#HELPS 0 !~ Syntax: ! ! repeats the last command you typed. ~ 1 "ANCIENT CITY OF AURORA" AURORA~ Suggested level range: 15 - 35 Legend speaks of a mystical city isolated from all civilization by a magical barrier. This city, Aurora, can now be accessed through a portal that was ripped through the barrier connecting it to the Realms. Why such a portal was opened, no one knows, but if legend holds true this city is to be full of treasures and knowledge uncomparable to any of that which exists. Aurora now stands ready for curious individuals to explore its streets and meet its citizens. ~ 2 "ARMOR CLASS" ARMORCLASS ARMOR_LEVELS AC~ The following lists the armor scale as listed on the 'score' sheet. Once you reach level 25 you are able to see the numerical value of your armor class, until then this will serve as a 'guide': AC | Description --------------------------------------------------- +101 and up | the rags of a beggar (worst AC) +100 - +80 | improper for adventure +79 - +55 | shabby and threadbare +54 - +40 | of poor quality +39 - +20 | scant protection +19 - +10 | that of a knave +9 - 0 | moderately crafted -1 - -10 | well crafted -11 - -20 | the envy of squires -21 - -40 | excellently crafted -41 - -60 | the envy of knights -61 - -80 | the envy of barons -81 - -100 | the envy of dukes -101 - -200 | the envy of emperors -201 and lower | that of an avatar (best AC) --------------------------------------------------- ~ 1 "BARRIKS KEEP" BARRIKS~ Recommended Level Range: 25 - 50 Atop a great mountain, sits a small run down village. It is surrounded by mountains and large trees that have been in existence for untold centuries. The village is guarded by a few loyal citizens who remain due to loyalty. The townspeople hide a secret passage that leads to the keep. A large forest enshrouds the area and prevents it's notice to the outside world. ~ 51 "BOWERS PARK" "BOWERS GARDENS"~ Recommended Level Range: 1 - 15 The Bowers Park and Gardens, located along the northeast edge of Darkhaven, was commissioned by Duke Luther for the patrons of his fine city. The park is frequently filled with children and has many areas to play in. Unfortunately, the Park was built on a strip of land that many said was cursed. During the daytime, the Duke guarantees the safety of all that reside in the park. After nightfall however, anything can happen. ~ 62 "LAWS CHANNELS"~ ~ 57 "MASSIGN" "OASSIGN" "RASSIGN"~ &YSyntax&W: (r/m/o)assign <character> <begin vnum range> <end vnum range> These commands allow you to assign a range of vnums to an immortal for so that they may build inside that range. Use the 'checkvnums' command before assigning a range to ensure that there will be no vnum conflicts. You can also use the 'vnums' command for a complete list of currently allocated ranges, and the 'newzones' command for a complete list of prototype vnum ranges. The Freevnums help file has been implemented to assist assigners with giving out vnums. Checking Freevnums is a must before performing any assignments. Give out the wrong vnums and we kill you. Warning! *Never* assign any vnums to a character who has another vnum range assigned to them via 'aassign'. Simply be sure to have the character type 'aassign none' before assigning vnums to them. If you need vnums assigned to a character who already has a proto area assigned to them, have them start a new character, or clear their old vnums buffer as written above. This will, however, destroy their old area unless it is installed. &GSee Also: &WFREEVNUMS, FREEVNUMS2. ~ 51 "PALLINDROME HALL"~ Pallindrome Hall, a castle named lovingly for it's creator, Paelus, came into existence a year after the arrival of the New Pantheon. This major shift in the balance of Despair's ethical and spiritual system left many without guidance, or order; thus, rumor has it Paelus opened the doors to the many wanderers and beasts, as long as they sought his guidance. There are even rumors of a council of the representatives of Light within the central hall. The crimson hue of the exterior walls distract the average adventurer's attention from his stunning surroundings within the Deep Oak. The Oak was blessed recently by the deity Cabal, for a portion of the Hall is devoted to him; and so the forest takes on a visage of miraculous supernaturality as one walks among them. ~ 0 "REMOVE INVIS"~ Syntax: cast 'remove invis' <object> This spell will make an invisible object in the character's inventory visible. This is an AGGRESSIVE spell when used on others. I.e, it will attack another player if you attempt to use it on them. ~ 1 "REUNION AUCTION"~ &b-&B=&C>&WSlave for the Cure Auction&C<&B=&b- &B &BIn the civilized world, the practice of owning slaves is considered &Bbarbarous and inhumane. It deprives a human being of their free will &Band basic rights, forcing them to cater to the slaveowner's every wish &Band tawdry whim. &B &CSound like fun to you? Us too. &B &BIn order to help raise money for Moonbeam's &w'Run for the Cure' &B(Help &BMoonbeam), the 8th Annual RoD Reunion is sponsoring a 'Slave for the &BCure' auction. On &wSaturday August 3rd at 8 pm at the Fox and Fiddle&B, &Bwe will be selling willing RoD players into slavery to other RoD &Bplayers. The term of slavery lasts until last call that night. The &Bonly terms of this slavery is no sexual acts (unless both sides consent, &Bin which case we &CREALLY DO NOT WANT TO KNOW&B). &B &BSo far, we are auctioning &wTical &Band &wThalasian&B. Interested in being &Bpublicly degraded property with no rights? If so, contact Tical &Bby mudmail to have your name added to our list. Remember, it's for &Ba good cause! &B &CNOTE - &WNo getting your slave to do anything illegal. &W You can not make your slave pay (with money) for anything. &B &b-&B=&C>&WSlaves for Auction&C<&B=&b- &B &wTical Thalasian Naithalia &wZed Azrielle Lenslakin &wThorpe Nadya Zyandra &wRhyl Serina ~ 1 "SOUL PETRIFICATION" SOUL PETRIFICATION~ &YSyntax&W: cast 'soul petrification' self This increases the caster's fortitude, making him/her a tougher opponent in battle. This is an aggressive spell when cast on others. ~ 1 "THE ISLAND OF IRRYBIS" IRRYBIS~ The Valley of the Elves lies far to the north of Darkhaven. Deep within this Valley lies the Island of Irrybis surrounded by the crystal blue waters of the Azzurian Sea. It is said that the Elven capital city of Arborlon resides in the center of this Island, welcoming all those of Elven Kin to visit and stay. See also: VALLEY OF THE ELVES, ELF and NATIONS. ~ 1 "THE SANDS OF TERACCHEI" SANDS OF TERACCHEI GITHTOWN~ Roughened by the harsh desert winds of Teracchei, the gith who make their homes in this harsh plane have scraped up a meager existence. Run by a cruel githyanki Queen, the inevitable struggle between the benevolent githzerai and the demonic githyanki pushes the civilization closer to collapse and ruin. Only the pirates of the gith profit through the turmoil, collecting and selling trophies of the war to both side. Unwelcoming of visitors, few have glimpsed the heartbreaking beauty of the githyanki sandstone towers, each of which reflect the weath and power that is jealously hoarded in a meager attempt to create a more palatable life. ~ 1 "TRIBAL SWAMPLANDS"~ Deep in the heart of the Haon Dor forest, near the darkened marsh lies the entrance to the realm of lizardmen. It is said that these elusive creatures gather here to chant in a tribal ritual, which often requires the devouring of human flesh. Guarded by their own kind, the lizardmen can come together here safely, without fear of intrusion by their enemies. See also: LIZARDMEN NATIONS HOMETOWN ~ 1 "VILE BIDDING" VILE BIDDING~ &YSyntax&W: cast 'vile bidding' You use your wisdom to summon forth a familiar to do your evil dirty work. ~ 1 21~ ~ 1 72~ ~ 1 'A MOMENT IN NATURE'~ Recommended level range: 2 - 20 Curious young adventurers, feeling safe within the boundaries of the academy, are often lulled into a sense of safety therein. Some become brazen enough to enter the whirling mystical portal found within the confines of the grounds where battle skills are honed. The portal is sustained with Druidic magic, renewed in strength by natural forces within the portal itself. An overwhelming urge can be felt near the portal to perhaps take a break from the constant dread of wolves and slime of slugs...to perhaps take a hike, climb a tree, or enjoy a picnic lunch. ~ 53 AASSIGN~ Syntax: aassign <filename>.are Example: aassign edo.are AASSIGN temporarily assigns all rooms, objects, and mobiles in the area range to your pfile. This allows you to use rlist, olist, mlist, and reset list. This also means that typing savearea, reset area, or instazone will affect this area. To save changes permenantly, type "aassign none" and foldarea. &rWarning&w!! Do not have an area aassigned to yourself when getting personal vnums assigned to you. The personal vnums will overwrite the area file. In order to assign a proto area to yourself, you must either have that area bestowed to you by a Greater God or higher. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by an Exalted+. Even if you have the area bestowed only Lesser+ can aassign themselves nonproto areas. ~ 1 'ABATTOIR ASYLUM'~ Recommended level range: 35 - 50 Once a monument to health and sanity, the Abbot Hill Asylum has been corrupted over the years and now lies in a state of irreparable decay. Located on a large isle in the Blood Sea, the insane and dying were once brought there to be healed and cared for. Unfortunately, it seems that the priests in care of these decrepit souls were infected by the same lack of sanity they were attempting to cure. What was once a place of peace and salvation has become a haven of the damned, ruled by chaos unbridled. ~ 1 ACCESSORIES~ Syntax: accessories <argument> Where the argument is one of: list show <# of accessory> buy <# of accessory> Accessories may be added to your house to decorate. These commands allow you to view and purchase the approved accessories. See Also: HOUSE, SELLHOUSE, HOMEBUY, HOUSING ~ 1 'ACETUM PRIMUS'~ 'Acetum Primus,' is the third and most powerful of the known acid disciplines at the Mage's disposal. This incantation pulls forth the strongest caustic agents in the casting Mage's neighboring planes, and propels them in a tight cyclone-like blast towards the Mage's chosen victim. The cross-dimensional disturbance, the physical violence, and the bonescouring potency of the conjured compound all work together to effect an estimable attack. ~ 1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ These are all attack spells and should not be used against another player unless both you and the other player are listed under 'who deadly' and are within the legal pkill level range. 1) Syntax: cast fireball <victim> 2) Syntax: cast 'acid blast' <victim> 3) Syntax: cast 'lightning bolt' <victim> 4) Syntax: cast 'colour spray' <victim> 5) Syntax: cast 'shocking grasp' <victim> 6) Syntax: cast 'burning hands' <victim> 7) Syntax: cast 'magic missile' <dir> <victim> Each of these spells inflict variable damage on the victim. The higher the caster's level, the more damage inflicted. The spells are listed by their inherent power from strongest to weakest, though differences in strength are in many cases minimal. ~ 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. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. Gas breath is an area attack, the other breath spells are not. ~ 54 ACTFLAGS MOBFLAGS~ &GMOBFLAG &W|&GDESCRIPTION&W &Y--------------&W|&Y--------------------------------------------------------&W sentinel Mobile always stays at its post. scavenger Mobile picks up items of value. aggressive Mobile attacks players. stayarea Mobile does not leave its home area. wimpy Mobile flees when low in hits. practice Players can "practice" at this mobile. immortal Mobile is immortal (not implemented). deadly Mobile has a deadly poison (not implemented). meta_aggr Mobile is VERY aggressive (not implemented). nowander Mobile doesn't wander unless attacked. mountable Mobile can be mounted. prototype Mobile is under construction. running Mobile is running (moves twice as fast) noassist Mobile won't assist other mobs in a fight. pacifist Mobile cannot be attacked. scholar Mobile can teach languages. secretive Mobile will not echo acts. MOBs actions are invisible. mobinvis Mobile is invisible to both pc's and non pc's. noattack Mobile won't use any physical attacks. autonomous Mobile won't switch tanks if hit by someone with higher style. pet Mobile can be used in creating a petshop. statshield Mobile cannot be mstatted below level 59 nolocate Mobile's inventory is not locateable &Y--------------&W|&Y--------------------------------------------------------&W ~ 53 ACTIONDESC~ &wAll of the variables listed as "actor" - $n, e, m, s - will all show "you" to the character doing the action, and show the appropriate variable to the other characters in the room. Neat little additions - $q = When added to the end of a word will show an "s" to other characters in the room, and not the person doing the action, eg: "$n eat$q the apple." would be: To char: You eat the apple. To room: John eats the apple. If you want a capital You in the mid sentence.. like You eat the apple. You find it delicious and tasty. The normal $ variables won't do the trick. So use the variable %s. For instance: $n eat$q the apple. %s find$q it delicious and tasty. &RSEE ALSO: &wVARIABLES, OSET ~ 1 AD ADS ADVERTISING~ &GAdvertisement and discussion of other muds needs to be done in private -- not in channels, titles, descriptions, bios, on note boards (other than the mail board, though unsolicited mail is similarly banned) or unsolicited tells. We have been exceedingly lenient on this, but too many people are taking advantage of it, aggravating both immortals and mortals alike. If you are asked to desist and do not do so immediately your play on this mud will be terminated. Many of those advertising are actually running Smaug muds, and we find this particularly disturbing. We have released a large, flexible and substantial MUD engine for free public use, and have included a complement of areas to get you started. We encourage new muds to grow and to develop. If you want to advertise your Smaug mud, add it to the Smaug Mud list at http://www.game.org/smaug/mudlist.html All we ask in return is that we are given the respect of not having new muds running the code and areas we created come to our own mud and behave this way. Since we are often not given this respect, we will begin dealing extremely harshly with those who cannot see their way to such simple and civil guidelines. See also: &WLAWS ~ 51 ADMINLIST~ . &cSyntax: adminlist &gThe adminlist command is designed to make finding the right immortal you may need easier. It is arranged first by level of the immortal, then alphabetically. Names with asterisks around them signify the head and/or co-head of the councils. ~ 2 ADONIA~ &x. &Y )*.(* ) &Y )*.(* )*.(* )*.(* )* &Y )*.(* )*.(* )*.(* )*.(* &O ., `,`,`,. &Y)*.(* )*.(* &O / (,``,`: \ &Y )*.(* )*.(* &O / ); &B, , &O; )\ &Y )*.(* )*.(* )*.(* &O / &W| &P_ &W|&O )\ &p__ &Y)*.(* )*.(* )*.(* &W \ &O/ ( &W\___/ &O( \ &p(__) &Y )*.(* )*.(* )*.(* &W _)\_______.--'&C/_\'--.&W_ _\ &C--,,&O`\ &W, | &Y )*.(* )*.(* )*.(* &W `\______________&C\'-_| &C|_-'/&W\ &O \ &W\\/| &Y )*.(* )*.(* )*.(* &O / / &C\\,|&W/ \&C|,/&W\ \&O \&W/,/ &Y)*.(* )*.(* )* &O ( / ) &C\ \./ //&W\,`\,/ /&O) &Y)*.(* )*.(* &O ) ) &C:\ &Y___ &C/:` &W\, ,/&O ( &Y )*.(* )* &O ( ) &C,-&Y\\,//&C-. &W`` &O ) &Y )*.(* )*.(* )*.(* )*.(* &O : ) &C/ /&w)))&C\ \ &O ) ; &Y )*.(* )*.(* )*.(* &O \\ &C/ /&w)))))&C\ \ &O ( \/ &Y )*.(* )*.(* )*.(* &O \,,&C'-_/&w(((((((&C\_-\&O`,-,/ &Y )*.(* )*.(* )* &W / &w\))))))))\ &Y)*.(* )*.(* &W / /&w\(((((((\ &Y)*.(* )*.(* &W / / &w\)))))\ &Y)*.(* )* &W / / \ &w)))| &Y)*.(* &W / / \ &w)) &Y*( &W / / \ \ &B \ | _) &W / / \ \ &B _ \ _` | _ \ \ | _` | &W / // \\ \ &B _/ _\\__,_|\___/_| _|_|\__,_| &w/`,&W/ \&w,`\ &w / / &w\ \ &w / / &w\ \ &W Imm of the Week - November 18-24 &w ' ,' &w`. ` &w / / v\ \, &w /`'/J &wL\`'\ &w `_/' &w`\_' ~ 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. ~ 53 ADVANCEDEXITS~ SMAUG supports having more than one exit in the same direction, as well as the special direction 'somewhere', represented by a '?'. If you already have an exit leading north, and would like another one, use a plus sign '+' in front of the direction: redit exit +n 3001 - Adds another exit north to room 3001 To modify an extra exit like this, or to remove it, you'll have to refer to it by number: redit exit #2 3002 - Change the second exit to go to room 3002 (to know what number an exit is, do an "rstat") For someone to be able to use the second north exit, you have to set one of the extra flags (see EXFLAGS) like CAN_CLIMB. It's also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer to those with autoexits on. The AUTO flag makes it possible to go in a direction by simply typing the keyword for that exit: redit exit ? 3001 - Create a 'somewhere' exit to 3001 redit exflags ? auto hidden - Set the proper flags redit exname ? swim - Set the keyword "swim" ... here, if a player types 'swim' in the room they will move to room 3001 ~ -1 ADVENTURE~ . In our efforts to give credit to everyone who deserves it, we almost forgot to give credit to one of the "grandfathers" of computer adventure games... David Platt, the author of the original "Adventure" (c)1979. Also credit to Ken Wellsch for porting the original Fortran-77 version to UNIX-C (over a period of about 3 years) (c)1984. ~ 2 AERIEL~ &x. &r L'\____ &r / "\\ `'\ &Y ___ &r / | ` `\ &Y - -_, ,,&r ;\\ \ \ `\ &Y( -/|| ' ||&r /"\' | &O__&r\ "-- `\ &Y( / || _-_ ,._-_ \\ _-_ ||&r , | \&O-""' &r| `\ &Y \/==|| || \\ || || || \\ ||&r' /\&O/ &O-.&r| `\ &Y /_ _|| ||/ || || ||/ ||&r\_` |&O,' &r| | &Y( - \\, \\,/ \\, \\ \\,/ \\&r / /&OT '&r\ "- &O_,-"``/&r\ &r L |&O| - &O|\\ &r / |&O_,-"`/ &r| &r `( &O|&O/H &B`O&O;&r"/ |&O| /&r| &r `";&BO &O- &r"") /&O| /&r/ `| &O |.&O-, &O-' '&r-/,' / \ &O ;`\ &r/| `;,/ `\ &r /&O. &r,' | `| &r / &O\ &R-- &r`, | '/ `\ &R _,--._.-,&r / &O\ &r\|\/" \ `| &R /\_r-,\_ )&r| &O \ /&O|&r_'-. | `| &R.-.) _;='_/ (&r.; &O\ / &O|&r ,' / `| &R\ \' \/, )&r/ &O`---'" ` &O|&r | `| &R L.'-. _.'|-' &r' &O | &O\&r / `| &R<_`-'\'_.'/ &r /&g _______&O/ \&g_______ &r `/ &R `'-._( \ &r&g,`. / / `\ &r `/ &g / &G\\ &g /&G__ &g / \ &r `/ &g / &G \\ .-'_. / &g / \&r__.` &g / &G\\ /.-'_.'&g / \ &g/ &G\('--' &g / \ &g/ &G\ &g`\ / \ ~ 1 AFFECTED 'AFFECTED BY'~ Syntax: affected (abbrevation: af) Syntax: affected by (abbreviation: af by) 'Affected' is a spells-at-a-glance function, which displays only the spells (and skill affects) your character is currently under. Each affect will be listed by name only for the sake of brevity (if you want to know what each is doing, use help <spell/skill name> or 'score'). Characters level 20 or above and deadly characters will also see the number of rounds remaining for each affect. Affects with a remaining lifespan of less than 25 rounds are displayed in white, and those in immediate danger of wearing off will flash. 'Affected by' displays a character's affects separate from its spell/skill affect list. This is useful for ensuring that affects given from equipment are actually functioning. For example, if you are wearing a visor with detect_invis but 'affected by' does not show you as having that affect, you are not detecting invisibility. 'Affected by' also displays your current susceptibilities, resistances and immunities if your character is level 20 or higher. ~ 51 AFFECTEDBY AFFECTED_BY~ The following are affect flags that can be used when osetting an item (with oset <item> affect affected <affect flag>). These flags can also be used when msetting a mobile (mset <mob name> affected <affect flag>). They may additionally be used to mset players if your level allows it. Blind Invisible Detect_evil Detect_invis Detect_magic Detect_hidden **Hold** Sanctuary Faerie_fire Infrared Curse **Flaming** Poison Protect Paralysis Sneak Hide Sleep Charm Flying Pass_door Floating Truesight Detect_traps Scrying Fireshield Shockshield Iceshield Aqua_breath Possess Note - Hold and Flaming are current not in use. See also: OSET AFFECTTYPES ~ 51 AFFECTTYPES APPLYTYPES~ none strength dexterity intelligence wisdom constitution sex level age height weight mana hit move gold experience armor hitroll damroll save_para save_rod save_poison save_breath save_spell charisma resistant immune susceptible affected luck backstab pick track steal sneak hide detrap dodge peek scan gouge search mount disarm kick parry bash stun punch climb grip scribe brew thirst full drunk blood Additionally: weaponspell <sn> Will cast a spell on victim with every blow of a weapon wearspell <sn> Will cast a spell on wearer when object is worn removespell <sn> Will cast a spell on wearer when object is removed <skill> <modifier> Will modifify a player's ability in a skill See AFFECTEDBY ~ 0 AFK~ Syntax: afk (abbreviation for "away from keyboard") The 'afk' command will place an [AFK] flag beside your name on the who list when activated, as well as informing those who send tells that you you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 1 AGGRESSIVE~ Syntax: style aggressive This style of combat allows a fighter to strike more effectively, but leaves many holes in his defenses as well. Fighters who know this tactic can strike enemies for more damage, but their enemies' weapons will slip through their defenses for slightly more damage as well. See Also: style, evasive, defensive, standard, aggressive, berserk ~ 0 AID~ Syntax: aid <character> This skill allows you to bring a stunned person back into consciousness. The skill will only work on those who are low in hitpoints or stunned by a non-combat action. A character paralyzed via combat can not be aided. ~ 1 ALERTNESS~ Syntax: c alertness <self> Alertness renders the target resistant to the sleep spell. ~ 1 ALIGNMENT ALIGN ZAPPING~ Your alignment can range from +1000 to -1000. When you are +1000 this means that you are good aligned, when you are -1000 this means you are evil aligned, and when you are 0 aligned this means you are neutral. You can change your alignment by killing good or evil aligned mobs. This will raise or lower your alignment. The different alignments will allow you to wear different pieces of equipment. If you are good aligned and try to wear a piece of equipment which is antigood, you will be zapped, which means the piece of eq will fall to the ground. The same occurs when you are evil and you try to wear an antievil piece of eq, or if you are neutral and try to wear an antineutral piece of eq. You can also be zapped during battle if you are fighting a mob opposite of your align. You can find out what your alignment is by typing SCORE. ~ 58 ALLOW BAN~ &YSyntax: &callow site/race/class <address/race/class> &YSyntax: &cban site/race/class <address/race/class> <type> <duration> &YSyntax: &cban show <class/site/race> <number> &YSyntax: &cwarn <site/class/race> <number> &wBAN site will ban a site from playing the game. BAN race bans anyone with that race from playing the game. BAN class bans anyone with that class from playing the game. BAN site/race/class without any other arguemts will give you a list of currently banned sites/races/classes. BAN show site #<number> will show the log created when a particular ban was made. Type can either be a level or one of the following keywords: all,newbie,mortal, warn. If you set it to a level everyone equal to that level and below will not be allowed on. Warn, sends a warning to the Warn: channel that someone if logging in from the the site, with a certaing class or race. If you add the duration, the ban will expire in that many days. Sites can be banned with the * wildcard as well. Be carefull however as *.edu would ban everysite from .edu, or *foo* would ban anysite that had the string foo in it. BAN show, will print out the reason why that particular site/race or class was banned and by who. Number can be a class or race name, a site address or you can use # followed by the ban number. WARN will toggle the warn flag on a CURRENTLY banned site/class or race. ALLOW site/race/class <address/race/class> removes a site, class or race from the ban list. This also can be allowed by using # syntax. ~ 2 ALTRAG~ &x. &w __________ &Y / __ &w ________| |________ &Y \ .-'&O::&Y:. &w | / |||||| \ | &Y \ &O:::::&Y|\ &w | ,' `. | &Y |,\&O:::'&Y/ \ &w | ,' `. | &Y `.&O:::&Y-' \ &w | ,' |||||||||||||||| `. | &Y `-. \ &O ___ &w ,' /____________________\ `. &Y `-. |&O.-'';:::. &w /______________________________\ &Y `-.-'&O/ ',''.;;;\ &w| | &O| ','','.''|&w| | &O|\ ' ,',' /'&w| | &O`.`-.___.-;'&w|________________________________| &O`--._.-' &w |____________________------__| &PzzzZZZZZZZzzzz &w ,-------------------------------&O,,,,,,,,,&w---&P/&w--------, &w | [][][][][] [][][][][] [][]&O.SSSSSSSSSSS,&P/&w[][][][] | &w | &O.SSSSSSSSSSSSS,&w | &w | [][][][][][][][][][][][][&O.SSSSSSSSSSSSSSS,&w][][][] | &w | [_][][][][][][][][][][][&O,SSSSSSSSSSSSSSSSS,&w[][][] | &w | [][_][][][][][][][][][][]&OSSSSSSSSSSSSSSSSSSS&w[][][] | &w | [__][][][][][][][][][][][&OSSSSSSSSSSSSSSSSSSS&w[][]|| | &w | [__][________________][&OSSSSSSSSSSSSSSSSSSS&w_][]|| | &w `--------------------------&O`SSSSSSSSSSSSSSSSS`&w-------' &O`SSSSSSSSSSSSSSS` &O`SSSSSSSSSSSSS` &Y Altrag pulls another all-nighter. ~ -1 AMOTD~ &x. &Y. &W: &O|&R---_ &Y `&B _ \ | . _| &Y | &O|&R--- &Y : &B / -_) _` | | ` \(_-< _ \ _| &Y -*- &O| &B _|_\\___|\__,_| _| _|_|_|___/ \___/ _| &Y | &c / \ &O|&R---_ &Y ` &c.' `. &O|&R--- &Y . &W *&B _ \ _) &c/ \ _ &O|&c__ &B | | -_)(_-< _ \ _` | | _| &c`.+-```-+.'/.' `.````` &Y . &B ___/ \___|___/ .__/\__,_| _| _| &W|-u--.| &c / \``` &Y . : &B _| &W| u|&c.' `." &Y . &Y | &W|.u--.&c/ _..---.._ \ &Y -*- &BAugust 5, 2002 &W| &c`-&W|U U U U &Y | &W|.--u.| |..---..|&c"// &w-Read help disclaimer, appeals and cardinal_rules &W|u | | |&c// &w for information that players are required to know. &W|.---u| |..---..|&c/// &w &W| u | | |&c``` &w-See help Smaug for installation and troubleshooting&W|.-|-`U`U`|---..|&Yu u &w questions. Also visit http://www.game.org/smaug &c/`````/-\&W---.' |=== &w &W|====| _ | ||.---..|&Yu u &w-Type commands to see the options available and &W|====|||||_|| |=== &Y: &wand check the help files for each. &O|``|````\---/`-..&W_|--. &w &Y* &O\_\\ \ \/` //\ `,&W`| &w-For lost and found equipment, read help lost. &O\`| ` _// | / _| &w &O\| \ //' | // \ &w-Type news and changes for the latest information. &O \\`//| | \ \// &b------------------------------------------------------&O\// |.` ` ' /` &Y`````` &b ```''.. ```''' &O| \\ | // . &Y,,,````` &b ```` ```,,, &O\ | `| ''.' &O\ | &Y Issue 62 of the Cry of Despair has hit the streets! Help cry! &P The death of Il'liara has destabilized magick in the Realms! Cast spells at your peril!&w ~ 64 AMTOD~ ~ 1 'ANIMATE DEAD~ Syntax: cast 'animate dead' <victim> After a mobile has been killed, the magic user has the ability to animate the corpse of the recently deceased mob. The mob will be animated with full hitpoints and will be under the caster's control for a short period of time. The undead can only exist in the living realm for a short period of time before returning to the underworld. ~ 57 'ANIMATE DEAD'~ Syntax: cast 'animate dead' <vicim> After a mobile has been killed, the magic user has the ability to animate the corpse of the recently deceased mob. The mob will be animated with full hitpoints and will be under the caster's control for a short period of time. The undead can only exist in the living realm for short period of time before returning to the underworld. ~ 0 ANSI~ Syntax: ANSI Syntax: ANSI on/off The ANSI command will enable or disable ANSI colour. ANSI colour display depends entirely on the compatibility of your terminal or MUD client. Most terminals and clients can display colors, though each may render the actual color hues and intensities a bit differently. See also: COLORSCHEMES ~ 1 ANSWERS1~ Comment: the auc code needs to be modified to allow the auccing of poisoned weapons (current message says it's decaying) Answer: poisoned weapons are decaying Comment: ok ok peeps.. one more time: me avatar. me starving but cannot see it. me recharge verrrrrrrry slowwwwwly [this person subsequently threatened to leave the mud and take people with him because we wouldn't fix such "bugs"] Answer: you could try typing 'score' to see your hunger and thirst. Avatars used to see their thirst and hunger messages, but then nobody liked that and everyone wanted them removed. The idea of a config +/- hunger_and_thirst_messages seems ridiculous to me. Not many people have a problem keeping track by using score, they just pay attention. Comment: this area bites, we need areas with mobs in them not pretty descs Answer: what "we need" varies. I'd be an idiot to refuse any area that fit any of our needs, be they killing fields or social zones or transition areas or what-have-you. Work on one has nothing to do with work on another. Comment: after 4 years youd think you could stop us crashing so <expletive> much Answer: after 4 years you'd think someone would know there are a number of things affecting any mud's stability, some of them being beyond our control. It's not like we enjoy it when the system crashes, and don't take steps as quickly as we can to correct the problem. Comment: i find the description of the tourist as a small round japanese man offensive Answer: I am ashamed I have offended you. Comment: I'm getting worried that you guys don't get my ideas and that I do this for naught Answer: they're read, sometimes once a week, usually always once a month, and in extremely rare cases (like this one) once every two. Question: why are manyaggro mobs either good or neutral? Answer: the evil ones are more tucked away, but I agree that it's odd to have a good-aligned aggro mob unless it's defending its territory or something like that. Comment: who <playername> should let you see the player. Answer: try 'whois <playername>' ~ 1 ANSWERS2~ Comment: How about removing Ret for now, instead of this wisinvis stuff. Answer: because "wizinvis" is how it is now. Besides, if you go visit it'll be happy to reveal itself when it finds you. Comment: Sup? Answer: yo Comment: It would be nice if the time of day could be included in prompts, for vampires who want to know when to mist. Thanks-[signed] Answer: the general time of day (which will indicate mistwalk times for vamps) can be included in prompts with the %T token. Comment: [18 requests for a social called abash. 0 offers of what the social might read like] Answer: I see lots of good social ideas given, but no one ever offers to just write it. If you have a social idea, write it up and mudmail it or something and we'll see if it's acceptable. Comment: these new dam messages for spells SUCK. try asking people who PLAY not sit and imm what they think! Answer: "sit and imm" ... I love it. Comment: have who sort by level, I can't scroll that far back and cant find low-level ppl Answer: the 'who' command supports level arguments: 'who 1 10' will display all characters between level 1 and 10, 'who 20' will display all characters from level 20 on up, etc. Comment: you should make a proffesional insulter that people pay to go insult the person they said to .... so you have a system where ppl won't curse eachother out. Answer: we had Darius who did professional-quality work, but he did it for free, and it never kept anyone from cursing anyway. Especially Darius. Comment: there should be a way to turn off linkdead recall, it sux Answer: config + or - norecall will fix you up Comment: sell poison for weapons OUTSIDE of the thieves guild for non guilded thieves Answer: it is, in a place that sold it ages before the guild of thieves ever got hold of it. Comment: Deities for guilds like orders and clans have Answer: never ~ 1 ANTALL~ Recommended level range: 35 to 50 Following centuries of relative peace in Ocean Keep, a mighty storm ravaged the harbor contained within. An old demon, at rest since before the time Faragut made his mark, awoke from a deep slumber that had neutralized his evils. His ship, the Deilstorm, arose from the darkened sea that had, for so long, left no trace of his past. Faragut does not know what terror really can be. ~ 1 ANTARCTICA~ Recommended level range: 10 - 30 The frozen wastes of Antarctica lie far to the south of Darkhaven, separated from the main continent by a vast ocean. Hidden in this land of ice is the town of Little Haven. Two great heroines of Light rule over the gnomes of this town: the Shieldmaiden Brunhilde and the Snow Queen. The gnomes have created deadly frost giants to aid in the protection of the town and have also enlisted the aid of a fearsome blue dragon. It is a comforting thought that very little threat arises from Antarctica, for the Realms of Despair are already dark enough... ~ 0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~ syntax: c antimagic This spell makes you more resistant to all types (including beneficial types) of magic. ~ 2 APHRAEL~ &p .,. ,. . &p ,d$$$$$$$$$$?? ?$$$P.c$$% &p ?$$$$$$ cceced$F ?$$.$$$"<$" &p `,,c,,."$$$"<PP, 3F<$$$,P`c . &p .,d$$P?$$$ $$$ $F $ $$.$PF".F',$$e. &p??$cPF $$$c`$d$,???cF&Y'cd&p??$$$$$. &p$hhc" ?$$$c `"???% &Y`??&p"?ec,`" &p"??$$b,?ccecF?c""?$$c,&Y""&p ,bce$$$r &p "?$bF""""?=$`$c"$$FJ$???$$$$$ c, &p=cec . ``"""?bc ?$$ec,. =??bcece$$$ &p"' " `?$$$$$$c$$ .,,,cc,`?$ec$?$$$F &p ?$c,`"""""" `?$$$$$$bc,?$$$$" &p 3$$$P" `"$> `""""??$$$$$$$ &p ?$c,`"""""" `?$$$$$$bc,?$$$$" &p 3$$$P" `"$> `""""??$$$$$$$ &g d" &p ,$' `"$$$$F &g d" &p ' &Y ___ _ _ &g z" &Y / _ \ | | | | &g 4 .,--==<e&Y/ /_\ \ _ __ | |__ _ __ __ _ ___ | | &g "b. ,-"""Lc. "&Y| _ || '_ \ | '_ \ | '__| / _` | / _ \| | &g "b. / ,$r J?c.&Y| | | || |_) || | | || | | (_| || __/| | &g ?$ d$ $$,?$P.&Y\_| |_/| .__/ |_| |_||_| \__,_| \___||_| &g '% d$% $$ $$$$,&Y | | &g %, d%$%% $$ $$$$&Y |_| ~ 1 APPEALS~ If you feel that you've been treated _too_ harshly you have the option of an appeal. To do so you must post a note to the oracle with the following information: (1) Name of the Character: the name of the punished character. NOT an alternate, your brother's or your friend's character. (2) The Offence: The reason why you were punished. (3) The Name of the Immortal who gave the Punishment. (4) The Punishment. (5) Why you feel the punishment given is _too_ harsh. Please be aware that if your request is frivolous, not grounded in fact or an outright lie the punishment can INCREASE. Also be aware that the Immortal involved in dispensing the punishment will be contacted prior to a determination being made. N.B. Do NOT contact the Council of Elders (either individually or collectively, either via tell or email) without first launching an appeal via the process set out above. If for any reason you are unable to post to the oracle you may email Darrek at darrek@game.org. ~ 53 APPEAR~ &YSYNTAX: &wAppear <target> <target> .... Appear none Target may be a clan abbreviation, council abbreviation, "room", or a player name. This allows you to become visible to your specified target, regardless of your wizinvis level. Repeating the command for a different target will make you again invisible to the previous targets, while becoming visible to the new targets. The target sees that someone has appeared before them. You no longer must be in the room with the targets in order to appear before them. Using the 'none/nobody/clear' argument clears all appearances. ~ 0 APPRAISE~ Syntax: appraise <item> appraise all Appraise, when at a repairshop type mob, will tell you the condition of your equipment in question. The mob will tell you if it needs repair or not, and if so, how much it will cost. ~ 1 'AQUA BREATH' 'AQUA'~ Syntax: cast 'aqua breath' <character> This spell allows you to breath in water areas and underwater. Certain water sectors will require the use of aqua breath to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop and/or you begin losing hps <hitpoints>, you should either cast aqua breath immediately or leave the area. ~ 1 ARACHNOS~ Recommended level range: 5 - 20 A large amount of Haon Dor's treetops is covered in a sticky film: the webs of a thousand spiders. The realm of Arachnos, as it is called by Darkhaven's adventurers, is a series of twisting, intricate webs populated by arachnids and spiders. Some say that this fear-filled place is named Arachnos after the name of its hideous ruler. The stories tell of a dragon housed deep within the area, answering to the name of Yevaud. ~ 1 ARCANES~ . &W-(&R*&W)- &RAs One, We Are Strong &W-(&R*&W)- &w That is our motto, and for it we fight. The Ancient Order of Arcanes is an elite group of practitioners of the Magicks with a long and honorable history dating far back into the days of the old clans, when the Arcanes, one of the earliest of the peaceful clans, stood apart from the fray and strove to hold the beacon of light and knowledge proudly aloft in a darkening world. We have lived on in the heart of the Realms through many centuries of peace and war. Arcanes try to master the knowledge of the ever-changing world about them. With knowledge comes power, and with power responsibility. Our magicks are strong, and rarely do we taste defeat. But we use our strength and power to help one another; and where we can do no good in the world abroad, we at least strive to do no harm. Members live by, and live up to, a demanding Code of Conduct which requires teamwork and cooperation among members, and honor and fair dealing in the outside world. The Arcanes reside in a castle created out of the fabric of magic itself, which stands as a testimony to Arcanes' power and strength. Order members' solidarity and coordination are unrivalled. Almost every day, and frequently more than once in a day, the Order conducts some activity to which all members are invited -- whether simple exploring/ mobkilling, practicing pk, questing among ourselves, or participating as a team in mudwide quests -- for mutual benefit and enjoyment. To the extent possible, these events are held at different times of the day, to permit the widest possible participation. Those who distinguish themselves in such activities are regularly rewarded from the Order Treasury. The Order also continually seeks to reward those who seek out knowledge and put it to the use of the Order. For more information on applying to Arcanes, type &RHELP ARCANES INDUCTIONS. ~ 2 'ARCANES INDUCTIONS'~ . &R -(*)- Arcanes Inductions Requirements -(*)- &W1.&w All interested applicants must speak to an Arcane with the title "Arcane-Scout". Applicants must be at least level 25, and a mana-using class, (including Mage, Cleric, Druid, Augurer, Ranger, Paladin and Nephandi). &W2.&w All applicants must submit an application/resume to a scout, detailing the following, but not limited to, information about themselves: - The character level, class, race. - Any organizations the applicant belongs to, either with the applicant-character or other owned characters. This includes any organizations previously belonged to, such as: Councils, Guilds, Clans, Orders, Role-Playing Groups, etc. - Any relevent information about the applicant, such as a role-playing history, reasons for applying to Arcanes, or interests and activities throughout the Realms. - All applicants are permitted to give the names of their alternate characters, but are not required to do so. &W3.&w Applicants must have at least three sponsors for entering the Order. It is preferable that at LEAST one sponsor be a member of the Order. These sponsors must post their notes on the Altar outside the Sanctum. Directions to the Altar are available through the Applicant's Scout. &W4.&w All applicants must NOT be a part of any Guild or Order upon the time of application. &W5.&w Each applicant must be prepared to go through an interview process. &R Good luck, Applicant. :) ~ 1 AREAS~ Syntax: areas Syntax: areas old Syntax: areas <low range> <hi range> The 'areas' command displays an alphabetically sorted list of all areas within the game, together with the author and suggested level range of each area. The 'areas old' command displays an unsorted list of all areas (the old style), as well as the author and suggested level range of each area. You can specify a level range to see a list of all areas with suggested ranges which encompass the argument. This can be a little awkward as each area has a low and a high suggested range. Suffice to say that if an area's level range matches even one level of the range you request, it will be displayed. Special thanks to Fireblade for design and coding of this restyled function. The Realms of Despair will provide a copy of areas built by individuals to that individual and no one else. To receive a copy of an area for use on other muds, you must contact that individual. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 53 ARMORCLASS~ Armor class should play a much more important role in character and mob crea- tion than it currently does. You would not dare venture out on the streets in a table top roleplay with a poor armor class. You would quickly become mon- ster fodder, and your friends would all laugh as you recreate your charac- ters. The scale for armor class goes from 19 to -19. First thing to remember is that the lower the score, the better the armor class. Please remember that as I go through this portion of the lesson. In SMAUG, if a players armor class shows in his score as a -270. When it comes time for something to take a swing at him, the code divides that by 10, and any AC less than -19 is turned into -19. So the question arises, why have an AC of less than -190? How about faerie fire, or for that matter any armor class altering spell? The code doesn't divide by 10 until after the modifiers are all added into the equation. EXAMPLE: A player with a -270 armor class adds 100 for his avatar level "faerie fire" now has a -170, divided by 10, equals -17. This is quite simply why it makes no sense to have an armor class on your mobs less than the -300 maximum. It would simply be a wasted number. SEE NEXT: HELP THAC0 ~ 52 ARMORCLASS~ . &gThere are two values used with armor class for object type Armor: &GValue0: Variable amount based on level of item at repop. Value1: Maximum repairable armor setting for the object. Setting Value0 controls the default value an item will pop with. Not setting Value0 will cause it to adjust itself based on the level of the weapon at repop. Setting Value1 below the expected/default repop value for Value0 will result in an item that cannot be repaired until Value0 drops below Value1. The listing below gives you a rough approximation of the values returned for Value0 based on level: &GLevel Invoked Value0 Level Invoked Value0 Level Invoked Value0 ------------- ------ ------------- ------ ------------- ------ 1 1-3 10 3-5 20 6-8 30 8-10 40 11-13 50 13-15 &gThe amount that Value0 is set to determines the amount the player's A.C. will be adjusted. Different wear locations have a different multiplying affect: &G0 X Value0: Wield, Ears. 1 X Value0: Arms, Finger, Neck, Feet, Hands, Shield, Waist, Wrist, Hold, Eyes. 2 X Value0: Head, Legs, About. 3 X Value0: Body. &gSee also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, and OMENU. ~ 1 'AS INDUCTIONS2' 'ASCENDERE INDUCTIONS2'~ &CContinued from page "Help As Inductions". &G5. If a Guide decides to accept an application, (s)he conducts a preliminary interview and assigns a knowledge quest, and the applicant should assume the title of [Candidate] on the questing character. Applicants may ask for advice and information on their knowledge quest, but should perform the quest alone with the questing character, except with the Arbiter's express permission. Submitting items given, traded for, or bought (except from shopkeeper's regular stock) is cheating. The candidate has two weeks to complete the item quest. This period may be extended only by the Arbiter and only in special circumstances. The items or other proof of completion should be turned into the assigning Guide, or the Arbiter. &C6. Besides the quest, the inductions process requires a vote of the full Order after members have had an opportunity to comment on the application, so candidates should be prepared for a few weeks' wait. In the meantime, any inquiries should be directed to the Guide who accepted their application, the Arbiter or Justiciar, or a coded leader. Candidates will be notified of the outcome of their application by mudmail. &WPlease see "Help As Inductions" for more info.&w ~ 1 ASC ASCENDERE~ &PAscendere [&WLatin&P] &Y- To rise; move upwards; increase in rank. . &c___ &G &c/&C///&c/\ &G &c/&C///&c/&b/\&c\ &GSince the beginning of time, all mortal &c/&C///&c/&b//\\&c\ &Gbeings have attempted to understand the &c/&C///&c/&b///\\\&c\ &Gcosmos. However, the very fabric of life, &c/&C///&c/&b///&c/\&b\\\&c\ &Gwoven in chaos and disorder, has always &c/&C///&c/&b///&c/&B\\&c\&b\\\&c\ &Gseemed elusive. For the Ascendere, &c/&C///&c/&b///&c/&B\\\\&c\&b\\\&c\ &Gall things shall one day be &c/&C///&c/&b///&c/__&B\\\\&c\&b\\\&c\ &Gcomprehended. Their search for &c/&C////////////&B\\\\&c\&b\\\&c\ &Gknowledge and enlightenment has led &c/&C//////////////&B\\\\&c\&b\\\&c\ &Gthem to the heart of the ether. &c\&B\\\\\\\\\\\\\\\\\\\&c\&b\\&c/ &G &c\&B\\\\\\\\\\\\\\\\\\\&c\/ &G &C This collaboration of mortal entities is oriented towards achieving their goals through law and order. They have weaved for themselves a highly structured society. Yet they maintain a great love for the Ethereal, the plane from which all mystical beings, even gods, arise. Within this strata, they feel closer to the secrets of the ever-shifting cosmos, and gain great power and knowledge by their interactions with it. &G It is through a unity at once mortal and ethereal that the Ascendere rise above the fray to illuminate the obscure corners of the Realms with the lamp of knowledge; to bring system, structure, and order to the unfathomable ether; and to assail the agents of chaos, subjecting them to their organized will. &WFor information on applying to Ascendere, type "Help Ascendere Inductions". ~ 1 'ASCENDERE INDUCTIONS' 'AS INDUCTIONS'~ &x. &C_ _ ___ &YAscendere Inductions Requirements &C___ _____ _____&G 1. Candidate characters may be of any class. They must be avatars of at least 100 years of age, and not a member of any guild or order, at the time of the application. Those interested in applying should contact members with the title of "Guide to Ascension," which may be abbreviated as "GtA" or "Guide." Guides may provide information about the Order and the induction process to any potential applicant. This does not oblige the applicant to submit their application to that Guide (or the Guide to accept it).&c 2. All candidates must submit an application and resume to a Guide, detailing at a minimum the following information about themselves: &C- The candidate character's class and race. - Pertinent information about the candidate, such as role-playing history, reasons for applying to join the Order, and interests and activities throughout the Realms. The application should list peaceful organizations that the owner has belonged to, within the past six months or so, with any character (councils, guilds, nations, orders; pk clans are optional). - Significant alternate characters, meaning those by which a player might be known to others on the Realms: for example, characters started from scratch that are more than a few hundred years old, and the player's best known character in each organization referred to above. This list should include as many as three peaceful avatars if the owner has that many. - The names of each person sponsoring the candidate for admission.&c 3. Candidates should also provide mud-signed notes (posted on a board/taken) from at least three sponsors, at least one of whom should be a current member of the Order, or the Leader (not #1 or #2) of any other order or guild. These notes should include an explanation of how the sponsor knows the character, and for how long, and any other information the sponsor feels is relevant. It is recommended that sponsors include info on common alts and online times to facilitate personal contacts.&G 4. Applicants should contact a Guide to submit their application. Guides are subject to a maximum number of applicants, and may decline or defer an application, in which case the applicant may contact another Guide. If any character controlled by the applying player has been rejected by or outcast from the Order, the applicant must seek permission to reapply from a leader Such requests are ordinarily not considered until three months have passed. &WMore on "Help As Inductions2"... ~ 59 ASET~ Syntax: aset <area filename> <field> <value> Aset is used to set the following fields for an individual area: author - The name of the area's author name - The full "name" of an area... ie: {10 20} Somegod Some Area filename - The filename (ie: somearea.are) lo_room - The lowest room vnum hi_room - The highest room vnum lo_obj - The lowest obj vnum hi_obj - The highest obj vnum lo_mob - The lowest mob vnum hi_mob - The highest mob vnum low_economy - minumum amount of gold the area will start with at reboot max_economy - maximum amount of gold the area _can_ start with at reboot resetmsg - Message displayed throughout the area at reset resetfrq - Number of minutes between area resets flags - Area-wide flags: nopkill The area must be folded to make these changes permanent. See ASTAT, ECONOMY, FOLDAREA ~ 1 ASSIST ASSISTING~ Laws on Assisting deadlies A non-deadly may give, sell or trade scrolls, potions and equipment with a deadly character. A non-deadly character may spy for a deadly character. A non-deadly may _not_ shield, heal, summon, help, hinder, portal or otherwise assist a deadly character (this includes charm). Laws on Assisting mobiles You may _not_ cast any helpful or shielding spells on aggressive mobiles. You may not cast any helpful or shielding spells on mobiles currently engaged in battle with other players. You may cast helpful spells or shielding spells on your charmed mobile, as long as the mobile is not naturally aggressive nor in a room where is may assist/attack a player. ~ 59 ASTAT~ Syntax: astat (area stats for the area you are in) Syntax: astat <filename of area> (area stats for specified area) Astat displays the vital stats of an area, including the following: Name: title of the area Filename: filename of the area Prototype: If the area is prototype or under construction, will be 'yes' Max_players: max # of players in the area as of last reboot IllegalPks: number of illegal pkills in the area since last reboot Gold looted: total amount of gold looted from the area since last reboot Area Economy: current pool of gold for the area (not including player gold) Mdeaths: number of players mobs killed in the area since last reboot Mkills: number of mobs killed in the area since last reboot Pdeaths/Pkills: number of players killed by players in area since reboot Author: name of the area's author Number Players: current number of players in the area Area flags: area-wide flags (such as nopkill) Low/hi_room: first/last room vnum of the area Low/hi_obj first/last object vnum of the area Low/hi_mob first/last mob vnum of the area Soft range: level range recommended for the area Hard range: level range enforced for area (outside range cannot enter) Resetmsg: current reset message for the area at repop Reset frequency: frequency with which the area resets See ASET ~ 1 'ASTRAL WALK' 'FARSIGHT' 'PORTAL' 'HELICAL FLOW'~ Syntax: cast 'astral walk' <victim> Syntax: cast 'farsight' <victim> Syntax: cast 'portal' <victim> Syntax: cast 'helical flow' <victim> These spells allow the very shape of space and time to be warped at the caster's bidding: 'Astral walk' instantaneously moves the caster to the victim's location. 'Farsight' allows you to see the room in which the victim stands. 'Portal' forms a temporary tunnel through space to the victim. A portal will not succeed if a portal already exists in either the caster's or the victim's location. Type 'enter' or 'enter portal' to pass through. Care should be taken as these portal locations could be dangerous indeed. Portals should not be created from or to Darkhaven or the Academy. 'Helical Flow' morphs an Augurer into a coil of colour which instantly travels to the victim's location. These spells may fail if either the victim or the caster is in a location which blocks their use, such as no-recall areas, no-summon areas, etc. See also TRANSPORT ~ 52 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, or as the name of a mobile or player. 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). Objects have to be AT'd with a separate command. see ATOBJ ~ 64 ATMOD~ ~ 52 ATOBJ ATO~ &YSyntax&W: atobj <object> <command> ATOBJ executes the given command, with arguments, at the given object. The location may be specified as a vnum or objectname. Mobiles and Players cannot be AT'd with this command. To AT a mobile or player, use 'AT'. ~ 2 ATTACKER ATTACKERFLAG ATTACKERFLAGS~ &PAttacker &Wflags are automatically given by the mud code to players who engage in illegal attacks upon other players. These attacks can initiated by using MURDER, casting an attack spell, or ordering followers to attack a player. Deadlies attacking Deadlies do not receive Attacker Flags. These flags are only given out in situations that involve Peaceful players, i.e. Deadlies attacking Peacefuls, (or vice versa), or Peacefuls attacking Peacefuls. You will be tagged with an &PAttacker &Wflag if: 1. You attempt to MURDER another player, or they attempt to MURDER you. (See &CHelp Murder &Wand &GLaws Pkill &Wfor more info on attacking other players). 2. You order charmed mobiles or pets to attack a player, or you are attacked by another players mobiles. (See &CHelp Charm &Wor &CHelp Pets &Wfor more info)> 3. You are a &RDeadly &Wplayer and attacked a fellow Clanmember. &WDarkhaven Guards, shopkeepers and special function mobs now respond differently to illegal flags. You may find yourself barred from making purchases, placed before Judge Kendra for a hearing, or sentenced to jail. Should you acquire an &PAttacker &Wor any other illegal activity flag, see Judge Kendra in Townhall. Her Honour is located one west of the Main Lobby (See &CHelp Townhall &Wfor info). ~ 54 ATTACKS~ bite claws tail sting punch kick trip bash stun gouge backstab feed drain firebreath frostbreath acidbreath lightnbreath gasbreath poison nastypoison gaze blindness causeserious earthquake causecritical curse flamestrike harm fireball colorspray weaken See MSET and DEFENSES (Some are not implemented). ~ 1 AUC AUCTION~ .Syntax: auction (abbreviations: a , auc) Syntax: auction <item name> <starting value> Syntax: auction bid <value> The auction command is used for performing auctions. Simply typing auction will display the current item being auctioned, if there is one. Please keep in mind that auctioning balls of light and recalls may be stopped by an immortal. If nothing is being auctioned, auction <item name> <starting value> will begin an auction. If no starting value is specified, it begins at 0 gold. Auction bid <value> will place a bet for the item. Special thanks to Erwin Andreasen for writing this function. (Ported to Realms of Despair from a publicly available source.) At the present, if the mud crashes in mid auction, you will lose both your bidded money and the item. This will at some point be fixed. You are able to see auction almost from the point of character creation, however, you cannot USE auction unless you're level FIVE or higher. To remove the auction channel from your screen, type CHANNEL -AUCTION. SEE also "help AUCTION2" for more on auction commands &Y* Auctions will not be stopped for overbidding or misbidding*&w ~ 1 AUCTION2~ Auction will also work with the following arguments: au bid 20k - bids 20000 coins au bid 20k500 - bids 20500 coins (20,000 + 500) au bid 20k5003 - bids 20500 coins, too (only checks first 3 chars after "k") au bid 1m - bids 1 million coins On an existing bid of 10000: au bid +10 - adds 10%, making the bet 11000. au bid + - adds 25% (the default if no number given), bet is 12500. au bid x - multiplies by 2, making the bet 20000. au bid x5 - multiplies by 5, making the bet 50000. au bid x <item> - auc bid 10k sword would bid 10k on a sword It is illegal to auction <or barter, sell, trade> clan, order, or guild items. Exception: Old clan equipment that was converted to be worn by both peaceful and deadly players. Also see: 'HELP AUCTION' for more information. ~ 51 AUCTIONSTOP~ &YSyntax&W: Auctionstop &WAuctionstop is to be used to halt the auctioning of illegal items, ie: deadly equipment, order/clan/guild items. Auctions are NOT to be stopped for overbidding, misbidding, or misauctioning. Please note that old, legal clan eq is okay to auction, i.e. terror daggers, shadowcult and malkavian EQ, etc. Items that belong to current clans cannot be placed on auction. Other items the auction can be stopped for are balls of light and recall scrolls if sold alone. If they are inside a container with other items, they may be auctioned. &W ~ 0 AUGURER AUGURERS~ The Augurer is very strong-minded in its nature, both physically and magically. It is very confident of its actions in combat, and this confidence shows in its physical appearance. The Augurer is of a medium height, with a defined bone structure which shows both intelligence and assurance. Its appearance is wizened, but at times the Augurer may look frail due to exhaustion. Though it is of a medium size, its physical strength is not. The Augurer relies on both brain and brawn to overcome its challengers. When it is confronted, its wisdom decides what course of action it should take, and wisdom is its prime stat. While in combat, the Augurer is capable of utilizing both spells and skills to their greatest potential. However, because of the Augurer's size, it tires of magic easily. To overcome this mental exhaustion, the Augurer is a strong believer in the use of mana for rejuvination of its magical powers, and uses a lot of it. In its spare time, the Augurer enjoys the local lore, both the teaching and learning of it, as well as musical and theatrical pursuits. The Augurer is a very independent person, and spends much of its spare time in meditation, reflecting upon the days activities. The following races are acceptable to the ways of the Augurer: Human Elf Dwarf Half-Troll Gith Drow Sea-Elf Gnome ~ 51 AUGURERSPELLS~ . aqua breath 54% armor[m<1hp 30048m 736mv> <#21530> Hawpch% m 90% bless 95% blindness 90% cause critical 95% cause serious 95% charm person 90% chill touch 95% continual light 90% create food 95% create spring 95% create water 19% cure light 75% detect hidden 56% detect invis 95% detect magic 0% dispel magic 75% earthquake 90% enchant weapon 90% energy drain 87% faerie fire 95% fireshield 95% float 19% fly 95% harm 95% helical flow 85% identify 90% inner warmth 90% invis 95% lightning bolt 90% locate object 90% midas touch 95% nostrum 95% pass door 95% poison 90% refresh 85% remove invis 85% sanctuary 95% scorching surge 95% shield 90% shocking grasp 90% sleep 53% spiral blast 95% stone skin 95% weaken 80% word of recall 95% ~ 51 AUTH2~ &ca (name) immsim - displays: &r| &ca (name) plain - displays: &r| &gThe name you have chosen is &r| &gWe would ask you to please >oo similar to that of a &r| &gattempt to choose a name &gcurrent immortal. We ask &r| >hat is more medieval in &gyou to please choose &r| &gnature. Please choose &ganother name using the &r| &ganother name using the &gname command. &r| &gname command. &r| &ca (name) mobsim - displays: &r| &ca (name) no - displays: &r| &gThe name you have chosen is &r| &gThe name you have chosen >oo similar to that of &r| &gand/or the actions you &gcertain monsters in the &r| &ghave taken have been &ggame, in the long run &r| &gdeemed grossly unaccep- >his could cause problems &r| >able to the administration &gand therefore we are unable &r| &gof this mud. We ask you to >o authorize them. Please &r| &gdiscontinue such behavior &gchoose another name using &r| &gor suffer possible banishment >he name command. &r| &gfrom this mud. &r| &ca (name) swear - displays: &r| &ca (name) n - displays: &r| &gWe will not authorize &r| &gThe name you have &gnames containing swear &r| &gchosen has been deemed &gwords, in any language. &r| &gunacceptable by the &gPlease choose another name &r| &gadministrators of this &gusing the name command &r| &gmud. Please type help &r| &gname for information on &ca (name) unprou - displays: &r| &gpicking a new name. &r| &gThe name you have chosen is &r| &gunpronounceable. Please &r| &gchoose another name using &r| >he name command. &r|&w ~ 52 AUTOMAPPER~ a hut b tent c hovel d campsite e shack f cabin g homestead h keep i fortress j castle k guard house l altar m inside a store n graveyard o monastary p stable q tavern r basement s bedroom t banquet room u corridor v attic w vault x sitting room y study z passageway A tower B crypt C work room D laboratory E hallway F turret G Storage room H kitchen I Larder J stairs K rooftop L closet M office N treasury O landing P balcony Q Foyer R drawing room S den T a ladder U catwalk V entrance ~ 52 AUTOMAPPER2~ W arboretum X library Y vent Z shaft ???? gate 1 audience room 2 conservatory 3 dumbwaiter 4 chimney 5 porch 6 classroom 7 limbo 8 lawn 9 limbo ???? lake @ forest # swamp $ well % street ^ on the river & canyon floor * beach ( mine ) road ???? on the stream _ forest clearing + snake pit = tunnel | path ` sandstorm { rope [ cliff ] jungle ???? underground river " rope bridge ' bridge ? natural bridge > ignored , cave ???? underground lake ~ 1 AV AVATAR AVATARS~ An avatar is a character who has improved themselves as far as is mortally possible - level 50. When a character reaches this level, they automatically become an Avatar and this is announced across the entire realms. Avatars enjoy many advantages. For example, the avatar can survive happily without ever needing to eat or drink, though hunger and thirst do still affect regeneration. Avatars also do not gain or lose experience. Note that an Avatar character is different from a supplicated Avatar mobile. see: HELP SUPPLICATE. Avatars have their own channel, AV. This channel is not changed by chan +/- all, but by chan +/- AVATAR. It may be used by typing 'av message' or ':message'. ~ 51 AVPRAC~ &wAvatars lacking practice sessions that need to learn new skills and spells, may use the following methods until &gSeptember 1st, 1998. &gCOOK &B- &wFind Radilla in Dunhill and ask her to teach you to cook. &gWarriors &B- &wSeek the Thain, ask him: Teach me to fight as you do &gRangers &B- &wSeek a grim ranger in Wyvern, and say: I've come to learn the secrets of the forest &gClerics &B- &wSeek Stumpet and say: Teach me to battle dark magic &gThieves &B- &wSeek Moria's sly thief, say: "Can you teach me to become a better fighter? &gPaladins &B- &wSay to Tyrgoth in Mahntor Teach me in the art of kicking &gMages &B- &wSeek Dalach and say: Please educate me in the art of kicking &gMages &B- &wSeek Dalach and say: Please educate me in the art of kicking &gVampires &B- &wSeek the banished prince, say: Teach me the art of kicking &gDruids&B/&gAugurers &B- &wSeek Aruncus, say: Show me how to kick skillfully ~ 65 AVPRAC2~ &WDruid Avatars&w &YAugurer Avatars&w without practices left may seek the druid in the plains known as Aruncus, and say "Teach me of spurning and cuffing" ~ 51 AVTALK~ Syntax: avtalk <message> This allows you to use the avtalk (level 50+) channel. ~ 2 AYESH~ &z@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ &z@@@@@@@@@@@@@@@@@@@'--- ---`@@@@@@@@@@@@@@@@@@@ &z@@@@@@@@@@@@@@' `@@@@@@@@@@@@@@ &z@@@@@@@@@@@' `@@@@@@@@@@@ &z@@@@@@@@@' `@@@@@@@@@ &z@@@@@@@' `@@@@@@@ &z@@@@@@' `@@@@@@ &z@@@@@' `@@@@@ &z@@@@@ @@@@@ &z@@@@' &On, &z`@@@@ &z@@@@ &O_/ | _ &z@@@@ &z@@@@ &O/' `'/ &z@@@@ &z@@@@a &O<- .' &za@@@@ &z@@@@@ &O.' | &z@@@@@ &z@@@@@a &O_/ | &za@@@@@ &z@@@@@@a &O_/ `.`. &za@@@@@@ &z@@@@@@@a &Y____&O/ ' \__ | |&Y______ &za@@@@@@@ &z@@@@@@@@@a&Y__/&O___/ /__\ \ \ &Y\___.&za@@@@@@@@@ &z@@@@@@@@@&Y/ &O(___.'\_______)\_|_| &Y\&z@@@@@@@@@@ &z@@@@@@@@&Y|\________ -----\&z@@@@ ~ 1 BAALI~ .&w ) ( ) ( /(_ _)\ /(_ _)\ )`\\_\-=-/_//`( )`\\_\-=-/_//`( /o (@)/.\(@) o\ /o (@)/.\(@) o\ \/ `__ * __` \/ \/ `__ * __` \/ \|\VVV/|/ \|\VVV/|/ \\AAA// &GPure, unadulterated evil is rare and so are &w\\AAA// \---/ &Gthe Baali. They tempt others to let their &w\---/ &r))|(( &Gdark side free, to just give in. After all, &r))|((&Y ( &r___ &Y) &Git is so much easier... &Y( &r___ &Y) | / | | \ | | / | >he Baali serve the darkest force that exists &Y| \ | | / | &Gin the Realms, Ba'al. Be it through devotion &Y| \ | | / | &Gto Vl'arescht or Cabal, Laschte or Kali, in &Y| \ | | / | &Gthe end the Greater Demon Lord is served. &Y| \ | | / | | \ | | / | >hey are not, however, senseless killers. &Y| \ | | / | &GRather, the Baali are the gentle corrupters &Y| \ | | / | &Gwho tempt all of mankind. They are the serpent &Y| \ | | / | &Gin the garden, the dark voice that whispers &Y| \ | | / | &Gfrom the back of one's mind. Your eventual &Y| \ | | / | &Gcorruption, their "raison d'etre". &Y| \ | |&r___&Y| |&r___&Y| &r(_____) (_____)&w ~ 1 BAALI_APPS~ &x.&z.-.&r----------------------------------------------------------&z.-. &z((o)) ) \U/&r_______ _____ _____ _____ __&z/ &z| | | | \ &wThis &ris wh&wat you will need to gain the attention of the &z| / &wBaali. B&re war&wned: Gainnig their attention may very well &z| | &wbe one of the &rmost di&wfficult tasks to accomplish. Rest &z| | &wassured, once one &rhas gai&wned the depravity of their &z| | &wattention, there will be n&ro mistakin&wg it. &z| | | | &wTo gain the attention of Baali, one must fulfill each &z| | &wof the f&rollow criter&wia: &z| | | | &r- &wBe an e&rvil ali&wgned avatar. &z| | &r- &wBe applyin&rg with y&wour main character. &z/ | &r- &wHave a letter &rof introduction, i&wncluding your reason &z\ | &wfor seeking membership in Baali and why you should be &z| | &wgiven an audience. &z| | &r- &wHave three letters of referrence, one must be from an &z| | &wactive Baali member. &z| | &r- &wHave &ra note sta&wting which sect of Baali interests you &z| \ &wmost, and your reason why. &z| / &r- &wSeek out the Bukken and post your notes on the board &z| | &wprovided there. &z| | &r- &wDemonstrate your wo&rrthiness wh&wen summoned. &z| | | | &wIt would be &rwise to demonstrate ones pa&wtience when seeking &z| | &wthe attention of Baali, spamm&ring is fr&wowned upon and does &z| | &wnot reflect well on your application. A member of the&z/ | &wChilder de Sciame will contact you. &z\ | | | &wFeel free to contact any CDS member or any leader if you &z| | &whave questions. &z| | | | &whttp://baali.sinnernet.org/ &z| |&r__ _ ______ __ ____ ___ _____ ____ _____ _ ___&z| /A\ \ ((o)) ) '-'&r-------------------------------------------------------------&z' ~ 1 BACKFIRE~ Magical items (pills, potions, staffs, wands) which cast offensive spells have a chance of backfiring if the character using them is much lower in level than the spell level on the item. For example, a level 15 character trying to invoke a wand with level 50 fireball may injure themselves when the spell backfires. ~ 1 BACKSTAB BS~ Syntax: backstab <victim> Syntax: bs <victim> A backstab is a method of attack, used primarily by thieves but able to be utilized by others in some circumstances, and which inflicts a tremendous degree of damage on unsuspecting victims if successful. An appropriate weapon type is required to backstab, and if your victim is wounded or suspicious it may not be possible to surprise them. The most important factor in anyone's ability to backstab is to catch the victim when they are unaware of your presence. ~ 1 BALZHUR~ . , \, '-,-`,'-.' | ._ /| \ , |\ } )/ / `-,', [ , |\ /| | | / \| |/` ,` | | ,.` `,` `, | | _,...( ( _', \ \ __ ,-` ` , , `/ |,' Y ( \_L\ \ \_\,``, ` , , / | ) _,/ \ ' ` ,_ _`_,-,<._.< / / ', `>.,` ` ` ,., |_ | / \/` `, ` ,` | /__,.-` _, `\ -,-..\ _ \ ` / , / `._) _,-\` \ Balzhur- \_,,.) /\ ` / / ) (-,, `` , | the pet demon,` ) | \_\ '-` | `( \ / /```( , --, ,' \ |`<` , | / /_,--`\ <\ V /> ,` )<_/) | \ _____) ,-, ,` ` (_,\ \ | /) / __/ / `----` (-, \ ) \ ('_.-._)/ /,` / | / ` `/ \\ V V, /` / ,--\( , <_/`\\ || / ( ,``- \/| \-A.A-`| / ,>,_ )_,..( )\ -,,_-` _--` (_ \|` _,/_ / \_ ,--` \( ` <.,../` `-.._ _,-` ` ``` ~ 51 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 58 'BAN 50'~ Seeking to ban a site above level 1 should be an extremely rare situation. One in which the actions of one or more key persons from a site are deemed to be a detriment to the enjoyment of a large portion of the players in the game. Such person(s) are generally deemed to be beyond rehabilitation at this time. When seeking to ban a site, make use of the Grub command to both see the impact of the ban, and to get a list of all character names from the site. You can use this list to keep an eye out for these characters coming in from other sites, as it's obvious these days that a site ban may not always cure the situation. All site bans above level one should be set at level 50 or higher. It should be a rare instance in which a site is banned at some in between level. Only in the direst of instances would a site be banned above level 50, as this will affect immortal level players as well. See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN DURATION' ~ 58 'BAN DURATION'~ The standard set for ban durations are as follows: Newbie Ban: 1) One week on first instance. 2) Two weeks for the second. 3) One month at newbie, or level 50 for third. 4) Permanent at newbie, or level 50 for 4th offense. Bans for level 2-50: 1) One month for first instance. 2) Two months, or permanent for 2nd. 3) Permanent for 3rd offense. All bans above level 50 should be permanent by their very nature. &WReminder - Without documenting each time we ban a site, we will have no source of history on sites. Always remember to post a note detailing the reasons for the ban.&w See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN 50' ~ 58 'BAN NEWBIE'~ Banning a site is a form of last resort, as it not only affects the offending player or players, but will also affect every other player from that site. Before seeking to ban a site, even for a temporary level 1 banning, make sure you have exhausted all other options first. In the case of newbie bans, most such instances arise through the actions of one or more abusive players who log in a newbie and begin swearing, spamming, threatening, etc.. Many times this has developed from an immature player's frustrations over getting a name authed. If you find a player going through a series of silly names trying to auth them, make every effort to try and talk with them first. If this fails, use Fquit to discourage them. If you have Disconnect, use this instead, as it is less provoking than fquit (makes it appear as if they simply lost their conneection). If they continue their efforts, send them warnings to get their attention. Use freeze if you have it (or if someone else is on who can use it) to get their attention and make sure received the message. Then, and only then, once you've exhausted all avenues at being civil, you can use ban in good conscience. You've given the player(s) every chance to cease their actions and given them fair warning over the fact that if they continue they risk getting banned. See also: 'BAN ALLOW' 'BAN 50' 'BAN DURATION' ~ 58 BARENUM BARESIZE~ Syntax: mset <mob> barenum <number> mset <mob> baresize <num> These mob fields control the mobs ability to fight without weapons. Barenum is the low end of the damage done and baresize is the multiplier. For example: barenum 10 and baresize 5 would have the effect of allowing the mob to hit barehanded for 10-50 damage. * This field also affects experience gained. Experience is calculated as follows: ^level 3*5 + max_hit +barenum *baresize +damroll * 50 +hitroll *ch -> level *10 ~ 0 BASH~ Syntax: bash Bash can only be used once a fight has started. It will inflict damage and temporarily daze both yourself and your opponent for approximately two rounds during which you cannot heal, flee or perform other extraneous combat actions (i.e. you will be able to dodge/parry/attack but nothing else). These same consequences are inflicted on your opponent if it is a player character, otherwise the skill only inflicts damage. Note that bash has a drastically reduced chance of hitting if the basher is not one of the primary combatants (i.e. is not tanking). ~ 1 BASSAMREQUESTS~ &WBassam: Locate object and other Recent Events 3.14/666 &pThu Nov 18 19:31:21 1999 999) Put this MERCHANT class in login so I can be one too! 777) Make it so that when I say please every mob gives me eq. 222) Move us all to level 51 so we can't die. Dying is really unfair 222) Move us all to level 51 so we can't die. Dying is really unfair because we all do it except you and it makes the game no fun and we are going to start playing that new version of Pong they released. 1) Pudding. Lots of it. 5,333) Give us the ability to search all character files for equipment we want and let us take it. It isn't fair someone has something I do not. This should be medieval socialism! Where are your STANDARDS?! 444) Bring back Penance! 66) Giving spells only to certain classes is unfair to those of us not of that class (and I'll say the word GUILDS here for fun) 1a) Pudding. Chop chop. 55,932) When you insteal the antiduping code, be sure not to leave out the mind control devices too. There is no free will. 43) Hi mom 227) Attain the approval of every mortal on the mud before you do anything and make sure we all know anything and you suck every last drop of mystery out of the game or we will all quit! 000) Increase buffer size! oh, and GUILDS! &WThis has been a broadcast of the Malkavian Madness Network. If you are still wearing pants, something is wrong. ~ 51 BEAMER~ . &z,--. &z{ } &zK, } &z/ -Y` &z, &z/ / &z{_'-K.__/ &z`/-.__L&z._ &w/ ' /`&z\_} &w/ ' / &W____ &w/ ' / &W,-'---- --&w/ ' /_ &RIt is &W,' ``--- ', &Rmy pleasure &W( Y &Rto announce &W{ I &Rthat Trinda &W{ - `, &Rhas been hired &W| ', ) &Ras the new curator &W| | ,..__ __. Y &Rof my museum. &W| .,_./ Y ' / 'Y J )| &RThank you to all &W\ |' / | | || &Rwho applied. &W\ L_/ . _ (_,.'( &W\, , ^^""' / | ) &W\_ \ /,L] / &R-Moonbeam &W'-_--, ` ` ./` &W `'{_ ) &W ^^\..___,.--` ~ 1 BECKON~ Syntax: 'beckon <name>' This command allows you to send an audible beep to the player whom you wish to speak to. This will only work if the player whom you are beckoning is "config +beckon". See also: HELP CONFIG ~ 50 BEDE~ &Y oooo888888888888oooo &Y oo888888888888888888888888o &Y oo888888888888888888888888888888o &Y o888888888888888888888888888888888888o &Y o888888888 8888888888888 888888888o &Y o888888888 88888888888 8888888888o &Y 88888888888 ^z&B@^x&Y 88888888888 ^z&B@^x&Y 888888888888 &Y 8888888888888 8888888888888 88888888888888 &Y 8888888888888888888888888888888888888888888888888 &Y o88888888888888888888888888888888888888888888888888 &Y 888888888888888888888888888888888888888888888888888 &Y 888888888888888888888888888888888888888888888" "888 &Y 88888 8888888888888888888888888888888888888 o888 &Y "8888 8888888888888888888888888888888888 8888 &Y 8888 "8888888888888888888888888888" o888" &Y "888o """888888888888888888"88" 888 &Y 888o "88""888888"""" o888 &Y 8888o "o8" &Y "8888o &ro))))))o"))))o&Y o88o &Y "88888oo &r""))))o)))))o&Y o88" &Y ""88888oooo &r")))o))))))&Y888o &Y ""8888888oo &r))))))))))&Y"" &Y """"&r))))))))))) )))))))))))) )))))))))) )))))))) ))))))&w ~ 1 'BENEDICTION'~ Syntax: cast benediction The spell BENEDICTION lays upon the members of the casters group a strong, but short-lived Protection of The High Gods. ~ 1 'BENEFIC AURA'~ Syntax: c 'benefic aura' The Paladin may infuse itself with a general protection from evil with this ancient cantrip. As with most of the major Paladin spells, it requires the utilization of the Paladin symbol. ~ 63 BERSERK~ Syntax: berserk Going berserk sends your warrior into a frenzied state, increasing its attacks per round to a maximum of six and your strength by one. While you are berserking you cannot flee. ~ 1 BERSERK~ Syntax: style berserk This tactic is truly powerful, for it causes the fighter to allow pure rage to flow through him, at the cost of his own judgement and care for his or her well-being. While the berserked fighter will strike deeper into an enemies' flesh, his foes will be able to take advantage and bury their weapons deeper into the berserker. See Also: style, evasive, defensive, standard, aggressive, berserk. ~ 60 BESTOW BESTOWMENTS~ Syntax: bestow <victim> command [command] [command] etc bestow <victim> list bestow <victim> none Bestow is used to give a command to a player that the player would not normally have. Bestow victim command will give the command to the person, bestow victim list will show all commands corrently bestowed on the person, and bestow victim none will remove all bestowments. ~ 58 BESTOWAREA~ Syntax: bestowarea <victim> <filename>.are This command allows members of the Area Council to bestow area names to immortals so that they can engage in group building. Once an AC member bestows a proto area on a player, that player can use the aassign command to assign themselves that proto area in order to help the owner of the proto area. Examples: bestowarea joe bob.are allows joe to work on bob's proto area bestowarea joe lists all of joe's bestowed areas bestowarea joe list ditto bestowarea joe none removes all of joe's bestowed areas ~ 1 'BETHSAIDEAN TOUCH' BETHSAIDEAN TOUCH~ Syntax: c 'bethsaidean touch' <target> With the use of the Paladin's holy symbol, one may endeavor to lift the blindness of the afflicted. ~ 1 BITE~ Syntax: bite Bite is a vampire skill which can only be used once combat has begun. It inflicts damage on the victim relative to the vampire's own level if it lands successfully. ~ 1 'BLACK FIST'~ The spell 'Black Fist' calls from the Ethereal Plane a disembodied clenched fist to pummel the calling Mage's opponents in combat. The fist may be called once per combat round. ~ 62 BLACK HAND~ The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand to pummel the calling Mage's opponents in combat. The hand may be called once per combat round. ~ 1 'BLACK HAND'~ The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand to pummel the calling Mage's opponents in combat. The hand may be called once per combat round. ~ 1 'BLACK LIGHTNING'~ The spell 'Black Lightning' calls from the Ethereal Plane a highly organized spike of the Ethereal analogue to electricity. This spike orients itself on the calling Mage's main opponent in combat, onto whom it unleashes its awesome destructive power. The Black Lightning may be called once per combat round. ~ 1 BLASPHEMY~ &YSyntax&W: cast blasphemy <target> This powerful Nephandi spell curses and adversely affects the targets' luck. It requires a Pentagram for successful casting. ~ 1 'BLASTED LANDS'~ Reccommended level range: 25 - 50 Stretching southward from the Great Eastern Desert, lies the immense wasteland known only as the Blasted Lands. Once a lush forest of green filled with fierce warriors of Light, its current state lies as a warning to the mortals of the Realms. The city of Mistaniq and the surrounding forests were laid to waste by the actions of the their greedy ruler: the Pharaoh Ramases. Offered eternal life in a dark pact with Vl'arescht in exchange for the lives of his people, he became undead. Rains of flame and acid fell from the sky, destroying the verdant countryside until nothing was left but sand. Over the years, many foolhardy adventurers seek fortune and power within the dark domain, but most become forever lost within its deadly terrain. Many foul things walk the lands but it is said that the powers of light still have a tenuous foothold here. ~ 0 BLAZEBANE~ Syntax: cast 'blazebane' <mob> Syntax: cast 'blazebane' <player> This spell makes the victim more susceptible to fire and heat. It should only be cast on mobs. Casting this spell on a player will be considered an attack. ~ 0 BLAZEWARD~ syntax: c blazeward This spell makes you more resistant to fire and heat. It can only be cast upon yourself. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 1 BLIND BLINDNESS~ syntax: cast blindness <victim> This spell renders the target character blind. See also BLINDED, GOUGE ~ 1 BLINDED~ Certain spells and attacks can render a player blind for anywhere from a few rounds (gouge) to several hundred rounds (the blind spell). If you are blinded, you will see only your name on the 'who' list, and will be unable to see either your inventory or your location. You may either wait out the effect of the blindness, request assistance over channels, or make your way to a healer such as Sonoria in Darkhaven, who will eventually remove your blindness. See also GOUGE, BLIND ~ 1 BLITZ~ Syntax: blitz The warrior focuses his attention on his/her opponent and delivers a quick, crushing attack. This skill is an effective means of surprising the opponent. NOTE: This skill inflicts damage on the primary target the warrior is battling. It may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 51 BLODKAI~ . ____ __ ___ ___ __ _ __ o888o / __ \ / / / \ / \ / / / / /| / / o88888888888888o / /_/ / / / / /| | / /\ / / /_/ / / | / / :o88888888888888888o / __ / / / / / / / / / / / / __/ /. | / / o888888888888888888888o |\/ /_/ / / /___ / |/ / / /_/ / / /| \ / | / / o88888888888888888888888o \______/ /_____/ \____/ /_____/ /_/ \_\ /_||_| /_/ o8888888888888888888888888o o88888888888888888888888888o o88888888888888888888888888o o8888888888888888888888888o o888888888888888888888888o '8888888888888888888888o ,o88888888888888888888' o o88888888888888888888o` o. ,o 8 `o8888888888888888888888o' o8, ,88 88 o `o888888888888o o88 888` ,88' ,88 88888888888888, 088888888888*; '88 `8888888888888o `888888888888888888888' ,o8888888888888888' `8888888888888888o o888888888888888888888o '88888888888o' ,o88888888888888888888888888o `o88888888' oo88888888888888888888888888888888 `888888, 8888888888888888888888888888888888888 o88888` ,o88888888888888888888888888888888888888 ,88888o o888888888888888888888888888888888888888o o888888, ,8888888888888888888888888888888888888888o' '8888888, o8888888888888888888888888888888888888888888 o8888888, 'o88888888888888888888888888888888888888888888, o8888888888oo8888888888888888888888888888888888888888888888o 'o88888888888888888888888888888888888888888888888888888888o' `8888888888888888888888888o' `888888888888888888888888o, o888888888888888888888' `888888888888888888888888 `8888888888888888888' `888888888888888888888 `o88888888888888o `8888888888888888888 `88888888' `88888888888888888 o88o :888888888888888' Imm of the Week - May 7 - 13th, 2001 ~ 63 BLODKAI2~ .&W ,-. &w ___&W,---.__ /&w'&W|&w`&W\ __,---,&w___ &w ,-'::::&W\` `-.____,-' | `-.____,-' //&w::::`-. &w ,'::::::::&W| -'\ /`- |&w::::::::`. &w /:::::::::&W// `. ,' &w, , &W\&w:::::::::\ &w|::::,-' &W`-.__ &w_ &W| , &w__,-' `-.::::| &w|:::/ &W/\_ &w` . &W|&w , _/\&w \:::| &w\::| &W\ \`-.___ \ | / ___,-'/ /&w |::/ &w \::\ &W| `._ &G.&W`\\ | //'&G.&W _,' |&w /::/ &w `-.\ &W/' _ `---'' , . ``---' _ `\&w /,-' &w `` &W/ \ ,='/ \`=. / \&w '' &w &W|__ /|\_,--.,-.--,--._/|\ __| &w &w/::`./&W \\`\ | | | /,//' \&w,'::\ &w /:::/ &W||--+--|--+-/-|&w \:::\ &w |:::| &W/'\_\_\ | /_/_/`\&w |:::| &w \:::\__, &W\_ `-' _/ &w.__/:::/ &w `-._,-' &W`-._______,-' &w`-._,-' ~ 51 BLODKAI_COLORS~ &CBlodkai chats &w'&CThis is a test...&w' &CBlodkai &wchats &C'This is a test...' ~ 50 BLODKAI_COLOURS~ The flag currently appears as: &W<&PNew Player Advisor&W>&P Bot the spiffy spiffinator spiffs spiffily here. Again, this is only seen by level 25 and under, and is not seen on NC immortals. If you want to change the flag in the future, let me know. ~ 51 BLOODBATH~ &g What is the BloodBath, you ask? Well, let me try to enlighten. The BloodBath is a gathering of souls for the purpose of pleasing the Dark Gods. To let some blood. To amuse me. How do you play, you may ask? Simple really: Qualify, pick a partner and show up at the specified time to fight. Qualify by being online and completing whichever mini quest is run for the purpose. Eight qualifying teams will compete for the final battle approximately eight weeks from the beginning of the BloodBath - the winning team from each round goes to the final, eight teams per round. (Qualifying teams from each round are exempt from participating in any further qualifiers.) If your team does not qualify in a round, you may try again in the next round. When qualifying you will be told what day and time your fight will be, usually within the same week of qualifying, during which time you must pick a partner and mudmail myself with their name. Your team must be ready when the fight is called. Confused? Mudmail myself with your question. &rNO &wdisarming - Unless enough people disagree, then we'll vote. &rNO &walternate characters: you fight with the character you qualify with. &rNO &wsubstituting partners: if both are not present, you may fight alone. &rNO &wdelaying fights: be ready at fight time &rNO &wdeadlies (Sorry guys, you're too scary) &rNO &wassisting other teams in any way &rNO &wpicking up items not of your own &rNO &w"throwing" fights (READ: balzhur) &rNO &wsacing items not of your own &rNO &wannoying Lascivias &rLascivias - Curator of the BloodBath&w ~ 1 BLOODLET~ Syntax: bloodlet A vampire which is itself sated on blood may open his own veins to drain a small amount of the vitae for the consumption of a more needy comrade through the use of bloodlet. The pool spilled lasts only a very brief time, however, as already-consumed blood loses its value quickly once exposed again to air. ~ 1 BOARD BOARDS ARCHIVES ARCHIVE~ Note boards are available throughout the Realms for you to post notes to that deal with various topics like guild, order, council or clan communication, announcements from the immortals, and questions for the immortals or other people on the mud. The Archives of Darkhaven are located in the Darkhaven Town Hall, east, south, up and 2 south of Darkhaven Square. The Archives contain: - The main board of Darkhaven, for general notes and information - The Book of Deeds and Lore, for role-playing posts - The Oracle, where mortals may write private concerns, complaints, requests and suggestions to the high gods - Individual boards for different councils and organizations. Use 'note list' to view the note posted on each board. Type 'help note' for detailed information on using the Realms note system. The post office is located off western Market Street in Darkhaven, two south, one west and one south of the city square. Type 'help mail' for detailed information on using the post office system. ~ 58 BOARDDELETE~ 1202 - level56.brd - Removed by Jade 1204 - questideas.brd - To be replaced with a floating board, don't remove until then 1206 - building.brd - ac board - delete 1207 - changes.brd - board of new knowledge - i see no need - delete 1216 - heroes.brd - questsuggestions - never used once - delete 1210 - book.brd - no clue what it is, unless i'm missing something -del 31985 - good.brd - ret board -delete 32706 - evil.brd- forsaken board -delete 0 - delib.br - ??? - delete 11400 - britt.brd - already done by Jade - delete 0 - member.brd 2134 - supposed to be 21341, i think, unfixed typo - delete 21341 - member.brd - ?? - delete 1226 - law.brd - ??? - delete 1231 - ban.brd - ban board - change to floating and delete 21497 - imc.brd - do we need this? if not, delete 0 - arcaneind.brd - screwup? delete 15532 - extravote.brd - useless - delete 21229 - voting4.brd - do we need 4 vote boards? 8402 - treehouse.brd - herne's board -delete 21515 - orleader.brd -empty, and we have an order leader board - delete These next 3 are being deleted from Ringbearers. Please wait one week from Wednesday to delete them so that Ynnug can copy the notes. 1278, 1280 and 1282 - all ringbearers boards - delete in a week Myra will be cutting the guilds down to 2 boards each and getting rid of 1 other uselesss guild board. That should put us in the range of 70 boards ~ 51 BODYBAG~ &GSyntax: bodybag <name> <show/yes/bag/now> &GSyntax: bodybag <name> will show the status of the corpse. 'Bodybag' gets all of <character's> corpses and puts them in your inventory to do with as you wish. &g:&G Use "now" in addition to "yes" and "bag" to tell the command to actually bodybag the victim's corpse &g:&G Corpse timers run from grey to yellow to red as they approach decay &g:&G If the character is online and they are devoted to a deity, bodybag will display their deity, their favor with that deity, and how much favor their deity demands to supplicate corpse You may use 'bodybag' at any time to check on a character's corpse, but you &Ymust&G adhere to the guidelines described in 'help imm_cr1' and 'help imm_cr2' before actually performing the corpse retrieval. &GSee also: &YIMMCR, TIMER, IMM_CR1, IMM_CR2 ~ 1 BOT BOTS BOTTING~ Bots, the running of a character using triggers while there is no one attending it, is not illegal in itself. However, bots are held to the same rules as playing characters. See Laws regarding "staking" and other applicable laws. The character is accountable for any act the bot commits. ~ 1 'BP'~ This is an abbreviation for blood points. Vampires begin with 11 bp at creation and gain 1/1 bp for each subsequent level. ~ 0 BRANDISH QUAFF RECITE ZAP STAFF WAND~ Syntax: brandish (to invoke a staff) Syntax: quaff <potion> (to quaff potions) quaff <potion> <container> (quaff directly from container) Syntax: recite <scroll> <target> (to recite a scroll) Syntax: zap <target> (to use a wand on a target) BRANDISH invokes a magical staff. Magical staves (staffs) are items that are held and brandished as to affect everyone in the room. Offensive spells will not affect players and defensive spells will not affect mobs. QUAFF quaffs a 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 fires 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 be holding 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 (staffs) have multiple charges. When a magical object has no more charges, it will be consumed. Use the spell 'identify' to see the remaining charges. See EAT, BACKFIRE, RECHARGE, POTION, SCROLL ~ 1 BROACH~ Syntax: broach <direction> This skill when used successfully enables a vampire to bypass a locked/barred/or otherwise obstructed exit. ~ 51 BRUJAH~ "Die with your boots on." Here the stillness of the night shatters like glass. Here silence flees at the first sign of intruders. Here the darkness comes to life. From every direction rise the ecstatic screams of the Damned. Lights flicker on and off as the shadows leap about, wildly flinging themselves from wall to wall. In the midst of intoxicated revelry, some sit calmly, but even their passions struggle to run free. As the cacophony builds, even the staid feel their non-existent pulses race. Here all is abandon. Here anger and fury rule the dark like twin lions, ready for the kill. Here frenzy reigns. Sporadic eruptions of rage and violence constantly rend the society of the Kindred. Find one of these eruptions and more than likely a Brujah is there as well. This savage clan takes on anyone - prince or anarch, Camarilla or Sabbat, and even each other. The Brujah are infamous for their violence and destructive frenzies; indeed, rational Cainites avoid them like rabid dogs. However, not all Brujah are the crazed destroyers of Kindred stereotypes. Among Brujah can be found scholars, teachers, philosophers and leaders. The Brujah are nothing if not contradictory, and no one Brujah truly represents this diverse clan. For every Brujah anarch leader inciting riot and revolution, another sits on a primogen council. The one constant with the Brujah is that Change is gospel; Stagnation is anathema. All the members of this Clan are rebels of one kind or another. These malcontents tend to be fanatical in their disparate beliefs - the only thing that unifies them is their desire to overthrow the social system, be it Kindred or mortal. They do, however, adhere fervently to the Masquerade, if solely for the purpose of their own survival. ~ 58 BSET BSTAT~ &YSyntax&W: Bset <board filename> <field> <value> &YSyntax&W: Bstat <board filename> (same room as board needs no args) BSTAT will show the current setting for the statted board. BSET will set new values for a given board. Correct FIELD values for Bset are: ovnum, read, post, remove, maxpost, filename, and type read_group, post_group, extra_readers, and extra_removers All boards will be type 1, except Nerif's mail board (type 2). Action FIELD values include: oremove, otake, olist, oread, ocopy, opost, and postmessg These should be followed by the message to be sent to those who are at the board, but not performing the action (similar to mpechoaround). Postmessg is the only message that will be seen by the actor of a Bset action value. ~ 1 BUGS CODE CODER CODING DEBUG DEBUGGING DEVELOPMENT SOURCE THORIC~ &wRealms of Despair &Gis the home of the SMAUG code base. Most of the extensive debugging and programming of SMAUG was done by the SMAUG development team: Thoric, Altrag, Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and Nivek &wInterested in coding for Realms? &GROD coders must have extensive experience with the C coding language and preferably SMAUG coding. If you have this type of experience, have leveled at least one Avatar on Realms and have the resources to code SMAUG from your home system please send a resume to &Yblodkai@game.org&G for initial review. If forwarded to the Code Council, you will be asked to submit a sample of code, general ideas for projects, and assigned a few small test projects. For those who are trying to obtain some employment in the programming world, this can provide excellent experience. See also: &RCREDITS, DIKU, BUG, IDEAS&G ~ 1 'BUILD' 'BUILDING'~ &GDue to the drain on personnel and abuse of privileges, we have been forced to restrict access to our building node. With the public release of Smaug, the advent of Win95 versions of Smaug such as SmaugWIZ and offline building programs such as ORB it is still possible for aspiring builders to work on their own. As Smaug has rapidly become one of the most popular MUD code bases, there are an increasing number of Smaug muds seeking new builders as well. If you have created an area offline or elsewhere and would like to have it run on Realms of Despair, contact &wEdmond@game.org&G with the details. Please be aware that Edmond is very busy, however you will have a reply within 48 hours. Though we may not be able to use each area we nevertheless are very appreciative of all offers made. Notes are now on the &wArea Board&G (third floor of town hall, 1 east and 1 south of the Darkhaven Square, in the northeastern wing) to aid you in the processs of area creation. Please read them before approaching an immortal with building questions. The board is read frequently and we will attempt to answer any questions posted there as soon as possible. ~ 1 BURROWS 'THE BURROWS'~ >he Shirelands are a place that are open to the various travellers who wander into the Haon Dor forests. However, a section of that city has survived the immigration and corruption of the Tall Races. There, the holbytla - or, as most call them, halflings - dwell. Mostly elders who detest the influence of Man and his ways, these hobbits are a simple folk. This section of the Shire is called The Burrows, and it is where the old ones make their stand. See also: &W'THE SHIRE' HALFLING NATIONS&w ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: buy <# of object> <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. BUY <# of object> <object> will allow you to buy up to twenty of a normal store item at once. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 2 CADIMUS~ &x.&W |`, &W \ \ &Y____ ____ ___ _ _ _ _ _ ____ &W \ \ &Y| |__| | \ | |\/| | | [__ &W \ \ &Y|___ | | |__/ | | | |__| ___] &W \ \ &W \ \ &W \ \ &W \ \ &W \ \ &Y _&W\ \&Y/) &R .,_ &Y \=-X// &R(.- `, &Y ``\&w_&Y\&w _.-&R//&w-&R\_ ) &w ,'<__\, |`-,_.--`|&R,\ &w ',_&Y\_\&w\ ||\_.-`| |&R_,` &w |&Y(_)&w\ | \ ,-` | &w \ \ | || | &w \ )__ \,||_,/` &w \ ` \-'( _>-,__ &w `', / `---' / `-, &w \`.| | | &w \ \ \ ,` &w \| / `\_/ &w \ ' `,_ | | &w | `` , | &w | _.<-.,/ &z __..-' &O /``&w\\_.-` )&z _.--'' &O / &w|` ____,-Y\&z`_...__..-' &O ,'` ,''&w,_,' &z.' _ ,'` &O ,'` ,'` &z.' ,'```` &W`-,_ &O ,'` ,'` &w / &z.' ,` &W `-,_ &O ,'` ,'` &w/ / &z.' '` &W`-,_ &W .------._&O,`&W,-&O`` &w,' / &z; ,'` &W `-,_ &Y .-"""`-.&R<')&O ,`&W-._ &w /``\/``&z.' &W `-,_ &Y (.--. _ `.&Go&O-`>> &W `'&z--L._:.-' _` &W `-,_ &Y ` `;'-.-'|&W, >>>> '- ._ _,.-``&W-,_ &W `-,_ &Y .--'`` ,`&W._ >> - ' &z .,_ &W`-,_ &Y `""'-.` &W `-&z--' &z , &z`-,_ &W `-,_ &z ''--..__ &W`\ &z -&W,_ -,_ -,_&z`-,_ &z ,, ``''---'`\ &z .' &W -,_ -,_ -,_ &z`-,_ &z ````',,,,```'. &z',&W'-,_ -,_ -,_ &W ,'` ,'` ,'` &z `'.&W-,_-,_ -,_ -,_ ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 54 CANDLEABRA~ . The item is slated to be a candleabra that holds eight candles. Affects initially +1 hp candle 1 +5 mana candle 2 +5 hp candle 4 +5 glory candle 5 +1 wit candle 6 +1 charm candle 7 +10 glory candle 8 one rename or +1 to a stat? each candle would be earned by a project completion. The idea is not to give them super buff eq..but to be some form of recogniti ~ 0 CARDINAL_RULES~ &GAny of the following actions and/or intents to perform the following actions will result in the &wimmediate removal &Gof a player's characters from the Realms of Despair: &Y- &wAny actions that threaten the safety of the Realms of Despair, to include: &Y- &whacking the game. &Y- &wplanning and/or intending to hack the game. &Y- &wAdministering and/or helping to administer any other MUD that runs areas not distributed with SMAUG that belong to the Realms of Despair. >he policing of these guidelines are up to the discretion of the Immortal involved. Any objections to sentences given by any Immortal may be addressed to: blodkai@game.org &YAlso see: &wAPPEALS, LAWS, DISCLAIMER, ADVERTISING ~ 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. ~ 1 'CASTLE ZHAKRIN'~ Recommended level range: 0 - 60 Castle Zhakrin is the stronghold of the Forsaken, the home of those who still cling to the Lost God of Evil Zhakrin. These devout followers follow an ancient prophecy that their God will return when his name has been sufficiently honored. To further his cause, the Forsaken bring forth sacrifices to their God and do all in their power to further the cause of Darkness. Castle Zhakrin's location remains shrouded in mystery, as well as its contents and secrets. ~ 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. ~ 1 'CAUSTIC FOUNT'~ The second discipline of acid mastery, 'Caustic Fount' causes a fountain of acid to levitate about the casting Mage's victim, bathing him in a malodorous and painful concoction. The combination of magical and physical attack gives this spell appreciable effect in combat versus a wide variety of physical types. ~ 61 CEDIT~ Syntax: cedit save Syntax: cedit <command> create [code] Syntax: cedit <command> delete Syntax: cedit <command> show Syntax: cedit <command> [field] Field being one of: level position log code Cedit create is used to create the entry and name for a new command. Cedit delete is used to delete a command. Cedit code is used to assign a defined section of code to a command. Cedit show displays current statistics on a command. Cedit level sets the minimum level for usage of a command. Cedit position sets the min_pos for execution of the command. Cedit log determines the manner in which the command will be logged. Use 'cedit save' to save changes permanently. See RESTRICT ~ 2 CEIRANA~ &x.&g .-. .-. .-. .-. .-. .-. .-. .-. .-. .-. .-. &g //-\\_//-\\_//-\\_//-\\_//-\\_//-\\_// \\_//-\\_//-\\_//-\\_//-\\ &g __( '-' '-'\ '-' '-' /'-' '-'\__'-' '-'__/'-' '-'\__\ &g/_/))\__ \__ __/\ \_\ /_/ \_\ &g\_// \_\ \_\ /_/ \__ &g (( \_\ &r:. ,.. &g )) __ &r.' :-.':_., &g // /_/ &W ___ &r.' ::.::'.' &g((_/___ &W / (_) o &r: ::' .: &g )) \_\&W| _ ,_ __, _ _ __, &G`.&r: .: .:/ &g \\ &W| |/ | / | / | / |/ | / | &G`:&r:--.:'.::' &g )) _ &W\___/|__/|_/ |_/\_/|_/ | |_/\_/|_/ &G|. _&r:===-' &g // /_/ &G/ / &g(( &G ,---.---. __,',' &g \\ &G(-`. \ ) )','.,---.. &g )) __ &G`v`\ | ,' .-'.:,'_____ `. &g // /_/ &G )|/.--.------. ---. \ &g((_/___ &G _/-'_.-- ""---.._`.| &g )) \_\ &G _.-==.-- &g \\ &G _..--==_.(== &g )) &G __...---===_..--== &g // &G,'___...---=== &g / Imm of the Week - April 1 - 7th, 2001 ~ 0 CENTAUR~ Centaurs are a proud and ancient race, although most of the Realms is ignorant of the truth of their society, legends and culture. It is understandable, since many centaurs are predisposed towards extremes of either passion or violence, and the reputation of the whole race has suffered accordingly. Centaurs can embody cruelty, cunning, lust, and beastliness as any of the mixed races; but their crude, animal nature of speed and vitality is tempered with equal amounts of wisdom and intelligence of their human side. Thus, a complete and proud race is formed from the two extremes. Centaurs prefer to remain isolated from humans and other races; the past is not so easily forgotten and as such, most centaurs prefer to remain within the communities to which they were born. However, there are those that seek adventure or have been outcast for one reason or another and thus they must wander the Realms alone. It is these adventurous souls that take up the way of the Warrior and chose to walk among the other races as equals and woe unto those who stand in their way. ~ 62 CENTAURS~ help centaur /q ~ 1 CERSEI~ &x.&W _______ _______ _______ _______ _______ ___ &W Y _ Y _ Y _ \ _ Y _ Y Y &W | l___| l___| l / l___l l___| | &W | |___| __)_| _ l____ | __)_| | &W | l | l | | | l | l | | &W |_______l_______|___| |_______|_______| l &W `---' `---' &r..ooo. &r.888888888. &r88"&RP&r""&RT&r"&RT&r888 8o &ro8o&R 8.&r8"8 88o.&R"8o&r 8o &r88&R .&r o88o8 8 88.&R"8&r 88P"o &r88&R o8&r 88 oo.8 888&R 8&r 888 88 &r88&R 88&r 88o888" 88"&R o888&r 88 &r88.&R"8o.&r"T88P.88".&R 88888&r 88 &r888.&R"888.&r"88P".o8&R 8888&r 888 &r"888o&R"8888oo8888 o888&r o8P" &r"8888.&R""888P"P.888"&r.88P &r"88888ooo&R 888P"&r.o888 &r""8P"".oooooo8888P &G.oo888ooo. &r 888888888P&g8 &Go88888"888"88o.&r "8888""&g.88 &G .oo888oo.. &G8888"&g\&G"88 88888. &g88"&G.o88888888"888. &G"8888o.&g\&G"o 88"88o. &go8"&G.888"888"88&g/&G"88P >888C.oo.&g\&G"8."8"8 &go8"&Go888 o88"&g/&G".=888" &G88888888o&g\&G"8 8 8 &g.8&G .8"88 8""&g/&Go888o8P &G"8888C.o8o&g\&G 8 8 &g8"&G 8 o"&g.../&Go"""8888 &G"88888888&g\&G" 8 &g.8&G 8 &g/&G 88888888888" &G"8888888o&g\&G &g.8o="&g/&Go8o..o(8oo88" &G"888" &g88"&G 88888nick"" Imm of the Week - April 16 - 22nd, 2001 ~ 1 CHA CHARISMA~ Charisma (CHA in your 'score') represents your characters physical beauty and charm. It primarily affects: - a character's practice rate with a language scholar - prices charged to a character by shopkeepers - the appearance of a character to other mobiles and players. No class receives charisma as a prime attribute. ~ 1 'CHAMBER OF THE ANCIENT'~ Far off in the higher planes of the multiverse is the place known as the Chamber of the Ancient. Accessible only to the most powerful of deities, this is where the dark Vl'arescht holds his throne. May Thoric bless any unfortunate enough to be summoned here, for a fate worse than death invariably awaits.... ~ 1 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 51 CHANGES~ Syntax: changes Simply type 'changes' to see a listing of currently recorded changes to the Realms itself. Use the 'pager' or your scrollback function to review older changes on the list, as it will usually run for some distance into the past. See also: 'news' ~ 1 CHANNELS~ Syntax: channels Syntax: channels +<channel|all> Syntax: channels -<channel|all> With no options, CHANNELS show you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. Using the 'all' option, CHANNELS will turn on/off all normal channels. Public channels are those that can be seen by everyone, regardless of their affiliation with clans, guilds, orders or councils. Private channels are channels available to those with affiliations of some sort, and also tells. The first channels you will have as a new player are SAY and NEWBIE. - to use say, the person you want to talk to must be in the same room, just type SAY <message>. - to use tell, the target person may be anywhere within the Realms, just type TELL <name or 0.name> [message]. - newbiechat is seen and used only by level 1 characters, members of the Newbie Council, and Immortals. For a more complete explanation of each channel's use and who can use it, read section 3 of your Adventurer's Guide book. ~ 1 'CHAPEL CATACOMBS'~ Recommended level range: 15 - 25 Beneath Darkhaven's cursed graveyard lies an ancient crypt afflicted by the same curse. The undead run rampant in this horrible place, rending the flesh of remaining corpses and any living who enter. Any attempts to rid this place of evil have similarly failed. Rumors of a more powerful undead, perhaps even a vampire, have been circulating of late. ~ 1 CHARDELETE~ Syntax: chardelete <password> yes A player may often find that the new character they have created just isn't quite what they had wanted, and would like to recreate it from scratch. The 'chardelete' command permits you to destroy the character and begin anew with the same name. Note: all equipment and money on the chardeleted character are gone forever. Immortals will not and cannot help retrieve such belongings after the deed is done. Only characters level 2 through 5, and 18 years of age or older, can be chardeleted. A chardeleted character must still be re-authorized, and there is NO guarantee that the name with be subsequently authorized again. See also: AUTODELETE ~ 1 'CHARGED BEACON'~ Syntax: c 'charged beacon' <victim> Charged beacon renders the victim susceptible to electricity attacks. ~ 1 'CHARM' 'CHARM PERSON'~ The charm spell, if successful, will place the victim (only mobs, attempts to charm other player-characters may incur the wrath of the gods) under your control for the duration of the spell. While under your control the creature is your servant, and may assist you in combat and other more minor duties. Use the 'order' command to give them orders. As with many other spells, charming can be difficult, and is highly dependent on the caster's abilities. Even so, every caster will have a limit as to the number of followers they can keep entranced. Be warned, you are responsible for the actions of your charmed beast. If it should go awry and take the life of another player-character, you will be charged as a murderer and will be hunted by several creatures around the Realms. Aggressive mobs will lose their aggressiveness while charmed, but will immediately return to their violent ways when the spell wears off. For this reason, charmed aggressive mobs should not be taken into any area lower than the one from which they came, and should *never* be taken into Darkhaven or the Academy. Those found doing so will pay dearly. As a matter of etiquette, charmed mobs should not be attacked. You can tell a mob is charmed if it is wandering "in a dazed, zombie-like state." Be aware when taking your charmed mobs around other characters that any area attack such as call lightning, gas breath or earthquake will hit your creature and cause it to engage in combat. SEE ALSO: Help dismiss ~ 0 CHAT . MUSIC ASK ANSWER SHOUT YELL~ Syntax: chat <message> Syntax: music <message> Syntax: ask <message> Syntax: answer <message> Syntax: yell <message> These commands send messages through communication channels to other players. CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The ASK and ANSWER commands both use the same 'question' channel YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. ~ 58 CHECKVNUMS CHECKVNUM~ &YSyntax&W: checkvnums <field> <start vnum> <end vnum> Checkvnums will allow you to view if any areas conflict with a set of vnums that you need. Correct FIELD values include Mob, Object, Room, or All (all three fields). Starting and ending vnums should not be more than 5k from each other as you might spam yourself out :) &YSee Also&W: AASSIGN, MAASSIGN, OASSIGN, FREEVNUMS, FREEVNUMS2 ~ 0 'CHILL TOUCH'~ Syntax: c 'chill touch' <victim> This spell inflicts damage on the victim, and reduces their strength by one point for a short period of time. ~ 1 'CIRCLE'~ &WSyntax: &Ycircle <target> &GA skill unique to thieves, and which can only be used while in combat. It inflicts damage comparable to backstab, and requires the thief to be wielding a piercing weapon. To successfully circle you must be the first to attack in the battle, or be grouped with whoever was. ~ 1 'CITY OF ELDESTRA' ELDESTRA HALFELFTOWN~ &CDianla speaks... &c'Yes... it was a long time ago. A time when Darkhaven was a much different place. A group of Elohai banded together in the city, for safety. There was discrimination and violence everywhere against us, we were seen as hybrids. A great man had to be murdered before we reached the final point. We left the city of Darkhaven and ventured into the Haon Dor Forest to build a secluded place where all Elohai would be welcome and safe. Past the River Nenda and across Lake Kieltron lies our fair city, where all is serene and tranquil. Our sanctuary from the unkind world. Things are better now of course, but our city still stands as the heart of the Nation.' ~ 1 'CITY OF INIQUITY' 'DROW TOWN'~ Aeons ago, dark elves emerged from the elven race that lived within the realms' valley. Shortly thereafter, the elves found themselves in great distress - torn between those following a path of chaos, and those maintaining a life of righteousness. A great, painful war broke out and scattered destruction over the centuries. Magicks of immense power flew back and forth as each alignment fended for themselves; Many a brethren slain. The valley was left in turmoil, drenched in the flesh and blood of the elven kind. In the end, the good had prevailed. The dark elves were forced from the valley's surface and driven deep underground, where they created a new civilization - bleak, lightless caverns and tunnels of the underworld. After a prolonged amount of time shielding themselves from the natural light of the world, their skin became black as night, hair silver as the moon, and eyes red like the raging fire burning within their souls. The drow were born, filling their days with havoc and station within the city in which they were forced into... The city that they had created... The City of Iniquity. See also: DROW NATIONS HOMETOWN ~ 60 CLAN~ ~ 0 CLANS~ Syntax: clans or: clans <clan name> The 'clans' displays a list of all current clans, the clan deity and its leader, as well as the clan pkills (victories) and pdeaths (losses). You can also use 'clans <clan name>' to view information on the specified Clan. To see more information on the roles of clans type HELP DEADLYCLANS. See also GUILDS, ORDERS ~ 0 CLANTALK~ Syntax: clantalk <message> Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 1 CLASS CLASSES~ &wFollowing are the classes available in the Realms of Despair: Augurer..&GWise.&g Relies on both brain and brawn to prevail.&w Cleric...&GWise&g in healing, shielding arts and spells to weaken enemies.&w Druid....&gNatural &Gwisdom&g to heal and shield. Able in battle.&w Mage.....&GIntelligence&g to twist and bend reality, powerful battle magics.&w Nephandi.&gDark &Gintelligence &gseeking evil, disease, poison, destruction.&w Paladin..&gPriests with the &Gstrength&g of a warrior. Devout, minor healers.&w Ranger...&gWarrior &Gstrength.&g Skills and spells to maintain independance.&w Thief....&gStealth, cunning, &Gdexterity&g to perform their dubious craft.&w Vampire..&gUsers of blood, &Gdexterity&g, shadow and the dark arts.&w Warrior..&gQuintessential fighters. &GStrength&g, skill make formidable foes. &wTo get more information on each class, type "help classname". ~ 51 'CLASS THAC0S'~ &GClass Level: 1 2 3 4 5 6 7 &G---------------------------------------------------------------------------- &cMage 18 18 17 17 17 17 16 &rCleric 18 18 17 17 17 17 17 &CThief 18 17 17 17 16 16 16 &OWarrior 18 17 17 17 16 16 15 &pVampire 18 17 17 17 16 16 16 &wDruid 18 17 17 17 16 16 16 &RRanger 18 17 17 17 16 16 15 &YAugurer 18 17 17 17 16 16 16 &PPaladin 18 17 17 17 16 16 15 &WNephandi 18 17 17 17 17 16 16 &G8 9 10 11 12 13 14 15 16 17 &G----------------------------------------------------------------------------- &c16 16 16 15 15 15 15 14 14 14 &r17 16 16 16 16 16 15 15 15 15 &C16 15 15 15 14 14 14 13 13 13 &O15 15 14 14 14 13 13 12 12 12 &p15 15 15 14 14 14 13 13 13 12 &w15 15 15 14 14 14 13 13 13 12 &R15 15 14 14 14 13 13 12 12 12 &Y15 15 15 14 14 14 13 13 13 12 &P15 15 14 14 14 13 13 12 12 12 &W16 15 15 15 15 14 14 14 14 13 &G18 19 20 21 22 23 24 25 26 27 &G----------------------------------------------------------------------------- &c14 13 13 13 13 12 12 12 12 11 &r15 14 14 14 14 14 14 13 13 13 &C12 12 12 11 11 11 11 10 10 10 &O11 11 11 10 10 9 9 9 8 8 &p12 11 11 11 10 10 10 9 9 9 &w12 11 11 11 10 10 10 9 9 9 &R11 11 11 10 10 9 9 9 8 8 &Y12 11 11 11 10 10 10 9 9 9 &P11 11 11 10 10 9 9 9 8 8 &W13 13 12 12 12 12 11 11 11 10 ~ 51 'CLASS THAC0S2'~ &G28 29 30 31 32 33 34 35 36 37 &G----------------------------------------------------------------------------- &c11 11 11 10 10 10 10 9 9 9 &r13 13 12 12 12 12 12 11 11 11 &C9 9 9 8 8 8 7 7 7 6 &O8 7 7 6 6 6 5 5 5 4 &p8 8 8 7 7 7 6 6 6 5 &w8 8 8 7 7 7 6 6 6 5 &R8 7 7 6 6 6 5 5 5 4 &Y8 8 8 7 7 7 6 6 6 5 &P8 7 7 6 6 6 5 5 5 4 &W10 10 10 9 9 9 8 8 8 8 &G38 39 40 41 42 43 44 45 46 47 &G----------------------------------------------------------------------------- &c9 8 8 8 8 7 7 7 7 6 &r11 11 11 10 10 10 10 10 9 9 &C6 6 6 5 5 5 4 4 4 3 &O4 3 3 3 2 2 2 1 1 0 &p5 5 4 4 4 3 3 3 2 2 &w5 5 4 4 4 3 3 3 2 2 &R4 3 3 3 2 2 2 1 1 0 &Y5 5 4 4 4 3 3 3 2 2 &P4 3 3 3 2 2 2 1 1 0 &W7 7 7 6 6 6 6 5 5 5 &G48 49 50 &G-------------------------- &c6 6 6 &r9 9 9 &C3 3 2 &O0 0 -1 &p2 1 1 &w2 1 1 &R0 0 -1 &Y2 1 1 &P0 0 -1 &W5 4 4 ~ 51 CLASSNUM~ &WThe numbers associated to each class are as follows: &c0 - Mage 1 - Cleric 2 - Thief 3 - Warrior 4 - Vampire 5 - Druid 6 - Ranger 7 - Augurer 8 - Paladin 9 - Nephandi 10 - Savage (Not fully implemented) 11 - Fathomer ~ 0 CLEAR~ Syntax: clear This command clears the screen. See PAGELENGTH. ~ 1 CLEAVE~ With a great ability to hack through underbrush and thick forest, Rangers that have chosen the unlawful pkill path have found that they can combine their ability with longblades and their strength to dispatch their enemies more quickly with several devastating blows. Occasionally such strong blade cleaves have been known to temporarily daze an opponent for a very short period of time. ~ 0 CLERIC CLERICS~ A cleric is a mighty healer and protector of the weak. Led with a mission to heal and teach, Clerics have many varied and sundry healing spells at their command. While clerics possess some combat spells and magic to affect one's chances in battle, their main goal is self preservation. They accelerate in wisdom and knowledge as they gain in level and experience. The wisdom of the cleric in the ways of magic and the art of healing, make them an extremely desirable asset for any group. The following races are acceptable to the ways of the Cleric: Human Elf Dwarf Pixie Half-Elf Gith Drow Sea-Elf Gnome ~ 60 CLIMATE~ Syntax climate <field> <name> This command allows you to view or modify the climate settings for an area. There are settings for temperature, precipitation, and wind. In addition, you may specify neighboring areas who will affect changes in the current areas weather. Therefore there are four fields to choose from. Each field has a different range of values available. Field name: Values: temp cold, cool, normal, warm, hot precip arid, dry, normal, damp, wet wind still, calm, normal, breezy, windy neighbor <area name> Specifying an area name with neighbor which is already on the list will remove it. Using climate without any arguments will display the area's current setting. Note that this command always refers to the area which you are currently in. ~ 1 'CLIMB'~ Syntax: climb <direction> This skill enables you to climb into and out of rooms that require it. ~ 57 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 1 'CODE COUNCIL'~ The Code Council is solely responsible for development and implementation of all new coding. ~ 1 CODER~ ROD coders must have extensive experience with the c coding language and preferably smaug coding. If you have this and have an avatar level character on ROD as well as the resources to code smaug from your home computer, please send a resume to scryn@game.org for an initial review. If forwarded to the code council, you will be asked to submit a sample of code and assigned a few small test projects. For those trying to obtain employment in the programming world, this provides excellent experience and references. ~ -1 COE 'COUNCIL OF ELDERS' ELDERS~ The Council of Elders is formed of some the highest gods experienced in both creation and administration, and is entrusted with complete and final executive power over the mud. No single immortal holds sole executive power. The council is headed by Blodkai, and is otherwise comprised of Thoric, Kali and Nivek. ~ 61 COEVOTES~ 1 april ..action specifics passed with one yes. Vote up for 6 weeks. 1 april .. scan 0 or 100.. approved 2 to 1 re newbie room change. 2 yes 2 abstain more info in report ..passed 1 yes, 1 abstain adding adrenalin to peacefuls ..unanimous skill forage approved 2 0 1 change to bodybag to show pk status 2 0 1 add a tag to items for 10 glory..approved 1 0 1 ~ 55 COINDUCT COOUTCAST COIN COOUT~ COINDUCT COOUTCAST COIN COOUT Syntax: coinduct <playername> cooutcast <playername> Coinduct inducts an player into a council. Cooutcast removes a player from a council. This command should only be used if it is your council unless authorized. ~ 51 COLOR COLOUR~ . The following 16 colors are supported in the commands echo, recho, mpecho, mpechoat and mpechoaround. &g &g_whi &WWhite&w &g_yel &YYellow&w &g_blu &BBlue&w &g_dbl &bDark Blue&w &g_lbl &CLight Blue&g &g_cya &cCyan&g &g_gre &GBright Green &g_dgr &gDark Green &g_cha &wGray/Charcoal &g_dch &zDark Grey/Dark Charcoal &g_pur &pPurple &g_pin &PPink &g_red &rBlood Red &g_ora &ROrange/Bright Red &g_bla &xBlack&g(Black) &g_bro &OBrown/Dark Orange&W &C &C &WNote that the indicator is the first three letters of the color itself &Wso that it is easy to remember. If the indicator is preceded by an asterisk, the message will blink. You only need to enter as much of the color indicator as needed to uniquely identify it. &Grecho _red &rThis is an example of recho in red. &Grecho *red &r^zThis is an example of recho in blinking red. &G^xmpe _yel &YThis is an example of mpecho in yellow. &Gmpechoat $n _blu &BThis is an example of mpechoat in blue. &Gmea $n _blu &BThis is an example of mpechoat in blue. &Gmpechoaround $n _bro &OThis is an example of mpechoaround in brown. &Gmer $n _bro &OThis is an example of mpechoaround in brown. &Gmpe _r &rThis is an example of mpecho in red. ~ 51 COLORIZE~ Syntax: colorize [<TARGET>] Syntax: colorize [<TARGET>] [<LOCATION> <COLOR>] TARGETt: default to change the whole muds color scheme, the name of a player to change that players color scheme, or TARGET: default to change the whole muds color scheme, LOCATION: Without any arguments will list your current settings. Otherwise specify the location you want to change. COLOR: This can be the name of the color you want or default which will set it to the current color in the mud scheme for that location. ~ 51 COLORS~ The ability to color Help and other files is very useful. We ask that you try to stick to these guidelines for color usage so that we can have some consistency in their use: Here are some outlines for using color on a white text file: &CHelp (Filename) &Wcolored cyan. &GLaws (Law) &WColored green. &PAttacker/Killer/Thief &Wcolored pink. &GOrder/Guild (Order/Guild) &Wcolored green. &RClans (Clan) &Wcolored red. &YSyntax &Wfor syntax references, colored yellow. &CDeities (Deity) &Wcolored cyan. &RDeadly/Deadlies &Wcolored red. &YConfig (+/- option) &Wcolored yellow. If you wish to add other colors to your file, please use good taste, make sure it is readable and don't get too whacky. If you follow the above guidelines and stick to using white for all other text, it will keep the text solid and legible. Should you choose not to use any colors at all, that is also okay, the above guidlines are merely for proper use of color, white is always acceptable. In addition, please keep in mind that the following topics should not be colored except by their defaults: - Help (area name) - Help (skill) - Help (spell) - Help (class) ~ 1 COLORSCHEME COLORSCHEMES~ Syntax: colorscheme <scheme number> Syntax: colorscheme default Colorschemes allow you to pick from a pre-configured set of color sets for room names, room descriptions and room exits. To restore your scheme to the MUD's default color set, use 'colorscheme default'. Several schemes are similar, only swapping white with grey. The main reason for this is because certain popular MUD clients transpose the display of these colors (displaying white for grey, and grey for white). Current schemes are: &w1 &gRoomname &ORoomdesc &wExits &w2 &gRoomname &WRoomdesc &wExits &w3 &gRoomname &wRoomdesc &WExits &w4 &ORoomname &gRoomdesc &WExits &w5 &ORoomname &WRoomdesc &wExits &w6 &ORoomname &wRoomdesc &WExits &w7 &WRoomname &gRoomdesc &wExits &w8 &WRoomname &GRoomdesc &wExits &w9 &WRoomname &ORoomdesc &wExits See also: ANSI ~ 1 COMBAT~ You may choose a fight by finding a mob, and using LOOK, CONSIDER, and IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob> to get a look at its equipment and description, this will often help indicate how hard a fight might be. You can CONSIDER <mob> for a one on one comparison of the mobs hitpoints and level to your own. You may also CAST IDENTIFY <mob> to get more detailed information about the mob. You may start a fight by using KILL, MURDER, or many spells and skills available to players. The easiest way to start a fight is to KILL <mob>. Currently, you may also MURDER <mob>, but this causes the mob to yell out. You may find yourself in trouble during a fight, and wish to leave, this can be done by using FLEE or RECALL. You can flee a fight by typing FLEE. You may recall from a fight with the spell 'word of recall' or by reciting a recall scroll. You may also set it up to flee automatically once you go below a certain number of hitpoints by using WIMPY. To use your wimpy, type WIMPY or WIMPY <number of hitpoints>. Leaving a fight with wimpy, flee, and recall WILL cost you a loss of experience, with recall causing the greatest loss. For more information on combat, read section 12 of your Adventurer's Guide. ~ 1 COMMANDS SOCIALS~ Syntax: commands <string> Syntax: socials COMMANDS shows you all the (non-social) commands available to you. If you include a string you see all available commands that begin with that string. SOCIALS shows you all the social commands available to you. (Special thanks to KaVir for mailing us lots of extra socials) See also EMOTE ~ 51 COMMENT~ Syntax: comment write Syntax: comment subject <subject> Syntax: comment post <player> Syntax: comment list <player> Syntax: comment read <player> # Comment write puts you into a buffer, and the commands work just like writing a note. You may only read and post comments on players currently online. Comments should be used for all disciplinary actions and warnings, on anyone who makes frequent demands of or troubles for immortals in general even if the player is not doing something specifically illegal, repeated problems, after _all_ reimbursements, and any other information you feel would be important to another Immortal when dealing with the player in the future. If you have a disciplinary action and the player quits before you are able to post a comment, please place a copy of the comment on the board located in hell, room vnum 6. ~ 51 COMMENT1~ A Neanderthal brain in a Cro-Magnon body. An experiment in Artificial Stupidity. Been napping in front of the ion shield again. Can be outwitted by a jar of Marshmallow Fluff. Can't find his ass with two hands and a periscope/ Doesn't have the sense God gave an animal cracker. Fired from McDonald's for having a short attention span. Guillotining him would make only an aesthetic difference. Has a full six-pack but lacks the plastic thing to hold them together. Has all the brains God gave a duck's ass. Has an IQ of 2, and it takes 3 to grunt. He seems to be a bit wispy of the grey matter. He's not stupid; he's possessed by a retarded ghost. If he had half a brain, his ass would be lopsided. IQ = dx / (1 + dx), where x = age. Living proof that nature does not abhor a vacuum. Not enough brains cells for the Prozac to be effective. One of the early failures of electroshock therapy. Proof that evolution *can* go in reverse. So stupid, mind readers charge her half price. Some drink from the fountain of knowledge, but he just gargled. Suffers from Clue Deficit Disorder. The wheel's spinning but the hamster's dead. Wasn't abused as a child, but should have been. ~ 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. ~ 1 COMPASS~ Syntax: compass (toggles the compass on or off) Syntax: compass on/off Syntax: config +/- compass Displays a compass of visible exits on the screen as an adjunct or alternative to the traditional autoexit display. Different exit types/directions/states are displayed with their direction (NW, NW, SE, SW, N, S, E, W) when the exit is present and visible. The compass is currently in an assessment phase. Any comments or suggestions for alternative compass displays, tweaks to the existing display, location in the room display, etc. should be made via _email_ (because it's a lot easier to deal with something drawn out like this in email rather than in short notes and on channels) to: blodkai@game.org See also: exits, config (look for 'autoexits') ~ -1 COMPLAINT COMPLAINTS~ Concerns and complaints may be emailed to Blodkai (blodkai@game.org). Details are important, and logs (when not unduly log) are always best. ~ 1 CON CONSTITUTION~ Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints a character receives each time it levels - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - the number of additional moves a character receives at level - improvement or worsening of a character's mental state, thus affecting general endurance No class receives constitution as a prime attribute. ~ 53 CONCLUSIONS~ Before moving on, let me help you draw some conclusions about the above numbers: Example - Player A - ArmorClass: -300 Hitroll: 17 Level 50 Warrior Thac0: 0 Mobile Opponent - ArmorClass: -300 Hitroll: 17 Mob Thac0: 0 Player A rolls his hitdie of 1 (as low as a player can roll without a critical miss) , adds 17 to his hitdie (hitroll modifier) for a 18 (as high as a player can roll without a critical hit). Mobs armor class is reduced to -19. The 18 total hitroll will hit, unless the mob dodges/parries the blow. Ask yourself this question: What does an avatar need a hitroll of 100 for? The exact same situation will occur on the reverse of a mob attacking a player. Mobs are currently being created that require the use of a dodge/parry/ evade in order to miss the blow. This is contrary to the way the code was designed. However, you must know your opponent in order to fight him. So what does all this mumbo jumbo have to do with mob creation you ask? Quite simply, everything about hitting a character or mob comes down to three numbers: armor class, thac0 and hitroll. When creating equipment and adding 10 hitroll to the item, consider the stat you have just given to that player. You have eliminated 50% of the die roll a player would need to use in order to hit a maxed out mob, On ONE item. When creating equipment and having it affect AC by -50, consider that you just reduced the ability of a mob to hit the player by 1/4 of its die roll. On ONE item. When creating a mob, and by not giving it a hitroll, (normally mobs default to a hitroll of 2) You have given it a 3/20 chance of hitting a maxed out avatar on its normal hits. SEE FIRST: HELP ARMOR CLASS, THAC0, HITROLL ~ 0 CONFIG~ Syntax: config + or - <option> This command configures some of your character behavior. Typing CONFIG alone shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: NICE Toggle ability to use kill or murder to attack another player. NORECALL Toggle automatic recall if you lose link during combat AUTOEXIT You automatically see exits AUTOLOOT You automatically loot corpses (not on pkilled corpses) AUTOSAC You automatically sacrifice corpses AUTOGOLD You automatically split gold from kills with your group GAG Toggle whether you see battle details in full or brief form PAGER Toggle page pausing on long scrolls BLANK You have a blank line before your prompt BRIEF You see brief descriptions only. COMBINE You see object lists in combined format NOINTRO Toggle whether you see the graphic screen at login PROMPT You have a prompt TELNTGA You receive a telnet GA sequence ANSI You receive ANSI color sequences RIP You don't receive RIP graphics DRAG Toggle whether others can drag you if you are incapacitated NOSUMMON Toggle whether you will allow player characters to summon you GROUPWHO Toggles an announcement that you seek to group. BECKON Allows others to "beep" you to catch your attention. NOEXP Allows a deadly to toggle experience on or off HINTS Toggle whether you see random hints on an occasional basis For more information on the configuration menu, read section 5 in your Adventurer's Guide book. NOTE: Toggling Config -Nice should only be performed by Avatars entering the arena for battle against each other. Lower level players who toggle this command are considered hostile and will be helled/denied should they attack another player. See also: &GPAGER, PROMPT, PCOLORS. ~ 2 CONNECT~ Through the use of the connect command, special objects may be 'connected' to create a totally new item. Each object is only capable of connecting to another predetermined 'piece'. Often these 'pieces' will have little or no similiarity to each other, apart from the fact that connecting them will create the new item. To connect two 'piece' type items together, do the following: &Y 1. Type connect (obj name #1) (obj name #2) &wie. connect pole string &Y 2. If this works, a new object will be created. &wie. Using the example above: a fishing pole &Y 3. If the objects are not meant to connect, a message will be given which says 'they just don't want to fit together.' &WNote: Once an item is connected, it cannot be disassembled. ~ 2 CONRAN~ &x. &R ___&W. &Y* &R ___&O.&R\__&O|&R.__&W. &Y * &W &R\__&O|&R. .&O| &R\_&O|&R. &Y * &W . X&O|&W___&O|&W___&O| &W. &W .__/_&O|&W|____ |&O|&W__. &Y * &W. |/&O|&W____ &O|&W_\|_ &O|/&B __ &W\ _/ |_X__\&O|&W_ &O|&W\&O||&W() &B{&w_________________|_&W,,,.&w___ &W \/\ |/&O|&W &O|&W_ &O|&W/:&O|&W><&B {&w\________________)&W)_/&w__))_) &W \ \/ &O|&W___ &O|&W_\&O|&W_.&O|&B``` &B __ &W| \ \)| &W _|X/\ &O|&W___\&O|&W_ :&O|&W &O|&W_. &B.' &Y() &B'. &W \.-._ &W | \:\&O|&W &O| &O|&W/_/&O| &B_| &Y`><` &B|_ &W`.-'-.` &W | &W__\_:____&W &O| &O||o-| &Y_&R,-- &B'____________'. &W )__.' &W |/_-&O|&W-_&O|&W__ \&O|&W_ &O|&W/--&O| &Y/_|&Yo&R\`) &W|&z(_)-&Co &W| &C.&W'&O| -|- o-o\__\&W|&Oo-/' &Y `-&R) (, &W\ ,, &W/ / | &C_._&O\=\====o==o==o=/' &R// \\ &W| &Omm &W| / __| &C._._&O\_\ &C._._._._._._. &R(/ \)&W___&O'SS'&W____ / / &C_._._._._._._._._._._. &R`&Y'' ''&W==== ===\| / / &C._._._._._._._._._._._.&W/ / &R __| __| &R ( _ \ \ _| _` | \ | _| -_)\ \ / -_)(_-< &R \___|\___/_| _|_| \__,_|_| _| _| _| \___| \_/ \___|___/ &R &r Scourge of the Immortal Seas ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 52 CONSTATES~ State | Description ----------------------------------------------------------- 0 | Player is playing. 1 | Player is prompted for his or her name. 2 | Player is prompted for his or her password. 3 | Player is prompted to confirm his or her name. 4 | Player is prompted to select a password. 5 | Player is prompted to confirm the password. 6 | Player is prompted to select his or her sex. 7 | Player is prompted to select a class. 8 | Player is reading the message of the day. 9 | Player is prompted to select a race. 10 | Unused. 11 | Player is in the line editor. 12 | Player is prompted to select RIP, ANSI or NONE. 13 | Player is viewing the title screen. 14 | Player is prompted to PRESS ENTER. 15 | Player is waiting for authorization (1). 16 | Player is waiting for authorization (2). 17 | Player is waiting for authorization (3). 18 | Player has been authorized. ~ 0 CONTAINER CONTAINERS~ Containers are almost a necessity in the Realms. They are used to carry items, food, and drinks. They help allow you to sort things, by using two or more types of containers at once. Corpses use many of the same commands as regular containers. EXAM <container> or LOOK IN <container> allows you to see what it contains. GET <item> <container> allows you to take one item from a container. GET ALL <container> allows you to take everything from a container at once. GET ALL.<item> <container> allows you to take all of a particular item type PUT <item> <container> puts an item inside a container. PUT ALL <container> will put as much of your inventory in the container as possible, until the container is full. PUT ALL.<item> <container> will put as much of one type of item into the container as possible, until the container is full. EMPTY <container> will pour all of the contents onto the ground. EMPTY <container> <different container> will transfer the contents. If you have more than one of the same container, you can type look in 2.container or get item 2.container. For example: look in 2.portal or get heal 2.bag. This will also work if you have more than one corpse. Read your Guide to Realms for more information on containers. ~ 53 CONTAINERFLAGS~ &r---------------------------------------------------------------- &gThe v1 values on objects that are type container determine if the container has an opening device and its corresponding values. The following numbers determine its state: &c 0 No lid 1 Closeable 2 Pickproof 4 Closed 8 Locked &gBy adding the numbers together you can combine their effects. For example, setting the v1 field to 15 would make the container openable, lockable, closed, and pickproof. &r---------------------------------------------------------------- &WSee: &YITEMVALUES, OSET, OSTAT&w ~ 53 CONTAINER_FLAGS~ Container flag values: Closeable = 1 Pickproof = 2 Closed = 4 Locked = 8 ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' <warmer/colder> Syntax: cast 'control weather' <wetter/drier> Syntax: cast 'control weather' <windier/calmer> This spell allows you to change either the temperature, amount of precipitation, or amount of wind. Note that these changes do not take effect until the next tick. ~ 61 CONTROLS~ Cset is used to set the system's 'control panel' settings. Syntax: cset <field> <level> Fields: save - saves the control panel settings dodge_mod - divide dodge chance (% learned) by this (default 2) parry_mod - same as above, for parry (default 2) tumble_mod - same as above, for tumble (default 4) stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player bash_pvp - bash modifier player versus player bash_nontank - modifier if basher is not tanking the victim gouge_pvp - gouge modifier player versus player gouge_nontank - gouge modifier if gouger is not tanking the victim dam_pvp - percentage adjustment for player vs. player fighting dam_pvm - as above, for player vs. mob dam_mvp - as above, for mob vs. player dam_mvm - as above, for mob vs. mob get_notake - level to pick up notake flagged items read_all - level to read all mail read_free - level to read mail for free write_free - level to write mail for free (no items necessary) take_all - level to take all mail muse - level to see/use muse channel think - level to see/use think channel log - level to see log channel build - level to see build channel proto_modify - level to modify prototype objects mset_player - level to allow mset to operate on a player override_private - level to override private/solitary rooms forcepc - level to force pc's guild_overseer - name of the Overseer of Guilds guild_advisor - name of the Advisor to Guilds saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) imc_vnum - vnum for imc board ban_site_level - level able to ban sites ban_class_level - level able to ban classes ban_race_level - level able to ban races bestow_dif - max lvl dif between bestowed cmd level and char lvl checkimmhost - imm host checking on or off ~ 1 COOK~ Syntax: Cook <item> Cooking requires certain food types and a fire. Cooking ones' food will keep it preserved longer, and remove many poisons. However, overcooking may destroy the item. ~ -1 COPYRIGHT~ . This mud, (Realms of Despair), and all of its contents are the intellectual propery of ComputerLink Online Inc. No part of this mud, including areas and concepts are to be used without permission, or else legal action will be taken. Realms of Despair, (c)1994, 1995, 1996, 1997 ComputerLink Online Inc. ~ 1 'CORAL DEPTHS'~ Recommended level range: 10 - 35 Following the Darkhaven River eastward, many an adventurer has come upon a vast area of glistening water and waves. A casual swim is enjoyed here, though one must be wary of fish and aggressive sharks. It is beneath the lapping waves where the wonders, and dangers, of the Coral Depths truly lurk. The fabled Merfolk have founded a paradise under the sea, pushing back all manners of danger from their wondrous village. Some of the most wise and intelligent scholars of Despair reside in Mer Village, teaching the cherished young. The Merfolk have one common enemy beneath the waves: a sea hag who resides in the deepest corner of the dark coral tunnels. Little is known about this hag, yet it is suspected that she is preparing one day to destroy the Merfolk completely... ~ 54 COUNCILNUMS~ &R*-------------------------------------------------------------------* &GNUMBER COUNCIL &c1 CoE - Council of Elders 2 TS - The Symposium 3 NC - Newbie Council 4 Pro - Primordial Circle 5 PKC - Pkill Conclave 6 QC - Quest Council 7 NeoC - Neophyte Council 8 CC - Code Council 9 AC - Area Council Currently, when using ifcheck council($n) use the council name or abbreviation as listed above. &R*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ITEMVALUES, OBJECTTYPES, VARIABLES, ~ 1 COUNCILS COUNCIL~ The following councils exist to administrate various areas of the mud: Council of Elders -- responsible for complete mud administration, with each member working independently in other areas as well. The Symposium -- responsible for immortalization of avatars, mortal immortal communications, and idea/project management. Pkill Conclave -- responsible for administration and development of the deadly combat system, clans and other pkill matters. Quest Council -- responsible for creating, running and overseeing quests as well as evolution of the quest system itself. Newbie Council -- primarily oversees concerns dealing with new, low-level characters (areas, equipment, etc.), this council also employs many mortals who assist new players in need. Code Council -- responsible for all code-related matters Neophyte Council -- Overseer of level 51-53 immortals and inactivity demotions. See also HELP '<council name>' for further information. Typing <councils> <council name> will show membership numbers and a brief description of what the council does. ~ 2 COUNCILTALK~ &YSyntax&W: counciltalk <message> &YSyntax&W: coun <message> The Counciltalk command will allow your message to be heard by other characters in your council, should you be a member of one. ~ 1 'CR' 'CORPSE RETRIEVAL' 'CORPSE'~ &GBefore asking an Immortal for a corpse retrieval, you must: &G1&g) &wAttempt to get your corpse yourself (be sure to use 'hide' invisibility, as this will get you past many mobiles which may be between you and your corpse) &G2&g) &wSeek the assistance of other players to retrieve your corpse &G3&g) &wIf all else fails, wait at least 20 (real world) minutes after your death to ask for an Immortal corpse retrieval &G4&g) &wIf you have devoted to a deity, you have the ability to gain information about your corpse using the &W'&Gremains&W'&w command (type &W'&Ghelp remains&W'&w), and if you have gained enough favor with your deity (type &W'&Ghelp favor&W'&w) you can &W'&Gsupplicate&W'&w to have your corpse returned (type &W'&Ghelp supplicate&W'&w). Devoting is &Ystrongly&w suggested. &G : &w "I need to leave now!" is not grounds for an early Immortal CR. &G : &w Corpses decay for approximately 30 to 40 minutes (real world) after the time of death. &G : &w Corpse decay will happen even while you are linkdead or after you quit because the Realm is an ongoing, real-time world. &G : &w Characters listed under 'who deadly' are not eligible for any form of Immortal CR but may supplicate for their corpse after 20 minutes have passed. &G : &w Corpses &Ywill&w save over crashes and reboots, but will continue to decay once the Realms comes back online. Log back on quickly to retrieve your corpse. &G : &w You may pay 25 glory for a CR from a Quest Council Immortal or a level 54+ immortal. &G : &w Corpses in the Realms of Worship area are not eligible for any form of Immortal corpse retrieval. >he cost for a corpse retrieval is usually one item from your corpse, unless you are using glory to buy the CR, but it is up to the discretion of the Immortal to charge more or less. An Immortal corpse retrieval is not a right, but a privilege. Pestering or being demanding is cause for the Immortal to deny your request. An Immortal may refuse to do any CR at their discretion. You may not barter which items an Immortal can take from your corpse as the charge, and the Immortal's decision is final. &GSee also: &YFAVOR, SUPPLICATE, DEVOTE, DEITIES ~ 1 CRASH~ Crashes are unforeseen interruptions in the game that cause everyone to be disconnected. If you type time and look at the system start up time, you can determine if the game has just rebooted or if it was a problem with only your character. 99.9% of the time corpses will save over a crash. The game will start back up with your character at the last place you saved or the game saved you. See &WHELP REIMBURSEMENT &w and &WHELP SAVE &w ~ 0 'CREATE FIRE'~ &WSYNTAX: &Yc 'create fire' &wThis spell conjures forth a fire that can be used to light a room, brew potions, or be used in other spells and skills as a component. The fire is not permanent, however, and will expire. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 1 'CREATE SYMBOL'~ This spell creates a holy symbol which is required as a component in powerful clerical spells. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 51 'CREATOR'~ The following is a guideline of level 53 responsibilities: - An Immortal must spend at least 5-7 hours per week or at least 25 hours per month online to remain active and productive - Must be visible to all mortals, unless involved in running a quest, watching someone or building. - Authorization of new characters - Channel monitoring -- should keep all channels on - Appraising higher Immortals of Mortal rule violations - Advise a 55+ of all reimbursement requests from mortals - Cr's at discretion, monitoring note boards, remaining VISIBLE - Learning proper mortal discipline techniques and punishments - Helping 51 and 52 level immortals as needed. - Possible room building work - Possible work at 5500 if interested in building or coding - Possible council work Type 'wizhelp' to view your privileged commands. For a list of Immortal rules, 'help imm'. Visit note boards at 1200, 1213, and 1214 regularly. ~ -1 CREDITS~ --------------------------------------------------------------------------- | o M A N Y S P E C I A L T H A N K S T O : o | | ================================================ | | Dennis M. Ritchie and Ken Thompson for their creation and development | | of "C" and UNIX; also Bell Laboratories, AT&&T, MIT, and the University | | of Berkeley California for their development and contributions to UNIX | | and C libraries; and thanks also to The Free Software Foundation for | | their GCC compiler, C library and development tools. | | | | J.R.R. Tolkien for his huge contribution to the fantasy world and great | | many, many inspirations; and of course TSR Hobbies Inc. for their many | | continuing contributions to the world of gaming, including Dungeons && | | Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson | | and Ian Livingstone for their Fighting Fantasy (tm) games and books. | | | | The DIKU Mud team for their contributions to the Internet world of MUDS,| | and the MERC Mud team for their work and development towards DikuMud. | | | | And a great many thanks to all the gods, avatars and wonderful players | | of Realms of Despair, as without them this mud could not be what it is. | | | | o -Thoric o | --------------------------------------------------------------------------- ~ 56 CRT~ ~ 1 CRY COD CRY1~ &O---------------------------------------------------------------- &gCry of Despair &YIssue 62, &g08/02 &O---------------------------------------------------------------- &W &Y ,o888888o. ,o888888o. 8 888888888o. &Y 8888 `88. . 8888 `88. 8 8888 `&^888. &Y,8 8888 `8. ,8 8888 `8b 8 8888 `88. &Y88 8888 88 8888 `8b 8 8888 `88 &Y88 8888 88 8888 88 8 8888 88 &Y88 8888 88 8888 88 8 8888 88 &Y88 8888 88 8888 ,8P 8 8888 ,88 &Y`8 8888 .8' `8 8888 ,8P 8 8888 ,88' &Y 8888 ,88' ` 8888 ,88' 8 8888 ,o88P' &Y `8888888P' `8888888P' 8 888888888P' &W &O---------------------------------------------------------------- &BEditor: &WMyra &BImmortal Sponsor: &WElisabet &O---------------------------------------------------------------- &YStaff: &GAlysira, Amoria, Aurelius, Diblin, Faceripper, Ilsensine, &G Juliana, Kellandra, Khaimran, Shadrack, Vladith &W &W &OHELP CRY2 FOR CONTENTS! ~ 1 CRY1~ &PdOOo. &z------------------------------------------------------ &PO Oo. .. &w,###. &PO b ;::' &w,,,'#,:#$#.'#. '#. ,,, ,#' ` &P Oo.. b;;;; &w.#' ` :# '###, #: .#' `,,#'- &P OooO';;;O:: &Y* &w ##. $# '#:,,## ##. ::# &P .o.O.'qb .P"- &w'#:.,',:' #;' '#:,,#'$# &P dOo'oD qoP &w,, , ;#' ,:' &P Udo &w '#, `'''` ,, &P qob &w '#, ,,, ,,, , ,,, ,, ` '#,:#$#. &P qob &w;#"$#.#' `,# `:#' `,.# #; '#, :# '# &P OP &w#, .$##,,.' '''.## :#' '# ,#! $# &P d' O &w'###:,#:.,'`:##'$#,,#' "#,,$#,.#' ,:' &P .P l &w ,#' &P .P l &w ,#' &z --&P ; -&P \ &z------------------------&w ,#' &z-------------------------- &P ' &w'' &G issue 54 &z. &G12/01 &z. &GNews of the Realms and its people &z -------------------------------------------------------------- &W Staff: &w Maray, Indalecio, Kuah, Begaria, Naithalia, Ilsensine, Noplex, &w Conran, Sarig, Myra, Jaryl, Shingo, Lieth, Vladith, Gabac, &w Juliana, Tinani, Mauro, Kyrstal, Silverwind, Azkrakare &W Guest Editor&z: &GKhaimran &WImmortal&z: &GElisabet &z -------------------------------------------------------------- &G HELP CRY2 for Table of Contents ~ 1 CRY10~ &O---------------------------------------------------------------- &gKador &w- &Gby Amoria &cInterviews &O---------------------------------------------------------------- &W &wAfter a four-year break from immhood, Kador has recently &wrejoined the ranks of the Gods with a smile and an urge &wto continue contributing to the fun and sportsmanship of &wcountless people seeking to have a good time on Realms of &wDespair. &wSince becoming an active player on RoD in 1996, Kador has &wseen many people come and go and many changes to the game. &wAmong his least favorite of those changes, the Dwarven &wwarrior admits he has a certain dislike for styles, but &wbelieves the best change for Realms was the inception of &wglory. &wKador says he comes to the Realms to escape the daily &wgrind of baking and cooking for a living. I managed to &wcatch him between his new immortal role and building &wefforts, and tie him down long enough to ask a few &wquestions. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY11~ &O---------------------------------------------------------------- &gKador &w- &Gby Amoria &cInterviews &O---------------------------------------------------------------- &W &BA: &wWhen did you start mudding? &CK: &wI started seriously mudding on October 17th 1996, &w &wmy birthday. ;) &W &BA: &wWhat got you started and kept you hooked? &CK: &wIt was pretty unusual, I was flipping through the net &w &wwith my brand new netscape 3.0 and came across this &w &wpage that had a link to Realms of Despair, naturally I &w &wclicked it and walked into my second home. &W &BA: &wWhen did you first imm? &CK: &wI first immed after I had joined Inconnu way back in &w June 1997, Myra talked me into it. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY12~ &O---------------------------------------------------------------- &gKador &w- &Gby Amoria &cInterviews &O---------------------------------------------------------------- &W &BA: &wWhat do you consider your most important role as an &w immortal? &CK: &wTerrorizing newb...err yer gonna print this right? &w *mutter* Actually its always been making this a fun &w game for everyone :) &W &BA: &wWhat makes it fun? &CK: &wWhy my Elvis Impersonation of course. &w Kador swivels his hips. &w Hail to the King baby! &W &BA: &wWhat would you say is your most valuable contribution &w to the Realms as either a mortal or immortal? Why? &CK: &wBeing Kali's slay victim thereby saving the rest of &w Realms from feeling the brunt of his anger. ;) Oh, and &w helping bring into the Realms the most evil order of &w them all, Baali. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY13~ &O---------------------------------------------------------------- &gKador &w- &Gby Amoria &cInterviews &O---------------------------------------------------------------- &W &BA: &wWhat is your favorite part about bing an immortal? &CK: &wMy favorite part of being an imm is being able to make &w the fun things, like quests and areas. &W &BA: &wWhat is your most memorable moment on RoD? &CK: &wBecoming an immortal. It was so incredibly spammy it &w took me a week to get used to it. &W &BA: &wWhat is your favorite organization in the realms and &w why? &CK: &wWhy Baali, of course. Not only because I helped in its &w creation, but because its been my family for the &w better part of 5 years. &W &BA: &wWho is your favorite immortal? &CK: &wmy fave imm is IliCutiSexiHoni &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY14~ &O---------------------------------------------------------------- &gKador &w- &Gby Amoria &cInterviews &O---------------------------------------------------------------- &W &BA: &wWhat would you like to see more of? &CK: &wMore quests! &W &BA: &wWhat would you like to see less of? &CK: &wLess people who like to spoil others fun [by] breaking &w rules and laws, and just plain making a nuisance of &w themselves. &W &BA: &wFor those who want to become immortals, what advice &w would you share? &CK: &wBe patient, be helpful, and most of all be committed &w (to the asylum). &W &wKador is looking forward to providing more fun for &wmortals. When asked about ideas for fun in the future, &whe says, "As for future quest plans, well, they are a &wdoozy ;) fun all around" &W &O---------------------------------------------------------------- ~ 1 CRY15~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &WINTRODUCTION &W &wExploration and mapping of areas tends to be rather simple, &was long as the rooms are "well-behaved." This means that &wgoing east from room A leads to room B, and west from &wroom B leads back to room A. It makes no difference if &wmapping is done by hand or by using a mud client's &wautomapper, both can handle this task without problems. &W &wThings start getting confusing when mazes are encountered. &wThe rooms all look alike, causing explorers to wander for &wmiles without reaching any destination, and getting out &wbecomes nearly impossible. &W &wHence, this edition of RoD 101 will attempt to explain &wthe various ways in which mazes can be constructed and &wthe general strategies for getting through these sticky &wclusters of rooms. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY16~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &WTRICKS OF MAZE CONSTRUCTION &W &wThis section may become get a bit technical. In order to &wimmerse oneself completely in the atmosphere of an area, &wit goes without saying that it is also possible to become &whopelessly immersed and lost in mazes. &W &wAppreciating maze construction is different from enjoying &wthe theme of an area. To understand a maze, it is &wnecessary to examine a maze from a bird's eye view. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY17~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &WWays That Builders Complicate Mazes &W &c1) Identical Room Descriptions &wThe standard uniform of rooms typical found in a "maze" &wdepict room descriptions all the same. Give each room a &wunique description and players can easily where they are &wgoing. This is true even if the exits are one-way or do &wnot quite link in logical ways. Give each room the same &wdescription, and people tend to become confused and &wdisoriented. &W &wNote that there are pseudo-mazes in the Realms where two- &wway exits are completely static and line up in perfect &wEuclidean geometry. Euclidean geometry means that only &wone line can be drawn through a point parallel to another &wline. However, people do get lost in these mazes, because &wthe descriptions are all the same. Try to name a few of &wthese types of mazes. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY18~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &c2) One-Way Exits &wThe next easiest way to confuse wanderers involves one- &wway exits. Players are accustomed to a consistent grid of &wrooms that allow walking in straight lines and back Upon &wmoving north and finding no south exit, one's spatial &wdirection is lost. These confusing exits may be linked &wto another room, or even back to the same room. &W &c3) Shifting Exits &wOn top of the mayhem that one-way exits may cause, &wcertain mazes are set to shift. This means that the north &wexit that once lead to room B is now a southeast exit &wthat leads to room B. The north exit now leads to room C. &wGenerally, exits only complete this merry-go-round &wimitation just after the repop message when the area &wresets. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY19~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &c4) Transferring &wTo make matters worse, sometimes it is not possible to &wsee the intended destination because it is a "trans" room. &wThese rooms look just like any other maze room, except &wThat they will magically transfer you to another room if &wyou stand about long enough. &W &c5) Opening and Closing Exits &wOn occasion, room exits open and close causing confustion &wAs to which ways one can and cannot go. &W &c6) Basic Maze Strategies &wSome maze rooms that are nodrop and/or nomagic. They &wprevent easy mapping of the maze with simple marking &wtechniques, and norecall rooms create panic when people &wgive up solving the maze. They player wants to get out &wthe "easy way," but cannot. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY2~ &O---------------------------------------------------------------- &gContents &YCoD, &PIssue 62 &O---------------------------------------------------------------- &W &YHELP CRY3 &w- &gDesk of the Editor &YHELP CRY4- 9 &w- &gNews from around the Realms &YHELP CRY10-14 &w- &gInterviews &YHELP CRY15-27 &w- &gRoD 101 &YHELP CRY28-31 &w- &gCassa + Blanca's Timely Tidbits &YHELP CRY32-35 &w- &gDear Myra + Ilsensine &YHELP CRY36-38 &w- &gVoices &YHELP CRY39-47 &w- &gFunny Bones &YHELP CRY48 &w- &gQuests &YHELP CRY49 &w- &gElisabet's Corner &YHELP CRY50-52 &w- &gAdvertisements &W &O---------------------------------------------------------------- ~ 1 CRY20~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &YLittle Secret: &wAt the present moment, there are no &wdynamically generated mazes in Smaug. In simpler terms, &wthe code (the computer) does -not- make mazes, human &wbuilders do. Builders may program the computer to help &wcomplicate matters a bit, but mazes are made by people. &W &wThis very significant fact means that all mazes are quite &wfinite. A computer may string 10,000 rooms together &wwithout qualms, but a human would have a headache after a &wfew hundred. As long as the builders intend for there to &wbe a start and an end to the maze, explorers may find &wthem. It may take persistence, but it -is- possible. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY21~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &WBASIC STRATEGIES TO SOLVE MAZES &W &wAt least 90-95% of the mazes in the Realms of Despair are &wsolvable with two basic strategies. If it is a big maze, &wit may take patience, persistence and determination. &W &c1) Track &wIf a trackable mob or player is available beyond the maze, &wtrack will normally create a path straight to the target. &wOnly in complicated mazes that are constructed &wdifferently will this not help. &W &c2) Room Markings + SCRY &wThese two concepts are the basic foundation of nearly all &wmaze solution techniques. The idea is to place different &w"entities" in each room. This allows for recognition that &wthe explorer has visited a room and can tell the &windividual rooms apart. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY22~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &wThe most commonly used ways of marking rooms: &W- &wdrop coins &W- &wcreate and drop balls of light/food &W- &wcreate fire/spring &W- &wdrop other items &W- &wetc. &W &wThe scry spell is the easiest way to determine which &wrooms are linked to the one an explorer is currently &wstanding in. Variations on this include scan and actually &wwalking into the next room to see. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY23~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &WMAZE MAPPING TECHNIQUES &W &Y+ Minimum Effort &W &wWhen not planning to walk through the maze more than &wonce and others (grouped players) do not need to follow &wthe trail, the quickest way to get to point B is the mark &wand scry method. &W &wDrop a mark in the first room and scry for the intended &wdestination. If it is not there, step into an unmarked &wroom, mark it (i.e., drop a coin), and scry for the &wdestination again. Continue to mark rooms and scry until &wthe destination is finally located. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY24~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &wTime spent in marking is minimal. However, this method &wleaves the maze in a bit of a mess for the next person &wwalking into it. Always check all directions in a room &wbefore leaving it, or the desired exit may have been &wmissed. Attempting to relocate the start point will be &wdifficult with the rooms already marked. &w &Y+ Moderate Effort &W &wWhen planning to return through a maze various times &wbefore a reboot, it makes sense to lay a trail that may &wbe followed repeatedly. &W &wBasically, mark the rooms as described above, but give &weach room visited a different number of markings or &wunique markings. When the end of the maze is reached, &wexplorers may simply follow the marks 1, 2, 3, 4, etc. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY25~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &wFor even more efficiency, return to the start of the maze &wand scry for marked rooms. It might be that the quickest &wpath is actually 1, 4, 6 instead. &W &Y+ Maximum Effort &W &wThis method is only for those explorers that must &widentify every minor detail of a particular maze, have &wplenty of time to kill and have plenty of paper on which &wto record findings. &W &wSimply put, the most that can be done to map a specific &wmaze is to mark every room uniquely. Scry in every room, &wto determine which rooms the exits connect to. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY26~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &wTake a piece of paper, and draw many little squares in &wrows and columns. Leave enough space in between the &wsquares to draw exit lines. Graphing paper may aid in &wthis process. &W &wStep into the first room of the maze. Mark it as room 1 &won the paper and mark the all of the exits leading out of &wthe room. &W &wPick an exit at random and mark the next room as 2. &wContinue scrying and marking rooms until there are &wabsolutely no rooms left and all exits link somewhere. &W &wThis kind of maze blueprint is much simpler to make if the &wexits do not shift. If they do, try to complete the &wprocess within one shifting interval. Otherwise, the &wmapping becomes more confusing. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY27~ &O---------------------------------------------------------------- &gMapping &w- &Gby Juliana &cRoD 101 &O---------------------------------------------------------------- &W &wWith all of the room links on paper, the quickest route &wfrom point A to B should be evident. &W &w2 3 4 3 3 1 end &w \-|-/ ----/ \---- --|-- --|-- &w | 1 |- 5 | 2 |- 2 5 -| 3 | | 4 | | 5 | &w --|-- ----- ----- ----\ --|-- &w start 2 3 &W &O---------------------------------------------------------------- ~ 1 CRY28~ &O---------------------------------------------------------------- &gCassa and Blanca's Timely Tidbits &w- &Gby Cassa + Blanca &cCBTT &O---------------------------------------------------------------- &W &w Hello pretties! We hope that you do not think that we &w have forgotten you! Cassa and I have returnd from our &w cruise and let me tell you, those lovely cabana boys are &w just plain tired out after that trip. &w Not to fear, though. We have returned and are back into &w the luxury of life with our strawberries and bubbly. &w The spies have been busy this past month and boy have &w we some treats for you. So, sit back and enjoy the &w gossip....we certainly do! &P-Blanca &W &W &W &CSomething in the Air &W &cRussian Roulette? Vaiza in the library with a candlestick? &cGods gone mad? Stay tuned to the next episode of As the &cDeities Die... &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY29~ &O---------------------------------------------------------------- &gCassa and Blanca's Timely Tidbits &w- &Gby Cassa + Blanca &cCBTT &O---------------------------------------------------------------- &W &pCupid in July &W &PKill the players or coddle the newbies. What a &Pcombination! &W &PRetirement must have been boring, looks like a certain &PDragonslayer now has a Ring to Bear, or does he? &W &PHas darkness overcome the Ethereal Lady? &W &W &W &YRadio Killed the Mud Star &W &cThe radio ranger is back on the scene, and with his new &c"Jerry Springer" format it is sure to make some sparks &cfly. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY3~ &O---------------------------------------------------------------- &gDesk of the Editor &w- &Gby Myra &cEditor &O---------------------------------------------------------------- &W &wFor those of you that have known me over the past seven &wyears, you also know that it is not often that I am left &wspeechless. When Khaimran first approached me regarding &wthe future of the CoD, I was immediately excited and &wanxious. I joined the staff months ago on a whim after &wsomeone recommended sharing my advice with others. &wIlsensine immediately became my partner in crime and we &whave yet to stop and look back. Suddenly, I find myself &walone and in the spotlight with nothing to say. &wI have gained a great respect in the last few days for &wpast editors of the paper. It certainly is no easy task. &wHowever, I have a great staff and the support of two &wfabulous immortals. It can only get better from here. &wI sincerely hope that you all enjoy my inaugural edition &wof the Cry of Despair. &W- M &W &O---------------------------------------------------------------- ~ 1 CRY30~ &O---------------------------------------------------------------- &gCassa and Blanca's Timely Tidbits &w- &Gby Cassa + Blanca &cCBTT &O---------------------------------------------------------------- &W &BChutes and Ladders &W &YWatchout, there is a BiRD lover in flight! No ruffled &YFeathers here. &W &YSugar and spice and a new level! Careful, pixies can &Ybite. &W &YA nephing we will go, a nephing we will go. A cup of &YNephandi with your acolyte? &W &YEvil has descended upon the gods. A dark advisor has &YBroken the mortal plane. &W &YWho let this Paladin slip through? TS demands a revote! &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY31~ &O---------------------------------------------------------------- &gCassa and Blanca's Timely Tidbits &w- &Gby Cassa + Blanca &cCBTT &O---------------------------------------------------------------- &W &rFarewell to Thee &W &BThe rose has bid us adeiu. We will see how long it lasts. &W &BLike a Mardi Gras parade marching through the Realms, &BDaddy Warbucks is tossing out his trinkets before he leaves. &W &W &W &zChanging of the Guard &W &wThere is a vampress filling the CoD ink jar with &rblood&w. &W &wPhfft! Ph's have united! Phinding phunky quests on your &worder's noteboard lately? &W &wThe Symposium is missing a head kitten, as time has not &wBeen on her side. &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY32~ &O---------------------------------------------------------------- &gDear Myra and Ilsensine &w- &Gby Myra + Ilsensine &cM+I &O---------------------------------------------------------------- &W &WSpotted Reputation &W &BDear Myra and Ilsensine, &wI was hoping that you could help me with a little problem &wthat I have. You see, my reputation is not exactly the &wbest. I realize that I have not always made the best &wchoices, but is there anything I can do? &c-Little Lost Sheep &W &BDear Little Lost Sheep, &wMy first reminder is that this is a game. However, it is &wa game with its own little society. People me and go from &wthis society through somewhat of a revolving door &wsituation. Make the best of the new people you meet and &wset a new example with those you have already encountered. &wLive and learn. Forgive and forget. &c-M &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY33~ &O---------------------------------------------------------------- &gDear Myra and Ilsensine &w- &Gby Myra + Ilsensine &cM+I &O---------------------------------------------------------------- &W &BDear Little Lost Sheep, &wWhat others think of us is in essence unimportant. The &wimportance arrives when we ourselves place too much &wrelevance in these views. Instead of attatching such &wreverence to what others think, regulate your own &wbehavior. &wIf you behave in a manner that seems reasonable and &wconsiderate, others should respond favourably towards &wyou. &wIf they do not, dismiss them as worthless. Although... &wit is always possible you have no judgement or concept of &wwhat people find offensive. Enjoy! &c-I &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY34~ &O---------------------------------------------------------------- &gDear Myra and Ilsensine &w- &Gby Myra + Ilsensine &cM+I &O---------------------------------------------------------------- &W &WBattle of the Sexiest &W &BDear Myra and Ilsensine, &w My buddies and I have a bet going and we need your help. &w You see, my friend here says that Iliana is the sexiest &w imm. However, I think that Tiki is. &w What do you guys say? &c-Curious Chap &W &BDear Curious Chap, &wI have to say that sexiness is purely in the eye of the &wbeholder. Now, given that I adore both, you have to &wrealize that one is a sexy pirate and the other is an &wcute little pixie. So, if you are in a snuggle mood, &wkiss on Tiki. If you are in a playful and naughty mood, &wtake a walk down the plank with Ili. &c-M &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY35~ &O---------------------------------------------------------------- &gDear Myra and Ilsensine &w- &Gby Myra + Ilsensine &cM+I &O---------------------------------------------------------------- &W &BDear Curious Chap, &wHahaha. This one is easy. Ili is the sexiest. The two &wdeciding factors are as follows. &W &w1) Iliana is an 'Il...' and we are all hot. &w2) Tiki is my sister, and a foul seeeeeeester at that! &c-I &W &W &W &W &W &W &zYou, too, can have Myra and Ilsensine answer your &zquestion! Send all questions via mudmail to Myra and &zthey will be answered in the next month's issue of the &zCoD. &W &O---------------------------------------------------------------- ~ 1 CRY36~ &O---------------------------------------------------------------- &gMy Bio &w- &Gby Atraxen &cVoices &O---------------------------------------------------------------- &W &wHas running Seth run you down? Do you find yourself &w"trancing" while trying to read the note boards? Do you &wever feel like you are quaffing mulberry extracts solely &wfor it's refreshing effects? &W &wYou need Polybuff! &W &wPolybuff is the miracle elixir that kids all love! &wPolybuff gives you strength of the kindred, for those &wdays that just do not end! The sleek, sexy lines that let &wyou slink onto the dance floor! It even gives you the &wvigor to be the mac dad mud lover you know you can be! &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY37~ &O---------------------------------------------------------------- &gMy Bio &w- &Gby Atraxen &cVoices &O---------------------------------------------------------------- &W &wBut there is more! &wAct now, and you can recieve *FREE* a bottle of Coca-Pota! &wYou will feel more beautiful than ever, and look smart &wand witty, too! And, if you Tell before the end of this &wspecial RoD Offer, you will recieve a nifty Ball of Light, &wFREE! &W &wImpress that special MS lady today! You may not be &wwearing Old Clan, but when you drink Polybuff, she will &wknow that you are a man of taste! &W &z(May cause hair loss, zapping, change gender, and in some &zusers, mdeaths. Consult your Cleric before taking. Not &zto be mixed with Heals or purples.) &W &O---------------------------------------------------------------- ~ 1 CRY38~ &O---------------------------------------------------------------- &gSometimes &w- &Gby Santrilla &cVoices &O---------------------------------------------------------------- &W &YSometimes I wish I were 3 years older, &wSometimes I wish that the whole world was gay, &wSometimes I wish it'll soon be tomorrow, &wSometimes I wish it were still yesterday. &W &YSometimes I feel I could live to a thousand, &wSometimes I feel I could die in an hour. &wSometimes I feel that I'm tiny and worthless, &wSometimes I feel I have ultimate power. &W &YSometimes I think that I'm being a moron, &wSometimes I think that my dreams will come true, &wBut wherever I am, and whatever I'm doing, &wThe one thing I constantly think of... is you. &W &z(P.S. Thanks Zistrocks for your praise and support with &z this. :D ) 27/07/02 &W &O---------------------------------------------------------------- ~ 1 CRY39~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &BNotes located across the realms... &W &ca note from Mnenarchment to Shadia: Pizza flavoured &c Lifesavers on Shadia &ca note from Beedricks to Jenren: how to Auc a wedding &c ring on Jenren &ca note from Zaradox to Thalasian: I found your clothes! &c on Mendanbar &ca note from Aithne to Keatrix: Study you naughty girl. &c Why did you logon? Shoo! on Keatrix &ca note from Seitentaisei to Shadia: mudmail from work! &c (work is sucks) (hi) (i like brackets) &c (es, i know these aren't actually brackets) &c on Shadia &ca note from Coryn to Keatrix: If you go evil I will &c marry you on Keatrix &ca note from Kinux to Daci - 2 star - Being cool and &c donating stolen eq. on Daci &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY4~ &O---------------------------------------------------------------- &gGuild + Order News &w- &Gby Kellandra &cNews &O---------------------------------------------------------------- &W &YThe Guild of Rangers: &wGlithoniel, Jond, Merk, Threlith, and Torstagg became &wthe newest members of the guild. Welcome to the Guild. &wWe hope you find your new home comfortable. Daerlin, &wGideon, Shareed, and Zasperlyn all passed their Pledge &wReviews. We congratulate them on a job well done and &wwelcome them to full membership and all its privileges. &wJessel has stepped up to fill the Head Emm postion. &wPlease rangers, break her in gently. The leaders look &wforward to working with you, Jessel. Siporta steped down &wfrom Council of Rangers to devote time as an IGQC Rep. &wBirthdays in August for Malore and Greyraven. Just &wremember, you are 1 year older and wiser, but life is &wboring if you act like that all the time! Enjoy your day &wand act as silly as possible. &W &wGood Hunting, &wRacin Atal &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY40~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &BNotes located across the realms...(continued) &ca note from Alairic to Aurien- You are supercalifrag &c ilisticexpealidocious! sp?: You're like &c twenty million times better than orange &c juice, and I LOVE orange juice! on Aurien &ca note from Kyrnia to Do you feel lucky? on Morgair &ca note from Meade to Evaine: PORN!!!!! on Evaine &ca note from Varin to Arcanes: Tera has stinky feet =) &c on Muiren &ca note from Sindel to Runers (type "LOOK NOTE" .. Do Not &c Pick Up This Note! :P on Kyrstal &W &O---------------------------------------------------------------- ~ 1 CRY41~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &wwho GoC &W &YKarsiq is the first of the ORDER OF TEMPLARS. &YTracoally is the leader of ORDER OF TEMPLARS. &YKellandra is a peon of the ORDER OF TEMPLARS. &YAithne... is a peon of the ORDER OF TEMPLARS. &YIllessa.. is a peon of the ORDER OF TEMPLARS. &YWodko shines shoes for the ORDER OF TEMPLARS. &YJumina. bends over for the ORDER OF TEMPLARS. &YAthinai makes food for the ORDER OF TEMPLARS. &YCoryn is the second of the ORDER OF TEMPLARS. &YTrier does laundry for the ORDER OF TEMPLARS. &W &O---------------------------------------------------------------- ~ 1 CRY42~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &cRafa racetalks 'This may sound silly, but how does one &c examine the 'small print' on one's marriage license?' &cShareed racetalks 'There's fine print?' &cRafa racetalks 'Says there is..' &cThesia racetalks 'It's a plot of the Nephandi...' &cShareed racetalks 'i'm not married yet, so i don't know &c what's actually on a license' &cShareed racetalks 'I didn't even know you need a lisence &cRacin racetalks 'the small print should just be a warning &c for the groom, pity to he who does not realize that &c "Rule1: whats hers is hers, Rule2: whats his is &c still hers, Rule3: and should the marriage fail &c everything is divided according to rule 1 and 2' &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY43~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &cRafa racetalks 'If we're both hers though?' &cElendar racetalks 'Bitter, are we? :)' &cThrom racetalks 'no found out who is better in bed ;)' &cRacin racetalks 'not bitter at all, i am happily married &c thank you, i also learned early on that I am the &c Boss, cause i have HER permission to say so' &cThrom racetalks 'LOL!' &cElendar racetalks 'Heh.' &cThesia racetalks '<is laughing. Has been laughing. &c For a while>' &cShareed racetalks '*grin*' &W &PImmortal editor's note: Good answer Racin. *wink* &O---------------------------------------------------------------- ~ 1 CRY44~ . &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &cTiki racetalks 'Racin, I'm sure that you would know best &c how to charm the ladies with food and drink. Can't &c you help Odium?' &cVernese racetalks '*squeals* Tiki is an Elf!!' &cRialian racetalks 'Hiya Tiki!' &cPheayrde racetalks 'did i just turn pixie.' &cTiki racetalks '<hides her wings>' &cVernese racetalks 'lol, No, Tiki just turned into a pixie' &cTiki racetalks 'Actually, I just turned you all into &c pixies.' &cVernese racetalks 'err.. Elf' &cPheayrde racetalks 'good lord.' &cAlyssia racetalks 'Tiki the Pelf?' &cTiki racetalks '<flex>' &cVernese racetalks '*thwaps self*' &cAlyssia racetalks 'or Tiki the Elixie?' &cKahlynn racetalks 'Well that's all we need, a frolicking &c Racin.' &W --------------------------------------------------------%R(cont)&O- ~ 1 CRY45~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &cVernese racetalks 'lol' &cVernese racetalks 'Racin would hurt himself frolicking' &cTiki racetalks 'I think Racin is asleep.' &cVernese racetalks 'giggles' &cTiki bonks you! BONK!! BONK!! BONK!! &cVernese racetalks 'Either that or he turned off his &c hearing aid.' &cRacin tells Tiki 'what ?' &cPheayrde racetalks 'racin isn't that old...' &cPheayrde racetalks 'is he?' &cRacin tells Tiki '*snicker*' &cTiki tells you 'I'm dissing you, and you're sleeping &c through it. :(' &cVernese racetalks 'he is very old' &cTiki racetalks 'Older than god.' &cVernese racetalks 'grins' &cOdium racetalks 'hes 3957 y/o' &W --------------------------------------------------------%R(cont)&O- ~ 1 CRY46~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &cTiki racetalks 'Don't you notice how slow he's getting &c these days?' &cSomeone racetalks 'Since when were you an elf, Tiki?' &cTiki racetalks 'And he trudges through the woods like a &c water buffalo. :P Quiet ranger, my butt.' &cVernese racetalks 'lol' &cTiki racetalks 'Since Racin was ignoring me.' &cRacin racetalks '*snicker*' &cSomeone racetalks 'You prolly deserved it.' &cShimus racetalks 'Tiki, since when did you monitor elf &c racetalk? :P' &cVernese racetalks 'Since Racin got a potty mouth' &cVernese racetalks 'It's all Racin's fault!' &cOdium racetalks 'hehe' &cKya racetalks 'what's racin's fault?' &cVernese racetalks 'We told him not to say poop but &c noooooo... he didn't listen' &W --------------------------------------------------------%R(cont)&O- ~ 1 CRY47~ &O---------------------------------------------------------------- &gFunny Bones &cFB &O---------------------------------------------------------------- &W &c Kahlynn racetalks 'Everything' &c Kya racetalks 'look! it's vernie!' &c Vernese racetalks 'had to go and say it anyways' &cTiki racetalks 'Okay, I'm running away now.' &cVernese racetalks 'bye Tiki, been fun' &cKya racetalks 'cya tiki' &cVernese racetalks 'gonna miss you' &cYou racetalk 'its always my fault, like the time Tiki &c needed a CR in Cursed Lands but told me Blasted &c Lands, it was my fault cause i should have known she &c always gets them mixed up' &cVernese racetalks 'LoL' &W &O---------------------------------------------------------------- ~ 1 CRY48~ &O---------------------------------------------------------------- &gEdible Enterprise &w- &Gby Elisabet &cQuests &O---------------------------------------------------------------- &W &wThis month's quest involves your culinary and creative &wtalents. Your mission is to create a food or beverage (a &wtea perhaps) using food items and herbs found about the &wrealms. &W &wSubmissions must use at least 4 items that can be found &wwithin the realms. They must be posted on no more than &wtwo (2) notes and mudmailed to Elisabet no later than &Wmidnight EST &won &RAugust 21st&w. &W &wIt should be in recipe format and include how much of &weach item is needed. Winners will be chosen by a panel &wof hungry and thirsty immortals. &W &w&GGood luck! May your culinary senses be with you! &YElisabet &W &O---------------------------------------------------------------- ~ 1 CRY49~ &O---------------------------------------------------------------- &gElisabet's Corner &w- &Gby Elisabet &cEC &O---------------------------------------------------------------- &W &BGreetings all fellow friends, &wIt surely has been a while since I've been able to write &wElisabet's Corner and be here to enjoy its posting. Thank &wyou for all of your understanding while I was away. &wSpecial thanks to Tical who has been helping greatly with &wposting the Cry of Despair, and the fabulous staff who &whas not missed a beat. &wI'd like to say thank you and goodbye to Khaimran who has &wstepped down as editor. He will surely be missed. His &whard work has helped the Cry of Despair flourish. &wI'd also like to welcome Myra, who after serving on the &wStaff actively for many months, will make a perfect &waddition as editor. &wI hope you enjoyed our issue this month, and look forward, &was I always do, to next month's issue. &GFaithfully, &YElisabet &gImmortal Editor &W &O---------------------------------------------------------------- ~ 1 CRY5~ &O---------------------------------------------------------------- &gGuild + Order News &w- &Gby Kellandra &cNews &O---------------------------------------------------------------- &W &YThe Guild of Clerics &wThe GoC welcomes Silfaere, Dragmar, Andora, and Xone to &wthe world of the true dirty carrots. Also, a huge &wgigantic thank you to Aithne who has stepped down from &wguild first. She always worked hard to make sure the &wguild was running in top condition and did great things &wfor us. Thank you, Aithne!! Our new Guild First and &wSecond, Karsiq and Coryn, stepped up to help try to fill &wher shoes and we wish them the best of luck with the new &wpositions. :) &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY50~ &O---------------------------------------------------------------- &gAdvertisements &cAds &O---------------------------------------------------------------- &W &RFrom the Staff of the CoD: Thank you for reading!!! &W &BFeedback? Comments? Fan/hate mail? Submissions? All are &Bwelcome at the CoD public boards, located: e,s,2u,s,w,s &Bfrom Darkhaven Square or south of quills and parchments &Bon Market Street. &W &O---------------------------------------------------------------- ~ 1 CRY6~ &O---------------------------------------------------------------- &gGuild + Order News &w- &Gby Kellandra &cNews &O---------------------------------------------------------------- &W &YThe Guild of Paladins: &wThe Guild of Paladins would like to congratulate their &wformer Guildmistress Darshanin on her Immhood. We will &wmiss her dearly. Best of luck, Darsh! &W &YThe Guild of Druids: &wHorlore won the Tornado drawing with wining ticket #33! &wCongratulations, Horlore. &W &YThe Order of Dragonslayers &wDS would like to welcome Frashmir, their newest member &wand welcome back to Turlough, who has his connection &wsorted back out. Also, good luck to Tharius who starts &whis first month as Order Second. &W &O---------------------------------------------------------------- ~ 1 CRY7~ &O---------------------------------------------------------------- &gIGQC Update &w- &Gby Shadrack &cNews &O---------------------------------------------------------------- &W &wJuly's quest was hosted by Guild of Rangers. They &wenlisted some help in rounding up a bunch of pesky &wsquirrels that had run off with their whole set of letter &wtiles! In the process, great fun was had by all, and at &wleast one questor *cough* tore their hair out trying to &wthink of item short descriptions to make with the letters &wthey had found. &wCongrats go to GoC, who came in first place, followed by &wGoT and GoM in second and third place. &wFor August it will be Guild of Thieves' turn to torture... &werm...I mean 'challenge the skills of' questors. &R:) &wShadrack. &W &O---------------------------------------------------------------- ~ 1 CRY8~ &O---------------------------------------------------------------- &gThe Symposium Update &w- &Gby Aurelius &cNews &O---------------------------------------------------------------- &W &gPassed: &W &W * &wVampire feed to start combat &W * &w"Aff" and "Aff by" to not break trance &W * &w Noemote in Donations &W * &wHousing Door messages &W &YOn Hold: &W &W * &wCharge Skill &w- Rewrite &W * &wThrow <item> <direction> skill &w- Passed to S/S &W * &wCharacter birthdate and av date &w- Rewrite &W * &wAddition to 'who' command for alphabetizing &w- Rewrite &W * &wAlteration of peaceful-deadly assist code &w- Rewrite &W * &wDecimal places in gold prompt/give message &w- Rewrite &W &O---------------------------------------------------------%R(cont)&O- ~ 1 CRY9~ &O---------------------------------------------------------------- &gThe Symposium Update &w- &Gby Aurelius &cNews &O---------------------------------------------------------------- &W &rDenied: &W &W * &wSlayer Class &W * &wNinja Class &W * &wBuilt-in Speedwalk &W * &wMind Shield &W * &wVampire blood-containters to replenish BP &W * &w"Ison" command (programable who list) &W * &wTrance config option &W * &wPrime stats in helpfiles &W * &wWarrior Mana to Hitpoint "Conversion" skill &W * &wIAW (in another window) tag command &W &O---------------------------------------------------------------- ~ 1 CRYSTALMIR~ Recommended level range: 25 50 In a quiet valley somewhere south of Solace lies a crystal lake surrounded by a ring of mountains. The locals call this lake "Crystalmir", and legend has it that a large dragon like turtle dwells deep beneath it's waters. The valley is rumoured to be inhabited by small bands of hobgoblins and a few farmers who attempt to grow crops there. In the mountains where the wild horse roams, some say there lies a secret passage into the vast forest of mazes. ~ 59 CSET~ Cset is used to set the system's 'control panel' settings. Syntax: cset <field> <level> Fields: save - saves the control panel settings dodge_mod - divide dodge chance (% learned) by this (default 2) parry_mod - same as above, for parry (default 2) tumble_mod - same as above, for tumble (default 4) stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player bash_pvp - bash modifier player versus player bash_nontank - modifier if basher is not tanking the victim gouge_pvp - gouge modifier player versus player gouge_nontank - gouge modifier if gouger is not tanking the victim dam_pvp - percentage adjustment for player vs. player fighting dam_pvm - as above, for player vs. mob dam_mvp - as above, for mob vs. player dam_mvm - as above, for mob vs. mob get_notake - level to pick up notake flagged items read_all - level to read all mail read_free - level to read mail for free write_free - level to write mail for free (no items necessary) take_all - level to take all mail muse - level to see/use muse channel think - level to see/use think channel log - level to see log channel build - level to see build channel proto_modify - level to modify prototype objects mset_player - level to allow mset to operate on a player override_private - level to override private/solitary rooms forcepc - level to force pc's guild_overseer - name of the Overseer of Guilds guild_advisor - name of the Advisor to Guilds saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) imc_vnum - vnum for imc board pk_loot - pkill looting toggle pk_channels - pkiller use of public channels toggle pk_silence - pkiller use of ALL public channels (incl. wartalk) toggle peaceful_exp - peaceful experience mod deadly_exp - deadly experience mod dam_mvna - percentage damage adjustment mobile vs non-avatar dam_navm - percentage damage adjustment non-avatar vs mobile port_name - name of port MUD is running on (req. for reboot/shutdown) ~ 52 CTF~ First thing is to print out the checklist that will be listed below. It will make your life and the mortals lives a lot easier and will make this go much smoother. Unlike the usual pkill arena, this is a bit complicated and will require an amount of work for the imm running the quest. &RO&W Pick your teams, numbers don't matter, no more than 4 teams. Teams can be as big as you'd like. &RO&W Trans all team members to 31700. &RO&W At 31700 each player can 'look rules' to make sure they are acquainted with the game. &RO&W Determine the number of teams to be played, and then tell the guardian that number. eg. tell guardian 3 teams will set up the arena for three teams. &RO&W Assign each team a color (red, blue, green, yellow) and a direction to go out of where you just trans'd them to. Remember where they went and refer to the numbers in the diagram in room 31788 for the room numbers. &RO&W Goto 31788 - The Control Room &RO&W Assign each color their appropriate mob. by saying the color and then the room number to which they are assigned. eg. 'say blue 1' assigns the blue mob to room 1 (vnum 31726) &G(Continued on help ctf2) ~ 52 CTF2~ &RO&W Goto each room that a team has been assigned to. You need to issue out sashes to each player. tell the mobs to 'load sash' and they will drop the appropriately colored sash in that room for that teams members to carry. ** NOTE : Players cannot leave their stronghold without a sash ** &RO&W Once enough sashes have been handed out at each teams strongholds, Goto 31700 to begin the games &RO&W At 31700 say 'begin the match' The guardian will unlock and open the strongholds to begin the game. &RO&W To open the bleachers, you can now say 'open the bleachers' and a mob will be placed one north of X-roads, looking at this mob causes him to whisper to you the phrase needed to be transed to the bleachers &RO&W When a player dies, before giving him his corpse back, ensure that you check his corpse for a guidon. If he was carrying one, remove the guidon from that players corpse and you can either give it to the person who killed him or drop it at the place of death. Whichever you like. &RO&W After death, a player should be trans'd to room 31794 and be given his corpse there. The room programs will ensure he does not leave with arena items in his inventory. Do NOT trans people out with arena items on them. &RO&W If a player turns in an opposing teams guidon to his own mob representative, the mob will announce the team that has been eliminated. &G(continued on help ctf3) ~ 52 CTF3~ &W the mob will announce the team that has been eliminated. Manually trans that teams members out at this point. &RO&W If a player sacrifices a guidon, he will be trans'd to 'The Hole'. A special place for the idiots. Please do not remove people from this room, they will be trans'd out on a 40% random chance. &RO&W Players not carrying a sash in the maze will also eventually be trans'd out if the maze by room progs. They will be trans'd to 31794, which is the way out of the maze. &RO&W After the game is complete(last team standing, or only one to maintain control of their guidon), all remaining players should be trans'd to 31794 for turning in arena equipment. &RO&W After all persons have left the arena, goto 31700 and 'say finished'. This will lock all the strongholds and move the mobs back to 31788 as well as purge the strongholds. &W Any questions can be answered by Edmond regarding the operation of the arena. ~ 1 CUFF~ SYNTAX: Cuff By using this skill, a fighting character can successfully land a cuffing blow to his primary opponent. Damage done to the victim is variable but not dependent on the level of the user. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 1 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ . 1) Syntax: cast heal <character> 2) Syntax: cast 'cure critical' <character> 3) Syntax: cast 'cure serious' <character> 4) Syntax: cast 'cure light' <character> These spells heal damage suffered by the target character. The higher-level spells heal more damage. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 1 'CURSED LANDS'~ Recommended level range: 25 - 50 Long ago, the Clan Tree once flourished. As the Clan Tree prospered, so did the beautiful land of Cridhe. Then Raphos the Usurper came and used the Clan Tree for his own evil purposes. The Gods deemed this to be wrong and cursed the land and its peoples. A dark shadow fell over the land, plunging it into eternal winter. Then began the Parting, where the elves seperated themselves from the land, it is rumored that they left behind the haven of Loch Prith, which contains many wonders, and the Gwlyfan of legend are said to remain there as well. Cridhe, once a beautiful paradise, is now an icy wasteland, split in half by the frozen river of Sobus. Two towns remain, fighting a losing battle against the curse. Inys Haen to the north. suffers the depradations of Nohrish raiders from Inys Nohr, dark stronghold of the Felonarch, Nazir. Nazir, a descendant of Raphos, bears the mark of the curse and is said to hold the last surviving piece of the Clan Tree. Between the two lands lie the moors known as the Sticks and the Far Clans who remain ever apart from the two towns. ~ 51 CURSEWORDS~ Yugoslavian - Ybemnte, Pizhdu, Krabayu, Tzitze Italian - Fanapoli, Fongul, Menage, Buton Estonian - Raisk, Sitt, Nahui, Pohui, Vittu, Tissid, Munni. French - Merde, Taigulle, Tabernac. Turkish - Gitmek ye cehennem, Sikmek sen, Escinsel, Got deligi ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Damage messages vary depending on weapon type, or what is inflicting the damage. Escalating damage is indicated by the use of _ _ around the messages, regardless of weapon type. Messages in all caps indicate even higher degrees of damage, while those surrounded by * * indicate the highest levels. The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 54 DAMPLUS~ . For those unsure of what damplus is, it is part of the damage equasion for a mob... ie: 10d6 + 10 (the +10 is the damplus) This "damplus" is always added, whether or not the mob is barehanded or wielding a weapon. This is basically the mob's damroll. ~ 1 DAMROLL~ Represents the amount of damage you inflict upon an opponent. The higher the number, the better. ~ 53 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~ DAMAGE ACTION CLASS POWER SAVES none none none none none fire create lunar minor poison_death cold destroy solar greater wands electricity resist travel major para_petri energy suscept summon breath acid divinate life spell_staff poison obscure death drain change illusion ~ 1 DARKHAVEN~ Recommended level range: 0 - 60 Darkhaven, famed City of Hope, lies in the center of the Realm's main continent. The city, though constantly under the threat of invasion, has never fallen to the forces of Darkness and remains one of Light's most fervent defenders. In fact, the greatest adventurers of Despair originate from Darkhaven, probably due to the excellent teachings of the famed Darkhaven Academy. Darkhaven is a growing city, with busy markets filled with objects of wonder and anyone wishing to join one of Despair's nine guilds will certainly want to visit Darkhaven, where the guild halls are located. Also of note is the newly revamped Art Gallery and Town Hall. ~ 1 'DARKHAVEN ACADEMY'~ Recommended level range: 1 - 5 The Darkhaven Academy is the training institute of majestic Darkhaven. A great number of adventurers come here to learn the basics of battle and spellcasting, as well as many survival techniques. Magically controlled by Avatars of the most powerful deities, there is an abundance of monsters here kept for the sole purpose of practice and tutelage. ~ 1 'DARKHAVEN ART GALLERY'~ Recommended level range: 10 - 50 The strange, magical artwork of Darkhaven's artisans is represented here. Beautiful paintings and strange sculptures abound in this strange building, which was wrought of stone by the dwarves. It is rumored that there is more to the artwork than meets the eye. Some even say that you may enter the paintings as if they were portals to distant places... ~ 1 DARREK~ .&W .OOOOOOOOO. &W .OOOOOOOOOOOOOOOOOOO &W OOOOOOOOOOOOOOOOOOOOOOOOO &W OOOOOOOOOOOOOOOOOOOOOOOOOOOO &W ooOOOOOOOOOOOOOOOOOOOOOOOoOO &b|&WOooooOOOOOOOOOOOOOOOooooO&b|&WO &b_______|&WOOOOOoooooOOOOOoooooOOOOO&b|&WO &b/ &WOOOOOOOOOoOOOOOoOOOOOOOOO&b|&WO &b/ .------+&WOOOOOOOOOoOOOOOoOOOOOOOOO&b| / / |&WOOOOOOOOOOoOOOoOOOOOOOOOO&b| | | |&Y.&WOOOOOOOOOoOOOoOOOOOOOOO&Y:&b| | | |&Y:::::&WOOOOOOoOOoOOOOO&Y:::::&b| | | &w/) &b|&Y:::::::::::&WOOOo&Y::::::::&w(\&b| \ \ &w/ ) &b|&Y:::::::::::&WOOOo&Y::::::::&w( \&b \ &w_( (_&b---+&O_&Y:::::::::::&WOo&Y::::&w_&Y::::&w_) )_ (((\ \>&b__&w/_>&Y:::::::::::::::&w<_\&Y::&w</ /))) (\\\\ \_/ /&Y:::::::::::::::::&w\ \_/ ////) \ /&Y:::::::::::::::::::&w\ / \ _/&b|o&Y:::::::::::::::::::&w\_ / < Darrek *courtesy of Lasc / / &boooo&Y:::::::::::::::&boo&w\ \ / / &booooooooooooooo &w\ \&w Imm of the Week - July 16 - 24th, 2001 ~ 1 DARREK1~ . &Y .-/ \ / =-. _.-- / \___ ______ __ _ _ _ /___| --._ \ / --|| __||_ __// || | | | /| | / __/| .\ / / . . || __| | |\ / ' || |__| |_/ | || (_/ | \ / / -| ||____| |_| /_/|_||____|____||_| \___\| |\ \ / / |--\ \ \ \ | || || | // / / /--| \ \ / /__ / \ \____\|\_\|_/|_||____|___//_/\/___/ / __\ \ / .--\ \-- --/\/--. \ /.-- \ / --.\ /- .- -. -\ \ .-- --. / \.-- --./ ~ 59 DARREK3~ . .oo. HHHHHb. /`HHHHHHb > `dHHHHH / dHHHHHHb : HHHHHHHH .-""FHHHHHHH | JHHHHHHH J FHHHHHHb + \ JHHHHHHH .' \ FHHHHHH+_ `. ; \ \HHHHF "+ `| _> \HHF+_ \ F_+" .'J | j J+" .': F | j _+" _+' : +_ | F %" .-' . =.F j | ;I \ =./ | (`-.......___+___L ```='"""""==_ "_.--' | `./ J | +' .' | F J | F JF F ~ 2 DARSHANIN~ &x. &P _._ &P .' '. &P / \ ___ &P _.. _.--. | / &p|.' &P`'. &P ;-._ .' `\ .' `\ \| / &P\ &P .' `\/ ; / &p_ \&W.=..=./ &p_.' / &P | `\.---._| '. &p.-'-.&W}`.<>.`{&p-'-. / &W .--; &p. ( &P.' '. \ .&p---.&W{ <>()<> }&p.--..&P-' &W / _ \_ &p'.&P/ &p_. &P`-./ _&W},'<>`.{&p_ `&P\ &W( = \ )`""'&P\&p;--. .' &p.-'/ &W)=..=;`&p\`-&P \ &W{= &Y(&W| ) &P/&p`. &P( &p/ /| \ &P) &W( =_/ )__..-&P\ .'&P-..___.' &p: '.___..-' &W \ }/ &p/ &P;.____.-;&G/\ &P| &p` &P| &W '--' &P| &p.' &P| &G\ \ /&p'&P. _.' &P \ &p' &P/ |&G\.\ ; /&P`--.-' &P ) .'`-. / &G\ \ |`| &P /__.-' \_.' &G\ \ |&g-&G| &p _____ _ &Y_ &p| __ \ | | &Y(_) &p| | | | __ _ _ __ ___| |__ __ _ _ __ _ _ __ &p| | | |/ &Y_&p` | '__/ __| '_ \ / &Y_&p` | '_ \| | '_ \ &p| |__| | &Y(_| &p| | \__ \ | | | &Y(_| &p| | | | | | | | &p|_____/ \__,_|_| |___/_| |_|\__,_|_| |_|_|_| |_| ~ 1 DEADLY~ A "Deadly" character is one who shows up under the Deadly Characters portion of the Who list (type 'who deadly' to see a list deadly characters online). Your character will be deadly if you choose the path of the pkillers when you first entered the Realms. You are not officially a Deadly character until your name shows up on 'who deadly'. You may also become deadly by asking a God to set you to pkill or by joining a deadly clan. See "laws pkill" for guidelines regarding deadly play. ** Only -- only -- deadly characters may attack other characters, and only deadly characters may be attacked by other deadlies. *** Until your character shows up on the Deadly portion of the who list, you may not yet engage in pkill activities. **** Once you are a deadly player, you may never return to the peaceful way of life. Deadly is forever. ~ 1 DEADLYCLANS~ Clans are a society within Realms composed of a group of players which have joined together under a common cause. If you are a member of a clan you have the ability to pkill other deadly players outside of your own clan. Depending on the clan you join, you may be asked to follow a set of rules dictated by the clan's leaders. For more information on a current deadly clan type HELP <clanname> NOTE: Non-deadly and deadly players may join a deadly clan, however when the character is outcasted it remains deadly. ~ 1 DEADLYHQ~ Peacefuls are not permitted EVER to enter deadly headquarters. &YIf you should find yourself in one, whether by error or teleport, it is advisable to leave as soon as possible or you can be escorted out by an immortal. ~ 0 DEATH~ When your character dies, you are reincarnated at the Altar to Thoric in Darkhaven (or your clan's temple). Your corpse is left behind where you were killed, together with all of your equipment. Your gold stays with you (the gods want you to have your gold). Any spells which were affecting you are canceled by death, and you lose experience points as well. Following/groups are not affected by death. Corpses decay after time. When this happens the objects inside a corpse will decay with it. Player corpses last roughly 30 minutes of real time. Only the player who died or someone in their group can retrieve objects from a player's corpse. The only exceptions are for deadly characters, who can loot each other's corpses at will. If you have chosen a deity and have gained enough favor, you may be able to supplicate to your god for your corpse. Also see 'help supplicate', 'help deities', 'help favor' for more information on deities. For more information on death, see section 13 of your Adventurers Guide. ~ 1 DEATHTRAP DT~ A "death trap" refers to a scenario where one moves into a "room" and is immediately awakened from death with no equipment or corpse. A corpse recovery is not an option in this case as there is no corpse to retrieve. There are also pseudo death traps that may appear to be a dt, but leave a corpse or transfer a corpse to another area. This is not a true dt. It is often advisable to look before one leaps and heed room descriptions. DT's do not warrant a reimbursement, they are a part of the game. Gold, glory and favor are not affected by a death trap. ~ 57 DECK~ &WTo properly administer your involvement in any Deck of Many Things situation, please follow these instructions: &c1) Get and examine the player's card. If they have no card, then they cannot play. &O2) Ostat deckmarker (there will be only one in the game at any time). The short description on this object will point to the person who drew drew the card from the deck. They are the only person who is allowed to play. No alts allowed in this game. &c3) Make certain the player is in room 1616. It is highly unlikely that they will be anywhere else, but best to be certain. You may allow them to play from this room, but you must remove the NOMAGIC flag before starting. &O4) Clear the room of any mortals, or transfer the player to any immortal room. Please be certain that the room is not flagged NODROP, as that could wind up causing you alot of trouble. NOFLOOR is similarly bad. Also be sure there are no items on the floor before you begin, as they could easily dissappear at the draw of a card. &c5) Drop and sac the card. The Deck will load and echo instructions to the rooom intended for the player. &O6) Be certain the player is dressed and has a fair amount of gold. No risk to the player defeats the purpose of this deck. &c7) When the player pulls from the deck, instructions will be echoed around them for you to carry out. Many times, these instructions will not ask for your assistance at all. Sometimes they will. &O8) Once you have finished with the player, be certain that they carry no cards, that they have picked up anything they have won, and the room is free of the deck and deckdaemon. Player may then be transed back to the deckmarker, or one room away if such a location is too unsafe. &YImmortal Power: Any player who attempts to flee his fate after drawing the card in your prescence is to be loaded up and given the highest possible penalty allowed by the card. Helling them for a day would also be advised. &CIf the player is given the right to redraw, you will see that the deck is still in the room. You must first perform what the card asks of you, then invoke Mob #1700. You may then allow the player to say "I am ready" once again. ~ 1 'DECK OF MANY THINGS'~ There are a lot of rumors that abound about the Deck of Many Things. Some say it is a device left over from the war against the darkness, others will argue that it is a toy of the Gods and as such, a temperamental entity. One thing is for certain, the Deck of Many Things, when encountered, should not be attempted unless one is stout of heart. It is a magical device that speaks in riddles and at times, speaks very clearly to the Gods of its wishes, leaving the victim in the dark. Beware the Deck of Many Things - It can bring you to great riches or plunge you into eternal blackness; The Gods are bound to follow the ruling of the Deck, and the Deck accepts only those who possess the courage to face it. &YNOTE: If you are not fully equipped the immortal residing over the pull has every right to deny you your chance. This is a game of risk and must be played as such. ~ 54 DEFENSES~ parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary fireshield shockshield shield bless stoneskin teleport monsum1 monsum2 monsum3 monsum4 disarm See MSET and ATTACKS (Some are not implemented). ~ 1 DEFENSIVE~ Syntax: style defensive This style emphasizes the deflecting of blows from an enemy. It is similar to the evasive style, except that it focuses on holding ground instead of dodging. An effective fighter will take less damage from an enemy, but not as much as one using evasive tactics. A fighter will also do less damage to enemies, but slightly greater than those who simply evade. See Also: style, evasive, defensive, standard, aggressive, berserk ~ 1 DEHYDRATE~ Syntax: c 'dehydrate' victim Nephandi's are rumoured to use this spell to cause thirst in their victims as their life is slowly sucked away. ~ 1 DEITIES DEITY~ Syntax: 'deities' 'deities <deity>' The deities command displays all the deities of the world. Using an argument will display the target deity's description. &gMAJOR DEITIES: &WBrontrel &g(Order) &WLaschte &g(Chaos) &WA'enaar &g(Good) &WVl'arescht &g(Evil) &WEustathius &g(Neutrality) LESSER DEITIES: &WKali &g(Assassins) &WAdonia &g(hopeless causes) &WTaboo &g(Dragon Slaying) &YSee also: &rDEVOTE, SUPPLICATE, ~ 58 DEITYFIELD2 DEITYFIELDS2~ Flee, flee_npcrace, flee_npcfoe: favor adjustment made when fleeing Kill, kill_npcrace, kill_npcfoe: favor adjustment made when you kill something Kill_magic: favor adjustment for each offensive spell cast Sac: favor adjustment for sacrificing a corpse Bury_corpse/dig_corpse: Favor adjustments for burying/digging up corpses. Aid_spell: favor adjustment for helping someone with a spell Aid: favor adjustment for aiding someone physically (aid, rescue) Steal: favor adjustment for theft Backstab: favor adjustment for circling and backstabbing Die, die_npcrace, die_npcfoe: favor adjustment for dying spell_aid: favor adjustment for having a help spell cast upon you. ~ 58 DEITYFIELDS DEITYFIELD~ Alignment: Deities alignment. Followers lose favor for all actions when 650 or more out of alignment. Worshippers: # of followers. Npcrace: A mob race protected by the deity. The _npcrace fields only apply to this race. Npcfoe: A mob race detested by the deity. The _npcfoe fields only apply to this race. Race: A race the deity is restricted to. Class: A class the deity is restricted to. Sex: A sex the deity only accepts. Element: Resistance deity bestows on followers. Suscept: Susceptible deity bestows on followers. Affected: Spell deity bestows on followers. Object: vnum of deity object Avatar: vnum of deity avatar Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for these for a particular deity. SEE HELP DEITYFIELDS2 ~ 58 DELAY~ &YSyntax&W: delay <victim> <rounds> This command will allow an immortal to "pause" a player. All commands received by the mud from that player will be delayed by the number of round determined by the delaying immortal. After the rounds have elapsed, anything input by the victim during the delay will take affect on the mud. NOTE: Mobiles cannot be delayed. ~ 1 DELETE ERASE AUTODELETE~ Do not ask an immortal to delete your character. There are two ways a character may be deleted at level 5 and below. You can use the "CHARDELETE" command or wait for the character to autodelete. Autodelete times are listed below: Level 2 characters not played in one week will autodelete. Level 3 characters inactive for 2 weeks will delete. Level 4 characters inactive for 3 weeks will delete. Level 5 and up characters will delete between 60 and 90 days. If your character deletes due to inactivity, there is no way to recover it. See also: CHARDELETE ~ 51 DEMONFLAME~ Syntax : c 'demonflame' victim Envelops your victim in flames from hell. ~ 1 'DEMONIC AURA'~ Syntax: cast 'demonic' <victim> This spell summons forth the Umbral spirits to protect the Nephandi from harm. ~ 0 DEMONSKIN~ syntax: c demonskin This spell makes you less susceptible to slashing attacks. ~ 58 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY persists past reboots and crashes and can only be undone by either loading up the character and doing a 'mset <character name> flags deny', or by editing the player file offline. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 63 DESC~ This is the famous blue room, long regarded as one of the finest in its hospitality. A wall painting illustrates the history of The Symposium in great detail. It is here that anyone needing to speak with the Leader of the Symposium is welcome to relax. The council's secretary is often seen here, buried beneath piles of parchments in an unending effort to perform all of her duties for this very busy group. The chamberlain, who works here on a volunteer basis, is often distracted. Enjoy your visit, and please feel free to contact any Symposium member for help if the Symposium head is unavailable. To see further information regarding the Symposium, type: help symposium To see available members, type: who 'the symposium' ~ 0 DESCRIPTION BIO~ Syntax: description bio The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). The BIO command puts you into an editor to edit your personal bio: what people see when they check WHOIS on you. An Immortal can request you change your description or bio if it contains inappropriate material. Do not use profanity, racial slurs, sexual comments, other players names (without their permission), or off-color remarks. Refusal to change your bio, description, or title on Immortal request is grounds for loss of character privileges. See Also : Help Editor ~ 1 DESECRATE~ &YSyntax&W: c desecrate food/container Desecration is the forte' of the Nephandi. It allows the caster to transform a perfectly healthy food item or drink container into one wrought with poison. ~ 58 DESTROY~ &r----------------------------------------------------------- &wSYNTAX: &cdestroy <target> &wDESCRIPTION: &gThe DESTROY command does exactly as it suggests: destroys player files. Caution, the command destroys the pfile in use, leaving only the backup of the pfile, if there is one. &r----------------------------------------------------------- ~ 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 character to detect the presence of magic in objects, and is also necessary to detect the magical affects of others for the successful use of the 'dispel magic' spell. See also DISPEL MAGIC ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DETECT TRAPS'~ Syntax: cast 'detect traps' This spell makes one magically aware of dangerous traps for a period of time. ~ 0 DETRAP~ Syntax: detrap <object> This skill allows one to disarm a trapped object. Use it with care. ~ 0 DEVOTE~ Syntax: 'devote <deity>' 'devote none' Devote allows you to devote yourself to a deity. If you leave your deity for another, your favor is set to -2500 and you are blinded for a period of time. Devote is available to level 5 characters and higher. Note: You must 'devote none' first before devoting to a new deity. SEE ALSO: supplicate, deities, favor. To see specific information about a deity, type 'deities [deityname]' ~ 1 DEX DEXTERITY~ Dexterity (DEX in your 'score') represents your character's agility, and it affects (among other things): - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - each additional point of dexterity also lowers (improves) your natural armor class. - the number of new moves you receive each time you level, as well as the number of moves you regenerate at each tick (when resting to refresh or regain movement points). - success chances with bash, stun and gouge, and helps determine whether a thief will be able to poison a weapon or tumble effectively. Dexterity is also very important for quaffing potions in combat. High dex will allow you to quaff without dropping many potions during the heat of battle, while a poor dexterity will cause you to accidentally drop many of the valuable vials. Dexterity is the prime attribute of thieves and vampires. ~ 61 DIAGNOSE~ Syntax: diagnose of <amount> Syntax: diagnose mcount <amount> Syntax: diagnose clones Diagnose of n - object frequency of top "n" objects. The above example will return the 20 most numerous object vnums in the game at that time. Diagnose mcount n - Checks the instances of number of mobs that match the query Diagnose clones - Displays the total number of characters logged from each ip. ~ 54 DICE~ &GSyntax: &cmset mob hitnumdie <value> mset mob hitsizedie <value> mset mob hitplus <value> &Gand ... &cmset mob damnumdie <value> mset mob damsizedie <value> mset mob damplus <value> &GMobs are created when the mud is rebooted and areas are first loaded. They can also be created after being killed or purged and an area resets. When a mob is created, the number of hit points is a random number within a range. The minimum is (hitnumdie + hitplus). The maximum is (hitnumdie * hitsizedie) + hitplus. Some examples: &Whitplus hitnumdie hitsizedie mob's hp range &c200 10 20 210 - 400 50 1 1 51 - 51 10 2 3 12 - 16 >here are two little quirks that are important. First - if hitnumdie or hitsizedie are zero - then the mob's hp are set to some random number. So if you want to control the mob's hp, make sure you set hitnumdie and hitsizedie to at least 1. Second - in order for the dice values to take effect, you must purget the mob and invoke a new one. Damage dice work the same as hit dice and control the amount of damage an unarmed mob does in a single hit. You can increase this damage by setting "numattacks" from 2 to 20. You should know that we are uncertain of exactly how the mob's "damroll" is used. Some people think that if a mob has a weapon, then the damage dice aren't used and the weapon's damage stats take over. There are some mobs that hit much harder when disarmed and this supports that assumption.&w ~ 56 DICEFORMULAS~ To make the special SMAUG spells possible, special dice formula handling had to be coded in. (At least to make it nice). This dice formula code supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related operators and variables: D dice L level H hit points M mana V movement S strength I intelligence W wisdom X dexterity C consitution A charisma U luck Y age See SMAUGSPELLS and SSET. ~ 1 DICING GAMBLING TRADING~ Gambling or trading for equipment or characters is a mortal issue. Under no circumstances will an immortal get involved in these issues. If you participate in any of the above, you do so realizing the risk and understanding that should you be cheated in any way, you may not call upon an immortal to get involved. ~ 54 'DIEROLL SETTINGS'~ Syntax: dieroll <number of die to roll> Any item of chance can be made "rollable". The following settings determine what is "rolled". v0 - The number of sides on each "die" v1 (0/1) - Whether to use the numeric values of each side or preset "text descriptions" for each face. In order to set text descriptions for each face, set the die non-proto and add an "ed" for each side. Regardless of what the ed is called, it will use them in order they appear in the list. NOTE: The ed's HAVE to be "Secondary" in order for it to work. v2 (0/1) - Whether to use each side of the die only once on any particular roll. v3 (0/1) - Whether to limit the number of rolls to the number of sides on the die. ~ 1 DIG DIGGING BURY BURYING~ Syntax: dig Syntax: dig <direction> Syntax: bury <item> You can dig and bury items through the use of the dig skill and bury command. Buried items are not visible to players, even through the use of spells such as locate object. To dig an item up, type dig with no arguments. Having a shovel raises your chance of success. If you dig in a direction, you will attempt to dig open an exit. To bury an item (or corpse), drop the item on the ground and bury <item>. Depending on the size and weight of the object, you might need a shovel. * Note: Deadly players can bury/dig up each other's corpses. * Items buried will not last beyond crash or reboot. Do not attempt to use this skill for storage of items you wish to keep. ~ -1 DIKU~ Realms of Despair was originally based on the Merc 2.1 code which was based on the orignal DIKUMud code created by: The Original DIKUMud Team: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. The Original DIKUMud was Developed at the Department of Computer Science at the University of Copenhagen. ~ 1 DISARM~ Syntax: disarm Disarm is an auxiliary fighting command to attempt to disarm your opponent. Several things affect your ability to disarm or resist a disarm attempt successfully, including your weapon and your stats compared to the weapon and stats of your opponent. You can only attempt to disarm your primary opponent, meaning you will be unable to try to disarm a second or third attacker until you have disposed of the first. ~ 1 DISCLAIMER~ &GBy continuing to play the Realms of Despair you acknowledge that: (&W1&G) &Wyou are willing to abide by the decisions of the Immortals concerning all issues involved in the game, and&G (&W2&G) &Wconversation and situations may arise during the course of play that may not be suitable for young children. &GBy these acknowledgments you hereby save and except the Realms of Despair and its Administrators from any and all liability that may arise during gameplay. You also agree that failure to abide by Immortal decisions may result in the complete termination of your playing privileges. ~ 51 DISCLAIMER2~ OUR WAY OR THE HIGHWAY ~ 1 DISCLOSURE~ Syntax c 'disclosure' This spell will reveal any sneaking or hiding players in the area. However, it will also reveal the caster. ~ 1 DISMISS~ Syntax: dismiss <target> The dismiss command will force your charmed mobile to follow itself and will negate the charm effect. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of the gods upon an evil victim. If you do not specify a target, the spell's effect will strike you instead of a secondary target. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on the victim. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to completely remove your own magical affects. 'Dispel magic' can be used by players and mobiles alike against either players or mobiles. It cannot remove affects from equipment, your race or your deity; some other affects are immune to this spell as well. When a caster successfully casts 'dispel magic' on themself they will remove all of their dispellable magical affects. If a mage successfully dispels a victim, the number of affects stripped will depend on their success and intelligence. Otherwise a successful cast of 'dispel magic' on a victim will result in the removal of a single affect each time (victims will notice when and what affects are stripped). WARNING: this is an offensive spell, and its use on anyone other than yourself will be treated as an attack on your target. ~ 1 DISRUPTION~ With the spell 'Disruption,' the casting Mage causes his opponent to be enveloped in a weird energy field that momentarily alters the plane which the victim inhabits. The spell was an early attempt by the Dark Mage Thanatos to cause teleportation, but it was a failed attempt. Instead of teleporting it causes a horrendous nerve-wracking pain as the victim exits and reenters his current plane of existence. ~ 1 DIVINITY~ Syntax: c divinity <target> This spell heals the target of 200 hitpoints of damage. ~ 57 DMESG~ Syntax: dmesg Displays the contents of the boot log. If you have the ability, please fix any problems found in the boot log. ~ 1 DMOTD~ &R- &YRead help disclaimer, appeals and cardinal_rules &Y for info players must know. &g ,__ &R- &YRead help news for the latest news of changes&g \ \_ ,/|_ &Y and improvements to the Pkill system. &g . \ \_ ,/ , \_ &R- &YYou have ideas for pkill on RoD? We &g /\,`/\.`/`. | ,/ ,/ | &Y want to know them. See a PKC rep to &g,/'/`' `. | ,;/ ,/ \ &Y share/air your views. &g /(/`' _ __, `.|./ ,;/&G ,'` &R- &YPKmap has been updated. Type &g/'/&R,&g) ,-' &G`'.`,&g `,/ &G, &Y 'help pkmap' &g / ` ,' &G \ \&g ` . &G,'` &R- &YImportant notes on pkill posted&g /, / __&G\ \ &g ` &Y on PKC board, please vote! &g / ./7 / __&G\&g_&G\&g__ &R- &YNew clans are in! &g |,// ((( / ____ &R- &YShargate has taken over PKC &r / | &g ((( &G`,`, &r, &Yand been promoted. Go James!&r (` ;| &G`,`, &R- &YRangers now have grapple. &r(.&R "`&r/ (' ) &G `,` &r (&YEnjoy! &r` )&R`-&Y'/&R > &r` , ,' &r ) ' ' &R(_,' ) )&Y ' ' (_,' ) &R) ' ' (_,&r' ) &r ,) 7` &R/ /, (, ( ,)&Y <` / /, (, ( ,)&R 7` / /&r, (, ( ,) 7` &r `&W___ &R (,-,` ,/`&W__ &Y, , )` )&W___ ___ &R ).\ /)&r `, (,) &r &W/ _ \___ ___ _/ /_&Y/&W_ ___ &W___&Y`(&W/ _/ / _ \___ __ ___ ___ _(_)_ &r`&W/ , _/ -_) _ `/ / ' \(_-< / _ \/ _/ / // / -_|_-</ _ Y _ `/ / __/&r(, - &W/_/|_|\__/\_,_/_/_/_/_/___/ \___/_/ /____/\__/___/ .__|_,_/_/_/ &r.` ) , &r (,- `-' &R/ (, &Y-') ( (,- `-' / (, -') ( (,&W/_/ &R/ (, &r -') ( &r-_(,_,&R'_(&Y_(__ )_, _`-_, _-_(,_,'_(_(__ )_, _`-_, _-_(,_,'_(_&R(__ )_,&r _ &YCheck the Deadly & PKC Boards for more info regarding PKC proposals &P The death of Il'liara has destabilized magick in the Realms! Cast spells at your peril!&w ~ 51 DND 'DO NOT DISTURB'~ &WOn or off syntax: DND >his command toggles your personal dnd flag. >his command effectively secludes immortals from those of lower level. Each immortal has a personal dnd flag associated with their pfile. In addition, each room can have a dnd flag associated with the room. When your personal dnd flag is set, lower level imms can't 'at', 'goto', 'trans', sight you on 'where' or 'where (name). This does not affect LD immortals, they can still be transferred, even with the DND flag on. To see the flag's status, 'mstat self', it will be listed under 'pcflags'.&w &WSyntax for room flag: redit flags DND >he DND room flag effectively blocks any 'at', and 'goto' commands either to the room, or to a mob/object in the room. NOTE: It is only in effect if: a) there is an immortal in the room with their DND flag on. b) the immortal attempting the commands is of lower level than the immortal with the activated DND flag in the room. ~ 0 DODGE~ Syntax: operates automatically Dodge is a skill which assists in the evasion of incoming attacks. If you are successful, your opponent's attack misses and you will take no damage. Dodge is an automatic skill and requires no weapon. ~ 1 DOMINATE~ Syntax: dominate <victim> Dominate allows the vampire to bend his victim's will to his own. Dominate is functionally similar to charm, and the rules and matters of etiquette regarding its use are the same. See CHARM ~ 1 DONATE DONATION DONATIONS~ The Cathedral of Notre Dame de Sioux, northwest of the Darkhaven Square, maintains two donation rooms where equipment and items may be left for the use of the needy. These rooms are located just before the great altar (south), to either side of the aisle. Items placed in the altar itself for donation will be sorted and placed appropriately by the Cathedral's clerics. ~ 1 DOORBASH BASHDOOR~ Syntax: doorbash <direction> This skill can be used to effectively bash open doors. NOTE: Not all doors are affected by this skill. ~ 53 DOORDIRS~ Here is the order of the exits, and their corresponding values: --------------------- | Direction | Value | |-------------------- | NORTH | 0 | | EAST | 1 | | SOUTH | 2 | | WEST | 3 | | UP | 4 | | DOWN | 5 | | NORTHEAST | 6 | Exits 6 - 10 are relatively new, and may not be | NORTHWEST | 7 | fully supported by all of the code yet. | SOUTHEAST | 8 | | SOUTHWEST | 9 | | SOMEWHERE | 10 | --------------------- See REDIT, RSTAT and RESETCMDS. ~ 1 DRAG~ Syntax: drag <character> <direction> Drag will drag the victim in the specified direction if they are not standing up. Deadly characters can drag any other deadly character who is not standing up, as long as the victim is within the 5-level pkill range. Peaceful characters can drag other peaceful characters only if the target is stunned, incapacitated or worse. Peaceful characters cannot drag any deadly character at any time. Peacefuls can use 'config +/- drag' to prevent others from dragging them if they wish. You cannot drag a character into a death trap, or if either you or they are under attack. ~ 1 'DRAGON CULT'~ Recommended level range: 5 - 25 The Cult of the Dragon worships the apocalypse and death. A highly religious band, they are continuously trying to recruit new followers and acolytes. Little more is commonly known about the cult, who keep to themselves inside their often-deadly tower. ~ 1 'DRAGON TOWER'~ Recommended level range: 5 - 30 As the ages pass, the Order of Dragonslayer continues its eternal struggle against the dragons of Despair. The weaker members of the draconian race slowly began to die out and were forced to retreat. The draconians, a breed of half-dragon humanoids, were led by their king into the Shadow Grove. Within this shadowy land, they erected a towering structure with the aid of many powerful dragons of all colors. The most powerful of these, the Dragon Queen Tiamat, was later magically banished to the Dragon Tower by the most powerful Dragonslayer mages. ~ 0 'DRAGON WIT' DRAGONWIT~ This spell increases your ability to reason for its duration. ~ 1 DRAGON'S PASS~ Dragon's Pass Dragon's pass lies to the east/northeast of darkhaven near the Emerald Hills. The pass winds through the mountains and has become a breeding ground for dragons of all kinds. It has been rumored that the Gryphon's Keep, which lays at the northern end of the pass, stands ever vigilant in guarding the Realms from some strange new evil. ~ 62 'DRAGON'S PASS'~ Dragon's Pass Dragon's pass lies to the east/northeast of darkhaven near the Emerald Hills. The pass winds through the mountains and has become a breeding ground for dragons of all kinds. It has been rumored that the Gryphon's Keep, which lays at the northern end of the pass, stands ever vigilant in guarding the Realms from some strange new evil. ~ 0 DRAGONSKIN~ syntax: c dragonskin This spell makes you less susceptible to piercing weapons. ~ 1 DRAGONSLAYER DRAGONSLAYERS DS~ &b. _,----,_ ,-' /'/ ,' {/-. .-. / _.' `. (\ /) &g"Offering a dragon mercy is ill &b ,' ,-,/'( . {&gv v&b} &gadvised. Thou shalt tread upon &b,.,-,/`._.' `. `._; } { >he dragon; the wyrm shalt thou &b;/ . _ ` ) (" ") >rample underfoot.." &b`. `._ ; `. .' ) ( ) ) `-' ,' ,' &wThe Order of Dragonslayers stands as a testament to &b( ( &wHonor, Comaraderie, and the Slaying of Dragons. The &b `. `. &wDragonslayers are the oldest organization on the &b ) ) &wRealms of Despair, having survived the Great Purge &b ,' ,' &wto be reborn, as a phoenix from the flame. The Order &b( ( &wof Dragonslayers is made up of all classes and races, &b `. `. &wbonded together by their mutual respect and their &b ) ) &wdesire to slay dragons. &b ,' ,' ( ( &wDragonslayers share a common channel, have their own &b `. ` &wHQ, known as the fabled Blackraven Citadel, and are &b ) ) &whonored to carry their own Order equipment. To join &b ,' .' &wthe Order of Dragonslayer, you must first speak to &b( ( &wthe members of the Dragonslayer Induction Council. If &b `. ' &wyou are deemed worthy you will be given a quest to &b ) ) &wprove your knowledge and prowess. &b ,' ,` &b( ( * &wAny other questions can be directed to the &b `.' &wleaders or the deity. &gCome not between a Dragonslayer and their wrath.&w ~ 1 'DRAGONSLAYER HQ'~ Recommended level range: 0 - 60 The Order of Dragonslayers has been an influential group for time immemorial. Composed of fierce fighters and wise sages, they have sought out and destroyed dragons for centuries in an attempt to destroy the reptilian race. Little is known about the Castle of Dragonslayers for if the dragons ever discovered it, the Order would be in grave danger. ~ 1 'DREAM'~ Syntax: cast 'dream' <player> <message> This spell enables you to cast a dream or message on a sleeping player. ~ 1 DRIA~ &W============================================================================= &wNow the flames they followed Joan of Arc as she came riding through the dark; no moon to keep her armour bright, no man to get her through this very smoky night. She said, "I'm tired of the war, I want the kind of work I had before, a wedding dress or something &Wwhite&w to wear upon my swollen appetite." Well, I'm glad to hear you talk this way, you know I've watched you riding every day and something in me yearns to win such a cold and lonesome heroine. "And who are you?" she sternly spoke to the one beneath the smoke. "Why, I'm &rfire&w," he replied, "And I love your solitude, I love your pride." "Then &rfire&w, make your body cold, I'm going to give you mine to hold," saying this she climbed inside to be his one, to be his only bride. And deep into his &rfiery&w heart he took the dust of Joan of Arc, and high above the wedding guests he hung the ashes of her wedding dress. It was deep into his &rfiery&w heart he took the dust of Joan of Arc, and then she clearly understood if he was &rfire&w, oh then she must be wood. I saw her wince, I saw her cry, I saw the glory in her eye. Myself I long for love and light, but must it come so cruel, and oh so bright? --Leonard Cohen&W =============================================================================== Imm of the Week - Sept 10 - Sept 16 ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> drop <amount> coins Syntax: get <object> get <object> <container> Syntax: give <object> <character> give <amount> coins <character> Syntax: put <object> <container> Syntax: get/put/drop <# amount> <object> Syntax: get/put <# amount> <object> <container> DROP drops an object, or some coins, on the ground. GET takes 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. Use 'drop/get/put all' to reference all objects present. Use 'drop/get/put all.<object>' to reference all objects of the same name. Examples: - drop 1000 coins - get all.ball backpack - get 5 sword - put 15 potion backpack If you have more than one of the same container, you can type look in 2.container or get item 2.container. For example: look in 2.portal or get heal 2.bag. This will also work if you have more than one corpse. ~ 1 'DROW CITY'~ Recommended level ranges: 15 - 25 Early in Despair's history the elves were all one race, on the side of good. But Laschte, in his infinite insanity enticed a group of elves from the village of Misinkii, turning them on the path of darkness and destruction. He warped them to be haters of light, cruel and warlike, even upon each other. He then sent one of his children, a demi-goddess of chaos and arachnids to watch over them and prepare them as fodder in his war with Brontrel. Llolth took these dark elves into her evil web of deception and had them build a city beneath the dwarven forest. Four houses arose amidst the strife and chaos between the drow as they now are called. Llolth's priestesses rule over the city preparing them for the day they will have vengeance on the surface elves. Lately, rumors have sprung up about an alliance between Drow City and Shadowport.. ~ -1 DROW DROWELVES~ Drow are the darker, more evil cousins of Elves. They were once part of the happier community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have dark skin and light hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have &Ginnate infravision&w with which to discern objects and living things in the absence of light. They also possess inherent &Gscry&w, and are &Gresistant to poison.&w Drow's can follow the ways of the following classes: Mage Cleric Thief Vampire Augurer Nephandi Drow gain experience on a scale of normal rate * 1.08. The subterranean drow city lies somewhere beyond the northern plains. See also: HELP 'CITY OF INIQUITY' ~ 0 DRUID DRUIDS~ The druid is a lover and protector of the natural land. Be it the forests full of centaurs and deer, the streams full of fish, or the bug-infested swamps, a druid always seeks to protect and preserve nature. Wielding mighty spells from the gods themselves, druids strive hard at their work. Strong in wisdom, with a body trained to near perfection by their rugged lifestyle, a druid has many disciplines upon which to draw. From powerful spells of healing which can bring the near dead back to full vigor, to the ability to mystically create water and food, to the awesome power of nature which they command in battle via spells able to quake the land and split the sky, druids demonstrate that mastery of magic is not just a hobby, but a way of life for them. Able to face many warriors on almost even footing, and able to shield themselves nearly as well as some mages, druids are truly a gifted class. The following races are acceptable to the ways of the Druid: Human Elf Dwarf Pixie Half-Elf Sea-Elf Gnome ~ 1 'DUAL WIELD'~ Characters with this skill are able to wield two weapons at once. To do so, the character must remove any 'held' item and any shield, then simply wield two weapons. Characters with strength under 25 may be unable to dual wield two very heavy weapons. Once two weapons are wielded, the affects of the skill are automatic. ~ 52 'DUEL CHECKLIST'~ &Wo &GGet the names of all of the participants and go to room 41. Have each fighter send you a tell when ready. This prevents folks from being "volunteered" for pkills they know nothing about. &Wo &G Once everyone participating is in the room, have them state the rules for the pkill, such as disarm, looting, spells allowed, etc. Make sure it is clear that you are there to trans people in and out and get corpses, not settle disputes or 'referee' in most cases. &Wo &G Collect 1,000,000 coins from each participant. This cost can be waived based on the size of the group and the purpose of the pkill. Organizations pkilling as a group will typically have the fee waived. &Wo &G Tell one group / participant go up, and the other down, and to begin when they are ready and spelled up. (Room 41 is no-magic) &Wo &G Watch the Monitor channel, and as each participant dies, trans and bodybag <victim> now/yes" each one. When all have died, trans the winner. &Wo &G Give 500,000 coins to the winner. Make sure everyone checks for missing or disarmed weapons as they loot their corpses, and retrieve them as needed. &Wo &G Ensure all victims have had their <ATTACKER> flags pardoned, and all corpses are completely empty. &Wo &G Drop the rest of your gold to put you back below the 50k limit and sac it. Make sure all the corpses are empty, then re-bodybag and eat the corpses to clean up, or have someone purge the room. (If the corpses are not removed from the room, it leaves the players unable to supplicate their corpses until a reboot deletes them, as the supplicate program would first find the corpse in room 41, and finding it unretrievable, would fail.) ~ 1 DUEL DUELS DUELING~ Duels between Deadly Characters: a) any level deadly may duel any deadly within their 5 level pkill range b) combat must be overseen by an Acolyte (level 52) or higher immortal c) looting is permitted if agreed upon prior to combat d) if clanned characters are involved in combat, the respective clan deity or deities cannot oversee the duel Duels between Peaceful Characters a) Players must be within 5 levels of each other to duel. b) combat must be overseen by an Acolyte (level 52) or higher immortal c) a one-item loot limit is imposed; parties can agree to no loot at all Any additional stipulations for individual duels beyond those listed here must be agreed upon by both combatants and the overseeing immortal _prior_ to combat. (fleeing, disarming, quaff limits, etc.) Anything within the duel not stated as illegal will be considered legal. * Note that no immortal is ever required to oversee a duel. There is a 1000000 gold fee per combatant, however the winner receives one half of their money back. ~ 0 DUNHILL 'DUNHILL DEMESNES' 'DUNHILL DEMESNE'~ Recommended level range: 10 - 40 During the Time of Legends, when the forces of Light and Darkness fought for domination of the Realms, there arose a powerful force for Good; The Lords of Light. These Lords of Light travelled the Realms, combatting evil where they found it and driving it out until they could fight no more. Once the battles were over, the Elves offered the Lords of Light a place to live among the trees, but they declined the offer and bade the Elves farewell, and were granted safe passage through Elvish territory to the lands beyond the valley. Once past the Elven forests, they constructed a bastion of Good upon the great grassy plains they found and all was well. Then, the gods of Darkness caused a great black rain to fall upon them, and an evil plague decimated the populace. The Lords of Light were forced into themselves, away from the world, biding their time until they could return and rebuild their ranks. Now they search for those who would pass the tests put to them and join the Lords of Light to fight against evil! ~ 1 DUPE DUPING DUPLICATING~ Duplicating, or duping as it is more commonly known, is not only wrong, but illegal. It involves the process by which an item or object duplicates itself during a crash or reboot. In most cases it is unintentional, but in very few, extreme cases, it is purposeful. If you experience duping as an accident, report it to an Immortal IMMEDIATELY! If you are caught duping as a means of reproducing equipment, you will be severely punished. ~ 0 DWARF DWARVES DWARFS~ The dwarven race was the fourth of the Realms, fashioned from earth and stone by the gods and melded by fire. They are long-lived, fiercely loyal, and are known equally for their hardiness and cantankerous personalities. Dwarves are miners by tradition, working with and building within the dirt of the earth and stone of the mountains. Dwarves are shorter than humans and elves, averaging from four and a half to five and a half feet in height. They are stocky and rather powerfully-built, and both males and females proudly wear thick and often long beards. Individuals of the race are deceptively quick, but not agile. Still, their thick and stout frames lend them an uncommon constitution and strength, and the race has produced some of the most famed and feared warriors in the Realms. Dwarves may become accomplished magic users, but they are more suited to physical roles. They are &Gresistant to flame&w, and generations of working with and within the earth has fostered their &Ginfravision.&w Dwarves can follow the ways of the following classes: Cleric Thief Warrior Vampire Druid Ranger Augurer Dwarves gain experience on a scale of normal rate * 0.97. The dwarven nation lies in the canyons northeast of the great western lake. ~ 1 'DWARVEN CATACOMBS'~ Recommended level range: 10 - 20 The Dwarven Catacombs were once a series of mines laced with veins of gold and silver. After many years, they were emptied of all valuable minerals and abandoned. As time passed, monsters began to inhabit the forsaken mines. Some even say a dragon has taken up residence here. It is a well known fact that a cult of templars has claimed the dark tunnels as their own and has established a stronghold deep beneath the earth. Among the other rumors told of this land is the tale of Excalibur: a lost blade of magical might. Most sages believe that the ancient sword is located elsewhere however... ~ 1 'DWARVEN DAYCARE'~ Recommended level range: 1 - 5 The dwarven daycare lies in the southern portion of the Dwarven Kingdom. It is here that the stout dwarven miners leave their children for the day while they procure ore in the vast underground mines. A large number of female dwarves are employed here. Most are nannies, given the duties of caring for and feeding the children. ~ 1 'DWARVEN VILLAGE'~ Recommended level range: 10 - 35 The ancient dwarven race resides in this village far below the ground. The stocky dwarves make a handsome living by selling the gold and silver found in their mines. They have grown accustomed to humans over the years and now invite the companionship of 'the big people.' ~ 0 DYLAN 'DYLAN AREA' 'DYLANS AREA'~ Recommended level range: 15 - 25 Clouds have plagued the skies south of Darkhaven since the dawn of Despair. None know the cause of this, but many speculate that the vicious harpies and air elementals who rule these skies weave the clouds through powerful magic. It provides both races with a haven and also camouflage for hiding from predators and sneaking up on prey. Thankfully, these beings never descend from the skies and assail the races of Light. ~ 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! Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 0 EAT DRINK~ Syntax: drink <object> (drink liquid from a drink container) Syntax: eat <object> (eat food or a magical pill) eat <object> <container> (eat directly from a container) Drink instructs your character to drink from a fountain or a drink container to alleviate thirst. Eat instructs your character to eat an item of food or a magical pill (which function in a similar fashion as potions); pills do not fill stomach space. When you are hungry or thirsty (you will see messages at each tick that tell you if you are starving or dying of thirst, and can check your current state with either 'score' or 'oldscore'), you will not regain hitpoints, movement points or mana back as rapidly as if you were well fed and hydrated. If you stay hungry or thirsty too long and you are not an Avatar, your mental state will begin to suffer. Your combat skills will be affected, your coordination will suffer and you may begin to either hallucinate or become depressed. Eating, drinking and a little rest will solve this problem after a short period of time. See MENTALSTATES ~ 1 EATING DRINKING HUNGER THIRST~ Eating and drinking are very important... If you let yourself starve or dehydrate, your mental state will be affected, and you may have problems performing even the simplest of tasks. Typing 'score' will give you an indication of your current mental state. ('oldscore' will also show this information) Sitting, resting and sleeping will increasingly contribute to better your mental state (if done while not starving/dehydrating). Being hurt badly in battle ("That really did HURT", and "You wish that your wounds would stop BLEEDING so much!") as well as poisoning will also have a rapid negative affect on your mental state. ~ 52 ECHO RECHO~ Syntax: echo <color> <message> echo imm <color> <message> echo pc <color> <message> Syntax: recho <color> <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. If 'echo imm <message>' is used, only level 51+ characters will see the message. If 'echo pc <message>' is used, only player characters will see the message. Echos should always adhere to the guidelines laid out in the Realm of Order (vnum 1214). ECHO done in color should avoid the use of red and dark red unless it is a Urgent message containing important information related to the game. RECHO sends a message to all players in your room, without any prefix indicating who sent it. See also : COLOR 'IMM ECHO' ~ 51 ECONOMY~ Each area will initialize (on bootup of the mud) with a pool of gold based on the area's range and the wealth of each mob in that area. The shopkeepers and thieves will automatically deposit gold into the economy if they are carrying more than a certain amount (the higher the level of the shopkeeper, the greater they will carry before depositing). To allow mobprogs to be created to manipulate area economies, making them interactive and interdependent, there are two mpcommands: mpdeposit, and mpwithdraw (see related helpfiles). There is also an 'if economy' ifcheck. The aset command can also be used to adjust an area's economy by hand (example: aset <area filename> low_economy <amount>, this will give the specified area a minimum economy at the level you set). Mobs will not repop with more gold than what they were originally created with, but if the area economy runs low they will begin to repop with less until the economy is replenished (as they all share the same gold pool). Use foldarea to make changes to an area's economy with aset permanent. See ASET, FOLDAREA ~ 1 EDITOR~ The Realms of Despair Editor is used when you're writing mail, notes, your bio, description or other long bodies of text. The commands in the editor are (these commands are shown with a space between the / and the command letter. Omit the space when using the commands in your notes): / ? Displays editor help. / l Lists the current contents of the note. / c Clears the current contents of the note. / d [line] Delete line. If no line number is given, the most recent line is deleted. / g <line> Goto line. This is useful for inserting lines, deleting and fixing lines, etc. / i <line> Insert line. Inserts a new blank line where specified. / r <old> <new> Global replace. '/g' to the line you want to start replacing at first, or no occurrences will be found. / a Abort editing. No changes you made are kept. / ! <command> Execute mud command. '/! smile' sends the smile command, without exiting the editor. / s Save buffer, and exit the editor. ~ 2 EDMOND~ . Some days after the world began, but more before now than after then, a half-troll was born to a family afar off beyond the Azure Sea. His youth was uneventful, as adventures go, a brute of a boy and raised to kill, and hunt, and eat all that he had, of course no different than most half-trolls you might have heard of. His life was inexoribly changed though as he approached his twentieth year and he met a young sea-elf. The young sea-elf was an odd match for such a large creature, the two of whom would not have normally met, save for the travelling of the young half-troll across the Azure Sea to the land you are familiar with. Upon the shores of Ocean Keep, they met, and over some further meetings of which there is not enough space to write, they secretly left the city of Ocean Keep to wed and carry on. A more unnatural matrimony there may never have been, though these days all nature of weddings have occurred. This is how Edmond went from just plain Edmond, to Edmond Nomaihr, taking on the last name of Rhiamon, as it was the custom of her family. For some time, the family Nomaihr lived in peace and quiet, Edmond slowly being accepted into the Nomaihr name, and soon enough was taken under Rhiamon's mother's care as Rhiamon was soon to be named the Matriarch of the Nomaihr family. Sadly, too soon after Rhiamon was made the Matriarch of the Nomaihr family, robbers came as quietly in the night and slew her, seeking the trinkets about her neck and wrists. A hefty price for the small jewels and things that would have quickly been given. This makes another dissertation on things of crime and thievery which is not nearly the intent of this tale. The aging half-troll took to himself, and wandered the lands, seeking those that destroyed his only real belongings with a wave of their daggers. During these travels, he apprenticed in the mountains the augury now so attached to his name. To more clearly understand these ways he descended the mountains into Darkhaven to study within the Guild of Augurers. Here, he honed his skills, and learned the ways of the lands. He became a professional and made his mark on the people about him. Some time after the destruction and rebuilding of the Guild of his nature, of which another book could be written, the hands of the gods reached out of the heavens, seeing that he might be of use to them, either as a tool, or toy, one still cannot be sure. That, now some many millenia ago, is how Edmond arose to immortality. ~ 1 ELBOW~ Syntax: elbow The fighter ducks suddenly to the left and comes up with a smashing elbow to their opponents face. It is quite effective in battle if successfully landed. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 1 ELCID~ . (_) _ _ .=. (_) (_) _ //(`)_ //`\/ |\ 0`\\ ||-.\_|_/.-|| )/ |_____| \( _ 0 #/\ /\# 0 (_) _| o o |_ _ ((|, ^ ,|)) (_) `||\_/||` || _ || _ | \_/ | (_) 0.__.\ /.__.0 `._ `"` _.' Elcid / ; \ \ 0'-' )/`'-0 0` ~ 0 'ELDRITCH SPHERE'~ syntax: c eldritch This powerful spell increases your resistance to both magical and nonmagical attacks. ~ 1 'ELEMENTAL CANYON'~ Recommended level range: 5 - 30 The immense elemental canyon lies on the southern border of the dark dwarven forest. Once, long ago, the canyon was a flat portion of the forest, yet the workings of a powerful elder mage destroyed the landscape surrounding his, or her, home. As a backlash from his wielding of elemental magics, strange entities formed of the very elements were formed. These magical beings staked out land in the newly created canyon and now wage a war amongst each other. Little else is known about these eerie beings and their war, for none have ever managed to communicate with the inhabitants of the canyon. ~ 57 ELEVATE~ syntax: elevate (name) Elevate is for advancing neophytes to acolytes and acolytes to creator. ~ 0 ELF ELVES~ Tall, slender creatures with an affinity for the woods and nature, Elves were one of the First Three - the three original races fashioned and scattered across the Realms. Most elves stand taller than most humans, being six feet and often well over that in height. They tend to be fair-skinned with long, straight hair, although there are individuals who choose a darker life which is reflected in their outward appearance. Elves are lighter-framed than humans, but what they lack in strength and stamina is made up for with their superior agility - both in thought and movement. They are capable in most classes, though they function poorest in the role of pure fighter. Most will prefer to stay close to nature, and many become druids. All elves have the inherent &Gability to detect magic &win the world around them, and are &Gresistant to cold.&w Elves can follow the ways of the following classes: Mage Cleric Thief Warrior Vampire Druid Ranger Augurer Paladin Elves gain experience on a scale of normal rate * 1.1. The Elf nation lies on the island of Irrybis. ~ 1 ELISABET~ &C ,-```'. &r ,-```````> &C ; `. &r / ' ,--,\&C,--. &C . `. &r /` , &G = &C ' &C `. '&r `/ ,' &W _' &C ' &C `. &W _&C\&r/_ ( &W ,- &C,' &W >-''`` \ &r| &W/ \ |&C. ,'&w |, &W ,.-'` _ | &r|&G/`-./\&W| `. &w \ \ &W | ,.--<``|/ ` &W \ \ &w \ \,= &W \ |&C,.-'``&G'( &W /, \ .''&w=&W'. &W \ \ &C &G|`-..-' =_,'&W \ '----''\.,' &W ,'\ ( &C ,'&G| /: &W \____..--`&w(/" &W ,> \&C '&G / &R/\&G /&C `, &B()&O====&W\\\\&O=======&R<>&G |&C ; &C: ```&G / &R \/ &G \&C ; &C`. ,' &G / |&C ; &C `--'' &G | , |&C ; &W |&G/\ /`\ /&C` &W | &G `V&W |&G\,/\/ &W | | / &P &P &PImm of the Week - June 11 to June 17, 2001 ~ 0 'ELVEN BEAUTY' ELVEN BEAUTY~ syntax: c 'elven beauty' This spell makes you more charismatic for its duration. ~ 1 EMAIL~ Syntax: email <email addy> email email clear This will set your email address visible to those that do a whois on you. With no arguments it will show what you currently have set, and clear will clear it so that you have nothing set. See Also: icq homepage whois ~ 1 EMERALD EMERALD HILLS~ Recommended level range : 10 -35 Set between the beautiful Holy Grove and the infernal eastern deserts, the Emerald Hills consists not only of its beautiful, grassy-green peaks, but of the surrounding region including the canyon, savannah, and forests. Known to be inhabited by a great variety of curious creatures, the Emerald Hills surely promises all adventurers a surprise here or there. If explored, wanderers may definitely uncover something to their liking. ~ 1 EMOTE~ Syntax: emote <text> Emote is a customized expression of emotions or actions. For example: emote justs smiles and nods. ... displays to everyone in the room: <Your character's name> just smiles and nods. See also SOCIALS ~ 0 EMPTY~ Syntax: empty <container> Syntax: empty <container> <container> This command allows you to empty a container of its contents. Use 'empty <container>' to dump the contents to the ground. Use 'empty <container> <container>' will empty the contents of the first container into the second container. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell imbues a weapon with a magical enchantment, increasing its to-hit and to-dam bonuses. The weapon must be non-magical to start with, else the enchantment will not succeed. This spell also causes the weapon to be aligned with the alignment of the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. This is an attack spell and should not be used against other players. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 ENTER LEAVE~ Syntax: enter Syntax: leave In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. The most common use of this is with portals cast by mages. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ 1 EQDAMAGE~ While in combat, you may notice that your equipment is taking damage. For example, you may see "Your lifebane gets damaged." Each time this happens, the AC of the item is damaged by one. If the AC on an item is 5, after it is damaged more than five times it will be destroyed or scrapped. If you wish to preserve the equipment, you must repair it by taking it to the town blacksmith. (NOTE: Not all equipment is reparable) You may also notice that while fighting a creature which attacks you with acid breath or another acid attack, your equipment gets "etched and pitted." When this occurs the AC on that item is damaged by one permanently. You cannot repair the damage done by "pitting and etching." ~ 0 EQUIPMENT GARB INVENTORY~ Syntax: equipment Syntax: garb Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). GARB lists your equipment worn as well as the locations missing equipment. INVENTORY lists your inventory. ~ 58 EQUIPMENT-INVENTORY~ &YSYNTAX: &wequipment <target> inventory <target> These commands allow you to view a target's inventory or equipment without actually looking at them. You do not need to be in the same room with the target. ~ 1 'ETHEREAL FIST'~ syntax: c 'ethereal fist' (target) 'Ethereal Fist' is an odylic enchantment in which the casting Mage conjures from the ether about himself a solid manifestation of a cubical volume of ether. As if this weren't great fun in and of itself, the final syllables of the spell cause the fist to repeatedly and mercilessly pound into a victim of the caster's choice. Fun to cast in a room by yourself, and always a hit at parties, 'Ethereal Fist' is a low-level Mage's best friend. ~ 0 'ETHEREAL FUNNEL' ETHEREAL FUNNEL~ syntax: c 'ethereal funnel' (target) This spell increases the damage done to the victim by energy attacks. ~ 1 'ETHEREAL SHIELD'~ syntax: c 'ethereal shield' This spell decreases the amount of damage taken from energy attacks. ~ 1 EVASIVE~ Syntax: style evasive This style of fighting focuses on the art of dodging and parrying blows. Less damage will be taken by a fighter using this style, but the damage a fighter does in battle is also reduced due to the concentration needed for evading an enemy. See also: style, defensive, standard, aggressive, berserk ~ 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'. ~ 50 EXCALIBUR~ &B. &C.&c--&C. &b . , ' . . , &C/ .- &c) &b. / . , . . &C|\, |^c/^x|`&c-&C' &b. ; . . . , . &C\.\|^c&b/^x&C| &b / , ; / / , ..' , .; &C'. ^c/^x| &b / ; . ' ,, '' / / &C! ^c&b/^x&C| ..- &b / ;' / , ' / / ., / &O/\ &C|^c/^x|&c//&b . , / ' ' / . .' // ; '/ / ; ;/; &O| | &Y/+\&B------------------------------------------------, &Y{ +- ^c&b|||||||&Y^x{+x+}&B<-----+-----+----+----+---+---+--+--+-+-+-+-++++> &O| | &Y\+/&B------------------------------------------------' &O\/ &C|^c\^x|&c\\ &b \ ' . \ ' ` ` .. \\ '` '. \ ` \ ``\ &C! ^c&b\^x&C| ''- &b '.`\ \ ., '` \ \ ., `` ''' .\ \ &C,' ^c\^x&C|&b '. \ '.`. \\ '. '.`'`` \ .,.. `\ &C/ /|^c&b\^x&C|&b '.,` \ . ` ` \ `` .., . `` . &C|/' |^c\^x|&C,&c-&C. &b ., ` ` \ ` `. . . \ &C\ '&C- &c) &b `` ' ``. ., ` . . &C'&c--&C' &b . . ` ` ` ' . ` ~ 51 EXCUSE~ Invariably, after a character realizes that perhaps messing with the Gods was not a bright thing to do, an innocent sounding alternate appears from nowhere and claims that they would never do such a thing as they were being accused of. After this, a couple of variations may follow: 1) It was my little brother. (Not sure why it's never a little sister) Person will claim a little brother stole their passwords, created havoc with their characters ..but now they have killed said sibling and promise there will be no further problems. 2) Even though there were 600 chars below 10 causing chaos from the exact same ip, the char that was nuked (The avatar with all the gold and eq) was in no way involved and doesnt know how someone accessed his chars and computer site to do evil. ~ 1 EXECRATE~ Syntax: cast execrate An execration is a powerful curse that should not be used without much forethought. It will affect all within the reach of the Nephandi. ~ 53 EXFLAGS~ The redit exflags <dir> [flag] ... command accepts the following flags: ISDOOR | There is a door in that direction CLOSED | The door is closed LOCKED | The door is locked SECRET | The door is a secret door PICKPROOF | Door is pickproof FLY | Must be able to fly to go that way CLIMB | Must be able to climb to go that way DIG | Passage is blocked and must be dug out NOPASSDOOR | Door is resistant to the passdoor spell HIDDEN | Door is not "obvious" -- doesn't appear with autoexits CAN_CLIMB | Can use the climb command to go this way CAN_ENTER | Can use the enter command to go this way CAN_LEAVE | Can use the leave command to go this way AUTO | Keyword can be typed to go this way SEARCHABLE | Searching in this direction can remove the SECRET flag BASHED | Denotes a door that has succesfully been bashed open BASHPROOF | Cannot bash the door NOMOB | Mobs may not pass through this exit WINDOW | Points to a destination, but does not allow direct access to it CAN_LOOK | Allows a person to view the destination room for a WINDOW exit BOLT | Door is Bolted ISBOLTED | Door can be bolted ~ 53 EXITMAKING~ The 'redit exit' command is used to create, modify and remove exits in a room. Currently there can only be one exit in a certain direction. The syntax of the 'redit exit' command is as follows: redit exit <direction> [vnum] [exit-type] [key] [keyword(s)] direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ? vnum : the room number in which the exit leads to. exit-type: a number detailing the exit -- has a door, open/closed/locked etc. key : a number corresponding to a key object which can unlock the door. keywords : keywords used to refer to the door, (or exit). If only 'redit exit <direction>' is specified, the exit will be removed. The 'key' field is optional when specifying keywords. All other fields are required previous to the field desired. Examples: redit exit n 3001 - Creates an exit north to room 3001 redit exit n 3001 3 gate - Changes the exit north to have a closed "gate" redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15 redit exit n - Removes the north exit See EXITTYPES for generating the exit-type value. ~ 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). ~ 53 EXITTYPES~ These are the currently valid exit-types: 0 - Plain exit 1 - Door exists (Required to be closed or locked) 2 - Door is Closed 4 - Door is Locked 8 - Door is Secret (Trying to go that way won't reveal door) 32 - Door is Pickproof (Door can't be picked by spell or skill) 64 - Need to be able to fly to go that way 128 - Need to be able to climb to go that way 1024 - Door is Passdoor proof NOTE: You must ADD the values together to generate an exit-type: 3 = a closed door 7 = a closed and locked door 11 = a closed secret door 15 = a closed, locked and secret door -- Use the 'redit exflags' command to change these flags, and to set the advanced exit flags, most of which are not shown above. See EXFLAGS and EXITMAKING. ~ 1 EXORCISM~ Syntax: cast 'exorcism' victim This spell releases demons from the possessed. It is rumoured to cure curses, blasphemies and execrations. In order to be successful, the caster must have a vial of holy water . ~ 0 EXPERIENCE LEVEL XP~ Syntax: level Your character advances in power by gaining experience. Type LEVEL to see how many experience points you'll need for the next few levels. You gain experience by: inflicting damage upon an opponent being part of a group that kills an opponent succeeding while learning a skill or a spell through real world usage You lose experience by: fleeing from combat recalling out of combat being the target of some spells (energy drain, etc.) 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 and some random variation. Your last 50 kills are recorded. Each time you kill a creature that has been one of your last 50 kills you will receive less and less exp for it. The creature will also learn from its experience with you over time; if its intelligence is higher than your own it will begin to gain an advantage over you in combat. ~ 1 EXPURGATION~ Syntax: c expurgation This spell was granted by the Gods, when it was discovered that many of their devout Paladins were falling prey to poisons. This spell will cure the poison, but if the Paladin's state of mind has been affected..it will still require rest. ~ 1 EXTINGUISH~ Syntax: extinguish <light> This will extinguish the light near you. Once extinguished, the light will stop burning until you once again "light" it. SEE ALSO: HELP LIGHT ~ 0 'EXTRADIMENSIONAL PORTAL' 'EXTRADIMENSIONAL'~ The Great Wizard Thanatos, after creating his fabled WarMagicks, found himself snubbed and abused in and about The Realms for his researches. Much time would pass before mages and other classes alike would learn the true power of these spells. In the interim, disguised as an assassin, Thanatos became interested in a more minor problem: that of carrying off the loot he gained from all those he slew with Quantum Spike. Realising that such a formula would be easily grasped by his class, he thought to extend it freely. As a final touch to the spell, he thought he would spite those of other classes by inbuing into these containers a quality which made them uninvokable by the other classes. ~ 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. ~ 1 FATIGUE~ Syntax: c fatigue <victim> Fatigue renders the victim susceptible to the sleep spell. ~ 1 FAVOR~ Your favor reflects how much your deity favors you. It can increase if you follow the principles of your deity, and decrease if you go against those wishes. High favor gives you better chance rolls and weapon bonuses, while low favor penalizes you. You also use favor when you supplicate to your deity for special services. Note: If you deviate from your deity's alignment, you shall suffer a penalty in favor for some actions. &GSee also: &YDEVOTE, DEITIES, SUPPLICATE, FAVOR_LEVELS ~ 1 FAVOR_LEVELS~ &G The following lists the favor scale as listed on the 'score' sheet. &w Loved Cherished Honored Praised Favored Respected Liked Tolerated Ignored Shunned Disliked Dishonored Disowned Abandoned Despised Hated Damned &GSee also: &YFAVOR, SUPPLICATE, DEVOTE, DEITIES ~ 1 FEEBLENESS~ Syntax: c feebleness <victim> Feebleness renders your victim susceptible to draining attacks. ~ 0 FEED~ Syntax: feed Vampires require copious amounts of blood to function properly, and often the small puddle remaining after a kill is insufficient to satiate the Hunger. Thus, the Vampire will often need to grapple with a victim in an attempt to feed from the living veins. To 'feed', the Vampire must be engaged in combat; simply type 'feed' while fighting. If the bite succeeds a small amount of damage will be done and a varying amount of blood will be drawn. ~ 0 FILL~ Syntax: fill <drincon> Syntax: fill <container> Syntax: fill <pipe> <herb> FILL can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and 'fill <drinkcon>' - to fill a container such as a backpack with items from the ground, type 'fill <container>' - to fill a pipe you must have both the pipe and the herb in your inventory, then type 'fill <pipe> <herb>' ~ 1 FINDNOTE~ Syntax: findnote <keyword> This command searches through all the notes that you have on you. It searches through portals, within containers, etc. It will find the note and place it in your hands. The <keyword> must be words taken from the subject of the note you are trying to find. ~ 1 FIRE~ Syntax: fire <direction> target This command is for use with bows and arrows. You must have the weapon type missileweapons, a bow wielded and a quiver or arrows in your inventory. **This will damage another player and should be used with caution ** ~ 53 FIXED~ Syntax: fixed <message> fixed list This command records your message (250 chars or so max) to a permanent record file. All changes made to live areas, made with foldarea, etc. should have some kind of entry recorded here. Your name and the roomvnum in which you are standing at the time are automatically recorded when you use the command. If you post a note about the change, please make a fast entry pointing it out. (The board in 1215 is best for such notes.) Using 'fixed list' will display the contents of the current fix record. NOTE: This file supports color tokens, be careful with them. ~ 2 FLAG FLAGS~ &P(ATTACKER)&W, &P(KILLER) &Wand &P(THIEF) &Wflags are given to players who violate laws regarding Pkilling and/or Theft. Having one of these flags will cause Darkhaven mobs to treat you differently. You may be placed before Judge Kendra and be fined or thrown in jail until an immortal can impose a sentence upon you. For help on &P(ATTACKER) &Wor &P(KILLER) &Wflags, see &CHELP ATTACKER &Wor &CHELP KILLER&W. To find out what constitutes illegal theft, see &YLAWS STORES&W. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 51 FLARE~ Syntax: Cast flare <target> This spell summons forth a blaze of fire to pummel your opponent. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. 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. You will sometimes lose experience for attempting to flee, and will always lose experience for successfully fleeing. The amount of experience lost per attempt has been lowered, and you will no longer lose experience on every attempt made. RESCUE: in order to successfully rescue you must first practice the skill. ~ 1 FLESH ARMOR~ syntax : c 'flesh' self This takes from the Nephandi's magic pool and adds to his/her armor. ~ 1 FLETCH~ Syntax c fletch flint This ranger specialty will transform a piece of flint into a usable arrow. The flint must be in the caster's inventory. ~ 1 FLOAT~ Syntax: cast 'float' <character> This spell enables the target character to float. It is useful in saving mv (movement points), makes a character float slowly to the ground when falling from in the air, and allows you to move over water and through the air. Some water areas require the use of float to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast float immediately. ~ 57 'FLOAT'~ Syntax: cast 'float' <character> The spell enables the target character to float. It is useful in saving mv (movement points), as well as in preventing damage taken when falling and in preventing an opponent from tripping you. It does not allow you to travel through areas which require you to fly, however. ~ 51 FLOWERS~ . Acacia Friendship Aster Elegance and Love Anemone Alstroemeria Innocence Baby's Breath Carnation Devoted Love Dahlia Dignity and Elegance Daisy Innocence and Romance Dill Lust Forget-me-not My True Love Is Yours Freesia Innocence Gardenia Purity and Secret Love Heather Admiration Hyacinth Playful Joy Iris Faith and Wisdom or Promise Lily (All) Fidelity, Marriage Lily of the Valley Majesty and Honor or Purity of Heart Morning Glory Happiness Myrtle Affection Orange Blossom Joy ~ 51 FLOWERS2~ . Orchid Love and Beauty Rose (Coral) Desire Rose (Lavender) Enchantment Rose (Orange) Passion, Fascination Rose (Pale Pink) Grace, Joy Rose (Red) Love, Respect Rose (Yellow) Joy, Friendship Rose (White) Innocence, Unity or Purity and Humility Sage Wisdom, Great Respect Stephanotis Marital Happiness Sweet Sultan Felicity, Happiness Tulip Love and Passion Violet Faithful and Loyal Violet (Blue) Faithfulness Zinnia Friendship and Affection ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. It is useful in saving mv (movement points), preventing a character from falling when in the air, moving over water or through the air, and in preventing an opponent from tripping you. Some water areas require the use of fly to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast fly immediately. ~ 59 FOLDAREA~ Syntax: foldarea <area filename> This command saves an area file, usually after modification. &rThis command must be used with extreme care. If you aren't exactly and intimately familiar with the changes being made or what the command does -- don't use it.&w *NOTE* Area files have backups that record the file as it was prior to foldarea. If you folda something and realize there's a mistake, and you've only folded it once -- don't do anything else. Post a note or find Blodkai. Do not fold changes into non-quest areas that are quest related. If you must do this, write a note or ensure it's changed back. Any time an area is folded, document it with the fixed command. (check 'help fixed') See ASET, UNFOLDAREA and INSTALLAREA. ~ 1 FOLLOW~ Syntax: follow <character> 'Follow' starts you following another character. To stop following, type 'follow self'. You cannot follow those more than ten levels above you. You may follow a character within 10 levels of yourself. You must first follow someone before you can join their group. See also GROUP ~ 59 FOR~ Syntax: for argument command Syntax: for argument command target For allows an immortal to perform a command at or even on a large number of targets. The arguments include: all, mobs, gods. Example: for gods gl, you will 'glance' in the room of every god who is online (include link-dead) You can also perform an action on the argument target. Example: for mobs poke #, you will perform the 'poke' social on every mob in the game. ~ 52 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character or mob to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. Force is restricted to mob use only until level 57. *Note.. NEVER force a mob to drop eq and give to a player..lest God smite thee down in your very tracks. ~ 54 FORCECLOSE~ Syntax: forceclose <descriptor> This command will force a certain descriptor to close. This is useful to disconnect connections that aren't really connected due to a poor TCP connection. It can also be used to forceclose a connection before a potential problem player can even get to the authorization state of connection. See USERS, CONSTATES and DISCONNECT. ~ 1 'FORESTED STRONGHOLDS'~ In the depths of Miden'nir, blood is shed routinely as mortal fighters raise their weapons in mortal combat. If one follows the blood on the ground closely enough, they too can find the way into the arena. However, be warned! Those who take their chances and enter the arena itself are outside the protection of peaceful life. In the Forested Arena, it's only you and your opponent that decide who lives and dies. ~ 58 FORMPASS~ &YSyntax&W: formpass <playername> <password> The formpass command can be used to determine what the resulting encryption code for a player would be, given the targetted password. ~ 0 FORTIFY~ Syntax: cast fortify This spell heals damage suffered by all members of the caster's group. ~ 1 'FORTRESS OF CELESTIA'~ Recommended level range: 0 - 60 The followers of the Retribution reside in the halls of Celestia, constantly seeking revenge for the death of Heironeus, one of the Lost Gods. Guided by Heironeus' sole remaining avatar, the Retribution seeks to destroy the ancient foe of their God: Zhakrin and his followers. Little else is known about the fortress itself, except that it is hidden within an undetermined mountain range. ~ 51 FQUIT~ Syntax: fquit <character> FQUIT forces a level one player to quit. It is used in case you accidently authorize a bad name. Please be sure to send a tell to the player explaining why you are forcing them to quit before using FQUIT. ~ 51 FREEVNUMS~ &WThe following vnums, and those that are listed in 'freevnums2' are vnums that may be assigned out for new building projects. Please keep in mind that there are at least three different ports that must be checked in order to ascertain if a set of vnums are actually free. If you do not have access to all three ports, please use this list and UPDATE it if you assign out vnums from it. To be absolutely sure no one has taken vnums from this list and not updated it, a killing offense, do the following: checkvnums all (start) (finish) &Y266-299 &R(&W34&R) &Y7969-7999 &R(&W31&R) &Y20164-20414 &R(&W251&R) &Y1158-1199 &R(&W42&R) &Y8200-8249 &R(&W50&R) &Y20700-20999 &R(&W300&R) &Y1721-1748 &R(&W28&R) &Y8322-8349 &R(&W28&R) &Y21553-21799 &R(&W247&R) &Y2181-2199 &R(&W19&R) &Y8380-8399 &R(&W20&R) &Y21890-21899 &R(&W10&R) &Y2672-2699 &R(&W28&R) &Y9061-9100 &R(&W40&R) &Y22100-22199 &R(&W100&R) &Y2821-2849 &R(&W29&R) &Y9372-9399 &R(&W28&R) &Y22400-22599 &R(&W200&R) &Y3384-3399 &R(&W16&R) &Y9451-9499 &R(&W49&R) &Y23156-23299 &R(&W144&R) &Y3591-3599 &R(&W9&R) &Y9700-9799 &R(&W100&R) &Y25475-25499 &R(&W25&R) &Y3652-3699 &R(&W48&R) &Y9900-9999 &R(&W100&R) &Y26700-26900 &R(&W201&R) &Y4173-4299 &R(&W127&R) &Y10690-10699 &R(&W10&R) &Y26949-27399 &R(&W451&R) &Y4351-4399 &R(&W49&R) &Y12301-12499 &R(&W199&R) &Y29900-29949 &R(&W50&R) &Y4786-4800 &R(&W15&R) &Y13078-13099 &R(&W22&R) &Y30500-30610 &R(&W111&R) &Y4886-4999 &R(&W114&R) &Y13327-13399 &R(&W73&R) &Y32130-32149 &R(&W20&R) &Y5151-5199 &R(&W49&R) &Y13650-13659 &R(&W10&R) &Y32667-32699 &R(&W33&R) &Y5281-5299 &R(&W19&R) &Y14250-14320 &R(&W71&R) &Y32750-32759 &R(&W10&R) &Y5495-5549 &R(&W55&R) &Y15620-15699 &R(&W80&R) &Y5578-5599 &R(&W22&R) &Y15821-16369 &R(&W549&R) &Y33300-33399 &R(&W100&R) &Y6652-6699 &R(&W48&R) &Y17100-17448 &R(&W349&R) &Y7585-7699 &R(&W115&R) &Y18900-18999 &R(&W100&R) &Y7921-7949 &R(&W29&R) &Y19700-19801 &R(&W102&R) ~ 58 FSHOW~ &r----------------------------------------------------------- &wSYNTAX: &gfshow <moblog | plevel> &wDESCRIPTION: &gThe FSHOW command when used with the MOBLOG variable, displays the current log of MPLOG. When FSHOW is used with the PLEVEL variable, it will display the current log of all character levels that have occurred since the last reboot. &r----------------------------------------------------------- ~ 1 GAG~ Syntax: config +/- gag The config gag option toggles whether or not you see filtered battle information. With gag active you will not see things such as missed, dodged or parried blows, missed casts made by offensive shields, etc. Deadlies who have gag active also do not see equipment damage. See also: CONFIG ~ 1 GALAXY~ Recommended level range: 20 - 30 The galaxy is a strange magical fantasy; a dream received upon peering into a crystal ball. Those who have adventured in and returned from this strange realm tell of floating through the stars, fighting blazing comets and mighty constellations. ~ 62 GALVANIC WHIP~ The spell 'Galvanic Whip' allows the casting Mage to form in the air a highly charged rope of air that automatically lashes out at his opponents in combat. The Whip may be called once per combat round. ~ 1 'GALVANIC WHIP'~ Syntax: c 'galvanic whip' (target) The spell 'Galvanic Whip' allows the casting Mage to form in the air a highly charged rope of air that automatically lashes out at his opponents in combat. The Whip may be called once per combat round. ~ 56 GAMERULES~ Each dice roll is scored as follows: Three of a kind score 100*face value of one of the dice. If the face value is 1, then it is scored as 1000. For each extra die of the same face value, the score is doubled. (ie. 4 6's would be 1200) Single 1's and 5's score 100 and 50, respectively. A straight, i.e. 1, 2, 3, 4, 5, and 6 scores 1500. In order to get "on the board", you have to roll at least 300. Until you roll 300, you cannot save your first score. After you are on the board you may save as little as you want. ~ 51 GAMESCORE~ Ceirana Hoerkin Edmond 600 800 300 +1100 = 1700 +450 = 1250 +250 = 550 +450 = 2150 +1050 = 2300 +1300 = 1850 +600 = 2750 +600 = 2900 +350 = 2200 +1550 = 4300 +700 = 2900 +1550 = 5850 +1000 = 3900 +900 = 6750 +700 = 4600 +300 = 7050 +350 = 4950 +300 = 7350 +900 = 5850 +1550 = 8900 +300 = 9200 +1500 = 10700 Win.. er.. yeah Winner ~ 51 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 1 GAUNTLET~ Since the discovery of the SENTINEL, by a group of brave adventurers, the story of its purpose and history has unfolded, and now it is known that to complete the quest, one must venture deeper into the wild lands beyond Kusnir, taking with them the SENTINEL, and laying to rest the evil that is the GAUNTLET. It is rumored that a boathouse beneath the manor opens onto a river that flows to the Keep of Alderweg, where the GAUNTLET is presumed to be located. But only one who wears the SENTINEL can hope to access this place... ~ 58 GFIGHTING~ &r----------------------------------------------------------- &wSYNTAX: &ggfighting gfighting <low> <high> gfighting <low> <high> mobs &wDESCRIPTION: &gThe GFIGHTING command does a global search for the fighting targets specified, where <low> <high> indicates the target's level. &wEXAMPLE: &ggfighting 1 5 would display a list of PCs levels one through five that are fighting, who they are fighting and their level, what vnum/room name they are fighting in, and the name of the area they are fighting in. By adding the 'mobs' variable, the command would display the same information for mobs of the levels specified. &r----------------------------------------------------------- &YSEE ALSO: &wGWHERE ~ 0 GITH~ The Gith are a race descended from humans. Once long ago, they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma. They are yellow-skinned and very long of limb. Sunken eyes peer from yellowed sockets, now strangely capable of &Gnaturally detecting the invisible&w. The Gith race has split into three distinct groups: the good (Githzerai), the selfish neutral (Pirates of Gith) and the evil (the Githyanki). Gith's can follow the ways of the following classes: Mage Cleric Thief Warrior Vampire Augurer Gith gain experience on a scale of normal rate * 1.06. ~ 1 GLANCE~ syntax: glance syntax: glance <victim> Glance alone shows you only the contents of the room you are in, eliminating the description. Glance <victim> shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as 'gl'. ~ 0 GLORY~ Glory is a measure of how valiant you are, and is accumulated by taking part in quests (mostly) and possibly in a few other ways in the near to distant future. It appears on your score screen as: Glory: 264(430) The number in parentheses is the total lifetime glory attained by your character, and the other number is your current glory. Glory can be "spent" to improve your items and weapons (among possible other things in the future) as according to the scale detailed in HELP GLORY RATES. Unlike Quest Points of old, Glory will not only go to the "winner" of the quest, but will be awarded on a basis of participation. For example, the big prize might not only go to the person who killed the monster, but also to the person who solved the riddle first, etc. Players who took part in the quest and helped a notable amount will also receive lesser amounts of Glory. Glory cannot be traded or transferred between characters or pooled from multiple characters. This would be like Odysseus passing all the renown for his deeds off onto someone else. &YSEE HELP: &w'GLORY RATES', 'GLORY TRADE', RENAME, OWNERSHIP, IDTAG ~ 0 'GLORY RATES' GLORYRATES~ &G DESCRIPTION GLORY&r| &GDESCRIPTION GLORY &r*&w---------------------------------------------------------------&r* &cAdd 1 Movement to an item.....&W3&r|&cAdd 1 AC to item's stats...&W100 &cAdd 1 Mana to an item.........&W5&r|&cAdd 1 stat to an item......&W100 &cEdit an item's description....&P*&r|&cSet item weight to 1.......&W100 &cRemove an item's Glow/Hum.....&W5&r|&cAdd 1 Hitroll to an item...&W125 &cOne practice session..........&W5&r|&cAdd 1 Damroll to an item...&W150 &cAdd an ID Tag to an item.....&W10&r|&cAdd Minor Affect to item...&W200 &cAdd 1 HitPoint to an item....&W10&r|&cAdd Aff_Protect to item....&W400 &cRename and Rekey an item.....&W20&r|&cAdd Resistance to item.....&W500 &C*&cCorpse Retrieval&C*&c...........&W25&r|&w-------- &YTO CHARACTER&w ------- &cChange your sex permanently..&W25&r|&Y*&cAdd 1 to non-prime stat...&W500&Y* &cAdd -5 AC to an item.........&W50&r|&Y*&cAdd 1 to prime stat.......&W600&Y* &cAdd -1 Save to an item......&W100&r|&Y*&cAdd 1 to luck stat........&W700&Y* &r*&w---------------------------------------------------------------&r* &C* &gGlory CRs are not eligible from the Realms of Worship. &wHELP CR &Y* &gAdding one to a prime stat, non-prime stat and luck are applied to the CHARACTER, not to an item. &wHELP <CLASS> &gfor their prime stat. Stats may be raised in this manner up to an 18 base, but no greater. &W* &gFor Renames/Rekeys see a level 54+ immortal. For all other additions, consult a level 57+ immortal. &P* &gTo edit an item's description is 5 glory for 5 lines. Each additional line is 1 glory. If you use less than 5 lines, the cost is still 5. &wMinor Affects: &cInvis, Detect_Invis, Hide, Detect_Hidden, Detect_Magic, Detect_traps, Sneak, Infravision, Fly, Float, Passdoor, Scry, Aquabreath &wResistances: &cFire, Cold, Electricity, Energy, Blunt, Pierce, Slash, Acid, Poison, Drain, Sleep, Charm, Non-Magic, Magic, Paralysis &YSEE HELP: &wIDTAG, GLORY, 'GLORY TRADE', RENAME, OWNERSHIP ~ 0 'GLORY TRADE'~ . Glory is a trait inherent in a character, and as such will not under any circumstances be moved from one player to another. On a similar note, Glory is cashed in as per GLORY RATES, on an all or nothing basis. Glory will NOT be taken from more than one character in order to buy an affect. Anyone found trading glory, risks the item and glory being taken away. Repeat offenders will have their character slayed and purged or destroyed. &YSEE HELP: &w'GLORY RATES', GLORY, RENAME, IDTAG, OWNERSHIP ~ 51 GLORYIMM~ UNDER CONSTRUCTION - NOT VALID RATES 7/2/01 Some things to keep in mind when giving/taking Glory: - Glory is UNtradable between mortals. (Please do not facilitate trades of Glory between mortals. - It is allowed for a player to use his Glory to affect items for another player. - Currently, appropriate prizes to be awarded for quests are as follows: Avatar quests (lvl 40+): Suggested Maximum: 30 glory (For playing an integral part) Suggested Minimum: 5 Glory (For making a notable effort) - Then Glory of appropriate amounts (use your judgement) can be given out for intermediate efforts between winning and participating. NOTE: Being integral doesn't necessarily mean landing the killing blow on the supermob, it might also mean the person who solved the riddle leading to the mob (if it was a difficult riddle). NOTE: Prizes should be scaled up or down to reflect the difficulty and participation of the quest. For example a difficult quest would be one that takes more than 2 hours to complete. Non-Avatar quests (lvl < 40): Suggested Maximum: 35 Glory (For an integral part) Suggested Minimum: 5 Glory (For a notable effort) ~ 51 GLORYIMM2~ . Glory does not necessarily have to be the only prize given out. In fact for the lower level quests it is preferred if a combination of Glory and minorly affected/renamed objects are given out as prizes. i.e. a weapon renamed to something related to the quest that has a couple +1's or +2's on it (that will be useful for a couple levels, but then discarded). NOTE: It is suggested for Guild and Order quests that the prizes be scaled down slightly as participation is limited from the entire mud - and open exclusively to guild/order members. The quests they receive from the guild/order are supplemental to the mud-wide ones they can participate in. DISCLAIMER: These numbers are not set in stone, they are guidelines. The QC is counting on the good judgement of the immortals to make sure the prizes they are giving out are appropriate. The QC reserves the right to change the guidelines as well the right to set them in stone if we find it is being abused. See Also: GLORYIMM, GLORY, GLORY RATES, QPSET. ~ -1 GNOME GNOMES~ Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle. Most gnomes are short and stocky, similar to their dwarven cousins. They usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well). Gnomes have &Ginnate infravision&w, and due to their familiarity with magical and religious lore they are &Gable to detect magic&w in the environment around them. They are somewhat &Gresistant to energy&w based magic, but also somewhat &Gsusceptible to fire&w. Gnomes can follow the ways of the following classes: Mage Cleric Thief Druid Augurer Gnomes gain experience on a scale of normal rate * 1.2. ~ 51 GODMAP~ . 1208--1217 1219 |/ 1228 N | 1207 1202 / E + W | | |/ S 1221-1204--------------1225-----1200-----1212 | | | 1209-----1230 1215 1222 ---> @1200 up once to 1214 ---> @1200 up twice to 1201 ---> @1200 down once to 1213 ---> @1225 down once to 1224 ---> @1224 east once to 1213 -------- 1200 Chat Room 1201 Thoric's Den 1202 Reading Room 1204 Clan Council Meeting Room 1207 Quest Council Board 1208 Quest Talley Room 1209 Mortal Patronage Room 1212 Room Of New Knowledge 1213 The Archives (DH noteboard) 1214 Realm Of Order 1215 Area Discussion Room 1217 Hall Of Heroes 1219 Chamber Of Deadlies 1221 New Players Council Room 1222 Project Central 1224 Oracle Of The Archives 1225 Hallway To Councils 1228 Economy Project Workshop ~ 1 GODS~ The domains of Despair's Gods are often terror-filled and designed to horrify and shock any mortal visitors. None have ever discovered an entrance to any of these domains, for they are guarded by the most powerful of godly magics. ~ 50 GOHOME~ Syntax: gohome This command allows you to "recall" to your house. It is restricted in the same fashions that 'word of recall' is. It is magical, and will therefore not work where the spell will not work. ~ 1 GOLD~ Syntax: gold Displays the current total amount of gold you are carrying. Be aware that a character can only hold 2147483647, any more than that and you will end up with negative gold, which will not be reimbursed. Please be advised that no immortal will reset your gold level to 0, it is your personal responsibility to monitor your gold. Keep in mind that going over the gold limit will essentially render your character useless, so please be careful. ~ 1 GOROG~ . &C _/( ) ( )\_ _/' `\ ((_)) /' `\_ _/' `\ \-,-/ /' `\_ _/' `\__/\=/\__/' `\_ /' /' ,`, `\ `\ /' /' / | ,{MIM}, | \ `\ `\ /' /' | \ |/ | \| / | `\ `\ /' /' | .,._\ ' | ` /_.,. | `\ `\ /' / ,-'--, | ,-(_ ,_`--'--'_, _)-, | ,--`-, \ `\ /_,-'-`-/-' `|' ---._`-,_,-'_.--- `|' `-\-'-`-,_\ / | | | | &B Gorogoyle &w ~ 62 GORY TRADE~ ~ 51 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. If the location is a vnum, and it does not already exist, and it is within your room vnum range, it shall be created for you to edit further with REDIT. 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. You may also "GOTO pk" to go to the site of the most recent illegal pkill. See REDIT. ~ 1 GOUGE~ syntax: gouge This attack can only be used in combat, and will strike at the eyes of your opponent, causing damage and temporary blindness. Note that gouge has a reduced chance of hitting if the gouger is not one of the primary combatants (i.e. is not tanking). See also BLIND, BLINDED ~ 2 GRAPPLE~ Syntax: grapple <victim> A pkill-only skill, usable only between primary fighters (tanks), which prevents the victim from fleeing for one or two rounds (depending). The victim can continue to fight, cast, heal, etc. during this time. The grappler is similarly unable to flee, but is also unable to carry out commands or attacks of his own. Note that the grapple will last either one or two rounds depending on various factors. This may be extended to a flat two rounds or otherwise modified. Both victim and attacker also suffer a penalty to dexterity. Suggestions for any aspect of the skill are welcome. ~ 1 GRASP 'GRASP SUSPIRIA'~ Syntax: grasp The suspiric grasp is the vampire's most lethal attack, allowing it to drain the life of its opponent in larger quantities than nearly any other skill or spell in the Realms. The more intelligent is the vampire, the more effectively it will perform this loathsome act. Be aware that the magical nature of this attack causes it to be affected by the victim's saves. ~ 1 GRAVEYARD~ Recommended level range: 5 - 10 Darkhaven's graveyard was once a peaceful burial ground, visited by grieving citizens and tended by gentle priests. However, a powerful curse was cast upon this land by an unknown mage. Within days, the soft brown earth had turned black and sooty. A year later, the dead began to claw their way out of the earth, roaming the graveyard in search of flesh. Though many have tried to lift the curse on this small plot of land, none of these attempts have succeeded. Some sages believe that an elder God of evil protects the curse of the graveyard. ~ 1 GRAVOC~ Gravoc is overseer of those that have chosen the path of pkiller. Instilling knowledge into the souls of darkness, deadly players find his presence invaluable to the strengthening and growth of the hatred they possess for all forms of life. ~ 1 'GREAT EASTERN DESERT'~ Recommended level range: 10 - 20 The Great Eastern Desert lies far to the east of Darkhaven, just south of the majestic New Thalos. It is a barren wasteland, inhabitated only by nomads and desert wildlife. Those who have found shelter from the sweltering sun often describe an encounter with a great brass dragon who resides in a chamber which prevents the usage of magic... ~ 1 'GREEN FOREST'~ Recommended level range 2-15 North of Darkhaven's city walls, uncleared forest remains. Having survived the construction of the city the forest retained its ancient natural balance. The woodland creatures have come back and made the Green Forest a bountiful hunting ground for hunters experienced or foolish enough to brave the trails and whatever else might be hunting in the darkness amongst the thick, ancient trees. ~ -1 GREETING~ . Alas ... you have entered the R E A L M S O F D E S P A I R ! _________________________________________________________________________ / \ Written, maintained and modified by Thoric; connection by \ | / BlueGenesis.com; governed by the Council of Elders | |-------------\ (email all concerns to blodkai@game.org) | | \\._.// / | | (0...0) \ Home of SMAUG based on Merc2.1 code by Hatchet, Fury Kahn; | | ).:.( / in turn based on DikuMUD code (Hans Staerfeldt, Katja Nyboe | | {o o} \ Tom Madsen, Michael Seifert and Sebastian Hammer) | | / ' ' \ / | |-'- / \ -`-\ Realms sites: http://www.game.org/ | | .VxvxV. / Smaug Homepage: http://www.game.org/smaug/ | |-------------\ MUD Magazine: http://www.mudcompanion.com/ | | SMAUG v1.40 / MUD Code Site: ftp.game.org | \___________/_____________________________________________________________/ // \\ [| Code by Thoric (Derek Snider, derek@idirect.com) with Altrag/Blodkai/ |] [| Haus/Narn/Scryn/Swordbearer/Tricops/Gorog/Rennard/Grishnakh/Fireblade/|] [| Nivek |] \\_____________________________________________________________________// By what name are you known (or "new" to create a new character): ~ 1 GRIP~ This skill is automatic, once practiced. The skill causes you to grip your weapon tightly as someone tries to disarm you, making it far more difficult to successfully disarm you. This skill will only increase as you are engaged in fights where someone is attempting to disarm you. ~ 2 GRISHNAKH~ &x. &G ,-----, &G / \ &G <\| =\ /= |/> &G \| &Y e &G_ &Ye &G |/ &G | (_) | &G \ .___. / &G &P\@*&G|\_____/|&P*@/ &G &W ___ &P\@*@&G/: &P___*@*@*@/&W__ &G &W.' `&O.-&P@*@*@@\@*@*\\@@&W\ '. &G &W/ &O/.-"&P@*@**@\@**@@\&W\ \ &G /&W\, &O / |&W=:&P\*@*@**&W\ /&G\ &G .' &W\&O .: |&W=:=&O|&P\@@*@&W :. / &G `. &G (.' &W`/&O'. '-... |&W-'-&O|..&P*@*@.'&W\/ &G'.) &G /' ._/ &O". / \ &P*@*@) &G \_. '\ &G | .'| &O". | | ."&P*@) &G|'. | &G | : | &O|__| |__|&P*@*) &G| : | &G \ : | &W\_____ _____/ &P`/@' &G| : / &G / ( &B|----|------| &P`@/' &G) \ &G /... .| &B/` | '\ &G|. ...\ &G |::::/'' &B/ .L__. \ &G''\::::| &G """" &B/ / \ \ &G """" &Y_________ _____&B: / \ : &Y ______ ______ &Y__ ____/___________(_&B| /&Y_____&B\ |&Y_____ ______ ____ /_____ / &Y_ / __ __ ___/__ /&B\ /&Y__/__ &B\ /&Y/ __ \_ __ `/__ //_/__ __ &Y/ /_/ / _ / _ / &B) |&Y_ ) _ / &B| (&Y/ / / // /_/ / _ ,< _ / / &Y\____/ /_/ /_/ &B/ |&Y_/ /_/ /&B| \&Y/ /_/ \__,_/ /_/|_| /_/ /_ &G \ | | / &G ) | | ( &G _.-'` \ / `'-._ &G :________/ \________; ~ 1 GROUNDING~ Syntax: c grounding Grounding renders the victim resistant to electricity attacks. This spell may not be used on a target. ~ 54 GROUNDROT~ Syntax: oset <item> flag groundrot This will make the item have a timer and "poof" if on the ground. ~ 63 'GROUP DISPALY~ . &gLead by Zed [hitpnts] [ magic ] [mvs] [mst] [race] [to lvl] [&G43 -a Dru&g] Zed &w35/94 &C66/80 &g90 &Y-== &gelf In the display, the group leader is listed on the first line as the character the group is following. Lines begin [&wLevel Alignment Class&g] for each char. Classes are displayed by their first three letters. Alignment reads: A... 750+ -a... 350 to 749 +n... 150 to 349 N...-149 to 149 -n...-349 to -150 +s...-749 to -350 S...-1000 to -750 &w[hitpnts]&g lists current hps followed by maximum hps for each character. Current hitpoints under 40% of maximum will be displayed in yellow, while current hitpoints under 25% will be displayed in flashing red. &w[ magic ]&g lists current magic points (mana or blood) followed by maximum magic points for each character. Warrior mana is not displayed. &w[mvs]&g lists current moves only. &w[mst]&g tracks mentalstate. A normal or near-normal state, where the char is neither tired (negative mentalstate) or delirious (high), is represented by a === bar. As mentalstate lifts into delirium, sections are replaced with +, the greater the number of +'s the more delirious the char. As mentalstate sinks below into exhaustion, sections of the bar are replaced with -, the more -'s the greater the greater the character's exhaustion. &w[race]&g is the character's race. &w[to lvl] &gdisplays exp required to attain the next level (non-Avatars only) ~ -1 'GROUP DISPLAY~ . &gFollowing Zed [hitpnts] [ magic ] [mvs] [mst] [race] [to lvl] [&G43- A Dru&g] Zed &w35/94 &C66/80 &G90 &Y-== &GElf &g Each line begins with the [&wLevel Alignment Class&g] for each char. Classes are displayed by their first three letters. Alignment reads: A... 750+ -A... 350 to 749 +N... 150 to 349 N...-149 to 149 -N...-349 to -150 +S...-749 to -350 S...-1000 to -750 &w[hitpnts]&g lists current hitpoints for each character: Current hitpoints under 40% of maximum will be displayed in yellow, while current hitpoints under 25% will be displayed in flashing red. &w[ magic ]&g lists current magic points (mana or blood) followed by maximum magic points for each character. Warrior mana is not displayed. &w[mst]&g tracks mentalstate. A normal or near-normal state, where the char is neither tired (negative mentalstate) or delirious (high), is represented by a === bar. As mentalstate lifts into delirium, sections are replaced with +, the greater the number of +'s the more delirious the char. As mentalstate sinks below into exhaustion, sections of the bar are replaced with -, the more -'s the greater the character's exhaustion. &w[mvs]&g lists current moves only &w[race]&g is the character's race. &w[to lvl] &gdisplays exp required to attain the next level (non-Avatars only) ~ 63 'GROUP DISPLAYER'~ ~ 1 GROUP GROUPING~ Syntax: group <character>, group all, group, group disband 'Group <character>' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If character is already a member of your group, 'group <character>' again to remove them from your party. Removing the character from the group does not stop them from following you, however. A character can also leave a group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. 'Group all' groups all eligible players following you in the room. 'Group disband' allows the leader to disband his group (members will stop following and are ungrouped). You may group only characters within eight levels of your own. See section 18 of your Adventurer's Guide for more information on groups and grouping. See also GROUP DISPLAY ~ 55 GRUB~ .Here is some reference data you will need in order to use GRUB. Sex Class Race Fields Clans Councils 0 Neutral 0 Mage 0 Human Name 1 Guild 1 CoE 1 Male 1 Cleric 1 Elf Sex 2 DS 2 -- 2 Female 2 Thief 2 Dwarf Class 3 MS 3 NC 3 Warrior 3 Halfling Race 4 RB 4 VC 4 Vampire 4 Pixie Level 5 AR 5 PK 5 Druid 5 Vampire Room 6 Bru 6 QC 6 Ranger 6 Half Ogre Gold 7 Las 7 Neo 7 Augurer 7 Half Orc Clan 8 Nos 8 CC 8 Paladin 8 Half Troll Council 9 Tre 9 AC 9 Nephandi 9 Half Elf Site 10 Ven 10 TS 10 Gith Last 11 Inc 11 Drow Pkill 12 Baa 12 Sea-elf 13 Rol 12 Lizard 14 Asc 14 Gnome 15 Dae 16 Pho 17 Ill 18 Mer 19 Ana grub 20 pkill=y class=5 Display 20 Druid pkillers grub 20 level=2 last<=970120 Display 20 L2 players absent since 970120 grub 20 level>=20 level<=30 Display 20 players levels 20 thru 30 grub 0 level=2 Count the number of level 2 players grub 20 level>50 gold>100000 Display 20 imms with more than 100k gold grub 50 damroll>100 sex=2 Display 50 females with damroll>150 grub 0 class=5 damroll>150 Count the number of druids with damroll>100 grub 20 site<>123.456.789 Display 20 players from site 123.456.789 grub 10 class=0 race=2 Display 10 dwarven mages grub 1 name=Joe Display Joe's info grub 20 room=7070 class=0 Display 20 mages who logged off in 7070 grub 0 class!=2 class!=3 class!=4 Count the number of mana users You always need to specify the number of lines you want displayed. The reason for that is that we don't want to ask for a list and then get surprised to find that it's 15,000 lines long. You can get a count of the players that match your criteria by requesting zero lines. GRUB will tell you how many lines there are in the list no matter how many you ask to display. So if there are 15,000 players that meet your criteria and you ask for the first ten, GRUB will tell you there are 15,000 in total but will only show you the first ten. See also: HELP 'GRUB EXAMPLES' and HELP GRUB2 ~ 55 'GRUB EXAMPLES'~ Here are some examples illustrating common usages: Example: grub 20 or hitroll>150 damroll>150 gold>200000000 Suppose you want to search for "suspicious players". Suppose you want to see players who have more than 200 million gold or whose damroll exceeds 150 or whose hitroll exceeds 150 you can do that as follows: Normally GRUB lists players who satisfy all the conditions you specify. But it can also be used like this to list players who satisfy any one of the conditions. The operand "or" ensures GRUB will list players who satisfy any one of the conditions. If you had specified: grub 20 hitroll>150 damroll>150 gold>200000000 That would show you players whose hitroll exceeds 150 and whose damroll exceeds 150 and whose gold exceeds 200 million. It would be a much smaller list and you would miss many suspicous players. Example: grub 20 name>ska name<skb room>=21000 room<=21499 Suppose someone complains that a player with a name like "Skathamaga" picked up some of their eq and promptly quit the game. The player isn't sure of the exact name of the thief but is sure it starts with "Ska". The thief quit the game somewhere in New Darkhaven (vnums 21000-21499). This example will show you players whose name starts with "Ska" and who last quit the mud somewhere in New Darkhaven. ~ 55 GRUB2~ Syntax: grub # <or> field operator ## <field operator ##> Where: &g# &GAny valid number. &g<or> &GUsed with multiple expressions to denote that only one of them need be true. &gField &GName, Sex, Class, Race, Level, Room, Gold, Hitroll, Damroll, Site, Last, Pkill. &gOperator &GValid operators are: = != > < >= <= &g## &GNumeric except for Name and Pkill. For name it is a full or partial name. For Pkill it is a Y or N. &GLast is: &WExpressed as "YYMMDD". ie, 970122 is Jan. 22/97. &GSex is: &W0 Neutral 1 Male 2 Female &GClass is: &W0 Mage 1 Cleric 2 Thief 3 Warrior 4 Vampire 5 Druid 6 Ranger 7 Augurer &GRace is: &W0 Human 1 Elf 2 Dwarf 3 Halfling 4 Pixie 5 Vampire 6 Half Ogre 7 Half Orc 8 Half Troll 9 Half Elf 10 Gith&w &GYou can have more than one conditional expression in a Grub search. "And" is assumed unless "or" is placed before the arguements. ie: &W Grub 10 class=3 sex=2 (Gives back a list of 10 female warriors) Grub 10 or class=3 sex=2 (Gives back a list of 10 characters that are either female, or warriors). You must always specify how many lines the Grub will produce. This prevents your getting a list 15000+ lines long. &YSee also: &W'GRUB EXAMPLES', OGRUB ~ 1 GTELL ; REPLY SAY TELL~ Syntax: say <message> Syntax: sayto <target> <message> Syntax: gtell <message> Syntax: tell <target> <message> Syntax: whisper <target> <message> Syntax: reply <message> Syntax: retell <message> All of these commands send messages to other players. - SAY sends a message to all awake players in your room. The ' (single quote) character is a synonym for SAY. - SAYTO sends a message to a particular player in your room, and is seen by all awake players in your room. The synonym for SAYTO is the < character. - GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping, stunned or dying. The ; (semicolon) character is a synonym for GTELL. - TELL sends a private message to a particular player anywhere in the Realms. - WHISPER sends a private message to another player in your room. Others in the room see only that you are whispering. - 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 players (who appear as "Someone") or switched immortal players. - RETELL sends a REPLY to the last person you sent a TELL to. This is handy for talking to an invisible person if someone else sends you a tell in the middle of your conversation and you can no longer REPLY to the invisible party. See also: SAYTO, WHISPER, RETELL ~ 1 GUEST GUESTS~ Guest immortals are just that: guests from other muds who have been given an immortal level here on the Realms in a type of information exchange. Guest immortals have no authority on the Realms, so please do not ask them to arbitrate your disputes. See also: RETIRED ~ 1 GUIDE~ All players get a copy of The adventurer's guide to the Realms of Despair when they enter the game. To use this guide, type LOOK BOOK. This guide has been created to answer the most commonly asked questions and to give you a general grasp of the commands and rules of the game. This first section of the Guide deals with commonly asked questions. It's advised that you take the time to read this section first if you are new to our Realms. Please enclose in text or subject that you would like a copy of the guide. If you have problems understanding matters in the guide type: &BHELP NC ~ 2 GUILD GUILDS~ Guilds are special organizations for each class within the realms. Belonging to a Guild has many advantages, such as gaining new knowledge of your class, making new friends in the Realms, exciting quests, the great feeling of helping other players, and many other aspects of Guild life make being in a Guild a memorable experience. Each Guild has its own separate headquarter with a healer, a practice room, a Guild store, and many other rooms that makes each Guild unique unto itself. Membership in a Guild is not something that is easily obtained, and you must be a law-abiding player. Deadly players are not allowed to join Guilds. There are rules within each Guild, and along with these rules, you must follow the rules of the Realms of Despair. To gain entry into a Guild, you should find the recruiting office of that guild, then read the recruiting board which you will find there. The board will contain instructions and rules about joining the guild and instructions on how to obtain a guide to the guild. To find out who is on from a Guild, type "who 'Guild of *****'. For example, if you are a Druid, and you wish to find out who is on from the Guild of Druids, type "who 'Guild of Druids'", and you will be given a list of players that belong to the Guild. Type &Ghelp guild rules&w for a list of rules about Guild equipment and items. You can also use 'guilds <guild name>' to view information about the specified guild. Type 'guilds' to see a list of existing guilds. ~ 2 'GUILD RULES'~ . &RIt is illegal to sell, trade, auction or give away Guild items.&w Including potions, pills, scrolls, equipment and containers. Anything you can buy in a Guild house is off limits for selling. If you are found to be trading in these illegal items, you stand the chance of not only being outcast from your Guild, but your Guild may lose the ability to sell those items. Please do not engage in buying such items either, as the Immortals reserve the right to remove Guild items from ANY person not belonging to that Guild. Just because you can buy it on the "black market" does not mean the Immortals will allow you to keep it. If you are in doubt whether an item is a Guild item, you are free to ask an Immortal. Most Guild items have the name "guild" on it when you use identify. There are rules that are specific to Guilds. If you are not sure if something is legal or illegal within your Guild, please contact a leader. ~ 0 GUILDTALK~ Syntax: guildtalk <message> Provided that you are in a Guild, guildtalk will send the message to all members currently online. ~ 58 GWHERE~ &r----------------------------------------------------------- &wSYNTAX: &ggwhere gwhere <low> <high> gwhere <low> <high> mobs &wDESCRIPTION: &gThe GWHERE command displays a global location list of the targets specified; name of target and level, vnum/name of room, and name of area are all displayed, where <low><high> indicates the level of the players or MOBs. If level criterias are note defined, all will be displayed. &r----------------------------------------------------------- &YSEE ALSO: &wGFIGHTING ~ 0 HALF-ELF HALFELF HALFELVES~ These beautiful creatures are the result of the mixing of human and Elven blood in ages past, and have so freely intermingled in the open societies of the Realms since their inception that their mixed heritage is of no consequence. Though not as tall as the pure Elf, they are nevertheless a rather tall race ranging from five feet six inches to six feet five inches in height. They additionally carry a slightly more musculature build than the pure Elf. Though the half-elf is not as intelligent as the pure-blooded Elf, nor as hardy as the full-blooded human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. The beautiful almond eyes of the half-elf enable them to &Gdiscern objects in the darkness&w, and they have an inherent &Gresistance to cold&w. Half-Elves can follow the ways of the following classes: Mage Cleric Thief Warrior Vampire Druid Ranger Paladin Half-Elves gain experience on a scale of normal rate * 1.04. ~ 0 HALF-OGRE HALFOGRE~ The half-ogre is a result of forced breeding in the dark time with humans, when pure-blooded Ogres were known for raping and looting human villages. Like other half-breeds, the half-ogre was shunned by the full-blooded Ogre race and eventually loosely assimilated with the human civilizations in the lands surrounding New Darkhaven. Half-ogres stand roughly upright, range from six to almost nine feet height, and even females generally pack well over 300 pounds on their immense frames. Most are relatively hairless, and their bodies are instead covered with small, boney growths. Their disproportionately long limbs lend a somewhat simian appearance. Half-ogres inherit great physical abilities: an good aptitude for aggression, inherent &Ginfravision&w to assist in travel through darkness, and though smaller than pure-bred Ogres the half-ogre nevertheless boasts &Gawesome strength&w. All in all, the race is best-suited for the role of pure fighter. Half-ogres can follow the ways of the following classes: Thief Warrior Vampire Half-ogres gain experience on a scale of normal rate * 0.92. The half-ogre nation lies at Opallinoc in the northern plains. See also: OPALLINOC ~ 0 HALF-ORC HALF-ORCS HALFORC HALFORCS~ &wA recent mingling of Orcish and Human blood arising as the darker races have encroached further upon the remaining settled areas, most members of this half-blooded race are distinctly more Orcish than Human in both appearance and behavior. Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually retain their wider bodies, longer, bowed limbs and heavier musculature. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes; below a snout-like noses opens a maw filled with crooked fangs; dark skin emanating a rancid odor; their presence disgusts civilized races. Large and dull of wit, with broad bodies, their poor mental and physical dexterity is offset by an iron constitution. Though some have dabbled in the sorcerous arts due to their human influence, brute combat is still the natural call which stirs in the soul of the Half-Orc. All Half-Orcs possess &Ginfravision&w, and most stand from five to seven feet tall and averaging two hundred pounds. An altogether fearsome race. Half-Orc's can follow the ways of the following classes: Thief Warrior Vampire Half-Orc's gain experience on a scale of normal rate * 0.94. ~ 0 HALF-TROLL HALFTROLL~ An intermingling (carried out in the darker lands of the Realms) of the blood of the Troll with that of Humans, the Half-troll is as deadly as it is hideous. Though considerably smaller than full-blood Trolls, the Half-troll often stands well over eight feet in height and carries over three hundred pounds on its heavily-muscled frame. Owing in part to the black blood which courses through their heavy veins, the heavily-scaled skin of the Half-troll ranges in color from a charcoal grey to a deep, blackish green. Half-trolls revel in the fright of their appearance, often wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to accentuate the effect. Though naturally of low wisdom, the race was sorcerously imbued with a wicked intelligence and the ability to see naturally in the darkness. Half-trolls usually make poor pure magic users, and suffer from an unusually low dexterity. Yet their boundless energy and high intellect create one of the most cunning physical beasts of the Realms in experienced hands. Half-trolls are all but immune to most poisons. Half-Trolls can follow the ways of the following classes: Thief Warrior Vampire Augurer Half-Trolls gain experience on a scale of normal rate * 0.90. ~ 0 HALFLING HALFLINGS~ Stout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled with a surprising determination makes them a curious (though somewhat underpowered) ally. Individuals have compact bodies and thick, long limbs, and usually have very hairy feet. Eye colors range from blue to brown to green, and any shade inbetween. Halflings have an &Ginnate ability to detect evil&w around them, as well as uncanny &Gability to sneak&w unseen. Halflings can follow the ways of the following classes: Thief Warrior Vampire Ranger Halflings gain experience on a scale of normal rate * 1.02. ~ 1 HALLUCINATE~ Syntax : cast hallucinate <victim> <msg> The power to invade one's mind and cause them to see what you wish them to. ~ 1 'HAON DOR'~ Recommended level range: 5 - 10 The immense forest of Haon Dor stretches westward from Darkhaven, swallowing much of Despair's western landscape. It is a dangerous forest, populated by many aggressive creatures: wargs and wolves among them. A single beast rules the forest, given the name Froghemoth by those who have survived its wrath. Obvious paths to the Shire, Old Marsh and the city of Solace can be found in Haon Dor, as well as hidden ones to various other places in Despair. ~ 1 'HAUNTED HOUSE'~ Recommended level range: 20 - 50 Should you stumble into a lonely inn one night, seeking a hot meal and a place to rest, it is quite possible that you will hear a bard tell the story of a strange, mystical house that was inhabited by an evil, eccentric sorceror. Murdered by one of the very beasts he created, the house was left abandoned to be overrun by the strange beings spawned by the sorceror. It is rumoured that the house even nowadays remains haunted by these odd, powerful creatures. The house now lies in the midst of the Midway of Despair, open for all those adventurers who are brave (or foolish) enough to enter. ~ 1 HEADBUTT~ Syntax: headbutt Headbutt is a skill that is performed exactly as the name implies; by employing ones head as a weapon to their opponent. If successful, the skill inflicts damage to the main opponent. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 54 HEDIT~ Syntax: hedit [help topic] This command allows you to edit a help topic. If the specified help topic does not exist, it will be created for you. The default help page (summary) will be selected if you do not specify a page. NOTE - Always, when creating a new help entry, type Help <new entry name> prior to creating your entry. A pre-existing help file associated with that keyword may already exist. &Y Colors &wcan now be added to help files using the same command set that changes a player's prompt. &bMultiple &Ycolor &wcombinations can be set on a given line including ^bbackground^x colors. However there are a couple of quirks to take note of: &Y 1) At the very least, the first character of a help file cannot be either the symbol '&&' or the symbol '^^'. 2) Color changes have to be separated by at least one character. ie, '&&Y.^^r' will work, '&&Y^^r' will cause problems. 3) Color codes are imbedded within text and _do_ count in note buffers for line length. ie, watch out for <Long Line Trimmed>. &w Colors should be used to &Yenhance &wthe help file, or specific parts of the help file. Tact and restraint should be used if considering the use of colors. See HSET, PCOLORS. ~ 51 HELL UNHELL~ Syntax: hell <character> <number> <hours or days> Syntax: unhell <character> The hell command sends a character to hell for a given period of time. It automatically releases the character when their time has been served. Upon being helled, the character receives the message, "The immortals are not pleased with your actions. You shall remain in hell for <time period>". Hell takes arguments of either hours or days. To hell someone for 3 hours, "hell <character> 3 hours". To hell someone for three days, "hell <character> 3 days". Hell will default to hours if hours or days is not specified. You may not hell someone for more than thirty days with the hell command. To release a player from hell, simply "unhell <character>". ~ 0 HELP HELPFILES HELPFILE~ The helpfile system of the Realms of Despair has been created to aid game play as well as provide valuable information for players. To access these files, type HELP topic and the information will appear. If no help is available on that topic, similar helpfiles will be suggested. A list of sample topics can be seen under HELP START. Before asking a question on a public channel or requesting help from another player, try looking up the helpfile. For example, try HELP LEVERS. ~ 60 HELP KONTAUR~ Recommended level range: 25 - 50 Among the most corrupt of the lands of Despair, is Kontaur, which lies south of the Old Marsh. Once a lush forest filled with wild vegetation and beautiful sylvan and elven races, it is now the heart of evil in the southern lands. The cause of the land's devastation is not completely known. Sages believe that either Laschte or Vl'arescht opened a gate to a race of astral travelers known as the Carnifex, which brought legions of balrogs to Despair long ago. The balrogs waged war against all sentient races, seeking to destroy at the leisure of their masters. The avatars of Darkhaven were truly oppressed and fought for their very lives against this evil army. After years of war, the Carnifex were finally driven across the Pits of Banishment and into a legendary castle from which they could not escape. Without their masters' guidance, the balrogs lost their edge and began losing the war. They retreated to Kontaur, the first realm they had conquered, and erected a castle. Although there have been many attempts to destroy the Balrog race, none have succeeded. Many new races have come to the forests of Kontaur recently, and made the Realms even more perilous. Foul pixie that were corrupted by Laschte, savage beastmen and, Vl'arescht's creation, the moblins, all guard paths to and from the kontaur castle. Yet there lies a shining hope in this foul land, for A'enaar lifted her hand and protected a tribe of forest elves known as the Misinkii. ~ 64 HELP LAW~ ~ 1 HERBS HERB~ The names of current herbs have been changed to the following: a small dusk of timian herbs - black cohosh some bluish herbs - elder flowers some purplish herbs - belladonna some blackish herbs - linden flowers some grayish herbs - poison ivy some reddish herbs - tamarind herbs some orangish herbs - bay leaves some pinkish herbs - callamus 11 herbs and spices - caeduceus herbs green herbs - kingsfoil clear white herbs - ringwort ~ 2 HERNE~ . . . .o . . o. . .dp do ob qb. . o qOb . .dO Ob, . dOp o dO. qOb .db oOOo oOOo db. dOp .Ob qOOb._ _.dOOOb dOOOOOo. .oOOOOOb dOOOb._ _.dOOp OOOOOOOOOOOOOOOOOOVOOOOOOOOOo. .oOOOOOOOOOVOOOOOOOOOOOOOOOOOO `OOOOOOOOOOOOOOOOOOO' `oOOOo oOOOo' `OOOOOOOOOOOOOOOOOOO' `OOOOOOOOOO' `OO' * `qOvOp' * `OO' `OOOOOOOOOO' `O. .dO|Ob. .O' )Ob. .dbo.dO'`v'`Ob.odb. .dO( ,dOOOOOOOOOOb dOOOOOOOOOOb. dOOOOOOOOOOP' . `9OOOOOOOOOOb dOOOOOOOOOOOb d|b dOOOOOOOOOOOb qOOO' `OOOOb.dO|Ob.dOOOO' `OOOp `' OOOOOO( )OOOOOO `' )OOOOOo`v'oOOOOO( OO`O'`O O'`O`OO O< O ` ' O >O `O ` ' O' ` ' ~ 1 HEZEKIAH HEZEKIAHS 'HEZEKIAHS CURE' HEZEKIAH'S~ Syntax: c 'hezekiahs cure' <target> c hezekiahs <target> Hezekiah was a great Paladin for whom the Gods showed great pleasure. As a reminder of his greatness, the Gods granted a spell in his honor. The spell brings about a mild cure to the wounded, with the use of the Paladin Holy Symbol. ~ 1 HIDE SNEAK VISIBLE~ Syntax: hide Syntax: sneak Syntax: visible If you successfully hide, creatures cannot see you unless they are affected by 'detect hidden'. Player characters can detect you, however. If you successfully sneak, you can move from place to place without being noticed by other player characters. If you flee, you will stop sneaking and will have to 'sneak' again. In order to either hide or sneak successfully, you will have to practice the appropriate skill. Visible (vis) cancels your hiding and sneaking, as well as any invisibility, effectively making you visible again to all. ~ 1 'HIGH TOWER OF SORCERY'~ Recommended level range: 10 - 30 Ages ago, when the mortals of Despair were still experimenting with magic, a coven of archmages deemed that the use of magic needed to be learned and controlled to avoid terrible disasters. Thus the Guild of Mages was created, along with the High Tower of Sorcery. After many attacks from the beings of Darkness, the mages also found it necessary to weave a powerful grove of shadows around the Tower, so that only the stoutest adventurers could reach them. Since that time, the mages of Despair, led by the powerful Mistress of Magic, have attempted to grasp the idea of magic and understand how it truly works. Recently, the Guild has gained such respect that Duke Luther has permitted the building of a Tower of Sorcery in Darkhaven. ~ 1 HIGHLANDERS~ &g /--\/--\/--\/--\/--\/--\/--\/--\/--\/--\/--\/--\/--\/--\ &g| /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\ | &g|&W _ _ _&g/\/ /\/ &W_&g\/ /\&W_ &g/\/ /\/ /\/ /\/ &W_&g\/ /\/ /\/ /\/ | &g &W| || |(_) __ _ | |_ | | __ _ _ _ __| | ___ _ _ ___ &g &W| __ || |/ _` || ' \ | |/ _` || ' \ / _` |/ -_)| '_|(_-< &g|&W|_||_||_|\__, ||_||_||_|\__,_||_||_|\__,_|\___||_| /__/&g| &g| \/ /\/ /&W|___/&g/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ | &g \__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/ &wFrom all over the Realms, the fiercest fighters join together &wto form the barbarian horde known as the Highlanders. Shrouded &wwithin thick fog, the large, fabled Fortress of Forever stands &won a secret hilltop, screams of pain echoing from within its &wthick stone walls. &wIt is rumored that the Highlanders possess a special gift, &wgranted them by their deity, Drachenfeld. Unto members of &whis band, he has granted them the power of immortality. If a &wHighlander is beheaded, only then will they cease to exist. &wIf they are not beheaded, however, their body will lay quiet &wbut for a moment until their chests rise and fall with breath &wagain as they arise anew to seek revenge upon their enemies. &wThe Highlanders have a rage for blood, death and carnage. &wThey are driven by the vision that there can be only one. &wAnd in the end, it will be... The Highlanders. &g| \/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ /\/ | &g \__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/\__/ ~ 1 HINT HINTS~ The new hint system displays a random hint or tip, many based on the level range of the viewing character. The hint system can be toggled using the 'hints' command, or it can be set within the 'config' menu (config +/- hints). New hints can be submitted for review using the 'hintsubmit' command. ~ 2 HINTSUBMIT~ Syntax: hintsubmit <message> This command enters your suggestion into a file for review by Newbie Council members and higher immortals for possible inclusion into the new 'Hints' system. ~ 51 HISTORY~ At the Dawn of Time, Thoric made The First World, and elevated a hundred mortals to godhood through divine ascension. The universe outside of The First World slowly began to take shape, order being formed from chaos with the guidance of The Hundred. The Supreme Entity then receded from the vision of all mortals, for they held little sway over his creation. Soon after, dozens of worlds were created, each one looked over by a small pantheon of deities. It was the Age of Peace. There was no enmity between the Gods, for all understood the importance of Balance. For thirty thousand years, the universe knew bliss - until the Lord of Darkness struck. The Dark was one of The Hundred whom Thoric held in good favor, and convened with regularly. This God detested the need to bicker and discuss its plans with others, and thus plotted to eliminate the other Gods so that it may rule supreme. Exploiting the silver magicks of Limbo, it weaved a plane named Es'tilith. It then spent a thousand years convincing Thoric that a "prison plane", made to house traitorous Gods, was needed - a place where those who broke the Codex of Thoric could be kept for eternity. Thoric finally complied, and enchanted the prison plane with the magicks necessary. The Lord of Darkness then summoned The Hundred in a display of magic that will never be equaled. The Dark presented his void of retention to the other gods as 'an unknown curiousity', encouraging The Hundred to explore the plane. The Hundred, who greatly feared the wrath of The Dark, entered Es'tilith, becoming trapped for eternity. Then the Age of Plea began. ~ 51 HISTORY2~ For thirty thousand years, the trapped Gods pleaded to Thoric for freedom, while The Dark weaved its lies across the mortal worlds, watching peace turn to war, order to chaos. Thoric eventually acknowledged their cries and declared that The Lord of Darkness' treachery was fate, and the Thousand would remain forever trapped in Es'Tilith. The Supreme Entity then gave The Lord of Darkness leave to destroy and remake the universe in his own vision. And so the universe was destroyed. Comforting Oblivion now reigned over all. This peace did not last long however, as a powerful backlash formed from The Lord of Darkness' wild magicks -- a strange intelligent entity composed of the very essence of magic. It quickly morphed itself into a new land -- giving birth to the Second World. As no life existed on this new world of sand, a monument to commemorate life was grown first, which was called "The Tree of Life". Unexpectedly, from this tree sprung creatures of all types - similar in appearance to life before The Dark wielded Oblivion. New lands were created, and these slowly spread outward from the Tree. Cities were founded, and life began anew. The Tree also blessed some beings with knowledge of the Old Ways. These few mortals learned about the Lost Gods, and many took to worshipping them. The Dark eventually discovered this seed of Life within the vast void and, with a mere divine thought, attempted to destroy it. As it was about to eradicate the remains of this unnamed world, Thoric halted The Darks hand, deeming that none would interfere with this interesting offspring of magic. The Dark, ironically, was given the task of overseeing this world -- Despair. ~ 51 HISTORY3~ Despair began as a world of natural splendor, yet has now been corrupted over the ages by The Dark, and the Gods it has raised through divine ascension. The peaceful mortals of this gothic world now find themselves pressed into eternal war against The Dark. Beings of Light have become increasingly rare, and under the guidance of a new goddess, A'enaar, a great resistance has bound together -- the five towns light -- Solace, Ofcol, New Thalos, Ocean Keep and Darkhaven. All the other Realms of Despair have fallen, and thus does Good's hope falter and wither... ~ 51 HITALL~ Syntax: hitall Hitall is a fighter skill that will start a fight by hitting all the opponents in the room. For nondeadly characters, the 'opponents' means mobs, for deadlies it means all the deadly players in the room. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 53 HITROLL~ This leads us to topic number two. Hitroll. Once again, going back to table top days, hitroll would have been more commonly called the sum of your hit modifiers. You sit at the table, or stand if you're really excited, and roll your 20 sided die. Your thac0 is 12 and the mob you are fighting has an armor class of -7. You actually want to kill your partner, because he's got a thac0 of 4 and has a much better chance of hitting this thing, but you meanwhile are about ready to become monster fodder. You are PRAYING for a critical hit, but alas, it wasn't to be. You rolled a 14. Best armor class you woulda hit was a -2. The table laughs at you. You sulk. "But Wait!" shouts the DM as you look up with hopeful eyes. That sword you found has a +3 hit modifier, and the shield you are wearing has a +2 hit modifier. You do some math, you ADD those (+5) to your die roll (14), and voila! You've in all actuality rolled a 19! You hit! Whoopeee! So how does hitroll compare? Quite simply, the code does essentially the same thing. A player attacks a mob, the almighty DM, SMAUG, rolls his die for him, subtracts his hitroll from his thac0 (or adds it to his die roll) and spits out his chance of hitting the creature. NOTE: A player cannot add hit modifiers to his die roll to cause a "critical hit" or "critical miss". Those must occur on the die roll. SEE FIRST: HELP THAC0 SEE NEXT: HELP CONCLUSIONS ~ 1 HITROLL HR~ Represents your chances of hitting your opponent. The higher the number, the better. ~ 1 HLIST~ Syntax: hlist <low level range> <high level range> This command will give you a listing of available help files. The list is in alphabetical order based on the first triggering keyword. While this command was initially designed as a maintenance tool to help us track help files, it is also available to players so that they can capture a listing of the help files available to them. Note - You may only view help files that are coded for viewing by your level or lower. Note - The list of help files is quite extensive, and the command does not as yet have a way to filter/shorten the list. Screen capture is, at present, your only recourse. ~ 2 HOERKIN~ . .&C'\ /`. .'.-.`-'.-.`. ..._: .-. .-. :_... .' '-.(&Yo&C ) (&Yo&C ).-' `. : _ _ _`-(_)-`_ _ _ : : /: ' .-=_ _=-. ` ;\ : : &w:|-.._ ' ` _..-|&C: : : &w`:| |`:-:-.-:-:'| |:'&C : `. &w`.| | | | | | |.'&C .' `. &w`-:_| | |_:-'&C .' `-._ &w ```` &C_.-' ``-------'' &GHoerkin - Imm of the week May 28 - June 3, 2001 Imm of the Week - December 23 to December 29 ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: remove all Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will cause you to take an object from your inventory and use it as equipment: HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons. 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. WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory. REMOVE will take an object from your equipment and place it into inventory. REMOVE ALL will remove all your equipment and place it into inventory. ~ 1 'HOLY GROVE'~ Recommended level range: 5 - 20 To the east of Darkhaven is the holy grove. A spiritual place populated by peaceful creatures and numerous druids, the only danger in this holy place is the danger you bring with you. The entrance to a portal through time itself can also be found in the grove, though many an adventurer has been lost forever while crossing through time... ~ 1 'HOLY SANCTITY'~ Syntax: c 'holy sanctity' This spell casts sanctuary on every member of the cleric's group. ~ 51 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. When an immortal is INVIS, they will have a flag on the who list which indicates their level of invisibility, such as (51) for INVIS 51. A similar flag will also appear when you 'LOOK' in a room - this flag will say (Invis 51). HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 1 HOMEBUY~ Syntax: homebuy <argument> Where the argument is one of: list show <# of auction item> bid <# of auction item> <amount> Using these commands you can determine which house you would like to purchase. Inside the "homebuy list", an (a) next to the name of a house indicates that it is an apartment. Apartments differ from houses in that apartments can only be one room and apartments do not save objects inside. Sellers of houses not bid on will be charged up to a 20% gold penalty. Bidders on houses that cannot support the bid by gold on their character at time of sale will be charged up to a 20% penalty. The house is then placed back on auction. Once the bid reaches maximum amount of gold possible to be bid, the sale will be closed. If you are the bidder or the seller and are not online at time of sale, your gold will be adjusted automatically while you are offline. &YNote: &wHouses may only be purchased by Avatars. See Also: HOUSE, SELLHOUSE, ACCESSORIES, HOUSING ~ 62 HOMEBUYCREATION~ 1. Create a room, with appropriate exits, room flags, etc. Fold. Be sure if the room is not in houses.are it has an available matching onum. 2. homebuy add <vnum> <apartment> (if apartment) homebuy add <vnum> (if house) 3. Reap profits of a grand slumlord. ~ 1 HOMEPAGE~ Syntax: homepage <url> Syntax: homepage clear (removes your homepage setting) Example: homepage http://www.game.org/test.html If you have a web page somewhere, you can use the homepage command to show people a link to that page whenever they select the 'see who's on' link from the Realms of Despair home page. The link will also show up in your statistics to the people who use the Whois command to see information about you. The homepage command becomes available at level 10. See also: EMAIL, ICQ, WHOIS ~ 1 HOMETOWN HOMETOWNS~ Drow - City of Iniquity Dwarves - Qetag's Reach Elves - The Island of Irrybis Gith - Sands of Teracchei Gnomes - Vale of Nidaros Half-Elves - City of Eldestra Half-Ogre - Opallinoc Half-Orc - Mount Krozloy Half-Trolls - The Ruins of T'man Halflings - The Burrows Humans - Keep of Lomar Lizardmen - Tribal Swamplands Pixies - The Village of Reomyr Sea-Elves - Mathlann Lagoon See also helpfiles: IRRYBIS 'RUINS OF T'MAN' 'MATHLANN LAGOON' OPALLINOC 'CITY OF INIQUITY' QETAG 'TRIBAL SWAMPLANDS' NIDAROS REOMYR 'MOUNT KROZLOY' 'THE BURROWS' 'KEEP OF LOMAR' 'CITY OF ELDESTRA' ~ 50 HORRORSHOW~ &r@@@ @@@ @@@@@@ @@@@@@@ @@@@@@@ @@@@@@ @@@@@@@ @@&R! &r@@@ @@&R! &r@@@ @@@ @@@ @@&R! &r@@@ @@&R! &r@@@ @@@ @@@ @&R!!!&r@@@&R! !!! !!&r@ @@@&R!!!! !!!!!&r@@ @@@ &R!!! !!!!!&r@@ &R!!: !!! !!: !!! !!: :!! !!: :!! !!: !!! !!: :!! : : : : :. : : : : : : : : :. : : : : &w||||||| &z;;;&w|||||||||||| &z;;;&w|||||||||| &z;;;&w||||| &z;&w|||| &z,,,,,, &w|||| &z,&w||&z'' ''&w||&z, &z,,&w|||||||&z,,, &w|||&z' &w||| &z,&w||&z'' '&w|||&z,,, ,,&w||&z' &Y&& &w| &w|| &Y&& &z'''.'' &w| &w|||&z, ,,,,,,,'&w||&z','&w||&z',,,,,,, ,&w||| &z,&w||||||||||||||| || &z,&w|&z, &w||||||||||||||||||| &z;&w|||||||||| &z,,&w|||||| ||||| &z'''&w|||||||||| ||||| |||||||||| ||||||| | &z''&w|||| &z' &w|| &z,&w|||||||||| &z' &w|||||| ||| &z,&w||&z''',,, ;'' ;', ,,, &w| | &z,, &w|&z' ;&w| &z' ; '&w| |&z' ,, ;&w| &z' ' ;&w| &r@@@@@@ @@@ @@@ @@@@@@ @@@ @@@ @@@ &R!&r@@ @@&R! &r@@@ @@&R! &r@@@ @@&R! &r@@&R! &r@@&R! !&r@@&R!! &r@@@&R!!!&r@&R! !!&r@ &R!!&r@ @@&R! !!&r@ @&R!&r@ &R!:! !!: !!! !!: !!! !: !!: !! ::.: : : : : : :. : ::.: ::: &r @@@@@@ &r@@ @@@ &R .!!&r@&R! &R !!: &R:.:: ::: &WSee also: &rHelp HoRRoRSHoW Info, Help HoRRoRSHoW Rules, Help HoRRoRSHoW Qualifiers.&w ~ 50 'HORRORSHOW INFO'~ &x.&z :::!-!!!!!:. .xUHWH!! !!?M88WHX:. .X*#M@$!! !X!M$$$$$$WWx:. :!!!!!!?H! :!$!$$$$$$$$$$8X: !!- -:-!! :-!$!#$$$$$$$$$$8X: !-::!H!< -.U$X!?R$$$$$$$$MM! -!-!!!!-- .:XW$$$U!!?$$$$$$RMM! !:--- .:!M"T#$$$$WX??#MRRMMM! -?WuxiW*` `"#$$$$8!!!!??!!! :X- M$$$$ &Y&& &z`"T#$T-!8$WUXU- :%` -#$$$m: -!- ?$$$$$$ :!`.- -T$$$$8xx. .xWW- -""##*" ..... ---:<` ! -?T#$$@@W@*?$$ &Y&& &z/` W$@@M!!! .!-- !! .:XUW$W!- `"-: : #"--`.:x%`!! !H: !WM$$$$Ti.: .!WUn+!` :::-:!!`:X- .: ?H.!u "$$$B$$$!W:U!T$$M- .-- :X@!.-- ?@WTWo("*$$$W$TH$! ` Wi.-!X$?!-- : ?$$$B$Wu("**$RM! $R@i.-- ! : -$$$$$B$$en:`` ?MXT@Wx.- : / -"##*$$$$M- $$$$" &RWhat is the &WHoRRoRSHoW&R, you ask? Well, let me try to elucidate. The &WHoRRoRSHoW &Ris an assemblage of animas for the purpose of pleasing the Enigmatic Gods. To let some blood. How do you play, you may ask? Simple really: Qualify, pick a cohort and show up at the specified time to do battle. Qualify by being online and fulfill whichever mini-quest is run for the purpose. Ten qualifying teams will compete for the final clash approximately five weeks from the beginning of the &WHoRRoRSHoW &R- the triumphant team from each round goes to the final, eight teams per round. (Qualifying teams from each round are exempt from participating in any further qualifiers.) If your team does not qualify in a round, you may try again in the next round. &WSee also: &rHelp HoRRoRSHoW Rules, Help HoRRoRSHoW Qualifiers.&w ~ 50 'HORRORSHOW QUALIFIERS 2001'~ &x. &r___ _ _ __ _ / _ \ _ _ __ _| (_)/ _(_)___ _ _ ___ | (_) | || / _` | | | _| / -_) '_(_-< \__\_\\_,_\__,_|_|_|_| |_\___|_| /__/ &r-&R=&Y> &WTeam One : Fernok and Aramina &Y<&R=&r- &r-&R=&Y> &WTeam Two : Zuwarah and Eric &Y<&R=&r- &r-&R=&Y> &WTeam Three: Xarat and Hayama &Y<&R=&r- &r-&R=&Y> &WTeam Four : Bategal and Gafezyx &Y<&R=&r- &r-&R=&Y> &WTeam Five : Cobblepot &Y<&R=&r- &r-&R=&Y> &WTeam Six : Zentharax and Faandax &Y<&R=&r- &r-&R=&Y> &WTeam Seven: Watmalyji and Fraenklin&Y<&R=&r- &r-&R=&Y> &WTeam Eight: Azrielle and Satori &Y<&R=&r- &r-&R=&Y> &WTeam Nine : Ferokonon and Baleg &Y<&R=&r- &r-&R=&Y> &WTeam Ten : Garnolyon and Duncan &Y<&R=&r- &r-&R=&Y> &WWinner: Satori &Y<&R=&r- &WSee also: &rHelp HoRRoRSHoW Info, Help HoRRoRSHoW Rules.&w ~ 50 'HORRORSHOW QUALIFIERS'~ &x. &r___ _ _ __ _ / _ \ _ _ __ _| (_)/ _(_)___ _ _ ___ | (_) | || / _` | | | _| / -_) '_(_-< \__\_\\_,_\__,_|_|_|_| |_\___|_| /__/ &r-&R=&Y> &WTeam One : &Y<&R=&r- &r-&R=&Y> &WTeam Two : &Y<&R=&r- &r-&R=&Y> &WTeam Three: &Y<&R=&r- &r-&R=&Y> &WTeam Four : &Y<&R=&r- &r-&R=&Y> &WTeam Five : &Y<&R=&r- &r-&R=&Y> &WTeam Six : &Y<&R=&r- &r-&R=&Y> &WTeam Seven: &Y<&R=&r- &r-&R=&Y> &WTeam Eight: &Y<&R=&r- &r-&R=&Y> &WTeam Nine : &Y<&R=&r- &r-&R=&Y> &WTeam Ten : &Y<&R=&r- &WSee also: &rHelp HoRRoRSHoW Info, Help HoRRoRSHoW Rules, &rHelp HoRRoRSHoW Qualifiers 2001.&w ~ 50 'HORRORSHOW RULES'~ &x.&r,-------------------------------------------------,==. / /__ \ \ |(_\ / / &r@@@@@@@ @@@ @@@ @@@ @@@@@@ @@@@@@ &r\-`-' > &r@@&R! &r@@@ @@&R! &r@@@ @@&R! &r@@&R! !&r@@ &r/ } &r@@@&R!!!! &r@@@ &R!&r@@ @@&R! &r@&R!!:!! !&r@@&R!! &r} | &R!!: !!! !:! !!! !:! !!: !!! &r\ \ &R: : : :.:: : : :.: : : :: : ::.: : &r/ } &r{ \ &r/ } &r-&R=&Y> &WNO Use of group commands. &r> > &r-&R=&Y> &WNO Spelldowns. &r/ } &r-&R=&Y> &WNO Disarm. &r} | &r-&R=&Y> &WNO Looting. &r\ \ &r-&R=&Y> &WNO Breath attacks. &r/ } &r-&R=&Y> &WNO Trash talking. &r{ \ &r-&R=&Y> &WNO Poison weapons. &r/ } &r-&R=&Y> &WNO Attack scrolls. &r> | &r-&R=&Y> &WNO Alternate characters: you &r{ } &Wfight with the character you &r> / &Wqualify with. &r/ | &r-&R=&Y> &WNO Substituting partners: if &r| } &Wboth are not present, you may &r/ | &Wfight alone. (Finals Only) &r} / &r-&R=&Y> &WNO Use of deadly skills. &r> / &r-&R=&Y> &WNO Picking up items that don't &r/ | &Wbelong to you. &r} } &r-&R=&Y> &WNO Sacing items that don't &r\ / &Wbelong to you. &r/ \ &r-&R=&Y> &WPieces of Equipment worn by &r} | &Wanyone on a pair who wins a &r| \ &Wqualifying duel may not be &r{ } &Wgiven or lent to a combatant &r/ / &Win a subsequent round. &r| | &r-&R=&Y> &WAvatars Only. &r{____ } |__( \ \ \ / `-------------------------------------------------`==' &WSee also: &rHelp HoRRoRSHoW Info, Help HoRRoRSHoW Qualifiers.&w ~ -1 HOTELS~ Finding affordable accomodation for the reunion has been a difficult task due to the Caribana festival happening in Toronto. Most places have been booked a year in advance, other have doubled their rates. Fortunately we have located some very reasonably priced accomodation very close to the reunion location. The first place is at the Fifth Wheel Truck Stop in Milton. Which is located right at highway 25 and 401 (get off at exit 320) -- 40 Chisholm Drive. The phone number is (905)878-8441. I recommend getting reservations ASAP. The price is about $55 CDN per night (About $35US), and it is about a ten minute drive from the Renaissance Festival. The other affordable location is the Halton Motel located at 3033 Dundas St. West. (which is just a few minutes East of the Highway 403, Dundas exit). The phone number is (905)828-6900. This place is also not far from the Renaissance Festival, and is also located in the same place most of the other activities will be going on. Their rooms are around $53 CDN per night. If you want a more luxurious place to stay, call 1-800-363-6400, and choose either the Airport (especially if you are flying into town) or the Oakville location (which would be closer to the reunion). The "Toronto West" location is also acceptable. ~ 1 HOTELS2~ &G============================================================== Place #4: Halton Motel - Mississauga 3033 Dundas St. W at - Winstonchurchill Blvd. phn - (905) 828-6900 HOURS - Daily 24 hours PRICES - Rooms range from $53.50 to $63.50 PAYMENT TYPES - Visa, Cash ============================================================== Place #5: Monte Carlo Inn Oakville 374 South Service E at - Tafalgar Rd. phn - (905) 849-9500 HOURS - Daily 24 hours PRICES - Rooms range from $89.90 to $99.90 ($10 extra person) PAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks, Discover, Diners Club ============================================================== Place #6: Days Inn Toronto - Mississauga 4635 Tomken Rd. at - Tomken Rd. Eglington Ave. phn - (905) 238-5480 HOURS - Daily 24 hours PRICES - Rooms range from $99.50 ($10 extra person) PAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks, Discover, Diners Club ============================================================== &rFeel free to read the Reunion Note Board located 3 west, south of DH[] ~ 1 HOUSE~ Syntax: house <argument> Where the argument is one of: name <Desired Title of Room> desc addroom <direction> givekey These commands allow you to modify your house in many ways. name - sets the name of the room you are in. desc - places you in writing buffer to set the description of the room you are in. addroom - (houses only) Allows you to add a room to the house. givekey - creates a key to your house in your inventory. Keys are your own responsibility. If you give a key to your home to someone, you give them access to all that is in your house. See Also: HOMEBUY, SELLHOUSE, ACCESSORIES, HOUSING ~ 1 HOUSING~ &GHousing is available at times throughout the Realms. To see the currently &Gavailable housing, type "homebuy list". &GHousing provides mortals with a place to call home. There are two different &Gtypes of housing: apartments and houses. &GHouses have the following features: &GItems are saved that are dropped in them, as with clan storage vaults. Up &Gto 4 rooms may be added to the first room for a cost of 100 million per room. Accessories may also be purchased for houses using the "accessories" command. &GAll houses/apartments have the following features: &GYou may change the name and description of each room. Keys can be created &Gfor &Ga menial charge to allow access in and out by characters and their &Gfriends. &RNOTE: &WA player that enters your house with a key will not be ejected by an &Wimmortal. This is no different than giving a key to your own home to any one &Wyou meet. Immortals will NOT police keys, or people that enter your home when &Wthe door is open or with a key. &RKeys are the responsibility of the home- &Rowner. &GHomeowners may return to their home with the command "GOHOME". This command &Gworks in the same instances the spell 'word of recall' would work. &GFor more information, see the following help files: &WHOMEBUY HOUSE SELLHOUSE ACCESSORIES GOHOME ~ 1 HOWTOIMM~ &C The only means of attaining the first level of immortality, Neophyte, is by being &Wsponsored by an immortal of level 53 or higher.&C We do not currently accept applications, nor are we receptive to tells containing "I want to imm, can you sponsor me?" It is always better for an immortal to notice your work here on the Realms, and seek you out first. We do look for certain prerequisites. These are guidelines, not rules. However, they are adhered to nearly all of the time. We are looking for people who have long term experience on the Realms of Despair. We need people with solid knowledge of the game, it's ins and outs, and the communities that are existent. We need people with patience and the ability to deal with people &Wtactfully but firmly.&C A good public image is also good to have, as you will be dealing with problem players as soon as you are brought on staff. &WA prior knowledge of the SMAUG mud command system&C is beneficial. Basic immortal command knowledge is a valuable asset and will generally raise your priority level. This includes everything from the admin commands to the build- ing commands. Life is very busy as an Immortal, and &Wbeing a quick learner &Cby listening and reading the help files on what is available is a big plus. A past history of &Wproven leadership abilities&C in a visible organization is a near must. This allows us to gauge the previous &Wtrustworthiness and maturity&C of the player. We require a dedication to the game at large. An immortal must be &Wunbiased&C to any organization currently in the game. An immortal character is a tool to use to benefit every player in the game. We need people who are willing to make &Wlong term commitments&C to the benefit of the game. We do require that your character has been &Wplayed not less than 500 hours.&C You must be available &Wsolid amounts of time&C, and have a &Wfirm grasp of the English language.&C SEE ALSO: 'IMM SPONSORSHIP' ~ 57 'HP'~ This is an abbreviation for hit points. All classes begin with 20 hp at creation and gain between 6 and 19 hp per gained level, depending on class, race and CON. Equipment can also add to your total hp. ~ 1 HQS~ Peaceful players are not to enter deadly hq's. If found there you will be escorted out if you don't do so voluntarily. Non compliance will result in punishment. ~ 54 HSET~ Syntax: hset <command> [value] [help topic] save Saves all help pages (to help.are) level <level> <help topic> Sets help topic to specified level keyword <keyword> <help topic> Sets help keyword to specified keyword remove <level.><help topic> Removes the specified help page Note: If you wish to set more than one keyword to a help topic, enclose all the keywords, space separated inside quotes. (Like in spellcasting) Note: If you have instances of multiple help files with the same keyname, using Hset Remove without a level designation will remove the one with the lowest level of access. ie: Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58. Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY. Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'. Note: When changing keywords, remember that syntax is: hset keyword (new keyword) (existing keyword) Setting a help entry level to -1 prevents the header from showing up when you view the help with the help command. See also: HEDIT &WEG. For multiple keywords : hset keyword 'neoc neophyte council' neoc &wSee also: HEDIT ~ 0 HUMAN HUMANS~ In the beginning the gods created Humans, Elves and Ogres. Among them humans thrived and became the most prolific, and they remain the most numerous and varied race in the Realms. Humans are bipeds with upright stances, and while some are larger the majority stand between five and a-few-inches-under six feet in height. There is great variance in their weight, as well as hair, eye and skin color; it is rare to that any two look exactly alike. Humans have no inborn predisposition to any alignment or class path. As a highly adaptable race with no inherent strengths or weaknesses, they are able to assume and the role of virtually any class. In the dark time, humans were mated sometimes by choice with elves (the half-elf), and often by force with ogres (the half-ogre), orcs (the half-orc) and trolls (the half-troll). Humans have no experience penalties or bonuses, and make their home in the city of New Darkhaven. Humans can follow the ways of the following classes: Mage Cleric Thief Warrior Vampire Druid Ranger Augurer Paladin Nephandi ~ -1 ICE~ ICE - the IMC Channel Extensions protocol ICE is a response to the cesspool-like attributes that rchat, rimm, and even rcode have acquired over the last few months. It is IRC-ish in some ways, but hopefully it will be used more constructively than IRC. For a quick introduction and setup guide for ICE, see ICE-INTRO The basic ICE structure is (greatly simplified): . Some nodes on IMC - normally hubs - run channel daemon code that manages channels . Each of these nodes maintains a list of the channels they manage, and the various attributes of them - who owns them, and so on . The daemons regularly tell all muds on IMC what channels they have, and what their attributes are . Based on this information, the muds on IMC decide which of their local users can use which ICE channels. If one mud is modified to ignore these restrictions, then the other muds will recognize this (since they, too, know the restrictions) and ignore messages from that mud. Every channel on ICE is of the form nodename:channelname, for example a channel called hub2:IAdmin is the channel IAdmin maintained by the node hub2. Each mud picks which channels it is interested in (see ILIST and ISETUP) and creates a local channel name which can be used to talk on that channel. Generally, any admin on a mud can create a channel on any node - although nodes can be configured to restrict who can create channels. Whoever creates a channel owns it, and can control who can use that channel (in whatever way they wish). The trick, of course, is to persuade the admins of other muds that your channel has value. Creating and modifying a channel is done via the ICOMMAND command. Channels can be tuned into and out of on a player-by-player basis by using the ICHAN command. There are a variety of ways of controlling who can hear and use a channel - see ICE-POLICY for more information. See also: IMC ILIST ISETUP ICOMMAND ICHAN ICE-POLICY ICE-INTRO ~ -1 ICE-INTRO~ A Quick Introduction to ICE This assumes that the code for IMC and ICE is installed and running, and that you have an active connection to an IMC network. 1. ILIST. This will give you a list of possible channels to choose from. Pick one that you want to add, that has a policy of 'open'. Note its name (of the form node:channel). 2. Decide what command you want to use to speak on this channel on your mud. This is the channel's localname. 3. Type: ISETUP ADD <node:channel> <localname> 4. You should now be able to use the channel. Others can listen to and speak on the channel by using ICHAN <localname>. 5. You may wish to reconfigure the default local channel settings. ILIST <localname> will display them; ISETUP will change them. 6. Repeat for whatever other channels you wish to have. See also: IMC ICE ISETUP ICOMMAND ICHAN ILIST ~ -1 ICE-POLICY~ ICE Channel Policies Channels can have one of three policies - open, closed, and private. They also have one owner, and zero or more operators (assigned by the owner). They also have an include and exclude list (which can specify both individual players ['user@mud'] and entire muds ['mud']), which can be modified by the owner and the operators. - Open. The channel can be accessed by all muds on the network (it is a broadcast channel). People on the exclude list cannot use the channel, with the exception of people also on the invite list. This means, for example, if an entire mud is excluded and one player is invited, that player can use the channel, but the rest of the mud can't. - Closed. The channel can be accessed by all muds on the network (it is a broadcast channel), but by default they will not hear or be able to use it. People on the invite list can use the channel, with the exception of people also on the exclude list. - Private. Identical to closed, except that the channel is actually only physically sent to those muds that are on the invite list. This is good for channels specific to a small group of muds, and not of interest to the majority of the network. See also: IMC ICE ICOMMAND ~ 1 ICESHIELD FIRESHIELD SHOCKSHIELD~ Iceshield conjures an encompassing shield of ice which will return the attacks of your enemy with tongues of cold. Syntax: cast iceshield Fireshield surrounds the caster with a wall of fire which returns your enemies' attacks with balls of fire. Syntax: cast fireshield Shockshield surrounds the caster with a field of electric energy which will return your enemies' attacks with bolts of lightning. Syntax: cast shockshield * shockshield cannot be cast on others The chances of your shields striking your opponent increase with your level, with the odds at low levels being very low. Like shields will negate each other's effects. For example, if your enemy has fireshield, your fireshield will counter any fireballs thrown by his, and his will counter any fireballs thrown by yours. ~ 0 ICHAN~ Syntax: ichan - display current ICE channel status ichan <localname> - toggle an ICE channel IChan lets you show and toggle which ICE channels you are listening to. Without arguments, it will show you the channels you are listening to; with an argument, it will turn on or off that channel. Any channels you listen to must be locally configured first - see ISETUP. ILIST can be used to see available channels. See also: IMC ICE ILIST ISETUP ~ 0 ICOMMAND~ Syntax: icommand <command> <channel> [<data..>] Common commands: create <channel> - create a channel refresh <channel> - refresh channel data list [<channel>] - list available commands destroy <channel> - destroy a channel policy <channel> <policy> - change channel policy addop <channel> <name> - add a channel operator removeop <channel> <name> - remove an operator invite <channel> <name> - add an invited name uninvite <channel> <name> - remove an invited name exclude <channel> <name> - exclude a name unexclude <channel> <name> - remove an exclusion ICommand is used to send commands to a channel daemon elsewhere on IMC. It directly affects the channel itself - any changes made here will affect all muds using the channel. Since the actual commands are interpreted by the channel daemon, not your mud, what is available may vary. To get a list of available commands, use icommand list <nodename> for public commands, or icommand list <node:channel> to see what commands you have for that channel. icommand refresh asks the daemon to refresh your mud's information for a channel, if it ever gets out of synx. Asking for a refresh of nodename:* will refresh all channels on that daemon. icommand create creates a new channel, with you as the owner icommand destroy destroys a channel. You must own the channel. icommand policy changes the basic policy of the channel (see ICE-POLICY). You must be the owner. icommand addop/removeop add and remove operators from a channel. You must be the owner, and specify the operator's full user@mud name. icommand invite/uninvite/exclude/unexcluded modify the invite and exclude lists for a channel. You must be the owner or an operator on the channel. Either a full user@mud or a simple 'mud' name (no @) can be specified. See ICE-POLICY for more details. See also: IMC ICE ICE-POLICY ~ 1 ICQ~ Syntax: icq <icq> icq icq clear This will set your icq number where people can see it when they do a whois on you. No arguments will show what it currently is set at, clear will reset it to nothing. See Also: email homepage whois ~ 0 IDEA IDEAS TYPO BUG~ 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. &WFor IDEAS: SEE ALSO - HELP 'THE SYMPOSIUM' ~ 1 IDEARESPONSE~ This set of idea responses is going to carry back over months and even a few years. The file has been reviewed monthly, but not cleared, so I am taking this chance to reply to some older ideas along with the new. &GComment: failure messages for extra attacks (blitz, roundhouse, etc.) &gResponse: I agree getting that blank line is frustrating, so this has been passed on to Visionary Consortium as a project. &GComment: enable people to search via the first word in someones title. example: who 'soulblazer'. benefits would range from convenience to excouragement for rp'ing &gResponse: Detriments would range from partial lag to fullblown freezes. &GComment: I have an idea! a grand idea tis it!... make the happy death orb wear a happy death cowboy hat. (There were numerous requests for this). &gResponse: Well pardners, while the Happy Death Orb may well be the rootinest tootinest nine player slayer this side of the Pecos, he dun need no durn hat. (Excuse me while I go retrieve my brain. My previous response seems to indicate it is absent.) &GComment: Check for affected_by invis/hidden after a fight, &gResponse: There is a prompt token you can find in help prompt to help you. &GComment: Social for (insert numerous types of social here). &gResponse: Please forward all requests for socials to Moonbeam via mudmail. The more complete the social, the better the chance it has of being accepted. A complete social has seven actions. See HELP SOCIALSUBMISSION. &GComment: I thihnk it would be nice and a lot more convenient if you created a "Help" channel &gResponse : This already exists in the form of 'Tell Herne'. &GComment: I think when you use the 'equipment' command.. if there is a spot on the eq list that is not filled it should say "Nothing" or maybe "-" &gResponse: A fine idea which has been passed on to a coder. &GComment: make me an imm, but not on this guy, i will make a nother for being an imm, just make me an imm, hehe, just kidding, i just like having imms, i would mainly be player relations a socials creator. well not really, just i would like to be an imm. &gResponse: And now you all know how Darrek became an immortal. &GComment: this bug is lame &gResponse: I agree. &GContinued in IDEARESPONSE2 ~ 1 IDEARESPONSE2~ &GComment: I want to see a who <gender> or a command to compare, male/female/neuter, i want to see how many females are on realms compared to males... and then, it's... well... they are just wierd... i just wana track the amount of female mudders &gResponse: While I applaud your sociological curiousity, and while gender politics in contemporary online environments would surely make a fascinating thesis, I have the feeling that it is a thin veil for 'macking' and has been denied by Blodkai in numerous idea responses before. &GComment: Give Kali a scythe and a cool black cloak. &gResponse: Sweet. &GComment: Make levelling illegal. &gResponse: ... &GComment: make gul a monkey and let kali keep him as a pet &gResponse: I'm sure Gul and I will be happier if this arrangement does not come to pass. &GComment: (numerous requests for 'buddy' lists ala AIM or ICQ) &gResponse: No. &GComment: malkavian shoulda survived to become an order, we all know it! &gResponse: Please, don't get them riled up. That's all we need. &GComment: cum all night, really.. &GComment: xchan &gResponse: ... &GComment: if Pixies do not frolick every day they login the turn into trolls. &gResponse: I will refer you to Moonbeam for this one. &GComment: Make it legal for people to attack invaders of their hometown. &gResponse: There was actually a suggestion made on means to dispel invaders without pkilling in hometowns. More details to come if it is accepted. &GComment: ehhh, two rivers? wonder what happened to it &gResponse: It blew up. &GComment: make vampire a race instead of a class? &gResponse: If we had the whole eight years of Realms to do over, vampires would probably be radically different. Most likely, it would be neither race nor class. To try and change how vampires operate at this stage of the game would be far more headache than it is worth for a small degree of 'fantasy realism'(Yes, I did just make that term up, and no, it shouldn't make sense). &GContinued in HELP IDEARESPONSE3 ~ 1 IDEARESPONSE3~ &GComment: I hope I haven't suggested this one before Bring back all the Legendary eq and pieces pieces to make them up. Like the blade of legend for the Sword of Legend and the Suit/Armor of Legends and the Shield of Legend. &gResponse: All the pieces of the Sword of Legend are still in the game, though the Blade is difficult to obtain. As for the other Legendary items you have mentioned, I have never heard of them. You might try Dragon's Pass for the Dragon Claw of Legend, or talk to Razfellow about his Codpiece of Ill Repute. &GComment: entrance to Realm of Worship is not closed. But it's a gate, let's put a 'gate' keyword on it instead of 'door'? &gResponse: Done. It also closes now to make it a touch more difficult for new players to stumble in and meet that loveable Divine Retribution. &GComment: TAX CUT! RAISE THE ECONOMY! BRING BACK MORE GOLD &gResponse: We tax you? &GComment: Allow players to choose height/weight during character creation &gResponse: This has been discussed before and may be a reality some day. &GComment: make danny not ANTI-thief!!! (spammed in roughly 200 times) &gResponse: If there was any possibility of this ever changing, you can thank Taichillo for ensuring it never does. &GComment: Hugs for Barabbas &gResponse: Hell no. &GComment: I'm STILL waiting for my cuddles, and I've come up with loads of wonderful ideas. &gResponse: Hell no to you too. &GComment: a player should be able to use glorys to add wear prog on an item &gResponse: While a nice idea, this is an impossibility. Programs can only be changed or added to an entire object number, not just an individual item. &GComment: make sex possible so it's more likely to happen when you're drunk &gResponse: Please contact Faceripper for further details on this comment. &GComment: Deity of Shadows? &gResponse: Yes? &GComment: game.org should host its own guild and order sites &gResponse: This option is available. Contact Tical for futher details. &GComment: Bring jagr back &gResponse: Who said he left? &GContinued in HELP IDEARESPONSE4 ~ 1 IDEARESPONSE4~ &GComment: I think the Imm's should have to AV a char a month to see how all these changes affect playing..and publish the goings of their chars in the archives every day &gResponse: If levelling areas are overcrowded already, do you really want forty uppity people like us descending on you en masse? Not to mention the 'journals' might get a bit frightening, especially from Stoneheft. &GQuestion: where is answers3??? &gResponse: Help idearesponse, idearesponse2, idearesponse3, idearesponse4. &GComment: put kali in anger management classes! :) &gResponse: Might I say it is almost disturbing how many times I am mentioned in these ideas? Can't you people fixate on Herne or something? &GComment: I feel strongly that you should consider an eqwipe. This would erase all the equipment currently located on all players. It would make the place alot cooler, and it's much easier and more friendly than a pwipe. Thank you. (times 37) Comment: Hell sucks. &gResponse: Idea Ban the use of the idea command in Hell. &GComment: (numerous requests for increased ignore slots or ignore all) &gResponse: I will bring this up to the other CoE, but I imagine it was limited for a reason. However, I will inquire. And for those want want ignore all, I suggest the stunning command, chan -all. &YBecause a response was not written here does not mean a submitted idea was not read or considered. These were just a cross section of interesting ideas, repetetive requests and amusing anecdotes. Thanks for the feedback and keep the ideas coming. (Oh, and for the record, Blodkai does these better but he wasn't available to write it.) ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 1 IDTAG IDTAGGING~ &r*&w--------------------------------------------------------------------&r* &gFor 10 glory, you can have your name added to the keyword list of any item. This is valuable for those without enough glory to rename an item (where you can also request this to be done, included in the cost of the rename). It can be used to see who (or what) currently has your item, if it becomes lost or stolen. The item is located by casting 'locate object' (name). IDTagging will not be done on an item owned by another player, shown by their name already on the item, unless that player is present, and gives permission. A separate 10-glory charge is required to change or remove an existing name. ID Tagging doesn't grant mortals the right to demand Imms retrieve items from other players for them. They can request it, and Imms have every right to refuse such a request. ID Tagging is only provided so a mortal can know who (or what) possesses their item. &r*&w--------------------------------------------------------------------&r* &YSEE HELP: &w'GLORY RATES', GLORY, 'GLORY TRADE', RENAME, OWNERSHIP ~ 54 'IFCHECK AREAMULTI~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif areamulti($n) > 4 '$n has more than four characters logged into the game that are in this area. &GDESCRIPTION: &cThe AREAMULTI ifcheck is used to determine if/ how many PCs the target has logged into the game and that are in the area where the checker is. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CANPKILL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif canpkill($n) mpechoat 0.$n Your fate awaits, $n. &GDESCRIPTION: &cThe CANPKILL ifcheck is used to determine if the target is a: - Minimum age of 18, - Minimum level of 5, and - pkiller. &r*-------------------------------------------------------------------*&w &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CANSEE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif cansee($n) 'I can see $n just fine! &GDESCRIPTION: &cThe CANSEE ifcheck is used to determine if the actor is able to see the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CARRYINGVNUM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif carryingvnum($n) 21061 Is $n carrying vnum 21061? &GDESCRIPTION: &cThe carryingvnum ifcheck is used to determine if a character is carrying a specific piece of equipment. This ifcheck only returns TRUE if the eq is in the character's inventory but not being worn. Don't confuse this ifcheck with "ovnumcarry". It works like so: if ovnumcarry(21061) > 3 It checks if the mob (the mob associated to the mob prog) is carrying more than 3 pieces of eq vnum 21061. Ovnumcarry only works on the mob associated witht the mob prog. Carryingvnum checks a specific character - either a PC or NPC. &r*-------------------------------------------------------------------* &YSEE ALSO: IFCHECK WEARING, IFCHECK WEARINGVNUM IFCHECK OVNUMCARRY ~ 54 'IFCHECK CHA'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif cha($n) > 18 'You're very charismatic, $n! &GDESCRIPTION: &cThe CHA ifcheck is used to direct a command based on the charisma stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CHARCOUNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif charcount(21000) > 10 &GDESCRIPTION: &cCHARCOUNT ifcheck counts the number of chars in the specified room. This example returns TRUE if there are more than 10 chars in room 21000. You can use this form in room or mob programs and you can have one room program check the number of chars in a different room. Note the number of characters is defined as the number of mortals plus the number of mobs. &GEXAMPLE: &cif charcount(0) > 10 &GDESCRIPTION: &cUse a zero room number if you want to have a mob check the number of chars in its room. Note that if the mob changes rooms, the ifcheck applies to whatever room the mob is in. You should use this form in mob programs only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CLAN'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &cif clan($n) == inconnu tell 0.$n You're an Inconnu! &GEXAMPLE: &cif clan($n) == guild of clerics (no quotes used) &GDESCRIPTION: &cThe CLAN ifcheck is used to determine if the target belongs to a Clan or Order. The abbreviated version of each clan/guild/order can also be used. See the groups description for their abbreviated name. &R*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CLANTYPE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif clantype($n) == 15 '$n belongs to an Order. &GDESCRIPTION: &cThe CLANTYPE is used to determine what type of clan the target belongs to. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CLASS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif class($n) == mage t 0.$n You're a mage! &GDESCRIPTION: &cThe CLASS ifcheck is used to determine the class of the target. (HELP NPCCLASSES, HELP CLASS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK CON'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif con($n) < 5 'You're constitution is low, $n. &GDESCRIPTION: &cThe CON ifcheck is used to direct a command based on the constitution stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK COUNCIL~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif council($n) == 1 '$n is from the Council of Elders. &GDESCRIPTION: &cThe COUNCIL ifcheck determines what council the target belongs to.(HELP COUNCILNUMS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK DEITY'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif deity($n) == vl'arescht 'May Thoric save your evil soul! &GDESCRIPTION: &cThe DEITY ifcheck is used to determine who the target is devoted to. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK DEX'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif dex($n) > 20 'You're pretty nimble, $n &GDESCRIPTION: &cThe DEX ifcheck is used to direct a command based on the dexterity stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK DOINGQUEST'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 51 'IFCHECK DRUNK'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif drunk($n) > 10 say Tsk... would you please sober up? endif &GDESCRIPTION: &cThe DRUNK ifcheck determines if the target is drunk. The range of drunken values runs from 1 to 50. 10 is the point where a character would see 'You are drunk.' in their scoresheet. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ECONOMY'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif economy(21001) > 10000000 mpecho DH economy is booming! &GDESCRIPTION: &cThe ECONOMY(rvnum) ifcheck is used to base a command on the economy of the area the checker is in. NOTE: area will be specified by default to area the MOB is in, via rvnum. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK FAVOR'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif favor($n) == 2500 'You're well loved by your deity, $n. &GDESCRIPTION: &cThe FAVOR ifcheck is used to determine the amount of favor held by the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK GOLDAMT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif goldamt($i) > 10000 'I'm rich! &GDESCRIPTION: &cThe GOLDAMT ifcheck determines the specified amount of coins carried by the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK GUILD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif guild($n) == guild of thieves 'You belong to the GoT! &GDESCRIPTION: &cThe GUILD ifcheck is used to determine what guild the target belongs to, if any. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK HITPRCNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif hitprcnt($n) < 10 'You're going to dieeeeeee! &GDESCRIPTION: &cThe HITPRCNT ifcheck is used to base a command on the targets current hit points. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK HPS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif hps($n) > 1900 'You're buff, $n!! &GDESCRIPTION: &cThe HPS ifcheck is used to base a command on the target's current hit points. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK INROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif inroom($i) == 1200 'Look at all the notes to read! &GDESCRIPTION: &cThe INROOM(target) ifcheck is used to determine the target's rvnum location. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK INT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif int($i) == 25 'I'm smart! &GDESCRIPTION: &cThe INT ifcheck is used to direct a command based on the intelligence of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISAFFECTED'~ &x. &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isaffected($n) detect_invis say Damn! You can see me! &GDESCRIPTION: &cThe ISAFFECTED ifcheck is used to determine if the target is affected by the specified spell affect. This requires bitvectors, i.e., what a mob can be set as affected by. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 &x.&w ~ 54 'IFCHECK ISASUPRESSED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isasupressed($n) > 10 '$n's got a bit of wait ahead of them! &GDESCRIPTION: &cThe ISASUPRESSED ifcheck checks the target's asupress timer. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISATTACKER' 'IFCHECK ISKILLER' 'IFCHECK ISTHIEF'~ &r----------------------------------------------------------- &wSYNTAX: &gif isattacker($n) say Didn't quite pull it off, did you? &wDESCRIPTION: &gThe ISATTACKER, ISTHIEF, and ISKILLER, if checks are used to determine if the target is flagged as an attacker/killer/thief. &r----------------------------------------------------------- &YSEE ALSO: &wMPPARDON, FLAGS, PARDON ~ 54 'IFCHECK ISCHARMED'~ &r *-------------------------------------------------------------------* &GEXAMPLE: &cif ischarmed($n) 'Wake up! &GDESCRIPTION: &cThe ISCHARMED ifcheck determines if the target is charmed. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 63 'IFCHECK ISCLAN1'~ . &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isclan1($n) == inconnu '$n is an Order, Guild, or Clan number one returns true if $n is number one &GDESCRIPTION: &cISCLAN1 is used to determine if the target is the number one of an Order, Guild, or Clan &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 &w'IFCHECK ISLEADER', 'IFCHECK ISCLANLEADER', 'IFCHECK ISCLAN2' ~ 54 'IFCHECK ISCLAN1'~ . &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isclan1($n) == Rol Na Feinne say $n is the Number One for Rol Na Feinne! &GDESCRIPTION: &cThe ISCLAN1 ifcheck returns true if the target is the Number One for the Order, Clan or Guild that is specified. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 IFCHECK ISCLANLEADER, IFCHECK ISCLAN2, IFCHECK ISLEADER ~ 63 'IFCHECK ISCLAN2'~ . &GEXAMPLE: &cif isclan2($n) == inconnu '$n is an Order, Guild, or Clan number two returns true if $n is number two &GDESCRIPTION: &cISCLAN2 is used to determine if the target is the number two of an Order, Guild, or Clan &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 &w'IFCHECK ISLEADER', 'IFCHECK ISCLANLEADER', 'IFCHECK ISCLAN1' ~ 54 'IFCHECK ISCLAN2'~ . &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isclan2($n) == Forsaken say $n is the ghost Number Two of Clan Forsaken! &GDESCRIPTION: &cThe ISCLAN2 ifcheck returns true if the target is the Number Two for the Order, Clan or Guild that is specified. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 IFCHECK ISCLANLEADER, IFCHECK ISCLAN1, IFCHECK ISLEADER ~ 63 'IFCHECK ISCLANLEADER'~ . &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isclanleader($n) == inconnu '$n is an Order, Guild, or Clan leader. returns true if $n is leader &GDESCRIPTION: &cISCLANLEADER is used to determine if the target is the leader of an Order, Guild, or Clan. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 &w'IFCHECK ISLEADER', 'IFCHECK ISCLAN1', 'IFCHECK ISCLAN2' ~ 54 'IFCHECK ISCLANLEADER'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isclanleader($n) == Baali true if $n is leader of Baali but false if $n is number1 or number2 or anyone else &GDESCRIPTION: &cThe ISCLANLEADER ifcheck returns true if the target holds the postion of Leader &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 IFCHECK ISCLAN1, IFCHECK ISCLAN2, IFCHECK ISLEADER ~ 54 'IFCHECK ISDEVOTED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isdevoted($n) 'I see you have devoted your soul, $n. &GDESCRIPTION: &cThe ISDEVOTED ifcheck is used to determine if the target is devoted to a Deity. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISEVIL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isevil($n) 'Greetings, evil one. &GDESCRIPTION: &cThe ISEVIL ifcheck is used to determine if the targets alignment is lower than -350. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISFIGHT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isfight($i) yell Lookie Mom! I'm fighting! &GDESCRIPTION: &cThe ISFIGHT ifcheck determines if the target is fighting. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISFLAGGED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isflagged($n,testflag,1) bow 0.$n &GDESCRIPTION: &cCheck to see if a character has been flagged with a certain variable and a bit of <value> has been turned on. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISFOLLOW'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK ISGOOD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isgood($n) 'Always a pleasure, $n. &GDESCRIPTION: &cThe ISGOOD ifcheck is used to determine if the target's alignment is +350 or higher. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISIMMORT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isimmort($n) bow 0.$n &GDESCRIPTION: &cThe ISIMMORT ifcheck determines if the target is an Immortal. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISLEADER'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isleader($n) == inconnu '$n is an Order, Guild, or Clan leader. returns true if $n is leader or number1 or number2 &GDESCRIPTION: &cThe ISLEADER ifcheck is used to determine if the target is a leader of an Order, Guild, or Clan. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 &w'IFCHECK ISCLANLEADER', 'IFCHECK ISCLAN1', 'IFCHECK ISCLAN2' ~ 54 'IFCHECK ISLOCKED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif islocked($n) == 6 'The northeast exit is locked. &GDESCRIPTION: &cThe ISLOCKED(dir) ifcheck is used to determine if a specified exit is locked. (HELP DOORDIRS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISMORPHED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ismorphed($n) '$n is not as they appear! &GDESCRIPTION: &cThe ISMORPHED ifcheck is used to determine if the target is morphed. (HELP MORPHTYPES) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISMOUNTED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ismounted($n) mpforce 0.$n dismount &GDESCRIPTION: &cThe ISMOUNTED ifcheck determines if the target is mounted. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISNEUTRAL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isneutral($n) 'Make up your mind, $n. &GDESCRIPTION: &cThe ISNEUTRAL ifcheck is used to determine if the target's alignment is: - less than +350 and - greater than -350 &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISNPC'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isnpc($n) '$N is a Non-player character. &GDESCRIPTION: &cThe ISNPC ifcheck is used to determine if the target is a Non-player character. (MOB) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISNUISANCE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isnuisance($n) '$n is a bit of a pest. &GDESCRIPTION: &cThe ISNUISANCE ifcheck is used to determine if the PC is nuisanced. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISOPEN'~ &r*-----------------------------------------------------------------------* &GEXAMPLE: &cif isopen($n) == northeast 'The northeast exit is open. &GDESCRIPTION: &cThe ISOPEN ifcheck is used to determine if an exit is open in the specified direction. You can also use the exname on a specified direction. The ? direction cannot be specified without using an exit name. &r*-----------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISPACIFIST'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispacifist($n) '$n will not fight. &GDESCRIPTION: &cThe ISPACIFIST ifcheck is used to determine if the target is flagged pacifist. (MOB) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISPASSAGE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispassage($n) == ne (or) if ispassage($n) == northeast 'There is a passage leading northeast. &GDESCRIPTION: &cThe ISPASSAGE(dir) ifcheck is used to determine if there is an exit in the specified direction. This will also work for keyworded passages. For example: if ispassage($n) == plunge 'There is a passage here keyworded to plunge &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISPC'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispc($n) '$n is a Player Character. &GDESCRIPTION: &cThe ISPC ifcheck is used to determine if the target is a Player Character. (PC) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISPKILL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispkill($n) '$n is a deadly character. &GDESCRIPTION: &cThe ISPKILL ifcheck is used to determine if the target is a deadly character. (pkiller) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISSHELLED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isshelled($n) mpat 0.$n 'Tsk, tsk. &GDESCRIPTION: &cThe ISSHELLED ifcheck is used to determine if the target is helled. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK ISTAGGED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif istagged($n,tag) [== <value>] or if istagged($n,tag:vnum) [== <value>] bow 0.$n &GDESCRIPTION: &cCheck to see if a character has been tagged with a certain variable. The <value> is optional. When used with a numeric <value>, you can use a <> as well. Additionally, you can add the ":vnum" option to the ifcheck to check for tags from different mobs. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK LCK'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif lck($n) < 5 'Betcha don't feel very lucky, $n. &GDESCRIPTION: &cThe LCK ifcheck is used to direct a command based on the luck stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK LEADER'~ EXAMPLE: if isleader($n) $ is an order, guild, or clan leader SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK LEVEL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif level($n) < 5 'You're just a wee baby, $n! &GDESCRIPTION: &cThe LEVEL ifcheck is used to determine the level of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MANA'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mana($n) > 100 'You're low on mana, $n. &GDESCRIPTION: &cThe MANA ifcheck is used to determine the amount of mana the target has. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MOBCOUNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobcount(21000) > 10 &GDESCRIPTION: &cMOBCOUNT ifcheck counts the number of mobs in the specified room. This example returns TRUE if there are more than 10 mobs in room 21000. You can use this form in room or mob programs and you can have one room program check the number of mobs in a different room. &GEXAMPLE: &cif mobcount(0) > 10 &GDESCRIPTION: &cUse a zero room number if you want to have a mob check the number of mobs in its room. Note that if the mob changes rooms, the ifcheck applies to whatever room the mob is in. You should use this form in mob programs only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MOBINAREA'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinarea(3) == 1 'The SuperMob is here working. &GDESCRIPTION: &cThe MOBINAREA(vnum) ifcheck is used to determine if the target is in the area. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MOBINROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinroom(3) > 1 'We only need one SuperMob! &GDESCRIPTION: &cThe MOBINROOM(vnum) ifcheck is used to determine if, and/or how many, of target are present in the room. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MOBINVIS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ismobinvis($n) '$N is mobinvis &GDESCRIPTION: &cThe ISMOBINVIS ifcheck determines if the target MOB is flagged mobinvis. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MOBINVISLEVEL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinvislevel($i) == 50 'I'm invisible to all under lvl 50 &GDESCRIPTION: &cThe MOBINVISLEVEL is used to determine the level the target is invisible to. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MOBINWORLD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinworld(21044) < 1 'Who killed Harakiem? &GDESCRIPTION: &cThe MOBINWORLD(vnum) ifcheck is used to determine if the specified MOB is anywhere in the realms. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MORTAL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortal($n) 'Greetings Mortal. &GDESCRIPTION: &cThe MORTAL ifcheck is used to determine if the target is level 50 or lower. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MORTCOUNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortcount(21000) > 10 &GDESCRIPTION: &cMORTCOUNT ifcheck counts the number of mortals in the specified room. This example returns TRUE if there are more than 10 mortals in room 21000. You can use this form in room or mob programs and you can have one room program check the number of mortals in a different room. &GEXAMPLE: &cif mortcount(0) > 10 &GDESCRIPTION: &cUse a zero room number if you want to have a mob check the number of mortals in its room. Note that if the mob changes rooms, the ifcheck applies to whatever room the mob is in. You should use this form in mob programs only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MORTINROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortinroom(Fred) ruffle fred &GDESCRIPTION: &cThe MORTINROOM ifcheck returns true everytime the mortal is in the room. MORTINROOM will work for link dead as well as link live players. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MORTINWORLD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortinworld(Fred) mpat 0.Fred say Hi Fred! &GDESCRIPTION: &cMORTINWORLD ifcheck returns true if the mortal is in the game. MORTINWORLD will work for both link dead as well as link live players. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK MULTI'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif multi($n) > 4 '$n has more than four characters logged in. &GDESCRIPTION: &cThe MULTI ifcheck is used to determine if/ how many PCs the target has logged in. Also applies to MOBs, objects, rooms. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK NAME'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif name($n) == haus bow 0.$n &GDESCRIPTION: &cthe NAME ifcheck is used to determine the name of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK NOASTRAL'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &zif noastral($n) mpe 0.$n You can't do that here! &GDESCRIPTION: &zChecks if the room the character is in is noastral. &R*-------------------------------------------------------------------* &YSEE ALSO: &wmpedit, opedit, rpedit, fchecks. ~ 54 'IFCHECK NOMAGIC'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &zif nomagic($n) mpe 0.$n You can't cast that here! &GDESCRIPTION: &zChecks if the room the character is in is nonmagic. &R*-------------------------------------------------------------------* &YSEE ALSO: &wmpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK NORECALL'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &zif norecall($n) mpe 0.$n You can't recall here! &GDESCRIPTION: &zChecks if the room the character is in is norecall &R*-------------------------------------------------------------------* &YSEE ALSO: &wmpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK NOSUMMON'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &zif nosummon($n) mpe 0.$n You can't do that here! &GDESCRIPTION: &zChecks if the room the character is in is nosummon. &R*-------------------------------------------------------------------* &YSEE ALSO: &wmpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK NOSUPPLICATE'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &zif nosupplicate($n) mpe 0.$n You can't do that here! &GDESCRIPTION: &zChecks if the room the character is in is non-supplicable. &R*-------------------------------------------------------------------* &YSEE ALSO: &wmpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK NUISANCE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif nuisance($n) 'How much of a pest are you.... &GDESCRIPTION: &cThe NUISANCE ifcheck is used to determine at what level the target is nuisanced. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK NUMBER'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif number($o) == 35 mpe There's an empty flask! &GDESCRIPTION: &cThe NUMBER ifcheck can be used to find out if a certain object or mob vnum has been the subject of an act program. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJINWORLD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objinworld(35) < 1 'There aren't enough flasks in the world' &GDESCRIPTION: &cThe OBJINWORLD(vnum) ifcheck is used to determine if the specified OBJECT is anywhere in the realms. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJTYPE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objtype($o) == 19 'Yummy! Food! &GDESCRIPTION: &cThe OBJTYPE ifcheck is used to determine the type of object the target is. (HELP OBJTYPENUMS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJVAL0'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($0) = 10 (and the object is a drink container) This container has 10 units of fluid in it &GDESCRIPTION: &cThe OBJVAL0(name) ifcheck returns the numeric value of the val0 field of the object referenced by name. See 'help ITEMVALUES' for what val0 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJVAL1'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($1) == 20 (and the object is an armor) The AC of the armor is 20 &GDESCRIPTION: &cThe OBJVAL1(name) ifcheck returns the numeric value of the val1 field of the object referenced by name. See 'help ITEMVALUES' for what val1 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJVAL2'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($2) == 12 (And the item is a drinkcon) This container holds coffee &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val2 field of the object referenced by name. See 'help ITEMVALUES' for what val2 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJVAL3'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($3) == 12 (And the object is a weapon) This is a suction type weapon &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val3 field of the object referenced by name. See 'help ITEMVALUES' for what val3 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJVAL4'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($4) == 135 (And the object is a salve) The 1st spell this salve casts is poison &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val3 field of the object referenced by name. See 'help ITEMVALUES' for what val4 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OBJVAL5'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($4) == 135 (And the object is a salve) The 2nd spell this salve casts is poison &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val3 field of the object referenced by name. See 'help ITEMVALUES' for what val4 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OTYPEHERE'~ EXAMPLE: DESCRIPTION The OTYPEHERE(name)/OTYPEHERE(number) ifcheck is used to determine if an object of the given objecttype is in the room. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK OTYPEINV'~ EXAMPLE: DESCRIPTION The OTYPEINV(name)/OTYPEINV(number) ifcheck is used to determine if an object of the given objecttype is in the checker's inventory. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK OTYPEROOM'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. The OTYPEROOM(name)/OTYPEROOM(number) ifcheck is used to determine if an object of the given objecttype is in the checker's room. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK OTYPEWEAR'~ EXAMPLE: DESCRIPTION The OTYPEWEAR(name)/OTYPEWEAR(number) ifcheck is used to determine if an object of the given objecttype is worn by the checker. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK OVNUMCARRY'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumcarry(1200) > 1 'Why do you have so many general imm boards? &GDESCRIPTION: &cThe OVNUMCARRY(vnum) ifcheck is used to determine if an object with the given vnum is worn OR carried by the CHECKER. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OVNUMHERE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumhere(1200) > 0 'Reading Imm Sam, I see. &GDESCRIPTION: &cThe OVNUMHERE(vnum) ifcheck is used to determine if an object is: - in the room of the checker - in the inventory of the checker - being worn by the checker - carried by the checker &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OVNUMINV'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnuminv(1200) < 1 'Where's my Imm board? &GDESCRIPTION: &cThe OVNUMINV(vnum) ifcheck is used to determine if an object is in the checker's inventory. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OVNUMROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumroom(1200) > 1 'Why are there so many general Imm boards here? &GDESCRIPTION: &cThe OVNUMROOM(vnum) ifcheck is used to determine if an object is in the room the checker is in. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK OVNUMWEAR'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumwear(1200) 'Why am I wearing the general imm board? &GDESCRIPTION: &cThe OVNUMWEAR(vnum) ifcheck is used to determine if the specified object is being worn by the checker. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK PKADRENALIZED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif pkadrenalized($n) >= 5 'You are fighting $n! &GDESCRIPTION: &cThe PKADRENALIZED ifcheck is used to determine if the target is or has recently been in a fight. This counter works for Deadly characters. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK POSITION'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif position($i) == 6 stand &GDESCRIPTION: &cThe POSITION ifcheck is used to determine the position of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK RACE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif race($n) == drow ,eyes the Drow suspiciously &GDESCRIPTION: &cThe RACE ifcheck is used to determine the race of the target.(HELP NPCRACES) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK RAND'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif rand(25) 'I will say this 25% of the time, or less. &GDESCRIPTION: &cThe RAND ifcheck is used to vary command strings given to the same trigger. &WNOTE: This ifcheck, like the TIME ifcheck, only triggers if there is a PC in the area. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK SAFE'~ &R*-------------------------------------------------------------------* &GEXAMPLE: &zif safe($n) mpe 0.$n You can't do that here! &GDESCRIPTION: &zChecks if the room the character is in is a safe room. &R*-------------------------------------------------------------------* &YSEE ALSO: &wmpedit, opedit, rpedit, ifchecks. ~ 54 'IFCHECK SEX'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif sex($n) == 2 'Greetings M'Lady! &GDESCRIPTION: &cThe SEX ifcheck is used to determine the gender of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK STR'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif str($n) < 5 'You need to work out, $n. &GDESCRIPTION: &cThe STR ifcheck is used to direct a command based on the target's strength stat. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK TIME'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif time($n) == 1201 'Noon, and all is well. &GDESCRIPTION: &cThe TIME ifcheck is used to determine the time of day in military time. <,>, ! and == also apply in any combination. &WNOTE: This ifcheck, like the RAND ifcheck, only triggers if there is a PC in the area. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK TIMESKILLED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif timeskilled($n) > 200 'Try an easier MUD, $n :) &GDESCRIPTION: &cThe TIMESKILLED(name) ifcheck is used to base a command on the specified number of times the target has been killed. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK WAITSTATE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif waitstate($n) > 5 '$n is a bit lagged. &GDESCRIPTION: &cThe WAITSTATE ifcheck is used to check the amount of "wait" a PC has. Does not apply to NPCs. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK WASINROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: ¢ry_prog 100 if ispc($n) if wasinroom($n) == 1200 mpe $n was in room 1200 &GDESCRIPTION: &cThe WASINROOM ifcheck is used to determine if the target was in a specified room. NOTE: wasinroom checks for the 'last' room the target was in only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 'IFCHECK WEARING'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif wearing($n) feet &GDESCRIPTION: &cThe wearing ifcheck is used to determine if a char is wearing some eq on a specific body part. It doesn't matter what kind of eq the char is wearing on their feet. All that matters is that they are wearing _some_ eq on their feet. Of course you are not limited to checking for eq on "feet". You can use any other wear location. &r*-------------------------------------------------------------------* &YSEE ALSO: WEARLOCS, IFCHECK WEARINGVNUM, IFCHECK CARRYINGVNUM IFCHECK OVNUMWEAR ~ 54 'IFCHECK WEARINGVNUM'~ . &r*-------------------------------------------------------------------* &GEXAMPLE: &cif wearingvnum($n) 21061 Is $n wearing vnum 21061? &GDESCRIPTION: &cThe wearingvnum ifcheck is used to determine if a character is wearing a specific piece of equipment. This ifcheck only returns TRUE if the eq is actually being worn. If the eq is in the character's inventory, that doesn't count. Don't confuse this ifcheck with "ovnumwear". It works like so: if ovnumwear(21061) > 3 It checks if the mob (the mob associated to the mob prog) has more than 3 pieces of eq vnum 21061. Ovnumwear only works on the mob associated witht the mob prog. Wearingvnum checks a specific character - either a PC or NPC. &r*-------------------------------------------------------------------* &YSEE ALSO: IFCHECK WEARING, IFCHECK CARRYINGVNUM, IFCHECK OVNUMWEAR ~ 54 'IFCHECK WIS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif wis($n) > 20 'You're a wise person, $n. &GDESCRIPTION: &cThe WIS ifcheck is used to direct a command based on the wisdom stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 54 IFCHECKS~ &wVALUE CHECKS (If check == #/string/vnum) &r---------------------------------------------------------------------------- &GSex &cSex? (1 2 or 3) &GHitprcnt &c% of hit/max_hit? &GLevel &cExperience level? &GIsGood &cAlign >= +350? &GStr &c# of strength? &GIsEvil &cAlign <= -350? &GInt &c# of intelligen &GIsNeutral &cAlign < +350 > -350? &GWis &c# of wisdom? &GHps &c# of hps? &GPosition &cPosition #? &GDex &c# of dexterity? &GDeity &cName deity?(STRING) &GIsdevoted &ctarget devoted? &GClan &cClan name? (STRING) &GCon &c# of constituti &GRace &cRace name? (STRING) &GCha &c# of charisma? &GName &cName? (STRING) &GLck &c# of luck? &GGuild &cGuild name?(STRING) &GGoldamt &c# of gold ya go &GClass &cClass name?(STRING) &GFavor &c# of favor? &GMana &c# of mana? &GWeight &cTarget's weight? &r---------------------------------------------------------------------------- &wValue checks can use == (equals) > (greater than) < (less than) and ! (not). Combine for: != (not equal) >= (greater than or equal). &YContinued on : IFCHECKS2, IFCHECKS3, IFCHECKS4, IFCHECKS5. &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY MINPOS 'IFCHECK (IFCHECK)'&w ~ 63 IFCHECKS1~ ~ 54 IFCHECKS2~ &wVALUE CHECKS (If check == #/string/vnum) &r---------------------------------------------------------------------------- &GIspkill &cPkiller? &GCanpkill &cPkill/lev>4/age>17? &GCouncil &cMember of council? &GIsnpc &cMob? &GMortal &W*Not In Use* &GIsimmort &cImmortal? &GIsmounted &cMounted? &GInroom &cRoom #? (VNUM) &GMobinvislevel &cLevel of invis? &GMobinarea &cIs mob in area? &GMobinworld &cDoes mob exist? &GMobinroom &cMob in room? &GIsfollow &cFollow master in room? &GIsmobinvis &cMobinvis? &GIscharmed &cCharmed? &GIspc &cPlayer Character? &GIsfight &cFighting? &GIspacifist &cPacifist? &GRand (#) &cEqual to or less? &GMulti &cMulti-playing? &GNumber &cIs vnum ==? &GObjval# &cValue# ==? &GObjtype &cType of Object? &GEconomy &c# of economy? &GAreaMulti &cPresent area multi? &GStopscript &cStopscript? &r---------------------------------------------------------------------------- &wValue checks can use == (equals) > (greater than) < (less than) and ! (not). Combine for: != (not equal) >= (greater than or equal). &YContinued on : IFCHECKS IFCHECKS3, IFCHECKS4, IFCHECKS5. &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY MINPOS 'IFCHECK (IFCHECK)'&w ~ 54 IFCHECKS3~ &wVALUE CHECKS (If check == #/string/vnum) &r---------------------------------------------------------------------------- &GNorecall &cIs target's room norecall? &GIsaffected &cAffected_by name? &GMortinworld &cIs mort anywhere? &GMortinarea &cin area? &GMortinroom &cIs mort in room? &GIspassage &c(DIR)Exit exists? &GWasInRoom &cWas target in X room? >ime &c(Military)Time? &GIsopen &c(DIR)Exit open? &GIslocked &c(DIR)Exit locked? &GMortCount &cMortals in room? &GMobCount &cNPCs in room? &GCharCount &cNPCs + Mortals in room? &Gisnuisance &cis nuisanced? &GNuisance &cnuisance level? &GIsmorphed &cIs char morphed? &GMorph &cis morph vnum X? &GIsClan1 &cIs target #1? &GIsLeader &cLeader, #1, #2? &GIsClan2 &cIs target #2? &GIsasupressed &cis target asupressed? &GIshelled &cIs target helled? &GWaitstate &cis target in waitstat? &GIsClanLeader &cLeader? &GCansee &cCan I see the target? &GNoAstral &cIs room noastral? &GNoSummon &cIs room nosummon? &GSafe &cIs it a safe room? &GNoMagic &cIs room nonmagic? &GNoSupplicate &cCan they supp? &GNorecall &cIs room norecall? &GObjinworld &c# Objects in world? &r---------------------------------------------------------------------------- &wValue checks can use == (equals) > (greater than) < (less than) and ! (not). Combine for: != (not equal) >= (greater than or equal). &YContinued on : IFCHECKS IFCHECKS2, IFCHECKS4, IFCHECKS5. &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY MINPOS 'IFCHECK (IFCHECK)' ~ 54 IFCHECKS4~ >imesKilled &c If timeskilled($* OR vnum) == amount For character checks only, can use any normal mobprog operator &GOvnumHere OvnumRoom OvnumCarry OvnumWear OvnumInv &c If ovnum<place>(vnum) == amount For objects only, counts how many objects of vnum 'vnum' exist in <place> &GOtypeHere OtypeRoom OtypeCarry OtypeWear OtypeInv &c If otype<place>(type OR value) == amount For objects only, counts how many objects of type 'value' are in <place> Will convert the type names (light is 1, for example) &gDefinitions: Room In the room the mobile is in. Wear Worn by the mobile as equipment. Inv In the mobile's inventory. Carry Worn or in inventory Here All of the above &YContinued on : IFCHECKS IFCHECKS2, IFCHECKS3, IFCHECKS5. &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY IFCHECK (IFCHECK) IMMPROGS&w ------------------ ~ 54 IFCHECKS5~ >he following ifchecks are available for looking into a player's possessions and determining what they have: &CIf wearing($n) [wearloc] &CIf wearingvnum($n) [vnum] &CIf carryingvnum($n) [vnum] &WSee the helpfiles for these ifchecks using "Help Ifcheck (ifcheck)" See also:&G IFCHECKS, IFCHECKS2, IFCHECKS3, IFCHECKS4, WEARLOCS. &RSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY IFCHECK (IFCHECK) IMMPROGS ~ 1 IGNORE~ Syntax: ignore Syntax: ignore <character> Syntax: ignore reply/none Ignore allows you to ignore other characters in the Realms. All tells, says, socials, and emotes from these characters will be blocked (gagged out), as well as anything they may say on public channels; you will not see anything from the person you are ignoring on public or private channels. Simply typing ignore will give you a list of all the characters you are currently ignoring. Ignore <character> allows you to add or remove a character from your list of ignored players. If the name is already on the list it will be removed. If the name is not on the list it will be added. Note that only the names of actual characters will be accepted and that it is not necessary for them to be logged on at the time. Ignore reply will cause you to ignore the last person to send you a tell. This can be used to prevent invisible people from spamming you. Ignore none will set you to ignoring no one. ~ 1 IGQC 'INTER GUILD QUEST COUNCIL'~ The Interguild Quest Council meets every second Monday to create, critique and compile quests that guilds compete in on a monthly basis. The council is comprised of guild representatives that volunteer their time to allow their guild access to these monthly events. The purpose of the IGQC Quests is to foster greater cooperation and comraderie between the guilds. Though sometimes pitting guild versus guild, more often than not the quests bring together the skills of each class into teams that compete against each other. Should you wish further information about the IGQC, please contact the Mortal co-heads &WDarshanin or Shadrack, &w or the Immortal sponsors, &WElisabet or Korell. ~ 2 ILIANA~ . &R, &Y__ &G\/ &Y__ &R/\^^/`\ &Y/&Oo &Y\&G{}&Y/ &Oo&Y\ &R| \/ | &Y\ &G() &Y/ &R| | | &Y`> /\ <` &R\ \ / &C@@@@ &Y(&Oo&Y/&G\/&Y\&Oo&Y) &g'\&R\/&g/' &C@@&Y()&C@@ &R_ &Y) ( &g|| &C@@@@ &R_(_)_ &pwWWWw &g|| ,/ &R(_)&r@&R(_) &p(___) &g|| ,\ | /) &R(_)&g\ Y &g|\ || |\\|// &pvVVVv&g`|/&P@@@@ &g| | || | |;&P,,,&p(___) &g|&P@@&W()&P@@ &g| | || / / &P{{}}} &gY \| &P@@@@ &g\ \||/ /\\|-Y- \|/ | \ \/ / \ `\\//`,.\|/|//.|/\\|/\\|,\|/ &G^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ &g.-..-. &G.-..---.&W.-..-..---. &g| || |__ &G| || | |&W| .` || | | &g`-'`----'&G`-'`-^^-'&W`-'`-'`-^^-' &W.---. &G.-..-..-. &g.---..---. &W| |-< &G| || || |__ &g| |- \ \ &W`-'`-'&G`----'`----'&g`---'`---' &w Imm of the Week - April 1 - 7th, 2001 Imm of the Week - January 14 - 20th, 2002 ~ 2 ILIANA2~ &x. &O __..._.-. .-._...__ &O /.-. '-.) (.-' .-.\ &O \', \ / ,'/ &O |:. &Bo&O'&Y--D c--&O'&Ga &O.:| &O \::. &Y/ | | \ &O.::/ &O ;:_ _&Y\ '-/ \-' /&O_ _.:; &O .' __ `\`&R.:::. .:::.&O`/` __ '. &O .:' .' '.|&R:::::::::::::&O|.' '. ':. &O /:: \:. ';;&R;;::&WM&R::::&O;:' / ::\ &O ;::. ':._ \&R::&WO&R::&O/ _.-' .:::; &O(|::. /'-.__/&R::&WM&R::&O\__.-'\ .::::|) &O \::__ ,' &R'-:::::-' &O', _::;/ &O `/ `\.-'| &R':' &O|'-./` :\` &O |:. |: '-. .-' :| .:| &O |:. '-. ) ( .-' .:| &O \::. )-' '-( .:/ &O '-----' '-----' ~ 54 ILIANA_COLORS~ &CLovisa openly &Gtraffics&C: hellfires, obsid bracers, abby sets fer sale/tra &YGainsbourg: Ili (: &CMachello clantalks 'ili, what do gplates go for? :P' &CMorpheous openly &Gtraffics&C: Old OOG Brittany Sigil for trade &YIliana: hey Gains ;) &RShargate wars 'arr &gTrizcut racetalks ':( nordom just hit a dt ' &YGainsbourg: Ili, you got a lot of AOL stock? :) &CYou clantalk 'dunno hon.. I'm kinda outta the eq loop right now.' &CMachello clantalks 'nod :P' &gSinclere racetalks 'eh?' &CPelmen openly &Gtraffics&C: SoL for sale/trade &pLog: Koseem: order all rem all. &CKuangyan openly &Gtraffics&C: awful lot of SoL's &CUkrashk &wchats&C 'Level!' &gSinclere racetalks 'ah' &RShargate wars 'arr &pLog: Koseem: order all drop all. &CCorinth &wchats&C 'gratz' &YElbanon: time warner merger is gonna make you a good deal of money, eh &CKrakith &wchats&C 'Good job :)&w'&C &CTarlin openly &Gtraffics&C: What are SoL going for now? &pAuth: Prane@128.192.130.142 new Half-Orc Thief (Peaceful) applying... &YDaltorak: Here's a link to a story on the subject, Iliana: http://biz.yahoo.c &gTrizcut racetalks 'he was in the underworld and couldn't recall' &CPelmen openly &Gtraffics&C: bout 350 &CKuangyan openly &Gtraffics&C: 300-350 &YIliana: hope so ;) &pMonitor: Prane@128.192.130.142 new Half-Orc Thief. &gTrizcut racetalks 'my friends char' &pLog: Koseem has charmed priest. &CThargron &casks &C'is there anything that will make me less vulnerable to &RShargate wars 'arr' ~ 54 ILIANA_COLORS2~ &CLovisa openly traffics&G:&C hellfires, obsid bracers, abby sets fer sale/tra &YGainsbourg: Ili (: &CMachello clantalks 'ili, what do gplates go for? :P' &CMorpheous openly traffics&G:&C Old OOG Brittany Sigil for trade &YIliana: hey Gains ;) &RShargate wars 'arr &gTrizcut racetalks ':( nordom just hit a dt ' &YGainsbourg: Ili, you got a lot of AOL stock? :) &CYou clantalk 'dunno hon.. I'm kinda outta the eq loop right now.' &CMachello clantalks 'nod :P' &gSinclere racetalks 'eh?' &CPelmen openly traffics&G:&C SoL for sale/trade &pLog: Koseem: order all rem all. &CKuangyan openly traffics&G:&C awful lot of SoL's &CUkrashk chats &w'&CLevel!&w'&C &gSinclere racetalks 'ah' &RShargate wars 'arr' &pLog: Koseem: order all drop all. &CCorinth chats &w'&Cgratz&w'&C &YElbanon: time warner merger is gonna make you a good deal of money, eh &CKrakith chats &w'&CGood job :)&w'&C &CTarlin openly traffics&G:&C What are SoL going for now? &pAuth: Prane@128.192.130.142 new Half-Orc Thief (Peaceful) applying... &YDaltorak: Here's a link to a story on the subject, Iliana: http://biz.yahoo.c &gTrizcut racetalks 'he was in the underworld and couldn't recall' &CPelmen openly traffics&G:&C bout 350 &CKuangyan openly traffics&G:&C 300-350 &YIliana: hope so ;) &pMonitor: Prane@128.192.130.142 new Half-Orc Thief. &gTrizcut racetalks 'my friends char' &pLog: Koseem has charmed priest. &CThargron asks &c'&Cis there anything that will make me less vulnerable&c'&C &RShargate wars 'arr' ~ 51 ILIST~ Syntax: ilist - list all known ICE channels ilist <channel> - list details on one ICE channel IList displays information on channels active on ICE. Without arguments, it will produce a display similar to: Name Local name Owner Policy hub2:IAdmin IAdmin Nemon@AR open hub2:ICode ICode (inactive) hub2:test (not local) Nemon@ARtest private This shows the canonical name (eg. hub2:IAdmin), the local name (eg IAdmin - which can be used as an abbreviation in ISETUP, and which is also the command to speak on that channel), the owner of the channel (eg. Nemon@AR), and the channel's policy (see ICE-POLICY). If a channel is not configured locally, it will have (not local) for its local name. If a channel is configured locally, but is not actually active on IMC, it will have an (inactive) flag on it. IList with a channel name will provide detailed information on that channel. For example: Channel hub2:IAdmin: Local name: IAdmin Format 1: (IAdmin) %s: %s Format 2: (IAdmin) %s %s Level: 102 Policy: open Owner: Nemon@AR Operators: Drylock@AR Invited: NiceGuy@SomeMud Excluded: SomeMud This displays the channel name, local name, policy, and owner, as above. It also displays: - the minimum level needed on your mud to see the channel - the format for displaying messages from the channel. These can contain any color codes etc. that your mud uses. Format1 is the string displayed when someone speaks normally on the channel - the first %s is replaced by their name, the second %s by what they say. Format2 is a similar string for emotes. Again the first %s is their name, the second %s the text of their emote. - any operators for the channel. This can only be changed by the owner of the channel. Operators can modify the 'invited' and 'excluded' fields via the ISETUP command. - the invited and excluded people on the channel. See ICE-POLICY for more details. See also: IMC ICE ISETUP ICOMMAND ICE-POLICY ~ 1 'ILL FORTUNE'~ Syntax: c 'ill fortune' <victim> Ill Fortune reduces the victim's luck by three. ~ 51 IMC~ IMC, or Intermud chat, is a means of talking with people across different muds by networking many muds to one hub server. For more information on Intermud chat, try: RBEEP RTELL RREPLY RWHO RQUERY RCHANNELS IMCLIST To post to the imc.board..go to the Darkhaven Courier and look at the sign for more information. ~ -1 IMC~ IMC (Inter-Mud Communication) provides a way for muds to connect together and share various services: chat channels, tells, notes, who listings, and so on. The available mortal-level IMC commands are as follows. See the help topics for each of these for more information. - IMCLIST : get a list of active muds that are connected to IMC. - RCHAT : send a message on the common chat channel. - RWHO : send a who request to a mud. - RTELL : send a tell to someone on another mud. - RREPLY : reply to a rtell from someone on another mud. - RQUERY : ask for information of some type from another mud. - RBEEP : "beep" another player. Use sparingly. - RWHOIS : find someone on IMC - RFINGER : get information about a player on another mud - ISTATS : get some (interesting?) stats about IMC. - RCHAN : show which channels you are listening to, and modify that state. There is also provision for inter-mud notes/mail; see 'IMC NOTES'. IMC2 was written by Oliver Jowett <oliver@sa-search.massey.ac.nz>, aka Spectrum. Mail me if you're interested in connecting to the IMC network. The source code is available at ftp://sa-search.massey.ac.nz/pub/mud/imc2/ The IMC2 home page is at http://sa-search.massey.ac.nz/-oliver/imc2/ (- = tilde) ~ 51 'IMC CONFIG'~ The 'imc' command is used to configure your IMC setup: Syntax: imc add <mudname> - add a new IMC connection entry imc set <...> - set the details of an IMC connection imc delete <mudname> - remove an IMC connection imc rename <old> <new> - rename an IMC connection imc reload - load a new IMC config file from disk imc localname <name> - set the local IMC name imc localport <port> - set the local IMC port Add, delete, and rename should be self-explanatory. The name of an IMC connection MUST match the name which the other end is using. Reload destroys the version of the configuration in memory, and reloads it from disk. This is useful if you have hand-edited the config file and want to load your changes without rebooting. 'imc reload' also reloads the rignores file. The set command has several forms: imc set <mudname> all <data...> - set all values for a mud host <hostname> - set the hostname to connect to port <portnum> - set the remote IMC port to connect to clientpw <pw> - set the case-sensitive client password serverpw <pw> - set the case-sensitive server password rcvstamp <value> - set the receivestamp noforward <value> - set the noforward bitmask flags <value> - set the connection flags The 'all' form takes a series of values: imc set <mudname> all <host> <port> <clientpw> <serverpw> <rcvstamp> <noforward> <flags> For information on the exact details of each field, see the IMC documentation. The localname and localport commands set the IMC name and port of -your- mud. Use with care. See also: IMC 'IMC IMMORTAL COMMANDS' ~ -1 'IMC IMMORTAL COMMANDS' RINFO~ IMC Immortal commands: - RINFO : A channel which the various hubs put status reports onto. Can be spammy at times; you may want to turn off rinfo for this reason. - RSOCKETS : displays debugging info on the current IMC connection state. - RCONNECT : force a connection to a directly connected mud. - RDISCONNECT : forcibly disconnect a directly connected mud. - RIGNORE : ignore a player or an entire mud on IMC. - MAILQUEUE : show the current queue of pending inter-mud notes. - IMC : edit the IMC configuration for your mud (see 'IMC CONFIG') - RCHANSET : manage access to IMC channels/rtell/rbeep for players. - RPING : trace IMC connectivity See also: IMC ~ -1 'IMC NOTES'~ Notes (boards, mail, etc) are very mud-dependent, but in general, if they have been connected to IMC, then you can simply write notes to player@mudname in addition to normal 'player'. For example, you may be able to do: note to abcde@somemud anotherplayer immortal@someothermud and the note would go to: abcde on the mud called 'somemud' anotherplayer on your mud all immortals on the mud called 'someothermud' The 'playernames' used are interpreted by the mud that receives them, not your mud, so be careful when writing notes to group names such as 'immortal'. If your note cannot be delivered within 12 hours for some reason (if the mud is down, does not exist, or refused your mail) then you will get a note from the system telling you so. See also: IMC ~ 51 IMCLIST~ Syntax: imclist - get a list of active muds on IMC imclist direct - get a list of directly connected muds imclist config - see the local IMC config 'imclist' lists active muds on IMC. It lists all the muds which this mud knows about on the IMC network, and when they were last heard from. The 'route' section is mainly for diagnostics, and indicates the route that your mud will send packets via to get to another mud. 'imclist direct' shows direct connections from your mud to other muds. 'imclist config' shows the local IMC configuration and state. See also: IMC RQUERY ~ 56 'IMM AUTH' 'IMM AUTHORIZE'~ Associated help files: authorize Authorize <player> name -- This is the command used to allow a player to continue in the Spectral Gate pre-auth area, but will make them choose a new name prior to entering the Academy. Use this command if the name is questionable, modern, or rude. If the name is acceptible, but in all caps, accept the name, but send them a tell requesting they not use all caps for their name in the future. Authorize <player> yes -- This is used to accept a players name. Once this command is used, the player requires no further Immortal commands to enter the Realms. Authorize <player> no -- This command is exclusively used to deny players with extremely rude or profane names and banned sites. Use this command sparingly. Levels 51-54 have primary responsibility for character authorization. All Immortals should periodically type 'authorize' to assure their are not any players waiting for authorization. The new system allows the Immortals a bit of time to decide if an name is appropriate before accepting or denying it. If you are in doubts to a names acceptibilty, but it is not profane or extremely modern, you should probably accept it. ~ 51 'IMM BOARDS' IMMBOARDS~ The following is a list of immortal boards to help you find what you're looking for: &CROOM &c- &GBOARD NAME&c OBJ VNUM: &YDESCRIPTION &C1200&c - &GImmortal &c1200: &YImm general info. &C1201&c - &GEternal &c1202: &YDiscussions for all level 58+ imms. &C1202&c - &GSymposium &c1215: &YThe Symposium's mortal/immortal board. &C1203&c - &GMortal Sym &c1205: &YPost and discussion of new imm apps. &C1204&c - &GSilent Room &c1200: &YA quiet room for reading imm notes. &C1205&c - &GFreekill &c1246: &YDiscussion related to Freekill. &C1206&c - &GHell &c1225: &YBoard for posting info on hell's occupants. &C1207&c - &GQuest Council &c1203 : &YQuest Council discussion board. &C1208&c - &GQuest Tally &c1204 : &YAll finished quests posted here. &C1209&c - &GHeroes &c1216: &YNotes posted by mortals regarding quests. &C1210&c - &GClan Council &c1211: &YClan discussions and related topics. &C1211&c - &GPkill Conclave &c1217: &YImmortal board for PK issues. &C1212&c - &GOracle &c21044: &YImmortal copy of the Oracle. &C1213&c - >he Archives &c21042 : &YThe mortal archives in an imm-only room. &C1214&c - &GImmortal Rules &c1208: &YPosting of all rules for immortals. &C1215&c - &GBans &c1231: &YNotes on banned players and addresses. &C1216&c - &GCode Bugs &c1223: &YBugs/questions/discussion. &C1217&c - &GNew Code &c1218: &YCode discussion for the Code Council. &C1218&c - &GBuilding Classes &c1233 : &YTips, suggestions, class times/info. &C1219&c - &GArea Bugs &c1210: &YPosting of bugged area stuff for fixing. &C1220&c - &GCouncil of Elders &c1220: &YNotes for and by the CoE. &C1221&c - &GBlodkai &c1234: &YBlodkai's personal to-do list. &C1222&c - &GProjects &c1228: &YVisionary Consortium discussion board. &C1223&c - &GCoEVC &c1245: &YCoE voting room on VC issues. &C1224&c - &GNeophyte &c1229: &YThe Neophyte Council discussion board. &C1225&c - &GNewbie &c1219: &YImmortal copy of the Newbie Council Board. &C1226&c - &GImmNation Board &c1236: &YBoard for Imms involved with Nations. &C1229&c - &GMail &c21048: &YRoom accessible only by Imms for Mail reading ~ 51 'IMM DAILY' IMMDAILY~ . &YLook, More Immspam! &WHey! No one's posted anything except Jade. What's with you people. I want dirt, trash, filth, and good clean fun. Gimme something to work with. I'm dying here. Well, in any case, you can read and enjoy Jade's version of the 70's Queen hit, Bohemian Rhapsody. If you don't read it, she'll mess you up, bigtime. More on &YHelp Imm Daily2 ~ 51 'IMM DAILY2' IMMDAILY2~ In case you needed further proof that the human race is doomed, here are some actual label instructions on consumer goods: More proof that meaningless lawsuits actually improve the substance of life. &GDUH!!!!!!!&W On Sears hair dryer: Do not use while sleeping. On a bag of Fritos: You could be a winner! No purchase necessary. Details inside. On a bar of Dial soap: Directions: Use like regular soap. Some Swanson frozen dinners: Serving suggestion: Defrosted. On a hotel-provided shower cap in a box: Fits on head. On Tesco's Tiramisu desert: Do not turn upside down. (Printed on the bottom of the box). On Marks & Spencer Bread Pudding: Product will be hot after heating On packaging for a Rowenta Iron: Do not iron clothes while on body. On Boot's Children's Cough Medicine: Do not allow users to drive a car or operate heavy machinery. On Nytol: Warning: may cause drowsiness On a Korean kitchen knife: Warning keep out of children On a string of Chinese-made Christmas lights: For indoor or outdoor use only. On a Japanese food processor: Not to be used for the other use. On Sainsbury's Peanuts: Warning: contains nuts On a Swedish chain saw: Do not attempt to stop chain with your hands. On an American Airlines packet of nuts: Instructions: open packet, eat nuts. ~ 51 'IMM DAILY3' IMMDAILY3~ I see a silly @description of a man Gotta MUD! Gotta MUD! Will you do the BONK-OIF thing Whisper-bombs and killing, very very thrilling, OIF! ;TinyTalk, FooTalk, TinyFugue, TinyWar TinyWar does not exist. Where did it go-o-o-o? I'm just a MUDder, I need no topology He's just a MUDder sitting at a CRT Spare his eyes from radioactivity Easy come, easy go, 'cause I've got a macro Harakiem, No! We will not let you go Let it go! Harakiem, No! We will not let you go Let it go! Never, never, never let it go, go, go No, no, no, no, no, no, no! It is sinking, it is sinking, it is sinking, let it go. Realms is sinking beneath the sea, the sea, the sea! So you think you can BONK me and slap me HIGH5. So you think you can spoof me, pretend you are I. Oh, mucker. Don't do this to me mucker. Just gotta log out, just gotta get off of this port. Nothing really matters Anyone can see Nothing really matters to me. Any way the link goes. &P Jade ~ 51 'IMM DAILY4' IMMDAILY4~ If Men REALLY Ruled The World. &w1. &gAny fake phone number a girl gave you would automatically forward your call to her real number. &w2. &gNodding and looking at your watch would be deemed an acceptable response to "I love you." &w3. &gHallmark would make "Sorry, what was your name again?" cards. &w4. &gWhen your girlfriend really needed to talk to you during the game, she'd appear in a little box in the corner of the screen during a time-out. &w5. &gBreaking up would be a lot easier. A "See you later." would pretty much do it. &w6. &gDrinking any type of beer would be a 100%-effective birth control method. &w7. &gYour resume references would never be checked. &w8. &gEach year, your raise would be pegged to the fortunes of the NFL team of your choice. &w9. &gThe funniest guy in the office would get to be CEO. &w10. &g"Sorry I'm late, but I got really wasted last night." would be an acceptable excuse for tardiness. &w11. &gAt the end of the workday, a whistle would blow, and you'd jump out your window and slide down the tail of a brontosaurus and right into your car. (Continued on immdaily5) ~ 51 'IMM ECHO'~ Associated help files: echo Echos should generally be medieval in nature, and their use confined primarily to administrative functions, weddings, quest, role-playing and the like. Role-playing should be used rarely, however. Though there is some leeway within these guidelines, some practices are frowned upon and should be avoided. Do not use your name in an echo unless necessary. Avoid comical phrases or 'cutsey' terms. Do not use :) or other symbols/punctuations at all. If any of the above are necessary, there exist a sufficient number of public channels via which the task can be accomplished while still reaching a wide audience - without forcing it onto the screen of every character in the game. ~ 51 'IMM EQUIP~ . Equipment Usage --------------- ** All equipment worn by an immortal must be made from vnum 1222. ** No stats or affects may be added to vnum 1222. ** If you need to test your mobs, you may make a weapon with the stats needed to test your mob. ~ 51 'IMM FORCE'~ Associated help files: force This command allows you to make someone execute a command. Forcing someone can often be looked at as high-handed. Most common use of force is to make someone do something as you are snooping, to check problems or bugs, without waiting having to tell the character exactly what to type. It is always best to ask the person before you begin forcing them. You may also use force to make a player quit, drop, or read something when you are punishing them. Force all <command> can be done, but causes excessive lag because it causes every player lower than you to attempt the command. This should be reserved to "force all save" in times of numerous crashes. You should never force all to use a channel. ~ 55 'IMM FORCECLOSE'~ Associated help files: forceclose This command will force a certain descriptor to close. To use, you must first look for the number listed under Desc on the user list. Then type: forceclose <Desc #> You can use forceclose to knock a trouble player offline, as well as knock off someone who it stuck online. ~ 58 'IMM FREEZE'~ Associated help files: help freeze Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. Deny is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 51 'IMM GOTO'~ Syntax: goto <name> This is a reminder to use common courtesy when using such commands as goto. Not only is it considered inappropriate to goto higher level immortals without asking permission, the same could be said when wanting to visit any player on the mud. A quick tell requesting to visit would suffice. For those of you who frequent headquarters, either Clans, Guilds or Orders, requesting permission, though not necessary, is certainly welcome. Note that if a mortal requests that you leave their hq, and you have no pressing business, you are obligated to abide by their wishes. (This does not apply to high ranking immortals.) ~ 2 IMM IMMORTAL~ An Immortal is a player who has proven his/herself as a valuable asset to the Realms. These players are those that you will see as level 51 and higher. To get a current list of immortals online you would use who imm or who 51. You can also obtain a list of all immortals by typing wizlist. Immortals are the administrative backbone of the realms. They also aid in quest creation for mortals, new idea submissions, new area additions/changes and coding additions/changes. &YSEE ALSO: &wHELP HOWTOIMM ~ 51 'IMM INVIS'~ Associated help files: invis and wizinvis Those Immortals between levels 51 and 54 may invis to level 51 when they are running or preparing a quest, involved in building projects that require you to be uninterrupted, or you are actively watching a mortal. At all other times, the Immortal should be visible to all levels of mortals and Immortals. Wizinvis is to be used as a tool to assist you in your duties as an Immortal, it is not a means to spy on others or hide. Immortals of level 55 and above may use wizinvis beyond 51 to work on projects or monitor another person. It is mandatory to be visible to all other immortals whenever reasonably able to do so. Keep the use of "Someone" to a minimum on channels. Exceptions are when you need to answer a question, make a comment, or pass on some information, but are too busy to become visible. ~ 51 'IMM ORDER' IMMORDER~ . &WPolicy on Immortals in Orders: &YImmortals may be members of orders when they have achieved level 53 or above. No Immortals still within Neophyte Council jurisdiction, (51, 52) are to be inducted into orders. Orders may have 3 immortal members, the deity counting as one, plus two additional. If an immortal under level 53 is in an order, they will be removed until they have reached level 53. ~ 52 'IMM RECHO'~ Associated help files: recho Rechos should generally be medieval in nature, and their use confined primarily to administrative functions, weddings, quest, role-playing and the like. Recho can be seen by all players in one room. Do not use recho to "scare" mortals. Recho is seen on logs, be cautious in using them in social/private situations. ~ 55 'IMM SNOOP'~ Associated help files: snoop The snoop command is a very valuable tool, when used appropriately. Snoop not only allows you to watch another person, but to see the world through their eyes, helping to track down problems the person may be experiencing. The reasons for snooping are too varied to mention here, but the reasons NOT to snoop are easily listed. -- Do not snoop people being intimate. <i.e. Mudsex, voyeurism, etc...> -- Do not repeat information learned in snoop casually, especially to mortals -- Only snoop a person talking to a higher level Immortal with the higher Immortals "Express Permission". -- If a higher level Immortal begins communication with someone you are snooping, inform that higher Immortal immediately of the snoop. -- If a higher level Immortals requests you to stop snooping, do so quickly. -- "Spot check" snooping of lower level Immortals is part of being a higher level immortal. All Immortals may be snooped at any time, for any reason. -- Do not snoop for the purpose of gaining information for personal reasons. -- Any incidental references learned in snoop should be disregarded. ** For example, you learn someone is having a mud affair from snoop. ** This information has nothing to do with the reason you are snooping ** and should not affect your judgement. It should not be passed on. -- Being an Immortal is a privilege and a job. Snoop is a tool to assist you do your job properly. Snoop is neither a toy nor a right. ~ 1 'IMM SPONSORSHIP'~ The immortal sponsorship process is as follows : A. An immortal of 53 or higher will approach you and discuss with you why they think you should be an immortal B. If you agree to be sponsored to imm, the sponsoring immortal will post a note to the immortal community to be reviewed. - The reviewing process can take anywhere from two weeks, to several months based on the needs of the immortal community. - During this time, it is ill-advised to ask about your status or "brag" about the fact you are under sponsorship. This has been known to only cause problems, and incessant tells asking about your status will reflect badly on yourself. - During this time immortals will likely appear occasionally to meet with you and discuss your sponsorship with you. Not all of the immortals will likely be familiar with you and this allows them a chance to gauge your personality and abilities. C. After sufficient review of your sponsorship: 1. If you are accepted, you will be placed in line to become an immortal. You will not be told you have been accepted until we are ready to bring you aboard the staff. The time period from acceptance to immortalizing is based on the needs of the MUD. 2. If you are not accepted, you will be contacted as soon as possible and informed of it, as well as the reasons that we can discuss. - Either way, this information will likely come from the ranking immortal of The Symposium. ~ 54 IMMCONNECT~ To create items that connect, follow these steps: 1. Determine the number of objects you will be connecting. 2. Create each object. Only the final object should be wearable with stats. 3. Make each piece item type "piece". 4. Item values for each item work like this: Value0 = Previous item vnum Value1 = Next item vnum Value2 = Final Obj vnum For example, if you want to make a staff from two separate items. These items could be ovnum 100 and ovnum 101. "Connected", these items make ovnum 102 ovnum 100 can have a v0 of 0, v1 of 101, and v2 of 102 ovnum 101 can have a v0 of 100, v1 of 0, and v2 of 102 When you "Connect" items 100 and 101, you will get item 102. ~ 51 IMMCOUNCIL~ Once an Immortal has reached level 53, they may wish to join one of the many Councils. This is a perfect way for an Immortal to find their 'niche' and contribute to a specialized area of the game which interests them most. There are several Councils an Immortal may belong to (Type: Councils - to get more information on these). The current policy on an Immortal joining a Council is as follows: - At level 53, you are free to inquire with the Council Head about becoming part of that Council. The Council Head will have the information specific to that Council and the process involved in joining. - Below level 53, an Immortal can only belong to a Council if there is a need for their services and their Mentor approves of the choice. This is only done in rare cases and requires CoE approval, as well. ~ 51 IMMCR~ &GImmortal help files for bodybagging and corpse retrievals are: &Y IMM_CR1 (or IMM_BODYBAG1) IMM_CR2 (or IMM_BODYBAG2) BODYBAG &GMortals may be directed to the following keywords: &Y CR 'corpse retrieval' corpse &GDo not retrieve avatar corpses from the Realm of Worship. ~ 57 IMMDAIL6~ &w25. &gThe victors in any athletic competition would get to kill and eat the losers. &w26. &gThe only show opposite Monday Night Football would be Monday Night Football from a Reverse Camera Angle. Hockey Night in Canada would be allowed to use the Puck Cam. &w27. &gIt would be perfectly legal to steal a sports car, as long as you returned it the following day with a full tank of gas. &w28. &gEvery man would get four real Get Out of Jail Free cards per year. &w29. &gWhen a cop gave you a ticket, every smart-aleck answer you responded with would actually reduce your fine. As in: &wCop: &g"You know how fast you were going?" &wYou: &g"All I know is, my beer was spilling all over the place." &wCop: &g"Good one. That's $10 off." &w30. &gFaucets would run "Hot," "Cold," and "100 proof." &w31. &gEvery car would have a four on the floor and fifth under the seat. &w32. &gStandard feature on every car: Zero to 60 in 1.9 seconds &w33. &gPeople would never talk about how fresh they felt. &w34. &gShort shorts and miniskirts would always be in style. &w35. &gThe Statue of Liberty would get a bright red, 40-foot thong. &w36. &gTelephones would automatically cut off after 30 seconds of conversation. &w37. &gYou could have your choice and still be paid the same: Work or surf the Net. ~ 51 IMMDAILY5~ &w12. &gIt'd be considered harmless fun to gather 30 friends, put on horned helmets and pillage a nearby town. &w13. &gLifeguards could remove citizens from beaches for violating the "public ugliness" ordinance. &w14. &gWomen in bars would fall into your arms whenever you said, "Come here often?" &w15. &gTanks would be far easier to rent. &w16. &gGarbage would take itself out. &w17. &gInstead of beer belly, you'd get "beer biceps." &w18. &gInstead of an expensive engagement ring, you would be expected to present your wife-to-be with a giant foam hand that said, "You're #1!" &w19. &gValentine's Day would be moved to February 29th so it would only occur in leap years. &w20. &gOn Groundhog Day, if you saw your shadow, you'd get the day off to go drinking. Mother's Day, too. And your birthday. &w21. &gSt. Patrick's Day, however, would remain exactly the same. Only it would be celebrated every month. &w22. &gCop shows would be broadcast live, and you could phone in advice to the pursuing cops. Or to the crooks. &w23. &gTwo words: Ally McNaked. &w24. &gRegis and Kathie Lee would be chained to a cement mixer and pushed off the Golden Gate Bridge for the most lucrative pay-per-view event in world history. (Continued on immdaily6) ~ 51 IMMDAILY6~ "How To Survive A Halloween" &w1. &gWhen it appears that you have killed the monster, never check to see if it's really dead. &w2. &gNever read a book of demon summoning aloud, even as a joke. &w3. &gDo not search the basement, especially if the power has just gone out. &w4. &gNever accept invitations from strangers, especially individuals who inexplicably live in isolated areas and have no contact with society. &w5. &gAs a general rule, don't solve puzzles that open portals to Hell. &w6. &gIf you're searching for the cause of a noise and find out that it's not just the cat, leave the room immediately if you value your life. &w7. &gIf appliances start operating by themselves, move out. &w8. &gDo not take anything from the dead. &w9. &gIf you find a town which is deserted, it's probably for a reason. Take the hint and stay away. &w10. &gDon't fool with recombinant DNA technology unless you're sure you know what you're doing. &w11. &gStay away from certain geographical locations, some of which are listed here: Amityville, Elm Street, Transylavania, Nilbog, the Bermuda Triangle, or any small town in Maine. &w12. &gIf your car runs out of gas at night, do not go to the nearby deserted-looking house to phone for help. &w13. &gBeware of strangers bearing tools such as chainsaws, staple guns, hedge trimmers, electric carving knives, combines, lawnmowers, butane torches, soldering irons, band saws, or any device made from deceased companions. ~ 64 IMMGLORY~ ~ 55 IMMHOST~ Syntax: immhost add <name> <host> Syntax: immhost delete <name> <host> Syntax: immhost save Syntax: immhost This command is for setting the hosts allowed for immortals that are added with this command. Wildcards are allowed (*), so *edu, would allow any domain from edu connect and 127*, would allow any local domain to connect. IMMHOST without arguments will show a list of names and what domains they are allowed to connect from. To delete a command you need to provide the name and the host, this allows for multiple hosts for a certain name. This file won't be saved until the immhost save command is issued. ~ 51 IMMLAW2 IMMLAWS2 IMMRULES2~ . -- Continued from immlaws1 6) Auths * Names should sound medieval and not be offensive to a sex, religion, race etc 7) Helling * Do not abuse. Talk to the offender and use as necessary. * Excessive abuse of mortal rules. * Comment 8) Snooping * Not for personal reason, and any personal information received is private * Snoop only for the time needed to accomplish objective. 9) Disputes Between Immortals * Handle them privately and not on public channels. 10) DO NOT share your password/account with any other. See also, "Immlaws1, hell, snoop, password, bodybag," and the new immortal guidebook as well as board 1214 for more info. ~ 51 IMMLAWS IMMLAW IMMLAWS1 IMMRULES IMMRULES1~ 1) Equipment * All eq must be made from vnum 1222. * No stats or affects can be added to the item. * No immortal should possess Glory or over 50000 Gold 2) Invis * Levels 54 and under should be visible at all times. 3) Corpse Retrievals * Mortals should attempt to get mortal help first * Must eat a minimum of one item if the player is above level 10 4) Silencing * Insulting of an individual which is witnessed by an Immortal. * Usage of foul language beyond minor offenses (under imms discretion) * Prolonged discussion of sexual acts requires one public warning that further communication will result in silencing. 5) Giving Mortal aid/information * Not Tolerated * You can NOT: give eq; info on areas, mobs, and items; spelling; transing to areas; act as spy; give out mortal stats. See also help IMMLAWS2 ~ 61 IMMMOTD~ ~ 58 IMMORTALIZE~ &YSyntax&W: immortalize <victim> The Immortalize command will advance an avatar character to level 51, delete all of their possesions, place them on the wizlist, and give them full and proper immortal status. &YSee Also&W: MORTALIZE, ADVANCE. ~ 54 IMMPROGS~ These mpcommands are restricted knowledge to port 4000 immortals. &Ympcommand syntax basic description &Wmpapply/mpapplyb mpapply 0.$n For use in pre-auth. mpbodybag mpbodybag 0.$n Not currently in use. mpfillin mpfillin <dir> Closes off exits mplog mplog <text> Logs mob activity mposet/mpmset mp$set <field> <value> Osets and Msets objs mobs. mpnuisance mpnuisance $n <val>... Sets player to nuisance (in use?) mpscatter mpscatter $n vnum vnum Do not use. mpstrew unknown unknown mppeace mppeace <victim> Performs an immortal peace. mpasurpess mpasupress $n val Not in use. mpdelay mpdelay <victim><time> Delays a victim for * rounds &WNOTE: &CIf flagged "not in use" or "do not use", then &YDON'T USE &W:P &WFor more on individual mpcommands, type "Help (mpcommandname)". &YSee also: &WIFCHECKS4 ~ 51 IMMPROMPT~ In addition to the normal prompt tokens, the following are available for immortal use only: %D - 'DND' flag status %p - '(appear list)' when wizinvis %r - 'vnum' of current room %i - '(Invis Lv) ' wizinvis %R - '<#vnum> ' of current room %I - 'Lv' wizinvis (with config +vnum set) %F - 'room flags' of current room See also PROMPT ~ 51 IMMQUEST~ This help file will contain the current status as well as the expectations of what is to be followed of Immortals questing. Currently imms &YARE&G allowed to quest. &WRules for imm's questing:&G &W*&G It is expected that no Imm will be multi-playing their imm while they are questing. This includes multi-playing while invis/afk/etc. &W*&G It is expected that no imm will log off their imm character in order to quest. We don't want the situation arising where everyone logs off and the QC imm is stranded running the quest and fielding everything else. &W*&G You may &CNOT&G quest if you log in with your imm at any time during the quest. &WSo when can you quest?&G &W*&G It's somewhat limiting, but you can quest &CIF&G you happen to be morting when a quest begins, &COR&G if you are given the explicit permission of the imm running the quest. &CPlease do not pressure them.&G Immortals level 52 or higher may receive a rename scroll or twenty glory once a month. It is important that Lascivias have the name of the mortal you wish to have this glory given to, the mortals are loaded once a month and given the glory. This program of receiving 'payment' once a month is a great big gift from the CoE and should always be considered in the 'probationary' stages. Meaning: If the fact that immortals receive glory for being immortal becomes a point of contention in the game, it will be removed to quell any preconceived notions that immortals are shown favoritism. ~ 51 IMMROOMS~ &CROOM # - &GROOM NAME : &YDESCRIPTION &C4 - &GPurge room : &YDrop or trans things here &C41 - >he Halls of Combat : &YStart of old arena &C50 - &GGardens of the Gods : &YGood for weddings &C70 - &GAn Exquisite Garden : &YGood for weddings &C99 - &GA Space in Time : &YTo leave notes on morts &C100 - &GOminous Tapestries : &YStart of pre-auth &C1099 - >he Doghouse : &YFun discipline room &C1230 - &GEarth : &YRoom for immortal use &C1231 - &GAir : &YRoom for immortal use &C1232 - &GFire : &YRoom for immortal use &C1233 - &GWater : &YRoom for immortal use &C7535 - &GImmortal Welcome Room: &YStart of imm training &C14803 - &GGate Keepers Office : &YArena Control Room &C14821 - &GNew Arena : &YArena start room &C21195 - &GHall of the Fallen : &YPlace for corpses &C21530 - &GNewsroom : &YCry of Despair &C21926 - &GLatrine : &YNo exit room &C21995 - >he Initiation Device: &YPainful &C32747 - &GShut the Hell Up room: &YTake a guess ~ 51 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 50 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all avatars. : is a synonym for IMMTALK. ~ 51 IMM_CR1 IMM_BODYBAG1~ &G - You are never required to do a CR - If you do perform an CR you are required to take at least one item as charge, and this item should be one of the best items the player has. You have some discretion on exactly what you take, but it should be an item of value &Y**Exceptions:&G - the player is under level 10 - you are running a quest and the char died in that quest - you have approval from a CoE member - If you wish, you may inform the player of what you intend to take as a price for the CR before actually bodybagging them. This should not open the door to bargaining, you can simply give them the option of agreeing. You do not _have_ to inform the mortal of the cost unless you intend to extract more than the usual price (more than one item) - Players should have made some attempt at retrieving their own corpse before being given a CR. - Corpses should be at least "crawling with vermin" prior to being bodybagged (a corpse timer of less than 20) - You may not give free or discounted CRs to your friends except in the case of play-testing something you are working on - You may not CR deadly characters except when they are involved in a quest and died as a result of that quest - Use the 'bodybag' command to see the player's favor. If they have enough favor they must supplicate their corpse - You may not CR your own mortal unless _all_ the following apply (Again with the obvious except of play-testing): - there is no other Immortal online to do it for you - you have tried to get your corpse on your own the same way mortals must - your corpse is in "the last stages of decay", meaning you cannot wait any longer, i.e. a corpse timer of less than 8 &GContinued in: &YIMM_CR2 ~ 51 IMM_CR2 IMM_BODYBAG2~ &G- If you perform a CR for one of your own mortal characters, you must take (and eat) at least one of the best items from your mortal. Please also post a note on 1220. Players can and do sometimes file complaints about these things, and it's better if we have an idea what's going on. The prime directive for bodybagging/corpse retrievals is that these are privileges - they are not rights, facts of life or givens for players. It may be a common function for immortals to perform, and its frequency has over time crept upward, but do not confuse that with being an integral or necessary part of the game. With the advent of deities and the ability to supplicate corpses, bodybagging should be less frequent than in the past. &GSee also: &YIMMCR, TIMER (a list of corpse decay messages), IMM_CR1 ~ 51 IMM_HINTS~ Syntax: hint <arguments> Arguments: list ... display all hints add <low level> <high level> <text> ... add a hint with remove <number> ... remove hint # save ... save hints file edit <number> <option> ... edit hint # options ... <text/low/high> ~ 51 IMOTD~ &R-&Y Destre slides up the ladder a bit and is &Y is promoted to level 52! Gratz! &g ,__ &R &g \ \_ ,/|_ &R- &YWork on the port continues! The big &g . \ \_ ,/ , \_ &Y event draws ever closer. Have you &g /\,`/\.`/`. | ,/ ,/ | \ &Y hugged a builder or coder today? &g,/'/`' `. | ,;/ ,/ \ &Y &g /(/`' _ __, `.|./ ,;/&G ,'` &R- &YAn old face returns to the Realms &g/'/&R,&g) ,-' &G`'.`,&g `,/ &G &Y for more torture! Welcome back &g/ ` ,' &G \ \&g ` . &G,'` &Y suc... errr... Kador!! &g /, / __&G\ \ &g ` &Y &g / ./7 / __&G\&g_&G\&g__ &R- &YDarshanin attempts to give &g |,// ((( / ____ &Y the immortals the illusion of&r / | &g ((( &G`,`, &r, &Ymorals as she takes on her &r(` ;| &G`,`, &Y new role. Welcome Darshanin!&r(.&R "`&r/ (' ) &G `,`,&g &r , , ( ` )&R`-&Y'/&R l &r` , ,' &G `,` &r ) ' ' &R(_,' ) )&Y ' ' (_,' ) &R) ' ' (_,&r' ) &r ,) 7` &R/ /, (, ( ,)&Y 7` / /, (, ( ,)&R 7` / /&r, (, ( ,) 7` &r `&W___ &R (,-,` ,/`&W__ &Y, , )` )&W___ ___ &R ).\ /)&r `, (,) &r &W/ _ \___ ___ _/ /_&Y/&W_ ___ &W___&Y`(&W/ _/ / _ \___ __ ___ ___ _(_)_ &r`&W/ , _/ -_) _ `/ / ' \(_-< / _ \/ _/ / // / -_|_-</ _ Y _ `/ / __/&r(, - &W/_/|_|\__/\_,_/_/_/_/_/___/ \___/_/ /____/\__/___/ .__|_,_/_/_/ &r.` ) , &r (,- `-' &R/ (, &Y-') ( (,- `-' / (, -') ( (,&W/_/ &R/ (, &r -') ( &r-_(,_,&R'_(&Y_(__ )_, _`-_, _-_(,_,'_(_(__ )_, _`-_, _-_(,_,'_(_&R(__Ili,&r _ &WPlease remember to read immnews and news daily. ~ 57 IMOTS~ ~ 1 'IN THE AIR'~ Recommended level range: 5 - 10 The skies above Darkhaven are unpopulated save for the amusing faerie dragons. Wild rumors say that a portal to the Astral Plane exists at the end of a rainbow high above the city. ~ 1 INCONNU~ &x. &z_,. &r, &r, &z.,_ &z,-` _ \ &r_,-` \ &z _,...,_ &r/ `-._ &z/ _ `-. &z,-`_,-` \ &r,' _,-\ :&z-`_,,.,,_`-: &r/-._ `, &z/ `-._`-. &z,-`_,' &r,` ,' &z,` ,'&r:., ,.:&z`, `, &r`. `. &z`._`-. &z,` ,' &r/ ,`&z.'-./ ,`&r`-.,_`_,.-`&z`, \.-'.&r`. \ &z`. `. &z,` ````&r`````` / &z'-.,/ &r` &z\,.-' &r\ ``````&z```` `. &z```````&r````````` &r```````````&z````` &z.-..-..-..---..----..-..-..-..-..-..-. &z| || &r.`&z || &r|&z | &r||&z || &r.`&z || &r.`&z || &r||&z | &z`-'`-'`-'`---'`----'`-'`-'`-'`-'`----' &z.......&r......... &r.........&z....... &z`. .....&r..... \ &z,-'`\ &r_._ &z/`'-, &r/ .....&z..... .' &z`. `._ &r\ `.&z',-'\ `.&r.-'` `'-.&z.` /'-,'&r.' / &z_.' .' &z`-. `._ &r`. `._ &z`. `.&r;'```';&z.` .` &r_.' .' &z_.' .-' &z`-. `-._/ &r`._ `-/ :&z-._``'``_.-&r: \-' _.` &z\_.-' .-' &z`-._ / &r`-, / &z`'''` &r\ ,-' &z\ _.-' &z`' &r` ' &z'` &rThe ancient Inconnu strive endlessly to attain Golconda, the &zpersonal &rperfection of knowledge, ability, and control over th&ze bestial self. &rThe mastery of one aspect serves only to mark &za beginning anew of the &rtrek for perfection down new paths. La&zrgely indifferent to joy or &rsorrow, pleasure or pain, and c&zhoosing to live in relative seclusion &rfrom the world they oft&zen despise, the Inconnu care little for their &rlesser brethre&zn yet harbor no inherent desire to bring harm. Slow to &ranger, &zbut formidable when aroused, their elder status and power &raffo&zrds them an uncommon respect.&G ~ 1 'INDIGNATION'~ Syntax: cast indignation This spell fills the members of the caster's group with the Fury of The High Gods, causing them to fight more effectively. INDIGNATION improves not only the likelihood of hitting targets, but the damage done when a hit is made. The Fury of The High Gods is an enormous burden to carry, hence the spells duration is relatively brief. ~ 50 INDUCT OUTCAST~ &YSyntax&W: induct <victim> &YSyntax&W: outcast <victim> Induct and outcast are clan commands. The deity, leader and number 1 of a clan receive the induct commands, while the deity, leader, number 1 and number 2 all receive outcast. Induct will bring a new player into the clan, while outcast will remove them. Characters under level 10 cannot be inducted by any member of the clan. ~ 1 'INFERNAL NODE'~ Syntax: c 'infernal node' Casting this spell will allow the caster to translocate themself randomly anywhere throughout the world. ~ 1 INFORMATION~ SLIST - a command that lists all your spells and skills and the level at which you may practice them. AREAS - Typing AREAS will get you a list of all areas. You may get more information on each area by typing HELP <full area name>. WIZLIST - This is a list of all Immortals of the game. COMMANDS- This is a list of all commands available to you. SOCIALS - This is a list of all socials available. TIME - This will tell you the current times inside the Realms, the time the Realms was last rebooted, and the current time in Toronto. WHERE - Where will give you a list of other players in the same area. SAVE - After level two, typing SAVE will save your process. QUIT - If you want to leave the game, type QUIT. WHO - A list of other players visible to you in the Realms. TITLE - Once you reach level five, you may make your own title. PASSWORD- Your password can be changed with PASSWORD <new> <new> DESC - You may set up a personal description, type DESC to edit. This is only a brief list of commands that will help you do things with your character. More detailed information on each command can be found in the HELP files. You may also read sections 1 and 20 in your Adventurer's Guide book to learn more about these commands. ~ 1 INFRAVISION INFRARED~ Syntax: c infravision Syntax: c infravision <character> This spell enables the character to detect the heat signatures of other players and creatures in the room with them. This spell will also allow you to find items in corpses, containers, etc. but will not allow you to view the actual contents. You must have a light source to actually see items, room descriptions, the contents of corpses or containers, room exits and the like inside a darkened area. Infravision is not the same as "night vision". ~ 0 'INNER WARMTH' INNER WARMTH~ syntax: c inner (character) This spell makes you more resistant to all forms of coldness. ~ 59 INSTALLAREA~ Syntax: installarea <area filename> <full area name/title> Installs a prototype area into the mud as a non-prototype area. The filename can be fixed with aset, (don't forget to foldarea the new name.) Currently the builder should quit and have his/her vnums cleared manually. (This should be fixed soon). ~ 58 INSTAROOM~ &YSyntax&W: instaroom This command will set the resets for the room you are in to the exact parameters which are in the room. Be sure not to leave odd objects, such as spilled blood, corpses, or remnants on the ground at the time when you perform an instaroom. &YSee also&W: RESET, RESETCMDS and INSTAZONE. ~ 54 INSTAZONE~ Syntax: instazone [nodoors] This command lets your instantly create a whole set of resets for your area based on all the mobiles and objects contained within your area. All you have to do is place each mob in its proper room, wearing what it should be wearing, carrying what it should be carrying, and objects in their proper places, or in their proper containers, and doors in their proper states, (open, closed, locked). The instazone command will clear out your current resets (if any), and create new ones for you. You may optionally specify "nodoors" so that door resets will not be created. NOTE: This command will wipe out any existing resets! Do not use this command after you have added your own resets with 'reset add'. The recommended procedure is to use instazone, then use the 'reset' command to add any special resets, and NOT use instazone again. See RESET and RESETCMDS. ~ 1 INT INTELLIGENCE~ Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - heavily influences the amount of mana a character gains at level - affects the amount of mana regenerated or recovered at each tick if a character is resting or sleeping - the rate at which a character learns a new skill or spell - the percentage rate at which a character practices a new language Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... Intelligence is the prime attribute of the mage and nephandi. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 2 IOQC 'INTER ORDER QUEST COUNCIL'~ .&g \=/,&W _________ _______ _______ _______ &g | @___oo&W \__ __/( ___ )( ___ )( ____ \ &g /\ /\ / (___,,,}&W ) ( | ( ) || ( ) || ( \/ &g ) /\) \/ _)&W | | | | | || | | || | &g ) /\/ _)&W | | | | | || | | || | &g ) _ / / _)&W | | | | | || | | || | &g /\ )/\/ || | )_)&W | | | | | || | /\| || | &g< > |(,,) )__)&W ___) (___| (___) || (_\ \ || (____/\ &g || / \)___)\&W \_______/(_______)(____\/_)(_______/ &g | \____( )___) )___ &W &g \______(_______;;; __;;;&R Inter Order Quest Council &w The Inter Order Quest Council is comprised of many renowned orders &w within the realms. The orders combine in a parliamentary-like atmosphere &wand create quests for each other to accomplish on set dates. The orders have &w Immortal overseers, &YThorpe and Pheayre &wwho can assist them with quest &w planning, creating and executing. Currently, all orders have membership &w with the IOQC and &YAylssa &wis the Mortal Head of the council. &w If you wish to contact the IOQC mortal head or Immortal Overseer with &w questions, concerns or ideas, please MudMail them. &w See &WHELP IOQC_RULES &wfor information about rules the above orders must &w abide by in order to stay affiliated with the Inter Order Quest Council. ~ 2 IOQC_RULES~ . &R- &WIOQC Rules&R -&g &W1.&g Only 1 member per order is permitted to attend the IOQC meetings held at a time determined by majority vote. &W2.&g Every order is expected to prepare a quest for submission _at least_ 2 weeks prior to their deadline to allow enough time for implementation and further development by the IOQC Immortal Head. &W3.&g Quest details must include: mob descriptions, mob stats, quest introductory note, purpose of the quest, room descriptions if used, special mob attacks, clue descriptions if used, and a detailed explanation of the quest for the IOQC Immortal Head. &W4.&g Order members may not participate in an IOQC quest when they are hosting the event. Each member is encouraged to provide input into the creation process and it would be self-defeating to have them also participate in the actual quest. &W5.&g People with characters in multiple orders may not participate in multiple quests. They must chose 1 quest and forfeit the rest. &W6.&g Should an order fail to attend an IOQC meeting, a warning is issued. If a second consecutive meeting is missed, the order may not participate in the next IOQC quest. &W7.&g Orders may be disqualified for the following reasons: Cheating on a quest, enlisting outside help, kill stealing (if not permitted), using any character not specified at the start of each quest, and multi-ing. &W8.&g The Immortal and Mortal head of IOQC have final say in all quests and meetings. Abuse and violation of any of the above laws will not be tolerated. Please direct any questions or comments to the respective contact, Immortal Head for quest concerns and Mortal Head for administration or meeting information. ~ 52 IPCOMPARE~ Syntax: ipcompare <name> ipcompare <site> ipcompare <name or site> <room|area|world> <#> ipcompare pkill ipcompare total This takes * as a wild card. Ipcompare will compare online users to search for multiplayers. A positive match using ipcompare does not always mean it is a multiplayer..but shows that there are more than one user from a site on simultaneously. Ipcompare <field> <#> will limit the output to x number of lines based on #. * may be used as a wild card, for example ipcompare 207.18.3.* will return matches from any that begin with the ip prior to the asterisk. Ipcompare <field> <room|area|world> will limit the search based on that criteria. The room|area|world limitation will be judged on the room that the immortal issued the command in. So if you are in a different area than the victim, it will show only players matching the site in the area you are in. ipcompare pkill - will show any multiplaying deadlies online and ipcompare total - will give you the total number of unique ip addresses on the game. ~ 63 ISCLAN1~ ~ 51 ISETUP~ Syntax: isetup add <ice-channel> <localname> - add a channel isetup delete <localname> - delete a channel isetup rename <oldname> <newname> - rename a channel isetup format1 <localname> <format> - change format1 on a channel isetup format2 <localname> <format> - change format2 on a channel isetup level <localname> <level> - set channel level ISetup allows you to change the local configuration of an ICE channel. None of these commands have a lasting effect on the channel's configuration on other muds. ISetup add begins the configuration of a channel. It connects the specified ice-channel (of the form nodename:channelname) to a local name. For example: isetup add hub2:IAdmin IAdmin. The local name is also the command used to speak on the channel. When the channel is added, various default values are filled in for format1, format2, and level. ISetup delete removes this link. It does not affect the channel itself; it just deletes the local configuration link for the channel. ISetup rename changes the local name of a channel. It does not affect the channel name itself for other muds - just the command used locally to access it. ISetup format1 and format2 change how a channel is displayed locally. Each format string must have exactly two %s's within it (this is checked for) - the first will be replaced by the speaker's name, the second by whatever they say. Format1 is used for normal speech, format2 for emotes. See ILIST for more information. ISetup level sets the minimum level necessary on your mud to hear or use the channel. See also: IMC ICE ILIST ~ 51 ISTATS~ Syntax: istats - display use(less?) statistics istats shows some (maybe :) interesting statistics about how much traffic your mud is generating due to IMC. See also: IMC IMCLIST RQUERY ~ 54 ITEMVALUES~ In these values, 'sn' is a spell number; a negative value means 'no spell'. Item Type |V0 |V1 |V2 |V3 |V4 |V5 ----------|-----------|------------|-----------|-----------|---------|------- abacus | | | | | | armor |current AC |original AC | | | | container |capacity |flags |key vnum |condition | | drinkcon |capacity |quantity |liquid # |poison? | | food |food value |(condition) | |poison? | | herb | |charges |herb # | | | key |(lock #) | | | | | keyring |capacity | | | | | lever |leverflags |vnum/sn |vnum |vnum/value | | light |current AC |lightable? |hours left |flags ** | | money |# of coins |coin type | | | | piece |prev vnum |next vnum |final vnum | | | pill |spell level|sn 1 |sn 2 |sn 3 |food val | pipe |capacity |# of draws |herb (sn) |flags ** | | potion |spell level|sn 1 |sn 2 |sn 3 | | projectile| | | | | | puddle |capacity |quantity |liquid # |poison? | | salve |spell level|charges |max charges|delay |sn |sn scroll |spell level|sn 1 |sn 2 |sn3 | | staff |spell level|max charges |charges |sn | | switch |leverflags |vnum/sn |vnum |vnum/value | | trap |charges |type |level |flags | | treasure |(type) |(condition) | | | | wand |level |max charges |charges |sn | | weapon |condition |num dice |size dice |weapontype | | missiles |condition | |dam bonus |weapontype |range | quiver |capacity |flags |key vnum |condition | | ** pipe flags : see help pipeflag See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET, ARMORCLASS, WEAPONCONDITION, MISSILES, and CONTAINERFLAGS ~ 1 JAB~ Syntax: jab This skill is another form of attack the fighter can use against their primary opponent. If the attack successfully lands, it inflicts damage on the target. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 1 JADE~ .&Y ::;;;;;;;;;;;;;;;;:::. ::;;;;;;;;;;;;;;:::::,;;. ,::;;;;;;;;;;;;;::::,;;;;;;::, ::;;;;;;;;;;;;;;;;;;;;;;;;;;;,;;::, ,::;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;::, ,::;;;;;;;;;;;;;;;;;;;;;::,&wvvvvvvvvv,&Y;;;::, :,;;;;;;;;;;;;;;;;;;;;::,&wvvnnnnnnnnnnnnvv,&Y;;::. ,;;;;;;;;;;;;;;;;;::,&wvv;;;;vvnnv,vnnnvv;;;vv,&Y:: ;;;;;;;;;;;;;;;;::,&wvvvv''';;;vvnv,vv,v;;vvvvv,' ;;;;;;;;;;;;;;::##'vvv,&ga@@@@a&w;;vv,v,v;a&g@@@&Yavv, ;;;;;;;;;;;;::'###'vv,a&g@@@@@@@,&wvvnnv&g,@@@@@@&Y;v; ;;;;;;;;;::'###'vvvv&g,@@@' `@,&wvvnnvv' &g`@@&Y,; ;;;;;;;;;::'####&w'vvn;;vvvvvv;;nnnnnnnnmv;;vv,&Y ;;;;;;;::'######&w'vvnnnn;;;;nnvmnnnnnnnnnm,%vv,&Y ^X&B*&Y^x ;;;;;::',######&w'vvnnnnnnnnnv;mnnnnnnnnnnnnm,v'&Y ;;;;'::,####%##&w'vvnnnnnnnn;nv;mnnnnnnnnnnnn,&Y ;;'::::,###%###&w'vvnnnnnn;nnnnvvv;mnnnnnnnnm&Y &B^X* &Y^x ;':::::,###%###&w'vvnnnn;v nnnnnnvvv;mmmmmmm'&Y ;':::::,##%####&w'vvnn;vvnn `nnnnnnnvvvvvv&Y ;;;;;:::,######&w'vvn;vvnnnn&x.,,,,. &w'vv'&Y# ::;;;;;;,#####&w'v;vvn;vnnnn&x;;;;;;; &w,v'&Y### ::::;;;;,#####&w'v%%;vvnnnnnnnnnnnnvv,&Y##%# Jade has a nice ,::::;;;,#####&w'vvv%%%%%;vvvnnnnnnnvv&Y;### apple for you. ;,::::;;,#####&w'vvvvvv%%%;vvvvvvvvvv'&Y###% ;,::::;;,##%###&w'vvvvvvvv%%%%%%%';;;&Y####% &o\&Y ;;,::::;;#######;;;;;;,::::;;;::,:,##### &r,sSSSSssSSSSsSSss &Y;,::::;###;###;;,:::::;;;;;;;,::,####' &r SSSSS@SS.v,vvssSSsss &Y;;,::::##;;###;;;;;;;;;;;;;,::::,#### &rSSSSSS@@S;vvvvssSsssss &Y;;;,:::##::###;;;;;;;;:,::::::::,#### &r SSSSSS@@S;vvvsssSssss &Y;;;;;,::#:;###;;;;;;;;;;;;;;;:::,####&r sssss;vvvvvvssSSSSSSs ~ 61 JADE2~ . Scorn Vivienne (scorn@dsl-mud.org) SPECIAL PROJECTS HEAD ADMIN CODERS **************** ********** *************** Avachel Grokle Handel Connor Vaelin / | \ / | \ DIRECTOR OF ROLE-PLAYING ADMIN TEAM DIRECTOR OF BUILDING ************************ ************** ******************** Rosalyn Atropos Tashio Deracs Milamber | Sarzec Chryseis | | Gryphon | ROLE-PLAYING | BUILDING Kitichorn Jinx ON PROBATION Xiola Kasmund Tsubasa Maalthiir **************** Ketrill Liaka Kaesque Jade Caligula Rhie ~ 51 JADE3~ .&g ,-. .&g ,-. ___,---.__ /'|`\ __,---,___ ,-' \` `-.____,-' | `-.____,-' // `-. ,' | -'\ /`- | `. / ___// `. ,' , , \___ \ | ,-' `-.__ _ | , __,-' `-. | | / /\_ &r` . &g| &r, &g_/\ \ | \ | \ \&r`-.___ \ &g| &r/ ___,-'/ &g/ | / \ \ | &r`._ .`\\ &g| &r//'. _,' &g| / / `-.\ /' _ &r`---'' &g, . &r``---' &g_ `\ `` / \ ,='/ \`=. / \ '' |__ /|\_,--.,-.--,--._/|\ __| / `./ \\&W`\ | | | /,//&g' \,' \ / / |&W|--+--|--+-/-| &g\ \ | | /'&W\_\_\ | /_/_/`\ &g| | \ \__, \_ `-' _/ .__/ / `-._,-' `-._______,-' `-._,-' ~ 51 JOURNAL~ Syntax: Journal <command> Where command is one of: &YWrite &c<&gpage number&c>&g Allows you to add/edit a page in your journal. &YRead &c<&gpage number&c>&g Allows you to read a page in your journal &YSize &gReveals how many pages have been allocated to your journal. A Journal is an book comprised of several pages, allowing the user to write and edit each page. For example, Journal write 1 will place you into the buffer of "page 1". Once there, the same commands are used as per editing notes. ~ 51 JOURNAL2~ -&GImmortals only guide to creating a "Journal" item type.&g A journal can be made from any vnum, with a few things needing to be set. Firstly, the item type needs to be set to "journal". Secondly, the item requires to be "held" - so a wear location of held. And lastly, v0 determines how many pages the journal can contain. A maximum of 50 has been hard coded, anything above this number will be reset to 50. That's it! Anything else is cosmetic. ~ 1 KALI~ . &z,/ \. (( )) \`. ,'/ )') (`( ,'`/ \,`. (`-( )-') \-'\&r,-'"`-.&z/`-/ \-') (`-/ &r/&z`' `'&r\ ( &z_ _ &r) | &z( \ / ) &r| | &z`.\ /,' &r| | &z`\ /' &r| ( ) \ / \ / `. ,' `-.-' &rKali: Immortal of the Week: July 2, 2001 - July 8, 2001 Immortal of the Week: December 31, 2001 - Janaury 5, 2002 ~ 1 KATTIA~ &O . ,. &O T."-._..---.._,-"/| &O l&W|"&O-. _.v._ (&W" &O| &O [l /.'_ \; _`"-.`-t &O Y " _&G(&B@&G) &O_&G(&B@&G)&O._ ".| &O j T &W,-&zv&O&W-. &OT ] &O \ l &W( &O/&R-&z"&R-&O\ &W) &O! ! &O \. \. &W"`" &O./ /c-..,__ &O "r- ..&W_ &O.- .-&W" &O`- . `"--. &O > \. \ &O ] "&W. &O\ &O 3 . "> . Y &w ,.__.--._ _&Oj \ ` . ; | &w( `"-._`""._&O\ &W"&O. &W".&O_ I . l &w "-._ ___ `"-,&O_7 .Z-._ 7" Y ; \ _ &w /" "`-&O(r r _/&w_--._&O`-/ / /&w,.--"-._ &O/ Y &w "-._ '"```&O>-&w._`]>--&O"&w---&O./&w____,."` ".&O" ! &w `--._ ' Y---. \&O./ &w ``--._ l_ ) \ &w `-._```---._,____..--- \ &w `----"` \ &w ~ 58 KHISTORY~ Syntax: khistory <player> This command will display a list of mobs recently killed by the character in question. This is an imm only command. ~ 1 KICK~ Syntax: kick Kick is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 KILL MURDER~ Syntax: kill <character> Syntax: murder <character> -- must be level 5 or higher to murder KILL starts a fight, and, hopefully, kills something. MURDER is used to initiate attacks on other player characters (WARNING: see 'laws pkill' for restrictions on attacking other players). You must be level 5 or higher to be able to use the murder command. ~ 2 KILLER KILLERFLAG KILLERFLAGS~ &WThe mud will automatically assign you a &PKiller &Wflag if you cause the death of another player. Only situations which involve peacefuls being killed by mortals, or &RDeadlies &Wkilling fellow clanmembers will result in the assignment of this flag. You will receive a &PKiller &Wflag if: 1. You caused the DEATH of another player, regardless of who attacked first. To help prevent yourself from acquiring a &PKiller &Wflag after being attacked, set yourself to &YConfig +Nice &W(See &CHelp Config &Wfor info). 2. You were the Master of a mobile which killed another player while under the influence of your charm. PLEASE NOTE that you will receive a &PKiller &Wflag even if the player that died attacked the charmed mobile without the Master's permission. Charmers and Pet Owners are held responsible for the actions of their Pets/Charmies. (See &CHelp Charm &Wand &CHelp Pets &Wfor more info on these topics). 3. You are a &RDeadly &Wplayer and caused the death of a fellow Clanmember. &WDarkhaven Guards, shopkeepers and special function mobs now respond differently to illegal flags. You may find yourself barred from making puchases, placed before Judge Kendra for a hearing, sentenced to jail, or SLAYED by Harakiem. You may apply to Judge Kendra in person to seek removal of the flag. She is located one west of the Main Lobby in the Townhall. (See &CHelp Townhall &Wfor info) ~ 1 KILLSTEAL KILLSTEALING~ Don't do it. Kill stealing most commonly occurs when a player attacks a mob that is already engaged in combat with another player. Aside from this being highly annoying, it is quite illegal. If someone should do this to you, please inform them of the rules (help killsteal). Should the problem persist, seek an immortal for assistance. Under no circumstances should you take the law into your own hands. Kill stealing can also occur when a player attacks a mob which someone else is already in the room preparing to kill. Whereas this is not technically stealing a kill, it is quite inconsiderate to the other players in the game. Should someone do this to you consistantly, seek immortal assistance on the matter. Again, never resort to taking the law into your own hands. Please exhibit courtesy at all times, and be considerate of players who are previously in the rooms of mobs you wish to attack. It is never a bad thing to go the extra mile and make sure nobody is intending on killing the mob. ~ 1 'KINDRED STRENGTH'~ Syntax: cast kindred <character> This spell increases the strength of the target character. ~ 0 KING 'KING CASTLE' 'KINGS CASTLE' 'THE KING CASTLE' 'THE KINGS CASTLE'~ Recommended level range: 25 - 40 The castle of Good King Welmar was built ages ago near the city of Thalos. Upon the city's destruction, it lay empty for many years, many claiming it was cursed along with Thalos. However, when our King Welmar united the five great cities and thus created hope in the battle against Darkness, he found himself without a keep. Risking death, he and his troups crossed through the ruins of Thalos, eventually reaching the magnificent, impregnable fortress. The castle now stands as a tribute to honor, good and law. ~ 1 'KINGDOM OF JUARGAN'~ Recommended level range: 10 - 25 The mighty dwarven Kingdom of Juargan was once a powerful influence in the battle against Darkness. Sealed within their impregnable city, any attack against them was scoffed at. However, one day centuries ago, the great mountain kingdom sealed its gates and refused to communicate with any of the other races. The reason for their desertion is still unknown, but many have found hidden entrances into their vast underground complex. ~ 2 KINUX~ &x. &g '``', &z -=._ &g / `, &z .oo0P`GPjo. &g ,,.;'` /`/&z.o0o0000P'.?P `jo.'. &g /`, ,.''`` ,,/``|,` &z.000000P.;' .dP.dPo) , &g | `''```` ,,,'` '&c , &z.00d00b.P' X`V P<< &g / ,.````` &b,&c ,``/ `&z0.d'd;V'.8 &w '( \ &z)K &g / ,,'` &b(- . `\&w `-- '\_/&zd'd( 8' &w ' : .&z' X &z00oo._ .&g `\,,.'` &b`'. , &w / \&zV' `? ?' &w .' ;\ .' &z0000000o=K &b `', `',&w/ |&z' &w ` ` `. { \__; &z0000P`' &w' ` &b `', `,&w / )-. `'J o, &zP`' &w` ' ' &b `'> |&w_/ ;. `. `' &z' &w ` ` .' &b,'` ,' &w .'_.`-.`. &w `.'`. `. &O/ \&b.'` &w `. .' ) `. &w - ' . - . _`( .'` ` &O/ /&w. - ` - -`. ' _ .- '`. , &w ' _ .' &O/ / &w `'` ' '&z /'-, &w ' ` ` ``'``--`' &O \ , &w .' ' &z `-., &w ` ` &O\_` &w .',&w. ' &w ` ` U,' &w &z _ &w.`.` &W | / _) &z &z bd_&w.' &W ' / | __ \ | | \ \ / &W . \ | | | | | ` < &W _|\_\ _| _| _| \__,_| _/\_\ &W Imm of the week - Dec 9 - 15 ~ 1 KNEE~ Syntax: knee A well aimed knee to your opponents midsection could effectively cripple them. This skill is somewhat effective in slowing down the primary opponent and inflicting damage to them. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. This skill should not be confused with the 'kneel' social. ~ 1 'KNIGHTS OF THE ROUND' KOTR~ Recommended Level Range: 35 - 50 Forged from the bloods of war and encased in powerful magiks, the great castle of Camelot lies buried deep in the mountainous regions of the north. Many generations of kings have ruled here, their legendary deeds etched into the stronghold. Through the many years, law has been the binding that held Camelot through the worst of times. The Sword of Might, Excalibur, has served each ruler in his dominance over other men. And to each king there was a great queen who kept her liege together through the harshest of times. However, it now seems that this magnificent hierarchy of order has fallen to chaos. King Arthur, current ruler of Camelot, and son to Uther Pendragon, lies near death upon his throne. He has lost his queen, his sword, and his love of the land. His bastard son, Mordred, has risen to claim kingship, but he would surely drive it into ruin. The great knights who once served the king wander the land, lost in their search for a holy artifact to save Arthur. Once gentle and soaked in beauty, the grandeur of Camelot has become obscured by darkness and despair. Only the truths of law and order could restore this blackened land to its former glory and status. ~ 1 'KNOCK'~ Syntax: cast 'knock' <direction> This spell enables one to unlock doors. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 1 KONTAUR~ Recommended level range: 25 - 50 Among the most corrupt of the lands of Despair, is Kontaur, which lies south of the Old Marsh. Once a lush forest filled with wild vegetation and beautiful sylvan and elven races, it is now the heart of evil in the southern lands. The cause of the land's devastation is not completely known. Sages believe that either Laschte or Vl'arescht opened a gate to a race of astral travelers known as the Carnifex, which brought legions of balrogs to Despair long ago. The balrogs waged war against all sentient races, seeking to destroy at the leisure of their masters. The avatars of Darkhaven were truly oppressed and fought for their very lives against this evil army. After years of war, the Carnifex were finally driven across the Pits of Banishment and into a legendary castle from which they could not escape. Without their masters' guidance, the balrogs lost their edge and began losing the war. They retreated to Kontaur, the first realm they had conquered, and erected a castle. Although there have been many attempts to destroy the Balrog race, none have succeeded. Many new races have come to the forests of Kontaur recently, and made the Realms even more perilous. Foul pixie that were corrupted by Laschte, savage beastmen and, Vl'arescht's creation, the moblins, all guard the paths to and from the Kontaur castle. Yet there lies a shining hope in this foul land, for A'enaar lifted her hand and protected a tribe of forest elves known as the Misinkii. ~ 2 KORELL~ &x.&G _ __,- &G . . `//====- &C Korell &G -. \_|// . /||\\ `- &G ______-==. _--&Yo&G `\/ ||| \ &C Imm of the Week &G __,--' ,=='||\=_ ;_,_,/ _-'|- |`\ \\ &C Aug 12 - 18 &G _-' ,=' | \\`. &rS&G'',/=7 /- / || &C Sept 24 - 30 &G.' ,' | \\ \&rSS&G " / /- / || &G / _____ / | &rSS&RS&rS&G`-_/ /|- _/ ,|| &G ,-' `-|--'==`--_ \ &r(&RSS&rS)&G-/ `| \'--===-' &G ' `&r((S&RSS&rSS))&G /| )-'\=' &G &r(S&RSS&YS&RSS&rS)&G | | `\_ , &G &r3(S&RS&YSS&RSS&rS/&G \ \__ \/- &G &r3(&RS&YSS&RS&G_,-' _/'\ ,-'-____-'`-/ &G &r(S&RS&rSS &G((->/' \|||' `. `\. , &G &W ./ &rSS &G \_ `\ `- &Y No really, I'm &W<_n_ &rS &G __-^-_ `) \- &Y / right behind &W `B'\) &G ///,-'=`__--^- |-- &Y / you guys! &W / > &G ///,--=`-\ &W \_o_ &G / / &W `K`> / &G _/ __/ &W < \ ,,, 6 /__ &G _/ / &W 0+}/ ;= &G ( __/ &W =( __ / &G ; ; &W /| |> &G \_/ ~ 1 KWAI~ . ____ / ___`\ /| ( ( \ \ |^v^v V| \ \/) ) ) \ ____ / \_/ / / ,Y` `, / / || - -) { } \\ _\ | | | \\ / _`\_ / / / | - | ``\ _|_| ,-` \ | \ \ ,//(_} / | | | \/ \| | | | | | ' ,\ \ | | \ / /\ _/` | | \ | | | | `` | | | \ \ | | | | | | |/ | / / | | | | | Kwai ~ 1 'LA CHUTE D'EAU DE L'ANCIENTS' LA CHUTE~ Thus spoke the wizened mambo, hidden in her cave... I can tell you of many wonders of the world, m'enfant. Sit, leave the world at hand for a few moments, and I will tell you of an age long gone In time forgotten the great spirits set the task unto the lesser spirits to craft and forge the world. In time, the lessers saw the power they wielded and rebelled. A terrible war shook the heavens and the lessers were cast out. One of these, Danbala ... "Le Bon Dieu", held all the waters of the earth inside his serpentine form. The movement of his seven thousand coils formed formed the hills and valleys, lit the fire in the stars and set the planets in the heavens. He forged metals from heat and sent forth lightning bolts to form the sacred rocks and stones. In the light of the sun, he shed his skin and released the water inside his serpentine body over the land. The sun shone in the water and created the rainbow. Danbala loved the rainbow and made her his wife, Aido. Great was the evil that seperated them from one another. But legend says the serpent and the rainbow will meet again, and on that day they will bear the world a great new good. Some say they have seen the outcast, mon ami, and who is to say they are wrong? Come, I can see my story has shaken you, sit near the fire and imagine the ages as the moment passes... ~ 1 'LAND OF THE FIRE NEWTS'~ Recommended level range: 5 - 20 The Land of the Fire Newts lies beneath a portion of Moria known as the obsidian hills. This strange race is very secretive, attacking all who intrude upon their home. Due to their reclusiveness, it has never been known how they came to be or what their true goals are. Also, as they remain neutral in the battle between Light and Darkness, none have ever made an attempt to exterminate them. ~ 51 LANGUAGES~ Syntax: languages Syntax: language learn <language name> Languages alone shows which languages you know, and "language learn <name>" will add to your percentage of language knowledge. To learn a language, a scholar who is knowledgeable in that tongue must be present. If someone is speaking in a language, and you know it, you will understand what they are saying. However, to change the language in which you are speaking, you must change that manually. (See help on SPEAK). See also LANGUAGE , SPEAK ~ 1 LASCIVIAS~ . &O8888888888888888888888&z:::::::::M&O8888888888888888 8888888888888888&z::&O88888&z::::::M&O8888888888888888888 88888888888888888&z:::&O88888&z:::::M&O888888888888888 8888 88888888888888888&z:::&O88888&z::::M::;&go*M*o;&O888888888 88 88888888888888888&z:::&O8888&z:::::M:::::::::::&O88888888 8 88888888888888888&z::::&O88&z::::::M:;:::::::::::&O888888888 888888888888888888&z:::&O8&z::::::M::aAa::::::::M&O8888888888 8 8 8888888888&z::&O88&z::::&O8&z::::M:::::::::::::&O888888888888888 8888 88888888888&z:::&O8&z:::::::::M::::::::::;::&O88&O:&O88888888888888888 8888888888888&z:::::::::::M::&r"@@@@@@@"&z::::&O8W8888888888888888 8888888888&z:&O888&z::::::::::M:::::&r"@a@"&z:::::M&O8i888888888888888 88888888&z::::&O88&z:::::::::M&O88&z:::::::::::::M&O88z88888888888888888 8888888&z:::::&O8&z:::::::::M&O88888&z:::::::::MM&O888!888888888888888888 88888&z:::::&O8&z:::::::::M&O8888888&zMAmmmAMVMM&O888*88888888 88888888 888 &zM:::::::::::::::M&O888888888&z:::::::MM&O88888888888888 8888888 8 &zM::::::::::::::M&O88888888888&z::::::MM&O888888888888888 88888 8 &zM:::::::::::::M&O8888888888888&zM:::::mM&O888888888888888 8888 88 &zM::::::::::::M&O8888&z:&O888888888888&z::::m::Mm&O88888 888888 8888 88 &zM::::::::::::&O8888&z:&O88888888888888888&z::::::Mm&O8 88888 888 88 &zM::::::::::&O8888&zM::&O88888&z::&O888888888888&z:::::::Mm&O88888 88 8 &zMM::::::::&O8888&zM:::&O8888&z:::::&O888888888888&z::::::::Mm&O8 4 8&zM:::::::&O8888&zM:::::&O888&z:::::::&O88&z:::&O8888888&z::::::::Mm&O 88&zMM:::::&O8888&zM:::::::&O88&z::::::::&O8&z:::::&O888888&z:::M:::::M &WImm of the Week - July 30th - Aug 5th ~ 51 LASOMBRA~ "An excellent decision. I applaud. Did you actually manage to reach it all by yourself?" Elegant yet predatory, the Lasombra honestly think of themselves as the apex of Cainite existence. Firm believers in Divine Right and the rule of the superior, they have little patience, though often much pity, for those Cainites who are (through no fault of their own) inferior. The Lasombra character is a curious mix of noblesse oblige and healthy contempt. They actively seek power wherever is may be found, from the halls of the cloisters to the corridors of palaces, yet they do not seek the titles and glory that come along with rule. Instead of chasing command for its own sake, Lasombra take the reins of power out of a firm belief that no one can hold them better. The appearance of power is unimportant; what matters is that the decisions are being made by those most suited to make them. Indeed, most Lasombra prefer the role of kingmaker to the title of king. Hand in hand with this determination to be the final arbiters of all decisions comes a healthy contempt for those who the Lasombra feel are inferior to them in mind, body or breeding. In essence this means the rest of Cainite society, and while some of the various clans have been accorded a modicum of respect, there are none the Lasombra will acknowledge as equals. A Lasombra will work with other Cainites, and even go so far as to consider members of other clans to be friends, but one will never, ever consider a member of another clan to be an equal. Unfortunately, there are those Lasombra whose delight in the great game of politics blinds them to all but the game itself. Master manipulators, these Cainites view all of the Realms as but a chessboard that they and their opponents play upon, the fall of kingdoms being only abstract interest to them. It is these Lasombra whom the other clans fear most, and their talents and tastes have been attributed to the clan as a whole. ~ 58 LAST~ &YSyntax&W: Last <character> The Last command will show the player's last login date and time. &YSee Also&W: GRUB, WHO ~ -1 'LAW ASSIST'~ . &GA non-deadly may give, sell or trade scrolls, potions and equipment with a deadly character. A non-deadly character may spy for a deadly character. A non-deadly may _not_ shield, heal, summon, help, hinder, portal or otherwise assist a deadly character (this includes charm). ~ -1 'LAW CHANNELS'~ . &GSpam (repeating the same message repeatedly or otherwise purposely causing the screen to scroll), harassment (including sexual) and abusive behavior are not permitted on any channel (this includes in 'say' or 'tell'). Do not continue to 'tell' to someone after they have asked you to stop. Profanity is not permitted on any public channel, which is a channel seen by those other than yourself and the person to whom you are speaking. If you use profanity in a private conversation and the other party asks you to stop, please respect their wishes. The difference between '****, I'm having a bad day' and 'what is your ****** problem' should be obvious to everyone. If any level of Immortal asks you to desist on a subject, or to move the subject to an appropriate channel, do so immediately. Continuing on a subject or channel after you are requested to stop may result in your character losing its access to channels through silencing. An Immortal's decision on subject matter and/or channel use should be obeyed. &WWarning: &GArguing with or flaming immortals on channels _will_ get you silenced or worse, and this may extend to your other characters as well if you push the matter. The Realms provides ample avenue for complaint without resorting to public baiting and name-calling. ~ -1 'LAW CHARM'~ . &GDo not bring aggressive mobs into or near Darkhaven, as when their charm wears off (either naturally or by attack) their aggressive nature will return. Also do not bring aggressive mobs into areas which are lower in level than the area from which the mob originally came. You can use the 'areas' command to check an area's level. See 'help charm' for more. Remember, you are responsible for any action a charmed mob makes. This means that if your mob attacks someone, you'll be labelled an attacker. It also means that if your mobs are spamming others, you will be liable under spam laws. ~ -1 'LAW CHEATING'~ &GCheating is a very serious offense and subjects _all_ characters involved to a slay, purge (loss of all equipment), freeze, balzhur (destruction of all equipment and public demotion to level 2), deny or even a site ban. What is considered cheating? - exploiting (intentionally using) a bug to gain equipment or gold - intentionally causing the system to crash - intentionally duplicating equipment or gold - knowingly accepting illegal equipment (see above) from others - attempting to duplicate equipment or gold -- * even if not successful * - using or making profit from equipment that was accidentally duplicated - using gold that was accidentally duplicated Cheating hurts the game, and every player in the game. Protect yourself and report any bugs you find, and inform the Immortals if you have strong cause to believe someone is engaged in any of the above. If you find you have accidentally duplicated an item, turn the item over _immediately_ to an Immortal or drop and sacrifice the item. ~ -1 'LAW HARASSMENT'~ . &GHarassment is giving a person unwanted attention, whether you perceive it as negative or positive attention. If a person is made to be uncomfortable by your attention or comments, you are harassing that person. If a person asks you to desist in talking to them or performing socials on them, and you do not stop, you are harassing that person. If you act in an intimate manner to a character, without their permission, you are harassing that person. No form of harassment is tolerated in the Realms. We especially frown upon unwanted comments or actions with a sexual nature or explicit content. If you do not have an intimate relationship with the person, whether in real life or within the Realms, you should refrain from using suggestive actions and/or comments. If you are caught harassing another player in any way, you can be silenced, helled, frozen, denied, and/or site banned. Harassing another player is a serious violation of the rules and will not be permitted. If you choose to harass an immortal, you will simply be deleted. ~ -1 'LAW KILLSTEAL'~ Don't do it. Kill stealing most commonly occurs when a player attacks a mob that is already engaged in combat with another player. Aside from this being highly annoying, it is quite illegal. If someone should do this to you, please inform them of the rules (help killsteal). Should the problem persist, seek an immortal for assistance. Under no circumstances should you take the law into your own hands. Kill stealing can also occur when a player attacks a mob which someone else is already in the room preparing to kill. Whereas this is not technically stealing a kill, it is quite inconsiderate to the other players in the game. Should someone do this to you consistantly, seek immortal assistance on the matter. Again, never resort to taking the law into your own hands. Please exhibit courtesy at all times, and be considerate of players who are previously in the rooms of mobs you wish to attack. It is never a bad thing to go the extra mile and make sure nobody is intending on killing the mob. ~ -1 LAW LAWS~ . >he Realms are governed by a set of laws, most of which are simple common sense and courtesy, and all of which must be followed to ensure everyone the opportunity to enjoy the game. As with any mud, a player's presence here is a privilege, not a right, and is something we reserve the right to deny at any time at our discretion. The Immortals of the Realms are responsible for enforcing these laws, and their decisions in these matters should be abided. If you feel an Immortal has treated you unfairly, you may petition directly to The Panel by emailing a note to theinquisition@game.org (see: help appeals). The decisions of a God or higher are final. To see which Immortals are online and visible, type "who 51" at any time. To read the laws, type "laws <topic>" for any of the following: &W | CHANNELS | PKILL | STORES | HARASSMENT | MOBASSIST | | MULTIPLAYING | SHARING | STAKE | CHARM | | OBJECTS | CHEATING | MURDER | ASSIST | &GFor further explanation, see section 2 of the Adventurer's Guide... Also see: &Wad&G, &Wadvertising ~ 59 'LAW LAWS'~ ~ 1 'LAW MOBASSIST'~ A player attacking a mobile or being attacked by an aggressive mobile, is entitled to do combat with the mobile as it was originally designed. You may_not_cast any helpful or shielding spells on mobiles, whether they are currently engaged in battle with other players or will engage in combat with other players at some time in the future. In addition, mobiles with specific functions, like Hometown guards, are equipped to do their job, without the assistance of players, and should not be assisted by way of helpful or shielding spells. ~ 64 'LAW MULTIPLAY'~ ~ -1 'LAW MULTIPLAYING'~ . &G Multi-playing up to 8 characters is permitted, with the following rules: - you may only have one character link-live if it is a deadly character (if it appears under the "who deadly" section of the who list). You may have more than one character online as long as none of your characters are listed under the "who deadly" section of the who list. - using multiple characters to spam any player or channel via making all characters say/tell/chat/avtalk a same message or series of messages is highly frowned upon and may earn each character a silence. - using multiple connections to avoid multi limits is strictly prohibited. any violation of this rule will result in the harshest of punishment. &WNOTE: &GLink-dead characters are not considered to be "online." &WWARNING: &GAnyone violating the 8 character limit faces punishment up to and including immediate deletion of any characters logged at the time. ~ -1 'LAW MURDER'~ . &GPlayer killing is decided the instant you cast any hostile spell or make any aggressive action against a non-deadly player. Actually killing the target means little. The only form of player killing allowed is between players whose names appear on "who deadly" section of the who list. A battle between non-deadly characters is still illegal even if those who are involved have agreed to the combat. Being involved in an illegal pkill is a serious violation of law, and can result in a stay in hell, slay, loss of all equipment, freeze and/or deny or site ban. ~ -1 'LAW OBJECTS'~ . &GIf you notice an item on the ground and there is a player in the room with it, do _not_ pick it up without first getting permission from the person<s> in the room. Taking such items may be considered stealing if you do not first obtain permission from those present. Do not simply take an item to identify it without asking permission. If you are asked to drop an item you picked up, do so immediately. Do not take items laying next to a corpse, even if no one is present, without asking the owner of the corpse if the item(s) belong to them. Do not take items from a mob corpse unless you made the kill yourself or you have specific permission from the character who made the kill. This includes removing gold from a corpse. * &WWarning:&G It is never wise to leave items or containers unattended and expect them to be there when you return. If there is an item on the ground and there is neither a corpse nor a player in the room, the object is considered abandoned and free for the taking. ~ -1 'LAW PKILL'~ . &GDeadly Characters are those which appear on the who list under the section titled "Deadly Characters" (type 'who deadly'). A character must be level 5 _and_ 18 years of age to officially become deadly; if you are a pkill character who doesn't fill these criteria yet, you will not appear under 'who deadly' and are _not_ yet able to pkill. Deadly characters may &Wnot&G: a) multi-play while using a deadly character, this includes both peaceful and deadly characters b) be shared c) receive help (healing, shielding, portaling, etc.) from non-deadlies d) receive Immortal corpse retrievals or reimbursements - no exceptions e) attack players more than 5 levels outside their own - includes picking up disarmed weapons from someone outside your range - includes healing a fighting character outside your range - includes looting the corpse of someone outside your level range f) use mobs to either pkill players outside of the 5 level range or to overcome the 5 minute timer. Deadly characters &Ware &Gallowed to: a) pkill another player who appears on the deadly list (who deadly) who is within 5 levels of their own. b) loot the corpse of the fallen deadly player, provided they were the tank or dealt the killing blow. &YWarning&G: Going AFK or link-dead in a non-safe area leaves you open to attack; a deadly is open to attack every second online, link-live or not. ~ -1 'LAW SHARING'~ . &GCharacter sharing (when allowed) is always done at the risk of the players involved. Immortals will &Wnot&G recover any character lost to trading or sharing. Whoever owns the password owns the character. A character may &Wnot&G be shared if: - the character is a deadly character - the character holds any leadership position in a Guild or Order ~ -1 'LAW SPAM'~ No, we are not talking about a luncheon meat here. Spam is the repeated use of a phrase, command, or channel that causes screen scroll for others. Not only is spam considered rude, but excessive screen scroll can interfere with the game play of anyone seeing it (not to mention combat situations). The game will also tell you to PUT A LID ON IT and force-quit you after the 20th repeat of a single command It is also considered spam to use the same phrase over several different channels. The use of all-caps can also be considered spam. Only use capitals to add emphasis to key words in a sentence. Moving a large number of items into and out of a container in a crowded, non-store room is considered spam. Using multiple characters to chat the same message at the same time is considered spam. Making charmed mobs or pets to cause screen scroll through movement or orders is considered spam. ANYTHING that causes excessive or irritating screen scroll can be considered spam. Also, if you are having a conversation with another person, please try and limit it to tells rather than having a one on one conversation over a public channel. ~ -1 'LAW STAKE'~ . >he first player to attack a mob has the rights to the kill. Others should not get involved without being requested to do so. Those receiving aid are under no obligation to reward their benefactors. Monopolization of a mob and its repops will not be tolerated. This also includes monopolization of area item repops. Any disputes brought to the attention of an immortal for resolution will be handled according to the immortal's discretion. All such decisions are final. ~ -1 'LAW STORES'~ . &GShopkeepers inside Darkhaven are protected by the laws of the city's Lord, Duke Luther. As the gods have pledged their favor to Darkhaven, they have imbued these shopkeepers with the powers necessary to carry out retribution against those who defy these laws. In short, anyone who chooses to attack a Darkhaven shopkeeper will die brutally. In addition, they may find themselves facing the direct wrath of the gods in hell... Those caught stealing from these shopkeepers will be incarcerated by the guards of the Duke until such time as their release is granted by the gods. A Darkhaven shopkeeper is any mob inside Darkhaven at which you can type 'list'. If you are given a list of items for sale, or are told to try back later, it is a shopkeeper. This also applies to guild shopkeepers and the blacksmith. ~ 62 LAWS CHARM~ ~ 64 'LAWS MULTIPLAYING'~ ~ 54 LAYERS~ . &gLayers are currently available on the following wear locations: &GAbout, Arms, Body, Feet, Hands, Legs, Waist. &gLayers are set with a numeric value, or combination of values. The lower the value, the lower the layer, or thinner the item of clothing/armor is. Valid numeric values are: &G0, 1, 2, 4, 8, 16, 32, 64, 128. &gOr any combination of the above. A value of zero means no other items came be layered with this item. Items of clothing can be layered over one another as long as their layer values do not overlap. ie, if leather armor were set to a value of 56 (8, 16, and 32), it could not layer with, say, a set of heavy chain that is set to a value of 96 (32 and 64), as they overlap on the layer value of 32. It is suggested that only those items that will occupy the highest value slots, or a slot of 0, have any special affects added to them. Underclothing should only have a.c. settings. See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU. ~ 54 LAYERS2~ . &gLayer Bit Vectors &G|1 | | |2|6|3|1 | | |8|4|2|6|8|4|2|1| Layer | Suggested Armor Type +-+-+-+-+-+-+-+-+-------+--------------------------------------------- |0 0 0 0 0 0 0 0| 0 | (Default - Nothing Layers) |0 0 0 0 0 0 0 1| 1 | silk shirt, light cloth tunic (Lowest Layer) |0 0 0 0 0 0 1 0| 2 | leather vest, heavy cloth |0 0 0 0 0 1 0 0| 4 | light chainmail, padded gambeson |0 0 0 0 0 1 1 0| 6 | padded chainmail |0 0 0 0 1 0 0 0| 8 | leather jacket, reinforced chainmail |0 0 0 0 1 1 0 0| 12 | platemail, similarly rigid armor |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 1 0 0 0 0 0| 32 | loose cloaks, surcoats |0 1 0 0 0 0 0 0| 64 | capes |1 0 0 0 0 0 0 0| 128 | magical effects (auras, clouds of dust, etc) |1 1 1 1 1 1 1 1| 255 | (Highest Layer - Nothing Layers) +-+-+-+-+-+-+-+-+-------+--------------------------------------------- &g* Thick or bulky items may need to occupy more than one layer. (example; padded chain covers 2 layers) * Any items with layer bit(s) should NOT have any/many magical effects as they will be overpowerful when mixed with other layered equipment. * Lower layers (thinner layers) should have a lower AC than higher layers. * A "body" wear position will have more layers than other positions such as "arms", "hands", "legs", and "feet". (example for "hands"; silk gloves | leather gloves | chain gauntlets) See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU. ~ 1 LCK LUCK~ Luck (LCK in your 'score') represents the tendency of a character to succeed or prosper through chance or good fortune. As in life, the exact extent of this factor remains and will always remain shrouded in uncertainty... Also as in life, however, it can be said with surety that its influence on a character is pervasive. Though it affects some aspects of life here in a very direct manner, it can affect nearly every aspect to at least a degree. ~ 2 LEADERSHIP~ A mortal cannot hold leadership positions in more than one organization at the same time. This applies to all organizations regardless of whether they are peaceful or deadly. ~ 1 LEAP~ Syntax: leap Leap is a skill that allows the player to 'leap' into the air to deliver a kick or punch to the opponents head or upper chest area, depending on the size of the player. If successfully landed, the opponent will take damage. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 2 LEART~ . &W _, .--. ( / ( '-. .-=-. ) -. / ( .' . \ \ ( ' ,_) ) \_/ (_ , /\ ,_/ '--&Y\ `\&W--` &Y_\ _\ `\ \ _\_\ `\\ \\ &g-.'.`&Y\&g.'.- Imm of the Week - April 23 - 29th, 2001 Imm of the Week - August 6 - 12th, 2001 ~ 2 LENSLAKIN~ &x.&O .=-`&W__ &O // '&Bb&W / &O | > &W < . &O | \&W\ .-'/ &O `',&W. ' &W / ` \&C--.-. &C .`',_,'`' ` \ &Y, &b.-"". &C .( -- ` . &Y\)\ &b.'` . \ &C ' \`&W, &Y / '. .---._&b \ &C ' . \&W `=&PP&G ^ &Y ` '.&b\ &C / ` . .'` \ &W &Y`--. / \&b\ &W /'&C\ )_ ` ,'\&Y(.-' )-..__> , ;&b\ &W : &C\..' `._ ,-'` &Y(_.--`` (__.-/ / &b\ &W ( ` -. &C `- /` &Y .-.__.-'.'&b-.__\_ &W `. `._ _ &Y '-...-' &b `-. `-._ &W `-..._ ' ``.&b` _. `--,&W.----._ &W `_. .``. &b` _..-' `._..___ /&W .) &W `.\\` &b `'____,---'' `"&W`-..__`_/ &C &C __ __ __ _ &C / / ___ ___ ___ / / ___ _ / /__ (_) ___ &C / /__/ -_) / _ \ (_-< / / / _ `/ / '_/ / / / _ \ &C /____/\__/ /_//_//___//_/ \_,_/ /_/\_\ /_/ /_//_/ &C and his cat Immortal of the Week - February 24 - March 2, 2002 ~ 57 'LESSER GOD'~ The following is a guideline of level 55 responsibilities: - An Immortal must spend at least 5-7 hours per week or at least 25 hours per month online to remain active and productive - Share primary oversight of mortal behaviour with level 54's - Responsible for oversight of immortals level 51-54's - Reimbursements for mortal corpses lost at crash or reboot - Bringing important topics up to higher level Immortals - Troubleshooting knowledge of all building commands - Responsibility for rules interpretation and enforcement in the vast majority of cases that come to his/her attention - Possible work at 5500 if interested in building or coding - Council membership strongly suggested + The Lesser God should feel at ease with Administration of lower level Immortals and Mortals. Type 'wizhelp' to view your privileged commands. For a list of Immortal rules, 'help imm'. Visit note boards at 1200, 1201, 1213, 1214, and 1224 often. Also responsible for cleaning old notes in 1200 and 1213. ~ 1 LETHARGY~ Syntax: c lethargy <victim> Lethargy reduces the victim's dexterity by two. ~ 54 'LEVER FLAGS 2'~ Currently you can only set one flag at a time. If you think you've got the wrong flags on an item, "oset <item> v0 0" will reset the item to no flags. Some of the flags operate on their own, others require other flags to be set before they will work. Flags affecting doors are : unlock, lock, d_north, d_south, d_east, d_west, d_up, d_down, door, open, close, passage In order for any of these flags to work, a lever must have at least "door" set. Once you've set the "door" flag, you will need to specify the direction you want. Currently, only the 6 main directions will work. The "passage" flag will open a passage from the vnum specified in value1, to the vnum specified in the lever's value2. For instance: A lever with the "door", "d_north", and "passage" flags set, with a vnum of 10 in v1, and 11 in v2, when used, it will create a passage (one way) from 10 to 11 to the north. The other door affecting flags are pretty obvious. A lever with the flags "door", "d_north", and "unlock" set, with a vnum in v1 of 21000 would unlock the north door at 21000 when used. Levers with more than one flag will all occur. Doors can be "unlocked, opened, closed, locked" all in one lever use. Flags affecting teleport are : teleport, teleportall, teleportplus, showroomdesc In order for any of the teleport flags to work, the item must have the "teleport" flag set. "Teleportall" teleports all players/mobs in the room to the vnum specified in v1 of the object. "Teleportplus" teleports all mobs/players/objects in the room to the vnum specified in v1. The standard is to teleport the player, but not show the room description to them. If you set the flag "showroomdesc" it will automatically show the room description to all players that were teleported. Other flags that currently work are: rand4, rand6, autoreturn Rand4 randomizes doors 0-3 in the specified room vnum in v1. Rand6 randomizes doors 0-5 in the specified room vnum in v1. Autoreturn keeps a lever in one position after it has been push/pulled. Setting this option will make a lever "pull" only, or "push" only. All other lever flags do not currently work. ~ 54 'LEVER FLAGS'~ The current settable lever flags are: unlock lock d_north d_south d_east d_west d_up d_down door container open close passage oload mload teleport teleportall teleportplus death cast fakeblade rand4 rand6 trapdoor anotherroom usedial absolutevnum showroomdesc autoreturn Syntax: oset <item> tflags <flag> SEE ALSO: 'lever flags 2' ~ 54 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- UP | 1 | Trigger is UP UNLOCK | 2 | Trigger unlocks something LOCK | 4 | Trigger locks something D_NORTH | 8 | Affects the north exit D_SOUTH | 16 | Affects the south exit D_EAST | 32 | Affects the east exit D_WEST | 64 | Affects the west exit D_UP | 128 | Affects the exit up D_DOWN | 256 | Affects the exit down DOOR | 512 | Affects a door CONTAINER *| 1024 | Affects a container OPEN | 2048 | Opens something CLOSE | 4096 | Closes something PASSAGE | 8192 | Creates a passage OLOAD *| 16384 | Loads up an object MLOAD *| 32768 | Loads up a mobile TELEPORT | 65536 | Teleports the puller TELEPORTALL *| 131072 | Teleports everyone in the room TELEPORTPLUS *| 262144 | Teleports everything in the room DEATH *| 524288 | Causes instant death CAST *| 1048567 | Casts a spell (sn in value1) FAKEBLADE *| 2097152 | Lever is a wax covered sword blade (OUCH) RAND4 | 4194304 | Randomizes the exits N, S, E, W RAND6 | 8388608 | Randomizes the exits N, S, E, W, U, D TRAPDOOR *| 16777216 | Opens a trap door, everthing falls down See OSET and ITEMVALUES. * = not yet implemented. ~ 1 LEVITATE~ Syntax: Cast levitate This spell allows the Nephandi to hover above the ground using dark powers of magic. ~ 1 LIGHT~ Syntax: light <pipe> light <light> This lights the herb in your pipe, or a light near you. Once lit, the herb will continue to burn until it burns itself out, is smoked out, or you tamp your pipe. A light will continue to burn until it goes out, or until you "extinguish" it. You will need tinder to ignite a light. SEE ALSO: HELP TAMP, HELP EXTINGUISH ~ 1 LIMBO~ The limitless void known as Limbo is a strange plane fabricated by the Gods to hold mortals who have been rendered unconscious or have been mortally wounded. It is a well known fact that only Gods may travel here of their own volition. ~ 54 LIQUIDTYPES~ &RValue &Y| &RLiquid Type &Y| &RAffects &Y| &RAppearance &Y------------------------------------------------------------ &G0 &Y| &Gwater &Y| &Gthirst quench &Y| &Gclear &G1 &Y| &Gbeer &Y| &Galcoholic &Y| &Gamber &G2 &Y| &Gwine &Y| &Galcoholic &Y| &Grose &G3 &Y| &Gale &Y| &Galcoholic &Y| &Gbrown &G4 &Y| &Gdark ale &Y| &Galcoholic &Y| &Gdark &G5 &Y| &Gwhiskey &Y| &Galcoholic &Y| &Ggolden &G6 &Y| &Glemonade &Y| &Gthirst quench &Y| &Gpink &G7 &Y| &Gfirebreather &Y| &Galcoholic &Y| &Gboiling &G8 &Y| &Glocal specialty &Y| &Galcoholic &Y| &Geverclear &G9 &Y| &Gslime mold juice &Y| &GPoison &Y| &Ggreen &G10 &Y| &Gmilk &Y| &Gthirst quench &Y| &Gwhite &G11 &Y| &Gtea &Y| &Gthirst quench &Y| &Gtan &G12 &Y| &Gcoffee &Y| &Gthirst quench &Y| &Gblack &G13 &Y| &Gblood &Y| &Gaffects BPs &Y| &Gred &G14 &Y| &Gsalt water &Y| &Y| &Gclear &G15 &Y| &Gcola &Y| &Gthirst quench &Y| &Gcherry &G16 &Y| &Gmead &Y| &Galcoholic &Y| &Ghoney color &G17 &Y| &Ggrog &Y| &Galcoholic &Y| &Gthick brown &RNote: Liquids that are Alcoholic or Poisonous will affect a PC's mentalstate for the worse. &G See also: OSET and ITEMVALUES ~ 52 LITTERBUG~ Syntax: litterbug <player> Places/removes the litterbug flag, allowing/prohibiting a player from dropping any objects. ~ -1 LIZARDMAN LIZARDMEN LIZARD-MAN LIZARD-MEN 'LIZARD MAN' 'LIZARD MEN'~ &wLizardmen are semi-aquatic, breathing air but often dwelling totally underwater. They are often noted to use underwater caves as their lair, and are typically found in swamps, marshes, and similar places. Members of this race band together in rough tribal form; they are omnivores, and are likely to prefer human flesh to other foods. Due to this taste for humans, they suffer if their alignment strays too much towards the honorable side of the spectrum. The race, of course, has the &Ginnate ability to breathe under water&w and is additionally &Gresistant to slashing attacks&w. Lizard men gain experience on a scale of normal rate * 0.91. The lizard man nation currently lies in one of the marsh regions, but the race is slowly dying. Some say there is a new darkness in the marsh lands, other say inbreeding is the cause, but the race is no longer able to create progeny. ~ 58 LOADUP~ Syntax: loadup <player> LOADUP allows one to load up a player's character (playing or not), to do whatever needs be done to the character. (Modifying a flag, changing a password... etc). Use FORCE to make the character do your bidding. If we make any changes to the char, we comment the char and place a note in their inventory explaining who loaded them up and what changes were made. The character is transed to room 99 and forced to quit there (unless they are going to be left in hell). If we don't make any changes to the char, we trans them back from where they came and force quit them there. Loadup is used primarily when a player quits to avoid dealing with immortals or if they quit before you finish writing a comment. But it is also used to investigate chars for duping and other allegations made against them. So... there is actually a wide range of reasons to use loadup and you are encouraged to use your discretion in this area. If you load up a character to slay or purge them, you must post in 1205. See FORCE ~ 0 LOCATE~ Syntax: cast 'locate object' <name> A spell which helps reveal the location or bearer of objects with the given name. Beware that such power may exact a mental toll on the caster, especially when locating numerous items, and recovery may take some time. Also note that not all objects may be revealed. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> A spell which helps reveal the location or bearer of objects with the given name. Beware that such power may exact a mental toll on the caster, especially when locating numerous items, and recovery may take some time. Also note that not all objects may be revealed. ~ 55 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. The input from the player will be displayed with a header of the players name and a percentage sign (i.e. Mudder%) SNOOP yourself to cancel all outstanding snoops. -- Do not snoop people being intimate. <i.e. Mudsex, voyeurism, etc...> -- Do not repeat information learned in snoop casually, especially to mortals -- Only snoop a person talking to a higher level Immortal with the higher Immortals "Express Permission". -- If a higher level Immortal begins communication with someone you are snooping, inform that higher Immortal immediately of the snoop. -- Any incidental references learned in snoop should be disregarded ** For example, you hear someone is having a mud affair, it is not ** important to the reason you are snooping. Do not judge or pass ** on information learned in this manner. -- "Spot check" snooping of lower level Immortals is part of being a higher level immortal. All Immortals may be snooped at any time, for any reason. -- Do not snoop for the purpose of gaining information for personal reasons. -- Being an Immortal is a privilege and a job. Snoop is a tool to assist you do your job properly. Snoop is neither a toy nor a right. ~ 1 LOMAR 'KEEP OF LOMAR' HUMANTOWN~ During the dark time of the human race, the bands of humans feared daily the raids from the surrounding orc tribes. It was a time of chaos and dread, when no man could step foot outside at night without risking a blade in his back, or an arrow through his heart. The human leaders came together and decided that in order to protect their people, they had to unite and build a place to defend themselves properly. A secret location was chosen, and a sturdy keep was built along the Westwick River. The remnants of all the human clans retreated to the keep and managed to elude many of the orc tribes. The ones that discovered the keep were in for a hard battle. Eventually, peace came, and the humans scattered away from the confinement of the keep. They went on to build great cities, some as nearby as Ofcol. Soon, only a handful of families were left in the keep. Most of its wartime armaments were dismantled and it settled back into a small, tight knit community. It remains there today, forgotten in the memories of many, but still a stronghold for humanity should the need rise again. ~ 2 LORIL~ &W _ _ &W | | | | &W | | | | &W | | o | | &W | | | | &W | | | | &W | | __ ,_ | | &W |/ / \_/ | | |/ &W | | | | | | &W | | | | | | &W | | | | | | &W | | | | | | &W |__/\__/ |_/|_/|__/ &C &B .edee... ..... .eeec. ..eee.. &C .d*" """"*e..d*"""""**e..e*"" "*c.d"" ""*e. &B z" "$ $"" *F **e. &C z" "c d" *. "$. &B .F " " 'F &C d J% &B 3 &RImm of the Week June 18-22, 2001 &B e" &C 4r e" . d" &B $ .d" . .F z ..zeeeeed" &C "*beeeP" P d e. $**"" " &B "*b. Jbc. z*%e.. .$**eeeeP" &C "*beee* "$$eeed" ^$$$"" " &B ~ 1 LOST FOUND~ To report an item lost or found, please post a note to the Lost and Found board in the Town Hall. ( e s e n). If you have lost an item, check this board regularly. There are a lot of people that would like to return your item to you and this is where the information should be posted. ~ 1 LOYAL LOYALTY~ The item flag 'loyal' reflects a weapon's loyal status to its deadly owner. Such a weapon will return to a player's inventory when disarmed by another deadly character. Note that a weapon will only be loyal to a deadly character, and it will be loyal when disarmed by another deadly. Non-deadly characters will gain no advantage with a loyal weapon. ~ 2 LUC~ . &B,o888b,&Wo, &B,8888&W0&B888&W888 &B8888888P'&W8888 &WPeace through &B888P'&W88888888 &Wsuperior coding &B`88&W8888&BO&W8888 &B `8&W888888' Imm of the Week - May 14 - 20th, 2001 ~ 1 LUNGE~ Syntax: lunge This skill allows the fighter to perform a lunging attack on their primary opponent. If successful, the opponent will suffer some damage. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 51 LUSH~ Syntax: cast 'lush' <character> This spell enables the spellcaster to morph any unsuspecting M/F/N into an avid beer drinker. **Caution**: This spell may cause harmful and long term side affects. For more information on the affects of the lush spell, see help DARREK. ~ 1 'MACHINE DREAMS'~ Recommended level range: 1 - 5 The eerie machine dream is a strange alternate dimension that only the wisest of sages comprehend. Once entered, the only way to escape is through magic. ~ 55 MAGICFLAG~ Syntax: oset object flag magic If a container has a "magic" flag, then its contents will not contribute to your carried weight (note that the container weight limit still applies). A typical bag of holding would have a v0 of 50-100, a weight of 5-10 and a magic flag. ~ 0 MAGICUSER MAGE MAGES~ The mage is ultimately a being of pure magic, boasting by far the sharpest minds retaining knowledge of some of the Realms' most powerful spells. The novice mage begins with a weak body, but as they grow in knowledge, experience and power they become a powerful fighting force armed with an arsenal of spells. Their vast repertoire makes them a sought after commodity in the Realms, for their spells can mean victory or defeat for others. Mages are not adept at physical combat, and prefer to use small weapons such as daggers or small swords. The following races are acceptable to the ways of the Mage: Human Elf Pixie Half-Elf Gith Drow Sea-Elf Gnome ~ 1 MAGIC_MISSILE~ Syntax: Cast Magic <mob> Magic Missile enables the caster to hit a victim with a blast of magic from a distance. In order to work, the conditions must be right and the victim must be visible to the caster. Attempting to hit a player with a missile will cause the caster to be branded an Attacker. Ex: If an orc were one room to the west, you could hit the orc by typing cast magic 'w orc'. (Note the single quotes needed) ~ 1 'MAGNETIC THRUST'~ Syntax: c 'magnetic thrust' (target) 'Magnetic Thrust,' much like 'Sonic Resonance,' allows the casting Mage to control the nature of space and time in the immediate locale of his victim. In this sorcery, the Mage forms a wedge of magnetic energy within the body of the victim. As the spell progresses, the victims organs are violently rent and internal tissues are torn. The resulting pain and damage are formidable, indeed. ~ 1 MAHN-TOR KEEP 'THE KEEP OF MAHN-TOR'~ Recommended level range: 5 - 35 The city of minotaurs, Mahn-Tor, lies on the continent of Antarctica, across the lapping red waves of the Blood Sea. Most adventurers reach this land through the ancient Blood Sea Portal. Named after its ruler, Mahn-Tor was founded long ago after a dark, unknown sect created the minotaur race by joining the features of bulls with unwilling humans. This savage race eventually rebelled and won its freedom. In recent years, the minotaur race has become much more civilized and though tempted to joing the forces of Light, they remain in neutral in the war between Good and Evil. ~ 1 'MAIDENSTONE HQ'~ Recommended level range: 0 - 60 The Order of Maidenstone is a coven of women who come together for strength, freedom and to avoid sexual persecution. They work with the males who respect them often and hold unbridled contempt for the wastrels who jest at them. The location of their hidden fortress is a secret which only the most informed know... ~ 1 'MAIDENSTONE INDUCTIONS'~ &R /\\,/\\, |\ -_-/ , &R /| || || _ ' \\ (_ / || &R || || || < \, \\ / \\ _-_ \\/\\ (_ --_ =||= /'\\ \\/\\ _-_ &R ||=|= || /-|| || || || || \\ || || --_ ) || || || || || || \\ &R-|| || || (( || || || || ||/ || || _/ )) || || || || || ||/ &R |, \\,\\, \/\\ \\ \\/ \\,/ \\ \\ (_-_- \\, \\,/ \\ \\ \\,/ &Y Inductions &w MaidenStone considers itself not so much as a group of individuals with like-minded interests and varying backgrounds of race and class, but a sisterhood and a family. It is said that once you become a MaidenStone, you will never feel lonely, afraid or helpless. For once you have become enfolded within the Order, you are given the proper tools to survive by your wits, yet always with the assurance that your sisters are there for you at a moment's notice, should you require it. To receive a Maidenstone handbook, inquire about the Order, or request to join MaidenStone, please speak to maidens with [QM] in their titles (Quest Mistress). You can also speak with any of the three leaders; they can be found by typing ORDERS MS. Please note that only female characters who are level 30 and above may request to join the Order. ~ 1 MAIDENSTONE MS MAIDENS~ &R /\\,/\\, |\ -_-/ , &R /| || || _ ' \\ (_ / || &R || || || < \, \\ / \\ _-_ \\/\\ (_ --_ =||= /'\\ \\/\\ _-_ &R ||=|= || /-|| || || || || \\ || || --_ ) || || || || || || \\ &R-|| || || (( || || || || ||/ || || _/ )) || || || || || ||/ &R |, \\,\\, \/\\ \\ \\/ \\,/ \\ \\ (_-_- \\, \\,/ \\ \\ \\,/ &Y Viva La Femme! &wOut of the primeval, outdated notions of female roles and their place &wwithin society, the goddess Circe sought to reconstruct the need for a &wcollective group of women by breaking down the chains of male-produced &wnotions of female behavior and their role within the community. Out of &wthese dark times rose an all-girl clan of righteous, post-apocalyptic &wultra-deadly women. When the blight across the land caused all clans &wto fall and be destroyed, MaidenStone, like a dark phoenix rising from &wthe ashes, rose again in a renewed incarnation. Vowing to never raise &wtheir weapons to another person again, they sought to uphold the ideals &wof female solidarity, self-reliance, individuality, loyalty and strength. &w &wMaidenStone has been a trendsetter amongst the Orders, setting the pace &wfor others to draw from, as can be seen in their strong doctrine, focus &won role-playing, levels and titles, literature, and questing policy. &w &wPlease see: &RMaidenStone Inductions ~ 0 MAILING~ The mailing list is up. If you are not on the mailing list: -> send a message to : despair-request@realms.game.org -> containing the line: subscribe -> the list address is: despair@realms.game.org If you ever want to remove yourself from this mailing list: -> send a message to : despair-request@realms.game.org -> containing the line: unsubscribe despair [your email address] ~ 0 MAILQUEUE~ Syntax: mailqueue - show current IMC mailqueue This command simply shows the current contents of the outgoing IMC mailqueue for inter-mud notes. Due to the internal implementation of this (static buffers - ick), only the first 8-9 entries will be shown. See also: IMC 'IMC IMMORTAL COMMANDS' 'IMC NOTES' ~ 1 'MAJOR INVOCATION'~ Syntax: cast 'major invocation' The spell MAJOR INVOCATION lays upon the members of the casters group a strong, but short-lived Sanctuary of The High Gods. ~ 50 MAKE~ Syntax: make <object> For use by clan, Order or guild leaders only to make one of the three clan, Order or guild objects. See SETCLAN ~ 58 MAKEBOARD~ &YSyntax&W: Makeboard <filename> The Makeboard command, used in conjunction with BSET will allow you to create a new board. The filename of the new board will automatically be given the ".brd" suffix. Any filename for a board that is not currently in use is acceptable. &GSee Also&W: BSET, BSTAT ~ 58 MAKECLAN~ &r----------------------------------------------------------- &wSYNTAX: &gmakeclan <clan name> &wDESCRIPTION: &gThe MAKECLAN command is used to create a new clan, order, or guild which may then be customized with the SETCLAN command. &r----------------------------------------------------------- &YSEE ALSO: &wSETCLAN, SHOWCLAN ~ 58 MAKECOUNCIL~ &r----------------------------------------------------------- &wSYNTAX: &gmakecouncil <council name> &wDESCRIPTION: &gThe MAKECOUNCIL command creates a new council that may then be customized with the SETCOUNCIL command. &r----------------------------------------------------------- &YSEE ALSO: &wSETCOUNCIL, SHOWCOUNCIL ~ 58 MAKEDEITY~ &r----------------------------------------------------------- &wSYNTAX: &gmakedeity <deity name> &wDESCRIPTION: &gThe MAKEDEITY command creates a new deity that may then be customized with the SETDEITY command. &r----------------------------------------------------------- &YSEE ALSO: &wSETDEITY, SHOWDEITY, DEITIES ~ 57 MAKEREPAIR~ Syntax: makerepair <mobvnum> Automatically gives the mobile the ability to repair damaged equipment. Use 'repairset' to set the parameters by which the shop will function. See REPAIRSET, REPAIRSTAT, REPAIRSHOPS ~ 54 MAKESHOP~ Syntax: makeshop <mobile vnum> Creates a new shop and assigns it to a mobile. The levels of the items in the shop are picked randomly based on item type: -------------------------------------------- |Item Type | Level Range | -------------------------------------------- | default | 0 | | pill | 0 to 10 | | potion | 0 to 10 | | scroll | value[0] of the scroll object | | wand | 10 to 20 | | staff | 15 to 25 | | armor | 5 to 15 | | weapon | 5 to 15 | -------------------------------------------- See SHOPSTAT, SHOPSET and SHOPS. ~ 58 MAKEWIZLIST~ &YSyntax&W: makewizlist This command is useful after advancing a player, or changing the rankings of immortals on the wizlist. Makewizlist with get all current immortal information and update it to the wizlist. &GSee Also&W: IMMORTALIZE, ADVANCE, WIZLIST. ~ 57 'MANA'~ Mana is the living inner power used by Druids, Clerics, Mages, Rangers and even Thieves to cast their magic. Warriors also have mana, but do not cast spells. As undead beings, Vampires neither have nor need mana. ~ 1 MANOR 'TULLFUHRZKY MANOR'~ Recommended level range: 1 - 15 Deep inside the Pixie Forest, in it's northern portion to be exact, is an immense manor belonging to Joshua Tullfuhrzky. None know where he came from, or how he accumulated the gold to erect such a mansion. In fact, most information about the manor and this man are mere rumors... ~ 0 MAP~ &WTown of Darkhaven: &WLegend: &YOcean &YPlains &W(Guilds Houses) &YKeep &G\===&CPATHWAY&G=========='`====================. &R|&W 1 Clerics (Good) &G| &W(23) &G|| &W(24) &G| &R|&W 2 Clerics (Evil) &G| &O+===&CJUSTICE&O=&CST&O====||=================+ &G| &R|&W 3 Druids &G| &O| &CV&O| &O| &G| &R|&W 4 Warriors &G| &CF &WNotre &CE&O| &WDuke's &CH &G| &R|&W 5 Rangers &G| &CA &WDame &CR&O| &WCastle(4) &CA &G| &R|&W 6 Mages &YPixie&G| &CL &W(1)&O|&W(2) &CT&O|&W(25) &O| &CW &G| &R|&W 7 Thieves &YFor.&G-+ &CC &W(9) &O| &CI&O| | .-+-\ &CK &G| &R|&W 8 Vampires &G| &CO &O.+--+--------. &CC&O| /-/ &W(5) &O| &G| &R|&W 9 Augurers &YDark &G| &CN &W(3) Portal &O\||/ | &G| &R|&W23 Paladins &YFor.&G-+==&O =================[]===&CHORIZON&O=&CST&O==== &G==+-&YX- &R|&W24 Nephandi &G| &O| &WBar Inn Hall &O|| &WNOTES (6) Acad &O| &G|&YRoad&R|&W25 Nations Board &G| &O| &W(10) (11) (12) &O|| &W(16) (17) (18) &O| &G| &R|&W (Shops) &G| &O+===&CMARKET&O=&CST&O====='`=================+ &G| &R|&W 10 Scrolls &G| &O| &W(13) (14) (15) &O|| &W(19) (20) (21) &O| &G| &R|&W 11 Potions &G| &O| &W(7) Ware &O|| | &G| &R|&W 12 Magic Items &G| &O+--&CThieves'&O-&CAlley&O- | | &G| &R|&W 13 Jewelry &G| &O| &W(8) (22) Art &O|| &WCult Pawn Pets &O| &G| &R|&W 14 Courier/Post Office &G| &O+================='`===&CLAW&O=&CST&O========+ &G| &R|&W 15 Notes/Quills &G| || | &R|&W 16 Butcher &G+===================='`==+==PATHWAY========' &cN &R|&W 17 Baker &G| &YSouth &G| &cW+E&R|&W 18 Dairy &YGraveyard Bridge Marina&G-&YCoral Depths &cS &R|&W 19 Blacksmith &W20 Armour &GNOTES: Archive second floor, two south. Oracle second &W21 Weapons &Gfloor, two south, east. &W22 Tailor ~ 57 MAPOUT~ The following are a list of commands that _can_ be used with the mapout function. Many will cause problems, so stick to these few: = Sector: 0 (inside), name: tunnel $ Sector: 0 (inside), name: well % Sector: 1 (city), name: street < Sector: 1 (city), name: sombody ignored this room | Sector: 3 (forest), name: path _ Sector: 3 (forest), name: a forest clearing ) Sector: 4 (hills), name: road > Sector: 4 (hills), name: a natural bridge & Sector: 5 (mountains), name: the canyon + Sector: 5 (mountain), name: snake pit ( Sector: 5 (mountains), name: mine - Sector: 6 (swim), name: on a stream ^ Sector: 7 (noswim), name: on the river * Sector: 10 (desert), name: beach To build a map, start with 'map write'. Within that buffer, input the number of symbols you would like across and down (columns and rows). Use 'map show' to make sure you have input correctly, then 'map create' to make your map a part of your area. The automapper will start with the lowest available vnum, and connect where directed. For instance: ------ ------ Will generate a mini-area which runs 6 east-west and 2 north-south. Each section will be connected to whatever is close to it, but not to other vnums in your area. All connections outside the mapper must be made manually. ~ 1 MATHLANN LAGOON~ Secreted beyond the intimidating black cliffs which border the southern fringe of the Ocean Keep, lies a pool of deep, crystal clear water known as Mathlann Lagoon. This peaceful haven is home to the Sea-Elf Nation. The tranquil briny waters invite all Sea-Elves to plunge into their depths. See also: SEA-ELF NATIONS HOMETOWN ~ 54 MCREATE OCREATE~ Syntax: mcreate <vnum> <keywords> Syntax: ocreate <vnum> <keywords> Create and new mobile / object. A prototype monster or object will be created with the selected vnum, and set up with the plainest of default values. A material image of the magical prototype will appear before you, for you to futher modify with MSET or OSET. See MSET or OSET. ~ 58 MDELETE ODELETE RDELETE MDEL RDEL ODEL~ &YSyntax&W: rdelete <roomvnum> &YSyntax&W: mdelete <mobilevnum> &YSyntax&W: odelete <objectvnum> The r/m/o delete commands allow an immortal to delete any rooms, objects, or mobiles within their assigned areas. This can be helpful during building, when errors are made, or when several vnums need to be set aside for a special, reserved purpose. &GSee Also&W: MCREATE, OCREATE, OSET, REDIT, MSET. ~ 1 ME I AM A MORON~ Please send a tell to Grishnakh, he'll be more than happy to tell you everything you need to know to be a master mudder! ~ 1 'ME I AM A MORON'~ Please send a tell to Herne, he'll be more than happy to tell you everything you need to know to be a master mudder! ~ 62 ME I'M A MORON~ Please send a tell to Herne, he'll be more than happy to tell you everything you need to know to be a master mudder! ~ 1 MEDITATE MEDITATION~ &YSyntax&W: meditate Meditate places your character in a meditative state during which mana can be rapidly regenerated. Once you begin meditating you cannot engage in other activities (or type other commands) or you will break the meditative state. While meditating will see your mana regenerate every few seconds until you are at your maximum. Certain classes and races will see differing amounts of mana based on what "sector" you are in. For instance, Druids must be in a natural type sector to gain any mana during their meditation. Meditation regenerates mana less rapidly than trancing. See also: TRANCE ~ 57 MEMORY~ Syntax: memory MEMORY reports the current counts of objects, mobiles, affects, rooms, areas, etc, etc. ~ 1 'MENTAL ANGUISH'~ Syntax: cast mental <victim> This Nephandi rite causes its' victim to suffer from mental pain and become susceptible to evil while under its' influence. ~ -1 MENTALSTATE MENTALSTATES 'MENTAL STATE' 'MENTAL STATES'~ . &gYour mental state is your current frame of mind, and how clearly and realistically you view your surroundings. Mental states can be affected by prolonged combat, hunger, thirst, or poison. If you are affected by one of the above for a period of time, your mental state will begin to deteriorate, and you will not view your surroundings as they truly are. You may begin to hallucinate, or become too lethargic to function, and your general abilities will be affected. In extreme cases you may collapse from exhaustion or enter a delirious coma. To restore your mental state, you may need to rest (resting and sleeping will speed your recovery), eat, cure whatever poison afflicts you, etc. Note that if you are malnourished your state will &wnot&g improve, even with sleep, until you have fed and/or quenched your thirst. Your mental state is by the text line in 'score' which describes your state of mind (You feel great, etc.) The 'group' display contains a less accurate reading of your and your group-mates' mentalstates as well. Note: Changing your deity now affects your mental state. See also 'GROUP DISPLAY' ~ 53 MENU~ When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one page to another, type '- <letter>'. (For example, '- a' will bring you to the first page in the current menu system). '- h' will bring up a help file in any menu system. '+ <name>' in OMENU or MMENU will change the object or mobile being edited if it exists in your inventory/room respectively. See RMENU, OMENU, MMENU. ~ -1 MERC FUREY KHAN HATCHET~ Realms of Despair was originally based on the Merc 2.1 code which was created by Furey, Hatchet, and Kahn. This original code base is available as Merc_21.tar.gz via FTP from: ftp.tcp.com, ftp.math.okstate.edu and game.org. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Merc would like to thank ... ... Diku Mud for their code base. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ 1 MERIDA~ The old man leaned back in his rocking chair and took another puff from his pipe. "Yarr, thar's a word I haven't heard in a while. What brought the Merida to yer attention?" The tone of the old captain's response brings a slight shiver to your spine as you try to stammer out a response. Don't ye go messin' with the Merida. Ye'll find yerself swimmin with Davy Jones, says I. They're the scurviest bunch of Sea-Dogs ye can find about these nay... ANY parts of the world. They'll just as soon slit yer throat and take yer women as they would do anything else." After trying to explain that you're interested in JOINING the Merida, the old man lets out a loud, bellowing laugh. "Har, ye look a little on the scrawny side, but perhaps they can find some use for ye. I suggest ya start swimmin, you'll find 'em eventually!" ~ 59 MESSAGE~ &GSyntax: &wmessage <name> type # &w message <name> <message text> &G >his will leave a message that is seen on login by the player the message is sent to. Types currently supported are for housing only. This command is for sending administrative type messages only. Color tokens may be used in the message. &G Displayed to the player on login will be: &G &YThe game administrators have left you the following message: &G &G<Message text here> &G &WSee also: 'MESSAGE TYPES' ~ 53 MESSAGE~ &GSyntax: &wmessage <name> type # &w message <name> <message text> &G >his will leave a message that is seen on login by the player the message is sent to. Types currently supported are for housing only. This command is for sending administrative type messages only. Color tokens may be used in the message. &G Displayed to the player on login will be: &G &YThe game administrators have left you the following message: &G &G<Message text here> ~ 53 'MESSAGE TYPES'~ &G0 &W- &GCustomized, or text based entries as needed by code (eg. death while link dead. &G1 &W- &GYou did not have enough money for the residence you bid on. It has been readded to the auction and you've been penalized. &G2 &W- >here was an error in looking up the seller for the residence you had bid on. Residence removed and no interaction has taken place. &G3 &W- >here was no bidder on your residence. Your residence has been removed from auction and you have been penalized. &G4 &W- &GYou have successfully received your new residence. &G5 &W- &GYou have successfully sold your residence. &G6 &W- &GYou have been outcast from your clan/order/guild. Contact a leader of that organization if you have any questions. &G7 &W- &GYou have been silenced. Contact an immortal if you wish to discuss your sentence. &G8 &W- &GYou have lost your ability to set your title. Contact an immortal if you wish to discuss your sentence. &G9 &W- &GYou have lost your ability to set your biography. Contact an immortal if you wish to discuss your sentence. &G10&W -&G You have been sent to hell. You will be automatically released when your sentence is up. Contact an immortal if you wish to discuss your sentence. &G11&W -&G You have lost your ability to set your own description. Contact an immortal if you wish to discuss your sentence. &G12&W -&G You have lost your ability to set your homepage address. Contact an immortal if you wish to discuss your sentence. &G13&W -&G You have lost your ability to "beckon" other players. Contact an immortal if you wish to discuss your sentence. &G14&W -&G You have lost your ability to send tells. Contact an immortal if you wish to discuss your sentence. &G15&W -&G Your character has been frozen. Contact an immortal if you wish to discuss your sentence. &G16&W -&G You have lost your ability to emote. Contact an immortal if you wish to discuss your sentence. &WSee Also: 53.MESSAGE, 59.MESSAGE ~ 54 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 51 MICRO_GM~ .Subject: GM vs Microsoft At a recent computer expo (COMDEX), Bill Gates reportedly compared the computer industry with the auto industry and stated, "If G.M. had kept up with technology like the computer industry has, we would all be driving twenty-five dollar cars that got one-thousand miles to the gallon." In response to Bill's comments, General Motors issued a press release stating, "If G.M. had developed technology like Microsoft, we would all be >driving cars with the following characteristics: 1. For no reason whatsoever, your car would crash twice a day. 2. Every time they repainted the lines on the road you would have to buy a new car. 3. Occasionally, your car would die on the freeway for no reason, and you would just accept this, restart, and drive on. 4. Occasionally, executing a manner such as a left turn, would cause your car to shut down and refuse to restart, in which case you would have >to reinstall the engine. 5. Only one person at a time could use the car, unless you bought "Car95" or "CarNT." But then you would have to buy more seats. 6. Macintosh would make a car that was powered by the sun, reliable, five times as fast, and twice as easy to drive, but would only run on five percent of the roads. 7. The oil, water temperature, and alternator warning lights would be replaced by a single "general car default" warning light. ~ 51 MICRO_GM2~ . 8. New seats would force everyone to have the same size butt. 9.The airbag system would say "Are you sure?" before going off. 10. Occasionally for no reason whatsoever, your car would lock you out and refuse to let you in until you simultaneously lifted the door handle, turned the key, and grabbed hold of the radio antenna. 11. G.M. would require all car buyers to also purchase a deluxe set of Rand McNally road maps (now a G.M. subsidiary), even though they neither need them nor want them. Attempting to delete this option would immediately cause the car's performance to diminish by fifty percent or more. Moreover, G.M. would become a target for investigation by the Justice Department. 12. Every time G.M. introduced a new model, car buyers would have to learn how to drive all over again because none of the controls would operate in the same manner as the old car. 13. You'd press the "start" button to shut off the engine. . ~ 1 'MIDAS TOUCH' 'MIDAS'~ Syntax: cast 'midas touch' <name of object in inventory> Syntax: c 'midas touch' <name of object in inventory> A spell in keeping with its namesake from lore, this spell can be used to convert an item into gold coins. The currency returned from an item is usually only a fraction of its monetary cost/value/ worth, but the wiser and more intelligent spellcasters may on occasion succeed in converting the item itself into pure gold. ~ 1 MIDEN'NIR~ Recommended level range: 5 - 15 The Miden'nir is a dark, stunted forest populated by a tribe of goblins. The goblins have been steadily suffering losses to Darkhaven's adventurers and now roam the forest more rarely (to the relief of many peasants). In the western part of the forest is an inn where a bard plays regularly to the amusement of the inn's patrons. Some trails near the inn have recently become dangerous due to a group of marauders who call themselves the Black Riders. ~ 1 MIDWAY 'MIDWAY OF DESPAIR'~ The Midway comes to town only a few times a year, bringing with it mirth and excitement! Travelling merchants and faire workers converge in a secret location (only accessible by means of a magical rope) and assemble their colorful tents. Adventurers flock to the Midway to enjoy rare food and drink, games of chance and ocassionally arena fights. Many vendors and craftspersons peddle the best of their wares in the cobblestoned Marketplace. Games of chance and skill offer gold and sometimes items as prizes. ~ 65 MIND~ ~ 1 'MIND FORTRESS'~ Syntax: Cast mind This spell works well for a group who can merge their minds to create a fortress against magic. It affects intelligence and save vs. spell. ~ 1 'MINIMUM POSITION' 'MINIMUM' 'POSITIONS'~ At current time, there are 14 "positions" in the game. Positions are in a special order. If position b is below position a on the list, that indicates that while in position b, you have more physical or mental energy to spend on a task, be it a command, a spell, or a skill. For example, while standing, you have a greater ability to do things than while sitting. While fighting evasively, you have more options than while fighting aggressively. The ordered list is as follows, left to right, top to bottom: Dead Mortally Wounded Incapacitated Stunned Sleeping Fighting (Berserk) Resting Fighting (Aggressive) Sitting Fighting (Std)Fighting (Defensive) Fighting (Evasive) Standing Mounted See Also: STYLES ~ 1 'MINOR INVOCATION'~ Syntax: cast 'minor invocation' This spell improves the to-hit roll and saving throw versus spell of all members of the caster's group by 1 each. ~ 1 MINPOS~ Minimum Positions affect both spells and skills. For example, if the minimum position for a spell was 8, it would work while sitting, fighting or any position higher than that. The same spell would not work in the resting position as it's ranked at 6. 0 POS_DEAD 1 POS_MORTAL 2 POS_INCAP 3 POS_STUNNED 4 POS_SLEEPING 5 POS_BERSERK 6 POS_RESTING 7 POS_AGGRESSIVE 8 POS_SITTING 9 POS_FIGHTING 10 POS_DEFENSIVE 11 POS_EVASIVE 12 POS_STANDING 13 POS_MOUNTED 14 POS_SHOVE 15 POS_DRAG See also : Help STYLE ~ 54 MINVOKE OINVOKE~ Syntax: minvoke <vnum> minvoke <keyword of mob> Syntax: oinvoke <vnum> oinvoke <keyword of obj> oinvoke <vnum/keyword of obj> <level> MINVOKE invokes an instance of the mobile specified. OINVOKE invokes an copy of the object specified. It accepts an optional parameter for the level of the object to be invoked. ~ 1 MISSILE~ Missile weapons have the unique ability to fire at one's opponent from a distance. In order to be successful, the attacker must have a weapon missile wielded (Only certain weapons are able to be missile wielded) and must have an appropriate ammunition in inventory. Example: To use a bow and arrow, one must have a bow missile wielded and have an arrow in inventory. See help &Wfire and help &Wfletch ~ 54 MISSILES~ Creating a projectile is basically the same as making any other weapon. The exception to this are its Values (see ITEMVALUES) and the need to have missiles which match missileweapons. &GFollow this basic proceedure to make a set of projectiles&W: 1) Create a firing mechanism, for instance, a long bow. 2) Set the itemtype to 'missileweapon'. 3) Set the wearflags to 'take missile' 4) Set the projectile values from the HELP ITEMVALUES table. 5) Set the Value3 (V3) from the table in HELP WEAPONTYPES. &G Now the wielded weapon is done, but you need something to fire...&W 1) Create a shootable object, for instance, an arrow. 2) Set the itemtype to 'projectile' 3) Set the wearflags to 'take'. 4) Set the projectile values from the HELP ITEMVALUES table. 5) Set the V3 to match the V3 on the firing mechanism you created. Don't forget to finish the items with weight, cost, long, short etc. You now have two objects in inventory which are ready to fire. Lastly, you may create a quiver for certain objects. To do this, set the itemtype to 'quiver', and use v0 to set its capacity. Be sure not to set the capacity too high, as quivers should be small. See also: PROJECTILES, ITEMVALUES, WEAPONTYPES and OSET. ~ 1 MISTFORM~ Syntax: mistform The vampire may assume a form of lucent mist, capable of traveling through many barriers otherwise unpassable. ~ 1 MISTWALK~ Syntax: mistwalk <victim> Syntax: mistwalk '<multiple keywords for victim>' The vampire may become a fine mist, capable of traveling with great speed and precision through the smallest of cracks and crevices to reach its intended victim. Due to the nature of this skill, it only works in darkest night (between the hours of 9 o'clock in the night and 5 o'clock in the morning). ~ 1 'MITHRIL HALL'~ Recommended level range: 35 - 50 Mithril Hall's creation is, like many other Realms of Despair, rooted to Vl'Arescht's whim. Long ago, the Lord of Darkness created a shadow dragon, which he named Shimmergloom, unleashing havoc upon the races of Light. The fearsome beast, aided by might shadow hounds and dread clerics, brought about thirty years of pain and sorrow. It was then that the legendary Daskyn arose. This heroic man, whose name will be forever remembered in song, drove back the dragon, tracking it back to its lair in Garum's Gorge. There, the hero magically sealed Shimmergloom in it's lair, unable to kill it as Vl'Arescht had blessed it with eternal life. The dragon's rage was unending however, and it summoned forth a torrent of servants, sending them to destroy the peaceful settlements nearby. Our good King Welmar dispatched a legion of dwarven berserkers to end this shadowy obstacle. With the aid of the human Cattie-Brie, the dark elf Drizzt Do'Urden, the barbarian Wulfgar and many others, the keep of Mithril Hall was founded, resting near the steep cliff face of Garum's Gorge. The battleragers of the keep maintain a vigilant guard, ensuring that the followers of Shimmergloom shall never arise from the canyon. ~ 54 MLIST~ Syntax: mlist : mlist <first mob> : mlist <first mob> <last mob> This command will list all of the prototype mobs in your area, when used with no arguments. When used with a single argument it will list all mobs including and after the argument, and when used with two arguments, it will list all mobs including and between the two. ~ 54 MMENU~ Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given) Mmenu will bring you into a menu system of editing mobiles. To use mmenu, the mobile that you are editing should be in the same room as you. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 1 MOBASSIST~ A player attacking a mobile or being attacked by an aggressive mobile, is entitled to do combat with the mobile as it was originally designed. You may_not_cast any helpful or shielding spells on mobiles, whether they are currently engaged in battle with other players or will engage in combat with other players at some time in the future. In addition, mobiles with specific functions, like Hometown guards, are equipped to do their job, without the assistance of players, and should not be assisted by way of helpful or shielding spells. ~ 53 MOBCREATE~ &WDISCLAIMER: &RBefore reading this, understand that the formulas contained &Rherein are based on the distribution SMAUG 1.4a. Any changes made since that &Rpoint will not be reflected in any way. &G I am going to attempt to unfold the mystery that surrounds the topic of mob creation that is called "experience." You may want to have a calculator handy. This is no topic for the novice builder, but it is one that must be learned in the long run in order to create and publish professional and usable worlds in the SMAUG code base. &WRule #1 &G- Building an area is not a recreational sport. If you have never been a dungeon master in a table top role play game, consider this: most DM's take MANY, many hours contemplating one evening of role play. How every crea- ture they've created, every house, building, tower and animal is going to react to the players sitting around the table. When you create an area for an online game, your biggest chore will be putting YOU inside the mobs/rooms/objects FOREVER. YOU have to be able to run the area every time a new player goes through it. YOU have to design for every mentality, and every possible combin- ation of ideas that a player on the other side of a fiber optic line will come up with. The worst part, is you can't be there the first time a player goes through. If you are building a "fluff" area that won't have a major theme, then you can skip some steps. However, EXPERIENCE and MOB CREATION are not steps you can skip without warping the leveling system. &WRule #2&G - Leveling was NOT meant to be easy. Like it or not, regardless of what MUD you come from, the code appears to be designed around the same con- cepts of the old days of role play, where only a FEW make it to the top. Any alteration to this ideal will lead to challenging problems in the areas of leveling and building. &WRule #3&G - All of the stats a mob is allowed to be given, are supposed to be used. While some stats will be defaulted by the code, most will be considered as ZERO's when that mob is put to use. Those that are defaulted by the code are generally better just counted as zeros anyway, because that's what they'll do for your experience situations, ZERO. &W SEE NEXT: MOBCREATE2 ~ 53 MOBCREATE2~ &GOk then. Ready for the magic number?? Ready for the big kahuna?! &Y(level*level*level*5) + maxhitpoints -((ac-50)*2)+(((damnum*damsize)+damroll) &Y*50) + (Hitroll*level*10) &G What does this all mean? You really don't wanna know. Besides, given a calcu- lator and some time, anyone can do the math. What's important is this: out of that formula, what parts of your mob most affect a mobs experience worth. &G Before any of this matters, you need to know what your maximum and minimum amounts of experience allowable are, as coded in your mud. Distribution SMAUG 1.4a was a minimum of 20, and maximum of 500k. So lets break down the exper- ience formula a bit. &G Let us look at an example mobs stats that pertain to the above: &R Level: 25 Maxhitpoints : 2000 Armorclass: -190 Damdie: 4d4+30 Damroll: 30 Hitroll: 9 &G The formula adds up like so : &C Level*Level*Level*5 = 78125 +Maxhitpoints = + 2000 - ((ac-50)*2) = - -480 (or +480) +((damnum*damsize+damroll)*50) = + 2300 +(Hitroll*level*10) = + 2250 ------------------- ------ BASE EXP WORTH 85155 &G What does this number mean? Nothing, on its own. WHAT?! All that math for a meaningless number? Well, yes. And no. This number is going to get changed A LOT from here to the end of the math. So follow me slowly. &G Next, we need to check if the mob is affected by sanctuary, shockshield or fireshield. Why these three? Because it's coded that way. A mob that is affected by sanctuary has its total exp worth increased by 1.5 times. A mob that is affected by shockshield or fireshield has it increased by 1.2 times. &W SEE NEXT: MOBCREATE3 ~ 53 MOBCREATE3~ &GSo we add this to the formula. For our example, the mob will have all three affect types on. &C BASE EXP WORTH 85155 AFF SANCTUARY +127732 --------------------------- SUBTOTAL 212887 AFF FIRESHIELD +255464 --------------------------- SUBTOTAL 468352 AFF SHOCKSHIELD +562022 --------------------------- TOTAL EXP WORTH 1030374 &G But as we stated above, the total experience a mob can be worth is limited by a hard code to 500k xp. So we will use 500000 as our magic number from here on out. We'll place an example or two for lower levels along the way. (Notice also that the mob used in this example is Level 25, yet still more than maxes out the experience system of a distribution SMAUG mud.) &G From here, we have to move into combat and find out just how it is that a PC will reap the benefits of our beautifully created mobile. &WEXAMPLE:&R Using the above mob we add - &RLevel 22 Warrior with an alignment of 1000 &RThe mobile has an alignment of -1000 &RThe warrior does 100 hitpoints of damage in ONE ROUND. &G For even just as simple a thing as a single hit, the code tosses some more calculations and formulas into the mix. &G First the mud considers the level difference between PC and mobile. To a certain extent, the number of levels a PC is lower than a mobile, the mud increases the &CTOTAL EXP WORTH&G of the mob. &G Next, we consider alignments. If a PC is 1000+ points differnt than the mob in alignment, the &CTOTAL EXP WORTH&G is multiplied times 1.25. However, if a GOOD aligned PC attacks a GOOD aligned mobile, the &CTOTAL EXP WORTH&G is multiplied by 0.75. &G Next we randomize life, as it should be and spit out a value from 3/4 times the TOTAL EXP WORTH to 1 1/4 times the TOTAL EXP WORTH for the USABLE EXP. &WSEE NEXT: MOBCREATE4 ~ 53 MOBCREATE4~ &G Back to our example, our mob had 2000 max hp. 200 damage done is 5%. The mud now spits back out 5% of USABLE EXP and multiplies it times 0.85. This is the amount of experience a character receives when he hits our mob for 200 hitpoint damage. &G The math explained : &C Level Difference (3) = 650000 (TOTAL EXP WORTH * 1.3) *Alignment Difference (2000) = * 1.25 --------------------------- ------ SUBTOTAL = 812500 USABLE EXP = Between 609375 and 1015625 (No modifier for good attacking good gets used in this example) Damage to Mob (5%)*.85 = Between 25898 and 43163 THIS IS _ONE_ ROUND! &G What things can you do to decrease this value? The easiest, quickest, simplest ways to defeat this problem are..... &W A. Increase Max Hitpoints (decrease percentage from damage) &W B. Decrease Level (Quickest way to reduce the TOTAL EXP WORTH) &G The above formulas are applied to EVERY type of damage, except for CIRCLE and BACKSTAB, which yield NO Experience. This was done so that the experience system and damage systems could be left relatively safe, while still keeping the powerful skills in place. &W IN CONCLUSION.. &GWhat are the things you are considering when you build a mob? First, only make the mob as high a level as its hit points and damage returned rate. My general rule of thumb starts with NO LESS than 100 hitpoints PER LEVEL of mob. A 100 hitpoints/level mob is a decent leveling mob in most in- stances. Any less than this, you have a powerleveling mob. Think about the level of characters intended to be in your area attacking your mobiles. Then go find out what their average stats are. Pay particular attention to Hitroll, Average damage (which means damroll as well as average weapon damage), armor class, alignment and avg max hitpoints. ~ 58 MOBLOGSTATS~ October 22nd through 12/19 ... 74 kills on Lord Xyranthas ... 102 kills on Onyx Golem ... 45 kills on Jagr - 5 Destiny loaded, 20 sacced for 0 Uncertainties ... 12 kills on Lord Seth - one Genesis, one Blasting Oblivion ... 28 kills on Dracula ... 52 kills on Emerald ... 337 kills on Bahamut - 35 Justices loaded ... 3 kills on Divine Retribution ... 52 kills on Froghemoth ~ -1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~ . The MOBprograms have been contributed by N'Atas-ha. Haus hacked together room && obj programs 'cause he got sick of failing to add lever bitvectors, and cause he thought Carnage was a Trancendentally Cool Mud. ~ 54 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~ &WTrigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- &cAct {p} <keyword / phrase> &G[emotes, socials, actions, bamfs] &cSpeech {p} <keyword / phrase> &G[says or tells from same room as mob] &cRand <percentage> &G[randomly triggered based on %] &cFight <percentage> &G[random within a fight, based on %] &cHitprcnt <percentage> &G[percent is % of mob's max H.P.] &cGreet <percentage> &G[entry that mob can see, by mob/pc] &cAllgreet <percentage> &G[entry by mob/pc, regardless if seen] &cEntry <percentage> &G[when the mob itself enters a room] &cBribe <amount of gold> &G[when a player gives the mob money] &cDeath <percentage> &G[when the mob dies] &cScript {hour} &G[loops line at a time. Hour triggers] &cTime <hour> &G[script prog, runs once a hour] &cHour <hour> &G[loops Script for an hr from start hr] &cLoad <percentage> &G[triggered on &WMOB &Greset based on %] &cLogin <percentage> &G[triggered by login &WOR &Greconnecting] &cVoid <percentage> &G[triggered by returning from the void] &cEmote {p} <keyword / phrase> &G[triggered by emoting <phrase/keyword>] &W*NOTE* &g{hour}/<hour> is in military time. ie, 15 hours is 3p.m. &W*NOTE* &gThe mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ------------------ ~ 1 MOONBEAM~ . . &P* * *&W &C-= Run for the Cure =- &P* * * *&W &P* * * * &W On October 6th, 2002, I will be &P* * * *&W participating in the "Run for the &P* * *&W Cure". This is an annual event &P* *&W to raise money for breast cancer &P* * *&W research. I'm looking for sponsors &P* * * *&W for this very important cause. If &P* * * *&W you wish to sponsor me online please &P* * * *&W paste the following link into your &P* * * *&W browser: &P* * * *&W &Yhttps://secure001.cbcf.org/rftc/html/p.asp?t=72724&&l=1 &P* * * *&W &P* *&W Or if you prefer another method, please email me at &YMoonbeam@game.org&W or send me a tell. This year I'm running for: 1> My Grandmother 2> Roxanne 3> Eileen Who would you run for? ~ 1 'MORGUL VALE'~ Recommended level range: 35 - 50 No race has plagued the battle for Light more than the orcs of Morgul Vale. The orcish population ever-swelling, their incredible numbers made it impossible to banish them all to their land, as was done with many other singular beings of Darkness. After a dozen years of war, it was discovered that an entity of pure darkness named Sauron led the orcs with the aid of nine minions known as Nazguls. Further research proved that this entity was very chaotic. A plan was made and executed, where a party of orcs was led into some clerics of the Dread Lord Seth. Without hesitation, the orcs slaughtered the dark priests. Lord Seth took this as a personal offence. His fury was brief but deadly as fire rained from the sky and Sauron was imprisoned in a strange, tangible darkness. The orcish population was utterly devastated and the race no longer has the numbers to wage war. The majority of orcs have sought refuge in Morgul Vale, and the races of Light have grudgingly given them ownership of this realm. Many adventurers go hunting there for sport, yet very few who enter the Vale leave with their body, or soul, intact. ~ 1 MORIA~ Recommended level range: 5 - 15 The vast mountain range of Moria lies to the northeast of Darkhaven, spanning much of the northern landscape of Despair. Its twisting tunnels and caverns house dozens of vile races who seem engaged in a perpetual war to conquer this dark realm. These dread mountains also surround the hated Morgul Vale, providing an excellent defence for what remains of the orcish race. ~ 1 MORPHINA~ .&W'!!!!!!!!!!!!;. &OdMMMMMM" &W.,;<!!!!!!!!!!!!! `!!!!!!!!!!!!!! &OMMMMM".nmdmnmx,_ &W''``!!!!!!!!!!!!' <!!!!!!!!!!!!!! &O`4MP',MMMMMMMMMMMbmnmn= &W``!!!!!!!!' `!!!!!!!!!!!!!! &OMMMC"MMMMMMMMMMMMMMM &W!!!!!!!! `!!!!!!!!!!!!!! &OMMMM &w,&O`"44MMMMMMMMMM &W!!!!!'' `!!!!!!!!!!!!!! &OMMM'&w,$C`==,,.&O`"44M&W"";!!!' `'!!!!!!!!!!!!> &O4PP &w$$$$c,`$$"=, &W,;!'' `!!!!!!!!!!!! &wc,c$$F $$$P=r'&W.''' `'!!!!!!!!!! &w??$$$$$$$$$,,' `&W<!!!!!!!!' &w"$$$$$$$,JF &W`<!!!!!' &w`?$ ?"" &W`` &w..,c,...$c,`"=' .___.,,,._.,,cccd$$$$$$$$$$$F .. """"""???"""""" ""3$$P?$$$$$$$$$c "&c,xmn."&w$$$""$$$ &c.,nMMMMMMM,nmr &w?$$ &c,dMMMMMMMMMMMMM &w?$ &c.,MML,umMMMMMMMMMPPPPP" &w?h &c,umMMMMMMMMMMMMMMM" &w$r &cMMMMMMMMMMMMMMMMM &w$$. &cuMMPPP4MMMMMMMMMMM &w`$$ &c" &w.,,c &c"MMMMMMMMMM &w?$L ,d$$$$h &c4MMMMPTMMM &w?$ $$$$$$$F &c4MP" `MP `&w$h ~ -1 MOTD~ &x. &Y. &W: &O|&R---_ &Y `&B _ \ | . _| &Y | &O|&R--- &Y : &B / -_) _` | | ` \(_-< _ \ _| &Y -*- &O| &B _|_\\___|\__,_| _| _|_|_|___/ \___/ _| &Y | &c / \ &O|&R---_ &Y ` &c.' `. &O|&R--- &Y . &W *&B _ \ _) &c/ \ _ &O|&c__ &B | | -_)(_-< _ \ _` | | _| &c`.+-```-+.'/.' `.````` &Y . &B ___/ \___|___/ .__/\__,_| _| _| &W|-u--.| &c / \``` &Y . : &B _| &W| u|&c.' `." &Y . &Y | &W|.u--.&c/ _..---.._ \ &Y -*- &BAugust 5, 2002 &W| &c`-&W|U U U U| &Y | &W|.--u.| |..---..|&c"// &w-Read help disclaimer, appeals and cardinal_rules &W|u | | |&c// &w for information that players are required to know. &W|.---u| |..---..|&c/// &w &W| u | | |&c``` &w-See help Smaug for installation and troubleshooting&W|.-|-`U`U`|---..|&Yu u &w questions. Also visit http://www.game.org/smaug &c/`````/-\&W---.' |=== &w &W|====| _ | ||.---..|&Yu u &w-Type commands to see the options available and &W|====|||||_|| |=== &Y: &wand check the help files for each. &O|``|````\---/`-..&W_|--. &w &Y* &O\_\\ \ \/` //\ `,&W`| &w-For lost and found equipment, read help lost. &O\`| ` _// | / _| &w &O\| \ //' | // \ &w-Type news and changes for the latest information. &O \\`//| | \ \// &b------------------------------------------------------&O\// |.` ` ' /` &Y`````` &b ```''.. ```''' &O| \\ | // . &Y,,,````` &b ```` ```,,, &O\ | `| ''.' &O\ | &Y Issue 62 of the Cry of Despair has hit the streets! Help cry! &P The death of Il'liara has destabilized magick in the Realms! Cast spells at your peril!&w ~ 0 MOUNT DISMOUNT~ Syntax: mount <mob> Syntax: dismount Mount is a skill, which allows you to mount certain mobs. Being mounted on a mob cuts down on movement points that are used whenever you move. New water sectors allow a person mounted to traverse them without damage from drowning. If you are in an area where your movement points begin to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you should try to mount immediately. ~ 1 'MOUNT KROZLOY'~ To the far west and north of Darkhaven, past the Hills of Moria, in the Kingdom of Juargan, lies the home of the Half-Orc Nation. Mount Krozloy is a heavily fortified, and easily guarded natural stronghold, where the Half-Orcs gather to plan for battle and conquest. See also: HALF-ORC NATIONS HOMETOWN ~ 1 'MOUNTAINS OF DESOLATION' MOUNTAINS DESOLATION'~ Once home to a thriving Dwarven city, the area now known as the Mountains of Desolation has become a land for the dead and appears to hold little to entice the living. The mountains tower high above any of the neighbouring cities and cast a lasting shadow on nearby inhabitants. Bards tell the tales of adventurers who have never returned and of seeing creatures that are certainly not in the realm of the living. The dwarves that once lived in those mountains are now long gone, replaced by rumours of hidden treasure, living legacies, and perhaps even the wandering dead. ~ 1 MOVE MOVEMENT~ This discusses the process of moving your character from one place in the Realms to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK <direction or door name>. To open a door, you type OPEN <direction or door name>. At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When you are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. For more detailed information on movement and doors, read sections 7 and 8 of your Adventurer's Guide book. ~ 54 MPADVANCE~ Syntax: MPADVANCE <name> <level> Advances the level of a player (not functional in prototype programs). ~ 54 MPAPPLY MPAPPLYB~ Syntax: mpapply <victim> Syntax: mpapplyb <victim> These commands are used in the pre-auth area to signal a new character's authorization status. When a character first enters the game, it will be targeted by an 'mpapply <victim>' which will inform the immortals that the character is waiting for authorization. Once the character is authorized, a mob will attempt to 'mapplyb <victim>' the character, and the character will be sent into the actual game. ~ 54 MPASOUND~ Syntax: MPASOUND <phrase> Displays a phrase to all surrounding rooms. ~ 54 MPAT~ Syntax: MPAT <vnum> <command> Lets the mobile perform a command at another location. ~ 54 MPCOMMANDS RPCOMMANDS OPCOMMANDS~ &CThe following commands can be used for Room, Mob and Object progs. The commands listed at the bottom are for mob progs only. Each command also has its own help file. Type HELP <COMMAND>. &GMPCOMMAND PARAMETERS MPCOMMAND PARAMETERS &r-------------- -------------------- ------------- -------------------- &cMPASOUND &w<phrase> &cMPJUNK &w<name/var> &cMPECHOAROUND &w<name/var> <phrase> &cMPECHOAT &w<name/var> <phrase> &cMPECHO &w<phrase> &cMPMLOAD &w<mob vnum> &cMPOLOAD &w<object vnum> &cMPPURGE &w<object/mobile name> &cMPADVANCE &w<player name> <level> &cMPTRANSFER &w<name/all> &cMPFORCE &w<name/all> <actions> &cMPSLAY &w<victim> &cMPDREAM &w<name> <phrase> &cMPDAMAGE &w<name> <#hps> &cMPCLOSEPASSAGE &w<room> <direction> &cMPOPENPASSAGE &w<room> <dest> <dir> &cMPECHOZONE &w<text/phrase> &cMPFILLIN &w<direction> &cMPOSET &w<field> <value> &cMPMSET &w<field> <value> &cMPPRACTICE &w<victim> (skill|spell) (max_percent) &cMPFAVOR &w<victim> <value> &cMPTAG &w<tag> <value> &cMPSCATTER &w<victim> <#> <#> &cMPFLAG &w<flag> <bit> &YMobiles only&W: &cMPKILL &w<name> &cMPGOTO &w<vnum> &cMPDEPOSIT &w<amount> &cMPWITHDRAW &w<amount> &cMPAT &w<vnum> &cMPPLACE &w<area|vnum range> &r--------------------------------&GSHORTCUTS&r-------------------------------- &cMPECHOAROUND &w= MER &cMPTRANSFER &w= MPTRANS &cMPECHOAT &w= MEA &cMPECHO &w= MPE &x.&w See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES. ~ 58 MPCOPY~ &YSyntax&W: mpcopy <source mobile> <program> (number) <destination mobile> &YSyntax&W: mpcopy <source mobile> all <destination mobile> <program> When using the ALL syntax, the program value at the end can be ommited. This command will allow you to copy a program from any mobile to any other mobile, provided the destination target is prototype. Valid PROGRAM values include: act, speech, rand, greet, allgreet, hitprcnt, etc. &GSee Also&W: OPCOPY, MSET, OSET, MPTRIGGERS, MPCOMMANDS, MPEDIT. ~ 54 MPDAMAGE~ Syntax: mpdamage <victim> <amount> This command inflicts a specified amount of damage on the victim. This damage will be affected by sanctuary, but is not affected by protect, saving throws or resists. A mob should _never_ mpdamage itself. ~ 54 MPDEPOSIT MPWITHDRAW~ Syntax: mpdeposit <amount> Syntax: mpwithdraw <amount> This command orders the mobile to deposit or withdraw a specified number of gold coins from an area. These can be used in conjunction with mpat to tell the mob which area to withdraw/deposit money in. Example: mpat 21000 mpwithdraw 5000000 This would cause the mob to withdraw 5 million coins from the new Darkhaven area, as that is the area vnum 21000 is in. If no mpat is used, the mob will withdraw or deposit the gold from the area in which it is located at the time. ~ 54 MPDREAM~ Syntax: MPDREAM <name> <phrase> Sends a message to a sleeping character. ~ 54 MPECHO~ Syntax: MPECHO <phrase> Displays a phrase to the entire room. ~ 54 MPECHOAROUND~ Syntax: MPECHOAROUND <name> <phrase> Displays a phrase to all in the room except victim. The abbreviation "mer" may be used for mpechoaround. ~ 54 MPECHOAT~ Syntax: MPECHOAT <name> <phrase> Displays a phrase to only the victim. The abbreviation "mea" may be used for mpechoat. ~ 54 MPECHOZONE~ &r----------------------------------------------------------- &wSYNTAX: &gmpechozone <color> <string> &wDESCRIPTION: &gThe MPECHOZONE mpcommand works much like the ECHO and RECHO comands do except the specified string is only displayed within the area. &r----------------------------------------------------------- &YSEE ALSO: &wCOLOR, MPCOMMANDS ~ 55 MPEDIT~ Syntax: mpedit <mobile> <command> [number] [program] [arguments] Syntax: mpedit <mobile> add <program> <arguments> Syntax: mpedit <mobile> insert <number> <program> <arguments> Syntax: mpedit <mobile> edit <number> [program] [arguments] Syntax: mpedit <mobile> delete <number> Syntax: mpedit <mobile> list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. For complete infomation, reference the mob program documentation available via FTP on realms.game.org: (building.tar.gz/building.tar.Z/building.zip ) See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 54 MPFAVOR~ &r----------------------------------------------------------- &wSYNTAX: &gmpfavor <target> -# mpfavor <target> +# mpfavor <target> # &wDESCRIPTION: &gThe MPFAVOR mpcommand is used to take, give, or set a PCs favor by/to the specified amount. &wEXAMPLES: &cmpfavor 0.$n -10 &w-> &gdecrease $n's favor by 10 &cmpfavor 0.$n +10 &w-> &gincrease $n's favor by 10 &cmpfavor 0.$n 10 &w-> &gset $n's favor to 10 &wNOTE: &gThe current high/low settings for favor can not be exceeded: 2500 and -2500 &r----------------------------------------------------------- &YSEE ALSO: &wMPCOMMANDS, 'IFCHECK FAVOR' ~ 54 MPFILLIN~ Syntax: mpfillin <exit> New mpfillin, this simply sets a closed door bit, so can be used for several things, quietly closing a door, closing an exit that was dug, etc... ~ 54 MPFIND~ &r---------------------------------------------------------------------------- &GSyntax: &Ympfind n lo_vnum hi_vnum text &zSearch mob vnums between lo_vnum and hi_vnum for mob progs that contain an occurrence of text. Display a maximum of n lines. &GExample: &Ympfind 20 901 969 if isnpc &zSearch all mob progs in Olympus (vnums 901 thru 969) and display all mob vnums that contain text "if isnpc". Display a maximum of 20 lines. &r---------------------------------------------------------------------------- &GSyntax: &Ympfind n mud text &zSearch all the mobs in the mud for mob progs that contain an occurrence of text. Display a maximum of n lines. &GExample: &Ympfind 100 mud mpslay &zSearch all mob progs in the entire mud and display all mob vnums containing text "mpslay". Display a maximum of 100 lines. &r---------------------------------------------------------------------------- &GSee also help OPFIND, RPFIND ~ 54 MPFLAG MPRMFLAG~ Syntax: mpflag <victim> <flag> <value> mprmflag <victim> <flag> <value> Using these commands you can assign variables based on 128 "bits". These bits work like "On/Off" switches and may be assigned by any mob. A typical mpflag will look like : testing:3=[1] "testing" is the name of the flag, "3" is the vnum of the mob that assigned the flag, and the "[1]" is the bit that is enabled. When more than one bit is enabled, it will look more like: testing:3=[1 0 0 0 0 0 0 0 0 0 1] In this case, bits 1 and 11 are enabled, 2-10 are disabled. To make use of these flags, use the "isflagged" ifchecks. Mpflags will be assigned to a player for a mobs "level X intelligence". The flag will save when the character saves and will continue to exist for this amount of time "mudtime". You can also set the timer for a tag using the commands "noexpire" or "timer". Eg. mpflag noexpire $n <flag> [value] mpflag timer <#> $n <flag> [value] If no timer is designated, the timer is set based on the mobs intelligence multiplied by the mobs level. SEE ALSO: MPTAG, MPRMTAG, IFCHECK ISTAGGED, IFCHECK ISFLAGGED ~ 54 MPFORCE~ Syntax: MPFORCE <name/all> Forces a player/mob to do a command (non-functional on immortals, all will only force all in room). ~ 54 MPGOTO~ Syntax: MPGOTO <vnum> Goes to any room which is not private. ~ 54 MPINVIS~ Syntax: mpinvis Syntax: mpinvis <level> This command controls a mob's ability to use a modified form of wizinvis. Use 'mpinvis' alone to toggle the invisibility. Use 'mpinvis <level>' to set the level at which the mob will be invis. Mortals under the mobinvis level of the mob will be unable to see the mob when it goes mobinvis; they cannot see it with any spell, it will be completely invisible to them. Be warned, however, that its programs will still function as normal, the mortal will simply see a 'someone' if it performs an action or an echo that they see, just as if a wizinvis immortal performed the action. Also be warned that at the present time, area attacks _will_ hit a mobinvis creature even if it is invisible. ~ 54 MPJUNK~ Syntax: MPJUNK <name> Destroys an object in inventory/being worn - can be used with all.object . ~ 54 MPKILL~ Syntax: MPKILL <name> Kills a player without using murder. ~ 58 MPLOG~ &r*-------------------------------------------------------------------* &GSYNTAX: &cMPLOG <message> &GDESCRIPTION: &CThis command is most frequently used for death progs on major mobs. Mob name and time will be automatically noted by the system, so text should consist only of important information, such as item(s) loaded and who laid the killing blow. You can use ($n) or ($r) to point to players in the room. &YExample: &WMPLOG killed by $n and $r. Loading Oblivious. This would point to two players in the room. It would also make note of the time room vnum and mob. &r*-------------------------------------------------------------------* &YSEE ALSO: &WMPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 53 MPMLOAD MPOLOAD~ Syntax: MPMLOAD <vnum> MPOLOAD <vnum> <level> <timer> Loads a mob or object. In the case of objects, the level must be set, or supermob will end up setting the level. Timer is optional, and is the decay timer for objects. ~ 58 MPMSET MPOSET~ &r*-------------------------------------------------------------------* &GSYNTAX: &p(&cMPMSET/MPOSET&p) &cname value value &GDESCRIPTION: &CThese commands will set values on mobiles and &Cobjects in much the same manner that an immortal &Cwould be able to. &r*-------------------------------------------------------------------* &YSEE ALSO: &WMPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 58 MPNUISANCE MPUNNUISANCE~ &r*-------------------------------------------------------------------* &C SYNTAX: &cMPNUISANCE <player name> <val> <val> <val> MPUNNUISANCE <player name> &GDESCRIPTION: &wYou can nuisance or unnuisance a player with this command. For more info on syntax, see &WNUISANCE. &r*-------------------------------------------------------------------* &GSee Also&W: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 54 MPOPENPASSAGE MPCLOSEPASSAGE~ Syntax: MPOPENPASSAGE <origin> <destination> <direction> Opens a passage to a room (does not affect pre-existing doors) Syntax: MPCLOSEPASSAGE <room> <direction> Closes a passage to a room (does not affect pre-existing doors that were not created with mpopenpassage) &W**For information on exit/direction numbers see &YHelp doordirs&W** ~ 58 MPPARDON~ &r----------------------------------------------------------- &wSYNTAX: &gmppardon <target> <flag> &wDESCRIPTION: &gThe MPPARDON mpcommand works just as the immortal PARDON command does. &r----------------------------------------------------------- &YSEE ALSO: &wPARDON, FLAGS, 'IFCHECK ISATTACKER', 'IFCHECK ISKILLER', 'IFCHECK ISTHEIF' ~ 58 MPPEACE~ &r*-------------------------------------------------------------------* &C &G SYNTAX: &cMPPEACE <name> &G &GDESCRIPTION: &YAny target name within the room can be forced to cease all fighting. &r*-------------------------------------------------------------------* &GSee Also&W: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 58 MPPKSET~ &r----------------------------------------------------------- &wSYNTAX: &gmppkset <target> yes/no &wDESCRIPTION: &gThe MPPKSET mpcommand will set the PC to deadly or peaceful based on what is specified regardless of their present state. No = peaceful Yes = deadly &r----------------------------------------------------------- ~ 54 MPPLACE~ &r----------------------------------------------------------------------------- &wSYNTAX: &gmpplace <object name> mpplace <object name> [area name] mpplace <object name> [vnum range] &wDESCRIPTION: This command will allow the mob to drop an item in a random location either in the entire mud, inside a certain area, or inside a vnum range. It will not drop items in a room there is a player in, and it will not drop items in death traps. Note: Be sure the mob executing the command can see in the rooms he is dropping in. &r----------------------------------------------------------------------------- ~ 54 MPPRACTICE~ Syntax: mppractice <victim> <skill/spell/language> <amount> This command will set the victim's percentage of proficiency in the specified skill/spell/language to the specified amount. It cannot train a character in a skill/spell/language the character does not have as a part of its class and that it does not already have as a result of its level. In other words, it cannot train a warrior in fireball, or a level 1 thief in gouge. ~ 54 MPPURGE~ &r----------------------------------------------------------- &wSYNTAX: &gmppurge mppurge <item name> mppurge <mob name> &wDESCRIPTION: &gThe MPPURGE mpcommand works much like the immortal command PURGE, but for one exception: there must be something to purge. If there is nothing to be purged, the command will log a bug. &r----------------------------------------------------------- ~ 56 MPREGOTO~ Syntax: mpregoto This command will place a mob at the last location they were at before their last MPGOTO. ~ 54 MPRESTORE~ Syntax: mprestore <victim> <amount> This command restores a specified number of hitpoints to the victim. ~ 56 MPRETRAN~ Syntax: MPRETRAN <victim> This command will return that player or mob to the room from which it was last transferred from. ~ 58 MPSCATTER~ &r*-------------------------------------------------------------------* &wSYNTAX: &gMPSCATTER <target name> <low vnum> <hi vnum> &wDESCRIPTION: &gThis command will send the victim to any one of the rooms specified at random. &YExample&W: mpscatter lascivias 1 50 Will transfer Lascivias to a room between 1 and 50. The numbers you specify are inclusive in the formula. &r*-------------------------------------------------------------------* &YSee also: &wMPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 58 MPSLAY~ &r----------------------------------------------------------- &wSYNTAX: &gmpslay <target> &wDESCRIPTION: &gThe mpcommand MPSLAY works exactly as the immortal slay command does, causing the PC/NPC target instant death. NOTE: This is a mob program command only. &r----------------------------------------------------------- &YSEE ALSO: &wMPCOMMANDS ~ 54 MPSOUND MPMUSIC~ These commands can be used to send sound or midi files to a player's telnet client and allow them to be played. ( Darkur fills in text here ) Thank you, have a nice day. ~ 54 MPSTAT~ Syntax: mpstat <mob/mobvnum> Mpstat will display all of the mobprograms that have been written for the specified mob. If an instance of that mob exists in the game, it can be accessed with its vnum. See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 54 MPTAG MPRMTAG~ Syntax: mptag <victim> <tag> [value] mprmtag <victim> <tag> Using these commands, you can assign a "tag", or "variable" to a character, either just the tag, or the tag and a value associated with it. The "tag" can be both a "string variable" (a group of characters, or words) or an "integer" variable, a number. If using a number you can use the ifcheck "istagged" to compare how big or little the number is using <>= operators. The tag assigned to a character will last on the character based on the mob's intelligence and level that assigned it. ( eg INT x LEVEL ) So a level 10 mob with an intelligence of 13 will tag for a length of 130 ticks. These tags will save to a characters pfile and will last over logging out and logging in. You can also set the timer for a tag using the commands "noexpire" or "timer". Eg. mptag noexpire $n <tag> [value] mptag timer <#> $n <tag> [value] You can additionally specify a vnum to be associated with a particular tag. Tagging a mob with the 0 vnum allows all mobs to see/modify that tag. Eg. mptag $n <tag>:<vnum> [value] mptag $n <tag>:0 [value] Mprmtag can also be used to clear all bits of a particular mpflag. See "mpflag" for more information. SEE ALSO: MPFLAG, MPRMFLAG, IFCHECK ISTAGGED, IFCHECK ISFLAGGED ~ 58 MPTD~ ~ 54 MPTRANSFER~ &YSyntax&W: mptransfer <victim> &YSyntax&W: mptransfer <victim> <location> Transfers one or all in the room to a specified location. ~ 54 MSET~ Syntax: mset <character> <field> <value> mset character on MSET sets the properties of mobiles. If a mobile has the PROTOTYPE flag, modifying an instance of this mobile will also modify the index mobile, which all other instances of the mobile are based on. MSET ON will lock you onto a particular mob/character. Once locked on, all mset commands will imply 'mset <character>'. Hitting enter while in MSET ON will give you an mstat of the mob/character you are working on. To get out of MSET ON, simply type the word DONE. Example: mset gracca on long A large hulking figure stands here. sex 1 done See also: ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS, DEFENSES, MCREATE, MMENU, MSTAT and DICE. ~ 56 MSETPKILL~ mset <target> pkill Before msetting a player to pkill, ensure the following conditions are met: Player has read HELP DEADLY and LAWS PKILL Player understands he/she/it may not return to the peaceful side Player is config -nice Player is in an area appropriate for pkill. ~ 53 MSTAT OSTAT RSTAT~ Syntax: mstat <character/mob or mobvnum> Syntax: ostat <object/object vnum> Syntax: rstat Syntax: rstat <location> MSTAT shows you statistics on a character or mobile. If a copy of the mobile is present in the game, you can access it using its vnum. OSTAT shows you statistics on an object. If a copy of the object is present in the game, you can acces it using its vnum. RSTAT shows you statistics on a location. The location may be specified as a roomvnum, as the name of a mobile, or as the name of an object. Rstat with no argument returns the statistics on your present room. See MSET OSET and REDIT ~ -1 'MUD COMPANION'~ &x. &O __ _____ _____ __ &O_________| |__| :\___________________/ |__| |_________ &O\ :| |::| :| | |::| | / &O \ :| |::| :| &WThe &O | |::| | / &O > :| |::| :| &WMud &O | |::| | < &O / :|__|::|____:| &WCompanion &O |.____|::|__| \ &O/_______:/ \::/ \___________________/ \::/ \._______\&g ______/ &g / ____ / | \`\.__/-`` &g /-'` `````---__ | `-/` &g \_| / _)__ &YThe people who brought you Realms of Despair &g '``--_/ _-`/- &Yhave teamed up with some of the other members &g {\__--_/} / \\__> &Yof the MUD community to bring you the first &g /' (_/ _-` | |__ &Yever printed magazine strictly for MUD players &g | &G_/)&g )-` | |__ &Yand administrators (including Coders, Builders,&g / /` ,_/ / /__> &Yand Designers). &g o-o _// /-`_>-- &R &g(`(`_/ /`_>---< &R ,/| &g /__>--<__/ &Y Please go to &R ,//('( &g |__>--<__| &R ( ( ')) &g |__>--<__| &Y http://www.mudcompanion.com &R `-)) )) ( &g |__>--<__| &R ,/,'//( ( &g \__>--<__\ &Y for more details! &R ,( ( ((, )) &g `-__>--<_ &R ``/ )` ) ,/| &g `-_`>- ~ 0 MUDMAIL MAIL~ Syntax: mail list Syntax: mail read <number> Syntax: mail read all Syntax: mail write Syntax: mail subject <string> Syntax: mail to <to-list> Syntax: mail take <number> Syntax: mail show Syntax: mail post Syntax: mail remove <number> The mail command is very similar to the note command. To write mail, as in notes, you must have a blank note held in your hands, and a quill or pen in your inventory. Mail can only be addressed to real players, or 'all'. There is a charge for reading and taking mail. To post mail to more than one party, use 'note to <name> <name> <name>', etc. Note that any of the named parties can remove the mail before the other parties get a chance to read it. See also 'HELP BOARDS', 'HELP NOTE'. ~ 1 MUDSIGN~ Mudsigning a note places your name on the note. Once done, the note cannot be altered or changed. To mudsign a note, first write your note (see help NOTE, help NOTE2 and help EDITOR) and then go to any noteboard and type note post. Scan over the notes by typing note list, find the number of your note and type note take (#). (# being the number of your note.) ie: note take 2. This can also be done at any mailboard by typing mail post, mail list and then mail take (#). ~ 1 MULTIPLAY MULTIPLAYING~ Multi-playing up to 8 characters is permitted, with the following rules: - you may only have one character link-live if it is a deadly character (if it appears under the "who deadly" section of the who list). You may have more than one character online as long as none of your characters are listed under the "who deadly" section of the who list. - using multiple characters to spam any player or channel via making all characters say/tell/chat/avtalk a same message or series of messages is highly frowned upon and may earn each character a silence. NOTE: Link-dead characters are not considered to be "online." WARNING: Anyone violating the 8 character limit faces punishment up to and including immediate deletion of any characters logged at the time. ~ 58 MUSE~ &YSyntax&W: Muse <message> Immortals using MUSE can communicate with other immortals who have the channel available to them. ~ 54 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 1 MYRA~ &x. &C + &W---====D &Y _______ &c @ &Bo &Y,'` `'. &B * * &Y,/ __.=-`. &Bo &C | &Y,( &O,````', &C-O- &Y,( &O( ) &P\|/ &Y* &C + &p+ &C | &Y,( &O( /&W| &P=( )= &Y( /&O( /&W/_______&P/|&W/| &Y ( /&w,&O(` /&W_,...,__----` . . &Y ) &w//&O( |&B`) &W /` \\ &c. * &Y ( &w// &O) /&B / &W / /( \\ &Y| &Y\ &w// &O( |&B| &W/` // \ \\ &Y-O- &p @ &P+ &Y ` &w// &O) |&B \/`=&W// (_\\ &Y| &C o&Y`\ &w// /&O( / &B /`&Y ,/|&W\|| &c* &Y`\&w// |&O) /&B-.___/&Y____/ | &b. &w// |&O(| &Y / &B. &c. &w// / &O(` &Y / &P* &w// /&Y,_ ,'` &B @ &w'',___/ &Y `',_____,'` &C-o- &P* &P __ ___ &P / |/ / __ __ ____ ___ _ &P / /|_/ / / // / / __/ / _ `/ &P /_/ /_/ \_, / /_/ \_,_/ &P /___/ ~ 2 MYSTARIC~ &x.&R .=====__ &R /==Z' .===_ ``=,_===\ &R _/ ; / `;, `\, `\ &R | ; , _/=.'\ !, d &R __====_| ; (, / )`; /' .M , &R `\\==/`` W, ; ( +, .))| / /'|/```\=__ .- &R `\ t`\ ; |t```T/'|/ :/ | ``\=/| &R \ | \;, | `/`' :/ -! | | &R \, /\__| \\.! :X) \ / ._, ./' &R `L | `; V; _//' | \ ./`' ``; ./_ &R ./ \\__/| `; Y7` | / / / //' \, &R .! `(\, `\, | .! .t/ .(_/=` \ &R / `;```'=+=._:, ,S_L===' j'' `; &R ./ .(r, ``\S' `\\,._r/ | &R `=m! ./&GD' &R`\, \, !=` \ &R `==___===/'&G/ .&R!`\__ /! __=`\\`=_ /`= &G | .&R| `\=\=r@/`&G \ !,&R `=_, __//' &G |./`&R/ ||&G `| \, \ &R ````\==`` &G || &R | | |&G | !\, \=_, &G ! &R t &W /\\,/\\&R,!&G !, \ `\/``` &R | &W /| || ||&R/ &G !\/ &W || _ ' &R `; &W || || || '\\/\\` _-_, =||= < \, ,._-_ \\ _-_ &R \ &W ||=|= || || ;' ||_. || /-|| || || || &R \,&W`|| || || ||/ ` || || (( || || || || &R `\&W|, \\,\\, |/ ,-_- \\, \/\\ \\, \\ \\,/ &W &W_- ( &W &W -_- ~ 1 MYSTIC 'MYSTIC AWARENESS' AWARENESS~ Syntax: c 'mystic awareness' This spell enables the Nephandi to have revelatory visions of what lies in their future. When under the influence of mystic awareness, the user may be able to see into their future by looking in a specific direction. ~ -1 M_ADVHERO_~ You suddenly feel a strange surge of power flow through your veins! You have mastered yourself as far as mortally possible, and now see immortality within your grasp... Along with your new position you receive a new channel, to use this channel type ': <message>' or 'imm <message>'. ~ -1 M_BALZHUR_~ Suddenly out of nowhere, a hideous beast appears, bringing with it the horrible smell of brimstone, death and decay! The demon gives you the most evil and spine tingling sneer that makes you fall to your knees, and release your bladder... The next second, the immense mass of slimey muscle and claws is all over you ...shredding you to a bloody mess! Mercifully, everything goes black as it moves its widening maw towards your head... ~ -1 M_GODLVL10_~ You are all powerful! ~ -1 M_GODLVL11_~ You suddenly feel much more powerful! ~ -1 M_GODLVL12_~ You suddenly feel much more powerful! ~ -1 M_GODLVL13_~ You suddenly feel much more powerful! ~ -1 M_GODLVL14_~ You suddenly feel much more powerful! ~ -1 M_GODLVL15_~ You suddenly feel much more powerful! ~ -1 M_GODLVL1_~ ...Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel indeed much more free than you have ever felt before... You float high into the heavens... a vortex of ever-changing curved beams of colored light swirling around you faster and faster... Your soul is bursting with emotions you can barely conceive... You feel a burning inside... both cold and hot... a tingle of electricity grows into a powerful buzzing surge jolting through every inch of your body. A strange chorus of voices begins to sing indecipherable and long forgotten words... the singing grows louder and louder... a million voices as one. You feel yourself losing touch with reality... and all goes quiet. ~ -1 M_GODLVL2_~ ...You suddenly feel more confident and sure of yourself and your new powers... You feel that you have earned some trust and respect among your peers, yet you know that your jouney has only just begun. ~ -1 M_GODLVL3_~ ...You begin to feel light-headed. Your hands begin to tingle softly... The feeling quickly grows into a strange radiating pulse of energy! The tingle rises up your arms and into your head, filing your mind with visions of worlds of wonder, far off places, great towers, vast mountains, oceans, seas, lush valleys, dark caverns and twisted passages... You sense a feeling of wonderous potential and power in your hands... Enough power to build and create these visions for yourself! You feel much more powerful, eager and inspired! ~ -1 M_GODLVL4_~ ...You feel slightly faint as your head begins to spin. Your hands begin to tingle once more... A vortex of energy starts to swirl throughout your hands, going faster and faster... becoming almost painful! Beams of light break through your skin, one at a time, then more and more until the light is almost to bright to bear... As your squint your eyes, you perceive a vision of great beasts of wonder, dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples of all kinds, ancient forgotten artifacts, weapons of vast untapped powers, crystal balls, magick rings, staves, wands, rods, arcane tomes of untold secrets... your mind is bursting with inspiration... You sense a new, reborn feeling of unlimited potential and power... In your hands the power to build and create these visions for yourself! The bright light from your hands fades away... but strange faint glow remains always. ~ -1 M_GODLVL5_~ You suddenly feel much more powerful! ~ -1 M_GODLVL6_~ You suddenly feel much more powerful! ~ -1 M_GODLVL7_~ You suddenly feel much more powerful! ~ -1 M_GODLVL8_~ You suddenly feel much more powerful! ~ -1 M_GODLVL9_~ You suddenly feel much more powerful! ~ -1 M_REUNION1_~ &YYou hear an ungodly sound in the distance that makes your blood run cold! &wSuddenly out of nowhere, a hideous beast appears, bringing with it the horrible smell of brimstone, death and decay! The demon gives you the most evil and spine tingling sneer that makes you fall to your knees, and release your bladder... &CBalzhur turns to you and belches, "See you at the reunion!" &wIt then disappears leaving behind a cloud of swirling acrid smoke... As you watch it dissipate, it forms some cryptic runes: &WWWW.GAME.ORG/REUNION/ ~ -1 M_REUNION2_~ You are suddenly filled with a strange calmness and inner peace that you have not experienced before. As you try to snap out of it, you hear some soft, wonderously enchanting music and a beautiful little faerie flies around from behind you, singing in the most lovely voice you've ever heard. Her words are hard for you to understand as they are in an ancient tongue, but you get the idea she is singing about the coming of an extremely joyous and important event! She reaches into a small pouch, and retrieves a shimmering scroll... ~ 1 NAME NAMES~ &GSyntax: name "your new name" (without the quotes) This command allows a pre-authorization player to change their name to a new one if their original choice has been denied. Example: A new player named Pete has his name denied. To change his name to 'Joe', Pete would simply type: &Yname Joe&G. Type &YHELP NAMING&G for name guidelines. ~ 1 NAME2~ &GPlease try to choose a name which is both medieval and unique. Good names help add to gameplay and will allow you to forge an identity for yourself. Simply put, your name should &Ynot &Gbe:&W - Nonsensical, unpronounceable or ridiculous. (see 'help statname') - Profane or derogatory as interpreted in any language. - Futuristic or common, such as 'Jill' or 'Laser'. - Similar to that of any Immortal or major creature in the game. - Significant in history, mythology, or any religion, in any reality - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'. - Comprised of ranks or titles, such as 'Lord' or 'Master'. - Composed of singular descriptive nouns, adverbs or adjectives, as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'. - Any of the above in reverse, i.e., writing Jade as 'Edaj'. - Combinations of singular descriptive nouns/adverbs or adjectives, as in 'Metaljacket Heartbound Earthstone or Softheart'. &GPlease keep in mind that names which were authed in the past do not impact current name authorization policies. Above are the guidelines which all Immortals follow. In addition, they may have their own reasons for denying your name. The final determination as to the validity of a name on the Realms is the discretion of the Immortals and is NOT subject to debate or discussion. If your name is denied, simply follow the guidelines and try a new one. See &YHELP NAME&G to learn what to type to change your name. ~ 1 NAMING~ &GPlease try to choose a name which is both medieval and unique. Good names help add to gameplay and will allow you to forge an identity for yourself. Simply put, your name should &Ynot &Gbe:&W - Nonsensical, unpronounceable or ridiculous. - Profane or derogatory as interpreted in any language. - Futuristic or common, such as 'Jill' or 'Laser'. - Similar to that of any Immortal or major creature in the game. - Significant in history, mythology, or any religion, in any reality - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'. - Comprised of ranks or titles, such as 'Lord' or 'Master'. - Composed of singular descriptive nouns, verbs, adverbs or adjectives, as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'. - Any of the above in reverse, i.e., writing Jade as 'Edaj'. - Combinations of singular descriptive nouns/adverbs or adjectives, as in 'Metaljacket Heartbound Earthstone or Softheart'. &GPlease keep in mind that names which were authed in the past do not impact current name authorization policies. Above are the guidelines which all Immortals follow. In addition, they may have their own reasons for denying your name. The final determination as to the validity of a name on the Realms is the discretion of the Immortals and is NOT subject to debate or discussion. If your name is denied, simply follow the guidelines and try a new one. For help choosing a name visit &Yhttp://spitfire.ausys.se/johan/names/ See &YHELP NAME&G to learn what to type to change your name. ~ -1 NANNY_AUGURER~ The Augurer is very strong-minded in its nature, both physically and magically. It is very confident of its actions in combat, and this confidence shows in its physical appearance. The Augurer is of a medium height, with a defined bone structure which shows both intelligence and assurance. Its appearance is wizened, but at times the Augurer may look frail due to exhaustion. Though it is of a medium size, its physical strength is not. The Augurer relies on both brain and brawn to overcome its challengers. When it is confronted, its wisdom decides what course of action it should take, and wisdom is its prime stat. While in combat, the Augurer is capable of utilizing both spells and skills to their greatest potential. However, because of the Augurer's size, it tires of magic easily. To overcome this mental exhaustion, the Augurer is a strong believer in the use of mana for rejuvination of its magical powers, and uses a lot of it. In its spare time, the Augurer enjoys the local lore, both the teaching and learning of it, as well as musical and theatrical pursuits. The Augurer is a very independent person, and spends much of its spare time in meditation, reflecting upon the day's activities. ~ -1 NANNY_CLERIC~ A cleric is a mighty healer and protector of the weak. Led with a mission to heal and teach, Clerics have many varied and sundry healing spells at their command. While clerics possess some combat spells and magic to affect one's chances in battle, their main goal is self preservation. They accelerate in wisdom and knowledge as they gain in level and experience. The wisdom of the cleric in the ways of magic and the art of healing, make them an extremely desirable asset for any group. ~ -1 NANNY_DROW~ &wDrow are the darker, more evil cousins of Elves. They were once part of the happier community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have dark skin and light hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have &Ginnate infravision&w with which to discern objects and living things in the absence of light. They also possess inherent &Gscry&w, and are &Gresistant to poison.&w Drow gain experience on a scale of normal rate * 1.08. The subterranean drow city lies somewhere beyond the northern plains. ~ -1 NANNY_DRUID~ The druid is a lover and protector of the natural land. Be it the forests full of centaurs and deer, the streams full of fish, or the bug-infested swamps, a druid always seeks to protect and preserve nature. Wielding mighty spells from the gods themselves, druids strive hard at their work. Strong in wisdom, with a body trained to near perfection by their rugged lifestyle, a druid has many disciplines upon which to draw. From powerful spells of healing which can bring the near dead back to full vigor, to the ability to mystically create water and food, to the awesome power of nature which they command in battle via spells able to quake the land and split the sky, druids demonstrate that mastery of magic is not just a hobby, but a way of life for them. Able to face many warriors on almost even footing, and able to shield themselves nearly as well as some mages, druids are truly a gifted class. ~ -1 NANNY_DWARF~ &wThe Dwarven race was the fourth of the Realms, fashioned from earth and stone by the gods and melded by fire. They are long-lived, fiercely loyal, and are known equally for their hardiness and cantankerous personalities. Dwarves are miners by tradition, working with and building within the dirt of the earth and stone of the mountains. Dwarves are shorter than humans and elves, averaging from four and a half to five and a half feet in height. They are stocky and rather powerfully-built, and both males and females proudly wear thick and often long beards. Individuals of the race are deceptively quick, but not agile. Still, their think and stout frames lend them an uncommon constitution and strengh, and the race has produced some of the most famed and feared warriors in the Realms. Dwarves may become accomplished magic users, but they are more suited to physical roles. They are &Gresistant to flame&w, and generations of working with and within the earth has fostered their infravision. Dwarves gain experience on a scale of normal rate * 0.97. The dwarven nation lies in the canyons northeast of the great western lake. ~ -1 NANNY_ELF~ &wTall, slender creatures with an affinity for the woods and nature, Elves were one of the First Three - the three original races fashioned and scattered across the Realms. Most elves stand taller than most humans, being six feet and often well over that in height. They tend to be fair-skinned with long, straight hair, although there are individuals who choose a darker life which is reflected in their outward appearance. Elves are lighter-framed than humans, but what they lack in strength and stamina is made up for with their superior agility - both in thought and movement. They are capable in all classes, though they function poorest in the role of pure fighter. Most will prefer to stay close to nature, and many become druids. All elves have the inherent &Gability to detect magic &win the world around them, and are &Gresistant to cold.&w Elves gain experience on a scale of normal rate * 1.1. The Elf nation lies on the island of Irrybis. ~ -1 NANNY_GITH~ &wThe Gith are a race descended from humans. Once long ago they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma. They are yellow-skinned and very long of limb. Sunken eyes peer from yellowed sockets, now strangely capable of &Gnaturally detecting the invisible&w. The Gith race has split into three distinct groups: the good (Githzerai), the selfish neutral (Pirates of Gith) and the evil (the Githyanki). Gith gain experience on a scale of normal rate * 1.06. ~ -1 NANNY_GNOME~ &wGnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle. Most gnomes are short and stocky, similar to their dwarven cousins. They usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well). Gnomes have &Ginnate infravision&w, and due to their familiarity with magical and religious lore they are &Gable to detect magic&w in the environment around them. They are somewhat &Gresistant to energy&w based magic, but also somewhat &Gsusceptible to fire&w. Gnomes gain experience on a scale of normal rate * 1.2. ~ -1 NANNY_HALF-ELF~ &wThese beautiful creatures are the result of the mixing of human and Elven blood in ages past, and have so freely intermingled in the open societies of the Realms since their inception that their mixed heritage is of no consequence. Though not as tall as the pure Elf, they are nevertheless a rather tall race ranging from five feet six inches to six feet five inches in height. They additionally carry a slightly more musculature build than the pure Elf. Though the half-elf is not as intelligent as the pure-blooded Elf, nor as hardy as the full-blooded human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. The beautiful almond eyes of the half-elf enable them to &Gdiscern objects in the darkness&w, and they have an inherent &Gresistance to cold&w. Half-Elves gain experience on a scale of normal rate * 1.04. ~ -1 NANNY_HALF-OGRE~ &wThe half-ogre is a result of forced breeding in the dark time with humans, when pure-blooded Ogres were known for raping and looting human villages. Like other half-breeds, the half-ogre was shunned by the full-blooded Ogre race and eventually loosely assimilated with the human civilizations in the lands surrounding New Darkhaven. Half-ogres stand roughly upright, range from six to almost nine feet height, and even females generally pack well over 300 pounds on their immense frames. Most are relatively hairless, and their bodies are instead covered with small, boney growths. Their disproportionately long limbs lend a somewhat simian appearance. Half-ogres inherit great physical abilities: an good aptitude for aggression, inherent &Ginfravision&w to assist in travel through darkness, and though smaller than pure-bred Ogres the half-ogre nevertheless boasts &Gawesome strength&w. All in all, the race is best-suited for the role of pure fighter. Half-ogres gain experience on a scale of normal rate * 0.92. The half-ogre nation lies at Opallinoc in the northern plains. ~ -1 NANNY_HALF-ORC~ &wA recent mingling of Orcish and Human blood arising as the darker races have encroached further upon the remaining settled areas, most members of this half-blooded race are distinctly more Orcish than Human in both appearance and behavior. Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually retain their wider bodies, longer, bowed limbs and heavier musculature. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes; below a snout-like noses opens a maw filled with crooked fangs; dark skin emanating a rancid odor; their presence disgusts civilized races. Large and dull of wit, with broad bodies, their poor mental and physical dexterity is offset by an iron constitution. Though some have dabbled in the sorcerous arts due to their human influence, brute combat is still the natural call which stirs in the soul of the Half-Orc. All Half-Orcs possess &Ginfravision&w, and most stand from five to seven feet tall and averaging two hundred pounds. An altogether fearsome race. Half-Orc's gain experience on a scale of normal rate * 0.94. ~ -1 NANNY_HALF-TROLL~ &wAn intermingling (carried out in the darker lands of the Realms) of the blood of the Troll with that of Humans, the Half-troll is as deadly as it is hideous. Though considerably smaller than full-blood Trolls, the Half-troll often stands well over eight feet in height and carries over three hundred pounds on its heavily-muscled frame. Owing in part to the black blood which courses through their heavy veins, the heavily-scaled skin of the Half-troll ranges in color from a charcoal grey to a deep, blackish green. Half-trolls revel in the fright of their appearance, often wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to accentuate the effect. Though naturally of low wisdom, the race was sorcerously imbued with a wicked intelligence and the ability to &Gsee naturally in the darkness.&w Half-trolls usually make poor pure magic users, and suffer from an unusually low dexterity. Yet their boundless energy and high intellect create one of the most cunning physical beasts of the Realms in experienced hands. Half-trolls are &Gall but immune to most poisons.&w Half-Trolls gain experience on a scale of normal rate * 0.90. ~ -1 NANNY_HALFLING~ &wStout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled with a surprising determination makes them a curious (though somewhat underpowered) ally. Individuals have compact bodies and thick, long limbs, and usually have very hairy feet. Eye colors range from blue to brown to green, and any shade inbetween. Halflings have an &Ginnate ability to detect evil&w around them, as well as uncanny &Gability to sneak&w unseen. Halflings gain experience on a scale of normal rate * 1.02. ~ -1 NANNY_HUMAN~ &wIn the beginning the gods created Humans, Elves and Ogres. Among them humans thrived and became the most prolific, and they remain the most numerous and varied race in the Realms. Humans are bipeds with upright stances, and while some are larger the majority stand between five and a-few-inches-under six feet in height. There is great variance in their weight, as well as hair, eye and skin color; it is rare to that any two look exactly alike. Humans have no inborn predisposition to any alignment or class path. As a highly adaptable race with no inherent strengths or weaknesses, they are able to assume and the role of virtually any class. In the dark time, humans were mated sometimes by choice with elves (the half-elf), and often by force with ogres (the half-ogre), orcs (the half-orc) and trolls (the half-troll). Humans have no experience penalties or bonuses, and make their home in the city of New Darkhaven. ~ -1 NANNY_LIZARDMAN~ &wLizardmen are semi-aquatic, breathing air but often dwelling totally underwater. They are often noted to use underwater caves as their lair, and are typically found in swamps, marshes, and similar places. Members of this race band together in rough tribal form; they are omnivores, and are likely to prefer human flesh to other foods. Due to this taste for humans, they suffer if their alignment strays too much towards the honorable side of the spectrum. The race, of course, has the &Ginnate ability to breath under water&w and is additionally &Gresistant to slashing attacks&w. Lizard men gain experience on a scale of normal rate * 0.91. The lizard man nation currently lies in one of the marsh regions, but the race is dying and may one day vanish from the Realms. ~ -1 NANNY_MAGE~ The mage is ultimately a being of pure magic, boasting by far the sharpest minds retaining knowledge of some of the Realms' most powerful spells. The novice mage begins with a weak body, but as they grow in knowledge, experience and power they become a powerful fighting force armed with an arsenal of spells. Their vast repertoire makes them a sought after commodity in the Realms, for their spells can mean victory or defeat for others. Mages are not adept at physical combat, and prefer to use small weapons such as daggers or small swords. ~ -1 NANNY_NEPHANDI~ Nephandi are a dark necromancer/mage blend symbolizing all that is corrupt, destructive and evil. They worship only evil and believe in the Triad of the Wyld, Weaver and Wyrm. Nephandi seek to spread damnation, disease, poison and death on their way to eating your very soul. Due to their inherent nature, they must keep a negative alignment. Nephandi relish in fire and chaos and abhor all good. ~ -1 NANNY_PALADIN~ Paladins are warrior priests who draw their power from acts of righteousness and strict adherence to the Code of The Temple of Solomon. Their strength in battle, combined with the ability to perform limited miracles, is offset by the difficulty they experience in perfecting their craft -- and the penalties they suffer when they stray from the path of good. ~ -1 NANNY_PIXIE~ &wPixies are small Elven creatures with gossamer wings, introduced to the Realms at some point between the First Three and the later races. Individuals are extremely slight of stature, standing only a few feet in height at most. Both their skin and hair color varies from among all of the colors of the rainbow. Pixies are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often choose the calling of magic and excels especially in the arts of the Mage; the mind of the Pixie knows no equal. Pixies possess the obvious &Gability of flight&w, and are &Gsusceptible to blunt force attacks&w. Pixies gain experience on a scale of normal rate * 1.08. ~ -1 NANNY_RANGER~ A ranger is the outdoorsman and adventuresome free spirit of the times. A self-sufficient person, the ranger is adaptable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a ranger is physically skilled enough to take on most any foe. However, for especially hardy opponents, a ranger may also avail himself of useful spells to both hinder his opponent and aid himself. From minor curative magics to blinding his enemy, the ranger is the most adept class at surviving on its own. A ranger typically travels light, but he does have the mighty strength of a warrior to carry equipment needed in his travels. Like the druid (the class other than warrior that he most closely resembles), his need for help from outside sources is low. ~ -1 NANNY_SEA-ELF~ &wAlso called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found almost exclusively among heavy weed beds in quiet, sheltered, salty waters, they are great friends of the dolphins. The race historically prefers to fashion caverns in lagoon bottoms and reefs in which to live and work, but the reality of the today's Realms has forced them into the general populace. The race is humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Sea elves have an &Ginnate ability to find magical auras&w as well as the &Ginherent capacity to breathe underwater&w and a &Gresistance to cold&w. Sea-elves gain experience on a scale of normal rate * 1.12 ~ -1 NANNY_THIEF~ The thief is a dark character which makes use of many skills often deemed ... improper by the rest of society. The skills of the thief reflect his way of life, be it sneaking, peeking into others' inventories, picking locks, or attacking from behind with deadly backstabs. With amazing dexterity they have the ability to circle around an enemy to deliver devastating blows. But for living such a dark life, thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Thieves start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A thief is always useful when there is a lock that needs to be pried, an item that one wishes to acquire without detection, or a particularly wicked foe whose downfall requires cunning. ~ -1 NANNY_VAMPIRE~ Vampires are one of the powerful creatures of the Realms. Being a creature of the undead, they require copious quantities of fresh blood. Instead of using mana, Vampires use blood points (bp) for spell casting and some skill use. If a Vampire takes a large amount of damage, blood points will be lost, but blood points can give a small surge of hit points (hp) in battle when needed. As an undead creature of the night, Vampires receive an armor class (ac) bonus at night, a time when they can use the skill mistwalk to travel across vast stretches of the Realms in an instant. ~ -1 NANNY_WARRIOR~ Warriors are the quintessential fighters, able to use all types of weaponry and armour in the exercise of their most lethal of combat skills. There is no greater physical combatant. A warrior must be strong in body to survive his dangerous lifestyle, and though he has no magic and limited skills he is nevertheless one of the most formidable forces in all the Realms. Warriors learn no magic, and have no use for mana. ~ 1 'NATION COUNCILS'~ . Basically, the Council Positions in a Nation depend greatly on the Leader and the Nation itself. There are, however, a few basic positions that each Nation should have. Position names can, of course, be altered to suit the Nation. Each council should consist of 3-5 people of any level. Ambassador - The Ambassador is a vital part of any Nation. S-he is responsible for the maintenance of internations relations and any commuication between Nations. WarLord - The WarLord, also known occasionally as the BattleMaster, is the Nation's fiercest and most experienced fighter. S-he is the one responsible for organizing monster runs in which the Nation participates. Second - The Second is, in effect, the Leader's apprentice. S-he should always be prepared to step into the Leader's shoes in case the Leader should meet an untimely demise or have to leave the Nation. Scout - The Scout is the one who seeks out possible Nation members and recruits them. The Scout should always be fully aware of the Nation's rules, policies and procedures so they may be conveyed to the recruit. See also &WHelp Nations &w ~ 1 NATIONS~ Nations has been set up as a venue for role playing throughout the Realms. A visit to the City of Darkhaven will reveal the Realms of Despair is truly multi-national. It's not unusual to see a troll grunting at a pixie who is flying over a human, or to see an ogre and orc communing over a mug of beer. Halfling and Giths may be seen sharing conversations with Dwarves, Elves and Half-Elves..as long as there is peace in the land. Each race has its own government complete with war councils. The government provides quests and holds Nation summits to discuss international matters. Each race speaks its' own language on the racetalk channel. The Nations came into being due to the efforts of the immortal Phalanx, in April of 1997. Please see : HELP &BNations2&g for more information. &w ~ 1 NATIONS2~ To become more involved with your race, contact any of your race by typing 'who <name of race>' (ie who elf). The head of each nation has the rank "Nation Leader" in front of their name, or visit the Nation's Meeting Rooms for up-to-date happenings, history of races and a current list of race leaders. SEE: DROW, DWARF, ELF, GITH, GNOME, HALFLING, HALF-ELF HALF-OGRE, HALF-ORC, HALF-TROLL, HUMAN, LIZARDMAN, PIXIE, SEA-ELF RACETALK, ROLE-PLAYING ~ 1 'NC' 'NEWBIE COUNCIL'~ &GImmortal Members: &WStoneheft (Co-Head) Raltaris (Co-Head) Aeriel Aphrael Tiki Loril (Assistants) &GMortal Members: &WAlysira Baka Daernak Darkur Foamfoller Greetmir Goomra Gisselle Gumpbert Hobanoliv Ilsensine Khoara Korith Laurel Lun Micha Morgane Muiren Myrr Nimby Pelmen Qex Qizatch Rosario Ruar Viracocha Xiandra Zistrosk Zylara &GPlease contact any of the above players if you require assistance or need some questions answered. To speak directly to them, type: "tell 0.<name> message". (ex; &Wtell 0.Baka Could you please help me?&G...) These players have agreed to be available to newbies whenever possible, but do NOT abuse the service they are offering. They will help direct you to areas, help with equipment choices, assist with finding your corpse when you die but they will NOT help you gain levels. Type: &YWHO NC &GPlease note that these players are volunteers and are not compensated for their services. While they will assist anyone that they can, they are NOT obligated to help anyone. Their main concern surrounds the new players between the levels of 1 to 15. ~ 1 'NECROMANTIC TOUCH'~ Syntax: c 'necromantic touch' <victim> This spell drains hitpoints from the victim and returns some to the caster. ~ 51 NEOC NEOPHYTE COUNCIL~ &CNeophyte Council &B__________________________________________________________________________ &CThe Neophyte Council is responsible for overseeing new immortals and guiding their progress as they take on the responsibilities of immortalhood. Through mentoring programs and working closely with them, they hope to help with any problems or questions the Neophytes might have. &B_____________________________________________________________________________ &CCoded Members &B------------- &CHoerkin &B-- &CImmortal Head of the Council &CAdonia &CUncoded Members &B--------------- &CMoonbeam Edmond Cersei Iliana Leart Kali Ceirana ~ 0 NEPHANDI~ &wNephandi are a dark necromancer/mage blend symbolizing all that is corrupt, destructive and evil. They worship only evil and believe in the Triad of the Wyld, Weaver and Wyrm. Nephandi seek to spread damnation, disease, poison and death on their way to eating your very soul. Due to their inherent nature, they must keep a negative alignment. Nephandi relish in fire and chaos and abhor all good. The following races are acceptable to the ways of the Nephandi: Human Pixie Drow &WPower is a craving for them and not one without price. &r<><><><><><><><><><><><><><><><><><><><><><><><><><><><><> &g"You owe me your living, Strew my path with furs, That I may tread barefoot through your soul, Carve a throne of black obsidian in your heart That I might be seated in the midst of your desires. I will take your gold rings, your silver chains Your crowns, your crosses. ...Your Soul. The pain and damnation shall consume you, 'fore I take your soul.. of course, I can offer your reprieve, for a price. Swim with the firstborn, embrace the dark. Enter the madness." &wSubmitted for your pain.. Jade &r<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>&w ~ 60 NEPHSPELLS~ .----------------------------------Spells---------------------------------- animate dead 0% antimagic shell 0% black hand 0% blasphemy 0% burning hands 0% create fire 0% curse 0% dehydrate 0% demonic aura 0% demonskin 0% desecrate 0% detect evil 0% detect hidden 0% detect invis 0% detect magic 0% detect poison 0% detect traps 0% disruption 0% dream 0% enchant weapon 0% energy drain 0% ethereal fist 0% execrate 0% fatigue 0% feebleness 0% fireshield 0% flare 0% flesh armor 0% hand of chaos 0% harm 0% identify 0% ill fortune 0% infravision 0% know alignment 0% levitate 0% lightning bolt 0% locate object 0% mind fortress 0% occular explosium 0% pass door 0% pentagram 0% pestilence 0% plague 0% poison 0% possess 0% psionic blast 0% quickening 0% remove curse 0% sand of Hades 0% scry 0% soul petrification 0% teleport 0% umbral spear 0% wine invocation 0% word of recall 0% zidros Wrath 0% ~ 1 'NEW DARKHAVEN'~ Darkhaven, famed City of Hope, lies in the center of Despair's main continent. The city has never fallen to the forces of Darkness and remains one of Light's most fervent defenders. In fact, the greatest adventurers of Despair originate from Darkhaven, certainly profiting from the Academy's excellent teaching. The Darkhaven markets are always filled with objects of wonder, and anyone wishing to join one of Despair's ten guilds will certainly want to visit the City of Hope, for the guild halls are located there. ~ 1 'NEW OFCOL'~ Recommended level range: 5 - 35 The city of New Ofcol has grown so in recent years that it has been reunited with its cousin, Ofcol. Now known under the common name of Ofcol, the two cities form to make one of Light's stoutest defenders. Guided by an ancient golden dragon and the Priestess of Ofcol and led by Marshall Diana, the city's soldiers are feared by many of the darker races. The only downside is the city's position. Located far to the northeast of the Plains of the North, if any of the other cities of Light came under attack, Ofcol would have great difficulty in sending aid quickly... ~ 1 'NEW THALOS~ Recommended level range: 5 - 35 After the bloody destruction of Thalos, all of the citizens who had survived banded together to create New Thalos. Far to the east of the city of Darkhaven and north of the Ishtar river, the city stands to this day. The Great Eastern desert lies to the south and if you are far enough east, you can hear the tranquil waves of the Sea of Sorrows lapping against the shore. New Thalos is one of the five great cities that dares to oppose the forces of Darkness. Several shops attract many tourists from far away. The Sultan of New Thalos has joined with Darkhaven and other cities in a wholehearted effort to oppose the forces of Evil. ~ 1 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~ If you are new to the Realms, here are a few help files that will help you get acquainted with our world. Please remember that during peak times we host updwards of 500+ players online, so we have tried to make the help system as detailed as possible for everyone's benefit: GUIDE - Will help you learn to use your Adventurers Guide Book. RULES - Will lead you through the laws of the land. SPAM - Will explain what spam is, and why you should not do it. CONFIG - Will teach you about our configuration menu. SCORE - Will show your character's personal score sheet at level 2. MOVEMENT - Will teach you various commands for moving about the Realms. OBJECTS - Will teach you various commands to use your equipment. CONTAINER - Will teach you about using containers to hold belongings. CHANNELS - Will teach you about communication with other players. GROUP - Will help you with grouping with other adventurers. COMBAT - Will teach you how to choose, start and stop a fight. DEATH - Will tell you about the death experience in the Realms. PRACTICE - Will teach you about training spells, skills, and weapons. INFORMATION - Will cover ways to find certain types of information. PORTAL - Will cover portals and how they can be dangerous. To use these files, type HELP <topic>. Type 'help' for general commands. ~ 58 NEWBIE~ Newbiechat is a channel created for and use by only low-level new players. It is designed to lessen the confusion of their transition into the Realms, and can be used to gain answers to any questions or problems the player may have. ~ 51 NEWBIESET~ Syntax: newbieset <character> NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the character's inventory. Recipient must be level 5 or lower. ~ 25 'NEWCLAN APPLICATIONS'~ In all cases new clan applications would be taken the old way: - you find your three leaders (no shared leaders here) - you find at least two additional avatars ... need five avatars total start clan (3 leaders, 2 more) - your theme is approved by the conclave; approval is defined here as little more than a straining process for quality. If you have a theme you're willing to build on/around and play and it's not something like a clan that fights for the glory of Metallica you're probably okay - you find a deity that's willing to help you in upkeeping the clan (i.e. be a mediator with other imms, help you get changes made, help you keep the theme of your clan going). You won't _have_ to have a deity all the time if it just really ends up that you can't keep one, but it's necessary to get started (though have pondered linking the function of certain clan bonuses such as healers, etc. to the clan having a deity, but that's a completely different matter) NOTE: This isn't to say an imm-created clan or clans may not be introduced, but any such clans would have stipulations on them and be for specific use, such as any assassin type of clan. This isn't being planned, just covering bases here ~ 50 'NEWCLAN EQ1'~ Equipment option 1: divinated Created the same as the current system - three items of differing level that are powered up from a pool of stats. A full set of eq may give 18 damroll and 90hps total, for example. NOTE: Eq _will_ be lower power overall than current equipment ~ 50 'NEWCLAN EQ2'~ Equipment option 2: self-created Created via purchase by the clan. Either gold or glory or both used to add affects to the items up to a cap. Items would start off with no affects, or perhaps a very, very low set of base stats - cap would be raised occasionally to allow more power to be added if stock item power overtakes it NOTE: There are new areas coming in that are going to have stock items better than existing stock items, and some will have items that give unusual rewards. The difficulty will be astronomical, but the value is pretty high Affects could also be removed and replaced at the will of the clan (i.e. adjusting the item for a cost, remove hps and add some dr, etc.) or even stripped completely by the clan I suppose if it really wanted to screw everyone up who had their stuff. - changes to affects could either be retroactive or new eq only, meaning when you change a bracer every bracer out there would receive that change, or that change would only affect new items made. This is something that would be decided at inception. Yes, cost would be high for affects, and we have not decided on a scale yet. It's very unlikely that even the existing clans could foot the bill for a set of eq comparable even to old clan stuff in a short time. It's meant that it'll be a slower process, though I'm sure someone will surprise us. The advantages are a rising cap over time, the control to adjust stats as you want and can afford, and that the eq will likely be more powerful when capped than the divinated eq would be. ~ 51 'NEWCLAN HQ1'~ Building option 1: build-and-maintain Similar to current system - you (or whoever you recruit to build it for you if you don't know how to build) build it on the building node, then it is checked to ensure it complies with basic guidelines (approximately 20 rooms maximum, no 15k stunning guards, etc.) and finally it's ported to this node where occasional updates are made (to reflect leadership changes, etc.) In short, build it and forget about it. Advantages vs clan-financed hqs: no cost to clan to build Disadvantages vs clan-financed hqs: smaller, no bank, weaker guardians, less favorable shop costs (possibly less favorable shops period), no changes other than changes to leader references and programs or changes deemed necessary by the Conclave ~ 51 'NEWCLAN HQ2'~ Build option 2: clan-financed Similar to equipment option 2. The clan finances its own hq, paying for rooms, guardians, storage facility, shop and shop items, clan bank, portal, healer, channel, etc. Start small and build, or re-shape your hq at will (as with equipment, for a cost). Advantages vs build-and-maintain option: hq can be larger and can be adjusted within guidelines, can adjust guardian capabilities (again, within guidelines) and guardians will generally be more powerful. More favorable shop prices and more items available for sale potentially. Clan bank and anything else new available only to clan-financed hqs. Disadvantages vs build-and maintain option: expensive ~ 51 NEWCLANEQ~ Brujah 35 40 45 21807 bracers 21808 leggings 21809 visions dr 4 dr 5 dr 5 hr 3 hr 3 hr 3 hps 20 hps 30 hps 55 str 1 s_poison -4 str 2 aff detect_invis Total = 18dr, 125hps, +4 str, aff_detect_invis, -4 save_poison Nos 35 40 45 32179 boots 32177 ward 32178 disfigurement dr 4 dr 4 dr 6 hr 3 hr 4 hr 3 hps 15 hps 25 hps 60 aff hide ac -15 dex 2 aff infra resist drain Total = 18dr, 125hps, +2 dex, aff_hide, r_drain, aff_infra Tre 35 40 45 10651 sash 10650 talisman 10652 tendrils dr 4 dr 4 dr 6 hr 3 hr 3 hr 4 hps 20 hps 25 hps 55 mana 60 mana 80 mana 100 int 1 aff detect_magic int 1 Total = 18dr, 125hps, aff_detect_magic, int +3 Las 35 40 45 13419 belt 13411 brand 13419 boots dr 3 dr 5 dr 5 hr 3 hr 2 hr 3 hps 35 hps 20 hps 50 s_spell -5 dex 1 dex 1 aff pass Total = 18dr, 125hps, +3 dex, aff_pass_door Ven 35 40 45 14202 might 14201 circlet 14200 stud dr 4 dr 5 dr 7 hr 3 hr 3 hr 3 hps 15 hps 35 hps 40 str 2 aff float Total = 21dr, 125hps, str +2, aff_floating ~ -1 NEWS~ Syntax: news Syntax: news all Syntax: news <number of news item to read> The new 'news' system is based on Noplex's extended news snippet. See also: changes ~ 53 NEWZONES~ Syntax: newzones [low] [high] Lists the vnum range for rooms/mobs/objects in prototype areas that have been loaded. ~ -1 NEW_DEATH~ ...Everything begins to fade to black. You feel yourself leaving your body. Rising up into the air, you feel more free than you have ever felt before... However, before your deity comes to collect your soul, you feel a strange pulling sensation as strange and colorful mists swirl around you... &CA low voice fills your head with words of advice... "When your character dies, you are reincarnated at the cathedral of Notre Dame de Sioux in New Darkhaven; should you one day become a member of a clan, guild or order you will be returned to your own altar." "Your corpse, however, is left behind where you were killed, together with all of your equipment, so that you can attempt to return to the scene and loot your corpse. Your gold stays with you. Corpses decay after time, and when this happens the objects inside will decay with it." "Once you have chosen a deity and gained sufficient favor, you may be able to supplicate to your deity for your corpse. Type '&Whelp death&C' for more information. This message will appear only on your first two deaths..." ~ 1 NIGHTMARE~ Syntax: c nightmare <player> <message> The casting of this spell will invade the blessed sleep of the victim. ~ 1 NIVEK~ .&c -""\ .-" .`) ( j .'_+ :[ ) .^--.. i -" |l ]. / i ," .:j `8o _,,+.,.--, d| `:::; b i :'| "88p;. (-."_"-.oP \. : ; . ( >,%%% f),):8" \:' i i :: j ,;%%%:; ; ; i:%%%., i. `. i `: ( ____ ,-::::::' ::j [:``` [8: ) < ..``'::::8888oooooo. :(jj(,;,,, [8:: < `. ``:. oo.8888888888:;%%%8o.::.+888+o.:`:' | `. ` `o`88888888b`%%%%%88< Y888P""'- ; "`---`. Y`888888888;;.,"888b."""..::::'-' "-.... b`8888888:::::.`8888._::-"Nivek-- `:::. `:::::O:::::::.`%%'| Coder God! `. "``::::::'' .' `. < &WImm of the Week - July 9 - 15th, 2001 ~ -1 NMOTD~ . &GWelcome to the Realms of ... &G.-.&z()&G-. .------..------..------..------ .-----..------. &zo &G| .&z||&G. || .----'| .----'| .--. || .--. |`-. .-'| .--. | &z/|..../|:\&w,---------&G| |____ &w--------&G| |&w-------&G| |&w-----,,,,, &z(O)[]XXX[]&w+}======<{LD}&G____ |&w========&G| `&w=======&G| |&w======----> &z\|'''`\|:/&w`--------------&G| |&w--------&G| .&w-------&G| |&w--------- &zo &G| '&z||&G' || `----..----' || | | | | |.-' `-.| | \ \ &G`-`&z()&G-' `------'`------'`-' `-' `-'`-----'`-' `-' &g...your fate has yet to be decided. &wYou are about to enter our world of Despair, you must prepare yourself. Seek direction within the pages of your &YAdventurer's Guide&w, which you will receive as you enter the Realms. Read everything around you. Your immediate surroundings may give you clues to hidden areas, treasures and creatures. Once you enter the game, type: &Yhelp start&w ... This will be your main guide to commands. When in doubt, you may seek help from anyone involved with the Newbie Council - simply type &Yhelp NC&w to find members of the council. &wTo control the text sent to your screen, type: &Yhelp pager&w ~ 0 NO~ No means no. ~ 53 NOBIO~ &WSyntax:&Y NOBIO <name> This is used to remove a bio from a player and prevent them from creating a new one. To remove the nobio flag, type nobio <name>. Please make sure you speak with the person about changing their bio before you implement this punishment. ~ 1 NOMINIS UMBRAE 'NOMINIS UMBRAE'~ In the dark, shadowy alleyways and corners of the Realms lurk the Nominis Umbrae, a dangerous, chaotic cult. Having spent a nearly endless amount of time in study of The Void, or "The Shadow", as they often call it, they proclaim their endless devotion to it. Much like shadows "create" and "destroy" things simply by moving and revealing or obscuring them, so the Nominis Umbrae belive the void acts, revealing and obscuring ideas, people, places, and even entire civilizations within a murky black grip. Their beliefs hold that The Void calls for the recycling of blood back into the Earth in order to create new life. Further, they believe that while this is a natural cycle that will complete itself on its own, that they can usher the process along more quickly by increasing the flow, and will be rewarded by The Void with high-priest positions within this newly-created world. As their sacred texts' predictions of the End of Days begin to align with the celestial calendar of their sacred monument, they have begun to appear in full force to the point where sightings of them carrying out their gruesome tasks while chanting prayer "In the name of The Shadow" have become common enough to have earned them their nickname. ~ 59 NOPORT~ midway.are all of the guild, hometown, clan, and order hqs ~ 1 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north or n Syntax: south or s Syntax: east or e Syntax: west or w Syntax: up or u Syntax: down or d Use these commands to walk in a particular direction. ~ 1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~ Syntax: northeast or ne Syntax: northwest or nw Syntax: southeast or se Syntax: southwest or sw Use these commands to walk in a particular direction. ~ 51 NOSFERATU~ . This city is afraid of me. I have seen its true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. A Treatise on the Probable Origins and Physical Anomalies of Subspecies Homo Sapiens Nosferatus The Year of our Lord, 1897 By Claudius Maximus, Clan Tremere. Do not the Nosferatu share the ability of the Gangrel to establish a rapport with the lower denizens of the planet? Verily, I have seen a Nosferatu crouched low amid her sewer haven, staring into a great rat's eyes for fully an hour. I believe that they have more in common with such creatures than with the humans from whom they have so tragically devolved. In any event, it is indisputable that whatever crime the Nosferatu forefather committed has been at least partially expiated upon the flesh of his progeny. While the Embrace for most of us is a blessed gift, endowing us with the boon of immortality and the elixir of potency, the Nosferatu are instead twisted and disfigured beyond human ken by the transferal of vitae. The Nosferatu, whether due to their horrid disfigurement or some other as yet unknown factor, are to a vampire graceless and crude. The refinements of the higher clans seem lost on them. Even their brute strength, which occassionally proves useful, is perverted by their brutishness. Nonetheless, a certain low cunning pervades the Nosferatu. The clan- for we of the Camarilla go so far as to grant the Nosferatu equal status in hopes of bettering the hapless race - is infamous for its ability to garner and compile data of all sorts. I believe this penchant to be instinctual rather than premeditated, rather like bower-birds adorning their nests with all manner of gaudy debris. A Nosferatu overhears a half understood snippet of information or gossip, and then parrots it amongst his own kind, without-- [The manuscript was never finished, and, indeed, seemed to be interrupted in progess by the untimely Final Death of Claudius Maximus. Our esteemed peer was discovered in his sanctum, strapped to his own dissecting table. It was evident that the instruments of Maximus' death were his own magical instruments. No positive identification of the perpetrators could be found, but, scrawled on the laboratory wall in a fluid that Thaumaturgic examination has proven to be Maximus' own vitae was the message I AM NOT AN ANIMAL. I AM SOMETHING MUCH WORSE! Of all the Kindred, the Nosferatu are perhaps the most alien. Other vampires can walk amidst the mortal crowns and thus maintain at least an intermittent grasp on their former species. Not so the Nosferatu. They must lurk below, their view of the mortals filtered by sewer bars. ~ 1 NOSTRUM~ Syntax: c nostrum A restorative spell of the Augurer which heals the caster of wounds. The spell cannot be cast on others. ~ 51 NOSUPPLICATE NOSUPP~ Nosupplicate as a room flag is only for use in hell, jails and some immortal rooms. It should never be used in an area without fair warning given to mortals and after extensive consideration and approval by the Area council. ~ 51 'NOTE COPY'~ &YSYNTAX: &Wnote copy # &w Note copy will copy a note from a noteboard or mail board and place it in your inventory. Type note copy and the number of the note from note/mail list. ~ 1 NOTE NOTES~ USAGE - 'note (command) [number or text]' (command) can be any of the following: List, Read, Write, Subject, To, Show, Post, Remove, Take, Date, or Reply. [number or text] can be left blank, be a number, or be words depending on what (command) you use. Usage is explained below. LIST - Lists the notes you can read. List [number] lists all the notes including, and after [number]. You must be at a note board to List. example: 'note list' shows all notes on the board. 'note list 10' shows notes 10 and later on the board. READ - Displays the contents of [number]. You must be at a note board to Read, and you must specify a [number]. example: 'note read 5' displays note #5. WRITE - Puts you in an editor where you can write a note. You must be holding a note, and have a quill in your inventory to Write. example: 'note write' puts you in the editor. See Help EDITOR. Also see Help &Wnote2, &wHelp &Wnote3, &wHelp &Wvote &wand Help &Weditor&w. ~ 1 NOTE2~ SUBJECT - Sets the subject line of a new note to [text]. You must be holding a note, and have a quill in your inventory to set the Subject. example: 'note subject Hello World!' sets Hello World! as the subject. TO - Sets the recipient(s) to [text]. ALL means all players. IMMORTAL means all immortals. You must be holding a note, and have a quill. example: 'note to Harakiem' sets Harakiem as the note's recipient. SHOW - displays a note you are holding. example: 'note show' displays the note you're holding. POST - takes a note you're holding and posts it to the board you are at, so others may read it. example: 'note post' puts it on the board. REMOVE - erases note [number] from a note board. You must be at a note board and be the note's author or an immortal to use Remove. example: 'note remove 12' removes note #12, if you're its author. TAKE - similar to 'Remove' but places the note in your inventory, rather than completely erasing it. example: 'note take 10' moves note 10 to your inventory from the board. DATE - similar to 'list' but replaces who the message is to with the date that the note was written. Also see Help &Wnote, &wHelp &Wnote3, &wHelp &Wvote &wand Help &Wediting&w. ~ 1 NOTE3~ REPLY - starts a reply note to the original sender with the subject. (It addresses the note to the original sender with the same subject) Example: 'note reply 12' replies to the sender of note 12. Also see Help &Wnote, &wHelp &Wnote2, &wHelp &Wvote &wand Help &Wediting&w. ~ 51 NOTELL NOEMOTE NOTITLE SILENCE UNSILENCE~ Syntax: notitle <character> Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> Syntax: unsilence <character> NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from setting their title, emoting, telling, and using channels, respectively. Characters who are notelled will also not receive those forms of communication. For all of the above punishments, particularly notitle and noemote, please make sure you speak the person before using the punishment. Use UNSILENCE to remove a player's silence. Simply use notell, noemote or notitle on the character again to remove each of those restrictions. ~ 1 NOTMYFAULT~ 1) Blame it on a younger sibling. 2) Cat jumped across the keyboard. 3) Someone stole your password, cursed out the Immortals, and then changed the password back to yours. 4) Multiple Personality Disorder, Amnesia, Alzheimers 5) Mud spouse got character in divorce settlement, broke laws, then returned the character to you. 6) Viagra, PMS, post-traumatic stress syndrome/flashbacks 7) Diplomatic immunity 8) Claim Thoric, Blodkai, Kali or Nivek is your father, brother, best friend, neighbor or alternate. 9) <Insert name> told me to try it. 10) I was possessed by Ygre. 11) But.. I didnt know you were an imm/I thought no imms were on. 12) Well.. you know how u get a song stuck in your head and it won't stop repeating..no matter what?.. I thought maybe this would fix it... 13) Balzhur looked hungry..was just trying to help. 14) Darrek forced me to do it. 15) I'm evil-aligned and was role playing..? 16) I was trying to build up my favor with Haus.... ~ 54 NPCCLASSES~ &YCLASS # CLASS CLASS # CLASS &G------- ----- ------- -----&W 0 MAGE 1 CLERIC 2 THIEF 3 WARRIOR 4 VAMPIRE 5 DRUID 6 RANGER 7 AUGURER 8 PALADIN 9 NEPHANDI 10 SAVAGE&Y* &W11 PIRATE&Y* &W 20 BAKER 21 BUTCHER 22 BLACKSMITH 23 MAYOR 25 QUEEN &WThose marked with a &Y* &Ware not yet finished and should not be used. See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCRACES, ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU. ~ 54 NPCRACES NPC_RACES~ A mobile may be any of the following races: human elf dwarf halfling pixie vampire half-ogre half-orc half-troll half-elf gith ant ape baboon bat bear bee beetle boar bugbear cat dog dragon ferret fly gargoyle gelatin ghoul gnoll gnome goblin golem gorgon harpy hobgoblin kobold lizardman locust lycanthrope minotaur mold mule neanderthal ooze orc rat rustmonster shadow shapeshifter shrew shrieker skeleton slime snake spider stirge thoul troglodyte undead wight wolf worm zombie bovine canine feline porcine mammal rodent avis reptile amphibian fish crustacean insect spirit magical horse animal humanoid monster god shrub tree flower grass fungus weed See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCCLASSES, ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU. ~ 59 NSLAY~ Other commands that go with nslay makeslay setslay showslay destroyslay ~ 57 'NUISANCE STAGES'~ Stages of nuisances are the affects that the victim picks up while in that stage. As time progresses and the victim progresses through the stages, they pick up new problems and the old ones gradually strengthen. So for example if they are in stage 3 and progress to stage 4. They will feel more affects from stage 1,2 and 3 and pick up the affects from stage 4. Power level is how hard they get hit with the affect. So if in stage 1 the affect was 2% of the time at power level 1 it may be 4% of the time in power level 2. And in stage 2 the affect in stage 1 may be 4% of the time at power level 1 and 8% of the time at power level 2. So with that being said here are the current stages and their affects: Stage 1: The Thirst Stage This makes them become thirsty quicker. The formula used is the following: <current stage>*<power level> for how much more is added to your following: <current stage>*<power level> for how much more is subtracted from your thirst each time. With 100 being not thirsty and 0 being dehydrated. Stage 2: The Hunger Stage The hunger stage works exactly as above except, the formula subtracts 1 from the current stage becoming: (<current stage>-1)*<power level> Stage 3: The Mentalstate Stage In this stage each time your mentalstate worsens nuisance exagerates the amount you worsen by. The formula used to compute how much more it adds or subtracts is: .4*(<current stage>-2)*<power level>. Stage 4: The Potion Stage In this stage you can not stomach as many potions as you normally could without the nuisance flag. Normally if your thirst or hunger is above 48 you can't quaf anymore. Nuisance makes this a much lower number. The formula used is: (48-(3*<current stage>)+<power level>) So at power level 10, stage 10 you could only quaf 8 potions on an empty stomach. Stage 5: The Wait Stage In this stage commands start taking longer to complete. A normal spell for example takes around 8-15 rounds of wait time. With this stage more wait time is added with the following formula: (<current stage> -4 ) + <power level> So at Stage 6 at power level 5, each command would have an additionl 7 wait added to it. Stage 6: The Offensive Magic Stage In this stage you have a chance of targeting yourself with offensive spells instead of whatever target is specified. The formula for the percentage or the time you do it is the following: (<current stage>-5)*8 + <power_level>*6 So at first stage 6 with a power level of 5 you would have a 38% chance to target yourself with offensive spells. Stage 7: The Defensive Magic Stage In this stage, if you are fighting someone you have a chance to target them with any defensive spells you cast. The formula used is the following: (<current stage>-6)*8 + <power_level>*6 Continued in help 'NUISANCE STAGES2' ~ 57 'NUISANCE STAGES2'~ Stage 8: The Speech Stage In this stage you have a chance to scramble your speech and scramble other peoples speech (IE what you hear from them). This works on a percentage with the following formula: (<current stage>-7)*10*<power level> So at stage 9 with power level 2 speech is scrambled 40% of the time. Stage 9: The Movement Stage In this stage you start moving in random directions like a drunk does. This is worked out in a percentage as well. Which works of the following formula: (<current stage>-8)*10*<power level> So in stage 10 with a power level of 4 you would randomly choose an exit 80% of the time. Stage 10: The command Stage In this stage your commands start failing (Like mentalstate). This is done on a percentage of the following: (<current stage>-9)*10*<power level> So at stage 10, power level 10 the character becomes utterly useless, as commands will fail 100% of the time. Soon there will be more options, when they come in the help files you should see are: 'NUISANCE' 'NUISANCE STAGES' 'NUISANCE OPTIONS' ~ 57 NUISANCE UNNUISANCE~ &WSyntax: &cunnuisance <victim> &cnuisance <victim> [options] &GUnnuisance will remove the nuisance flag from a player. Nuisance will add a nuisance flag to the player specified by victim. &wThis only works on pc's. The optional parameters are as follows: &cmaxtime <#> <minutes/days/hours>&w &wThe maxstage of nuisance. Default is 8 days. &ctime <#>&w: The time in days that the nuisance flag will stay on the player, once the time is expired the flag will automatically be removed. If this option is not used it will default to a permenant penalty. &cpower <#>&w: A number from 1 to 10, 10 being the worst for the player. &WNote the words before the options are not optional and must be used. &RExamples: &cnuisance mortal maxtime 5 days time 7 power 5 >his would nuisance mortal for 7 days with the maximum stage being reached in 5 days, at a power level of 5. Also note you can leave options out: &cnuisance mortal maxtime 5 days power 5 &Gfor example would set the maximum time to reach the final stage at a power level 5 and use the default value for the time. Also options can be rearranged n like: &cnuisance mortal power 5 maxtime 5 days time 7 &Gwould be the same as the first example. >o see info on nuisance level, power and set time of a player, use &WMSTAT. &WFor information on stages see help 'NUISANCE STAGES' &G We are not to give mortals any info about nuisance. If they notice something is wrong and ask for an explanation just &Wtrans <name> nuisance &G MORTS ARE NOT TO BE TOLD WHAT THE FLAG IS OR GIVEN OTHER INFO RE: IT>. ~ 1 NUMBERS~ Oct98 AVS | Jan99 AVS | Mar00 AVS | Jul02 AVS Warriors 4709 1308 | 5225 1364 | 4914 1625 | 5979 2094 Mage 2616 841 | 2978 910 | 2949 1239 | 3995 1601 Thieves 2608 1136 | 2970 1229 | 3129 1491 | 5304 2224 Vampires 2453 898 | 2775 1364 | 2785 1161 | 3624 1312 Clerics 2362 904 | 2822 1065 | 3036 1533 | 3675 1794 Rangers 1763 562 | 2162 622 | 2058 716 | 2349 796 Paladin 1386 320 | 1563 339 | 1314 411 | 1435 493 Druids 1213 410 | 1433 420 | 1120 430 | 1260 414 Augurers 681 184 | 802 185 | 708 199 | 964 263 Nephandi 601 24 | 699 29 | 457 59 | 761 132 Total : 20,392 6587 | 23,429 7527 | 22,470 8864 | 29346 11,122 ~ 54 OBJECTFLAGS~ Flags that objects can have: Flag Affect Flag Affect &r==== ====== ==== ====== &Gglow &cn/a &Ghum &cn/a &Gdark &cn/a &Gloyal &cloyalty ('help loyal') &Gevil &cglow on det. evil &Ginvis &cinvisible &Gmagic &csee 'help magicflag' &Gnodrop &ccannot drop &Gbless &c+20% resist dam. &Gantigood &czap if align +350 &cdbl. duration poison &cweapon &Gantievil &czap if align -350 &Gantineutral &czap if align -350 to +350 &Gnoremove &ccannot remove &Ginventory &cpurge upon char. death &Gantimage &czap if mage &Gantithief &czap if thief &Gantiwarrior &czap if warrior &Ganticleric &czap if cleric &Gantivampire &czap if vampire &Gantidruid &czap if druid &Gorganic &c+20% suscept. dam. &Gmetal &c+20% resist damage &Gdonation &cprevents get all &Gclanobject &cn/a &Gclancorpse &cn/a &Gprototype &cn/a &Gnolocate &cnot visible on locate &Gdeathdrop &cdrops on player death &YAdditional flags: &Gcovering &cItems inside this are 'covered', use 'look under <object>' to see 'inside'. The object does not have to be a container to be a covering object. Use 'reset put' to indicate objects to be covered by this object.&w &Gpermanent &cItems with this flag will remain in a persons inventory and can not be dropped, given, put in a container, lost on death or even DT. Only imm intervention will allow it to be removed. &YSee also: &wOSET ~ 57 OBJECTFLAGS2~ &wFlag Affect Flag Affect &r==== ====== ==== ===== &Gantimale &czap if male &Gantifemale &czap if female &Gantineuter &czap if it &Gantihuman &czap if human &Gantidwarf &czap if dwarf &Gantielf &czap if elf &Gantihalfling &czap if halfling &Gantipixie &czap if pixie &Gantihalfelf &czap if half-elf &Gantihalfogre &czap if half-ogre &Gantihalforc &czap if half-orc &Gantihalftroll &czap if half-troll &Gantigith &czap if gith &Gantiseaelf &czap if sea-elf &Gantidrow &czap if drow &Gantilizardman &czap if lizardman &Gantignome &czap if gnome &YSee also: &wOBJECTFLAGS, OSET ~ 53 OBJECTRESISTANCE~ The resistance of an object against a pull/push force is determined by the weight of an object and a few quick math formulas. The base resistance of an object is equal to its weight. If an object is flagged "metal" it gets an initial addition of 1/5th its weight. The resistances then become based off the item type For scrolls, notes and trash divide the resistance by 4. For scraps and containers, divide the resistance by 2. For pens and quills, multiply the resistance by 5/6. For mob and pc corpses and fountains, multiply the resistance by 4. If the absolute value (+/- 100 = 100) of the push value multiplied by 10 is greater than the resistance of the object, the object will eventually be moved by the pull/push force. See also: pulltypes, pullforces ~ 1 OBJECTS~ To see the objects you currently possess, type INVENTORY and EQUIPMENT> INVENTORY is the items you are carrying, but are not currently wearing. EQUIPMENT shows you the equipment you are currently wearing. You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece of equipment, you REMOVE it. Before you may wield a new weapon, you must first REMOVE the old weapon. You can gain information on your objects by using LOOK or EXAMINE. EXAMINE tells you the condition of your item, as a more detailed form of LOOK. To find out more information on objects, read sections 9, 10 and 17 of your Adventurer's Guide book. ~ 56 OBJECTTEMPLATE~ Name Type Short Long Wear Flags Weight Layers Cost Timer Level v0 v1 v2 v3 v4 v5 Don't forget to add the ed's and affected's after here. ~ 54 OBJECTTYPES~ Object types listed in bit order: None Light Scroll Wand Staff Weapon Fireweapon Missile Treasure Armor Potion Worn Furniture Trash Oldtrap Container Note Drinkcon Key Food Money Pen Boat Corpse_npc Corpse_pc Fountain Pill Blood Bloodstain Scraps Pipe Herb_con Herb Incense Fire Book Switch Lever Pullchain Button Dial Rune Runepouch Match Trap Map Portal Paper Tinder Lockpick Spike Disease Oil Fuel Short_bow Long_bow Crossbow Projectile Quiver Shovel Salve Abacus Puddle Not all are implemented. See OSET ITEMVALUES ARMORCLASS. ~ 54 OBJTRIGGERS OPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Wear <percentage> [when a player wears the object] Remove <percentage> [when a player removes the object] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Sac <percentage> [when a player sacrifices the object] Zap <percentage> [when the player is zapped due to alignment] Get <percentage> [when a player gets the object] Drop <percentage> [when a player drops the object] Damage <percentage> [when the object is damaged] Repair <percentage> [when the object is repaired] Greet <percentage> [when a mob/player enters the room] Exa <percentage> [when the object is Examined or Looked upon] Look ** THIS TRIGGER IS NOT CURRENTLY IN USE ** Push <percentage> [when a player pushes an object] Pull <percentage> [when a player pulls an object] Use <percentage> [see 'help useprog' for details] For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES. ~ 54 OBJTYPENUMS~ .&r-------------------------------------------------------------------- &GNUMBER TYPE of OBJECT &c1 Light 2 Scroll 3 Wand 4 Staff 5 Weapon 9 Armor 10 Potion 15 Container 16 Note 18 Key 19 Food 23 Mcorpse 24 Pcorpse 26 Pill 34 Book &r-------------------------------------------------------------------- &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ITEMVALUES, OBJECTTYPES, VARIABLES, ~ 1 OCCULAR EXPLOSIUM~ Syntax: c 'occular' victim Warning: This spell may cause your victims eyes to explode. The caster will need a fresh eyeball in his/her inventory in order to cast this spell. ~ 1 'OCCULUTUS VISUM'~ Syntax: occulutus visum or: occu (or other unique abbreviation) Triggers the vampire's innate ability to sense all manner of the unseen. See DETECT INVIS, DETECT HIDDEN ~ 1 'OCEAN KEEP'~ Recommended level range: 20 - 50 The city of Ocean Keep borders the Ocean of Storms, a sea whose waves are in perpetual furor and whose skies are always dark. Ruled by the Lord and Lady Willem, the city is a thriving seaport where justice and peace rule. However, tales of pirates under the leadership of a man named Faragut have been running wild, and it seems there is more to the 'peace' in Ocean Keep than meets the eye. ~ 1 OCKWATER 'OCKWATER FENS'~ &RRecommended level range:&w 10 - 25 As the tribal culture of the lizardmen grew and expanded into into new realms, it eventually came into contact with these realms. In these ancient times, there had been very little contact between the lizardmen and other races. The early explorers amongst the lizardmen set up a camp at the edge of the marshes they had crossed, beneath the mountains which had kept the cultures apart. A plentiful fishing ground with clean water, the camp thrived and became a tiny settlement which is still home to a few generations of lizardmen today. Well hidden beneath the peat moss and watched over by many scouts and warriors, the small community has flourished as the lizardmen and other races have grown together. ~ 60 OCLAIM~ &YSYNTAX: &woclaim <item> <victim> oclaim <item> <victim> +silent This command allows you to take any piece of equipment from anyone in the game, from anywhere, even if the item is in multiple containers. Adding the +silent argument allows you to remove the item without the victim seeing you do so. ~ 1 'OCTOPUS GARDEN'~ .The chair creaked as the old man rocked back in it, groaning to himself. "Nay, Olaf, Nay" said the venerable Captain Pryce, "'Tis a wondrous ale you brew, lad. 'Tis only my mind playing tricks on me again, it happens when ye get to be my age..." The fire popped and sputtered to itself as the old sailor scrubbed at his chin through his scraggled gray beard, his brow furrowing of it's own accord as the memories came flooding back to him. "T'was a night of horrendous storms," he began, "I knew I shouldn't have left port, but the Duke was insistent. He had to have his cursed wines!" "Pah!" he exclaims, slamming his fist into the table, "The fool knows nothing of the sea and it's foul moods!" His gaze falls across the scarred leather cup that hides the stump where his left hand should be, "Blast me! I should've heeded the signs, but I braved the sea, the storms...then the beast took us! The BEAST! It took me poor Golden Lady like she was cuddling a child to it's breast...and then it ripped us apart! The lads tried to save us, but the beast was too strong. It shrugged off our bolts like annoying gnats. I saw young Langdon dragged off and broke like a child's toy by one of the beast's sinuous arms...big around as oxen they were! And as if the Fates hadn't had enough, those blasted fish-men came scrabbling over my bow while the beast held us fast, and killed any they could catch. Lucky for me, a few of the lads managed to scramble into a dingy before my poor Lady went under...lotta fine mates went with 'er." Sighing reluctantly to himself, the Captain went back to his ale... ~ 1 OFCOL~ Recommended level range: 1 - 50 The original city of Ofcol has grown so in recent years that it has been reunited with its cousin, New Ofcol. Now known under the name of Ofcol, the two cities form to make one of Light's stoutest defenders. Guided by an ancient golden dragon and the Priestess of Ofcol and led by Diana, the city's soldiers are feared by many of the darker races. The only downside is the city's position. Located far to the northeast of the Plains of the North, if any of the other cities of Light were to come under attack, Ofcol would have great difficulty in sending aid quickly... ~ 1 'OGRE VILLAGE'~ Long ago, before the threats of Shimmergloom, Orcus or Lord Seth, the barbaric ogres waged war against our ancestors. With their strange shamans and fearsome strength and size, the ogres were often able to destroy the smaller villages of Despair. Many years of war passed, and the ogre population slowly dwindled, until only a handful of them remained. The savage giants retreated to their sole remaining village and awaited annihilation. However, pity overcame the avatars of Darkhaven and they asked the mages of the Tower of High Sorcery to ensure that the ogres lived in peace and no longer meant a threat to the Light. A maze of mists was woven about the ogre village, simple to solve for any intelligent race, yet confusing for ogres. The threat of the ogre race ended long ago and very few visit, or attack, them. ~ 54 OGRUB~ Syntax: ogrub <num of lines> <sort order> [keywords] [operands] ogrub 20 level<8 avg>12 Display weapons below level 8 that do more than 12 average damage. ogrub 20 +wear type=armor hp>100 dr>20 Display armor with more than 100 added hp and 20 added dam roll. Sort by wear location. ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0 Display all eq from Olympus that is above level 45 and affects hp. Sort by object type in ascending order. Display only that eq held by players - ignore any on mobs or on the ground. ogrub 20 +name name<>gloves Display all eq with the substring "gloves" in the name field. Sort by object name. Note that often objects are named with two or three keywords like "gauntlets steel gloves". The substring operator <> is used to search fields for substrings. ogrub 20 +cname np ng type=light int>0 Display lights on mobs that raise intelligence. Sort by character name. Ignore any lights on players or on the ground. ogrub 20 -dr np ng luck>0 level>=10 level<=20 Display eq that raises luck and is between levels 10 thru 20. Sort by object damroll in descending order. Only display eq on mobs. ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100 Display eq that raises hit roll more than 25 or dam roll more than 25 or hit points more than 100 or mana points more than 100 or lowers armor class by more than 100 (remember the lower the AC the better) Sort by object level in ascending order. ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1 Display equipment that have affects resulting in any saving throws that are greater than one. Note that positive saving throws are bad for characters and negative ones are good. The more negative the better. The d2 keyword requests an alternate form of display which shows the saving throws. ogrub 20 nm cname=joe type=weapon Display Joe the player's weapons ogrub 20 np cname=joe type=armor Display Joe the mob's armor See Also: HELP OGRUB DATA ~ 54 'OGRUB DATA'~ Syntax: ogrub <num of lines> <sort order> [keywords] [operands] Here is some reference data you will need in order to use OGRUB. FIELDS TYPES WEAR MODIFIERS cname - chr name 1 light 1 take or - select any count - obj count 2 scroll 2 finger +field - sort up vnum - obj vnum 3 wand 3 neck -field - sort down type - obj type 4 staff 4 body np - no players name - obj name 5 weapon 5 head nm - no mobs level - obj level 9 armor 6 legs ng - not on the ground wear - obj wear locn 10 potion 7 feet d2 - display saving throws avg - obj avg dam 15 container 8 hands hr - obj hit roll 16 note 9 arms OPERATORS dr - ojj dam roll 18 key 10 shield = equals hp - obj hit pts 19 food 11 about != not equal mp - obj mana pts 23 mcorpse 12 waist > greater than ac - obj armor class 24 pcorpse 13 wrist >= greater than or equal str - obj str affect 26 pill 14 wield < less than dex - obj dex affect 24 book 15 hold <= less than or equal con - obj con affect 16 dual <> substring wis - obj wis affect 17 ears int - obj int affect 18 eyes luck - obj luck affect 19 missile sav0 - save_poison sav1 - save_rod sav2 - save_para sav3 - save_breath sav4 - save_spell Don't be scared by the fact that things like "pill" are referenced by a number like 26. If you want info about pills, you can request the info either by the name "pill" or the number "26". ***SMILE*** See also: HELP OGRUB ~ 54 OGRUB2~ Syntax: &Wogrub <num of lines> <sort order> [keywords] [operands] &w Here is some reference data you will need in order to use OGRUB. &GFIELDS &gcname - chr name wear - obj wear locn ac - obj a.c. count - obj count avg - obj avg dam str - obj str vnum - obj vnum hr - obj hit roll dex - obj dex type - obj type dr - ojj dam roll con - obj con name - obj name hp - obj hit pts wis - obj wis level - obj level mp - obj mana pts int - obj int luck - obj luck >YPES &g1 light 2 scroll 3 wand 4 staff 5 weapon 9 armor 10 potion 15 container 16 note 18 key 19 food 23 mcorpse 24 pcorpse 26 pill 24 book &GWEAR &g 1 take 2 finger 3 neck 4 body 5 head 6 legs 7 feet 8 hand 9 arms 10 shield 11 about 12 waist 13 wrist 14 wield 15 hold 16 dual 17 ears 18 eyes 19 missile &GMODIFIERS &gor - select any. +field - sort up. -field - sort down. np - no players. nm - no mobs. ng - not on the ground. &GOPERATORS &g = equals != not equal > greater than >= greater than or equal < less than <= less than or equal <> substring &wDon't be scared by the fact that things like "pill" are referenced by a number like 26. If you want info about pills, you can request the info either by the name "pill" or the number "26". ***SMILE*** ~ 1 'OLD MARSH'~ Recommended level range: 20 - 35 The old marsh lies far to the southwest of Darkhaven. Once a part of Haon Dor, heavy rain and lack of drainage created the murky bog. It is populated by trolls and other vile beings who enjoy such a climate. ~ 1 'OLD THALOS'~ Recommended level range: 1 - 30 Those who travel back in time to see the Tree of Life often encounter the very beginnings of Thalos, when it was far more powerful than Darkhaven and was protected by Gordon the Brave, Defender of the Light. The sights and wonders to see in this city are always too much to tell by those who witness it, for it is a constant reminder of what has been lost. ~ 63 OLDCHANGES~ .*> Online building is now implemented. This includes rooms, mobiles, objects and programs for each as well as resets. *> Clans are now in. *> Creatures will hunt you down if you flee. *> The experience system has changed significantly. You now receive exp with every hit based on the damage you inflict. (includes spells) *> You will only be able to practice your skills and spells so much, the rest must be learned through use of the spell or skill. *> Warning: depending on your dexterity, drinking potions during combat may be difficult. NOTE: potions now count as a drink. *> Corpses are now saved across crashes and reboots, eliminating the need for most reimbursements for lost corpses. -- see 'help reimbursement' *> Major changes have been made to notes, and player mail has been added. Type 'help mail' and 'help note' for more information. ~ 0 OLDSCORE~ Syntax: oldscore Oldscore shows the score information in a different way than 'score'. ~ 54 OLIST~ Syntax: olist : olist <first object> : olist <first object> <last object> This command will list all of the prototype objects in your area, when used with no arguments. When used with a single argument it will list all objects including and after the argument, and when used with two arguments, it will list all objects including and between the two. ~ 1 OLYMPICS~ &Y ___________ &W Organized by a mysterious group representing each &Y '._==_==_=_.' &W nation, the Olympics Games of the realms are truly &Y .-\: /-. &W a sight to be seen. They occur more than once in &Y | (|:. |) | &W each year, the events changing with the seasons to &Y '-|:. |-' &W provide new adventure. Entrance is restricted to &Y \::. / &W members of the fourteen nations of the Realms. &Y '::. .' &W Expect the unexpected as nations clash against one &Y ) ( &W another in tests of both might and magic. No skill &Y _.' '._ &W is left untested as the races come together in the &Y jgs `"""""""` &W challenge to find the true Olympians. &WFor help with the Olympics, please send tells to Khaimran, Naithalia, Graem, Ilsensine, Thalasian or Elisabet. ~ 1 OLYMPUS~ Recommended level range: 10 - 50 At the Moment of Treason, the Lost Gods entered Es'Tilith and were sentenced to an eternity of imprisonment. To spite the Lost even further, the Lord of Darkness forged two cities of the Gods, which he named Olympus and Hades. Weakened forms of some of the Lost Gods of Good were imprisoned in Olympus, while a number of the Evil Lost were sentenced to Hades. Though these impersonations act like Gods, they cannot even come close to matching the power of their true forms trapped inside Es'Tilith. It has even been possible for these illusions to be killed by powerful Avatars. ~ 54 OMENU~ Syntax: omenu <object name> [menu page] (defaults to 'a' if none given) Omenu will bring you into a menu system of editing objects. To use omenu, you must be holding the object that you are editing in your inventory. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 1 OPALLINOC 'HALF-OGRE TOWN'~ Situated in a valley in the northern plains, the Uruk'hai band together to fend off their enemies and keep their culture alive. Having been forced off most of their lands, the Uruk'hai defend the land left to them with a passion. Here, in Opallinoc, The Ogres plan to reclaim their rightful lands that were stripped from them in the bloody wars of the Northern Plains. See also: HALF-OGRE NATIONS HOMETOWN ~ 58 OPCOPY~ &YSyntax&W: opcopy <source object> <program> (number) <destination object> &YSyntax&W: opcopy <source object> all <destination object> <program> When using the ALL syntax, the program value at the end can be ommited. This command will allow you to copy a program from any object to any other object, provided the destination target is prototype. Valid PROGRAM values include: act, speech, rand, wear, remove, sac, zap, get, drop, damage, repair, greet, exa, use, pull, push. &GSee Also&W: MPCOPY, MSET, OSET, OPTRIGGERS, OPCOMMANDS, OPEDIT. ~ 54 OPEDIT~ Syntax: opedit <object> <command> [number] [program] [arguments] Syntax: opedit <object> add <program> <arguments> Syntax: opedit <object> insert <number> <program> <arguments> Syntax: opedit <object> edit <number> [program] [arguments] Syntax: opedit <object> delete <number> Syntax: opedit <object> list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. Object programs are like mobprograms, with trigger differences. To edit an Objprogram, you must be holding the object in your inventory. See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 0 OPEN CLOSE LOCK UNLOCK PICK BOLT UNBOLT~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> Syntax: bolt <direction> Syntax: unbolt <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. BOLT and UNBOLT bolt and unbolt a closed door. You must be on the side of the door that has the bolt to BOLT or UNBOLT the door. ~ 63 OPFIND~ &r---------------------------------------------------------------------------- &GSyntax: &Yopfind n lo_vnum hi_vnum text &zSearch object vnums between lo_vnum and hi_vnum for object progs that contain an occurrence of text. Display a maximum of n lines. &GExample: &Yopfind 20 901 969 if isnpc &zSearch all object progs in Olympus (vnums 901 thru 969) and display all object vnums that contain text "if isnpc". Display a maximum of 20 lines. &r---------------------------------------------------------------------------- &GSyntax: &Yopfind n mud text &zSearch all the objects in the mud for object progs that contain an occurrence of text. Display a maximum of n lines. &GExample: &Yopfind 100 mud mpslay &zSearch all object progs in the entire mud and display all object vnums containing text "mpslay". Display a maximum of 100 lines. &r---------------------------------------------------------------------------- &GSee also help MPFIND, RPFIND ~ 1 OPHANIM~ Originally the "Order of the Pure Blade", a monastic order of knights founded a few years before the destruction of old Darkhaven, designed with the purpose of preparing for the End of Days. Caught unprepared by the apocalyptic wave of evil that destroyed Old Darkhaven and left the ruins and Gravoc in their place, the Order was forced to disband under the belief that the evil was simply too strong to fight with physical force. Unwavering in his belief that the forces of the blessed must be present to drive evil away from enacting the End of Days, the original Magister of the order secreted away what forces would follow him into seclusion, where they attempted to mend their wounds, using the name of the Order to gain forces. After a herculean battle with the Forces of Darkness that resulted in the death of their Magister, the utter annihilation of their headquarters, and the loss of half their numbers, the Order was forced to once again go into secrecy as well as change their name. Rumors of the Order have once again begun to resurface, devoted to the same goals, but with a slightly different gameplan. Ideals have been compromised in order to survive, as they now accept the help of lesser evils and neutrals whose own goals conflict with the End of Days. ~ 54 OPSTAT~ Syntax: opstat <object/object vnum> Opstat will display all of the objprograms that have been written for the specified object. If a copy of the object exists in the game, it can be accessed by its vnum. See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES ~ 1 ORACLE~ The oracle is located one east of the Archives in the townhall inside Darkhaven. This is for posting complaints regarding immortals and reimbursement requests. &wThe Oracle can be found in Town Hall. It is Positioned East, South, Up, 2 south, and East from Darkhaven Square. See also: HELP REIMBURSEMENT ~ 62 ORANGE~ This function is under construction. ~ 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 aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 1 ORDERCREATE~ In order for a new order to be considered, it at the very least, must have an imm sponsor. New Orders are very rarely accepted and usually take close to a year to get implemented when they are. As a minimum, your proposal should include the following: 1) A statement that you have the HQ built on your smaug copy. 2) A history, philosophy, theme for the Order. 3) A list of membership requirements and how members would be accepted. 4) A reason this order is needed. 5) List how it is different from other orders in existence. 6) No new orders requesting equipment will be accepted. 7) The immortal sponsoring the Order will submit proposals. ~ 1 ORDERS~ Syntax: orders or: orders <order name> This command will display a list of all currently existing Orders, as well as their deities, leaders, mobkills and mobdeaths. You can also use 'orders <order name>' to view information on the specified Order. See also GUILDS, ORDERS ~ 51 ORDERSNOTLEDBYRAT~ The Realms of Despairs does not permit an order to be created by anyone whose name starts or ends with Rat. ~ 0 ORDERTALK OT~ Syntax: ordertalk <message> Provided that you are in an Order, ordertalk will send the message to all members currently online, as well as the deity if they are online. ~ 54 OSET~ Syntax: oset <object> <field> <value> oset object on If the copy of the object you are currently modifying has the PROTOTYPE flag, your modifications will also modify the index of that object, which all other instances of the object are based on. In the future, every copy of that obj will reflect your modifications. Also be aware that modifications to the object affect list (everything that is listed after 'object values') will affect _every_ copy of that object in the game, including old copies (even if they are not online). Thus if you change a prototype-flagged copy of a sword to +4 damroll, every copy of that vnum ever made will reflect that change. If you add a 'magic' flag to that sword, however, only copies made after the change will be affected. If the copy of the object you are modifying does NOT have the PROTOTYPE flag, your modifications will affect only that copy. To oset non prototype objects for renames and rekeys: oset item name (new name) oset item short (short desc) oset item long (long desc) This will only work on non proto items and is not global. ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU, LAYERS and LAYERS2 See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS, OSETON ~ 54 OSETON~ OSET ON will lock you onto a particular object. Once locked on, all commands commands will imply 'oset <object>'. Hitting enter while in OSET ON gives you an ostat of the object you are working on. To get out of OSET ON, simply type the word DONE. Example: oset staff on long A long gnarled staff of burnished oak lies here. type staff done ~ 53 OWHERE~ &WSyntax: owhere <object/keyword/vnum> &WExample: owhere kid-gloves &WExample: owhere 10319 &GOwhere allows you to search for an item by using its vnum or keywords. Owhere lists the name of the object, the name of the player or mob carrying it and the container name (if it is in a container). If the object is not carried by any mob or player (because it is on the ground or in a container on the ground) Owhere will display the room name and number. You can specify an object's vnum as the argument. This will find all occurrences of that vnum even if the short desc and/or keyword has been renamed. If the item you are looking for is inside of a container, and carried by a player(s), the player will be identified with 0 as the vnum in the center column, and the container's vnum and name of container in the third column. ~ 1 OWNERSHIP~ &r*&B-----------------------------------------------------------------------&r* &wBesides renames and rekeys, all glory affects to items will only be done for the Owner of the object. The first time an item is given to an Immortal for an affect to be added, the object will be flagged with your name. Once you are established as the Owner of that item, it is permanent and will not be changed for any reason, even if the item is traded in the future. Please be aware of this when trading for items. If you trade for an object that has had glory affects added to it, most likely it also has an Ownership tag and you will not be able to add anything to the item yourself. Objects in the game that pre-date the Ownership tags will be tagged when the next affect to the item is requested, or upon request. Note that if you are not adding an affect to the item, the item must be rekeyed with your name before an Ownership tag will be added. This will not affect renames or rekeys, such as gifts you wish to make for other people. &r*&B-----------------------------------------------------------------------&r* &YSEE HELP: &wIDTAG, GLORY, 'GLORY TRADE', RENAME, GLORYRATES ~ 58 PAGELEN~ &YSyntax&W: pagelen <page length> Pagelen will allow you to set the maximum number of lines that will be set when you are config +pager. ~ 0 PAGELENGTH~ Syntax: pagelength <number of lines> This command sets your screen to only display a certain amount of lines. After setting pagelength, type clear to reinitialize your screen. ~ 0 PAGER~ Syntax: Pager <# of lines per screen> Syntax: Config +pager (turns page pausing on) Syntax: Config -pager (turns page pausing off) Syntax: Pager (toggles pager on/off) Pager is a configurable item that will pause screen scrollage at the user specified pager length. To set it, first set a desired page length using: Pager <# of lines> Initially, page length is set to 24 lines. Once page length is set, use the Config command to turn it on and off, or simply type 'pager'. Commands available within the pager are: (C)ontinue, (R)efresh, (B)ack, (Q)uit. With 'continue' being the default item. When the screen pauses, hit the enter key to continue, or type another choice and hit the enter key. See also: CONFIG ~ -1 PALADIN PALADINS~ The Paladin ___________________________________________________________ "You are the most excellent of men and your lips have been anointed with grace, since God has blessed you forever. Gird your sword upon your side, O mighty one; clothe yourself with splendor and majesty. In your majesty ride forth victoriously in behalf of truth, humility and righteousness; let your right hand display awesome deeds. Let your sharp arrows pierce the hearts of the king's enemies; let the nations fall beneath your feet... You love righteousness and hate wickedness; therefore God, your God, has set you above your companions by anointing you with the oil of joy... I will perpetuate your memory through all generations; therefore the nations will praise you for ever and ever..." ___________________________________________________________ Paladins are warrior priests who draw their power from acts of righteousness and strict adherence to the Code of The Temple of Solomon. Their strength in battle, combined with the ability to perform limited miracles is offset by the difficulty they experience in perfecting their craft, and the penalties they suffer when they stray from the path of good. The following races are acceptable to the ways of the Paladin: Human Elf Half-Elf ~ 61 PALADINSPELLS~ . aqua breath 25% armor 90% benefic aura 85% bethsaidean touch 44% bless 90% continual light 69% create food 80% create water 71% cure light 90% detect evil 58% detect hidden 60% detect poison 18% dispel evil 90% expurgation 37% float 54% fortify 75% hezekiahs cure 85% identify 75% know alignment 50% refresh 80% remove curse 69% resilience 70% sacral divinity 75% shield 85% solomonic invocation 95% stone skin 75% word of recall 90% ~ 1 PARALYZE~ c 'paralyze' victim This spell will drastically alter your opponents ability to fight back for a brief time. ~ 1 'PARANOIA'~ Syntax: c paranoia <victim> This evil spell will cause the victim to suffer from an unholy terror, making them more susceptible to attack, and less competent in the use of the mystical arts. ~ 51 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief Syntax: pardon <character> attacker PARDON pardons a player for their crimes. ~ 0 PARRY~ Syntax: operates automatically Parry is a skill which assists in warding off incoming attacks. If you successfully parry attack, you take no damage from it. Parry is an automatic skill, but you must be wielding a weapon to use it. ~ 54 PART BODYPARTS XFLAGS~ Misc body parts: HEAD ARMS LEGS HEART BRAINS GUTS HANDS FEET FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES FINS WINGS TAIL SCALES HOOVES FORELEGS HAUNCHES Used for attacking: CLAWS HORNS TUSKS TAILATTACK SHARPSCALES ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 PASSWORD~ Syntax: password <new password> <new password> PASSWORD changes your character's password. You repeat the new password only. If you do not get it correctly it will not work. This should end the typo locking you out of your character. The PASSWORD command is protected against being snooped or logged; it is impossible for any immortal to in any way see, find or retrieve it. It is the responsibility of the player to ensure that the password of the character is kept secure. Passwords can not contain certain characters, or spaces. We also advise that you use an alphanumeric password (one containing both numbers and letters) as they are harder to guess. We also recommend that you choose a password that is greater than 6 characters in length. A good rule of thumb is if it is in the dictionary, it is probably not a good password. NOTE: if you decide to trade a character, you do so at your own risk. Immortals are NOT responsible for ensuring fair trades. The trading of characters, equipment etc for real life money is not encouraged and will not be dealt with by immortals. Beware of any who offer you money. &YThe password policy is: password equals ownership.&w See also PASSWORD_ZMUD ~ 2 PASSWORD_ZMUD~ When you're using zMUD and want to change your password, remember to change it in the zMUD character settings as well as on the mud. The MUD's command for this is: password <new password> <new password> In zMUD, click on 'File', then 'Another Character', or 'File', then 'Open' to access the character settings - and change the password there. If you have forgotten your character's password but can still log on with the character, you can still find out what the password is. Log on with that character, click on 'View', then 'Preferences' and then click on General Settings'. Find the checkbox for 'Gag Password' and make sure the box is not checked. Click on 'Ok' to close the dialog box. Type the command #say %pass [enter]. Your password will be shown on your screen, but not sent to the mud. Write it down, for future reference. For more information, see HELP PASSWORD and the zMUD web site: http://www.zuggsoft.com See also PASSWORD ~ 62 PATH~ ~ 0 PATH PATHS~ When you come to the choices of the paths, there are 2 different paths to choose from. The differences are stated below. Peaceful: If you choose the path of the peaceful, you are not allowed to kill other players, and other players are not allowed to kill you. You are allowed to kill mobs, and mobs are allowed to kill you. Deadly: If you choose the path of the deadly, you are allowed to kill other players, and other players are allowed to kill you. You are allowed to kill mobs, and mobs can kill you. For more information on pkill and pkill laws, type 'help deadly' or 'laws pkill'. ~ 60 PC~ Wedding renamer Project list High scores ~ 0 'PCOLOR EXAMPLES'~ This is a list of Pcolors as they should appear when used. It is probably the weirdest looking help file we have, so enjoy it. &x &&x - Black&w(Black) &r &&r - Red (blood) &g &&g - Green &O &&O - Orange (brown) &b &&b - Dark Blue &p &&p - Purple &c &&c - Cyan &w &&w - Gray (Mud Default) &z &&z - Dark Grey &R &&R - Light Red &G &&G - Light Green &Y &&Y - Yellow &B &&B - Blue &P &&P - Pink &C &&C - Light Blue &W &&W - White &WThe background special character is: ^ &WTokens for ^ are: ^x ^^x(z) - Black ^r ^^r(R) - Red ^g ^^g(G) - Green ^O ^^O(Y) - Orange ^b ^^b(B) - Blue ^p ^^p(P) - Purple ^c ^^c(C) - Cyan ^w ^^w(W) - Grey &W^xThe tokens in brackets are the same colors, but cause the foreground color to flash Setting Prompt to &&Y^^b%h/&&x^^r%m&&w^^x would generate a prompt of: &Y^b%h/&x^r%m&w^x ^x&g.&w.&W.&z.&W.Special Footnote for Color Resetting: >he following command will clear the problems associated with switching from darker components to those that contain &&W (which tries to become green). &&g.&&w.&&W.&&z.&&W. inserted before any new line will reset colors. &W^xSee Also: &WCOLORS, PCOLORS. ~ 0 PCOLORS 'PROMPT COLORS'~ The foreground special character is: && Tokens for && are: &x&&x - Black&w &r&&r - Red (blood)&w &g&&g - Green&w &O&&O - Orange (brown)&w &b&&b - Dark Blue&w &p&&p - Purple&w &c&&c - Cyan&w &w&&w - Gray (default color)&w &z&&z - Dark Grey&w &R&&R - Light Red&w &G&&G - Light Green&w &Y&&Y - Yellow&w &B&&B - Blue&w &P&&P - Pink&w &C&&C - Light Blue&w &W&&W - White&w The background special character is: ^^ Tokens for ^^ are: ^x^^x(z) - Black^x ^r^^r(R) - Red^x ^g^^g(G) - Green^x ^O^^O(Y) - Orange^x ^b^^b(B) - Blue^x ^p^^p(P) - Purple^x ^c^^c(C) - Cyan^x &r ^w^^w(W) - Grey^x &w The tokens in brackets are the same colors, but cause the foreground color to flash. Note: If setting both foreground and background colors. The foreground must precede the background color. Also, the last color setting in your prompt will wash over into the text you type. So, if you want a set of colors for your typed text, include that at the end of your prompt set. Example (assuming current h.p.'s of 43 and mana of 23): Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x Becomes: &Y^b<43/&x^r23>&w^x See also: &GHELP PROMPT, HELP PCOLOR EXAMPLES.&w ~ 59 PCRENAME~ syntax pcrename <oldname> <newname> This command permanently changes a players name and should be used sparingly. It does a check to ensure there is no other player by that name already in the files. ~ 51 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic when you 'look' at a character after you have practiced the skill. ~ 1 PENTAGRAM~ &YSyntax&W: cast pentagram As you make the mark of the Pentagram, all that is evil is summoned forth to provide you a circle of protection. ~ 1 PESTILENCE~ Syntax: c pest This spell requires a pentagram and a pixie wing and will utilize magic to transform the pixie wing into a swarm of fun loving locusts. ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lose them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. See also &WHelp PETSAVE &w ~ 51 PETSAVE~ Petsaving is automatic in the Realms. When you purchase a pet, it is loyal to you until its' death. Your pet will automatically save when you save and quit when you quit. If you die, your pet may still live and vice-versa. Pets remain loyal until they die or until you purchase a new pet. If you lose link your pet may be killed without you around to protect it. In no instances will pets be reimbursed. Do not even ask. *** You may only purchase one pet per level *** ~ 2 PHEAYRE~ &x.&Y .--__--"""--__--. &Y .'&b////[ &W007 &b]\\\\&Y`. &Y ///&b__--```"""```--__\&Y\ &Y //&b.'&WRealms of Despair&b`\&Y\ &Y / &b\ __---`````---__ /&Y\ &W _ \ | &Y /,. \,' `./,.&Y\ &W __/ \ -_) _` | | | _| -_) &Y // `. .`. ,' \&Y\ &W_| _| _|\___|\__,_|\_, |_| \___| &Y //.--.```--`` ``--```.--.\&Y\&W ___/ &Y/ '>\ &b__--'``````--__ &Y /<' &Y \ &Y\ /&b _-` &WA N N `-_ \&Y /&W | |_) | &Y \ &b,' &WH&b_,-------,_&WE `. &Y/ &W | -_) \ _` | | _| _ \ | &Y \&b\ &WC &b / `\ &WL &Y/ &W____|\___|_| _|\__,_|_|\__|\___/_| &Y |&b\ ,-` `, /&Y| &Y i&b \&r'\`-__-``&W/\&r``-__-`/`/ &Yi &Y | &r| &W|| &r | &Y| &Y ! &r`| &Y===== &W|| &Y===== &r |' &Y! &Y / &r| &W|| &r | &Y\ &Y / &r| &Y===== &W|| &Y===== &r | &Y\ License to Silence &Yi &r\ &Y|\&B[]&Y/|&r / &Yi &Y| &r\ &Y\``/ &r / &Y| Imm of the Week - Nov 11-17 &Y| &b/`. &r`. &Y|| &r ,' &b ,'\ &Y| &Y|&b/ `-. &r`\_ &Y[]&r _/` &b ,-' \ &Y| &Y \&b`. &WP &b```--&r\__/&b_--``` &WE&b ,'&Y/ &Y \ &b`-_ &WO &WC&b _- &Y/ &Y `. &b ``.,, &WL &WI &b,..`` &Y,' &Y `-_ &b `-------` &Y_-` &Y ``--__ _--`` &Y `. .` &Y ` ~ 2 PHHILOSTRATE~ . , .-'"'=;_ , |\.'--`-.`-`;/| \.` '.'--.` './ (\`,__=-'__,'/) _.-'-.( &Rd&W\_/&Rb&W ).-'-._ /'.-' ' .---. ' '-.`\ /' .' (= (_) =) '. `\ /' .', `-.__.-.__.-' ,'. `\ ( .'. V V ; '. ) ( |:: `-,__.-.__,-' ::| ) | /|`:. .:'|\ | | / | `:. :' |`\ | | | ( :. .: ) | | | | ( `:. :' ) | | | | \ :. .: / | | | | \`:. .:'/ | | ) ( `\`:. .:'/' ) ( ( `)_ ) `:._.:' ( _(` ) \ ' _) .' `. (_ ` / \ '_) / .'"```"'. \ (_` / `'"` \ ( ) / `"'` ___ `.`. .'.' ___ .` ``"""'''--`_) (_'--'''"""`` `. (_(_(___...--'"'` `'"'--...___)_)_) ~ 1 PHRED~ . / ;\`"`. ,--------. |:. %|:. | ( / ) / \ | *ULP* | |:. %|:. | /`/ /#\ `. "``\/'''" |:. %|:. | /__| "'" /`\/'] |:. %|:. | `/```\ \@ @ |:. %|:. | /_____\ ;-.,_,/ |:. %|:. Phred | ` /````| -.___/ |:. %|:. | /____.--. \-. /:. %/:. " `/```| \ \| .____.``:.____.``:. \ /____| \ /":. %%/":. \ ` ,,! / \ /:. /:. %/:. /:. \ \;\ /` ' |:. |:. %|:. |:. | / ` / ' |:. |:. %|:. |:. / \___/ @ } ``````-``````````````````````````` \ , ~ 57 'PICK LOCK'~ This skill enables you to pick open locked doors. ~ 51 PIPEFLAG~ The following flags may be used with the item type pipe in the v3 item value: PIPE_TAMPEDPipe has been tamped (not really used yet) PIPE_LITPipe is lit (required for smoking) PIPE_HOTPipe is hot PIPE_DIRTYPipe is dirty (not really used yet) PIPE_FILTHYPipe is REALLY dirty (not used at all yet) PIPE_GOINGOUTPipe is about to go out PIPE_BURNTNot used yet. PIPE_FULLOFASHPipe is full of ashes, and needs to be emptied. ~ 1 PIT ETCH PITTING ETCHING~ Pitting and etching occurs when acid hits your armor, due to spells or breath. It permanently reduces the armor class of the item and reduces the value of the armor. ~ 1 'PIXIE FOREST'~ Recommended level range: 1 - 5 When the balrogs and carnifex laid siege to the Realm of Kontaur, the land's sylvan races fled to a portion of Haon Dor west of the city of Darkhaven. The pixies and sprites now live in harmony due to the protection offered by the strong city and its' neighbors. A quasit imp watches over the sylvan races. Some say it is only a matter of time before these peaceful beings are utterly destroyed. ~ 0 PIXIE PIXIES~ Pixies are small Elven creatures with gossamer wings, introduced to the Realms at some point between the First Three and the later races. Individuals are extremely slight of stature, standing only a few feet in height at most. Both their skin and hair color varies from among all of the colors of the rainbow. Pixies are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often chooses the calling of magic and excels especially in the arts of the Mage; the mind of the Pixie knows no equal. Pixies possess the obvious &Gability of flight&w, and are &Gsusceptible to blunt force attacks&w. Pixies can follow the ways of the following classes: Mage Cleric Thief Ranger Nephandi Druid Pixies gain experience on a scale of normal rate * 1.08. ~ 1 'PKILL CONCLAVE' CONCLAVE~ The Pkill Conclave is a council made up of mortal and immortal members of the deadly community. Two representatives from each clan and two mortal heads combine with an immortal overseer to gather suggestions for further improving the pkill system. Any pkiller with a legitimate suggestion to enhance deadly gameplay is encouraged to contact a member of the Pkill Conclave for further review of their idea. ~ 0 PKMAP~ &G The Umbrageous Ruins &r(&W1&r) (&W8&r) (&W7&r) (&W17&r) &G|&W1) Ocean Keep &r\ (&W11&r)-(&W9&r)-(&W6&r)-( ) &G|&W2) Haon Dor &r| (&W12&r) | &G|&W3) Repairs &r\ (&W*&r)--------|---+-----( ) &G|&W4) Crossroads &r| (&W5&r) | (&W*&r) &G|&W5) Potions &r(&W2&r)<-+---&YDaemon&r+&YWalk&r(&W18&r)------+---+---->(&W4&r)&G|&W6) Gravoc &r| (&W*&r) | (&W3&r) (&W*&r) &G|&W7) Healer &YW&r| | &G|&W8) PKC Board &YA&r| (&W14&r) | | &G|&W9) Pkill Board &YL&r|---&YAshen&r-&YAlley&r------------------- &G|&W10) Galaxy &YL&r| (&W13&r) | (&W*&r) | &G|&W11) Practice &r| (&W15&r) &G|&W12) Oracle Board &r(&W16&r) &G|&W13) Weapons &r| &RMOLTEN FLUX &G|&W14) Armor &r----------------------&YB&r-------------- &G|&W15) Miden'nir. &RM&r| &YH&r| | &YL&r| |&RM&G|&W16) Bridge &RO&r| &YE&r| |-( ) &YA&r| | |&RO&G|&W17) North Plains &RL&r| &YA&r| ----- &YC&r|---- |&RL&G|&W18) Square &RT&r| &YT&r| |&YZONE&r| &YK&r| |&RT&G|&W*) Mud tunnel &RE&r| &YH&r| | | &YM&r| |&RE&G| &RN&r| +---&YE&r--------------&YA&r---( )-( ) |&RN&G| &r| ( ) &YN&r| &YS&r_| | &G| &RF&r| &r|____________&YS&r|__ &YDIRGE&r |&RF&G| &RL&r| &YR O W &r_| |--------- |&RL&G| &RU&r| &YS&r| | &YALLEY&r| |&RU&G| &RX&r| &YT&r| | (&W10&r) |&RX&G| &r------------------------------------ &RMOLTEN FLUX &YNotes about this map-- &Ga. There may be other, hidden exits from pktown. b. If walking to Pktown, say "I seek the ruins" at one of the following: 'Edge of Haon Dor forest', 'On a long, rusted bridge', 'The crossroads on the hilltop', 'Path in the plains', 'On a Slanted Path' c. If you're under lev. 6, you may return to the Academy by telling Gravoc "the academy". d. Levelling spells are available 1 N of Gravoc for those level 15 or lower. Say "grant me might" to receive them. e. To get out of deadly recall, "the Shadowy, Scarlet Mists", pull the noose ~ 61 PKSENSITIVE~ Spellflag of pksensitive Chance of success as though your victim is double your l' Spellflag 'pksensitive' Makes the chance of success as though your victim is double your level. ~ 1 PK_EQ~ [ 5 3005] A bone-encrusted cloak. [ 5 2024] A coat of bone plate. [ 5 2152] A gleaming bone buckler. [ 5 6662] A guard's waistflesh. [ 5 1625] A marble-chipped bracer. [ 5 1697] Boots of taut hide. [ 5 1445] Buckled hide sleeves. [ 5 1380] Sinew-tied leggings. [ 5 1795] Soft hide gauntlets. As well as any items that can be purchased in clan headquarters. If you are unsure about an item and wish verification, feel free to ask. But if you have any of these items on peacefuls, I'd remove them as soon as possible. Thanks for your time and cooperation The following eq is for Pk only ~ 1 PLAGUE~ &YSyntax&W: cast plague The plague affects all in a specific area by causing a highly destructive disease to begin it's plight. There are only two known cures for the plague; the healing hands of a cleric or a special oil of excisement. This disease is deadly if not cured in a timely manner. *Requires a Pentagram in order to be successful* ~ 1 'PLAINS OF THE NORTH'~ Recommended level range: 1 - 20 The Plains of the North stretch northward from Darkhaven, eventually leading to Ofcol, Olympus and the Valley of the Elves. The plains are largely unpopulated and can be safely traveled at any time of day. ~ 0 'PLANT PASS'~ Syntax: cast 'plant pass' <victim> This spell allows the caster to merge with nearby foliage, and flow through it to emerge near the victim. Obviously this spell requires a good deal of natural foliage in both the caster's and the victim's location. ~ 55 PLRSTATS~ The following results were obtained by leveling a character with maxed attributes from 1 to 50 a total of 20 times. The results were averaged and are as follows: --------------------------------------------------- | Class | Hitpoints | Mana | Movements | |---------------------------------------------------| | Mage | 560 | 335 | 600 | | Cleric | 630 | 340 | 600 | | Warrior | 850 | 100 | 600 | | Vampire | 790 | 60 bp | 600 | | Druid | 775 | 347 | 600 | | Ranger | 855 | 320 | 600 | | Theif | 730 | 100 | 600 | `---------------------------------------------------' A characters's armor class (AC) will vary in relation to its dexterity. The higher the dexterity, the lower the AC will be. In general, the base AC on a character will vary between 60 and 100. In the worst case, if the character's dexterity is very low (3 - 5) its AC can drop to 130 or so. Various races have been imbued by the gods with certain effects: * detect magic -- Elves * sneak -- Halflings * flying -- Pixies * infrared -- Dwarves, Half-elves, Half-orcs, Half-trolls * none -- Humans ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. Being the target of poison is a nasty dilemma. Poisons cause the sufferers body to be wracked with pain and fever, weakening them and causing hallucinations in the further stages of affliction. Many healers are said to be proficient in the tending of such conditions, though the recovery may still take some time on the part of the sufferer. ~ 0 'POISON WEAPON'~ Syntax: 'poison weapon' <weapon> Abbrev: poison <weapon> A skill unique to thieves which enables them to coat their weapon with a deadly poison. In battle, this poison will cause ill effects on its recipient. Be warned however, it has been told that poison has a strong lessening effect on the lifetime of the weapon poisoned. To poison a weapon you must have the weapon itself, the poisoning powder and a full waterskin in your inventory. Your intelligence and wisdom must both also be relatively high, else you will be unable to complete the poisoning process until they are raised to a sufficient level. ~ 1 'POSSESS'~ &YSyntax&W: cast possess <mob> This spell enables you to switch into a mob for a short amount of time. The spell has the same general restrictions as charming, but costs much more mana. You will be able to perform many skills/spells that the mob you have possessed is able to perform, for only as long as you are the possessor. When you die, you will return to your body. For the duration of your possession of a mobile, you will also be in possession of its hitpoints, mana, movement, and equipment, rather than your own. You will also find that exits will not appear to you automatically, and your scoresheet will be different. To see exits while you are possessing, simply type "exits" manually. Lastly, keep in mind that mobiles are treated differently from players in many respects. You may find that you cannot enter some rooms, or that certain mobiles will behave towards you aggressively, Luckily, your "human shell" will be unaffected by events which happen to your possessed mobs, and you can always return. ** You must have the heart of a mob in your possession for this spell to work. ** ~ 1 POTION~ . Syntax: quaff potion (to quaff potions) quaff potion container (quaff directly from container) Potions can be bought from shops or found on certain mobs. Different potions have different affects depending on the type of potion you quaff. Some potions may have more than one affect on you. Beware, some potions may have an ill-affect on you. Use the spell 'identify' to see what type of affect the potion will have on you. See also: QUAFF ~ 2 POUNCE~ Syntax: pounce <victim> A pkill-only skill similar to backstab. Currently requires the use of either a slicing, stabbing, slashing, clawing, biting or piercing weapon. ~ 1 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell|weapon> 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 starts off at 0% (unlearned), and can be practiced once. After this initial practice, the skill/spell must be used to develop it to the level of 'adept' (Adept is not always necessarily 100%) You must be at a guild master to practice. 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. All characters may practice skills, spells, and weapons in the Academy. For more information on spell, skills, weapons, and practicing, read section 15 of your Adventurer's Guide book. If you want to practice a multiword spell, you must put the single quotes around it. ~ 2 PRIVATE SOLITARY TUNNELED~ There are several types of rooms which will prevent you from getting into them, should they be full. These rooms are either private, solitary or tunneled. In each case, the room will have a maximum capacity and will prevent persons outside the room from getting in, should that capacity be reached. These flags may also prevent scrying/scanning. PRIVATE rooms have a maximum capacity of two players and/or mobiles. SOLITARY rooms have a maximum capacity of one player or mobile. TUNNELED rooms vary in their capacity, but generally limit the total number to between 3 and 8 players/mobiles. ~ 51 PROJECT~ &YGeneral Commands: &wSyntax: project list (Lists all current projects on list) project mine (Lists all projects that have been assigned to you) project more (Lists projects as well as coder/log info) project <number> show (shows description of the project) &YProject log commands: &wSyntax: project <number> log write project <number> log subject <subject> project <number> status <status> (Do not set status as 'Done') project <number> log list project <number> log <number> read &YAdmin commands: &wSyntax: project <number> assign <none/name> (VC Head only) project <number> log <number> delete project <number> description (Buffer to describe the project) project add <name> &YThe procedure for projects is as follows:&w 1. Contact &YMoonbeam&w via &YICQ (24823674)&w,email &Y(lanfear@idirect.com) &wor mudmail and let her know the project number(s) you would like to take so she can assign it to you. 2. Once the project is assigned to you, please make sure to keep logs using the project commands so your progress can be tracked. 3. Once your project is complete please notify Moonbeam so she can archive your information. ~ 1 PROJECTILES~ &YSyntax&W: fire <direction> <target> Projectiles are wielded weapons which allow players to hit victims without being in the same room. Projectiles have several forms, those being bow & arrow; crossbow & bolt; sling & stone; peashooter & pebble: tube & dart. All are used in a similar manner. You must first be wielding the weapon which will perform the action of firing the intended object. To do this, simply 'wield <weaponname> missile'. This will place the bow, sling or other firing mechanism in the location 'missile wielded', which you will see when you type 'eq'. You must have a type of projectile in your inventory, this being an arrow, rock, bolt, pebble or other projectile(s). You must have practiced 'missile weapons' in order to wield a firing mechanism. If you do not practice it, you will not be able to fire. Lastly, provided you have a projectile in inventory, and a firing weapon wielded in the 'missile wielded' position, you are ready to try out your new projectile. Note that firing a weapon at another player will result in a pkill attempt, which can have severe consequences. If you and your mortal target are not both listed under "Who Deadly", you will be confronted by an immortal for your actions and flagged as a violater of Realms Law. See &YLaws Pkill&W for more information on players vs. players. ~ 0 PROMPT FPROMPT~ Syntax: prompt <string> Syntax: fprompt <string> Sets your prompt to a given string. The game automatically sets your prompt when your character is created, but you can use PROMPT to change your prompt to more to your liking. If you type 'default' as the string, your prompt will be set back to the game default. The fprompt sets your fighting prompt. This is the prompt that is displayed to you while you are fighting. It follows the same format as the normal prompt does. Your prompt can be any string of characters that you wish. You can also embed special characters and tokens into the string that you set. These special characters are linked with specific groups of tokens. These tokens will add specific sets of information to your prompt. The first special character is: % Tokens for % are: %h - current hitpoints %m - current mana (0 for vamp) %H - maximum hitpoints %M - maximum mana (0 for vamp) %b - current blood (0 for non-vamp) %v - current movement %B - maximum blood (0 for non-vamp) %V - maximum movement %g - gold held %x - current experience %a - your alignment %X - experience needed to next level %A - invisible/hide/sneak indicator %S - your current combat style %T - Time of Day (RoD time) %u - total number of users %o - object currently on auction %w - current weight %c - current health of an opponent* %W - maximum weight %L - command/attack waitstate The other special characters are: && - Foreground color ^^ - Background color Examples (assuming current hit points of 43, mana of 23, and movement of 120): Prompt %h%m%v = 4323120 Prompt <%h|%m|%v>>> = <43|23|120>>> Prompt %h %m %v = 43 23 120 "Prompt fprompt" will set your prompt to display the same prompt information as your current fprompt. "Fprompt none" will set your fprompt to display the same prompt information as your current prompt. *Deadlies will not be able to use the %c token to see opponent's health. Please see HELP PCOLORS for a list of the color tokens. If you are immortal, there are separate prompt options for your use. See HELP IMMPROMPT. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 1 PSIONIC BLAST~ Syntax: Cast psi <target> This spell uses dark magic to drain the opponent of magic and power. When successful, the caster will gain mana drained from the victim. This spell can also work from a "room:" away by typing: cast psionic 'w orc' for example. This spell cannot be cast while in battle. ~ 1 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~ These skills represent your proficiency with various types of weapons. Each class has different maximum proficiencies with different types of arms, i.e. the best choice for mages are 'short blades', while a cleric's best choice is with 'bludgeons.' Proficiency of less than 50% with a given weapon type means that damage inflicted is less than "average", while proficiency greater than 50% increases your damage per hit. These skills are automatic: you need not type anything to invoke them. "Pugilism" affects your proficiency with otherwise unclassified weapons. ~ 0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~ Syntax: pull <trigger> Syntax: push <trigger> Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a spell, summon a monster... you name it! ~ 53 PULLFORCES~ The messages given by each force are listed below. If no specific is given, then the default message is used. Default: Mysterious: Victim is pulled direction. No message Victim is pushed direction. Whirlpool, Vacuum: Current, Lava: Victim is sucked direction. Victim drifts direction. Breeze: Geyser, Wave: Object drifts in the breeze. Victim is pushed direction! Slip: Wind: Victim loses his/her/its footing! Victim is blown direction by a strong wind! Earthquake: The earth opens up and Victim falls direction! Sinkhole: The ground suddenly gives way beneath Victim! Quicksand: Victim begins to sink direction into the quicksand! Landslide: The ground starts to slide direction, taking Victim with it! Coldwind: Victim is forced direction by a bitter cold wind! Hotair: Victim is blown direction by a blast of hot air! Storm: Victim is driven direction by the raging storm! Vortex: Victim is sucked into a swirling vortex of colors! Breeze will not move a character, but based on object resistance will move an object. See also: pulltypes, objectresistance ~ 53 PULLTYPES~ Syntax: redit pulltype <exdir> <pulltype> redit pull <exdir> <force> Pull forces can be used to move characters/objects from room to room using forces of nature. Pulltypes include the following : undefined vortex vacuum slip ice mysterious current wave whirlpool geyser wind storm coldwind breeze landslide sinkhole quicksand earthquake lava fire hotair. Many of the pulltypes have an individualized message that may or may not apply to the force you are looking to use. The amount of pull force ranges from -100 to 100. This effects the quickness at which the pull happens. A negative pull force will PUSH the character in the opposite direction of the direction used. This can also be accomplished by using a positive "push": redit <dir> push <force> The more extreme the number, the quicker the pull will happen. To see if a room is affected with a pulltype, type "rstat ex". See also: objectresistance, pullforces ~ 1 PUMMEL~ Syntax: pummel When this skill is used, the fighter delivers a round of powerful blows to the primary opponent. If the blows successfully land, the opponent will suffer damage from the impact. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 1 PUNCH~ Syntax: punch Punch is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 PUNT~ Syntax: punt This skill, when successfully executed, causes damage to your primary opponent. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 57 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 1 QETAG REACH 'QETAG'S REACH'~ >he canyons of Qetag's Reach were uncovered and first populated by a band of solitary Dwarf who were insistent upon staying neutral during the conflict surrounding New Darkhaven. They lived peaceably, secure in their solitude and completely self supportive, until the Great Betrayal. Rumors abound on what happened that fateful night when the canyons were overrun by Balrogs. One rumor holds more true than the rest; one of their own gave up their location and brought them within the compound, for the Balrogs swarmed from within, they did not storm the gates. If that rumor holds true, it is questionable if the canyons are indeed secure, even to this day.&w See also: DWARF DWARVES NATIONS HOMETOWN ~ 51 QPSET~ This command is used for giving/taking Glory from players. The syntax is as follows: qpset <player> <give|take> <amount> Where one of give or take is used, and the amount is always a positive integer. Please see HELP GLORYIMM before affecting a player's Glory. See also: GLORYIMM2, GLORY, GLORY RATES. ~ 51 QPSTAT~ syntax ( qpstat target) This command will show information regarding the amount of glory a player has. The first number is their current glory, the second is the amount of glory held over lifetime. See also : HELP GLORY, HELP GLORYRATES, HELP QPSET ~ 1 'QUANTUM SPIKE'~ The 'Quantum Spike' is one of the Sorceror's most awesome attacks. With this spell, the casting Mage is able to form, within the body of his victim, a sphere of Quantum probability optimized in such a way as to cause the most bizarre contortion of bodily order imaginable. Organs and tissues are rendered into unrecognizable blobs interconnected in fiendish, unknowable geometries. Obviously, such an attack has astonishing effects on any physical creature, as well as any entity which has an extension into the physical world. ~ 0 QUEST~ Syntax: QUEST <message> The quest channel is one which is typically used when a quest is being run, to notify players who are involved as to new updates. Quests are held at the whim of Immortals. If you are using the Quest channel to ask if there is a quest, you are probably too late to enter. Simply keep the channel on and wait for an Immortal's announcement, should there be one. For additional rules about questing, please see help questing. ~ 52 'QUEST AREA' 'JADE.ARE'~ Darrek.are is the area we currently use for building mobs, objects, and rooms for QC use. We also have quest.are, that is accessible only if you are level 56+. When you are using a vnum from either area, please make sure you tag it in the name of the obj/room/mob. Example: mobname mobkey (QC member name) Also, if after a quest you are done with the vnum, please post or in your summary on board in room 1208. ~ 62 QUEST COUNCIL~ . The Quest Council, composed of a group of immortals, is the council responsible for the creation and running of the majority of quests in the Realms. The QC also handles issues related to the distribution and value of glory. For more information, please contact an immortal with [Quest Council] in his/her title, or type 'councils quest council.' As well, please feel free to post any quest ideas at our office board located in the Darkhaven Town Hall. ~ 2 'QUEST COUNCIL'~ . The Quest Council, composed of a group of immortals, is the council responsible for the creation and running of the majority of quests in the Realms. The QC also handles issues related to the distribution and value of glory. For more information, please contact an immortal with [Quest Council] in his/her title, or type 'councils quest council.' Our board is located in Darkhaven Town Hall (2u, s, w, n). Please feel free to post comments, questions, concerns and quest ideas on this board. Also see help QUESTING and help QUEST. ~ 1 QUESTIONS COMMENTS CONCERNS~ If you should have any concerns or questions, please feel free to contact the following immortals. This list is compiled based on their specialities. &BConcern or Problem Who to Talk to &B----------------------- -------------- &WPossible duped items? Kali or Darrek &WBeen unfairly punished? Help Appeals &WWant to join Immortal staff? Help Howtoimm &WWould like to build? Help Build &WWould like to propose a quest? Quest board in Town Hall &WTroubles getting started? Who 'newbie council' &WBug Reports? Help bug &WTypos Help typo &WSuggestions? Help Idea &WWant to help others? The Newbie Council Questions about Nations? Raltaris ~ 1 QUESTS QUESTING~ . Quests are run at random times for different groups of players within the realms. They may involve anything from a scavenger hunt, to solving riddles, to killing mobs that threaten the Realms. Quests are an excellent way to meet other players, and enhance roleplaying throughout the realm. Different quests will result in different awards. Awards are up to the discretion of the immortal running the quest. Some things to remember while questing: &W-&GWe are volunteers, and choose to run quests. If you have criticisms of the quest, or the person running the quest, please be constructive and vent your concerns in an appropriate forum - in the Hall of Heroes located in the Darkhaven Town Hall. &W-&GQuest Council is here to increase your enjoyment of the game and to enrich your experiences here. It is &YNOT&G here to explicitly increase your personal wealth. &W-&GDo not ask when the next quest will be, or if there is a quest. Just pay attention to channels and what is going on around you. If something out of the ordinary is going on, there's a good chance it might be a quest. &W-&GUnless explicitly stated, Multi-playing is &YNOT&G allowed during quests. IF you are caught multi-playing, you will forfeit any reward, and most likely have a temporary ban from questing placed on the characters involved &CSee Also:&YQUEST, GLORY, GLORY RATES, GLORY TRADE ~ 1 QUICKENING~ Syntax: c quickening This spell increases the target's dexterity as it increases the adrenaline flow throughout one's body. ~ 1 QUIT~ Syntax: QUIT QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room, unless that room has a prog that moves you upon re-entry. 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 here. Just SAVE and QUIT whenever you want to leave. ~ 0 RACE RACES~ &z14 races have grown large enough within the realms to carve out their kingdoms from amongst the many territories of the land. &WType "help [race]" for specific information on the specified race: &wHuman&r....... &cThe center of the race spectrum. Normal wits and strength. &wDwarf&r....... &cShort, strong, tough, and hairy. They are terrific workers. &wElf&r......... &cTall, lithe, and dexterous. They possess a magical nature. &wHalfling&r.... &cShort, chubby, and furry, yet surprisingly mischievous. &wPixie&r....... &cSmall of size, this race of flying creatures is very smart. &wHalf-Elf&r.... &cPart Human, part Elf, possesses some advantages of both. &wHalf-Ogre&r... &cHumongous and immensely strong, Half-Ogres smash good! &wHalf-Orc&r.... &cLarge, squat and smelly; make exceptionally deadly fighters. &wHalf-Troll&r.. &cStrong, belligerent beings of exceptional resilience. &wGith&r........ &cStrong and thin they can see invisible dangers. &wSea-Elf&r..... &cAquatic cousins of the Elves, they can breathe underwater. &wDrow&r........ &cEvil, smart, subterranean Elves of considerable magic. &wLizardmen&r... &cStrong, pack-hunting, swamp-dwelling reptillian creatures. &wGnome&r....... &cShort, stocky, magically-strong cousins of the Dwarves. ~ 51 RACEIMM~ .0 - Human 1 - Elf 2 - Dwarf 3 - Halfling 4 - Pixie 5 - Vampire 6 - Half-Ogre 7 - Half-Orc 8 - Half-Troll 9 - Half-Elf 10 - Gith 11 - Drow 12 - Sea-Elf 13 - Lizardman 14 - Gnome ~ 2 RACETALK~ Syntax: racetalk <message> The racetalk channel will send your message to all the members of your race currently online. This channel can be used to roleplay in accordance with the characteristics of your race, to plan runs or grouping with a more focused body of players, or for general chatter. Please note that racetalk is partially designed to promote roleplaying, so attempting to limit yourself to the characteristics of your race may enhance your enjoyment of the mud, and may provide a unique experience for those who have never roleplayed previously. ~ 58 RACIALABILITIES~ . sset create ability whatever sset whatever race elf sset whatever code skill_whatever When you create an elf and they type "whatever" they will do the skill "whatever." there's no code support for practicing racial abilities, so if we make any, it should be absolutely transparent. See also SSET, help SHOWRACE ~ 2 RALTARIS~ &x.&G /| |\ &G / | ___.--```--.___ | \ &G ...--=.._ /&z__ _______ _______ __&G\ _..=--... &G` .-=_)/==._ _ &z|__( )_( \___|&G _.==\(_=-. ``-._ &G _/.- / / \/\_ &z\_____/| |\_____/&G _/\/ \ \ -.\_ - &G /_/ ./ \/\_-_``v-/`o`) (`o`\-v``_-_/\/ \. \_\ - &G// | _-=___==/(__ __)\==___=-_ | \\\ &G )) \ _/ _ \ X___---===---___X / _ \_ / (( ))\ &G\ \_ | /_\/_\ (( &W\| ` ` ' ' |/&G )) /_\/_\ | _/ /| \ &G \ \ \ `` / _ /\\ &WV &r/-V-)&W V&G //\ _ \ `` / / / | \ &G \_ \ | \/ \\ \\` &r\ )/&G `//|// \/ | / _/ | \ &G \ \ \ '/\\` &r)/&G `// |` / / / | &G \ \_ | '| (\\` &rV&G `// |` | _/ / | &G \ \\ '/(``\`-&RS&G__-'/) /` // / | &G \_ \\ /| '|(```-\&RS&YS&RS _/)&G |` |\ _/ | &G \_/```&W______ '/(````&R(&W_&YSS&W_&RSS)&G) |` &W _ &G &G._ _/ _ &W| ___ \&G|(```&R(S&W| || |&RSS)&G /` &W (_)&G_ \_ &G \ // / /\\&W| |_/ /&G|(&W__&G(&W_&YS&W| || |_) |__ _ _ __ _ ___&G \X &G------/ \ \ )--&W| /--/ _` || || __|-/ _` || '__|| |/ __|&G \\--------- &G \ (\_)\ &W| |\ \ | (_| || || |_ | (_| || | | |\__ \&G\_)\ &G \_)\ &W\_| \_| \__,_||_| \__| \__,_||_| |_||___/&G /\_) &G \ &R (SSSS&YSSSSSS&RSSSS) &G / &G &R (SSSS&YSSS&RSSSSS) &G &R (SSSSSSSSS) ~ 0 RANGER~ A ranger is the outdoorsman and adventuresome free spirit of the times. A self-sufficient person, the ranger is adaptable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a ranger is physically skilled enough to take on most any foe. However, for especially hardy opponents, a ranger may also avail himself of useful spells to both hinder his opponent and aid himself. From minor curative magics to blinding his enemy, the ranger is the most adept class at surviving on its own. A ranger typically travels light, but he does have the mighty strength of a warrior to carry equipment needed in his travels. Like the druid (the class other than warrior that he most closely resembles), his need for help from outside sources is low. The following races are acceptable to the ways of the Ranger: Human Elf Dwarf Halfling Pixie Half-Elf ~ 51 RANGERSPELLS~ . blindness 0% charm person 0% continual light 0% control weather 0% create fire 0% create food 0% create spring 0% create water 0% cure blindness 0% cure critical 0% cure light 0% cure poison 0% cure serious 0% detect evil 0% detect hidden 24% detect invis 85% detect magic 0% detect poison 0% dispel magic 33% dream 0% faerie fire 0% float 0% identify 75% infravision 0% invis 74% kindred strength 34% know alignment 0% locate object 0% oak evolution 0% pass door 0% poison 85% refresh 0% remove invis 35% shield 0% sleep 0% stone skin 53% word of recall 90% ~ 58 RANK~ &YSyntax&W: Rank <rank> RANK is used to offer a ranking to the victim. For instance, the leader of the Half-Balrog Nation might be better served with the rank of "Cheif Grunt", rather than "Avatar". The rank command is available to immortals level 56 or higher. &GSee Also&W: TITLE, MSET. ~ 1 RANMA~ .`&R====================================-----------&r| \&R======================================--------&r| \&R==============,=&r\&R======================--=-=-&r' `\&R=&r|&R======&r|\&R== &r,'\&R====&r\&R=&r|.&R=================-==&r| \|&R======&r\ / &w, ,&r\&R===&r|\| `&R-==================&r| \|\&R===&r|J &Bbm# &w,&r-.&R== &r`. '-;&R==&r'\\&R===========&r' ` \&R==&r| &w. &BP"#Y&w. &r-= &w: &B, dP&w|&r|| `&R========&r| '&R=&r' &w` &B` P&w,' | &BmmP &w| L- &r|&R=======&r' |&R=&r| &w" `--- &BP-&b###&BP &w, &r/&R=&r.&R=====&r| |&R=&r| &w`&BxdP- &w, &r,'&R=&r.'`&R====&r' |&R=&r| &w`&BxdP- &w, &r,'&R=&r.'`&R====&r' _. `&R=&r\ &w` ----- &r,&R===&r' |&R==&r' ,&R===&r| \|&w`. &P|--., &r|&R==&r; /&R=&r,' ,&R-=====&r\ &w-. &P| / &r|&R=&r/ /&R=&r'_ __./&R========&r| &w-. &P\/ &w/&R/.&R=&r'/,&R==============&r,' &Y,-. &w`. _.-&R================-===-&r' &Y/ &w,>-.-.&Y_ &w`._____.-&R==&w< --. &Y\ &R=======-&r' &Y`-&w/ / , ---&Y,'-&w/--- ,-< \ \ &Y-\&w | | | .--\&Y,' &w-< \ ` | &Y_`.&w | | | ' \ / \ ` ` |&Y- .&w \ | | ' \ | ` . \ | &Y| |&w| |,-\ \ | &Y| | &w`. _ ,'| ,' &Y|&w ~ 55 RAP~ This command allows you to rap on a closed passageway and anyone on the other side will "hear" it. The message sent is an act_message, and act_progs can be trigger by it. ~ 58 RASSIGN MASSIGN OASSIGN~ Syntax: rassign oassign massign > Steps for creating a new area from scratch; > 1. checkvnum rooms low_vnum hi_vnum > checkvnum objects low_vnum hi_vnum > checkvnum mobs low_vnum hi_vnum > (make sure the vnums don't overlap another area) > 2. rassign (person) low_vnum hi_vnum > massign (person) low_vnum hi_vnum > oassign (person) low_vnum hi_vnum > 3. mset (person) aloaded yes > 4. goto low_vnum > goto hi_vnum > 5. savea > 6. save > > This should create a new area listed as '{PROTO} (Person)'s area in > progress', with the file name '(person).are' and it should load up after > rebooting the MUD with 'loadarea' or 'loadarea (person).are' if it's not > your area. NEVER do this to someone who has an area assigned to them. This would change the range for the area they have assigned and wipe out the area. ~ 58 RAT~ Syntax: rat vnum1 vnum2 command [parameters] Rat, or 'range at' is the at command with the added parameters of two room vnums. Assuming the vnums are valid, your 'at' command will be executed in every room in the range you give. Example: rat 100 110 redit flags 0 This will clear the room flags in all rooms from 100 to 110 inclusive. ~ 1 RAVEN-TOR RAVEN TOR~ . Recommended Level Ranges : 25 - 50 North and east of Darkhaven lies the Mystic Seaport, where Captain Henry sails to and from the lands of Duke Argyll Morgan aboard the sailing vessel, the Sea Witch. Across the Sea of Tranquility, lies the quaint fishing village of Glen Domaire. Further up the coast, is what is known as the Wild Coast. Here you can find the Keep of Glen Morgan, ancestral home of the Clan Dubh Glas, the fabled Westwood, and the Stonewall. The Stonewall separates the Moors from Glen Morgan and slows the Scourge, which has ravaged the Dukes' lands for generations. It is rumored that these marauders come from the tower Dom Caligh atop the Raven Tor, the highest hill of the moorlands. ~ 0 RAZORBAIT~ Syntax: c razorbait (victim) This spell makes the victim more susceptible to stabbing attacks. ~ 51 'RB EFF'~ &B--------------------------------------------------------------------------- &CElite Fighting Force &B--------------------------------------------------------------------------- &C The concept behind the EFF has been the same for years. Avatars of the Order band together with one goal in mind. Death to any mob in their way. Teams are formed through notes posted on the Council Board and times are chosen. Banks of information are at the disposal of an EFF member and are quite helpful when in doubt. The team hits a wide variety of mobs within the realms. Zyla, Zeus Jade, Kahl, Father Time, Dracula, Mandor, Nelson, Various mobs within the Knights of the Round, Danbala, Legba, the Froghemoth are not uncommon runs within this organization. Larger planned runs such as Darkness, Lord Seth, Orcus and Sin/Olsen take place as well. Our order boasts the recent pop of a Darkfire weapon. The team members welcome new blood into the fold and quickly teach and adapt to an individual's run style. Much can be learned and gained through membership in this elite fighting force. &B--------------------------------------------------------------------------- &CSee also : HELP RB, HELP RB INDUCTION, and HELP RB MAPPING ~ 1 'RB INDUCTION~ &c/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ &c=/\------======= &WApplying to the Order of Ringbearers &c=======------/\= &c/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ &wThe Order of Ringbearers is restricted to Avatar (level 50) characters. All interested parties must be familiar with all Help Files pertaining to the Order of Ringbearers, as well as those pertaining to all Orders in general. Applicants to the Order of Ringbearers must have at least one sponsor within the Order and one reference from another player in the Realms. Once an application has been received, the applicant will be contacted by a CK (Council of Knowledge) member and a quest will be assigned to the applicant. Once the quest has been completed to the CK members satisfaction, the application will be passed on to the interview stage where the applicant will be asked about themselves and their interest in the Order of Ringbearers. If an applicant completes the interview and displays the attitudes and qualities necessary to becoming a Ringbearer, then they will then proceed to the voting process. The order as a whole will vote on their application. Any application that receives two or more no votes will be denied. A leader will then contact the applicant to tell them if they have passed or been denied. All decisions are final and not subject to debate. Anyone who has been denied membership may try applying again in three months time from the date of their denial. New inductees are then put into an trial period for one month. They will be expected to have (Acolyte) in their title for this time. At the end of one month the order will again vote on them. At this point it takes three no votes to cause them to lose their status as a Ringbearer. &c/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ &c/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ &W*Please note: Applicants may be contacted by members of the Order during the voting phase, and applicants will be monitored.* ~ 56 RB INDUCTIONS~ ~ 1 'RB' 'RINGBEARERS'~ &B--------------------------------------------------------------------------- &CThe Order of Ringbearers &B--------------------------------------------------------------------------- &CIn ancient times, savage creatures of all different classes, races, and sexes fought as individuals, with little regard for others. Soon, these creatures of the world began to see the wisdom of forming groups for survival. The first of these groups was the family. Husband, wife, and children all worked together to benefit the family. This method of organization still lacked sufficient power and opportunity. After a number of centuries, the first of the great guilds appeared, offering members a chance to unite based on their chosen class. These guilds proved sufficient in providing for the social needs of their members. However, guild members were often forced to look outside of their guild for needed resources... In trying to fill this void, several individuals began grouping together, and began what is now called the Order of Ringbearers. The primary goal of the Ringbearers' is to grasp the rings of truth, honor, and knowledge. This is done through exploring the Realms, teaching and learning from others, and staying respectful to all others. Equality in all forms is a central ideal of the Order of Ringbearers. No one class or race shall receive preference over another. All segments must unite in a circle, or a ring of brotherhood, to deliver success. In the Order of Ringbearers, all members shall have the right to voice their opinions and vote on Order policy. No member shall be sanctioned nor outcast for words they say while in the confines of the Order's headquarter, or over Ordertalk, as long as they remain respectful and honest to themselves and their fellow members. &B--------------------------------------------------------------------------- &CFor information on membership, see HELP RB INDUCTION ~ 0 RBEEP~ Syntax: rbeep <player>@<mudname> - "beep" a player over IMC Rbeep sends an audible beep to another player on another mud (the @mudname part indicates which mud, see 'imclist'). Note that this should only be done when you _really_ need to get their attention, abusing rbeep will usually lead to your IMC privileges being revoked. See also: IMC IMCLIST ~ 0 RCHANNELS RCHAN RINVIS~ Syntax: rchannels - display your current IMC channel state rchannels +<channel> - turn on an IMC channel rchannels -<channel> - turn off an IMC channel rchannels on its own will show you which IMC channels you have access to, and whether they are currently on or off. rchannels with an argument will turn on or off a given IMC channel that you have access to. rchannels can also be used to block rtells and rbeeps if necessary. One additional option is rinvis. rchannels +rinvis will make you totally invisible to IMC: you cannot be contacted by rtell, rreply, or rbeep, and you do not appear on rwho. However, you cannot use any IMC channels while rinvis is active (you can still hear them, though). rchannels -rinvis will reverse this state. Immortals may allow you access to IMC channels, or revoke your access to them, as necessary. See also: IMC RCHAT RBEEP RTELL ~ 51 RCHANSET~ Syntax: chanset <player> - see a players current IMC flags chanset <player> +<channel> - set 'allow' flag on a player chanset <player> -<channel> - set 'deny' flag on a player chanset <player> =<channel> - reset allow/deny flags on a player This command allows you to view or change a players IMC channel priviliges. In all cases <channel> can be the name of an IMC channel (rchat, rcode, etc) or 'rtell' or 'rbeep'. Setting the allow flag for a channel allows that player to see and use that channel, regardless of their level. This can be used, for example, to give mortals with coding experience access to rcode. Setting the deny flag for a channel prevents that player from using or seeing that channel, even if their level normally allows them to. This can be used as a penalty for players who abuse the IMC channels or rtell/rbeep. Resetting the allow/deny flags simply clears them, using only the player's level to determing whether they can use the channel. See also: IMC 'IMC IMMORTAL COMMANDS' RCHAT RCODE RIMM RINFO ~ 51 RCHAT~ Syntax: rchat <message> Rchat will send a message across the IMC network to all players. At this time &Conly immortals&G (on this mud) are able to send rchat messages. Currently there is no plan to change this policy. &CTo turn rchat &WOFF&C type &Wrchan -rchat&G ~ 0 RCHAT RIMM RCODE~ These channels are obselete, use ICE instead. ~ 57 RCODE~ Syntax: rcode <message> Sends a message to all who can see rcode. ~ 51 RCONNECT~ Syntax: rconnect <mudname> - start an IMC connection rconnect will initiate a connection to the given mud. Note that this has to be a _directly_ connected mud (ie. a mud in the first section of imclist). Feedback on the state of the connection will be logged to 'wiznet imc', and you may want to check imclist to see if it was successful. See also: IMC 'IMC IMMORTAL' RDISCONNECT ~ 51 RDISCONNECT~ Syntax: rdisconnect <mudname> - terminate an IMC connection rdisconnect reverses rconnect, severing all connections to the named mud. See also: IMC 'IMC IMMORTAL COMMANDS' RCONNECT ~ 1 'REALM OF WORSHIP'~ Recommended level range: 50 - 60 Very little is commonly known about the Realm of Worship, a series of dark, lonely tunnels within the mountains of Moria. It was once the residence of the Terror, the dreaded earthly manifestations of the Gods. However, it is now empty save for the remaining guardians of Terror. Two tales concerning this Realm's new purpose are being told lately. One claims that the Realm now serves as a temple where the most desperate of followers can come to convene with their God. The other dictates that the most powerful Terror guardian has made a lair out of the dark tunnels. Whether these tales are true or not, the Realm of Worship is wandered by only the most powerful adventurers, and occasionally by those who seek a quick death. ~ 1 REBOOT~ A reboot is a refresh of the system Realms of Despair runs on. It is usually performed daily at 6:00 a.m. EST system time. It is automatically scheduled and any decision to re-schedule is at the sole discretion of the High Immortals. A crash is an unplanned game reboot, caused by system errors. You can find out when the system was last rebooted and when is the next scheduled reboot with the time command. When a scheduled reboot is soon to take place you will see a number of warning messages beginning with: The seas across the realm have turned frigid. and You notice the life forms around you slowly dwindling away. Lightning crackles in the sky above! is the last message received just before reboot. A scheduled reboot automatically saves your character. A crash will not. Saving frequently is always good practice. See also: help time, help save and help repop ~ 58 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot <nosave> Syntax: shutdown <nosave> Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 51 may not log in. Players who lose their links, however, may reconnect. If nosave is specified for reboot or shutdown, it will not automatically save all of the players. ~ 1 RECALL~ With a scroll or potion of 'word of recall' you can instantly return from most areas to your attuned recall spot (Thoth's Rune in Darkhaven for any of those who are not deadly, clanned or a member of an Order or Guild). Scrolls of recall are available in Darkhaven's section of magic shoppes. See also: 'word of recall' ~ 0 'RECHARGE'~ Syntax: cast 'recharge' <wand/staff> This spell is used to recharge wands and staves after use. The mage or cleric performing the recharge should always ensure the item is not fully charged, as overcharging is considered dangerous. Also, there is always a small chance of destroying the staff, or in even rarer instances multiplying the charges available. ~ 0 REDFERNE 'REDFERNE RESIDENCE' 'REDFERNES RESIDENCE'~ Recommended level range: 35 - 47 After many aeons of seeming emptiness, the cloaking illusion of the fell Sorceress Naris has been lifted from the building known unto men as Redferne's Residence, or alternatively, The Stronghold of Naris. Redferne was a loyal knight paladin, true in both sword and honor. Betrothed in marriage to the lovely Naris of Thalos at a young age, they built a grand fortress and their lands prospered. Naris, alas, dabbled in sorcery, and as the years progressed, her soul was overtaken by the evils below. When the fiend liches came to claim her body and soul, a mighty battle ensued, in which Redferne himself is known to have lost his life. Less is known of Naris' fate. The illusion of emptiness was in some manner related to the strange location the fortress formerly held, floating in the firmament of Darkhaven. When the spell was broken, the fortress returned to its location of old, behind great dark gates in a quiet corner of what is now refered to as the 'Old Marsh.' ~ 53 REDIT~ Syntax: REDIT FIELD [parameter list] REDIT ON FIELD | PARAMETERS -- DESCRIPTION / NOTES --------------------------------------------------------------------- name | <room name> -- sets the room name / short description exit | <direction> [vnum] [exit-type] [key] [keywords] bexit | same as above, but does the exit in both directions desc | none -- you will be placed into the buffer editor exdesc | <direction> [text] -- sets/clears an exit's description ed | <keyword(s)> -- adds/edits an extra description to the room rmed | <keyword(s)> -- removes an extra description from the room sector | <value> -- sets the sector type flags | <flag> [flag] -- toggles room flags exflags| <direction> [flags] -- displays/toggles exit flags exname | <direction> [keywords] -- sets an exit's keywords exkey | <direction> <key vnum> -- sets an exit's key vnum/value Note: Put a '+' before the direction to force ADDing of that exit and use a '#' to specify the exit by sequential order. REDIT ON will lock you into a mode in which 'redit' is implied in each command sequence, and hitting enter will give you an instant rstat of whichever room you are in at the time. To get out of REDIT ON, simply type the word DONE. Example: redit on name A dark and forboding hallway flags dark indoors done See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS. ~ 52 REDRAW~ Syntax: redraw This will redraw the whole screen, and update the menu that is being worked on if any. See REFRESH. ~ 52 REFRESH~ Syntax: refresh This will refresh the information in the menu that is being worked on without redrawing the screen. See REDRAW. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 58 REGOTO~ &YSyntax&W: regoto This command will place an immortal at the last location they were at before their last GOTO. &GSee Also&W: GOTO ~ 1 'REIMB' 'REIMBURSEMENT'~ Deadly characters are never eligible for Reimbursements. Experience can _not_ be reimbursed under any circumstances whatsoever. The following are causes we will NOT reimburse for: -- Loss of corpse due to corpse decay. See "help corpse" for details. -- Loss of corpse due to lag. -- Loss of corpse due to problems with your system or the net. -- Individual items lost due to not saving your character regularly. -- Individual items lost due to carrying items above your level. -- Individual items lost because they were zapped or dropped on the ground. -- Containers lost because they were left on ground or destroyed by a mob. -- Weapon loss due to disarm before crash, reboot, or from a mob taking it. -- Items lost due to hitting a death trap -- Items lost due to scrapping by mobs or other players -- Items lost due transferring equipment from one character to another. -- Items lost due to not saving after looting your corpse and a crash occurs. Corpses are now saved across crashes and reboots, eliminating the need for most reimbursements due to corpse loss. The ONLY cause for reimbursement is when a corpse reappears in the game empty after a crash or reboot. If you are able to reequip or are not totally destitute (IE..nekkid), you will not be considered for a reimbursement. To apply for a reimbursement post a note on the Oracle Board setting out the circumstances of the loss and the five items you had prior to loss that you would like reimbursed. We will not reimburse certain items, such as gold, potions, glory, clan items, or more than one weapon. We will only consider reimbursement requests made within one hour of a reboot or crash. Only a Demi God or higher may do a reimbursement, but any level Immortal may deny one. We will attempt to deal with the request as expeditiously as possible. ~ 1 REKEY~ Rekey changes the keyword of an item. It differs from rename in that it is not the name that is seen, but the name the object is identified as and can be looked at or picked up as. For example, if a sword of legend was rekeyed to blade , get sword would no longer work with this item. (get blade would pick up the item) When an item is rekeyed, one of the words from the short description &GMUST&W be used in the rekey. Rekey is included in the rename fee. See help glory for more information. ~ 1 REMAINS~ &GSyntax: remains&w A worshipper may request knowledge on the disposition of their remains from his or her deity (meaning the location and remaining time before complete decay). However, the imposition comes at the cost of a small amount of favor -- approximately twice that of the character's level. If no remains exist, there is no penalty to favor. &GSee also: &YFAVOR, SUPPLICATE, DEVOTE, DEITIES ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character, or one of the objects a character is carrying or using. ~ 55 REMOVE IMOTDS~ ~ 0 'REMOVE TRAP'~ Syntax: cast 'remove trap' <object> This spell will magically disarm a trap on an object. ~ 1 RENAME~ &r*&w--------------------------------------------------------------------&r* &gA rename and/or rekey may be done by any level 54 or higher immortal. Renames can be purchased with 20 glory or a rename scroll. Wedding renames are done with a marriage license by Blorin in Darkhaven (See Help Wedding). Renames are to be medieval in style for mortals and must not contain the name of an immortal without their expressed consent. Items will not be renamed to machine gun, silly putty, etc. Before contacting an immortal to redeem glory or scrolls for a rename, please have in mind what you would like done. You will need to consider the following: &cShort description - &gwhat is seen when the item is worn by a person. &cLong description - &gwhat is seen when the item is lying on the ground. &cRekey - &grenaming of an item's keywords (See &w HELP REKEY&g) &r*&w--------------------------------------------------------------------&r* &YSEE HELP: &w'GLORY RATES', GLORY, 'GLORY TRADE', IDTAG, OWNERSHIP ~ 1 RENT~ Syntax: RENT ... characters never have to rent! There is no RENT here. Just SAVE and QUIT whenever you want to leave the game. ~ 1 'REOMYR VILLAGE' PIXIETOWN~ Tamorl recalls: During the early times in the Realms, the pixie race led a peaceful existence in Kontaur. They spent their days with pandas, otters, and members of the other sylvan races. It wasn't long before the Balrogs and Carnifex laid siege to the peaceful Realm of Kontaur. The pixies and other sylvan races fled the onslaught to settle in the Pixie Forest. Handing control to a quasit, they lived in peace for a time. Soon, however, the destruction of this peaceful abode could be seen in the near future. Sensing this, a brave young pixie named Reomyr gathered together other wise and foresighted pixies. Together they constructed the Village of Reomyr. The Village is said to be hidden somewhere within the Pixie Forest. Rumour has it that Reomyr still resides in the Citadel in the city's center, keeping watch over the race he helped save. It is said that he advises the new leaders of their history and of the future, in hopes that the wisdom he grants will aid the leaders in carrying on the race he has served for so many years. ~ 1 REPAIR~ Syntax: repair <object> repair all Repair allows you to repair equipment and swords at metal blacksmiths, and recharge staves and wands at magical 'blacksmiths.' Repair all attempts to repair every item in your inventory. There is a 10% surcharge for using "repair all". This surcharge is for the convenience of having all the equipment in your inventory repaired at once. ~ 54 REPAIRSET~ Syntax: repairset <mobile vnum> <field> <value> This command allows you to set the following fields for repair shops: ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | fix# | Types of items the keeper will fix | | | - armor, weapon, wand, staff | | profit | Profit on fixing items | | type | Repair shop type | | | type 1 = standard | | | type 2 = recharge | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of repair shop keeper | ----------------------------------------------- See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS ~ 54 REPAIRSHOPS~ Syntax: repairshops Displays statistics on all the repair shops. See MAKEREPAIR, REPAIRSET and REPAIRSTAT. ~ 54 REPAIRSTAT~ Syntax: repairstat <mobile vnum> Shows statistics on a mobile's repair shop. See MAKEREPAIR, REPAIRSET and REPAIRSHOPS. ~ 51 REPEAT~ Syntax: repeat <letter> This command will repeat tell messages which you have already received. If no parameters are given it will simply produce the last tell you received. If a single letter is given, then the last tell sent to you by a character with a name starting with that letter will be displayed. This is an imm only command. ~ 1 REPOP~ Area resetting happens roughly every 3 minutes if there are no characters in in the area; less often (15 minutes) if any characters are present. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. Area resets are indicated by messages such as 'you hear some squeaking noises' just prior to reset. ~ 54 'REPOP LEVELS'~ Item pops for shop keepers and area pops work like this: First things you need to know : A. Area Soft Hi/Low B. Level of Mob The terms used below mean: MIN - Area soft low MAX - Area soft high, or the MIN + 15, whichever is lower. Items pop as follows: Pills/Potions: Random number between MIN and MAX Scrolls: Item's Value0 (Level of Spell) Wands/Armor/Weapons: Random number between MIN+4 and MAX+1 Staves: Random number between MIN+9 and MAX+5 All others: Currently 0 ~ 1 'REPORT' 'TIME' 'WEATHER'~ Syntax: report; Syntax: time; Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. 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. You must be in an outside room to see the weather. ~ 59 RESERVE~ . The "Reserve" command enables us to specify certain names that are reserved and cannot be used by players. We can specify names that we want to reserve because they belong to former imms (like Narn and Dominus). We can specify names that are often tried and are a bit of a pain (like Killer or Satan or Seth). We can specify parts of names by preceding the string with an "*"> e.g. reserve *goof This will prevent any name with the substring "goof" ... like ... "goofface", "biggoof" or "biggoofface". All deity names should be reserved. reserve list current reserved names reserve joe add joe to the list if he's not on it reserve joe remove joe to the list if he is on it reserve *goof add the substring "goof" to the list ~ 53 RESET~ Syntax: reset list [start] [end] Syntax: reset delete [number] Syntax: reset add <command> <parameters> Syntax: reset insert <number> <command> <parameters> Syntax: reset edit <number> <command> <parameters> Syntax: reset area (will "reset" your area based on the defined resets) WARNING: The order that resets are in is VERY important. You cannot equip a mobile with an object before putting the mobile into a room first. Likewise, you cannot put an object into a container until the container is put into a room first. This command is used to display, edit, delete, add and insert resets for your area. See INSTAZONE and RESETCMDS. ~ 53 RESETCMDS RESETCOMMANDS~ Syntax: reset edit <number> <commands> Syntax: reset insert <number> <commands> Syntax: reset add <commands> Commands: MOB <mobile vnum> <room vnum> [limit] loads a mobile into a room OBJ <object vnum> <room vnum> [limit] loads an object into a room GIVE <object vnum> [limit] gives object to last loaded mobile EQUIP <object vnum> <position> [limit] equips object on last loaded mobile PUT <object vnum> <object vnum> puts and object into another object DOOR <room vnum> <door dir> <state> resets a door to a certain state RAND <room vnum> <last door dir> randomizes a range of exits HIDE <object vnum> hides an object TRAP <vnum> <type> <charges> <flags> sets a trap - must have at least a flag of room or obj For EQUIP position, see WEARLOCS. For DOOR door dir, see DOORDIRS. For TRAP setting see 'TRAPS BY EDMOND' ~ 1 RESILIENCE~ Syntax: c resilience <target> Resilience renders the victim resistant to draining attacks. ~ 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 at a much faster rate. 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. SEE ALSO: help 'sleep spell' ~ 1 RESTORATION~ Syntax: c restoration This spell casts heal upon every member in a cleric's group, and requires the combined power of two casters, chanting in unison. ~ 54 RESTORE~ Syntax: restore <character> restore all RESTORE restores full hit points, mana points, and movement points to the target character. RESTORE ALL does this for all mortals except player killers and any who happen to be in the arena. A note on RESTORE ALL: This is a gift from the gods, and it is never planned in advance or done on request. The best way to ensure that a restore all will NOT be done is to ask for one. ~ 2 RESTORES~ &wWhen an immortal restores you, your full hit points, mana points, and movement points are restored. Restore does this for all mortals except player killers and any who happen to be in the arena. This is a gift from the gods, and it is never planned in advance or done on request. The best way to ensure that a restore all will NOT be done is to ask for one. ~ 53 RESTORETIME~ Restoretime shows you how much time has passed since you last did a restore all. All Immortals between the levels of 53 and 58 can do one restore all per 6 hours of Real Time. No one is quite certain of what level can do a restore all at any time, but we'll find out one day. ~ 57 RESTRICT~ restrict<command> -Displays the current level of the command. restrict <command> -Displays the current level of the command Please remember to set the command back to its original level when you are done with it. Some commands may not be restricted. ~ 1 RETELL~ Syntax: retell <message> This command will send a message to the last character you sent a tell to. It will override the reply command by sending your tell to your last victim. Any other tells received before retelling will not be targetted. &GExample: &YTELL joe hello &WYou tell Joe 'hello' &WJill tells you 'hi' &YRETELL hello again &WYou tell Joe 'hello again' &GAs you can see, Jill's tell was ignored and the RETELL went directly to Joe. &W See Also: REPLY, TELL ~ 59 RETIRE~ Syntax: retire <victim> This command will set or remove the 'retired' flag on the immortal you use it on. See also: RETIRED ~ 1 RETIRED~ Retired immortals are imms who are no longer very active on the Realms. They keep their level but are limited in their commands and authority (equivalent to a level 51 immortal). Retired imms are not involved in the day to day running of the realms. Retirement is only given to immortals who have reached level 53 or higher and whose immship is in good standing. See also: GUESTS ~ 1 RETIREDLIST~ Retiredlist shows a list of the Retired Immortals of the Realms of Despair. ~ 52 RETRAN~ Syntax: retran <player> This command will return that player or mob to the room from which you last transferred it from. ~ 1 REUNION~ . &x. &booooooooo. oooooooooo. &B`888 `Y88. `888' `Y8b &C888 .d88' .ooooo. 888 888 &W888ooo88P' d88' `88b 888 888 &C888`88b. 888 888 888 888 &B888 `88b. 888 888 888 d88' &bo888o o888o `Y8bod8P' o888bood8P' &b-&B=&C>&WEIGHTH ANNIVERSARY REUNION&C<&B=&b- &wOn &CAugust 1st through 5th of 2002&w, the Realms of Despair Eighth Anniversary Reunion will be taking place in Milton, Ontario at the Ontario Renaissance Festival. The meeting place for the event is at the gates of the RennFest on the &CSaturday, August 3rd at 11am&w. The idea is to have as many people as possible gather so we can qualify for the group discount rate of &C$Can 13.50&w per person. The individual ticket price without the group rate is &C$Can 16.95&w. For more information on the events taking place during the reunion, visit: &Bhttp://www.game.org/reunion/ &W*Please note: &CNo pets, no weapons (real or mock). Period dress is welcome, though not required. Come prepared for weather. &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion Hotels, Help Reunion Hotels2, Help Reunion Committee, Help Reunion Directions, Help Reunion Events, Help Reunion Travel, Help Reunion Camping. ~ 1 'REUNION CAMPING'~ &b-&B=&C>&WWest Toronto Camping&C<&B=&b- &G*&O|&G* &b-&B=&C>&WNor-Halton Park&C<&B=&b- &G*\&O|&G/* &G*\**&O|&G**/* &G*\***\&O|&G/***/* &b-&B=&C>&WFeatures&C<&B=&b- &G**\**&O|&G**/** &C* &wA store on the property &G*\***\&O|&G/***/* &wprovides groceries &G*\***\**&O|&G**/***/* &C* &w150 sites - 16 30amp. &G*\***\&O|&G/***/* &Y( &wpullthroughs &G**\**&O|&G**/** &O) &C* &wNo motorcycles please &G***\&O|&G/*** &r(&R.&Y, &C* &wMotor homes Welcome &O_|_ &OOoooO &C* &wSeasonal and group rates &wavailable on request &b-&B=&C>&WFrom Hwy# 401: &wGo north on Hwy# 25 &C(Exit 320B) &w14.5 Km to RegionalRoad 12 (formerly 25 Sideroad), west 2 Km to Nor-Halton Park &b-&B=&C>&WFrom Hwy# 7: &wGo south on Hwy# 25 at the junction of Hwy# 7 and 25 at Acton 1 1/2 Km, turn right on Regional Road 12 &C(formerly 25 Sideroad)&w, and go west 2 Km to Nor-Halton Park. &b-&B=&C>&WFor Reservations Call&C<&B=&b- &b-&B=&C>&WPH#: (519) 853-2959 &b-&B=&C>&WFax: (519) 853-2718 &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels, Help Reunion Hotels2, Help Reunion Committee, Help Reunion Directions, Help Reunion Events, Help Reunion Travel. ~ 1 'REUNION COMMITTEE'~ . &BThe 8th annual RoD Reunion approaches. Several players have dedicated their time and effort to answering questions you have about the reunion. So feel free to send them a tell if you need some questions answered or info about the reunion. &b-&B=&C>&WCurrent Committee Members&C<&B=&b- &b-&B=&C>&WImmortal Head : &wTical &b-&B=&C>&WMortal Head : &wDarshanin &b-&B=&C>&WImmortal Members: &wPheayre &b-&B=&C>&WMortal Members : &w &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels, Help Reunion Hotels2, Help Reunion Directions, Help Reunion Camping, Help Reunion Events, Help Reunion Travel. ~ 1 'REUNION DIRECTIONS'~ &b-&B=&C>&WFrom the US via Detroit/Windsor &C(3 hrs from the border)&C<&B=&b- &wAfter crossing the border, go east on Highway #401, Exit at Trafalgar Road &C(Exit #328) &win Milton, Go south on Trafalgar for 1.5 mi, Turn left at the stop light onto Derry Road. Go 1/2 mile and turn right onto Eighth Line. Proceed south 1 mi, and the Festival is on your right. &b-&B=&C>&WFrom US via Buffalo/Niagara &C(2-3 hours from the border)&C<&B=&b- &wAfter crossing the border, take the QEW towards Toronto, Exit at Trafalgar Road &C(exit #118)&w, go north on Trafalgar Road for 7 mi. At the traffic light turn right onto Britannia Road, Go for 1/2 mi and turn left onto Eighth Line. Go north 1/2 mi, and the Festival site is on your left. From Highway #401 Exit at Trafalgar Road &C(Exit #328)&w, go south on Trafalgar for 2 km, turn left at the stop light onto Derry Road, proceed 1 km and turn right onto Eighth Line, go south 1.5 km, and the Festival is on your right. &b-&B=&C>&WFrom the Queen Elizabeth Way &C(QEW)&C<&B=&b- &wExit at Trafalgar Road &C(exit #118)&w, go north on Trafalgar Road for 11.3 km. At the traffic light turn right onto Britannia Road, go 1 km and turn left onto Eighth Line, go north 1 km, and the Festival site is on your left. &b-&B=&C>&WFrom Highway #407&C<&B=&b- &wExit at Derry Road, go west on Derry Road for approximately 0.8 km, turn left &C(south) &wonto 8th Line, go south 1.5 km, and the Festival is on your right. &BThe directions to the Ren Fest were taken from the Ren Fest Website, which is at: &Chttp://www.rennfest.com/orf/general/directs.htm &b-&B=&C>&WFox and Fiddle&C<&B=&b- &w3055 Dundas W &BThe Fox Fiddle is located on the North-West corner or &wMississauga, ON &Bthe intersection of Dundas and Winston Churchill Blvd. &w(905) 607-4810 &b-&B=&C>&WBy QEW: &wAt the Mississauga/Oakville border, exit at the Winston Churchill Blvd. Exit. north &b-&B=&C>&WBy 403: &wGet off at either Dundas St W and go eastwards until Churchill, or at Churchill and go north until Dundas St W &b-&B=&C>&WBy 401: &wComing from the east - change to 403 when you get to it, follow dirs as for By 403 Coming from the west - changing to 403 is easiest, but you can also get off at 4th lane and go south until Dundas St. West, then turn left and go east until Winston Churchill. &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels, Help Reunion Hotels2, Help Reunion Committee, Help Reunion Camping, Help Reunion Events, Help Reunion Travel. ~ 1 'REUNION EVENTS'~ &b-&B=&C>&WReunion Events&C<&B=&b- &b-&B=&C>&WThursday, August 1st&C<&B=&b- &C08:00 pm: &wPre-Party at The Fox and Fiddle &b-&B=&C>&WFriday, August 2nd&C<&B=&b- &C08:00 pm: &wOrientation Party at The Fox and Fiddle &b-&B=&C>&WSaturday, August 3rd&C<&B=&b- &C11:00 am: &wEnter RennFest &C02:00 pm: &wMeet for lunch in main food area &C07:00 pm: &wRennfest closes &C08:00 pm: &wMerriment at The Fox and Fiddle &b-&B=&C>&WSunday, August 4th&C<&B=&b- &C11:00 am: &wBBQ at Kelso Park &C06:00 pm: &wBBQ Finished &C08:00 pm: &wMerriment at The Fox and Fiddle &b-&B=&C>&WMonday, August 5th&C<&B=&b- &C01:00 pm: &wLate Lunch &C04:00 pm: &wMovie &C08:00 pm: &wMerriment at The Fox and Fiddle &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels, Help Reunion Hotels2, Help Reunion Travel, Help Reunion Directions, Help Reunion Committee, Help Reunion Camping. ~ 1 'REUNION HOTELS'~ &b-&B=&C>&WHotels and Motels Page One&C<&B=&b- &b-&B=&C>&WPlace #1&C<&B=&b- &wHoliday Inn - Mississauga 2125 North Sheridan Way at - Erin Mills Pkwy. phn - (905) 855-2000 HOURS - Daily 24 hours PRICES - Rooms range from $99.00 to $105.00 PAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks, Discover, Diners Club &b-&B=&C>&WPlace #2&C<&B=&b- &wHeat Wave Night Club-Holiday Inn - Oakville 590 Argus Rd. at - Trafalgar Rd. phn - (905) 849-9535 HOURS - Daily 24 hours PRICES - Rooms range from $99.00 to $105.00 PAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks, Discover, Diners Club &b-&B=&C>&WPlace #3&C<&B=&b- &wFifth Wheel Truck Stop - Milton 40 Chisholm Drive. at - Highway 25 401 &C(exit 320 on 401) &wphn - (905) 878-8441 HOURS - Daily 24 hours PRICES - Rooms range from $55.00 to $76.00 PAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels2, Help Reunion Travel, Help Reunion Directions, Help Reunion Committee, Help Reunion Camping, Help Reunion Events.&w ~ 1 'REUNION HOTELS2'~ &b-&B=&C>&WHotels and Motels Page Two&C<&B=&b- &b-&B=&C>&WPlace #4&C<&B=&b- &wHalton Motel - Mississauga 3033 Dundas St. W at - Winstonchurchill Blvd. phn - (905) 828-6900 HOURS - Daily 24 hours PRICES - Rooms range from $53.50 to $63.50 PAYMENT TYPES - Visa, Cash &b-&B=&C>&WPlace #5&C<&B=&b- &wMonte Carlo Inn Oakville 374 South Service E at - Tafalgar Rd. phn - (905) 849-9500 HOURS - Daily 24 hours PRICES - Rooms range from $89.90 to $99.90 &C($10 extra person) &wPAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks, Discover, Diners Club &b-&B=&C>&WPlace #6&C<&B=&b- &wDays Inn Toronto - Mississauga 4635 Tomken Rd. at - Tomken Rd. Eglington Ave. phn - (905) 238-5480 HOURS - Daily 24 hours PRICES - Rooms range from $99.50 &C($10 extra person) &wPAYMENT TYPES Visa, Mastercard, American Express, Cash, Travelers Checks, Discover, Diners Club &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels2, Help Reunion Travel, Help Reunion Directions, Help Reunion Committee, Help Reunion Camping, Help Reunion Events. ~ 1 'REUNION TRAVEL'~ &b-&B=&C>&WTransportation to Canada&C<&B=&b- &b-&B=&C>&WBy Air: &BFollow this link for a complete list of all airlines that fly into Lester B. Pearson Intl &b-&B=&C>&WAirport: &Chttp://www.lbpia.toronto.on.ca/airlinesdestinations/airlines.asp &b-&B=&C>&WDiscount Airline Tickets&C<&B=&b- &b-&B=&C>&WPriceline.com: &Chttp://www.priceline.com/ &BYou can place a bid for tickets, and if an airline likes your bid, they will purchace the tickets and hold them for you. &b-&B=&C>&WTravelNow: &Chttp://www.travel.com/ &BYou can enter flight requests and TravelNow will search out airlines for cheapest fair. &b-&B=&C>&WUniglobe: &Chttp://www.uniglobe.com &BYou can enter flight requests and TravelNow will search out airlines for cheapest fair. Searches almost 500 airlines. &b-&B=&C>&WBy Train: &Chttp://www.amtrak.com &b-&B=&C>&WBy Bus: &Chttp://www.greyhound.ca http://www.greyhound.com &BFeel free to read the Reunion Note Board located 3 west, south of DH[] &WSee also: &CHelp Reunion, Help Reunion Hotels, Help Reunion Hotels2, Help Reunion Directions, Help Reunion Committee, Help Reunion Camping, Help Reunion Events. ~ 1 REVEAL~ Syntax: c reveal This spell will heighten the casters senses to incredible proportions, allowing them to see what moves about them, which normally can not be seen to the naked eye. ~ 1 'REVELATION CITY'~ Recommended level range: 35 - 50 The City of Revelations lies on the shores of the Sea of Sorrows, shrouded by a veil of mist. It is said to be a city of Lost Gods, similar to Olympus and Hades. Some sages believe it is simply inhabitated by powerful entities and thought elementals. Most adventurers will notice how they go unnoticed when exploring the town, leading to the belief that only some of these entities are aware of what is happening on this plane. Below the city is a flaming Lake of Fire. In the heart of this sea of flame is a fiery isle, where one can enter the Underworld. ~ 51 REVERT~ Syntax : Revert Revert is the command used to return to your body from a state of being morphed. ~ 51 RFINGER~ Syntax: rfinger <player@mudname> - get information about a player 'rfinger' asks the specified mud for information about the specified player. The information you will get back (and even its existence) depends on the remote mud, but will typically give at least their last login time. See also: IMC RWHO RWHOIS ~ 51 RGRUB~ . Syntax: RGRUB st n lo hi - list all room vnums between "lo" and "hi" that match sectortype "n" e.g. RGRUB st 1 900 969 - list all sectortype 1 rooms in Olympus RGRUB st 3 - list all sectortype 3 rooms in the whole mud Please use this command with caution. If you're not careful ... you can get 1,000 lines of output. ~ 1 RID TOXIN 'RID TOXIN'~ Syntax: c 'rid toxins' An ancient spell used to purify the body and soul of the caster from deadly poisons and evil curses. ~ 1 RIGHTS~ You have the right to remain silent or to hit the off button at any time. ~ 0 RIGNORE~ Syntax: rignore - list current rignores rignore ignore <pattern> - ignore player(s) or mud(s) rignore notrust <pattern> - don't trust player(s) or mud(s) rignore delete <pattern> - remove a rignore rignore ignores or restricts the access, at a mud-wide level, everything coming in over IMC for a specified player or group of players. Currently two possible actions are possible: ignore and notrust. Ignore means: - rtells/rbeeps/rwhos will be ignored, and a rtell sent back to say that the mud is ignoring them. - no messages from them on rchat, rcode, etc will appear on your mud. Notrust means: - any rwho/rfinger/etc requests from a mud/player matching the pattern will be treated as if they were from a level 1 mortal - ie. wizi imms will never be revealed on rwho, and rtells won't see them, etc. - any incoming channel messages from something matching the pattern are stripped of wizi status - they will be visible to everyone in general. Patterns can be one of: player@mud - matches a specific player at a specific mud *suffix - matches anything ending with that suffix (commonly used as *@mud) prefix* - matches anything beginning with that prefix (for example, player@*) *substring* - matches anything containing that substring Use with care. See also: IMC 'IMC IMMORTAL COMMANDS' ~ 54 RIMM~ Syntax: rimm <message> Sends a message to all imms on IMC. ~ 0 RIP~ Syntax: rip <on/off> The rip command will either enable or disable rip graphics. Rip graphics will only work provided you are using a rip compatible terminal program. ~ 54 RIS RESISTANT IMMUNE SUSCEPTIBLE~ Players and mobiles may have resistance, suceptibility or immunity to certain types of attack: FIRE COLD ELECTRICITY ENERGY BLUNT PIERCE SLASH ACID POISON DRAIN SLEEP CHARM HOLD NONMAGIC PLUS1 PLUS2 PLUS3 PLUS4 PLUS5 PLUS6 MAGIC PARALYSIS ~ 53 RLIST~ Syntax: rlist : rlist <first room> : rlist <first room> <last room> This command will list all of the prototype rooms in your area, when used with no arguments. When used with a single argument it will list all rooms including and after the argument, and when used with two arguments, it will list all rooms including and between the two. ~ 53 RMENU~ Syntax: rmenu [menu letter] (defaults to 'a' if none given) Rmenu will bring you into a menu system of editing rooms. To use rmenu, you must be in the room that you are editing. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 1 'RNF INDUCTIONS'~ &x.&w &O__| |__| |__| |__| |__| |__| &O__|__|__|__|__| |__|__|__|__|__| &O_|___|___|___|| |_|___|___|___|| &O___|___|___|__| &GAny may apply for entrance to the &O|___|___|___|__| &O\_|__|__|___|/ &GKeep if they are of the twenty-fifth &O\_|__|__|__|_/ &O \__|____|__/ &Glevel or above and are experienced in &O\__|__|__|_/ &O |||_|_|_|| &Gthe art of roleplaying. To attract the &O|_|_|_|_|| &O ||_|_|||_| &Gattention of a Scout, send them a missive &O||_|_|_|_| &O |_|_|_|_|| &Gabout your character, which includes the &O|_|_|_|_|| &O ||_|||_||| &Gtime a Scout can find you in the realms. &O||_|_|_|_| &O |_|_|_|_|| >here must be two notes of reference &O|_|_|_|_|| &O ||_|_|_|_| &Gattached from respected people within &O||_|_|_|_| &O |_|||_|_|| &GNations to vouch for your abilities. The &O|_|_|_|_|| &O ||_|_|_|_| &Gpathway to the Keep is littered with tasks,&O||_|_|_|_| &O |_|_|_|_|| &Gcontact a Scout, Leader or the Deity if &O|_|_|_|_|| &O ||_|_|_|_| &Gyou have any questions. &O||_|_|_|_| &O |_|_|_|_|| |_|_|_|_|| &O |_|_|_|_|| &GFare thee well! &O|_|_|_|_|| &O ||_|_|_|_| ||_|_|_|_| &O |_|_|_|_||_ __ __ __ __ __ __ __ |_|_|_|_|| &O /___|___|__\|__| |__| |__| |__| |__| |__| |__| |__/_|___|__|_\ &O|_|_|_|_|_|_||__|__|__|__|__|__|__|__|__|__|__|__|__|__|_|_|__|__|__|_| &O||_|_|_|_|_|_||__|__|__|__|__|__|__|__|__|__|__|__|__|__||___|__|__|__|&w ~ 54 ROD_HIST_TEST~ The Age of Creation: In the beginning there was a formless void. Chaos reigned supreme and all efforts to bring order were of no value. Then the mind of Thoric crossed the Great barrier and began to draw the strands of life, magick, power and consciousness to the formlessness of the void. Hard he laboured and mightily he strove to attempt to bring order from the chaos. To assist him he imbued others with some of his power and titled them Immortals. After a time the Realms were constructed and imbued with life and power. Mortals walked the surface of the land, swam in it's waters or flew through it's skies. They battled the creatures there for supremacy and to exert their will over all other things. Thoric was pleased but realized that there would be a continual struggle to maintain the Order against the natural trepidations of Chaos. He relegated much of his power to the Immortals; to care for and maintain his creation while he battled Chaos in other arenas. The Immortals took on his task and continued to fight Chaos in their own varied ways. The Age of Deities: And it came to pass that the Immortals, in their continual struggle to maintain the trust that Thoric had passed down to them, required assistance in answering the prayers of the mortals of the Realms. The power of prayer fostered the growth of the Deities: beings of similar powers to the Immortals but dedicated to answering the pleas of mortals. ~ 1 'ROL NA FEINNE' RNF~ &O__ __ __ &WOrder of Rol Na Feinne &O__ __ _ __| |__| |__| |__| |__| |__| __|__|__|__|__| |__|__|__|__|__| _|___|___|___|| |_|___|___|___|| ___|___|___|__| &GSet in the moors of the lands of the &O|___|___|___|__| \_|__|__|___|/ &GCelts, the descendants of those who &O\_|__|__|__|_/ \__|____|__/ &Gunited in the face of adversity to rid &O\__|__|__|_/ |||_|_|_|| &Gthe land of evil still join together in &O|_|_|_|_|| ||_|_|||_| &Gquests for that which bring honour and &O||_|_|_|_| |_|_|_|_|| &Gglory to themselves and their own. &O|_|_|_|_|| ||_|||_||| &GWhether by magic or by might, they &O||_|_|_|_| |_|_|_|_|| &Gadventure throughout the realms plying &O|_|_|_|_|| ||_|_|_|_| &Gtheir trades and their talents to keep &O||_|_|_|_| |_|||_|_|| &Gthe balance of good and evil. &O|_|_|_|_|| ||_|_|_|_| ||_|_|_|_| |_|_|_|_|| |_|_|_|_|| ||_|_|_||| ||_|_|_|_| |_|_|_|_||_ __ __ __ __ __ __ __ __ |_|_|_|_|| /___|___|__\| |__| |__| |__| |__| |__| |__| |__| |__/_|___|__|_\ |_|_|_|_|_|_||__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|_|_|__|__|__|_| ||_|_|_|_|_|_||__|__|__|__|__|__|__|__|__|__|__|__|__|__|__||___|__|__|__| &G(Continued on: &WHelp 'RNF INDUCTIONS'&G)&w ~ 1 ROLEPLAY ROLE-PLAY ROLE-PLAYING~ Role-playing - the art of creating and acting out a character complete with distinct mannerisms, speechpatterns and personality when interacting with other players on the game. While in character (IC), a player would act and react as his defined character would. While out of character (OOC), a player would act as he or she would in "real life". A good role-player takes into consideration all aspects of the era in which his character lives. ie: living habits, mannerisms of the times and the history of the times. A good role-player not only acts in character but reacts in character to the ongoing's around him. A good role-player never takes anything personal when playing out their character or hides behind their character to act out real life grievances. ~ 53 ROOMFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- DARK | 1 | Room is always dark DEATH | 2 | Room causes instant death NOMOB | 4 | Mobs cannot wander into this room INDOORS | 8 | Room is indoors - MUST also use sectortype 0 LAWFUL | 16 | Room is oriented to those of lawful alignment NEUTRAL | 32 | Room is oriented to those of neutral alignment CHAOTIC | 64 | Room is oriented to those of chaotic alignment NOMAGIC | 128 | Magic cannot be used in this room TUNNEL | 256 | Room is a tunnel - x number of players allowed (use 'redit tunnel #' to set the number) PRIVATE | 512 | Room is private (restricted to 2 people) SAFE | 1024 | Room is safe... no violence allowed SOLITARY | 2048 | Room is solitary (restricted to 1 person) PETSHOP | 4096 | Petshop (next vnum must be the storeroom) NORECALL | 8192 | Players cannot recall out of this room DONATION | 16384 | Donation room... cannot get all NODROPALL | 32768 | Cannot drop all in this room SILENCE | 65536 | Not a sound can be made or heard in this room LOGSPEECH | 131072 | All speech in this room is logged NODROP | 262144 | Nothing can be dropped in this room CLANSTOREROOM | 524288 | Clan storage room NOSUMMON | 1048576 | Player cannot be summoned out of this room NOASTRAL | 2097152 | People cannot astral to this room TELEPORT | 4194304 | People in this room will be teleported out TELESHOWDESC | 8388608 | Players will see the room desc of the dest room NOFLOOR | 16777216 | Room has no floor: exit down + no fly = fall PROTOTYPE | 1073741824 | Room is a prototype, (under construction) NOMISSILE ~ 54 ROOMTRIGGERS RPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Speech {p} <keyword / phrase> [says or tells from within the room] Rand <percentage> [randomly triggered based on percentile] Sleep <percentage> [when a player sleep within the room] Rest <percentage> [when a player rests within the room] Entry <percentage> [when a mob/player enters the room] Fight <percentage> [when a player is fighting in the room] Death <percentage> [when a player dies in the room] Leave <percentage> [when a player leaves the room] Time <hour> [script prog, runs once on hour specified] Hour <hour> [loops as Script for an hour from start hour] *NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For rooms, see also: RPSTAT, RPEDIT, TRIGGER, RPCOMMANDS, IFCHECKS, VARIABLES. ~ 1 ROOTS ROOT~ Root names have been changed to the following: a dirty root - gotu kola a small white root - kava root ~ 2 ROSTER~ Syntax: roster Players holding leadership positions in clans, guilds and Orders may use this command to view their membership rolls. The 'entered' date reflects the date the character was placed on the roster. (note that the character must log in once to be entered on the roster) This system is in a trial period. Also note that immortal members of the organization may see the roster as well. ~ 1 ROUNDHOUSE~ Syntax: roundhouse The player delivers a sweeping punch to the primary opponent and if the skill is performed successfully, causes damage to the victim. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 56 RPCOPY~ Syntax: rpcopy <source rvnum> <program> [number] <destination rvnum> rpcopy <source rvnum> all <destination rvnum> rpcopy <source rvnum> all <destination rvnum> <program> Program being one of: act speech rand fight hitprcnt greet allgreet entry give bribe death time hour script ~ 55 RPEDIT~ Syntax: rpedit <command> [number] [program] [arguments] Syntax: rpedit add <program> <arguments> Syntax: rpedit insert <number> <program> <arguments> Syntax: rpedit edit <number> [program] [arguments] Syntax: rpedit delete <number> Syntax: rpedit list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments ssociated with that trigger. To edit a toomprogram you must be in the room. See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 55 RPFIND~ &r---------------------------------------------------------------------------- &GSyntax: &Yrpfind n lo_vnum hi_vnum text &zSearch room vnums between lo_vnum and hi_vnum for room progs that contain an occurrence of text. Display a maximum of n lines. &GExample: &Yrpfind 20 901 969 if isnpc &zSearch all room progs in Olympus (vnums 901 thru 969) and display all room vnums that contain text "if isnpc". Display a maximum of 20 lines. &r---------------------------------------------------------------------------- &GSyntax: &Yrpfind n mud text &zSearch all the rooms in the mud for room progs that contain an occurrence of text. Display a maximum of n lines. &GExample: &Yrpfind 100 mud mpslay &zSearch all room progs in the entire mud and display all room vnums containing text "mpslay". Display a maximum of 100 lines. &r---------------------------------------------------------------------------- &GSee also help OPFIND, MPFIND ~ 54 RPSTAT~ Syntax: rpstat Rpstat will display all of the roomprograms that have been written for a room. You must be standing in the room that you are rpstatting (though you can also use 'rpstat' in conjunction with the 'at' command to rpstat a room remotely). See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 51 RQUERY~ Syntax: rquery <mudname> help - ask for available rquery options rquery <mudname> <option> - ask for information from a mud RQuery is similar to rwho, except it requests different information from a mud. Each mud differs in what information it supplies, but 'rquery <mudname> help' will give you a list of options that you can ask for. Typically at least the following are supported: rquery <mud> who - ask for a who listing, identical to 'rwho' rquery <mud> info - get general information on the mud, usually including its address. This is the preferred way of finding out the address of a mud on IMC - don't ask on rchat! rquery <mud> list - ask for a list of IMC connections, from that mud's point of view. Identical to 'imclist' on the remote mud. rquery <mud> istats - ask for some IMC statistics, identical to 'istats' on the remote mud. See also: IMC IMCLIST RWHO ~ 51 RREPLY~ Syntax: rreply <message> Rreply will send <message> to the last player to send you an rtell. ~ 0 RSOCKETS~ Syntax: rsockets - display IMC socket usage rsockets displays the current connection state for the direct IMC connections that your mud has. The various fields are: Desc : the system-level descriptor used for this connection Mud : which mud this connection is for State : how far through the connection process this connection is: - connecting: waiting for the other end to accept our TCP connection - wait1: waiting for the password from an incoming client - wait2: waiting for the server to respond to our password - connected: the connection is completely 'up' Inbuf : the size of data waiting in the input and output queues for this Outbuf: connection. Spam1 : spam-protection counters Spam2 : See also: IMC 'IMC IMMORTAL COMMANDS' ~ 0 RTELL RREPLY~ Syntax: rtell <player@mudname> <message> - send a 'tell' to another player rreply <message> - send a 'tell' to the last player to send you a rtell rtell and rreply are the IMC equivalents of tell and reply, and work nearly identically. To rtell, however, you need to supply both a playername and a mudname (as shown in 'imclist'). rreply will reply to the last rtell you received from a player - even if that player was invisible to you. See also: IMC IMCLIST ~ -1 RUDE~ Etiquette is an important function of day to day survival both on the Realms and in real life (irl). Many people do not realize it but even little things can be considered "rude" and create the impression that you are not a person worthy of polite society. In an effort to assist new and old players we have provided a list of activities which might be considered to fall within the rubric of "RUDE". 1. Use of Capitals -- a message, especially on public channels, that is comprised of all capital letters is annoying. It is a akin to shouting and creates a significant glare on all monitors. We would kindly ask you to refrain from their usage. 2. Repeating a message -- continually requesting or repeating the same message is considered rude. Offering something in trade repeatedly or asking for an uplift over and over again is not the proper solution. Most people can see the message the first time and if they want the item or wish to help they will. Repeatedly sending out the same message will only annoy others and is a sure way _not_ to get your message across. See help spam. 3. Making fun of new players -- everyone has a different learning curve on the Realms. That does not mean that they do not derive the same enjoyment from the game as yourself. It is rude to make fun of people who are just learning to play on this MUD and are asking for assistance. Please recall the errors you may have made when you started out. 4. Swearing -- the English--or any other--language is a wonderful device for communicating one's feelings. Vulgar or obscene language is not necessary to get your point across. Additionally, it is a violation of the rules of this game. Please refrain from swearing on public channels. Kick your desk or dog instead. 5. Following -- Following a character without their permission is not considered "polite." If you want to find an area for levelling use the ask or chat channels. 6. Killsteals -- It is illegal and should not be done. If a character is fighting a mob do _not_ join in without the character's permission. See help killsteal. 7. Charmies -- It is considered "rude" to charm all the mobs in a given area and monopolize them for your own purposes. You should give other people a chance to kill mobs. This is doubly important when the mob has sought after equipment. By the same token, gratuitously slaughtering all charmed mobs one runs across is also considered "rude." Take a second and inquire if the mob one is killing is a pet or needed for something. A fine balance is always required when dealing with charmed mobs. Most arguments can be settled in advance if the parties remember to communicate with each other. It doesn't take much time and will assist in avoiding needless fights and recriminations. ~ 1 'RUINS OF TMAN'~ &wSecure in the darkest recesses of the Miden'nir, deep in the heart of the Black Forest, among the Ruins of T'man lies the fortress of the Half-Troll Nation. Those not of Trollish kin, should fear to venture into these ruins. For should you survive the merciless onslaught of the guards, death surely awaits you upon reaching the murky waters of the moat which surrounds the keep. &R See also: &wHALF-TROLL NATIONS HOMETOWN ~ 1 RUINS UMBRAGEOUS~ Enforced level range: 1 - 50 (pkill only) After the last Clan Wars, the gods looked down upon the ruins of old Darkhaven and shifted them into another plane, one that can only be reached by those who follow a dark and shadowy path. Now decayed beyond recognition, the shambled remnants of once great structures cover all signs that this was once the prosperous center of Despair. Burning lava flows through the city and moving shadows hide killers in their shroud of darkness. It is said that those who venture through the ruins, and lived to tell about it, that there are secret portals and passages hidden within that will lead to the main plane of Despair. It is also rumored that the spirit of Gravoc oversees the ruins, enforcing his own brand of death and destruction. No peacefuls are permitted in the Ruins at any time. &RSee also:&w Help pkmap ~ -1 RULES~ >hese are the simple rules of the Realms ... &G1.&w Thou shalt not kill thy fellow adventurer. &G(&wsee 'help deadly' for exceptions&G) &G2. &wThou shalt not stake. &G(&wsee 'laws stake'&G) &G3. &wThou shalt not harass players or immortals. &G4. &wThou shalt not cause spam or use profanity. &G5. &wThou shall report all bugs to immortals immediately. &G(&wexploitation of bugs will be met with destruction and/or denial&G) &G6. &wThou shalt not advertise other muds in any way within the Realms. &G7. &wThou shalt not steal another's kill. &G(&wsee 'help killsteal'&G) &G8. &wThou shalt respect immortals and their laws. &GViolation of any commandment subjects you to torture, hell, banishment, demotion, death, or worse. For more detail type &w'&Ylaws&w' ~ 58 RULES DEADLY~ ~ 1 'RULES HQ~ If you are not a deadly character, you may NOT enter into any clan headquarters. ~ 57 'RULES HQ'~ Only deadly clanned characters may enter a deadly clan's headquarters. All others risk death at the hands of the headquarter guardians, or a worse fate at the hands of the gods. ~ 1 'RULES IMMORTALS~ When any level of Immortal speaks to you, stop and respond quickly, honestly, and respectfully. This helps to assure any problems are resolved more rapidly. To see a list of visible Immortals online, use the 'who 51' command, or type 'wizlist' to get a list of all Immortals and their ranks. ~ 57 'RULES LOOT'~ Do not loot a player's corpse unless it is yours, you are in a deadly clan and the corpse belongs to another deadly clanner, or the non-deadly owner of the corpse gives you permission to loot. Non-deadly clanners may not loot a deadly clanner's corpse. ~ 51 RWHO~ Syntax: rwho <mudname> - ask for a who listing from another mud 'rwho' asks the given mud for a 'who' listing of its current players. Depending on the network, it may take several seconds to get a response. You should use the mud abbreviation listed in 'imclist' when issuing a rwho. See also: IMC IMCLIST RQUERY RWHOIS ~ 51 RWHOIS~ Syntax: rwhois <playername> - find a player on IMC 'rwhois' asks all muds on IMC for a player with the given name. You should not include a @mudname section - just the playername. Replies will be returned from those muds who have a player by that name connected. See also: IMC RWHO RFINGER ~ 1 'SACRAL DIVINITY'~ Syntax: c 'sacral divinity' The prayer of a Paladin for personal sanctuary to its deity, made over the clasped symbol of the Paladin. It is said that never will the prayer be heard should it be uttered by the unworthy. ~ 1 SACRIFICE~ Syntax: sacrifice <object> Sacrifice offers an object to the gods, or to your Order or Clan's deity. The gods may reward you for the sacrifice, and the nature of the reward depends upon the type of object. Hint: the gods like corpses. ~ 0 SAGACITY~ Syntax: c sagacity <target> This spell increases your wisdom for its duration. ~ 0 SALVE APPLY~ In your travels you may come across various ointments and salves. Use 'apply <itemname>' to rub some of the salve onto your skin. ~ 1 'SANCTUM OF THE ARCANES'~ The Great Sundering of the Clans was a time of chaos and disillusionment for the inhabitants of the Realms. Many of the homes of the great Clans were left in ruins; never to be revisited by their heroes again. However, from those ruins arose the Guardian Brothers Marduk and Marruka, who salvaged the magicks of the Arcanes and stole away to a secret location far from prying eyes. There, surrounded by a giant forest made larger than life by the powerful magicks of the Guardians, the Brothers rebuilt the Castle. Legend holds that the bricks and mortar of the Castle, known today as the Sanctum of Arcanes, were imbued with the strong magicks of the Guardians as a protection for the Order against attack or ruin. ~ 1 SAND OF HADES~ syntax: cast 'Sand' This will invoke the elements to produce a momentarily blinding sandstorm. Warning: This will affect all in the area. ~ 1 SARAH~ . !!!!!!!!!!!!!; .,. !!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!.,cec. !!!!!!!!!!!!! !!!!!!!!!!!!!!!!.e$$$$$$$$$.!! zcec !!!! !!!!!!!!!!!!!.e$$$$$$$$$$$$$$c$$$$$L !!! !!!!!!!!!!! z$$$$$$$$$$$$$$$$$$$$$$$!!' !!!!!!!!!!!! $$$$$',ssss,."$$$$$$$$$$ !!!!!!!!!!!! $$$$$$$$$$$$$$$$$$$',ss, !!!!!!!!!!! $$$$$$$/' "$$$$$$'""", !!!!!!!!!!!! $$$$$$$c'f . ,$$$$$,f , !!!!!!!!!!!!! $$$$$$$$$$$$$$$$$$$$$$$ !!!!!!!!!!!!! $$$$$$$$$$$$$$$$$$$$$$$ !!!!!!!!!!!!! $$$$$$$$$$$$$$$$P"$$'$$ !!!!!!!!!!!! $$$$$$$$$$$$$$$$bcuz$$$ !!!!!!!!!!!!!! $$$$$$$$$$$PP"""v""?$ !!!!!!!!!!!!! $$$$$$$$$$$b --- <$ !!!!!!!!!!!!! $$$$$$$$$$$$$c,,,,P !!!!!!!!!!!!!! $$$$$$C?$$$$$$$$P" !!!!!!!!!!!!!! $$$$$$$b. "????" !!!!!!!!!!!!!! $$$$$$$$$b. !!!!!!!!!!!!!! $$$$$$$$$$$$ !!!!!!!!!!!! $$$$*SARAH*$$$ !!!!!!!!!!! $$$$$$$$$$$$$$$$ ~ 1 SAVE~ Syntax: Save SAVE saves your character and its inventory; you must be at least second level to save. The system automatically saves approximately one character every minute, but with the high number of players usually online it may take hours before your own is auto-saved. For this reason, you should not rely on auto-save to keep your character updated -- save frequently. Type SAVE immediately after recovering your corpse, gaining experience or a level in battle, getting new items, making purchases or repairs, etc. Some objects (such as keys) may not be saved. You cannot SAVE and QUIT with objects of a higher level than your own, as they will vanish when you log out. Every character is auto-saved at reboot. ~ 62 SAVE CENTAUR~ ~ 62 SAVE GREETING~ ~ 62 SAVE MAGNETIC THRUST~ ~ 52 SAVEAREA LOADAREA~ Syntax: savearea loadarea Savearea and loadarea will save or load your prototype area. ~ 54 SAVINGTHROWS~ Saving throws: sav1 - Saving vs. poison or death sav2 - Saving vs. wands sav3 - Saving vs. paralysis or petrification sav4 - Saving vs. breath sav5 - Saving vs. spells or staves See MSET or type MSET by itself. SEE ALSO: 'savingthrows explained' ~ 51 'SAVINGTHROWS EXPLAINED'~ Sav Vs _________ Calculations To determine the amount of Sav_vs you want to give a mob, apply the following formula: 50 + ( Mob_level - target ch level - Sav_Vs )*5 = Percentage of time to save Solve for Sav_Vs. For example, I want my mob to get hit by breath 25% of the time. (or save vs breath 75% of the time) The mobs target level character is avatar, and the mobs level will be 54. 50 + ( 54 - 50 - Sav_vs ) * 5 = 75 or (54 - 50 - Sav_Vs)*5 = 25 or (54 - 50 - Sav_Vs) = 25/5 or 5 or ( 4 - Sav_Vs ) = -1 or Sav_Vs = -1 So, in this case, to lower the chance of saving vs breath of a level 54 mob against an avatar's breath spell, you would set the mobs sav4 to -1. ~ 51 SAVIOR~ The following are guidelines of level 54 responsibilities: - An Immortal must spend at least 5-7 hours per week or at least 25 hours per month online to remain active and productive - Must be visible to all mortals, unless involved in running a quest, watching someone or building - Authorization of new characters - Channel monitoring -- should keep most channels on - Appraising higher Immortals of Mortal rule violations - Advise a 55+ of all reimbursement requests from mortals - The bodybag command, for doing CRs for peaceful characters (at the discretion of the immortal) - Mastering proper mortal discipline techniques and punishments - Helping 51's && 52's with problems and questions - Possible object and mob building work - Possible work at 5500 if interested in building or coding - Council work suggested Type 'wizhelp' to view your privileged commands. For a list of Immortal rules, 'help imm'. Visit note boards at 1200, 1213, and 1214 regularly. ~ 1 SAYTO~ Syntax: sayto <target> <message> Syntax: the shortform command for sayto is the < symbol Exactly like a regular 'say', but is directed toward a particular player in the room with you. The message text may vary slightly if you end your 'sayto' with a quotation mark or exclamation point. Though 'sayto' is directed at a target, everyone in the room will see your message. (i.e. it is not a private communication) See also: SAY ~ 1 'SCAN'~ Syntax: scan <direction> This skill enables you to scan for one or more rooms in the direction specified, dependent on the percent to which the skill is practiced, and the type of area you are in. ~ 58 SCATTER~ &YSyntax&W: Scatter <target> <low vnum> <hi vnum> Scattering a character or mobile will send it to a random location within the specified vnum range. The low and hi are inclusive. &GSee Also&W: MPSCATTER ~ 1 'SCORCHING SURGE~ Syntax: c 'scorching surge' <victim> Abbrev: c scorching, c scorch A powerful wave of heat created by an Augurer and directed at its victim. The spell inflicts fire damage on the target, the higher the level of the Augurer the greater the damage. ~ 1 SCORE~ Syntax: score SCORE is a sheet filled with your characters statistics. When you type score, only you can see what is listed there. Should you want to let others see your characters health, you can type REPORT. To get a breakdown of what each slot in your score means, read section 4 in your Adventurer's Guide book. ~ 1 SCORN~ They are the "Un" of society. The unwanted, unacknowledged, unthanked, unpopular, uneasy, unhappy, uncomfortable, unkind, unfortunate, unconforming, unconvinced, unavowed, unnamed, unused, unaccustomed, unloved, unlamented, undeplored, unendeared, and unvalued. Uncorrupted, however, is not amongst the clan's assorted descriptions. Backed by a mysterious Demonic Lord, the once neglected are shown favoritism. Fueled by his power, they have retained their status of "Un", though of far different types. They are unnatural, unusual, undescribable, unquenchable, unmerciful, unsavory, and perhaps most of all, unforgiving and unrelenting. ~ 1 'SCOURGE OF TIME'~ Since the origins of life, the mysteries of time-travel have managed to swiftly elude any and all mortal attempts to decipher them. Following the brutal massacre of the village of Brokovia by the Githyanki, a spirited, desperate survivor sought revenge. She devoted herself to the practice of Infernalism in an attempt to reveal the mysteries of time. She thought that if she was able to travel back in time, she might be able to save her ravaged home. As her studies progressed, however, she became unable to control her own thoughts and actions. She came to realize how to travel back in time, though her evil mannerisms had already gained the attention of the Old Man himself. Because of her demonic prowess, the ancient lord banished her, forever, from time-travel. Not able to finish her quest, the demoness now roams the Astral Plane, sending would-be heroes to combat her nemesis. In fear of her threats, the father generated a massive defense to protect the sanctity of his domain. This proved successful against the likes of the demoness... However, the Old Man cannot guard against those things that previously passed through and began to evolve into threats much more evil... ~ 0 SCRIBE BREW~ &YSyntax&W: brew <spell name> &YSyntax&W: scribe <spell name> A mage or cleric of sufficient level holding a 'blank scroll' or 'empty flask' may transform them into spelled scrolls or potions via the scribe and brew commands. It takes significantly more mana to bind a spell to a potion or scroll than to simply cast it. Note that a fire is required to brew potions. ~ 1 SCROLL~ Scrolls can be bought from shops or found on certain mobs. Different scrolls have different affects depending on the type of scroll you recite. Some scrolls may have more than one affect on you. Beware, some scrolls may have an ill-affect on you. Use the spell 'identify' to see what type of affect the scroll will have on you. See also: RECITE ~ 0 SCRY~ Syntax: cast scry This spell will allow the character to scry (look) in to nearby rooms. After casting the spell, the character needs only to "look" in the desired direction. Thieves have an innate ability to scry. ~ 2 SCRYN~ &x.&B `'.,&W .--. &B -` &W) | &B ,.'` &W'__' &B &w __,.--&W||&w--..__ &B _________ &w (::==......==::) &B / _____/ ____ _______ ___.__. ____ &w | &C___&w'''''' &w| &B \_____ \ _/ ___\ \_ __ \< | | / \ &w | &C __ &C _ &w| &B / \\ \___ | | \/ \___ || | \ &w|&C__&B(__ __)&C __ &w| &B /_______ / \___ > |__| / ____||___| / &w|&C_&B(__ __) &C_ &w| &B \/ \/ \/ \/ &w|&C__&B(_ __) &w| &B _____ &w| &C________ &w| &B .-' ```----.....______ &w| | &B ( ````------.... &w| | &B \_______________________________________) &w (.__ __.) &B &w''-::::::::--'' ~ 1 'SEA OF SORROWS'~ Recommended Level Range: 1 - 15 The Sea of Sorrows is a large body of water far to the east of Darkhaven, bordering much of the Realms. It is said that the sea was created long ago from the tears of the New Goddess, Brittany. Her kind heart was moved when the Old Gods were cast aside in favor of Brontrel's new order. Famed Uthle bay in the eastern portion of the sea is the sole entrance to Transylvania, land of vampires. ~ -1 SEAELF SEA-ELF SEA-ELVES SEAELVES 'SEA ELF'~ Also called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found almost exclusively among heavy weed beds in quiet, sheltered, salty waters, they are great friends of the dolphins. The race historically prefers to fashion caverns in lagoon bottoms and reefs in which to live and work, but the reality of the today's Realms has forced them into the general populace. The race is humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Sea elves have an &Ginnate ability to find magical auras&w as well as the &Ginherent capacity to breathe underwater&w and a &Gresistance to cold&w. Sea-elves can follow the ways of the following classes: Mage Cleric Thief Warrior Druid Augurer Sea-elves gain experience on a scale of normal rate * 1.12 ~ 1 SEAELVES SEA_ELVES~ Also called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found almost exclusively among heavy weed beds in quiet sheltered salty waters, they are great friends of the dolphins. They fashion caverns in lagoon bottoms and reefs where they live and work. They are humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Sea elves have the inate ability to notice magical auras as well as breath under water. Sea elves gain experience on a scale of normal rate * 1.12 ~ 0 SEARCH~ Syntax: search Syntax: search <container> Sometimes not all there is to find is in clear view. Some things may be concealed or hidden, and will require some searching to find. ~ 1 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK' 'FIFTH ATTACK'~ These are powerful skills which allow a character to attack more than once per combat round. Use of these skills is automatic once you have practiced them. While you can practice the attacks out of turn (third attack before you have mastered second attack, for example), it is extremely inefficient to do so. ~ 53 SECTORTYPES~ INSIDE 0 CITY 1 FIELD 2 FOREST 3 HILLS 4 MOUNTAIN 5 WATER_SWIM 6 WATER_NOSWIM 7 UNDERWATER 8 AIR 9 DESERT 10 UNKNOWN 11 OCEANFLOOR 12 UNDERGROUND 13 LAVA 14 SWAMP 15 ~ 58 SEDIT~ View, create, edit or delete socials online. Sytanx: sedit <social> Syntax: sedit <social> [field] Syntax: sedit <social> create Syntax: sedit <social> delete Syntax: sedit <save> Use sedit <social> to view the current settings of an existing social. Use sedit <social> [field] to set one of the fields: CNoArg: response to character if no argument given ONoArg: response to room if no argument given CFound: Response to character if target is someone else OFound: Response to room if target is someone else VFound: Response to target if target is someone else CAuto : Response to character if target is self OAuto : Response to room if target is self Variables you can use are: $n - Name of the user of the social. $N - Name of the target of the social. $m - him/her/it for the user the social. $M - him/her/it for the target of the social. $s - his/her/its for the user of the social. $S - his/her/its for the target of the social. $e - he/she/it for the user of the social. $E - he/she/it for the target of the social. Use sedit <social> create to create a new social, then edit with sedit field. Use sedit <social> delete to delete an existing social. Use sedit save to save the new social or changes to existing socials. ~ 1 SEDUCTION~ Syntax: Cast Seduction <victim> This Nephandi spell will seduce it's victim if the caster has a Pentagram and a heart in his/her possession. ~ 58 SEFFECT~ Syntax: sset <sn> seffect <field> This replaces the save_negates and save_half_dam spell flags (you'll notice they are removed), and gives us a bunch more save effect options: 'none', 'negate', 'halfdam', 'quarterdam', 'eighthdam', '3qtrdam', 'absorb' and 'reflect'. (I'm not sure if absorb and reflect work properly). Old style spells are auto-converted upon loading This information appears in slookup as saveeffect. See also help SMAUGSPELLS ~ 2 SELINA~ . &W .--. .--. / ' .\ |'. ( .-. \ \ . ` /\. /`. / ) ( `.' .' '--'` (\ \.' .' ) \`. \ _/ _..--' `. \ /`'<_/ : )"'``..`-3 : :. `"'. ) / |-.'' (_.-._ | / ( .'`--..J ' |-'( |_| | : >` '. .'' : | Y | < | : > ' \ `_ : '` \ / :- ' || : / ./: | \ .'J /_ ) : | '% | /.-.`). : I | / ( \ ) : .^) `-' `..-' (`"' / ===' &CImm of the Week - Aug 27th - Sept 2nd &CImm of the Week - December 16 - December 22 ~ 2 SELINA2~ &x. &Y , .-; &Y , |\ / / __, &Y |\ '.`-.| |.'.-' &Y \`'-: `; : / &Y `-._'. \'| &Y ,_.-=` ` ` -,_ &Y '--,. &R.-. &Y,=". &Y / &R{ &G0 &R)&Y`&O;-.&Y} &Y | &R'-' &O/__ | &Y / &O\_,\| &Y | ( &R __ &Y/ ' \ &g /\_ &R/,'`&Y| ' &R.--"---. &g |`.\_ &R| &Y/ ' , &R/ \ &g _/ `, \&R| &Y; , . &R| , ' . | &g \ `, &R| &Y| , , &R| : ; : | &g _\ `, &R\ &Y|. , &R| | | | | &g \` `. &R\ &Y| ' &G|&R\_|-'|_,'\| &g _\ `, &g`&Y\ ' . ' &G| | | | | &g__ &g \ `, &Y| , ' &G|_/'-|_\_/ &g__ ,-;` / &g \ `, &Y\ . , ' .| | | | | &g_/' ` _=`| &g `\ `, &Y\ , | | | | |&g_/' .=" / &g \` `, &Y`\ \/|,| ;&g/' .=" | &g \ `, &g`&Y\' , | ; &g/' =" _/ &g `\ `, &p.-""-. ': &g/' =" / &g _`\ ;&p_{ ' ; &g/' =" / &g _\`-/__&p.- `.&W8&p.'."`--. &g=" _,/ &g __\ &p{ '-.&W|&p.'.---'`}&g" _/ &g \ .="` &p}.--"'&Pu&p'-. '-..' &g__/ &g _/ ." &p{ -'.-('-._,.'&g\_,/ &g / ." _/'&p`--; ; `. ; &g .=" _/' &p`-..__,-' &g __/' ~ 1 SELLHOUSE~ Options for Sellhouse Command: Sellhouse yes Places your residence on auction with default starting bid. Sellhouse <amount> This command places your residence on auction with the given amount as starting bid. Once your house has been placed on auction, there is no stopping it. Make this decision very carefully. See Also: HOUSE, HOMEBUY, ACCESSORIES, HOUSING ~ 1 SENTINEL 'THE SENTINEL'~ &WRecommended level range: 5 - 15 >he vast northern plains of the Realms harbor many settlements, including the small, isolated village of Kusnir. Plagued by constant troubles, this fishing village on the shores of Lake Spendlowe is desperate for someone to seek out the source of the evil that besieges their simple hamlet. It is rumored that a powerful magical artifact of ancient origin yet exists somewhere in the dangerous lands surrounding Kusnir- but who knows? ~ 57 SETBOOT~ Syntax: setboot time <hour> <minute> setboot manual <0|1> The setboot command is useful for planning a reboot, (to save you from the trouble of all those echos :) ) and for the daily boot. The manual bit is used by the mud to determine whether the boot time was set by hand. When the mud starts up, the boot time is set to 0600hrs (6am) and the manual bit to 0. If 'setboot time' is used, the mud sets the manual bit to 1. When it comes time to do the reboot, the mud checks how long it has been running. If it has been running less than 18 hours and the reboot time has not been set manually, the reboot does not take place (nor do the automatic warning echoes). Echoes: when a scheduled reboot is coming up, the mud will send out echoes to that effect. The echoes start 30 minutes before the reboot and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). ~ 55 SETCLAN~ Usage: setclan <clan> <field> <deity|leader|number1|number2> <player> With &YSetclan&W a deity or high level immortal can make changes to the parameters for a particular clan. These include the storage vnum, recall, main board, leaders, motto, desc, and type. These also include the Leadrank, Onerank and Tworank commands, which are set to the clan file, rather than the individual leader. This prevents immortals from having to make changes to ranks everytime a leader position is retired by one player and given to another. &YPolicy on clanset Leader Ranks&W: The rank of any organization leader, and the alteration of said rank upon the ascension of a new leader, is the perogative of an organization's deity. The leader rank may contain both a rank and prefix. The rank of an organization's number one and number two are set permanently and do not change. The inclusion of the usage of number one and number two ranks is the perogative of the deity. Ranks are the responsibility of the organization deity. Any requests to add or alter ranks must be handled through the organization's deity ~ 58 SETCLASS~ &YSyntax&W: setclass <class> <field> <value> &YSyntax&W: setclass create Field being one of: name prime weapon guild thac0 thac32 hpmin hpmax mana expbase mtitle ftitle second, deficient affected resist suscept &GSee Also&W: SHOWCLASS ~ 58 SETCOUNCIL~ ~ 1 SETH 'SETH FORTRESS' 'SETHS FORTRESS'~ Recommended level range: 20 - 50 The dark fortress of Dread Lord Seth lies in the southeast region of Despair, and is a constant thorn in A'enaar's side. It is rumored that the Dread Lord is a dark child created from the stolen essence of the Lord of Darkness by Vl'arescht, and given life through the power of Laschte. Within the halls of his fortress wander unholy experiments in darkness, watched over by his dread priesthood. Further within is Laschte's gift to Seth, the Chaos Maze. A swirling maze of corporeal chaos where direction and logic have no meaning. Beyond lies the heart of the fortress where the Dread Lord has gathered the vilest, most evil creatures to ever walk Despair. The few who penetrate this far into the Fortress always return with silenced tongues and despair in their hearts, if they return at all... ~ 60 SETRACE~ .&w Syntax: Setrace <racename> <field> Setrace &g<name> &wwill name your newly created race Setrace <name> &gsave&w will save the creation and changes. Setrace <name> &g<language> &wdetermines the races native language. Field &gclasses&w will set the allowed classes. IE.. setrace elf classes cleric paladin would allow those classes for the race. This is a toggle feature that will disallow the same classes if repeated. Field(s) &gstrplus dexplus wisplus intplus conplus chaplus lckplus &w apply the set modifier to the race.(setrace elf str 2 gives elves +2 bonus to str). Setrace <race> &ghit &wor &gmana &wwill determine the amnt of hps or mana gained by leveling. Example: Setrace drow hit 5 would yield a 5pnt hp gain with each level. Setrace &galign &wdetermines the alignment default for the race. (Setrace mage align 500 sets the mage default alignment to 500) Setrace <racename> &g minalign&w/&gmaxalign &w sets min and maxs from -1000 to 1000 to determine if a penalty will be applied. If the max align is 500 - character would suffer a mental state penalty for straying above 500. See also &ghelp showrace &wand &ghelp setrace2 &w ~ 61 SETRACE 2~ ~ 60 SETRACE2~ .&W .&w &wSetrace racename &gaffected /attack/resist/suscept/defense&w are similar to msetting mobs. Setrace elf affected resist poison would make the race resistant to poison attacks Setrace <racename> &gheight/weight &w<value> do not have affects..yet. Setrace with a field of &ghungermod/thirstmod &w will determine the rate of thirst or hunger is affected by upon each round. Setrace <racename> &gexpmultiplier &w determines the rate of experience acquired from leveling, adepting or successfully using skills and spells . Example: If a race with an experience modifier of 80 , the race would gain 80 % of the exp.that a human would by having completed the same task. Setrace <racename> &gacplus &w <variable> sets the armor class for the race without any equipment or spells. See also &ghelp AC &w Setrace <race> <save> &gsaving_poison,death,saving_wand,saving_,para_petri,saving_breath, saving_spell_staff &wwill modify the races saving throw capabilities. See also &ghelp showrace &wand &g help setrace1 &w .&w ~ 59 SETVAULT~ Syntax: setvault show - lists the rooms currently set to save donations setvault <vnum> create - adds a vnum to the list of rooms to save setvault <vnum> delete - removes a vnum from the list of rooms to save Remember, rooms set as storage on clans or councils will need to be removed in both clan/council file and the vault list. Rooms are still required to have the "clanstoreroom" flag on them in order to save. Proper procedure to create a store room would be "redit flags clanstoreroom", then "setvault <vnum> create" ~ 58 SETWEATHER~ Parameters: Value: random 2 climate 2 neighbor 10 unit 20 maxvector 15 Resulting values: Weather variables range from -60 to 60. Weather vectors range from -15 to 15. The maximum a vector can change in one update is 18. ~ 1 'SEWER'~ Recommended level range: 5 - 30 Below the city of Darkhaven is a series of winding passageways known as the sewers. They delve deep underground, allowing great flows of rain water and refuse to exit Darkhaven. Rodent and large insect populations roam the caverns, as well as serpents and arachnids. Some adventurers also speak of an immense red dragon that has taken up residence in these tunnels, though few believe them. ~ 0 SHADOWFORM~ &YSyntax&W: c shadowform This spell imbues the caster with resistance to non-magical attacks, at no cost to their attributes. ~ 1 SHADOWPORT~ Recommended level range: 10 - 50 Easily one of the darkest, deadliest cities of Despair, Shadowport is an ancient subterranean town populated by the beings of Darkness. Its entrance lies deep below the ground, in the darkest reaches of Darkhaven's sewers. Rumors say that there are many other entrances, but none have been confirmed. The city itself is ruled by Lord Xyranthas. Once recognized as the greatest magi of his time, Xyranthas was turned to darkness with the promise of immortality and unlimited knowledge. Upon his transformation to a lich, he created the hideous shadowmists and formed Shadowport from rock with incredible magics. Many an adventurer has fought his final battle here, and there shall surely be numerous others... ~ 2 SHARGATE~ &C____________________________________________________________________________ &Y ' &C | &B|\ &Y .(' *) ' . &C | &B| \ &Y ' .*) .'* &C | Dangit! &B|&Y(*&B\ &Y.*(&O//&Y .*) . &C |ouch shar! not me! &B|___\ &O//&Y (. '* &C | \ Them! &O((("'&w\ &O//&Y ' * . &C |\()_ &O((&wc',') &B /\) &C | || &C| O ) &O((((&wo&O))&B / \ &C | /\ &B /\ &C `\|\D__O o &B .-'&O)))(((&B-' / &C | &B / \ &C | \/|/ &O(((())&B __/' &C | &B / &Y(*&B \ &C/| | &O)))(&B | &C | &B /______\ &C / \ &O(() &C | &O ,SSSSSSSS, &O )) &C | &O SSSSSSSSSS &C There once was a deadly named Shargate,|who oft had problems hitting his target &C----------------------------------------------------------------------------- &C | &Y . `.*.' . &C | &Y\ ! ! ! / &Y . + * .&Wo&B|\ &Wo.&Y* `.`. +. . &C | &Y\ / &Y* . ' '&B|\&W()&B/|&Y `. * ._ * ` &C | &Y \ &G @..@ &Y / &B \ V/ &Y. + &Oc" U__/ &C| &Y \ &G (\--/) &Y / &B /__\ &Y .`. &O )___( &C| &Y \ &G (.>__<.) &Y / &W _/ \_ &O" " &C| &G ``` ``` &C| &C He aimed at a dog, &C &C | &C got turned into a frog, &C----------------------------------------------------------------------------- &B , &B |\ &B | \ &B |&Y(*&B\ &B |&W__&B \&W __ &C . ' ' . &G /`\ .&W( o)&G-&W( o)&G. /`\ &C . ' ' &G / , \( _______ )/ , \ &C () .' &G ___/ /_\ /`"-------"`\ /_\ \___ &C `() &G ``//`\`_`\ <__ __> /`_`/`\\`` &G ``//`\\```//`\\`` &C Now he's an imm.. and that's Fate! &C_____________________________________________________________________________ ~ 1 'SHATTERED REFUGE'~ Recommended level range: 5 - 20 The shattered remains of the ancient civilization of tinker gnomes resides here, to the southeast of eastern Darkhaven and in the shadow of a fiercesome mountain range. Inhabitating the tunnels beneath the mountains are the gnome's perpetual enemies, and one time students: the hobgoblins. Similar to goblins in many ways, they lack the intelligence and inventiveness of the gnomes. This is made up however in good measure with cunning and wicked ways. This filthy chaotic race has made it their goal to rule the gnomes, and eventually all of Despair itself. ~ 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. ~ 54 SHOPS~ Syntax: shops Displays statistics on all the shops. See MAKESHOP, SHOPSET and SHOPSTAT. ~ 54 SHOPSET~ Syntax: shopset <mobile vnum> <field> <value> ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | buy# | Types of items the keeper will buy | | buy | Profit on buying items | | sell | Profit on selling items | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of shop keeper | ----------------------------------------------- Lets you set certain stats on a shop. See MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES. ~ 54 SHOPSTAT~ Syntax: shopstat <mobile vnum> Shows statistics on a mobile's shop. See MAKESHOP, SHOPSET and SHOPS. ~ 54 SHOPVALUES~ Syntax: shopset <mobile vnum> buy# <value> 1 - light 21 - pen 41 - rune 2 - scroll 22 - boat 42 - runepouch 3 - wand 23 - corpse 43 - match 4 - staff 24 - corpse_pc 44 - trap 5 - weapon 25 - fountain 45 - map 6 - _fireweapon 26 - pill 46 - portal 7 - _missile 27 - blood 47 - paper 8 - treasure 28 - bloodstain 48 - tinder 9 - armor 29 - scraps 49 - lockpick 10 - potion 30 - pipe 50 - spike 11 - _worn 31 - herbcon 51 - disease 12 - furniture 32 - herb 52 - oil 13 - trash 33 - incense 53 - fuel 14 - _oldtrap 34 - fire 54 - shortbow 15 - container 35 - book 55 - longbow 16 - _note 36 - switch 56 - crossbow 17 - drinkcon 37 - lever 57 - projectile 18 - key 38 - pullchain 58 - quiver 19 - food 39 - button 59 - shovel 20 - money 40 - dial 60 - salve ~ 1 SHORTCUT SHORTCUTS~ Shortcuts can now be used in place of full clan, guild, order and council names in commands like 'who'. Each organization's shortcut can be seen by checking the organization's description file. Example: 'guilds mages' shows the "Abbrev" (abbreviaton) of 'gom' Example: 'guilds mages' shows the "Abbrev" (abbreviation) of 'gom' ~ 1 SHOULDER~ Syntax: shoulder By successfully driving your shoulder into your opponent, you can inflict damage to them if they are the primary target in the fight. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 1 SHOVE~ Syntax: shove <character> <direction> Deadly characters can shove other deadly characters in the direction specified if the victim is standing up. Characters who have been in a safe room for longer than 30 seconds will be unable to be shoved or dragged out of that room until they either leave of their own choice or they shove/drag another player. You cannot shove a character into a death trap, and cannot shove someone outside the 5-level pkill range. ~ 55 SHOWCLAN~ Syntax: showclan <clan name> Displays statistics on a clan. ~ 58 SHOWCLASS~ &YSyntax&W: showclass <class> (level range) The showclass command will display the attributes of the selected class including statplusses/minuses and benefits/failings. &GSee Also&W: SHOWRACE, SETCLASS. ~ 55 SHOWCOUNCIL~ Syntax: showcouncil '<name> council' Shows the statistics on the council. ~ 58 SHOWDEITY~ &YSyntax&W: showdeity <deity> The showdeity command will display the attributes of the selected deities, including devotee benefits, objects, and required favor levels. &GSee Also&W: SETDEITY, FAVOR, SUPPLICATE. ~ 55 SHOWGUILD~ Syntax: showguild 'guild of <guild name>' Displays the statistics on a guild. ~ 58 SHOWLAYERS~ Syntax: showlayers <number of lines> Example: showlayers 100 (lists a maximum of 100 lines) This command is used by builders to show all equipment in the game that is layerable. It is used by builders to help decide what eq should be made layerable and what kind of stats to give the eq. We don't want players to be able to wear 10 pieces of eq on the same wear location and get huge stats as a result. ~ 57 SHOWRACE~ Syntax: Showrace <name of race> This will give vital statistics on pc races. IE.. showrace lizardmen would net the following: Disallowed Classes:Mage Cleric Thief Vampire Druid Augurer Paladin Nephandi Allowed Classes:Warrior Ranger Str Plus: 002 Dex Plus: -003 Wis Plus: -006 Int Plus: -006 Con Plus: 002 Cha Plus: -002 Lck Plus: -004 Hit Pts: 002 Mana: 000 Align:0 AC: 0 Min Align: -1000 Max Align: 500 XP Mult:91% Height: 78 in. Weight: 215 lbs. HungerMod: 0 ThirstMod: 0 Affected by:aqua_breath Resistant to:slash Susceptible to: Saves: (P/D) 0 (W) 0 (P/P) 0 (B) 0 (S/S) 0 Innate Attacks:tail Innate Defenses: See also help &WSETRACE &w ~ 1 SHRIEK~ Syntax: shriek An undead wail which may be used to wither the life of all who hear its anguished sound. ~ 53 SILENT~ &WSyntax: &RSILENT <COMMANDS> &GUsage: M/O/Rprograms &GAdding this word to the beginning of a line in a mob program will force the resulting command to be silenced to all players in the room. An example would be: &wsilent mpforce 0.$n remove all >his will cause the player to remove all. Only mobs in the room with the character will see the remove messages. This can also be used to silently trigger other mobprograms in the room. ~ 50 SIMKIN~ ________________________________________________________ |I am the almighty Simkin! All shall bow before me! / |Right guys? Guys? Hey? Where'd everybody go? / |___________________________ _______________________/ \/ O &R --|-- | |\ &W SEE ALSO: www.supergreg.com ~ 0 SIT~ Syntax: sit Sit makes your character sit down. ~ 1 SKILLS~ Type 'practice' to get a list of skills currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all skills available at each level to your class. ~ 50 SKIN~ Syntax: skin <player corpse> The SKIN command allows deadly players to flay the skin from the corpse of a deadly opponent to which they have dealt a deathblow, or to cut the skin from their own corpse. There is only enough flesh for a corpse to be skinned once. ~ 57 SLAY~ Syntax: slay <victim> [immolate/shatter/demon/pounce/slit/dog] SLAY kills a character in cold blood, no saving throw. The optional parameters cause different messages to be sent to the actor, the victim and the room, just for a bit of variety. Slay bypasses auto actions such as autoloot and autosac. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 1 'SLEEP SPELL'~ Syntax: c sleep <victim> A spell of lethargy which, if successful, will send your victim into a deep slumber from which they cannot awaken until attacked or the spell wears off. ~ 58 SLICE~ &YSyntax&W: slice <object name> Slicing will allow a character to cut a piece of cookable meat from an npc corpse. &GSee Also&W: COOK, EAT. ~ 1 SLINGSHOTS SLINGSHOT~ Slingshots are a magical weapon for use by Clerics. >o work, a cleric must wield a slingshot and have stones in his/her possession. (A Sack of Stones containing stones may also be used) To use, the cleric may wield the slingshot and fire by typing, &Wfire <dir> <target> >his weapon will work from within the same room or from a distance if the target is visible and the conditions are right.&w ~ 0 SLINK~ syntax: c slink This spell makes you more dexterous for its duration. ~ 1 SLIST~ Syntax: slist Syntax: slist <low level> <high level> SLIST without an argument returns a complete list of the spells and skills available to your class, also indicating the maximum level to which you can practice each. SLIST <low level> <high level> gives a list of spells and skills available to your class from the low level to the high level specified. Example: slist 2 2 SPELL && SKILL LIST ------------------- Level 2 <skillname>: Current : <value> Max : <value> MinPos : <position required> SKILLNAME is the name of skill or spell. CURRENT is your current level of knowledge in the skill. MAX is your maximum level of knowledge attainable in the skill. MINPOS is the least position that you must be at to execute the skill. SEE ALSO: Minimum Position, Practice. ~ 58 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 1 SMAUG~ >he Smaug code base has an associated and very active mailing list which contains answers to many questions both large and small, and also contains information about the Smaug FAQ. To subscribe to the mailing list: - send mail to smaug-request@realms.game.org with the word "subscribe" in the subject of the text NOTE:&W Most immortals of the Realms are not involved in the Smaug code project and probably cannot answer your questions unless they are listed in the Smaug credits. Please seek your answers from the appropriate immortals or from sources located on the mailing list.&G For information on installing Smaug, see help &Wsmaug1&G, &Wsmaug2&G, and &Wsmaugstart&G. Also see help &Wbuilding&G. ~ 1 SMAUG1~ >o get SMAUG running under Windows 95, perform the following steps, in order: 1. Download the following files from ftp.game.org/pub/smaug to C:\ SMAUG1.02.TGZ SMAUGw32.ZIP OR SMAUGW32_1_02A.ZIP Note: The two zip files are mutually exclusive. One file has routines for CRYPTO. See the index on the ftp site for details. Download only the latest version of the programs. 2. Download an UNTGZ program and a copy of mIRC or identd from a web site that has them. IF your uncompression program is able to handle both zip and tgz files, this step may be unnecessary. 3. With SMAUG1.02.TGZ in your C:\ root directory, UNTGZ the file. This will build the directories needed for SMAUG. See help &Wsmaug2&G for Windows information. ~ 1 SMAUG2~ &G4. Copy or move the smaug zip file into C:\DIST\SYSTEM and unzip the file. 5. Copy C:\DIST\SYSTEM\cygwin.dll to C:\WINDOWS\SYSTEM 6. Copy the .ARE and .LST files into C:\DIST\SYSTEM 7. Run mIRC/identd software and minimize the window. This handles the addressing routines. If it is not active, you may experience a lot of lag as the system attempts to resolve the addressing for the screen displays and responses. 8. Open a DOS window and set your memory configuration to place as much of your memory into EXTENDED memory allocation as possible. 9. To run SMAUG, you can either: a) Open a DOS window, go to C:\DIST\SYSTEM and type SMAUG. b) In windows, go to C:\DIST and double click on the SMAUG.EXE file. 10. Using a client, sign on to your new MUD using 127.0.0.1 port 4000. See help &Wsmaugstart&G to learn how to create your initial immortal. ~ 51 SMAUGLIST~ The following are authorized smaug users. If you come across one that is not in this list, contact a coe member. The Shadow Realms tsr.org 9000Up DrAgOn'S SpHeRe nevermore.mclv.net 4000Up Dragon Bane moodyg.erols.com 4000Up Dungeon of Souls gargoyle.net 5000Up Rapture greatbasin.net 2222Up The Web of Deception dm.mudservices.com 3000Up Midnight Sanctuary mud.imperium.net 4000Up Paranormal caldera.nameless.com 2020Up Black Skies mud.tander.com 1234Mud down (18 Black Aria aria.tander.com 4000Mud down (18 The Ancient Ruins ruins.gusto.net 4000Up The Mistic Realms mistic.net 3200Up ClearAs Mud www.abws.com 4000Up FreeMud mud.jlc.net 4000Up Sparks of Pain 155.212.99.146 5000Up Bedlam bedlam.mudservices.com 5500Up TerrorBane tb.tander.com 9000Up Mystic Realms mrealms.telmaron.com 8000Up Age of the Ancients fate.digital-genesis.com 5000Mud down (9 hours) Abattoir abattoir.tander.com 4242Up Fields of Battle battle.cninc.com 9999Up Chaotic Realms chaotic.tander.com 2828Up Cold Fusion mud.tka.com 4000Up The Silver Triad pluto.mat.net 4202Up Dragon II dotd.ml.org 5000Up JellyBean II rivendell.rosmail.com 4000Up Celestial Bloodshed dragon.kdi.com 1234Mud down (4 Ascension ascension.mudservices.com 6666Up Light griffin.ni.net 4000Up This Mud irc.dmans.net 6000Up VorpalMUD stardust.mcs.clarkson.edu 4000Up DragonKnight mud.millen.net 3333Up Timeless Journeys user.tradeweb.net 2100Up Darkstone poledra.coyote.org 5000Up Myriad Worlds myriad.worlds.123net.net 4500Hostname timeout Forgotten Realms enslaver.com 4000Up Hell's Awakening hellsawakening.com 9000Up Shattered Reality games.pentrel.com 4000Up Cloak and Dagger dagger.mudservices.com 4000Up The Lands of Sovre go.ca 4000Mud down (27 Knight storm.org 4000Up Strings Mud rabid.org 4000Mud Legends of Excalibur loe.hosteng.org 8000Up Looking Glass 206.58.127.16 4000Up See also help &YSMAUG &w Help &Y SMAUGLIST2 &w ~ 51 SMAUGLIST2~ . See also help &YSmaug &w and help &Y Smauglist &w The Demon's Toybox toybox.mudservices.com 7689Up Heresy heresy.mudservices.com 5000Mud down Shadow-Lands shadow-lands.com 4000Up Artemis MUD artemis.earth.monash.edu.au 8000Up Ethereal Toronto.planeteer.com 4000Up Dark Towers 206.246.120.65 1138Up ~ 56 SMAUGSPELLS~ SMAUG has a specially coded spell type "spell_smaug", which is a generic spell handler that uses the extra spell fields to determine what the spell is going to achieve. damtype the class of damage done (see DAMTYPES) acttype the action of the spell (see ACTTYPES) classtype the class of spell (see CLASSTYPES) powertype the power ranking of the spell (see POWERTYPES) flag special extra flags this spell has (see SPELLFLAGS) hit Message displayed when spell is successful miss Message displayed when spell misses or fails die Message sent if spell causes death imm Message sent if victim is immune (Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom) dice a dice formula used for rolling things like damage (see DICEFORMULAS) saves saving throw victim gets (see SPELLSAVES) bitvector see AFFECTED_BY, the bitvector applied by the spell, if any affects see AFFECTTYPES, the effect the spell has, if any value an extra field reserved for things like the vnum used in spells that create objects, or summon monsters to the caster's aid. ~ 1 SMAUGSTART~ &GIf you downloaded a version of Smaug with name authorization enabled by default, the following steps will explain how to create your initial immortal and disable authorization if you so choose: &WUsing pico, joe, vi or some other text editor, load sysdata.dat and change "Waitforauth 1" to "Waitforauth 0". This will disable the name authorization system, and new characters will appear in the academy and be advanced from level 1 to level 2. Once you've made such a character and it is advanced to level 2, go in to the corresponding player directory, load the pfile, and edit its level to 65. You're now ready to log your level 65 in to your mud and proceed.&G For information on installing Smaug, see help &Wsmaug1&G, &Wsmaug2&G. Also see help &WSmaug&G and &Wbuilding&G. ~ 1 SMOKE~ You may 'smoke' a pipe after first filling it with a smokable herb or tobacco. ~ 51 SOBER~ syntax 'Sober <player>' This command can be used to Sober a player or your self when they/you are in a drunken state. ~ 58 SOCIAL~ The following information is needed to create a social: Use sedit <social> [field] to set one of the fields: CNoArg: response to character if no argument given ONoArg: response to room if no argument given CFound: Response to character if target is someone else OFound: Response to room if target is someone else VFound: Response to target if target is someone else CAuto : Response to character if target is self OAuto : Response to room if target is self Variables you can use are: $n - Name of the user of the social. $N - Name of the target of the social. $m - him/her/it for the user the social. $M - him/her/it for the target of the social. $s - his/her/its for the user of the social. $S - his/her/its for the targt of the social. $e - he/she/it for the user of the social. $E - he/she/it for the target of the social. ~ 2 SOCIALSUBMISSION~ &YIn order for a social to be submitted, it must have all seven fields completed. The following is a listing of essentials for writing socials. &C CNoArg: Response to character if no target is specified. ONoArg: Response to room if no target is specified. CFound: Response to character if target is another player/mob. OFound: Response to room if target is another player/mob VFound: Response to target. CAuto : Response to character if target is self. OAuto : Response to room if target is self. &Y Variables you can use are:&C $n - Name of the user of the social. $N - Name of the target of the social. $m - him/her/it for the user the social. $M - him/her/it for the target of the social. $s - his/her/its for the user of the social. $S - his/her/its for the target of the social. $e - he/she/it for the user of the social. $E - he/she/it for the target of the social. &YAll social submissions should be sent to Moonbeam via mudmail. ~ 1 'SOLAR FLIGHT'~ Syntax: c 'solar flight' <victim> This spell allows the caster to merge from an outdoor area to their victim in an outdoor area. The spell has a few restrictions: you will only succeed in casting it during daytime hours, between 7 A.M. and 5 P.M. and you will only succeed in casting if both you and your victim are in an outdoor area -- you need the power of the sun in order for this spell to work (thus it will also not succeed in bad weather). ~ 1 'SOLOMONIC INVOCATION'~ Syntax: c 'solomonic invocation' The Paladin prayer by which their holy symbol is created. ~ 1 'SONIC RESONANCE'~ The magick of 'Sonic Resonance' allows the casting Mage to realign the component particles of his foe in such a way that they are susceptible to a certain mystical tone. By the completion of the spell, this tone is conjured, causing the particles to vibrate violently causing intense pain and tissue damage. ~ 1 SPAM~ No, we are not talking about a luncheon meat here. Spam is the repeated use of a phrase, command, or channel that causes screen scroll for others. Not only is spam considered rude, but excessive screen scroll can interfere with the game play of anyone seeing it (not to mention combat situations). The game will also tell you to PUT A LID ON IT and force-quit you after the 20th repeat of a single command It is also considered spam to use the same phrase over several different channels. The use of all-caps can also be considered spam. Only use capitals to add emphasis to key words in a sentence. Moving a large number of items into and out of a container in a crowded, non-store room is considered spam. Using multiple characters to chat the same message at the same time is considered spam. Making charmed mobs or pets to cause screen scroll through movement or orders is considered spam. ANYTHING that causes excessive or irritating screen scroll can be considered spam. ~ 51 SPEAK LANGUAGE~ &WSyntax: speak <language> Syntax: speak all (immortals only) >o speak a specific language, such as common, type: speak common Immortals have the unique ability to speak so that everyone can understand, by typing "speak all". &YSee also: &Whelp languages&w ~ 54 SPECFUNCS~ These special functions are available to assign to mobiles. Use them sparingly: To add spec: mset <mob> spec <function> (ex. mset guard spec spec_guard) To remove: mset <mob> spec none spec_breath_any Mobiles breathes one of the four breaths randomly. spec_breath_acid Mobile has breath of acid. spec_breath_fire Mobile has breath of fire. spec_breath_frost Mobile has breath of frost spec_breath_gas Mobile has gas breath. spec_breath_lightning Mobile has lightning breath. spec_cast_adept Mobile casts helpful spells. spec_cast_cleric Mobile casts healing spells. spec_cast_mage Mobile casts offensive spells during battle. spec_cast_undead Mobile casts offensive spells during battle. spec_guard Mobile attacks KILLERS and THIEVES. spec_executioner Same as above except summons guards to help. spec_fido Mobile eats corpses. spec_janitor Mobile picks up trash. spec_mayor Reserved for the mayor... don't use. spec_poison Mobile poisons during battle. spec_thief Mobile steals gold from players. ~ 62 SPECTRAL FUROR~ After the Dark Mage Thanatos accidentally discovered the spell 'Disruption' in a failed attempt to create a teleportation magic, he spent many years studying how to increase the pain that can be inflicted by incorrectly moving a victim across the threshold of dimensions. 'Spectral Furor' is a formula which, by upsetting the very nature of the space the victim inhabits causes neural as well as brute physical damage. With 'Hand of Chaos,' Thanatos perfected this line of magic, and he returned to his researches on the art of astral travel. ~ 1 'SPECTRAL FUROR' 'HAND OF CHAOS'~ Syntax: c 'spectral furor' (target) Syntax: c 'hand of chaos' (target) After the Dark Mage Thanatos accidentally discovered the spell 'Disruption' in a failed attempt to create a teleportation magic, he spent many years studying how to increase the pain that can be inflicted by incorrectly moving a victim across the threshold of dimensions. 'Spectral Furor' is a formula which, by upsetting the very nature of the space the victim inhabits causes neural as well as brute physical damage. With 'Hand of Chaos,' Thanatos perfected this line of magic, and he returned to his researches on the art of astral travel. ~ 1 'SPECTRAL GATE'~ Recommended level range: 1-2 It is a well known fact that when a God creates a mortal, the being enters the multiverse through the Spectral Gate. The strange journey through this portal sobers the mortal and determines his demeanor and nature. All know as well that once you enter the multiverse, you may never return through the Spectral Gate. ~ 57 SPELLCOMPARE~ .Det Mag Aug Dru Cle Mag Ran Pal Cr food Aug Cle Ran Pal cont light Aug Cle Mag Ran Pal Det Mag Aug Dru Cle Mag Ran Pal Det invis Aug Dru Cle Mag Ran Pal Dis Magic Aug Dru Cle Mag Ran Dream Dru Cle Mag Ran Enchant Aug Dru Mag Ener Dra Aug Dru Mag Faerie Fir Aug Dru Cle Mag Ran Float Aug Dru Cle Mag Ran Pal Fly Aug Dru Cle Mag harm Aug Dru Cle ident Aug Dru Cle Mag Ran Pal infravision Aug Dru Mag Ran Invis Aug Dru Mag Ran Know align Dru Cle Mag Ran Pal lightning bolt Aug Dru Mag locate Aug Dru Cle Mag recall Aug Dru Cle Mag Ran Pal stone skin Aug Dru Mag Ran Pal shock gras Aug Dru Mag shield Aug Dru Mag Ran Pal scry Dru Cle Mag Sanct Aug Dru Cle Rem Trap Dru Cle Mag Rem Invis Aug Dru Mag Ran Rem Curse Dru Cle Pal Refresh Aug Dru Cle Mag Ran Pal Poison Aug Dru Cle Ran Passdoor Aug Dru Mag Ran Massinvis Dru Cle Mag ~ 56 SPELLCOMPONENTS~ T### check for item of type ### V##### check for item of vnum ##### Kword check for item with keyword 'word' G##### check if player has ##### amount of gold H#### check if player has #### amount of hitpoints Special operators: + don't consume this component @ decrease component's value[0], and extract if it reaches 0 # decrease component's value[1], and extract if it reaches 0 $ decrease component's value[2], and extract if it reaches 0 % decrease component's value[3], and extract if it reaches 0 decrease component's value[4], and extract if it reaches 0 decrease component's value[5], and extract if it reaches 0 and ! will make the spell fail if the caster is carrying that component. Example: V1100 V+1101 The spell will only succeed if the caster is carrying objects of vnums 1100 and 1101. The object of vnum 1100 will get consumed by the spell, and the object of vnum 1101 will not. With the decremental operators (@#$%), the object must have at least a value of 1 in the respective location for the spell to succeed. ~ 56 SPELLFLAGS~ water water based (create water, ice spells) earth interracts with nature (earthquake) air involve the air or winds astral involve the astral plane (astral walk) area an "area spell"... affects everyone in the room distant affects something far away reverse has a reverse affect save_half_dam victim can save for half damage save_negates victim can save for no effect accumulative can be cast repeatedly to have an increased effect recastable can be cast again to refresh the spell nobrew cannot be brewed into a potion noscribe cannot be scribed onto a scroll group affects everyone in the caster's group (same room only) object specifically affects an object (for target 'ignore') character specifically affect a character (for target 'ignore') pksensitive affects target as if they were double your level ~ 1 SPELLS~ Type 'practice' to get a list of spells currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all spells available at each level to your class. ~ 55 SPELLSAVES~ Here are the saving throws you can set for use in SMAUG spells: none victim doesn't get a saving throw poison_death save vs. poison or death wands save vs. wands para_petri save vs. paralysis or petrification breath save vs. (dragon) breath spell_staff save vs. spells or staves ~ 1 SPINKICK~ Syntax: Spinkick (victim) To lift one's foot, spin to gain momentum, and kick your opponent. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 1 'SPIRAL BLAST~ Syntax: c 'spiral blast' Abbrev: c spiral A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks every enemy target in the area. The spell is hostile to all creatures in the room, and will cause them to engage the caster in combat. ~ 0 'SPIRITUAL WRATH'~ Syntax: c spiritual Spiritual Wrath sends a blast of blinding light at all targets in the room. It requires 2 casters chanting in unison, and the damage it does depends upon the casters' wisdom. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 1 SPURN~ Syntax: spurn Spurn is a skill that, if successfully executed, causes damage to your primary opponent. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 58 SSET~ Syntax: sset <victim> <skill> <value> or: sset <victim> all <value> or: sset <sn> <field> <value> name the name of the skill or spell code for spells, the code executed when the spell is cast target for spells, the target of the spell (see TARGETTYPES) minpos the minimum position required to use this skill/spell slot for spells, the slot number used in area files mana for spells, the amount of mana consumed by the spell beats how long this skill takes to be used (in 1/4 seconds) dammsg a word to describe the damage done by this skill or spell wearoff for spells, the message given when the spell wears off type the type of skill (Spell, Skill, Weapon, Tongue) difficulty how difficult the spell/skill is to learn and/or use damtype for spells, the class of damage it does components the components required for this spell (see SPELLCOMPONENTS) teachers will restrict the teaching of this skill to these mob vnums participants the minimum number of required participants (for spells) sector for spells, the spell can only be cast in these sectors For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS See also HELP RACIALABILITIES For help with settting levels and classes, see HELP SSET LEVELS. ~ 58 'SSET LEVELS'~ Syntax on setting levels for sset is as follows: &Ysset (sn) level (class#) (minimum level) &WBy default, all new spells are set to level 51 for all classes. Any class that you want to have access to the spell, besides immortals, will have to be manually set as described above. ~ 64 STAKE~ See LAWS STAKE. ~ 1 STANDARD~ Syntax: style standard This style is both a balance of offense and defense, giving neither a fighter nor his enemy an advantage in battle. See Also: style, evasive, defensive, standard, aggressive, berserk ~ -1 STAT STATREPORT~ &wSyntax: &gStat &wSyntax: &gStatreport &wThe stat command will work like report, except, that only you can see the result, and the result will include the report information plus your current and base stats for str, con, wis, int, cha, dex, lck. The statreport command will show this information about your character to all players in the room. ~ 51 STATMODIFIERS~ &G------------------------------------------------ &gModifiers &G| &gStrength &G| &gDexterity &G| &G------------------------------------------------ &gStat Lvl &G| &gHR Mod &G| &gDR Mod &G| &gAC Mod &G| &G------------------------------------------------ &G 0 &G| &G-5 &G| &G-4 &G| &G+ 60 &G| &g 1 &G| &g-5 &G| &g-4 &G| &g+ 50 &G| &G 2 &G| &G-3 &G| &G-2 &G| &G+ 50 &G| &g 3 &G| &g-3 &G| &g-1 &G| &g+ 40 &G| &G 4 &G| &G-2 &G| &G-1 &G| &G+ 30 &G| &g 5 &G| &g-2 &G| &g-1 &G| &g+ 20 &G| &G 6 &G| &G-1 &G| &G 0 &G| &G+ 10 &G| &g 7 &G| &g-1 &G| &g 0 &G| &g 0 &G| &G 8 &G| &G 0 &G| &G 0 &G| &G 0 &G| &g 9 &G| &g 0 &G| &g 0 &G| &g 0 &G| &G 10 &G| &G 0 &G| &G 0 &G| &G 0 &G| &g 11 &G| &g 0 &G| &g 0 &G| &g 0 &G| &G 12 &G| &G 0 &G| &G 0 &G| &G 0 &G| &g 13 &G| &g 0 &G| &g 0 &G| &g 0 &G| &G 14 &G| &G 0 &G| &G 1 &G| &G 0 &G| &g 15 &G| &g 1 &G| &g 1 &G| &g- 10 &G| &G 16 &G| &G 1 &G| &G 2 &G| &G- 15 &G| &g 17 &G| &g 2 &G| &g 3 &G| &g- 20 &G| &G 18 &G| &G 2 &G| &G 4 &G| &G- 30 &G| &g 19 &G| &g 3 &G| &g 5 &G| &g- 40 &G| &G 20 &G| &G 3 &G| &G 6 &G| &G- 50 &G| &g 21 &G| &g 4 &G| &g 7 &G| &g- 60 &G| &G 22 &G| &G 5 &G| &G 7 &G| &G- 75 &G| &g 23 &G| &g 6 &G| &g 8 &G| &g- 90 &G| &G 24 &G| &G 8 &G| &G10 &G| &G-105 &G| &g 25 &G| &g10 &G| &g12 &G| &g-120 &G| &G------------------------------------------------ ~ 58 STATSHIELD~ This is a PC flag which can be given to a mobile to prevent all immortals under level 59 from viewing its abilities. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a mob or another player. STEAL is an aggressive skill and should not be used on mobiles already fighting another player. It will cause the mobile to attack you if the attempt fails. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the skill. See also: "laws stores" ~ 2 STONEHEFT~ . &w.sssssssss. .sssssssssssssssssss sssssssssssssssssssssssss ssssssssssssssssssssssssssss @@sssssssssssssssssssssss@ss &z|&ws@@@@sssssssssssssss@@@@s&z|&ws &z _______|&wsssss@@@@@sssss@@@@@sssss&z|&ws &z/ &wsssssssss@sssss@sssssssss&z|&ws &z/ .------&Y+.&wssssssss@sssss@ssssssss&Y.&z| / / |&Y...&wsssssss@sss@sssssss&Y...&z| | | |&Y.......&wsss@sss@ssss&Y......&z| | | |&Y..........&ws@ss@sss&Y.......&z| | | |&Y...........&w@ss@&Y..........&z| \ \ |&Y............&wss@&Y..........&z| \ '------+&Y...........&wss@&Y...........&z| \________ &Y.........................&z| |&Y.........................&z| /&Y...........................&z\ |&Y.............................&z| |&Y.......................&z| |&Y...............&z| &CStoneheft - Imm of the week June 4 - June 10, 2001 ~ 1 STORY~ . At the Dawn of Time, Thoric weaved the multiverse and elevated a thousand mortals to godhood through divine ascension. The Supreme Entity then receded from the vision of all mortals and minor Gods, for these held little sway over his creation. The multiverse slowly began to take shape, order being formed from swirling chaos by the Thousand. Hundreds of planes and demiplanes were created, each one looked over by a pantheon of all-mighty deities. It was the Age of Peace. There was no enmity between the Gods of Good and Evil, for both sides understood the importance of Balance. For thirty thousand years, the multiverse knew bliss - then Dominus, Lord of Darkness, struck. Dominus was one of the Hundred whom Thoric held in favor and convened with regularily. The God of Darkness detested the need to bicker and discuss his plans with others and thus plotted to eliminate the other Gods so that he may rule supreme. He weaved a plane he named Es'tilith. He then spent a thousand years convincing Thoric that a prison plane for traitorous Gods was needed, a place where those who broke the Codex of Thoric could be kept for eternity. Thoric finally complied and enchanted the prison plane with the magics necessary. The Lord of Darkness then summoned the Thousand in a display of magic that will never be matched. Dominus presented his Void of Retention, quickly easing the fears of the Gods and encouraging them to explore the plane. The Thousand were intrigued and entered Es'tilith, thus becoming trapped for eternity. Then the Age of Plea began. For thirty thousand years, the trapped Gods pleaded to Thoric for freedom, while Dominus weaved his lies across the mortal planes, watching peace turn to war, order to chaos. Thoric eventually acknowledged their cries and declared that Dominus' treachery was fate and the Thousand would remain forever trapped in Es'Tilith. The Supreme Entity, the True Creator, then gave Dominus leave to destroy and remake the multiverse in his own vision. See Help Story2... ~ 1 STORY2~ . And so the multiverse was destroyed. Comforting Oblivion now reigned over all. This peace did not last long however, as a powerful backlash arose from Dominus' magic wielding, a strange entity containing the very essence of magic. It quickly weaved a new plane and world. A monument to life was grown, which it called the Tree of Life. From the Tree sprung creatures of all types, just as they were before Dominus wielded Oblivion against them. New lands were created and these slowly spread outward from the Tree. Cities were founded and conquered, and life began anew. The Tree also blessed some beings with knowledge of the Old Ways. These few mortals learned about the Lost Gods and took to worshipping them. Dominus eventually discovered this seed of Life within the vast void and, with a mere thought, destroyed it. As he was about to eradicate the remains of the unnamed plane, Thoric halted his hand, deeming that none would interfere with this interesting offspring of magic. Dominus was given the eternal task of overseeing this plane, which Thoric named Despair. Despair began as a world of Goodness, yet has now been corrupted over the ages by Dominus and the Gods he raised through divine ascension. The peaceful mortals of this now dark plane find themselves pressed into war against the Darkness. Beings of Light have become increasingly rare and a single, great resistance has bound together: the towns of Solace, Ofcol, New Thalos, Ocean Keep and most importantly, Darkhaven. All the other Realms of Despair have fallen, and thus does Good's hope falter and wither... ~ 1 STR STRENGTH~ Strength (STR in your 'score') represents your character's physical power. The most common concern with strength deals with how much your character can carry. For each additional point of strength you gain an additional amount of maximum carryable weight. Any character with 20 strength can carry 500kgs; Warriors, Rangers and Paladins can have a maximum of 25 strength, and can therefore carry up to 999kgs when their strength is at its maximum. Strength also affects (among other things): - damage roll and hitroll; for each additional point of strength, each of these will increase - chances of success for bash, stun, bashdoor, shove and drag, and the ability to dual-wield heavier weapons Strength is the prime attribute of warriors, rangers and paladins. ~ 1 STRIKE~ Syntax: strike With a flick of your wrist you strike your primary opponent and inflict damage to him. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 61 STRIP~ Syntax 'strip <victim> Silently transfers their entire inventory and clothing to yours. ~ 0 STUN~ Syntax: stun <mob> Stun is a skill which can only be used once a fight has started. It will stun your opponent if successful. ~ 1 STYLE STYLES~ Usage: style <style name> Styles, when effectively used, can change the tide of battle. The more experienced one is in a particular style, the better the chances that it will work for the fighter's advantage. There are five different known styles. Styles can be changed within combat to better ones advantage and knowledge of each of the different forms of combat. See help files on AGGRESSIVE, BERSERK, DEFENSIVE, EVASIVE, STANDARD. ~ 1 'SULFUROUS SPRAY'~ With the incantation 'Sulfurous Spray,' the casting mage culls from the air the elements necessary to form a strong acid which rains down upon his opponent or opponents. This strength and velocity of the spray is such that it can work its way into various forms of armor and clothing, and it is also able to harm opponents one might think resistant to such attacks, due to its magical nature. ~ 0 SUMMARY~ . &B |----------------------------------|----------------------------------| |&C MOVEMENT&B |&C GROUP &B| |&Cnorth east south west northeast up&B|&C follow group gtell ; split &B| |&Cnorthwest southeast southwest down&B|----------------------------------| |&Csomewhere open close lock unlock &B|&C INFORMATION &B| |&Cleave enter climb fly float look &B|&Cdeath CR reimb rules damage areas &B| |&Cwhere scan scry sleep wake stand &B|&Ccommands experience score title &B| |&Crest sit&B |------------------------|&Cweather channels description story&B| |---------|&C CONFIG OPTIONS &B|&Cwho report tick password typo note&B| |&Cautoloot autogold autoexit autosac&B|&Cwizlist MOTD news bug weapons mail&B| |&Cnice flee norecall ansi blank rip &B|&Ctime slist report languages spells&B| |&Cnointro prompt telnetga shovedrag &B|&Cskills idea&B |---------------------| |&Ccombine&B |------------------------|------------|&C COMBAT &B| |---------|&C OBJECTS &B|&Ckill flee wimpy rescue aid murder &B| |&Cget put drop give sacrifice recite&B|&Ccast&B |----------------------------| |&Csay tell chat question answer yell&B|-----|&C COMMUNICATION &B| |&Cwield wear remove inventory list &B|&Csocial quest clan ordertalk newbie&B| |&Cappraise buy sell compare examine &B|&Cavatar counciltalk guildtalk shout&B| |&Chold quaff zap brandish equipment &B|&Csay tell chat question answer yell&B| |&Cempty fill eat drink pick value &B|&Cauction&B |------------------------| |----------------------------------|----------| &CAlso see help on: !, SAVE, QUIT, PAGELENGTH, PRACTICE. To use the help menu, just type "help <topic>". To see help on individual areas, you can now type "help <full area name>". If you are new to the Realms, type HELP NEW to see a special help series. ~ 1 SUMMON SUMMONING~ Syntax: cast summon <character> This spell summons a character from elsewhere in the Realms to your own location ... and stuns your character. Characters who are fighting cannot be summoned. Do not summon aggressive mobiles into an area lower in level than the one from which they came, and do not summon aggressive mobiles into Darkhaven or pkill town. For clarification, if the mobile is a higher level than the lower level range of an area, it should not be summoned there. ~ 1 SUPPLICATE~ Supplicate begs your deity (if you have one) for aid. You may supplicate for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar of the deity, 'object', which summons an object of the deity and 'recall', which sends the player back to his recall point (bypassing norecall flag). Deadlies can supplicate corpse after one half of the corpse timer has lapsed. &GSee also: &YREMAINS, FAVOR, DEVOTE, DEITIES ~ 62 SUPPLICATE SUPPLICATION~ Supplicate begs your deity (if you have one) for aid. You may supplicate for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar of the deity, 'object', which summons an object of the deity and 'recall', which sends the player back to his recall point (bypassing norecall flag). which sends the player back to his recall point (bypassing norecall flag). Deadlies may not supplicate for their corpse. SEE ALSO: remains, deities, favor, devote ~ 1 SURREPTUS~ No one is entirely sure how the Surreptus came about. Common speculation and rumor holds that overwhelming greed and the pursuant nature of Justice drove a band of thieves belowground, where they lived for decades, biding their time until they were forgotten. As the years passed, fraternization caused their numbers to swell, their children developing to withstand the treacherous underground domains. Little order existed in the society, and power was held by those who controlled what few material goods the group possessed, which led to incredibly violent skirmishes in attempts to gain them. Over time, after the original generation had passed on, their history was forgotten. Immolative magics used during the "Age of Vampires" eventually wore through the overland, revealing some of the tunnels to the surface. As the magics continued to tear through vampire after vampire, a few Nosferatu stumbled onto the tunnels, and entered them, before sealing them off, thinking perhaps they were some forgotten entrance to their own familiar warrens. These last of the Vampires finally found the then-childish race of underdwellers, jokingly calling them "Surreptus", noting their near-worship of the wealthy items and thieving practices. The Surreptus accepted the Nosferatu into their society as wise-men, learning of all the practices of the surface world, gasping in awe as they heard of the treasures to be found. After the rumbling of the warring above ceased as the remaining vampires on the surfaces eliminated each other, below the surface, the Nosferatu taught the Surreptus to fight together towards a common goal, the value of fighting in packs, and usage of lightning fury on the unexpected, striking the unwary and unprepared before they become aware of what's going on. With their training complete, the Surreptus venture upwards towards the surface world that is now so foreign to them. ~ 1 SWAT~ &YSyntax&W: swat &wUse of this skill involves taking a large, open-palmed swing at your foe, allowing pain to be inflicted every time. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 1 SWIPE~ Syntax: swipe A sneak attack, that if successfully excecuted, causes damage to the primary opponent. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 52 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 0 SWORDBAIT~ This spell makes the victim more susceptible to slashing attacks. ~ 1 SYMPOSIUM THE SYMPOSIUM TS~ The Symposium is a council comprised of mortals and immortals. Each mortal organization is asked to send a representative to meetings each week, and several "at-large" members hold seats as well. Immortal members serve as advisors for the mortal generated projects, and oversee the advancement process from level 50-51. The Symposium is constantly trying to develop new ideas and projects for the Realms, as well as improving on various aspects of the game. Projects can range anywhere from new races and spells to minor revisions of helpfiles or room descriptions. All mortals are encouraged to bring their concerns and project ideas to a member of The Symposium, or simply post the idea at the Tome of Conception located e,s,u,s,w of Darkhaven Square. Those seeking more information should contact the immortal staff of The Symposium or the mortal head, Skaphia. ~ 1 TABOO~ . &B .--''--.. .' '. /'-. .-'-' | '-..-' \ | '-, ,-/'-. .. | \+'/'\' _' / '-.| ,-' || # ' (_)| / ,',-' |,\.' | . | ,','-.-. .' ( '.(w)'-',_ .' |' '. '-. '(_)| # ' '-. '-'_.,|\..' '-.._..) ~ 1 TAGETARLE~ Tagetarle is a former member of the High Tower of Sorcery who came to New Dark Haven just after it was built. He wanted to create a transportation business which would ferry people all over the realms through his magic portals. In a freak accident he was trapped inside one of his own portals and has lived out his days providing travellers with a means to access destinations that they are knowledgable about. To access his services, simply look upon the stone he rests upon, for there he has enscribed the names of the areas he is capable of creating portals to. To utilize Tagetarle's service, simply do the following: &W1.&Y Look stone to see the choices, then decide which area you wish to go to. &W2.&Y Once you have choosen which area you wish to go to, type: &W 'Tell Tagetarle (full area name here)' &W3.&Y To ensure you have been there before, Tagetarle will ask a question which will test your knowledge of the area. &W4.&Y If you know the answer, 'Tell Tagetarle (your answer)'. He will then wisk you away to your destination. Be warned, it is a one way trip. &wTagetarle is currently located nw, w, w, s from DH []. ~ 1 TAIL~ Syntax: tail Tail is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 TAMP~ Syntax: tamp <pipe> This empties your pipe so that you may fill it with fresh herbs. ~ 58 TARGETTYPES~ Target Function -------------------------------------------------------------------- ignore Spell affect relies on the casting argument offensive Spell will initiate combat defensive Can be cast on anyone safely self Spell only affects the caster objinv Casted onto an object in the caster's inventory ~ 64 TCOLOR~ &w You are about to enter our world of Despair, you must prepare yourself. Seek direction within the pages of your &YAdventurer's Guide&w, which you will receive as you enter the Realms. Read everything around you. Your immediate surroundings may give you clues to hidden areas, treasures and creatures. Once you enter the game, type: &Yhelp start&w ... This will be your main guide to commands. When in doubt, you may seek help from anyone involved with the Newbie Council - simply type &Yhelp NC&w to find members of the council. To control the amount of text sent to your screen, type: &Yhelp pager&w &GEnjoy your stay in our world, but don't ruin it for others. Everyone must abide by the laws, no exceptions (type: &Yhelp laws&G) ~ 0 TELEPORT~ &YSyntax&W: c teleport This spell takes you from your current location to a random location somewhere in the world. As the energies involved are difficult to control, there is no sure way of determining your destination. Therefore, caution and planning should be in the forefront when considering whether to use this spell. ~ 1 TEND~ Syntax: tend <target> tend The well-traveled Paladin will normally learn the techniques necessary to mend the wounds of himself or others. This is the greatest mending ability in the Paladin's repertoire, though due to its nature it can not be used while in combat. ~ 55 TEST~ &R ,. ( . ) . " (" ) )' ,' ) . (` '` .; ) ' (( (" ) ;(, (( ( ;) " )" _"., ,._'_.,)_(..,( . )_ _' )_') (. _..( '.. &O-------------------------------------------- &z-= &rIMOTD&z =- &zWarnings are issued as &WShargate &zis promoted to &WDemi God. &WRaltaris &zrises to Lesser God. &zDwarves everywhere cheer as &WStoneheft &zis promoted to &WGod. &WEdmond &zproves he rules as he's promoted to &WAscendant God. Congratulations to &WThorpe &zand &WLeart &zfor the newest additions to their families. &WNote: &zPlease remember to read immnews and news daily for important updates. &R ,. ( . ) . " (" ) )' ,' ) . (` '` .; ) ' (( (" ) ;(, (( ( ;) " )" _"., ,._'_.,)_(..,( . )_ _' )_') (. _..( '.. &O-------------------------------------------- ~ 65 TEST HELP~ ~ 60 TEST1~ ..^^. / \ ~ 55 TEST2~ &x.&c _ _ |&R1&c| _ _ _ _ _ _ _ |&R2&c| |*| |&R3&c|*|*|*|*|*|*| _ |*| |*| _ |*| _|*|_ _ _ _|&R4&c|_ _|*|_|*|_ |&R5&c| |*| _|&R6&c|*|*|*| |&R7&c|*|*|*|*|*|*|*|*| |*| |*| |&R8&c| |*| _ |*| |*| _ _|*|_|*|_|*| |*| |&R9&c| _ _ _|*|_ _ _ _ _|&Y1&c|*|*|*|*|*|*| _ _|*|_ _ |&Y2&c|*|*|*|*|*|*|*|&Y3&c| |*| |*| |*| |&Y4&c| |&Y5&c|*|*|*| _ _ _|*| _ _|*|_ _|*|_ _ |*|_|*|_ _|*| |&Y6&c| |&Y7&c|*|*| |&Y8&c|*|*|*|*|*|*|*| |&Y9&c|*|*|*|*|*| |*|_ _ _|*|_ _ _ |*| |*| _ _ _ _|*| |*| |&B1&c|*|*|*|*|*|*|&B2&c| |*| _ |&B3&c|*|*|*|*| |*| _ _ _|*| |*| _|&B4&c|_ _ _ _ |*| |*| _|&B5&c|*|*|*| |*| |&B6&c|*|*|*|*|*| |*| |&B7&c| _|*|_|*|_ _|*|_ _ _ _ _ _ |*| |&B8&c|*|*|*|&B9&c|*|*|*| |&W1&c|*|*|*|*| |*|_ _ _|*|_ |*| |*| |*| _ _ _ _ _ _ |&W2&c|*|*|*|*|*| |*| |*|_ _|*|_|&W3&c|*|*|*|*|*| |*| _ |*| |&W4&c|*|*|*|*|*| |*| _|&W5&c|_ _|*|_ |*| |*| |&W6&c|*|*|*|*|*| |*|_|*|_ _ _ _ |*| |&W7&c|*|*|*|*|*| _|*|_ _ _ _ _ |&W8&c|*|*|*|*|*|*| &P|&RR 1-9&P|&YY 1-9&P|&BB 1-9&P|&WW 1-8&P| &x.&w ~ 2 TGT~ &x.&R _____ , _ &R () | _ _, , /|/ \ _ o &R | |/ /\/ / | / \_ |__/ |/ | | /|/| | / \_ /|/| &R (/ |_/ /\/ \/|_/ \/ | \_/ |_/ \/|_/ | |_/ |/ \_/ | |_/ &Y &g \ \_ ,/|_ &R &g . \ \_ ,/ , \_ &RWhat: &Y5th annual Texas Realms&g /\,`/\.`/`. | ,/ ,/ | \ &Y Get-Together &g,/'/`' `. | ,;/ ,/ \ &Y &g /(/`' _ __, `.|./ ,;/&G ,'` &RWhere: &YPlantersville, Texas &g/'/&R,&g) ,-' &G`'.`,&g `,/ &G,'` &Y &g / ` ,' &G \ \&g ` . &G,'` &RWhen: &YOctober 19 - 20 &g /, / __&G\ \ &g ` &g &g / ./7 / __&G\&g_&G\&g__ &g &g |,// ((( / ____ &r &r / | &g ((( &G`,`, &r &r (`&R ;&r| &G`,`, &r , &r(.&R "`&r/ (' ) &G `,`,&g &r ` )&R`-&Y'/ &Rl &r` , , ' &G `,`,&g &r_,' ) )&R ' ' (_,&Y' ) )&R ' ' (_,&r' ) &r, ( ,) &R 7` / /, &Y(, ( ,)&R 7` / /&r, (, ( ,) 7` / ) &r `&W___ &R,-,` ,/` &W__ &Y, , )` ) &W___ ___ &R ).\ /)&r `, (,) &r &W/ _ \___ ___ _/ /_&r/&W_ ___&Y) `&W___&R`(&W/ _/ / _ \___ __ ___ ___ _( &r`&W/ , _/ -_) _ `/ / ' \(_-< / _ \/ _/ / // / -_|_-</ _ Y _ `/ / __/&r(, &W/_/|_|\__/\_,_/_/_/_/_/___/ \___/_/ /____/\__/___/ .__|_,_/_/_/ &r.` ) , &r(,- `-' &R/ (, -') &Y( (,- `-' / (, -') &R( (,- &W/_/ &r/ (, -') &r,'_(_&R(__ )_, _`&Y-_, _-_(,_,'_(_(__ )_, _`-_, _-_(,_,'_(_&R(__ )_,&r _`-_, &YFor more information and reservations, please visit Myra's webpage: &Yhttp://www.silverwolf-den.com/tgt ~ 53 THAC0~ In the old days of table top roleplaying, when you wanted to attack a creature you would have to roll a die. That die had 20 sides to it, 1 through 20 - your "hit die". (A die roll of 1 is called a "critical miss", while a die roll of 20 is called a "critical hit". Critical misses or hits simply mean you are guaranteed to miss/hit regardless of your stats.) Your character also had a stat called "thac0" (to-hit-armor-class 0). This stat meant that in order to hit a creature with an armor class of 0, you had to roll that number or better. A decent thac0 would have been a 12 maybe. Which would mean if you rolled a 12 or better, you'd hit a creature with an armor class of 0. What if the creature had an armorclass of -1? Add one to your thac0. So now you need a thirteen or better to hit the creature. And the reverse being true. An armor class of 5, would mean subtract 5 from your thac0 (equalling a 7) and now you roll a 7 or better to hit. SMAUG does the exact same computation, and "die roll". (FYI: A computers base number is 0, not 1. So a 20 sided die would be from 0-19, 0 being critical miss, and 19 being a critical hit) But in order to understand this, you've got to be able to figure out what your characters (or mobs) thac0 is. Thac0 for PCs in SMAUG is based on two things: class and level. When you create a class you give the class two values. A thac0 and a thac32. No, thac32 does not mean "to-hit-armor-class 32". What it does for the game is allows the code to calculate the value of a PC's thac0 based on his level. (Technically the formula is as follows: thac0+(level*(thac32-thac0)/32)) This however is not the case for NPC's. NPC's are automatically given a thac0 of 0. This number cannot be altered currently without a change to the code. SEE FIRST: HELP ARMOR CLASS SEE NEXT: HELP HITROLL ~ 51 THACO AC~ . Thaco is determined by a linear interpolation based upon the current level of the character divided by 32 in Smaug. These values are basically used as the boundaries of the interpolation between 0 and 1, where thaco_00 is at level 0 and thaco_32 occurs at level 32. The thaco inbetween these levels is the ration of current level to 32. In English: Let's say you have a new warrior character, with a Thac0 of 18. That means, if he is fighting a creature/mob with an armour class of 0, he has to roll an 18 or over (on a 20 sided die) to hit. Armour class modifiers work as such: Hit roll must equal Thac0 - monster's AC. If the monster had a negative armour class of say, -2, (which is better), he'd have to hit his Thac0 (-2), which would be 20, and he could only hit on a roll of 20. Conversely, the higher the monster's AC , the better the chances of hitting on any given roll. ~ 2 THALASIAN~ . , , |\ /| \ `-.\ \/ /.-' / \_ / \ _/ __.--/ __ __ \--.__ * `\__.| (. .) |.__/` | /\ | ___ ) * \ | | / ___ /,--.\ ( ) |_/ \_|.......---''`` ``-./ | \\___// / \ ` | '---' \ ^ ^ / \ \ .-''-._/ , | -.-'``''`` `'<_.-. / | | | \ | \ | | \ \ \ \ | `._\ / _\ / \ \ /'''---/```` '-. \ \ \ | \ / \ | ( ( | U'U'U' | | | | | / / | | | | | _/ .` / / _| _| | / ( _/ / / / ( ---` / ( |___\ |___\ ~ 1 THALOS~ Recommended level range: 10 - 25 Thalos was once the most powerful nation in Despair, a constant thorn in the side of Darkness, an ever-vigilant defender of Light. It was not surprising then that, after another victory against Lord Seth's forces, a magical black mist was unleashed on the city. Any who entered the foul mist were dead within minutes, poisoned by the deadly vapors. When the dark cloud lifted, Thalos was left in ruins, its once slavebound lamias now deadly creatures. A beholder was left to rule over the wreckage. None have attempted to rebuild Thalos, for they say it is cursed for all time... ~ 1 'THE ASTRAL PLANE' 'ASTRAL PLANE'~ Recommended level range: 15 - 35 High above Darkhaven, perched atop a heavenly rainbow, is the ever- standing pearly gate to the Astral Plane. Once a gateway between worlds and planes, it is now a black void which is connected to but one world. The Astral Plane's inhabitants do provide much intrigue however, even if their homeland does not. The githyanki, as they are called, were once humans enslaved by the mind flayers of Shadowport. Led by the Lady Gith, they escaped, yet their minds and bodies were so tortured that they were no longer accepted openly among humans. Using new psionic powers, they quickly dominated the Astral Plane. Since then, a powerful lich has become the ruler of the race. None know the fate of the Lady Gith, although many speculate that she lost or refused to fulfill a bargain she made with dark powers to free her race... ~ 1 THE DESERT OF DESPAIR~ Adventurers will undoubtedly stumble on the Desert of Despair on their journies around New Thalos and the sands of the Blasted Lands. An earthquake which struck the lands around New Thalos have opened a chasm separating the Emerald Hills and the thriving city. At the same time, sightings of a new Oasis and a hidden temple in the midst of the Blasted Lands bring hope to the brave of new treasure and adventure. Adventurers may find traces of the sands of Despair spread throughout their formerly well-known territories. Level range: 25 - 50 ~ 1 'THE SHIRE'~ Recommended level range: 5 - 35 The Shire is a small village of halflings and hobbits to the northwest of Darkhaven. The town is run by the Thain, who also manages the trade of wheat with other towns. Very little danger exists in the Shire, save for the occasional thieving youth, or angry bull. ~ 1 THE_PANEL~ The Panel are a group of immortals who are responsible for dealing with complaints regarding the disciplining of mortals by Immortals. Their role is to review what has occured, the punishment allocated and all of the relevant circumstances and to determine if the punishment given is too excessive. Due to the sensitivity of their job function, and the fact that members of the panel may change over time, their identities are not broadcast to the Realms at large. To launch an appeal please read: Help Appeals ~ 0 THIEF THIEVES~ The thief is a dark character which makes use of many skills often deemed ... improper by the rest of society. The skills of the thief reflect his way of life, be it sneaking, peeking into others' inventories, picking locks, or attacking from behind with deadly backstabs. With amazing dexterity they have the ability to circle around an enemy to deliver devastating blows. But for living such a dark life, thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Thieves start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A thief is always useful when there is a lock that needs to be pried, an item that one wishes to acquire without detection, or a particularly wicked foe whose downfall requires cunning. The following races are acceptable to the ways of the Thief: Human Elf Dwarf Halfling Pixie Half-Ogre Half-Orc Half-Troll Half-Elf Gith Drow Sea-Elf Gnome ~ 61 THIEFSKILLS~ . aggressive style 21% aid 39% backstab 95% bash 22% berserk style 17% circle 95% climb 17% defensive style 17% detrap 17% dig 17% disarm 90% dodge 95% dual wield 85% enhanced damage 55% evasive style 22% fourth attack 30% gouge 95% hide 85% mount 17% peek 95% pick lock 95% poison weapon 38% punch 50% scan 90% search 85% second attack 90% sneak 95% standard style 17% steal 95% third attack 70% track 85% tumble 95% ~ 61 THIEFSPELLS~ ~ 58 THINK~ There is *no* "la la la"ing on think. ~ 62 THIS IS A TEST~ yadda yadda ~ 62 'THIS IS A TEST'~ yadda yadda yadda ~ 61 THORIC1~ .&w zee. z**=. .P" $ % c z" $ b % d 4" 4 $ .... 4" $ F L .P" "%. $ $ $ 4 e" "c " $ $ F z &BTHORIC &w* 4 $ P $ d 3.$ $ % $d ..eeeec.. *$ 'b d $% .e$*c d" ".z**$%. $ $ ~ 2 THORPE~ &x. &W .,'`'.'`','`','`','`','`', &R ___ &W ( ,) &R .' _`. &W (` &Ghey bayyybie.. how &W ,) &R _/___/_\| &W (` &G YOOOOU doin? &W ,) &R/&OXX&Y|&O"&Yx &Bn&Y\ &W `( , , , , ,) &Y | __" ) &W )/ '..' 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He's HUGE! &w ,` _ ,/ / `-' \ &w / _]Q /`. .'\ &g , &G ____ &w( <, // // |___| \\ ,'| &g__)\_ &G .'.-'>- &w \_O=/ ==Q=========O`==(_/&g,--&R'&g> &G'```-, .'.' ,{- &w // \ / \ &g} ___(_' \&G} .'.' .' >- &w // (_) (_)`(_) `' &g ) /&G} / / .' .-'{_ &w / |] [] &O ______&g /&W,,/`-\&G}' /.'.-' _<_ &W ____ &w ,'__) (__`, &O / _____|&B|\_ &W\&G'.-'.--.-{_ &W | | &w |____| |____| &O \\ &B | ( &W \&G-,`---...>- &W|^R()^x &w &O\\&g___,-&B|_/&W/&B`',&W \&G}_``-._{_ &R___/_ &w &g/ ,====\&W/ &B',&W| \&G}```-' &R/::::::::: &w &g<<<_)_,-'&W|__&B;&W/ \&G} &R|\________ &w &g / ,===='&W;__\,-'`&g \&G} &g _&R||&g_&w \_ &Y Go Leafs! &g<<<`) &G/,,,/ &g \&G} &g ) /&w\_\_\_\ &w &O \\ &G \,,/ &g \&G} &g//)/&w\_\_\_\_ &B Tical Umbramnia &O - &g`\ / \__.'/ &R||&w_\_\_\_\_\_\ &w &g >`. \ / &R||&w\_\_\_\_\_\_&R &B Imm of the Week &z__&g// > / \ / &R||&w_\_\_\_\_\_\ &B Sept. 2-8 &z ,-`\\ ;_/ / &g\ / &R ||&w\_\_\_\_\_\_ &B Dec. 2-9 &w|__&z,-'\\\ |_&g `--' &R ||&w_\_\_\_\_\ &w &w |________| &R||&w__\_\_\_\_\_&R ~ 51 TICALTEST~ &x. &B ____ &B .'&Y* *&B.' &B __/_&Y*&B_&Y*&B(_ &B / _______ \ &B _\_)&w/___\&B(_/_ &B / _&W((&w\- -/&W))&B_ \ &B \ \&W())&w(&r-&w)&W(()&B/ / &B ' \&W(((()))&B/ ' &B / ' \&W)).))&B/ ' \ &B / _ \ - | - /_ \ &B ( ( .&R;''';. &B.' ) &B _\"__ &Y/ &Y)\ &B__"/_ &B \/ &Y\ &R' &Y/&B \/ &B .' &R'...'&B ' ) &B / / &b| &B\ \ &B / . &b. &B. \ &B / . . \ &B / / &b| &B\ \ &B .' / &bb &B'. '. &B _.-' / &bBb &B'-. '-._ &B _.-' | &bBBb &B'-. '-. &B (___________\____&b.dBBBb.&B________)____) &W ___ _ __ &W | _ \___ __ _| |_ __ ___ ___ / _| &W | / -_) _` | | ' \(_-< / _ \ _| &W |_|_\___\__,_|_|_|_|_/__/ \___/_| &W ___ _ _ ___ _ _ &W| \ ___ ____ __ __ _(_)_ _( )___ ( _ ) |_| |_ &W| |) / -_|_-< '_ \/ _` | | '_|/(_-< / _ \ _| ' \ &W|___/\___/__/ .__/\__,_|_|_| /__/ \___/\__|_||_| &W |_| &W ___ _ _ &W | _ \___ _ _ _ _ (_)___ _ _ | | &W | / -_) || | ' \| / _ \ ' \|_| &W |_|_\___|\_,_|_||_|_\___/_||_(_) &W &W&YFor more details visit: http://www.game.org/reunion ~ 0 TICK~ Many of the actions in the Realms 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 in these Realms average 60 seconds of real time, but the actual amount varies randomly from 45 seconds to 75 seconds. Area resetting happens roughly every 3 minutes if there are no characters in the area; less often (15 minutes) if any characters are present; Also, some lower level areas have shorter reset periods, while some higher level areas have longer reset periods. Note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. Area resets are indicated by 'squeaking noises' or other messages just prior to the reset itself. ~ 64 TIE~ ./ | \ -<---(*)--->- \ | / ~ 1 TIKI~ &W _()/^) (^\()_ _)\< >/(_ &P_.-.-.&W \\)_ (/\\ &P (_\_|_/_) &W \ ` /| &P (__>&Y(@)&P<__)&W ` `` &P (_/^|^\_) &P '-'-&g'@,&G _/\ `&g@&G / _/ &G |\_ ,&g@&G|/_/ &G \ \|&g@&G' &G `-&g@&G' /| &G/\_&g@&G | /_ &G\_.|&g@&G,__/ &G^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ &g^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ &P &P ______ _ __ _ /_ __/ (_) / /__ (_) / / / / / //_/ / / / / / / / ,< / / /_/ /_/ /_/|_| /_/ &Y Imm of the Week -- Nov 4-10 Immortal of the Week - February 10 - 16, 2002 ~ 2 TIKI2~ &x. &R( &C &R( &C --- `\ `\ `\ &R __,`---,__ &C ======= || || |\ &R |\ / `````` \ &C ________ \\ \\&B , &C \`\,&R\ \/` ````` \ \ &g . &C \`\&B,=` `=&C\_`\\&R ,,,, \ \ \|&g./`/ &C `&B/`____ &C / /&B`&R/ \ &g,\_\./` &B `&C/`/`\\&R`\ ````,,, &g/|\`\_ &C |/ `\\&R\ &g,/,/\\ _`| &C ` &O=&C`()&O==&Y*&R______&g/,/\`\` \ | &g |/ \`\ `\ &R ( &g \`\` &R ( &g |`|` &g : : &g |`|`__,, &g : : _ \_\ &g |`|` \__\`\ &g : : \,\| &Y _______ _ _ _ &g /`/` `` &Y |__ __|(_)| | (_) &g /`/` &Y | | _ | | __ _ &g /`/` &Y | | | || |/ /| | &g /`/` &Y | | | || < | | &g /`/ &Y |_| |_||_|\_\|_| &g ``/` ~ 51 TILDE~ The tilde character is a very handy feature to use when formatting text with the editor. It is good style to use as much buffer space as possible when creating room descs, making mobs echo with mob programs, or trying to present your ideas in readable form. &WAn example : &Gmpat 0.$n mea 0.$n _lbl Edmond's mob says 'This is a very short line to use mpat 0.$n mea 0.$n _lbl because the preface of the command is sooooo long.' will yield you : &CEdmond's mob says 'This is a very short line to use &Cbecause the preface of the command is sooooo long.' &GWouldn't it be nice to see : &CEdmond's mob says 'This is a very short line to use because the preface of the command is sooooo long.' >o do just that, I simply add the tilde to the end of the first line and remove the second command preface. &WExample as follows: &G mpat 0.$n mea 0.$n _lbl Edmond's mob says 'This is a very short line to use - because the preface of the command is sooooo long.' There are however some catches to working with this feature. The primary catch is that when re-editing a file that uses the tilde character, each line that used the tilde, will need to be reformatted, as well as the original line below it. Using the example from above, when going back into buffer, the text would look like the following : 1> mpat 0.$n mea 0.$n _lbl Edmond's mob says 'This is a very short line to use bec 2> use the preface of the command is sooooo long.' Using the tilde would be considered an advanced editor technique. If you are going to use it, it is generally easier to format your text in an offline editor such as Windows notepad, or zMUD's editor. ~ 51 TIMER~ &G 31 to 40 "is lying here." 23 to 30 "is buzzing with flies." 15 to 22 "fills the air with a foul stench." 07 to 14 "is crawling with vermin." 01 to 06 "is in the last stages of decay." Since a corpse decays over 30 to 40 minutes, the best practice is to wait until the corpse timer is 23 or less (or has hit the "fills the air with a foul stench." stage. You can see what stage of decay a corpse is in by typing: - bodybag <player name> (i.e. bodybag Joemort) - atobj 'corpse <player name>' look (i.e. atobj 'corpse Joemort' look) - ostat <player name> (i.e. ostat Joemort) See also: &Y IMMCR, IMM_CR1, IMM_CR2, BODYBAG, CORPSE ~ 0 TITLE~ Syntax: title <string> This command allows you to set your title the text of your choice. The game supplies a title when your character is created and each time you advance a level. * Must be level five or higher to use title ** Titles are subject to the same guidelines for use of language as channels *** Titles in languages other then english, may be subject to change if an Immortal deems it unsuitable. ~ 51 TONGUE TONGUES~ The different PC languages include common, elvish, dwarven, pixie, ogre, orcish, trollese, goblin, halfling and gith. NPC languages include rodent, insectoid, mammal, reptile, dragon, spiritual, magical, god, and ancient. ~ 1 TOPICS~ Additional topics you may want to look over: *TICK *WIZLIST *EXPERIENCE *EQDAMAGE *CLANS *CHANGES *DAMAGE *NEWS *STORY To view a topic type: HELP <topic> ~ 1 TOURNEY~ Recommended level ranges : 30 - 50 Forged through time and perilous blood and sweat, this gladiator arena is famed for its prizes given to those proven victorious in the tournament. Survival and fame, there is no second place within the halls of this coliseum. Guarded by once gladiators themselves, you will find that any and all fighting is kept within the center of the arena. Night after night, thousands of spectators come from far and wide to witness the chilling spill of blood and hopes. You will find that within this massive and luxurious coliseum there is no such meaning for the word mercy. ~ 52 TOURNEY2~ .&W [99] &G| &W[35] [36] [37] [38] [39] [45] [40] [41] [42] [43] [44] &G| | | | | | | | | | | [**] - [**] - [**] - [**] - [**] - [24] - [**] - [**] - [**] - [**] - [**] | | | | | | | | | | |&W [66] [67] [68] [69] [70] &G| &W[71] [72] [73] [74] [75] &G| &W[23] &G- &W[21] &G- &W[22] &GAll rooms begin with 148*. &W14821 - &Gtrans morts into this room. &W[**] - &Ghallway leading to the gladiator chambers. Mortals can either find their own chamber, or you can trans them into the chambers. &W14835 thru 14844 - &GGladiator chambers. | &W14849 - &GArena Center &W14866 thru 14875 - &GGladiator chambers. | &W14850-14865 - &GArena &W14803 - &GArena control room. | &W14876-14890 - &GArena &W14845 - &GUp from 14824 | &W14899 - &GNorth from 14845 - Spectator seats| &W14891 - &GHolding Cell (no exit) ~ 0 TOWER 'TOWER OF DESPAIR' 'THE TOWER OF DESPAIR'~ Recommended level range: 35 - 50 The dark Tower of Despair has existed for many ages as a black spike that corrupts the landscape west of Darkhaven. The God Strahd created this monstrosity, a gift to his most loyal servant: Orcus, Demon Prince of Death. The early ages of Despair were plagued by his dreaded minions and the undead walked the land. Orcus was without a doubt the most powerful evil in the Realms until he crossed the legendary Zarkas. Wielding the lost blade Nemesis, the Ancient Vampire Lord forced Orcus back to his abode and sealed the Lord of Undeath in his tower. Though Orcus is forever imprisoned, he still influences Despair to this day. Rumors, recently confirmed, tell that he has even managed to capture a solar, a being of pure Light. ~ 1 'TOWER OF ENLIGHTENMENT'~ Recommended level range: 35 - 50 The Tower of Enlightenment is situated near Lord Seth's Fortress, a beautiful sight compared to the Dread Demigod's castle. Little is known about this monument to knowledge, although many speculate that a tour of the tower can bless an adventurer with a crude understanding of the multiverse. Some even say that the Infidel, Circe, has crafted under-powered forms of some of the Lost Gods and sentenced them here to give adventurers a feeling of godly might. ~ 1 TOWN HALL TOWNHALL~ &G &WThe Main Lobby of the Darkhaven Town Hall is located one east and one south of Darkhaven Square. From there, you can read the directory (Type "&YLOOK DIRECTORY&W), to find the Mayor's Office, The Archives, Judge Kendra (Darkhaven Supreme Court), The Mail Room, Oracle and many other offices. ~ 1 'TOWN HALL'~ Recommended level ranges: 0 - 60 Darkhaven's latest architectural feat was in a sense, a prank at first. The deity Elcid looked upon the old Town Hall, and decided unto himself that is was too easily accessible. So it was with his keen mind that he created the New Town Hall. At first it was a maze of tricks and traps, mostly harmless fun until Brontrel looked down upon this and instilled Order unto the Hall. Now it is a place where all may meet and talk of that which interests them. Many boards covering all subjects lie scattered through the three floors of the hall, along with meeting rooms where such councils may be convened. Upon the first floor, the Mayor and the Judge of Darkhaven reside, and the top floor was taken over by the Symposium to better relations between mortals and immortals alike. ~ 1 'TOWN OF SOLACE'~ Recommended level range: 5 - 50 The town of Solace lies to the northwest of Darkhaven, attainable through a path in Haon Dor. It is one of the five cities of Light and has fiercely defended its territory for ages with the aid of the famed Mandor and Nelson. An interesting quirk of Solace's citizens is that they do not believe in the use of magic or the aid of the Gods. They are the meaning of the word warrior. All are advised to keep this in mind when challenging the city's finest. ~ 60 TOWNAHLL~ . hedit townhall ~ 58 TO_ROOM~ &p(Invis) (Hidden) (Translucent) &PStormcrow the Inconnu hovers here. &p(Invis) (Hidden) (Translucent) &PStormcrow hovers here. &r(&wInconnu&r) ~ 0 TRACK~ Syntax: track <mob> Track will assist you in tracking down a mob that is within the area, giving you its general direction. ~ 1 TRADE TRADING~ Please see the help password file for important information. ~ 2 TRAFFIC~ Syntax: traffic <message> Traffic is akin to the old auction channel, meaning it is a simple channel on which to offer to buy or sell whatever it is you wish to buy or sell. Please do not spam other channels with offers to buy or sell goods. Use the traffic channel. Avatar traffic is seen only by avatars, and non-avatars see only non-avatar traffic. Immortals on the channel see and are seen by all. Traffic is for the exchange of equipment, not for discussion. See also: AUCTION ~ 0 TRAIN~ The TRAIN command is no longer functional; you must keep your assigned attributes and can modify them with objects. ~ 1 'TRANCE'~ &YSyntax&W: trance Trance places your character in a trance-like state during which mana can be rapidly regenerated. Once you begin trancing you cannot engage in other activities (or type other commands) or you will break the trance state. While in the trance you will see your mana regenerate every few seconds until you are at your maximum. Trancing regenerates mana more rapidly than meditation. See also: MEDITATE ~ 52 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 1 TRANSPORT~ Syntax: cast 'transport' <object> <victim> 'Transport' sends an object in the caster's inventory to the victim. ~ 1 TRANSYLVANIA~ Recommended level range: 35 - 50 Transylvania was once a populated isle floating in the vast Sea of Sorrows. Its people were strong and hard-working, ruled by an honorable Prince. Its fate was decided when the ancient Inconnu elder, Dracula, was overcome by a malevolent entity and abandoned his clan. It is thus that he came to Transylvania. The land's people slowly began disappearing, replaced with vampiric minions and leeches. In the end, the Transylvanian Prince fled, leaving the living that remained to die, and then live in undeath. A small number of individuals still fight the darkness in this hopeless land. The Count Dracula, as he is now known, has taken up residence in a manor in the northern part of the realm, commanding his minions from his lair. It is rumored that he has been killed many times, only to rise again; for he is cursed and Vl'arescht refuses his soul in all the higher planes. ~ 54 TRAPDAMAGE~ ------------------------------------------------------------------------------ | Number | Description | Damage Done (default damage is v2 to 2*v2 | ------------------------------------------------------------------------------ | 1 | Poison gas | Casts poison ( Level of spell = v2 ) - if poison| | 2 | Poison dart | fails, then it does the default amount of | | 3 | Poison needle | damage | | 4 | Poison dagger | | ------------------------------------------------------------------------------ | 5 | Poison arrow | Casts poison only ( Level of spell = v2 ) | ------------------------------------------------------------------------------ | 6 | Blindness gas | Casts blindness ( Level of spell = v2 ) | ------------------------------------------------------------------------------ | 7 | Sleeping gas | Casts sleep ( Level of spell = v2 ) | ------------------------------------------------------------------------------ | 8 | Flame | Casts fireball ( Level of spell = v2 ) | | 9 | Explosion | | ------------------------------------------------------------------------------ | 10 | Acid Spray | Casts acid blast ( Level of spell = v2 ) | ------------------------------------------------------------------------------ | 11 | Electric Shock | Does default amount of damage | | 12 | Blade | | ------------------------------------------------------------------------------ | 13 | Sex change spell| Casts change sex ( Level of spell = v2 ) | ------------------------------------------------------------------------------ ~ 54 TRAPFLAGS~ Flags to describe a trap and what triggers it: ROOM - Trap is in a room OBJ - Trap is on an object ENTER - Trap is triggered by entering the room LEAVE - Trap is triggered by leaving the room OPEN - Trap is triggered by opening CLOSE - Trap is triggered by closing GET - Trap is triggered by getting the object PUT - Trap is triggered by putting the object EXAMINE - Trap is triggered by examining the object PICK - Trap is triggered by picking the object UNLOCK - Trap is triggered by unlocking the object NORTH - Trap is triggered by moving north SOUTH - Trap is triggered by moving south EAST - Trap is triggered by moving east WEST - Trap is triggered by moving west UP - Trap is triggered by moving up DOWN - Trap is triggered by moving down See RESET, TRAPSETTING and TRAPTYPES. ~ 54 'TRAPS BY EDMOND'~ &rSyntax: '&Greset add trap <&Wvnum&G> <&Wtraptype&G> <&Wcharge&G> <&Wtrapflags&G>&r' &G eg. reset add trap 1000 4 10 obj open &WVNUM &G- The vnum of either the room or object to be trapped. &WTRAPTYPE &G- The type of trap. (See TRAPTYPES) &WCHARGES &G- The number of charges this trap should contain. &WTRAPFLAGS &G- Flags specifying the characteristics of the trap. (ie: room trap or object trap, what triggers the trap, etc.) ( NOTE: You must always specify AT LEAST room/obj in trap flags ) &RTrap Types: &R --------------------------------------------------------- &R| &GNumber &R| &GDescription &R| &GNumber &R| &GDescription &R| &R --------------------------------------------------------- &R| &W1 &R| &GPoison gas &R| &W 8 &R| &GFlame &R| &R| &W2 &R| &GPoison dart &R| &W 9 &R| &GExplosion &R| &R| &W3 &R| &GPoison needle &R| &W10 &R| &GAcid Spray &R| &R| &W4 &R| &GPoison dagger &R| &W11 &R| &GElectric Shock &R| &R| &W5 &R| &GPoison arrow &R| &W12 &R| &GBlade &R| &R| &W6 &R| &GBlindness gas &R| &W13 &R| &GSex change spell &R| &R| &W7 &R| &GSleeping gas &R| | | &R --------------------------------------------------------- >rapflags : You must at least specify Room or Obj ^R&WROOM^x ^ROBJ ^x &GENTER LEAVE OPEN CLOSE GET PUT EXAMINE &GPICK UNLOCK NORTH SOUTH EAST WEST UP &GDOWN &WEditors Note: The syntax shown in the "reset" command display is wrong. &WThere is currently no way to increase the strength of a trap, beyond raising &Wthe lower hard level of the area it is reset in. ~ 54 TRAPSETTING~ Setting a trap is a little tricky. Parameters: <vnum> <type> <charges> <flags> VNUM - The vnum of either the room or object to be trapped. TYPE - The type of trap. (See TRAPTYPES) CHARGES - The number of charges this trap should contain. FLAGS - Flags specifying the characteristics of the trap. (ie: room trap or object trap, what triggers the trap, etc.) See RESETS, TRAPTYPES and TRAPFLAGS. ~ 54 TRAPTYPES~ Types of traps: -------------------------------------------------------------------- | Number | Description | Number | Description | -------------------------------------------------------------------- | 1 | Poison gas | 8 | Flame | | 2 | Poison dart | 9 | Explosion | | 3 | Poison needle | 10 | Acid Spray | | 4 | Poison dagger | 11 | Electric Shock | | 5 | Poison arrow | 12 | Blade | | 6 | Blindness gas | 13 | Sex change spell | | 7 | Sleeping gas | | | -------------------------------------------------------------------- See RESET, TRAPSETTING and TRAPFLAGS. ~ 1 TREE LIFE 'THE TREE OF LIFE' 'TREE OF LIFE'~ Recommended level range: 35 - 49 It was this Tree that the essence of magic wove ages ago, after the planes of the multiverse were destroyed by Dominus. From the Tree of Life grew the beginnings of existence on Despair, from the lowliest insect to the wisest of sages. Many have visited the Tree even after its destruction by travelling through a magical portal which links the present and the past. Those who return speak of many powerful entities which combine many elements of life. ~ 1 'TREE OF LIFE'~ Recommended level range: 35 - 50 The origin of all life on Despair can be traced back to the Tree of Life. Weaved by the essence of magic ages ago, the Tree grew the beginnings of all existence; from the lowliest insect to the wisest of sages. Many have visited the Tree through a magical portal leading into the past from the present, those who return speak of many powerful entities who reside there. ~ 1 TREETOPS CANOPY~ Recommended level range: 25 - 40 The treetops of Haon Dor rise high into the air, offering a splendid view of the surrounding landscape. Though a very pretty place, it is also riddled with danger. Huge rocs, spider monkeys and living plants abound here, all seeking sustenance. Like many other places in the Realms of Despair, attempts to clean out these vermin have been unsuccessful. ~ 1 TREMERE~ "Yes, we know the truth. The truth is that knowledge is not power -- it is the prelude to power. Knowledge lets us see what is really important and, most importantly, how to attain it. Power is, after all, what really matters. Power is not a means to end -- it is the end. Power is what makes our unlives worth living. Power is what gives the night meaning." Majesty and mystery -- the two words are synonymous with the word "Tremere." Born of murder and greed, created for power and destruction, they are the most magickal of the clans. Rumors persist of the dark history of the clan; of tales of diablerie and usurping unequalled. Meanwhile, peasants whisper fearfully of an even darker future for this cabal of magi. "Magicians are those who are commonly called evil-doers on account of the enormity of their crimes. They stir up the elements, disturb men's minds and, without any poisonous potion, they destroy by the mere force of incantation." --Isidore of Seville, Etymologiae ~ 54 TRIGGER~ A trigger is an action, phrase, or game event that causes a program held within a room, mob or object, to begin playing out its commands. Triggers can be anything from a player or mob entering a room, to a player stating a particular phrase within a room, or to a mob or an object. For detailed information on triggers, see: RPTRIGGERS, MPTRIGGERS, OPTRIGGERS ~ 1 'TROLL DEN'~ Recommended level range: 10 - 20 A small group of trolls resides in the darker regions of Haon Dor. These filthy creatures often wander the forest, seeking lone adventurers to knock unconscious and bring back to their den for dinner. Though they do not number many, their numbers appear to be multiplying at a fast rate... ~ 0 'TROLLISH VIGOR' TROLLISH VIGOR~ Syntax: c troll <target> This spell increases your constitution during its duration. ~ 1 TROLLTOWN~ &GRising from the ruins of an old mountain, the fortress of the Half-Trolls stands in dark splendor. The fortress is surrounded by a deep moat full of vicious beasts, and guarded by some of it's own. Lying northeast of the fabled Mount Doom, the Half-Trolls have made a home for themselves. The fortress contains a small city, complete with shops, lounges and other conviences which make this hardy race comfortable in this harsh environment. &w ~ 1 TRUE 'TRUE SIGHT'~ Syntax: cast 'true sight' True sight confers the caster with a very brief immunity to blindness (from attacks such as gouge or the blindness spell itself). While under the spell's effect, the caster continues to see. Be warned that when the spell wears off the caster will become blind should the effects of the blinding attack still remain. True sight cannot be cast upon anyone but the caster themselves. ~ 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. ~ -1 TSR D&&D AD&&D~ . Dungeons && Dragons (tm) and TSR Hobbies Inc. Here we'd like to duplicate the original credits from the Basic Rules, Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc. Acknowledgements: The following individuals have made this work possible through its years of evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax, E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer. DIKUMud's concepts were directly based on TSR's D&&D concepts. ~ 1 TUMBLE~ Syntax: operates independently Tumble is a high-level thief skill for the evasion of incoming attacks. The skill functions autonomically, and its effectiveness is greater for more dexterous thieves. ~ 2 TUMULT~ &G A young half-troll named Volamchenko braved the perils of the Sands of Time and the icy chill of the Blizzard Bridge to pledge his sword to the Old Man, Father Time himself. Volamchenko pledged to guard the borders of Father Time's Manse from the foul Malsangre, who still hunts the Old Man. Pleased with the young half-troll's dedication and after ascertaining no taint of Infernalism, Father Time accepted Volamchenko's pledge of fealty. The Old Man gifted Volamchenko with a fragment of his power to aid against intruders. Upon being sent to the borders of Time's demense, Volamchenko created a rift to the Astral Plane and welcomed Malsangre to the land she was forbidden to ever set foot in. Volamchenko had been Malsangre's unwitting dupe. Upon the receipt of power from the Old Man, Malsangre had seized mental control of the young half-troll and broken the seal preventing her entrance to the Sands of Time. Quickly learning of the breach, Father Time played a desperate gambit and seized control of Volamchenko's mind, forcing the young half-troll to throw the demoness into the rift and close it. Taken unaware, Malsangre tumbled screaming back to the Astral Plane. His mind shattered through the barrage of intrusions, Volamchenko opened a rift into the timestream. Cursing both Malsangre and the old man, Volamchenko rushed through the rift and vanished. Volamchenko now dwells within the Tumult of the Timestream. His rifts sporadically open between worlds, gathering objects of power and potential allies to destroy Malsangre and unseat the Old Man. However in his dementia Volamchenko fails to realize he is caught in a time loop, with each acquisition vanishing soon after it is attained. While his derangements may prevent him from taking heed of his loss, it does not impede his zeal to avenge himself. ~ 62 TUNNEL~ To add a tunnel to a room.. redit flag tunnel redit tunnel <#> Ie, a tunnel of 6 would allow a max of 6 in room at one time. ~ 1 'TWO RIVERS'~ Recommended level range: 1 - 15 The small farming and hunting town of Two Rivers lies north of the Shire, across the shimmering Brandywine River. Its people are mere peasants and offer very little aid in the battle against Darkness. ~ 1 'UK GTG'~ The UK/Europe London Get-Together will be held on &WApril 6, 2002. &wInformation on it can be further obtained by visiting the following URL - Greetmir.homestead.com/London_gtg.html Anyone needing specific information can email Cersei (cersei@hotmail.com) with the subject REUNION. ~ 1 UMBRAL SPEAR~ Syntax: cast 'umbral' <target> This spell will fashion a spear from the powers of evil and attack your victim with it's dark magic. ~ 1 UNDERWORLD 'THE UNDERWORLD'~ Recommended level range: 30 - 50 Far beneath the surface of the earth, beneath even the dwellings of the dwarves, is the Underworld. Located near the center of the world of Despair, it is a realm of fire, brimstone and ash. Flows of lava are common and the heat of this dread place has been known to kill the weak of heart. Hideous beings populate the Underworld, led by Satan. None know where she arose from, though many speculate that she is a powerful entity with dominance over death. ~ 59 UNFOLDAREA~ Syntax: unfoldarea <area filename> This command will load up an area file. NOTE: It could be quite dangerous to unfold an area that is already loaded, or one that has not been tested. ~ 1 'UNHOLY GROUNDS'~ Recommended level range: 5 - 15 As you walk through this hellish cemetery, before the graves of those torn from life before their time, you can hear the mournful cries of those left behind. A bell tolls in the distance, announcing the passing of yet another lost soul. A preacher speaks from a shoddy chapel, giving hollow words of comfort to the mourners gathered there. The vileness of this place permeates your clothing, attacking your every sense. Ghoulish corpses littering the ground, unholy statues with the heads of gargoyles, and a vile mausoleum filled with bloody carcasses rotting away - these are the visions which assault your mind. ~ 1 'UNRAVEL DEFENSE'~ Syntax: c 'unravel defense' <victim> This spell renders the victim susceptible to both magic and nonmagic attacks. ~ 51 UPDATE~ For most of Saturday (1/2/99) and into Sunday morning Realms of Despair was up, but wizlocked. The is probably the longest period of "down time" this mud has experienced in years. Our relative stability is no doubt part of the reason we've grown to the size we have. Unfortunately, that size can cause its own problems, and in this case exacerbate any problem that appears. Over the past several months the game server has been experiencing a variety of problems. We are exceedingly grateful to Idirect for supplying us with our server and T3 connection, but we are left to do most of the troubleshooting remotely. No easy task in this case: the machine is a Cyrix 166 w/128megs of ram, supports one of the largest muds on the net with astonishing traffic, hosts a variety of lists and is the home server of game.org which includes the Realms page, the Smaug pages and ftp.game.org - all extremely high-traffic sites. Still, the little machine has performed admirably. Contrary to what some may grumble about, cpu load is rarely a problem. Disk load is a far larger consideration most times. The mud itself rarely lags as a result of the server load except when we're doing something like the daily log runs, compiling for extended periods of time, etc. Continued in 'help update2' ~ 51 UPDATE2~ All that said, the server's problems have been a continuing headache punctuated by significant migraines. A "temporary pwipe" several weeks ago was such a thing, and what happened Saturday was another example. This time, however, the sheer size of the game and the nature of the problem presented additional trouble. In addition to various system files being corrupted, a large number of pfiles were mangled (large defined as possibly numbering in the triple digits). In light of this, it was decided to keep the mud up but wizlocked until we could a) restore all pfiles from recent backups and b) be relatively certain that after we did such a thing we wouldn't have the same problem occur again immediately. We also needed to rebuild the various corrupted system files. Hence, we were "down" (up, but wizlocked) for about 20 hours. A new server is in the works, but we can't give a date for its arrival. We're looking forward to it as much as the players are, and while we have not necessarily needed the additional horsepower it will provide we've already started drooling over the possibilities for future additions. Read on for what this incident means to you. Continued in 'help update3' ~ 51 UPDATE3~ "Will my character be the same?" ... all characters were restored from their most recent 'quit'. This means that if you were on for 12 hours prior you may have lost that 12 hours of work. In general, the vast majority of characters will see little difference between the way they are now and when they were last online. "Can we get reimbursements?" ... possibly, but to even be considered you _MUST_ write to the Oracle and you must be as detailed as possible. See 'help boards' if you don't know the location of the Oracle (a second oracle has also been placed just west of Sonoria temporarily). "What if I gripe or whine or make a bunch of sarcastic comments to imms in tells and on channels about this?" ... I'll probably hear about it, and right now the last thing I need to hear after spending my holiday weekend working for free to fix this free game after our free server chopped itself into tiny bits is this kind of thing. I'll probably just delete you. "What if we can't get a reimbursement, don't I have the right to gripe about how stupid it all is on channels and at imms then?" ... you've been backed up about as well as you can be, probably from no more than a few hours to almost immediately before the problem occured. You've already got the best we can do. I'll probably just delete you. Continued in 'help update4' ~ 51 UPDATE4~ "Did someone hack the server?" ... Nope, but I've already heard at least four people claim credit for it. I feel like a reporter listening to terrorist groups taking credit for a natural gas explosion at an embassy. A few final comments and warnings: - It's a good bet that the next 24 hours or so after we open up we'll be "unstable" as we get players logging on and playing again. I'm sure there's some fallout left over that we just haven't found. We may crash here or there, but should be back up shortly afterward. In the meantime, be careful. - I cannot stress enough that if you want to stay on Realms this would be an incredibly bad time to bellyache on channels. - Please don't ask us when the new server is arriving. We really have no idea. The best answer we can give is "soon" ... we're extremely grateful for our sponsors and we are here through their generosity. - If you have any questions at all, please email them to blodkai@game.org and I'll answer them as I have time. Our apologies for the down time. Enjoy the game. ~ 1 UPLIFT~ Syntax: c uplift <target> Uplift is a cleric spell that can heal from afar, meant to be used in aiding players with negative hitpoints. Uplift is not to be used as your common mode of healing. Repeatedly asking for uplifts on public channels is spammy and annoying for other players. Keep in mind that the clerics that are uplifting you are doing so out of kindness. Do _not_ abuse it or consider it a right. ~ 1 UPPERCUT~ Syntax: uppercut From the gut, a fisted hand is driven up through your opponents jaw. If successfully landed, this attack can inflict a sizeable amount of damage to the primary opponent. NOTE: This skill may be used to start fights so should not be used on your fellow players unless under pkill conditions. ~ 54 USEPROG~ Syntax: opedit <object> <command> [number] [use_prog] [percentage] The use_prog is an objtrigger that can be used in object programs. The use_prog will be executed when the item is used. To define what will trigger the use_prog, here is a list: * Wands - when you zap * Staves - when you brandish * Food/pills - when you eat * Blood/fountains/drink containers - when you drink * Lights/armour/weapons - when you wear/wield/hold * Potions - when you quaff * Pipes - when you smoke When the use_prog is executed you will not see the standard 'use message' (ie You quaff a violet potion). What you will will be any mpechoes placed in the program. Also, any mobprog commands can be used in use_prog (see MPCOMMANDS). **NOTE** The use_progs on lights, armour, and weapons are executed BEFORE the player wears/holds/wields any item. Therefore, a mpforce to remove the item will not work in the use_prog. You will have to use a wear trigger to accomplish this. ~ 54 USERS~ Syntax: users <host ip> Syntax: users <playername> USERS reports all of the visible users connected to the server, including users in the process of logging in. If used with an argument, it will show all users from that host ip. Shortforms of host will work -- e.x. 205, or 205.113, etc. Shortened names will also work. e.x., users fre would show Fredrick and Fred if they were on at the time. The first number, (desc), is the descriptor number that this user is on. The second number is the user's connected state. (See CONSTATES) The third number is the number of seconds the user has been idle. The fourth number is the remote TCP port on the user's host machine. Next is the user's character name, then the user's host address. (Usually the IP number as name resolving is normally disabled.) The FORCECLOSE command can be used to force a connect to close by its descriptor number. ~ 1 VAIZA~ .****** * (******************) ** ***** (***********************) * ** (**********************************) * (***********************************) * (**** *********************************** (*** (O) ******************************** (**** ******************************) (*************************************) (***************************************) (****** ****************************) (**** **** **** ****** (*** *** *** ****** (** * * * * (* *** * * *** (* ***** *** **** ***** ~ 1 'VALE OF NIDAROS' NIDAROS~ Deep within a secluded valley lies a retreat for the gnomes of the realm to keep them safe from those who would persecute them. Tucked away between the mountains lies Nidaros, created by the heroine Delisse and populated by gnomes who find the solitude welcome. The once small town has grown into a bustling center of magic and the gnomes specialize in creating and copying spells for selling to the realms. Quiet folk, they are often called upon to bring justice and to mediate between other races, as well as teaching chosen ones in their academy. The glade welcomes all gnomes who are of peaceful intent, however, traitors are not looked upon kindly. ~ 0 VALIANCE~ syntax: c valiance (character) This spell increases your perseverence when you are on the verge of losing consciousness. ~ 1 'VALLEY OF THE ELVES'~ Recommended level range: 5 - 20 The Valley of the Elves lies far to the north of Darkhaven, beyond the great Mount Olympus. The tribal, uncivilized elves of Despair reside in the valley, oblivious to all the pain and destruction which occurs while they sing, dance and hunt. A single elf is involved in aiding the forces of Light: Talemon the Archmage. Trained at the High Tower of Sorcery and considered noble by all, he is well-respected in courts throughout the Realms and his insight has often saved many lives. ~ 0 VAMPIRE VAMPIRES~ Vampires are one of the powerful creatures of the Realms. Being a creature of the undead, they require copious quantities of fresh blood. Instead of using mana, Vampires use blood points (bp) for spell casting and some skill use. If a Vampire takes a large amount of damage, blood points will be lost, but blood points can give a small surge of hit points (hp) in battle when needed. As an undead creature of the night, Vampires receive an armor class (ac) bonus at night, a time when they can use the skill mistwalk to travel across vast stretches of the Realms in an instant. The following races are acceptable to the ways of the Vampire: Human Elf Dwarf Halfling Half-Ogre Half-Orc Half-Troll Half-Elf Gith Drow ~ 54 VARIABLE VARIABLES~ This is the list of variables to be used in actiondescs for objects and in mob/room/object programs. VARIABLE MOBILE ACTOR VICTIM RANDOM OBJECT 2ND_OBJECT --------------- ------ ----- ------ ------ ------ ---------- Name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- him/her/it $k $m $M $K -- -- his/her/its $l $s $S $L -- -- See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS. ~ 1 VAULT~ Syntax: vault Vault is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 2 VCMEMBERS~ &YCoded Members &YCouncil Liasons &Y------------- &Y--------------- &WMoonbeam <Head> &WCouncil of Elders - Kali &WDria &WQuest Council - Pheayre &WCeirana &WThe Symposium - Selina &WConran &WNeophyte Council - Adonia &WNewbie Council - Raltaris &WPkill Conclave - Iliana &YUncoded Members &Y-------------- &WDarrek &WEdmond &WLeart &WTiki ~ 51 VCVOTE~ Projects Denied by Visionary Consortium: 1. Message when writing begins Projects under CoE deliberation: Projects denied by CoE 1. Announcement Channel 6. Godly Circle 2. Mobprog command - Randlist 3. mset 0.$n level 2 4. Incoming/outgoing mail 5. All gold Projects approved by CoE 1. Auction specifics 2. Trade channel 3. Statreport 4. Note list date ~ 1 VEILED STEPS~ &YSyntax&W: veiled A Nephandi becomes stealthlike with the use of this spell. ~ 62 VENOMOUS~ . ~ 1 'VENOMOUS TOUCH'~ Syntax: c 'venom' victim This skill enables the Nephandi to transmit poison directly into the veins of his/her target. ~ 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. ~ 51 VENTRUE~ "Therefore with the same necessity with which the stone falls to earth, the hungry wolf buries its fangs in the flesh of its prey, without the possibility of the knowledge that it itself is the destroyed as well as the destroyer" -Schopenheuer Freedom? You babble to me of freedom? You, who dance to the strings of puppeteers so vile and so manipulative that you would destroy every symbol of your old existence at their slightest twitch? You, who scream and fight and brawl all night long, draining not only mortals but the mortal world until it has nothing left to give? You deserve no freedom. You deserve only contempt. Where were you when we built this city? Where were you when we battled the Sabbat? Where were you when the nights promised nothing but treachery and blood? Freedom belongs to those who earned it. For you, the only freedom is death. Old-fashioned and tradition-bound, Ventrue are sophisticated and genteel; they are cautious, honorable, social and elegant Kindred. They are most frequently the leaders in the Camarilla, and most often found among the uppercrust of the mortal world, most mingling and fitting in quite well. Their sophistication stands them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which most travel among such company, the Ventrue often have a monopoly on the political control of the city. ~ 2 VERSION~ &YSyntax&W: <version> Version will display the current version of Smaug and compile date. ~ 2 VICTORIES~ &YSyntax&W: <victories> This command will display all pkill victories, including level, clan, location and victor. The leader of the clan (and only the leader) can clear the list by typing: victories clean ~ 1 'VILLAGE OF EDO'~ Recommended level range: 35 - 50 To the northwest of Thalos is a small village populated by fierce warriors. For years, the warriors of Edo have been training their art of self-defence and attack. They have finally accomplished their holy quest and have now joined the five cities of Light in the battle against Evil. Though they do not have the numbers to contribute, the training they provide largely outweighs this inconvenience. ~ 2 VIRACOCHA~ &x.&Y_ __ _ __ &Y| | / / (_) ____ ___ _ ____ ___ ____ / / ___ _ &Y| |/ / / / / __// _ `// __// _ \/ __/ / _ \/ _ `/ &Y|___/ /_/ /_/ \_,_/ \__/ \___/\__/ /_//_/\_,_/ &Y &Y &Y &W .---. .---. &W : : o : &Yme want cookie! &B _..-&W: o : :&B-.._ &Y/ &B .-'' ' &W`---' `---'&B " ``-. &B .' " ' " . " . ' " `. &B : '.---.,,.,...,.,.,.,..---. ' ; &B `. " `. .' " .' &B `. '`. .' ' .' &B `. `-._ _.-' " .' &O.----. &B `. " '"--...--"' . ' .' &O.' o `. &B .'`-._' " . " _.-'`. &O: o : &B &zjgs&B .' ```--.....--''' ' `&O:_ o : &B .' " ' " " ; &O`.&B;";";";' &B ; ' " ' . ; .' ; ; ; &B ; ' ' ' " .' .-' &B ' " " ' " " _.-' &Y October 21-27 Imm of the Week! ~ 1 VISIONARY CONSORTIUM~ Rumors abound as to the history and function of this Council. Many believe that it is but a myth, while other more astute individuals recognize signs of the workings of the Visionary Consortium in their daily wanderings around the Realm. Immortals demonstrating a sense of spectral reverie are recognized and encouraged to join the inner workings of the Visionary Consortium, working closely with the mystical Elders, Coders, and the council of gifted mortals known as 'The Symposium' to ensure that visions with merit are taken from being a concept to becoming a reality. To submit your ideas regarding improvements for the Realms, post them in the Town Hall on the Board of Conception, mudmail to any Visionary Consortium member, or speak to your Symposium representative. Builders should see 'help build' and all the linked files for further information in regards to the ideas for and creation of new areas. Type: &YWho VC&w to see the online members. See also: &BHELP BUILD, HELP THE SYMPOSIUM, HELP IDEA, HELP VCMEMBERS. ~ 55 VNUMS~ Syntax: vnums [low] [high] Lists the vnum range for rooms/mobs/objects in all prototype areas. ~ 1 'VOMICA PRAVUS'~ Syntax: vomica <victim> or: vom <victim> A truly depraved afflicition which may be inflicted by a vampire upon its victim, this curse will weaken an opponent's hitroll and damage roll, deprive them of precious luck and curse them for a brief time. The damroll and hitroll affects of this curse increase with the level of the vampire. ~ 1 VOTING VOTE VOTES~ Syntax: note vote <number> open/ballot/close/yes/no/abstain Once a note has been posted on a bulletin board, the author may open voting with 'note vote <number> open/ballot'. All those who can read the board may then vote on the issue in the note with 'note vote <number> yes/no/abstain'. The author may close the voting; the syntax for that should be clear enough. Note list will show whether a note is not a voting note, open to voting or closed to voting. The character that separates the author and the recipient in 'note list' will be a colon, a capital V/B or a capital C accordingly. Notes that are opened for ballot will only display the tally of votes made on a particular note. Those above the level for reading the tally names will see names, as will those specified for that particular board. ~ 58 VSEARCH~ Syntax: Vsearch <vnum> This command will list all instances of an object with that vnum that are currently in the game. ~ 51 WAITPROMPT~ &G| ... no wait &G|&Y| ... 1 wait &G|&Y|&R| ... 2 or more wait &G| &Y| &R| &G| &Y|| &R||| ~ 1 WAR WARTALK~ Syntax: war <message> Wartalk is a channel created as a haven for those players who like to openly discuss their exploits in combat - and brag against their opponents. It is most often used for those who declare war on other deadlies and is desirable for those who like to invite others to battles in player versus player whether it be in the arena or around the Realms. Wartalk can only be seen by deadly players, but has the same rules as do other channels: no harassment, profanity, spamming or inappropriate subject matter. We try to be lenient with wartalk enforcement, but don't go overboard. ~ 58 WARN ~ Syntax: warn class <field> Syntax: warn race <field> Syntax: warn site <field> Field is either #(ban_number) or the site/class/race. Example: warn class #1 ~ 0 WARRIOR WARRIORS~ Warriors are the quintessential fighters, able to use all types of weaponry and armour in the exercise of their most lethal of combat skills. There is no greater physical combatant. A warrior must be strong in body to survive his dangerous lifestyle, and though he has no magic and limited skills he is nevertheless one of the most formidable forces in all the Realms. Warriors learn no magic, and have no use for mana. The following races are acceptable to the ways of the Warrior: Human Elf Dwarf Halfling Half-Ogre Half-Orc Half-Troll Half-Elf Gith Sea-Elf ~ 55 WATCH~ . &w &W Syntax: &G watch &W Shows you a help screen &W Syntax: &G watch size &W Shows the size of your watch file &W Syntax: &G watch clear &W Deletes your watch file &W Syntax: &G watch show &W Shows all your active watches &W Syntax: &G watch player <name> &W Starts watching a player &W Syntax: &G watch site <site> &W Starts watching all players from site &W Syntax: &G watch delete <number> &W Stops a watch &W Syntax: &G watch print 1 &W Shows file starting at line 1 &W Syntax: &G watch print 500 &W Shows file starting at line 500 &W Syntax: &G watch print 500 100 &W Shows 100 lines starting at line 500 Watch will work 24 hours a day from the time you put a watch on a player until you take it off. You can also watch all players from a specific site. We need you to be real careful about the size of your watch file. If you are watching a number of players or sites, please do not just forget about your watches and allow your watch file to grow to outrageous sizes. You should never have more than 5,000 or 10,000 lines in your watch file. If you are doing some watching, be sure you check your watch file daily and either print it, display it, copy it to your hard drive or do whatever you need to do with it but then ... please ... please ... be sure you clear it so that it don't grow huge and eat up all our hard drive space. If you clear your watch file daily ... there should be no problem. If you aren't watching anyone ... you don't have to worry about this. But if you start a watch, it is your responsibility to know how big your watch file is and to stop the watch when you no longer need it. The command &G"watch size" &W tells you how many lines are in your watch file. The command &G"watch clear"&W clears (deletes) your watch file. For the time being the maximum number of lines you can display at one time is 1000. So ... even if you have 5,000 lines in your watch file ... you can only display 1,000 at a time. ~ 1 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 54 WEAPONCONDITION WEAPONCONDITIONS~ Value0 Condition ------ --------- 12 in superb condition. 11 in excellent condition. 10 in very good condition. 9 in good shape. 8 showing a bit of wear. 7 a little run down. 6 in need of repair. 5 in great need of repair. 4 in dire need of repair. 3 very badly worn. 2 practically worthless. 1 almost broken. 0 broken. See also OSET, OBJECTTYPES, WEAPONTYPES, ITEMVALUES and OMENU. ~ 1 WEAPONS~ Weapons are the primary source of fighting power for most classes, especially at lower levels where other skills and spells remain unlearned. To use a weapon, simply 'wield <weapon name>'. You will hit more frequently with a weapon which is suited to your class, so choose your weapon wisely. For instance, mages use short blades at 95% efficiency. A mage wielding a long blade would hit his/her target less frequently, dependant upon the hitroll of the weapon in hand. Also, be sure to practice and adept your favored weapontype for best results. See also: help weapon_types ~ 54 WEAPONTYPES~ For items of type "weapon", the value3 field specifies the weapon type: Value3 | Type | Weapons | Skill ------------------------------------------------------------- 0 | hit | general |pugilism 1 | slice | knife/sword |long blades 2 | stab | dagger |short blades 3 | slash | sword |long blades 4 | whip | whip |flexible arms 5 | claw | claw |talonous arms 6 | blast | magical |pugilism 7 | pound | club/hammer |bludgeons 8 | crush | club/hammer |bludgeons 9 | grep | | 10 | bite | |pugilism 11 | pierce | dagger |short blades 12 | suction | |pugilism 13 | bolt | crossbow |missile weapons 14 | arrow | bow |missile weapons 15 | dart | pipe |missile weapons 16 | stone | sling |missile weapons 17 | pea | peashooter |missile weapons See OSET, MISSILES, WEAPONCONDITION and ITEMVALUES. ~ 1 WEAPON_TYPES~ Each class of weapon does unique types of damages when fighting. Below are the categories and types of damage that correspond to each. flexible arms - whips/flails long blade - slash/slice short blades - pierce/stab bludgeons - crush/pound talonous arms - claw/bite pugilism - hit/suction/blast missile weapons - bolt/dart/stone/pea/bow and arrow See also : &YHelp weapons ~ 54 WEARFLAGS~ These flags should be self explanatory: take finger neck body head legs feet hands arms shield about waist wrist wield hold ears eyes See OSET, RESETCMDS, and ARMORCLASS. ~ 63 WEARING~ ~ 54 WEARLOCS~ &gHere are the various locations where items may be equipped: &g------------------------------------------------- | &W0 &g| &wlight &g| &W1 &g| &wfinger1 &g| &W2 &g| &wfinger2&g| | &W3 &g| &wneck1 &g| &W4 &g| &wneck2 &g| &W5 &g| &wbody &g| | &W6 &g| &whead &g| &W7 &g| &wlegs &g| &W8 &g| &wfeet &g| | &W9 &g| &whands &g| &W10 &g| &warms &g| &W11 &g| &wshield &g| | &W12 &g| &wabout &g| &W13 &g| &wwaist &g| &W14 &g| &wwrist1 &g| | &W15 &g| &wwrist2 &g| &W16 &g| &wwield &g| &W17 &g| &whold &g| | &W18 &g| &wdual_wield &g| &W19 &g| &wears &g| &W20 &g| &weyes &g| | &W21 &g| &wmissile_wield &g|&Y*&W22 &g| &wback &g|&Y*&W23 &g| &wface &g| |&Y*&W24 &g| &wankle1 &g|&Y*&W25 &g| &wankle2 &g| | | -------------------------------------------------&w &gThe &Y* &gindicates wear locations that are aesthetic and the equipment should not have any significant stats. &Y* &gPlease do not create any items with these wearlocs on this port. &YSee RESETS and RESETCMDS ~ 1 'WEDDING' 'MARRIAGE'~ ***To officially be married you must be Avatar level. If you wish to get married, you are responsible for supplying your own rings. You must seek the mayor in the Town hall to purchase a license. Once you have your license, if you desire to customize your rings you must seek out Blorin, the Darkhaven engraver in the Town Hall. He will be able to help you out. If you would like something other than what Blorin offers, it will cost you each glory to rename your rings. Once your rings are ready and both bride and groom can arrange a time to be online for the ceremony, you must find someone to officiate the wedding ceremony. Who do you ask to do this? A good friend, a person belonging to the Clerics Guild, an Avatar, or an Immortal. You will find that Immortals are often too busy to perform the wedding ceremony, so you should really try for a mortal as your officiant. If you are the mortal performing the wedding, you may ask an Immortal to echo the announcement of the wedding, including the bride and groom's name and the location. You may also ask an Immortal to make a congratulatory echo welcoming the newly married couple into the Realms. The contents of the ceremony is determined between the bride, groom, and officiant. The ceremony can be playful, serious, or anywhere in between. The wedding may be held most anyplace, but if you want good attendance, it should be in a place easy to get to. You are welcome to consult an Immortal if you have any questions. ~ 0 WHERE~ Syntax: where Syntax: where <character> Syntax: where pk 'Where' with no arguments (i.e. used by itself) shows the location of all visible player characters in the same area. 'Where <argument>' shows the location of the specified player character or mobile (monster) if it is visible to you. 'Where pk' displays only deadlies visible to you in the area. Note that certain affects on characters or mobiles (sneak, hide, invisibility for example) may cause them not to appear on 'where'. ~ 1 WHISPER~ Syntax: whisper <name> <msg> To whisper to another, you must be in the same room as the recipient of the whisper. ~ 1 WHO~ WHO shows the characters currently in the Realms. Invisible characters will not appear on this list if you cannot detect invisible. Immortals who are wizinvis higher than your own level also will not appear. Syntax: who who <class> who <class> race> who <level range> who deadly who <class> <race> <level range> With arguments, WHO can show players of certain classes, races, or levels: For example: who 10 lists all characters level 10 or above who 15 20 lists all characters between level 15 and 20 who cleric lists all clerics playing who cleric elf lists all cleric elfs playing who imm lists all Immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who deadly lists all deadly (pkill) characters playing NEW ADDITIONS: who 'guild of mages' lists all online members of the specified Guild who <order name> lists all online members of the specified Order who <clan name> lists all online members of the specified Clan who 'newbie council' lists all online members of the specified Council who <deity name> lists all online worshippers of the specified deity who group lists all online grouped players who group 10 20 will list all players level 1 thru 10 who are grouped or who desire to group. (see also help CONFIG) who leader will list all leaders of clans, orders, guilds and councils. This can be used in conjuction with a specific order if it is listed after the name. For example who 'guild of mages' leader ~ 1 'WHO LEADER'~ Typing 'who leader' will list the current leaders of various organizations that are online. ~ 51 WHOC_1~ How it should look to ANSI standard clients (Dark green rank, light green name, dark green title, cyan brackets around white text of order/clan/guild/council tag) &gAvatar &GBot >he Avatar. &c(&WInconnu&c) &gAvatar &GBota >he spiffito king. &c(&WInconnu&c) &gAvatar &GBotu &gstands here screaming. &gAvatar &GBoti >he spiffito king. &c(&WInconnu&c) ~ 51 WHOC_2~ How it should look to ANSI standard clients (Dark green rank, light green name and title, cyan brackets around white text of order/clan/guild/council tag) &gAvatar &GBot the Avatar. &c(&WInconnu&c) &gAvatar &GBota the spiffito king. &c(&WInconnu&c) &gAvatar &GBotu stands here screaming. &gAvatar &GBoti the spiffito king. &c(&WInconnu&c) ~ 51 WHOC_3~ How it MAY look to non-ANSI-standard clients like zMUD (Dark green rank, light green name, dark green title, cyan brackets around green text of order/clan/guild/council tag) &gAvatar &GBot >he Avatar. &c(&GInconnu&c) &gAvatar &GBota >he spiffito king. &c(&GInconnu&c) &gAvatar &GBotu &gstands here screaming. &gAvatar &GBoti >he spiffito king. &c(&GInconnu&c) ~ 51 WHOC_4~ How it MAY look to non-ANSI-standard clients like zMUD (Dark green rank, light green name and title, cyan brackets around green text of order/clan/guild/council tag) &gAvatar &GBot the Avatar. &c(&GInconnu&c) &gAvatar &GBota the spiffito king. &c(&GInconnu&c) &gAvatar &GBotu stands here screaming. &gAvatar &GBoti the spiffito king. &c(&GInconnu&c) ~ 0 WHOIS~ Syntax: whois <player> The WHOIS command will tell you a bit of information about a player who is online. ~ 51 WHYBUG~ >entry_prog 100 if level($n)>49 if wasinroom($n) == 31796 if carryingvnum($n) 31798 else if goldamt($n)>200000 mpforce 0.$n drop 200000 coin mpforce 0.$n sac gold else mea 0.$n _pin You're too cheap to get into this arena. Come back mea 0.$n _pin with the right amount of gold and try again. mptrans 0.$n 21001 mpat 21001 mpforce 0.$n look endif endif else if carryingvnum($n) 31798 else mpforce 0.$n look sign mpdelay 0.$n 5 endif endif else mptrans 0.$n 21001 endif ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <value> Syntax: wimpy max This command sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. 'Wimpy' by itself sets your wimpy to about 20% of your maximum hitpoints. 'Wimpy <value>' allows you to set your wimpy at a level you determine, but it cannot exceed about 75% of your maximum hitpoints. 'Wimpy max' sets your wimpy at its maximum level for you. Some monsters are wimpy. See also FLEE ~ 1 WINDWALKER~ . /) // __*_ // /-(____) // ////- -|\\ // ,_/_/o% -,_ \\ // / \\ \ / ;\) // /____\....::./\ // _/__/#\^-_, /--\ // /___/######## \/""-(\</ _/__/ ' ##### ""^(/</ __/ / ,)))=:=(, //. |,--\ /Q...... /. (/ / .Q....../..\ /.Q ..../...\ /......./.....\ /...../ \.....\ /_.._./ \..._\ (` ) (` ) | / \ | '( )' deVere lives /+| |+\ |,/ \,/ ~ 1 WINE INVOCATION~ Syntax: Cast wine <object in your inventory containing water> This spell transforms water into wine. ~ 0 'WINTER MIST' WINTERMIST WINTER~ Syntax: c winter <target> This spell makes the victim more susceptible to all forms of coldness. ~ 1 WIS WISDOM~ Wisdom (WIS in your 'score') represents your character's wisdom and ability to incorporate learning. Among other things, it affects: - the number of practices a character gains each time it levels - the mana a character gains each time it levels, though intelligence affects this much more heavily - the percentage a character learns of a new language at each practice, though intelligence affects this slightly more - the ability to remove a trap or poison a weapon Wisdom is the prime attribute of druids, clerics and augurers. ~ 51 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 51 WIZINVIS~ Immortals have the responsibility to be available to others whenever possible, be they mortal or immortal. When the use of wizinvis is called for, the following are parameters for its use: ) Neophytes through Saints (levels 51 through 54) must be visible at all times, save for when running a quest or similar circumstance. ) Demi through Lesser gods may invis to any level at their discretion subject to the following guidelines: it is considered mandatory to be visible to all other immortals whenever reasonably able to do so. Using wizinvis beyond 51 to facilitate work on a project, allow concentration on something, avoid excessive tells or the like is fine, but it should only be used while necessary. The higher your level, the more leeway you have in this ... a Demi should be much more conservative than a lesser. ) Gods and higher may invis to any level at their discretion Guidelines for use of wizinvis beyond 51 in immortal channels: the rule of thumb is to be wizinvis no higher than the lowest imm on that channel (54 on Muse, 51 in Immtalk, etc.) As above, the higher your level the greater the leeway. ~ 0 WIZLIST~ Syntax: wizlist Displays a list of the powerful beings who govern the Realms of Despair! ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell will recall the caster to his or her home sanctuary. ~ -1 WORTH~ Syntax: worth WORTH shows a simple, easy-to-read table of important and widely used statistics. This command is for the character itself and cannot be used on others. The Statistics that follow have been included in the table: Level, Favor, Alignment, Experience, Glory, Weight, Style, and Gold. ~ 0 WYVERN 'WYVERN TOWER' 'WYVERNS TOWER'~ Recommended level range: 15 - 35 Crafted ages ago from the black magics of an evil cult, the Wyvern's Tower was conquered two decades ago by the forces of Light. They set the tower on fire and left, believing that holy fire would finish the deed of purging the evil of the place. However, only months after, many races of Darkness began creeping back, making the tower's hallowed halls their home once again. The forces of Light, unfortunately, have not the time to deal with such minor threats. So, a group powerful enough to completely destroy the creatures within the tower has never risen to the challenge. The Wyvern's Tower has been used of late for training and testing of new initiates of Good. ~ 1 YNNUG~ . _,. ,` -.) ( _/-\\-._ -YNNUG /,|`--._,-^| , \_| |`-._/|| ,'| | `-, / | / / | || | / / `r-._||/ __ / / __,-<_ )`-/ `./ / ' \ `---' \ / / | |./ / / // / \_/' \ |/ / | | _,^-'/ / | , `` (\/ /_ \,.->._ \X-=/^ ( / `-._//^` `Y-.____(__} | {__) () ~ 1 ZENOTHIR 'THE TOWER OF ZENOTHIR'~ Recommended level range: 15 - 25 In the dwarven forest to the southeast of Darkhaven is a small village and tall tower. Residing in the tower is, of course, Zenothir, a famed magician who made his fortune with the magical art of illusion and trickery. Other practitioners of this art have flocked to this tower and founded a small village around it, although some say it is more a circus than village. Although it is a well known fact that Zenothir has taken up the cause of Good, these followers firmly believe that those who impress the great mage sufficiently will be rewarded with his infinite knowledge of illusionary magic. ~ 1 ZIDROS WRATH~ Syntax: cast 'Zidros' <target> This spell, when cast with a Pentagram, will drain your opponent of mana and wisdom and give the stolen magic to you temporarily. ~ 55 ZONES~ Syntax: zones [low] [high] Lists the name of the file, and room/mob/object vnum range for each non-prototype zone in the mud. ~ -1 _DIEMSG_~ ...Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel more free than you have ever felt before... However, before your deity comes to collect your soul, you feel a strange pulling sensation as strange and colorful mists swirl around you... ~ 0 $~ #$