#HELPS -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 GOLD SILVER MONEY~ Oblivion's economy is based on gold and silver coinage (and the lowly copper, which you, as an adventurer, are far too proud to carry). Gold coins are worth 100 silver coins, but are also four times as heavy (25 to the pound, as opposed to 100 to the pound for silver). Gems can be bought to alleviate weight problems from the Midgaard jeweller, he charges a mere 10% more than they are worth. 10 gems weigh one pound, and they can be worth more than 100 gold pieces for the highest quality stones. ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ -1 AFK~ Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing replay. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display experience to level %g : Display your gold held %s : Display silver carried %a : Display your alignment %r : Display the room name you are in %e : Display the exits from the room in NESWNeSeSwNwDU style %c : Display a carriage return (useful for multi-line prompts) %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) %l : Display the Language you are currently speaking Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ 0 COLOR~ Syntax: color This command is a toggle to turn your ANSI color off and on. ~ -1 SUMMARY~ *******************************>*OBLIVION*<************************************ Movement Groups ******************************************************************************* north ne east se south sw west nw follow group split up down exits recall sleep wake rest stand ******************************************************************************* Objects Information/Communication ******************************************************************************* get put drop give sacrifice wear help credits commands areas report wield hold recite zap brandish score time weather where who description lock unlock open close pick password bug typo OOC question inventory equipment look compare answer say shout tell yell emote eat drink fill pour socials note news idea changes list buy sell value language pmote smote worth ******************************************************************************* Combat Other ******************************************************************************* kill flee backstab kick rescue ! save quit practice train delete gain disarm cast wimpy teach study For extended help on any command, skill or spell, type 'help <topic>'. SEE THESE HELPS ALSO: death, experience, tick, wizlist. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. Any spells which were affecting you are cancelled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is two-thirds of the way back to the beginning of your level if you are level 20 or less. Above 20, you lose a constant 500 XP, and can lose a level. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). When a player's corpse decays, the equipment is left on the ground where the player's corpse was. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need a set amount of experience points for each level based on your creation points. You gain experience by: Being part of a group that kills a monster. Your skills increasing through use. Role-playing. You lose experience by: Fleeing from combat. Recalling out of combat. Being the target of certain spells. Dying. The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. When you own a pet, you receive less experience points when you kill a mob, because your pet helps you fight - much like fighting in a group. ~ 0 PREFIX~ Syntax: prefix <argument> Syntax: prefix The PREFIX command will take an argument of any legal command and place that argument at your prompt and await for addition or execution. Typing PREFIX without an argument will clear your prefix. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 45 seconds of real time, but the actual amount varies randomly from 30 seconds to 60 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST NE NW SE SW UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: ne Syntax: nw Syntax: se Syntax: sw Syntax: up Syntax: down Use these commands to walk in the appropriate direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. When starting combat with a combat spell, a target is required. 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 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> silver <character> Syntax: give <amount> gold <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. You cannot drop an object that is cursed or has a nodrop flag. GET gets an object, either lying on the ground, or from a container, or even from a corpse. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. TAKE is a synonym for GET. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (worn armor, wielded weapons, and held items). INVENTORY lists your inventory. (items not worn, wielded, or held). ~ 0 NOFOLLOW~ Toggles you character's permission flag regarding following. You cannot be followed by anyone when nofollow is on. ~ 0 NOSUMMON~ Toggles your character's permission flag regarding summoning. You cannot be summoned by anyone when nosummon is on. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects, including enchantments. THIS CAN LEAD TO COMPARE INCORRECTLY DECLARING A LESSER OBJECT AS THE BETTER OF TWO OBJECTS. ~ 0 FLEE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. SLEEP SPELL: Syntax: cast 'sleep' <victim> Requires: charm enchantment This spell attempts to put the victim to sleep. It is considered an attack. See also: INDUCE SLEEP ~ 0 REPLY SAY TELL~ Syntax: reply <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. 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 IMMORTAL player anywhere in the realm. This form of communication is entirely OOC, and should never be used for IC messages. 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. ~ -1 NOTE NOTES CHANGES NEWS PENALTY IDEA UNREAD NOTEACH~ The notes on oblivion replace the bulletin boards and mail systems found on many other mud. The following options are usable: reading notes: note list : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : marks all notes as read writing new notes: note to : sets the to line (playername, clanname, immortal, or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. Four other note directories exist, these are ideas, news, changes, and penalties (gods only). They are used the exact same way, for example idea read 5 will read idea #5. Posting to the news and changes boards is restricted. The 'unread' command can be used to show your unread notes on all the note spools. NOTEACH Toggles your character's permission flag regarding teaching. You cannot be taught any spells when noteach is on. ~ 0 OOC . SHOUT YELL QWEST QUESTION ANSWER Q/A QUIET PRAY~ Syntax: ooc <message> Syntax: shout <message> Syntax: yell <message> Syntax: question <message> Syntax: answer <message> Syntax: pray <message> Syntax: qwest <message> Syntax: quiet SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. OOC will send a message to all players in the game without a delay. OOC stands for 'Out-of-character' -- the channel you will want to use when discussing conventional (real life) issues. YELL sends a message to all awake players within your area. QUESTION and ANSWER are used for questions about MUD game mechanics. This is an OOC channel, and should NEVER be used for IC questions. PRAY will allow you to pray to the Immortal of the Temple you are in. QWEST is used to discuss qwest-related issues while qwests are being organized and run. QUIET mode will disable all channels. You will be able to hear only says and emotes. Type a channel name by itself to turn it off. ~ 0 EMOTE PMOTE SOCIAL~ Syntax: emote <action> EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK (type SOCIALS for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Airius will be read as bonks you by Airius, and as bonks Airius by everyone else). ~ 0 SMOTE~ Syntax: smote <action> Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 BUG TYPO~ Syntax: bug <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 AREAS COMMANDS REPORT SCORE~ Syntax: areas Syntax: commands Syntax: report Syntax: score Syntax: weather AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). WEATHER shows the current game weather. ~ -1 WHO~ Syntax: who WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. ~ 0 DONATE~ Syntax: donate <item> Places any item in your possession, and not being worn, directly into the donation pit from anywhere on the MUD. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ -1 APPEND DESC DESCRIPTION~ Syntax: description To learn what is appropriate to put in your description, type: help content Append is an advanced and much more powerful form of the description command. Upon entering APPEND mode, you will be shown your present description (or lack of). This can then be edited, formatted, replaced, cleared, or shown, as per the following commands. If you do not have a description, you may just begin entering your description. After you are finished, press enter to go to a blank line. If you make a typo, you can use the replace command to replace the word, or even a whole sentence. When you are finished, and there are no typos, use the format command to format the lines to a regulated size. This also makes the description look much cleaner. Upon formatting, when you feel you are finished, hit enter to go to a blank line then type @ and press enter to save iyour description. If you already have a description, any line you type upon entering will be added to the bottom of the current description. If you wish to start from scratch, use the clear command. Use the above instructions for completing the description. Commands: .r 'old string' 'new string' - replaces a given word or string of words. (The quotes are REQUIRED.) .h - The help screen, shows a quick list of commands available in the append mode. .s - Shows your current description as you have entered it. .f - Format and wordwrap your description to a regulated size. .c - Clear the description. Everything. (CAUTION: There is NO warning issued with this command. Be careful.) @ - End description. This will send you back to the mud and save your description. Note - All commands must have a . preceding them. ~ -1 CONTENT~ Your description is very important, and others will be able to see it if they look at you. You should limit what you put in your description to those things that someone can actually see. Be creative, and try to get across the right impression of your character. Things that should NEVER be put in your description: ACTIONS: 1) Remember, you may not be awake when they look at you, so dont whistle, bow, draw daggers etc... 2) Do NOT tell the reader that THEY perform an action, or feel a certain way: Ex: "You cower in fear as you look upon me." "You feel great respect for me." Explanations: You should not give information that the reader would not normally know: "You notice that my shield has been handed down from generation to generation within my family." ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 WORTH~ Syntax: worth Tell you how much gold, silver and experience you have, as well as experience needed to level. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, has not been tripped or bash by an enemy, and is not affected by a lethargy spell. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the required key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL POUR~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to the power of your choice, who may reward you. The nature of the reward depends upon the type of object, and the object must be on the ground, it cannot be in your inventory. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disable paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be succesful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW SELF. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the SPLIT command. If anyone in your group is attacked, you will automatically join the fight if you are in the same room as that character, and you have autoassist ON (see help autoassist). If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. You may FOLLOW and GROUP only with characters who are within eight levels of your own. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and objects. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other commands for about 20 seconds, so use it sparingly. Some objects, such as keys and objects more than 2 levels above you, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> SPLIT divides coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver to split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practices that skill or spell. Your learning percentage varies from 0% (unlearned) to some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will acquire each time you gain a level. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <st qu pr em in co ag sd me re hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class and race, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute from 1-15%, or to increase your mana or hp. You receive one training session per level. See Also: ATTRIBUTES ~ -1 ATT ATTRIBUTES~ The 10 attributes that make up each character are: PRIMARY ATTRIBUTES: ------------------- Strength: The ability to use your muscles to their greatest advantage (ST) Race plays a large determination in the real strength of your character. Quickness: The measure of your reflexes and reaction time. (QU) Presence: The ability to control your own mind - courage, bearing, (PR) self-esteem. It plays a major role your ability to influence others. Intuition: The combination of your luck, genius, precognition, ESP, and (IN) favor with the gods. Empathy: The measure of your relationship to the all-pervading force (EM) that is common in all things natural and supernatural. The strength of your soul. DEVELOPMENTAL ATTRIBUTES: ------------------------- Constitution: Your general health and well being, resistance, and overall (CO) durability. Agility: Your manual dexterity, and litheness. (AG) Self-Discipline: The control of your mind over your body, concentration, (SD) steadfastness, and inner strength. Your ability to go on despite hardship. Memory: Your ability to retain knowledge and what you have previously (ME) encountered and learned. Reasoning: Your ability to absorb and comprehend, as well as to use your (RE) knowledge to draw conclusions. Each attribute is represented in the following manner: CUR (MAX) / MOD Where CUR is your current percentage in that attribute. If CUR was 54, then you are better than 54% of your race in that attribute. MAX is the highest possible percentage that you can hope to achieve in that attribute. MOD is the modifier that you character receives on various die rolls and checks that will be performed on your character. The value of MOD is determined by looking at your CUR, any equipment modifiers, and any racial bonus that you received for your race. See Also: TRAIN ~ 100 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. ~ 100 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, etcetera. 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. ~ 98 ALLOW BAN PERMBAN~ Syntax: allow <site> ban <site> <newbies|all|permit> ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidently lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ 99 REBOOT SHUTDOWN~ Syntax: reboot shutdown REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. ~ 96 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to oblivion. Wizlock locks out all non-gods (i.e. level less than 92), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least level 99 to wizlock the game. ~ 99 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 97 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 97 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ 93 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 97 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 96 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 96 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. See also: CLONE, VNUM, STAT ~ 98 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use STRING to change the strings on an object or mobile. See also: STRING, STAT ~ 95 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 95 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or notell'ed will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (ic, ooc, Q/A, qwest) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 94 SETSAC~ Syntax: setsac <player> <text> Changes who the target player's sacrifices go to. ~ 97 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by Hassan acts as an automatic pardon. ~ 96 PURGE~ Syntax: purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ 96 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 97 SLAY~ Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ 95 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 94 AT~ Syntax: at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 94 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 92 GOTO~ Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not Goto a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 92 HOLYLIGHT INVIS WIZINVIS~ Syntax: holylight wiznvis <level> Holylight is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. Wizinvis takes a level argument, and will mke you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 100 characters are totally invisible. ~ 92 INCOGNITO~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ 92 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 96 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. See also: LOAD ~ 92 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return an object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. See also: GOTO, TRANSFER ~ 93 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ 92 PINFO~ Syntax: pinfo Shows levels, alignments, races, classes, and PK information for all currently connected players. ~ 95 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 92 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: poofout <message> The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 99 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 95 LOG SNOOP~ Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 94 SWITCH RETURN~ Syntax: switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 92 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ 92 WIZNET~ Syntax: wiznet wiznet show wiznet status wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immortals. Wiznet by itself turns wiznet on and off, wiznet show lists all settable flags (they are not detailed here), wiznet status shows your current wiznet settings, and wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ 92 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ -1 ABJURATION~ ABJURATION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ blindness :abjuration necromancy cancellation :abjuration cure blindness :abjuration necromancy cure disease :abjuration necromancy cure poison :abjuration necromancy dispel evil :abjuration dispel good :abjuration dispel magic :abjuration fireproof :abjuration enchantment fire holy aura :abjuration protection magic resistance :abjuration poison immunity :abjuration plant protection cold :abjuration water protection evil :abjuration protection fire :abjuration fire protection good :abjuration protection lightning:abjuration remove curse :abjuration resist poison :abjuration plant sanctuary :abjuration protection wrath :abjuration ~ -1 ALTERATION~ ALTERATION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ animal essence :alteration divination animal barkskin :alteration protection plant burning hands :alteration call lightning :alteration weather chill shield :alteration evocation water colour spray :alteration continual light :alteration control weather :alteration weather law create spring :alteration water create water :alteration water earthquake :alteration earth faerie fire :alteration weather fire shield :alteration evocation fire fly :alteration giant strength :alteration haste :alteration illusions grandeur :alteration illusion phantasm infravision :alteration divination mithril glaze :alteration enchantment pass door :alteration refresh :alteration time regeneration :alteration time slow :alteration stone skin :alteration earth ~ -1 CHARM~ CHARM Spells: Required Realms and Spheres of Influence ____________________________________________________________________ calm :enchantment charm law charm person :enchantment charm induce sleep :charm sleep :enchantment charm ~ -1 CONJURATION~ CONJURATION Spells: Required realms and Spheres of Influence ____________________________________________________________________ armor :conjuration bless :conjuration summoning create buffet :conjuration create food :conjuration create rose :conjuration curse :conjuration summoning faerie fog :conjuration weather flamestrike :conjuration fire floating disc :conjuration summoning gate :conjuration summoning holy word :conjuration summoning combat nexus :conjuration enchantment poison rain :conjuration weather plant portal :conjuration enchantment shield :conjuration summon :conjuration summoning teleport :conjuration summoning word of recall :conjuration summoning ~ -1 DIVINATION~ DIVINATION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ animal essence :alteration divination animal detect evil :divination detect good :divination detect hidden :divination detect invis :divination detect magic :divination detect poison :divination plant farsight :divination identify :divination infravision :alteration divination know alignment :divination locate object :divination true sight :divination wizard eye :divination ~ -1 ENCHANTMENT~ ENCHANTMENT Spells: Required Realms and Spheres of Influence ____________________________________________________________________ calm :enchantment charm law chaos lace :enchantment wild magic charm person :enchantment charm drain blade :enchantment necromancy empower blade :evocation enchantment enchant armor :enchantment enchant weapon :enchantment extension :enchantment time fireproof :abjuration enchantment fire flame blade :enchantment fire frost blade :enchantment water mithril glaze :alteration enchantment nexus :conjuration enchantment portal :conjuration enchantment recharge :invocation enchantment rune edge :enchantment runic blade :enchantment sleep :enchantment charm ~ -1 EVOCATION~ EVOCATION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ acid blast :evocation chain lightning :evocation chill shield :alteration evocation water cone cold :evocation water empower blade :evocation enchantment fireball :evocation fire fire shield :alteration evocation fire frostball :evocation water ice storm :evocation water lightning bolt :evocation magic missile :evocation prismatic spray :illusion evocation shocking grasp :evocation ~ -1 ILLUSION~ ILLUSION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ illusions grandeur :alteration illusion phantasm improved phantasm :illusion phantasm invisibility :illusion mass invis :illusion prismatic spray :illusion evocation ~ -1 INVOCATION~ INVOCATION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ frenzy :summoning invocation heat metal :invocation fire rage :summoning invocation recharge :invocation enchantment ~ -1 NECROMANCY~ NECROMANCY Spells: Required Realms and Spheres of Influence ____________________________________________________________________ blindness :abjuration necromancy cause critical :necromancy healing cause light :necromancy healing cause serious :necromancy healing chill touch :necromancy cure blindness :abjuration necromancy cure critical :necromancy healing cure disease :abjuration necromancy cure light :necromancy healing cure poison :abjuration necromancy cure serious :necromancy healing drain blade :enchantment necromancy energy drain :necromancy harm :necromancy healing heal :necromancy healing mass healing :necromancy healing plague :necromancy healing poison :necromancy healing rejuvinate :necromancy healing vampiric touch :necromancy weaken :necromancy ~ -1 PHANTASM~ PHANTASM Spells: Required Realms and Spheres of Influence ____________________________________________________________________ illusions grandeur :alteration illusion phantasm improved phantasm :illusion phantasm phantasmal force :phantasm ventriloquate :phantasm ~ 0 'SUMMON'~ Syntax: cast 'summon' <character> Requires: conjuration summoning This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ -1 SUMMONING~ SUMMONING Spells: Required Realms and Spheres of Influence ____________________________________________________________________ bless :conjuration summoning curse :conjuration summoning floating disc :conjuration summoning frenzy :summoning invocation gate :conjuration summoning holy word :conjuration summoning combat rage :summoning invocation summon :conjuration summoning teleport :conjuration summoning word of recall :conjuration summoning ~ -1 AIR~ AIR Spells: Required Realms and Spheres of Influence ____________________________________________________________________ ~ -1 ANIMAL~ ANIMAL Spells: Required Realms and Spheres of Influence ____________________________________________________________________ animal essence :alteration divination animal ~ -1 COMBAT~ COMBAT Spells: Required Realms and Spheres of Influence ____________________________________________________________________ holy word :conjuration summoning combat ~ -1 CREATION~ CREATION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ ~ -1 EARTH~ EARTH Spells: Required Realms and Spheres of Influence ____________________________________________________________________ earthquake :alteration earth stone skin :alteration earth ~ -1 FIRE~ FIRE Spells: Required Realms and Spheres of Influence ____________________________________________________________________ fireball :evocation fire fireproof :abjuration enchantment fire fire shield :alteration evocation fire flame blade :enchantment fire flamestrike :conjuration fire heat metal :invocation fire protection fire :abjuration fire ~ -1 HEALING~ HEALING Spells: Required Realms and Spheres of Influence ____________________________________________________________________ cause critical :necromancy healing cause light :necromancy healing cause serious :necromancy healing cure critical :necromancy healing cure light :necromancy healing cure serious :necromancy healing harm :necromancy healing heal :necromancy healing mass healing :necromancy healing plague :necromancy healing poison :necromancy healing rejuvinate :necromancy healing ~ -1 LAW~ LAW Spells: Required Realms and Spheres of Influence ____________________________________________________________________ calm :enchantment charm law control weather :alteration weather law ~ -1 PLANT~ PLANT Spells: Required Realms and Spheres of Influence ____________________________________________________________________ barkskin :alteration protection plant detect poison :divination plant poison immunity :abjuration plant poison rain :conjuration weather plant resist poison :abjuration plant ~ -1 PROTECTION~ PROTECTION Spells: Required Realms and Spheres of Influence ____________________________________________________________________ barkskin :alteration protection plant holy aura :abjuration protection sanctuary :abjuration protection ~ -1 SUN~ SUN Spells: Required Realms and Spheres of Influence ____________________________________________________________________ ~ -1 TIME~ TIME Spells: Required Realms and Spheres of Influence ____________________________________________________________________ extension :enchantment time refresh :alteration time regeneration :alteration time TIME command: Syntax time TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. ~ -1 WATER~ WATER Spells: Required Realms and Spheres of Influence ____________________________________________________________________ chill shield :alteration evocation water cone cold :evocation water create spring :alteration water create water :alteration water frostball :evocation water frost blade :enchantment water ice storm :evocation water protection cold :abjuration water ~ -1 WEATHER~ WEATHER Spells: Required Realms and Spheres of Influence ____________________________________________________________________ call lightning :alteration weather control weather :alteration weather law faerie fire :alteration weather faerie fog :conjuration weather poison rain :conjuration weather plant ~ -1 'WILD MAGIC'~ WILD MAGIC Spells: Required Realms and Spheres of Influence ____________________________________________________________________ chaos lace :enchantment wild magic ~ 0 ARMOR~ Syntax: cast armor <character> Requires: conjuration This spell decreases (improves) the armor class of the target character. ~ 0 BLESS~ Syntax: cast bless <character> cast bless <object> Requires: conjuration summoning This spell improves the to-hit roll and saving throw versus spells of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ 0 BLINDNESS~ Syntax: cast blindness <victim> Requires: abjuration necromancy This spell renders the target character blind. ~ 0 REGENERATION~ Syntax: cast regeneration Requires: alteration time The spell increases the rate at which you recover lost hit points. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> Requires: abjuration Dispel evil brings forth good energies that inflict horrific torment on the wicked of heart. Evil-aligned characters use this pure magic at their peril. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' 'FIREBALL' 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim>, Requires: evocation Syntax: cast 'burning hands' <victim>, Requires: alteration Syntax: cast 'colour spray' <victim>, Requires: alteration Syntax: cast 'fireball' <victim>, Requires: evocation fire Syntax: cast 'lightning bolt' <victim>, Requires: evocation Syntax: cast 'magic missile' <victim>, Requires: evocation Syntax: cast 'shocking grasp' <victim>, Requires: evocation These spells inflict damage on the victim. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' Requires: alteration weather This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from the sky. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' 'HARM'~ Syntax: cast 'cause light' <victim>, Requires: healing necromancy Syntax: cast 'cause serious' <victim>, Requires: healing necromancy Syntax: cast 'cause critical' <victim>, Requires: healing necromancy Syntax: cast 'harm' <victim>, Requires: healing necromancy These spells inflict damage on the victim. ~ 93 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> Requires: charm enchantment This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> Requires: necromancy This spell inflicts damage on the victim and also reduces the victim's strength. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' cast 'continual light' <object> Requires: alteration This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better cast 'control weather' worse Requires: alteration law weather This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' Requires: conjuration This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE BUFFET'~ Syntax: cast 'create buffet' Requires: conjuration This spell creates a bunch of Magic Mushrooms, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' Requires: alteration water This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> Requires: alteration water This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> Requires: abjuration necromancy This spell cures blindness for one so unfortunate. ~ 0 'CURE DISEASE'~ Syntax: cast 'cure disease' <character> Requires: abjuration necromancy This spell cures the plague for one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> Requires: abjuration necromancy This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' 'HEAL' 'REJUVINATE'~ Syntax: cast 'cure light' <character>, Requires: healing necromancy Syntax: cast 'cure serious' <character>, Requires: healing necromancy Syntax: cast 'cure critical' <character>, Requires: healing necromancy Syntax: cast 'heal' <character>, Requires: healing necromancy Syntax: cast 'rejuvinate' <character>, Requires: healing necromancy These spells cure damage on the target character. (see 'help healer' for details on the heal command) ~ 0 'CURSE'~ Syntax: cast 'curse' <character> Requires: conjuration summoning This spell reduces the target's to-hit roll and save versus spells. It also renders the character unclean in the eyes of their god and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' Requires: divination This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' Requires: divination This spell enables the caster to detect hidden creatures and characters. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' Requires: divination This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' Requires: divination This spell enables the caster to tell which objects are magical. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> Requires: divination plant This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of Goodness on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 'DISPEL MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character>, Requires: abjuration Syntax: cast 'cancellation' <character>, Requires: abjuration Removes magical effects from the target. It is considered an attack spell and does not discriminate between harmful and benign spells. Cancellation can only be used on allies, but is much more effective and does not provoke attack. It also does not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' Requires: alteration earth This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> Requires: enchantment This spell magically enchants a weapon, increasing its to-hit and to-damage bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ 0 'ENCHANT ARMOR'~ Syntax: cast 'enchant armor' <armor> Requires: enchantment The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> Requires: necromancy This spell saps the experience points, mana, and movement points of its target, and gives hit points to the caster. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> Requires: alteration weather 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' Requires: conjuration weather This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 'FLAMESTRIKE'~ Syntax: cast 'flamestrike' <victim> Requires: conjuration fire This spell inflicts damage on the victim. ~ 0 'FLY'~ Syntax: cast 'fly' <character> Requires: alteration This spell enables the target character to fly. ~ 0 'IDENTIFY'~ Syntax: cast 'identify' <object> Requires: divination This spell reveals information about the object. ~ 0 'INDUCE SLEEP'~ Syntax: cast 'induce sleep' <character> Requires: charm This spell attempts to put the target character to sleep. It is not considered an attack. See also: SLEEP ~ 0 'INFRAVISION'~ Syntax: cast 'infravision' <character> Requires: alteration divination This spell enables the target character to see warm-blooded creatures even while in the dark, and the exits of a room as well. ~ 0 'INVIS' 'MASS INVIS' 'INVISIBLITY'~ Syntax: cast 'invisibility' <character>, Requires: illusion Syntax: cast 'invisibility' <object>, Requires: illusion Syntax: cast 'mass invis', Requires: illusion The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> Requires: divination This spell reveals the alignment of the target character. ~ 0 'SHIELD' 'STONE SKIN' 'BARKSKIN'~ Syntax: cast 'shield' <character>, Requires: conjuration Syntax: cast 'stone skin', Requires: alteration earth Syntax: cast 'barkskin' <character>, Requires: alteration plant protection These spells protect the caster by decreasing (improving) the caster's armor class. STONE SKIN provides twice as much as SHIELD. Barkskin provides the same as STONE SKIN, but also makes the target vulnerable to fire. ~ 0 'TELEPORT'~ Syntax: cast 'teleport' Requires: conjuration summoning This spell takes you from your current location to a random location somewhere in the world. ~ 0 'VENTRILOQUATE'~ Syntax: cast 'ventriloquate' <speaker> <message> Requires: phantasm This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 'WEAKEN'~ Syntax: cast 'weaken' <victim> Requires: necromancy This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' Requires: conjuration summoning This spell duplicates the built-in RECALL ability. ~ 0 'PHANTASMAL FORCE' 'IMPROVED PHANTASM'~ Syntax: cast 'phantasmal force' <victim>, Requires: phantasm Syntax: cast 'improved phantasm' <victim>, Requires: illusion phantasm These spells use illusions to attack your victim; however, a victim affected by true sight will be immune to these attacks. ~ 0 'FROSTBALL' 'ICE STORM' 'CONE COLD'~ Syntax: cast 'frostball' <victim>, Requires: evocation water Syntax: cast 'ice storm' <victim>, Requires: evocation water Syntax: cast 'cone cold' <victim>, Requires: evocation water These three spells use the power of coldness and ice to attack their victim. ICE STORM and CONE COLD are both area attacks. ~ 0 'RAGE'~ Syntax: cast 'rage' <character> Requires: invocation summoning Rage makes its target much more fierce, and much easier to hit. It increases the caster's hps by 2 x the casters level. It also worsens their AC by 3 x level. It increases their Dam Roll by 2 x (level/10) ~ 0 'ANIMAL ESSENCE'~ Syntax: cast 'animal essence' requires: alteration animal divination ANIMAL ESSENCE gives the caster the power of the eagle, with fly, detect hidden and detect invisibility. ~ 0 'ILLUSIONS GRANDEUR'~ Syntax: cast 'illusions grandeur' Requires: alteration illusion phantasm ILLUSIONS GRANDEUR makes the caster appear greater than he/she really is. It gives the caster an extra 5 x Caster's level hps and mana. ~ 0 'HOLY AURA'~ Syntax: cast 'holy aura' <character> Requires: abjuration protection A spell for those of the pure and good alignment, the target's AC is lowered by the caster's level, and any evil that touches the target will be hurt by their aura. ~ 0 'MAGIC RESISTANCE'~ Syntax: cast 'magic resistance' Requires: abjuration MAGIC RESISTANCE lowers (improves) your AC against magical attacks. ~ 0 'PRISMATIC SPRAY'~ Syntax: cast 'prismatic spray' <victim> Requires: evocation illusion A very powerful area attack, this spell allows you to hurt your enemies with the power of the rainbow, hitting each enemy you are fighting with a different spell. ~ 0 'WIZARD EYE'~ Syntax: cast 'wizard eye' <victim> Requires: divination This spell allows the caster to see a victim not in the same room. If successful, the caster will be shown the room where the victim is located, and all the contents of it. This is an undetectable spell, useful for spying. Some rooms and all Imms are immune to this spell. ~ 0 'VAMPIRIC TOUCH'~ Syntax: cast 'vampiric touch' <victim> Requires: necromancy This spell allows you to drain life from the victim into yourself. ~ 0 'POISON RAIN'~ Syntax: cast 'poison rain' <victim> Requires: conjuration plant weather This spell allows a caster who is out of doors to shower the room with a poisonous rain that hurts all creatures inside the room. Can only be used to initiate combat. ~ 0 'RUNE EDGE'~ Syntax: cast 'rune edge' <weapon> Requires: enchantment This spell makes any edged weapon very sharp for the duration of the spell. ~ 0 'TRUE SIGHT'~ Syntax: cast 'true sight' <character> requires: divination This spell allows its target to detect hidden and invisible, and gives them immunity to illusions. ~ 0 AWARENESS~ This skill will wake you up when someone leaves or enters the room. ~ 0 SCAN~ Syntax: scan <argument> Using the scan skill allows you to see off into the adjoining rooms. Without an argument, it will scan in all directions, but you may use a direction as an argument to limit your search. ~ -1 'RACE HELP' 'RACE' 'RACES'~ Oblivion has the following races for player characters: Race CP Description ------------------------------------------------------------------- Avian 35 Winged race, good clerics, mages and druids. Draconian 25 Reptilian race, good warriors and thieves. Drow 21 Dark elves. Dwarf 8 Good warriors, clerics, paladins, and rangers. Elf 5 Good mages, thieves, and spellfilchers. Gnoll 16 Unnatural creatues, born of magic. Gnome 5 Good mages, clerics, and druids. Half-Elf 4 Good mages, thieves, and spellfilchers. Half-Orc 6 Good warriors and barbarians. Halfling 8 Good mages, thieves, and spellfilchers. Human 0 Jack of all trades - the standard race. Orc 8 Good warriors and barbarians Different races have different starting statistics, and also different stat maximums. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. 'help dwarf') ~ -1 'AVIANS'~ Avians are descendants of Deities. Being a winged race, they have fragile bones, making them unsuited for heavy combat or war. Yet the Avians also have some advantages - their superior mental capacity, and their ability to fly make them ideal mages and clerics. They have also developed a heightened sense of vision, which they can use to their advantage. ~ -1 'DRACONIANS'~ Draconians are a race of dragon like people. In many realms they are are sterile, and cannot produce offspring. When they were created in this realm, a mistake was made, and they were able to reproduce. They went off, leaving their lives of servitude, and formed their own city. It is well hidden, for they hold a grudge against all other races for how they were treated. Because they are like dragons, they do have wings, giving them the ability to constantly fly. Also, because they are part dragon, they are naturally resistant to all the elements...Fire, Lightning(weather), Cold, and Acid. If you were to look directly at a Draconian, their eyes would show pure hatred, and a want for war. They excel in fighting abilities, and are often very strong. Because they are so close to dragons, they are feared almost as much as dragons are. If you were to even think of engaging battle with a Draconian, watch out...they have sharp claws and teeth, as well as a tail, and may end up using them in combat. ~ -1 'DWARF' 'DWARVES'~ Dwarves are short, stocky demi-humans, known for their foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and clerics, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. They receive the berserk skill for free (if warriors), and can see in the dark with infravision. ~ -1 'ELF' 'ELVES'~ Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or clerics. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves receive the sneak and hiding skills automatically. They may see in the dark with infravision. ~ -1 'HUMAN' 'HUMANS' 'MAN'~ Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all classes. ~ -1 'DROW'~ Unlike normal elves, which inhabit the forests, the drow live underground and harbor a deep-seated hatred of their elven brothers. ~ -1 'HALFLING' 'HALFLINGS'~ These small, agile humanoids are quite intelligent, and make excellent mages and thieves. They are of much slighter build than dwarves, and even shorter. ~ -1 'HALF-ELF' 'HALF-ELVES'~ Half human, half-elf they are looked down upon by both races as half-breeds. They are not quite as agile as true elves, but they are built more solidly, and do not have the weaknesses of elves either. ~ -1 'HALF-ORC' 'HALF-ORCS'~ Not quite as strong as true orcs, but not quite as dumb either. ~ -1 'ORC' 'ORCS'~ What they lack in brains, they make up for in brawn. These large humanoids make excellent fighters and barbarians, but wouldn't even know how to hold a book. ~ -1 'GNOLL' 'GNOLLS'~ Created by an evil wizard that combined gnomes and trolls, gnolls are feared by most of the other races. Little is known about gnolls, except that nature did not create them. ~ -1 'GNOME' 'GNOMES'~ This race of small tinkerers has always been very intelligent and wise, and thus they make excellent mages and clerics. ~ -1 'WANDS' 'STAVES' 'SCROLLS'~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, you may fail when you try, possibly destroying it. The item skills are as follows: scrolls - The reading of magical scrolls, tomes and books. staves - The use of staves and similar devices. wands - The use of wands and similar items. See Also: BRANDISH, RECITE, ZAP ~ -1 'GROUP HEADER'~ The following skills and groups are available to your character: (this list may be seen again by typing list) ~ -1 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ -1 'MENU CHOICE'~ Choice (add,drop,learned,list,help,done)?~ -1 'GROUPS' 'INFO' 'PREMISE'~ The oblivion skill system allows you to fully customize your character, making him or her skilled in the skills you choose. But beware, the skills you pick at character creation are the only skills you will ever learn. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills - sometimes at a reduced cost. The experience breakdown is as follows: Points Exp/lvl Points Exp/lvl 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. Some races and classes have a minimum Exp/lvl above 1000. ~ -1 BASICS 'ROM BASICS'~ The basic skills: Every character starts with two skill groups, one for their class and a default set that all characters receive. The default skills are: recall essential escape skill (see help recall) scrolls reading of scrolls and other magical volumes staves use of magical staves wands use of magical wands for class defaults, check the classes themselves. ~ -1 MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'~ Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are also very skilled at the use of magical items, though their combat skills are the weakest of any class. All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate. The default skill selection for mages is as follows: SKILLS: scan allows you to look before you leap dodge avoid blows in combat REALMS: alteration spells that change the nature of things evocation offensive magics, used for combat illusion magics for concealing necromancy spells that affect physical condition phantasm magics for deceiving SPHERES: fire fire related spells ~ -1 CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'~ Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they possess an impressive array of protective magics, as well as fair combat prowess. All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at a very dear cost. The default skill selection for clerics is as follows: SKILLS: fast healing recover from your wounds quickly meditation recover your mana quickly scan allows you to look before you leap REALMS: abjuration spells that protect, cure, and dispel alteration spells that change the nature of things conjuration spells that create, transport, and protect divination spells that detect and investigate necromancy spells that affect physical condition summoning spells that transport people/things SPHERES: combat offensive magics healing spells that restore the physical condition plant plant and poison related spells protection defensive magics ~ -1 THIEF 'THIEF BASICS' 'THIEF DEFAULT'~ Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes: SKILLS: backstab the art of attacking from the shadows disarm used to deprive your opponent of his weapon dodge avoid blows in combat hide the art of remaining undetected in a room mace the use of maces and other blunt weapons peek used to look into a person's belongings pick lock a useful skill for breaking and entering second attack with training, the skilled thief can hit twice as fast sneak move undetected from room to room sword swordplay and fencing trip a good way to introduce an opponent to the floor ~ -1 WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'~ Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and clerics. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. Warriors begin with skill in the sword, and gain a second attack in combat. Other weapon skills may be purchased cheaply, or gained in the default skill package, which includes the following: SKILLS: bash a forceful rush with the body, designed to flatten your foes disarm used to deprive your opponent of his weapon enhanced damage this skill multiplies your damage in battle parry the art of parrying with weapons rescue allows you to take the blows aimed for a companion shield block the art of parrying with a shield third attack allows the skilled warrior to land three blows in one round weaponsmaster this group provides knowledge of all weapon types ~ -1 DRUID 'DRUID BASICS' 'DRUID DEFAULT'~ Druids have talents similar to clerics, but with a tendency towards nature. They can cast an extremely wide variety of spells, but are not adept with weapons in combat. Their default skill package includes: SKILLS: dagger the ability to fight with knives hand to hand the art of fighting without a weapon REALMS: abjuration spells that protect, cure, and dispel alteration spells that change the nature of things charm spells that allow you to control others conjuration spells that create, transport, and protect divination spells that detect and investigate summoning spells that transport people/things SPHERES: air air related spells animal animal related spells earth earth related spells fire fire related spells plant plant and poison related spells water water related spells weather weather related spells ~ -1 RANGER 'RANGER BASICS' 'RANGER DEFAULT'~ A subclass of warrior that has the ability to dabble in both mage and cleric spells. This is quite a versatile class that provides a bit of everything, including sword and second attack, and has the following defaults: SKILLS: awareness wake up when someone approaches as you sleep scan allows you to look before you leap sneak move undetected from room to room spear this skill covers both spears and staves, but not polearms third attack allows the skilled ranger to land three blows in one round REALMS: abjuration spells that protect, cure, and dispel divination spells that detect and investigate evocation offensive magics, used for combat SPHERES: combat offensive magics healing spells that restore the physical condition ~ -1 PALADIN 'PALADIN BASICS' 'PALADIN DEFAULT'~ These is a class of warrior that prides itself on service and duty. They place honor above all else, and their devotion has gained them the ability to heal much like a cleric. Their default package is as follows: SKILLS: fast healing recover from your wounds quickly scan allows you to look before you leap second attack with training, the skilled paladin can hit twice as fast shield block the art of parrying with a shield third attack allows the skilled paladin to land three blows in one round REALMS: abjuration spells that protect, cure, and dispel divination spells that detect and investigate necromancy spells that affect physical condition SPHERES: combat offensive magics healing spells that restore the physical condition law enforce the laws of nature protection defensive magics ~ -1 BARBARIAN 'BARBARIAN BASICS' 'BARBARIAN DEFAULT'~ These fierce warriors were born to fight. They can enter into a berserker rage, and attack in a frenzy. They are so tough, they have a naturally lower armor class. Their default group contains: SKILLS: dodge avoid blows in combat enhanced damage this skill multiplies your damage in battle fast healing recover from your wounds quickly hand to hand the art of fighting without a weapon scan allows you to look before you leap second attack with training, the skilled barbarian can hit twice as fast ultra damage deal out tremendous amounts of damage weaponsmaster this group provides knowledge of all weapon types ~ -1 SPELLFILCHER 'SPELLFILCHER BASICS' 'SPELLFILCHER DEFAULT'~ This class has the skills of both the thief and mage classes. This nasty combination allows you to use both physical and magical means to deceive and achieve your desires. Spellfilchers know the dagger and stealing right off the bat. Their default skill group includes: SKILLS: backstab the art of attacking from the shadows second attack with training, the skilled spellfilcher can hit twice as fast REALMS: abjuration spells that protect, cure, and dispel alteration spells that change the nature of things enchantment spells that modify weapons and armor evocation offensive magics, used for combat illusion magics for concealing phantasm magics for deceiving ~ -1 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 'SHIELD BLOCK'~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ 0 'REALMS' 'REALM' 'SPHERES' SPHERE'~ On Oblivion, spell casters must study certain Realms and Spheres of magic in order to be able to obtain and cast spells. Each spell requires certain realms and/or spheres as specified in each spell's help text. You should practice your realms and spheres as high as possible to increase the chances that you will receive spells within that realm/sphere upon leveling. It will also increase your chances of teaching and/or learning the appropriate spells as well. REALMS: Abjuration Alteration Charm Conjuration Divination Enchantment Evocation Illusion Invocation Necromancy Phantasm Summoning SPHERES: Air Animal Combat Creation Earth Fire Healing Law Plant Protection Sun Time Water Weather Wild Magic ~ -1 STUDY~ Syntax: study <scroll> You can learn spells by reading scrolls. You must have all the required realms and spheres, and you must be of high enough level. This will freeze your character for a while and use up the scroll, even you are unsuccessful. ~ -1 SORCERY~ Allows you to cast spells up to 20 levels above your current level. This power has been known to be unpredictable.... ~ -1 'MANA FOCUSING'~ Reduces mana consumption when casting spells by up to 50% in the best cases. ~ -1 TEACH~ Syntax: teach <character> <spell> The person being taught must be resting. This will cause both the teacher and student to be frozen for a while, even if unsuccessful. ~ -1 BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, weapon skill, backstab skill, and the power of the opponent. Only thieves and spellfilchers may learn the backstab skill. ~ -1 BASH~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. It's success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ -1 BERSERK~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. It's effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ -1 DIRT 'DIRT KICKING'~ Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill. ~ -1 DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled in both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill. ~ -1 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging. ~ -1 'ENHANCED DAMAGE'~ Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. ~ -1 ENVENOM~ The envenom skill is a cowardly skill practiced only by thieves, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat. ~ -1 'HAND TO HAND'~ Hand to hand combat is a rare skill in the lands of Midgaard. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it. ~ -1 KICK~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. Fighters and clerics are the most skilled at kicking, although thieves may also learn it. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both the parrying weapon and the attacker's weapon. ~ -1 RESCUE~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 TRIP~ Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip. ~ -1 'SECOND ATTACK'~ Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it. ~ -1 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors and highly skilled thieves may learn this skill. ~ -1 HIDE SNEAK~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including sneaking by monsters), but has a lower chance of success. Only warriors and thieves may learn these skills. ~ -1 'FAST HEALING'~ The fast healing skill improves wound healing rates, when walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. ~ -1 LORE~ Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. ~ -1 HAGGLE HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ -1 PEEK~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. All characters may learn peek, but thieves are the most common students. ~ -1 PICK 'PICK LOCK'~ Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy. ~ -1 MEDITATION~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, have much trouble learning to meditate. ~ -1 STEAL~ Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers guard their merchandise carefully, and attempting to steal from a character earns you a THIEF flag if you are caught (making you free game for killing). ~ 0 'DETECT GOOD'~ Syntax: cast 'detect good' Requires: divination This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ 0 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> Requires: abjuration Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. ~ 0 'RECHARGE'~ Syntax: cast 'recharge' <item> Requires: enchantment invocation The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ 0 SLOW~ Syntax: cast 'slow' <target> Requires: alteration Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also doubles movement costs and halves healing rates, due to reduced metabolism. ~ 0 PLAGUE~ Syntax: cast 'plague' <target> Requires: healing necromancy The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ 0 'CREATE ROSE'~ Syntax: cast 'create rose' Requires: conjuration A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> Requires: alteration This spell increases the strength of the target character. ~ 0 'CHAIN LIGHTNING'~ Syntax: cast 'chain lightning' <target> Requires: evocation Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell, but the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ 0 FARSIGHT~ Syntax: cast 'farsight' cast 'farsight' <direction> Requires: divination The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ 0 MASS HEALING~ Syntax: cast 'mass healing' Requires: healing necromancy The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ 0 'FLOATING DISC'~ Syntax: cast 'floating disc' Requires: conjuration summoning This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. ~ 0 FIREPROOF~ Syntax: cast 'fireproof' <object> Requires: abjuration enchantment fire The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be substituted at this time. ~ 0 ADD DEMOTE OUTCAST PROMOTE SEEK~ Syntax: add <player> demote <player> outcast <player> promote <player> seek <clan> In order to add a player to your clan you must have the authority to do so. Also, that player must currently be "seeking" your clan. To outcast a player requires authority and will remove them from your clan. To Promote a player will increase their rank by one. You cannot promote someone any higher then one rank below you. To Demote a player will decrease their rank by one. You can only demote players that are lower in rank then you. To seek to join a clan, type seek <clanname> and hopefully they will notice you. See also: FOUNDING as well as specific helps on clans(help clanname) ~ 0 FOUNDING~ To found a clan you must have at least 8 followers above the level of 10, which will mean 9 total members including yourself. To petition - you must email Airius (airius@dnaco.net) with at least this information: -Theme -Members to Be -Name(The Knights of the Round, or The Elite Guard, etc) -Short Name for Who ( [ KNIGHT ] [ GUARDS ] [ SHADOW ] etc) -At least 2, but up to 5 ranks for members in the following format: Rank:<one word rank up to 8 characters> Can Promote?:Y or N <- demotes by default Can Add?: Y or N Can Outcast?: Y or N -The color you would like your who clan name to be. ~ 0 PKINFO~ This will give you all your information on how long you must wait to "Out of Level" kill again (Killing a newbie level 10 or below), how long you are safe from being pkilled, how long you must wait to recall and or quit. You also get your total time of pkilling and being pkilled. ~ 0 CHANNEL~ Syntax: channel # channel # <target> Channel without a target converts hit points into mana, the rate of conversion is usually about 50% but it varies quite sporadically. Channel with a target sends mana across the mud to someone, but they as well must have the channel skill and the amount of mana sent is checked for by the skills of both the target and the recipient. ~ 0 LANGUAGE~ Syntax: language <language> There are many languages spoken by the inhabitants of Oblivion. You may use this command to switch between the languages that you can speak. You may only speak one language at a time. The languages of Oblivion are: Avian Elven Halfling Drow Gnoll Human Dwarven Gnomish Orcish ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> Requires: divination This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' Requires: alteration This spell enables the caster to pass through closed doors. ~ 0 'POISON'~ Syntax: cast 'poison' <victim> cast 'poison' <object> Requires: healing necromancy This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 'SANCTUARY'~ Syntax: cast 'sanctuary' <character> Requires: abjuration protection The SANCTUARY spell reduces the damage taken by the character from any attack by one half. ~ 0 'REFRESH'~ Syntax: cast 'refresh' <character> requires: alteration time This spell refreshes the movement points of a character who is out of movement points. ~ 0 'WRATH'~ Syntax: cast 'wrath' <character> requires: abjuration This spell reduces the maximum number of hit points of the target character for a certain duration. Evil clerics only. ~ 0 'CHILL SHIELD' 'FIRE SHIELD'~ Syntax: cast 'chill shield' <character> Requires: alteration evocation water Syntax: cast 'fire shield' <character> Requires: alteration evocation fire This spell creates a protective shield around the caster that deals damage back to any opponent that hits the caster in combat. The return damage is up to 50% of the damage received and is of the appropriate type, fire or cold, based on the type of shield. ~ 0 'MITHRIL GLAZE'~ Syntax: cast 'mithril glaze' <object> Requires: alteration enchantment This spell will add a mana bonus attribute to any object worn around the body, like robes, at a great cost. It will destroy the first mithril item in your inventory (always), and it has a 40% chance of destroying the object that you cast it on. If the target object is not destroyed, it will raise it's level by 5. You must have at least 200 mana to start casting it, and it will use all of your mana upon finishing. It will make you hungry, thirsty, and 30 hours more tired. ~ 0 'CHAOS LACE'~ Syntax: cast 'chaos lace' <object> Requires: enchantment wild magic This spell removes certain flags currently on an item like anti-evil, flaming, etc. It can be cast on the following object types, with these possible results: torso armor - plus/minus hit points or strength helmet armor - plus/minus wisdom, intelligence, or mana leg armor - plus/minus constitution or movement weapon - plus/minus hit points, dexterity, or strength ~ 0 'EXTENSION'~ Syntax: cast extension <object> Requires: enchantment time This spell prolongs the temporary effect with the shortest remaining duration on the target object. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> cast 'remove curse' <object> Requires: abjuration This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. ~ 0 'DRAIN BLADE' 'RUNIC BLADE' 'FROST BLADE' 'EMPOWER BLADE' 'FLAME BLADE'~ Syntax: cast 'drain blade' <weapon>, Requires: enchantment necromancy Syntax: cast 'empower blade' <weapon>, Requires: enchantment evocation Syntax: cast 'flame blade' <weapon>, Requires: enchantment fire Syntax: cast 'frost blade' <weapon>, Requires: enchantment water Syntax: cast 'runic blade' <weapon>, Requires: enchantment These spells give weapons special powers for the duration of the spells. DRAIN BLADE allows casters of EVIL alignment to give their blade vampiric powers. RUNIC BLADE makes the weapon vorpal. FROST BLADE and FLAME BLADE make the weapon either very cold or flaming, useful against victims vulnerable to those extreames. FROST BLADE and FLAME BLADE cannot be used simultaneously. EMPOWER BLADE makes the weapon charged with electricity, and shoots the victim with a lightning bolt whenever it hits. ~ 0 'PORTAL'~ Syntax: cast 'portal' <target> Requires: conjuration enchantment The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... ~ 0 'NEXUS'~ Syntax: cast 'nexus' <target> Requires: conjuration enchantment This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... ~ 0 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Requires: fire invocation Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. ~ 0 'HOLY WORD'~ Syntax: cast 'holy word' Requires: combat conjuration summoning Holy word involves the invocation of the full power of a cleric's god, with disasterous effects upon the enemies of the cleric coupled with powerful blessings on the cleric's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral clerics) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. ~ 0 FRENZY~ Syntax: cast 'frenzy' <target> Requires: evocation summoning The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ 0 CALM~ Syntax: cast 'calm' Requires: charm enchantment law One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violent activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ 0 HASTE~ Syntax: cast 'haste' <target> Requires: alteration The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow'). ~ 0 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION FIRE' 'PROTECTION COLD' 'PROTECTION LIGHTNING'~ Syntax: cast 'protection cold', Requires: abjuration water cast 'protection evil', Requires: abjuration cast 'protection fire', Requires: abjuration fire cast 'protection good', Requires: abjuration cast 'protection lightning', Requires: abjuration The protection spells reduce damage taken from attackers of the appropriate type, and improves saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both cold/fire or evil/good defenses at the same time. ~ -1 MOOT~ Syntax: moot <character> <type> <varies> *** NOBLES ONLY *** This command starts a moot of one of the following types: 1)reward - Used to grant or remove experience points from a character for good or bad role-playing. The number of experience points of the moot is specified in <varies>, and it takes over 50% approval to pass. 2)induct - Used to grant noble status to a non-noble character. It takes 2000 votes to start, and requires a 70% approval to pass. 3)outcast - Used to remove noble status from a character. It takes 4000 votes to start, requires a 80% approval to pass, and requires at least 5000 approving votes to pass. 4)change - Used to change a character's alignment. It takes 500 votes to start, and requires a 60% approval to pass. It uses the following for <varies>: <alliance|tendency> <+|-> Where alliance is good|evil, and tendency is law|chaos. It will modify the appropriate alignment value by on in the specified direction if it passes. The initial votes to start any type of moot do NOT count in the approval totals. See also: DINFO, VOTE ~ -1 DINFO~ Syntax: dinfo *** NOBLES ONLY *** This command reports your diplomacy level and current vote tallies. See also: MOOT, VOTE ~ -1 VOTE~ Syntax: vote <favor|oppose> <votes> Allows you to cast your votes for the current moot in progress. You may only vote once per moot. See also: DINFO, MOOT ~ 0 ALIGNMENT~ Alignment is used to represent the values and beliefs that are inside each Player Character (PC) to help explain why they act the way they do. This applies to ALL actions performed by EVERY PC - including the slaying of mobs, talking in the pit, helping other PCs with advice/equipment, or assisting in Corpse Retrievals (CRs). The following definitions should be consulted for you to pick the proper label for the way you plan to act on Oblivion. Once an alignment is selected, actions performed outside that alignment are punishable by alignment changes, loss of experience, and worse - so choose wisely! Role-Playing (RP) means you must learn to keep seperate your personal alignment from that of your character, unless of course you have chosen to RP a character with the same alignment as yourself. A high level summary: Law/Neutral/Chaos is the means and Good/Neutral/Evil is the result or your actions. Law vs Chaos ------------ The standard Cop versus Criminal philosophical differences. Law - The belief that in order for happiness and safety to exist, a set of external laws must be followed and obeyed, regardless of the consequences. A lawful character believes that all laws must be obeyed for society to prosper, including those laws that he does not agree with. A lawful person does not tolerate those that break the law. Chaos - The belief that laws and strictures restrict the happiness of an individual, and society will be better off without these restrictions. In order for a person to achieve the most in life, they must not be held back by restrictions imposed by others, and they should be allowed to do whatever they feel like doing. Neutral (Law/Chaos) - This is either not being able to understand the concept of a society's laws [wild animals]; or having a personal set of laws to live by that are close to that of society, but not identical. This can be simplified to "Laws are important, but I don't mind breaking little laws, or breaking laws in small ways". They are always true to their own personal set of laws. Good vs Evil ------------ Good and Evil are opposites and seek to destroy each other. Good - The belief that by being fair, just, and nice to others, one should receive the same treatment in return. A good person places the needs of others before their own needs, and as long as everyone acts this way, the world will be a better place. A good person does NOT tolerate the actions of evil people, because it places the good person at great risk to have someone around that is selfish and does not place the needs of others before their own. Good always seeks to destroy evil, and never harms other good people. Evil - Evil people lust for pain and suffering, and feel they must dish it out, before they get it. Do unto others BEFORE they do unto you. The evil person actually enjoys being cruel to others, so has no second thoughts of performing evil acts for the entertainment value alone. The evil person does things solely for their own benefit, always placing their needs above the needs of others. Evil people have no difficulty destroying other evil people, as well as good people, if it benefits them. Neutral (Good/Evil) - The neutral philosophy advocates that both of the opposing philosophies of good and evil are too extreme. A neutral person is open to all ideas, and either strives to keep a balance between good and evil, by always siding with the weaker, or treating both sides equally, thus not endorsing one over the other. Oblivion has a multi-level alignment system that uses the following values: Law vs Chaos Good vs Evil --------------------------------------------------------------------------- +3 = Totally Lawful, no exceptions +3 = Totally Good, no exceptions +2 = Mostly Lawful +2 = Mostly Good +1 = Neutral with Lawful Tendencies +1 = Neutral with Good Tendencies 0 = Totally Neutral 0 = Totally Neutral -1 = Neutral with Chaotic Tendencies -1 = Neutral with Evil Tendencies -2 = Mostly Chaotic -2 = Mostly Evil -3 = Totally Chaotic -3 = Totally Evil See also: LAWFUL GOOD, LAWFUL NEUTRAL, LAWFUL EVIL, NEUTRAL GOOD, TRUE NEUTRAL, NEUTRAL EVIL, CHAOTIC GOOD, CHAOTIC NEUTRAL, CHAOTIC EVIL. ~ -1 'LAWFUL GOOD'~ The LG person completely believes in the laws of their society, and most societies in general. However, this attitude is modified by the fact that the LG person also looks at the SPIRIT of the law, as well as the letter of the law. They would like to see the laws that they are familiar with applied universally, regardless of the situation. They will seek out and destroy evil ONLY as permitted by the laws of society. Ex: City Guard See also: ALIGNMENT ~ -1 'LAWFUL NEUTRAL'~ Like the LG person, the LN also completely believes in the Law. But they are focused on the LETTER of the law. If they give their word to someone, they will honor it - regardless of treachery on the other's part. They feel that ALL laws should be obeyed; regardless of the intent behind it or even the overall merit. They live to follow orders. Ex: Judge See also: ALIGNMENT ~ -1 'LAWFUL EVIL'~ As with other Lawful types, they too believe in Law. However, they work within the laws to benefit themselves. They do whatever is necessary to advance within society's hierarchy, as giving orders puts them in a place of power. They will sometimes honor the letter of the law, and sometimes the spirit of the law - depending on which is to their advantage. The laws they follow are external laws dictated by their society, but they find a way to be as cruel as possible within those laws. Ex: Mafia Boss See also: ALIGNMENT ~ -1 'NEUTRAL GOOD'~ External laws are not as important for the NG person. Their focus is more on what is good for society in general. They take the long view when considering the implications of their actions. These folks will take the time to consider an action before acting on it. They do what they do for the overall good of society, even if they need to break a few laws to do it. Ex: Robin Hood See also: ALIGNMENT ~ -1 'TRUE NEUTRAL'~ People of this alignment are for the overall balance of the universe. Law, Chaos, Good, Evil; all are irrelevant. ANY will be used to maintain WHATEVER is seen as the balance to that person, and this can be a VERY extreme view. A true neutral realizes that there cannot be life without death, and there cannot be good without evil; a true neutral can either always take the side of the underdog, or just treat everyone equally. Ex: Arbitrator See also: ALIGNMENT ~ -1 'NEUTRAL EVIL'~ They take the long view on what is best for themselves. Contrary to most people's thinking, this is the nastiest of the evil alignments. This is because all NEs are following some predetermined, 'selfish' goal. If you can find out what this goal is, you have half a chance of predicting what they will do. Many NEs have a personal code of honor that can make them seem LE, but because in the end there can be only the self, it places them firmly in the NE camp. They follow their own internal rules to maximize the cruelty and destruction they can perform to those around them. Ex: Informant See also: ALIGNMENT ~ -1 'CHAOTIC GOOD'~ The CG if more concerned with the Good of the self. They will happily ignore any law that restricts their personal freedom. They tend to take the short view of their actions, never considering the long range consequences. They like to defend other's individual rights as well, even if those others DON'T want their rights defended. They do not stand by and let evil take advantage of good for any reason. They will seek out and destroy evil at will. Ex: Vigilante (Dirty Harry) See also: ALIGNMENT ~ -1 'CHAOTIC NEUTRAL'~ These people are fully into Chaos. They don't care about the good and evil of their actions or even the world; they just want Chaos to flow freely. This does not mean acting on whatever whim comes along - CNs can have a long range plan. One year they could start a peasant revolt against a tyrant; and then come back in a couple of years and help with a military coup. As long as there is a state of upheaval and confusion, they're happy. They are typically loners. Ex: Mercenary See also: ALIGNMENT ~ -1 'CHAOTIC EVIL'~ These folks are into evil in and of itself. They don't really look to the future. If they can cause pain and suffering right now, they do it. Strength is all important - might makes right, and all that. Anything to further the spread of evil and destruction, even if it means death in their own group. CEs that are truly dedicated to the cause tend not to live very long. Ex: Serial Killer See also: ALIGNMENT ~ -1 BAGHEERA~ The Cat Warrior wipes her bloody claws off on the ground leaving the king of the marauding clan as her last dead. Silently she wanders into the desert finally avenging the deaths of her clan, but the loss within her will never be sated. The avatar/patron of the Bagheera is the Cat Warrior. Until her return to the mortal plane, we follow her example. We are quiet, loyal and fierce. We help our fellow tribe members to gain in power, because the gain of one benefits the whole clan. We also protect each other, and an offense against one will be revenged by the whole clan, and the punishment shall be as per the offense. We will also often help others in need if they ask, under the assumption that they too will help us in case we are in need. The tribe helps each other in all things and are a tight group. We wait for the avatar of the cat's return. We accept members from all races and alignments assuming they desire to join and agree with our laws, and are willing to follow the cat. If you would wish to join us please talk to a member of the clan, and someone in the clan will add you, or just "seek Bagheera" and we will talk to you. We generally leave those alone who leave us alone, but if bothered cat-like we pounce. ~ -1 FLIGHT FALCON~ The Flight of the Falcon is a group of individuals that bear the mark of the Falcon and are bound together by their pledge to serve goodness and combat evil. The clan chooses the Falcon as its symbol because it is a bird of prey - strong, proud, and fierce. The freedom of the Falcon is symbolic of the fact that the preservation of the light is the primary concern of the clan, and they are not constrained by the law. The clan has 5 Ranks: Heart, Talon, Wing, Eye, and Nestling. Member Alignment Requirements: Goodness Law/Chaos -------------------------- 2 or 3 Any 1 2 or 3 0 3 If you wish to bear the mark of the Falcon, type: seek flight See Also: ALIGNMENT, LAWFUL GOOD, NEUTRAL GOOD, CHAOTIC GOOD, LAWFUL NEUTRAL ~ -1 ROM~ ROM started in early February 1993, using Merc 1.0 code. In July of 1993, ROM II was started, eventually replacing the original ROM. ROM was up for a little over a year, after which the code (version 2.3) was released, and various other ROM muds were started, including Rivers of Mud under a new management (Zump's ROM), at rom.org 9000. Alander's current project is Tesseract, the latest version of the ROM code. It can be found at hypercube.org 9000. The following people contributed to the ROM flavor of the merc base code: Socials -- Kelsey and Liralen New, Improved Valhalla -- Liralen Puff's new special proc and improved poofin/poofout code -- Seth Maps and map shop -- Ezra, Regnan (Olympus) Nirvana zone -- Forstall (mobiles rewritten by Alander) Mob Factory -- Pinkfloyd (originally written for ROM, mobiles rewritten by Alander) Geographically correct Midgaard (tm) -- Alander Ideas and playtesting -- Thousands of dedicated mudders around the world Beta testing -- Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports and suggestions, saving a lot of headaches New Thalos area was donated by Onivel of Jedi, who was also the originator of the ASCII flags used in the zone files ROM 2.4 was developed during my time with Moosehead mud, and the release shares many of the features I wrote while I was there. Additional code was written by Seth Scott (the new poofin/poofout), and many contributions and ideas from the Merc list were used. The new features of 2.4 were largely produced in bull sessions with Gabrielle (my wife) and Brian Moore, without whom this release wouldn't have happened. In particular, the new privacy code, furniture, and wiznet are largely the results of Gabrielle's ideas. Changes to the standard diku mob and object format, as well as the changes to Merc 2.1 source code, were done by Alander over many a late night of hair-pulling. Hope you enjoy it. (my apologies if anyone was forgotten in this list) ~ -1 OBLIVION~ Oblivion is Rom derived source code written by Airius(Wes Wagner), it was meant to be a more roleplaying oriented version of ROM, and was made possible by the help of many people over the years. The final release will hopefully have full credits, and I would hope you would all post them. ~ -1 IMMAPPLY~ If you wish to apply for immortalship you should email the department head of the position for which you are applying. Application does not require us to interview you, interviews will be at the sole discretion of the department head. You should send a resume including but not limited to: -Previous Experience -References -Time spent on Oblivion -Plan of what your strengths are -Plan of what you could do to improve the MUD Higher level characters who have spent more time on Oblivion itself will often be considered before others. ~ -1 IMMORTAL IMMORT GOD WIZARD WIZ~ 'Immortal' (often, simply, 'immort') refers to players who have reached the highest attainable levels in the game. Here, anyone of level 92 or higher is an 'immortal.' Immortals are capable of exceeding the usual game rules, in more drastic and pervasive ways as levels increase; examples range from teleportation and invisibility to mortal sight to creation of objects, removal of a player's privileges (channels, ability to move, or even ability to log in), and ability to promote players to immortality. Since immortals can wreak havoc with game balance, they are (ideally) a carefully-chosen and policed group. An absolute rule of immortal behavior is that no immortal can aid or assist any player without explicit permission from the higher ranks; in other words, please don't ask an immortal to help you kill a mob, gather EQ, etc, or you'll likely be either politely or rudely refused, or referred to this file. The duties of immortals, and even the very reasons for their existence, are topics of continual and heated debate in various MUD forums, and are fraught with misconceptions, poor examples, and outrageous hypocrisies. :) ~ -1 SOCIALS~ The SOCIALS command lists all of the available role-playing commands. These commands are used to help your character express their feelings, show their emotions, and just plain have fun! Role-Playing is required on Oblivion, so give these commands a try. Note that although these commands allow you to do some interesting things with other people, they do no actual damage (hp) in any way; however, if you upset someone, they might take offense, and then............. ~ -1 MERC~ This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. ~ -1 MAP MAPS~ Maps can be located in the map store in Midgaard, just west of Common Square. With enough searching and perseverence you may find some of the more rare ones, leading to exotic locales. ~ -1 GREETING~ . __----''''''''''''------___ . . --//====...... __--- -- -. \_|// |||\\ ------::::... /- ___-==_ _--o- \/ ||| \\ _/--- __------.=='||\=_ -_--'/_-'|- |\\ \\ _/' _-'` .=' | \\-_ '--7 /- / || \ / .' .' | \\ -_ / /- / || \ / / ____ / | \\ '-_/ /|- _/ .|| \ / |'' ''|--''''--_ \ '==-/ | \'--==='' .\ ' '-| /| |-'\'' __--'' |-''-_/ | | '\_ _-' /\ Based on Diku by Hans, / \ \__ \/' \__ Katya, Tom, Michael, and _--' _/ | .-''____--'-/ ''==. Sebastian, MERC 2.1 by ((->/' '.|||' -_| ''-/ , . _|| Hatchet, Furey and Kahn -_ '\ ''---l__i__i__i--''_/ ROM 2.4 (c)1993-1996 by _-'-__ ') \--______________--'' Russ Taylor //.-'''-'_--'- |-------'''''''' //.-'''--\ OBLIVION 1.2ALPHA (C)1996 by Wes Wagner WWWW WWWWW W WWWWWW W W WWWWWW WWWW W W W W WW W W WW W W WW W W WW W W W WWWWW W WW W W WW W W W W W W W WW W W WW W W WW W W W W W WWWW WWWWW WWWWWW WWWWWW WW WWWWWW WWWW W WW By What Name Do You Wish To Be Called? ~ -1 MOTD~ ******************************************************************************* * The Real Oblivion mud is at harker.dnaco.net 1234 * ******************************************************************************* [Hit Return to continue] ~ 92 IMOTD~ Welcome Immortal! Hello and welcome, there is much to be done as you know, let us make it so. Please keep in mind the following: -Due to the lower player base we need to be more newbie friendly -With regards to newbies instill Roleplaying in them early -If you can devote more on line time so we can make a presence even if it means working in another window and being logged on the same time as I often do. -Do not let mortals who are being abusive OOC go unchecked, I myself will not tolerate people being rude or abusive to each other OOC, I ask that you do not as well. -Do not be afraid to take some initiative, just do not go too far. Thank you for your work and support, -Airius [Hit Return to continue] ~ -1 PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~ Player Killing is possible on Oblivion, you can legally pk anyone who is not level 10 or below. You can actually pk someone who is level 10 or below you, but when you do so, you will activate a timer that prevents you from OOLing(out of level) for a long period of time. Also when you are pkilled, you get a 30 hour safe timer which will prevent anyone from attacking you, but if you attack someone else your timer will be reset to 0. All methods of pkilling are legal, except for the use of summon. Stealing from players is allowed, but you may not steal from someone more than 7 levels above you. There are also safe rooms which prevent stealing entirely. See also: PKINFO ~ 92 COMMANDMENTS LAWS 'GOD RULES' GODS~ . *********************** ** The Rules of Oblivion ** *********************** 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly go there themselves. 4) DO NOT kill the shopkeepers for any reason at ALL. 5) DO NOT use reboot unless an emergency arises. 6) Do not give out free equipment. You don't need to win brownie points with the mortals. Quests are fine but handing out items isn't. 7) A note on quests: Quests are a good thing, more or less, BUT do not give out overly extravagant prizes. Exercise some common sense here folks. Do not load items more than 4 levels below their normal level (i.e. no level 5 ogre gauntlets). 8) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. 9) Do not try to overrule each other. 10) Trusted mortals: Do not use your god powers to help your mortal character. If you do, your trust will be taken away. ~ -1 RULES~ These are the rules of ROM. For other matters, use common sense. * Limited player stealing or player killing. * Your presence here is a privilege not a right. Obey any orders from gods, and you will be fine. Deletion does not require a reason, appeals are to be sent to the implementor. * Sitting around idle with a client is hazardous to your health. If we catch you doing it, you will be deleted. * No multiple logins, multiple playing, or helping your own characters with other characters you own -- by any arrangment. ALL CHARACTERS involved may be deleted, first offense. * Cheating will not be tolerated. This includes accepting favors from gods and exploiting bugs. If you find a bug, report it, then do not use it. * Changes to these rules are at the discretion of the immortals, and may be done without warning, notice, or even evidence of sanity. Walk softly, and carry a black stick. * Trolling for players for other muds is hazardous to your internet access, I make it a policy to track down trollers(first offense) and report them to the admin of their site. * No kill assisting, you may not weaken another mob with the intent for someone else to kill it for experience. Healing a character in battle, spelling them up etc is legal, but do not hurt a mob to the point of near death just so another character can gain the experience points. ~ 0 SUICIDE DELETE~ Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ 0 HEALER~ The healer decided to grab a quick buck, and now charges for his heals. Some services are still free to players of level 10 or below, however. To see a full listing of the healer's services, type 'heal' at his residence. To receive healing, bring plenty of money, and type 'heal <spell>'. ~ -1 GAIN~ The gain command is used to learn new skills, once the proper trainer has been found. (Check New Thalos) The following options can be used with gain: gain list: list all groups and skills that can be learned gain points: lower your creation points by 1 (costs two sessions) gain <name>: add a skill or skill group, at the listed cost gain convert: turns 10 practices into one training session Gain uses training sessions, not practices. (see 'help train') Gained skills and groups do NOT increase your experience per level or total number of creation points. ~ 92 CLONE~ Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your possession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ 0 SKILLS SPELLS~ The skills and spells commands are used to display your character's list of available skills (or spells, as the case may be). ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT~ ROM uses varies automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: auto, autolist : show the current settings of the following: autoassist : Makes you help other group members in combat. autoexit : Display room exits upon entering a room. autogold : Take all gold and silver from dead mobiles. autoloot : Take all items from dead mobiles. autosac : Sacrifice dead monsters (if autoloot is on, only empty corpses) autosplit : Split up spoils from combat among your group members. Typing a command sets the action, typing it again removes it. ~ -1 CLAN~ A Clan is a collection of players, united to follow and further a common cause. Each clan has rules and regulations, to find out more about clans and their 'beliefs' type "help <clan name>". To join a Clan you must be level 5 or above and level 90 or below. Speak to the Clan Leader about joining. Joining a Clan is a dangerous step. Many adventurers live to kill and torture others and chances are that your paths will cross. Remember, attacking or killing fellow clan members *IS* illegal except to mutiny your Clan leader. Existing Clans may buy special rooms and mobiles by acquiring diamonds as payment. To see room prices, type "help prices". New Clans may be formed by petitioning the immortals. Please remember that their word is final on all matters not covered by this help. See also: ADD, DEMOTE, PROMOTE, OUTCAST, PRICES, FOUNDING, SEEK ~ -1 PRICES PRICE~ New Clan Hall Rooms cost 40 diamonds. Boosting the mana or healing gains for a room costs 200 diamonds. Both in the same room costs triple. Help Files are 1/4 diamond per line (blank lines not included). ~ -1 COUNT~ The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ -1 GATE~ Syntax: cast gate <target> Requires: conjuration summoning The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. ~ -1 AFFECTS AFFECT~ This command is used to show all the spells affecting your character. At low levels, only the spell name will be displayed, at higher levels the effects and duration of the spell will also be shown. Spell effects are no longer shown on score (this can be changed by using 'show' command). ~ 0 $~ #$