rm4/
rm4/boards/
rm4/clans/
rm4/councils/
rm4/deity/
rm4/gods/
rm4/guilds/
rm4/player/a/
rm4/src/utils/
rm4/watch/
rm4/web/public_html/
#HELPS

0 !~
Syntax: !

! repeats the last command you typed.
~

0 !! DITTO~
To start this help file out...  Have you ever said anything you meant to go
on a chat or any other channel.  We all have once in awhile.  So there is a
command that will make typing out that sentence to another channel a little
bit easier.
 
'!! <channel>' (This will display your last transmission on that specified 
channel)
 
Here is an example:  (Do not copy any [ ' ].  It is for demonstration only)
 
'say Everyone I will be back!'
'!! chat'
 
It will display:
 
Yakkov chats 'say Everyone I will be back!'
(Of course your name will be in the chat)
 
You can even tell a few people a the same message. (DO NOT SPAM TO EVERYONE)
 
'tell Shogar This works well!'
'!! tell Beth'
'!! tell Ntanel'
 
It will still echo the whole line...
 
Yakkov tells 'tell Shogar This works well!'
 
To see all the channels available, type 'channels'.
~

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 A~
.                MOVING THROUGHOUT GAME:
                ---------------------------
The game divided into many rooms which are connected by various
directionals to make up areas.  When you are in a room, you can
find the exits in the room by typing EXITS.  Autoexit is a helpful
command to initiate (type CONFIG +AUTOEXIT), because it will
automatically show you what exits there are in the room.  Be warned
however, you will only see the obvious exits.  You must pay attention
to the room descriptions to see if there might be any doors or hidden
passages in the room. 

Directional commands: (in parentheses you find the shorthand)
NORTH (n)    SOUTH (s)    EAST (e)    WEST (w)     UP (u)     DOWN (d)
NORTHEAST (Ne)  NORTHWEST (Nw)  SOUTHEAST (Se)  SOUTHWEST (Sw)
 
Note:  You will notice that in the prompt <20hp 10bp 20mv>, the 'mv'
       refers to your movement points.  If your movement points were
       to run out, you will be unable to move between rooms due to 
       exhaustion.  If you type SLEEP or REST your movement points will
       slowly be replenished.  You must type STAND or WAKE before 
       walking again.
~

111 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 '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 estrapade.
~

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>
4) Syntax:  cast 'colour spray'   <victim>
5) Syntax:  cast 'shocking grasp' <victim>
6) Syntax:  cast 'burning hands'  <victim>
7) Syntax:  cast 'magic missile'  <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.
~

53 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.
&Y--------------&W|&Y--------------------------------------------------------&W
~

51 MAPOUT~
Syntax: mapout <write/stat/clear/show/create>

mapout write: create a map in edit buffer.
mapout stat: get information about a written, but not yet created map.
mapout clear: clear a written, but not yet created map.
mapout show: show a written, but not yet created map.
mapout create: turn a written map into rooms in your assigned room vnum 
range.

Example of a map:
[I]-[C]

This would create two rooms, the first would have the sector type inside 
while the second would have the sector type city. They would be linked east
and west by a normal exit.

[Letter to use] [Sector type given to room]
      I         SECT_INSIDE
      C         SECT_CITY
      f         SECT_FIELD
      F         SECT_FOREST
      H         SECT_HILLS
      M         SECT_MOUNTAIN
      s         SECT_WATER_SWIM
      S         SECT_WATER_NOSWIM
      A         SECT_AIR
      D         SECT_DESERT
      U         SECT_DUNNO
      O         SECT_OCEANFLOOR
      u         SECT_UNDERGROUND
      U         SECT_UNDERWATER
      L         SECT_LAVA
      W         SECT_SWAMP
    [ELSE]      SECT_DUNNO

[Exits to use] [Direction it gives]
      ^        UP or DOWN
     = :       Used in all directions except UP and DOWN
                 Makes a closed door in the direction its used in.
      /        NORTHEAST or SOUTHWEST
      \        NORTHWEST or SOUTHEAST
      |        NORTH or SOUTH
      -        EAST or WEST
~

106 ACTIONDESC~
This file is kinda incomplete, if you have more actiondesc's to post, please
tell someone.
 
Action Descriptions (actiondesc) are for edible items.  They make it look
more realistic if you use them correctly.
Action descriptions also work on drink containers.

To add one:
 
oset <item> actiondesc <your description>
 
An Example:
 
oset turkey actiondesc %s eat$q $p.
 
The known actiondesc's:
 
%s = person (If it is you, you see You)
$q = plural (If it is first person, it does not show.  If second, it shows S)
$p = item   (This displays the item that is edible)
~

1 ADRENALINE~
Syntax: adrenaline
Syntax: adren
 
Someone with this skill can control the flow of adrenline through
their veins, allowing them a brief rush of strength and speed,
but afterward they suffer from a period of weakness and exhaustion.
~

111 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.
~

103 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 is also usually a good
idea to set the HIDDEN flag for any special exit so that it looks nicer
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"
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.
~

0 AEX AXEXPORT AXIMPORT~
Syntax: axexport path/newfilename.aex
Syntax: aximport path/newfilename.aex
Syntax: aximport path/newfilename.aex newstartvnum

AEX expects a directory called exchange in the smaug or "dist" directory or
whatever directory your mudbase considers its home directory. It actually looks
for "../exchange" from the current directory your mud has changed directories
too when it runs.

AEX will only import and export from this directory, or a directory in 
this directory. example: AXIMPORT dragonbane/darkhaven.aex
  In this case, the subdirectory is the name of mud other than yours.

The reason for creating different directories is because you can put all the
areas from that mud in its import subdirectory with a file called AXSUB.DAT
The AXSUB.DAT file allows you to substitute types, spells, wearlocations,
races, classes and a lot more. From what THAT mud has, to something YOUR 
mud has. For now just edit the AXSUB.DAT file with a text editor. Its pretty
self explanatory, but just in case here is an example of one entry.
        #SPELLS
        'bolt of lightning' 'lightning bolt'
This would substitute the other mud's 'bolt of lightning' spell for your mud's
'lightning bolt' spell.

AXEXPORT requires you to be in the mud and your character located within the 
area that you wish to export. AEX doesn't care what file name you export the 
area to, but for the sake of convention you should end the file with ".aex" 
instead of ".are". For example, if gallery.are starts at vnum 24800 then:
	goto 24800
	axexport gallery.aex

AXIMPORT has an optional 2nd argument which allows the starting vnum
of an area to change on the loading of the area. AXIMPORT can be run from
any room, your character's location does not affect it's usage. So typing
	aximport gallery.aex 30000
would load gallery.aex and the area's first roomvnum would start at 30000.

AXIMPORT creates a log file that has messages in it about flags, races, 
classes , spells, etc. that it couldnt find on your mud. It also may have
warnings about exit words ("n s e north ", etc) being found in room descriptions
without corresponding exits. The log file will be created in the exchange
directory that the imported area was loaded from and will be called areaname.log
In the case of the gallery example above, the log file would be named
	gallery.aex.log

 ~

111 AEXIT AENTRANCE~
Typing AEXIT at anytime will show the rooms, in the area you are in, that are
connected to other areas.
 
Typing AENTRANCE at anytime will show rooms in other areas that connect to
the area you are presently in.
~

0 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.
 
~

107 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
Haste          Slow
 
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
 
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 AFW AWAY~
Syntax:  afk (abbreviation for "away from keyboard")
Syntax:  afw (abbreviation for "away from window")
Syntax: away (no abbreviation, it speaks for itself)
 
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.
~

0 AID~
Syntax: aid <character>

This skill allows you to bring a stunned person back into consciousness.
~

1 ALERTNESS~
Syntax:  c alertness <self>
 
Alertness renders the target resistant to the sleep spell.
~

0 ALIAS UNALIAS~
Syntax: alias
Syntax: alias <word> <command phrase>
Syntax: alias <word>
 
ALIAS displays the alias list
 
ALIAS word command_phrase sets an alias. You can have a max of 20.
 
ALIAS <word> removes an alias from your list.
 
Alias has variables that can be used when the command requires an
argument which might change.
 
The variables are %0 %1 %2 %3 %4 %5 %6 %7 %8 %9
 
For Instance, you want to make an alias for note read. You would type:
 
   alias nr note read %0
 
And use it by typing:  nr 2
 
You can now make an alias do multiple things by adding ; between commands:
 
   alias test test;cough    This alias will use the test and cough socials.
~

0 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.
~

108 ALLOW BAN~
ALLOW BAN WARN
Syntax:  allow  site/race/class    <address/race/class>
Syntax:  ban    site/race/class    <address/race/class>   <type>    <duration>
Syntax:  ban    show               <class/site/race>      <number>
Syntax:  warn   <site/class/race>  <number>
 
BAN 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.
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 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 'ANGELIC WRATH'~
The caster of this spell calls upon the powers
that be for assistance in defeating their enemy.
This spell uses alot of powerful energy to bring
pain, and destruction upon it's victim.
~

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.
~

0 ANSI~
Syntax: ansi <on/off>

The ansi command will either enable or disable ansi colour.  Ansi colour
will work provided your terminal has a compatible mode.
~

0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~
This spell makes you more resistant to all types (including beneficial
types) of magic.
~

1 'APPORT ARCANE'~
Syntax: cast 'apport arcane' <memory slot>

The apport arcane spell allows a mage to teleport to a location
he or she has spent the time to memorize carefully. By using the
memorize command to memorize a location, the caster can then use
apport arcane to return to that location instantaneously.
 
Please note that "memory slot" in the syntax refers to the list
given by the 'memorize list' command.
 
SEE ALSO: MEMORIZE
~

1 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 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.
 
~

2 ARENA~
ResortMUD features a player killing arena that sheds the pesky rules
usually involved with player killing. Immortals can start an arena
match with the arena command. The syntax is as follows:
  
arena start <entry fee> <min level> <max level>
 
Immortals can prematurely end betting, or an entire match with:
 
arena end
 
Players use the 'arena join' command to enter the arena once a match
has been started, and the 'arena wimpout' command to wimp out of an
arena match.

Betting is also available using the 'arena bet' command. The
syntax is:

arena bet <coins> <player>

Immortals can set how long the betting stage is in minutes using:

arena bet time <minutes>

To see who is doing what in the arena, Immortals can use:

arena who
 
Immortals can be allowed to use the arena if the option is set in
cset. To toggle this option, have an Implementor type
 
cset imm_arena
 
Prizes are awarded in the arena based on the entry fees collected.
500 coins are added to the total, and the last player in the arena
wins all the money.
 
Also see: HELP HISCORE
~

0 ARIEL ARIELS~
Ariels are descendants of elves born with wings, giving them a beautiful,
angelic appearance.  They tend to be very gentle and charismatic, and
very wise.  Not as strong as true elves, ariels get along well with pixies,
sprites, and other creatures of faerie kind.  They find dealing with the
darker races such as goblins and troglodytes deaming to them, and shun them
whenever possible.
~

1 ARMOR SHIELD FORCEFIELD 'STONE SKIN' BARKSKIN~
Syntax: c armor <target>
Syntax: c shield <target>
Syntax: c forcefield <target>
Syntax: c stone
Syntax: c bark <target>
 
These spells will give protection to the target from physical attacks.
~

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.
 
&gSetting Value0 has no effect. It will re-adjust itself on repop based on
the repop level of the item. Setting Value1 below the expected repop value
for Value0 will result in an item that cannot be repaired until Value0 drops
below Value1's setting. 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 ARTIFACT ARTIFACTS ARTI~
Throughout your travels, you may encounter amazing items out of legend
and story, far more powerful than your everyday equipment.  These items
are known as artifacts.  Artifacts are characterized by the following:

 &z&Y-&z&G They are unique. There should only be one of any given artifact in
   the game at a time.
 &z&Y-&z&G When you log off, you will automatically drop any artifacts
   that you may be carrying.
 &z&Y-&z&G An artifact will save over reboots where it is left.  However,
   this does not prevent a mob or player from finding it and taking it.
 &z&Y-&z&G Artifacts cannot be sold, auctioned, enchanted, or donated,
   and will not scrap during combat.
 &z&Y-&z&G Imms may not keep artifacts, so don't do it.&z&W
~

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
~

0 ASSASSIN ASSASSINS~
The most highly trained and well skilled of assassins is capable of
slipping unseen into places, usually without even alerting the guards of
his or her presence.  If detected, they can often escape without a trace
or dispatch the guards with their fighting skills.  They can slip a knife
into their victims back, or dose them with a deadly poison, for assassins
are masters of poisons and secrecy.  Unlike thieves, their primary
objective is killing rather than stealing, for many hire them to do their
dirty work, and such work tends to pay well.
~

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' 'TRANSPORT' 'PORTAL' 'HELICAL FLOW'~
Syntax:  cast 'astral walk'  <victim>  Syntax:  cast 'farsight'     <victim>
Syntax:  cast 'portal'       <victim>  Syntax:  cast 'transport'    <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.
 
'Transport' sends an object in the caster's inventory to the victim.
 
'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.  If you able to scry, you can look into a portal
with 'look portal' and 'enter portal' to go into it.
 
'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.
 
~

102 AT~
Syntax: at <location> <command>

AT executes the given command (which may have arguments) at the given
location.  The location may be specified as a vnum, as the name of
a mobile or player, or as the name of an object.

AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

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).
~

53 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.  
 
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 SMAUG 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.
 
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.
~

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.
 
~

51 AVTALK~
Syntax: avtalk <message>

This allows you to use the avtalk (level 50+) channel.
~

1 B~
.                    COMMANDS FOR VARIOUS ACTIONS
                    --------------------------------
   *LOOK (l) - can used by itself to look at the room you stand in
             - you can look at objects: LOOK <object>
             - you can look at mobs and players: LOOK <mob or player name>
   
   *SLEEP (sl) - sleeping will replenish your hitpoints, mana, and movement
 
   *REST (r) - will replenish your hp, mana, and mv, but slower than sleep
             - you can still communicate when resting but not while sleeping
 
   *WAKE (wa)/ STAND (st) - will return you to the standing position

   *SIT - your character will sit down
 
   *OPEN/CLOSE <direction or object> - will open/close a door or container
 
   *LOCK/UNLOCK <direction or object> - will lock/unlock a door or container
 
   *PICK <direction or container> - will pick lock on door or container
 
   *INVENTORY (in) - will show you all the objects you are carrying
 
   *EQUIPMENT (eq) - will show you all the equipment you are wearing
~

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.
 
~

0 BACKSTAB BS KILL MURDER~
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill     <character>
Syntax: murder   <character>

KILL starts a fight, and, hopefully, kills something.  BACKSTAB is another way
to start a fight, used by thieves.  BS is a synonym for BACKSTAB.

MURDER is used to kill other player characters.  There are restrictions on
murdering low level players, and there are penalties for using MURDER.
~

59 BALZHUR~
Syntax:  balzhur <character>
 
This is an instant demotion of a character to level 2, with the
simultaneous destruction of all its belongings, and a mud-wide
echo accompanying its execution.
~

101 BAMFIN POOFIN BAMFOUT POOFOUT~
&BSyntax: Bamfin  <message>
Syntax: Poofin  <message>
Syntax: Bamfout <message>
Syntax: Poofout <message>
&c
Immortals can change their arrival and departure messages by typing
either Bamfin or Poofin, replacing their name, and a message for their
arrival or Bamfout or Poofout, replacing their name, and a message for
their departure.

You may now put your name anywhere you want in your bamfs by using $n
as your name. You must use $n at least once per bamf.
&C
Ex: bamfin Colors swirl as $n materializes.
Ex: bamfout $n disappears in a myriad of shifting colors.
~

2 BANK BALANCE DEPOSIT TRANSFER WITHDRAW~
Syntax:  balance
Syntax:  deposit <amount>
Syntax:  withdraw <amount>
Syntax:  transfer <amount> <player>
 
The banking commands allow you to manage your funds more effeciently.
Funds deposited in banks are safe from thieves, and are saved even if
you die, so storing some cash in the bank is a wise precaution.
 
To DEPOSIT, simply find a bank, and deposit any amount of gold you wish.
 
To WITHDRAW, simply go to the bank and withdraw what you need.
 
To see how much you have, type BALANCE, it will show you how much you
have on hand, and how much is in the bank.
 
To TRANSFER money from your account to another player, the other
player must also be online. Simply transfer however much you want to
that player, provided you have it available in your account.
 
Code for banks courtesy of Minas Ravenblood of The Apocalypse Theatre.
~

2 BANNER~
^z&R              
              UU      UU   CCCCCCCC   MMMM  MMMM  MMMM  MMMM
              UU      UU  CCC    CCC  MM MMMM MM  MM MMMM MM
              UU      UU  CC          MM  MM  MM  MM  MM  MM
              UUU    UUU  CCC    CCC  MM      MM  MM      MM
               UUUUUUUU    CCCCCCCC   MM      MM  MM      MM
&C
NN   NN EEEEEE TTTTTT WW    WW  OOOO  RRRRRR  KK    KK    HH   HH  QQQQ
NNNN NN EE       TT   WW    WW OO  OO RR   RR KK   KK     HH   HH QQ  QQ  O
NN NNNN EEEE     TT   WW WW WW OO  OO RR   RR KKKKKK      HHHHHHH QQ  QQ
NN  NNN EE       TT   WW WW WW OO  OO RRRRRR  KK   KK     HH   HH QQ \ Q  O
NN   NN EEEEEE   TT    WW  WW   OOOO  RR   RR KK    KK    HH   HH  QQQ\
&B                                                                       \
    RRRRRR  EEEEEE SSSSSS  OOOO  RRRRRR  TTTTTT MMM MMM UU   UU DDDDD
    RR   RR EE     SS     OO  OO RR   RR   TT   MM M MM UU   UU DD  DD
    RR   RR EEEE   SSSSSS OO  OO RR   RR   TT   MM M MM UU   UU DD   DD
    RRRRRR  EE         SS OO  OO RRRRRR    TT   MM   MM UU   UU DD  DD
    RR   RR EEEEEE SSSSSS  OOOO  RR   RR   TT   MM   MM  UUUUU  DDDDD
^x&G
~

-1 BANNER~
.           &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 quildtalk 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.
~

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 'BASIC SHIELD'~
Syntax: c basic <target>
 
This spell protects the target from chemical attacks.
~

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.
 
~

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.
~

55 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
 
~

56 BESTOWEDAREAS~
Jade - demora.are phaeton.are
Demora - Jade.are
Phaeton - jade.are, mokshonian.are
Grishnakh - moonbeam.are, demora.are
 
Looks like all imms will be bestowed demora.are so they can make their
rooms in the museum - Gorog.
 
~

1 'BETHSAIDEAN TOUCH' BETHSAIDEAN TOUCH~
Syntax:  c 'bethsaidean touch' <target>
 
With the use of a the Paladin's holy symbol, one may endeavor to lift
the blindness of the afflicted.
 
~

1 BETWEEN~
Syntax: between <target>
 
Dragons have the unique ability to jump into a state of nothingness known
as 'between', through which they may, with a brief delay, travel across
space and time to their destination.  However, making the jump to between
is very straining on the dragon, and requires much energy to pull off,
and the dragon should beware of jumping into dangerous areas because of
the state of delay after coming out of between.
~

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.
~

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.
~

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~
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 GOUGE BLINDNESS~
BLINDNESS:
syntax:  cast blindness <victim>
 
This spell renders the target character blind.
 
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.
 
 
General:
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 Kyan in Darkhaven,
who will eventually remove your blindness.
~

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 BLINK BLINKING~
Some people find blinking text very annoying.  In order to turn off blinking
text in zMUD, go to 'colors', then to 'ansi' then for blink select 'disable'
~

1 BLIZZARD~
Syntax : c 'blizzard'
 
Using the wind and snow, one can attack one's enemies.
Blizzard is an area spell.
~

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 last only a very brief
time, however, as already-consumed blood loses its value quickly once
exposed again to air.
~

1 BLUR~
Syntax: c blur
 
This spell will cause the caster's outline to appear blurry and
indistinct, making it harder to hit them for a time.  This spell
cannot be cast on others.
~

59 BOARDS~
Syntax:  boards
 
This command displays statistics on all boards in the game.  Example:
 
immortal.brd  Vnum:  1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0
 
The first column lists the board's filename (immortal.brd)
Vnum   - object vnum to which the board is attached (the object vnum must be
         present to read the board, allowing a board to be placed in one or
         many places by simply placing that object where needed)
Read   - minimum level required to read that board
Post   - minumum level required to post to that board
Remove - minumum level required to remove notes not addressed to 'All'
Max    - maximum number of posts the board is set to hold
Posts  - the current number of posts on the board
Type   - not currently used
 
See BSTAT, BSET
~

51 BODYBAG~
Syntax: &Wbodybag <name> <bag/yes>
          bodybag <name> will show the status of the corpse.
&w
BODYBAG gets all of <character's> corpses and puts them in your inventory
to do with as you wish.

If you find yourself getting the wrong corpse, post a bug report immediately!
See also TIMER
~

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 10 bp
at creation and gain 1/1 bp for each subsequent level.
~

0 BRANDISH QUAFF ZAP APPLY RECITE~
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)
Syntax:  apply  <salve>                 (to rub a salve on your skin)
 
BRANDISH invokes a magical staff.
 
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.
 
APPLY rubs some of a magical salve on your skin.

All of these commands use up their objects:  Potions and scrolls have a
single charge.  Wands, staves, and salves 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
~

1 BRENGAARD~
Map of Brengaard
                         (10)
   +======+===KEDRI=ROAD===+========+==============+       (X) Brengaard Square
   |      |                |        |              |       (1) Healer
   |      G                G        |              |       (2) Amourer
   E      E                E        N              A       (3) Weaponsmith
   N      M=====Alley======A=Alley==E====Alley=====M       (4) Potions
   E      E                R        H              A       (5) Blacksmith
   A      D                I        I              N       (6) General Store
   H      E                S        R              J       (7) Food
   |      T           (1)==|        |              I       (8) West Gate
   |      |                |        |              |       (9) East Gate
(8)+=====TIJALI==ROAD==+==[X]=======+==============+(9)   (10) North Gate
   |              |    |   |        |              |      (11) South Gate
   |              M        S        R              R
   R           (6)A(2)     T        O              O
   O           (7)R(3)     R        A              A
   A==+=Alley=====K(4)     E        D              D
   D  |           E(5)     E=Alley==+====Alley=====|
   |  +==         T        T        |              |
   |              |        |        |              |
   |              |        |        |              |
   +===TELANIS====+==ROAD==+========+==============+
                         (11)
~

1 'BRINGAROUND BALLAD'~
Syntax : c 'bringaround ballad'
 
Using the power of song, you can revive and heal yourself and others.  After
all, music soothes the savage beast.
~

1 BROACH~
Syntax:  broach <direction>
 
This skill causes the vampire to attempt to bypass a locked or barred
door or other obstruction.
 
~

61 BSET~
Syntax:   bset <board filename> <command> <argument>
Example:  bset immortal.brd vnum 1200
 
BSET is used to set fields governing an individual board's operation.
 
Filename - filename to store the board's information (should be set first)
Vnum     - object vnum assigned to the board (see 'help boards')
Read     - the mininum level required to read the board
Post     - the minimum level required to post to the board
Remove   - the minumum level required to remove notes from the board
           NOTE: notes addressed to 'all' can be removed by anyone
Maxpost  - maximum number of posts the board can hold
Filename - filename to store the board's information
Type     - not currently used
 
Board groups:  (example:  bset druid.brd read_group guild of druids)
read_group    - group that may read that board, regardless of level
post_group    - group that may post to that board, regardless of level
extra_readers - characters who may read the board regardless of their level
extra_removers- characters who may remove notes from this board regardless
                  of their level or membership in a reader_group
 
See BOARDS
~

59 BSTAT~
Syntax:  bstat <board filename>
 
BSTAT is used to display the fields of an individual board.
 
(see 'help bset' for an explanation of each field)
 
See BSET
~

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.
 
~

1 C~
.                      COMMANDS TO USE WITH OBJECTS
                     ----------------------------------
   *GET - GET <object> <container> will get an item from a container
        - GET <object> will get an object from the ground
 
   *PUT - PUT <object> <container> will put an item in a container
 
   *DROP <object> - will drop the object from your inventory to the ground
 
   *GIVE <object> <player> - you will give the object to that player
 
   *SACRIFIC (sac) <object> - the object disappears and you are given a coin
 
   *RECITE (rec) <object> - the spell corresponding to the scroll will activate
 
   *QUAFF (qua) <object> - the spell corresponding to the potion will activate

   *BRANDISH (br) - causes the staff's spell to activate (must hold staff)
 
   *ZAP <target> - zaps a wand at a target (must hold wand)
 
   *EAT/DRINK <object> - you can eat or drink different foods and drinks
 
   *FILL/EMPTY <object> - fills/empties the container with water
~

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.
~

1 CAPS CAPITALS ALLCAPS 'ALL CAPS'~
In help files, words in ALL CAPS usually denote that there is
another help file you can access by that name.
 
When used on channels, ALL CAPS means that you are shouting, and
is generally considered a rude thing to do.  If you want to shout,
use the SHOUT or YELL channel.  Thank you.
~

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.
~

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.
~

111 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
~

0 CENTAUR CENTAURS~
Half-man and half-horse, these creatures of the plains and forests are
an ancient and wise race is strong and hardy yet deep and thoughtful.
They are well suited to magic, and their faith makes them strong as
clerics as well.  However, centaur arches are legendary, as well as the
great centaur warriors of the hills.  They tend not to get along well
with the baser races as minotaurs and goblins.
~

1 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily).
~

1 CHANNELS~
Syntax: channels
Syntax: channel +<channel|all>
Syntax: channel -<channel|all>
 
With no options, CHANNELS shows 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 off/on all normal channels.
~

1 CHARACTER FEATURES~
This is a quick help on the options you get during player creation
to make your character seem more realistic.
 
EYE COLOR          FLESH TONES         BODY BUILD
---------          -----------         ----------
Aqua               Brown               Bone
Blood Red          Pale                Thin
Blue               Red                 Medium
Brown              White               Large
Green              Yellow              Buff
Hayzel
Silver              
 
HAIR COLOR         HAIR LENGTH         BODY LENGTH
----------         -----------         -----------
Blonde             Bald                Midget
Brown              Crew-Cut            Short
Brunette           Short               Medium
Grey               Medium              Tall
Silver             Long                Towering
Strawberry         Waist
White
~

1 'CHARGED BEACON'~
Syntax:  c 'charged beacon' <victim>
 
Charged beacon renders the victim susceptible to electricity attacks.
~

1 CHARISMA CHA~
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
 
No class receives charisma as a prime attribute.
~

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.
 
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 from 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: shout    <message>
Syntax: yell     <message>

These commands send messages through communication channels to other players.

SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

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.
~

-1 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.
 
~

59 CHECKVNUMS~
Syntax:  checkvnums <argument> <begin vnum range> <end vnum range>
 
Used to check the specified range of vnums to ensure they are not
already assigned to another immortal or are otherwise being used.
 
Arguments - room, mob, object
 
Examples:
checkvnums room 9000 9099
checkvnums object 9000 9099
checkvnums mob 9000 9099
 
If no vnum within the specified range is either assigned as part of
someone's prototype area, and no vnum within the specified range is
a part of a live (non-prototype) area, there will be no result from
this command and the vnums are safe to assign.  If any vnum in the
specified range is already allocated, the area file to which it is
allocated will be displayed.
 
See RASSIGN, MASSIGN, OASSIGN, VNUMS, ZONES, NEWZONES
~

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'~
Syntax:  circle <mob>
 
A 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 sucessfully circle you must be the
first to attack in the battle, or be grouped with whoever was.
 
~

1 CLAN CLANS~
Clans are the organizations available to mortals in this realm.
A character may only be a member of one clan, but may be in a clan
and a council.  Different rules govern each clan.  To see a list of
the clans available to you, type CLANS.  If you wish to join a clan,
speak to the leader of the clan, or Keolah if it has no leader, or
if you are unable to contact the leader.
 
To join a clan, you must be level 10.  To apply for leadership of a
clan, you must be at least level 20.  Clan leaders that do not log
on in two weeks will be replaced if someone asks for the position.
 
Also see these help files:  CLUBS. GUILDS and 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~
The current classes within the Realms available to you are:
&c0)  Mage                 1)  Cleric
2)  Thief                3)  Warrior
5)  Druid
6)  Ranger               7)  Augurer
8)  Paladin              9)  Dragon
10) Demon                11) Werewolf
12) Illusionist          13) Necromancer
14) Assassin             15) Warlock
16) Battlemage           17) Knight
18) Anti-Paladin         19) Harper
20) Monk                 21) Rogue
&c22) Angel                23) Psionicist&W
To get more information on each class, type "help <class name>".
~

0 CLEAR~
Syntax: clear

This command clears the screen.

See PAGELENGTH.
~

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 a desirable asset for any group.
 
~

51 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.
~

1 CLOVER~
Syntax: clover <person>
 
This skill is unique to leprechauns.  It allows you to produce a four-leaf
clover, increasing the luck of a person and blessing them with the ability
to hit more frequently
~

2 CLUBS CLUB~
Clubs are what Clans, Guilds and Orders are.  In the dictionary Clubs
are groups of people in a common cause or union.  This is the exact
reason why you join one of three organizations.  You believe in what
they do and so you joined.

Overseer or Clubs - This person is responsable for making and enforcing
                    the MUDs rules pertaining to club operations.
Advisor to Clubs - This person assists the Overseer with duties.
 
Also refer to these help files:  CLANS, GUILDS and ORDERS
~

54 CMDTABLE~
Syntax: cmdtable

Lists all of the commands in the game, and how many times they have been used
since the last startup.
~

61 CMENU~
Syntax:  cmenu
 
Invokes an online menu to ease entering 'cset' arguments.  May not be
fully functional at this time.
~

1 'CODE COUNCIL'~
The Code Council is solely responsible for development and implementation
of all new coding. 
~

55 COINDUCT COOUTCAST COIN COOUT~
COINDUCT COOUTCAST COIN COOUT
 
Syntax: coinduct <player> <council>
Syntax: cooutcast <player> <council>
 
Coinduct inducts an player into a council.  Cooutcast removes a player
from a council.
&W
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.

_whi  White
_yel  Yellow
_blu  Blue
_dbl  Dark Blue
_lbl  Light Blue
_cya  Cyan (sort of turquoise)
_gre  Green
_dgr  Dark Green
_cha  Charcoal (grey)
_dch  Dark Charcoal (dark grey)
_pur  Purple
_red  Red
_ora  Orange
_bro  Brown
_pin  Pink
_bla  Black

Note that the indicator is the first three letters of the color itself
so 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.
 
recho _red              This is an example of recho in red.
recho *red              This is an example of recho in blinking red.
mpe _yel                This is an example of mpecho in yellow.
mpechoat $n _blu        This is an example of mpechoat in blue.
mea $n _blu             This is an example of mpechoat in blue.
mpechoaround $n _bro    This is an example of mpechoaround in brown.
mer $n _bro             This is an example of mpechoaround in brown.
mpe _r                  This is an example of mpecho in red.
 
~

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
Syntax: socials
 
COMMANDS shows all the non-social commands available to you.
 
SOCIALS shows all the social commands available to you.
~

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.
 
~

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 : Player is in the main menu, also maybe constate 5 or 6, HELP MAINMENU.
   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.
~

1 CONSTITUTION CON~
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.
~

1 'CONTAINERS' 'CONTAINER'~
Containers are almost a necessity in the game.  They are used to carry
items, food, and drinks.  They help 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.
~

53 CONTAINER_FLAGS~
Container flag values:
     Closeable = 1
     Pickproof = 2
     Closed    = 4
     Locked    = 8
~

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.
 
~

106 CONVALUES~
The containers are set by typing:  Oset (vnum) Value1 (variable number)
 
Number         Effect
  1           open
  2           closed and locked
  3           open pickproof
  4           closed
  5           closed
  7           closed, unlocked, and pickproof
  8           closed and locked
  13          closed and locked
  15          closed, locked, and pickproof
 
Also see:  OSET and OBJECTTYPES
~

111 COPYOVER WARMBOOT~
Syntax: Copyover
Syntax: Warmboot
 
These commands copy the new MUD code and other such changes into the
MUD without the need to shutdown or reboot.  They will keep everyone
online with a brief delay and a message.  Immortals with log will
see some spam.
 
Also see HELP REBOOT
~

-1 COPYRIGHT~
.
SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software.
~

1 CORPSE~
Corpses last approximately 15 minutes after the time of death.
Corpse decay will happen even while you are linkdead or after you quit.
When a corpse decays, it will leave the items on the ground.
~

0 COUNCIL COUNCIL2~
Councils are groups of people who help or run certain aspects of this
MUD.  Immortals can be in two councils at the same time, but mortals
can only be in one at a time.  For more information on councils, read
the helpfile pertaining to its name.
 
Also see: COUNCILTALK
~

0 COUNCILS~
Syntax:  councils
 
Displays a list of councils currently active, and their leaders.
~

100 COUNCILTALK COUNCILTALK2 CT2~
Syntax: counciltalk or council <message>
Syntax: counciltalk2 or ct2 <message>
 
These are channels for people in councils.  They can only be seen and
used if you are set into a council.  Immortals can be in two councils
at once, but mortals can only be in one.
 
Also see: COUNCILS
~

1 'COVER OF DARKNESS'~
Syntax: c cover
 
This spell is used by darker spellcasters to bring a protective cover of
darkness upon them, cutting all damage given to them in half.  However,
a side affect of this spell is that it blinds the caster with the very
thing that protects him.  Because of the nature of this spell, it will
not work if the caster is carrying a light of any sort.
~

1 'CR' 'CORPSE RETRIEVAL' 'CORPSE'~
Before asking an immortal for a corpse retrieval, you &r-must-:&w
 
&r    -&w Attempt to get your corpse yourself, &rand
    -&w Use invis and hidden, this will get you past a lot of mobiles,&r and
    -&w Seek mortal assistance to retrieve your corpse.&r
    -&g If all else fails, wait at least 20 minutes after death to ask for an
      Immortal corpse retrieval.&w

**  "I need to leave now!" is not grounds for an early Immortal CR.
**  Corpses last approximately 40 - 60 minutes after the time of death.
**  Corpse decay will happen even while you are linkdead or after you quit.
**  Characters listed under 'who deadly' are not eligible for Immortal CR.
**  Corpses _will_ save over crashes and reboots, but will continue to decay
    once the Realms comes back online.  Log back on quickly to get corpse.

The cost for CRs is usually one item from your corpse.  An Immortal may
choose to charge MORE or LESS. 
 
&gAn Immortal corpse retrieval is not a right, but a privilege.&w  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, the
Immortal's decision is final.
~

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
~

1 'CREATE FIRE' 'CREATE FOOD' 'CREATE SPRING' 'CREATE SYMBOL' 'CREATE WATER' 'CREATE POP'~
Syntax: cast 'create fire'
Syntax: cast 'create food'
Syntax: cast 'create spring'
Syntax: cast 'create symbol'
Syntax: cast 'create water' <drink container>
Syntax: cast 'create pop'
Syntax: cast 'continual light'

These spells call upon the elements to bring matter into existance.
 
| &z&CCreate Fire&z&W: needed for cooking and brewing potions.
| &z&CCreate Food&z&W: conjures an edible object.
| &z&CCreate Spring&z&W: a fountain with fresh water to drink from.
| &z&CCreate Symbol&z&W: a holy symbol needed for some spells.
| &z&CCreate Water&z&W: fills up a container with water.
| &z&CCreate Pop&z&W: produces a carbonated beverage.
| &z&CContinual Light&z&W: a light you can hold, permanent.
~

-1 CREDITS~
/****************************************************************************
 *           M A N Y    S P E C I A L    T H A N K S    T O :               *
 *           ================================================               *
 *                                                                          *
 * SMAUG by Thoric (Derek Snider) with Altrag, Blodkai, Haus, Narn,         *
 * Scryn, Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and    *
 * Nivek.                                                                   *
 *                                                                          *
 * Some code based on CircleMUD 3.0, Created by Jeremy Elson, Alex Fletcher *
 * and George Greer, as well as Ack!MUD by Stephen Zepp.                    *
 *                                                                          *
 * Thanks to these people for help with past ResortMUD Code:  Stoker,       *
 * Magus, Cyrodian, Snowbird, Callinon, Arlen, Louie, Trax, Jobo, Keolah,   *
 * Callidyrr, Prophecy, Wesley, Lothariel, Froboz, Starlick, Darryl,        *
 * Barret, Krule and Rtd.                                                   *
 *                                                                          *
 * ResortMUD 4.0 Beta by Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir,  *
 * Kratas, Scion, Shogar and Tagith.  Special thanks to Thoric, Nivek,      *
 * Altrag, Arlorn, Justice, Samson, Dace, HyperEye, Yakkov, Ignis, Fellon   *
 * and Zebeid.                                                              *
 *                                                                          *
 * For information on Diku and Merc creators, see HELP CREDITS2.   - Ntanel *
 ****************************************************************************
 * Copyright (C) 1996 - 2002 Haslage Net Electronics: MudWorld              *
 * of Lorain, Ohio - ALL RIGHTS RESERVED                                    *
 * The text and pictures of this publication, or any part thereof, may not  *
 * be reproduced or transmitted in any form or by any means, electronic or  *
 * mechanical, includes photocopying, recording, storage in a information   *
 * retrieval system, or otherwise, without the prior written or e-mail      *
 * consent from the publisher.                                              *
 ****************************************************************************
 * GREETING must mention ResortMUD programmers and the help file named      *
 * CREDITS must remain completely intact as listed in the SMAUG license.    *
 ****************************************************************************/
~

-1 CREDITS2~
/****************************************************************************
 *           M A N Y    S P E C I A L    T H A N K S    T O :               *
 *           ================================================               *
 *                                                                          *
 * Dennis M. Ritchie and Ken Thompson for their creation and development    *
 * of C and UNIX; also Bell Laboratories, AT&T, MIT, and the Univ. 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 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.  DikuMUD by Hans Staerfeldt, Tom Madsen, Katja Nyboe, Michael   *
 * Seifert and Sebastian Hammer.                                            *
 *                                                                          *
 * MERC 2.1 by Hatchet, Furey and Kahn.                                     *
 *                                                                          *
 *                                - Ntanel                                  *
 ****************************************************************************/
~

111 CSET CONTROLS~
Cset is used to set the system's 'control panel' settings.

Syntax: cset <field> <level>

Fields:
        save - saves the control panel settings
        mudname - sets the mud's name upon various displays
        pfiles - enables or diables automatic purging
        newbie_purge <# days> - decides how often to purge idle pfiles level 1 - 5
        regular_purge <# days> - decides how often to purge idle pfiles level 6 - 100
        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
        staff - level to see/use staff 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
        club_overseer - name of the Overseer of Guilds, Clans and Orders.
        club_advisor - name of the Advisor to Guilds, Clans and Orders.
        ban_site_level -  level able to ban sites
        ban_class_level - level able to ban classes
        ban_race_level -  level able to ban races
        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)
        forcepc - level to force pc's
        override_private - level to override private/solitary rooms
        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
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        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
        savefrequency - minutes between each automatic save

Also see: CSET2
~
       
111 CSET2 CONTROLS2~
Cset is used to set the system's 'control panel' settings.

Syntax: cset <field> <level>

Fields:
        save - saves the control panel settings
        bestow_dif - max lvl dif between bestowed cmd level and char lvl
        checkimmhost - imm host checking on or off
        morph_opt - enable or disable the ability to morph
        petsave - enable or disable if pets save at player exit
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
        ident_retries - times the mud takes to identify a connection
        authorize - enabled or disables player authorization
        imm_arena - allows immortals to join in on an arena match
        webserver on/off - activates/deactivates the webserver
        webport <port> - sets the port for the webserver  
        mplimit # - max number of total players one ip can login with
        pklimit # - max number of player killers one ip can log in with

Also see: CSET
~

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 D~
.              WEARING AND SELLING EQUIPMENT
              -------------------------------
   *WEAR <object> - you will wear that piece of equipment
 
   *WIELD <weapon> - you will wield that weapon
 
   *HOLD <object> - you will hold that object in your hands
 
   *REMOVE (rem) <object> - the object is remove and placed in inventory
 
   *COMPARE (com) <object1> <object2> - will compare the value of two items
 
   *REPAIR (repa) <object> - the blacksmith will repair your damaged item
 
   *APPRAISE <object> - the blacksmith will tell the cost to repair the item
 
   *LIST - when in a store, the items for sale will be listed
 
   *BUY <object> - you will purchase the item for the given price
 
   *SELL <object> - you will sell the item to the store and receive money
 
   *VALUE <object> - the storekeeper will say how much they will pay for item
~

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.
~

51 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
 
~

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 items inside a corpse
are left on the ground for any player or mob to come along and take them.
Player corpses will last approximately 30 minutes real time before decaying.
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.
 
~

1 DEATHTRAP DT~
A "death trap" refers to the scenario where one steps 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.
~

51 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~
.                              @%#$%&&*!@#!?!?!
  .-------------=======[ Debugging / Coding Credits ]=======-------------.
  |                                                                      |
  |    Most of the extensive debugging and coding of Realms of Despair   |
  |    was done by Thoric in what little spare time he could set aside.  |
  |                                                                      |
  |     Other credits go out to Haus for debugging work on the online    |
  |   building, and also to Strahd, Caine and all the gods who reported  |
  |                       nasty bugs and crash causes.                   |
  |									 |
  |	 Nivek has been a crucial part of getting version 1.4 out as	 |
  |			      bug free possible.			 |
  |									 |
  `----------------------------------------------------------------------'
~

53 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 DEITIES DEITY~
Syntax:  deities
Syntax:  deities <deity>
 
The deities command displays all the deities of the world.  Using an
argument will display the target deity's description.
 
SEE ALSO:  supplicate, favor, devote.
 
~

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
~

0 DEMON DEMONS~
Spawned from the pits of hell, these unholy creatures come in many forms,
with many different abilities.  Some it is said are no stronger than the
average mortal, while others have great powers capable of battling dragons.
Some demons such as incubi and succubi have the ability to charm creatures
to do their bidding, while others are able to possess the bodies of
mortals.  Many demons have hooves, claws, or wings, and a few of the
greatest of demon lords it is said are capable of causing death at the
merest pointing of the finger and the speaking of the word 'Die.'
~

0 DEMONSKIN~
This spell makes you less susceptible to slashing attacks.
~

108 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 is permanent (persists across reboots) and can only be undone offline
by someone with access to the player files directory.
 
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.
~

65 DESTRO DESTROY~
Syntax:  destroy <character>
 
This command immediately deletes the pfile of the victim, and will
simultaneously force the character offline if they are connected.
 
~

0 'DETECT EVIL'~
Syntax: cast 'detect evil'

This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.
~

1 'DETECT INVIS' 'DETECT HIDDEN' 'WIZARD EYE' 'CAT EYES'~
Syntax: c 'detect invis'
Syntax: c 'detect hidden'
 
These spells will allow the caster to see invisible and
hidden creatures respectively.
 
Syntax: c wizard
Syntax: c cat
 
These spells work much like detect invis and detect hidden, except
that they will affect the caster's group.  Wizard eye allows you to
see invisible creatures, and cat eyes hidden creatures as well as see
in the dark.
~

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.
~

1 'DEVILS MIGHT'~
Syntax: c devil <target>
 
This skill imbues the target with demonic power, increasing their
strength and agility for a time.
~

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 DEXTERITY DEX~
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 and stun, and helps determine whether a thief
   will be able to poison a weapon.
 
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 20
 
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.
~

55 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 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. *
 
~

-1 DIKU~
.         SMAUG 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 DISCERN~
Syntax: discern
 
This skill enables you to focus your senses in order to pick out
those who are hidden in your surroundings.
~

1 DISCLAIMER~
By continuing to play this MUD you are acknowledging that:
(1)  you are willing to abide by the decisions of the Immortals concerning
all issues involved in the game, and
(2)  conversation and situations may arise during the course of play that 
     may not be suitable for young children.

By these acknowledgments you hereby save and except this MUD and it's
Administrators from any and all liability that may arise during gameplay.
~

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.
 
If you are not a mage, you must be affected by the 'detect magic' to be
able to use this spell.  Though mages do not necessarily need to use it,
being under the affects of 'detect magic' will reveal more information
unavailable otherwise or to other classes.
 
'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 'DIVINE INTERVENTION'~
Syntax: cast divine <player>
 
This powerful spell will call upon the gods to intervene on a players
behalf, protecting them from attacks and increasing their fighting ability
for the time the spell is in effect.
~

1 DIVINITY~
Syntax:  c divinity <target>
 
This spell heals the target of 200 hitpoints of damage.
~

1 DLICK DRAGONLICK~
Syntax: dlick <target>
 
This skill allows a dragon to lick a person's or their own wounds,
allowing sanative saliva to enter the wound and allow it to heal
more quickly.
~

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.
~

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 take 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 DOORBASH~
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 DRAGON~
There are 9 different races of dragons, currently.
 &z&C>>==--&wThe Evil Dragons&C--==<<
 &z&C>> &RRed&C........ fire and heat
 &z&C>> &zBlack&C...... acid and corrosion
 &z&C>> &GGreen&C...... poisonous gases
 &z&C>> &BBlue&C....... lightning and electricity
 &z&C>> &wWhite&C...... ice and cold
 &z&C>>==--&wThe Good Dragons&C--==<<
 &z&C>> &YGold&C....... heat and sun
 &z&C>> &WSilver&C..... paralysis
 &z&C>> &OBronze&C..... sandstorms and draining
 &z&C>> &OCopper&C..... acid and heat
 >>========================<<
~

0 'DRAGON WIT' DRAGONWIT~
This spell increases your ability to reason for its duration.
~

2 DRAGONBLOOD~
Ages ago, elf and dragon united, and formed a union which was stronger than
both. They live in the form of dragon or elf or dwarf, but all share one thing
in common, the blood of the dragons flows through their veins.  Obtained in
different ways, the Children of the Dragon's Blood have again united
upon this world to fight for dominance.
If you join the clan Dragonblood, you must already be deadly or will become
deadly upon induction.  If you wish to join, talk to a current leader,
or Keolah the clan deity, about joining.
~

0 DRAGONSKIN~
This spell makes you less susceptible to piercing weapons.
~

1 'DREAM'~
Syntax:  cast 'dream' <player>  <message>
 
This spell enables you to cast a dream or message on a sleeping player.
~

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
 
~

-1 DROW DROWELVES~
Drow are the darker, more evil cousins of Elves.  They were once part of
the happy 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 black skin and white 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 innate infravision with
which to discern objects and living things in the absence of light.
 
Drow gain experience on a scale of normal rate * 1.08
~

1 DROWFIRE~
Syntax: drowfire <victim>
 
This skill is unique to drow.  With it, the drow may call a misty pink
fire upon its victim, much like faerie fire, which makes the victim
easier to hit as well as preventing him from recalling while affected
by drowfire.
~

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 strives 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 DUST~
Syntax: dust <person>
 
This skill is unique to pixies.  It allows them to sprinkle pixie dust upon
a person, causing them to be able to fly for a time.
~

0 DWARF DWARVES DWARFS~
Dwarves are relatively short (in Human terms), stocky and powerfully-built
creatures.  Long-lived and extremely sturdy, they are known equally as well
for their hardiness as for their cantankerous personalities.  Their thick,
stout frames lend them poor dexterity, but high strength and stamina.  This
race has produced some of the most reknowned fighters.  Dwarves possess the
inherent ability to see in the dark with infravision.
 
Dwarves average from four foot five inches and five feet tall, with dusky
complexions and thick, fur-covered torsos and limbs.  Both men and women
proudly wear and take pride in their beards.
 
Dwarves gain experience on a scale of normal rate * 0.97.
~

1 E~
.              GROUPING WITH OTHER PLAYERS
              -----------------------------
If you are within 5 levels of another character, you have the ability
to group with that player.  You are not able to group a non-deadly
and a deadly character however (see HELP DEADLY). When you are grouped
with another player, you attack mobs together and share the experience
for each kill.
 
Group Commands:
 
  *FOLLOW <player> - you will follow that player at which point they group you
                   - to remove yourself from group type: FOLLOW <your name>

  *GROUP <player> - you add that player to your group
                  - typing GROUP alone will list the people in your group
                  - to remove someone from group type: GROUP <player name>

  *GTELL <message> - you tell the group a message
 
  *SPLIT <amount> - splits the gold among the group
 
~

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 permenent.
 
See ASET, FOLDAREA
~

1 EDITOR~
The SMAUG 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 occurences will be found.
/ f              Formats the text using word wrap. '/g' to the line where
                 where you want to start.
/ 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.
 
~

0 'ELDRITCH SPHERE'~
This powerful spell increases your resistence to both magical and nonmagical
attacks.
~

51 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
are distant cousins to the Pixies and share the intelligence and dexterity
of that winged race to a lesser degree.  With a lighter frame than Humans,
what they lack in strength and stamina is made up for with their superior
agility - both in thought and movement.  Elves are capable in all classes,
though they function poorest in the role of pure fighter.  Most Elves will
prefer to stay close to nature, and many become druids.  All Elves have
the inherent ability to detect magic.
 
The average Elf stands taller than most Humans, being well over six feet.
Most have fair skin and long, straight hair, though there are individual
Elves who chose a darker life reflected in their outward appearance.
 
Elves gain experience on a scale of normal rate * 1.1.
~

0 'ELVEN BEAUTY' ELVEN BEAUTY~
This spell makes you more charismatic for its duration.
~

1 EMOTE ,~
Syntax: emote <message>
Syntax: ,<message>
 
This command will send a message to everyone in the room with your
name attached, like this:

You enter: &z&Cemote is bored.&z&W
 
The room sees: &z&CKeolah is bored.&z&W
~

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 with 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 scraped.
 
If you wish to preserve the equipment, you must repair it by taking it to
the town blacksmith. (NOTE:  Not all equipment is repairable)  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 INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

1 'ETHEREAL FIST'~
'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.
~

1 'ETHEREAL FUNNEL'~
Syntax: c 'ethereal funnel' <victim>
 
This spell will erect an ethereal funnel around its victim, channeling
violent energy toward them and causing them to take more of an impact
from energy-based attacks than usual.
~

1 'ETHEREAL SHIELD'~
This spell decreases the amount of damage taken from energy attacks.
~

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'.
~

1 EXHAUSTION~
Syntax: cast exhaust <victim>
 
This spell will completely drain its victim of all energy, leaving them
barely conscious and have great difficulty in performing even simple
actions such as dodge and parry.
~

51 EXITFLAG EXITFLAGS~
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
PUSHTYPE      | Players will be pushed or pulled by a type of force.
PUSH          | Players will be pushed or pulled with a degree of force.
~

51 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).
~

51 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 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.
~

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 unobtainable by the other classes.
~

1 F~
.                COMMANDS FOR COMBAT
                ---------------------
  *KILL <mob> - you begin to attack the mob (you need only type once)
 
  *FLEE - you attempt to flee from the fight
 
  *CAST <spell name> - you cast the spell (see HELP <spell name> for more info)
 
  *GLANCE <mob or player> - tells you how wounded the target is
 
  *CONSIDER (con) <mob> - gives you an idea on how tough the mobile is
 
  *LEVEL - shows you how many experience points you need till next level
 
  *WIMPY <number> - if your hitpoints go under that number, you flee combat
 
  *CONFIG +/-FLEE - you do/don't flee when attacked
 
  *RESCUE <player> - you replace a player in a fight
 
  *SHOVE <player> <direction> - a deadly player is shoved in a given direction
 
  *DRAG <player> <direction> - a sitting deadly player is moved that direction
~

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 SUPP SUPPLICATE~
Syntax: supp <supplication>
 
Supplicate begs your deity (if you have one) for aid.  These are the things
you may supplicate for and what they do.
 
 &z&Csupp corpse&z&W: Brings all of your corpses to you.
 You will have to wait 5 ticks after being killed before supplicating it.
 
 &z&Csupp recall&z&W: Returns you to your recall point.
 Supp recall bypasses curse and norecall rooms, but will not work in combat.
 
 &z&Csupp object&z&W: Creates a sigil of the deity, a light.
 
 &z&Csupp uplift&z&W: Heals you if you are dying.
 
 &z&Csupp avatar&z&W: Summons an avatar of the deity.
 Avatar may be dismissed by typing "dismiss <avatar>"
 
All supplications use FAVOR, which can be gained by doing things favorable
to the deity, and lost by doing things the deity does not like.
Usually the deity's description will tell what they like and do not like
their followers to do.
~

1 FAVOR_LEVELS~
The following lists the favor scale as listed on the 'score' sheet.
The prompt variable for favor uses the same scale, but with fewer
levels (thus is less accurate):
 
Loved
Cherished
Honored
Praised
Favored
Respected
Liked
Tolerated
Ignored
Shunned
Disliked
Dishonored
Disowned
Abandoned
Despised
Hated
Damned
 
See also:  favor, deities, supplicate, devote
~

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.
~

1 'FESTERING WOUNDS'~
Syntax: c fest
This skill lets the caster lash out with its claws and injure
all mobs in the room, diseasing them.
~

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
seaches through portals, within portals, within portals, 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 **
*** For smaug release..  use wooden bow and flint from newdark***
~

0 'FIRESHIELD'~
Syntax: cast 'fireshield'

This spell will surround you with a shield of fire, that will return your
enemies attacks with balls of fire!
~

0 FIXCHAR~
Syntax:  fixchar <character>
 
Resets a character's saving throws and mentalstate.  Should probably
not be done while the character is equipped.
~

51 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.
~

1 FLASH~
Syntax: c flash <victim>
 
This spell causes a bright flash of light in front of the victim's face,
hurting them as well as blinding them briefly.
~

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.

In order to RESCUE successfully, you must practice the appropriate skill.
~

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.
~

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.
~

56 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.
 
~

0 FOLLOW GROUP~
Syntax: follow <character>; Syntax: group <character>; Syntax: group
 
'Follow <char>' starts you following another  character. To stop following,
type 'follow self'.  If someone is following you who you do not wish
to be following them, type 'follow <char>' as if you were going to
follow them, which will make them stop.  This is useful if a member
of your group loses their link or goes afk.
 
'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, using 'group <character>'
will remove them from your party.  Removing the character from the group
does not stop them from following you, however.  A character can also
leave your 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.
 
You may follow lower level characters or characters up to ten levels higher.
You may group only characters within eight levels of your own.
 
'Group all' groups all eligible players following you in the room.
 
'Group disband' allows a leader to disband his group (members stop following
 and are ungrouped).
~

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.
 
'For' does not override private flags.
~

2 FORAGE~
Forage is a skill which allows the player to search the surrounding
area for food. It can come in handy when in a pinch.
~

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.
~

61 FORMPASS~
Syntax:  formpass <new password> <character name>
Example: formpass temporary Joseph
                                       
Used to help in changing a character's password if they have forgotten or
misplaced their own.
 
This command will return the encrypted form of the specified password for
the specified character name.  Password and character name are case
sensitive, and the character name _must_ be capitalized.  The resulting
encrypted password must then be pasted into the character's pfile offline
by someone with access to player files.
 
~

0 FPROMPT FPROMPTS~
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
  %c  - remaining hitpoints of enemy     %C  - remaining hitpoints of tank
  
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
 
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.
~

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.
 
~

1 FRENZY~
Syntax: frenzy
 
With this skill, you enter into a frenzied state, during which you
hit harder and more often, and can often get in extra attacks
per round, but you will also be unable to flee.
~

101 FURNITURE~
To make a piece of furniture, ocreate an object.  OSET the object's short and
long description (If you need help in this area:  HELP OCREATE, HELP OSET).
 
To make the item a usable piece of furniture, set the 'item type' FURNITURE.
Then after doing that, you have to set the values.  The values are listed:
 
Value0 is the number of players that may use the furniture at one time.
 
Value1 doesn't matter, it's used by the code not the builder.  Don't set it.
 
Value2 is a flag stating what the furniture may be used for.  Currently the
choices are:
 
       stand_on stand_at stand_in rest_on rest_at rest_in
       sleep_on sleep_at sleep_in sit_on  sit_at  sit_in
 
I want to make an office chair.  An example would be:
 
ocreate 50522 chair
oset chair short an office chair
oset chair long An office chair is here, ready to be sat on.
oset chair type furniture
oset chair value0 1
oset chair value2 sit_on
(You can use more than 1 use in that chair.  You just have to set each use.)
oset chair value2 rest_in
oset chair value2 sleep_in
(A player can now 'sleep in, rest in and sit on' the chair.)  or you can:
oset chair value2 sit_on rest_on sleep_on (Multiple values work too)
 
The chair is ready to be used, when you are finished with your area for the
day make sure to save your progress.
 
Ostat shows the furniture flags using english words.
 
You must type <ACTION> <FURNITURE> to use the furniture.  You can also use a
preposition between the ACTION and FURNITURE.  Such as 'on, at or in'.  
Optional use:  <ACTION> <PREPOSITION> <FURNITURE>
You must stand to get 'off, out and away' from the object.
 
Any affects that the furniture has, will be temporarily be given to the
person using it. So if you sit in an invisible chair, you become invisible.
 
If the player is sleeping on something, they get +5 added to whatever their
normal regeneration (HP, MOVE and MANA) is.  They get +2 if they are resting
on something.
 
See OCREATE and OSET
~

1 G~
.                       COMMUNICATION COMMANDS
                      ------------------------
  *CHAT <message> - everyone can hear this message
  
  *TELL <player> <message> - only that player will see your message
 
  *ASK/ANSWER <message> - for asking and answering questions
 
  *EMOTE <message> - this prints <Your name> <message> on the screen
 
  *QUEST <message> - channel used for questing players
 
  *REPLY <message> - sends a messages to the last person who sent you a tell
 
  *SAY <message> - the message is only heard by the people in the room
 
  *SHOUT <message> - message is only heard by people who are awake
 
  *YELL <message> - message is only heard by people in the area
 
  *CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders
 
  *CHAN +/-<channel> - you can turn a channel on and off
 
**** Also see HELP LANGUAGES, NOTES, and MAIL ****
~

1 '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.
 
~

0 GARGOYLE GARGOYLES~
Gargoyles were originally sculpted of stone to guard a variety of medieval
cathedrals, but at night strong magicks worked on the gargoyles, letting
them take to the skies as if they had always been truly living beings.
But they always had to return to their perch and return to stone again at
dawn, until the gargoyles found a great sorceror who enspelled their race
and allowed them to fly in broad daylight.  Gargoyles are alive, yet not
entirely, having some remnant left of their stoney origins.
~

1 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.
~

101 GHOST INCOGNITO ISCORE~
Syntax: ghost
Syntax: incognito
Syntax: iscore
 
Iscore is a command for immortals only that show immortal stats in
short form.
Incognito makes an imm invisible to people at a lower level then invis
on the wholist.
Ghost makes an imm invisible to people at a lower level then invis in
the same room.
 
Also see:  SCORE and WIZHELP
~

0 GITH GITHYANKI GITHZERAI~
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 had yellowed skin and were very long of limb.  Sunken eyes peered
from yellowed sockets, now strangely capable of naturally detecting
invisible things.  The Gith race has split into three distinct groups
recently.  The good, the Githzerai, the selfish neutral, the Pirates
of Gith, and the evil, the Githyanki.
 
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 recieve lesser amounts of Glory.
 
   Glory cannot be traded or transferred between characters.  This would be
like Odysseus passing all the reknown for his deeds off onto someone else.

See also: GLORY RATES,  GLORY TRADE
~

0 'GLORY RATES~
All prices are for adding affects/stats to an item or weapon, excepting the
"Sex Change" which is a permanent altering of one's player file.
&W
&W+1 Manapoint            &G5 Glory | &WWeight to 1            &G125 Glory 
&W+1 Hitpoint            &G10 Glory | &WGlow/Hum Removal         &G5 Glory    
&W+1 Stat               &G100 Glory | &WRename/Rekey            &G20 Glory   
&W+1 Hitroll            &G125 Glory | &W1 Practice              &G50 Glory  
&W+1 Damroll            &G175 Glory | &WSex Change              &G10 Glory
&W-1 Save               &G175 Glory | &WMinor Affect           &G300 Glory   
&W-1 AC (lowers ac)      &G50 Glory | &WResistance             &G750 Glory   
&W+1 AC (base obj AC)   &G130 Glory | &WAff_Protect            &G500 Glory
&WObject edit(per line)   &G5 Glory | &W

&CMinor Affects&Y
-------------&W
Invis, Detect_Invis, Hide, Detect_Hidden, Detect_Magic, Detect_traps, Sneak
Infravision, Fly, Float, Passdoor, Scry, Aquabreath
 
&CResistances&Y
-----------&W
Fire, Cold, Electricity, Energy, Blunt, Pierce, Slash, Acid, Poison, Drain
Sleep, Charm, Hold, Non-Magic, Magic, Paralysis
 
&CSee also: &WGLORY,  GLORY TRADE
~

101 GMOTD~
Hedit Gmotd / Hset Save
~

-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.  Additionally, due to their familiarity with such
lore, they tend to be more resistant to magics.  They can, though,
suffer tremendously from physical attacks.

Gnomes 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 are a short, stocky race, similar to their dwarven cousins.
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.

Gnomes gain experience on a scale of normal rate * 1.2
~

0 GOBLIN GOBLINS~
A small and agile race spawned of evil, said to have been originated from
elves captured by dark lords and twisted to serve their needs.  Goblins
do not tend to be friendly toward any but their own kind, even other
creatures of darkness often.  They feud with harpies, raid elven villages,
and torment humans and dwarves just for the fun of it.  They tend to be
none too intelligent, but they are quick and slippery, and can often slip
out of a bad situation.
~

1 GOLD~
Syntax:  gold
 
Displays the current total amount of gold you are carrying.
~

101 GOTO~
Syntax: goto <location>
 
GOTO takes you to a location.  The location may be specified as a vnum,
or as the name of a mobile, player, or object.
 
If the location is a vnum, and it does not already exist, and its within
your room vnum range, it shall be created for you to edit further with redit.
 
You may also "GOTO pk" to go to the site of the most recent illegal pkill.
 
See also: 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
~

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 GREETING~
.
Diku: Staerfeldt, Madsen, Nyboe, Seifert & Hammer.  Merc: Hatchet, Furey &
Kahn.  SMAUG: Thoric, Blodkai, Nivek & Altrag.  Circle: Elson, Fletcher &
Greer.  Ack!: Zepp.  Resort: Ntanel, Garinan, Badastaz, Josh, Digifuzz,
Senir, Kratas, Scion, Shogar, Tagith, Fellon, Samson & Zebeid.

Welcome to ResortMUD, type "new" or enter thy name: ~

1 GROUNDING~
Syntax:  c grounding
 
Grounding renders the victim resistant to electricity attacks.
This spell may not be used on a target.
~

-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 begin 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)
~

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
10 of your Adventurer's Guide for more information on groups and grouping.
 
See also GROUP DISPLAY
~

51 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 MC
 2 Female   2 Thief     2 Dwarf        Class    3 MS     3 NC
            3 Warrior   3 Halfling     Race     4 RB     4 Pro
            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 Sea-elf
                             13 Lizard
                             14 Gnome
                                      Pkill
 
Here are some sample uses of GRUB:
 
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'
 
~

51 '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.
 
~

54 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
~

0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>
 
All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.
 
SAY sends a message to all awake players in your room.  The single quote '''
is a synonym for SAY.
 
TELL sends a message to one awake player anywhere in the world.
 
REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.
~

2 GUESTLIST IMMLIST WIZLIST~
Syntax: wizlist
Syntax: immlist
Syntax: guestlist
 
These show you the staff/immortals and thier ranks on this MUD.
Guestlist is available for levels 2 and up only.
~

1 GUIDE~
All players get a copy of The Adventurer's Guide to the Resort 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.
 
The 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 Resort.
 
If you have problems understanding matters in the guide type: HELP NC 
~

101 GWHERE GFIGHTING GLOBALS~
Here are some global commands that are great on spoting Mortals at their best:
 
Typing GWHERE will show where every player is at the time.
Typing GFIGHTING will show any player conflicts happening.
 
You can also use variables in the query, to get more specific results:
 
gwhere <low level> <high level>
This will show only a specific range of players.
gwhere <low level> <high level> mob
This will show a specific range of MOBs at that level.
NOTE:  Do NOT use a long range for MOBs.  The best results if you go 1 or
2 levels above the low level.  If you do a long range, it makes bugs.
(IE:  If your low level is 1, then make your high level 2 or 3; to avoid bugs)

gfighting <low level> <high level>
This will show only a specific range of player conflicts.
gfighting <low level> <high level> mob
This will show a specific range of MOB conflicts at the levels provided.
NOTE:  This is the same as GWHERE.  Avoid a LONG RANGE of MOB conflicts.
 
There should be no problems if you use these per the HELP file.
~

1 H~
.                  COMMANDS FOR GENERAL INFORMATION
                 -----------------------------------
  *WIZLIST - shows a list of all the immortals
 
  *AREAS - lists of areas and their level ranges
 
  *COMMANDS - lists all the commands available

  *SCORE - will show the stats on your character
 
  *SOCIALS - lists the socials available to you
 
  *TIME - gives the mud time
 
  *WEATHER - tells you what the weather is like
 
  *WHO - shows all the people playing at the time

  *WHERE - lists the players in your area
 
  *CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different
   clans, orders, councils, and guilds
~

0 HALF-ELF HALFELF HALFELVES~
These beautiful creatures are the result of the mixing of human and Elven
blood.  Though the resulting 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.  Their beautiful almond eyes enable them to discern
objects in the darkness.
 
Not as tall as the pure Elf, they range from five feet six inches to six
feet five inches, with a heavier musculature than their ancestors.
 
Half-Elves gain experience on a scale of normal rate * 1.04.
~

0 HALF-OGRE HALFOGRE~
The Half-Ogre is a result of breeding during the dark days with humans,
when pure-blooded Ogres were known for raping and looting Human villages.
As a result of this, the Half-Ogre stands from six to nine feet tall in
height and is known for its muscle-packed body that can weigh from three
to four hundred pounds.  Most are relatively hairless, their bodies are
covered with small, boney growths, and their disproportionately long
limbs gives them a somewhat simian appearance.
 
This offspring of humans and Ogres has inherited great physical abilities:
an apptitude for aggression from its Ogre lineage, inherent infravision to
assist in traversing darkness, and though slightly smaller than pure-bred
Ogres it nevertheless boasts an awesome strength.  Being territorial, most
Half-Ogres will readily engage in battle to establish superiority over any
it encounters.  All in all a race best suited for the role of pure fighter.
 
Half-Ogres gain experience on a scale of normal rate * 0.92.
~

0 HALF-ORC HALF-ORCS HALFORC HALFORCS~
A 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.  Large and dull of wit, with short but 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 is still the natural call which
stirs in the soul of the Half-Orc.  All Half-Orcs possess infravision.
 
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.
Standing 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.
~

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.  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.
 
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.
 
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 by a surprising
determination makes them a curious (though somewhat underpowered)
ally.

Halflings have compact bodies and thick, long limbs, and usually have
very hairy feet. Eye color range from blue, brown, green, and any shade
inbetween.

Halflings gain experience on a scale of normal rate * 1.02.
~

1 HALLUCINATION~
Syntax: cast hallu <victim>
 
This spell will heighten the victim's mentalstate, causing them to see
things and interfere with their actions.
~

-1 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.
 
~

0 HARPER HARPERS~
Harpers revel in the magic of music, and are capable of singing songs that
can produce effects comparable to those of any mage.  They enjoy music even
only for entertainment, but their true power is in their magical instruments
only a select few among their races know how to make, which can allow any,
harper or no, the power of harper songs.  When they sing, their songs bring
magic to those who hear.  They need to be rather intelligent to memorize
the correct notes, as well as needing a good amount of dexterity, for
the actual playing of the music.
~

0 HARPY HARPIES~
Harpies are part human and part bird, having the wings and talons of a
vulture and the head and arms of a human.  They are considered by many to be
vile, evil, and filthy creatures who love nothing better than to watch
a human die for a good laugh.  They tend to live in flocks, and feed on
carrion when they cannot get fresh meat.  Most of the goodly races avoid
them whenever possible.
~

1 HASTE SLOW~
Syntax: c haste <target>
 
This spell allows the target to move at an accelerated pace, getting
more hits in per round than usual.
 
Syntax: c slow <victim>
 
This spell causes the victim to move at a sluggish pace, getting
half as many hits in per round as usual.
~

1 HEADBUTT~
Syntax:  headbutt
 
Headbutt 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 HEADERS~
MOTD HEADERS  
 
(1)
  _,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_
 /                                M O T D                                  \
  
  
 \._           http://                                                   _./
    `-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-'
 
(2)
/-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-\
                                  M O T D 
\-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-/
 
 
/-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-\
               http://
\-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-/
 
(3)
.---------------------------------------------------------------------------.
                                  M O T D
`---------------------------------------------------------------------------'
 
.---------------------------------------------------------------------------.
               http://
`---------------------------------------------------------------------------'
~

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.
~

105 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>".
~

-1 HELP~
I--------------------------------------I--------------------------------------I
I                MOVEMENT              I                 GROUP                I
I north east west south northeast exit I  follow group gtell ; split          I
I northwest southeast southwest sleep  I--------------------------------------I
I rest sit wake stand somewhere unlock I               INFORMATION            I
I up down enter climb where fly float  I areas experience score title weather I
I--------------------------------------I channels description experience note I
I              CONFIG OPTIONS          I who wizlist story tick MOTD news bug I
I autoloot autogold telnetga autoexit  I mail time password slist report typo I
I nice flee norecall blank combine rip I spells skills weapons languages idea I
I nointro prompt ansi autosac shovedragI talk bank house marriage             I
I talk fastdeath                       I--------------------------------------I
I--------------------------------------I               COMMUNICATION          I
I                 OBJECTS              I social quest clan ordertalk guildtalkI
I  get put drop give sacrifice hold digI say tell chat question answer auctionI
I  appraise list  buy sell  equipment  I--------------------------------------I
I  recite  quaff zap  brandish compare I                COMBAT                I
I  empty fill  eat drink  examine pick Ikill flee wimpy rescue aid murder castI
I  fishing engrave identify construct  Isuicide                               I
I--------------------------------------I--------------------------------------I
 Also see help on: !, save, quit, pagelength, practice, alias;
 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 game, type HELP NEWBIE to see a special help series.
 
 SEE ALSO HLIST HSEARCH
~

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.
~

0 HIDE SNEAK VISIBLE~
Syntax:  hide
Syntax:  sneak
Syntax:  visible
 
If you successfully HIDE, other characters and creatures cannot see you
unless they are affected by 'detect hidden'.
 
If you successfully SNEAK, you can move from place to place without being
noticed by other characters.
 
In order to HIDE or SNEAK successfully, you must practice the appropriate
skill.
 
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
effectively making you visible again to all.
~

1 HIRING~
&YWelcome to the the MUD ^z&RHIRING^x&Y Center!
 
&cCurrently we are not hiring for any positions.
~

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.
~

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.
~

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 HOMEPAGE~
syntax: homepage <url>
 
example: homepage http://www.idirect.com/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 this MUD's home page.
 
To remove your homepage setting, type 'homepage clear'.
 
~

1 HOWL~
Syntax: howl
 
This skill allows a werewolf to let out a bloodcurdling howl
that due to the fear it strikes in the werewolf's opponants gives
strength and speed to the wolf, allowing them to hit more often
and harder than usual.  The howl has two effects, the wolf's fury and
strength.  After the fury is gone the strength will remain for a time,
during which the wolf cannot bring the fury back until the
wolf's strength returns to normal.
~

57 HP~
This is an abbreviation for hit points.  All classes begin with 20 hp
at creation and gain between 6 and 40 hp per gained level, depending on
CLASS, RACE, and CON.  Equipment can also add to your total hp.
~

111 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'.

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
 
~

0 HUMAN HUMANS~
.
HELP HUMAN HUMANS

In the beginning there were Humans, Elves and Ogres. Humans are the most
numerous and the plainest race in the Realms. Although possessing no special
abilities or bonuses, they are the most adaptable and flexible race and are
able to assume any class. Humans are bipedal creatures with two arms 
and a roundish head. Their height, weight, eye and hair color vary greatly. It
is rare to find any two who look exactly alike. In dark times Humans and Elves
mated creating a new race, called HALF-ELVES (see help HALF-ELF HALFELF) and
Humans and Ogres mated created the Half-Ogre Race.  (See help HALF-OGRE, or
help HALFOGRE)
~

100 HVAK HVAK1 HVAK2 HVAK3~
Syntax: To be used in room, mob and object programs.
 
The Hvak1, Hvak2 and Hvak3 mobs are what are used to activate a
message over global channels.  Each mob has a different voice:
 
Hvak1 - Hungrily, a hollow voice
Hvak2 - A rasping voice
Hvak3 - [ Public Announcement ]
 
Below is a basic program using a room act trigger:
 
rpedit add act p has entered the game.
[ in editor ] mpat hvak1 mpfor hvak1 .$n has entered the game.
 
What is seen:  Hungrily, a hollow voice chats 'Player has entered the game.'
~

1 HYPERACTIVITY HYPER~
Syntax: c hyper <target>
 
This spell will raise the target's mentalstate by a small amount,
making them less tired.
~

1 I~
.               COMMANDS FOR YOUR CHARACTER
              -----------------------------
  *AFK - this adds an 'Away From Keyboard' flag to your name
 
  *CONFIG - lists all the config options available to you
 
  *DESCRIPTION - you can write a description for your character
 
  *PASSWORD <old> <new> - changes your password
 
  *TITLE <sentence> - changes the sentence behind your name
 
  *SAVE - saves your progress (good idea to do it often)
 
  *PRACTICE <skill, spell, weapons> - trains you to use a skill, spell, etc...
  *NOTE* Typing PRACTICE will show you all your spells, skills, etc...
         HELP <spell, skill, etc> - will define the spell, skill, etc...

  *SLIST - lists the spells you will receive and at what level

  *QUIT - quits the game
 
  * ! - will repeat the last command
~

0 I3~
Syntax: i3 <option>

Note: You must meet the mud's minimum level requirement before accessing I3.
You will be notified when you have reached the approptiate level.

General Usage:
------------------------------------------------

List channels available                : i3 chanlist [all] [filter]
To tune into a channel                 : i3 listen <localchannel>
To see who is listening on another mud : i3 chanwho <channel> <mud>
List muds connected to I3              : i3 mudlist [filter]
Information on antoher mud             : i3 mudinfo <mud>
Ignore someone who annoys you          : i3 ignore <person@mud>
Make yourself invisible to I3          : i3 invis

i3 chanlist: Lists the channels the mud has available to listen to.
  Specifying 'all' will list the channels for the entire network.

i3 listen  : Tunes you in to the specified channel. You must meet or
  exceed whatever the minimum level is for that channel to do so,
  and your mud must have the channel configured locally.

i3 chanwho : Shows you who is listening to the specified channel on the
  specified mud. Invisble players will not be shown.

i3 mudlist : Lists the muds which are connected to the network.
  Specifying a filter will narrow the list down to only those muds
  whose information matches. IE: &Wi3 mudlist smaug&D will list all
  muds who have &Wsmaug&D as part of their listing.

i3 mudinfo : Lists the information provided by the specified mud.

i3 ignore  : Allows you to selectively ignore all contact with person@mud.
  This will block tells, beeps, locates, fingers, emotes, and whos. It will also
  block channel output from them, but will NOT block them from seeing YOU on
  a channel.

i3 invis   : Makes you invisible to I3. Performs similar to the ignore option
  except it prevents EVERYONE on the network from finding you. You will still
  be able to use channels, and you will NOT be invisible to others if you
  do so.

See also: i3tell, i3finger, i3emote, i3locate, i3who
~

0 I3BEEP~
Syntax: i3beep <person@mud>

i3beep sends a quick message to a person on another mud.
If the target mud supports the beep tone, then the person
on that mud will hear the standard beep tone used by whatever
client software they are using. Works in the same manner as
the local beep command.

See also: I3, INTERMUD3
~

0 I3EMOTE~
Syntax i3emote <person@mud> <message>

Sends a private emote to a person on another mud.

See also: I3, INTERMUD3
~

0 I3FINGER~
Syntax i3finger <person@mud>

Request for information regarding a player on another mud.
Operates in a similar manner to the local 'finger' command.
Will only reveal information the target mud feels is appropriate.

See also: I3, INTERMUD3
~

0 I3LOCATE~
Syntax i3locate <name>

Asks all the muds on the Intermud-3 network if a person
known by the name is there. Be patient when using this command,
there are a lot of muds on the network to search through, so
a response may take some time to come back.

See also: I3, INTERMUD3
~

0 I3TELL I3REPLY~
Syntax: i3tell <person@mud> <message>
Syntax: i3reply <message>

i3tell sends a private message to a person on another mud.
To send a tell to someone on a mud with a multi-word name, you need to
enlcose person@mud in quotes, like so: i3tell 'person@mud with long name'
Otherwise this command operates in much the same way as the local tell command.

To reply to the last i3tell you received, simply type 'i3reply'
followed by your message and it will be sent back to the last
person on I3 who sent a tell to you. Works in the same manner
as the local reply command.

See also: I3, INTERMUD3
~

0 I3WHO~
Syntax i3who <mud>

Requests an overview of players on a different mud.
Operates similarly to the local who command.

See also: I3, INTERMUD3
~

0 ICE~
ICE - the IMC Channel Extensions protocol

ICE is a response to the cesspool-like attributes that rchat, rimm, and
even rcode had acquired in past IMC2 versions under 0.11. 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 IMCCHANLIST 
and IMCSETUP) 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 IMCCOMMAND command.

Channels can be tuned into and out of on a player-by-player basis by
using the IMCLISTEN 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, IMCCHANLIST, IMCSETUP, IMCCOMMAND, IMCLISTEN, ICE-POLICY and
ICE-INTRO
~

0 ICE-INTRO~
A Quick Introduction to ICE

This assumes that the code for IMC and ICE are installed and running and
that you have an active connection to an IMC network.

1. IMCCHANLIST. 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: IMCSETUP 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 IMCLISTEN (localname).

5. You may wish to reconfigure the default local channel settings.
   IMCCHANLIST (localname) will display them; IMCSETUP will change them.

6. Repeat for whatever other channels you wish to have.

See also: IMC, ICE, IMCSETUP, IMCCOMMAND, IMCLISTEN and IMCCHANLIST
~

0 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 and IMCCOMMAND
~

0 ICESHIELD~
This spell will surround you with a shield of ice, that will return your
enemies attacks with tongues of ice!
~

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 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.
~

1 IDENTIFY LORE~
Syntax: cast identify <object>
Syntax: c id <object>
Syntax: lore <object>
 
This will reveal information about the object.
~

51 '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

~

52 'IFCHECK CANSEE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif cansee($n)
                          '$n can see just fine!

          &GDESCRIPTION:    &cThe CANSEE ifcheck is used to determine if
                          the target is able to see.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 '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

~

51 '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
 
~

51 'IFCHECK CLAN'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:   &cif clan($n) == inconnu
                 tell 0.$n You're an Inconnu!

  &GDESCRIPTION:   &cThe CLAN ifcheck is used to determine if the
                 target belongs to a Clan or Order.

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 '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

~

51 'IFCHECK CLASS'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif class($n) == 0
                     t 0.$n You're a mage!

 &GDESCRIPTION:        &cThe CLASS ifcheck is used to determine the
                     class of the target. (HELP NPCCLASSES)   

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 '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

~

52 '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

~

52 '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

~

52 '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

~

51 '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

~

52 '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

~

51 '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

~

52 '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

~

51 '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

~

52 '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

~

51 '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

~

52 '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

~

52 '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

~

51 '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

~

52 '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

~

52 '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

~

51 '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

~

51 'IFCHECK ISFOLLOW'~
EXAMPLE:  check 'ifcheck ischarmed'

THERE WAS NO ORIGINAL HELP FILE MADE
 
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 '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

~

51 '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

~

52 'IFCHECK ISLEADER'~
&r*-------------------------------------------------------------------*
   
        &GEXAMPLE:      &cif isleader($n)
                      '$n is an Order, Guild, or Clan leader.

    &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

~

52 '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

~

52 '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

~

51 '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

~

52 '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

~

52 '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

~

107 '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

~

52 'IFCHECK ISOPEN'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif isopen($n) == 6
                        'The northeast exit is open.

      &GDESCRIPTION:      &cThe ISOPEN ifcheck is used to determine if
                        an exit is open in the specified direction.
                        (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 '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

~

52 'IFCHECK ISPASSAGE'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispassage($n) == 6
                         'There is a passage leading northeast.

        &GDESCRIPTION:     &cThe ISPASSAGE(dir) ifcheck is used to
                         determine if there is an exit in the 
                         specified direction. (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 '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

~

52 '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

~

51 '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

~

52 '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

~

51 'IFCHECK LEADER'~
EXAMPLE:         if isleader($n)
                 $ is an order, guild, or clan leader
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 '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

~

52 '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

~

51 '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
 
~

51 '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

~

51 '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

~

52 '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

~

52 '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

~

51 '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

~

52 '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

~

51 '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
 
~

51 '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

~

51 '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

~

52 '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

~

52 '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

~

51 'IFCHECK NORECALL'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 '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

~

51 'IFCHECK NUMBER'~
EXAMPLE:
 
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 '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

~

51 '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

~

51 '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

~

51 '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

~

51 '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

~

51 '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

~

51 '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

~

51 '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.
~

51 '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.
~

51 '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.
~

51 '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.
~

51 '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

~

51 'IFCHECK OVNUMHERE'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnumhere(1200)
                       '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

~

51 '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

~

51 '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

~

51 '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

~

52 '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

~

51 '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

~

51 '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.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 '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

~

52 '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

~

52 '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.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 '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

~

52 '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

~

51 'IFCHECK WASINROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:   &centry_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

~

52 '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

~

107 IFCHECKS~
VALUE CHECKS (If check == #/string/vnum)
Ifcheck        Question                      Ifcheck    Question
&r------------   ---------------------------   ---------  ------------------
&GHitprcnt       &cPercentage of hit/max_hit?    &GSex        &cSex?
&GDeity          &cName of deity?  (STRING)      &GName       &cName?  (STRING)
&GLevel          &cExperience level?             &GInroom     &cRoom #?  (VNUM)
&GObjtype        &cType of Object?               &GStr        &c# of strength?
&GObjval#        &cValue# equal to this?         &GInt        &c# of intelligen
&GNumber         &cIs its vnum equal to this?    &GWis        &c# of wisdom?
&GPosition       &cPosition #?                   &GDex        &c# of dexterity?
&GClan           &cClan name?  (STRING)          &GCon        &c# of constituti
&GRace           &cRace name?  (STRING)          &GCha        &c# of charisma?
&GMobinarea      &cIs mob in area?               &GMobinworld &cDoes mob exist?
&GMobinroom      &cHow many of mob?  (VNUM)      &GLck        &c# of luck?
&GGuild          &cGuild name?  (STRING)         &GGoldamt    &c# of gold ya go
&GClass          &cClass name?  (STRING)         &GFavor      &c# of favor?
&GMobinvislevel  &cLevel of invis?               &GEconomy    &c# of economy?
&GCouncil        &cMember of council?            &GHps        &c# of hps?
&GMana           &c# of mana?                    &GMortal      &c*Not In Use*
&r------------   ---------------------------   ---------  ------------------
 
&wValue checks can use == (equals) > (greater than) < (less than) 
and ! (not).  Combine for:  != (not equal) >= (greater than or equal).

&YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount'
 
&YContinued on: IFCHECKS2, IFCHECKS3 
&rSee Also:     MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
              RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
              AFFECTEDBY (for a list of affect types)&w
~

107 IFCHECKS2~
&r----------  ------------------------    -----------  ------------------
&GIsgood      &cAlign +350 or higher?       &GIsdevoted    &ctarget devoted?
&GIsneutral   &cAlign < 350 and > -350?     &GIsimmort     &cImmortal?
&GIsevil      &cAlign -350 or lower?        &GIsmounted    &cMounted?
&GIsfollow    &cFollow master in room?      &GIsnpc        &cMob?
&GRand (#)    &cEqual to or less?           &GIspc         &cPlayer character?
&GIsaffected  &cAffected_by name?           &GIspkill      &cPkill?
&GCanpkill    &cPkill lev>4 and age>17      &GIsfight      &cFighting?
&GIsmobinvis  &cMobinvis? (versus invis)    &GIscharmed    &cCharmed?
&GNorecall    &cIs target's room norecall?  &GIspacifist   &cPacifist?
&GMortinworld &cIs mort anywhere?           &GMortinarea   &cin area?
&GMortinroom  &cIs mort in room?            &GIspassage    &c(DIR)Exit exists?
&GWasInRoom   &cWas target in X room?       &GIsMulti      &cMulti-playing?
&GIsopen      &c(DIR)Exit open?             &GIslocked     &c(DIR)Exit locked?
&GTime        &c(Military)Time of day?      &GWeight       &cTarget's weight?
&GMortCount   &cMortals in room?            &GMobCount     &cNPCs in room?
&GCharCount   &cNPCs + Mortals in room?
&r----------  ------------------------    -----------  ------------------
 
&wValue checks can use == (equals) > (greater than) < (less than)
and ! (not).  Combine for:  != (not equal) >= (greater than or equal).
 
&YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount'
 
&YContinued on: IFCHECKS, IFCHECKS3
&rSee Also:   MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
            RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
            AFFECTEDBY (for a list of affect types)&w

~

107 IFCHECKS3~
.
&GTimesKilled
&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 
&rSee Also:     MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
              RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
              AFFECTEDBY (for a list of affect types)&w
~

107 IFCHECKS4~
&GThe following are ifchecks available to port 4000 immortals only:

&Yifcheck           syntax                 usage
&Wisasupressed      if isasupressed($n)    is the target asupressed?
ismorphed         if ismorphed($n)       Is the target morphed? (not in use)
isnuisance        if isnuisance($n)      Is the target nuisanced?
ishelled          if ishelled($n)        Is the target currently helled?
ismulti           if ismulti($n) (value) Is the target multying?
waitstate         if waitstate($n) (val) Is the target in waitstate?
 
&YAdditional help on each of these subjects is available through
'IFCHECK (IFCHECK NAME)'.

&WSee Also: 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).  You will still see their communications through public channels,
however.
 
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 'ILL FORTUNE'~
Syntax: c 'ill fortune' <victim>
 
Ill Fortune reduces the victim's luck by three.
~

0 ILLUSIONIST ILLUSIONISTS~
Wizards of trickery, masters of illusion.  They are capable of producing
many fantastic visual effects and know a very few spells that are capable
of creating tangible effects for a short time, but their medium is primarily
the eye, and tricking the mind into believing in what is not really there
or concealing what is truly there.  As such, they tend to be thought less
of than a true mage, but illusionary magic tends to be easier and faster
to learn than elemental magic.
~

0 IMC~
IMC - InterMUD Communications Protocol

IMC is a protocol which allows you to chat with people from other 
MUDs. IMC2 is primarily populated by Diku derived MUDs. A MUD must 
apply for a connection to the IMC2 network. The I3 network is 
primarily populated by LP derived MUDs. It can be simply configured 
and connected to without applying. The main difference between the
two networks is in protocol structure. Currently, there is limited
support for cross-network traffic. This includes some channels,
private tells, and mudlists from either network. This may or may
not be expanded in the future.

See also: IMC2 and INTERMUD3
~

0 IMC2~
IMC2 was created by Oliver Jowett (oliver@random.org), aka Nemon and 
Spectrum. IMC2 1.00 through 2.00 Gold was co-created by Gregor Moody, 
aka Shogar. IMC2 1.00 through 1.03 Gold was co-created by Peter Keeler, 
aka Scion Altera. IMC2 2.00 Gold was co-created by Kratas. IMC2 3.00
MUD-Net was created by Orion and Roger Libiez, aka Samson. IMC2 1.00 
through 3.00 is packaged and distributed by Anthony R. Haslage, aka 
Ntanel StormBlade via the World IMC Network.
(- = Tilde is for impared codebases.)

The following is a list of the user level commands commonly available to
players on IMC enabled muds. Note: You will need to meet the mud's minimum
level requirement before being able to access IMC. You will be notified
upon reaching the appropriate level.

imcchanlist: Lists the current channels on IMC and the levels at which they
  can be used. If you are able to see the output, then you can more than
  likely tune in to at least one channel.

imclisten [channel]: Lists the channels you are currently tuned in to.
  If a channel name is specified, then the command toggles the channel on or
  off for you.

imclist: Lists the muds which are currently connected to the IMC network.

See these general commands: IMCBEEP, IMCCHANLIST, IMCFLAGS, IMCLIST,
IMCLISTEN, IMCREPLY, IMCTELL, IMCLOCATE, IMCFINGER, IMCQUERY, and IMCWHO

See these administrative commands: IMC, IMCCOMMAND, IMCDENY, 
IMCIGNORE, IMCPING, IMCSETUP, IMCSOCKETS, IMCSTATS, and IMCCONFIG
~

0 IMCBEEP~
Syntax: imcbeep person@mud     - "beep" a player over IMC

Sends a short sound tone to the person on the target mud. If their terminal 
program supports it, it will make an audible beep to get their 
attention. If you don't get a response, don't keep beeping. The person may 
be busy or away and spamming them will only tick them off as well as 
possibly leading to your IMC priviliges being revoked.

See also: IMC and IMC2
~

0 IMCCHANLIST~
Syntax: imcchanlist               - list all known IMC channels
        imcchanlist (channel)     - list details on one IMC channel

IMCCHANLIST displays information on channels active on IMC.
Without arguments, it will produce a display similar to:

Name            Local name      Owner           Level   Policy
Hub6:PlayerChat pchat           Samson@Alsherok      10 open
Hub:IMCChat     imcchat         Ntanel@MudWorld     101 open
Hub:CodeChat    cchat           Ntanel@MudWorld     101 open
Hub:AdultChat   adchat          Ntanel@MudWorld     101 open
Hub6:MusicChat  mchat           Samson@Alsherok      10 open
Hub6:Wordgames  game            Samson@Alsherok      10 open
Hub6:I3test     i3test          Samson@Alsherok     115 private
Hub:PoliticChat politic         Ntanel@MudWorld     101 open
Hub:UCMMChat    (not local)     Ntanel@MudWorld      10 private

This shows the channel's network name (eg. hub:IMCChat), the local name
 eg imcchat - which can be used as an abbreviation in IMCSETUP, and which is also
the command to speak on that channel), the owner of the channel
(eg. Ntanel@MudWorld), and the channel's policy.

Briefly, channel policies available in version 3.00 are: open, closed, and private.

Open channels can be seen and used by anyone meeting the mud's minimum level for IMC.
Closed channels can be seen by anyone, but may only be used by the list of invited users.
Private channels can only be seen and used by the list of invited users.

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 Unknown flag on it.

IMCCHANLIST with a channel name will provide detailed information on that
channel. For example:

Channel Hub:IMCChat:
  Local name: imcchat
  Regformat : &R[&Yimcchat&R] &C%s: &c%s
  Emformat  : &R[&Yimcchat&R] &c%s %s
  Socformat : &R[&Yimcchat&R] &c%s
  Level     : 101

  Policy    : Open -- Open to all muds
  Owner     : Ntanel@MudWorld
  Operators : Digifuzz@MudWorld
  Invited   : 
  Excluded  : 

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.

  Regformat 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.

  Emformat is a similar string for emotes. Again the first %s is their 
  name, the second %s the text of their emote.

  Socformat is a similar string for emotes. Except there is only one %s and
  is the format used to send socials to the network.

- 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 IMCSETUP command.

- The invited and excluded people on the channel.

See also: IMC, IMCSETUP, IMCCOMMAND
~

0 IMCCOMMAND~
Syntax: imccommand (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

IMCCOMMAND 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
IMCCOMMAND list (nodename) for public commands, or IMCCOMMAND list
(node:channel) to see what commands you have for that channel.

IMCCOMMAND refresh asks the daemon to refresh your mud's information for a
channel, if it ever gets out of sync. Asking for a refresh of nodename:*
will refresh all channels on that daemon.

IMCCOMMAND create creates a new channel, with you as the owner.

IMCCOMMAND destroy destroys a channel. You must own the channel.

IMCCOMMAND policy changes the basic policy of the channel. You must be the owner.

IMCCOMMAND addop/removeop add and remove operators from a channel. You must
be the owner, and specify the operator's full user@mud name.

IMCCOMMAND 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 also: IMC, IMCCHANLIST
~

0 IMCCONFIG~
Syntax: imc (field) [value]

Configuration info for your mud. Changes save when edited.
You may set the following:

Connect    : Connects the mud to IMC.
Disconnect : Disconnects the mud from IMC.
Showconfig : Displays your current configuration.
Localname  : The name IMC knows your mud by.
Autoconnect: Toggles automatic connection on reboots.
Logging    : Toggles the logging of IMC information to the mud's logs.
Minlevel   : Sets the minimum level IMC can see your players at.
Adminlevel : Sets the level at which administrative commands can be used.
Infoname   : Name of your mud, as seen from the imcquery info sheet.
Infohost   : Telnet address of your mud.
Infoport   : Telnet port of your mud.
Infoemail  : Email address of the mud's IMC administrator.
InfoWWW    : The Web address of your mud, cannot contain tildes.
InfoDetails: SHORT Description of your mud.
Connectname: Name of the hub your mud connets to IMC on.
Connectaddr: DNS or IP address of the hub you mud connects to.
Connectport: Port of the hub your mud connects to.
Connectpwd1: Client password for your mud.
Connectpwd2: Server password for your mud.

The localname command set the IMC name of -your- mud. Use with care.

See also: IMC
~

0 IMCDENY~
Syntax: imcdeny (player)             - see a players current IMC flags
        imcdeny (player) +(channel)  - set 'allow' flag on a player
        imcdeny (player) -(channel)  - set 'deny' flag on a player
        imcdeny (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 (IMCINFO, ICE, etc)
or 'IMCTELL' or 'IMCBEEP'.

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 
IMCTELL/IMCBEEP.

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
~

0 IMCFINGER~
Syntax: imcfinger (person@mud)     - get information about a player

Requests information about a specific person on the target mud. The mud 
will either respond with information they feel is appropriate, or with 
a message saying finger is not supported.

See also: IMC and IMC2
~

0 IMCFLAGS~
Syntax: imcflags                    - display your current IMC channel state
        imcflags +(chan) (setting)  - turn on an IMC channel
        imcflags -(chan) (setting)  - turn off an IMC channel

Displays your status flags for IMC.

Chan settings are:
imcinfo IMC imctell imcbeep imcinvis all

Using +(chan) turns the flag on, -chan turns the flag off.

Setting the IMCINVIS flag will make you invisible to the IMC network. This 
means nobody can see you using tells, beeps, locates, whos, or fingers. You 
will still be visible if you use a public channel.

The imcinfo or IMC flags are channels which the various hubs put status 
reports onto. They can be spammy at times; you may want to turn off imcinfo 
and IMC for this reason.

See also: IMC and IMC2
~

113 IMCIGNORE~
Syntax: IMCIGNORE                          - list current rignores
        IMCIGNORE add (pattern)            - adds an ignore
        IMCIGNORE delete (pattern)         - remove a ignore

IMCIGNORE ignores or restricts the access, at a mud-wide level, everything
coming in over IMC for a specified player or group of players.

Ignore means:
- IMCTELLs/IMCBEEPs/IMCWHOs will be ignored, and a IMCTELL sent back to say 
  that the mud is ignoring them.
- Messages from them on ICEd will still appear on your mud.

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

See also: IMC
~

0 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 routes           - see the current routes for everyone.

'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.
This option will only display the Hub your mud is connected to, and is more
or less obsolete.

'IMCLIST config' shows the local IMC configuration and state.

See also: IMC and IMCQUERY
~

0 IMCLISTEN~
Syntax: imclisten               - display current channel status
        imclisten (localname)   - toggle a channel

IMCLISTEN lets you show and toggle which channels you are listening
to. Without arguments, it will show you the channels you belong to; with
an argument, it will turn that channel on or off.

Any channels you listen to must be locally configured first - see
IMCSETUP. IMCCHANLIST can be used to see available channels.

See also: IMC, IMCCHANLIST and IMCSETUP
~

0 IMCLOCATE~
Syntax: imclocate (person)          - find a player on IMC

Sends a request out to all muds on the IMC network looking for the
specified player. If they are online and visible, a response will
be sent back indicating this.

See also: IMC and IMC2
~

0 IMCPING~
Syntax: imcping (mud)

IMCPING allows you to trace connectivity of another connection from your
own. As shown in the example below, you are given the amount of time in
milliseconds as well as the send and return paths. This example is a ping
from MudWorld to Alsherok.

Alsherok: 251ms round-trip-time.
Return path: Alsherok!Hub6!Hub
Send path:   MudWorld!Hub!Hub6

Keep in mind that the reported times may not be an actual representation
of how long the trip really took since this also counts the length of the
idle time the code took to process it.

See also: IMC and IMC2
~

0 IMCQUERY~
Syntax: imcquery (mud) (command)     - ask for information from a mud

IMCQUERY is similar to IMCWHO, except it requests different information 
from a mud. Each mud differs in what information it supplies. Typically
at least the following are supported:

help       - this list
who        - who listing
info       - mud information
list       - active IMC connections
direct     - direct IMC connections
config     - local IMC configuration
istats     - network traffic statistics
finger xxx - finger player xxx
wizlist    - Immortal list

See also: IMC and IMC2
~

0 IMCSETUP~
Syntax:
imcsetup setlocal (channel) (localname)   - locally configure a channel
IMCSETUP delete (localname)               - delete a channel
IMCSETUP rename (oldname) (newname)       - rename a channel
IMCSETUP regformat (localname) (format)   - change channel talk format
IMCSETUP emoteformat (localname) (format) - change channel emote format
IMCSETUP socformat (localname) (format)   - change channel social format
IMCSETUP level (localname) (level)        - set channel level

IMCSETUP 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.

IMCSETUP setlocal configures a channel. It connects the specified channel
(of the form nodename:channelname) to a local name.

For example: IMCSETUP setlocal Hub:IMCChat imcchat. The local name is also the
command used to speak on the channel.

When the channel is configured, default values are filled in for
regformat, emoteformat, socformat and level.

IMCSETUP delete removes this link. It does not affect the channel itself;
it just deletes the local configuration link for the channel.

IMCSETUP 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.

IMCSETUP regformat, emoteformat and socformat change how a channel is 
displayed locally. Each format string must have exactly two %s's within it,
except socformat, (this is checked for) - the first will be replaced by the 
speaker's name, the second by whatever they say or do. Regformat is used for 
normal speech, emoteformat is for emotes and socformat is for socials.

IMCSETUP level sets the minimum level necessary on your mud to hear or use
the channel.

See also: IMC, ICE and IMCCHANLIST
~

0 IMCSOCKETS~
Syntax: imcsockets                   - display IMC socket usage

IMCSOCKETS 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 site 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 : size of data waiting in the input queue for the connection.
Outbuf: size of data waiting in the output queue for the connection.
Spam1 : spam-protection counter
Spam2 : spam-protection counter

Note: This command now only shows you the data for your connection to the hub.
No other muds will be listed since this ability was removed for 3.00.

See also: IMC
~

0 IMCSTATS~
Syntax: imcstats                     - displays useful statistics

IMCSTATS shows some useful statistics about how much traffic your mud is 
generating due to IMC. Compression support was removed for 3.00 so those
statistics will always show 0.

See also: IMC, IMCLIST and IMCQUERY
~

0 IMCTELL IMCREPLY~
Syntax: imctell (person@mud) (message) - send a 'tell' to another player
Syntax: imcreply (message)             - send a 'tell' to the last player
                                         to send you a IMCTELL

imctell Name:MUD@I3 (message)          - Sends a tell to a person on the I3 network.

IMCREPLY will work on either a normal IMCTELL or one forwarded by the bridge.

A private message can be sent from you to a person on another mud.

To send a reply to someone who sent you a tell, simply use the
IMCREPLY command with your message.

Due to certain conditions within the network, your conversations COULD be
monitored, so don't send anything critical, like passwords or credit card
numbers ( or anything else you don't want to risk being snooped ), over an IMCTELL.

See also: IMC and IMC2
~

0 IMCWHO~
Syntax: imcwho (mudname)        - ask for a who listing from another mud

imcwho i3       - Shows I3 network mudlist.

Requests a list of the current players on the target mud. Invisble players 
will not be displayed. You should use the mud abbreviation listed in 
'IMCLIST' when issuing a IMCWHO.

See also: IMC and IMC2
~

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.
~

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.
* Accessive 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 
~

59 IMMORTALIZE~
Syntax:  immortalize <character>
 
Used to advance a level 50 character (avatar) to level 51 (the first
level of immortality).  This command will destroy the character's
inventory and display to them a pre-written message.
~

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:
 
  %r  - 'vnum' of current room           %i  - '(Invis Lv) ' wizinvis 
  %R  - '<#vnum> ' of current room       %I  - 'Lv' wizinvis
        (with config +vnum set) 
 
See also PROMPT
~

1 IMMPROOF~
.Syntax:  +IMMPROOF   or   -IMMPROOF

The IMMPROOF configuation toggles whether or not a character, mortal or
another immortal, can be forced or transferred by an Immortal. The exception
to this is Force Save and Force Quit.
 
To activate IMMPROOF type Config +IMMPROOF. To remove IMMPROOF type
Config -IMPROOF
 
 See Also:  CONFIG, PANIC.
~

51 IMMRULES~
.                            * Immortal Rules *
 
     These following rules are for the immortals of ResortMUD.  
 
NOTE:  These rules apply to immortals of level 51 - 60.
     
1.      You should not have contact with mortals unless assistance is  
        required.
2.      You will not restore, adjust stats, alter or equip mortals. 
        Only exception is for mortals under level 6, use newbieset.
3.      You have no authority in law enforcement of this MUD. Report 
        all infractions to a senior immortal.
4.      You will be given a grace period to learn your immortal trade
        on this MUD. If you do not learn it withing a few days, you
        will be returned to mortal status.
5.      You will be assigned an area for use of constructing an area 
        to be placed in this MUD. If you succeed in construction 
        steadily and reach a large sum of room space, you will be 
        promoted. Do not asked to be promoted before then. Quality and 
        quanity is what we seek in an area. 
6.      If you feel you have completed your area, have a senior   
        immortal look the area over and make a decision about your
        area and its future.
7.      Do not continually harass others, mortal or immortals, in 
        anyway. If you are considered to be a pest as an immortal, you
        will be demoted back to mortal status and mortal rules will
        apply.
~

50 IMMTALK :~
Syntax: immtalk <message>

IMMTALK sends a message to all avatars.  : is a synonym for IMMTALK.
~

100 IMMTRADES~
.                            * Immortal Trades *
 
     This is a list of trades, on this MUD, for immortals.  This
list is in no specific order.
 
 1. Owner  
 2. Implementor                                
 3. Assistant Implementor    
 4. Guest Implementor
 5. Head Coder            
 6. Head Builder                     
 7. Coder                    
 8. * Regular Builder 
 9. Ambassador (Representative)              
10. Guest Immortal
11. Public Relations, Legislative
12. Public Relations, Judicial
 
* There is 5 levels of Regular Builder.
 
13. New Builder
14. Lesser Builder
15. Builder
16. Greater Builder
17. Master Builder
~

104 IMOTD~
Hedit IMOTD / Hset Save
~

1 IMPROVEMENT TRANSMUTATION~
Syntax: c improve <person>
 
This spell will increase each of a player's stats by a little bit
for a short time.
 
Syntax: c transmut <target>
 
This spell will cause the target to randomly transmute, increasing some
stats and lowering others at random.  It is highly unpredictable.
This spell is not considered an attack.
~

50 INDUCT OUTCAST~
Syntax:  induct  <player>
         outcast <player>
 
Induct and outcast are clan commands.  The leader and number 1 of the 
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.
~

112 INFO~
Here is a new toy that everyone should love!  Info!  Info will display:
 
Level gains
Deaths
Immortal Global Channel
Entrances and Exits of Mortals
 
Since this is a Global channel, and cannot be shut off, there are some
VERY strict rules for it.
 
Treat this channel like dialing 911 (Police/Emergency).  It is for
important messages and announcemnts of dire need.
 
Not acceptable:
INFO Yakkov is a stinky poop!
INFO Your momma sews socks that smell!
INFO Everyone is a smeg head and should bow to me!  Muhahahaha!
 
Acceptable:
 
INFO Copyover will happen in 30 seconds.
INFO ShogTag is rebooting in 30 seconds.
INFO Congratulate Yakkov on his new position as immortal!
 
Please follow these guidelines, and if they are not followed there will
be some hard time!  Because Sgt. Slaughter said so!
~

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.
 
~

0 'INNER WARMTH' INNER WARMTH~
Syntax: c inner <target>
Syntax: c warmth
 
These spells will make you resistant to all forms of coldness.
Inner warmth may be cast on yourself or others but only affects a
single target.
Warmth affects all members of the caster's group.
~

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).
~

54 INSTAROOM INSTAZONE~
Syntax:  instaroom
 
Functions the same as instazone, but is room-based instead of area-based.
 
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 INTELLIGENCE INT~
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.
~

0 INTERMUD3~
Intermud-3 is a protocol which allows you to chat with people on
other muds who are also connected to Intermud-3. It is primarily
populated by LP based muds at this time, but the hope is to get
more Diku based muds to join over time. While some may say that
Diku based muds would be better served on the IMC Network, it
is far easier for a mud to obtain a connection to the Intermud-3
network, and the commands to use it are generally simpler.
In either case, should a mud desire it, Intermud-3 will coexist
peacefully with an IMC enabled mud. Currently, there is limited
support for cross-network traffic. This includes some channels,
private tells, and mudlists from either network. This may or may
not be expanded in the future.

--=[Bridged I3 Commands]=--
i3tell Name:MUD@IMC2 (message)
                - Sends a tell to a person on the IMC2 network.
i3who imc2      - Shows IMC2 network mudlist.

See also: I3, I3TELL, I3EMOTE, I3FINGER, I3WHO, I3LOCATE, IMC
~

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.
~

53 ITEMVALUES OBJECTVALUES~
In these values, 'sn' is a spell number;  a negative value means 'no spell'.
Item Type |V0         |V1          |V2         |V3         |V4       |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor     |current AC |original AC |           |           |         |
container |capacity   |flags       |key vnum   |condition  |         |
drinkcon  |capacity   |quantity    |liquid #   |poison?    |         |
food      |food value |(condition) |           |poison?    |         |
furniture |# can use  |            |use flags  |           |         |
herb      |           |charges     |herb #     |           |         |
key       |(lock #)   |            |           |           |         |
keyring   |capacity   |            |           |           |         |
lever     |leverflags |vnum/sn     |vnum       |vnum/value |         |
light     |           |            |hours left |           |         |
money     |# of coins |coin type   |           |           |         |
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|           |            |           |           |         |
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 and MISSILES.
~

1 JUMP~
Syntax: jump
 
This skill will allow you to jump into the air, letting you jump over
pits or up walls, and prevent yourself from being tripped.
~

0 KENDER~
Kender are a small and very curious race, often too curious for their own
good.  When they see something that looks interesting, they often pick it
up to look at it, and, easily distracted by another interesting item, might
put the item in their pouches without thinking about it.  They are small-boned
and elvish in appearance, though they rarely grow over 4 feet tall.  Their
customary weapons include the hoopak and the whippik, and they typically
wear their hair tied up in a topknot.
~

58 KHISTORY KILLS~
Syntax: khistory <player>
Syntax: kills <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~
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)
Kendra in person if you wish. Her Honour is located one west of the
Main Lobby in Townhall (See &CHelp Townhall &Wfor info).
~

1 'KINDRED STRENGTH'~
Syntax:  cast kindred <character>
This spell increases the strength of the target character.
~

1 'KNOCK'~
Syntax:  cast 'knock'  <direction>
 
This spell enables one to unlock doors.
 
Syntax: knock <direction>
 
This command will make you knock on a door, audible to anyone
on the other side.
~

0 'KNOW ALIGNMENT'~
Syntax: cast 'know alignment' <character>

This spell reveals the alignment of the target character.
~

0 KOBOLD KOBOLDS~
Kobolds at first appear to be part monkey and part goblin, or some other
distasteful crossbreed.  They are simian in appearance, their faces more
closely resembling those of apes than anything else.  Like many of the
dark races, kobolds do not tend to get along well with others, unless
under the command of some dark lord.  They are none too intelligent,
but they tend to be stronger and faster than your average human.
~

0 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 knowledgable 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).

Also see help on TONGUES.
~

56 LAST~
Syntax:  last <character>
 
Returns the last connected date of the victim.
~

1 LAWS RULES POLICY~
These are the Laws of the Land, learn em, love em, follow em.
Please read the help files on words in &z&YCAPITALS&z&W for details.

 &z&C- &z&WFirst, most importantly, its only a game.
 &z&C- &z&WRestricted &YPKILL &z&Wis allowed.
 &z&C- &z&WRestricted &YMULTIPLAYING &z&Wis allowed.
 &z&C- &z&WNo &YCHEATING&z&W.
 &z&C- &z&WDo not insult or threaten people in real life.
 &z&C- &z&WNo &z&YSPAMMING&z&W.
 
Please Refer to these files: PENALTIES and CHANNELS
~

52 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.
 
~

52 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.
 
~

0 LEPRECHAUN LEPRECHAUNS~
Leprechauns are said to have been of faerie origin, for their exact nature
is unknown to most.  They tend to be very sensitive to luck, and will not
stay around people they feel to be unlucky.  For this reason, it is considered
good luck to be in the company of a leprechaun.  As a race, they are small
and fun-loving tricksters, nimble-fingered and fleet of foot.  They tend
to be good at magic as well.
~

1 LETHARGY~
Syntax:  c lethargy <victim>
 
Lethargy reduces the victim's dexterity by two.
~

0 LEVEL~
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.
~

52 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: levitate
 
With this skill you can link hands with everyone in your ground and
levitate off the ground, allowing you to safely cross pits, rivers, etc.
~

0 LIGHT~
Syntax:  light <pipe>
 
This lights the herb in your pipe.  Once lit, the herb will continue to
burn until it burns itself out, is smoked out, or you tamp your pipe.
 
See SMOKE, TAMP, FILL
~

52 LIQUIDTYPES~
Value | Liquid Type
------------------------------
  0   | water
  1   | beer
  2   | wine
  3   | ale
  4   | dark ale
  5   | whiskey
  6   | lemonade
  7   | firebreather
  8   | local specialty
  9   | slime mold juice
 10   | milk
 11   | tea
 12   | coffee
 13   | salt water
 14   | cola

See 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'~
Lizardmen 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.

This race, of course, has the innate ability to breath under water.

Lizard men gain experience on a scale of normal rate * 0.91
~

56 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.

See FORCE.
~

0 'LOCATE OBJECT'~
Syntax: cast 'locate object' <name>

This spell reveals the location of all objects with the given name.
~

2 LOCKER BUYLOCKER MAKELOCKER~
Syntax: locker <open | close>
 
This allows you to open and close your locker in locker rooms.  You can
obviously also put in and take out equipment by simply dropping or picking
up the objects in your personal locker.

Syntax: buylocker
 
This allows you to purchase a locker.
 
Syntax: makelocker <player name>
 
Immortals can use this command to make lockers for players.
~

54 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 and to the log channel.  Like FREEZE, it is a permanent
character toggle that persists across reboots until removed.
 
Certain commands (such as password) are protected against LOG.  Conversely,
certain commands (especially immortal commands) are always logged.
 
LOG ALL logs all character and mob commands and actions to the server's log
file, but does not send the output to the log channel.  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.
 
~

-1 LOTHARIEL~
.
&R     .o oOOOOOo                                             oOOOo
     Ob.OOOOOOOo  OOOo.      oOOo.                      .adOOOOOOO
     OboO"""""""""""".OOo. .oOOOOOo.    OOOo.oOOOOOo.."""""""""'OO
     OOP.oOOOOOOOOOOO "POOOOOOOOOOOo.   `"OOOOOOOOOP,OOOOOOOOOOOB'
     `O'OOOO'     `OOOOo"OOOOOOOOOOO` .adOOOOOOOOO"oOOO'    `OOOOo
     .OOOO'            `OOOOOOOOOOOOOOOOOOOOOOOOOO'            `OO
     OOOOO                     '"OOOOOOOOOOO"`                 oOO
    oOOOOOba.                .adOOOOOOOOOOba               .adOOOOo.
   oOOOOOOOOOOOOOba.    .adOOOOOOOOOO@-OOOOOOOba.     .adOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOO.OOOOOOOOOOOOOO"`  '"OOOOOOOOOOOOO.OOOOOOOOOOOOOO 
  "OOOO"       "YOoOOOOMOIONODOO"`  .   '"OOROAOPOEOOOoOY"     "OOO" 
     Y           'OOOOOOOOOOOOOO: .oOOo. :OOOOOOOOOOO?'         :`
     :            .oO%OOOOOOOOOOo.OOOOOO.oOOOOOOOOOOOO?         .
     .            oOOP"%OOOOOOOOoOOOOOOO?oOOOOO?OOOO"OOo
                  '%o  OOOO"%OOOO%"%OOOOO"OOOOOO"OOO':
                       `$"  `OOOO' `O"Y ' `OOOO'  o             .
                        .     OP"         : o     .
&w
~

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.
 
~

0 MAGICUSER MAGE MAGES~
A mage is one of the weakest classes when it comes to body, but the mage
is a being of pure magic.  Their minds are by far the sharpest, retaining
the knowledge of some of the worlds most powerful spells.  When one begins
as a mage the body is weak.  As they grow in knowledge, experience and
power.  They will become a powerful fighting force.  Armed with an
arsenal of various spells, with the main focus in combat spells.  Their
vast repertoire of spells makes them a sought after commodity in the
Realms for their spells can mean victory or defeat for others.  A mage
must constantly study their spells for they are quickly forgotten, ruled
by the three moons, the silver moon of good, the red moon of neutrality
and the fabled black moon of evil.  A mage has a choice of either using
their powers for good or for evil.
~

1 'MAGNETIC THRUST'~
'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 formidible, indeed.
~

-1 MAINMENU~
&C     .----------------------------------------------------------------.
     : &W_____  _____  _____   ____  _____  ______ __  __ __  __ _____  &C:
     : &W: __ \ : ___: :   _: /    \ : __ \ :_  _: : \/ : : :: : :    \ &C:
     : &W:    / : _:_  _\  \  : () : :    /  :  :  :    : : \/ : : :) : &C:
     : &W:_:\_\ :____: :____: \____/ :_:\_\  :__:  :_\/_: \____/ :____/ &C:
     :     -----------------------------------------------------      :
     :     &cRESORTMUD VERSION 4.0 - A UCMM AND UMRG JOINT PROJECT      &C:
     `----------------------------------------------------------------'
  &C.----------------------------------------------------------------------.
  :                           &cMAIN MENU OPTIONS                          &C:
  :----------------------------------------------------------------------:
  : &W0) Quit                           4) See the Message of the Day      &C:
  : &W1) Enter the MUD                  5) See the Top Mkill Records       &C:
  : &W2) See Who is on the MUD          6) See the Top Pkill Records       &C:
  : &W3) See the Wizlist                7) See the Top Player Deaths       &C:
  :----------------------------------------------------------------------:
  `---.  &cTo disable this menu type 'config +nomenu' within the game  &C.---'
      `--------------------------------------------------------------'
~

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.
~

20 MAKE~
Syntax: make
Syntax: make <object>
 
Leaders of clans and orders may make their clan or order items.
Make by itself lists the items you can make.
~

61 MAKEBOARD~
Syntax:  makeboard <board filename>
Example: makeboard newboard.brd
 
Used to create a board file, which can then be defined using 'bset'.
 
See BSET, BSTAT and BOARDS
~

61 MAKECLAN~
Syntax:  makeclan <clan name>
Example: makeclan Retribution

Used to create a new clan, Order or guild, which can then be defined using
the 'setclan' command.  Orders, guilds and clans are distinguished using the
'type' field in 'setclan'.
 
See SETCLAN, SHOWCLAN
~

61 MAKECOUNCIL~
Syntax:  makecouncil <council name>
Example: makecouncil Newbie Council
 
Used to create a new council, which can then de defined using 'setcouncil'.
 
See SETCOUNCIL
~

61 MAKEDEITY~
Syntax:  makedeity <deity name>
 
Creates a new deity, which can then be defined using 'setdeity'.
 
See SETDEITY, DEITIES
~

105 MAKEREPAIR~
How to make a repair shop:
 
 &z&C1&z&W. Create the mobile that will be the repair mobile.
 &z&C2&z&W. Type '&z&Ymakerepair <mob vnum>&z&W'.
 &z&C3&z&W. Use repairset to set the items the mobile will fix.
Most common is 5 and 9, which will make the mobile fix armor and weapons.
 
See also: REPAIRSET, REPAIRSTAT, REPAIRSHOPS, MAKESHOP
~

105 MAKESHOP~
Step-by-step how to make a shop:
 
 &z&C1&z&W. Create the mobile that will be the shopkeeper.
    You need to set the languages (with speaks and speaking) for this mob.
 &z&C2&z&W. Create the objects that will be sold there.
    &RImportant&z&W: You need to set the cost of the items for them to be sold.
 &z&C3&z&W. Type '&z&Ymakeshop <mob vnum>&z&W'.
 &z&C4&z&W. Give the mobile the items you wish it to sell.
 &z&C5&z&W. Type '&z&Yinstaroom&z&W'.
 &z&C6&z&W. Set the buying and selling profit and what items the mobile will
buy using shopset, if you wish them to be other than the defaults.
 &z&C7&z&W. Wait for a reboot.  The mobile will sell only one of the items
you have given it this reboot, but when the area resets it will sell them
continously.  You do not need to set the inventory flag on the shop items,
it will do that automatically on reset.
 
See also: SHOPSTAT, SHOPSET, SHOPS, SHOPVALUES, and MAKEREPAIR
~

61 MAKEWIZLIST~
Syntax:  makewizlist
 
Used to generate a new wizlist during game operation (a new wizlist
is automatically created at each reboot).  A character recently
immortalized may need to 'save' first if they don't show up on the
newly created wizlist.
 
~

2 MALEDICTION~
Malediction is a powerful spell which focuses the rage
of the caster into a magical attack. It uses the element
of fire, as rage is something that burns.
~

1 '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.
~

100 MATERIAL MAKEORE FASHION~
.                        &c[ Immortal Command ]&W
 
Syntax: material create <number>
        material delete <number>
        material list
        material show <number>
        material set <number> <field> <value>
        material save
 
Set <field> is one of these:  name     short      long      weight
                              flags    affect     sector    race
 
--------------------------&c[ Mortal Command ]&W--------------------------
 
Syntax: makeore <ore number>
 
Currently defined materials and thier ore numbers:
 1: a lump of iron                      2: a strip of leather
 3: a block of wood                     4: a lump of silver
 5: a lump of mithril                   6: a length of silk
 7: a lump of copper                    8: a lump of gold
 9: a lump of lead                     10: a length of cotton
11: some red dragon scales             12: some white dragon scales
13: a bolt of lightning (Imm Only)
 
Syntax:  fashion <object> <ore name>
 
Example:  fashion dagger iron
&Y
* These 3 commands require the area stockobj.are to be in the game.
  It contains the objects required to operate these commands.
~

53 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.
~

1 MEDITATE TRANCE RUMINATE~
Syntax: meditate
Syntax: trance
Syntax: ruminate
 
These skills will allow a player to briefly focus its energies toward
restoring a small burst of mana.  Trance restores more mana than meditate,
while the amount of mana restored by ruminate depends on the intelligence,
wisdom, and level of the player.
~

57 MEM MEMORY~
Syntax:  memory
 
Reports the current counts of objects, mobiles, rooms, etc...
 
Affects   (# of affects)                Areas   (# of areas loaded)
ExtDes    (# of exdescs)                Exits   (# of exits)
Helps     (# of help files)             Resets  (# of resets)
IdxMobs   (# of unique mob indexes)     Mobs    (# of mobs in game total)
IdxObjs   (# of unique obj indexes)     Objs    (unique items) (total items)
Rooms     (# of rooms in the game)      VRooms  (# of virtual rooms present)
Shops     (# of shops defined)          RepShps (# of repair shops defined)
CurOq's   (Not used)                    CurCq's (Not used)
Socials   (# of socials in the game)    Commands (# of commands in the game)
Players   (Current # link-live players) Maxplrs (max players this reboot)
MaxEver   (Max # of players ever)       Topsn   (top sn used) (top sn open)
MaxEver time recorded at:   (date and time max users was reached)
~

100 MEMORIZE~
Memorize is a command that lets you set the location you recall to,
as well as allowing mages with the 'teleport superior' spell to
travel to places they have been before. To see a list of places you
have memorized, type 'memorize list'.
 
By just typing 'memorize' you will begin to memorize the room you
are in as your recall location. It should take a few seconds to
complete. If you want to cancel the memorization, simply enter any
other command and it will stop.
 
Mages with apport arcane or a similar spell may use 'memorize <number>'
to fill the other 7 slots with memorized places. Any character may
memorize rooms in these slots too, but will not be able to use them
without the appropriate spell.
 
See also: APPORT ARCANE
~

-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 and MAINMENU.
~

52 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.
~

53 MER MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

-1 MERC FUREY KHAN HATCHET~
SMAUG 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 ftp.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.
~

51 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.
~

1 'MIDAS TOUCH' 'MIDAS'~
MIDAS TOUCH:
Syntax: cast 'midas touch' obj
 
[where obj is in your inventory]
 
Turns an object in your inventory into gold.
~

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 '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.
~

0 MINOTAUR MINOTAURS~
Enormous bull-like humanoids, said to have originally been the descendants
of a human/bull crossbreed, minotaurs are fierce warriors whether they
fight for good or evil.  They have hooved rear feet and horns on their heads,
and tend to have a bad temper.  They do not tolerate fools gladly, and
their patience with humans tends to be slim.  Minotaurs are also great
seafarers, many of them owning or working on sailing vessels.
~

53 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
~

53 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
~

53 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.
~

0 'MIST WALK'~
Syntax: cast 'mist walk' <victim>
 
This spell allows a vampire to become a fine mist, capable of traveling
with speed and precision through the smallest of cracks and crevices to
to reach its victim.
 
Due to the nature of this spell, it only works in darkest night (between
the hours of 9 o'clock in the night and 5 o'clock in the morning).
~

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>
 
The vampire may become a fine mist, capable of traveling with great speed
and precision through the smallest of cracks and crevices to 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).
 
~

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. 
~

53 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. 
~

53 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 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.
~

51 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Script {hour}                     [loops a line at a time. Hour triggers start]
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 mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

51 MORPH UNMORPH~
Syntax:  morph <vnum> <target>
Syntax:  unmorph
 
Morph is an immortal command used to morph into various
things, while unmorph reverts the effect.
 
See also:  polymorph, morphcreate, morphdestroy, morphstat
 
Morphs start at vnum 1000.
~

51 MORPHCREATE MORPHDESTROY~
These commands are used for the creation or deletion of
polymorph data.
 
See also:  polymorph, morph, morphstat
~

51 MORPHSTAT~
Syntax:  morphstat <vnum|name> [help|desc]
 
Stats a morphed target by name or vnum.
 
See also:  polymorph, morphcreate, morphdestroy, morph
~

-1 MOTD~
Hedit Motd / Hset Save
~

102 MOTDHELP~
&WThank you for viewing this file.  It has taken me hours to make the MOTD's
and I think they should stay this way for awhile.  Since I want this style
kept on here, here is a help file I think you should read just in case.
 
All the help files have a format.  The format looks like this:
 
&B    _,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_
   /                                                                       \
                                   &rR&Ye&Bs&go&Or&Pt&wM&RU&GD&W
&c                              Message of the Day
&W                            Last Updated:  00/00/00&w
&W
&WLines 1-5 is the banner, and the 6th line is blank.  This should be kept
this was to make it look even.  Even the 6th line gives it an even flow.
After that, you have the MOTD to look at.  After the USUAL MOTD you have
something simular to this (it may vary from time to time):
 
&c                                 Visit UCMM at:&B
   \._          http://www.geocities.com/TimesSquare/Arena/4066/         _./
      `-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-'&W
 
So between this sandwich you have a MOTD.  Remember, please do not delete
what others have posted on the MOTD nor the banners at the top and bottom.
 
Decide how many lines your message will be (only messages of importance),
insert the lines that you need, goto the starting line and edit your heart
out.  If you see that you have overlapped another part of the MOTD, please
type '/a' on a new line and start the process over again.
 
When you are happy with your results (or when you are finished) you have to
set the date on the top of the MOTD to the date of when you edited the MOTD
last (if you are editing today, that would be today's date).  The date is
perfectly centered and should stay that way to keep the flow.  Here is what
you do to change the date (ignore the [']):
 
'/g 5' (This lets you edit line 5)
'/r <old date> <new date>' (This will replace the old date with the one you
                            will replace.  Use the 6 digit date format only.)
'/l' (Look to see if the MOTD looks okay)
'/s' (Saves the buffer)
'hset save' (Remember to save the help file)
 
If you have any questions, please talk to Yakkov or go to room 1260 and
leave a message with his Droid (read the sign in 1260 for more information).
~

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 MOVE MOVEMENT~
This discusses the process of moving your character from one place in the
Resort 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.
Sometimes when you need to pass through a door, they must be unlocked and 
opened first.  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 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.
~

1 MOVEMENT~
This discusses the process of moving your character from one place in the
game 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 are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

53 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

52 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.
 
~

53 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

53 MPAT~
Syntax: MPAT <vnum> <command>

Lets the mobile perform a command at another location.
~

53 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
The 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>.
 
MPCOMMAND       PARAMETERS            MPCOMMAND      PARAMETERS
--------------  --------------------  -------------  --------------------
MPASOUND        <phrase>              MPJUNK         <name/var>
MPECHOAROUND    <name/var> <phrase>   MPECHOAT       <name/var> <phrase>
MPECHO          <phrase>              MPMLOAD        <mob vnum>
MPOLOAD         <object vnum>         MPPURGE        <object/mobile name>
MPADVANCE       <player name> <level> MPTRANSFER     <name/all>
MPFORCE         <name/all> <actions>  MPSLAY         <victim>
MPDREAM         <name> <phrase>       MPDAMAGE       <name> <#hps> 
MPCLOSEPASSAGE  <room> <direction>    MPOPENPASSAGE  <origin> <dest> <dir>
MPPRACTICE      <victim> (skill|spell) (max_percent)
MPFAVOR         <victim> <favor>
 
Mobs only:
MPKILL           <name>                 MPGOTO <vnum>
MPAT             <vnum> <command>
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES.
~

52 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.
~

52 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.
~

53 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

105 MPECHO MPE~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
The abbreviation 'mpe' may be used for mpecho.
~

105 MPECHOAT MEA~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

107 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
~

53 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

53 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

52 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.
~

53 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

53 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

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.
~

53 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)
~

52 MPPKSET~
Syntax:  mppkset <victim> yes/no
 
This command tells the mob to set the victim to either deadly or
non-deadly status.
 
Mppkset yes will set the victim to deadly status.
 
Mppkset no will set the victim to non-deadly status.
 
~

52 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.
~

53 MPPURGE~
Syntax: MPPURGE <object/mobile>

Purges the room, or a specified object/mobile.
~

52 MPRESTORE~
Syntax:  mprestore <victim> <amount>
 
This command restores a specified number of hitpoints to the victim.
~

52 MPSLAY~
Syntax:  mpslay <victim>
 
This command orders the mob to slay the victim in cold blood; the
victim gets no saving throw.
~

53 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
~

53 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

51 MRANGE ORANGE~
These functions, when complete, will function similarly to 'rat', but
will be used to manipulate ranges of mobiles and objects instead of
rooms.
~

0 MRRSHAN MRRSHANS~
Mrrshans are a race of feline humanoids, highly agile and very intelligent.
They prefer to keep themselves meticulously clean like cats, and have
the feline ability to see in the dark.  They are well suited to thievery,
for learning to move quietly and stealthily comes easily to them,
but many of them take up the ways of magic and betcome good at spellcasting
as well.  Like their smaller feline relatives, mrrshans are covered with
a coat of fur.
~

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, WEIGHT and HEIGHT.
~

53 MSET RSET~
Syntax: mset <character> <field> <value>
Syntax: rset <location>  <field> <value>

MSET and RSET set the properties of mobiles and rooms respectively.

RSET has been replaced with REDIT, which allows you to change every part
of a room.

MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
DEFENSES and MSTAT.

If a mobile has the PROTOTYPE flag, modifying an instance of the mobile
will also modify the index mobile, which all other instances of the
mobile are based on.

See MCREATE and REDIT.  For objects see OSET.

Also see MMENU, RMENU, and OMENU for the menu editing system.
~

52 MSTAT OSTAT RSTAT~
Syntax:  mstat <character/mob or mobvnum>
Syntax:  ostat <object/object vnum>
Syntax:  rstat 
Syntax:  rstat exits
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.
 
RSTAT EXITS shows you the details for all the exits in the room.

See MSET OSET and REDIT
~

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 MULTIPLAYING MULTI MULTIPLAY~
Multiplaying is one player having multiple characters logged in at the
same time.  Multiplaying is legal on this mud, under the following
restrictions.  Multiplayers may NOT:
&c
1) Attacking your own players while multiplaying.
    Punishment: Hell of both offending characters.

2) Multiplay with more then five characters.
   Punishment: Hell of all but one character.
 
3) You can attack other players while multiplaying, but only one on one.
   If we get the slighest inkling of two on one pkills, below occurs:
   Punishment: Hell of all characters involved.
&R
*  We do have logs that show pkill attacks, so no one will be mishandled
   in these situations.  If you real unfairly treated, email Ntanel at
   ucmm@geocities.com and include the incident and mud's time incase a
   mistake has been made by another immortal.
~

111 MUSE~
This channel is now Stafftalk, but the code is still do_muse so it
can easily be changed back in these files:  act_comm.c, act_info.c,
act_wiz.c and db.c.
 
Also see:  CSET and STAFFTALK
~

-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 recieve 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 NAME NAMES~
.
When choosing a name, please try to choose one 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 &Wbe:&G

 - Nonsensical, unpronounceable or ridiculous.
 - Profane or derogatory as interpreted in any language.
 - Similar to that of any Immortal, major mob, or equipment.
 - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'.
 - Comprised of ranks or titles, such as 'Lord' or 'Master'.
 
Please keep in mind that names which were tolerated in the past
are still acceptable.  Please follow the above guidelines when
choosing your name, or you may be asked to choose a different name
at some point.  The final determination as to the vaility of a name
on this mud is the discretion of the Immortals and is NOT subject to
debate or discussion.  If you are asked to change your name, simply
simply follow the guidelines and try a new one.
~

1 'NC' 'NEWBIE COUNCIL'~
Newbie Council Members:
Barret (Immortal)
 
Please contact any of the above players if you require assistance or need
some questions answered.  To speak directly to them, type:

tell <name> <message> (ex: tell Barret could you please help me?)

If you find using the person's name will not work, try typing:

tell 0.<name> <message> (ex: tell 0.Barret could you help me?)

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, or assist with finding your corpse when you die
but they will NOT help you gain levels.  To see which members of the Newbie 
Council are on at any given time, type WHO and look for people with [NC] in
their titles.  Please remember, no question is "stupid" or "dumb".  If you need
to know something, please don't be afraid to ask.  After all, if you don't ask,
you'll never learn and we're here to help, not humiliate. :)
~

0 NECROMANCER NECROMANCERS~
Necromancers are often thought of as dark and sinister wizards of the dead,
dabbling more in death than in life.  They make their acquaintance more
with those who live only through dark powers, and their control over the
undead is incredible.  It is said that the most powerful of necromancers is
capable of controlling all but the greatest of vampire lords.  These clerics,
of course, also have the capability of raising the dead from their very
graves in order to serve them for a time.
~

1 'NECROMANTIC TOUCH'~
Syntax:  c 'necromantic touch' <victim>
 
This spell drains hitpoints from the victim and returns some to the caster.
~

1 NEWBIE NEW START BEGIN~
If you are new to the Resort, here are a few help files that will help you
get acquainted with our world.  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 tell you about your character's personal score sheet.
MOVEMENT -    Will teach you various commands for moving about the Resort.
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 Resort.
PRACTICE -    Will teach you about training spells, skills, and weapons.
INFORMATION - Will cover ways to find certain types of information.
 
To use these files, type HELP <topic>.  Type HELP help for general commands.
When you see a word in CAPITALS in these helpfiles, it means there is 
another helpfile on that term.  For example, if a helpfile has the word WAKE
in capitals, it means you can type HELP wake to see a helpfile on the word 
wake.  If you find you cannot read a helpfile or that it does not exist, 
please tell an Immortal so we can fix the problem.  Thank you.
~

54 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

-1 NEW_DEATH~
.&z&r...A curtain of red washes over you, as a curtain of blood, then all
begins to grow still, and silence takes you.

 &z&WA void of darkness and light surrounds you, darkness and light each
vying for possession of your soul.

But then you feel yourself being pulled by an inexorable force, and know
that this is not the end, as you open your eyes again you find yourself
naked, reincarnated in a new body.
 
 &z&WYou hear the voice of a Goddess whisper to you...
 &z&C'When your character dies, you are reincarnated at the Temple Altar
in Darkhaven.  Should you later join a clan or order you will be
reincarnated at your own altar.
 
Your corpse, however, will remain where you were killed, together with
your items, you that you can attempt to return to the scene and retrieve
your items.  Corpses will decay after time, and when this happens the
items within them will be left on the ground for anyone to pick up.

Once you have chosen a deity and gained sufficient favor, you will be
able to supplicate to your deity for your corpse.  Type 'help death'
 
I will give you this message only on your first two deaths...'

 &z&WThe divine voice is gone, and you are left to fend for yourself.
~

-1 NMOTD~
[> Consult your Guide for detailed information on all topics
    \> See 'help start' for a list of helpful files
 
 [> See 'help pager' for screen pausing information
 
 [> See 'help deities' for information on devoting ('deities')
 
 [> Enjoy your stay within the Realms, but don't ruin it for the others:
    \> Do not attack another character unless you are both pkillers
    \> Everyone must abide by the laws - no exceptions ('help rules')
~

61 NORESOLVE~
Syntax:  noresolve
 
Toggles resolution of incoming player ip's into names.
 
~

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.
~

1 NOSTRUM~
Syntax:  c nostrum
 
A restorative spell of the Augurer which heals the caster of wounds.
The spell cannot be cast on others.
~

55 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.
~

0 NOTE~
Syntax: note list    <number>
Syntax: note read    <number>
Syntax: note read    all
Syntax: note write
Syntax: note subject <string>
Syntax: note to      <to-list>
Syntax: note take    <number>
Syntax: note show
Syntax: note post
Syntax: note remove  <number>

NOTE LIST lists notes which you can read.  NOTE READ reads one or all notes.
By specifying a number after NOTE LIST, you will list all notes including
and after that number.

NOTE SUBJECT sets the subject line of a new note.  NOTE TO sets the list of
recipients.  The recipient ALL means all players, and the recipient IMMORTAL
means all immortals.

NOTE WRITE puts you into edit mode, where you can easily enter your note
with use of some simple editor commands:
            /? - help    /s - save    /l - list    /c - clear

NOTE SHOW shows your note in progress; NOTE CLEAR starts over.

NOTE POST posts your note for reading.  Posting is not automatic.

NOTE REMOVE removes the entire note if you are the sender, or just removes you
from the to-list if you are a recipient.

NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking 
it in your inventory.

Notes now require a blank note to be held in your hands, and a quill to 
be in your inventory.
 
See also 'voting'.
~

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 &w
 
~

101 NOTITLE NOEMOTE NOTELL 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 recieve
those forms of communication.
 
Use UNSILENCE to remove a player's silence.  Simple use notell, noemote or
notitle on the character again to remove each of those restrictions.
 
~

53 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
 
See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCCLASSES,
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
~

112 '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'
~

112 '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'
~

112 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
&GThis 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.
&GTo 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>.
~

0 NYMPH NYMPHS~
Nymphs are beautiful creates of woods and water, at home in forest, lake
and sea alike.  Also known as naiads, dryads and hamadryads, nereids,
and various other names, nymphs are a gentle race, very friendly even though
they tend to keep to themselves.  They shun all that is evil and dark,
and can never drop below a neutral alignment without suffering mentally.
Because of their attunement to nature, they can see those who are hidden,
and can also breathe underwater.
~

105 OASIS OOEDIT OMEDIT OREDIT~
&YSyntax: oredit [vnum of room]
&YSyntax: omedit <name of mobile/character>
&YSyntax: ooedit <vnum/name of object>
 
&WThe above commands are part of the &ROasisOLC II&W suite written by &GTagith
&Wbased on the original one for Circle 3.0bpl9.
The options are pretty much self explanatory, and remember..you still need
to savearea and foldarea, and ocreate/mcreate.
If you discover any bugs, or have any suggestions, report them to
&GTagith&W, or &Remail&W me at &Rcortense&G@&Rcadvision.com
~

51 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       &cprevents enchant      &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
 
&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
~

105 OBJECTLIMITS~
Cost | Affect
-----------------------------
 1   | +1 hitroll or damroll
 1   | +1 to any stat (str, dex, wis, int, lck, con, cha)
 1   | +10 hp
 1   | +15 mana
 1   | +30 moves
 10  | loyal weapon
-10  | magic weapon
 5   | detect invis or hidden
 3   | scrying
 2   | detect magic
 1   | detect evil or traps
 5   | flying
 2   | floating
 1   | infrared
 1   | +1 avg of weapon
 1   | +3 base ac of armor
 10  | magic container
 5   | wearable container
*1.5 | layerable armor
*2   | for each additional wearloc (includes duplicate wearlocs)
-----------------------------
Incluse cost of any wearspells by their affects as listed, use sparingly
~

1 OBJECTS~
To see the objects you currently possess, type INVENTORY and EQUIPMENT.
INVENTORY is anything 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 it is 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.
~

51 OBJECTTYPES~
Object types listed in bit order:
 
  None        Light     Scroll     Wand        Staff       Weapon
  Fireweapon  Missile   Treasure   Armor       Potion      Worn
  Furniture   Trash     Oldtrap    Container   Note        Drink_con
  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
 
Not all are implemented.
 
See OSET ITEMVALUES ARMORCLASS.
~

51 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.
~

52 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 '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
~

106 OCOPY~
.Syntax:  ocopy <old vnum> <new vnum>
 
This is used to duplicate objects to more then one vnum.  For example,
you want to make 5 swords.  You make the original sword and copy it
to 4 other open vnums and edit them seperately.  This will not copy
altered non-prototype objects in any way.
 
Also See:  OASIS, OSET and OOEDIT
~

1 'OGRISH HIDE'~
Syntax: c ogrish
 
This spell will cause the skin of every member of the caster's party to
become thick and tough like the hide of an ogre, protecting them
somewhat from physical attacks.
~

51 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
 
~

52 '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
 
~

52 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                                     
&GTYPES
&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***
~

0 OLDSCORE~
Syntax: oldscore

Oldscore shows the score information in a different way than 'score'.
~

53 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. 
~

53 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.
~

53 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~
Syntax: open   <object|direction>
Syntax: close  <object|direction>
Syntax: lock   <object|direction>
Syntax: unlock <object|direction>
Syntax: pick   <object|direction>

OPEN and CLOSE open and close an object or a door.

LOCK and UNLOCK lock and unlock a closed object or door.  You must have
the requisite key to LOCK or UNLOCK.

PICK can open a lock without having the key.  In order to PICK successfully,
you must practice the appropriate skill.
~

65 OPENTOURNEY HSKELTER HISCOSET HISCORE~
&GSyntax: Opentourney (start / end)
Syntax: Hskelter (start / end)
&c
These commands allow immortals to open a total pkilling and mkilling
tournament in the arena.  See HELP ARENA for details.
&G
Syntax: Hiscoset [options]
&c
This allows immortals to set the standards and options of an tournement.
&G
Syntax: Hiscore [option]
&W
This allows all to see who is the top MUD pkiller, mkiller and all time
best of the best record holder and the Tops in the Arena.
&R
* During an opentourney / hskelter, any level or eq progress will not be saved.

For Immortals:  Type kills <name> to see a players history of kills.
~

53 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
~

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.
~

0 ORDERTALK~
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.
~

51 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.
 
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
 
See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU, LAYERS and LAYERS2
~

53 OWHERE~
Syntax 'Owhere <object/keyword>

This command will allow you to search for a certain item by using its
keyword. This will list the name of the object, its' location, the name
of the player(s) carrying it and the number of the objects currently online.
are currently on-line.
 
~

105 OWHERE MWHERE~
Syntax:  owhere <object keyword>
Syntax:  mwhere <mob keyword>
 
Owhere displays the location of all instances of the specified object.
 
Mwhere displays the location of all instance of the specified mobile.
 
See VSEARCH
~

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.
~

0 PANIC~
Syntax:  PANIC
 
All player characters, mortal and Immortal, are set with a function called
IMMPROOF.  This prevents player characters from being transferred and forced
by Immortals against their will.
 
In a situation of danger, IMMPROOF can prove fatal to the character in
events where the player cannot toggle IMMPROOF off and ask am IMM for 
help quickly enough to avoid death. 
 
This is where the PANIC command comes in.  When a player finds themself in
mortal danger, they type "PANIC" and IMMPROOF is toggled off and a chat
HELP! message is sent across the mud.  The person in trouble can then be
transferred out of danger by an Immortal or others can come to his or her
rescue.  PANIC is ONLY to be used in emergencies. You MUST try recalling 
first.  PANIC is NOT to be abused.  Any misuse or abuse of PANIC will result
in severe punishment.
 
After the player is rescued and out of danger, IMMPROOF may be turned back
on by typing CONFIG +IMMPROOF.
 
See also: CONFIG, IMMPROOF, RECALL.
~

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
autonomic skill, but you must be wielding a weapon to use it.
 
~

53 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.  You may seek an
immortal to oversee a trade, but it is not their  responsibility.
 
&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
 
~

1 PC NPC~
PC      =  player character
NPC     =  non-player character
~

0 PCOLORS 'PROMPT COLORS'~
The foreground special character is:  &&
Tokens for && are:
  &&x  - Black&w                     &&r  - &rRed (blood)&w
  &&g  - &gGreen&w                     &&O  - &OOrange (brown)&w
  &&b  - &bDark Blue&w                 &&p  - &pPurple&w
  &&c  - &cCyan&w                      &&w  - &wGray (default color)
  &&z  - &zDark Grey&w                 &&R  - &RLight Red&w
  &&G  - &GLight Green&w               &&Y  - &YYellow&w
  &&B  - &BBlue&w                      &&P  - &PPink&w
  &&C  - &CLight Blue&w                &&W  - &WWhite
 
The background special character is:  ^^
Tokens for ^^ are:
  ^^x(z)  - Black                  ^^r(R)  - Red
  ^^g(G)  - Green                  ^^O(Y)  - Orange
  ^^b(B)  - Blue                   ^^p(P)  - Purple
  ^^c(C)  - Cyan                   ^^w(W)  - Grey
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 =   <43/23> 
                               {A }{B}{C              }
A) Yellow with blue background.
B) Black with red background.
C) Light Grey with black background.
 
See also: HELP PROMPT
~

55 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.
~

101 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 PENALTIES~
.
     This is the order list of punishments for most infractions.
 
1. First Warning: A verbal warning.
2. Second Warning: Jailed or frozen for two days.
3. Third Warning: Jailed or frozen for two weeks or character 
                  reduced in levels.
4. Forth and Final Warning: Character deletion and/or site ban.
 
* These penalties can vary per violation. Insubordination will be
  reason for immediate dismisal and deletion.
 
~

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
~

1 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 ***
~

1 'PICK LOCK'~
This skill enables you to pick open locked doors.
~

1 PINCH~
Syntax: pinch
 
This skill will make you pinch yourself, bringing down your mentalstate if you
are hallucinating.  It works slowly so many pinches may be necessary
to bring your mind back into balance.
~

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.
 
~

0 PIXIE PIXIES~
Pixies are small Elfin creatures with gossamer wings.  They 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 ability of flight.
 
Pixies are slight of stature, standing less than five feet in height.  Both
their skin and hair color varies from among all the colors of the rainbow.
 
Pixies gain experience on a scale of normal rate * 1.08.
~

1 PKILL PKILLING~
Player killing is legal on this MUD, under the following circumstances:
1) Player A and Player B are both:
   &z&R- &z&Wat least level 10
   &z&R- &z&Wwithin 10 levels of each other
   &z&R- &z&Wnot in the same clan
2) OR Player A and Player B are in the Arena. (See HELP ARENA)
If situation 1 is met, Player A may NOT attack if:
a) Player B is flagged [LINK-DEAD] [AWAY] (Writing) or (Switched)
~

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.
~

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.
~

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 POLYMORPH~
Syntax:  c polymorph
 
A spell enabling the caster to morph into the desired
creature.  Varies by class and/or race according to the
machinations of the gods.
 
See also:  revert
~

57 'POSSESS'~
Syntax:  cast 'possess' <mob>
 
This spell enables you to switch into a mob for a short amount of time.
~

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.
~

105 PROJECT~
Syntax: project -- same as project list
        project save 
        project list [available]
        project code  --- Lists approved projects with no coders
        project mine -- Lists all projects that you own or are the coder
        project more --- Lists projects as well as coder/log info
        project add <name>
        project <number> coder  --- Assigns you as the coder of a project
        project <number> delete
        project <number> take
        project <number> log write
        project <number> log subject <subject>
        project <number> log post
        project <number> log list
        project <number> log <number> read
        project <number> log <number> delete
        project <number> description --- Buffer to describe the project
        project <number> show -- shows description of the project

You can remove yourself as a coder or owner by repeating the command.
Change status/post on other's projects, 60+, Code council, Vc heads.
List logs/read logs from others projects, 54+
Add/ delete logs  <Level 60+, Code council and VC heads)
~

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 PROMPTS~
Syntax: prompt <string>
 
Sets your prompt to a given string.
 
The game automatically sets your prompt when your character is created.
You can use PROMPT to change your prompt to something else.
 
If you type 'default' as the string, your prompt will be set back to the
game default.  Otherwise you may use any string you want.  A few special
characters may be embedded into the string to customize it to your
player, followed by a token indicating what action to take.
 
The first special character is:  %
Tokens for % are:
  %h  - current hitpoints
  %H  - maximum hitpoints
  %m  - current mana (vampires will always have 0)
  %M  - maximum mana (vampires will always have 0)
  %b  - current blood (non-vampires will always have 0)
  %B  - maximum blood (non-vampires will always have 0)
  %v  - current movement
  %V  - maximum movement
  %g  - gold held
  %a  - your alignment
  %c  - enemies hitpoints remaining during battle
  %C  - your tank's hitpoints remaining
  %r  - vnum of current room (Immortal only)
  %R  - vnum of current room (Immortal only, and only if config +vnum is
        set.  Shows '<#vnum> ', including trailing space)
  %x  - current experience
  %X  - experience needed to gain a level
  %i  - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing
        space)
  %I  - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis
        is active)
  %k  - Placing this in your prompt will cause <AFK> to appear when away.
 
The other special characters are:
  &&  - Foreground color
  ^^  - Background color
 
Example: Prompt %h%m%v
         Will give you a prompt of current hit points, mana, and movement.
 
Please see HELP PCOLORS for a list of the color tokens.
Also see HELP FPROMPTS.
~

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.
~

0 PSIONICIST PSIONICISTS PSI~
Psionicists are capable of producing magical effects without the use of
spells, songs, gestures, chants, or scrolls at all, but using only their
mind and focusing upon what they wish to do.  As such, a psionicist must
concentrate more on producing the actual effects than on memorizing spells
or songs required to bring about the effect.  They tend to be direct and
very straightforward in their dealings with others.  If they have a strong
mind, they can create some amazing effects, sometimes doing things even
wizards fear to attempt.
~

0 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~
These skills represent your facility with various type of weapons.  Different
classes have different maximum proficiencies with different types of arms, i.e.
mages are best with 'short blades' and clerics with 'bludgeons.'

Proficiency less than 50% with a given weapon type means that damage inflicted
is less than "normal," 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!
~

51 PULLTYPES~
&YSyntax&W: redit pushtype <direction> <type>
&YSyntax&W: redit push <direction> <force>
 
Where type is equal to Current, Wave, Whirlpool, Geyser, Wind, 
Storm, and Vortex, to name a few . These equal the 'pushforce'
Other types include Vacuum, Slip, Coldwind, Sinkhole, Landslide,
Quicksand, Earthquake, Undefined, Lava, Hotair and Breeze (objects only).
 
The frequency of the push is controlled by the value set in
redit push <force>, and may be anything from -100 to 100. Positive
and negative values represent pulling and pushing, respectively.
The more positive (or negative) the number is, the sooner the force
will push or pull you.
~

0 PUNCH~
Syntax: punch
 
This skill will allow you to strike out at your opponant with your
fist, causing damage if it lands.
~

1 PUNT~
Syntax:  punt
 
Punt 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.
~

107 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 PWK 'POWER WORD KILL'~
Syntax: c power <victim>
 
The most powerful in offensive spells, this spell is only rumored to
even exist.  It is said to cause great pain and even death at the
mere pointing of a finger and the speaking of the word 'Die.'
~

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 extention into the
physical world.
~

1 QUEST QUESTS QUESTING QUESTMASTER~
Each town will have a Questmaster. To receive a quest, go to this
Questmaster and say 'quest please'. The Questmaster will then choose
an item that you need to find. The first player to bring this item
to the Questmaster in the time given (approximately two game days)
is rewarded 1 quest point (qp). If no one brings the item in time,
the quest will expire and a new one may be given. Each town will have
its own Questmaster so multiple quests may be being run at one time.
 
See also: GLORY RATES, GLORY
~

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.
~

59 R~
~

0 RACE RACES~
Type "help [race]" for specific information on the specified race:
 
Human ...... the generic race, with no inherent strengths or weaknesses.
Dwarf ...... short, hardy and hairy; often cantankerous in personality.
Elf ........ tall, thin and swift like the wind; close to nature and earth.
Halfling ... Short, quick and furry; mischevious and head-strong.
Pixie ...... a winged race, small of stature and with keen minds.
Half-Elf ... a mix of Human and Elf, possess the advantages of both.
Half-Ogre .. tall, powerful and deadly in combat; the prototypical warrior.
Half-Orc ... large, squat and smelly; make exceptionally deadly warriors.
Half-Troll.. a constitution just short of god-like; a truly deadly race.
Gith........ gaunt and long of limb, these astral beings naturally detect invis
Sea-elf..... born of the sea, natural ability to breath under water.
Drow........ cousins of the elf, with a drawing to magic and casting spells.
Lizardmen... given to tribal living, stronger in mind than in body.
Gnome....... Demi-human creatures, well suited for magic and religion.
Minotaur.... large bull-like people with hooves and horns, short of temper
Sprite...... flighty, invisible faerie creatures who love tricks.
Leprechaun.. small, fun-loving tricksters sensitive to luck and fortune
Kender...... pointed-eared, short, small-boned and highly curious
Ariel........ winged creatures of elven descent, beautiful and wise
Centaur..... half-human and half-horse, large and strong as well as wise
Slith....... highly intelligent lizard people from deep caverns.
Mrrshan..... extremely agile and intelligent cat-like people
Wraith...... wispy, translucent, evil beings from beyond the grave
Harpy....... vile, filthy creatures with the wings and talons of vultures.
Goblin...... small, agile, stupid creatures spawned of darkness.
Kobold...... creatures born of darkness with the faces of monkeys.
Nymph....... Beautiful creatures of good born of woods and water
Troglodyte.. strong, primitive creatures who use stone tools and live in caves.
Gargoyle.... winged creatures once made of stone to guard cathedrals.
Satyr....... Half man, half goat, strong and wise, generally very old.
Immortal.... This is a race for only Immortals, mortals can not be this race.
Green Dragon, Black Dragon, White Dragon, Blue Dragon, Red Dragon, Gold
Dragon, Silver Dragon, Bronze Dragon and Copper Dragon.  See HELP DRAGON
~

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.
 
~

0 RANGER~
A ranger is the outdoorsman and adventuresome free spirit of the times.  A
self-sufficent 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 also can cast many
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.
 
~

2 RANK TITLE LASTNAME EXTRANAME EXNAME~
[Minimum level:   2] Syntax: lastname  <string>
[Minimum level:   5] Syntax: title     <string>
[Minimum level:  50] Syntax: extraname <string>
[Minimum level: 100] Syntax: rank      <string>

Also to clear any of these use <command> none

These commands are used to change fields affecting the name/title/rank
of your character.
 
Say you are a level 100 battlemage named Rand.
You type:
lastname al'Thor
title the Dragon Reborn
extraname Lord
rank Dragon Reborn
 
Now, when you type who, your name will show up like this:
 &R[&W--&R]&C[ &WRank Here &C] &wExtranane Name Lastname Title
&W
Exname is equal to Extraname, just easier to type.
~

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.
~

0 RAZORBAIT~
This spell makes the victim more susceptible to stabbing attacks.
~

54 RDELETE MDELETE ODELETE~
Syntax:  rdelete <vnum>
Syntax:  mdelete <vnum>
Syntax:  odelete <vnum>
 
These commands will allow you to delete a vnum's entry online.
They are not currently functional.
 
~

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.
 
Also see HELP COPYOVER or HELP WARMBOOT
~

1 RECALL 'WORD OF RECALL'~
Syntax:  recite <name of scroll with 'word of recall'>
Syntax:  c 'word of recall'
 
The 'word of recall' spell will return you from most areas to your home
sanctuary.  Scrolls with this spell are available at the wizard's shop
in Darkhaven...
 
~

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 insure 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.
~

52 REDIT~
Syntax: REDIT FIELD [parameter list]

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.

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.
~

0 REFRESH~
Syntax: cast refresh <character>

This spell refreshes the movement points of a character who is out of movement
points.
~

51 REGOTO~
Syntax:  regoto
 
Returns an immortal to the previous roomvnum from which that immortal
used the 'goto' command.
 
See 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 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.

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 REMAINS~
Syntax:  remains
 
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.
 
SEE ALSO:  supplicate
~

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.
~

0 'REMOVE TRAP'~
Syntax: cast 'remove trap' <object>

This spell will magically disarm a trap on an object.
~

0 REMOVE WEAR WIELD HOLD~
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 RENAME~
A rename may be done by a level 54 or higher immortal.  If you wish
for the rekey to be completed at the same time, you must contact a
level 56 or higher immortal.  The rename can be purchased with 20
glory or a rename scroll.  Wedding renames are done with a marriage
license by Blorin, the Darkhaven engraver.  (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:
Short description - what is seen when the item is worn by a person.
Long description - what is seen when the item is lying on the ground.
Rekey - the renaming of the item (usually something from the short desc)

 &z&RImportant: ANY changing of the short desc, long desc, or keywords--
including adding color--costs 20 glory for all three.
 
See also: GLORY RATES
~

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 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.
 
~

53 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
~

53 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

53 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 '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.
~

51 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 RESETS~
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 INSTAROOM, 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
TRAP  <vnum> <type> <charges> <flags>    sets a trap
HIDE  <object vnum>                      hides an object

For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.

See RESETS.
~

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~
This spell casts heal upon every member in a cleric's group, and requires
the combined power of two casters.
~

1 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.
~

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 56 can do one
restore all per 18 hours of Real Time. Those of level 57+ can restore
all at any given time, upon their discretion.
~

57 RESTRICT~
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.
~

51 RETELL~
Syntax: retell <message>
 
The command will send a message to the last character you replied to
or sent a tell to.
~

51 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
~

52 RETRAN~
Syntax: retran <player>
 
This command will return that player or mob to the room from which
you last transferred it from.
~

1 REVERT~
Syntax:  Revert
 
Revert is the command used to return to your original body from
the polymorphed state.
 
See also:  polymorph
~

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 RIGHTS~
You have the right to remain silent or to hit the off button at any time.
~

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.
~

53 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
~

52 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. 
~

52 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.
~

52 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)
AMPLIFY       I             I  All connecting rooms will hear echoed says
NOSUPPLICATE  I             I  This prevents people from supplicating recall
NOMISSILE
~

51 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 ROUNDHOUSE~
Syntax:  roundhouse

Roundhouse 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.
~

53 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
~

53 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
~

60 RRESET~
Syntax: rreset <list|edit|delete|add|insert|place>
Syntax: rreset remove <#>
Syntax: rreset mobile <mob#> [limit]
Syntax: rreset object <obj#> [limit [room]]
Syntax: rreset object <obj#> give <mob name> [limit]
Syntax: rreset object <obj#> equip <mob name> <location> [limit]
Syntax: rreset object <obj#> put <to_obj name> [limit]
Syntax: rreset hide <obj name>
Syntax: rreset trap <obj name> <type> <charges> <flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags>
Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags>
Syntax: rreset bit <set|toggle|remove> room <room flags>
Syntax: rreset random <last dir>
~

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 SAC~
Syntax: sac corpse
 
This command will allow you to sacrifice a corpse to your deity.
Deities tend to be rather picky, and due to all the junk
they received previously will now accept only corpses
~

0 SAGACITY~
This spell increases your wisdom for its duration.
~

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.

~

52 SAVEAREA LOADAREA~
Syntax: savearea
        loadarea

Savearea and loadarea will save or load your prototype area.
~

53 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.
~

51 SAVIOR'~
The following is a guideline 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
   - Share primary oversight of mortal behaviour with level 55's
   - Responsible for oversight of level 51-53's
   - Advise a 55+ of all reimbursement requests from mortals
   - Bringing important topics up to higher level Immortals
   - Possible work at 5500 if interested in building or coding
   - Possible prog building work
   - Council work strongly suggested
 
+ The Demi God should begin to feel at ease with interpretation and
  enforcement of mud rules.
 
Type 'wizhelp' to view your privileged commands.  For a list of Immortal
rules, 'help imm'.  Visit note boards at 1200, 1201, 1213, and 1214 often.
~

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.
~

101 SCATTER~
Syntax:  scatter
 
This sends a person to a random destination on the MUD, be careful,
they may end up in a death drap.
~

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 character's statistics.  When you type
score, only you can see what is listed there.  Should you want to let
others see your character's 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.
~

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.
~

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.
 
~

0 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
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.
 
~

1 'SECOND CAST' 'THIRD CAST' 'FOURTH CAST' 'FIFTH CAST' 'SIXTH CAST' 'SEVENTH CAST' 'EIGHTH CAST'~
A player with knowledge of these skills will automatically cast an
offensive spell multiple times rather than a single time, at a
reduced mana cost than casting them that number of times.  These skills
work much like second attack does for attacks, and are automatic once
practiced.
~

52 SECTORTYPES SECTORS~
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
~

59 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>
 
Field being one of:
  cnoarg onoarg cfound ofound vfound cauto oauto
 
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

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.
 
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.
 
&RWARNING:&W  Using OTHER variables other than the ones listed above &RWILL&W
crash the MUD upon use of the social.  &RNO ANDS, IF OR BUTS ABOUT IT!&W
                            &RYou have been warned!&W
~

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). 
~

58 SETCLAN~
This command is used to define clan, Order and guild files.  The filename
field must be defined before other fields can be entered.
 
Syntax:  setclan <clan> <field> <deity|leader|number1|number2> <player>
Field being one of:
 filename- filename of the clan, guild or Order
 type    - 13 is an Order (peaceful clan)
         - 14 is a Guild
         - 0 is a deadly clan
 class   - class # accepted by the clan (for use with Guilds, leave 0 if none)
 name    - name of the clan
 motto   - motto of the clan
 desc    - description of the clan
 favour  - favour bestowed by the gods (not currently supported)
 strikes - displeasure of the gods toward the clan (not currently supported)
 deity   - name of the clan's Deity
 leader  - name of the clan's Leader
 number1 - name of the clan's Number One
 number2 - name of the clan's Number Two
 members - manually set the number of members
 board   - roomvnum of the clan's board
 recall  - roomvnum to which members of the clan recall
 storage - roomvnum of the storage room of the clan
           (so that items in the room will save over reboot/crash; use the
            clanstoreroom roomflag in this room as well)
 align   - alignment to which members must adhere (commented out in code)
 obj1, obj2, obj3 - vnums of the objects which the Leader can 'make'
 guard1, guard2   - mobvnums of the clan's primary guardians
 badge   - clan identifier seen in where and look
           example: where... Tarmakkan    (Vengeance)   In a humid cavern
           Badges must be less than 15 characters long.
 
See SHOWCLAN, MAKECLAN
~

61 SETCOUNCIL~
Syntax:  setcouncil <council> <field> <deity|leader|number1|number2> <player>
Field being one of:
 name     - name of the council
 filename - filename in which to store the council data
 desc     - description of the council
 head     - leader of the council
 members  - manually set the number of members
 board    - roomvnum of the council's board
 meeting  - roomvnum in which the council meets
 powers   - commands all members will receive regardless of their level
            (similiar to council-wide bestowments)
 
Used to define a council after it has been created with 'makecouncil'.  The
filename must be specified before other fields can be set. 
 
See SHOWCOUNCIL, MAKECOUNCIL
~

61 SETDEITY~
Syntax:  setdeity <deity> <field> <argument>
 
Used to define a deity (created with 'makedeity').  The fields are as
follows, for no race, race2, class or sex enter -1:
 
name:        name of the deity
filename:    filename for the deity data, should be set before other fields
description: description of the deity, seen with 'deities <deity name'>'
Alignment:   Deity's 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:    'affected by' spell deity bestows on followers.
Deityobj:    vnum of deity object
Avatar:      vnum of deity avatar
Scorpse, Savatar, Sdeityobj, Srecall:  Prices (in favor) to supplicate for
                                       these for a particular deity.
Kill, kill_npcrace, kill_npcfoe:  favor adjustment made when something killed
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.
suplift:     if you have less then 10% of hp, use it to gain some back.
 
See MAKEDEITY, SHOWDEITY and DEITIES
~

51 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
~

51 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
~

0 SHADOWFORM~
Entering Shadowform makes you almost untouchable by non-magical attacks, 
at no cost to your attributes.
~

0 'SHOCKSHIELD'~
Syntax: cast 'shockshield'

This spell will surround you with a shield of electric energy that will
return your enemies attacks with bolts of lightning!
~

1 SHOCKWAVE~
Syntax: c shockwave
 
This spell causes a massive shockwave to jolt everyone in the room.
~

53 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See MAKESHOP, SHOPSET and SHOPSTAT.
~

53 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.
~

53 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET and SHOPS.
~

65 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
 
See SHOPSET
~

1 SHOULDER~
Syntax:  shoulder
 
Shoulder 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.
~

0 SHOVE DRAG~
Syntax:  drag <character> <direction>
Syntax:  shove <character> <direction>
 
These commands can only be used between deadly characters.
 
Drag will drag the victim in the specified direction if they are not
standing up, while shove will shove them in the specified direction
only if they are standing.
 
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 drag a character into a death trap, or if either you
or they are under attack.
~

52 SHOWCLAN~
Syntax:  showclan <clan/order/guild name>
Example: showclan guild of mages, showclan Retribution
 
Used to display statistics for any clan organization, which includes
clans, Orders and guilds.
 
See SETCLAN, MAKECLAN and CLANS
~

51 SHOWCLAN~
Syntax: showclan <clan name>

Displays statistics on a clan.
~

102 SHOWCOUNCIL~
Syntax:  showcouncil <council name>
 
Displays the statistics of the specified council.
 
See SETCOUNCIL, MAKECOUNCIL, COUNCILS
~

51 SHOWDEITY~
Syntax:  showdeity <deity>
 
Used to display statistics for the specified deity.
 
See SETDEITY, MAKEDEITY, DEITIES
~

51 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
 
Displays the statistics on a guild.
~

51 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.
 
~

0 SIT~
Syntax: sit

Sit makes your character sit down.
~

55 SLAY~
Syntax: slay <victim> [immolate/shatter/demon]

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.
~

57 SLAY SLA~
Syntax:  slay <victim> [immolate/shatter/demon]
 
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.  Slay should not
be used to test death_programs on mobs, as it is not the same as an actual
death to the mobile and may not return accurate results.
 
~

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.
~

0 SLINK~
This spell makes you more dexterous for its duration.
~

1 SLIST~
Syntax:  slist
Syntax:  slist <low level> <high level>
 
SLIST without an argument gives you 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
      skill :                mount   Current:  75 Max: 85 
 
 &z&RNote: &WSlist may not show every skill which is possible for you to
learn.  Secretskills must be found and practiced before they show up on your
slist and practice sheet.
~

1 SLIT~
Syntax: slit
 
This skill allows you to slice at your victim with your weapon
in such a way as to make them bleed profusely, causing extensive
damage from blood loss.
~

0 SLITH SLITHS~
Sliths, as they are known to surface dwellers, are properly known by the
name they call themselves, the Slithzerakai.  They dwell in deep caverns
and are not used to living upon the surface.  Many of them are friendly
toward surface dweller, while other tribes would kill a human or elf
without a second thought.  They are highly intelligent, and quite strong,
and many of them enjoy working with magic or clerical occupations.  The
are trained from birth to use pole weapons, and their traditional weapon
is a Slith spear, which often has two or three prongs.
~

52 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~
To create your first level 65 character -- the initial immortal -- for
the current release of Smaug (which was released with name authorization
activated), perform the following:
 
  Using 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 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.
To subscribe to the Smaug mail list, send mail to smaug-request@realms.game.org
with subscribe in the subject of the text.
For information on installing smaug, see Help Smaug1 and Help Smaug2.
~

-1 SMAUG THORIC~
.           [S]imulated [M]edieval multi-[U]ser [A]dventure game

SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has
taken on several assistants in expanding and improving the code.

 Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog
~

1 SMAUG1~
To 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 &Whelp smaug2 &w for Windows information
 
~

1 SMAUG2~
.
4.  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
    alot of lag as the system attempts to resolve the addressing fo
    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 SMAUG to learn how to create your first immortal character.
 
~

55 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 SMOKE~
You may 'smoke' a pipe after first filling it with a smokable herb or
tobacco.
~

101 SOBER~
syntax 'Sober <player>'
This command can be used to Sober a player or your self when they/you
are in a drunken state.
 
~

51 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.
 
~

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 SPAMMING~
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 cause screen scroll through movement or orders is considered spam.
ANYTHING that causes excessive or irritating screen scroll can be considered
spam.
~

1 SPEAK LANGUAGE~
Syntax:  speak
Syntax:  speak <language>
Syntax:  speak all (immortals only)
 
The speak command changes the current language in which you are speaking.
To speak your native tongue, type 'speak' alone.  To speak a specific
language (such as common, for example), type "speak common".
 
Immortals have the unique ability to speak so that everyone can understand,
by typing "speak all".
 
See also Languages
~

105 SPECFUNCS MOBPROGS~
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_lightni      Mobile has lightning breath.
spec_cast_adept          Use this prog for healer mobs.
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.
~

1 'SPECTRAL FUROR' 'HAND OF CHAOS'~
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.
~

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
secretskill     spell is hidden from the player unless practiced
~

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 SPIDERWEB~
Syntax: c spiderweb <victim>
 
This spell will entangle the victim in a sticky web,
which hinders their movements and fighting ability.
~

1 SPINKICK~
Syntax: Spinkick (victim)
 
To lift one's foot, spin to gain momentum, and kick your opponent.
~

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'~
Spiritual Wrath sends a blast of blinding light at all targets in the
room. It requires 2 casters and the damage it does depends upon the
caster's 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.
~

0 SPRITE SPRITES~
Sprites are flighty descendants of faerie kind, related to the pixies.
They are tiny, winged, and highly intelligent, delighting in spells and
trickery.  Sprites are naturally invisible, so thus many people have
decided to disbelieve in their existance because they cannot see them.
They tend to get along well with other faerie creatures as pixies and nymphs.
In general, they are fun-loving tricksters and enjoy a good joke, the more
evil of them glad to make a joke at someone else's expense.
~

1 SPY~
Syntax: spy <object>
 
This skill works much like the 'locate object' spell,
and allows you to send out a spy to find as many
items matching the description you give it as he can.
~

55 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)
 
For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS
 
To set skill/spell to level and class:  sset <sn> level <class #> <level>
~

104 STAFFTALK~
Syntax:  stafftalk <message>
 
Allows you to use the 'staff' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to muse can be controlled with 'cset'.
 
See CSET
~

1 STATREPORT~
Syntax:  statreport
 
Displays a brief summary of a character's basic stats and
attributes to everyone present.
 
See also:  stat, score, oldscore, worth
~

0 STEAL~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a mob or another player.

There are penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the skill.
~

1 STRENGTH STR~
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 and Rangers 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 and rangers.
~

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.
~

2 SUICIDE~
Syntax: suicide <password>
 
This command with password with delete your character and same us some
memory usage as well.  Use it sparingly and if you abuse it, you will
be punished.
~

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.
~

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
mobs into an area lower in level than the one from which they came, and
do not summon aggressive mobs of any level into Darkhaven.
~

51 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 TALONSLASH TALON TALONS~
Syntax: talon
 
This skill allows you to rake at your opponant with your claws.
It may be used to start a fight.
~

0 TAMP~
Syntax:  tamp <pipe>
 
This empties your pipe so that you may fill it with fresh herbs.
 
See FILL, LIGHT, SMOKE
~

55 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
 
~

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.
~

51 'TEN COMMANDMENTS'~
.&w^b
                         &z __====-_  _-====___
                &z_--^^^. &p#####&z     //    \\      &p#####&z.^^^--_
               &z-.&p##########&z   //&g(   ) &z\\    &p##########&z.-_
               &z-&p############ &z//&g |\^^/| &z\\    &p############&z-
            &z/&p###########&z   //  (&R^B@::@ &z^b) \\  &p##########&z\_
          /&p#############&z   ((  &g \\// &z  ))      &p#############&z\
          -&p###############&z  \\ &g (oo) &z //     &p###############&z-
        -&p#################&z   \\&g/&w VV&g  \&z//  &p################-
  &O|-/  1.&w Thou shalt not kill they fellow adventurer.  &O        \-|
  |-|  &w   (see help deadly for exceptions.)  &O                   |-|
  |-|  2.&w Thou shalt not stake. (See laws stake)  &O              |-|
  |-|  3.&w Thou shalt not steal from Darkhaven shopkeepers   &O    |-|
  |-|  4.&w Thou shalt not harass players or immortals       &O     |-|
  |-|  5.&w Thou shalt not cause spam or use profanity.       &O    |-|
  |-|  6.&w Thou shalt not multiplay over 5 chars ever, nor &O      |-|
  |-|  &w  multiplay at all during quests or while playing pkill&O  |-|
  |-|  7.&w Thou shall report any bugs to an immortal immediately.&O|-|
  |-|  8.&w Thou shalt not advertise other muds here.  &O           |-|
  |-|  9.&w Thou shalt not steal anothers kill.(help killsteall)&O  |-|
  |-| 10.&w Thou shalt respect immortals and their laws.      &O    |-|
  ) ( &r Violation of any commandment subjects you to death,  &O    ) (
   \ |      &rbanishment,torture, hell, demotion, or worse. &O      | /
    (%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%)
      &z-&p###################&g  \\/       \//&p###################&z-
      _#/|&p##########/\######&g(     /\    )&p######/ \##########|\#&z_
          |/&p|#/\#/\#/\/\#/\##&g\   |  |  /&p##/\#/ \/\#/\#/\#|&z \|
          `  |/  V  V  `   V\#&g\| |  | |/&z#/  V   '  V  V  \|  '&g
             `   `  `      `&g / | |  | | \   '      '  '   '
                         &g   (  | |  | |  )
                          &g __\ | |  | | /__
                       &0   (vvv(VVV)(VVV)vvv)  &w^x
 
 
 
 
~

0 THIEF THIEVES~
The thief is a dark character which makes use of many skills often deemed
improper by the rest of society. Known to haunt the darkest roads and
alleys. 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, 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 pryed, or an item that one wishes
to acquire without detection.
 
~

58 THINK~
Syntax:  think <message>
 
Allows you to use the 'think' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to think can be controlled with 'cset'.
 
See CSET
~

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 resitting will not happen unless the number of mobs in the game gets
low.  Mobs and objects, however, will reset separately, so the number of
objects in the game also will not reset until it grows low.
 
Note that objects lying on the ground will not be regenerated if anyone is
in the area when it resets.
 
~

65 TIMECMD~
Syntax:  timecmd <command>
Example: timecmd mpstat <mob>
 
Returns the time required to execute the specified command for that
instance of its execution.
~

0 TOGGLE 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 attack response if attacked by a player. (non-deadly only)
  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.
  TELNETGA  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.
  IMMPROOF  Toggles whether you can be transferred or forced by an Immortal. 
  ANONYMOUS Toggles if your rank (level and class) shows on the wholist.
  NOBEEP    Toggles if you can receive beeps from other players.
  NOMENU    Turns off the menu before you enter the game.

For more information on the configuration menu, read section 5 in your
Adventurer's Guide book.
 
See also: PAGER, PROMPT, PCOLORS, PANIC.
~

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>
~

0 TRACK~
Syntax: track <mob>

Track will assist you in tracking down a mob that is within the area, 
giving you its general direction.
~

52 TRANS~
Syntax: trans <character>
Syntax: trans all
Syntax: trans <character> <location>
Syntax: trans all         <location>

TRANS 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.
~

53 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.
~

52 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.
~

52 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.
~

105 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
~

0 TROGLODYTE TROGLODYTES~
Primitive creatures vaguely resembling how humans theoretically may have
been at some point in ancient history.  They tend to live in caves, and have
no use for technology or magic, relying solely upon their own stone tools
and thick skulls to carry them through the day.  They tend to be very strong,
however, and fight well, for they often hunt their prey with their bare hands
and wrestle it to the ground.
~

0 'TROLLISH VIGOR' TROLLISH VIGOR~
This spell increases your stamina during its duration.
~

1 TRUE TRUESIGHT~
Syntax:  cast truesight
Syntax:  c true
 
Truesight 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.
Truesight cannot be cast on anyone but the caster itself.
~

111 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.
 
~

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 'UNRAVEL DEFENSE'~
Syntax: c 'unravel defense' <victim>
 
This spell renders the victim susceptible to both magic and nonmagic attacks.
~

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.
~

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.
~

112 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.
~

0 VALIANCE~
This spell increases your perserverence when you are on the verge of
losing consciousness.
~

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.  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 a undead
creature of the night, Vampires recieve an armor class (ac) bonus at night,
a time when they can use the skill mistwalk.
See also : help MISTWALK
~

105 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/hers/its       $l     $s      $S      $L      --        --
a/an               --     --      --      --      $a        $A
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS.
~

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.
~

1 VISION NIGHTVISION~
Syntax: nightvision
 
This skill allows one with it to see in the dark.
 
Syntax: vision
 
By use of this ancient and secretive skill, a person may summon
up the knowledge of the ages to see many things.
However, the use of this skill is unpredictable, and the results
are not always the same.
~

1 VITALIZE~
Syntax: c vital
 
This spell will regenerate the caster's mana, at a great cost to
movement. This spell requires a holy symbol through which to
channel the energy.
~

105 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/close/yes/no/undecided
 
Once a note has been posted on a bulletin board, the author may open
voting with 'note vote <number> open'.  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 or a capital C
accordingly.
~

105 VSEARCH~
Syntax: Vsearch <vnum>
 
This command will list all instances of an object with that vnum that
are currently in the game. 
~

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 be seen by all players in the game, and has the same
rules as other channels.  No harassment, profanity, spamming, or
inappropriate subject matter.
~

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 epitome of fighters, able to use all weaponry and armour
in the exercise of their most lethal of combat skills.  A warrior must be
strong in body to survive his dangerous lifestyle, and though he has no
magic and limited skills he is nevertheless a formidable force with which
to be reckoned.  Warriors learn no magic, and have no use for mana.
 
~

51 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.
 
~

0 WEAKEN~
Syntax: cast weaken <victim>

This spell will cause the muscles of the victim to grow weak,
decreasing their strength with each casting.
~

53 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.
~

53 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.
~

53 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.
~

53 WEARLOCS~
Here are the various locations where items may be equipped:

 ---------------------------------------------------------
 |  0 | light       |  1 | finger1     |  2 | finger2    |
 |  3 | neck1       |  4 | neck2       |  5 | body       |
 |  6 | head        |  7 | legs        |  8 | feet       |
 |  9 | hands       | 10 | arms        | 11 | shield     |
 | 12 | about       | 13 | waist       | 14 | wrist1     |
 | 15 | wrist2      | 16 | wield       | 17 | hold       |
 | 18 | dual_wield  | 19 | ears        | 20 | eyes       |
 ---------------------------------------------------------

See RESETS and RESETCMDS.
~

102 WEIGHT HEIGHT~
To change the measurments of a player (not mobs), use these commands:
 
mset <victim> weight <weight in pounds>
mset <victim> height <in inches>
 
Lets use an example.  In real life I (Yakkov) am 5' 10" and weigh 280 pounds.
So, I would MSET my character this way:
 
mset Yakkov weight 280
mset Yakkov height 70
save
 
(You can use SELF instead of your name, if you are editing yourself.)
 
VALUE     WEIGHT     WEIGHT
 
MINIMUM   10 lbs.    0' 10"
MAXIMUM   500 lbs.   8' 4"

If you want a MOB to look like a PLAYER (a trick of the eye), think of some
realistic heights and weights and add them to a MOB description.  Just like
if you look at a player.  Make it look identical.
 
See MSET
~

0 WEREWOLF WEREWOLVES~
In the light of the full moon it is said some men turn into beasts and
prowl the night who otherwise appear to be human by day.  But those are the
legends of other lands, lands where magic is less real, for the truth of
werewolves may be far more terriflying.  They hunt the night and call to
the moon and stars, their talons and fangs razorsharp and their vision
unmatched by any human.  None, it is said, can stop a werewolf stalking its
prey, for their sense of scent is very sensitive and they are capable of
tracking trails any human would miss.
~

0 WHERE~
Syntax: where
Syntax: where <character>

WHERE without an argument tells you the location of visible players in the same
area as you are.

WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~

1 WHISPER~
whisper <name> msg
 
To whisper to another, you must be in the same room as the recipient
of the whisper.
~

1 WHO WHOLIST~
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
 
 who mort                Immortals type this to see mortal wholist
~

0 WHOIS~
Syntax: whois <player>
 
The WHOIS command will tell you a bit of information about a player
who is online.
~

1 WHY~
1) You ask an imm a question
2) Imm says no.
3) You ask why?
4) You die.
5) Why?
6) You die again.
~

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% 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 'WINTER MIST'~
Syntax: c winter <victim>
 
This spell will erect a chilling mist around your opponant,
causing them to shiver and take more damage from cold.
~

1 WISDOM WIS~
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 and clerics.
~

100 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.

On this MUD you may see more then one command for one function, due
to the fact that we made it so people from other bases can use this
code without too much difficulty.
~

102 WIZINVIS~
All 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:
 
 - Immortals level 51 through 54 should be visible at all times, save
   for when snooping, running a quest or some similar circumstance.
 
 - Immortals level 55 and up may invis to any level at their discretion.
 
Guidelines for use of wizinvis by 55 and higher:
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.
 
Guidelines for use of wizinvis beyond 51 in immortal channels:
Sightings of Someones in immortal channels should be kept to a minimum.
If you are free enough to be able to use an immortal channel, you should
be visible to the lowest immortal in that channel; no higher than 54 in
Muse, no higher than 51 in immtalk, etc.  Being a Someone to anyone on
an immortal channel should only occur if you're too tied up to go
visible but need to make a comment.
 
The same applies to all situations using channels, tells or actions.
Avoid being a Someone to mortals and immortals alike unless you have
a good reason to do otherwise.
~

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 WRAITH~
Wraiths are ethereal creatures of the undead, who appear translucent for
their ability to pass through closed doors as if they were open.  They
are a dark and evil race and shun that which is good and pure.
They tend to make good thieves, and enjoy magic when it can cause the
destruction of living beings.
~

-1 YAKKOV'S_ASCII_PICTURE~
&x-&W
 -----------------------------------------------------------------------------
 ---------------------------------                 ---------------------------
 --------------------------                              ---------------------
 ---------------------                                          --------------
 -----------------                                                  ----------
 ---------------                                                     ---------
 --------------                                                       --------
 -------------                                                        --------
 -----------                      ::!!!!!       :::::!:                -------
 ----------                :!! :!!!XX!!!!!!!!!!XXUWUUX!!!!!:            ------
 ----------                !!!!!X$@MXWW$$WWWW$$$$$$$$$$W!!!!!:          ------
 ----------               !!!XWWMQUW$$$$$$$$$$$$$$$$$$$$$WH!!!!!        ------
 ----------           !! !!!H8$$$$$$$$$$$$$$$$$$$$$$$$$$$$$WH!!!!       ------
 ----------           !!!!!M$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$8H!!       ------
 ---------           :!!!!!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$X!       ------
 ---------          :!!!!!!##**$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$M!!       -----
 ---------         !!!!!!!------!!##T#*$$$$$$$$$$$$$$$$$******#M!!!      -----
 ---------         !!!!!!!!!!!!!!!:---!!!#$$$$$$*#TT?------!!-!!!!!!     -----
 ---------        !!!!!!!!!!!--------<!!!!X$$$$$!!!:-<<<!!!!!!!!!!!!     -----
 ----------       !!!X$$WX!:::!!:--:H!:!!!$$$$$@!!!!-------!!!!!!!!!     -----
 -----------!!:   !!!M$$$$$$WUHWWWWW$$WW$!$$$$$M$WUX!!::!!!::!!XX!!!!    -----
 ------------!!!:!!!!M$$$$$$$$$$$$$$$$$$$M$$$$$@$$$$WWHWXXXXXWW$$H!!!   ------
 ------------!!!!!!!!!M$$$$$$$$$$$$$$$$$MM$$$$BRR$$$$$$$$$$$$$$$$M!!!!!!------
 -------------!!!!!!!!M$$$$$$$$$$$$$$$R??M$$$$MM$$$$$$$$$$$$$$$$$!!!!!!-------
 --------------!!!!!!!MMR$$$$$$$$$$$$?!!!$$$$$$X?$$$$$$$$$$$$$$$MX!!!!!-------
 ---------------!!!!!!!?S$$$$$$$$$$$!!!!!T#$$*#?!R$$$$$$$$$$$$$RM?!!!!--------
 -----------------!!!!!!!M$$$$$$$$$$WU!!!!!!!!X!!S$$$$$$$$$$$$$MM!!!!!--------
 -----------------!!!!!!!!M$$$$$$$$$$$$WWWHXH$8W$$$$$$$$$$$$$$RM!!!!!---------
 ------------------!!!!!!!XM$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$RM!!!!!-----------
 ------------------!!!!!!!!MB$$$T?!T##TTTT******$$$$$$$$$$RMM!!!!!------------
 -------------------!!!!!!!MB$$$WWUX!!!!UUUUUUX!!!!!!?RB$$M!!!!!!!------------
 --------------------!!!!!!MR$$$$$$$WX!!!??TTT?!!XWWWW$$$$M!!!!!!-------------
 ----------------------!!!!!M#B$$$$$$$88WH!XHW88W$$$$$$$R#?!!!!---------------
 -----                  !!!!!!MM$$$$$$$$$8UH$$$$$$$$B$MM!!!!!!           -----
                           !!!!!MT$$$$$$$$$$$$$$$$$$RM!!!!!!
                              !!!!!?#M$$$$$$$$$RRRMM?!!!!!
                                !!!!!?M##*#*$RMM?!!!!!!
                                  !!!!!!!!!!!!?!!!!!!                         
                                      !!!!!!!!!!!
~

105 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_~
.&z&r...A curtain of red washes over you, as a curtain of blood, then all
begins to grow still, and silence takes you.
 
 &z&WA void of darkness and light surrounds you, darkness and light each
vying for possession of your soul.
 
But then you feel yourself being pulled by an inexorable force, and know
that this is not the end, as you open your eyes again you find yourself
naked, reincarnated in a new body.
~

0 $~


#$