/
mudd/docs/html/
mudd/world/
#HELPS

110 GREETING~
Welcome to
 
Realms of Rimudia
 
 
Admins
Giest - Head Admin/Owner
Sillviant - Head Builder
Bloustone - Guilds
Mephistos - Co- Head Admin

This is only a temporary Greeting intil someone can
come up with something better.
 
 
We are in a pure building phase play testers are
welcome but are not needed at this time.

~

110 MOTD~
[+]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[+]
                             Lands of Chaos
[+]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[+]

                   Welcome to new Lands of Chaos Mud


        We are currently building for an indefinate period of time.
         Your comments, bug reports, ideas, help and constructive
       criticism will be a must in order for us to finalize what we
        hope to be a great, fun, revised mud.  Please contribute!


                   We hope you enjoy your stay here!

[+]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[+]

Press [RETURN] to continue.
~

110 ADMINRULES~
Art. 1.  No Admin is allowed to reveal any information to players or outsiders
         regarding the mud. This includes information on quests, resets, mobs,
         objects, players, areas or any other information that is not written
         in the helpfiles or otherwise publicly and legally available.

Art. 2.  No Admin is allowed to edit players in any way thus giving them
         advantages or disadvantages.

Art. 3.  No admin is allowed to give items in any way to players. This includes
         by means of placing resets in rooms, force loading mobs or duplicate
         items.

Art. 4.  No admin is allowed to transfer players around the mud.

Art. 5.  No admin is allowed to play a mortal character.
~

101 SOCIETY SOCIETIES~
Societies are groups of mobiles which work together to achieve goals.
They are populations which grow and expand from a home base, and eventually
should be able to send out war parties, make new societies in different
places, and defend themselves, as well as making items for trade.

The way societies work is this: A society has a certain set of rooms
and mobs assigned to it, indexed by the start number for the rooms and
the mobs. 

This means if you want to make a society, you should start with a block
of rooms and mobs which are unused by anything else and then start to
work from there.


Also, it has been coded so that all mob/object locations are saved
on reboot crash (theoretically!) so we can do this and have
it make sense as the state of the society will not change over
reboots (barring really bad crash...)

Societies are broken up into castes. There is one special caste,
called the children's caste which is where all of the mobs of this
society start. Then, once they are grown up (having passed through
several stages...the children become adults and randomly pick certain
caste paths as set by the maker. These things then advance within
their castes until there are too many of them, and they fight or leave.


But note that this also works with other kinds of societies, if you
have a society of mages and make apprentices the starting thing
and then have different mages of different elemental specialties,
this code should be able to handle it. Or novice priests who
then pick which god they will worship or something like that, or
novice drugdealers who then pick their drug of choice to sell :P.


There are a lot of things which can be set in societies, and the
editor is much like that of the spell editor or mob editor. The command
to use is SOCIEDIT create or SOCIEDIT (number) or SOCIEDIT (name).

The SOCIETY command lets you see information on societies without entering
the editor, but the format is the same.

See help SOCIEDIT
~

0 SOCIEDIT~
The Syntax to start this is SOCIEDIT create or SOCIEDIT <number> or
SOCIEDIT <name>. Type Society list to see a list of all societies.

Also, when you are making up the percentage chances for things to
advance within a society, remember that the society data is only
checked about once every 20 minutes for a possible update, but the
society should always remain the way it is over reboots and crashes,
so if noone gets to the society for months of rl gametime...it will
be a huge thing if you set the maxxes too high. I have no idea
what will make good numbers for these things really.




There are several commands you can use at the society level:

name <string>       Sets the society name.
room_start <num>    Sets the room near where all the mobs start.
num_rooms <num>     This sets how many rooms beyond the room_start room
                    the mobs will pop in. When this number is 0, the
	            mobs only pop in the room_start room.

There are also flagnames you can set, like warlike, aggressive, spawning
		    xenophobic, explorer, builder, destructible..these
		    dont do much yet.   

Most of the information gets done in the castes.
The following commands assume that the first part of your command is


caste <number> where <number> is a number from 0 to 9.

delete                      Delete this caste.
name                        Set the name of the caste 
rank <number>               Sets the number of ranks in the caste (up to 5) 
                            NOTE THAT THE RANKS ARE NUMBERED 0 to 4 or
                            0 to 3 and not 1 to 5 or 1 to 4.   

                            If the child fails all pick percents, then
                            it remains a child until the next check.
mob_start <number>          This is the vnum of the first member of the caste.
                            The other types of things in the caste must
                            be the subsequent vnums (up to 4 more for a total
                            of 5 ranks).
maxpop <rank_number> <maxpop> This sets the max population of the given rank
                            in the current caste to this number.
advance or
adv_chance <rank_number> <number> If the rank_number is 0, this is the chance
                            that a given child which is growing up picks this
                            particular caste. If the number is from 1 up to
                            the number of ranks, then this chance is the 
                            chance that a given member of a lower tier 
                            advances to this tier during each check.      
 
Someday there will be things set up so that different castes have
different "goals" as or some such thing like mining or selling or making
or guarding or whatever.

       
~

110 'HIDDEN IMPALE'~
This skill allows you to charge at your opponent with a polearm weapon
and land a devastating blow. 
~

0 SHOOT~
You can now shoot enemies up to 4 rooms away, depending on
the bow you use. Each bow/arrow combination has different ranges,
aiming times, shots per quiver and damage multipliers. To shoot
someone, type shoot <name>.

Arrows and bows can be forged with the forge command, and the more
powerful the material these items are made of, the harder you
hit. The power of the hit is determined by the weaker of the two
materials, so you cannot just use a weak bow with strong arrows
or a weak arrow with a strong bow and expect to get much damage.
The high end damage is really high, but it is also hard to
keep forging these items over and over.

Arrows disappear after they are used, whether they hit the target, or not.


~

0 THROW~
SYNTAX:  throw <weapon> <victim>
SYNTAX:  throw <trap> <direction>
 
This skill allows you to throw a piercing weapon in your hand 
at your victim at a considerable distance. Thrown objects will 
end up in target's inventory.
 
You can also throw traps in an adjacent room. Once they explode,
they hit everyone.
Note: You must be an adept at handling traps to throw them.
 
See Also: TRAP
~

0 TRANSFORM~
You lose *ALL* warpoints when you remort now so no more hoarding
and then getting 3 remorts at once!!!!

The transform command is what remorts you. To use it, you must
be in the remort chamber and type

transform <stat> <stat> <stat>

For remorts 1-6 you must pick 3 different stats to improve. Be
sure to spread out the stats so you don't run out of room
in them. After remort 6, you can put the stats wherever you want.


You gain 1 damroll per remort, and 1/2 skill, 1/2 proficiency, 1/2 
natural casting level, and 1 spell, rounded up. Your spell power 
also increases a little bit. You will also gain 1/2 hp per level
per remort over and above any consititution points you get.

See help RESTART if you are going for your 8th or higher remort.

Also, when you remort now, all of your warpoints are lost. 
Double the current amount of warpoints you have goes into your 
city or alignment bank, and 1x the number of warpoints you have
goes into your clan bank (if you are in a clan), so these points
are not wasted.


~

0 REMORT REMORTING~
You lose *ALL* warpoints when you remort now so no more hoarding
them and then getting 3 remorts all at once!!!!


Remorting is a little different here. To remort, you must gain 
warpoints, as well as levels. 

Type remort costs to see the costs.

To remort, you must find the proper room for your alignment...which could
require a quest or killing something powerful. Once you get there,
type remort remort and you will be transported to the actual room of
remorting.

Once in that room, you must TRANSFORM.
~

0 DONATE DONATION~
SYNTAX:  donate <amount> <warpoints|gold> <city|clan>
 
This will allow you to donate money or warpoints to your clan or alignment.
You must donate 100 gold or 100 warpoints at a time, once you donate,
it is not recoverable.
~

110 BANKSET SETBANK~
Syntax : setbank <good/evil/number> <amount> <warpoints/gold>

This admin command lets you set a bank by hand. Note that the first
argument will be good or evil or a number from 1-22 representing a
clan number.

~

101 CODE~
Drawtop draws a map of the area you are working on, taking up the top
half of the screen. Code draws a map of the area you are working on which
fills up the whole screen. If you are below 110, these can only be used
in your areas. 

~

0 BUILDER BUILDING~
Building is a lot of work. Making the rooms and objects and mobiles
and descriptions is a lot of work. Please be serious about building
and understand that it takes a big committment to make an area.
Be sure you have the patience and endurance to carry a project
through. 

Building basically consists of four parts. 
You make a bunch of rooms and link them into a map, you make mobiles
or monsters which do things, you make objects which can be manipulated,
and then you possibly do other things. If you are a builder see the
following helpfiles:

See Also: BUILDER_RULES REDIT MEDIT OEDIT 

See Also: COUNT
~

0 LORE~
SYNTAX:  lore <spellname>
 
Usage of this skill will give you information on the ingredients necessary 
to brew a particular potion. If that potion is not brewable, it will say so. 
You will only see some of the ingredients each time you try to find out some 
lore about the potion.
 
Note: You must practice this skill fully for it to work.
~

0 ENCHANT~
The enchant skill lets you put extra affects on items. Here are the rules.

You type enchant <item> <location>. The modifier is set automatically.
The item must be in your inventory, and the item must be armor or a weapon.

The possible locations you can choose from are:

dam strength intelligence wisdom dexterity
hp move saving_throw kick_damage sneak_bonus
hide_bonus ac hit

The location must be spelled exactly as above: no abbreviations.
You must be a wizard, tinker, conjurer and mystic to enchant.
You must have 800+ hps.
You must learn enchant all the way up as much as possible.
The item cannot be enchanted already or you get hurt. The item will 
go poof.
The item cannot have an affect of the type you are adding...
even if the first one is bad.
You must be level 60 to add stats or damroll.
Kick_damage must be added to legs, feet, knees, or ankles only.

Every enchantment has a cost in coins depending on the enchantment
type. 
If the item already has a stat or damroll affect, the cost is doubled.
If the item is not body, head, arm, leg, or foot armor, the cost is doubled.
You need to have the money in the bank to enchant, but for now, you can
enchant from anywhere.

You must make a certain roll vs your enchantment skill.
If you fail, the item may be destroyed.

YOUR ITEMS ARE SOMETIMES DESTROYED FOR NO REASON AND
ENCHANT FAILS ABOUT 80 PERCENT OF THE TIME NO MATTER WHAT.


The costs for enchantments range from 100k coins (not gold) for 
stat/dam to 10k for hitroll or ac or saving throw (then 
multiplied as above). 


I just ran out of ideas for things to make you all run around and 
collect to do this, so I got lazy and just made it cost gold ;)

~

0 BREW~
SYNTAX:  brew <potion>
 
This skill allows you to create potions which contain spells. Use of this 
skill requires a mortar and a pestle.
 
To brew, you must hold the pestle in your hand, and have the 
mortar in your inventory with the required herbs in it. Then 
you may attempt brewing. If the mortar and pestle are powerful 
enough, and if you have all of the ingredients in there for 
brewing you will attempt to brew a potion. In case of a failure
you may lose some of the ingredients. If you successfully
brew a potion, you will use the mortar to hold it.
 
also FORGE
~

0 TAN TANNING~
SYNTAX:  tan <hide type> <item type>
 
This skill will allow you to work hides of dead animals into comfortable
clothing. In order to tan, you must be in a room with a tanning machine. You
must be holding a powerful enough needle and have the appropriate amount of 
hides in your inventory. You then may attempt to create an item. If you fail, 
some hides might be lost.
 
See Also: HIDES, TANNED ITEMS, FORGE
~

0 CLOTH_TYPES CLOTH-TYPES CLOTH_TYPE CLOTH-TYPE~
Cotton, Wool, Silk


~

0 FORGE FORGING~
SYNTAX:  forge <mineral type> <item name>
 
With this skill you may forge tools, weapons and armor pieces from various 
minerals. Each item costs different number of mineral chunks to forge,
ranging from 1 to about 30. You must be in a room with a forge. There must
be an anvil in the room and you must be holding a forging hammer. You must
drop the appropriate number of mineral chunks in the room. Then you may
attempt to forge an item. If you fail, some chunks might be lost.
 
In order to forge an item of certain type, you must have both anvil and 
hammer of the same or higher mineral type. If you have a hammer and an
anvil of the same type, you may forge a hammer of the next type up. You
then may forge an anvil of the same type as a the hammer.
 
By forging a hammer or anvil of a higher power, you add another layer 
of mineral on to your old hammer or anvil, therefore you end up with 
only one hammer or anvil.
 
See Also: MINERALS, FORGED ITEMS, TAN
~

101 REDIT~
There are several main components to building a room.
First you type redit create <number> or <dir> dig <number> to make a new room.
That will put you in the new room.

You can type < to go back one room, or > to go foreward one room in redit.

Then you set the room name, sector type, other exits, and room desc.
There are also room flags, but all of these things are explained in more 
detail in the help files that follow.

It is helpful to make aliases like

e.g.,   alias nn n dig
	alias ss s dig
	alias uu u dig 

and so forth. It makes getting the rooms down much easier.  Also, at this
point make alias aa asave changed.  Be sure to type aa every once in a
while, and when you leave. If not, and the game crashes, then you lose all
your work that you have done since the last asave changed.

There are also two commands which let you (sort of) see what your area
will look like. They are drawtop and code. Be sure to check those out. The
way to get out of drawtop is cls (clearscreen).  Be sure when creating a
room that you set the name, sector type, and any flags you would like to
see there. Each of the things you can set for doors (exits ) is listed in
the following chart: 

If you are scripting and want the room to trigger a script when something
enters or leaves you MUST type enterscript or leavescript resp or else
the program will not check this when people enter the room. If you want
the room to trigger a script when a certain command is typed, you must type commandscript to set that up too.


The following commands are available from within the REDITOR:

show                - hitting return, or 'show' shows the room stats
done                - exists the room editor and returns to normal play
create <vnum>       - creates a room with a certain vnum
name <room title>   - changes the room title
ed add <keyword>    - type this command for additonal extra-description
copyto <room vnum>  - Copies the room descript to <room vnum>
desc                - edit description of room

See Also: ROOM_FLAGS

For exits, type the direction (north/s/e/w) followed by:
delete              - delete this exit
link <room vnum>    - make a two way link
room <room vnum>    - make a one way link (use with caution)
key <object vnum>   - makes specified object the vnum of the key required
name <door name>    - makes the door's name/keywords = to the given name
hidden              - must have name <keyword> set.. makes it so you have 
		      to search to find the keyword.
desc                - edit the description of the exit

door                - makes exit a door
closed              - defaults exit to closed
locked              - defaults exit to locked
eat_key             - makes exit eat keys after being unlocked
pickproof           - lockpicks/pick command dont work on this door
hp                  - Sets a door's max hp before breaking open
str                 - How resistent to breakage and if it's destroyed
		      completely.  If < 0, the door is broken perm.
		      If you want broken doors to reset, type reset
		      to set the door to reset no matter what.
transport           - makes the room automove all chars in direction.
see: help transport   Must have room and exit in that direction first.

Ex:      east delete
	 east link 3034
	 east name a small red door

See Also: PET-SHOPS, RSTAT, ROOM-FLAGS, RESET, COUNT, SECTOR
See Also: CODE
~

0 PATCH~
SYNTAX:  patch <item>
 
With this skill one can repair his equipment, up to a certain point.
Note: If you are not skilled enough, you may damage the equipment.
~

101 ROOM_FLAGS ROOMFLAGS ROOM-FLAGS~
Keyword       Number      Descr
 dark            1         room requires a light to see anything
 no_mobs         4         no mobs will enter the room
 indoors         8         cannot see weather
 private       512         2 people only <- NEVER USE
 safe         1024         no fights between same alignment
 solitary     2048         1 person only <- NEVER USE
 pet_shop     4096         makes room a pet shop (see IREF PET-SHOPS)
 nohear       8192         cannot recall from this room
 no_summon                 no-one (mobs or pc's) can be summoned from the room
 untrackable               cannot track through this room or be tracked here
 nomagic                   No spells can be cast, or magic items used
 silence                   You can't say, emote, gossip... anything...
 extraheal                 Heals you faster than normal in this room
 extramana                 The gem you are holding regenerates faster here
 fallsfast                 If set, this will allow a person to "Walk off 
			   a cliff.." It will not check for flying and you 
			   will fall if you are not flying.
 manadrain		   makes everyone in the room lose mana fast.
			   (this works now since I changed how spells
			    use up mana...)
*DO NOT* put in the cheatermana flag if you know what it is. If someone
asks you what it is you are not supposed to put in, don't tell them. 


There are also TRAPS which you may put into a room. Basicaly these are
things which deal out damage to anyone in the room at random intervals. 


 firetrap       Flames rise up, doing 1-35 damage every 1-3 seconds
		Intelligence and dexterity can allow you to dodge the 
		flames to an extent.
 rocktrap       Falling rocks fall at random times (1-7 seconds) on a 
		victim's head.  His helmet can absorb the blows to an
		extent.  Without helmet it does 1-50 damage OUCH!  
		Also, the victim's helmet will be damaged if it is metal    
		(ie has a higher armor class).  Note: high dexterity and 
		intelligence and wisdom may allow you to dodge the rocks.
 arrowtrap      This makes arrows shoot "out of nowhere" to hit the victim.
		Arrows are dodgeable and victim's armor makes a difference.
		Dodge depents on intelligence and dexterity. 1-30 dam
 poisontrap     Exactly like above but if hit, you will be poisoned for 
		1-10 hours.  If poisoned, it will add 1 hour for each time
		you get hit.
 gastrapone     This can be used for swamps and sewers.  Does 1-4 damage 
		ocassionally and cannot be dodged or saved against.
 gastraptwo     A much meaner version of gastrapone.  It does 1-35 damage 
		and poisons the victim.  If victim is poisoned, it adds 
		1 hour to duration.
 spiketrap      Players sometimes fall on spikes and get damaged (spikes 
		should be in the room description to use this trap!
 avalanche      NOTE: An avalance only goes off once!  It does enormous
		damage, and therefore it is recommended that an avalanche 
		room be set to no_mobs, so wandering mobs don't trigger it.
 manadrain      This room drains mana when you stand in it (the gem 
		the victim is holding).       
 gysertrap      This will make it so a spray of scalding hot water hits
		its victim, doing a good amount of damage.  Make sure
		you put in your room description about something that
		could do such a thing, like a gyser.  Otherwise this trap
		won't make much sense.
~

101 OBJ-TYPE OBJ-TYPES OBJ_TYPE OBJ-TYPE~
This will be a list of all the object types available.

light        scroll          wand            staff     weapon
treasure     armor           potion          book      furniture
trash        container       drink_container key       food
gem          vehicle         fountain        pill      tool
list         climbable       scalable        map
trap         scaling device  raw


~

101 OEDIT~
Oedit is the command that lets you create and edit items. To try this
out, pick a vnum from your area and type oedit create <vnum>. This will
basically show you a blank template of an item you can use to build on.
There are several things you need to do to set the item up.

You can type < to go back one obj, or > to go foreward one room in oedit.

You need a name, eg. type name long sword

You need a short desc (what you see in eq and inventory) eg. short a long sword

You need a long desc (what you see in the room) eg. A rusty old long sword is here.

You now need to pick what kind of an object you have eg. weapon, armor food...
See help obj-types for a list of all the object types. Some you should not
use, and those are listed.

An object also needs an object type, see OBJ-VALUES, where the object
types are the words on the left side. Just type the word by itself like
weapon or potion. 

Then you should set the object take/wear flags. See: WEAR_BITS.  

Then set any extra flags that the item needs. See: EXTRA-FLAGS.
In general, do not set anti align flags on items.

Set the weight and cost of the item weight <weight> cost <cost>.
Weights should be as follows. Weights now are basically 10x as big as before.
So swords should weigh 80 if you were thinking in terms of a weight of 8 as 
before. Be careful setting armor and weapon costs. Really good stuff 
should not cost over 20000. 


Finally set the value flags. See help OBJ_VALUES. Each item has specific 
item values which it needs set. 

If you are scripting and want this object to have a drop or give script, 
you must type dropscript or givescript or the game will not look through 
the triggers when it is dropped or given. If you wish for an object to
 start a script when a command is given, you must type commandscript for 
this to happen.


Then you should be done.


show                - hitting return, or 'show' shows the object stats
done                - exits the object editor and returns to normal play
timer <# of ticks>  - sets the timed age of an object (automated self-destruct)
name <keywords>     - sets the keywords on an object
short <desc>        - sets the 'name' of an object (a sword, a fish etc)
long                - edit long description (the one in the room)
value0 <num> (or v0)- sets the value '0' on the object (also abbrev.d to 'v0')
value1 <num>        - sets the value '1' on the object (also abbrev.d to 'v1')
value2 <num>        - sets the value '2' on the object (also abbrev.d to 'v2')
value4 <num> etc...
weight <kg>         - sets the weight of the object
cost <coins>        - sets the gold value of the object
create <vnum>       - creates object with specified vnum
ed add <keyword>    - type this for adding/editing extended descriptions
addaffect           - type this for info on adding object affects/applies
remaffect           - removes an affect on an object
You may also type the name of the object type (see IREF OBJ-TYPES) or
you can type the name of the extra bit you want to toggle (IREF EXTRA-FLAGS).
You can also type the name of an affect (see AFFECT-BITS), but do __NOT__
use these without asking a god first.

See Also: OSTAT, OSET, WEAR-BITS, OBJ-VALUES, WEAPONS, OBJ-VALFLAGS, LIQUIDS,
	  SKILL-SLOTS, CLIMBABLE, ADDAFFECTS, STANDARD, RESETS,
	  RESET2, FURNITURE

~

101 WEAR-BITS WEAR_BITS~
Keyword          Number     Descr
 take              1         Item can be taken (get <obj>)
 finger            2         Item can be worn on a finger
 neck              4         Item can be worn on the neck
 body              8         Item can be worn on body
 head             16         Item can be worn on head
 legs             32         Item can be worn on legs
 feet             64         Item can be worn on feet
 hands           128         Item can be worn on the hands
 arms            256         Item can be worn on arms
 shield          512         Item can be used as a shield
 about_body     1024         Item can be worn about the body
 waist          2048         Item can be worn around waist
 wrist          4096         Item can be worn on a wrist
 hold          16384         Item can be held
 belt          32768         Item can be sheathed
 face          65535         Item can be worn on face
 floating                    Item is floating nearby head
 ear                         Item is worn in ears (earrings)
 ankle                       Item can be worn around ankle (anklets)
 eyes
 elbow
 knee
~

101 SPEC-PROCS SPEC_PROCS~
Special procedures are hard-coded  'script' that allow mobs to attain certain
properties/intelligence et cetera.

  Spec name          Description
NOTE{BREATH_* DO NOT CURRENTLY WORK CORRECTLY}
breath_any            can use any breath on players
breath_acid           breaths acid on players - dissolving items sometimes
breath_fire           breaths fire on players - melting some items sometimes
breath_frost          breaths frost on players - cracking some items sometimes
breath_gas            breaths gas on players
breath_lightning      breaths lightning on players (strange concept..)
executioner           creates guards during combat, attacks thieves/killers
fido                  eats corpses
guard                 attacks thieves/killers
janitor               picks up trash, sometimes eats it / drinks it etc.
mayor                 no longer needed - will produce strange effects, DONT USE
poison                bites players in combat, causing poison
thief                 steals money from players / backstabs players
warrior               kicks, bashes, disarms, and flurries

See Also: MAGEMOB to make casting mobs.
See Also: SHOPKEEPER for making shops.
~

101 SHOPKEEPER SHOPKEEPERS~
To make a mob a shopkeeper, you must first edit the mob in question.
There is no shop create command, just type in the shop hours below
and that automatically creates the shop.

Shop hours <opening> <closing>

The first order of business is to set the hours of the shop. The
numbers you choose should be between 0 and 24, and these represent the
hours the shop is open: for example if the numbers were 3 and 20, then
the shop would be open from 3am to 8pm every day.

Shop Profit <number1> <number2>

Then you must set the shop profit. Shop profit <number1> <number2>.
Number1 is the percent of the cost of the item that you must pay when
you buy items from the shop. Number2 is the percent of the item's cost
you get when you sell items to the shop. Shop profit number1 should
always be 100, and number2 should be around 50. This way you can buy
things from the shop, and sell them back at half price. And yes, if
this is messed up, it is possible to make "cheater shops", but we
would really not appreciate that.

Shop Decrease <percent>

This sets the decrease in the percentage you get from selling items to
the shop, once too many of that item have been sold.

Shop Items <number>

This sets the number of items which must be sold back to the shop of a
certain type, before the shop starts paying less for that item.

Shop Type <num> <type>

You may make a shop sell and buy up to 5 different types of items.
To make the shop sell gems and scrolls and potions type the following:

shop type 1 gem
shop type 2 scroll
shop type 3 potion

and so forth.

Shop Creates <vnum>

If a shop creates new items during the game (like bakers baking
bread), then set this to the vnum you want...eg vnum 37. The shop
should only do this in the case of food or other worthless items.

Shop creates_hours <number>

This tells how often the shop makes a new item: once per <number>
hours.

Shop message

This gives a message when the new item is created..

eg: shop message Shelara the baker brings a piping hot loaf of bread out of the oven.

Shop delete

If you don't want this mob to be a shopkeeper anymore, use this command.


Note:
If you want a shopkeeper to load more then 1 item that can
be done by setting reset location to a number rather then 'after'
that number would be the amt of items shoppie would load
~

101 MAGEMOB~
To create a spell casting mobile, enter the mobile editor and type
cast_p <% to cast all spells>
then type
casts <spell number>
Use slookup <spellname> to get the spell number.

Please don't make mobs cast above say 5-10 percent of the time.

~

101 OBJ_VALUES OBJ-VALUES~
weapon         v1: minimum damage to possible injury to weapon 
                    Do not make unbreakable wpns please.
		v3: type # 0-15 (see help WEAPONS)
		v7: number of dice  
                v8: sides / die (v7=2, v8=3 means 2d3)
ammo            v0: firstdice
                v1: seconddice
                v2: firing time (tickcounts )
                v3: loading_time (tickcounts)
                v4: ammo_type (1 = shortbow, 2 = longbow, 3 = crossbow)

		(see help CREATE-WEAPON for complete instructions)
 armor          v0 leg ac (1 is bad, 8 is really good.)
	        v1 body ac (1 is bad, 8 is really good.)
                v2 head ac (1 is bad, 8 is really good.)
                v3 arm ac (1 is bad, 8 is really good.)
                v4-v5 leave blank.
                v6 current condition (set to same as v7) 
                v7 max condition (5 is bad, 60 is elite. DO NOT LEAVE AT 0)
                v9 warmth 0-3 depending on how thick the item is.
 light          v0: curlight v1:max hours of light, -1=infinite light 
		v2: 1 = lit, 2 = fillable (3 = lit+fillable)
 scroll,        v0: spell levels  v1,2,3: Skill # - the FIRST number in  
 pill, potion   slookup '<spellname>'

 wand, staff    v0: spell level  v1: max charges v2: current # v3: skill gsn
		Note: Skill gsn is the FIRST number on slookup

 gem            v0: gem type (See HELP GEMS) v1: initial mana v2: max mana 
		v3: Spell level added to char's level to help casting.
 food           v0: hours of food value  v3: not 0=poison

 siege          v0 type 1 = catapult - flings rocks and breaks doors/walls
                        2 = ballista - bigass arrow hits people in rooms
                        3 = ram - when pulling it, you break doors better
                        4 = tower - allows you to climb over walls
                v1 flags - not used yet
                v2 ammo type for ballista and catapult use 10-19 catapult
                   and 20-29 for ballista, save 1-9 for reg arrows
                v3 firing time- how long it takes to fire it
                v4 range - how many spaces it can fire
                v5 hps  - how much damage it can take before breaking
 treasure        -unused-
 trap           v0 - 1 room trap, 2 door trap, 4 container trap - can
                     have more than 1 set. 
                v1 - trap type number from 1 up to whatever max trap
                     type is for that kind of trap.
 book            -unused-
 furniture      v0: 1 can be sat on
		v0: 2 can be slept on   
		v0: 4 is an exit (FURNITURE=PORTALS!)
		v1: to room
		v2: number of mobs
		v5: 1 destroy objects entering portal 1 in 4
		v5: 0 not destroy objects entering portal
 trash           -unused-
 container      v0: max weight  v1: 1 open/closable 
				v1: 2 pickproof
				v1: 4 closed (on load)
				v1: 8 locked (on load)
	                        v1:16 indestructable (nice for bags)
                                v1:32 has wheels (can be hitched/pulled)

		v2 Key vnum needed to open container.
                v8 Amount of money in container
 drink          v0: max cap v1: current v2:(see IREF LIQUIDS) 
                v1: odd number = no refill, 2 or more = poison.
 key             -unused-
 money          v0: coins v1: 0=obsidian, 1=platinum, 2=gold, 3=silver 4=cppr
 vehicle        any value (0-9) = sector that this item allows passage through
 npc             -unused-  < These are corpses >
 pc              -unused-  < These are corpses >
 fountain       same as potion/wand/staff
 tool           v0: flags v1: # of uses left v2: max uses
                v0: 1 = tinderbox, v0 2 = lockpick, v0 4 = flash powder
 list           v0: number of vnums (see IREF LISTS first!)
 climbable, scalable v0 1 for up, 2 for down, 3 for both
                v2 = up vnum, v3 = down vnum. If the object is scalable,
you need a scaling device.
scale_dev       -Nothing, just you need to hold this item to scale a scalable
                 device    


See Also: EXTRA_FLAGS EXTRA-FLAGS WEAPONS

~

101 EXTRA-FLAGS EXTRA_FLAGS~
These are the flags you need to set on a weapon to let people get the
proficiency bonus for practicing weapon skills. 


Keyword             Descr 

 glow                        (Glowing) appears next to item name
 hum            	     (Humming) appears next to item name
 evil                        (Red Aura) appears next to name (w/ detect evil)
 item_invis                  Invisible by default
 unseen                      Obj hidden by default
 magic                       (Magical) appears next to name (w/ detect magic)
 nodrop                      Player cannot drop this item
 anti-good                   Players get zapped if they are aligned w/ good
 anti-evil                   Players get zapped if they are aligned w/ evil
 anti-neutral                Neutral players get zapped
 noremove                    Item cannot be removed 
 inventory                   Item is a store object ( should never be set ! )
 nosave                      Item will not save when a char does a save/quit
 wind                        Casts wind - admin set
 slashing                    If it is a weapon, this defines to SLASHING
 pierce                      Ditto except piercing
 concussion                  Ditto except pounding (maces, clubs, etc..)
 whip                        Ditto except whipping
 light_slash                 Player with low str can get bonus, high str 
			     adds even more bonus 
 heavy_slash                 Player with low str gets - bonus, high str gets
			     normal bonus.
 good                        Gold aura appears (w/detect good)
 wounding                    Wounds opponent - admin set
 blinding                    Blinds opponent - admin set
 poisoning                   Poisons opponent - admin set
 elemental                   Admin set
 power                       Admin set-Don't ask. We will do it at the end
See Also ADDAFFECTS AVE_DAM
~

101 MEDIT~
This is the editor that lets you create monsters or mobiles. Monsters
should be approx level 100 to be exp mobs, and approx 150-200 to be
eq mobs, and less than that for filler mobs.


You can type < to go backward on mob, or > to go foreward one mob in medit.

To start up medit, type medit create <number>.
Then the top half of your screen will show the mob information.
If you are returning to a mob already created, type medit <number>
to edit an old mob. Using < and > will move you one mob up and down
for ease of editing several mobs.

There are some of the commands you can use in medit:

done                - exits the mobile editor and returns to normal play
timer <# of ticks>  - sets the timed age of an mobile (automated self-destruct)
name <keywords>     - sets the keywords on an mobile 
short <desc>        - sets the 'name' of an mobile (a sword, a fish etc)
long                - edit long description (the one in the room)
desc                - edit the mobile's description (when looked at)
create <vnum>       - creates mobile with specified vnum
male/female/neuter  - set the mobile's sex
level <level>       - set the mobile's level
alignment <value>   - set the mobile's alignment keep most at 0.
money <amount>      - set the amount of gold on a mob (up to 10 per level)
height <number>     - Don't set this usually..it is autocalced.
ac <number>         - Don't set usually..101 resets to autocalc

yeller <number> / willhelp <number>. If mob A has a yeller number of say
                      5, and mob B also does, and mob B has a willhelp
                      greater than 0, say 3. Then, if mob A is attacked
                      and yells and mob B hears it, since they both have the
                      same yeller number, mob B will track down the attacker
                      of mob A 1 out of willhelp times. 

guard               - There are several things you can do with "guard"
                      1. guard <direction> mobs can now guard any or all
                         directions at once. (guard e, guard n etc..)
                      2. guard mob <number> (Guarding that mob number)
                      3. guard obj <number> (Guarding that obj number)
                      4. guard clan <number> (Guarding that clan number)
                      5. guard sect <number> (Guarding that sect number)

Under act_bits you will find 3guard_door and 3guard_opp. These
are used in conjunction with guard <direction> to make
mobs guard vs opp align people and anyone in general.

Note: This mainly means that mobs can guard several things at once,
AND They can guard several directions at once.                
                     
assists <number>    - Assists this mob number when in the same room.
rescues <number>    - Rescues this mob number when in the same room.
                      These do not require the old AONE/PRTCT names anymore.

See help act-bits for information on mob act-bits.
See help aff-bits for help on mob affect-bits.

See Also: MSTAT, MFIND, MSET, MOB-TYPES, STANDARD, HP
	  RESETS, RESET1, SHOPS, BUILDING, AFF-BITS

           See also:  SHOPKEEPER
See Also: TEACHER
 
~

101 COUNT~
SYNTAX:  count
SYNTAX:  count <builder's name>
 
This command lets you see stats on areas in the mud or see on what areas
one is marked as a builder.
~

101 ACT_BITS ACT-BITS~
Typing these commands in at the MEDIT prompt will give a mob the following
effects. Please use these sparingly, although in general most high level
mobs should have detect-invis and infrared..just to keep bs/flee from
getting too out of control. 

Keyword       Description

sentinel      Does not move (fasthunt overrides this).
scavenger     Picks things up off the ground.
aggressive    Attacks players when they are in the same room.
stay_area     Will not leave the area it was created in.
wimpy         Flees when it is below 1/5 hps.
switch        Will switch opponents in combat...goes for weakest.
fasthunt      Tracks attackers very fast.
pet           This is someone's pet.
untouchable   Weapons will not harm this.
practitioner  Can teach spells and skills.
scramble      Runs away sometimes???
mountable     Anyone can ride this.
angry         Lesser form of aggressive.
teller        Bank teller.
attitude      Attacks if looked at or if you attempt to pass it.
r_weapons     Repairs weapons.
r_armors      Repairs armors.
avenged       Need to set avenger <number>...some mobs of vnum <number>
              appear when the mob is killed and hunt down its killer.
reboot_only   No more of this mob will appear once one of its kind has been 
              killed.
stay          Does not go onto roads.

/* Note that all guild bits have been moved to their own bitvector!!!!
   Do not set guild bits in act3 anymore if you add more guilds in. */

3guard_door   It guards doors vs everything.
3guard_opp    It guards doors vs all other aligns.
3ride         It will mount the previously reset mob.
3follower     It follows the previously reset mob.
3mute         Does not yell.
3sleeper      It sleeps at night.
3stayroad     It does not leave road sectors.
3regenerate   It regenerates very quickly.


4enterscript   It has an "enter" script.
4leavescript   It has a "leave" script.
4commandscript It has a "command" script.
4quicktick     It has a quicktick script.
4movescript    It has a move script.
4rests         It rests or sleeps when hurt.
4killallone    It kills all things without this flag.
4killalltwo    It kills all things without this flag.
4sleepaggro    It attacks sleeping creatures.
4killopp       It kills all things of different alignments.
4protector     It casts spells at range vs all not of its alignment.
4ranger        It spams "kill beast".
4summoner      It summons mobiles in combat to help it.
4killgladiator It spams "kill gladiator".
4assistall     It assists ALL mobs fighting in the room.


k<racename>    This sets "race_hate" bits which cause the mob to 
	       attack players of that racename.



See Also: MEDIT AFF-BITS SPEC_PROCS
~

101 AFF-BITS AFFECT-BITS MOB_AFFECTS AFF_BITS MOB-AFFECTS~
Ok, these are VERY different now. I got sick of trying to keep track
of all the damn bits and so I reorganized them.
Players/mobs now have 4 affect bitvectors: HURT, PROT, AFF, DET.
Short for hurt_by, protected_from, affected_by, detecting.

In order to set mob bits, what you need to do is to type
HURT <bitname> or PROT <bitname> or AFF <bitname> or DET <bitname>.
This is also what is necessary for putting affects into spells, too!

The bits come in two categories. HURT/PROT and AFF/DET.
Setting the HURT bit will cause the mob to be hurt by that affect, 
setting the PROT bit will cause the mob to not be able to be hurt
by that affect. A quick note: spell affects work differently now...
so if a spell say blinds, curses, and poisons...if you are not immune
to blind curse and poison..the spell still takes affect. This weakens
the power of protective affects by a great deal.

HURT/PROT bits:

name          Description
blind         You can't see!
poison        Slower regen, weaker.
plague        Slower regen, spreads some.
curse         Cannot hit as well, cannot recall.
confuse       Some commands get garbled.
outline       You take more damage from combat hits.
wound         You lose hps rapidly.
lethargy      You lose moves each room you move.
mindsap       You lose mana rapidly.
paralyze      You cannot do ANYTHING...except 1/15 of command go through.
charm         You are forced to do what your master tells you.
fear          You cannot INITIATE combat..even with spells.
slow          You attack much more slowly, and move more slowly too.
fumble        You drop things in your inventory.
beacon        You can be seen on where, protection is prot from locate.
mute          You can't talk or use any channels (not even EMOTE!)
deaf          You cannot hear anything.
numb          You drop items you are holding.
sleep         You sleep and cannot wake up.
gas           You are affected/protected from gas.
wind          You are affected/protected from wind.
acid          You are affected/protected from acid.
chaos         You are affected/protected from chaos.
shards        You are affected/protected from shards.
shock         You are affected/protected from shock.
ice           You are affected/protected from ice.
fire          You are affected/protected from fire.


Now we get to the AFF/DET bits. The DET bits really only work up to
SNEAK, but the rest of them are just normal "affects".

invis         You cannot be seen.
hide          If you stay still, you are hard to see.
chameleon     More powerful hide..is removed when you fight.
vanish        More powerful invis.
foggy         This is passdoor/detect fog.
dark          The affect is nothing/detect is infrared.
cold          If the room is dark, det dark fails to see you without det cold.
sneak         You make no noise entering a room.
magic         You are magical/detect magical items.
sanctuary     Absorbs some combat damage.
flying        You can fly.
regenerate    You regenerate hps quickly.
mindshield    You absorb some spell damage.
water_breath  You can breathe underwater.
prot_align    You absorb damage from cross-align attacks.
speed         You attack more quickly.
safe          Lower level mobs will not attack usually.
reflect       Spell reflect...gone when hit by a spell or you cast.
protect       Massive combat damage absorbsion.
gas           Gassshield - damages your attacker
wind          Windshield - damages your attacker
acid          Acidshield - damages your attacker
chaos         Chaosshield - damages your attacker
shards        Shardshield - damages your attacker
shock         Shockshield - damages your attacker
ice           Iceshield - damages your attacker
fire          Fireshield - damages your attacker

      
See Also: MEDIT ACT-BITS

~

0 PROMPT~
PROMPT COMMANDS                                                                 
*n* = Left justify name, pad 20 chars.                                        
*a*  = age.  *n*  = name. *t*  = title. *r*  = race. *#g* = goto x pos. 
*pt* = playing time. *ap* = Attack power bonus. *eb* = Evasion bonus.
*ob* = Offensive bonus. *al* = Alignment. *hn* = hp now. *hm* = hp max. 
*hw* = hp word. *mn* = mv now. *mm* = mv max. *mw* = mv word. 
*xl* = exp to level. *xp* = total exp. *kw* = Stones of weight. 
*ww* = Word weight rating. *cn* = Coins carrying. *cb* = Coins in bank.
*ht* = Height. *cr* = Carrying #. *tc* = Total Kills. *kp* = Kill Points. 
*wp* = Warpoints *mnn*= mana now (numeric). *mmm*= mana max (numeric).
*wm* = word mana. *lvl*= Level. *wim*= Wimpy. *pos*= Position. Use on prev
*aff*= current effects.  Use this on previous line.                             
*cond* = Condition now.  Use this on previous line.                             
*clan* = In clan (if any).  Use this on previous line.                          
*guil* = In guild (if any).  Use this on previous line.                         
*warm* = Warmth (if any).  Use this on previous line.                           
*fi*   = Fighting opponent condition *tk*   = Tank condition
*cv*   = current vnum (immortal only) *rid* riding/being ridden
*str* *int* *wis* *dex* *con* current str, int, wis, dex, con
*qstr* *qint* *qwis* *qdex* *qcon* current max stats
*cskl* *tskl* *cspl* *tspl* *cprf* *tprf* current/total skill/spell/prof
*npkl* *npkh* *npks* *npkd* num pk levs, helpers, pkills, pdeaths
*dth* deaths *twp* total warpoints *cb* bank money *wim* wimpy 
PROMPT ALL will reset to the default prompt.

If you want padding you can use the following:

You can use numbers to make a number of spaces, minuses to make things
left justified instead of right justified, and and exclamation point
to make the text centered.

*5mn* makes mana take up 5 spaces, right justified.
*-5mn* makes mana take up 5 spaces, left justified.
*!5mn* makes mana take up 5 spaces, centered where the extra padding
       space is on the left side.
*-!5mn* makes mana take up 5 spaces, centered where the extra padding
       space is on the right side.


An example would be:
*hn*HP *fi*>

This would show something like: 44HP [Opponent: Good]>

Also See HELP COLORS to see prompt color codes.
~

107 SCRIPT SCRIPTS SCRIPTING~
Scripts have two main components. 

1. A trigger associated with a mob, object or room which starts
the script, and

2. Some code which is called by the trigger.

To make a trigger see help SCRIPTEDIT.

To make some script code, see help SCRIPT2.
To work on editing triggers see help SCRIPTEDIT
When you make triggers and code and flags please use names
associated with your builder names to keep thing from getting
confused. Like if you are named Freddy, use trigger names
like fred01, fred02 etc...and code like fred01, fred02...
and scriptflags like fred01, fred01...etc.

LISTTRIGGERS lists all of the triggers.

LISTCODE lists all of the code chunks.

~

107 SCRIPT2~
To edit a code chunk, use EDIT CREATE <name>, or EDIT <name>.
Code chunk names can only be up to 10 letters long.

To type in your code, precede all lines with a :1, :2, :3, etc... as line
numbers.  You may insert something before line two just by typing :2 stuff to
insert.  To clear a line, type .c <ln>.  If you forgot some line numbers,
type .f to format it and make it look pretty.


Inside the code:
Code is basically interpretted by what is calling it "as is".  There are
some special functions though:

@P              Substitute the person who triggered the script's name here
@M              Substitute the mob who is running the script's name here
@O              Substitute the object who is running the script's short desc
@V              Substitues the vnum (object if obj, room if room, mob if mob)
@R(min,max)     Random number between min and max.
@DA<number>     Returns 1 if the person who set off the script has a diff
                alignment from the number given. Good for gateguards and
                protector mobs.


'@Cc' Clan Number
'@Ch' Char current hps
'@Ck' Char's Killpoints
'@Cl' Char's Level
'@Cm' Char current moves
'@Cr' Char's remorts
'@Ct' Mud time in hours, 14 for 2, 24 for 12 etc
'@Cw' Char remorts
 
eg: if @Cl>=10 then (read as: if level >= 10 then)

Note that you need to have no spaces in these conditionals,
if @Cl >=10         does nothing.

GOTO <ln>       jumps to a line number in that code chunk
CALL <label>    jumps to another code chunk/label
RECHO           echos something to the room.
WAIT <x> <type> where <x> is the number of ticks.  <type> is one of these:
		superquick : fastest pulse, about 3 per second
		quick      : a tick is about 1 second with quick
		heart      : a tick is the length of a heartbeat (regen)
		hour       : the wait is a full game hour
DONE            ends the script here and then, wherever it is encountered
CREATE_MOB <v>  where <v> is the vnum of the mob to create.
CREATE_OBJ <v>  where <v> is the vnum of the obj to create.
DESTROY_OBJ <v> where <v> is the vnum of the obj to destroy.
DESTROY_OBJ     with no arguments, if it's an object script, destroys the
		object upon which the script is running and ends script.

IF              This is a powerful command, but you must know how to work it.
		You may compare two numbers using ==, >=, <=, >, <, or !=

		You may compare two strings using == and !=

		You can do things such as: IF @R(1,3)==2 then

IF (flag)       This checks if the given flag is set on the character
IF (!flag)      This chekcs if the given flag is NOT set on the character
PSET @P         This allows mobs to pset players. Useful for 
                scriptflags and such. If you ever make a script that
                has a nonscript flag pset in it...for any reason..even if
                this would allow you to cure cancer, create world peace,
                end hunger and let humans colonize space...you will be 
                deleted and your areas will be removed. Do not pset
                players unless it is a scriptflag as in 
                pset @P scriptflag <flagname> on/off

IF is followed by a " then", and nothing else on the line.
If the statement is TRUE, then the NEXT LINE, and the NEXT LINE ONLY! get
executed.  This is in the style of assembly language.  You CANNOT use {} like
in C.  This makes GOTO and CALL very important.

examples:

:1 if @R(1,3)!=2 then
:2 call not_two
:3 say the number was equal to 2!

..or..

:1 if (!OR2) then
:2 goto 5
:3 say You have the orin 2 flag on, btw.
:4 done
:5 say You don't have the or2 flag on!! setting it to on!
:6 pset @P scriptflag OR2 on

..or..

:1 if @P==Orin then
:2 echo Orin is in the house everybody!!
:3 done
---------------
Useful flags!!!
---------------
Note: Objects and rooms may only set things, etc.. they cannot "say" "tell",
etc... they can, however RECHO.

Flags are up to four letters long and are stored on the character.  To set
a flag, your script (or you can do it manually) should use:

pset playername scriptflag <sf> ON/OFF

Here are some examples:
pset @P scriptflag SF1 ON
pset @P scriptflag AAA OFF

Please note... 'clean up' script flags in scripts.. if you have temporary
script flags, make sure to have the flags cleared when the script is
complete, and make it so only a single "script complete" scriptflag is on.
There can be up to 3000 script flags stored on a character.  However, it
doesn't keep track... if you remove a script from the game, characters will
retain the 3 or 4 letter script flag identifiers on them.
Script flags can't overlap.. make sure to come up with some scheme.. for
insance god PALIO might use PA1 - PA99, and ORIN might use OR1 - OR99.

See also help SCRIPT, SCRIPTEDIT
~

0 SCRIPTEDIT TRIGGERS TRIGGER~
Format: scriptedit create <trigger_id> or scriptedit <trigger_id>

Each trigger has a unique ID which can be up to 20 letters in length.
Once in the trigger editor, press enter to see current info on the
current "script"/"trigger".


A lot of the triggers require some flag to be set on the mob/obj/room
which is doing the triggering. The words are listed to the right...
so you go into redit/medit/oedit and type commandscript or
4leavescript or whatever is required for the type of trigger and
the type of triggering thing.


The current triggers CURRENTLY available are:
Trigger         When triggered          For (O)bjects (M)obs (R)ooms
--------------------------------------------------------------------
ENTERS          When someone enters     M, R need to set 4enterscript on mob
                                             need to set enterscript on room

LEAVES          When someone leaves     M, R need to set 4leavescript on mob
                                             need to set leavescript on room

CREATED         When it resets          M
COMMAND         When player types       M,R,O need to set 4commandscript on mob
                                              need to set commandscript on obj
                                              need to set commandscript on room
SAYS            When a player uses say  M, R  
TELLS           When a player tells     M
EVERY_HOUR      Every game hour         M
EVERY_QUICKTICK Every second            M
EVERY_REGENTICK Every 5-6 seconds       M
GIVEN           When given object       OM  need to set givescript on the object
                                            need to set 4givescript on the mob

DROPPED         When dropped            OR  need to set dropscript on the obj
                                            need to set dropscript on the room

MOVES           When the mob moves      M     need to set 4movescript on mob

Keywords hold extra data.. for instance, the keywords:
'hello there' 'hello' 'greeting' 'hi'
would be used in conjunction with a SAY trigger to go off when a player
uses one of those expressions in his/her SAY command.  A blank keyword with
a say/tell field will trigger always when a player says/tells.


with given/dropped, keywords can hold a list of vnums to trigger on.
If blank, any vnum will do.  EG: if it's a mob script, keywords holds a list
of vnums the script will trigger on if the mob is given object vnum X.
If it's a object script, keywords holds a list of vnums of mobs the script
will trigger on if the obj is given to this mob.

Coming in the future: (possibly) GIVEN_MONEY, ON_DEATH, OBJ_SACCED

Other options in scriptedit:
----------------------------

CODE <code_chunk>       This is the code chunk which is "launched" when
			your trigger goes off.
interrupt               this toggles whether or not the script can be
			interrupted part way through with another trigger
			instance. (Not usually good if the script "lingers"
stops                   In specific scripts (room/mob), if this is set
			and the character leaves the room, the script ends.
player                  Player only.  If this is on, only players will be
			able to trigger the script.  If not, mobs entering

			the room and such can trigger it.
Room <vnum>
Mob <vnum>              These are the vnums the script is linked onto. 
Obj <vnum>              Only ONE of these should be set!!
~

0 ALLY ALLIANCE~
From time to time, it may become necessary to ally one kingdom with
another. For this brief period of time those kingdoms are considered
as one, and can see each other's channels and can do everything
interchangably except auctions. The alliances are created and
broken by admins and will be fairly rare. These will be used
for various purposes.

type alliance or ally to see who is currently allied.

~

0 ALIGNMENT ALIGN KINGDOM KINGDOMS NATION NATIONS SIDE SIDES ALIGNINFO~
There are no good and evil alignments anymore. There are now several
kingdoms, or alignments, which are separate from all the rest
(unless allied by the admins for short periods). This leads to
more interesting possibilities of battles among several sides
and two sides engaged in a fair fight being overwhelmed by a
third when the first two sides are hurt.

There may come a time when each side can decide on the type of
For now, no sides are permitted to engage in same side pkill.

Aligninfo or aligninfo <align_name> or aligninfo <align_number>
will give you specific information on an alignment.
~

0 GAMBLE GAMBLING CASINO~
As if the game wasn't addictive enough, we now have 
rudimentary gambling. To gamble, you must find a room which
is a casino room, and go there. Then you type

gamble <amount> <game>

Where amount can be a pure number or a number of a
certain type of coins, such as 50 silver, which is then
converted into numbers of coppers.

The games we have at the moment are roulette and slots.
They don't give you any options, but more ill be coded in later.

Roulette pays 43:1 on a 1/45 chance of winning,

In slots, if all the symbols are the same, you win.
The best payout is bar bar bar worth 500:1.

If the last things to come up is a star, if
the other two were different, you win 1:1, if they 
were the same, you get your money back.


~

0 ARENA CHALLENGE ACCEPT~
We have an arena where you can practice pkilling without loss of
equipment. You can also bet on the arena, but you must arena
someone who is of your own alignment, or which is allied with your
alignment. You must be at full hit points to challenge someone.

You type

Syntax: Challenge <playername> 

then they type

accept yes or decline to avoid the arena. While you are spelling up
for combat in the arena other people can type 

bet show 

to see who is fighting, and then 

bet <amount> <1 or 2> 

to place a bet.

~

0 AUCTION BID~
We have an auction system that allows you to sell to people of your own
alignment (NOT allies in this case). To start an auction type

auction <item> <amount of copper (at least 100)>.

This will set up the auction and set a starting price which is 
higher then your starting price since the autotransfer costs money.
The buyer pays half, and the seller pays half of the transfer fee
so if you have a low price on an item with a high transfer fee,
you can lose money selling it.


To bid on an item, just type bid <amount (of copper)>.

You can overbid someone by bidding 20 more coins, but people who
constantly bid things up by 20 coins tend to get pkilled by their
own side.

If you wish to halt an auction because a mistake was made,
such as someone bidding 10000 when they meant 1000, 

type auction halt

This must be done before going twice. It is possible to spam
auction/halt on an item..and any time you put an item up for
auction you don't intend to sell it, it can be considered spamming.
If you spam auction, your side might pkill you for being annoying.
Private auctions are part of the "unwritten rules" that make things
easier...please try to respect private auctions as long as the
people engaged in this do not do it too often. However, there
are no rules stopping someone from ruining a private auction.
If you make it a habit of interfering with legitimate private
auctions just to be an ass, your own side will probably pkill you.
~

0 BATTLE BATTLEGROUND~
The Battleground is a place where you battle against other players to
 win a prize. When a Battleground is announced, you enter yourself by
 entering the command BATTLE. When it starts, you are teleported to an
 area of 20 rooms where you fight until you die, or win. Should you
 die, there will be NO experience points loss and NO items loss. You will
 simply be teleported back to the place you were before typing BATTLE. If
 you win you are teleported to your home town. Bugging a god to run a
 battleground will result in demotion, or loss of experience.  Repeated
 bugging may result in something worse...

Acid and fire spells do damage items in a BG, so items CAN be lost.
There will be no reimbs of any kind for losses caused from the BG.

~

0 WARPOINTS WAR POINTS 'WAR POINTS' WARPOINT~
These points are a good indicated of how successful you have been
in the war between good and evil.  Player kills of opposite alignment
add a certain amount of warpoints, depending on their level.  If
you are one of the top ten killers in the lands, then your name will
go on the topten list (view topten list by typing topten).  As a top
killer, you do not receive anything special per se, except perhaps
the respect and fear of other players.  The difference between
killpoints and warpoints is that warpoints represent player kills,
while killpoints include difficult mob kills.
~

110 'HIDDEN DUAL WIELD'~
This skill allows you to hold a weapon in your secondary hand and attack
with it as well. However, it is impossible to master your secondary hand
as well as primary. You cannot use two weapons and a shield for obvious
reasons. 
~

0 TROPHY~
This command shows your best kills, along with the level they were when
you last killed him/her and how many times you have killed the player.
Playerkills in the same alignment will not show up on this list, nor will
mobs. If all the slots are filled, the lowest level character will be
checked, and if the current kill is of higher level, the lowest character
on the chart will be overwritten.

~

0 START STARTING HINTS HINT NEWBIE NEW HELP~
Welcome to the Lands of Chaos. You will note that you are in a room with
no exits, and a single portal. In a moment you will want to enter the 
portal to go to the newbie land. For now, type who. You will note that
the mud looks empty. There are other players on, but you are protected
from them until level 15, and since this is a pkill MUD, you cannot
see them. Getting to level 15 is easy once you have the hang of the game.


If you want a quick list of commands type "command", and if you want
to find out something about the command in question type help <command>.

Type Help NEWBIETWO
~

0 NEWBIETWO NEWBIE2~
Type eq, and you see you are wearing nothing. Now, type wear all
and you will see that you equip some items. Now type eq again
and you will see that you are using some things. Type score and
info to see some stats about your character. You will note that you
cannot see your stats at this low level. You will see numerical stats
at level 15. Type rating and topten. These two commands give you a 
feeling for who is "winning the game". Rating is a measure (not perfect)
of how powerful characters are. Your rating will probably be around
100-140 right now depending on how well you rolled. If your rating is
much below 100, you have a weak character and should consider rerolling.
If you have never placed LoC before, consider playing a Golem or Troll
race and rolling using choices EBBE. This will get you a decent "tank"
character you can use to explore.

Type Help NEWBIETHREE
~

0 NEWBIETHREE NEWBIE3~
Now that you have seen your equipment, type slist skills,
slist spells, and slist profs. These are the three types of
"things" you can learn to use to go out and kill people in LoC. 
Spells come in all kinds, from healing to offensive to location
and identification. Skills are combat-oriented abilities. Proficiences
are roughly speaking non-combat skills. You will note on the
score command you see at the upper right hand corner 
Profs Slots: [ num/num ]
Skill Slots: [ num/num ]
Spell Slots: [ num/num ]

What the first num represents is the number of that type of ability
you have "learned", and the second number is the maximum number
you can learn. This is an important point. We do not have classes
here, but each race is limited in the number of skills and spells
and profs it can learn. So, if you play a sprite, you can learn
a lot of spells and few skills and you will be weak in hand
to hand combat..but will kick butt with spells. The same thing
applies to Golems being very good at hand to hand combat, and weak
spellcasters. A lot of spells have prerequisites which mean
that you cannot just get the "really good spell" without
learning possibly dozens of spells before it. No character
will have all of the "best" spells/skills/proficiences. 
However, it is possible to make a character that is decent
at a little bit of everything.

Type Help NEWBIEFOUR
~

0 NEWBIEFOUR NEWBIE4~
There are other things you can "buy" to improve your character.
Type help guild and help augments. The guilds are sort of
like classes, except you can join several of them eventually.
Many skills and spells and profs require one or more guilds
to learn. Type slist chameleon for an example. You need to
be a member of ALL of the guilds listed to get that spell.
Type Guild costs, and augment costs. Note that each guild
and augmentation has a cost in terms of how many remorts
you need, how many levels you need, and how much gold and
how many warpoints you need. (Warpoints are "points" you
get for pkilling people of different alignments...and you lose
them for being pkilled). Type remort costs. You currently have
0 remorts, and you need to go and gain levels, and get
money, and pkill to be able to remort. 

If you haven't done it already, type help rules and help pkill.
There are a lot of rules, but the basic idea is work with
those who are of your own alignment, don't be rude, and don't
be a pain to the admins. You should pkill people of other 
alignments as much as possible, and if you have never pkilled
before, you will probably not be too good at it, so stick 
with groups until you get the hang of it.

Type Help NEWBIEFIVE

~

0 NEWBIEFIVE NEWBIE5~
That is most of the information you should need to get started. 
Enter the portal and type scan. You should see some monsters nearby,
and if not walk around some by using the direction commands
n e w s u d. Also, try out the world and players commands.
Fighting is not too complicated at low levels, you just
type kill <monster> and then fight it. Monsters that consider
somewhat tougher than you, but which are not too tough
like ARE YOU MAD! or Squish you with ease... are not too
hard to kill. Fleeing incurs almost no penalty here, so don't
be afraid to flee. Also, regeneration is so fast here that
you will eventually be able to take some tough mobs solo by
attacking for a bit and then resting...but not yet. When in
combat, type flurry to get an extra hit or two. Flurry is also
a skill and it is more powerful with the skill, but for now it
will help you to kill the newbie monsters. 

Type help NEWBIECOMMANDS


~

0 NEWBIECOMMANDS~
TPS            RULES             RESIZE          SCORE
FLURRY         PKILL             REPAIR          WEIGHT          
RACES          BATTLEGROUND      STORE           FIGHT OPTIONS
CONFIG         SACRIFICE         ALIGN           TOPTEN
RATING         SLIST             RACEINFO        SPELLS
SKILLS         PKSTAT            PROFICIENCIES   EQUIPMENT
PREREQ         ZPREREQ           MAPPING 

~

0 RACEINFO RACES RACE RACELIST~
The raceinfo command lets you see information on all the races, or
on individual races like you see when you create a character.

Syntax: raceinfo             for information on all races

raceinfo <race_name> or raceinfo <race_number>

for specific detailed information on a certain race.

~

0 PRE PREREQ PREREQUISITE ZPRE ZPREREQ ZPREREQUISITE~
Syntax: pre <skill/spell/prof name>

This gives you the 0-2 prerequisites that particular thing has.

zpre <skill/spell/prof name> gives you all of the prerequisites
for a particular spell/skill/prof...but it does not repeat
them so you will notice for some of the more powerful attack
spells, spells listed at the bottom of the zpre tree do not have
prerequisites..this is because it would be too spammy to do it.
To get an idea of how many prerequisites a particular spell
has zpre it.

~

0 WEIGHT~
Syntax: weight

This command will allow you to see how much weight you are carrying. 
Weight is very important in this game. If you are over weight you will
find it more difficult to move around the world. If you have excess items
it is a good idea to drop them or store them at the bank.
~

102 ADDAFFECT REMAFFECT~
Syntax: addaffect <what-affect-added> <modifier #> <1>
Syntax: remaffect <what-affect-added>

what added  is the name for example intelligence,
kick_damage, saving_spell, ac, dam. The word
must be written out completely and correctly or it
will say the affect is (unknown).

See also: OEDIT OBJ_POWER

~

0 KILLPOINTS 'KILL POINTS'~
This is a good measure of the difficulty, and number of tough mobs in the 
world that you have fought and conquered.
~

0 FIGHT OPTIONS 'FIGHT OPTIONS'~
Syntax: Fight or Fight <togglename>

Typing the word fight by itself will show you a list of your behaviors
in combat and ground fighting.  Typing fight followed by an option will
toggle option on/off.  For instance "fight elbow" would toggle whether or
not I use elbows in ground fighting.  Here is a brief description of some
of the normal fight toggles:

POWER:       If on, your attacks will do slightly more damage.  If off, you
	     will be able to attack at a slightly increased speed.
AGGRESSIVE:  If on, your attacks will be more forceful and hit more often.
	     If off, you will occasionally dodge a blow that you might not
	     have if aggressive had been on.
GROUND:      If on, you won't try to resist a fight that may end up on the
	     ground.  If off, you will do everything in your power to make
	     sure the fight doesn't go to the ground. If you try to resist 
             going into a groundfight, you will find it very hard to tackle
             anyone.
~

0 ANNOUNCE~
Syntax: Announce <text>

If you are a clan-leader, you can announce things to your whole clan 
using this method of communication.
~

0 REPAIR~
Syntax: Repair <item/all>
	Repair <item/all> yes

Certain people in the world, often weapon smiths or armorers, can
repair damaged weapons and/or armor.  Repair <item> will give you an 
estimate of how much the item will cost to repair.  Some magical or 
powerful items cannot be repaired at all, and some items may cost more 
than others to repair.  If you wish the repairs to be done, type Repair
<item> yes, and the repairer will go ahead and fix up your item.
~

110 'HIDDEN SWIM'~
With this skill, one will be able to swim in most shallow waters such as
lakes and rivers. 
~

0 ARMOR ARMORCLASS AC 'ARMOR CLASS'~
Armors like breastplates, helmets and various protective spells can
all be used to lower your "Armor" value.  The more armored you are,
the more damage can be "absorbed" from an attack.  If you are well-
enough armored, many attacks will not even reach your skin, and will
just give you a small bruise.  Armor is not a 100% sure fire way to
stop all attacks, though; often an opponent will be able to find an
opening on even a person with incredible armor and the armor may absorb
little or none of the blow.  Many normal people have trouble handling
heavy armor, and actually fight better in normal clothes.  Don't
underestimate the power of speed and agility!
 
See Also: ARMOR RANK
~

0 Sprite~
Sprites are tiny little faeries which live in the forest. They are
very weak and frail, but can fly very fast and have extremely sharp
mental abilities.
~

0 HIGH-ELF~
High-Elves are the most noble of the elven races. They are tall and
thin, and lack the robustness of humans or other larger creatures, but
they make up for this with minds capable of thinking and understanding
far beyond most of the other races of the world. They also have keen
eyesight which can discern even things which are not visible moving
against a background.

Since high-elves are the holiest of races, they gain a 10 percent
bonus to damage with spells when pkilling.


~

0 ILLITHID~
These horrible creatures look like squid-men. Their heads have short,
purple tentacles, and their "hands" are really just claws, which are
not very effective for gripping. Despite their physical shortcomings,
their minds are finely tuned to the magical arts, and their sensitive
tentacles can detect fluctuations in the air caused by the passage of
unseen creatures.

Because illithids have the most powerful of minds, it is extremely
hard to save vs their spells.

~

0 Half-Elf~
A Half-Elf is a crossbreed of a human and an elf. Although matings of
this kind are rare, the resulting offspring gains some of the stamina
of humans, while not losing all of the enhanced mental powers of the
elves. Half-Elves can also see in the dark as well as their high-elven
cousins, and are even slightly taller.
~

0 Dark-Elf~
The Dark-Elves are elves which have turned to the side of evil. These
elves have grown up in darkness and can see in the dark
perfectly. The dark-elves are slightly more robust than their high-elf
brethren, and the harshness of the underground world has caused them
to lose none of their mental capacity relative to the high-elves. Yet,
the dark-elves are still much more intelligent than the average human,
and more frail at the same time.
~

0 Sea-Elf~
Sea-Elves are descendents of an experiment. At the beginning of the ancient
colonization of the world, certain elves were offered to move to the
underwater areas of the world. Then, during the alignment wars, the Sea-Elves
were split from their Sahaugin cousins who became twisted and evil. Sea-Elves
are more slight than a human, but slightly sharper mentally, and they feel
just as at home underwater as they do on land. Sea elves look like thin
elves with slightly green skin.
~

0 Gnome~
Gnomes are small humanoids who are sort of stocky, and generally
have beards (both sexes!) and have poor eyesight. They are not 
very hardy or strong, but they are totally immune to blindness.
~

0 Narcoleprechaun~
These spry creatures are found in the forest and have a bad habit of
falling asleep at the worst times.
~

0 WILD-ELF~
Wild-Elves are elves which have forsaken the cities and structured
life of the High-Elves. They have learned to move silently through the
forest, while still retaining the elven ability to see in the
dark. Wild-Elves are more robust than elves, but lack the mental
faculties to challenge the High-Elves in the area of magical prowess.
 
Through their long periods spent in the woodlands, Wild-Elves have
developed an ability to detect hidden objects and people.
 
~

0 GOBLIN~
Goblins are shrunken humanoids with grey skin which live below the
earth. They are a generally obnoxious bunch, and tend to smell. Not
known for their great size and strength, goblins nonetheless have
learned to be quick-witted and quick on their feet. They have learned
how to move quietly away from threatening situations, and can see the
heat of other creatures in total darkness.
 
Being naturally stealthy, members of the goblin race sneak with
preternatural ease.
 
~

0 Kender~
These little creatures are very curious and playful, and tend to
walk around on the balls of their feet, thereby not making any
noise. They do not make for very good warriors, but tend to excel
at anything requiring sneakiness.
~

0 Gimp~
Gimps are ugly, smelly little humanoids that do not have much of
a place in LoC. Being the whiners who wished to avoid the alignment
struggles by evasion, they have been given the power to avoid
detection, but at the price of being a very weak race. 
~

0 HUMAN~
Humans are the standard race.  While other races boast special abilities
all humans have to rely upon is their numbers and ingenuity.  They are
well rounded, and stronger, smarter, or quicker than most races.
 
Being generic, humans recieve no special bonuses or penalties.
 
~

0 DRACONIAN~
Draconian are the results of experiments in miniaturizing
dragons. They look like small upright dragons with large, leathery
wings. Although they can fly, the closest they can come to breathing
fire is the occasional wisp of smoke. A dragonkin is noted to be a
smart and robust creature, but a little clumsy.
 
Due to powerful wings, members of the draconian race have the ability
to fly.
 
~

0 Buckawn~
Buckawns are stocky man-sized humanoids with thick fur and pointy
ears. Buckawns are somewhat more robust than humans, and since they
are natural hunters, they are aided by night vision unsurpassed in all
the land. The price they have paid for these hunting skills is their
lack of learning ability.
~

0 Orc~
Orcs are the grunts of the evil world. They are mean, dumb and
tough. They can pass for human if they wear loose-fitting clothing,
although the smell usually gives them away. If they do not have 
cover over their body, their snout noses and little pink eyes usually
clear a room within seconds. They can see perfectly in
total darkness and generally shy away from the more intellectual
pursuits in life. 

Orcs gain a bonus to their percent learned when they practice a
combat skill fully.

~

0 DWARF~
These short, stocky humanoids are generally more interested in
drinking than fighting. They move rather slowly, but can pack a wallop
if they do engage in combat, and they are tough enough to take
quite a licking before being forced to submit. They are not very
bright, but have learned to keep excellent records of the lore of
the ages, and can call upon this wisdom in times of need.
 
Dwarves are excellent healers and recieve a bonus to any healing spell
they cast.
 
~

0 Ogre~
Ogres are big, mean, dumb, and smell awful. They are large humanoids
with thick grey skin, and glowing purple eyes. Ogres have become
attuned to the darkness in which they live and can see in the dark 
perfectly. They make excellent shock troops, but their limited mental
abilities prevent them from doing anything really complocated. On the
other hand, if you need something broken, ogres are well-suited
for the job.
~

0 Tree-Troll~
Trolls are big, ugly creatures with mottled green skin and purple
eyes. They grow to be well over 10 feet tall and generally live
in caves and holes in the forest. They have a very fast regeneration
rate, and tend to be very powerful in combat, while rather dumb.
~

0 GOLEM~
The Golem are magical creatures which were created as guards for
wizards. They managed to escape their slavery ages ago, and they 
began to learn the secrets of creating more golem. They are not
particulary bright, but they can absorb more damage than any
other race, and they do not bleed.
 
Being created of stone, golems have the highest natural armor of
any race.
~

0 Minotaur~
Minotaur are huge humanoids with huge horns sticking out of the sides of
their heads. These horns can be used when in close quarters combat to
knock out the eyeballs of an enemy, thereby blinding them.

Minotaurs are the masters of groundfighting. They can tackle anything,
they have a better chance of tackling, they inflict more damage,
they take less damage, and they have a better chance of choking
in groundfights.

~

0 GODS WIZLIST~
                   The Lands of Chaos staff:          
		

  		         Administators  
 Gausser,  Flatline,  Zurok,  Mephistos   


Code by: Diku, Merc, TheIsles, Emlen, LoC


See also: WORLDBUILDERS

~

0 WORLDBUILDERS~
     Thank you to all who have spent there time here building and
	 all of those who have helped us create this diverse world.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

World Builders


~

0 CREDITS~
Our mud would like to thank the following for their contributions:

DikuMUD:  Hans Staerfeldt,        Katja Nyboe,  
          Tom Madsen,             Michael Seifert,
          Sebastian Hammer.
   
MERC:     MERC 2.1 by Hatchet, Furey, and Kahn. 

NiMUD:    by Locke

EmlenMud: by Owen Emlen 

~

0 STUDY~
Syntax: Study <object>

This command will allow you to study a book, manuscript or text.  If the
book/etc.. contains useful information about a spell or a skill, you will
be able to learn about the spell or skill inscribed upon the text.
Reading a book that shows you what you already know will not improve your
proficiency in that skill, and the book will burn up.
~

0 ERASE DELETE~
Syntax: delete character forever

You must type delete character forever literally, like it is shown
here. Do NOT put your characters name where the word character is.
Your character will be PERMANENTLY, un-recoverably wiped out. It is
impossible to get him/her back if you change your mind, so use this with
great caution! 
~

0 PKILLING PKILL PLAYERKILLING~
This mud is a Pkill mud.  Pkill is encouraged to the highest extent.
It is not illegal to pkill someone of the same alignment, but if you pkill
someone of the same alignment for no reason, expect backlash. If you feel
you have been pkilled for no reason, make some friends and get that person 
back. Remember that squabbles within will hurt your alignment in the great
war, and should be looked down apon. Frequent same alignment pkills are not
recommended, and in severe cases could result in action by the gods. Although
you will normally be warned first, you could be frozen or deleted on the first
offense depending on the situation. All same align pkills will be taken on
a case by case basis, and if provoked we will do nothing.

See Help PKILL2

~

0 PKILL2~
You should, however pkill members of the opposite alignment. If you have
never played a pkill mud before, or even if you have, expect to die a lot
here. You will notice once in a while that things like +* A Chaotian Orc *+
appear out of nowhere and attack you. Those are the things you should
kill. Probably they will have a few people with them, which means
you should run. To learn to pkill, you will need to go out into groups
and pkill solo players for a bit, just to get the feel for it.
Eventually, you can learn to play well enough to pkill solo...or even
take on groups by yourself (although this is VERY dangerous). Type
pkstat or topten to see how the "war" is going. 


A few tips on pkilling:

1) Have aliases like alias t tackle darkie
alias z kick darkie
alias x bash darkie

Also if you are a caster and say your best spell is spike,
alias 1 bash darkie*c spike
Or, if you may have to attacka  big group make an alias
alias 2 bash 3.darkie

See help PKILL3
~

0 PKILL3~
Be sure to watch your hps. Set your wimpy to 1/3 your total hps...
Type nospam. There is so much friggin spam in combat that it is impossible
to sort it all out till you are used to it. Cut down on this by getting
rid of the useless messages in combat by having nospam set on.
Try not to flee unless the wimpy kicks in or the leader starts to say out.
PAY ATTENTTION TO WHO IS WINNING THE BATTLE! If you see like 3 people
on your side dying in quick succession...be ready to run. If you see 
members of the opp align dying...be ready to start chasing. It is
generally better in an even battle (say 5 on 5) to start out causing
damage instead of spam tackling...unless your target is someone who needs
to be tackled. Also, be aware of the power of healing...mass healing
is one of the absolute most powerful spells in the game. If the other
side has a couple of mass healers...that can add up to 600 hps to EACH
person on the other side. Make sure you attack the healers, as well
as the mages. Also there are spells that cause no damage, but which hurt
the victim in other ways, like lethargy, wounding, and paralyze. Try them
out. The most important thing is to learn to watch your hps..and play
your part..mages try to cast and take out other mages or cause dam,
healers rescue and heal and unblind and things...warriors try to
cause damage and pin down others and rescue, thieves try to cause
as much damage as possible.

See Help PKILL4
~

0 PKILL4~
There are several different alignments in the world. Type aligninfo to
get a list of all the alignments and their specials. In order to stop
huge groups from roaming around the mud killing everything in their
path, and to prevent people who are clueless from getting excessive 
pkill rewards, we have instituted rules on the number of people
of your alignment in the area when someone is pkilled. 

When a person is pkilled by someone of a different alignment, the
number of people of the same alignment (or allied see help alliance or
help ally) as the person who got the killing blow who are within a few 
rooms of where the victim died is counted up.
If this number is greater than 6 (although this number may change)
then several things happen.

1. The victim does not get their number of pdeaths incremented.
2. The victim dies and goes to their portal.
3. The victim's corpse will be EMPTY, and the equipment in it will be
   removed from the game.
4. The pkiller and the people of the same alignment (or allied alignments 
   as the pkiller) get no exp, no trophy, no warpoints, no pkills, no
   equipment. The only thing they get is the removal of a kit of 
   equipment from the game. (So if your goal is to take down someone
   loaded or to remove equipment from the game...this will do it.)

There are two stipulations to this. 

First, the number of people counted up is the number of the same or 
allied alignments as the person who got the blow. So, if you have 5 
alignments in one room with 6 people each... and nobody is allied, 
warpoints are normal then. 

Second, your outpost zones have been designated "homelands." Since
homelands are meant to be raided with large groups, if the victim
dies inside a zone designated as a homeland, the limits on the
number of people are lifted. The experience will still be much worse
for large groups, but the warpoints will be there, and the equipment
will not be destroyed.

See Help PKILL5

~

0 PKILL5~
On another note, do not help the members of the opposite alignment. 
If you want to be friends with them, go talk to them on BambiMUD.
One of the most fun things is to kill someone and take their equipment,
then when they cry about it either go to their outpost and yell at
them that you are saccing it because it sucks too bad, or yell at them
thanking them for the equipment, or even better yell and tell them you
want to give it back to them. When they come for it, kill them again.
Even better, pretend like it was a mistake when a trigger went off,
and then maybe kill them a third time if they are that gullible.
Killing someone more than three times within an hour or so is bad,
that gets into spam killing, so at that point you should return home.
Also, another good thing is to act like you are friendly with the
other side...especially the highlevels, then one day lure them
into a trap so you can kill them and get their equipment.

Please note: 

You are never 'safe' from PKILL.

See Also: RULES, MULTI
~

0 MULTI MULTI-PLAYING MULTIPLAYING MULTI_PLAYING MULTIS~
Multi-playing or multi-players are not allowed period!!! Anyone caught
Multi-playing will be dealt with and that could mean they have all of their
characters deleted. Multi playing includes having more then one character
(regardless of the number of email addresses you have) dropping eq from
char and picking it up with a second character, or asking someone to hold
items for you to name just a few. 

Also, to be more specific, we consider it to be cheating if you know
someone who is at your school, or wherever, and you convince them to make
up a character to perform a specific task for you. Let's suppose for a
moment that your roommate does not play the mud, or may play the mud in
the future, so you convince them to make a character and then that
character holds your oh so special MEGA SWORD OF INSTANT
DEATH. Even though technically they are a different person, they
have no business holding a great item and are basically a storage
character. Now, it is different if there are two people from one site, and
both have tons of hours of playing time. Then if one character gives a
great item to the other to hold, that is reasonable. Making bullshit
characters up, and using them basically as storage characters is not
permitted here. If you want someone to hold something powerful for you,
you must have them work up that character and have them playing a bit. At
the same time, we do not frown upon more than one person playing from one
site, or even having several people from one site swapping eq or being in
a clan etc... Just no bullshit. Make sure everyone who gets the megabuff
eq is a REAL player who has already been playing, and who does not just
log on conveniently when a certain item is needed. Yes we will be
checking, and yes it is easy to do. Even though there are no limited items
here, we will be keeping track of the POWERFUL items, and if they
are in the hands of some newbie that no one has heard of, we will watch
the newbie, and if it logs and hands eq to certain chars then buh bye. 


And another thing, if there is a locked door with a low pop key, don't
have that person sitting next to you in the computer lab make a newbie
char who goes and logs out behind the door, so that when you log on and
want to play you can "conveniently" open the door for you. This is still
multiplaying as far as we are concerned, and also multiplaying covers any
other sneaky junk you may try to pull by having "someone else" who is not
a real player do something for you to make your life easier. It does not
even matter if that character is controlled by a real, live, different
person. In that case you are breaking the spirit of this rule, if not the
letter and that is good enough reason to enforce the punishments. 

See Also: RULES 
~

101 MOBS MOB MOBTYPES MOB-TYPES MOBS~
+----------------+--------------------------------------------+--------------+
| ARACHNID       | All the spider-type mobs.                  | BITE         |
| BIRD           | Flying birds, any kind of bird.            | PECK         |
| CANINE         | Dogs, wolfs, etc.                          | BITE         |
| DRAGON         | Huge lizards with wings.                   | CLAW         |
| FELINE         | Cats, lions, tigers, etc.                  | SCRATCH      |
| FISH           | Swimming fishes, water sector only.        | BITE         |
| GENERAL_ANIMAL | Any forest animals or pets.                | BITE         |
| INSECT         | Annoying flying insects.                   | STING        |
| PLANT          | Intelligent plants.                        | SCRATCH      |
| REPTILE        | Lizards of any kind.                       | BITE         |
| RODENT         | Rats, vermins, etc.                        | BITE         |
+----------------+--------------------------------------------+--------------+
| *DRACOLICH     | Weak against dispel undead.                | CLAW         |
| GHOST          | No hittable without magic weapons.         | GRASP        |
| *SHADOW        | Mobs make from darkness.                   |              |
| UNDEAD         | Weak against dispel undead.                | TOUCH        |
+----------------+--------------------------------------------+--------------+
| *GIMIC         | Fake chest, objects, etc.                  |              |
| STATUE         | Mobs made of diferent materials.           | POUND        |
| *WALL          | Fake walls.                                |              |
+----------------+--------------------------------------------+--------------+
| BEHOLDER       | Big floating eye.                          | DRAIN        |
| CHIMERA        | A mix betwen a lion and a dragon.          | CLAW         |
| DEMON          | Evil creatures.                            | CLAW         |
| ELEMENTAL      | Creature made from the elements of nature. | DRAIN        |
| GARGOYLE       | Demon shaped wingned creature.             | CLAW         |
| HYDRA          | Wingless dragon with multiple heads.       | BITE         |
| WEREBEAST      | Strong human like wolf.                    | CLAW         |
+----------------+--------------------------------------------+--------------+
| BUGBEAR        |                                            | PUNCH        |
| CENTAUR        |                                            | KICK         |
| DRACONIAN      |                                            | CLAW         |
| DWARF          |                                            | PUNCH        |
| ELF            |                                            | PUNCH        |
| FAERIE         |                                            | TOUCH        |
| GIANT          |                                            | PUNCH        |
| GNOLL          |                                            | PUNCH        |
| GNOME          |                                            | PUNCH        |
| GOBLIN         |                                            | PUNCH        |
| GOLEM          |                                            | CRUSH        |
| HOBBIT         |                                            | PUNCH        |
| HOBGOBLIN      |                                            | PUNCH        |
| HUMAN          |                                            | PUNCH        |
| ILLITHID       |                                            | PUNCH        |
| IMP            |                                            | PUNCH        |
| KENDER         |                                            | PUNCH        |
| MINOTAUR       |                                            | GORE         |
| MUTANT         |                                            | PUNCH        |
| OGRE           |                                            | POUND        |
| ORC            |                                            | PUNCH        |
| SKAVEN         |                                            | PUNCH        |
| SLIMES         |                                            |              |
| SPRITE         |                                            | TOUCH        |
| TROGLODYTE     |                                            | PUNCH        |
| TROLL          |                                            | CLAW         |
+----------------+--------------------------------------------+--------------+
| DUMMY          |                                            | NOTHING      |
| OTHER          |                                            | SCRATCH      |
+----------------+--------------------------------------------+--------------+

See Also: MFIND, MEDIT 
~

101 'IREF FURNITURE' FURNITURE~
As of the creation of this help file, there is only enter-able furniture.
This is made by setting obj-type to furniture, and setting the proper
values.  v0 = 4, and v1 = the destination room vnum.  For example, if
v1 = 00, then entering the object would take you to room #00.  
Make sure you don't make enter-able objects take-able, or people have an
infinite # of teleports!
v5 1 = portal has a 1 in 4 chances of eatting non-worn objects
v5 0 = portal will not eat items.
~

0 STORE UNSTORE CSTORE CUNSTORE~
Command STORE <object> can be performed at a bank.  This command is used
to store objects in the bank network (withdrawable at any bank throughout
the lands) for a fee which will be stated.  STORE <object> YES finalizes
the storage.

Command UNSTORE <number> or no arguments, shows a listing and/or gets an
item from storage.  You must be at any of the banks of the world, and
have the money in hand to get back your equipment.

Command CSTORE <object> is just like store, only the action can only be
performed in the clan house.  The stored object goes into a pool of clan
items (like a clan donation), for anyone to withdraw, free.

Command CUNSTORE <number> or no arguments, shows a listing and/or gets an
item from the clan storage.  This is totally free, but it is advisable to
check with clan members before taking all their stuff :)
~

0 INVESTIGATE INVESTIGATION~
SYNTAX:  investigate <corpse>
 
This skill allows you to investigate a corpse and determine both the reason
of death, and who looted the corpse.
Note: The owner of the corpse will not show up as looter.
~

0 LINKLESS 'BAD LINK' LD~
If you lose your link, you will just sit there out in the world ripe for
anyone and everyone to come along and pkill you. If your link sucks, you
are encouraged to come back later or just hope it does not get you killed. 
There are no reimbs, so there will
 be no reimbs for bad links. Just take heart in the fact that if your link
sucks, then lots of other links suck.

~

101 RESET~
SYNTAX: reset area ..... resets (repops) area that you are in
 
SYNTAX: reset room .... resets only room you are in
 
This will hopefully explain how to reset things. Mobs and objects are reset
by number in the room. You put resets into the room and when the room is
reset, the resets are executed in order. There are a great many resets which
deal with previously reset items and these require the resets to be done in
order. The resets are numbered from 1 to N where N is some number.
 
SYNTAX: reset with no arguments will show you all the current resets
 
SYNTAX: reset delete <number> ... will delete reset <number>
 
------------------------------ MOBILE RESETS ------------------------------
 
SYNTAX: reset <reset_number> MOB <mob_vnum> [ <chance> <max number> ]

- <number> tells where to put the new reset in the list of resets. If there
is a reset numbered <number> already, the old reset gets pushed up the list.

- <mob vnum> is the vnumber of the mob

- <chance> is a number from 1 to 100..usually mobs are set at 100 pct.

- <max number> is the max number of this mob reseting in this room.

The default to chance is 100 and to max_number is 1 so by typing:
"reset 1 mob 4526", this will make the mob 4526 reset in the room at
100pct of the time with max number of 1. This is a nice shortcut.
 
------------------------------ OBJECT RESETS ------------------------------
 
SYNTAX: reset <number> OBJ <vnum> [ <location>/<load_number> ] <chance>.

- <number> tells where to put the new reset in the list of resets. If there
is a reset numbered <number> already, the old reset gets pushed up the list.

- <location> can be:
 
   room       Object pops in the room, useful for portals fountains etc
   inside     It loads inside the previous item (has to be a container)
   after      This is the only way that items should repop on mobs if
              location=after, mob will wear the item wherever it should.
 
- <load_number> is only used for shopkeeper, to set the number of items.

- <mob vnum> is the vnum of the object.

- <chance> is the number between 1 and 100, default is 20 percent.
 
 
See also: RESET-EXAMPLE
~

0 DISCLAIMER~
----------------------------------------------------------------------------
The administration of this mud takes no responsibility for the actions or
the content of conversation of the players. If you find anything offensive,
please type "quit" immediately, and do not return. This mud was not made
for users under the age of 18 in the United States. Parental supervision is
recommended for minors, and the administration takes no responsibility for
unattended children who may have entered the game without their guardian's
permission. Furthermore, all notes posted may be read by the administrators of
Lands of Chaos. If you wish to write a private note, use email. Lastly, any
work you do on the mud becomes the property of Lands of Chaos, and may not be
withdrawn without authorization. You however, are entitled to a copy of any
work you complete on the mud.
----------------------------------------------------------------------------
~

101 'IREF STANDARD' STANDARD CASH MOB_CASH MOB_MONEY~
Mobs should pop no more than 10 coins per level. Cap this at about 1500.
Don't ask to make "special" money mobs, please.


See Also: COINS, MONEY
~

0 MONEY COIN COINS~
Coin values are as follows:

1 Gold = 100 Copper

See Also: PURSE
~

0 TITLE~
To set your title type title <string>.

Also See: HELP COLOR
~

0 OBJ_COLORS OBJ-COLORS COLOR~
On this mud you can use color in diferent maners. You can use them in
any editors (note/character/room/obj/etc) and also you can use them in
title/channel colors/etc. The way the colors are used is simple, each
code is proceeded by a $ followed by their own color code which will
be listed bellow:
 
         1 Red                            5 Purple
         2 Green                          6 Cyan
         3 Yellow                         B Bold
         4 Blue                           R Normal
~

0 QUIET~
Syntax:  quiet

The quiet command will turn on/off all global channels, but NOT replies.

~

0 MOVEMENT MOVING~
N, S, E, W, Up, Down move you in the direction if you can go that way.

RUN: Run's syntax is RUN <direction> <number of squares>.  You may often run
     past aggressive mobs, although many guarding mobs will not let you by.
     Run will get you past players spamming "kill xxxx" and also allow you
     to avoid tintin auto-hunt.

CLIMB: Syntax is CLIMB <up/down> <object name>.  For instance, Climb up tree.

ENTER: Syntax is ENTER <object/thing in room>.  For instance, enter portal.

TRACK: Syntax is TRACK <player>.  Depends on membership in Ranger's Guild or
       how well you know the track skill.
~

0 MISC MISCELLANEOUS 'MISC COMMANDS'~
Type HELP SEARCH for more info on searching.

Clear/Cls clears the screen if you have a fully compatible ANSI terminal.
BRIEF disables/toggles whether or not you see room descriptions.
COMBINE disables/toggles whether or not you see items like (7) Some Bread.
SACRIFICE <object/corpse> cleans up the object by removing it permanently.
PASSWORD <old> <new> to change your characters' password.
TITLE <new title text> to switch your characters' title.  See help TITLE.
SAVE saves you character; equipment and room you are in, etc...
QUIT quits the game.  There is NO RENT HERE, you can quit anywhere and your
     character will be the same when you come back in.
WHERE shows the players in the zone you are currently in.
! repeats the last command you typed in.

~

103 MAP MAPPING~
We do not have a map of the new world, and we may just keep it that
way. However, there is a type of overhead mapping which lets you
see the area nearby. Give it a try by typing mapping, or just map to
toggle it. If you get funky looking characters, type noibm and you
will
get standard ASCII characters.

There is also a feature called nospam which redraws your character as
it moves inside of a static map to cut down on bandwidth.
It works ok unless the builder made a mistake or a maze which causes
overlapping rooms.

There is a feature called viewmobs which puts a big M on the screen
wherever mobs are. 

You can also see players (of your own alignment or allied with you)
with the command viewplayers. It was considered letting this
show all players, but that seemed too cheater..even though it is
a lot of fun chasing a red P around with your red X (if you
are not in nospam mode).

If you need to refresh the map type scan refresh and it will redraw
the overhead map.

If you want an overhead map that "moves" with you sort of like the old
wizard eye view from Might and Magic, just don't use the nospam
option. You will probably find viewmobs too annoying to use in most
areas since the whole map will be covered with M's, but if you turn 
it on, scan refresh to get a new view, then turn it off you can get
a nice map of the nearby area and see where the mobs are.


~

0 'SUMMARY' INFO~
------------------------------------------------------------------------------
To get more specific help, type HELP <groupname> such as HELP GROUPING,
HELP OBJECT, HELP PRACTITIONER, etc...

Mapping Commands... (See help MAP)

Movement Commands.. North, S, E, W, Up, Down, Run, Climb, Enter, Track.

Grouping Commands.. Follow, Group, Gtell, Split, Report, Assist, Config.

Object Manipulation.. Get, Put, Drop, Give, Examine, Look, Recite, Quaff, Zap,
		    Brandish, Lock, Unlock, Open, Close, Pick, Search, Light,
		    Equipment, Inventory, Compare, Eat, Drink, Fill, Empty,
		    Extinguish, Hide, Swap, Study, Butcher, Break, Steal,
		    Sheath, Draw, Sacrifice.

Shop Commands...... List, Value, Buy, Sell.

Bank Commands...... Convert, Deposit, Withdraw, Balance, Store, Unstore

Practitioner Cmds.. Practice, Learn, Skills, Spells, Slist.

Position Commands.. Visible, Sleep, Rest, Stand, Wake, Sneak, Hide, Mount,
		    Dismount, Ride, Meditate, Surrender, Search, Board,
		    Disembark, Take Control.

Guild Commands..... Guild (Must be at a guildmaster).

Clan Commands...... Clantalk, Cadd, Cremove, Announce, Clan, Who clan, 
		    Cstore, Cunstore, Cquit.

Configuration Cmds. Config, Fight, Spam, Channel, ANSI, Pagelen, Wimpy.

Communication...... Ignore, OOC, Chat, Yell, Clantalk, Say, Gtell, Tell,
		    Reply, Quiet, Channel, Listen, Pray, Emote.

Information Cmds... Score, Equipment, Weather, Area, Commands, Socials, Who, 
		    Inventory, Player, Topten, Trophy, Level, Showspells
		    Skills, Spells, Weight, World, Time, Scan, Glance, 
		    Config, Store, Cstore, Alias, Finger, Exits, Wizlist, 
		    Minmana, Clan, Affects, Consider, GConsider, Showskills
		    Houses, Events, News, Changes, Pkill, New Clan,
		    clan costs, skill rank, armor rank, damage rank.

Combat Commands.... Kill, Kick, Tackle, Bash, Backstab (BS), Circle,
		    Flurry, Wimpy, Rescue, Disarm, Assist, Flee.

Arena Commands..... Challenge, Accept, Decline, Bet, Config Arena.
		    See HELP ARENA for all of the above.

Spell/Magic Cmds... Cast, Meditate, Spells.  (See also help MANA)

Boards/Notes....... Note Write, Note to <person>, Note subject <subject>,
		    Note Send, Look at Board, Read <number>.
		    See help NOTE for more information.

Misc Commands...... Save, Quit, !, Cls, Clear, Hire, Fire, Sacrifice, Search
		    Password, Brief, Combine, Title.

------------------------------------------------------------------------------

See Also: RULES NEWS CLANS STORY PKILLING MULTI DEATH GUILDS
~

0 STORY~
The lands are at war. Take up the struggle of the four great nations
as they vie for dominance over the Lands of Chaos. It was not always like
this. In ages past, the land was vibrant and filled with life...before
the dark days when the Valheru struggled with the Shadows for dominance.
The Targannan and Lawthera retreated into their homelands to await
the eventual outcome of the struggle, but then the Shadow and Valheru
turned upon them. Treachery brought the Targannan to the gates of the
Lawthera keep demanding justice for their slain king, and then
the battle was joined on all sides. The ensuing wars destroyed
most of the neutral and outlying cities in the land. Travellers
today walk through the burned-out shells of once mighty capitals
and ports which now lie rotting, with perhaps a smattering of poor
scavengers and merchants left to pick over the refuse. 

You must choose a which side to serve. Each side will attempt to woo
you with its promises of power and glory during your training days,
but you must choose carefully, for this is a choice for life.

~

0 RESISTANCE RESISTANCES RESIST~
You can now buy resistances. You get 3 resistance points per remort.
You spend them and each resistance has a certain cost
associated with it. Type resist list to get a list of all the
things you can buy, and the associated costs.
You can save up these points to get the more powerful resistances.


~

0 STATS STRENGTH CONSTITUTION WISDOM INTELLIGENCE DEXTERITY STR INT WIS
DEX CON WIL LCK CHA CHARISMA LUCK WILLPOWER~
Strength:     This stat speaks for itself.  
	      What it affects:
	      Your carrying capacity and extra damage you do in battle,
	      How well you can resist disarms in combat, how well you can
	      bash down doors, etc...

Constitution: This stat is your health or well being.  
	      What it affects:
	      How many hitpoints you get after a level, and other smaller
	      aspects related to your "toughness".

Wisdom:       This stat shows how wise you are.
	      What it affects:
	      How many practices you gain after you level, and your
	      natural mana and maximum mana with gems.

Intelligence: This stat shows how intelligent you are.
	      What it affects:
	      How fast you learn new spells.  It also helps in casting
	      offense spells and affects natural mana.

Dexterity:    This stat shows how agile and quick you are.
	      What it affects:
	      How well you move during battle, dodge trips, and how fast you 
	      gain back lost movement points. 

Willpower:    This stat tells how well you can overpower other people's
              minds and how well you can resist mental spells.
              What it affects:
              It also affects how much mana you can store and how
              high your natural casting level.

Luck:         This stat helps you in small ways.
              What it affects:
              Things in combat, chances of succeeding at various things.

Charisma:     This is a measure of your personality and how well
              you are liked.
              What it affects:
              Costs in shops, grouping limits.

~

0 CLANTALK~
Syntax: clantalk <message>

This is just like any other communication channel, except this one only
transmits to your clan only.

See Also: CLAN, CLANS, GUILD
~

0 POSITION POSITIONS~
REST  will make you rest.  You can see people come/go but you don't get
      hit points or movement back as fast as if you were sleeping.
SLEEP puts your character to sleep, allowing him/her to regenerate.
STAND makes your character stand (and wake if you are sleeping).
WAKE  makes your character wake and stand if you are asleep.
SNEAK is based on how well you have practiced sneak, and will allow you
      to move between rooms undetected.
HIDE  allows you to hide in a room, possibly undetected until you type
      a command or move.

MEDITATE  allows you to regenerate mana at a faster rate.
SEARCH    allows you to search the room for hidden objects, or a direction
	  for a hidden door.
MOUNT     is the same as Ride.  Syntax is Ride/Mount <Mobile to ride>.
DISMOUNT  is the command to get off the ridden mobile.
VISIBLE   will remove invisibility, sneak, and hide, making you visible.
~

0 WARRIOR~
The Warriors Guild is an association of men and women who share a common
interest in the art of war.  When you join this guild, you will  by
taught how to fight more ferociously, and you will probably notice an
increase in the damage done on every blow to an opponent.  Your strength
will also improve by one during your membership period.
~

0 THIEF~
This small, shunned group of thieves puts all of its members through a
difficult dagger-dodging seminar.  Not only will you become substantially
better if you already have a background in "dodge", but you will also
gain a point of dexterity.
~

0 TINKER~
The Tinkers Guild is a guild of skilled craftsmen who have come together
to monopolize the business of repair.  By joining the Tinkers Guild, you
will receive great discounts on repair costs, you will be taught to fight
more effectively with hammers and other concussion weapons, and most of
all, you will gain a point of constitution for joining. 
~

0 HEALER~
The Healers Guild is an open organization of people who trade the secrets
of restoring health to the sick and injured. They do not get along well
with people who use stealth and guile to kill, nor do they practice 
the arts of combat magic. When you join the Guild of Healers, you will
see your healing spells improve greatly, and you will gain a point of
wisdom.
~

0 WIZARD~
The Wizard's Guild has been set up to use magical power in its most 
destructive forms. Although wizards will not be able to
heal as well as the members of the Healers Guild, only the members of
the Guild of Wizards can harness the destructive energies of the
higher power attack spells. Members of the Wizard's Guild also gain a
point of intelligence when they join. 
~

0 RANGER~
The Ranger's Guild is the domain of the hardiest hunters of the land.
Members of this guild become world-class trackers, and get training in
the arts of slashing. When you join the Rangers Guild, your
constitution will increase by 1 because of the rigors of the training
period.  
~

0 MYSTIC~
Mystics deal with the arcane, and spirit realm of magic. There are many
spells which require the knowledge of the Mystic's Guild to learn and
cast and are closely guarded secrets which will not be divulged to
outsiders. Spells dealing with transport or information are the domain
of the mystic, although they do let outsiders have access to the word
of recall spell as a gesture of goodwill. You will gain a point of
wisdom when you join the Mystic's Guild, and you will notice a slight
improvement in the power of your healing spells.
~

0 BATTLEMASTER~
Although the Warrior's Guild teaches people how to fight in general,
the Battlemaster's Guild teaches the more advanced arts of fighting.
Most of the more powerful attack skills require the precise knowledge
and training that only the Battlemaster's Guild can provide. When you
join the Battlemaster's Guild, you will gain a point of strength.
~

0 GUILD GUILDS~
Guilds are organizations of professionals who share knowledge
within their guilds to members only. Each guild has 5 ranks, or
"tiers" which must be gained by spending "guildpoints" which
are accrued during remorting. You get 6 guildpoints per remort
and it costs N guild points to advance to rank N within a guild.
It also costs roughly
 
(10000 * new_rank) + (10000 * remorts) coins to advance a tier.
 
and
 
(10 * remorts * remorts) + (10 * new_rank) warpoints to advance a tier.
 
To join a guild you must find the guildmaster located somewhere
in the world and type guild join or guild advance.  Guild advance
will attempt to advance you a tier in that guild.  Guild leave
will give you back the guildpoints you've spent on that guild, but
also remove any bonuses you achieved for being a member, and also
preset you.
 
The following guilds are available:
 
Thief, Assassin, Warrior, Battlemaster, Wizard, Sorcerer, Healer,
Mystic, Ranger, Tinker.
 
As you advance tiers within a guild you get bonuses and more
special skills/spells become available to you.  Also, upon achieving
tier 3 in any guild you will gain a stat increase.
 
Some guilds require membership in other guilds in order for you to
join, these guilds are Battlemaster, which requires the Warrior Guild,
Sorcerer, which requires Wizards, and Mystic, which requires Healers.
 
See the helpfile for each of the guilds listed above, and type
slist <guildname> to view the skills/spells available to members
at each tier.
 
The one exception to the guild points requirement is the tinker's
guild, which is only limited by the number of times you have remorted.
You can only be as high a tier in the Tinker's Guild as the number of
times you have remorted.
~

0 CLEADER~
A clan leader should be a highlevel player who knows the game and 
is a good leader. A clan leader should be trustworthy, and really guide 
his clan members.

As a clan leader you get access to several new commands:

Cadd,
This command is used to add someone to the clan.

Cremove,
This command is used to remove someone from the clan.

Announce,
If you are a clan-leader, you can announce things to your whole clan
using this method of communication.

See Also: CSTORE, CLAN
~

0 CLAN CLANS~
Clans are tightly-woven social groups that stick together through thick 
and thin. Joinig a clan has no statistical advantage, but in a pkill world
friends are always good to have. 

As a member of a clan you have access to the following new commands:

Clantalk,
This is just like any other communication channel, except this one only
transmits to your clan only.

Clan,
This command gives you a list of your clan setup.

Clan List 
This command allows you to view a list of  all clans

Who clan,
This command allows you to see a who list of clan memebers.

Cstore,
This command allows you to store an item in clan storage.

Cunstore,
This command allows you to unstore an item in clan storage.

Cquit.
This command allows you to quit a clan.

See Also CLEADER STARTCLAN
~

0 STARTCLAN~
If you want to start a clan, you must meet the following criteria:

1.  You must have 4 other members on-line at the same time who want to join.
2.  You must have 2 or more remorts, and must be a frequent player.
3.  You must not be in another clan.
4.   You must have a name for the clan picked out when you
    talk to an admin! Certain names may be rejected due to being
    offensive, but silly names are permitted. Names making fun of
    the other alignment are also permitted. 
5.  You must have demonstrated leadership, and must not be a "problem
    player." You may be labelled as a problem player due to your actions
    on a previous incarnation of LoC, or even on another MUD where the
    admins are aware of this behavior.
6.  You must have 1000 Warpoints, which are not lost when 
    starting the clan.
7.  A Fee of 100000 coins will be charged to the clan leader to start 
    the clan. This fee is for the starting clan channel.
    See help CBUILD to get information on how much building a clanhouse
    costs. Note that "building a clanhouse" means giving information to
    an admin on the player port and having that admin build the 
    clanhouse. You will not be given a builder on any port for the
    purposes of building a clanhouse.

    Email us at loc@loc.inetsolve.com if you have any questions.

    *Note* You may NOT add people to your clan with out their
    permission.
   

See Also: CLANS CLEADER CBUILD
~

0 CBUILD~
Once your clan has been approved and created, you get access to your
clan bank. You can donate money and warpoints to this account by
typing donate <amount> <gold/warpoints> clan.

There is now only one clanhouse you can originally buy.
The clanhouse starting package requires that the leader of the clan
have at least 3 remorts, level 60, or 4 or more remorts at any level.

The cost (deducted from the clan bank) is:

2000 warpoints and 400000 coins.

Your clanhouse must be built close to your home city. How close will
be determined by the admins, but the Great Junction is a good 
yardstick to use.

See Help CBUILD2
~

0 CBUILD2~
You get:

16 rooms. A clan Fountain with refresh and heal critical at level 30.
4 Level 50 guards, 4x hps 20pct warrior skills, detecting invis, dark, 
hide, sneak.

Clan banker, Clan storage, Weaponsmith, Armorer, Baker, Barkeep,
2 secret doors, an extramana/extraheal room, A global noteboard, a
clan noteboard, and up to 4 statues. You get to make your own
room names and descriptions. There must be a direction to flee from
any guard that blocks such that the fleeing person will not have
to worry about people spamming closed doors when they are trying
to flee. The armorer and weaponsmith will buy back items only
at 70 percent, because of the clan items which will repop in your
clanhouse. We cannot let you have them "for free".

You get a "secret escape route" which is an unseen portal with a funky
name placed somewhere inside the clan. It will lead outside the clan, but
no more than 20 spaces away from the clan entrance. The secret escape
route cannot end up inside of a hometown.

You may also create 2 types of clan food with 20 hours of food value, 
2 kinds of clan drinks which have 15 drinks per container, and a clan 
"bag". The clan bag will not be indestructable, and it can contain 300 
pebbles worth of items.


There are also 7 levels of upgrades for the clanhouse.
Each upgrade costs 1000*upgrade_you_are_getting warpoints and 
100000*upgrade_you_are_getting coins. Your clan upgrade level
can NEVER be higher than that of your alignment city upgrade level.
You cannot just screw the other people on the alignment and make
your own little clan fortress. Sorry.


See help CBUILD3
~

0 CBUILD3~
Each upgrade adds two rooms and one piece of statuary, or other 
furniture. The resets of food will be limited to 20 at reboot, with
a new piece created every couple of hours. There will be one drink
container each reboot. The armor/weapons/gems listed below will
repop on only 7 percent of the reboots. Your shopkeepers are ALWAYS
reboot only.

Other upgrades to rooms and items:



Upgrade 1:
* Your fountain goes to level 40.

Upgrade 2:

* The fountain is now level 50 and casts rejuvenate and healing.
* You get another reset of your "secret escape route".

Upgrade 3:

* The fountain is level 60 and now also casts purification.
* You get a highmagic room and a lowmagic room.
* You get a clan armor with 1 hitroll, 5 hps, 5 moves, ac 2. Clan
  armors can either be set to be worn on places with one wear
  location, or places with two wear_locations.
* The clan armor pops once per reboot, and it costs 50000 (but you can
  then sell things back to the shop to get some of the money back).

Upgrade 4:

* The fountain is level 80 and casts ClanHeal.
* Your clan armor is upgraded to 10 hps, 10 moves, ac 4.
  It now costs 100000.
* You get an "inner guard" which is 10 levels higher than the
  gateguards, has +2x hp modifier, and is a protector mob, and
  which can block all further progress into the clanhouse. It may
  not be used to keep people from fleeing the clanhouse. If you choose,
  you can put this mob at your outer gates with the regular guards.
* Your drink container now has 100 drinks.
* You get a 5 room "clan outpost" which can go into the world past the  
  barrier. The outpost can have a secret door entrance, a room inside,
  a guard room, another room, and finally a bank (if you wish) and a 
  mana/fountain room if you wish. These outposts cannot be upgraded.
  Be warned, if you put the cool things like clanbank and fountains in
  here, then your enemies will be able to raid easily as the guards
  are starting guards, and never get better.
 
Upgrade 5:

* You get another reset of your "secret escape route".
* The fountain is level 100 and casts ClanDefense.
* A room inside of the clanhouse now summons assistall guards aggressive
  to other alignments when people enter the room. These mobs are
  only level 30, but have 3x hps and detect everything except
  chameleon and vanish.
* Your clan food is 60 hours.
* You get a clan weapon. It has +1dam and +1 hitroll and if it
  is a concussion, whipping, or slashing  weapon, it can have ave 10, 
  (not 10.5), but if it is a piercing or polearm weapon, it can only have
  ave 9. It costs 75000.
* You get a nomagic room.

Upgrade 6:

* The Fountain is now level 120.
* You get a second inner guard.
* You get another clan armor. This one has 5 hps, 5 moves ac 5, and +1 dam or
  +1 to any stat. It costs 150000.
* You get a clan gem. This gem will cost 100000 and will have
  1 color, level 30, 2 colors, level 25, 3 colors, level 20, 4 colors, 
  level 15, or 5 colors level 10.
* Your clan bag is indestructable.
* 2 rooms inside of the clanhouse now have a 20 percent chance of teleporting
  any non-clan members outside of the clan when they enter.
* Another room now summons guards, which are now level 40, 4x hps.
* You get a second outpost, which can be anywhere in the world as long as
  it is at least 20 spaces from any other alignment's hometows.

Upgrade 7:

* The fountain is now level 150.
* You get a third inner guard.
* All shops now buy back at 60 percent, instead of 40 pct.
* The armors/weapons/gems in your shops now repop at 12 percent.
* Another room summons guards, which are now level 50, 5x hps.
* You get a mob inside the clanhouse which responds to a tell script
  and transports you to a secret part of the clanhouse. This word must be 
  one of the words in the descriptions of the rooms which are not past it. 

  Between this mob, and the outer guards, and the inner protector mobs
  you have up to this point, you should be able to make it virtually
  impossible for people to get to your clanstore and shops and mana
  room, assuming that you set things up right. You will be allowed
  to move around rooms and set gauntlets for any attackers to run if 
  they want to get inside of your clanhouse. 
	

See Help CBUILD4
~

0 CBUILD4~
Each upgrade adds a guard to the outer gates. The levels of the guards 
increase by 10 each time. The warrior percents of each guard increase
by 10 each time. The hp modifiers of the guards increase by 1 each time,
and the hitroll of the guards increases by 10 each time, and the damroll
of the guards increases by 5 each time (from a base of 0 and 0).
The levels and hp modifiers of the inner shops are also increased by
these same amounts. However, the inner shops never gain the other
advantages listed below. 

The upgrades cost 2000*upgrade_level warpoints and 200000*upgrade_level coins.


Upgrade 1:
The guards fly.


Upgrade 2:
The guards are affected by sanctuary.
The Guards wield long swords.

Upgrade 3:
The guards are affected by mindshield.
The guards cast Blind, 3%.
The Guards now wield small spears.

Upgrade 4:
The guards also cast Lethargy, 5%.
The guards wield spears.
The guards see chameleon.

Upgrade 5:
The guards cast 
The guards wield steel spears.
The guards kill opposite alignment people on sight.

Upgrade 6:
The guards are affected by total protection.
The guards now summon the same mobs as the rooms inside the clanhouse.
The guards now cast Beam instead of blind at 10 percent.

Upgrade 7:
The guards resist all elemental magics.


More to come :)
~

0 AUGMENTATIONS AUGMENTS AUGMENT~
Augmentations are little enhancements your character can get (for a price.)
The effects of these enhancements are hidden, and do not generally show
up in the score command or in any other place, but they do affect the 
outcomes of various activities. You must try out these enhancements and
find out from others exactly what they do.

~

0 ALIAS ALIASES MACRO MACROS~
SYNTAX: alias
SYNTAX: alias delete <number>
SYNTAX: alias <number>/<keyword>
SYNTAX: alias <keyword> <expansion>
 
Aliases are used so you don't have to type so much.
 
It's basic operation is simple.
 
     alias                        - List your existing aliases
     alias delete <number>        - Delete alias <number> on your list
     alias <number>/<keyword>     - Display <keyword>/<number> alias
     alias <keyword> <expansion>  - Create a new alias
 
While making aliases there are a few special characters you can use.
 
     *                            - This is considered as if you pressed enter
     %                            - This will be translated as an argument
~

0 CLEAR CLS~
Syntax: clear
Syntax: cls

This command will clear up your screen which can get messy with unwanted
line noise or other breakups of text in display.
~

0 BREAK~
Syntax: Break [dir or doorname]

BREAK will allow a player to try and break a door.  If you look at the
direction you want to break in, it'll tell you how strong the door is.
If the door breaks open, it'll close on reset.  If it's broken, it
is broken for good.  Or at least until the next reboot.
~

110 'HIDDEN STEADINESS'~
This skill allows you to be more stable in combat, thus helping you avoid
incoming bashes and tackles. 
~

0 FLURRY~
SYNTAX:  in combat: flurry
 
This command allows you to flail about madly in a wild flurry. Because
of the extreme energies required to do so, you will end up losing stamina.
Flurry is natural to everyone, it does not have to be practiced.
~

110 TEACH TEACHER PRACTITIONER~
Guildmasters or Practitioners are special mobs.
These mobiles teach you new skills/spells.


When a mob becomes a practitioner, you must assign skills that it
can teach to characters (and characters can practice there too).
The format is TEACH <NUM>, where <NUM> is the skill number (the first
number) from SLOOKUP 'skill_name'.  Okay.. confused?  Here is an
example: Fred the practitioner wants to teach dodge and parry.
After I have type PRACTITIONER in medit, I then type:
slookup dodge
(I see the first number is 80, so I type TEACH 80)
slookup parry
(I see the first number is 84, so I type TEACH 84)
press ENTER to see if the correct skills have been entered, and to
remove a skill, simply type TEACH (number of skill to remove).
Example: I don't want Fred to teach dodge, so I type
TEACH 80 (again, and it says, skill removed.)
...Easy!  This adds a whole new dimension of "seeking out trainers"
and I worked my ass off too so be grateful!!! :)




See Also: LEARN, PRACTICE, GUILD
~

0 BALANCE CONVERT WITHDRAW DEPOSIT BANK 'BANK COMMANDS'~
Syntax: Balance
Syntax: Convert
Syntax: Deposit  <amount of copper> or ALL
Syntax: Withdraw <amount of copper> or ALL

Note: In withdrawing money (IE using the bank), the bank will keep a small 
surcharge (for keeping your money safe).  All transactions are in copper.
1 silver= 10 copper, 1 gold = 10 silver, etc..

Convert will convert large amounts of coins into smaller, more valuable 
coins.  EXAMPLE: you are carrying 50 gold, and it's weighing you 
down.  Go to a bank, type convert, and they will exchange those 50 
gold for 5 platinum.  No surcharge.

See also: STORE
~

0 KICK 'DOUBLE KICK'~
SYNTAX:                  kick <victim>
SYNTAX:       in combat: kick
 
This skill allows you to kick an opponent, inflicting extra damage during 
combat.  After you have kicked, you usually are a little off-balance and
it takes 2-3 rounds to recover. Wearing appropriate gear may increase
damage you do with your kicks, as well as your level of experience.
 
Ghosts or flying opponents are impossible to kick for obvious reasons.
 
Masters of warrior skills gain access to double kick skill which
gives one a chance of getting in a second kick right after the first.
 
Note: Double kick is automatic once practiced.
~

110 'HIDDEN BLOCK'~
With this skill you may use your hands to block incoming kicks, taking no
damage from them. It is automatic once practiced. 
~

0 BASH 'SHIELD BASH'~
SYNTAX:                  bash <victim>
SYNTAX:       in combat: bash
 
This skill allows you to attempt to push an opponent backwards forcefully 
and rapidly, causing them to fall to the ground.  If successful, the 
victim will not be able to do anything in combat except defend.
 
Success of bashing is based on how well you have practiced bash, your 
strength, and victim's dexterity and their levels of appropriate skills. 
 
Note: With this skill it is possible that you fall on top of
your victim, in which case you will begin to ground fight.

Masters of warrior skills may use their shields and with practice of
appropriate skill bash their opponent with bigger force, pushing
them on the ground for longer time.
Note: Shield Bash is automatic once practiced
~

0 TACKLE GRAPPLE~
SYNTAX:                  tackle <victim>
SYNTAX:       in combat: tackle
 
This command will allow you to run at an opponent, trying to tackle 
them and take fight to the ground.  If successful, you will go into 
ground fighting mode... If you miss the tackle, you will be off-balance 
for several rounds. You may not tackle with a weapon in hand.
 
The grapple skill will help you tackle better, do more damage in
groundfight, and make it harder for people to escape you when
groundfighting you.
Note: Grapple is automatic once practiced.
~

0 GROUNDFIGHT GROUNDFIGHTING 'GROUND FIGHTING'~
It is recommended that you configure the ground fighting option OFF at
low levels.  (Type FIGHT to see your combat options).

occasionally in battle, the fighters will miss a bash and trip, or one 
will tackle another.  The fight will be then taken to the ground.  
Ground-fighting is no-nonsense and fast; close in biting and head butting 
can kill in extremely short amounts of time.  Once you are on the ground, 
you perform on instinct.  Hard helmets make head-butts harder, masks can 
protect against elbows to the face, and many other factors can 
increase/decrease damage taken. 

    If you are fighting multiple opponents, it will become difficult for 
them to find a line of attack (since you are twisted up on the ground with 
your opponent...)  However, if another attacker does find a line of 
attack, he/she/it can slash/pierce/whatever you.  Since you are entangled 
with your opponent, you will not be able to dodge or parry the incoming 
attacks.  Also, a person assisting a ground fighting player/mob without a 
weapon will not punch anymore; he/she/it will now stomp.  Stomps also 
usually do more damage.  In general, it is not recommended that you go to 
the ground with multiple opponents.
~

0 MEDITATE MEDITATION~
Syntax: Meditate

This command allows you to sit down and meditate, allowing the gem in 
your hand to charge at a greatly increased rate.  You will, however, not 
receive the massive bonuses to move and hit points that you might receive 
if you slept or rested.  Typing meditate while already meditating will stop 
you meditating and bring you to your feet.

~

0 EXCHANGE SWAP~
Syntax: Exchange
Syntax: Swap

This command switches items in your primary and secondary hands.  If two
items are held, the positions exchange.  If one item is help, its position
switches between primary and secondary hand. 

~

0 CITIES CITY-UPGRADES CITY-UPGRADE~
At the beginning of the game, your hometown guards will be able to stop
raiders. As time goes on, people will become more and more powerful and
your guards will not be able to cut it anymore. To remedy this problem, 
you may purchase more powerful guards for your hometowns.

The costs are TBA at this point.


~

0 GLANCE~
Syntax: glance <victim>

This command will let you see only the condition of a mob or players.

~

0 SEARCH SEARCHING~
SYNTAX: search
SYNTAX: search <direction>
 
Based on how well you have practiced the search skill, you might find 
objects other players have hidden in the room, hidden players or 
hidden doors.
 
See Also: HIDE
~

0 SPAM NOSPAM~
Syntax: nospam
Syntax: spam

This command is essential in large groups with anything slower than a 14.4k 
modem.  Nospam mode only shows the hits that take place during combat,
and later, will cut down the general spam associated with groups.  
To bring back SPAM mode, type spam.  There are THREE levels of spam.  
FULL, MODERATE and NOSPAM.  Use spam command to toggle between them.
~

0 FAREWELL~
Thank you for playing!  We hope to see you in the Chaos again soon!!
[Character Saved; Quit Successful]
~

101 BUILDER-RULES BUILDER_RULES~
As a builder you are expected to not interfere at all with morts. 
This includes, but is not limited to the following things:

You may not converse with morts either over global channels or with tells.

You must keep all global channels: chat and ctalk and ooc OFF! You
 may of course keep the imm channel on.

You may not give anything or take anything from mortals.

You may not go to open areas, and you must not have anything from an 
unopened area appear in an open area by any means at all.

You may not link your area to an open area, place an item on a mob, have the
mob walk through the open room, then unlink the room and have your 
mort kill the mob to get the item.

You may not load cheater mobs for morts to kill for exp. 

You may not give or place any portals of any kind which could take morts
to a room which is hard to get to..even if the portal is from an open
area to another open area.

Do not wander around other peoples areas looking for the secrets and resets
and eq and mobs and soforth.

We can and do log oload and mload. If you spend too much time dicking 
around with other people's crap you will be deleted.

Do not make cheater eq or mobs, even if they are just for a 
moment..or to "test" something. 

Don't attack the other builders. Ever. We do not want to see 
anyone on topten.


In fact, unless you are in your own area in oedit medit or redit...and only
working on your own area to make legitimate items, you are
 probably breaking a rule.

~

0 RULE RULES~
-----------------------------------------------------------------------------
Violations of these rules may incur penalties such as deletion or 
sitebanning or silencing or other random loss of stats and remorts or 
items,  depending on the nature of the rule being broken and how 
pissed the imm dealing with the problem is at that moment. 

 Don't spam, cheat, abuse bugs, fail to report bugs to admins, tell other
 players about bugs, script, use triggers, use speedwalks, attempt to log
 in any character other than your own, have more than one character, share
 characters, sell characters, swap characters, give away characters,
 share passwords, use a stupid password, use the same password here you do
 elsewhere, make obscene comments on global channels, spam kill someone,
 spam die to someone, engage in clanwars or same-side alignment wars.

-----------------------------------------------------------------------------
The guidelines below will help you stay on our good side, or will help you
enjoy the mud more:
-----------------------------------------------------------------------------




Guideline: No reimbursements.  If we really mess up and we are planning to
	   give reimb's, we will post it on the message of the day (help
	   MOTD, or shown automatically when you enter the game). If there is 
	   no notice in the MOTD consider yourself out of luck. Do not even 
	   think of begging.

Guideline: Have fun.  On a pkill mud there always has to be a winner and a
	   loser; the winner feels great, the loser feels like crap.  Just
	   remember that although you may be the loser one day, you may be
	   the victor the next.

Guideline: Don't be annoying; it's a privilege to play, not your right.  If
	   you swear, spam, or try to use any bugs to your
	   advantage, you could get on an admin's bad side (not good).

Guideline: Don't ask admin to reveal secrets, or even common questions about
	   the game (like... 'am I close to the cave?').  Admin will only
	   answer questions you have about general game play, etc.

Guideline: Try to help out your side when they need it. If someone on 
	   your side is getting pkilled, and asks for help, try to 
	   help them out. Someday your butt will be on the line and 
	   you will need the help.

Guideline: If you enter a mob and see a hurt mob, it is techinically not
           killstealing to attack and kill it. However, you will anger
           whoever is attacking it. If you drop equipment on the ground,
           it is no longer yours, however picking up equipment from the
           ground is a bad idea, since people will generally try to
           hunt you down.

Guideline: Don't hog eq. When in groups decide on some way of splitting the
	   eq you get. Generally the "whoever loots gets it" and then making
	   sure everyone gets a piece of eq before anyone gets a second 
	   piece of eq method works. If you hog eq or refuse
	   to share, other people may consider looting your corpse to get
	   the eq, or they may refuse to help you out when you need it.

Guideline: Help out the newbies on your side. Nothing ruins a mud more than
	   experienced players who refuse to help out the newbies. Yes, they
	   ask a lot of stupid questions, and they ask the same questions
	   over and over, but eventually they will get it. Just make a 
	   little effort to help them and they will be useful someday
	   when you are in a jam. 

~

0 IGNORE~
SYNTAX: ignore
SYNTAX: ignore <playername>
 
Ignore command allows you ignore any annoying player that you are tired of.
Once ignored, the person on your list wont show up in any channels.
 
Typing ignore with no argument will show you the list of the player you ignored.
~

0 TRAP 'TRAP HANDLING'~
SYNTAX:  trapset
SYNTAX:  trapset <direction>
SYNTAX:  trapset <container>
 
SYNTAX:  detrap <direction>
SYNTAX:  detrap <container>
 
Using this skill, you may set traps in rooms, on doors and containers.
A trap in room explodes once someone walks in. A trap on door or on
container explodes once someone opens the door or container. This skill
also affects how well you can throw traps and bombs.
You may also remove traps from containers or from other rooms or doors.
 
See Also: THROW
~

0 COMBAT  'COMBAT COMMANDS'~
----------------------------------------------------------------------------
->Make sure to use the CONSIDER <mob/player> command to estimate how tough<-
		 ->the battle will be before fighting!<-
----------------------------------------------------------------------------
KILL is used to start a fight (Kill <mob/player>)

See Also: WIMPY, KICK, BASH, TACKLE, BACKSTAB, CIRCLE, FLEE, ASSIST, DISARM,
	  FLURRY, and RESCUE 

See also: Help Groundfighting.
~

0 GROUPING 'GROUPING COMMANDS'~
Follow: See HELP FOLLOW.
Group : See HELP GROUP.

Gtell : Syntax Gtell <text>.  This command tells <text> to your group.
Split : Syntax Split <amount>.  This command splits up money evenly.  Valid
	examples are: split 7 gold, split 403.
Report: Syntax Report.  This command reports your condition to the room.
Assist: If you do not have auto-assist on, you can type Assist <player>
	to help them out in combat.
Config: See this option to turn on auto-assist, auto-loot, auto-split and
	many other useful options.

~

0 OBJECT 'OBJECT COMMANDS' 'OBJECT MANIPULATION'~
[] means optional argument, () or - <text> explains what the command does.

Get       <object> [<from this object>]
Put       <object> <goes in this object>
Drop      <object>
Give      <object/money> <player>
Examine   <object>                     - Examining gems will show their mana.
Look [in] <object>
Recite    <Scroll name>
Quaff     <Potion name>
Zap       <target> <wand>
Brandish  <staff name>
Search    [<direction>] (searches room for items or for a hidden exit)
Hide      <object>
Compare   <object 1> <object 2>
Eat/Drink <object>                     -- See also help DRINK
Fill      <object> <source of liquid>  -- See also help FILL
Empty     <object>
Swap      (Switches items held in hands from primary to secondary, etc)
Study     <book object>
Butcher   <corpse>
Sheath    <held weapon name>
Draw      <sheathed weapon name>
Sacrifice <object on ground>
Study    <book>
Light/Extinguish <object>         - You need a tinderbox to light things.
Break/Open/Close/Pick/Lock/Unlock <Doorname or direction>

~

0 INFORMATION 'INFORMATION COMMANDS'~
ALIAS     - See HELP ALIAS.
SC        - Short score display.
SCORE     - Shows your current character status and info about your character.
AFFECTS   - Shows what you are currently affected by (ie Armor, Poison).
SHOWSPELLS- Shows all the spells you can learn given your current profession.
SHOWSKILLS- Shows all the skills you can learn given your current profession.
EQUIPMENT - Shows what you are wearing at the time.
INVENTORY - Shows what you are carrying in your inventory.
EXITS     - Shows the rooms around where you are, and which direction.
CONFIG    - Shows you options currently set.  Use Config <option> to toggle.
STORE     - Shows what equipment you have in the Bank storage.
CSTORE    - Shows what is in the clan storage locker.
WEIGHT    - Shows the weight you are carrying and how burdened you are.
SCAN      - Scans all around you, checking for players or mobs.
SPELLS    - Shows the spells you know, their mana type and mana.
SKILLS    - Shows what skills you know, and how well you know them.
WHO [nme] - Shows you who is currently playing the game.
TROPHY    - Shows your best kills of the opposite alignment.
COMMANDS  - Shows you a list of all the commands in the game.
SOCIALS   - Shows you a list of all the social commands in the game.
GLANCE    - Syntax is Glance <player>.  This shows the player's condition
	    without the player knowing you are looking at him/her.
WEATHER   - Shows the current weather in the room you are in (not always
	    accurate though.)
CLAN      - Shows information about your clan if you belong to one.
WORLD     - Shows how long the mud has been up, along with some statistics.
TIME      - Shows the current game time and day.
PLAYER    - Shows several bits of information regarding players.
EVENTS    - This shows the recent and upcoming events (quests, etc...)
CHANGES   - This shows the complete list of recent changes to the code.
CONSIDER  - Considers a one on one battle with the target mob.
GCONSIDER - Considers how your group would do against a target.  See
	    help GCONSIDER for more information on how this works.
FINGER    - Syntax is FINGER <player>.  This will show information about
	    the specified player.  The player need not be online.

~

0 COMMUNICATION 'COMMUNICATION COMMANDS'~
Ignore : See HELP IGNORE.  This command is useful for ignoring spammers! :)

Tell sends a private message to anyone on the who list you can see.
Reply sends a private message to the person who just tell'd you.
Say sends a message to the room you are in.
Pray sends a message that can only be seen by gods online.

Typing a channel name alone at the prompt will toggle it on/off.

~

0 LEARN LEARNS LEARNING~
Syntax: learn
Syntax: learn <skill/spell>

Learn is a command which allows you to learn a skill/spell.  Learned
skills/spells must then be practiced.

'Learn' without any arguments will display all the skills/spells that you
may learn from the mob in the room, if any.

Each learn requires a learn session.  To learn a skill, you use up a learn
session.  Type 'learn <skill or spell name>' to learn a new skill/spell.

You must find guildmasters/practitioners that teach certain skills/spells.

See Also: PRACTICE
~

0 EXPERIENCE LEVEL XP EXP LEVELS~
Your character advances in power by gaining experience.  You need a varying
amount of experience points for each level of experience.  To find out how
much you need for the next level, use the 'score' command. 

You gain experience every time you hit a mob or player and do damage, 
when you cast an offensive spell that damages a player or mob, and when 
you kill a monster or are part of a group that kills a monster.

You lose a lot of experience by dying, and also breaking a rule, which
can result in demotion (aka experience or level loss).

Experience awarded by mobs varies depending on how many have been killed, 
their level, their extra bonuses, etc.  Help GBONUS for group experience 
division.  

~

0 !~
Syntax: !

! repeats the last command you typed.
~

0 NORTH SOUTH EAST WEST UP DOWN ENTER CLIMB RUN~
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Syntax: climb [up/down] <object>
Syntax: run <direction> [count]
Syntax: enter <object>

Use these commands to walk in a particular direction.

CLIMB is used to climb objects that are climbable.  Example: climb up tree.


RUN will move you in a direction until you can't move in that direction
no more.  Or you can give a count of how many spaces to move.  Running
will take more movements off and prevent you from doing anything while
running.

ENTERing objects will allow you into some special places.
~

0 LIGHT EXTINGUISH~
Syntax: light      <light object>
Syntax: extinguish <light object>

Lighting a light-able object can only be done with a tinderbox tool.
Extinguishing a light-able objects puts out the light on demand.
~

0 CAST~
Syntax: cast <spell> <target>

Before you can cast a spell, you have to practice it.  The more you practice,
the higher chance you have of success when casting.  Casting spells costs mana.
The mana cost decreases as your level increases.

The <target> is optional.  Many spells which need targets will use an
appropriate default target, especially during combat.

If the spell name is more than one word, then you must quote the spell name.
Example: cast 'cure critic' frag.  Quoting is optional for single-word spells.
You can abbreviate the spell name.

When you cast an offensive spell, the victim usually gets a saving throw.
The effect of the spell is reduced or eliminated if the victim makes the
saving throw successfully.

See also the help sections for MAGIC, and also please read HELP MANA.

When you cast offensive spells in certain terrain types, or in certain
types of weather, the damage is increased. You will have to figure out
which terrain and weather affects which spells.


~

0 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
~

0 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get  <object>
Syntax: get  <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put  <object> <container>

DROP drops an object, or some coins, on the ground.

GET gets an object, either lying on the ground, or from a container, or even
from a corpse.  TAKE is a synonym for get.

GIVE gives an object, or some coins, to another character.

PUT puts an object into a container.

DROP, GET and PUT understand the object names 'ALL' for all objects and
'ALL.object' for all objects with the same name.
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

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

~

0 COMPARE~
Syntax: compare <object-1> <object-2>
Syntax: compare <object>

COMPARE compares two objects in your inventory.  You can only compare weapons.

COMPARE with one argument compares an object in your inventory to the object
you are currently wielding of the same type.

COMPARE doesn't consider any special modifiers of the objects.
~

0 CRITICAL 'CRITICAL HIT'~
This skill gives an assassin using a piercing weapon a chance of landing
a devastating blow on his victim, doing much more damage then he would
normally do. It is automatic once practiced. 
 
Note: In order to use this skill, you must possess an exceptional
dexterity and your hands must be quicker then those of normal mortals.
~

0 KILL ASSIST~
SYNTAX:  kill <character>
SYNTAX:  assist <character>
 
By typing kill, you will start a combat with a person or a creature 
who are in the same room as you.
 
You may also assist a friendly character, attacking their target.
 
See Also: FLEE
~

0 SCAN~
Syntax: scan

Allows you to scan all the possible directions and look into them.
Similar to 'look' but shows you all possible directions not just the one.

See Also: LOOK
~

0 PRAY~
Syntax: pray <message you want to say to the Gods>
~

0 FLEE DISENGAGE RESCUE GUARD~
SYNTAX:  flee
SYNTAX:  disengage
SYNTAX:  rescue <character>
SYNTAX:  guard <character>
 
Once engaged in a combat, you cannot just walk away.
 
Flee allows you to leave combat and run in a random direction
 
Disengage allows you to disengage from combat providing that
nobody is attacking you.
 
By rescuing someone, you replace their combat spot in front of someone.
Note: you only rescue someone from one attacker at a time.
 
By guarding someone, you will attempt to rescue them automatically
during the fight.
 
See Also: KILL
~

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>
Syntax: examine <gem>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.

Examining GEMS will show you the mana left available to use.

Use: look <direction>      shows you what mobs are in a specific direction
~

0 REST SLEEP STAND WAKE~
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake

These commands change your position.  When you REST or SLEEP, you 
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.

Use STAND or WAKE to come back to a standing position.  You can
also WAKE other sleeping characters.
~

0 GTELL ; SAY LISTEN REPLY TELL~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: reply <message>
Syntax: tell  <character> <message>

All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.

SAY sends a message to all awake players in your room.

TELL sends a message to one awake player anywhere in the world.

REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.

See Also: COMMUNICATION

~

0 NOTE NOTES~
Notes from mortals can only be written and read on noteboards. Notes posted
by immortals can be read anywhere in the game. Its a good idea to type note
each and every time you log in to see if there is any new notes for you.

Here are the commands to use the noteboards:

NOTE: This command automaticly read the new notes. You can only use that
comand when there is a noteboard i n the room. If there is no noteboard it
will read the new notes posted by immortals.

NOTE LIST: This command is used to see the list of the notes posted on a
noteboard. You can only use that command when there is a noteboard in the room.
If there is no noteboard you will see the list of the immortals-posted notes.

NOTE READ: This command allow you to read notes. You can either select the
number of the note you want to read (shown on note list) or if typed alone
it will automaticly read your new notes.

Here are the commands to write notes:

NOTE TO: This command sets the list of recipients of your note. The recipient
'all' means all players can read your note, and the recipient 'immortal' means
only the immortals can read your note.

NOTE SUBJECT: This command sets the subject line of a new note.

NOTE WRITE: This command will enter the note editor and allow you to write
a note easily and use all the editor's commands such as format.

NOTE +: This command writes text in your note without using the editor.

NOTE -: This command will delete the last line of your note.

NOTE SHOW: This command show you the informations of the note you are writing.
It is sugested to use that command before posting your note so you are sure
that everything is ok.

NOTE CLEAR: This command clears your entire note.

NOTE POST: This command post your note on the noteboard in your room. If you
dont type that command after your note is ready, no one will be able to read it.

Although the above looks confusing it is fairly simple to write a note.

Here is a short tutorial:

1) Find a board. Most can be found in towns or in clans.
2) Decide who you want to write a note to and then type 'note to <recipient>'.
3) Find a subject line for your note. This should describe the content of
   your note. Then type 'note subject <your subject>'.
4) Write your note. You can either use the note editor by typing 'note write'
   or write your note line by line using 'note + <text>'. And dont forget to
   format your note using the note editor, this makes it a lot easier to read.
5) Once you are done, you can check your note one last time by typing
   'note show' and when you are sure this is the note you want to post type
   'note post'.
 ~

0 YELL CHAT~
Syntax: yell     <message>
Syntax: Chat     <message>

CHAT uses up a few moves, but can be heard by all fellow players.

YELL sends a message to all players within a certain radius.  The
radius can be made smaller by noisy rooms.  At the moment, noise does NOT
travel up or down :)

Swearing in any form on chat or yell will NOT be tolerated.

See Also: PRAY
~

0 EMOTE , POSE SOCIAL~
Syntax: emote <action>

EMOTE is used to express emotions or actions.  Besides EMOTE, there are
several hundred built-in social commands, such as CACKLE, HUG, and THANK.
~

0 GRAB 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 CONFIG~
Syntax: config
Syntax: config +<option>
Syntax: config -<option>
Syntax: config  <option>

This command configures some of your character behavior.  With no options,
CONFIG shows you your current settings.  With a plus or minus sign and
an option, CONFIG turns that option on or off.  CONFIG <option> alone
toggles the option on or off.

Type CONFIG alone to see the full option list.
~

0 AUTOSPLIT~
Syntax: autosplit

AUTOSPLIT will automatically split the coins you receive to your group.
~

0 AUTOGOLD~
Syntax: autogold

AUTOGOLD will automatically make you get coins from corpses.
~

0 AUTOLOOT~
Syntax: autoloot

AUTOLOOT toggles your ability to automatically loot corpses after you
deal the final blow.

See CONFIGURE to find out which toggle is on and which is off.
~

0 AUTOEXIT~
Syntax: autoexit

AUTOEXIT toggles your ability to automatically see exits as you enter
a room.

See CONFIGURE to find out which toggle is on and which is off.
~

0 AUTOSAC~
Syntax: autosac

AUTOSAC toggles your ability to automatically sacrifice corpses after
you deal the final blow.

See CONFIGURE to find out which toggle is on and which is off.
~

0 BLANK~
Syntax: blank

BLANK toggles existence of a blank before your prompt.

See CONFIGURE to find out which toggle is on and which is off.
~

0 COMBINE~
Syntax: combine

COMBINE toggles your seeing combined format of identical items
in the room.

See CONFIGURE to find out which toggle is on and which is off.
~

0 REPORT SCORE TIME WEATHER~
Syntax: report
Syntax: score
Syntax: time
Syntax: weather

REPORT shows your current statistics to you and also announces them to other
players in the room.

SCORE shows detailed statistics to you only.

TIME shows the game time.  See WORLD to see uptime, real time, etc...

WEATHER shows the current game weather, and game time/season.
See also Help Warmth
~

0 WARMTH~
Your armor has a certain "warmth" value associated with it.
The more warmth you have, the warmer you are when it's cold
out and the hotter you are when it's hot out. Cold and warm now
cause a LOT more damage at the extreme ranges and certain
fire and ice spells will make you hotter or colder for a few
minutes...so casting fireball on someone in a desert is almost
like casting wounding on them for a few hours.

~

0 AREAS COMMANDS SOCIALS~
Syntax: areas
Syntax: commands
Syntax: socials

AREAS shows you all the areas in the game, with the author's name.

COMMANDS shows you all the (non-social) commands available to you.

SOCIALS shows you all the social commands available to you. See
Help NEWSOCIALS for information on submitting socials to the
mud.

~

0 NEWSOCIALS NEWSOCIAL~
It is possible to add new socials into the game, but it is easier
to have you all make them up and send them in, since there are
several things which need to be done. Here is an example of a 
social from the socials file:


SocialName  nog<tilde>
CharNoArg   You nog.<tilde>
OtherNoArg  $n nogs.<tilde>
CharFound   You nog at $N.<tilde>
OtherFound  $n nogs at $N.<tilde>
VictFound   $n nogs at you in agreement.<tilde>
CharNFound  Nog your head off -- they aren't here.<tilde>
CharSelf    You attempt to nog yourself.<tilde>
OtherSelf   $n nogs quietly to $mself.  What a sicko.<tilde>

Here is a blank social you can use to construct them easier:


SocialName 
CharNoArg  
OtherNoArg 
CharFound   
OtherFound  
VictFound   
CharNFound  
CharSelf    
OtherSelf   

When you make these up, first choose a command to use, and first
check to see if it is used already ;).
Make sure you put a tilde at the end of the line...we cannot put
that in the help file since the help file uses tildes for other
things.

The CharNoArg refers to what happens if you do nog instead of 
nog Kizmet or something like that. It is what YOU see.

OtherNoArg is what everyone else sees if you do a social without 
a target of the social.

CharFound is what happens if you attempt to inflict the social
on some unsuspecting person and they are standing there...it is
what YOU see in that case. Note that $n refers to a place where
YOUR name will be put in, and $N refers to the name of the target.

OtherFound is where you put the message that everyone else sees
when the person you are doing the social to is in the room.

VictFound is what the target of a social sees when someone socials
them.

CharNFound is what you see when you attempt to use a social on 
another player and they are not in the room.

CharSelf is what you see if you social yourself.

OtherSelf is what the other people in the room see if you attempt 
to social yourself.


If there are any lines you do not wish to fill in, such as saying
you don't want the social to be used on other people, then fill
in all of those lines with

CharFound none<tilde>

etc. The word none and then the tilde will make it so nothing happens
in that case.


So, if you want to make a social just copy the list of lines below the
lines with all the nogs in them, and put in the sentences you
want. Please keep these things to one line, and remember to put a
tilde at the end of each line, not the actual word <tilde>. Then you
can submit them to loc@erie.wizvax.net, or I think it will work if
they are put into a note too (but make sure the tildes are in there).
Please try to keep it from getting to sick. Believe it or not we DO
have some standards here, and gross or sick socials will not be put
in.

Also, besides the tildes there are no other special characters that
you need to remember or other words to put in.


~

0 WHO~
Syntax: who

WHO shows the people currently in the game.  You do not see those
people of the opposite alignment, and it is likely that there are
many people on your side who are invisible and they will
not appear on the who list either.

If you do not want your level shown in the who list, type "anonymous".
The anonymous command will toggle this feature on/off.
~

0 BRIEF~
Syntax: brief

BRIEF allows you to not see the room descriptions in the rooms so you will
get less scroll when you move quickly.

Typing 'brief' again will toggle back to seeing room descriptions.
~

0 DESCRIPTION~
Syntax: description

Allows you to type in a description of your character.
~

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 CONFIGURATION 'CONFIGURATION COMMANDS'~
Config  : This shows options.  Toggle on and off by using Config <option>.
Pagelen : This sets how long your page length is.  Syntax is Pagelen #.
Wimpy   : See help WIMPY.
Channel : This shows what communication channels you are listening to.  Use
	  Channel -<channelname> or Channel +<channelname> to turn off/on.
Fight   : Use this command to see the attitudes of how your character
	  fights.  Use Fight <option> to toggle a fight option.

~

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.

WIMPY with no argument sets your wimpy value to 10.

Some monsters are wimpy.


~

0 OPEN CLOSE LOCK UNLOCK~
SYNTAX:  open  <object|direction>
SYNTAX:  close  <object|direction>
SYNTAX:  lock  <object|direction>
SYNTAX:  unlock  <object|direction>
 
You can open and close doors or objects.
 
If you possess the right key, you can also lock or unlock a closed/locked
object or door.
 
See Also: PICK
~

0 DRINK EAT FILL EMPTY~
Syntax: drink <object>
Syntax: eat   <object>
Syntax: fill  <object>
Syntax: empty <object>

When you are thirsty, DRINK something.

When you are hungry, EAT something.

FILL fills a drink container with water.

When you wish to EMPTY a drink container of its liquids.
~

0 SHOP BUY LIST SELL VALUE 'SHOP COMMANDS'~
Syntax: buy   <object>
Syntax: list  <object>
Syntax: sell  <object>
Syntax: value <object>

BUY buys an object from a shop keeper.

LIST with no argument lists the objects the shop keeper will sell you.
LIST <object> lists only the items corresponding with <object> the shop
keeper will sell you.

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 PURSE~
Syntax: purse

This command will show you how much money you have on you as well as in
the bank
~

0 SACRIFICE JUNK BURY~
SYNTAX:  sacrifice <object on the ground>
 
This commands offers an object to the immortals. Once something is 
sacrificed, it cannot be returned.
~

0 BRANDISH QUAFF RECITE ZAP WAND STAFF WANDS STAVES SCROLL SCROLLS POTION 
POTIONS~
Syntax: brandish
Syntax: quaff    <potion>
Syntax: recite   <scroll> <target>
Syntax: zap      <target>

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.
~

0 SHEATH DRAW~
Syntax: sheath <weapon>
Syntax: draw   <weapon>

Sheath will allow you to place a weapon into your belt for future use.

Draw will remove any sheathed weapons from your belt for you to use.

~

0 GCONSIDER GCON~
Syntax: gconsider <victim>
	gcon      <victim>
This command shows you how well your group would do against a mob if
you were taking the hits.  It is best if the would-be "tank" or "buffer"
uses this command, as it will be the most accurate.  Only group members
actually in the room with the mob will be used in the gconsider command.

See also: CONSIDER
~

0 CONSIDER~
Syntax: consider <victim>

CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.

See also: GCONSIDER GCON
~

0 FOLLOW GROUP~
Syntax: follow <character>
Syntax: group
Syntax: group <character> or ALL

(See also the Ditch command)

TYPE HELP GBONUS to find out about GROUP BONUSES, exp division, etc...

FOLLOW starts you following another character.  To stop following anyone else,
just FOLLOW <yourself>.

GROUP <character> makes someone who is following you a member of your group.
Group members share experience points from kills and may use the GTELL and
SPLIT commands.  If anyone in your group is attacked, you will automatically
join the fight if you have autoassist on.

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.
~

0 HIDE SNEAK STEALTH~
SYNTAX: sneak
SYNTAX: hide
SYNTAX: hide <object>
 
By using sneak skill, you may move in and out of rooms without being 
noticed. Depending on how skilled you are at sneaking, people might
see you sneak in or leave.
 
One may try and hide in the room. Depending on location and also
on how skilled he is at hiding, hide may be a success or not.
Note: Typing anything while hidden will reveal you.
 
It is possible to hide objects in the room. They then may be found
by searching the room out. Others in the room will see you hide objects
 
The best of thieves gain access to stealth skill. It will make you
sneak better and perform various actions while hidden.
Note: Stealth is automatic once practiced.
 
See Also: SEARCH, VISIBLE
~

0 CIRCLE FLASH BACKSTAB~
SYNTAX:                backstab <victim>
SYNTAX:     in combat: circle
SYNTAX:     in combat: flash
 
This skill will allow one to sneak up behind their victim and
thrust a suitable piercing weapon such as dagger into their back
inflicting a lot of damage, depending on many factors.
 
Circle skill allows you to sneak around an opponent during combat and
place a piercing weapon into their back. Your target must be fighting
someone else, you cannot circle around the person who is attacking you.
Most often the opponent will get angry and turn and attack you after a
successful circle. 
 
Flash will allow you to use magical powder and to execute a small space
jump, much like blink. You may teleport behind the person attacking you
and place a piercing weapon into their back. 
 
Note: Depending on many factors, it is possible to thrust your dagger into
victim's back twice in a row automatically.
~

0 QUIT SAVE~
SYNTAX:  quit
SYNTAX:  save
 
Quit leaves the game. When you re-enter you will be back in the same room you quit in.
Although quit does save your character, you may save your character in case
the game crashes, however that does not happen at all.
~

0 SPLIT~
Syntax: SPLIT <amount>

SPLIT splits some money between you and all the members of your
group who are in the same room as you.  It's customary to SPLIT
the money after a kill. You can not split a single gold piece. to do this
you will need to convert it to copper  and add or subtract one. IE:
split 99 
or 
split 101
~

0 PRACTITIONER 'PRACTITIONER COMMANDS'~
See help PRACTICE, and help LEARN.

Skills will show you the skills you know, while Spells shows you the
spells you know and how much mana they cost at your current level.

~

0 PRACTICE~
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell>

PRACTICE without an argument tells you your current ability level in all
the skills and spells you know.

PRACTICE with an argument practice that skill or spell.  Your use of the
skill or spell starts low, and improves with use.  However, improvement
is faster if your practice a skill or spell to the maximum you can practice
it to.

You must find a practitioner who teaches the desired skill; you can't learn
anything just anywhere.

For each point your stats are below the minimums, you can practice 8
percent less, down to a minimum of 20 percent. Max practice for skills and
profs is 65, and max practice for spells is 75. You must practice
something up to at least 41 or it will NEVER improve.


See Also: LEARN
~

102 MLOAD OLOAD~
Syntax: mload <vnum>
Syntax: oload <vnum>

MLOAD loads a mob given its vnum.
OLOAD loads an object given its vnum.
~

102 PURGE AREAPURGE~
SYNTAX:  purge
SYNTAX:  areapurge
 
PURGE is used to clean up the world.  PURGE with no arguments removes all the
NPC's and objects in the current room.   AREAPURGE (for gods only), purges
everything in the area.
~

110 RESTORE~
Syntax: restore <character>

RESTORE restores full hit points, mana points, and movement points to the
target character.
~

110 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all         <location>

TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~

107 MAT AT~
Syntax: at <location> <command>
Syntax: mat <vnum><vnum> <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).

Mat will allow you to do a command at multiple locations. This is good for
builders so they can do things like set a flag on a number of rooms at
once. IE if you want to set the dark flag on rooms in vnums 100 200
Enter the reditor in the room you are in then type:
mat 100 200 dark
~

102 ECHO RECHO~
Syntax: echo  <message>
Syntax: recho <message>

ECHO sends a message to all players in the game, without any prefix
indicating who sent it.

RECHO sends a message to all players in your room, without any prefix
indicating who sent it.
~

101 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.

~

0 MOUNT DISMOUNT RIDE RIDING~
Syntax: mount    <mountable>
Syntax: dismount <mountable>
Syntax: ride     <mountable>

Allows you to mount, dismount, or ride mountable mobiles.
Mounting mobiles will not use any of your moves, but will tire the mounted.

You must have riding practiced in order to control a non-bought (wild) mount.
~

101 HOLYLIGHT HOLYWALK INVIS~
Syntax: holylight
Syntax: holywalk
Syntax: invis

HOLYLIGHT is a toggle that allows you to see (almost) every character and
mobile in the game.  With holy light, you can see what's in the game more
easily.  Without holy light, you can see what mortal players see.

HOLYLIGHT will not allow you to see immortal INVIS characters who are
higher level than you.

HOLYWALK is a toggle that allows you to walk unhindered by doors and other
normal obstacles that mortals must deal with.

INVIS is a toggle which makes you completely invisible to all player characters
of lower level than you, and to all mobiles.

~

102 MFIND OFIND~
Syntax: mfind name <name>
	mfind area
	mfind range <start> <end>
	mfind all
Syntax: ofind <name>

MFIND finds all mobile types with a particular name.
MFIND AREA lists the mobiles under this area.
MFIND RANGE 1 20 finds all mobiles with vnums between 1 and 20 inclusive.
MFIND ALL lists all mob templates. 

OFIND finds all object types with a particular name.
~

102 MSTAT OSTAT RSTAT PSTAT~
Syntax: mstat <character>
Syntax: pstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat

MSTAT and PSTAT shows you statistics on a character.

OSTAT shows you statistics on an object.

RSTAT shows you statistics on a location. The location may be specified as
a vnum, as the name of a mobile, or as the name of an object.
~

101 OWHERE~
Syntax: owhere <object>

OWHERE shows you the locations of all objects with a particular name.
~

101 MWHERE~
Syntax: mwhere <name>

MWHERE shows you the locations of all mobiles with a particular name.
~

102 PEACE~
Syntax: peace

PEACE causes all characters in a room to stop fighting.
~

102 SLOOKUP~
Syntax: slookup <skill-or-spell>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell.  The 'sn' is used for OSET and OSTAT.  The 'slot' is used for area
files.  Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.

SLOOKUP ALL shows this information for all skills and spells.
 
SLOOKUP FIND <number> will show the teachers of a certain skill/spell.
~

110 'HIDDEN DODGE'~
This skill lets you dodge incoming attacks, taking no damage from them.
You cannot dodge as well fighting multiple opponents or if you are
burdened heavily. This skill is automatic once practiced. 
~

110 'HIDDEN ENHANCED DAMAGE'~
This skill increases the damage you inflict when attacking. Use of the
skill is automatic once you have practiced it. 
~

110 'HIDDEN PARRY'~
This skill wards off incoming attacks, taking no damage from them, assuming
that you wield a weapon. It is much harder to defend from multiple opponents.
~

110 'HIDDEN PEEK'~
This skill allows you to see any items another character is carrying with
him. It is automatic once practiced and is used when looking at someone. 
~

110 'HIDDEN SECOND ATTACK' 'HIDDEN THIRD ATTACK'~
These skills let you attack more than once during a combat round once in
a while (not always). 
~

0 SKILLS~
SYNTAX:  skills
 
This command shows the skills you know as well as how good you are at them.
 
See Also: SKILL RANK
~

0 DAMAGE~
You slash Bob.
You slash Bob hard.
You slash Bob very hard.
You slash Bob extremely hard.
You slash Bob with great force.
You slash Bob with great force and accuracy.
You devastate Bob with your masterful slash.
You MUTILIATE Bob with your merciless slash.
You DECIMATE Bob with your incredible slash.
You MANGLE Bob with your unbeilevable slash.
You < DEMOLISH > Bob with your captivating slash.
You << OBLITERATE >> Bob with your amazing slash.
You <-< AnnihilatE >-> Bob with your fearsome slash.
You >>>> LiQuIfY <<<< Bob with your stunning slash!
You [ [ [ ERADICATE ] ] ] Bob with your deadly slash!
You . .. ... V.a.p.o.r.i.z.E ... .. . Bob with your pulverizing slash!!
You . ... .. ... M.a.s.s.a.c.r.E ... .. ... . Bob with your slaughtering slash!
You _   _  _ __ e.X.t.E.r.M.i.N.a.T.e  __ _  _   _ Bob with your ungodly slash!
~

0 'SKILL RANK'~
unlearned
horrible
beginner
poor
novice
moderate
good
skilled
adept
talented
superb
master
perfect
godly

~

0 'ARMOR RANK'~
These are all of the armor rankings in order of power.

Defenseless
Poorly Armored
Barely Armored
Partly Armored
Moderately Armored
Armored
Well Armored
Extremely Well Armored
Incredibly Armored
Virtually Impenetrable
Unbelievably Armored
Completely Armored
Divinely Armored
Armor of the Gods!
Which keeb did you kill for this stuff?

~

0 SPELLS~
Syntax: spells

This command shows the spell caster how much mana each spell he knows will
cost.

See Help MAGIC for more information on the magic system.

See Also: SKILL RANK
~

110 SLIST 'IREF SLIST'~
Syntax: slist
Syntax: slist <spell/skill/prof name>
Syntax: slist [mana_type] [guild(s)] [offensive/defensive/healing]

If you slist guilds eg. slist warrior, it lists all of the things that
require warriors. Should you list two guilds, it lists all the things
that require BOTH guilds.

If you slist mana_type, eg. slist air, slist fire you only see spells,
and those spells are all the ones that can be cast with that mana
type. 

If you slist offensive/defensive/healing, you list those SPELLS only 
which are offensive or defensive (not healing) or healing (heals moves,
hps or removes bits).

The arguments work together, so you can slist earth healing tinker
to get all healing spells cast with earth magic requiring tinker's
guild.

Note that using the mana, offense/defense/healing options 
automatically set the type of slist to spells ONLY. Guilds can be set
to list all warrior skills or warrior profs, however.


This command shows you ALL the spells available to you.

slist spells : will show you the spells available
slist skills : will show you the skills available
slist profs  : will show you the proficiences available.


~

0 PAGELENGTH PAGE~
Syntax: pagelength
Syntax: pagelength <number>

Pagelength without an argument sets the number of lines before page
pause to the default of 20 lines.

Pagelength with an argument sets the number of lines you wish to see on
screen before page pausing.

~

0 MANA~
Although each character has a certain amount of natural mana, more powerful
spells, and greater mana amounts can be achieved through the use
of GEMS.  Gems add mana, increase mana regeneration rates, and allow you
to cast more powerful spells.  Natural mana regenerates VERY slowly.

You cannot cast a spell like fireball with an earthen gem...
there are four types of gems and magic types: Earth, Air, Water, and
Fire.  Experiment around to see what spells use which.

Type MANA to see your current mana stats.

See Also: GEMS, MAGIC, ELEMENTS

~

0 MAGIC~
Spells are a little more complicated to use here than most places.

Type slist spells to get a list of the spells.

First, you have to be able to learn the spell by being high
enough level, and by knowing all the prerequisites.
Type zpre annih to get an idea of how many spell slots you may
need to learn the powerful attack spells. Most races cannot
cast annihilate since by typing raceinfo, and looking at the 
Sk/Sp columns..we see a lot of races with nowhere near 50 spells.
If you wish to be a caster, you should pick one of the races
with lots of spell slots.

Then, the spells may require that you be a member
of certain guilds (see help GUILDS). 

Also, when casting a spell, you may need a gem. Each character
has a natural "spell casting level" based on their stats and
other things. Remove all gems and type MANA to see
your natural casting level.

Certain items called gems can increase your casting level (up to
double your natural level, so if you are really stupid, you will
NEVER be able to cast really powerful spells no matter what
gem you are using). Gems also store extra mana (or spell power)
in one or more types. There are 5 types of mana: Air, Earth,
Fire, Spirit, and Water. 

If the spell you are casting uses one (or more of those types) 
AND a gem you are holding contains the mana type used by the 
spell AND your natural spell level plus the gem's spell level
is at least the level of the spell...You can use the gem's mana
to cast the spell. 

When you cast a spell, mana is deducted from your natural
mana first, then each gem you are holding is checked in turn.
If the gem has the proper mana type and is powerful enough,
mana is deducted from the first gem, and if that is not enough
from the second, and so forth until all gems of that
color are drained. This will leave gems of different colors,
or mana types, unaffected.

Also, casting spells has precast lag. This means you do not
automatically get spells off and then get a few seconds of wait.

When you want to cast a spell you type c 'spellname' <target or
blank>

Then you are put into a special position where you will wait
a second or two or possibly several depending on the spell.
If you type anything during this time, you stop casting,
and must restart if you wish to cast the spell.

Since it is hard to concentrate on spells while casting,
you cannot take much damage before you lose concentration
and fail to complete the spell. Keep this in mind. If you
are fighting something, and start to cast a spell (especially
if it is another player), it will probably turn and 
attack you. Unlike most places here, switching opponents
is as easy as typing "kill <name>" of the thing you want
to fight now. Therefore it will be easy to target you, and
you will find that it is hard to cast spells vs other players.
There are ways to increase your ability to ignore damage
and ways to speed up your casting, and always the option
of using less powerful spells (which take less time to cast)
when you are engaged in combat.


Spells which are attack spells (offensive spells) can be cast
either as single target, or as area spells if you have wizard
tier 2. Single target ranged attack spells can be cast with
tier 3 wizard, and ranged area spells can be cast with tier 5
wizard. 

Healing/curative spells can be made into area spells with tier 2
healer, and self only healing curative spells can be cast on others
with tier 4 healer.

Protective/preparatory spells can be cast as area spells (if
they are defensive) with tier 3 conjurers, and protective self
only spells can be cast on one other with tier 4 conjurers.
Tier 5 conjurers can cast any protective/preparatory spell on
all in the room. 

Self only spells can never be ranged.

Casting spells as area spells or ranged spells causes the cost of
the spell to go up, and the effectiveness of the spell to
go down. It also makes the effective casting level of the spell
higher thant that of the spell without the area affects.

To make a spell cast as an area spell, just type 

c area 'spellname' target 

or 

c mass 'spellname' target

The ' ' are only necessary if the spell has more than one name,
so syntax like

c mass fly 

or

c mass fireball enemy 

are fine.


See Also: MANA, GEMS SLIST

~

0 RESTART~
Restart is a more powerful version of remort. Remorting lets you keep
playing the same race you have been, but once you get to 8 remorts,
if you try to remort again and instead of typing 

transform <stat> <stat> <stat>

you do

transform restart yes

You will be taken back to the beginning race selection screen.
You will then be able to pick one of the powerful restart races.
You need only pick this race, then your stats will be set to
21 each plus the restart race bonuses plus any align bonuses you
have. Basically your character is turned into a nekkid newbie.
You are a level 1, 0 remort character. You will have to climb your way
up to the top again, except this time you have a cheater race to
use to do it.

Be very sure of which restart race you wish to use, since you will
not get another chance to restart unless you somehow get back up to 
9 remorts again. 

~

0 GEMS~
Syntax: hold <gem>

Gems can store a certain amount of mana in one or more of the
five elemental colors: Air, Earth, Fire, Spirit and Water.

Gems also have a certain "level of power" they add to your
natural casting level, to allow you to cast spells more
powerful than those you could normally. In no case will the
bonus level for holding a gem be greater than your natural
casting level. Your "level of power" for any given mana type
is your natural level plus the HIGHEST level of ANY gem of
the correct color you are holding. So, if you have 3 crap red
gems, and a really powerful red gem, you can drain all 4 gems
into highlevel fire spells as long as at least one of the gems
is powerful enough.

For example: If your int and wis are both 10, and you find a gem
with a spell level of 30, and you attempt to cast a level 21
spell, you will fail. Even though the gem level + your natural casting
level (10) is more than 21, the max gem bonus you will get
is 10 no matter how powerful the gem is. It is possible with
properly set up characters to have a natural casting level of 45.
This means that all mortal spells are eventually castable with
gems with 45 levels added.

To start charging a gem up, type MEDITATE.

When you attempt to cast a spell, all gems you are holding are
checked to see if they contain the correct mana type for the
spell, and if they are of high enough level to help you
cast the spell. If they are, their mana can be used to cast
the spell. This is even true if the mana you need to
cast the spell has to be gotten in dribs and drabs from all
the gems you are holding!


See Also: MAGIC, MANA, ELEMENTS

~

0 ELEMENT ELEMENTS~
The elements are as follows:

EARTH
Earth focuses on working with nature to heal and speed up natural processes.

AIR
Air controls appearances, and also can be used to destroy.

FIRE
Fire is the element of power and destruction.

WATER
Water is the opposite of fire, yet not as healing oriented as 'earth'.

SPIRIT
Spirit controls mystical things which are not readily apparent.

See Also: GEMS, MAGIC
~

110 SITEBAN BAN~
Siteban is a command that will allow you to ban access from ip addresses.
You can ban any connection or just creation of a new character. 
 
SYNTAX:  siteban
 
- This will allow you to see list of currently banned sites, if any.
 
SYNTAX:  siteban remove (ip address)
 
- This will allow you to remove a ban from a site by entering its ip address.
Of course, the site has to be in the list of banned sites.
 
SYNTAX:  siteban <newchar/connect> (ip address) (reason)
 
- This will allow you to put a ban on a site with given IP address. You may
either put a ban on connection from that site or just on creation of new
characters. You have to enter a reason so that it is not confusing to
people looking at list later.
Usually you would put name of person because of whom you banned a site
and reason why you did it.
 
SYNTAX:  siteban 1
 
- This will give you a quick hint of how to use siteban.
~

108 DISCON DISCONNECT~
Syntax: discon <character>

Disconnects a character's connection/site/link.

~

108 FREEZE~
Syntax: freeze <character>

Freezes a character in place which keeps them from doing anything.

~

108 PSET~
Type 'pset' for more info and its usage.

~

102 ASAVE~
Type 'asave' for more info and its usage.
~

102 ASTAT~
Type 'astat' for more info and its usage.
~

102 FORCE~
Syntax: force <character> <command string>

Forces a character or mobile to do almost anything.

~

102 RFIND~
Type 'rfind' for more info and its usage.
~

102 OINDEX MINDEX~
Syntax: oindex <object number>
	mindex <mobile number>

Gives statistical info on mobile/object even if they are not in the world.

~

102 SSET~
Type 'sset' for more info and its usage.
~

101 NOTIFY~
This is a toggle command that you use to see or NOT see notify log messages.
Type notify help for help.
~

101 USER USERS~
Type 'users' to see the sites of characters of equal or lower level to yourself.
~

107 SEDIT ~
Sedit is the spell editor, to create a spell either type sedit create, or
sedit create <sNum>.  To delete a spell, either type nuke while editing
the spell you want to delete, or type sedit delete <sNum>, you can not
delete skills or proficiencies(due to the way they are coded, if you
deleted them all you'd accomplish is screwing up the guild tiers and other
stuff attached to them).

Then, you set the name, and other attributes, such as the prerequisites
for the spell. You set up the prereqs by typing pre1 <spell name> and/or
pre2 <spell name>.  You also should set the level, mana, minimum int, and 
minimum wisdom.  Also set casting time.

The basic commands to set attributes are:
  name <name>                      - Sets the name of the spell
  duration <formula>               - Sets the spells duration, see help formula
  create                           - These two create new spells
  create <sNum>                    create creates one in the first available
                                     sNum.
  nuke                             - Flags a spell !save
  delete <sNum>                    - Flags a spell !save
  <guildname> <tier>               - Sets a guild and tier requirement to learn
	                             and cast
  delay <time>                     - Ticks for spell delay
  lvl <level>                      - The spells level
  mana <mana>                      - Amount of mana
  Ndam <word>                      - Damage word, ie, Your <word> hits x 
                                     extremely hard.
  damg <formula>                   - Damage formula, see help formula
  wear_off <message>               - Wear Off Message
  to_char1 <message>               - Message sent to caster see help SEDIT_MSG
  to_char2 <message>               - Second line of to_char1
  to_vict1 <message>               - Message sent to victim see help SEDIT_MSG
  to_vict2 <message>               - Second line of to_vict1
  to_notvict1 <message>            - Message sent to room see help SEDIT_MSG
  to_notvict2 <message>            - Second line of to_notvict1
  pre1 <spell name>                - 1st Prerequisite
  pre2 <spell name>                - 2nd Prerequisite
  location <number> <modifier val> - Location (Stat/Etc.) of a Modifier
  modifier <number> <type>         - Modifier of a location
  room <room>                      - No Idea
  fail_chance <chance>             - Chance to fail
  spell_lag <time>                 - Power timer created
  creates <vnum>                   - Creates VNUM object
  pk_fail <chance>                 - Chance to fail against players
  spell                            - Sets type to spell
  skill                            - Sets type to skill(DISABLED)
  prof                             - Sets type to proficiency(DISABLED)
  proficiency

See Also: MOB-AFFECTS, SEDIT_FLAGS, MANA, FORMULA, SEDIT_MESSAGES
~

108 SEDIT_FLAGS ~
The Sedit flags are used to give spells extra affects, like acid, burning,
etc.  Anyway, heres the list.

ACID		- Items will dissolve

FIRE		- Items will burn (paper, backpacks, etc)...

SUMMON		- Summons a mob.. must be TAR_IGNORE. This is for the summon
		  spell only.

TELEPORT	- This teleports the victim to a random room.  Recommended to 
		  be self only.  It won't work on a fighting target.

ALL_IN_ROOM	- This spell will affect all characters in the room of the
		  target character.. it can be used with other flags.

REMOVES_BIT	- This is used for cure poison, etc.. it removes the BITS set
		  in the bit field.  For instance "poison" and this flag makes
		  a cure poison spell.

HEALS_DAM	- Instead of doing damage, if this flag is set, the DAM field
		  will be added to the victim's hps, instead of subtracted.

MESSAGE		- Must be TAR_IGNORE.  For the message spell only.

DISPEL_MAGIC	- This is the dispel magic spell. It removes random enchantment
		  from a victim(depending on levels/etc).

HURT_EVIL	- This spell will only work on evil creatures (it can be used
		  with HEALS_DAM spells, too, if you want to get creative).

HURT_GOOD	- Opposite of HURT_EVIL.

HURT_UNDEAD	- This only hurts undead or ghost mobs.

MODIFY_OBJECT	- Not working yet.

IDENTIFY	- The identify spell.. must be TAR_IGNORE.

LOCATE_OBJECT	- TAR_IGNORE must be set.. this is the locate object spell.

SCRY		- This is the scry spell.. TAR_IGNORE must be set... it shows
		  the room in which the target victim is in.

LOCATE_PERSON	- This just shows the room name where the person is in.
		  TAR_IGNORE is required on this spell too.

RECALL		- This spell will recall the victim.  Recommended to be self 
		  only, but not required.

FAIL1/2		- Fails 1 out of every 2 times.

FAIL1/3		- Fails 1 out of every 3 times.

FAIL1/4		- Fails 1 out of every 4 times.

TWO_SAVES	- The target gets two saving throws instead of one.

ONLY_MULTI_MOBS	- This can be used with all_in_room to make it only hit 
		  multiple mobs, but only 1 character if a character is
		  targetted.

  
DAM1/2		- If the victim makes a save, the damage is halved.

NOT_SELF	- This spell cannot be cast on yourself, and it will not affect
		  the caster.

CHARM_PERSON	- This is the charm_person spell.

OBJ_TO_ROOM	- This puts the object in the room instead of in inventory.

ADD_MOVE	- "damage" string is added to the targets moves.

ONLY_GROUP	- Only affects good/good or evil/evil... not opposites.

ONLY_NOT_GROUP	- Opposite of ONLY_GROUP.

SHOCK		- Shocks the opponent.

WIND		- Sends a wind spell to opponent.

ICE		- Freezes opponent.
~

109 FORMULA SEDIT_FORMULA ~
The formula codes for duration and damage lie below, you construct them into
a bizarre formula, mmkay?

s = char's strength
i = char's intelligence
w = char's wisdom
x = char's dexterity
y = char's constitution

m = Syntax m42 would be max of 42 damage
z = Syntax z3 would be minimum 3 damage

g = Wizard's Guild then 1, else 0
h = Healer's Guild then 1, else 0
o = Warrior's Guild then 1, else 0
t = Thieves Guild then 1, else 0
n = Assassin's Guild then 1, else 0
r = Ranger's Guild then 1, else 0
q = Tinker's Guild then 1, else 0

l = level
k = kick damage
p = max hit points... used for mob exp calc.

a = random from 1-10
b = random from 10-20
c = random from 20-30
d = random from 1-level

efjuv = leftover letters

please note: all operations are performed from left to right.  This makes
for simple coding and a damn quick pass thru a complicated expression.

sample:
  25*h+b	25 damage if in healers guild plus 10-20
~

110 SEDIT_MESSAGES~
Sedit uses messages and supports ansi in the messages just like title.
However there are some extra things you need to set, here are the vars.

$N (substitutes the name    of  the VICTIM)
$n (substitutes the name    of  the CASTER)
$E (substitutes he/she/it   for the VICTIM)
$e (substitutes he/she/it   for the CASTER)
$M (substitutes him/her/it  for the VICTIM)
$m (substitutes him/her/it  for the CASTER)
$S (substitutes his/her/its for the VICTIM)
$s (substitutes his/her/its for the CASTER)

Example:
  $N hammers $n with his horrendus balefire!

would show up as:
  Flatline hammers Mephistos with his horrendus balefire!

when cast by Flatline on Mephistos and viewed by someone else in the room.
~

0 ZONE ZONES AREA AREAS~
To see the list of current zones/areas, type: area
~

0 TRACK TRACKING~
SYNTAX: track <victim>
 
Tracking will allow one to search out fresh tracks of his victim on the
ground. Depending on how good one is at tracking skill, he may not pick
up any tracks at all.
~

0 WARCRY~
Syntax: warcry

This skill will help you hit harder for a short while. It will not work
unless you have practiced it fully.
~

110 'HIDDEN SHIELD BLOCK'~
This skill allows you to use a shield to deflect blows during combat.
It is similar to parrying only it uses a shield.
~

110 'HIDDEN SUMMON'~
This powerful spell allows the caster to transfer an ally to their
location directly through the void. 
~

0 IDENTIFY~
This ancient spell allows you to discern the properties of any object you
are carring. Due to the power of this spell, it requires a great amount
of time and effort to cast. 
~

110 'HIDDEN LOCATE PERSON'~
This spell of immense powers allows caster to look into the void and
search out the location of his victim. Because of the complex structure
of the void, it is most likely that caster will fail. 
~

110 'HIDDEN TERROR'~
By casting this spell caster creates a small bubble of air around his
head allowing him to breath underwater until all air is used up. 
~

110 'HIDDEN SANCTUARY'~
This mighty spell invokes a magical aura around the caster, or an ally which absorbs damage inflicted for a short period of time.
~

110 'HIDDEN INVISIBILITY'~
Invisibilty spell makes the light rays wrap around the caster instead of
reflecting off him making him no more then a small flicker of light to
others. Unless one's eyes and mind are specially adjusted to recognize
that flicker as a person they cannot comprehend the nature of it
virtually rendering the person invisible. 
 
See Also: VISIBLE
~

101 SPEC_HELP SPEC-PROCS SPEC_PROCS MOB_PROCS~
To set a mob that casts defined spells, or that flurries/tackles/kicks 
more than "spec_warrior" does, you must perform the following in MEDIT.

casts <spellname> - This sets a spell for the mob to cast.  A mob may cast
		    up to 10 unique spells.  To remove a spell from the list,
		    simply type casts <spellname> again, and <spellname>
		    will be removed.  Defensive or target_self spells, the
		    mob will cast on him/herself.  Offensive spells, the
		    mob will use the name of the character he/she is 
		    currently fighting.  Mobs are not delayed by spells,
		    and have unlimited mana.  Mobs will not cast a spell
		    that is higher level than the mob itself.  See
		    cast_p below for more info.

kicks    - Toggles whether or not the mob will kick during battle.  Since
	   mobs are not delayed by kick, please see warrior_p, below.
flurries - Toggles whether or not the mob will flurry during battle.  Since
	   mobs are not delayed by flurry, please see warrior_p, below. 
	   A mob with less than 40 movement will not flurry.
tackles  - Toggles whether or not the mob will tackle during battle.  Since
	   mobs are not delayed by tackle, please see warrior_p, below.

warrior_p <#> - This sets at what percent the mob performs a warrior command.
		100% would mean the mob would perform his warrior command(s)
		every round... it's obvious that this should be set low.
cast_p <#>    - This sets at what percent the mob casts a spell.  100% would
		mean the mob casts a spell EVERY combat round.  It's obvious
		that this should be set low.

NOTE: TO VIEW THIS INFO, YOU MUST TYPE "mindex <vnum>".  This info does NOT
appear in the medit window.  (Same with skills taught).

See Also: ACT_BITS MEDIT MAGEMOB

~

101 'IREF LIQUIDS' LIQUIDS~
liquid name      color        alcohol food drink (values)
-1  lamp oil         "who_cares"    blah blah blah 
 0  water            "clear"         0    1    10
 1  beer             "amber"         1    2     5
 2  wine             "rose"          2    2     5
 3  ale              "brown"         2    2     5
 4  brandy           "dark"          5    2     5
 5  whisky           "golden"        6    1     4
 6  everclear        "clear"        10    0     0
 7  rum              "brown"         3    3     3
 8  salt water       "clear"         0    1    -2
 9  milk             "white"         0    3     6
10  coffee           "black"        -1    1     6
11  tea              "tan"           0    1     6
12  blood            "red"           0    2    -1
13  unblood          "green"         0    2    -2

~

101 RACE-HATE~
Syntax: k<racename>

By typing k<race> in medit, you can set a mob to attack PC's of that race.
Some examples... kdwarf sets the mob to kill dwarves.

kgood -> targets all good characters - should be set in places like orc
	 caves, etc...
kneutral-> targets all neutral characters - should rarely be set.
kevil -> targets aturions.

~

110 LISTS~
Lists are special objects that do not load.  When a list object is sent to
the internal procedure create_object(), the long description of the object
is scanned through and a vnum from the list is selected at random.  the
list object itself is only loaded when the vnum on value0 is not correctly
set to the number of vnums in the list.

read CREATION-RULES for the rules on creating lists PLEASE

example:
obj->name        =           "list bread"
obj->short_descr =           "a list of breads"
obj->long        =           "30 32 123 43 65 93"     (assuming objects exist)
obj->value[0]    = 6

~

101 SECTORS SECTOR~
These are the various tpyes of rooms you can set in REDIT.

     Overland Sectors                Underground Sectors

Inside              City             	Cave			
Field               Forest 		Hole		
Hills               Mountain 		Cavern
Swim                Noswim		Passage
Underwater          Air			Alcove
Desert              Snow		Chamber
Tropical            Ice			Vault
Marsh               Hollow		Subterranian
Road                Trail		Shaft
Plains              Wasteland		Pit
Lava                Town		Tunnel
Swamp               Arctic		Tube
Canyon              Rocky
Astral              Brush
Woods               Tundra
Path                Steppe
Grasslands          Savannah
Clouds              Ruins
		

Room sectors (NOTE: room flag DARK overrides always-lit sectors).

See Also: REDIT.
~

0 ASTRAL 'ASTRAL PLANE'~
The astral plane is very dangerous. It can kill you almost instantly
if you are not protected well. It also increases the magical powers
of spells cast within it and dampens the physical blows of anyone
foolish enough to fight in it.
~

110 HEDIT 'HELPFILE EDITING' 'HELP EDITING'~
HEDIT is the online help editor, it is used to create and edit helpfiles.
 
It's basic operation is simple.
 
     hedit <keyword>           - Edits helpfile <keyword>
     hedit create <keyword>    - Creates a new helpfile with keyword <keyword>
 
Once in the editor, there are only a few commands.
 
     keyword <keyword>         - Changes keyword to <keyword>
     level <level>             - Changes the minimum level required to view
     done                      - Exits help editor
     edit                      - Edit the text of the help file
~

0 RESET-EXAMPLE~
In this helpfile you will be guided through several examples of how to make
resets of mobs and objects.
 
A) Make an item load on a mobile.
 
First we have to put in reset for the mob. Using syntax from
help reset we type:

reset <reset_number> MOB <mob_vnum> [ <chance> <max number> ]
 
Which in our case will be: "reset 1 MOB 17 100 1".
 
By typing reset we see:
1- Loads a cow (17) in room (max 1 at 100c chance)
 
Now we want our mob to load an item, syntax is:

reset <number> OBJ <vnum> [ <location>/<load_number> ] <chance>.
 
So in order to make the item load on mob with reset #1 we have to make
it reset #2 and type: "reset 2 OBJ 237 after 100"
 
By typing reset now we get:
1- Loads a cow (17) in room (max 1 at 100c chance)
2- Loads a long sword (237) worn on a cow 100c chance)
 
B) Make an item reset on mob in a room that already has several mob resets.
 
Resets:
1- Loads a cow (17) in room (max 1 at 100
2- Loads a striped cat (19) in room (max 1 at 100c chance)
3- Loads a small dog (18) in room (max 1 at 100c chance)
 
Now if we want a long sword to repop on the cat all we would have to do is
make that sword the reset slot after cat, which is slot number 3. This will
push down the reset of the dog to 4, by typing: "reset 3 OBJ 237 after 100"
we get:

Resets:
1- Loads a cow (17) in room (max 1 at 100c chance)
2- Loads a striped cat (19) in room (max 1 at 100c chance)
3- Loads a long sword (237) worn on a striped cat 100c chance
4- Loads a small dog (18) in room (max 1 at 100c chance)
 
C) Make an item load in the room.
 
To make an item load in the room we type: "reset 1 OBJ 237 room 100".

Reset:
 1-  Loads a long sword (237) in room at 100c.
~

110 'HIDDEN BLINDNESS'~
This spell causes your target to lose their sight for several hours. It
does not cause any physical damage. 
~

110 'HIDDEN DUST DEVIL'~
With this spell you can cause the dust to rise from the ground in a small
torrent and then launch it at your victim causing some damage. 
~

110 'HIDDEN VORTEX'~
This spell allows you to create a small cyclone of swirling air and then
launch it at your foes. 
~

110 'HIDDEN WHIRLWIND'~
With this spell you can summon a small tornado to spin your victin
causing considerable damage 
~

110 'HIDDEN MAGIC MISSILE'~
This spell allows you to create a small magical missile and launch it at
your target. 
~

110 'HIDDEN FIREBALL'~
With this spell you can create a series of small fireballs to launch at
your enemies. 
~

110 'HIDDEN FLAME RAY'~
With this spell you can send a ray of fire at your target.
~

110 'HIDDEN BREATH OF FIRE'~
This spell allows the caster to fill his breath with power of the
dragon to unleash raging fire down on his opponent. 
~

110 'HIDDEN CALL LIGHTNING'~
This spell allows caster to call down the power of the skies in a bolt of
electricity to burn his enemies asunder. For obvious reasons, power of
this spell would depend on the current location of the caster. 
~

110 'HIDDEN THUNDERSTORM'~
This spell allows the caster to summon the power of the storms and
unleash a series of mighty blows of lightning, hitting all within the
caster's viscinity. Effectiveness of this spell depends on the current
location of the caster. 
~

110 'HIDDEN WINDBLAST'~
This spell allows caster to summon an enormous blow of wind to land on
his target causing immense pain. 
~

110 'HIDDEN UNHOLY INTERVENTION'~
This powerful spell allows caster to reach deep down into the bowels of
the earth and open the gates of hell thus unleashing hordes of demons to
smite his target. 
~

110 'HIDDEN ICICLE'~
With this spell caster conjures a small shard of ice and launches it at
his target. 
~

110 'HIDDEN CHILL TOUCH'~
With this spell caster makes his hands deadly cold and lays them upon
the unsuspecting upponent. 
~

110 'HIDDEN CONE OF COLD'~
With this spell caster draws in the moisture around him to create a huge
cone of snow and ice which is then sent toward the target. 
~

110 'HIDDEN ACID ARROW'~
With this spell caster creates a small arrow with a poisoned tip and
launches it at his target. 
~

110 'HIDDEN ACID BLAST' 'HIDDEN ACID WAVE'~
With this spell caster summons a cloud of corrosive acid to splash his
enemy with and possibly damage some equipment. 
~

110 'HIDDEN ACID RAIN'~
With this spell caster creates a toxic cloud which then showers acid and
poison upon his enemies. 
~

110 'HIDDEN FROST LANCE'~
With this spell caster conjures a lance made of ice and then charges
towards his target with it. Upon contact, lance breaks into small ice
fragments which pierce target's skin causing additional pain. 
~

110 'HIDDEN ICE SHARDS'~
With this spell caster magically enchants his hand with power of ice for
a short period of time which allows him to create thousands of small
icicles to shoot with an incredible speed at the unfortunate target. 
~

110 'HIDDEN DEATH ORB'~
With this spell caster creates a globe made with all the power of unpure
in the world to crush is opponent. So much is the power of evil that not
only does the target suffer physically but mentally as well. 
~

110 'HIDDEN DISENCHANT'~
With this spell caster magically enchants his hand to draw in all energy
for a brief period. He then reaches towards his target and removes any
energy he comes in contact with. 
~

110 'HIDDEN INSECT SWARM'~
With this spell caster puts a brief curse on his target which immediately
attracts all the small creatures in the area to swarm around the unlucky
target causing numerous bites and scratches. 
~

110 'HIDDEN SHARDS'~
With this spell caster raises a collection of sharp rocks from the
target's vicinity and hurls them at it with great force causing immense
pain. 
~

110 'HIDDEN SAND BLAST'~
You cause small rock particles to rise from everywhere, heat up and
surround the target in a huge torrent causing pain and possible loss of
sight. 
~

110 'HIDDEN TORNADO OF SOULS'~
With this spell caster summons thousands of undead souls who then form a
swirling tornado, taking out their fury on those in the immediate
vicinity of the caster causing immense pain and putting horrible curses
on them. 
~

110 'HIDDEN DEATH CLOUD'~
With this spell caster, with help of the grim reaper creates a poisonous
cloud so dangerous and deadly that anybody in the immediate area feels
the pain beyond their imagination. 
~

110 'HIDDEN SPHERE OF DESTRUCTION'~
This powerful spell allows caster to use the awesome powers of Earth and
Hell to conjure a large sphere of pure evil sending it at his target
causing immense pain and agony. This is the most destructive spell in all
the land. It requires the highest mental powers achievable and causes
highest damage. The few that are able to use this spell need to search
the land far and wide to find the keys to unlock it's powerful magics. 
~

110 'HIDDEN MANA BLAST'~
This spell allows you to quickly convert your mana into a blast of pure
energy and send it towards your opponents. Only those with right attitude
and past can fully master and use this spell. 
~

110 'HIDDEN BLIZZARD'~
With this spell caster creates a huge storm of snow and ice to cover
everyone in the vicinity causing extreme pains from frost bite. 
~

110 'HIDDEN AVALANCHE'~
With this spell caster brings down a flow of frozen rocks and snow to
bury his his enemies causing a great deal of pain and agony. 
~

110 'HIDDEN SAND STORM'~
With this spell caster causes millions of rock and dust particles to rise
from everywhere in the area, magically heat up and surround everybody in
the vicinity in a sandy storm causing great pain and possible loss of
sight. 
~

110 'HIDDEN HAND OF JUSTICE'~
When this spell is cast, Justice briefly takes control of the caster and
deals out the guilty their due. It does not matter if the target is evil
or good, child or adult. Everyone is a sinner, everyone should pay for
their sins. Victim goes through a period of extreme pain associated with
cleansing that makes them sorry they ever were born. 
~

110 'HIDDEN MASS HEALING'~
This spell allows caster to focus the faint light of the moon into a
surge of energy in form of a ray directed at the victim causing moderate
burns. 
~

110 'HIDDEN PURIFICATION'~
This spell allows healer to extend his helping hand to an ally and
remove their ill-fated affects. This is most poweful curing spell and
only the wisest of the land are able to enjoy its powers. 
~

110 'HIDDEN BALEFIRE'~
Not much is known about this spell except for the fact that it is used
only by the exceptional sages of the land to smite their enemies causing
causing pain beyond one's worst nightmares. The power of the spell is
unthinkable. It is so complicated that no mortal person could possibly
comprehend the basis of it. Even if one did, all records of the spell
were lost, probably in one of the numerous wars if they ever existed. 
~

110 'HIDDEN PURGE MAGIC'~
With this spell caster creates a dark shroud around his enemies that
drains all their magical enchantments and then dissolves in the air as if
never existed. 
~

110 'HIDDEN SUN BEAM'~
With this spell caster focuses rays of the sun into an all-powerful
streak of energy in form of a bright ray directed at the victing causing
severe burns and possible blindness. 
~

110 'HIDDEN CREEPING DEATH'~
This spell allows caster to summon horrible creeping things like insects
and such from all over the land to gather into a huge torrent and engulf
those in the immediate vicinity causing intense pain and sufferings. 
~

110 'HIDDEN HOLY LIGHT'~
This spell allows caster to focus all that is holy in a beam of bright
light to hit enemies of good causing severe burns. 
~

110 'HIDDEN ETERNAL DARKNESS'~
This spell allows caster to focus all that is unpure in a small shroud
of darkness and then cover creatures of good with it, causing severe
physical pain. 
~

110 'HIDDEN SEARING ORB'~
With this spell caster conjures a small orb of energy which then is
launced towards the target. Orb explodes on contact causing pain and
burns. 
~

110 'HIDDEN HASTE'~
Casting this spell will allow you to hit more often in combat.
~

110 'HIDDEN BATTLE PRAYER'~
This spell strengthens the arm of the target, letting them hit their
enemies more effectively and accurately. 
~

110 'HIDDEN WAR BLESSING'~
This spell enchants a blessing of the war god upon the caster thus
making his hits more powerful. 
~

110 'HIDDEN BLOODLUST'~
This spell makes caster thirsty for blood and also causes adrenaline to
boil in his veins, thus making him extremely angry and making him hit
much more harder. However the downfall is that anger also causes
misjudgement and carelessness. Only most powerful and dedicated of
warriors can use this spell. 
~

110 'HIDDEN HEAL LIGHT'~
This basic spell allows caster to cure only lightest wounds of the
recepient. 
~

110 'HIDDEN HEAL SERIOUS'~
This healing spell allows caster to heal more serious wounds.
~

110 'HIDDEN HEAL CRITICAL'~
This advanced healing spell allows caster to heal critical wounds and
tears. 
~

110 'HIDDEN EARTHEN HEALING'~
This powerful healing spell allows caster to call upon the powers of
Earth to make all but the biggest wounds of an ally close off and stop
bleeding. 
~

110 'HIDDEN REFRESH'~
This spell gives you a small boost of freshness and makes you less
tired. 
~

110 'HIDDEN REJUVENATE'~
This powerful spell allows caster to take away physical exhaustion of
the recepient of the spell. 
~

110 'HIDDEN ESSENCE OF EARTH'~
This is the most powerful healing spell in the land. By casing it, the
healer invokes Earth's awesome healing powers hidden from others to aid
him and close all but the very horrible wounds of the recepient. Only the
wisest sages of the land can have access to its powers. 
~

110 'HIDDEN SHOWER OF LIFE'~
By invoking this spell, healer calls upon powers of earth and water to
bathe all of the allies in vicinity in a shower of all that is holy and
healing, closing off most critical wounds as well as removing some
maladies. This spell can be only accessed by the wisest sages of the
land. 
~

110 'HIDDEN BLESSING'~
By casting this spell, healer invokes the holy powers of water to
enchant a minor blessing upon the recepient of the spell, thus making his
arm more accurate and himself more durable to attacks. 
~

110 'HIDDEN CURE POISON' 'HIDDEN REMOVE PLAGUE' 'HIDDEN REMOVE CURSE'~
By casting this spell, caster removes some harmful affects from the
recepient. 
~

110 'HIDDEN CURE BLINDNESS'~
By invoking this spell, sight may be returned to the recepient if caster
is powerful enough. 
~

110 'HIDDEN MAGICAL BARRIER'~
This spell causes a thin magical barrier to form around the recepient,
thus protecting him from some physical attacks. 
~

110 'HIDDEN SHELL OF PROTECTION'~
This spell causes a thin protective shell to form around the recepient,
protecting him from some physical attacks. 
~

110 'HIDDEN STONE SKIN'~
By casting this spell, caster makes his skin rock hard, thus shelling
from him from powerful phyisical attacks. 
~

110 'HIDDEN CLOAK OF WARDING'~
With this spell caster causes a durable magical cloak to appear around
his body thus protecting him from all but mightiest physical blows. This
cloak cannot be removed and will fade away after some time. 
~

110 'HIDDEN INFERNAL SHIELD'~
By enchanting this spell, caster surrounds the recepient with a torrent
of infernal flames, thus making them much more durable to all fire based
attacks. 
~

110 'HIDDEN GUARDIAN SPIRIT'~
By casting this spell, healer summons a powerful spirit guard to protect
himself from magical and physical attacks. 
~

110 'HIDDEN MYSTIC SHIELD'~
By invoking this spell, caster surrounds himself with a mystical shield
of energy. This shield does not protect him from any damage. However, it
increases his mental ability to confront the ill affects of the spells. 
~

110 'HIDDEN SADISTIC MIRROR'~
With this spell, caster causes a thin reflecting barrier to form all
around his body. This barrier is unseen by others. So much mental power
is used to maintain it that if the caster tries to conjure a different
spell, the barrier will disappear. 
~

110 'HIDDEN DIVINE FAVOR'~
By casting this spell, healer invokes a major blessing on himself as
well as those in the immediate vicinity. 
~

110 'HIDDEN DETECT INVISIBLE'~
This spell allows the caster to adjust his vision as well as mental
activities to be able to see all that is invisible. 
~

110 'HIDDEN LEVITATE'~
By casting this spell caster combines the pulling forces of earth sun and
moon in a way that makes his weight reduce to almost nothing. In practice
this allows much easier travelling across the land. 
~

110 'HIDDEN CREATE FOOD'~
This spell allows caster to convert some of his magical energy into
physical matter in form of a small wafer. Such wafers can be used as a
food source, although not very taste satisfying, they do releive hunger. 
~

110 'HIDDEN CREATE SPRING'~
By casting this spell, caster reaches deep into the ground and makes a
small passage through which underground waters reach surface in form of a
spring. 
~

110 'HIDDEN DETECT HIDDEN'~
By casting this spell caster enhances his vision and mind in a way that
allows him to notice all the things around him which he might have
overlooked before. 
~

110 'HIDDEN ASTRAL PROTECTION'~
With help of this spell caster creates a thin but rigid membrane that
protects him from harmful effects of astral plane allowing him to travel
there freely. 
~

110 'HIDDEN CREATE LIGHT'~
This spell allows the caster to conjure a small ball of pure radiating
energy. This ball can then be used as a source of light. 
~

110 'HIDDEN INFRAVISION'~
This spell enhances caster's vision and mind in a way that allows him to
sense all beings that radiate heat virtually allowing him to see in the
dark. 
~

110 'HIDDEN OBSCURE'~
By casting this spell, caster obscures his own signature in the void,
making it impossible to locate his position in any way. 
~

110 'HIDDEN WORD OF RECALL'~
This spell allows caster to pray and ask gods to transport him to
safety. Prayer may be answered or not depending on many factors such as
mood of gods. 
~

110 'HIDDEN SHADOW WALK'~
This spell allows caster to change his location in the world by
travelling through the void guided by shadows. However, because of the
erratic nature of shadows caster could end up just about anywhere in the
land. 
~

110 'HIDDEN PATH OF DEVIL'~
This spell accessible only by the most exceptional sages of the land
allows caster to exploit the awesome powers of evil by summoning an evil
creature to guide him to his victim directly through passages of hell. 
~

0 DAMTABLE~
how much of a bonus a person gets for spells on fully developed
character 
 
[level / bonus]
 0 - 145
10 - 161
20 - 172
30 - 184
40 - 197
50 - 202
60 - 208
70 - 216
80 - 223
90 - 228
 
level is level of spell, bonus is multiplier
final bonus = (bonus-100)/2+100
~

0 RATINGANSI~
[Top 15 Rated Players]

* #1  Elijah                               --> 754      **Rating**
* #2  Zyania                               --> 749      **Rating**
* #3  Raze                                 --> 738      **Rating**
* #4  Morgoth                              --> 713      **Rating**
* #5  Rodant                               --> 672      **Rating**
~

110 'HIDDEN BLINK'~
By casting this spell, caster makes his position in void a little less
stable, allowing him to make small jumps in space once in a while to
avoid incoming blows. 
~

0 ASSASSIN~
This small group of professional murderers requires a both a lack of
conscience and a small amount of bloodlust. All of it's members are
taught how to strike the weak points of their opponents to inflict more
damage, also upon achieving tier 3, their training techniques cause the
person to gain a point of dexterity. 
~

0 SORCERER~
The guild for accomplished and experienced wizards, these masters of
magic delve into things best left unknown. It is rumored that they teach
and possess knowledge of the secrets of necromancy, and that the most
powerful members of the guild can be found with massive amounts of undead
servants, if they are not undead themselves. Upon joining the initiate is
put through a rigorous magical training seminar on how to weave mana in a
more effective mana. A side effect of this seminar is that the initiate
tends to gain a point of intelligence. 
~

0 UNSPELLS~
18,19,27(just
ansi),29,31,33,38,41,43(wording),44,46(wording),47,48,49,51,52,53,58,59,60
62,63,69,72,76,77(helpfile too),79,86,87,96,104,105 
~

0 'SLASING WEAPONS'~
This skill allows one to become more adept with handling large weapons
with a cutting edge such as swords, axes and rapiers. 
~

110 'HIDDEN SIXTH SENSE'~
This proficiency allows one to become more perceptive and aware of things
around him. As a result, he may sense presence of enemies within a very
short distance without actually seeing them. 
~

0 VISIBLE~
SYNTAX: visible
 
This command cancels out affects of hiding, sneaking and invisibilty.
~

110 'HIDDEN SLASHING WEAPONS'~
This skill allows one to become more adept with handling large weapons
with a cutting edge such as swords, axes and rapiers. 
~

110 'HIDDEN CONCUSSION WEAPONS'~
This skill allows one to master blunt weapons such as clubs and hammers.

~

110 'HIDDEN BASH'~
This skill allows you to attempt to push an opponent backwards forcefully 
and rapidly, causing them to fall to the ground.  If successful, the 
victim will not be able to do anything in combat except defend.
 
See Also: BASH
~

0 'HIDDEN SHIELD BASH'~
Masters of warrior skills may use their shields and with practice of
appropriate skill bash their opponent with bigger force, pushing
them on the ground for longer time.
 
See Also: BASH
~

110 'HIDDEN KICK'~
This skill allows you to kick an opponent, inflicting extra damage during 
combat.  After you have kicked, you usually are a little off-balance and
it takes several rounds to recover.
 
See Also: KICK
~

0 'HIDDEN DOUBLE KICK'~
Masters of warrior skills gain access to an enhancing ability which
gives them a chance of getting in a second kick right after the first.
 
See Also: KICK
~

0 'HIDDEN SNEAKING'~
By using sneak skill, you may move in and out of rooms without being
noticed. 
 
See Also: SNEAK
~

110 'HIDDEN HIDE'~
One may try and use natural and created environment to hide. It may be
easier to hide on some terrains then others. 
 
See Also: HIDE
~

110 'HIDDEN STEALTH'~
Practicing stealth skill will allow one to perfect his sneaking as well
as hiding skills. 
 
See Also: STEALTH
~

110 'HIDDEN TRACKING'~
Tracking will allow one to search out fresh tracks of his victim on the
ground.
 
See Also: TRACKING
~

110 'HIDDEN SEARCHING'~
Based on how well you have practiced the search skill, you might find 
objects other players have hidden in the room, hidden players or 
hidden doors.
 
See Also: SEARCHING
~

110 'HIDDEN TACKLE'~
This command will allow you to run at an opponent, trying to tackle 
them and take fight to the ground.
 
See Also: TACKLE
~

110 'HIDDEN GRAPPLE'~
This skill will allow you to become much better at groundfighting.
 
See Also: GRAPPLE
~

110 'HIDDEN RESCUE'~
You may rescue a friendly character and thus engage their opponent.
 
See Also: RESCUE
~

110 'HIDDEN PIERCING WEAPONS'~
This skill allows one to master all weapons that have a sharp point such as daggers and stilettos.
~

110 'HIDDEN POLEARM WEAPONS'~
This skill allows one to master using two handed weapons such as pikes
and halberds.
~

110 'HIDDEN RIPOSTE'~
This skill allows you to parry and return a strike back. Its use is
automatic once practiced. 
~

110 'HIDDEN DISARM'~
This skill allows you to use your weapon and disarm that
of your oppponent during a combat.
~

110 'HIDDEN WHIPPING WEAPONS'~
This skill allows one to master usage of weapons that resemble whips. 
They usually consist of handle and lash forming a flexible rod.
~

110 'HIDDEN ARMOR PENETRATION'~
This useful skill allows you to find weaknesses in an opponent's armor,
thus reducing the amount of damage their armor absorbs.
~

103 WEAPONS~
attack string     attack type       attack spec_proc
 0  hit            TYPE_HIT,         NULL
1 slice          TYPE_SLASH,       NULL
2  stab           TYPE_PIERCE,      NULL
3  slash          TYPE_SLASH,       NULL
 4  whip           TYPE_WHIP,        NULL
5  claw           TYPE_SLASH,       NULL
6  hammer         TYPE_POUND,       NULL
7  pound          TYPE_POUND,       NULL
8  crush          TYPE_POUND,       NULL
9  gore           TYPE_PIERCE ,     NULL
10  bite           TYPE_PIERCE,      NULL
11  pierce         TYPE_PIERCE,      NULL
12  cleave         TYPE_SLASH        NULL
13  stab           TYPE_POLEARM,     NULL
14  slice          TYPE_POLEARM      NULL
15  cleave         TYPE_POLEARM,     NULL
 
In general, you need to set v1 (damage before breaking), v3 (type of;wpn), and v7 and v8 (damage dice). Be sure to set the extra flag needed
for the wpn type, so people who practice a certain wpn type who use this
item will get the proficiency bonus to their hitroll. 
See Also: DAMAGE OBJ_POWER EXTRA_FLAGS
~

103 DICE AVE_DAM~
This help file explains how dice and weapons work. Weapons have two
dices, (d1)d(d2), like 8d2 etc. That means that you roll dice with (d2)
sides (d1) times. In practice, to calculate average damage you would use
following formula. 
 
av_dam= [ (d1)+(d1)(d2) ]/2
however, a following shortcut is faster to memorize:
 
av_dam = [ (d1)(d2+1) ]/2
 
For example, 8d3 weapon has average damage of (8)(3+1)/2 = 16
~

110 'HIDDEN GUARD'~
By guarding someone, you will attempt to rescue them automatically
during combat.
~

110 'HIDDEN BERSERK'~
Berserk represents a wild adrenaline rush. While in berserk state, you
will act mindlessly and carelessly, without caring about getting hit.
However you will hit much more often and with greater force. 
~

110 'HIDDEN BACKSTAB'~
This skill will allow an assassin to sneak up behind their victim and
thrust a piercing weapon such as dagger into their back. 
 
See Also: BACKSTAB
~

110 'HIDDEN CIRCLE'~
This skill allows you to sneak around an opponent during combat and
place a piercing weapon into their back. Your target must be fighting
someone else, you cannot circle around the person who is attacking you.
Most often the opponent will get angry and turn and attack you after a
successful circle. 
 
See Also: CIRCLE
~

110 'HIDDEN FLASH'~
Using magical flash powder, flash allows you to execute a small space
jump, much like blink. You may teleport behind the person attacking you
and place a piercing weapon into their back. 
 
See Also: FLASH
~

110 'HIDDEN THROW'~
This skill allows you to throw a piercing weapon at your victim at a
considerable distance. It also allows you to throw a trap into an
adjacent room. 
 
See Also: THROW
~

110 'HIDDEN BLADE DANCE'~
This skill allows assassin to use advanced dagger techniques to
skillfully parry incoming attacks. It is automatic once practiced. 
~

110 'HIDDEN CRITICAL HIT'~
This skill gives you a chance of dealing out much more damage with a
piercing weapon then you normally would. 
~

110 'HIDDEN INVESTIGATION'~
This skill allows you to investigate a corpse and determine both the reason
of death, and who looted the corpse.
 
See Also: INVESTIGATION
~

0 LOCKSMITHY PICK~
SYNTAX:  pick  <direction|object>
 
This skill allows you to unlock a locked door or a locked object without 
key using lockpicks.
~

110 'HIDDEN LOCKSMITHY'~
This skill allows you to unlock a locked door or a locked object without 
key using lockpicks.
 
See Also: PICK
~

110 'HIDDEN SENSE TRAPS'~
This proficiency allows one to become more aware of dangerous things
around him and therefore sometimes notice presence of traps on objects or
in adjacent rooms. It is automatic once practiced. 
~

110 'HIDDEN TRAP HANDLING'~
Using this skill, you may set traps in rooms, on doors and containers.
 
See Also: TRAP
~

0 STEAL~
SYNTAX:  steal <object> <person>
 
This skill allows you to steal items that people are carrying with them.
Note: if you fail, your target will see it.
~

110 'HIDDEN STEAL'~
This skill allows you to steal items that people are carrying with them.
 
See Also: STEAL
~

0 ARCHERY~
This skill allows one to learn basics of archery such as handling bows
and crossbows. 
 
See Also: SHOOT
~

0 'SHORT BOW HANDLING'~
This skill allows one to master short bows.
See Also: BOWS
~

103 BOWS~
There are three kinds of bows: shortbows, longbows and crossbows.
Shortbows and crossbows should be able to shoot at a distane of 1 room,
long bows at a distance of 3 rooms. While using shortbows and longbows,
both hands are used, however with a crossbow only one hand is used. On
the down side, one cannot improve crossbow's its shooting distance with
keen eye skill or load two arrows in it. Also, crossbows do not take
person's strength into account(person must have enough str to reload a
crossbow) and they are not affected by bow power skill. My mistake, keen
eye does affect crossbows, it increases range of any bow by one.
Crossbows take longer to load with one hand. 
 
Note: this is a helpfile for admin info only, it will be redone for the game
~

110 'HIDDEN LORE'~
Usage of this skill will give you information on the ingredients necessary 
to brew a particular potion.
 
See Also: LORE
~

110 'HIDDEN BREW'~
This skill allows you to create magical potions which contain spells.
~

110 'HIDDEN TANNING'~
This skill will allow you to work hides of animals into suitable
clothing. 
~

110 'HIDDEN SKIN'~
This skill will allow you to skin animals' hides off their corpses.
~

0 MINERAL MINERALS~
The following types of minerals may be mined, in order of power:
 
copper
brass
bronze
iron
steel
nickel
silver
gold
platinum
orichalicum
mithril
adamantium
 
See Also: FORGE
~

0 'FORGED ITEMS'~
Here is a list of items that you may forge:
 
[ Tools ]
anvil, hammer, mortar, pestle, needle
 
[ Weapons ]
flail, dagger, sword, axe, halberd, club, shortbow, longbow, crossbow
arrow(for shortbow), shaft(for longbow), bolt(for crossbow)
 
[ Armor Pieces ]
breastplate, helmet, greaves, boots, gauntlets, armplates, belt, shield, mask
earring, bracelet, anklet, ring, necklace, shoulderplate, kneepad, elbowpad
~

0 'TANNED ITEMS'~
Here is a list of items you may tan from hides of animals:
 
shirt, cap, pants, shoes, gloves, sleeves, belt, mask, shinguard,
shoulderguard, kneepad, elbowpad
~

0 SKIN~
SYNTAX:  skin <corpse>
 
This skill allows you to skin corpses of animals of certain types and
obtain their hides which then may be used to make clothes. You must
hold a forged dagger of appropriate type.
 
See Also: TANNING
~

0 MINETEST~
Gold: Soft, yellow, corrosion-resistant element, the most malleable and ductible metal, occuring in veins and alluvial deposits it is generaly recovered by mining.
~

0 HIDES~
Here is a list of animal hides, in order of increasing power:
 
a squirrelskin hide
a rabbitskin hide
a racoonskin hide
a foxskin hide
a deerskin hide
an alligatorskin hide
a wolfskin hide
a wargskin hide
a bearskin hide
a lionskin hide
a dragonskin hide
~

110 'HIDDEN PATCH'~
With this skill one can repair his equipment, up to a certain point.
~

110 'HIDDEN PLAGUE'~
With this spell, caster can put a terrible curse of plague on to an
unlucky victim which will make them painfully ill as well spread around. 
~

0 SILENCE~
Silence is used to muffle other characters, by preventing them from
telling, and using channels. 
~

0 COPPER~
A Reddish-brown metalic mineral, very malleable and corrosion resistant,
mostly used for coins of small denomination. 
~

0 BRASS~
A yellowish metallic alloy, mostly composed of copper. It is usually
used for ornaments and utensils, the art of crafting weapons made of
brass is considered antiquated as the metal is too malleable to make an
useful weapon or armor. 
~

0 BRONZE~
A yellowish metallic alloy, when left unpolished it fades to a
reddish-brown color. It is mostly composed of copper. It is hard and
sonorous, and is used for statues, bells and even for basic weapons and
armor in lower developed civilizations. The metal is much to brittle to
offer an kind of the protection that steel offers, so civilizations that
have discovered how to make steel have put it's use to the wayside. 
~

0 GOLD~
A soft, yellow, corrosive-resistant metalic metal, it is the most
malleable metal occuring in viens and alluval deposits, it is generally
recovered by mining. It is also used in coinage. While it's ductility
would seem to make it unusable for weapons and armor, most people ground
enchantments into the blades or give them supporting structures of
stronger metals, making gold weapons a thing to be reckoned with. 
~

0 IRON~
A dull grey metalic mineral, it is ductile and strong. It is also
extremely heavy. Most civilizations now refine iron into it's stronger
form, steel. Iron also tends to corode easily in the presence of moisture
and air, this makes upkeep of iron weapons and armor a must. 
~

0 STEEL~
A refined form of Iron, it is harder, stronger and more durable than
iron, it is generally used as the base metal for weapons and armor. It is
corrosive resistant and extremely ductile while possesing a remarkable
resistance to dulling effects once it has cooled. The standard metal used
for weapons and armor. 
~

0 NICKEL~
A bright silver-white metallic mineral, occuring naturally in viens and
ores. It is generally used for armor and weapons because of it's
inertness to oxidation and performance in air. 
~

0 SILVER~
A lustrous white, malleable metallic mineral, occuring both uncombined
and in ores such as argentite, it is highly valued for jewelry, and other
ornamental uses and is widely used in coinage. Most people who forge
weapons and armor out of this material weave enchantments or
reinforcements into their handiwork, increasing it's strength and
capability. 
~

0 PLATINUM~
A silvery-white heavy malleable metallic mineral. Due to its durability
and its resistance to acids. While it is more ductile than steel, weapon
and armor smiths are very likely to reinforce their handiwork crafted
with this metal with spells and other metals, making weapons and armor
made from this metal some of the most powerful weapons crafter from the
"normal" metals. 
~

0 ORICHALICUM~
A bright orange copper color, orichalicum is also known as the mountain
copper. It is an extremely maleable and magical metal radiating massive
amounts of magical energy. When forged into a weapon or piece of armor,
it seems to know it's purpose and directs this energy into the purpose of
what it's crafted into. 
~

0 MITHRIL~
A silvery mettalic mineral, it is a magical material that is unnaturally
hard and strong. It also in rare cases radiates a magical light and when
forged into a piece of gear it is one of the strongest and most powerful
metals in the land. 
~

0 ADAMANTIUM~
A purplish metallic mineral, it occurs natural in deposits deep
underground. While not magical, it is unbreakable and unforgeable without
the assistance of magic to make it at all malleable. Weapons and armor
forged out of this material are the strongest in the land, generally
enchanted and all together the final say when it comes to forged
equipment. 
~

110 AEDIT~
AEDIT is the online area editor, it is used to create and edit area file.
 
It's basic operation is simple.
 
     aedit create <areaname>.are  - Create a new area file
     aedit <number>               - Aedit a certain area
 
Once in the editor, there are only a few commands.
 
     show                         - Show information on the area
     done                         - Exit the aeditor
     ?                            - Show help aedit
     rate <number>                - Set the repop rate of the area
     counter <number>             - Set the repop counter of the area
     message <text>               - Set repop message of the area
     name <text>                  - Set the name of the area
     filename <areaname>.are      - Set filename of the area
     builder <player name>        - This set or remove a builder from the area
~

0 NEWRACE~
________________________________________________________________________________
| Race        | Reborn Race        |  St Co De In Wi  |Total| AC | Nat Abilities
|-------------+---------------------------------------+-----+----+---------------
| Imp         |                    |  18 18 29 30 30  | 125 |  5 | Head_int
| Illithid    | Mind Flayer (asex) |  20 19 28 29 29  | 125 | 15 | Mindshield
| High-Elf    | Abyssal Elf(astral)|  22 21 25 29 28  | 125 | 30 | Infrared
| Drow        | Drider             |  21 20 26 28 30  | 125 | 25 | Infrared
| Svirfneblin |                    |  23 22 26 25 29  | 125 | 40 | 
|             |                    |                  |     |    |
| Goblin      |                    |  26 25 30 22 22  | 125 | 60 |
| Wild-Elf    | Sylvan             |  24 24 29 23 24  | 125 | 55 | Det Hidden
| Skaven      |                    |  25 24 29 22 25  | 125 | 55 | Sneak
| Shadow      | Nosferatu          |  23 24 30 25 23  | 125 | 50 | Sneak
|             |                    |                  |     |    |
| Kenku       |                    |  24 24 24 26 27  | 125 | 55 | Flying
| Revenant    | Lich               |  26 25 23 25 26  | 125 | 50 |
| Human       | Wraith             |  25 25 25 25 25  | 125 | 55 |
|             |                    |                  |     |    |  
| Djinn       | Efreet             |  27 24 23 26 25  | 125 | 50 | 
| Draconian   | Half-Dragon        |  28 26 21 26 24  | 125 | 60 | Flying
| Dwarf       | Aghar              |  28 27 21 23 26  | 125 | 65 | Foot_str
|             |                    |                  |     |    |  
| Spectre     | Banshee            |  28 27 26 23 21  | 125 | 65 | Flying
| Orc         |                    |  29 28 25 20 23  | 125 | 70 | Infrared
| Lamia       | Naga               |  29 29 24 20 21  | 125 | 75 |  Infra
| Golem       | Gargoyle           |  30 29 24 20 20  | 123 |100 | Noblood
| Troll       | Balrog             |  30 30 24 20 21  | 125 | 75 | Body_str, Regeneration
----------------------------------------------------------------------------------
~

0 IMP~
These demonic little critters look like dimunitive evil humans with bat
wings. Their heads are small, with pointed ears and long noses, and their
eye color ranges from violet to red. Skin color is generally ashen to
jet. Despite their physical shortcomings, Imps possess astute minds and
an affinity for mana, so some of the most skilled spellcasters can be
found amongst their number. 
 
Because Imps have wings, they have the ability to fly.
 
~

0 DROW~
The drow are a race of subterranian elves that have shunned the daylight
world and their brethren. Drow are known for being quick to anger and
vengeful, character traits that are bred into them by their environment
and parentage. Eye color ranges from grey to violet, and skin color is
generally a faint shade of purple. Hair color is generally white. 
 
Because of their subterannian heritage, Drow possess infravision.
Also, because of their affinity with magic, Drow make excellent spell
casters.
 
~

0 SVIRFNEBLIN~
A race of dimunitive underground dwelling gnomes, these powerful little
people are known for their prowess with magic.  Hair color among members ranges
from black to brown, eye color from grey to brown, and skin color tends to
be a robust orange or a rich mocha.
 
Due to their powerful minds, Svirfneblin cast spells more effectively than most
other races.
 
~

0 SKAVEN~
A race of rat like humanoids, the skaven are often underestimated,
often ignored, and even more often crushed underfoot.  However,
they are a strong and hardy race, and much like the vermin they
resemble hard to stomp out.
 
Skaven tend towards being thieves as their natural inclinations
lead them towards this craft.
 
~

0 SHADOW~
The Shadows are beings of pure ethereal darkness. The entire race is a
mystery. Some claim that they are spirits or undead, others that they are
mere phantoms created from the shadows of the slain. Whatever the truth,
the shadow race has amongst its membership some of the finest assassins. 
 
Being composed of ethereal shadow, shadows float above the ground.
Also, because of their affinity for darkness, they can see quite well
in absolute darkness.
 
~

0 KENKU~
A race of flying bird men, the kenku are known for being wise and
intelligent. While not terribly strong physically, they make up for it
with they're spell casting ability. Truly a well-rounded race, members of
all guilds can be found amongst them. 
 
Due to their powerful wings, kenku can fly.
 
~

0 REVENANT~
Revenants are an undead psuedo race of humans or other races that have
animated their corpses through sheer force of will. Their appearances
vary greatly, and most revenants were magicians of some type before
becoming undead. 
 
Being undead, they are easily harmed by spells that damage this type
of creature.  They also are harder to pick up on infravision due to
their room temperature flesh.  Additionally, they possess an ability
to levitate themselves above the ground.
 
~

0 DJINN~
The djinn, or djinni, are a race of spiritual beings known for being extremely
powerful clerics.  The typical djinn has blue flesh and white hair, with green
or emerald eyes.
 
Due to their magical nature, djinn float above the ground.
 
~

0 SPECTRE~
The spectre race brings to mind images of an unholy host of resurrected
warriors, each one clothed in ethereal armor and holding powerful weapons.
This image is not far from the truth, the spectres are a race of fallen
warriors from every race, brought back to life through some unknown force.
As such, there appearances vary.
 
Due to their ghostly nature, Spectres can see in the dark, levitate and
are extremely difficult to pick up on infravision.
 
~

0 TROLL~
Trolls are large, hairy, slimy humanoids with a startling capacity to
shrug off damage that would slay a lesser creature. Scholarly debate
rages over whether this ability is a side effect of the race's
regeneration or sheer stupidity. Currently those in the stupidity camp
currently lead. 
 
Trolls regenerate damage quicker than any other race, they also are
stronger than most of the races.
 
~



0 $~
#$