#HELPS 0 GREETING~ {w}Welcome to the Lands of Chaos. ~ 0 IMPALE~ When you wield a polearm, you can use the impale skill to land a devastating blow onto your opponent. ~ 0 SHOOT LOAD UNLOAD~ You can now shoot enemies up to 3 rooms away. There are three classes of bows you can use: shortbow, crossbow, and long bow, with ranges of 1, 2, and 3 rooms, respectively. To shoot, you must first wield a bow, and then LOAD the proper type of ammunition. Load takes no arguments, it just searches for the first arrow of the proper type in your inventory. You can UNLOAD a loaded weapon if you wish, too. In order to shoot someone, just type "shoot <name>" and the game automatically looks for a person with that name within range. Then, you will be put into shooting mode and will have to wait a second or so to aim, then you let loose with your arrow. 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 Tier Tiers~ There are tiers available. As of this writing up to Tier 3. Check with your fellow players or notes to see if higher levels are in game yet. Visit any guild of which you are a member and see the guildmaster and say Tier1, Tier2 and so on. He will Tier you, then go to the guild armorer and do the same, he will provide you with your item. The items disapear upon death. Simply revisit the armorer for replacements. Tier 1 - 100 warpoints Tier 2 - 350 warpoints Tier 3 - 750 warpoints There is NO loss of warpoints when you Tier and NO loss of warpoints when you get or replace equipment. If you are found with Tier items that you did not earn you will be considered a cheater and abuser of bugs, and will be dealt with per help rules. ~ 0 THROW~ You can throw a piercing weapon, or an axe. It is strongly suggested that you throw forged weapons only, since this will give you huge bonuses to damage. The higher end damage from throw is enormous, but you must consider how hard it is to get the materials to keep forging them, since thrown objects disappear when they are thrown, whether they hit the target, or not. ~ 0 CHOOSESIDES CHOOSE~ When you first enter the game you are of the neutral alignment, the choossides command allows you to pick one of the two active sides within the world. To use it you must be in the room of choosing and type choose <align>, where align is a number between 1 and 2. To view help on each of the sides use the aligninfo command. ~ 0 MOTD~ New dedicated server and virtually unused T1 will PROBABLY be ours in the next 3 weeks or so. Help files being updated. Note to Imortal any errors or suggestions you might have. Also if you have any friends that might want to play here, grab em! I can't stress enough be friendly to newbie's and help them out as much as you can, it makes the game more enjoyable in the long run. Thanks :) -Struct Please read the RULES helpfile before playing, you are responsible for knowing all of the rules that are being enforced. Ignorance is not an excuse, remember that if you choose to not read the rules. {R}READ ALL HELP FILES AND NOTES BEFORE YOU DO ANYTHING. LOC STAFF: Flatline: Coder/Owner/Wacko Structure: Apprentice Coder/Builder/Marine Tonik: Builder/Enforcer/Script Master/Procurer of T1 and Server {B}+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ {w}Hit [return] to enter the game: ~ 0 EMLEN EMLENMUD~ {R}Lands of Chaos {w}is not meant to be the same as any other EmlenMud. Please do not confuse us with any other similar game, we are different with different rules, admin, and players. {Y}<< {G}US{Y} >>{R} Lands of Chaos - Landsofchaos.com port 3333 ~ 0 TRANSFORM~ The transform command is what remorts you. transform <stat> <stat> <stat> Stat is an abbreviated stat as in STR, CON, DEX, INT, WIS. You may also specify NONE to forsake a stat at remort if you max out your stats. 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. Additional options to remorting are: transform <stat> <stat> <augment> This works exactly as above but you give up your third stat in order to gain an augment, to view available augments type augment list, for help on what augments are type help augment. transform race <racenumber> available only at or below your 2nd remort, you can not transform into a remort(ASCENDED) race, but you may transform into any other. By undergoing a race change you give up the stats you would have gained by remorting. The process of converting may make you lose stats, reallocates your stats accordingly, and may not put them where you want. This option is only available when you remort for the first and second time. ~ 0 REMORT REMORTING~ Remorting is a little different here. Before ascending the remort system works almost exactly like other emlens, albeit with a few more options. To remort you must reach level 56 and then execute the transform command. You may execute transform before ascending from anywhere in the world. After ascension additional requirements are needed to remort besides level. These additional requirements come in the form of warpoints, killpoints, and levels. Type remort costs to see the costs. (This will not work before you ascend as there are no costs) There is a max of 6 remorts. To remort, you must find the proper room for your remort...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. Note the room for remorting may be different for each remort, the amount of power necessary to remort as an ascended character is quite phenomenal, and it increases with successive remorts. Once in that room, you must {R}TRANSFORM{w}. ~ 0 DONATE DONATION~ Syntax: donate <number> <warpoints/gold> <city/clan> You must donate 100 gold or 100 warpoints (at least) each time. Once you donate, it is not recoverable. Upgrades will be done by the imms by hand once enough points have accumulated. ~ 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 DRAWTOP 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~ We are accepting new builders at loc.inetsolve.com 3335. Do not bug the admins on the player port for a builder. 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. Please read the FAQ for general building information if you are a new builder. See Also: {R}BUILDER_RULES REDIT MEDIT MOB_POWER OEDIT OBJ_POWER FAQ {w} ~ 101 FAQ~ Section One. #1. Virtual numbers, or "vnums", are "landmarks" for the location of mobs, rooms, and objects. Type "count <myname>". If you see an area listed for you type redit create <lower_vnum> to go to your area. If it already exists, type go <lower_vnum> to go to your area. If you are making several areas, please keep the objects and mobiles and rooms separated so that in case one or more of your areas is not in the game, the areas that are in the game will be complete. To edit rooms, use "redit" which is short for "room editor". You can type "redit" alone or "redit <number>" which will trans you to room <number> and let you edit it. For example: Make a room name by typing name A Dark Forest Change the sector to forest by typing forest Writing a desc is just like writing a note. Be sure to type .f at the end of the desc to format it nicely. When you want to link a room, there are three ways to do this. To make a two-way exit between your current room and a new room, type <dir> dig <new_room_number> This will create and link the room. If the other room exists, type <dir> link <new_room_number> If the other room exists and there is an exit in the opposite direction you are linking (i.e. you do an n link 30425 and room 30425 has a south exit), then it will not let you link, but you can still make a one-way exit with <dir> room <new_room_number>. Do not make cheater one-way rooms from your area to another area, or even link any rooms in your area with another area. If you make a mistake then we can undo it, but intentionally linking different areas without permission is cheating. PLEASE use the vnums in your area in order starting from the first area and going to the last. If you make a mistake on a room, you can always unlink all the exits and redo the name and desc. Doors are set the following way: <dir> door <dir> closed <dir> name <name>. Sometimes you want to use <dir> hidden or <dir> locked but use these sparingly. More is said about this in help redit. Please try to use good grammar, and please do not copy room descriptions more than about 5-10 rooms. I understand we have lots of big open areas here, but it is kind of lame seeing 100 of the same room descs. To make a mobile (monster) find the first vnum in your area and type medit create <vnum>. Then you will notice the top half of your screen changes. Now type name dog small doggie short a small dog long A small dog is here wagging its tail at you. Now you have made the "what you see" parts of the mob. You can make the mob's descritption the same way as you did for the room, by typing desc and then editing like you would edit a note. It is suggested that mobiles have descriptions but it is not required at this point. type male (or female) to se the sex of the mob. type help act_bits...these list all of the actions the mob can take. If you type infrared or flying or mindshield or sanctuary etc... you set those bits. Type affectlist or affect2 to get a list of those things. Set the kind of mob see help mob_types to get a list of this, but for now type canine. The mob's level should be 1-20 for easy lowlevel mobs, 20-50 for middling mobs, 50-100 for single person exp mobs, 100-150 for exp mobs, 150+ for tough eq mobs. You can set the hps multiplier but please leave it at 10 = 1.0x hps unless you have a really compelling reason to change it, and even then only change it for a few mobs in your area at most. Now type done Type oedit create <vnum> the same vnum you used for the mob Now we will make an object. Type weapon type name sword short type short a short sword type long A short sword slowly rusts on the ground. type take type hold type weight 45 type cost 300 type light_slash The following are specific to wepaons...all objects have special obj_values which you can see by typing help obj_values. type v1 20 type v3 3 type v7 3 type v8 3 You now made a 3d3 light_slash short sword. Weapons have an average damage of (v7*(v8+1))/2. Never make weapons with an average damage of more than 10. If you do not understand average damage, don't make a weapon at all. type done This gives you a brief overview of the processes of making things. See the help files on medit oedit and redit for more information. ~ 0 MOB_POWER~ Don't put more than one exp mob (level 100+) per 50 rooms in your area. Don't put more than one midlevel mob (level 50-100) per 25 rooms in your area. Basic Rule: Don't make an expwhore cheater area. See Also: {R}BUILDER FAQ OBJ_POWER BUILDING MEDIT OEDIT REDIT AVE_DAM {w} ~ 110 LORE~ lore <spellname> 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. Lore will not work at all unless it is practiced fully. ~ 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. {R}IF YOU MAKE IT TO THE END OF THE ENCHANTMENT AND SUCCESSFULLY ENCHANT THE ITEM YOU WILL LOSE ONE HIT POINT PERMANENTLY!!!!!{w} 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). ~ 110 BREW~ This does nothing yet. But, it will allow you to create potions which contain spells and potions which can be used to enchant or prepare other things to be made. The use of this skill will require a mortar and pestle which can be forged by use of the forge command. You hold the pestle, you have the mortar in your inventory with the required herbs in it. You then type brew <spellname> <spellname> <spellname> where some of the spellnames are possibly blank. Then, 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. If you fail (due to skill check) you will lose some of the ingredients. The mortar disappears if you successfully brew a potion. But, mortars are only one chunk to forge. Brew will not work at all unless it is practiced fully. See also LORE See Also: STITCH, FORGE, WEAVE, SKIN, TAN, LUMBERJACK, CUT, BUILD ~ 0 FORGE MINERAL MINERALS~ There are 15 kinds of metals, which you can use to forge. You can forge anvils, hammers, breastplates, shields, helmets, sleeves, gauntlets, belts, pants, boots, rings, earrings, masks, bracelets, and anklets, kneepads, elbowpads, shortbows, arrows (to go with shortbows), crossbows, bolts (to go with crossbows), longbows, and shafts (to go with longbows). You can also forge daggers, swords, clubs, halberds and flails. In order to do this, you must have a certain number of "chunks" of the appropriate mineral type. This number can range from 1 to about 30. You must be in a room where there is a forge. There must be an anvil in the room of a mineral type >= the type you want to forge, and you must be holding a forging hammer of a type >= the type you want to forge. You must drop the appropriate number of the proper mineral in the room. Then type forge <mineral> <item> and if all is well (meaning you have all the required stuff and you are a tinker skilled at forging), you should get an item created. There are two cases where you can forge items greater than the hammer and anvil you have. If you have a hammer and anvil of a certain type, you can forge a hammer of the next type up. If you have a hammer of a type, and an anvil of one less power, you can forge an anvil of the same type as the hammer. This is necessary since the only items that will pop are brass anvils and hammers. The rest of them you gotta find the materials to make. Be warned, anvils and hammers are MUCH more expensive than armors of the same type. Whenever an anvil is used to forge a new anvil, the old one disappears. Whenever a hammer is used to forge a new hammer, the old hammer disappears. ~ 0 OBJ_POWER~ For every 25 rooms you make, you may have one pop of one armor item which has up to +5 hp XOR +5 moves XOR +1 hitroll XOR -1 ac apply XOR -1 spellsave. These armor items will have ac 1-3 TOTAL!! unless they are shields in which case total armor can be up to 6. These items pop at <=20 percent on level 50+ mobs. (It is possible to make +1kickdam LEGWEAR or FOOTWEAR at this level too!!) For every 50 rooms you make... You may also put in a pop of a standard (or one of your own) weapons which has average damage of at most 8. If you make your own item, you may NOT put ANY affects on this item. These items pop at <= 20 percent on level 50+ mobs. For every 100 rooms you make you may put in an armor item which is up to +1apb XOR +1stat XOR +10hp XOR +10moves XOR +2hitroll XOR -2 ac XOR -2 spellsave XOR +1kickdam. These armor items will have ac 4-6, except shields which can be up to ac 10. These items pop at <= 1pct on level 130+mobs. (The exception to this is kickdam boots and legwear which can have 2-3 kickdam at this point.) For every 100 rooms you make, You may put in a weapon which is ave 9-10 (including 3d6). These weapons will pop at <=5 percent on level 80+ mobs. These weapons can have 1-2 hitroll and 0-1 damroll... but do **********NOT********** put ANY other affects on these weapons. For every 100 rooms you make, you may pop a weak gem (below level 40) on a mob which is level 70-130 at 10-3 percent depending on the power of the gem. If you don't know which gems are more or less powerful, wtf are you doing trying to pass yourself off as a builder. The chips can be at 10 pct and the low level rainbows should be at 3 pct or so. DON'T MAKE NEW GEMS. You will NEVER EVER EVER make ANY weapon above ave 10 for any reason in your area. I dont care if its on a level 10000 mob behind a level 2000 mob with a .1 pct key behind a .1 pct portal in an area where the mobs are all aggro and you couldnt POSSIBLY POSSIBLY ever ever get to it. Never make weapons that powerful even for testing purposes. For every 400 rooms you make, your special per 100 room armor item can have (1 apb XOR 1 stat XOR ((3-4 for legs/feet) or (1 for other) kickdam)) AND up to (10 hp XOR +2hitroll XOR 10 moves XOR -2 ac apply XOR -2 spellsave). These pop at <= .3pct on level 150+ mobs. Also for every 400 rooms you make, you may put in a pop of a LARGE gem at <=.3 pct on level 150+ mobs. Dont make potions or scrolls or pills or wands or staves ..those are for twinks. Also..no spells in fountains..even if its "just for your builder". You do it, you go poof. Also...don't just make a bigass area with 800 rooms and put in 2 elite items. We expect you to "fill in " with all the lower powered crap items that you are allowed before you put in the better stuff. Also, don't use minuses to try to get around the rules on how often things can pop or how much the addaffects can be. In particular, don't ever make +2 apb or +2stat or +1stat +1apb items. There is no excuse for doing that. See Also: {R}LOC_BUILDING MOB_POWER BUILDING FAQ REDIT MEDIT OEDIT {w} ~ 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. 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: {R}ROOM_FLAGS{w} 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 fixdoor 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: {R}PET-SHOPS, RSTAT, ROOM-FLAGS, RESETS, RESET1, RESET2, COUNT, SECTOR{w} ~ 0 FIX PATCH~ This skill lets you repair equipment up to a certain point. ~ 0 MINE~ This skill lets you look for metals. You must be holding a pickaxe and must be in the proper kind of room and you must know the mine skill. Once a room has been cleared of minerals, no more will appear there until the next reboot. Once a player has mined too much, they will have to wait for the next reboot to mine more. ~ 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 herb climbable scalable map trap mineral scaling device ~ 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 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:{R} OSTAT, OSET, WEAR-BITS, OBJ-VALUES, WEAPONS, OBJ-VALFLAGS, LIQUIDS, SKILL-SLOTS, CLIMBABLE, ADDAFFECTS, STANDARD, RESETS, RESET2, FURNITURE {w} ~ 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: {R}MAGEMOB{w} to make casting mobs. See Also: {R}SHOPKEEPER{w} 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. ~ 101 MAGEMOB~ To create a spell casting mobile, enter the mobile editor and type cast_p <% to cast all spells> then type casts <exact spell name> For example to make a mob #1221 cast Tornado of Souls and Fireball at 20% you would: medit 1221 cast_p 20 casts Tornado of Souls casts Fireball done These must be set by admins to keep things from getting out of control. In general the percents will be 5-10 percent of the mob casting the spell, and the level of the mob should be at least double the spell level which it will cast. See Also: {R}SLIST{w} to see which spells mobs can be made to cast. ~ 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 ranged - See HELP RANGED - DISABLED!! ammo - See HELP RANGED - DISABLED!! treasure -unused- 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 trap (when it opens trap goes off) 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: {R}EXTRA_FLAGS EXTRA-FLAGS WEAPONS {w} ~ v0 v1 down to vnum v2 up to vnum 101 WEAPONS WEAPON WEAPON-TYPES WEAPON_TYPES~ PLEASE SEE HELP EXTRA-FLAGS to set the weapon general TYPE. For a complete run-through on how to create a weapon, see HELP CREATE-WEAPON. 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 {G}In general, you need to set v1 (damage before breaking), v3 (type of wpn), and v7 and v8 (damage dice).{w} 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: {R}DAMAGE OBJ_POWER EXTRA_FLAGS {w}~ 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 {R}ADDAFFECTS AVE_DAM {w}~ 101 MEDIT~ Read help MOB_POWER to get an idea of how powerful we want the mobs here. MEDIT alone enters the MOBILE editor. The following commands are available from within the MEDITOR: Be sure to set the object name, short desc, long desc, desc, level, money, align, and the flags and things like that, help AFF-BITS, ACT-BITS. If you are making up scripts and you want this mob to start a script which is triggered by someone entering or leaving the room, you must type 4enterscript or 4leavescript respectively or else the program will not check the mob for scripts. If you wish for a script to start when a command is issued in the room, you must type 4commandscript to set that up, too. show - hitting return, or 'show' shows the mobile stats 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) shop - type this command for further information 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 attack <num> <type> <min dam> <max dam> - number 1-5, type (see IREF WEAPONS), min/max dam these are extra attacks for mobiles, use intelligently money <amount> - set the amount of gold loaded on a mob (use sparingly) alter <vnum> - At 10pm and 5 am, the mob transforms into vnum mob. (Press Enter) guarding <vnum/dir> - Set this mob to guard a direction, item, or mob. They can only guard one of these, so don't set their act3 bits to anymore than one guard task. You may also type the name of the act bits to toggle (see IREF ACT-BITS), or you can type the name of the affect you want the mob to have (see the help on IREF AFFECT-BITS) AND you can also type the name of the spec function you want (see IREF SPEC-PROCS). Make at most one exp mob (lev 100+) per 50 rooms in your area (and don't clump them all together in the middle of a big empty forest or field). See Also: {R}MSTAT, MFIND, MSET, PET-SHOPS, LOCATIONS, MOB-TYPES, STANDARD, HP RESETS, RESET1, SHOPS, BUILDING {w}~ 101 COUNT~ This command lets you see the stats on the areas in the mud. ~ 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 Number Descr sentinel 2 Mob does not wander scavenger 4 Mob randomly picks up objects aggressive 32 Mob will attack PCs on sight stay_area 64 Mob will not leave area wimpy 128 Mob will flee if hurt pet 256 Set on pets (see IREF PET-SHOPS) practitioner 1024 Mob will teach PCs * SEE HELP TEACH bank teller 131072 Bank Teller (Withdraw/Deposit/Balance) 4fasthunt This mob hunts *fast* trainer Contrary to the name, this means a mob can ONLY be hurt by magical spells. mountable Mob can be mounted/ridden upon rescueone Mob rescues mobs with PRTCT in their name rescuetwo Mob rescues mobs with CODEONE in their name assistone Mob assists mobs with AONE in their name assisttwo Mob assists mobs with ATWO in their name sleepaggro Mob attacks sleeping players attitude Mob attacks anyone who looks at it rest Mob rests when no PC's in room and hurt 3guard_item Mob guards an item - please note: it is easy for someone to grab the item and flee... 3guard_door Mob guards a direction 3guard_mob Mob protects a mob 3kill_evil Mob spams "kill evil" - used good mobs to kill other mobs with the word EVIL in their name. 3kill_good Mob spams "kill good" - used for ORCs, etc to kl other mobs with the word GOOD in their name. 3medusa Mob will paralyze a player if looked at. 3mute Mob does not shout "THERE YOU ARE BUT NOT FOR LONG" before he attacks when hunting/remembering. 3ride Mob RIDES the last mob reset before it in room. 3follower Mob FOLLOWS the last mob reset before it in room. 3regenerate Mob regenerates hp at very advanced rate 3heal Mob casts 'heal' and 'sanctuary' on itself ranger Mob spams "kill beast" r_armors Mob will repair armors r_weapons Mob will repair weapons 3hire Mob will hire itself out at a price based on level per day. 3sleeper Mob goes through a normal sleep cycle assistall Mob will assist any fighting mobs in the room! Please make the room no_mobs so wandering mobs like bunnies don't enter and get assisted by your buff assistall mobs! 4soloyell Mobs will yell when attacked. mobs that do stuff when Please ask me! These enhance the game and are a player tells them, insanely easy to write! Email me at oemlen@ says something, or types indiana.edu with the mob vnum and info on what something... you want the mob to do, etc... There are more things listed under SPEC_PROCS. See Also: {R}MEDIT MOB_POWER AFF-BITS SPEC_PROCS{w} ~ 101 AFF-BITS AFFECT-BITS MOB_AFFECTS AFF_BITS MOB-AFFECTS~ blind: This toggles blindness. invisible: This toggles invisibility. detect-good: Tells if you can detect good. detect-evil: Tells if you can detect evil. detect-invis: This toggles detect-invisible. detect-magic: This shows magic auras on items. detect-hidden: This toggles whether the mob can see hidden. wound: This makes the mob lose hps rapidly.. sanctuary: This affect flag toggles sanctuary. faerie-fire: This makes the mob's armor much much worse. infrared: This flag toggles whether the mob can see in the dark. curse: This means the mob cannot recall. confuse: Toggles if the mob is confused. apoison: This toggles if the mob is poisoned. plague: Toggles if the mob has the plague or not. protect: Toggles total protection. lethargy: This affect drains when the target moves. sleep: Toggles if a player is held sleepin, or mob loads. sneak: Toggles if the mob will sneak from room to room. hide: Toggles if the mob will hide when possible. charm: Toggles if the mob can be ordered. flying: This affect flag toggles if the mob is flying or not. pass-door: This allows passage through closed doors. regeneration: This makes the mob regain hps fast. nocharm: This tells whether something can be charmed.. protect-evil: This reduces damage from evil mobs. protect-good: This reduces damage from good targets. mindsap: This affect drains mana from the target. awareness: This allows sleeping people to see people entering. water-breath: This allows the mob to breath underwater. safety: This toggles whether a mob is safe from lowlevel aggros. prot_fire: This affect flag makes the mob more resistant to fire. prot_gas: This affect flag makes the mob resistant to gas. mindshield: This protects you from some affects of bad magic. speed: This can give you an extra attack occasionally. paralyze: This paralyzes someone. prot_shock: This affect flag makes the mob more resistant to shock. prot_wind: This affect flag makes the mob more resistant to wind. prot_wound: This affect flag makes the mob more resistant to wound. prot_paralyze: This affect flag makes the mob more resistant to paral. prot_locate: This affect flag makes the mob more resistant to locate. prot_ice: This affect flag makes the mob more resistant to ice. prot_acid: This affect flag makes the mob more resistant to acid. fireshield: This causes a wall of fire to engulf you and damage attackers. See Also: {R}MEDIT ACT-BITS MOB_POWER{w} ~ 101 ITEMLIST LIMBOITEMS~ These are the standard items from limbo. You should be sure to use these. First, do not make *ANY* gems. If you want a gem that is not listed here, tough. Also, the power of the items goes from really bad to so-so. They are all also listed together in order of power from weakest to strongest. For this list of items type: goto 2 ofind area See Also: {R}GEM_LIST ARMOR_LIST WEAPON_LIST OBJ_POWER OEDIT {w} ~ 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) *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, do stuff like *5mn* which will give you 5 spaces total for moves. You cannot use -es like in printf to do *-5mn* and things like that. An example would be: *hn*HP *fi*> This would show something like: 44HP [Opponent: Good]> Also See HELP {R}COLORS{w} 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". {R}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.{w} 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!! ~ 101 RESET1~ This help file will (hopefully) explain you how to make mobs and objects reset by themselves. This is usually done after the area is done, but when you do it is up to you. Resets are done by number. This means, if there are 4 total resets in a room, they will be numbered 1-4. Also note that both objects and mobiles are room-resets. RESET with no argument will show you the current resets for the room you are in. RESET 1 will show you the basic syntax for using the RESET command, but that is confusing, and the reason this help file exists. The first type of reset (although maybe not in the RESET 1 display) is a mob reset. This type of reset will let you automatically load a mob into the room. The syntax is: RESET <number> MOB <vnum> [<chance> <max number>]. Let's take it one at a time. <number> is the number of the reset, not how many to load. This will be more discussed later, and you can usually just make it 1. MOB isn't a variable, just put MOB to tell that it is a mob reset. <vnum> is the vnum of the mob you want loaded. <chance> is the % chance that the mob will load upon reset. <max number> is how many of the mob can exist in the world; for example, shopkeepers would be 1, so that two identical 'Bob''s don't load in the room. <chance> and <max number> are in [ ]'s which mean they are OPTIONAL(you can leave them out and it will assume 75% chance, and 100 max number.) For example, let's say you have a small red bat, vnum 10000. You would type RESET 1 MOB 10000 100 7 - if you want it to always load, and 7 max in world. If you want mobs to automatically mount, just set the mounting mob's riding act3 flag, and put it in the reset list after the mob you want it to mount. Same goes for follower mobs. See Also: {R}RESET2, RESET{w} ~ 101 'IREF RESET2' RESET2~ The second type of reset is an object reset. These are more complicated than mobs, but the syntax is similar. The syntax is: RESET <number> OBJ <vnum> NONE [chance]. <number>, like mob resets, is the number of the reset, not how many to load. For now, you can use 1, until you start to load objects on mobs, or insider each other. <vnum> is the vnum of the object - self explanatory. <location> is the most complicated part, though simple in the concept. There are three 'location types': room This will make the object load _on the ground_. inside This will make the object load _inside the previous reset item_ <location> See HELP LOCATIONS to see a list. This will make the object load _on the last reset mob_. ***DO NOT USE THIS ANY MORE**** NONE This should be used in place of location. Chance is OPTIONAL, since it's in [ ]'s - if you leave it out it assumes 75% chance of loading. There are no total object limits; we don't believe in first come first serve, everyone has a fair shot at getting anything. Now, the real hard part is realizing how to set up reset numbers. Generally put, you don't need to worry about them _unless_ you are loading objects inside each other, or on mobiles(NPCs.) When you do this, however, it will load the object on the reset previous to it. For example, if reset #1 loads corpse of an adventurer, you can have reset #2 load a small journal, inside the corpse by typing RESET 2 OBJ 4003 INSIDE 100. 4003 is the imaginary vnum for the small journal, and the 100 at the end means chance. The same concept for mobiles; make the object reset the number AFTER the mob, and the location is the location on the mob, as in HELP LOCATIONS. See Also: {R}RESET1, RESET{w} ~ 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 Koz~ The Koz rule was invented for problem players. It is a last resort before your permanent departure from LOC. It is simple. You dont talk to imms. You dont talk about imms. You dont mention imms in anyway. First offense: Silencing for 24 hours. Second offense: Freeze for 24 hours. Third offense: You are deleted and sitebanned. If you were told this rule applies to you, understand we are serious. We are attempting to give you an oportunity to play, it is your last chance. If you need an imm, use a note. And do not chat 'new note imm'. ~ 0 ALIGNMENT ALIGN KINGDOM KINGDOMS NATION NATIONS SIDE SIDES ALIGNINFO~ There are no good and evil alignments anymore. There are now several different alignments, one may be considered good, and the other evil, but as in real life these definitions really are determined by which side you're on. Few people view themselves as evil. The one side which is universally hated by everyone is the Forsaken, and you can not join this side when you first choose an alignment, you can only forsake via a special command. The main differences between alignments are the same-side pk restrictions, if you are a member of align 1 or 3 you may same-side PK as much as you wish for whatever reason you wish. Align 1 also suffers from the affects of an ancient curse and takes a minor amount of damage under direct sunlight. Align 2 may not pk members of their own alignment under any circumstances or for any reason as it has been disabled. For this reason newbies are encouraged to choose Align 2. Aligninfo or aligninfo <align_name> or aligninfo <align_number> will give you specific information on an alignment. ~ 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... There are up to 30 random battlegrounds, each one is different, in some spell affects stick..... {R}Acid and fire spells do damage items in a BG, so items CAN be lost.{w} {R}There will be no reimbs of any kind for losses caused from the BG.{w} ~ 0 BUTCHER~ This skill can be used to turn a corpse into flanks of edible steak. Rumors exist that the most skilled butchers can even turn a giant worm corpse into delicious, tender morsels that could be sold at the finest of inns and pubs. ~ 0 WARPOINTS WAR POINTS 'WAR POINTS' WARPOINT~ These points are a good indicated of how successful you have been in the war. 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. ~ 0 DUAL 'DUAL WIELD'~ This skill allows you to successfully attack using two weapons (one in each hand). Without this skill, you will only use your primary weapon to attack with. You cannot use two weapons and a shield. ~ 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. Trophy MOBS will show you what mobs you have killed, and how many times you have killed each one. ~ 0 START STARTING HINTS HINT NEWBIE NEW HELP~ Welcome to the Lands of Chaos. You will note that you are in a room with only two exits. In a moment you will want to go north and enter mud school if you are truly new, otherwise you may go south, pick your side and begin playing immediately. 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 do to improve your character. One such example is ascension, to find out what this is type help ascend. Another way is to find and join guilds. The guilds are sort of like classes, except you can join several of them eventually. Many skills and spells and profs require ne or more guilds to learn, and some equipment can only be worn by certain guilds. Type slist chameleon for an example. You need to be a member of ALL of the guilds listed to get that spell. Each guild has been set up to cost a different amount in order to get to it, and certain guilds do not get along with each other, for people of exceptional power exceptions are made however. Once you are actually at a guildmaster, the guild charges a duty fee. To view this fee, type guild cost. As older players will tell you you used to be able to buy augments, augments are still in the game but have been moved to a remort only basis. To view help on augments type help augment and then help transform. 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 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 {w} ~ 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: {R}OEDIT OBJ_POWER{w} ~ 0 TINDER TINDERBOX~ A tinderbox contains pieces of flint and small twigs that allow you to light lanterns and torches. Without a tinderbox, there is no use in having a lantern or torch. ~ 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 COMPACT~ What other muds call "Compact" mode, we simply call CONFIG BLANK. Type Config for a list of settings (all are toggleable by typing config <setting-name>. ~ 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. ~ 0 SWIM SWIMMING~ With this skill, you will be able to swim in most shallow waters. Deep water, or water with large waves is simply impossible to swim in. ~ 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! ~ 0 GODS WIZLIST~ {W} The {R}Lands of Chaos {W}staff:{w} {W}Administators {w} {P} +*{R} Flatline{P} *+ +*{B} Structure{P} *+ +* {B} Tonik {P}*+ {w} Code by: Diku, Merc, NiMUD, Emlen, Lonath, Flatline See also: {R}WORLDBUILDERS{w} ~ 0 WORLDBUILDERS~ {W} Thank you to all who have spent there time here building and all of those who have helped us create this diverse world.{w} -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- {W}World Builders{w} Tonik Stucture Flatline Demonstench Zoro Aragorn Calin ~ 0 MERC~ This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'majordomo@webnexus.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. ~ 0 CREDITS~ {R}Lands of Chaos{w} would like to thank the following for their contributions: DikuMUD: Hans Staerfeldt, bombman@freja.diku.dk Katja Nyboe, katz@freja.diku.dk Tom Madsen, noop@freja.diku.dk Michael Seifert, seifert@freja.diku.dk Sebastian Hammer. quinn@freja.diku.dk (This is woefully out of date, goto www.dikumud.com to see what they are up to these days.) MERC: MERC 2.1 by Hatchet, Furey, and Kahn. (See Help MERC) NiMUD: by Locke EmlenMud: by Owen Emlen oemlen@indiana.edu (This is a dead email, but if you really need to talk to him...ask palio: palio@blinksoft.com, palio@dikumud.com) {W}Inetsolve.com{w} {W}Admin of the following Games:{w} ~ 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 {W}delete character forever{w} literally, like it is shown here. Do {W}NOT{w} 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 ORIN~ --Orin, coder of EmlenMud. oemlen@indiana.edu ~ 0 Flatline~ --Flatline, Head Administrator, Owner, Coder. Flatline@landsofchaos.com ~ 0 Structure~ --Structure, Administrator, Coder. Structure@landsofchaos.com ~ 0 Tonik~ --Tonik, Administrator, Builder, Enforcer. Tonik@landsofchaos.com ~ 0 WWW WEB WEBPAGE~ Visit us on the world wide web - {R} http://loc.inetsolve.com{w} {w} ~ 0 EMAIL~ Send e-mail to: loc@landsofchaos.com~ 0 PKILLING PKILL PLAYERKILLING~ This mud is a {R}Pkill mud{w}. 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~ {R}The following was the opinion of Lonath:{w} 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. {W}Please note:{w} You are never 'safe' from PKILL. See Also: {R}RULES, MULTI {w}~ 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 {B}MEGA {R}SWORD {Y}OF {W}INSTANT {G}DEATH{w}. 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 {W}POWERFUL{w} 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: {R}RULES {w}~ 0 LIMITED~ There will be limited item's in the game, so some item's will be limited to one a piece. ~ 101 MOBS MOB MOBTYPES MOB-TYPES MOBS~ human elf reptile dwarf gnome general_animal giant dragon faerie canine rodent ghost ** insect undead werebeast *** golem demon nightbeast **** troll bird orc fish statue darkelf feline plant dummy ***** ** Note: Ghosts can only be hit by glowing or humming weapons *** Werebeasts are mobs that will change from one mob to another at 10 pm and 5 am. **** Nightbeasts are beasts that go to sleep when sun comes out or they get hurt. I.e. Vampires. ***** Dummy mobs will not fight back. Do not even think of having dummy mobs without asking a god first. ALL mobs should have a mobtype set. See Also: {W}MFIND, MEDIT{w} ~ 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 EVENTS QUEST QUESTS~ There will be occasional quests and other events depending on the whims of the imms. Some will be over several days, some may last a half hour or 10 minutes. They could involve any number of things, but in general they will be designed to make the pkill corpses pile up. {W}=D{w} ~ 0 CHANGES NEWS~ -- -Updated Help File- -Anal message changed to Atomize- -New Coding Changes to Come- ~ 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~ This skill allows you to investigate a corpse and determine both the reason of death, and who looted the corpse. With mobs, it is impossible to deter- mine the reason of death (too easy to track people). There is a delay on this command. If you succeed (your make the skill roll), the reason of death and looters (if any) will be revealed. If not, you will simply be unable to determine anything from the investigation. Finding that someone looted your corpse against your will/knowledge is against the rules. Please report it to Orin, and measures will be taken. The person whose corpse it is will never show up as a looter. ~ 0 BOAT BOATS~ Boats are vehicles you carry around to let you travel across water. ~ 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 RESET1~ This help file will (hopefully) explain you how to make mobs and objects reset by themselves. This is usually done after the area is done, but when you do it is up to you. Resets are done by number. This means, if there are 4 total resets in a room, they will be numbered 1-4. Also note that both objects and mobiles are room-resets. RESET with no argument will show you the current resets for the room you are in. RESET 1 will show you the basic syntax for using the RESET command, but that is confusing, and the reason this help file exists. The first type of reset (although maybe not in the RESET 1 display) is a mob reset. This type of reset will let you automatically load a mob into the room. The syntax is: RESET <number> MOB <vnum> [<chance> <max number>]. Let's take it one at a time. <number> is the number of the reset, not how many to load. This will be more discussed later, and you can usually just make it 1. MOB isn't a variable, just put MOB to tell that it is a mob reset. <vnum> is the vnum of the mob you want loaded. <chance> is the % chance that the mob will load upon reset. <max number> is how many of the mob can exist in the world; for example, shopkeepers would be 1, so that two identical 'Bob''s don't load in the room. <chance> and <max number> are in [ ]'s which mean they are OPTIONAL(you can leave them out and it will assume 75% chance, and 100 max number.) For example, let's say you have a small red bat, vnum 10000. You would type RESET 1 MOB 10000 100 7 - if you want it to always load, and 7 max in world. If you want mobs to automatically mount, just set the mounting mob's riding act3 flag, and put it in the reset list after the mob you want it to mount. Same goes for follower mobs. See Also: {R}RESET2, RESET {w} ~ 101 RESET~ SYNTAX: reset area reset room Useage: To reset the entire area again. To reset just the room you are in. See Also: {R}RESET1, RESET2{w} ~ 101 RESET2~ The second type of reset is an object reset. These are more complicated than mobs, but the syntax is similar. The syntax is: RESET <number> OBJ <vnum> NONE [chance]. <number>, like mob resets, is the number of the reset, not how many to load. For now, you can use 1, until you start to load objects on mobs, or insider each other. <vnum> is the vnum of the object - self explanatory. <location> is the most complicated part, though simple in the concept. There are three 'location types': room This will make the object load _on the ground_. inside This will make the object load _inside the previous reset item_ <location> See HELP LOCATIONS to see a list. This will make the object load _on the last reset mob_. ***DO NOT USE THIS ANY MORE**** NONE This should be used in place of location. Chance is OPTIONAL, since it's in [ ]'s - if you leave it out it assumes 75% chance of loading. There are no total object limits; we don't believe in first come first serve, everyone has a fair shot at getting anything. Now, the real hard part is realizing how to set up reset numbers. Generally put, you don't need to worry about them _unless_ you are loading objects inside each other, or on mobiles(NPCs.) When you do this, however, it will load the object on the reset previous to it. For example, if reset #1 loads corpse of an adventurer, you can have reset #2 load a small journal, inside the corpse by typing RESET 2 OBJ 4003 INSIDE 100. 4003 is the imaginary vnum for the small journal, and the 100 at the end means chance. The same concept for mobiles; make the object reset the number AFTER2 the mob, and the location is the location on the mob, as in HELP LOCATIONS. See Also: {R}RESET1, RESET {w} ~ 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 Flatline's 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 4-5 coins per level. Cap this at about 700. Don't ask to make "special" money mobs, please. See Also: {R}COINS, MONEY{w} ~ 0 MONEY COIN COINS GOLD~ Coin values are as follows: 1 Gold = 100 Copper See Also: {R}PURSE{w} ~ 101 IMOTD~ {G} DO NOT EVER EVER EVER MAKE TRADEIN ITEMS SAVE!!!!! OR NODROP FOR THAT MATTER.{w} ~ 0 OBJ_COLORS OBJ-COLORS TITLE~ To set your title type title <string> These are the colors you use when making objects and their short descriptions, as well as the commands you use to make your title full of colors. $1 Blue $5 Purple $B Bold $2 Green $6 Yellow $I Inverse $3 Cyan $7 Grey $F Flashing $4 Red $0 Black $N Normal (darker) ALWAYS PUT AN $N AT THE END OF EVERY!!!! DESCRIPTION OR TITLE WHICH YOU HAVE PLACED COLOR INTO. If you do not do this, then your title/object will "bleed" and everyone will think you are an annoying dork for doing this. ~ 0 BLINK~ This is a type of parrying skill used by mages. It requires high int and wis to use, and it uses 1 mana each time it blocks a hit. It can be configured on and off by use of the autoblink command. {R} This is not a spell in the traditional sense of casting spells. To use it, type config autoblink and you will automatically attempt to blink in combat. Do not try to cast blink, because nothing will happen.{w} ~ 0 RANGED 'RANGED SPELLS'~ This is the spell that lets you cast spells at range. You must learn the spell all the way to the max possible percent, or else it will not work, and it will never improve if you are below the max possible practice percent. Use of this "spell" is automatic once you have it practiced high enough. {R} DO NOT ATTEMPT TO CAST THIS SPELL! It is not a spell in the traditional sense, but is merely a skill listed as a spell so that the wussy spellcasters don't have to waste a skill slot.{w} ~ 101 BOOK BOOKS~ To make a book that teaches something, ALWAYS consult a GOD first. Anyway, how you set a book is v0 <sn>, where SN is the first number given in SLOOKUP '<spellname>' - again, make sure to talk with Flatline or Tonik before making a powerful book available in your area. ~ 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. ~ 101 ANSICODES~ {R}R{r}r{Y}Y{y}y{B}B{b}b{C}C{c}c{K}K{k}k{P}P{p}p{M}M{m}m{W}W{w}w{L}L{l}l{D}D{d}d ~ 0 MAP MAPPING~ Mapping is available only to those who are members of the Ranger's guild. 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 {R}noibm{w} and you will get standard ASCII characters. There is also a feature called {R}mapspam{w} 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 {R}viewmobs{w} 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 {R}viewplayers{w}. 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 mapspam 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 mapspam 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~ {B}------------------------------------------------------------------------------ {w}To get more specific help, type {W}HELP <groupname>{w} such as HELP GROUPING, HELP OBJECT, HELP PRACTITIONER, etc... {C}Mapping Commands...{w} (See help MAP) {W}Movement Commands..{w} North, S, E, W, Up, Down, Run, Climb, Enter, Track. {G}Grouping Commands..{w} Follow, Group, Gtell, Split, Report, Assist, Config. {Y}Object Manipulation..{w} 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. {C}Shop Commands......{w} List, Value, Buy, Sell. {W}Bank Commands......{w} Convert, Deposit, Withdraw, Balance, Store, Unstore {G}Practitioner Cmds..{w} Practice, Learn, Skills, Spells, Slist. {Y}Position Commands..{w} Visible, Sleep, Rest, Stand, Wake, Sneak, Hide, Mount, Dismount, Ride, Meditate, Surrender, Search, Board, Disembark, Take Control. {C}Guild Commands.....{w} Guild (Must be at a guildmaster). {W}Clan Commands......{w} Clantalk, Cadd, Cremove, Announce, Clan, Who clan, Cstore, Cunstore, Cquit. {G}Configuration Cmds.{w} Config, Fight, Spam, Channel, ANSI, Pagelen, Wimpy. {Y}Communication......{w} Ignore, OOC, Chat, Yell, Clantalk, Say, Gtell, Tell, Reply, Quiet, Channel, Listen, Pray, Emote. {C}Information Cmds...{w} 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. {W}Combat Commands....{w} Kill, Kick, Tackle, Bash, Backstab (BS), Circle, Flurry, Wimpy, Rescue, Disarm, Assist, Flee. {G}Arena Commands.....{w} Challenge, Accept, Decline, Bet, Config Arena. See HELP ARENA for all of the above. {Y}Spell/Magic Cmds...{w} Cast, Meditate, Spells. (See also help MANA) {C}Boards/Notes.......{w} Note Write, Note to <person>, Note subject <subject>, Note Send, Look at Board, Read <number>. See help NOTE for more information. {W}Misc Commands......{w} Save, Quit, !, Cls, Clear, Hire, Fire, Sacrifice, Search Password, Brief, Combine, Title. {B}------------------------------------------------------------------------------{w} See Also: {R}RULES NEWS CLANS STORY PKILLING MULTI DEATH GUILDS {w}~ 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 STATS STRENGTH CONSTITUTION WISDOM INTELLIGENCE DEXTERITY STR INT WIS DEX CON~ 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. ~ 0 CLANTALK~ Syntax: clantalk <message> This is just like any other communication channel, except this one only transmits to your clan only. See Also: {R}CLAN, CLANS, GUILD {w}~ 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 OOC~ Syntax: ooc <string> This powerfull channel allows a player to communicate with players of the opposite allignment. It encourages pkilling, gloating, and trash talking. You must be level 60 to use this channel. Broadcasting your voice to the opposite alignment takes a lot of energy and will cost you 50 movement points. ~ 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 ASSASSIN~ The Guild of Assassins is a shadowy brotherhood of stealthy killers. When you join this guild, you will be able to backstab and circle for significantly more damage than before. However, the assassins do not get along with very many other guilds, so choosing this path will restrict you in the use of magic. You will also gain a point of dexterity when you join this guild. ~ 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 CONJURER~ The Guild of Conjurers is where you will learn to cast lasting magical affects more effectively. When you join this guild, you will notice that your attack spells are a little more powerful, and your protective spells will last a little longer, and be a little more powerful. You gain a point of intelligence when you join the Guild of Conjurers. ~ 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 CLASS CLASSES~ We don't really have classes on LoC, although the type of race you choose will determine the number of spells and skills you can learn, and thus determine what your character can be like. Also, we have guilds which allow access to certain spells and skills and proficiences, but you can join several guilds eventually, instead of being restricted to 1-2. ~ 0 GUILD GUILDS~ Guilds are organizations of professionals which share common knowledge about certain trade secrets and lore about the world. Guilds are not the same as teachers of skills, although some guildmasters undoubtably teach skills. When you join a guild, you gain certain advantages for joining, but there is a price. The guilds are not to be confused with clans, which are very secretive, tightly knit groups. Guilds are open to people of all alignments and races, and only require that you accumulate certain fees before joining. There are currently ten guilds in the world: Warrior, Healer, Wizard, Thief, Assassin, Tinker, Ranger, Conjurer, Mystic, Battlemaster. In order to join a guild, you must first find the guildmaster for that guild. These guildmasters may be found in large cities, or small towns, or perhaps underground in a laybrinthe or out in the wilderness. Before you go there, you must make sure you have the required price of joining. Typing Guild Cost will show you the requirements. The remort requirements and the level requirements are not things you lose, merely things you must have already. You will lose the costs next to the Gold and Wps and Kps columns for these guilds as you join. When you are actually at a guildmaster, you may type Guild Join, Guild Info, Guild Status, or Guild Leave. You are permitted to join any combination of guilds you wish, as long as you have the price for the next guild based on the number of guilds you have already joined. Guild Costs Guild Join (at guildmaster) Guild Leave (at guildmaster) Guild Replace (at the guildmaster you want to join - 100 wps and 600 gold) {R} IF YOU GUILD REPLACE YOU WILL LOSE ALL OF YOUR SKILLS AND SPELLS AND PROFS!!!!! THIS IS BECAUSE LAMERS REFUSED TO DROP THEIR GUILD GOTTEN SKILLS WHEN THE COMMAND WAS FIRST IMPLEMENTED!!!! YOU WILL ALSO HAVE MAPPING TURN OFF IF IT IS ON!!!!!!{w} ~ 0 CLANCOMMANDS ~ Clantalk <text> sends <text> across the clan channel. Cquit makes your character leave the clan you are currently in. Who Clan shows who else is on in your clan at the moment. Clan shows who is in your clan and some clan info. Clan List views all clans See Also: {R}CSTORE CLEADER{w} ~ 0 RESILIENCE~ The resilience skill makes your skin tougher and helps you to absorb damage from hits. ~ 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: {R}CLANCOMMANDS, CSTORE, CLAN{w} ~ 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 {R}CLEADER STARTCLAN{w} ~ 0 STARTCLAN~ If you want to start a clan, you must meet the following criteria: 1. You must have 4 other members on-line who want to join. 2. You must be level 40 or above, and a frequent player of LoC. 3. You must not be in another clan. 4. You must have a good name for the clan. The definition of 'good name' is up to the Admin helping you. All decisions about decency will be backed by the other Admin. 5. You must have demonstrated leadership, and not be a "problem player." This rule is serious. We will not have clans led by people that will abuse their power. 6. You must have 250 Warpoints, which are not lost when starting the clan. 7. A Fee of 500 gold coins will be charged to the clan leader to start the clan. This fee pays for the privilage of having a clan, and the clantalk channel and for the starting clanhouse. Email us if you wish to ask specific questions about clans or anything else. {r}LoC@erie.wizvax.net{w} *Note* You may {W}NOT{w} add people to your clan with out their permission. See Also:{R} CLANS CLANCOMMANDS CLEADER STARTCLANHOUSE{w} ~ 0 CLANCOSTS CBUILD~ {R}CLANCOSTS CBUILD{w} Once a clan has been approved by the admin of the game, you may purchase a clanhouse. The following is a list of possible improvements to your clanhouse, and the costs of such improvements. The costs listed below are number amounts. {W}House Upgrades{w}: Clan Room (max 25) - 200 gold each (All rooms used to connect clan to the world count in total) Global Noteboard - 200 gold (max 1) Weaponsmith, Armorer, Provisioner- 200 gold and 50 warpoints each Banker, Clanstore room - 300 gold and 50 warpoints each Room Flags (extramana extraheal) - 300 gold and 50 warpoints each Room Flags (nocast silent traps) - 2000 gold and 500 warpoints each Unseen Portals (in clan only) - Not Allowed Clan fountain (max 1) - 100 gold each Fountain Flags (refresh healing) - 500 gold and 100 warpoints each Fountain Flags (sanctuary) - 3000 gold and 1000 warpoints Statues/window dressing objects - 100 gold each {R}Max 10{w} Usable clan objects - See an admin... {R}objects{w} Own Descriptions (for all rooms) - 5000 gold Admin written descriptions (") - 3000 gold *Note* A Clan Package must be purchased before you can purchase these items. (in other words you can not build a clanhouse from scratch) {W}WE WILL NOT MAKE UN-RAIDABLE CLANHOUSE, an we reserve the right to deny any purchase for a clanhouse if we feel it is too powerfull. See Also: {R}CLANS CLEADER STARTCLAN STARTCLANHOUSE{w} ~ 0 STARTCLANHOUSE PACKAGES CLANPACKAGES~ {R}STARTCLANHOUSE PACKAGES CLANPACKAGES{w} The following is a list of clanpackages you can purchase for your initial clanhouse. Costs are subject to change, and unless otherwise notified, are payable by any member. {R}You can upgrade the basic package once, but after that you must buy upgrades individually. All upgrades will be handled the same way that city upgrades are handled. An upgrade object will pop somewhere within the clan and members must request an Admin to assist them in donating. {W}Package 1{w} Cost: 3000 gold 3 Clan rooms, 2 level 75 guards {W}Package 2{w} Cost: 4000 gold and 50 warpoints 5 Clan rooms, 3 level 75 guards {W}Package 3{w} Cost: 5000 gold and 200 warpoints 7 Clan rooms, 4 level 75 guards, Clan Banker and Clan storage vault, Clan Fountain, Global note board {W}Package 4{w} Cost: 8000 gold and 300 warpoints 10 Clan Rooms, 5 level 75 guards, clan banker, Weaponsmith, Armorer, Baker, Fountain, Clan storage vault, Clan Fountain, Mana room, Global note board, 1 Statue, 1 Clan item {W}Package 5{w} Cost: 10000 gold and 500 warpoints 18 Clan rooms, Clan Fountain with refresh, 8 level 75 guards, Clan banker, Clan storage vault, Weaponsmith, Armorer, Baker, Barkeep, 3 Secret doors, extramana room, extraheal room, Global note board, 2 Clan objects, 2 Statues. *Note* Clan houses can be in the homelands, but not the cities. They may also be out in the general world but not in or very near xp areas. Hidden unnamed exits, unnamed portals and bizzare stuff like that are not allowed. Submit your plan to Tonik for approval. He will build it. CLAN HOUSES WILL NOT BE IN XP AREAS OR IN CITIES *Note* Clan items will be eye-candy items. See Also: {R}CLANS CLEADER STARTCLAN CBUILD CLANCOSTS{w} ~ 0 CLANWARS CLANWAR CLANFIGHT CLANFIGHTS~ Due to our own shady pasts, the Admin have decided to treat fighting between clans as a sometimes necessary evil. Raiding clanhouses and the like will be ignored, but whities pkilling members of other whitie clans will not be tolerated. ~ 0 CITY CITIES CITYGUARDS GUARD-UPGRADES CITY-UPGRADES HOMETOWNS~ City Upgrades are no longer allowed. ~ 0 UPGRADE-BANK UPGRADEBANK UPGRADE_BANK WPBANK CITYBANK~ City Upgrades are no longer allowed. ~ 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 {<characters>"} {<does-this>} Syntax: alias <number> deletes the alias. A '*' character in an alias will be considered as if you pressed enter. A '%' character will be translated as an argument. For instance: Example: alias {pb} {put % in backpack} from now on, 'pb waterskin' would be expanded to 'put waterskin in backpack'. Example: alias {5} {sleep} -will make you sleep after you type: 5 <enter> Example: alias {rs} {rest} -will make you rest after you type: rs <enter> Example: alias {yum} {get bread*eat bread*smile} Example: alias {k} {kill} Aliases are used so you don't have to type so much. It also enables you to do multiple tasks such as: backstab, flee, run south. -Note: if you give an argument to the alias, it will use it as an argument to the last command in the alias. (i.e., using the 'k'='kill' example, 'k bear' will come out as 'kill bear'. ~ 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. ~ 0 STEADINESS~ This skill will help you to avoid getting tackled and bashed and might even help reduce damage from combat hits. ~ 0 FLAIL~ Flail is a more powerful form of flurry which you can use only when you are very hurt. It will remove a little more of your stamina than the flurry skill does. Your current strength must be at least 30 for flail to work. ~ 0 FLURRY~ Syntax: Flurry Flurry is a combat skill that allows you to flail about madly in a wild flurry. Because of the extreme energies required to go berserk like this, you will end up losing many stamina points. So... if you are planning to run after the battle, this is not a good option. Anyone can flurry with or without a weapon. This skill is natural to everyone; it does not have to be learned or practiced. ~ 0 TEACH 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: {R}LEARN, PRACTICE, GUILD{w} ~ 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: {W}STORE{w} ~ 0 KICK 'DOUBLE KICK'~ Syntax: Kick <victim> or in combat, just 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 well enough to cast, flee or perform another kick. The power of your kick depends on your level; at low levels kick is next to useless, at high levels it can be invaluable. It is impossible to kick ghosts or flying opponents for obvious reasons. Double kick automatically gives you a chance of getting a second kick right after the first. ~ 0 BLOCK~ This skill block ssome incoming kicks. It is automatic once practiced. ~ 0 AWARENESS~ The awareness spell allows you to see sneaking people who enter the room, and allows you to notice people entering the room while you sleep. ~ 0 ACCURACY~ This skill helps you hit a little more often. It is automatic once practiced. ~ 0 BASH SMASH~ Syntax: bash <victim> or in combat, just 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 attack for 1-2 rounds (only defend). Success of bashing is based on how well you have practiced bash, your strength, and the victim's dexterity and dodge ability. NOTE: With this skill it is possible that you fall on top of your victim, in which case you will begin to ground fight, so IF YOU WANT TO AVOID GROUNDFIGHTING AT ALL COSTS, DON'T BASH!!!! Smash is an upgrade of bash that automatically causes damage sometimes, and keeps your opponent bashed longer sometimes. See Also: {R}GROUNDFIGHTING FIGHT{w} ~ 0 TACKLE~ This command will allow you to run at an opponent, trying to tackle him/her/it and take them to the ground. If successful, you will go into ground fighting mode... High dexterity helps, but it is still very difficult to tackle an opponent even if your dexterity is high. If you fail the tackle, you will be off-balance for the next 3-4 rounds, so if you are planning on fleeing soon, it is not wise to tackle. You may not tackle with a weapon in hand, or against someone with a weapon for safety reasons... they could chop you to shreds upon entry, and/or you could hurt yourself badly tackling with a sword in your hand. See Also: {R}GROUNDFIGHTING{w} ~ 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~ No longer allowed. ~ 0 GLANCE~ Syntax: glance <victim> This command will let you see only the condition of a mob or players. ~ 0 SEARCH~ Syntax: search or search <direction> Based on how well you have practiced the search skill, you might find objects other players have hidden in the room, or hidden doors' names. See Also: {R}HIDE{w} ~ 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 ANSI COLOR~ Syntax: config ansi Syntax: ansi <channel> <color name> Syntax: ansi <channel> <color index number> For those of you with terminals which support ANSI Color codes, the 'ANSI' command can be used to configure ansi for your system. Here is a list of the channel names (the capitalized column to the right) and all the color names and their respect index numbers (on left): 00 black 08 dark_grey 17 flashing SAY 01 blue 09 light_blue 19 normal TELL 02 green 10 light_green 16 bold OOC 03 cyan 11 light_cyan 18 inverse CLANTALK 04 red 12 light_red YELL 05 purple 13 magenta 06 brown 14 yellow 07 grey 15 white See Also: {R}TITLE{w} ~ 0 FAREWELL~ Thank you for playing! We hope to see you in the Chaos again soon!! [Character Saved; Quit Successful] ~ 0 LOOTING 'CORPSE LOOTING'~ Good players should not loot other good players corpses. If that is the game you want to play you should play an evil character. If someone loots your corpse and will not give you back your eq, do not cry to the gods, form a group and get your eq back! ~ 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 silencing, loss of levels or presets, or other penalties depending on the nature of the rule being broken. Details of the types of penalties to expect are stated after each rule. However, we do reserve the right to modify penalties as we see fit based upon the circumstances. Severe penalties will not be handed out until two Imms have discussed the matter and agreed upon the outcome. There may be a temporary freeze until another Imm can be consulted. Rule: General cheating, such as bug abuse, playing multiple characters, or attempting to log on to other players characters will result in immediate deletion with no discussion. If you feel the need to reroll and argue with the immortals expect a siteban. Rule: Chat, Tell and Pray are no longer an acceptable method to contact the immortals regarding gameplay issues. If you have a suggestion on changing the mud then post a note to immortal. It will be read and carefully considered by the immortals, but you may not get an answer since that just leads to never ending debates. We make the best decisions we can based upon what is best for the mud as a WHOLE. Pray is for emergancy use ONLY, such as reporting cheating. Chat and Tells are for social chatting with the immortals only. Expect several warnings followed by silencing. Rule: Chats and notes such as 'This mud sucks' 'That is stupid' and 'The imms here are gay' will result in swift and severe penalties. We spent and are spending a great deal of time and money on this mud, we do so to provide an enjoyable experience for everyone. If you are not enjoying yourself, then leave. You will not be allowed to ruin the game for other people. You will be warned, then silenced and then frozen. The progression of penalties will happen VERY quickly. So if you get a heads up from an immortal that your comments are out of line you need to be VERY careful what you type before you hit the enter key again. Chat trash talk is over, as of now. This includes vulgar or racial comments. A word to the wise, what you consider vulgar or racial does not matter, it is what the immortals consider vulgar or racial. Dont give the admins crap, our decisions are final. If you get frozen or silenced and reroll to argue you will be deleted for multiplay/aurguing. Rule: Scripting is not allowed. Triggers and speedwalks are allowed. Yes a group of triggers can be put together to make a script and it will be considered a script for the purposes of this rule. So, scripting XP or script practicing skills and spells will be violations, for example. A trigger to bash enemy will not. Loss of levels and presets are to be expected if you script XP or spells. Rule: Do not spam kill one person. Sometimes people give up. Leave. You will loose most if not all of your warpoints, we are not going to sit here and do math figuring out how many warpoints you got from spam killing and just take those away. We have better things to do with our time than clean up your mess. If you do it repeatedly you will be deleted. Rule: Do not spam die to the members of the opposite alignment. This will result in deletion. Rule: Same side killing. The mud is now set up so that only foresaken and evil can attack their own players. However, this is not a license to harrass other players. If you have a dispute that you feel you need to settle via a same side kill that is your choice. But repeated killing, attacking or spamming a player of the same alignment will fall under player harrasment and the immortals will step in. Since this is always a difficult area to cover you will be warned to cease the harrasement before any stronger measures are taken. In any case you may not attack a player of the same align unless they have a red P-flag or have at least one remort. If you use a game bug to force them into a P-flag you will be considered a cheater and dealt with acording to the bug abuse rules at the begining of this document. If you do not have the P-flag and you are attacked and want to report it, write a note or email to the imms. You must not have the P-flag at the time the imms deal with the person you are accusing. You must report it fairly promptly, say within a day or two. There are no "I want to report it but be nice to them" options. If you report it, and they did it, they get punished. If you "take it back", you get punished so you had better be sure you want to report this. If you play games with the P-flag and use it to screw people on your own side, because they cannot attack you, you will be given the P-flag. Rule: Do not let anyone know your password and don't pick stupid passwords like psipsi or wrapper. If you have a password that some of your friends know, change it. The only person who may log in a character is the person who originally made it. Do not roll characters for other people. Do not log in your friends' characters. ----------------------------------------------------------------------------- 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: Don't suggest ideas to admin online. The best thing to do is to email loc@landsofchaos.com, email a specific admin, (see help Flatline, Structure, Tonik) or leave a note on the board in town to 'admin', 'gods', or immortal. 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~ Format: Ignore <annoying person's name here> Ignore with no argument will show you who you are currently ignoring. You may ignore up to 10 people, and when ignored, no says, gossips, tells, replies, or anything will be seen from them. This can be a life saver with poor-sport newbies who get on to annoy you because you killed their character :) ALWAYS report spamming characters through a note, telling at what time they spammed you, and exactly what happened. Often spammers will be immediately site banned. {W}NOTE{w} Ignoring an admin is not an option. ~ 0 TRAPSET TRAPS TRAP~ You use the trapset command to set traps in rooms..but you must be holding a trap to do this. People more attuned to the outdoors or mechanical things, or just general sneakiness help to set traps properly. trapset by itself will put a trap in the room. trapset <direction> traps a door. trapset <container> traps a chest or container. ~ 0 DETRAP~ This removes traps from a room or door or chest. detrap room removes a trap in the room. detrap <direction> removes a trap from a door. detrap <object> removes a trap from a chest or container. ~ 0 LAMER~ If you act like a lamer, trying to avoid a rule by looking for some loophole, or if you are in general a complete asshole yo your side because you can get away with it due to your large levels or clan, you will be awarded the lamer flag. You won't like this, so try not to be an asshole. ~ 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: {R}WIMPY, KICK, BASH, TACKLE, BACKSTAB, CIRCLE, FLEE, ASSIST, DISARM, FLURRY, and RESCUE {w} 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: {R}PRACTICE{w} ~ 0 DEATH~ Character death is not permanent. However, it is not a good thing... 1) Any spells which were affecting you are removed. 2) You lose experience points for dying. When you die, the experience points you lose are based on your total exp points. 3) You will be transported back to a location by your main city. 4) If you were killed by a mob, you will lose 1 percent skill level from a random 20 percent of your known skills. Some myths/differences from other muds: 1. You can never lose a level from dying at Lands of Chaos. 2. Don't count on always getting your corpse back. Please NOTE: You can die if you don't eat or drink, and from freezing! ~ 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. {R}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.{w} ~ 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 a thief/assassin with hand speed who is wielding a piercing weapon with a dex of 30 or more a chance at causing a lot more damage with a regular hit or a backstab or circle. ~ 0 BACKSTAB BS DISARM KILL~ Syntax: backstab <character> Syntax: disarm Syntax: kill <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used if you have learned the backstab skill. BS is a synonym for BACKSTAB. DISARM is an auxiliary fighting command to disarm your opponent. In order to BACKSTAB or DISARM successfully, you must practice the appropriate skill. ~ 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: {R}LOOK{w} ~ 0 PRAY~ Syntax: pray <message you want to say to the Gods> ~ 0 FLEE ASSIST RESCUE GUARD~ Syntax: flee Syntax: rescue <character> Syntax: assist <character> Syntax: guard <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. If you lose your link during a fight, then your character will keep fighting, and will attempt to FLEE from time to time. In order to RESCUE successfully, you must practice the appropriate skill. You may ASSIST someone at any time. You will begin to help fighting. You may GUARD another player and this will essentially cause you to attempt to rescue them each combat round. It is dependent on how well you have the guard skill learned, and how many people are fighting you. ~ 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: {R}COMMUNICATION{w} ~ 0 NOTE NOTES~ Syntax: note list Syntax: note write Syntax: note read <number> Syntax: note read all Syntax: note subject <string> Syntax: note to <to-list> Syntax: note clear Syntax: note send Syntax: note show Syntax: note post Syntax: note remove <number> NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. NOTE WRITE will start the online text editor so you can enter a note easier than using note +. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. Use NOTE + to write message lines onto the note, one line at a time. NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST or NOTE SEND posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. 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. I want to send a note to fred so I will type {W}note to fred{w} 3) Add a subject line to your note. I want to tell palio that I like the mud here. so I would type {W}note subject Great mud!{w} 4) Write the note. Type {W}note write{w}. This will take you into an editor. {W}.h{w} will get you a help list. Some other common commands you will need are {W}.c{w} clears all texts {W}.f{w} formates the text {W}@{w} will end the message. 5) Once done I want to post the note to the board. I would type {W}note post{w} Your note is now posted and can be read by palio. {R}NOTE{w} 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. Notes posted by players MUST be read on the board it was posted on. Notes which are of the pkill variety and are just flames must have the word flame or the word pkill in the to list. This is so the imms don't have to read your notes all day. ~ 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 {W}NOT{w} be tolerated. See Also: {R}PRAY{w} ~ 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 GRAPPLE~ 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. ~ 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 CHANNELS CHANNEL~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> Syntax: <channel> off With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. {W}NOTE{w} If channels -<channel> does not turn off a channel then try <channel> off Common channels are as follows with a description: Gossip - all levels - same alignment Tell - all levels - same alignment Auction - all levels same alignment Ooc - level 40 - global Clantalk - all levels - clan channel ~ 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 AUTO~ There are a number of automatic doing commands. See Also: {R}AUTOLOOT, AUTOEXIT, AUTOASSIST, AUTOSAC, AUTOGOLD, AUTOSPLIT{w} ~ 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 {R}NEWSOCIALS{w} 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 PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL 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> SACRIFICE offers an object to your God. A Sacrifice is a Sacrifice; don't expect any lousy steenken coins or anything after level 9. ~ 0 TAP~ This skill is only available to the most masterful and high-tech aturion minds. The full effect of this skill is unknown, but it basically allows the user to construct a small, temporary long-distance radio in the ear of the user by mentally reconstructing oxygen molecules into a super-excited energy state. Only those knowledgeable in this skill know what effect this has on the user. ~ 0 BRANDISH QUAFF RECITE ZAP~ 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: {R}CONSIDER{w} ~ 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: {R}GCONSIDER GCON{w} ~ 0 GBONUS~ experience each member gets = (MOB_EXP * (1+(members/10))) / members There are slight bonuses for killing higher level mobs with smaller groups. With this equation, you can see a group of 15 gets 2.5 times the mob experience, only it is divided by 15. A group of two gets 1.2 times the mob experience, divided by two, plus a small "small-group" bonus depending on the level mob they kill. Many mobs in the game are only killable in large groups. ~ 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 VISIBLE~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you type HIDE <object> you will hide an object in the room. Other people in the room will see you hiding it, so be warned. If you type HIDE alone (nothing after it): If you successfully HIDE, then other characters can't see you. If you successfully SNEAK, then you can move in and out of rooms without being noticed. Sneak is checked on EACH STEP... if you fail the sneak, people will see you sneak in. If you pass the sneak roll, you will enter the room undetected. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. See Also: {R}SEARCH{w} ~ 0 CIRCLE FLASH~ Syntax: Circle Syntax: Flash This skill allows you to sneak around an opponent and place a suitable piercing weapon in his/her/its back during combat. Your target must be fighting someone else (IE you must be assisting someone else). A word of caution: often the opponent will get angry and turn and attack you after a successful circle. Flash lets you get in an "instant circle". In order to use it, you must be wielding a dagger in one hand, and holding flash powder in the other. Then type "flash" once you are already engaged and you will attempt to get in an instant circle (Even if your opponent is attacking you!). Flash powder is expensive, so save this for important fights. See Also: {R}BACKSTAB{w} ~ 0 QUIT RENT SAVE~ Some objects, such as keys and potions, may not be saved. QUIT leaves the game. When you re-enter the game you will be back in the same room you quit in. You may not quit inside (in MOST cases..there are some exceptions) QUIT automatically does a SAVE, so you can safely leave the game with just one command. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. However, you may find that you cannot quit immediately after combat; this is so that you may not quit to avoid being chased after. ~ 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. See Also: {R}LEARN{w} ~ 102 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> MLOAD loads a mob given its vnum. OLOAD loads an object given its vnum. ~ 110 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 102 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. 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 READ~ Syntax: read <object> Allows you to read certain writing or descriptions on objects. ~ 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. ~ 101 BEAMIN BEAMOUT~ Syntax: beamin <message> Syntax: beamout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. ~ 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. ~ 108 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 101 IMMTALK ]~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. ] is a synonym for IMMTALK. ~ 101 WIZHELP IMMREF~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 DODGE~ This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. You cannot dodge as well if multiple attackers are beating on you. Also, if you are burdened heavily, your chances of dodging grow slim. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. You must be wielding a weapon to parry. You cannot parry as well when multiple people/monsters are attacking you. NOTE: You can only parry a weapon. You cannot 'parry' fists. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practice it. ~ 0 PENETRATION 'ARMOR PENETRATION'~ This useful skill allows you to find weaknesses in an opponent's armor, thus reducing the amount of damage his/her/its armor absorbs. ~ 0 'SECOND ATTACK' 'THIRD ATTACK'~ These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practice them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. Note: These skills are "icing on the cake". Even if you are masters at second and third attack, it doesn't guarantee you will attack more than once a round. ~ 0 SKILLS~ Syntax: skills This command shows the skills you know as well as how good you are at them. ~ 0 DAMAGE~ hard very hard extremely hard twists in pain connects accurately and with great force connects accurately and with incredible force spasms with pain destroy mangle MUTILATE DECMATE - DEMOLISH - ObliteratE <<< EVISCERATE >>> >>> AnnihlaTE <<< [[[ ERADICATE ]]] ..VaporizE.. . . . . .. N U K E .. . . . ~ 0 'SKILL RANK'~ unlearned horrible beginner poor novice moderate good skilled adept talented superb master perfect godly ~ 0 'ARMOR RANK' ARMOR~ 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. ~ 110 SLIST 'IREF SLIST'~ Syntax: slist Syntax: slist skills Syntax: slist spells 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 ~ 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: {R}GEMS, MAGIC, ELEMENTS{w} ~ 0 MAGIC~ To cast spells, first you have to learn them. Then practice makes perfect when attempting to successfully cast. Finally, the use of gems for the empowering of spells is a must. See Also: {R}MANA, GEMS{w} ~ 0 GEMS~ Syntax: hold <gem> Gems are the source of mana or magical energy needed to cast spells. There are (4) types of gems based on their elemental use. Once you hold a gem it begins to charge up for use. You can use two gems, but only one will recharge. See Also: {R}MAGIC, MANA, ELEMENTS{w} ~ 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: {R}GEMS, MAGIC{w} ~ 101 RESET RESETS~ SYNTAX: reset area reset room Usage: To reset the entire area again. To reset just the room you are in. See Also: {R}RESET1, RESET2{w} ~ 109 ALLOW BAN~ Syntax: allow <site> ban <site> nban <site> Adds or removes sites to/from ban list. Denies or allows certain sites to connect to mud. ~ 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. ~ 108 REBOO REBOOT~ Syntax: Reboot # ~ 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_FLAGS~ SEDIT means spell edit. To edit a spell either type sedit create <name>, or sedit <name>. Sometimes you will have more than one spell with the same first word, like heal light, heal serious etc...and in this case you will need to type sedit 'heal light' to make sure you are getting the right spell. Inside of sedit there are several things to set. First, there is the spell mana and level, and the casting time (10 time = 1 combat round). Then there are the mint and mwis which set the minimal int and wis you need to prac it fully. There are also the problems of setting the correct mana to cast the spell. Just type all, fire, earth, water, air or any combination of those to set the allowed mana types. Then be sure to set whether the spell is offensive defensive or self. You also must set the prereqs by typing, for example: pre1 Refresh or Pre2 Shocking Grasp. Then you must set the location where the spell damages if it affects something besides just hps. To set the amount of damage the spell does to hps type damg <formula> and look at the chart at the end of this help file to get the things you can put into the formula. It will tell you all the things you can set to make a spell damage formula. Then if you want the spell to affect something besides hp, such as temporarily lowering or raising a stat, you jsut tpye in that stat lke dam or moves or hp or str. Then it will appear above the damg thing that has the formula. Then you want to type duration <formula>, which tells how long you want the spell to affect that person. Then you want to type in modifier <formula> which tells how much the spell will affect the person. Then, if you want to blind the person or poison the person or make them invisible, type in thsoe flags just as you would for a mob flag. So for example, the invisibility spell would need to have invis typed in for the modifier. If you want to make a spell that does something different, look at the chart below to get the other allowable flags. Do not forget to set adds_moves for refresh spells and heals_dam for healing spells. Also be careful about the all_in_room and the only_not_group flags, to make sure those area spell hit only the people they are supposed to. 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 only will 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 targeted. 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 - Only affects opposite aligned characters. SHOCK - Shocks the opponent. WIND - Sends a wind spell to opponent. ICE - Freezes opponent. ------------------------------------------------------------------------------- These are the damage and duration spell variables to construct a formula. The rest is self explanitory. 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 (numeric only) z = Syntax z3 would be minimum 3 damage (numeric only) 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 JRAJRA n = Assassin's Guild then 1 else 0 JRAJRA r = Ranger's Guild then 1 else 0 JRAJRA q = Tinker's Guild then 1 else 0 JRAJRA 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. (Press Enter) sample: l+w/3 would be written in real terms as: l/3 + w/3 or (l+w)/3 i+w+l*2/3+l would be written in real terms as: (((i+w)+l)*2)/3)+l 25*h+b would be 25 damage if in healer's guild, plus random from 10-20 ~ 0 ZONE ZONES AREA AREAS~ To see the list of current zones/areas, type: area ~ 0 TRACK TRACKING~ SYNTAX: track <victim> Tracking will lead you to your victim as you kneel in search of fresh footprints. If your tracking skill is not perfect, you may be led astray or pick up no tracks. NOTE: Tracking works by footprints. You cannot track things that have never even set foot into the room you are tracking from. ~ 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. ~ 0 'SHIELD BLOCK'~ This skill allows you to use a shield to actually deflect blows during combat. Deflected blows will be treated as if you had parried the attack with your shield. The higher the percentage you learn this skill, the higher chances you will have to use your shield to deflect attacks. ~ 0 'MAGIC MISSILE'~ This is the weakest attack spell in the game. It is a prerequisite for getting any other attack spells. It does not do very much damage. ~ 0 PEBBLE ROCK SPIKE BOULDERS EARTHQUAKE SHARDS~ This is an earthen attack spell. This spell will call up the forces of the earth to pummel your enemies and rip them to shreds. ~ 0 'BURNING HANDS' 'FIRE BOLT' FIREBALL 'LIQUID LEAD' 'FIRESTORM' FIREBREATH~ This fire attack spell burns your enemy, but it requires great intellect to use effectively. ~ 0 ICICLE 'CHILL TOUCH' 'CONE OF COLD' 'COLD RAY' 'ICE STORM' 'FROST BREATH'~ This ice attack spell chills your enemy to the bone. ~ 0 'SHOCKING GRASP' BOLT 'CHAIN LIGHTNING' 'CALL LIGHTNING' 'ELECTRIC STORM' 'LIGHTNING BREATH'~ This spell calls on the forces of energy to shock your enemy to death. ~ 0 'HEAL LIGHT' 'HEAL SERIOUS' 'HEAL CRITICAL' HEALING 'MASS HEALING'~ This spell restores the hits of the target, but does not cure any other type of malady. ~ 0 REFRESH REJUVENATE 'MASS REFRESH'~ This spell restores the movement of the target. ~ 0 'MINOR GUARDING' SHIELDING 'MAJOR GUARDING' 'SHELL OF MIGHT' STONESKIN WARDING~ This spell increases the armor of the target, making them more resistant to blows. ~ 0 'BATTLE PRAYER' BLESS~ This spell strengthens the arm of the target, letting them hit their enemies more accurately. ~ 0 HASTE SPEED~ This spell allows the caster to get an extra attack in once in a while. ~ 0 'CURE BLINDNESS' 'REMOVE PLAGUE' 'REMOVE POISON' UNCURSE MINDCURE BODYCURE CUREALL PURIFICATION~ This spell removes some sort of a malady without directly restoring health. ~ 0 'ACID ARROW' 'ACID BOLT' 'ACID SPRAY' 'ACID BLAST' ACIDSTORM 'ACID BREATH'~ This spell calls forth the corrosive power of water and acid to burn away the flesh of your enemies. ~ 0 'DIVINE HEALING' 'SHOWER OF LIFE' SHOWER~ This is a VERY powerful healing spell, which only the greatest and wisest members of the land can use. ~ 0 ENLARGE 'EARTHEN STRENGTH'~ This spell increases your strength a little. ~ 0 POISON 'DART OF POISON' 'NOXIOUS CLOUD'~ This spell poisons a target, inflicting a little bit of damage. ~ 0 DISEASE DEATHSTORM~ This spell gives your target an awful disease. ~ 0 'Spear of Doom' 'Arkane Spirit' Hatred 'Death Fog'~ This spell uses the tremendous power of death to crush your enemies and inflict great maladies on them at the same time. ~ 0 'Disintegration'~ This spell sends scorching flames towards your enemy burning his body to a crisp. ~ 0 TELEPORT~ This spell moves the caster to a random location in the world. It require an enourmous reserve of magical energy, as well as a lot of time to cast. ~ 0 SUMMON~ This powerful spell allows the caster to summon an ally to their location. Note that since only players have souls, the caster will not be able to lcoate anything which is not a player, so those creatures are not summonable. ~ 0 BLINDNESS BEAM STARFIRE~ This spell blinds your enemy, and can possibly cause great pain. ~ 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. ~ 0 RECALL 'WORD OF RECALL'~ This spell calls upon the powers of the gods to transport you to safety. This spell is incredibly difficult to cast, and the invocation of the spell itself takes a tremendous amount of time to do. ~ 0 'LOCATE PERSON'~ This is a spell of great power which will tell you where a foe is in the world. Due to the nature of relative powers between people, it will not work if the target is significantly more powerful than you are. It requires an enormous amount of magical energy to cast, and a large amount of time. If you use this spell, please do not cast it in or near your homelands, or spam cast it looking to check who all is on on the other side, or run home and quit after casting. It is supposed to be for hunting meaning that you cast it once or twice then find someone and go kill them. ~ 0 'LOCATE OBJECT' SCRY 'Pass Door'~ These spells allow the caster to locate an object, see what is happening in another room in the world, or pass through doors as if they are not there. Although they are listed on the spells list, it is probable that these spells will never make it into the game; and if they do that they will be taken out due to being too powerful. ~ 0 'UNDERWATER BREATH'~ This spell allows the caster to breathe underwater just as if they were on dry land for a short period of time. ~ 0 FLY~ By invoking this spell, the caster sprouts a magical pair of wings which allow him or her to fly as a bird would for a short amount of time. ~ 0 'PROTECTION FROM EVIL' 'PROTECTION FROM GOOD'~ This spell helps protect the caster from the attacks of the opposite alignment for a brief time. ~ 0 SANCTUARY~ This mighty spell invokes a magical aura around the caster, or an ally which absorbs damage inflicted for a short period of time. ~ 0 Skin of Wood~ This spell protects you from a little bit of the damage that people of different alignments will inflict upon you. ~ 0 'TOTAL PROTECTION' TP~ This is the most ancient and powerful spell of protection in the land. A person of great magical prowess may call upon this spell to protect themselves from all but the mightiest blows for a short period of time. ~ 0 REFLECT 'SPELL REFLECT'~ If a mage has this spell cast, then the next offensive spell that hits him or her will reflect back to the caster. The mage who is affected by this may not cast anythign else, not even typing the letter "c" or else the spell reflect will be gone. This is good for letting the enemy try to take the first shot, and having it backfire on them. ~ 0 'DETECT INVISIBLE' 'DETECT HIDDEN' INFRAVISION~ This spell enhances your vision in some way... ~ 0 INVISIBILITY~ This spell warps the light rays so they go around the caster, preventing others from seeing the caster, unless their eyes have been specially tuned to look for this warping. ~ 0 'DISPEL UNDEAD' 'DISPEL DEMON' 'DISPEL DRAGON'~ This spell is currently iffy. ~ 0 ANNIHILATE 'CREEPING DEATH'~ This spell is very powerful, and very painful. ~ 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: {R}ACT_BITS MEDIT MAGEMOB{w} ~ 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: {R}REDIT{w}. ~ 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. ~ 0 FORSAKE FORSAKING~ Forsaking is an ancient process, it allows one to give up all ties to one's alignment, forsake them all and become a marked person. A person without a home or refuge, a Ronin. The two sides however are often not as strict about trusting people who are "traitors" in this sense as they once were. When a side has become weakened often they will attempt to recruit from this pool of talent. Only some of the most powerful warriors are capable of actually casting off their vows and joining this "alignment." To see the costs of forsaking type forsake cost. When you have met these requirements you must find the special place in the world which allows you to forsake. When you have found it type forsake alignment yes to actually forsake. ~ 0 ASCEND ASCENSION~ Ascension is the ability to transcend the limitations of your race and assume a form of greater power. When you ascend you take a step back in terms of present power, losing all memberships in guilds, all remorts, all skills and spells. You lose all warpoints, all trophies, everything you gained in your lesser form goes away. Your stats go back to what they were when you started and are augmented by whatever form your race ascends into. This generally nets you the stats of a 2 mort. Ascension is a lengthy process, requiring massive amounts of time, it is something few people manage to attain. To see the costs of ascension type ascend cost. When you have met these requirements you must find the special place in the world which allows you to ascend. When you have found it type ascend character to actually ascend. ~ 0 WIGGINS WIGGIN~ Wiggans are only about 4 feet tall and have been likened to a cross between an elf and a squirrel. Wiggans love a loud tavern as much as an open woodland, and thus can find all they desire in almost any locale. Although they love to cause trouble, these clever little creatures also appreciate beauty and friendship. Many wiggan have innate abilities to understand the speech of animals, and to communicate with whatever spirits happen to inhabit an area. Because of their closeness to nature, Wiggins have an uncanny ability to sense hidden things. ~ 0 ELF ELVES ~ Elf is a catch all for the many races of elves that exist in the world. Being one of the most diverse of the races, next to humans, elves fill the intelligent species niche in just about every ecosystem. In general, elves are slightly smaller than humans, more dextrous and less sturdy. An affinity towards the infrared spectrum of light grants elves the ability to see in complete darkness. ~ 0 GRYPHON GRYPHONS ~ Gryphons are a combination of raptor and leoline physiology. They hatch from eggs and can both fly and run. They make both raptor and leoline noises and use a combination of both gestures to express feelings. Gryphon comunication is often subtle, and very different from human expression, as they have only limited facial expression. Gryphons are the only normal race capable of natural flight. ~ 0 VODEKYN ~ Vodekyn are large creatures, three times the mass of a man. They have dark brown skin nearly the color of oak bark, high elven-like cheekbones, and pointed ears. Vodekyn are extremely strong, and usually live in the wildest parts of the forests of the world in small clannish groups, though some have learned the ways of man's cities. Vodekyn possess exceptional strength for their stats, hence they naturally possess the body strength augmentation. ~ 0 SLIG SLIGS ~ Sligs love combat and hate weakness, and look to find inventive ways to destroy their opponents. The sligs avoid attacking opponents who are obviously stronger than they are, preferring to lure prey into ambushes. Weaker enemies are attacked outright, without mercy. Sligs are especially adept at sneaking, they naturally move almost without a sound and are taught from birth the ability to move silently. ~ 0 THANOI ~ Thanoi are a brutal, barbaric, primitive, hostile race bent on destruction. Thanoi kill for the sheer joy of the battle. They are fiercely territorial and mercilessly slaughter trespassers. Thanoi sport themselves with theslaughter of the weak and innocent. They distrust strangers, but will cooperate with other Evil creatures if it should help the thanoi become more powerful. Even so, thanoi are too independent to maintain an alliance for long. Thanoi have an annoying habit of regenerating lost limbs in the middle of battle. ~ 0 ULVANE ~ A bestial, savage race native to the wild forest regions outside civilization. Ulvane are lean and swarthy. They have brownish-black, spiky hair, overly hirsute bodies, and look like they're constructed of rawhide and whipcord -- very sinewy, bony physiques. They have sharp features, slanted eyes, and noticeably sharp teeth. Ulvane are especially fleet footed, hence they naturally have the leg speed augmentation. ~ 0 TYTLAL ~ Tytlal are small, wiry creatures, averaging four feet tall and about 65 pounds. They are bi-sexed and ovoviviparous, their young developing inside the mother's body for about six months, then released as a large, soft- shelled egg and hatched by the father or a male friend. The most remarkable biological characteristic of the Tytlal is their ability to change the color of their soft, smooth fur. Tytlal are trained from birth in their chameleon like abilities granting them an almost preternatural ability to hide when they have to. ~ 0 SIDHAI ~ All Sidhai have feathery black hair and solid green eyes (no white, no pupil). Their skins range in color from a cream-white to a brownish tan, and the texture can be anywhere from baby-smooth to a bark-like roughness. Instead of teeth, they have hard bony ridges inside their mouths. They have four fingers on their hands, and their feet are three-toed in a "Y" form: two toes in front of the ankle, one behind. They have no fingernails or toenails, and do not possess a navel. The Sidhai are an intelligent race in competition with humans for living space. Sidhai have the startling ability to detect things otherwise invisible by sensing the bending of light around them. ~ 0 Druid ~ The druid is the master of nature, friends with animals. This race is far more advanced then its lower form of life, the Wiggin. These peace bearing creatures defend the forest and wild-life with all their life. They stand about half the size of a Human. They have little beards, with pointy ears and green eyes. Due to their bind with nature Druid's inherit the ability of seeing the nature around them, this gives them the natural ability of Detect Hidden. ~ 0 Spilin ~ A Spilin is a devious creature, yet has the cunnings to match. This creature is about 3 to 5 foot tall. The Spilin has glowing green eyes and long black hair. They sort of resemble a large wolf. This creature has sharp claws and razor sharp teeth. ~ 0 Golgor ~ These creatures are far more advanced then their lower brothren the Gryphon. This creature stands 8 foot tall and weights over three-hundred pounds. The Golgor is a massive bird like creature with white feathers outlined with brown striping. Their razor sharp claws and massive steel-like beaks give them a far advantage over most foes. ~ 0 Pultine ~ This is a smaller version of their ancestor, the Vodeykyn. The lack in size is made up for the size of their muscles. Their muscles are alone three to five feet in width. Their legs are massive, bulging with strength. They are granted with much strength and vitality, gaining them a far more advantage over most other races. ~ 0 Julinar ~ This race is one of the most devious, hidden race. There is not much known about the Julinar. Few even believe its existance. They are told in many folk lore's about being thieves and masters of deception. These creatures are known to be small in length, red hair and glowing red eyes. They almost seem like gigantic rats. These creatures are adept at the ways of a thief and are vicious at fighting tactics. ~ 0 Kilan ~ These conqurers are known as grunt's. They are EXTREMELY HUGE, they are EXTREMELY STRONG, and they are completely thoughtless. They destroy city's and town's, killing innocent women and children without a thought. They are weapons of war, they are tought the art's of war when they are but a young child. These weapons of mass destruction are extremely dangerous and extremely powerful. ~ 0 Spirol ~ These creatures are in a breed of it's own. They are strong yet extremely smart, these creatures contain many specific trait's only found in themselves. They are bred as warriors and teached as scholars. They are the better of both world's, and are extremely dangerous when encountered. They have been known as both peaceful and extremely ruthless. ~ 0 Molin ~ These creatures are also not seen very often. Their has been sitings all over the world, but they still are a very rare breed. After several years in an egg these creatures "hatch" into a red looking creature. Their eyes are shaped in a hexagon and their nose is just two little slots. They are a unique race of their own their are no other races that can compare to this races stealthy ability's. ~ 0 Ocienal ~ There is a myth of a small gnome like race that will restore the balance in the world. Their has not been any sitings of these strange mythical creatures. This race is known to have super mystical strength dealing with the highest art's of magic. These creatures from drawings are said to be very short, containing white hair, usually with a beard, usually wielding a magnificant staff. ~ 0 Dredge ~ This is another form of a human being, this race has finally evolved into pure energy. After years of atom manipulation, the human race has finally advanced themselves into a well-evolved race. There is no distinct features about this race since they are purely composed of energy. This race is almost perfect, yet there is still room for improvement. They are well adept in everything, being well-rounded they can be anything. ~ 0 Hill-Giant ~ These massive creatures stand about a hundred feet tall. They are massive creature's and a very aggressive race. Hill-Giant's are fairly slow, but if your hit by one, you probably won't remember much. They are extremely powerful and extremely strong. There is only one known defense for these creature, and thats to hide. The only problem is the only hiding spot from a Hill-Giant is under his foot. ~ 0 Cantrip ~ This spell is the first spell taught to all new wizards. It summons a small charge of energy which is then discharged, inflicting a very minor amount of damage. The fundamental instruction taught along with this spell is the predicate of more advanced spell casting. ~ 0 'Lesser Healing Touch' ~ This is the simplest of all the healing spells. The caster draws upon the force of earth to cause the recipient's flesh to mend at a far quicker pace. The fundamental instruction recieved along with this spell makes it the predicate of more advanced healing spells. ~ 0 'Accelerated Pebble' ~ This spell continues the lessons taught upon learning cantrip but focuses primarily on amplification of force. To cast it the caster tosses a pebble up into the air and then causes it to streak toward the subject with incredible force. This inflicts a wound and typically puts a hole straight through the victim. ~ 0 'Ball of Fire' ~ This spell continues the lessons taught by cantrip to summon a small magical ball of fire. This ball of fire is a useful tool, as it produces no heat, but still produces light. For those without infravision it can be a godsend. ~ 0 'Lesser Ka Shield' ~ The caster summons the storage of energy deep inside him/her and then distributes it outward creating a minor defensive screen to shield him/herself from damage. While at this level of mastery of this ability the defense granted is minor, but this spell is the predicate of more advanced defensive spells. ~ 0 'Static Discharge' ~ The caster continues the lessons taught by cantrip to cause the ambient electricity in the air to discharge around a subject. This shock causes a burst of pain and minor burning, inflicting damage. ~ 0 'Fists of Flame' ~ Working upon the further master of the element of fire, the caster summons an aura of fire around one of his/her hands and then hurls it at an intended victim. The fire connects and normally causes a minor amount of damage as well as burning. ~ 0 'Strike of the Cobra' ~ To cast this spell, the caster spits at the victim, transforming his/her spittle into venom midair. When it connects it burns like acid and typically poisons the intended victim. ~ 0 'Touch of Frost' ~ Called touch of frost because it resembles the kiss of frost that occurs in early winter, this spell drops the temperature around a target. Water thus condenses and freezes around the victim, making them look "touched by frost," the spell also inflicts damage from the cold it inflicts. ~ 0 'Cacophonous Barrage' ~ This spell creates a thunderous boom, damaging the hearing of all those within the viscinity. Sound can be lethal, however this spell is just shy of causing actual deafness. New casters learning to cast it typically walk around shouting for days while perfecting the technique. ~ 0 'Cure Ailment' ~ This spell restores vision to a subject. It is called cure ailment because a lot of warriors like to spit in people's eyes and blindness is the most common ailment a healer must cure. ~ 0 'Dazzle' ~ This spell summons mystical energy to create a static discharge at eye level, the intent is to blind and dazzle the target. ~ 0 'Eyes of the Nighthawk' ~ Man long emulated animals in an attempt to gain their desired characteristics. While much of such primitive shamanism has hence died off, some has remained in this spell. So named because it causes one to have the ability to see in pitch darkness much like and owl or nighthawk. ~ 0 'Healing Touch' ~ Working upon the principles of lesser healing touch, the caster has perfected the technique a little further. Drawing an even greater quantity of energy he/she is able to cause even more damage to mend. A downside is it takes more time to draw the energy. ~ 0 'Cure Poison' ~ This spell causes any toxins or venoms in the subjects body to purge themselves through the skin, causing the subject to sweat profusely as the poison exits their system. It is quite effective in eliminating poisons however. ~ 0 'Fury of Gaia' ~ This spell causes a small gravity well at the feet of your victim, causing the weight of their own flesh and bones to crush and compress them. It's damage is slightly minor but the effect is horrendous and terrifying to watch. ~ 0 'Stonehand Punch' ~ The caster uses the forces of magic to lift the bedrock up and toss it at a victim. Normally, for some reason the shape of the rock appears to be fistlike, hence the name stonehand punch. ~ 0 'Remove Plague' ~ This spell cures the plague. Once a destroying disease, wiping out thousands, now cured by a common spell. ~ 0 'Flamethrower' ~ This spell further studies the sphere of influence of fire and generates a continuing conflaguration. It generates and keeps a stream of fire on a subject for a few seconds before expending, generating far more damage then earlier fire spells. ~ 0 'Word of Recall' ~ This spell returns the caster home safely to his or her homeland. ~ 0 'Aura of Flame' ~ This spell surrounds your opponent in an aura of flickering flame making them easier to strike. ~ 0 'Infuse with Energy' ~ This spell infuses the subject with energy, replenishing their stamina and enabling them to continue moving. ~ 0 'Bind Wounds' ~ This spell binds the caster's wound's, mending flesh without restoring damage. It is used primarily to stop bleeding from certain nasty weapons and spells that tear apart the flesh and continue to tear. ~ 0 'Remove Curse' ~ This spell removes a curse cast upon the caster or his/her allies. ~ 0 'Charged Bolt' ~ This spell conjures a bolt of energy which is then launched towards the victim causing pain and injury from the static discharge and impact. ~ 0 'Ka Shield' ~ Working upon the principles of lesser ka shield, the caster refines the technique further adding a separate and compatable layer to the protection. This increases his/her defense to a greater degree and the affect may be stacked with the lesser version of the spell. ~ 0 'Bend Light' ~ This spell bends light to cause the caster to briefly become invisible. The techniques taught by this spell are used to cast more powerful, longer lasting invisibility and obfuscation spells. ~ 0 'Spirit's Touch' ~ This spell identify's certain item's that may be unknown to the caster. ~ 0 'Chilling Blast' ~ This spell sends a chilling blast towards your enemy freezing their body. ~ 0 'Sabre of Fire' ~ This spell summons a weapon to aid the caster in the fight of combat. ~ 0 'Levitation' ~ This spell grants the caster of flight, lifting the caster off the ground. ~ 0 'Battle Prayer' ~ This spell grant's the caster to walk into battle more prepared, aided by the god's. ~ 0 'Venomous Assault' ~ This spell summons a poisoned dagger that lunges straight into the victims body, causing much agony. ~ 0 'Steel Spike' ~ This spell summons steel from thin air creating a sharp object that lunges straight through the intended victim. ~ 0 'Embrace of Gaia' ~ This spell works upon the priniciples of fury of gaia, but is far more lethal in it's effects. The force is several times greater, causing more damage and an even more horrific affect. ~ 0 'Wave of Surging Flame' ~ This spell summons a inferno of flame towards a group of enemys, burning them. ~ 0 'Greater Ka Shield' ~ This spell summons a massive shield protecting the caster with mystical energy. ~ 0 'Call to Arms' ~ This spell calls upon the power of war, making you more adept at combat. ~ 0 'Fury of Zeus' ~ You call upon the fury of zeus, aiding you in combat to inflict pain on your enemys. ~ 0 'Winter's Grasp' ~ This spell summons a chilling winter storm toward your enemy, completely freezing their body. ~ 0 'Keen of the Banshee' ~ This spell summons a swarm of banshee's swarming your enemys. ~ 0 'Acidic Assault' ~ This spell summons a poison charge towards your enemy completely coverting them in acid. ~ 0 'Sense the Invisible' ~ This spell allows the caster to see the invisible spectrum. ~ 0 'Curse' ~ This spell curses the enemy, allowing him not to return home safely. ~ 0 'Bodycure' ~ This spell cure's specific effect's that may harm the caster. ~ 0 'Spreading Refreshment' ~ This spell helps the entire group by regenerating the group's hitpoints. ~ 0 'Clap of Thunder' ~ This spell summons a huge thunder storm casting bolts of lightning on an entire enemy group. ~ 0 'Blur of the Pale' ~ This spell cloaks the caster causing him to become invisible. ~ 0 'Promethius's Fire' ~ This spell summons a huge fire causing agony on your enemy. ~ 0 'Sanctuary of Aleel' ~ This spell summons a massive barrier around your body, almost completely blocking all incoming damage. ~ 0 'Earthquake' ~ This spell summons a mighty earthquake towards your enemy's inflicting pain. ~ 0 'Lighting Strike' ~ This spell summons a devestating lightning bolt toward your enemy. ~ 0 'Pulse of Nature' ~ This spell allows the caster to detect hidden objects. ~ 0 'Flesh of the Winds' ~ This spell causes your flesh to harden and become more resistant to damage and air based attacks. ~ 0 'Flesh of Fiery Touch' ~ This spell causes your flesh to become so hot it inflicts damage upon anyone you get into close combat with. ~ 0 'Hands of Wind' ~ This spell buffets the victim with forceful winds, inflicting damage. ~ 0 'Chill of the Grave' ~ This spell summons a devestating cold towards your enemy, near putting him in the grave. ~ 0 'Return to the Earth' ~ This spell summons a powerful element of earth, inflicting torture on your enemy. ~ 0 'Scourge of Aleel' ~ This spell summons a furious animal, practically tearing apart the victim. ~ 0 'Blessing of Demos' ~ This spell causes your flesh to harden and become more resistant to damage and flame. ~ 0 'Trick of Quicksilver' ~ This spell is a mass area inflicting unknown mystical energy towards them. ~ 0 'Collapsing Fire Ring' ~ This spell summons a gigantic fire ring around your enemy, then slowly shrinks around, envoloping your victim in an inferno. ~ 0 'Blessing of the Winter' ~ This spell causes your flesh to harden and become more resistant to damage and cold. ~ 0 'Touch of Grace' ~ This spell heals your wounds with magical energy. ~ 0 'Confusion' ~ This spell confuses your enemy, making him think uncertainly. ~ 0 'Mindcure' ~ This spell clears your mind of any bad effects that may have been in your system. ~ 0 'Gift of Flight' ~ This spell hovers you and your allies above the ground granting them all the ability of flight. ~ 0 'Touch of Thor' ~ This spell causes your flesh to harden and become more resistant to damage and shock. ~ 0 'Wound' ~ This spell wounds your victim, causing him to bleed profusely. ~ 0 'Icestorm' ~ This spell summons a massive icestorm completely destroying the enemy. ~ 0 'Flesh of the Cobra' ~ This spell completely summons a massive cobra devestating your victim. ~ 0 'Acidstorm' ~ This spell create's a huge storm of acid, melting your victim's body's. ~ 0 'Skin of Iron' ~ This spell turns the caster's skin into iron, making the caster harder to hit. ~ 0 'Health Ascent' ~ This spell adds your maximum hitpoints, allowing you to take more hits from enemy's. ~ 0 'Searing Orb' ~ This spell creates a huge orb of fire, lunged toward your enemy it can cause an extreme amount of pain. ~ 0 'Lethargy' ~ This spell causes your victim to become extremely heavy and lethargic. Making it harder for the victim to move. ~ 0 'Clarity' ~ This spell enhances the caster's mind, making him more able to fight and cast. ~ 0 'Bloodlust' ~ This spell makes your adrenaline increased, making your attack's hit harder and more accurate. ~ 0 'Chameleon' ~ This spell conjure's the art of your surrounding's concealing yourself from the other's. ~ 0 'Ball Lightning' ~ This spell conjurers a massive ball hovering over your enemys shooting spikes of electricity inflicting pain. ~ 0 'Storm Palms' ~ This gives the caster the ability to summon a massive storm inflicting elemental damage toward your enemy. ~ 0 'Surging Firewall' ~ This spell summons a huge wall of fire underneath a group of enemy's, burning them alive. ~ 0 'Panacea' ~ This spell cure's any body or mind disorder that the caster may have. ~ 0 'Mind Burrower' ~ This spell, when casted on a victim, destroy's that peron's ability to cast. ~ 0 'Health Spike' ~ This spell spike's the person's health, adding an excess amount of hitpoints to the caster's maximum. ~ 0 'Arch Shielding' ~ This summons a mass sanctuary upon a group of allie's, surrounding them with a protective barrier. ~ 0 'Spreading Health' ~ This spell summons a shower of health on a group of allies, healing their wounds. ~ 0 'Aurora' ~ This spell summons a massive area, covering your enemy's with agony. ~ 0 'Chill of the Windsaber' ~ This spell summons a massive windsaber, slicing through your enemys with a chilling frost. ~ 0 'Stream of Magma' ~ This spell summons a huge lava flow, inflicting massive pain toward your enemy ~ 0 'Dispel Magic' ~ This spell removes a single magical affect on that person it is casted on. ~ 0 'Wisk of Weakening' ~ This spell weaken's the enemy by removing several movement's from the victim. ~ 0 'Paralyze' This spell render's the victim helpless by completely paralyzing his body. ~ 0 'Spell Purge' ~ This spell purge's the victim's spell's allowing the caster to be more effective in combat. ~ 0 'Elemental Blast' ~ This spell conjure's the element's to summon a massive magical blast toward the victim. ~ 0 'Clear Sight' ~ This spell gives the caster full vision of everything. ~ 0 'Ranged Spells' ~ This is only used if you cast on a target and the target flees and is 1 to 3 rooms away in scanning range. Then the spell will still go off. This is not a castable spell, do not try to use it. It is just a skill basically. ~ 0 'Complete Healing' ~ This spell heals the caster almost completely sealing all his wounds. ~ 0 'Total Protection' ~ This spell completely protect's the caster of any physical harm that may be dealt for a short period of time. ~ 0 'Typhoon of Catastrophe' ~ This spell summons a massive typhoon completely ANNIHILATING the enemy. ~ 0 'Uncover Secrets' ~ This spell causes all invisible and hidden things in a room to reveal themselves. ~ 0 'Wrath' ~ This spell summons a spell towards your enemy causing a series of effects. ~ 0 'Ice Comet' ~ This spell summons a HUGE COMET towards your enemy, inflicting an extreme amount of pain towards him. ~ 0 'Health Surge' ~ This spell extends a group's maximum hitpoint's extending the group's life. ~ 0 'Globe of Enhancement' ~ This spell allows the caster to be smarter and more self reliant. ~ 0 'Mass Dispel' ~ This spell remove's all magical affects on a group of victim's. Although it is highly resisted, it is still very affective. ~ 0 'Death Fog' ~ This spell summons a huge fog of death, completely killing off any enemy's in the area. ~ 0 'Smite' ~ This spell conjures the elements to cause a series of affects that causes the enemy to die. ~ 0 'Complete Team Healing' ~ This spell heals an entire group almost completely healing the wounds. ~ 0 'Dark Mist' ~ This spell is a mass smite, it has a series of affects that causes the enemy to die slowly, and painfully. ~ 0 'Guildeq' ~ This is a new feature added. Certain equipment is flagged for certain guilds. For example, you have a rare dagger, its thief only, a person with the Thief's Guild can only wear this item. You can tell if it is a guild specific item by looking at it. ~ 0 'Orc' ~ The Orc's are ruthless creature's, they smell horrible and they have a thirst for blood. They are not very tall but what they lack in size they gain in muscle. These creature's are well trained in the art of combat and are conisdered to be extremely dangerous. ~ 0 'Human' ~ A human usually weights around one hundred and ninety pounds, ranging from five feet to seven feet tall. They are average at everything, theres not much about them that makes them special. Their capability's however can vast far greater then any of the other races. If you have the time and skill, a Human can be a great investement. ~ ~ 0 $~ #$