: board [number|name] Shows or changes board. note Reads next note. note read [number] Reads a certain note. note remove <number> Removes a note written by you. note list [number] Shows up to number notes. note write Posts a note. note catchup Marks all notes in this board read. These commands are used for the new note system. Instead of just one board, there are several, each with its special purpose. Changing between the boards is accomplished using the BOARD command. BOARD without any arguments gives you a list of all boards together with number of unread message. To change, type BOARD <number> or BOARD <name of the board>. To read next unread note, type NOTE. To read a note with a specified number, type NOTE READ <number>. Typing NOTE while in a board with no unread notes shifts you to the next board. Note that unlike the standard note system, a note has the same number in NOTE LIST and NOTE READ. Posting a message is as simple as writing NOTE WRITE. You will be moved into interactive mode, where all you see are prompts for the fields like To:, From: etc. You will be automatically put AFK while writing a note. To see the list of the notes in the current board, type NOTE LIST. Typing NOTE LIST <number> will list only <number> of the last notes in the area. You can remove your own note by using NOTE REMOVE <number>. Implementors may remove other people's notes. Implementors can also select how many days their note is kept before being purged. Purging happens automatically at bootup. Purged notes are not deleted, but saved into a file. To let only immortals see your note, address it to "imm". To let players of a specific level and above, address it to that level (no other recipients may appear in that case). This board system was created by Erwin S. Andreasen, erwin@andreasen.org, aka Phunk/Drylock and is freely available. The general outlook was based on Mystic Adventure's note system (mud.gel.ulaval.ca 4000). ~ 0 GOSSIP CGOSSIP . SHOUT YELL~ Syntax: gossip <message> Syntax: cgossip <message> Syntax: shout <message> Syntax: yell <message> SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. GOSSIP and CGOSSIP are variants of SHOUT (without the delay). '.' is a synonym for GOSSIP. YELL sends a message to all awake players within your area. Type a channel name by itself to turn it off. ~ 0 EMOTE PMOTE POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). POSE produces a random message depending on your class and level. ~ 1 SEDIT~ Syntax: sedit delete <social> sedit new <social> sedit show <social> sedit <string-name> <social> [string] SEDIT allows online creation, deletion and editting of socials. SEDIT DELETE <social> deletes that social. The deletion is irrecoverable, save for restoring a backup file, so use this command with great care! SEDIT NEW <social> creates a new, empty social. SEDIT SHOW <social> shows all of the strings for that social. SEDIT <string-name> <social> [string] changes a certain of the 7 strings that make up a social. If you leave out the string, no message will be sent to the involved characters. There are 7 strings that make up a social: cnoarg: Sent to character when no argument typed. E.g. X types HUG and sees: Hug whom? onoarg: Sent to others in the room when no argument is given. In the case of HUG, it is an empty string, so that nothing is shown if a player types HUG by itself. cfound: Sent to the character if a target is found. E.g. X types HUG Y: You hug Y. vfound: Sent to the victim. E.g. X types HUG Y, and Y sees: X hugs you. ofound: Sent to others in room, if target is found. E.g. X types HUG Y. Everyoune but X and Y see: X hugs Y. cself: Sent to the character if she uses the social on herself. E.g. X types HUG X : You hug yourself. oself: Sent to others in room when a player uses a social on herself: X hugs herself in a vain attempt to get friendship. To get the player names and sexes correct, you need to use those macros: $n - name of player $e - he, she or it, depending on sex of player $m - him, her or it, depending on sex of player $s - his, her or its, depending on sex of player. For the victim, just use the uppercase version. E.g. $N is the name of the victim, $E is he, she or it depending on victim's sex etc. So, to make a new social called 'epoke' which would poke eyes out, you would do the following: SEDIT NEW epoke SEDIT cnoarg epoke Poke whose eyes out? (message sent to player) SEDIT cfound epoke You poke $N's eyes out! SEDIT vfound epoke $n pokes your eyes out! Ouch.. SEDIT ofound epoke $n pokes $N's eyes out! SEDIT cself epoke Being bored, you poke your own eyes out. SEDIT oself epoke $n pokes $s eyes out! To get more examples, type SEDIT SHOW <social-name> to see one of the existing socials. The socials are stored in a file called socials.txt. Manual editting of that file is not advised. A frequent back-up is recommended. The social file is updated by the server as soon as anything changes. Online social editting - (c) 1996,97 Erwin S. Andreasen <erwin@andreasen.org> ~ 0 COLOUR COLOR ANSI COLORS~ {co------------------------------------------------------------------o {c|{C Syntax: color Toggles color mode on/off {c| {c|{C {c| {c|{C You may also talk in color; the format is like this: {c| {c|{C the 'escape character' to specify a colour is the left {c| {c|{C handed brace '{{', following that you should use one {c| {c|{C of the following letters, {c| {c|{C {c| {c|{r {{r Red {{R Red {c| {c|{c {{c Cyan {{C Cyan {c| {c|{g {{g green {{G Green {c| {c|{y {{y yellow {{Y Yellow {c| {c|{b {{b blue {{B Blue {c| {c|{w {{w white {{W Off-White {c| {c|{m {{m magenta {{M Magenta {c| {c|{d {{D Grey {{x clear(reset color) {c| {c|{X {{{{ {{ char {{* beep {c| {c|{X {{/ newline {c| {c|{C {c| {c|{C When using colour, it looks better if you finish the line with {c| {c|{C whatever colour it would normally be in, such as a gossip, {c| {c|{C the colour is magenta, so: {c| {c|{C Lope gossips 'hello, world' {c| {c|{C looks better than: {c| {c|{C Lope gossips 'hello, world' {c| {c|{C {c| {c|{C ColoUr is written by Lope (ant@solace.mh.se) {c| {co------------------------------------------------------------------o{X ~ 0 COLOUR2 COLOR2 ANSI2~ {co-------------------------------------------------------------------------o{x {c|{CSyntax: colour <field> <colour> {c|{x {c| |{x {c|{C You may configure your colour setting for personal preference. {c|{x {c|{C Current setting are indicated by colour. {c|{x {c| {c|{x {c|{C fields are: {c|{x {c| {ttext {aauction {dgossip {emusic {qquestion {fanswer {hclass_text {c|{x {c| {fanswer {hclass_text {Hclass_name {iimmtalk_text {c|{x {c| {Iimmtalk_type {c|{x {c| {jinfo {ktell {lreply {ngtell_text {Ngtell_type {Zwiznet {sroom_title {c|{x {c| {Sroom_text {oroom_exits {c|{x {c| {Oroom_things {c|{x {c| {pprompt {1fight_death {2fight_yhit {3fight_ohit {4fight_thit {c|{x {c| {5fight_skill{x {c|{x {c|{Ccolours are: ( Hi- ) {c|{x {c| {rred {ggreen {bblue {yyellow {mmagenta {ccyan {wwhite{x {c|{x {c| {c|{x {c|{Ceg. to make the gossip channel red type 'colour gossip red' {c|{x {c|{c to make your hits in fights magenta type 'colour fight_yhit magenta' {c|{x {co-------------------------------------------------------------------------o{x ~ 52 SMOTE~ Syntax: smote <action> Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 BUG TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 AREAS COMMANDS REPORT SCORE TIME~ Syntax: areas Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ -1 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <clan name> Syntax: who <class or race> <level-range> <clan name> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics who demise e m lists all elven mages in Demise (hi Alander!) Classes and races may be abbreviated. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description + <string> Syntax: description - Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. You can delete lines by uses description -. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL POUR~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to Mota, who may reward you. The nature of the reward depends upon the type of object. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be succesful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 FOLLOW GROUP~ {Co==========================================================================o | | | {cSyntax: {Bfollow{c <character>{C | | {cSyntax: {Bgroup{C | | {cSyntax: {Bgroup {c<character>{C | | | | {BFOLLOW {cstarts you following another character. To stop following {C| | {canyone else just {BFOLLOW {c<yourself>.{C | | | | {BGROUP {c<character> makes someone who is following you a member of {C| | {cyour group. Group members share experience points from kills and may {C| | {cuse the {BGTELL {cand {BSPLIT {ccommands. If anyone in your group is {C| | {cattacked, you will automatically join the fight.{C | | | | {cIf the <character> is already a member of your group, then {BGROUP {cwill{C | | {ckick out the <character> from your group. Characters can also leave your{C| | {cgroup by using a {BFOLLOW {ccommand to stop following you.{C | | | | {BGROUP {cwith no argument shows statistics for each character in your group.{C| | | | {cYou may {BFOLLOW {cand {BGROUP {conly with characters who are within five {C| | {clevels of your own.{C | | | o==========================================================================o{x ~ 0 ISTAT~ Usage: istat This handy little command will show you your character's stats. Permanent, current, and max stats are shown. This is race-specific. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to Mota for miraculous transportation from where you are back to the Temple of Midgaard. '/' 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). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver the split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument 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 have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute, or to increase mana or hp by 10. You receive one session per level. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 60 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 60 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 58 ALLOW BAN PERMBAN~ Syntax: allow <site> ban <site> <newbies|all|permit> ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidently lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ 59 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen seconds will ensue (to allow old connections to die), followed by a reboot. Shutdown shuts down the server and prevents the normal 'startup' script from restarting it. ~ 56 WIZLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-gods (i.e. level less than 51), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least Supreme level to wizlock the game. ~ 59 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 57 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 57 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ 53 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 57 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 56 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 56 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 58 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 55 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 55 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 57 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by Hassan acts as an automatic pardon. ~ 56 PURGE~ Syntax: purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ 56 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 57 SLAY~ Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ 55 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 54 AT~ Syntax: at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 54 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 52 GOTO~ Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not Goto a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 52 HOLYLIGHT INVIS WIZINVIS~ Syntax: holylight wiznvis <level> Holylight is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. Wizinvis takes a level argument, and will mke you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 60 characters are totally invisible. ~ 52 INCOGNITO~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ 52 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 56 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ 53 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 53 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ 55 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 52 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: pooffout <message> The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 59 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 55 LOG SNOOP~ Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 54 SWITCH RETURN~ Syntax: switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 51 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ 52 WIZNET~ Syntax: wiznet wiznet show wiznet status wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immoral. Wiznet by itself turns wiznet on and off, wiznet show lists all settable flags (they are not detailed here), wiznet status shows your current wiznet settings, and wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ 51 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLESS~ Syntax: cast bless <character> Syntax: cast bless <object> This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from Mota. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 53 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' Syntax: cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 CREATE FOOD~ Syntax: cast 'create food' A Magic Mushroom will magically appear. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of Mota and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of Mota on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 'DISPEL MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <characte> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ -1 'ENCHANT ARMOR'~ The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBLITY~ Syntax: cast 'invisibility' <character> Syntax: cast 'invisibility' <object> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> Syntax: cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 SANCTUARY~ Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> Syntax: cast 'remove curse' <object> This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ -1 OLC EDIT~ Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping. Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing. Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing. Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing. Syntax: EDIT MP [create] <vnum> - MobProg Creation/Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> (combined arguments) The above commands are used to expand the game world. The original code is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel, and ported to ROM 2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7). Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ 0 ALIST~ {Co==========================================================================o | | | {cSyntax: {BALIST {C[{Bname {C| {Blvnum {C| {Bfilename {C| {Bbuilders{C] | | | | {cThis command gives you a listing of all the areas along with their{C | | {cvnum assignments and the builder(s) assigned to editing them.{C | | {cYou can also sort by column by passing a column name as an argument.{C | | | | {Balist name{c - sort by the name of the area.{C | | {Balist lvnum{c - sort by the min room vnum for the area.{C | | {Balist filename{c - sort by the filename, good when creating new areas{C | | {Balist builders{c - sort by area builders{C | | {Balist{c - with no argument sorts by vnum.{C | | | o==========================================================================o{x ~ 0 AEDIT~ Syntax: edit area -Enters the editor for the current area. Syntax: edit area <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area (be careful) name <name> - change the 'AREAS' name of this area reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum <flags> - area flags, type ? AREA for a list ~ 0 REDIT~ Syntax: edit room -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(wordwrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. room <flags> - room attributes, type ? ROOM for a list sector <type> - terrain of room, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? ~ 0 EXIT~ For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit delete - delete this exit <exit-flags> - type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof] ~ 0 OEDIT~ Syntax: edit object <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 <num> - sets the value '0' on the object v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object v4 <num> - sets the value '4' on the objcet weight <num> - sets the weight of the object type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list wear - where object is worn, type ? WEAR for a list material - material the object is made from ~ 0 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the MEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list sex - set the mobile's sex, type ? SEX for a list act - mobiles actions, type ? ACT for a list affect - mobile affects, type ? AFFECT for a list ac - set the mobile's ac, type ? AC for a list form - mobiles body-form, type ? FORM for a list part - mobiles bodyparts, type ? PART for a list imm - mobile is immune to, type ? IMM for a list res - mobile is resistant to, type ? RES for a list vuln - mobile is vulnerable to, type ? VULN for a list material - material mobile is made from, type ? MATERIAL for a list off - offensive behaviour, type ? OFF for a list size - size, type ? SIZE for a list hitdice - dice to toss to get mobile's hitpoints manadice - dice to toss to get mobile's mana damdice - dice to toss to get mobile's hand to hand damage type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice combinations on different levels. ~ 0 HITDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: level: dice min max mean 1: 1d2+6 7( 7) 8( 8) 8( 8) 2: 1d3+15 16( 15) 18( 18) 17( 17) 3: 1d6+24 25( 24) 30( 30) 27( 27) 5: 1d17+42 43( 42) 59( 59) 51( 51) 10: 3d22+96 99( 95) 162( 162) 131( 129) 15: 5d30+161 166(159) 311( 311) 239( 235) 30: 10d61+416 426(419) 1026(1026) 726( 723) 50: 10d169+920 930(923) 2610(2610) 1770(1767) Diff = max - min. Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. ~ 0 MANADICE~ A high number of dice makes for less variance in mobiles mana. The values the server generates for merc-type mobs is level d 10 + 100 where level is the level of the mobile. ~ 0 DAMDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: Level dice min min mean 1 1d2+0 1 2 2 2 1d2+1 2 3 3 3 1d3+2 3 5 4 5 2d3+2 4 8 6 10 2d5+5 7 15 11 15 3d5+8 11 23 17 20 4d5+10 14 30 22 30 5d6+15 20 45 33 50 5d10+25 30 75 53 Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. (Will be put in when there's time to calculate them...) ~ 0 RESETS~ Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile RESET <number> OBJ <vnum> inside <obj vnum> - store in container RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equiping a mobile don't load a container in the room and fill it with some objects and then continue equiping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. ~ 0 MOB_AC~ The values ROM generates for a merc format mob is: level pierce bash slash exotic 1 95 95 95 95 5 70 70 70 85 10 40 40 40 70 15 5 5 5 55 20 -25 -25 -25 40 25 -55 -55 -55 20 30 -90 -90 -90 5 35 -120 -120 -120 -10 40 -150 -150 -150 -25 45 -180 -180 -180 -40 50 -215 -215 -215 -55 55 -245 -245 -245 -70 60 -275 -275 -275 -90 65 -305 -305 -305 -105 70 -340 -340 -340 -120 80 -400 -400 -400 -150 These values are 10 times what you would put in an area file. This is because the server multiplies what it reads from file with 10. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 or 999 is infinite value 3 unused value 4 unused ~ 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_ARMOR~ . value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic (magic) value 4 unused ~ 0 ITEM_WEAPON~ . value 0 weapon class. value 1 number of dice to roll. value 2 type of dice to roll. value 3 weapon type. value 4 special weapon type. An up-to-date list of values can be obtained by typing ? WCLASS help WEAPON_DICE ? WEAPON ? WTYPE ~ 0 WEAPON_DICE~ These are the values the server generates automatically when converting a merc-format mobile to ROM format. A higher number of dice gives less variance in damage. There is no dice-bonus on weapon dice. level: dice 1: 1d8 2: 2d5 3: 2d5 5: 2d6 10: 4d5 20: 5d5 30: 5d7 50: 5d11 ~ 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused value 4 unused An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 0 ITEM_DRINK~ . value0 capacity value 1 current quantity value 2 liquid type value 3 poisoned? value 4 unused An up-to-date list of liquid types can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? value 4 unused ~ 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused value 4 unused ~ -1 NEWBIE INFO~ Ah! Another mortal, seeking adventure. You should go through mudschool first, to gain experience to face the trials outside. Be sure to practice a weapon in the guild room, or your stay with us shall be very short indeed. Type 'equipment' to see what your are wielding, 'spells' to see your spells, 'skills' to see your skills, and 'commands' for a list of commands. Help is available on most commands and abilities. Please type 'help rules' to see the Rules of ROM. ~ -1 LAG~ Twas dial-up, and the failing mudders did toil and struggle in the fray All checksummed were the compressed files And the man pages, outdate Beware the Internet my son, The noise that hangs, the lag that kills Beware the Usenet news, and shun the frivolous mud with frills So took his his mudding client in hand Longtime the virtual foe he sought So rested he by the T1s three and paused a while in swap And as in disk-drive swap he stayed, The Internet, with lags of fame Came packetwise through the T1 line And error-checked as it came One two one two and through and through, the mudding client went kill -9 He left it dead and with it's core he went a tracing back And hath thou slain the Internet? Come to my arms my disk-based bot! Oh lag-free day, callooh callay, he chortled in his joy Twas dial-up, and the failing mudders did toil and struggle in the fray All checksummed were the compressed files And the man pages, outdate. ~ -1 WIZLIST~ . ________ ********************* ________ /+_+_+_+_+_\ ** The Gods of ROM ** /+_+_+_+_+_\ \__________/ ********************* \__________/ |::XXXX| |::XXXX| |X::XXX| Implementors [60] |X::XXX| |XX::XX| ***************** |XX::XX| |XXX::X| |XXX::X| |XXXX::| |XXXX::| |::XXXX| |::XXXX| |X::XXX| Creators [59] |X::XXX| |XX::XX| ************* |XX::XX| |XXXX::| |XXXX::| |::XXXX| |::XXXX| /<<>>\/<<>>\/<<>>\/<<>>\ /<<>>\/<<>>\/<<>>\/<<>>\ \<<>>/\<<>>/\<<>>/\<<>>/ Supremacies [58] \<<>>/\<<>>/\<<>>/\<<>>/ |. / . | **************** |. / . | | .//\. | | .//\. | |. / . | |. / . | | .//\. | | .//\. | |. / . | Deities [57] |. / . | | .//\. | ************ | .//\. | |. / . | |. / . | | .//\. | | .//\. | | .//\. | Gods [56] | .//\. | |. / . | ********* |. / . | | .//\. | | .//\. | | .//\. | | .//\. | |. /\ . | Immortals [55] |. / . | | .//\. | ************** | .//\. | |. / . | |. / . | | .//\. | | .//\. | |. / . | DemiGods [54] |. / . | | .//\. | ************* | .//\. | |. /\ . | |. / . | |. / . | |. / . | | .//\. | Angels [53] | .//\. | |. / . | *********** |. / . | |. / . | |. / . | | .//\. | | .//\. | | .//\. | | .//\. | |. / . | Avatars [52] |. / . | | .//\. | ************ | .//\. | |. / . | |. / . | |. / . | |. / . | \ //\. / \ //\. / \ /. / \ /. / \ // \ // \/ \/ -By Liralen ~ -1 ROM~ ROM started in early February 1993, using Merc 1.0 code. In July of 1993, ROM II was started, eventually replacing the original ROM. ROM was up for a little over a year, after which the code (version 2.3) was released, and various other ROM muds were started, including Rivers of Mud under a new management (Zump's ROM), at rom.org 9000. Alander's current project is Athen, the sequel to the ROM code. It can be found on Rehobaom's Legacy, at hypercube.org 9000. The following people contributed to the ROM flavor of the merc base code: Socials -- Kelsey and Liralen New, Improved Valhalla -- Liralen Puff's new special proc and improved poofin/poofout code -- Seth Maps and map shop -- Ezra, Regnan (Olympus) Nirvana zone -- Forstall (mobiles rewritten by Alander) Mob Factory -- Pinkfloyd (originally written for ROM, mobiles rewritten by Alander) Geographically correct Midgaard (tm) -- Alander Ideas and playtesting -- Thousands of dedicated mudders around the world The New Thalos area was donated by Onivel of Jedi, who was also the originator of the ASCII flags used in the zone files Beta testing -- Ken Blosser, Doug Araya, and Sherene Neil all helped with bugs reports and suggestions, saving a lot of headaches Bug reports -- Thanks to Shad Muegge, Jerome Despret, Phoenix, Will Hongach, Erwin S. Andreasen, Adam Debus and especially Gary Turkington (author of the ROM FAQ) for help spotting bugs ROM 2.4 was developed during my time with Moosehead mud, and the release shares many of the features I wrote while I was there. Additional code was written by Seth Scott (the new poofin/poofout), and many contributions and ideas from the Merc list were used. Portions of Rusty's work on Moosehead also remain. The new features of 2.4 were largely produced in bull sessions with Gabrielle Taylor and Brian Moore, without whom this release wouldn't have happened. In particular, the new privacy code, furniture, and wiznet are the results of Gabrielle's ideas. Changes to the standard diku mob and object format, as well as the changes to Merc 2.1 source code, were done by Alander over many a late night of hair-pulling. Hope you enjoy it. (my apologies if anyone was forgotten in this list) ~ -1 IMMORTAL IMMORT GOD WIZARD WIZ~ 'Immortal' (often, simply, 'immort') refers to players who have reached the highest attainable levels in the game. Here, anyone of level 52 or higher is an 'immortal.' Immortals are capable of exceeding the usual game rules, in more drastic and pervasive ways as levels increase; examples range from teleportation and invisibility to mortal sight to creation of objects, removal of a player's privileges (channels, ability to move, or even ability to log in), and ability to promote players to immortality. Since immortals can wreak havoc with game balance, they are (ideally) a carefully-chosen and policed group. An absolute rule of immortal behavior is that no immortal can aid or assist any player without explicit permission from the higher ranks; in other words, please don't ask an immortal to help you kill a mob, gather EQ, etc, or you'll likely be either politely or rudely refused, or referred to this file. The duties of immortals, and even the very reasons for their existence, are topics of continual and heated debate in various MUD forums, and are fraught with misconceptions, poor examples, and outrageous hypocrisies. :) ~ -1 SOCIALS~ This is a complete list of socials for this MUD: Compiled originally by: Sara accuse adjust air apologize applaud babble bark bcatch beckon beer bearhug beg bird bkiss bleed blink blush boast boggle bonk bounce bow brb burp cackle caress charge cheer chuckle clap claw collapse comfort comb cough cover cower cringe criticize cry cuddle curse curtsey dance daydream drool duck embrace explode eyebrow faint fart flare flash flex flinch flip flirt flutter fondle french frown fume gasp giggle glare goose grimace grin groan grope grovel growl grumble hand head hiccup highfive hop howl hug hush ignore innocent insane judge kiss knee laugh lick love lust massage meditate moan moon mosh mutter nibble nod nudge nuzzle pant passout pat peck pie pinch pissed plead point poke ponder pout pray propose puke punch purr ramble raspberry rofl roll rub ruffle run scratch scream serenade shake shiver shrug sigh sing slap slobber smile smirk snap snarl sneeze snicker sniff snore snort snowball snuggle sob spam spank spit squeal squeeze squirm stare stretch strip stroke strut sulk swoon tackle tease thank threaten tickle tip tongue twiddle type undress view wave whine whistle wiggle wince wink wonder worry worship yawn yeehaw yodel rose laces tank starve aargh homework puff differ yae lightbulb voodoo ogg confused beam bite discodance scuff whap lag chortle zerbert twitch ~ -1 MERC~ This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'majordomo@webnexus.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Also see "help ROM" for information about the Rivers of Mud code base. ~ -1 MAP MAPS~ Thanks to Ezra for drawing the originals of several maps on ROM. ~ -1 greeting1~ {G (`-. {G \ ` {G /) , '--. \ ` {G // , ' \/ \ ` ` {G // ,' ./ /\ \>- ` -------------. {G ( \ ,' .-.-._ / ,' /\ \ . ` `. {G \ \' /.--.{g .{G) ./ ,' / \ . ` `. {G \ -</ \{g .{G) / / / ,' \ ` `-----. \ {G <\ ) ){g.:{G) ./ /,' ,' \ `. /\) `. \ {G >{B^{G, // /{g..:{G) / //--' \ `( ) ) {G | ,'/ /{g. .:{G) / (/ \ \ / / {G ( |(_ ({g...::{G) ( \ .-.\ / ,' {G (O| / \{g:.::{G) /\ ,' \) / ,' {G \|/ /`.{g:::{G) ,/ \ / ( / {G / /`,{g.:{G) ,'/ )/ \ \ {G ,' ,'.' `:>-._._________,<;' (/ (,' {G ,' / | `^-^--^--^-^-^-' {G .--------' / | {D+-----------------------------------------------+ {G( .----' | {D|{W __ {w {D {w {W {D | {G \ <`. \ | {D|{W (_ |_ {w _. _|{D _ __{w|_ _ {W._._ _ {D | {G \ \ `. \ | {D|{W __)| |{w(_|(_|{D(_)\/\/_> {w|_(_){W| | | | {D | {G \ \ `.`. | {D|{C Immortals: {D | {G \ \ `.`. | {D|{c Synon, Davion {D | {G \ \ `.`. | {D|{W {D | {G \ \ `.`.| {D|{WModified Rom2.4b6 Codebase. Original DikuMud by{D| {G \ \ `.`.{D|{W Hans Staerfeldt, Katja Nyboe, Tom Madsen, {D | {G \ \ ,^-'{D|{W Michael Seifert, and Sebastian Hammer {D | {G \ \ | {D|{W Based on MERC 2.1 {D | {G `.`. | {D|{W by Hatchet Furey and Kahn. {D | {G .`.| {D|{W Rom 2.4 Copyright 1993-1996 Russ Taylor. {D | {G `._> {D+-----------------------------------------------+ {xBy what name are you known?~ -1 greeting2~ {G _ _ {G ,/ \, {G _________(( ))_________ {G /.-------./\\ //\.-------.\ {G //{g@@@@@@@{G//{g@@{G\\ ) ( //{g@@{G\\{g@@@@@@@{G\\ {G //{g@@@@@@@{G//{g@@@@{G>>/ \<<{g@@@@{G\\{g@@@@@@@{G\\ {G //{gO@O@O@O{G//{g@O@O{G// \\{gO@O@{G\\{gO@O@O@O{G\\ {G //{gOOOOOOOO{G//{gOOOO{G|| \ / ||{gOOOO{G\\{gOOOOOOOO{G\\ {G //{gO%O%O%O%{G//{gO%O%O%{G\\ ))(( //{g%O%O%O{G\\{g%O%O%O%O{G\\ {G ||{g%%%%%%%%{G//{g' `%%%%{G\\ // \\ //{g%%%%' `{G\\{g%%%%%%%{G|| {G (({g%%%%%%%{G(({g %%%%{%{G\\ (( )) //{g%%%%% {G)){g%%%%%%{G)) {G \:::' `::\\ `:::::\\ \)--(/ //:::::' //::' `:::/ {G )' `;)' (` ` \\ `<{R@ @{G>' / / ' ') `(;' `( {G ( \`\ )^^( / / ) {y _{G ) \\{goo{G/ ( {y ({r@{y){G \ `' / {y _ {y |-|\__________________{G\{y__{G^{y__{G<{y________{GoOo{y__________ ({r@{y) {y | | {C__ __ {GVVV{y \|-| {y | | {C(_ |_ _. _| _ (_ _|_ _ ._ ._ _ {y |-| {y |-| {C__) | | (_| (_| (_) \/\/ __) |_ (_) | | | | {y | | {y |_|\_____________________________________________ | | {y ({r@{y){G / ,/ \_____/ \\ "\/" {y `\|-| {y "{G ___//^- \____/\\ {y({r@{y) {G <<< \ __ <____/|| {y" {G < _ \ <___/|| {G || <___// {G \ \/__// {G "----" {X Modified Rom2.4b6 Codebase. Original DikuMud by Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Based on MERC 2.1 by Hatchet, Furey, and Kahn. Rom 2.4 Copyright 1993-1996 Russ Taylor. By what name are you known? ~ -1 greeting3~ {D ^ ^ {D (_) (_) {D /\ /\ /\ /\ /X\ /X\ /\ /\ /\ /\ {D XX____XX____XX____XX___XXX{D {y_________________ {DXXX___XX____XX____XX____XX {D XXXXXXXXXXXXXXXXXXXXXXXXXX{y {y|.................| {DXXXXXXXXXXXXXXXXXXXXXXXXXX {D XX XX XX XX XXX{y {y|. {CSHADOWSTORM{y .| {DXXX XX XX XX XX {D XX XX XX XX XX{Y/#{y|: {D___{y .| {DXXX XX XX XX XX {D XX XX{R |\_{DXX{R __/|{DX XX{Y\#{y|:.....{DI I I{y......| {DXXX X{G|\__ {DXX{G_/| {DXX XX {D XX XX{R \ _ \/ _ /{DX XXX{y {y|. .{DI_I_I{y. .| {DXXX X{G\ _ \/ _ / {DXX XX {D XX XX{R ({YI{R)\/({YI{R){DXX XXX{y {y|. . .|{Y_{DXXX XX{G({YI{G)\/({YI{G) {DXX XX {D XX XX{R \/(oo)\/{DXX XXX{y {y|...............:{Y(==){DXX XX{G\/(oo)\/ {DXX XX {D XX XX{R |V,,V| {DXX XXX{y {y|. . .| {DXXX XX {G|V,,V| {DXX XX {D XX____XX{R /|A^^A|\{DXX __XXX{y {y|. . .| {DXXX_ _XX{G/|A^^A|\ {DXX____XX {D XXXXXX{R/ \/ TTTT \/\{DXXXXX{y {y|.................| {DXXXXX{G/\/ TTTT \/ \{DXXXXXX {D XX X{R/ ( || ) \ {DXX{Y/#{y|: . .| {DXXX {G/ ( || ) \{DX XX {D XX_ X_{R\ \ || / /{D__XX{Y\#{y|: . .| {DXXX__{G\ \ || / /{D_X _XX {D XXX/ {R\ \||||/ /{D \XX{y {y|.................| {DXX/ {G\ \||||/ / {D \XXX {D XX/ {Roooo_/||||\_ooo{D \X{y {y|_________________| {DX/ {Gooo_/||||\_oooo {D \XX {D / {R oooooo {D \ {D / {G oooooo {D \ {D /_________________________\ /_________________________\ {D |_________________________| |_________________________| {r |___I___I___I___I__I___| |___I__I___I___I___I___| {r |_I___I___I___I__I___I_| {XEnter, Ye Who Dare {r |_I__I___I___I___I___I_| {X Modified Rom2.4b6 Codebase. Original DikuMud by Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Based on MERC 2.1 by Hatchet, Furey, and Kahn. Rom 2.4 Copyright 1993-1996 Russ Taylor. By what name are you known? ~ -1 GREETING4~ {D ___ _ _ ___ _ / __| |_ __ _ __| |_____ __ __/ __| |_ ___ _ _ _ __ \__ \ ' \/ _` / _` / _ \ V V /\__ \ _/ _ \ '_| ' \ |___/_||_\__,_\__,_\___/\_/\_/ |___/\__\___/_| |_|_|_|{X {X {B _________,---------.____------.___ {X {B /_______ `--._______ `--.____ \\ {X Modified Rom2.4b6 Codebase. {B /__.-' `-----.____ `--.____\\`_/_ {X Original DikuMud by Hans {B ,' ___ `---.___ ___// `-. {X Staerfeldt, Katja Nyobe, Tom {B / _.-' )' ``---' \ \ {X Madsen, Michael Seifert, and {B | / | . ' | {X Sebastian Hammer Based on MERC {B / / / | ' ___ ) | | {X 2.1 by Hatchet Furey and Kahn. {B | | | _/` _ ` _,' _ `/) ' | {X Rom 2.4 Copyright 1993-1996 Russ{B \_ `--._\__`--'_\-___ _,-' '-` ___ _/ {X Taylor. {B `---.____ `--.__-_ /_)____, __/ ,`-' {X {B `------__> `-------(/(/-'-\)\) {XBy what name are you known? ~ -1 GREETING5~ {D / \ {y _ {D ) (( )) ( {y ({r@{y) {D /|\ ))_(( /|\ {y _ {y |-|\ {D / | \ (/\|/\) / | \ {y ({r@{y) {y | | ------------{D/{y--{D|{y-{DvoV{y---{D\`|'/{y--{DVov{y-{D|{y--{D\{y-------------. |-| {y |-| {D'^` (o o) '^`{y \| | {y | |{R ___ _ _ {D`\Y/' {R ___ _ {y |-| {y | |{R/ __| |_ __ _ __| |_____ __ __/ __| |_ ___ _ _ _ __ {y| | {y | |{R\__ \ ' \/ _` / _` / _ \ V V /\__ \ _/ _ \ '_| ' \ {y| | {y |-|{R|___/_||_\__,_\__,_\___/\_/\_/ |___/\__\___/_| |_|_|_|{y| | {y | | |-| {y |_|\____________________________________________________ | | {y ({r@{y) {D| /\ / ( ( \ /\ | {y `\|-| {y ` {D| /` V \ \ V `\ | {y ({r@{y) {D |/ _) )_ \| {y ` {D {D` `\ /' ` {D ` {X Modified Rom2.4b6 Codebase. Original DikuMud by Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Based on MERC 2.1 by Hatchet, Furey, and Kahn. | Rom 2.4 Copyright 1993-1996 Russ Taylor. By what name are you known? ~ -1 OLDGREETING~ . $*$Lze@*$C2$b*b$CC$*$bc@$r $#.e$$"W$$B$B$**""##d?$Bd$$$Nc. . 4$kd*Cr$6F#"` ** # '"**F#$I$b$* d$5N@$$" ....eu$$$zbeuu #$d$$$$b. . z$Ted*"$P zue$*9d$$$@ #W$e@B$$L. "#@$E$b@o #d$Id*P# 'Nd$$B$**" "#*N$$b$c $$$*$$c# ..u$l4@"`"zJ$7W*" $@$$$r R"$$E$@B> *@$l$P" Rd$$N#" "$$$c.. ?E$*bo z$ "*. .Jz$" @N$b `d**Nbe .z$JBR'bs@$$# l9N N$Nee 4$$.C* dB@" Owner and Creator $$z 3$b$$# $"$e$ @*$" $$$u.`*$N$c :e$"*$ :et$ Synon ` $$E $N$be ')$ud" @6$ Davion Silent $$$ $*@$" @F*$ *4P Agl Lostsoul '$m# .$$. *"""""""""""h**********************************************""""""""""""* H+e ueH$* {RWELCOME{x TO SHADOWSTORM *Fec e+H e$@e....z6+$u**********************************************uY+e$u....$$e $ `"" 4F" ze=eu z***hc` "$""*"" $ $ `F :* 3r @" e "b $ $ $ N $ 'be$L... ...?be@F $F $ $ $ $ $. zm$*****h. ue""""*h6 J$" $ $ $ $ $$u5e" . "k d" #$bu$F $ H $ $ `d%P dF $ . .e $ -c "N$F .$ $ h $ $4*. "N. zP 3r .. .. $c *u $ u$K$ 4F $ N$e. 3 F$k*. 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By what name do you wish to be known? ~ -1 MOTD~ {G _,-`(,-``-, ,-``-,)`-,_ {G ,/` _( ,``( ;) {wI I {G(; )``; )_ , `\, {G /--,/-` `\ \ {{{Rvv{G} {D(`)--------(`) {G<{R\/{G> / /` `-\,--\ {r-----------{G``-, ) ) }{{ {D| | {WMOTD{D | | {G}{{ ( ( ,-``{r----------- {r\__|___|__/{G``-,````,/ (^^) {D(_)--------(_) {G/^^\ \,````,-``{r\__|___|__/ {r|___|___|_|{G ```` ) ( {wI I{G ```` {r|___|___|_| {r|__|___|__|{w {r|__|___|__| {r|___|___|_|{w You are responsible for knowing the rules, {r|___|___|_| {r|__|___|__|{w ignorance is no excuse. (type 'rules') {r|__|___|__| {r|___|___|_|{w {r|___|___|_| {r|__|___|__|{w Important commands: {r|__|___|__| {r|___|___|_|{w Help, Commands, News, Notes {r|___|___|_| {r|__|___|__|{w {r|__|___|__| {r|___|___|_|{w Use the 'delete' command to erase unwanted {r|___|___|_| {r|__|___|__|{w characters {r|__|___|__| {r|___|___|_|{w {r|___|___|_| {r|__|___|__|{G (,,) {wI I{G (,,) {r|__|___|__| {r|___|___|_|{G {{{R..{G} {D(`)-----------(`) {G<{R\/{G> {r|___|___|_| {r/ \{G_,-""-,_,/ }{{ {D| |Shadowstorm| |{G }{{ \,_,-``-__{r/ \ {r-----------{G_,-""-,_,/(^^) {D(_)-----------(_){G /^^\\._,-``-__{r----------- {G ) ( {wI I{x [Hit Return to continue]~ 151 IMOTD~ Welcome Immortal! You are responsible for following the laws of immortal behavior. These can be found by typing 'help laws' or 'help commandments'. * Excessive loading is not allowed, and is grounds for deletion. * Asking for promotion is grounds for instant deletion. * Type 'help jobs' to get some idea of what you should be doing. [Hit Return to continue] ~ 151 JOBS~ This is a partial list of what a god of any given level should be doing. It is not complete yet. Angels:(52-54) Angels and higher level gods may not assist mortals directly in any way. An Angel's main job is to help with quests (via switch), or possibly run small quest of their own -- but the rewards should be minimal. Deities:(55-56) Deities have two main roles: reimbursement and quest running. Be skeptical on reimburses, don't just hand out every piece of gear. I suggest limiting reimbursements to 10 items at a time, and make sure that you do not load things at too high a level (new format items have hard-coded levels, so are not a problem). vnum and stat are useful for this. You can draft Angels to help you run a quest, and please note that quests should NOT have huge rewards -- the main point should be to have fun. Deities have no business trying to enforce rules -- the most you should do to a player is a NOCHANNEL or similar light punishment. Gods:(57-59) Gods can run quests just like Deities, and it's nice to do reimbursements too. However, the main role of a God is keeping the peace. Gods can enforce (but not create rules), using the various NOTELL-class commands, as well as deny, purge, freeze, and ban (but be careful with these commands!) Gods are expected to help make the mud run more smoothly, power trips are strictly verbotten. Not fufilling the roles of your office can result in demotion or deletion. ~ -1 PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~ Player killing and player stealing are allowed to all clan members (including loners), provided the victim is is within 8 levels of the character and is also in a clan. This will flag you as a "killer" or "thief", allowing any character to attack, and also provoking action from the city guard. ~ 152 COMMANDMENTS LAWS 'GOD RULES' GODS~ . ********************** ** The Rules of ROM ** ********************** 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly go there themselves. 4) DO NOT kill the shopkeepers for any reason at ALL. 5) DO NOT use reboot. <--- Note, simple English. 6) Do not give out free equipment. You don't need to win brownie points with the mortals. Quest are fine but handing out items isn't. 7) A note on quests: Quests are a good thing, more or less, BUT do not give out overly extravagant prizes. Exercise some common sense here folks. Do not load items more than 4 levels below their normal level (i.e. no level 5 ogre gauntlets). 8) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. 9) Do not try to overrule each other. 10) Trusted mortals: Do not use your god powers to help your mortal character. If you do, your trust will be taken away. ~ -1 RULES~ These are the rules of ROM. For other matters, use common sense. * Limited player stealing or player killing. * Your presence here is a privilege not a right. Obey any orders from gods, and you will be fine. Deletion does not require a reason, appeals are to be sent to the implementors. * Sitting around idle with a client is hazardous to your health. If we catch you doing it, you will lose half your playing time. * No multiple logins, multiple playing, or helping your own characters with other characters you own -- by any arrangment. * No kill stealing. This means you cannot attack a mob someone else is fighting, unless they ask you to. Also avoid attacking fleeing mobs. * Cheating will not be tolerated. This includes accepting favors from gods and exploiting bugs. If you find a bug, report it, then do not use it. * Changes to these rules are at the discretion of the immortals, and may be done without warning, notice, or even evidence of sanity. Walk softly, and carry a black stick. ~ 0 SUICIDE DELETE~ Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ 0 HEALER~ The healer decided to grab a quick buck, and now charges for his heals. Some services are still free to players of level 10 or below, however. To see a full listing of the healer's services, type 'heal' at his residence. To receive healing, bring plenty of money, and type 'heal <spell>'. ~ -1 GAIN~ The gain command is used to learn new skills, once the proper trainer has been found. (Check New Thalos) The following options can be used with gain: gain list: list all groups and skills that can be learned gain points: lower your creation points by 1 (costs two sessions) gain <name>: add a skill or skill group, at the listed cost gain convert: turns 10 practices into one training session gain revert: turns 1 training session into 10 practices Gain uses training sessions, not practices. (see 'help train') Gained skills and groups do NOT increase your experience per level or total number of creation points. ~ 151 CLONE~ Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your posession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ 0 SKILLS SPELLS~ The skills and spells commands are used to display your character's list of available skills (or spells, as the case may be). They are listed in order of level, with mana cost (for spells) or percentage (for skills) listed where applicable. ~ 0 OUTFIT~ The outfit command, usable by levels 5 and below, equips your character with a new set of sub issue gear (banner, weapon, helmet, shield, and vest), courtesy of the Mayor's warehouses. Only empty equipment slots are affected. ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTODAMAGE~ ROM uses varies automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: autolist : list all automatic actions autoloot : take all equipment from dead mobiles autogold : take all gold from dead mobiles autosac : sacrifice dead monsters (if autoloot is on, only empty corpes) autoexit : display room exits upon entering a room autosplit : split up spoils from combat among your group members autoassit : makes you help group members in combat autodamage: makes it so you see the damage done to yourself, and your enimy in combat Typing a command sets the action , typing it again removes it. ~ -1 CLAN~ A Clan is a collection of players, united to follow and further a common cause. Each clan has rules and regulations, to find out more about clans and their 'beliefs' type "help <clan name>". Only Clan members can kill or steal from other players. To join a Clan you must be level 5 or above and level 25 or below. Speak to the Clan Leader about joining. If you go Loner before level 25 you may join a Clan later. Joining a Clan is a dangerous step. Many adventurers live to kill and torture others and chances are that your paths will cross. Remember, attacking or killing fellow clan members *IS* illegal except to mutiny your Clan leader. Existing Clans may buy special rooms and mobiles by acquiring diamonds as payment. To see room prices, type "help prices". New Clans may be formed by petitioning the immortals. Please remember that their word is final on all matters not covered by this help. ~ -1 PRICES PRICE~ New Clan Hall Rooms cost 50 diamonds. Boosting the mana or healing gains for a room costs 250 diamonds. Both in the same room costs double. Making the Healer or Store prices lower costs 1,000 diamonds. ~ -1 COUNT~ The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ -1 GATE~ The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters recieve a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as in player who has no summon set. Clan members may not be gated to except by their fellow Clan members. ~ -1 AFFECTS AFFECT~ This command is used to show all the spells affecting your character. At low levels, only the spell name will be displayed, at higher levels the effects and duration of the spell will also be shown. Spell effects are no longer shown on score (this can be changed by using 'show' command). ~ -1 'RACE HELP' 'RACE' 'RACES'~ ROM has the following races for player characters: Human the standard race Dwarf good warriors and priests, cost 8 creation points Elf good thieves and mages, cost 5 creation points Giant huge, tough warriors, cost 6 creation points Different races have different starting statistics, and also different stat maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. 'help dwarf') ~ -1 DWARF DWARVES~ Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. They recieve the berserk skill for free (if warriors), and can see in the dark with infravision. ~ -1 ELF ELVES~ Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are for more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves recieve the sneak and hiding automatically. They may see in the dark with infravision. ~ -1 HUMAN HUMANS MAN~ Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versitile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices. ~ -1 GIANT GIANTS~ Giants are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession. Giants resist heat and cold with nary a mark, due to their huge mass. However, their slow minds make them extremely vulnerable to mental attacks. Giants, due to their size and stamina, receive the fast healing and bash skills for free. (Only giant warriors recive bash). ~ -1 WANDS STAVES SCROLLS~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ -1 'GROUP HEADER'~ The following skills and groups are available to your chacter: (this list may be seen again by typing list) ~ -1 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ -1 'MENU CHOICE'~ Choice (add,drop,list,help)?~ -1 'GROUPS' 'INFO' 'PREMISE'~ The ROM skill system allows you to fully customize your new character, making him or her skilled in the skills you choose. But beware, the skills you pick at character creation are the only skills you will ever learn. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost. The experience breakdown is as follows: points exp/level points exp/level 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. ~ -1 BASICS 'ROM BASICS'~ The basic skills: Every character starts with two skill groups, one for their class and a default set that all characters receive. The default skills are: recall essential escape skill (see help recall) scrolls reading of scrolls and other magical volumes staves use of magical staves wands use of magical wands for class defaults, check the classes themselves. ~ -1 MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'~ Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate. The default skill selection for mages is as follows: skills: lore the lore of magical items spell groups: beguiling spells that control the mind combat offensive magics, such as fireball and chill touch detection informational magics, such as detect magic and identify enhancement spells that maximize physical potential, such as haste illusion magics for concealing and deceiving maladictions a selection of curses fit for any witch protective defensive magics, ranging from armor to stone skin transporation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'~ Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posess an impressive area of protective magics, as well as fair combat prowess. All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at a very dear cost. The default skill selection for clerics is as follows: skills: flail the proper use of flails spell groups: attack a selection of offensive magics creation the making of physical objects, such as food and water curative spells that cure the sick and feeble of their ailments benedictions powerful magics that grant the blessings of the gods detection informational magics, such as detect magic and identify healing spells for treating wounds, from scratches to death blows maladictions an assortment of curses protective defensive magics, including the powerful sanctuary spell transportation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 THIEF 'THIEF BASICS' 'THIEF DEFAULT'~ Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes: skills: mace the use of maces and other blunt weapons sword swordplay and fencing backstab the art of hitting your opponent by surprise disarm used to deprive your opponent of his weapon dodge the best way to take a punch is not to be there second attack with training, the skilled thief can hit twice as fast trip a good way to introduce an opponent to the floor hide the art of remaining undetected in a room peek used to look into a person's belongings pick lock a useful skill for breaking and entering sneak with this skill, a thief can walk into a room undetected ~ -1 WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'~ Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. Warriors begin with skill in the sword, and gain a second attack in combat. Other weapon skills may be purchased cheaply, or gained in the default skill package, which includes the following: skills: weaponsmaster this group provides knowledge of all weapon types shield block the art of parrying with a shield bash a forceful rush with the body, designed to flatten your foes enhanced damage this skill multiplies your damage in battle parry the art of parrying with weapons rescue allows you to take the blows aimed for a companion third attack allows the skilled warrior to land three blows in one round ~ -1 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 'SHIELD BLOCK'~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ -1 ATTACK~ The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells: demonfire a powerful, but very evil, spell dispel evil torments evil foes dispel good calls down unholy power on good creatures earthquake brings the power of earth to bear against your foes flamestrike sends a column of flame from the heavens heat metal heats metal equipment to searing tempatures ray of truth sends forth a blinding ray of holy energy ~ -1 BEGUILING~ This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages and thieves have access to the beguiling magics, which consist of the following: calm if successful, stops all fighting in the room charm person turns an enemy into a trusted friend sleep puts a foe into enchanted slumber ~ -1 BENEDICTIONS~ Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and warriors may use these spells. The benedictions spell group consists of the following: bless bestows divine favor upon the target calm if successful, stops all fighting in the room frenzy puts the recipient into beserker rage holy word aids your allies while calling divine wrath upon your foes remove curse removes malevolent magic from players and items ~ -1 COMBAT~ These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics: magic missile send a weak energy bolt into a foe chill touch weakens your enemy with a frigid grasp burning hands sends a blast of fire into your foe shocking grasp sends a powerful jolt into a foe lightning bolt sends forth a single bolt of lightning into an enemy colour spray blasts your opponent with a rainbow spray, which may blind him fireball a powerful spell, great for burning your enemy to ashes acid blast sends forth a stream of acid to eradicate your foes chain lightning sends lightning bolts arcing through foes ~ -1 CREATION~ The creation spell group is used to create objects, of temporary or permanent duration. Skill creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells: continual light creates an eternal light source create food produces a nourishing mushroom create rose creates a beautiful red rose create spring calls forth a small but pure spring from the ground create water fills any available container with water floating disc creates a floating disc of force perfect for hauling treasure ~ -1 CURATIVE~ The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves. cure blindness restored sight to the blind cure disease heals the plague cure poison removes the harmful effects of poison ~ -1 DETECTION~ The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells. detect evil reveals the aura of evil monsters detect good similar to above, only for good monsters detect hidden shows the whereabouts of hidden foes detect invis allows the caster to see the unseeable detect magic reveals magical auras to the caster detect poison determines if food is safe to eat farsight searches for living beings near the caster identify gives information about the nature of an object know alignment determines the moral character of a monster or person locate object finds a specific item ~ -1 DRACONIAN~ The Draconian spell group deals with the magic of dragons -- in this case, bringing forth the devastating power of their breath weapons upon your foes. Only mages have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them. acid breath uses the black dragon's attack upon an enemy fire breath calls forth the flames of a red dragon frost breath drains the life from a foe with the power a white dragon gas breath suffocates your enemies with poison gas lightning breath summons the electrical fury of a blue dragon ~ -1 ENCHANTMENT~ The enchantment spell group is used to imbue items with magical properties. Currently, this spell group consists of enchant weapon and enchant armor, although more will be added in the future. Only mages may enchant. enchant weapon increases the hit and damage bonuses of a weapon enchant armor increases the protective value of armor fireproof shields items from the harmful effects of fire and acid recharge restores power to a depleted wand or staff ~ -1 ENHANCEMENT~ The enhancement spells improve upon the body's pontential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient. giant strength grants increased strength haste doubles the speed of the target, but slows down healing infravision allows monsters to be seen in the dark refresh restores energy to tired adventurers ~ -1 HARMFUL~ This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are: cause light inflicts minor wounds on an enemy cause serious inflicts wounds on a foe cause critical causes major damage to the target harm the most deadly harmful spell ~ -1 HEALING~ The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are: cure light heals minor wounds refresh restores vigor to a tired adventurer cure serious heals wounds cure critical closes all but the worst wounds heal the most powerful healing spell mass healing casts a heal spell on each player in the room ~ -1 ILLUSION~ The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following: invis turns the target invisible mass invis turns the caster's group invisible ventriloquate allows the caster to put words in someone's mouth ~ -1 SOCKETS~ Syntax: Inlay (gemstone) (target) The gemstone used MUST be a "settable" gemstone, as can be identified using various means. The target MUST be a weapon or a piece of armor. The type of gemstone used will determine the affect the inlay had upon the target item. Different Gem types do different things, and the closer to perfect the gem is the more it adds. Below is a table: Sapphire: chip: add 75 mana to the target item. flawed: add 105 mana to the target item. flawless: add 135 mana to the target item. perfect: add 165 mana to the target item. Rubies: chip: add 75 hit points to the target item. flawed: add 105 hit points to the target item. flawless: add 135 hit points to the target item. perfect: add 165 hit points to the target item. Emeralds: chip: add 75 moves to the target item. flawed: add 105 moves to the target item. flawless: add 135 moves to the target item. perfect: add 165 moves to the target item. Diamonds: chip: add 10 hitroll to the target item. flawed: add 15 hitroll to the target item. flawless: add 20 hitroll to the target item. perfect: add 25 hitroll to the target item. Topazes: chip: add -125 AC to the target item. flawed: add -175 AC to the target item. flawless: add -225 AC to the target item. perfect: add -275 AC to the target item. Skulls: chip: add 10 damroll to the target item. flawed: add 15 damroll to the target item. flawless: add 20 damroll to the target item. perfect: add 25 damroll to the target item. For now, an item may only be inlayed twice. ~ 0 ~ ~ 155 PRAND~ Syntax: Prand <character> Prand sends a character off to a random location throughout the mud. ~ 151 IMMTITLE~ Syntax: Immtitle <string> The immtitle command shows what is outside of your name on the left of the who list in the dark red brackets. ~ 151 FRECALL~ Syntax Frecall <character> This forces the character to recall no matter where they are at. ~ 151 PACK~ Syntax Pack <character> This sends a Newbie pack consisting of equipment to a newbie that needs equipment. ~ 151 WIZNETALL~ Syntax Wiznetall This turns on all the Wiznet options available to you at your level. ~ 151 GPOINT~ Syntax Gpoint Gpoint <vnum> Gpoint with out an argument will clear your Goto point otherwise you can do Gpoint with the vnum and it will set your goto point to that vnum so you dont have to keep typing it. ~ 0 TRADE~ The secure trading interface allows you to transfer goods with complete safety, no-one can pinch your stuff unless you let them. If you don't trust someone completely, using this interface can ensure that they don't cheat you. To start a trading session the first player must offer to trade. trade offer [player] The player target is optional, if you leave this off, any other player may join the session. To join a session type: trade join <player> At any time you may leave a trade by typing: trade withdraw Once the session has started you may type 'trade' or 'trade examine' to view the current state of the trade. To view details on any item in the trade, type: trade examine <object> To add gold or items to the trade type: trade add <object>|<gold amount> If you enter a number it will subtract the gold from what you carry, this will be returned to you if you withdraw. Objects and gold may be removed by using: trade remove <object>|<gold amount> In order to ensure that no changes are made you may lock the session. Once locked neither party may change what is on offer, while locked you may both examine the goods carefully. trade lock This command toggles the lock setting, you can check if the trade is locked by typing 'trade'. Use the trade lock in order to give yourself time to examine the other party's offer. In order to finalise the deal both parties must have locked the session, you cannot affect the lock set by the other party. Both parties must also accept the deal by typing: trade accept Once both parties have accepted the trade, the items are transferred and the trade is over. ~ 0 PLAYER MARRIAGES~ Two players can get married.The immortal that does these ceremonies is called Gretago.The weddings cost the players 35,000 gold each.This includes outfits for the bride and the groom and the wedding ring.Also some invitations can be purchased to send to players inviting them to your wedding at an additional price of 10 gold each. A player cannot attend your wedding unless they were sent an invitation. The weddings will take place in The Temple of Matrimony and Gretago will transfer the players that were invited to the temple on the day of the wedding. To request a wedding please send a note to Gretago stating the names of the people getting married, how many players you wish to invite and there names. Players can also get divorced. The immortal that divorces players is also Gretago. The cost of a divorce is 35,000 gold per player. However you must wait 1 real life month after marriage before divorcing. If your wife/husband deletes or is away for a long period of time and you wish to marry someone else then please send a note to Gretago. But please do not pester him, he will read your note and get back to you as soon as he can. After divorce you must wait 1 real life month before marrying again. Last altered by Gretago 29/5/04 ~ 0 ~ ~ 0 bridgewater~ Bridgewater is a starting town ~ -1 $~