#HELPS



	0 GREETING~

{D}
            _,_
          /7/Y/^\						   {D}Immortal Staff			
          vuVV|C)|                        __ _                       {W}Demonstench{D}
         {r}  \|^ / {D}                      .'  Y '>,                     {W}Structure{D}
       {r}    )| \)   {D}                   / _   _   \                    {W}Luck{D}
      {r}    //)|\\  {D}                    )(_) (_){D}(|}                    {W}Sinister{D}  
     {r}    / ^| \ \  {D}                   {  4A   } /                    {W}Samson{D}
     {r}  //^| || \\   {D}                  \uLuJJ/\l                      {W}Matuse{D}
      {D} >//||| |\\\| {D}                   |3    p)/                     {W}Bern{D}
       | {r}"""""{D}  7/>l__ _____ ____      /nnm_n//                      {W}Bilbo{D}
       L>_   _-< 7/|_-__,__-)\,__)(".  \_>-<_/D
       )D" Y "c)  9)       //V     \_"-._.__G<D     __
       \ {y} || {D}   . _/       (       \ "-._"> G<D-_.-"_=)_ 
        ){r} __ {D}  / /         "      _/.__ />_c__.-__<"/ ( \
        | {r}| |{D}  |(|               < "-._"> _.G_.___)\   \7\
         \{r}"="{D} // |              (,"-.__.{W}|\{D} \<.__.-" )   \ \
          '---'  |              |,"-.__"{W}| \{D}!"-.__.-".\   \ \
            |_;._/              (_"-.__"'{W}\ \{D}"-.__.-".|    \_\
           {r} )(" V  {D}              \"-.__"'|{W}\ \{D}-.__.-".)     \ \
             {r}  ( {D}                 "-.__'"\_{W}\ \{D}.__.-"./      \ l
            {r}    )  {D}                ".__"">>G{W}\ \{D}__.-">        V )
                                       ""  G<{W}\ \{D}_.-"        ./7
                                            G<{W}\ \{D}          ///
                                       ___  G<D{W}\ \{D}        /7^
                                     /".-_"-"G"<{W}\ \__{D}    ///))
                                     ||,-_ "     '.{W}\_"-{D} /// (\
                                     | (_)  _   "{W}/ __7 {D}|X/   V
                                    /\__""-/ "\ _""c{W}_{D}"GBV
                                   _)(  ""'    "--.c{W}__{D}>D'
                                  /  /             )E{W}_{D}>"
                                _/  (             |  \()




                                                                           
                             {r}D{R}eat{r}h {r}a{R}wait{r}s {r}y{R}o{r}u
                                      
                     {D}Do you have the {G}c{g}ourag{G}e {D}to {W}live{D}?
                         
                      {D}W{r}elcom{R}e to t{r}he {R}L{r}and{R}s of C{r}hao{D}s{W}        
                                        

                               
~

100 BG MAKEBATTLE~

To start a battleground of your very own type:

setlevels <min level> <max level> <battleground> <1st object> <2nd object> <etc.>

For example to make a normal map battleground : setlevels 1 90 1 <object>

The max amount of items is 11

~

0 LUCK~

{C}1{c}a{W}:{w} A force that brings good fortune or adversity.

 {c}b{W}:{w} The events or circumstances that operate for or against an individual.

{C}2 {W}:{w} Favoring chance

{C}OR{w}

An admin here on Lands of Chaos.

Questions / Comments send email to : {R}6047@6047.com{w}

~
0 IMPALE~

When you wield a polearm, you can use the impale skill to land a
devastating blow onto your opponent.
~

0 IMMRULES~

This is the list of things we have come up with to set guidelines
for the immortal staff so we don't go overboard on things.

-Equipment below the belt dosn't have any type of apb whatsoever
on it. That will be for the belt up.

-No 2 apb items, this includes weapons, auras, etc.

-Plus HP items must be limited to 5 hitpoints, which is very good.
If it has 10, it is super elite and only has one in the game. So
+5 is really really good, +10 is the best in the game nothing else
can beat it.

-AC on items need to remain fairly low. No 10/10/10/10 ac on items.
A 0/3/5/0 would be an elite item. Nothing more then 10 AC total on
an item.

-No more then 5 movements on an item.

-No +stat items unless all immortals agree on them.

-No more then 4 hit roll on an item.

-6d3 for slashes is the HIGHEST and is going to be EXTREMELY rare. 9d2 
for daggers is EXTREMELY rare. This is the best 
in the game. A 5d3 will be the very good weapons (or a dice equal to 15). 

-No race changes, alignment changes, or equipment handouts. This includes
tokens in quests, there are no more race change, warpoint, or level tokens
in quests.

-Quests will be limited to once a month and there will be no extremely
elite items unless all immortals agree and are involved in the quest.

-We need to stay out of alignment affairs. So if they ask
how the splitting order is going to be, don't answer it.
We are not mediators we are upkeep of the mud to make
sure it runs smooth. No more immortal interfence unless
its a bug or mud wide problem.

-If there is a new player, Immortals are obligated to speak to that
new mortal and explain the game to them. 

-If we build clanhouses, they are to remain extremely close to homelands
and not anywhere near central areas or high load areas. Bottom line,
they are to stay in homelands.

-Good equipment should be fairly far away from both homelands, good
experience areas should be far away from homelands, more centralized
to focal more on good PK.

-No reimbursements period. Unless it was the fault of the immortal.

-No high damage spell should do more then 400-450. Level 25 spells
should DECIMATE/OBLITERATE MAX. Level 35 spells Annihilate. Level 45 
Spells should Dissolve, Level 55 spells Liq/Errad, level 65 spells
Vaporize, Level 75+ spells atomize. 

-Area affect spells will do considerably lower damage and will not
do anymore then a mass vaporize, a possible chance of an atomize.

MORE TO COME

~


0 AGILITY~

This spell increases your combat readiness.

~

0 'HOLY AURA'~

This spell surrounds your body with a massive aura.
~

0 'Animate Sword'~

This spell summons a small sword for your followers.
~

0 'Remove Plague'
This spell will remove the viscious plague from
whoever may carry this
~

0 'Plague Ward'
This spell will protect against the plague.
~

101 IMMORTALRULES~

1. No Race Changes
2. No reimbursments unless immortals fault, period.
3. No "free equipment"
4. No "hookups"
5. No playing mortals.
6. No cheating.
7. No back exits for clans, one entrance per clan.
8. No unseen exits unless distinctly marked in description.
9. No name changes
10. No switching characters unless consulted by another immortal.

There are way more rules to come, these are the only ones I could
think of for right now, we will abide by these rules and not budge
on any of these.
~


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~

Tiers are available within the major guilds of all Classes.  By
tiering you raise your character's status amoung your class and
are entitled to specialized guild equipment.  There are currently
four tiers for your character to advance through.  In order to
obtain a tier simply say "tier me".  To advance in a tier you 
also say "tier me", if you do not have the requirements to tier
you will not be allowed to tier and will be informed so.  Upon
tiering you will recieve a free set of the tier equipment. There
is no warpoint loss for tiering.

Tier 1 -  100 warpoints
Tier 2 -  350 warpoints
Tier 3 -  750 warpoints
Tier 4 - 1500 warpoints

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.

See help "tier equipment" for more information.

~
0 'Tier Equipment' tierequipment~

Tier equipment is a bonus for obtaining a higher status in a
guild.  This specialized equipment is not able to be looted
and will dissappear on your death.  Your first set of tier
equipment is free for each tier, afterward you will have to
purchase new tier equipment from the guildmaster. In order to
purchase new tier equipment at the guildmaster say "tier eq"
and the shop store menu will be displayed.  Follow instructions
given in this menu to purchase the items.  For items such as
earrings, auras, or symbols you will recieve a set of two items.

The following are the costs for tier equipment.

Tier 1 eq -  5 warpoints
Tier 2 eq - 10 warpoints
Tier 3 eq - 15 warpoints
Tier 4 eq - 20 warpoints

See also help tier

~
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~




     {D}   
             
                                                                
            ___ _______________________________________________ ___
           | / |                                               | \ |
           | / |                                               | \ |
           | / |       {R}Welcome to the Lands of Chaos    {D}       | \ |
           | / |                                               | \ |
           | / |     {R}Welcome everyone to the new playerwipe  {D}  | \ |
           | / |          {R}We hope you enjoy your stay! {D}        | \ |
           | / | {R}                                        {D}      | \ |
           | / |                                               | \ |
           | / |                                               | \ |
           | / |         {R}The rules have changed view{D}           | \ |
           | / |         {R}help rules for more details{D}           | \ |
           | / |                                               | \ |
           | / |                                               | \ |
           | / |                                               | \ |
           | / |   {W}  Website: http://landsofchaos.dune.net{D}     | \ |
           | / |                                               | \ |
           | / |                                               | \ |
           | / |           {R}The Lands of Chaos MOTD. {D}           | \ |
           |___|_______________________________________________|___|
          
                                                                

{D} Please show your support and vote for us!
{D} http://www.mudconnect.com/mud-bin/vote_rank.cgi?mud=The+Lands+of+Chaos
{D} http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=bern{c}

{R}+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
{D}Hit {D}[{D}return{D}] 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 'Elemental Shield'~
This spell will allow the caster protection against wounding, acid, fire,
ice, and plague.
~

0 'Obscure'~
This spell will grant the caster the power to not be located for a short
period of time.
~

0 'Detect Fog'~
This spell will allow the caster to see during extreme fog conditions.
~
0 'Shooting Stars'~
This spell will allow the caster to call upon the heavens for a
massive barrage of stars falling from above.
~


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.

If you are unhappy with your stats an IMM will adjust your stats for you
under the following conditions. You must contact an IMM BEFORE you reach
level 11. We will move your stats for you, within racial limits. We will
not add to the total, whatever you got when you racechanged for a total
is what you will have after we move them. So be warned, you could roll 
very badly when you racechange. Don't do this unless you are VERY prepared
to delete and reroll and start over. Racechange is a HUGE crapshoot.

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 8 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~

Donations are no longer in the game.

~

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.

~

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}
~

0 'PIERCING WEAPONS'~

Piercing weapons improves your accuracy with daggers and other piercing
weapons. Piercing is a must skill for Thieves/Assassins.
~

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.

~

100 Z_RELOCATE~

Alright props to Bern and Structure for figuring this crap out.
First z_relocate_rooms/mobs/obj to the designated vnums, then
Aedit the number of the old area and change them to the vnums
you just assigned. For example I have an area that is
96000-97000 and I z_relocate_mobs/rooms/obj 96000 97000 5000
5000 being the vnums i want to move the location to. Once
those 3 z_relocates are complete, aedit the area that has
96000-97000 in it and switch the vnums to 5000-6000 then
asave complete and reboot.
~

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 'SLASHING WEAPONS'~

Slashing weapons improves your accuracy with sword like objects.
*NOTE* Slashing weapons is a must need for warriors.
~

0 'CONCUSSION WEAPONS'~

Concussion weapons are generally club like objects, this skill
will vastly improve your accuracy with club like objects. This
is also a very much needed skill for warrior like classes.
~

0 'WHIPPING WEAPONS'~

Whipping weapons are generally whips or flails.  Having this skill
allows the user to become more accurate with the use of the weapon.
Whipping weapons also have the chance to disarm the opponent.
~

0 'POLEARM WEAPONS'~
These weapons are generally weapons that are attached to poles. These
include halberds, spears, lances, poleaxes, and their like.  Having
this skill allows the user to effectively utilize the weapon, greatly
increasing the damage.
~

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 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 Necromancer 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 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 150k coins (not gold) for 
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.

Order of the minerals for forging is as follows:

Copper, Tin, Aluminum, Iron, Steel, Electrum, Silver, Gold, Platinum,
Molybdenum, Nickel, Titanium, Mithril, Orichalicum, Adamantium.



~ 



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 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 'SHIELD BLOCK'~
This skill can be used if the user has a shield equipped.  It allows the
user to block attacks with his/her shield, preventing damage from that
attack.
~

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 a portal.

You have to enter the portal by typing "enter portal". Once you enter the
portal, follow the instructions that are given in the room. This will explain
what you have to do and help you learn the map.

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}
{C}   +*{C} Structure{C} *+   +* {C} Demonstench {C}*+  +*{C} Bern {C}*+{C} +* {C} Samson *+ {C} Sinister {C} 
{C}   +* Luck *+ +* Matuse *+ +* Bilbo *+{W}

Code by: Diku, Merc, NiMUD, Emlen, Lonath, Flatline, Arc, Hex, Matuse, Structure


See also: {R}WORLDBUILDERS{w}

~

0 Hex ~
Hex is an immortal on this mud that does all of the coding, he dosn't
like to be bothered by internal mud affairs, don't be afraid to talk
to him, just don't nag him with stuff.
~

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
Leviathan
Centurion
Baggen
Warped
Denigsto
Samson
BigBear
~

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}dune.net{w}
{W}Admin of the following Games:{w} 

The Lands of Chaos (Lonath and Flatline)

   
~
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://www.landsofchaos.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~

--
{C} 
* HELP Clans (tattoo information)
* HELP Capture
* HELP Evolve HELP ASCENSION
* Updated Help File
* Align Elements in type help align-elements for more information.
* New Ascension Rolling Code
* Map redone
* Equipment Redone
* Spells Redone
* Races Redone
* Fighting (Pkill) rounds changed
* New warpoint system
* New Coding features
* MUD Enhancements
* New look
* 100's More
* No race changes period
* Humans cannot ascend or evolve
* Once your a race your stuck with it, and its evolved race.
{W}
~

0 'Align-Elements' Shard Shards~

Many centuries ago there was a great Wizard that could inscribe a rune
on the forehead of the worthy. This rune would give the adventurer
extraordinary powers based on which rune he/she had gotten. There are
four elemental runes, Air, Fire, Earth, Water..Whichever rune the
adventurer picks, their element rune would increase that elements power.
The rune also has magical powers protecting them against certain
elemental attacks. It is not known where this great Wizard is, nor if
he is still alive, but rumors abound of even greater runes which
inflict damage on those of the opposite align.

Here is a brief description of what each element does:
Fire element:  adds approximately 15percent damage to fire spells
               lowers the damage you take from fire spells
Water element: adds approximately 15 percent damage to water spells
               lowers the damage you take from water spells
Air element:   adds approximately 15 percent damage to air spells
               lowers the damage you take from air spells
Earth element: adds approximately 15 percent damage to earth spells
               lowers the damage you take from earth spells
               adds approximately 15 percent to healing spells
Good element:  adds approximately 15 percent damage to spirit spells
               lowers the damage you take from spirit spells
Evil element:  adds approximately 15 percent damage to spirit spells
               lowers the damage you take from spirit spells

~



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 erasenextitme~

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 a cross between a warrior 
and a healer. Tradionally this was true until Healers decided to go 
straight on curing the needs of the many. A Healer can become a half 
warrior half healer but can also go straight to being a healer. Healers 
have always played the role of the crusader. A white knight on his horse 
fighting for the right of god. This is also traditionally true but a few 
stray souls have defected to the unholy side which also fight for evil and 
wish to heal the minions which support evil. Upon joining the Healer's 
guild you recieve a point of wisdom for your allegience.

 ~ 0 ROGUE~

The Guild of Rogues 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 Rogues
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. Ywill notice a slight improvement in the power of your healing
spells.
~

0 NECROMANCER~
Not much is known about the origins of this circle of dark knowledge. Some
say that a few healers of the first age might have discovered the secret of
life and that power drove them mad into the abyss of corruption. Disliked
by many, these people dwell in the realms between life and death. Your
intelligence will be enhanced once you find your way into this circle.
~

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 BARBARIAN2~
The Warrior class is based on brute strength and constitution.  Without
strength this class can go nowhere, and without constitution there is no
point to having the strength. Warriors are the greatest of the melee
fighters, and are a great asset to any PK group.
Main attributes: Strength, Constitution.

Unique skills for Warriors:

[75] Flail
[75] Resilience

Unique spells for Warriors:

[30] Call to Arms
[40] Bloodlust
[40] War Blessing
[43] Haste
~
0 Rogue2~
Rogues are the Kings and Queens of stealth. They enjoy hiding in dark
corners, and trying to fool you out of some good equipment. If they
don't get the equipment, you'll need to watch your back.  Rogues are
very proficient in the backstab skill.
Main attributes: Dexterity.

Unique skills for Thief's:

[24] Backstab
[38] Circle
[41] Alertness
[55] Critical Hit
[75] Flash

Unique spells for Thief's:

[30] Poisoned Dagger
[45] Agility
[56] Chameleon
~
0 Paladin2~
Paladins enjoy the luxuries of both Healers and Warriors. They are great
fighters in melee, and quite good at healing too. A good asset to any PK 
group, the Paladin is one of the more rounded classes.
Main attributes: Strength, Wisdom.

Unique skills for Knights:

Coming soon.

Unique spells for Knights:

Coming soon.
~
0 Healer2~
Healers are the healers of the realm.  Whether good or evil, a healer is
the person to go to if you're in need of healing.  Healer's also have a 
dark side to them.  If you give a Healer the wrong impression, you may
just find yourself blind, confused, and surprisingly lethargic, while
trying to escape their wrath.
Main attributes: Wisdom.

Unique skills for Clerics:

None.

Unique spells for Clerics:

Coming soon.
~
0 Wizard2~
Wizards are the Kings and Queens of fighting spells.  They posses the
greatest damaging spells in the realm, but are also one of the weakest 
classes in respect to survival. They might kill you quickly with spells,
but they are no match for you in melee.
Main attributes: Intelligence.

Unique skills for Wizards:

None.

Unique spells for Wizards:

Coming soon.
~
0 Necromancer2 Necro2~
Necromacers converge with the dead. They can raise beings from dead
carcasses, and order them to do what they want with them. Necromancer's
spells are not quite as devastating as a Sorcerors, but their undead
minions can be tricky, and quite lethal.
Main attributes: Intelligence.

Unique skills for Necromancers:

None.

Unique spells for Necromancers:

Coming soon.
~
0 CLASS CLASSES~

There are a few different types of classes on Loc. Rogues, Necromancers,
Barbarians, Monks, Paladin, Wizards, and Healers. Type help guildcombo
to see which guilds you need to join to fit under this criteria. Also
type help guilds for more information on guilds. If you want to see
what a specific class does, type help necromancer2 or help warrior2
or help wizard2, etc.

~


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. Some guilds are not compatable with other guilds. See
landsofchaos.dune.net for a list of what guilds can coexist.

There are currently twelve guilds in the world:

Warrior, Healer, Rogue, Thief, Rogue, Tinker, Ranger, Conjurer,
Mystic, Battlemaster, Necromancer, and Monk.

In order to join a guild, you must first find the signum for that guild,
these are sold by specific mob's through out the world. After getting the
signum you must get past the guard and locked door so as to be able to give
the signum to the guild guardian, he will then give you passage to the guild
hall.

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.
When you are actually at a guildmaster, you may type Guild Join, Guild Info,
Guild Status, or Guild Leave. 

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}

Help guildcombo will show you information on the 'classes' we employ.
However, you are welcome to choose whichever guilds you like.
~

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 100 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}kizmet@nycap.rr.com{w}
*Note* You may {W}NOT{w} add people to your clan with out their
permission.

Each clan can only have a maximum of 15 members. This is not coded so it will
be enforced on a case by case basis. This is to help inscrease the number of
clans, and hopefully encourage clan wars. If a clan is in violation of this 
clause, and gets caught, the clan will be disbanded, the house will remain,
and the members will have to pay for a new clan all over again.

See Also:{R} CLANS CLANCOMMANDS CLEADER STARTCLANHOUSE{w}
~
0 CLANCOSTS CBUILD clanupgrades 'clan upgrade' 'clan upgrades'~

{R}CLANCOSTS CBUILD{w}


------------ House Upgrades --------------------- Gold ------- Warpoints --
Additional Rooms (Max 25) ......................   250 g ......   5 wpt
Global Noteboard ...............................  1000 g ......  10 wpt
Additional Mana Room (extramana/extraheal)......  2500 g ......  50 wpt
Additional Objects (junk objects) ..............  5000 g ......  10 wpt
Usuable Objects (midgrade eq/weapon) ........... 10000 g ...... 500 wpt

------------ Guard Upgrades --------------------- Gold ------- Warpoints --
Guard's Fly ....................................  1000 g ......  25 wpt
Guard's have Sanctuary .........................  5000 g ......  50 wpt
Guard's have Detect-Chameleon .................. 10000 g ...... 100 wpt
Guard's gain Hp (0.1 increase, max 2.0) ........  1000 g ......  25 wpt
Guard's gain 10 levels (Max lvl 200)............  2500 g ......  50 wpt

See Also: {R}CLANS CLEADER STARTCLAN STARTCLANHOUSE{w}
~

0 STARTCLANHOUSE PACKAGES CLANPACKAGES~

{R}STARTCLANHOUSE PACKAGES CLANPACKAGES{w}

ClanHouses are no longer in the game and will not be provided.

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 150 guards

{W}Package 2{w}
Cost: 4000 gold and 50 warpoints
5 Clan rooms,  3 level 150 guards

{W}Package 3{w}
Cost: 5000 gold and 200 warpoints
7 Clan rooms, 4 level 150 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 150 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 150 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 Kizmet for approval. He will build it.

CLAN HOUSES WILL NOT BE IN XP AREAS OR IN CITIES OR WITHIN 100 ROOM FROM
THE OPPOSITE ALIGNMENTS HOMELANDS

THE LANDS OF CHAOS ADMINISTRATION RESERVE THE RIGHT TO REQUEST A NEW 
LOCATION FOR A CLANHOUSE IF THE LOCATION IS DEEMED INAPPROPRIATE

CLANHOUSE CAN BE MOVED BY THE CLANLEADER AT THE COST OF 5000 GOLD
AND 500 WARPTS


*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 unless the offender has a good reson. Good
Reason is at the discretion of the admin who discovers the problem.

~
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.

Here is a list of what the augments do:

Body, Head, Leg, Arm, Foot-Plating:
        These augments all protect your body from physical damage.
Body-Power:
	Increases the weight you can carry.
	Allows you to wield heavier weapons.
	Increases your chance to parry/dodge/shield block.
	Has a chance to increase your melee damage.
	Increases your ability to groundfight.
Arm-Power:
	Allows you to wield heavier weapons.
	Increases your chance to parry/dodge/shield block.
	Increases your chance to bash.
	Has a chance to increase your melee damage.
	Increases your ability to groundfight.
Hand-Power: 
	Increases your backstab damage.
	Allows you to wield heavier weapons.
	Increases your chance to parry/dodge/shield block.
	Increases your chance to land tackles.
	Has a chance to increase your melee damage.
	Increases your ability to groundfight.
Leg-Power:
	Increases the damage of kicks.
	Increases the weight you can carry.
Foot-Power:
	Increases the damage of kicks.
	Increases the weight you can carry.
Hand-Speed:
	Increases your backstab damage.
	Increases your offensive bonus (hitroll).
	Increases your chance to parry/dodge/shield block.
	Increases your chance to land tackles.
	Increases your ability to groundfight.
Leg-Speed:
	Increases your offensive bonus (hitroll).
	Increases your chance to land tackles.
	Increases your chance to dodge.
	Increases your chance to flee.
	Decreases your moves loss while moving.
	Decreases your chance to be bashed and tackled.
Foot-Speed:
	Increases your offensive bonus (hitroll).
	Increases your chance to land tackles.
	Increases your chance to dodge.
	Increases your chance to flee.
	Decreases your moves loss while moving.
	Decreases your chance to be bashed and tackled.
Mind-Power:
	Increases the damage of offensive spells.
	Increases the strength of mana shield.
	Increases mana regeneration.
	Lowers the chance for you to lose concentration on a spell.
	Lowers slightly the casting time of spells.
Mind-Focus:
	Increases the amount of healing spells.
	Increases the strength of mana shield.
	Increases mana regeneration.
	Lowers the chance for you to lose concentration on a spell.
	Lowers slightly the casting time of spells.
Face-Spike:
	Increases your damage in a groundfight.
	Adds a 1/6 chance to blind on a headbutt in groundfight.
	Adds a very rare chance to land two blows in a groundfight.
Mana-Boost:
	Adds 20 percent to your base mana.
	Increases mana regeneration.
Channeling:
        Increases your mana level, enabling you to cast higher spells.
Mental-Armor:
	Increases your chance to save against a spell's effects.
	Lowers duration of negative spell effects.
	Lowers damage slightly of enemy spells.
       Focus:
	Increases the damage you can take and remain casting.
	Increases the strength of mana shield.
	Lowers the chance for you to lose concentration on a spell.
	Lowers slightly the casting time of spells.


~

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 SEARCHING~
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' are not accepeted very well here. 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.
When you see enemies, you will see different descriptions depending on
how powerful they are.  Here is a list of the ranks:

0 mort    : nothing
1-3 mort  : young
4-6 mort  : elder
7-9 mort  : Prince/Princess
10 mort   : King/Queen

This affects scan as well.

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 LOCKSMITHY LOCKPICK PICKLOCK~
Syntax: pick <direction>

With the Locksmithy proficiency you can pick some locked doors.
However, be aware that pick-proof doors do exist in the world.
You must have lockpicks in order to use this proficiency.
~

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 SNEAKING HIDING~
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 SNEAKING~
Syntax: SNEAK

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.  You must have the sneaking proficiency in order to
use sneak.
~

0 HIDING~
Syntax: HIDE

If after typing HIDE alone and you have the hiding proficiency, you will
hide in the room you are in.  Any action taken while hidden will cause you
to become visible.  Your character will remain hidden while following
someone.
~

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 ALERTNESS~
This skill makes the user more aware of his/her surroundings.  This
ability allows the user to occationally fend off a circle or backstab
from a thief.
~

0 BANISH~
When this spell is cast the mage flings the target into a void that has
been created.  Not unlike teleport, it is not known where the target will
end up.
~

0 SOFTEN~
This cleric spell causes the targets effectiveness in combat to become greatly
hampered.  The target will feel weak, lose his ability to do damage, and may
not even be able to hit targets.
~

0 'PASS DOOR'~
This spell allows the mage to pass between the material and spiritual plane so
that he/she may be able to pass through obstacles such as closed doors.
~

0 'PEACEFUL SLUMBER'~
This rather nasty cleric spell causes the unfortunate target to enter into a
deap sleep.  The target will not be able to wake him/her self, however the 
target can be awakened by others or by becoming engaged in combat.
~

0 'FAERIE FIRE'~
This spell causes the target to become more easily hit in combat by "outlining"
them.  It also decreases armor rating of the target allowing much more damage to
be dealt.
~

0 'RAISE DEMON'~
This necromancer's spell is the peak for creating or summoning abborations. When
cast upon a corpse, the spell summons forth a demon to aid the caster for as
long as the demon lives.  Be wary however, demons are very aggressive creatures
and do not tolerate the presence of their own kind.  Demon have been known to
turn on the necromancer that summons them, though it seldom occurs...
~

0 'REMOVE CHARM'~
This spell removes the bond between charmed creatures and their masters.  Be 
aware that casting this spell will cause the charmed creature to become
aggressive and it may attack!
~

0 'FINAL DEATH'~
This necromancer's spell is used to put an end to those summoned abborations
that may no longer be useful.  It does a tremendous amount of damage that
essentially disintegrates the poor undead creature.
~

0 'DETECT INVISIBLE'~
This spell focuses the casters eyes allowing them to see those players and
objects that have been made invisible to the eye.
~

0 DAZZLE~
This cantrip type spell causes a brilliant flash to occur inches from the
victims face.  It does a minor amount of damage, though the main benefit is
the chance at momentary blindness that may result.
~

0 FIRESHIELD~
This spell summons a surging aura of flames that is impossible for attackers to
avoid hitting as they attempt to harm the caster.  Fortunately the knowledge of
fire spells required to cast this spell allows the caster to remain impervious
to damage from the fireshield.
~

0 'LIGHTNING STRIKE'~
This spell calls forth a bolt of lightning to strike the victim.  Be aware that
this spell can be greatly intensified if cast outdoors in stormy conditions. It
may also cause irrepairable damage to occur to certain magical crystals.
~

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 'ASCEND REMORT' 'ASCEND REMORT COST'~

Remort   Lvl   Wps: Req  Lost  Kps: Req  Lost
   1      56         0     0         50    50
   2      56         0     0         50    50
   3      60         0     0         50    50
   4      60         0     0         50    50
   5      60         0     0         50    50
   6      65         0     0         50    50
   7      70         0     0         50    50
   8      75       250     0         50    50
   9      80       500     0         50    50
  10      80      1000     0         50    50

~

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
DECIMATE
<< ObliteratE >>
<-< AnnihilateS >->
<<< DiSSoLvES >>>
>>> LiQuIfIeS <<<
[[[ ERADICATE ]]]
... .. .V a P o R i Z e. .. ...
. ._ ..__a T o M i Z e S__.. _. .
~


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 disabledfornow~
Syntax: spells

( 6)   Burning Hands         F (10) Magic Missile     
( 9)   Heal Light            E (15) 
(10)   Refresh               W (15) 
(10)   Cure Blindness        W (10) 
(11)   Lesser Protection     W (30) 
(12)   Cure Poison           W (13) Cure Blindness    
(13)   Remove Plague         W (13) Cure Poison       
(14)   Word of Recall        S (70) 
(14)   Infravision           F (25) 
(15)   Acid Arrow            W (25) Burning Hands     
(18)   Heal Serious          E (20) 
(19)   Identify              A (80) 
(20)   Mana Shield           W (40) 
(20)   Blindness             F (30) Acid Arrow        
(20)   Shield of Darkness    A (40) 
(20)   Life Tap              A (40) 
(20)   Animate Skeleton      A (40) 
(23)   Vortex                A (31) Blindness         
(28)   Levitation            A (30) 
(28)   Barrier               W (45) Lesser Protection 
(30)   Call to Arms          F (30) Bash              
(31)   Heal Critical         E (25) Heal Serious      
(31)   Fireball              F (50) Vortex            
(32)   Detect Invisible      F (50) Infravision       
(32)   Detect Hidden         F (65) Detect Invisible  
(35)   Blackened Gate        A (150) 
(38)   Swirl of Air          A (40) Vortex            
(38)   Sanctuary             W (80) Barrier           
(38)   Windless Fury         A (35) 
(40)   Major Protection      W (50) Sanctuary         
(40) A Bless                 E (50) Major Protection  
(40)   Bloodlust             F (40) Call to Arms      Flail             
(40)   War Blessing          A (40) Call to Arms      
(40)   Chameleon             A ( 0) Sneak             Hide              
(40)   Animate Zombie        W (70) 
(43)   Protective Ward       W (40) Vortex            
(43)   Blink                 E (1000) Dodge             Parry             
(43)   Tornado of Souls      A (45) Vortex            Acid Rain         
(43)   Haste                 A (40) Kick              War Blessing      
(43)   Wound                 W (35) Cure Poison       Cure Blindness    
(44)   Acid Rain             W (45) Vortex            Fireball          
(45)   Stoneskin             E (40) Barrier           
(45)   Spear of Darkness     A (45) Swirl of Air      
(45)   Healing of Earth      E (40) Heal Critical     Bless             
(45) A Mass Refresh          W (30) Refresh           
(45) A Health Surge          E (70) Healing of Earth  
(45)   Loyalty               E (40) Heal Critical     Bless             
(45)   Confusion             W (45) Wound             
(47)   Call of Courage       E (40) Bless             
(48)   Shell of Might        W (45) Bless             
(48)   Lance of Honor        E (50) Loyalty           
(50)   Aura of Skulls        A (45) Sanctuary         Major Protection  
(50)   Chain Lightning       F (80) Tornado of Arkane Acid Rain         
(50) A Mass Healing          E (75) Healing of Earth  Mass Refresh      
(50)   Locate Person         A (50) 
(50)   Clarity                 (45) Barrier of Protection
(50)   Lethargy              W (45) Wound             Confusion         
(51) A Mass Levitation       A (50) Levitation        
(52)   Void of Insanity      A (45) Spear of Darkness 
(52)   Searing Orb           F (50) 
(54)   Tsunami               W (50) Chain Lightning   
(55) A Health Ascent         E (60) Health Surge      Mass Healing      
(55)   Portal of Fear        A (120) Portal of Hate    
(56)   Invisibility          A (65) 
(56)   Shadowed Presence     A (65) 
(58)   Hammer of Earth       E (50) Tsunami           
(58)   Essence of Earth      E (50) Health Ascent     
(60)   Spell Reflect         W (70) Searing Orb       
(60)   Phase Shield          E (150) Mass Healing      
(60)   Summon                A (120) Locate Person     
(62)   Darkened Light        A (55) Void of Insanity  
(63) A Prismatic Spray       F (90) Hammer of Earth   
(65)   Paralyze              A (40) Searing Orb       
(65) A Mass Invisibility     A (80) Invisibility      Detect Invisible  
(67)   Portal of Death       A (120) Plane of Hate     Plane of Fear     
(68)   Dark Mist             A ( 0) Darkened Light    
(68)   Power of Earth        E (100) Shield of ProtectionEssence of Earth  
(68)   Health Spike          E (100) Health Ascent     Health Surge      
(68)   Teleport              A (100) Summon            
(69) A Death Fog             A (190) Prismatic Spray   
(70) A Hell Winds            F (190) Dark Mist         
(75)   Hellfire              F (120) Hell Winds       
~

0 'CREATE LANCE'~
This spell will summon a lance to only the truest of knights giving
them the power of retribution to spread faith amongst the sinners.
~

0 'POISONED DAGGER'~
This spell summons a massive dagger toward your enemy!
~

0 'REALM REWARD'~

What are Realm Rewards.

Realm rewards are for warpoint rewards. Below is a list of stuff you can
now buy with warpoints. If there is a --> arrow like that next to the
listed item, it means you MUST have that spell or listing before you can
get the next one. For right now these will be delegated by immortals.
Hopefully shortly they will be gotten by a mob located somewhere in the 
realm.

VIGOR OF PROTECTION (500 WP) --> ADVANCE HITPOINTS (20 HITPOINTS) (300 WP)

ALDUH SHIELD (500 WP) ---> FIRST AID (800 WP)

AUGMENT STAT (1000 WP) ----> AUGMENT (1500 WP)

RAISE LEVEL (300 WP)

~

0 'ALDUH SHIELD'~
This spell summons a protective magic shield around its caster.
~

0 'VIGOR OF PROTECTION'~
This spell augments hitpoints moves and damage roll.
~

0 'FIRST AID'~
This spell instantly heals the casters wounds for a large amount of mana.
~

0 'EARTHEN STRENGTH'~
This spell will increase the strength of the caster.
~

0 'CURE LETHARGY'~
This spell will remove the lethargic affects.
~

0 'Cure Wound'~
This spell will close all wounds inflicted towards combat allowing blood
trails to go unnoticed.
~

0 'SIXTH SENSE'~

Sixth Sense is a thief skill that is very useful during
evasion and combat times. Sixth sense will actually detect
enemies that are near by without needing to scan.
~

0 'CHARGE'~

Charge is a Knights Skill used for combat related uses.
When mounted on an animal you can hold a lance (polearm)
and charge your victim, you may only do this while mounted.

<syntax> charge
~

0 'WARCRY'~

Warcry is a warrior guild based skill that will increase
the attack attributes of the player.
~

0 'DETECT MAGIC'~
This spell will allow you to see what other people are
casting in the room and also be able to tell if a weapon
is magical or not.
~


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.

OBJ_ROOM	- The object is on the floor in the room

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.

RAISE_UNDEAD - This is the raise undead 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.

~


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 EVOLVE ASCENSION~

Evolve and Ascension is a way to increase your characters overall performance. By 
ascending/evolving (ascend cost) you have a chance to be a greater race. (Raceinfo 
evolve and ascend) When you reach the certain requirments you can become this ascended 
race.


~

0 GNOMES GNOME~
Gnomes are only about 3 feet tall and have been likened to a cross between 
an elf and a squirrel with long beards. Gnomes 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 Gnomes have innate abilities to understand the speech of 
animals, and to communicate with whatever spirits happen to inhabit an area.

Since Gnomes are one with nature, they have learned the secrets of nature and
gain the ability of Mana-Boost.
~

0 HUMAN HUMANS ~
A human usually weights around one hundred and ninety pounds, ranging from
five feet to seven feet tall. They are average at everything, there's 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 investment.

Due to their times forging equipment, and being skilled Barbarians, Humans 
receive the ability of Speed.
~

0 ATOMIE ~

The Atomie is a very basic creature, it relies mostly on instinct. The 
Atomie creatures are small and very round, with strong arms and fast reflexes.
They are known to be dark creatures that live in very secluded areas. Typically
they are friendly creatures, but there are the bad bunch. Their skills make them
excellent Rogues for they have reflexas greater then most.

Due to their natural abilities to be aware of all situations, they receive the
ability Awareness.
~

0 TROLL TROLLS ~
Trolls 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. Trolls 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. They are very noticiable by the stench they secreat when they sweat.

Trolls genetics gain them the ability to heal quicker then normal races.

~

0 DWARF DWARVES ~
Though made lower to the ground than most races, the Dwarves created by Brell Serilis burst with pride and determination. 
The stout and sturdy Dwarves are extremely strong, making them one of the best-suited to endure long and intense battles. 
Dwarves have broad faces, usually with a prominent nose, and take extraordinary pride in their hair. Males often take great 
care to grow long beards and moustaches and females often tie their hair up in a bun. Some females also sport a finely trimmed beard.
This ancient race is strongly motivated by honor and loyalty. They also know how to balance work and play, and know how to tell a good 
story. If a Dwarf is ever wronged, it can be painful for the wrongdoer as Dwarves tend to hold a grudge. 

Due to their stout and sturdy body construction, Dwarves gain natural ability of Leg-Power.
~

0 DARK-ELF DARK-ELVES ~

Dark Elves are by nature a peaceful race, but since the wars of good vs. evil they have come out
of hiding to help their surroundings from being destroyed. Some have been corrupted over the
years and have gone evil and hell-bent over destruction. Dark-Elves look exactly like their
brotheren the High-Elves only their entire skin is a dark blue color due to being in caves
for centuries.

Since Dark-Elves have been inside the dark for many of years, they gain the natural ability of Infravision.
~

0 'Magic missile' ~
This spell launches a small missile at your opponenet.
~

0 'Heal light' ~
This spell summons a small orb to heal yourself or your friend.
~

0 'Burning hands' ~
This spell ignites your hands causing pain upon your victim.
~

0 'Refresh' ~
This spell regains your movmement points.
~

0 'Cure blindness' ~
This spell cures the blind.
~

0 'Lesser protection' ~
This spell surrounds your body with a small aura of protection.
~

0 'Cure poison' ~
This spell cures poison from your body.
~

0 'Remove plague' ~
This spell removes the plague from your body.
~

0 'Word of recall' ~
This spell will returnt the caster to his home.
~

0 'Infravision' ~
This spell gives the caster the ability to see at night time.
~

0 'Acid arrow' ~
This spell summons a small acid arrow to hit their opponent.
~

0 'Heal serious' ~
This spell heals the victims health.
~

0 'Identify' ~
This spell will tell what the stats on an item are.
~

0 'Mana shield' ~
This spell surrounds the caster with a shield of magic protecting him.
~

0 'Blindness' ~
This spell blinds the opponent for a short period of time.
~

0 'Shield of darkness' ~
This spell surrounds the caster with a shield of magic protecting him.
~

0 'Life tap' ~
This spell drains the victims life increasing the casters life.
~

0 'Animate skeleton' ~
Summons a small Skeleton that will obey his masters every command.
~

0 'Animate Wight' ~
Summons a wight to assist you in combat. The wight is a mage type mob
and casts a variety of spells.  He also can fly, in order to have him
fly simply tell the wight to fly. This spell requires both air and 
water type mana to cast.
~

0 'Summon Demon' ~
When cast on a corpse this spell summons a demon to your aid. Be very
careful though, summoning more than one demon will cause them to fight.
This mob is the strongest of all in the animate chain, he can also cast
a few spells.  If he casts fly, you can tell him to fly and he will.
~

0 'Vortex' ~
This spell summons a small vortex inflicting damage on the opponent.
~

0 'Levitation' ~
This spell gives the caster the ability of flight.
~

0 'Barrier' ~
This spell summons a small barrier around the caster giving him small protection.
~

0 'Call to arms' ~
This increases the ability to fight for warriors.
~

0 'Heal critical' ~
This spell heals the caster and regains his hit points.
~

0 'Fireball' ~
This spell summons a small fireball to cover the entire room hitting his victims.
~

0 'Detect invisible' ~
This spell gives the caster the ability to see the invisible.
~

0 'Detect hidden' ~
This spell gives the caster the ability to see hidden things.
~

0 'Blackened gate' ~
This spell summons a massive gate to pass through to another.
~

0 'Swirl of air' ~
This spell creates a small tornado inflicting damage on its victims.
~

0 'Sanctuary' ~
This spell surrounds the caster with a marvelous aura of protection.
~

0 'Windless fury' ~
The power of winds fills the caster with fury inflicting wounds upon the victim.
~

0 'Major protection' ~
This spell casts a magnificant aura around the caster.
~

0 'Bless' ~
This spell surrounds the group is a blessing from the gods.
~

0 'Bloodlust' ~
This spell gives the caster an edge in combat by infuriating him in combat.
~

0 'War blessing' ~
This spell gives the caster a blessing for war time.
~

0 'Chameleon' ~
This spell surrounds the caster in a cloak, hiding him from the world.
~

0 'Animate zombie' ~
This spell summons a zombie that follows every command the master gives.
~

0 'Protective ward' ~
This spell gives the caster a protective ward surrounding the body for added protection.
~

0 'Tornado of souls' ~
This spell summons a tornado of raging souls against its victims inflicting damage.
~

0 'Haste' ~
This spell gives the caster the ability to hit one more time a round.
~

0 'Wound' ~
This spell wounds the victim and makes him bleed all over.
~

0 'Acid rain' ~
This spell covers the room in a shower of acid rain.
~

0 'Elemental Blast'~
This spell launches a massive elemental attack
toward your enemies!
~

0 'Stoneskin' ~
This spell hardens the casters body as hard as stone.
~

0 'Spear of darkness' ~
This summons a spear made of complete darkness inflicting damage upon the victim.
~

0 'Healing of earth' ~
This spell uses the power of earth to heal the adventurers hitpoints.
~

0 'Mass refresh' ~
This spell covers the room in a blanket of water regaining movement points.
~

0 'Health surge' ~
This spell showers the room with added hitpoints.
~

0 'Loyalty' ~
This spell lets the caster hit harder in combat.
~

0 'Confusion' ~
This spell confuses the victim into not knowing where he is.
~

0 'Call of courage' ~
This spell gives the caster the ability of more hitpoints.
~

0 'Shell of might' ~
This spell surrounds the caster in a massive shell protecting him from damage.
~

0 'Lance of honor' ~
This spell summons a small lance to go through its victims inflicting damage.
~

0 'Aura of skulls' ~
This spell surrounds the caster in a dark aura of skulls protecting him.
~

0 'Chain lightning' ~
This spell surrounds the room in a massive lightning storm striking its victims.
~

0 'Mass healing' ~
This spell summons a aura around the room and heals friends with hitpoint regeneration.
~

0 'Locate person' ~
This spell will locate a person in the world, whereever he might be.
Warning if you are cought spamming a person, you will be punished.
~

0 'Clarity' ~
This spell enhances the mind and body.
~

0 'Lethargy' ~
This spell makes the victim feel very lethargic.
~

0 'Mass levitation' ~
This spell grants the room with the gift of flight.
~

0 'Void of insanity' ~
This spell summons a void to render the victim insane, inflicting damage.
~

0 'Searing orb' ~
This spell summons a massive ball of fire to blind the victim and inflict damage.
~

0 'Tsunami' ~
This spell summons a massive tidal flood toward your enemy causing massive damage.
~

0 'Health ascent' ~
This spell showers the room with added hitpoints.
~

0 'Portal of fear' ~
This spell summons a massive portal leading to the Plane of Fear.
~

0 'Invisibility' ~
This spell cloaks the caster into becoming invisible to the world.
~

0 'Shadowed presence' ~
This spell cloaks the caster into the shadowed realm, becoming invisible.
~

0 'Hammer of earth' ~
This spell summons a massive hammer, granted by earth to strike on opponents.
~

0 'Essence of earth' ~
This spell summons the powers of earth to heal its friends with essence.
~

0 'Spell reflect' ~
This spell will reflect a spell casted upon him/her, if you cast a spell
the spell will be stripped from your affects.
~

0 'Phase shield' ~
A massive shield granted only to those true to the earth giving them
enormous protection against physical attacks.
~

0 'Summon' ~
This spell grabs a person in danger and returns them to the caster.
~

0 'Darkened light' ~
Anything that this darkened light touches inflicts massive burn damage to the victim.
~

0 'Prismatic spray' ~
A massive spell of light and energy inflicting massive damage on all victims in the room.
~

0 'Paralyze' ~
This spell renders the victim helpless for a short amount of time.
~

0 'Mass invisibility' ~
This spell surrounds the room with invisibility.
~

0 'Portal of death' ~
This spell summons a massive portal leading to the Plane of Death.
~

0 'Dark mist' ~
This spell summons a massive cloud of dark mist inflcting MASSIVE damage upon enemies.
~

0 'Power of earth' ~
This spell will heal for a great amount of damage using the power of earth.
~

0 'Health spike' ~
This spell will cover the entire room with added hitpoints.
~

0 'Teleport' ~
This spell will teleport the person to an unknown location.
~

0 'Death fog' ~
This spell summons a huge fog of death inflicting massive damage on opponents.
~

0 'Create Food'~
This spell will summon one loaf of bread for the caster.
~

0 'Create Spring'~
This spell will allow the caster to summer a magical spring
for a short period of time.
~

100 'MOB FLAGS' ~

prot_fire
prot_gas"
mindshield
speed
paralyze
prot_shock
prot_wind
prot_wound
prot_paralyze
prot_locate
prot_ice
prot_acid
prot_astral
prot_lava
prot_shard
spell_reflect
noblood 
chameleon
det_chameleon
detect_fog
prot_poison
prot_curse
prot_blind
prot_plague
fireshield
manashield
~

0 'Color Spray' ~
This spell causes colorfull bursts of light to spring forth
from the mage's fingertips. While this does not sound dangerous
in itself, this light comes in the form of sparks and can be 
quite painfull.  In addition there is a chance that blindness
results from the flashing of light.
~

0 'Kaleidoscopic Cone'~
A more powerful version of Color Spray, in that the brilliant light
that springs from the mage's fingertips spreads into a wider pattern
and affects more than one target.  The brilliant flashes of light may
cause blindness.
~

0 'Underwater Breath' ~
This spell will allow the caster to grow gills to breath much like a fish.
~

0 'Astral Protection' ~
This spell will allow the caster protection from Astral Planes.
~

0 'Dispel Undead' ~
This Necromancer spell will inflict massive damage upon the undead 
creatures.
~


0 'Hell winds' ~
This spell summons massive winds directly from the hearts of hell to inflict direct damage to
an opponent.
~

0 'Hellfire' ~
This spell summons a massive fire from hell to burn your victims with massive damage.
~

0 'Ice comet' ~
This spell hurls a massive ice comet towards its victim, causing extreme amounts of damage.
~

0 'Shower of earth' ~
This spell heals all friends in the room with the immense power of earth.
~

0 'Portal of hate' ~
This spell summons a massive portal leading to the plane of hate.
~

0 'Angelic Convokation' ~
This knight spell summons a friend to your current location.
~

0 'Aegis shield' ~
This knight spell gives your party a protective aura from the opposite alignment.
~

0 'Falling stars' ~
This cleric spell beckons many shooting stars from the sky to strike your opponent.
~

0 'Dispel magic' ~
This cleric spell attempts to remove all magical affects from an opponent.
~

0 'Sight for the masses' ~
This spell attempts to cure the blindness of everyone in your party.
~

0 'Karmic retribution' ~
This knight spell creates a shield of fire on all of your groupmates.
~

0 'Rain of fire' ~
This spell creates a shower of flames over all of your opponents, with a chance to blind.
~

0 'Rock spikes' ~
This spell grows sharp rocky spikes on your arms to help in combat.
~

0 'Stream of magma' ~
This spell opens up the earth to summon a hot stream of magma to damage your 
opponent.
~

0 'Tornado kick' ~
This skill uses the monk's skill with his legs and feet to unleash a
whirl of kicks, striking every enemy in the room.
~

0 'Battle Prayer' ~
This spell allows the monk to raise his attack and damage a large amount,
but only for a short time.
~

0 'Spirit Regeneration' ~
This ability allows the monk to effectively double his hp and moves gain
per tick.  
~

0 Hardcore ~
Hardcore is a mode of play wherein your character gains triple 
experience and double warpoints.  However, if you die in any way
(pk, mob, poison, slay) -- your character is done and you will
need to delete and reroll.
~

0 'Monk' ~
The monk is a solitary yet powerful adventurer.  He chooses a certain
set of guilds which give him a unique ability to fight with his bare
hands.  Monks learn a brief set of defensive and healing spells which
come from his spiritual training.  Strength, Dexterity and Wisdom are
all equally important to a monk's success.
It is rumored that a monk can use alignment with the various elements
to unleash hidden powers in his fighting.  Joining this guild will
reward you with improved dexterity.
~

0 'Warlock' ~
The warlock is a cross between a warrior and a Wizard.  They have
ability in both fields, yet not as strong as one who chose one of those
professions.  Strength and Intelligence are the most important for
success.
~

0 'Unarmed Combat' ~
This skill measures a monk's ability to fight with his bare hands and
feet.  The higher it goes, the greater number of hits you will get in
melee and the more damage you will do in general.
~

0 'Translucence' ~
This spell causes the monk to become more lucid and difficult to strike.
~

0 'Buddhas Palm' ~
This skill allows you to focus all of your energy into one potentially 
deadly blow.  Be careful, however -- it can drain you.  
Use the command "palm" to invoke this command.
~

0 Stance Stances ~
A monk can utilize different fighting stances to achieve different 
effects in battle.  All monks start in the basic stance (no effect).

An unascended monk can use these stances:
Viper    : chance of more hits, less dodge/evade/armor
Mantis   : more dodge/evade/armor, less hits/damage
Wolf     : more damage, less dodge/evade/armor

An ascended monk can use these improved stances also:
Tiger    : chance of more hits, less dodge/evade/armor
Mongoose : more dodge/evade/armor, less hits/damage
Bear     : more damage, less dodge/evade/armor

Also, if certain criteria are met an ascended monk can use these:
Dragon   : best offensive stance
Crane    : best defensive stance

Use the command "stance" to see your stance or to change it.
~

0 'Nerve Strike' ~
This skill allows you to make a quick strike at a pressure point of 
your opponent.  It can do serious damage to anyone caught napping.
~

0 'Evade' ~
This monk ability uses all of your primary attributes and speed to 
evade your opponents attack in melee combat.
~

0 'Showloot' ~
This command will show your inventory to anyone of the same alignment 
in the room.  It has a small lag, and if anyone spams it just ignore 
them.  It is for eq splits.
~

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 'Good Bye' ~

Thank you for logging on to {C}The L{c}and{C}s of C{c}hao{C}s{w} we hope you enjoyed your stay!

~


0 'Ascend Remort Cost' ~
 Remort:  1, Lvl: 56, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  2, Lvl: 56, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  3, Lvl: 56, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  4, Lvl: 56, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  5, Lvl: 56, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  6, Lvl: 57, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  7, Lvl: 58, Wps Req/Lost:     0/    0, Kps Req/Lost:    50/ 50
 Remort:  8, Lvl: 60, Wps Req/Lost:  1550/    0, Kps Req/Lost:    50/ 50
 Remort:  9, Lvl: 80, Wps Req/Lost:  1700/    0, Kps Req/Lost:    50/ 50
 Remort: 10, Lvl: 80, Wps Req/Lost:  2050/    0, Kps Req/Lost:    50/ 50
~

0 'guildcombo' ~

These are the guild combinations for joining guilds, it dosn't matter what 
order you join them in.

Guild Combinations:
Adventurer: None
Barbarian: Rangers, Warriors, Tinkers, Battlemasters
Paladin: Rangers, Warriors, Healers, Battlemasters
Healer: Rangers, Healers, Mystics, Tinkers
Rogue: Rangers, Rogue, Thief, Warriors
Wizard: Rangers, Wizards, Conjurers, Tinkers
Necromancer: Rangers, Necromancers, Conjurers, Tinkers
Warlock: Warriors, Battlemasters, Wizards, Conjurers
Monk: Monks, Warriors, Healers, Rangers
~

0 'DRAGONKIN'~

Dragonkin are bequeathed greed and ambition, but lack the power to claim it. No matter what they do, they 
can't escape one ever-present fact: they are the spawn of dragons, but they live in the world of man.
These half-bloods in all their forms, are those spawned by polymorphed dragons to the mutant creatures 
produced by arcane egg-sculpting.

Since Dragonkins are half-breeds of full Dragon's, they gain the ability of Flying.
~

0 'Githyanki'~

The Githyanki is the evolved brotheren of the Dragonkin.
~

0 'Revenant'~

The Revenant is the evolved brotheren of the Centaur.
~

0 'Half-Elf'~

The Half-Elf is the evolved brotheren of the Dark-Elf.
~

0 'Halfling'~

The Halfling is the evolved brotheren of the Atomie.
~

0 'Rock-Giant'~

The Rock-Giant is the evolved brotheren of the Stone-Giant.
~

0 'Ogre'~

The Ogre is the evolved brotheren of the Troll.
~

0 'Hobbit'~

The Hobbit is the evolved brotheren of the Gnome.
~

0 'Ancient'~

The Ancient is the evolved brotheren of the Dwarf.
~

0 'Dragon'~

The Dragon is the ascended brotheren of the Githyanki.
~

0 'Lich'~

The Lich is the ascended brotheren of the Revenant.
~

0 'Shadow'~

The Shadow is the ascended brotheren of the Half-Elf.
~

0 'Buckawn'~

The Buckawn is the ascended brotheren of the Halfling.
~

0 'Colossus'~

The Colossus is the ascended brotheren of the Rock-Giant.
~

0 'Titan'~

The Titan is the ascended brotheren of the Ogre.
~

0 'Reaver'~

The Reaver is the ascended brotheren of the Hobbit.
~

0 'Angel'~

The Angel is the ascended brotheren of the Dwarf.
~

0 'STONE-GIANT' 'STONE-GIANTS'~


Stone giants are lean, but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them 
to blend in with their mountainous surroundings. Their gaunt facial features and deep, sunken black eyes make 
them seem perpetually grim. The typical stone giant is 18' tall and weighs 9,000 pounds because of its dense 
flesh. Females are a little shorter and lighter. Stone giants prefer to dwell in deep caves high on rocky, 
storm-swept mountains. They normally live in the company of their relatives, though such a clans usually 
include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense 
of community and protection. A mountain range commonly has 2-8 clans lairing there. Stone giants are crude 
artists, painting scenes of their lives on the walls of their lairs and on tanned hide scrolls. Some giants 
are fond of music and play stone flutes and drums. Others make simple jewelry, fashioning painted stone beads 
into necklaces. 

Due to their hard, hairless flesh, Stone-Giants gain the natural ability of Hardened Skin.
~

0 'CENTAUR' ~

Centaurs, were said to be the offpsring of Ixion, son of Ares, and a cloud. These strange creatures had the 
head arms and chest of a man but the legs and lower half of a horse. In later myths and stories they somtimes 
had horns, wings or both. These Man-Horse beasts lived in Thessaly, fed on meat and drunken followers of Dionysus, 
except for Cheiron who was the tutor of several heroes.

Due to their love to nature and being one with the earth, Centaurs gain the ability of Mind-Power.
~

100 'godstuff'~

DIFFERENT MOB RACES
  "human",
  "elf",
  "dwarf",
  "gnome",
  "giant",
  "dragon",
  "canine",
  "rodent",
  "insect",
  "undead",
  "golem",
  "demon",
  "troll",
  "bird",
  "fish",
  "statue",
  "feline",
  "plant",
  "general_animal",
  "faerie",
  "reptile",
  "ghost",
  "other",
  "ogre",
  "elemental",
  "orc",
  "dummy",
  "arachnid",
  "gnoll",
  "bugbear", 
  "skaven", 
  "troglodyte",
  "goblin",
  "illithid",
  "kender", 
  "minotaur", 
  "sprite",
  "draconian",
  "hobgoblin",
  "hobbit", 
  "centaur", 
  "mutant",
  "horse",

MOB ATTACKS
 
  "human",
  "elf",
  "dwarf",
  "gnome",
  "giant",
  "dragon",
  "canine",
  "rodent",
  "insect",
  "undead",
  "golem",
  "demon",
  "troll",
  "bird",
  "fish",
  "statue",
  "feline",
  "plant",
  "general_animal",
  "faerie",
  "reptile",
  "ghost",
  "other",
  "ogre",
  "elemental",
  "orc",
  "dummy",
  "arachnid",
  "gnoll",
  "bugbear", 
  "skaven", 
  "troglodyte",
  "goblin",
  "illithid",
  "kender", 
  "minotaur", 
  "sprite",
  "draconian",
  "hobgoblin",
  "hobbit", 
  "centaur", 
  "mutant",
  "horse",

MOB FLAGS
{TRUE,"sentinel"," sentinel",ACT_SENTINEL,"The mob will not wander or hunt.\n\r"},
{TRUE,"scavenger"," scavenger",ACT_SCAVENGER,"The mob picks up stuff lying on the ground.\n\r"},
{TRUE,"aggressive"," aggressive",ACT_AGGRESSIVE,"The mob attacks all players it can see.\n\r"},
{TRUE,"stay_area"," stay_area",ACT_STAY_AREA,"The mob will not wander from the area it repop'd in.\n\r"},
{TRUE,"stay_sector"," stay_sector",ACT_STAY_SECTOR,"The mob will not wander from the sector type it repop'd in.\n\r"},
{TRUE,"wimpy"," wimpy",ACT_WIMPY,"The mob will try to flee if it gets really low on hit points.\n\r"},
{TRUE,"switch"," switch",ACT_MOBSWITCH,"Switches players it is currently fighting during combat.\n\r"},
{TRUE,"fasthunt"," fasthunt",ACT_FASTHUNT,"Mob hunts players FAST.\n\r"},
{TRUE,"pet"," pet",ACT_PET,"The mob can be bought as a pet if in a pet storage room.\n\r"},
{TRUE,"untouchable"," untouchable",ACT_UNTOUCHABLE,"The mob cannot be hurt by any physical means.. magic only.\n\r"},
{TRUE,"practitioner"," practitioner",ACT_PRACTICE,"Mob teaches things.  Teach <skill#> to set what is taught.\n\r"},
{FALSE,"scramble"," scramble",ACT_SCRAMBLE,"None.\n\r"},
{TRUE,"mountable"," mountable",ACT_MOUNTABLE,"This mob can be ridden/mounted.\n\r"},
{TRUE,"angry"," angry",ACT_ANGRY,"Mob attacks players, but not right away.\n\r"},
{TRUE,"teller"," teller",ACT_BANK_TELLER,"Mob is a bank teller.\n\r"},
{TRUE,"attitude"," attitude",ACT_ATTITUDE,"Attacks whoever looks at it.\n\r"},
{TRUE,"r_weapons"," r_weapons",REPAIRS_ONE,"Repairs weapons.\n\r"},
{TRUE,"r_armors"," r_armors",REPAIRS_TWO,"Repairs armors.\n\r"},
{TRUE,"avenged"," avenged",ACT_AVENGED,"Mob is avenged by other mobs when it dies.\n\r"},
{TRUE,"reboot_only"," reboot_only",ACT_REBOOT_ONLY,"Mob does not repop after it has been killed."},
{TRUE,"stay"," stayoffroad",ACT_STAYOFFROAD,"Mob stays out of city/road sectors.\n\r"},
{TRUE,"soloyell"," soloyell",ACT_SOLOYELL,"Mob will yell for help if yeller # set and alone.\n\r"},

MORE MOB FLAGS

{TRUE,"3clan_guard"," 3clan_guard",ACT3_CLAN_GUARD,"Mob guards the door specified by <door> vs non clannies-need to set clan_guard <number> for the clan.\n\r"},
{TRUE,"3guard_door"," 3guard_door",ACT3_GUARD_DOOR,"Mob guards the door specified by guarding <dir>.\n\r"},
{TRUE,"3sect_guard"," 3sect_guard",ACT3_SECT_GUARD,"Mob guards the door specified by <door> vs non sectnies-need to set sect_guard <number> for the sect.\n\r"},
{TRUE,"3guard_door_align"," 3guard_door_align",ACT3_GUARD_DOOR_ALIGN,"Mob guards door FROM other align players.\n\r"},
{TRUE,"3ride"," 3ride",ACT3_RIDE,"Mob mounts/rides the previously reset mob.\n\r"},
{TRUE,"3follower"," 3follower",ACT3_FOLLOW,"Mob follows the previously reset mob.\n\r"},
{TRUE,"3guard_item"," 3guard_item",ACT3_GUARD_ITEM,"Mob guards item specified by guarding #.\n\r"},
{TRUE,"3mute"," 3mute",ACT3_MUTE,"Mob cannot yell.\n\r"},
{TRUE,"3sleeper"," 3sleeper",ACT3_SLEEP,"Mob follows a regular day/night sleep pattern.\n\r"},
{TRUE,"3guard_mob"," 3guard_mob",ACT3_GUARD_MOB,"Guards mob vnum specified by guard #.\n\r"},
{TRUE,"3stayroad"," 3stayroad",ACT3_STAYROAD,"Mob stays ON road/city sectors.\n\r"},
{TRUE,"3tinkerg"," 3tinkerg",ACT3_TINKER,"Tinker guildmaster.\n\r"},
{TRUE,"3warriorg"," 3warriorg",ACT3_WARRIOR,"Warrior guildmaster.\n\r"},
{TRUE,"3thiefg"," 3thiefg",ACT3_THIEFG,"Thief guildmaster.\n\r"},
{TRUE,"3clericg"," 3clericg",ACT3_CLERIC,"Cleric guildmaster.\n\r"},
{TRUE,"3rangerg"," 3rangerg",ACT3_RANGER,"Ranger guildmaster.\n\r"},
{TRUE,"3Wizardg"," 3Wizardg",ACT3_Wizard,"Wizard guildmaster.\n\r"},
{TRUE,"3assassing"," 3assassing",ACT3_ASSASSIN,"Assassin guildmaster.\n\r"},
{TRUE,"3conjurerg"," 3conjurerg",ACT3_CONJURER,"Conjurer guildmaster.\n\r"},
{TRUE,"3mysticg"," 3mysticg",ACT3_MYSTIC,"Mystic guildmaster.\n\r"},
{TRUE,"3battlemasterg"," 3battlemasterg",ACT3_BATTLEMASTER,"Battlemaster guildmaster.\n\r"},
{TRUE,"3necromancerg"," 3necromancerg",ACT3_NECROMANCER,"Necromancer guildmaster.\n\r"},
{TRUE,"3regenerate"," 3regenerate",ACT3_REGENERATE,"Regenerates hit points at an increased rate.\n\r"},
{FALSE, "end_of_list", " nothing", 0, ""

MORE MOB SCRIPTS

{TRUE,"4enterscript"," 4enter",ACT4_ENTERSCRIPT,"The mob is checked for enter triggers when it is in the room.\n\r"},
{TRUE,"4leavescript"," 4leave",ACT4_LEAVESCRIPT,"The mob is checked for leave triggers when it is in the room.\n\r"},
{TRUE,"4commandscript"," 4command",ACT4_COMMANDSCRIPT,"The mob is checked for command triggers when it is in the room.\n\r"},
{TRUE,"4quicktick"," 4quicktick",ACT4_QUICKTICK,"The mob is checked for quicktrick triggers in transport_update.\n\r"},
{TRUE,"4movescript"," 4move",ACT4_MOVESCRIPT,"The mob is checked for move triggers when it is in the room.\n\r"},
{TRUE,"4rests"," 4rests",ACT4_REST,"Rests when nobody is around and injured.\n\r"},
{TRUE,"4killallone"," 4killallone",ACT4_KILLALLONE,"Kills mobs/players that aren't set KILLALLONE as well.\n\r"},
{TRUE,"4killalltwo"," 4killalltwo",ACT4_KILLALLTWO,"Kills mobs/players that aren't set KILLALLTWO as well.\n\r"},
{TRUE,"4sleepaggro"," 4sleepaggro",ACT4_SLEEPAGGRO,"Aggressive to sleeping players.\n\r"},
{TRUE,"4killopp"," 4killopp",ACT4_KILL_OPP ,"Kills mobs/players of opposite alignments.\n\r"},
{TRUE,"4protector"," 4protector",ACT4_PROTECTOR ,"Protects from players/mobs of opp align.\n\r"},
{TRUE,"4ranger"," 4ranger",ACT4_RANGER,"Kills mobs with BEAST in name field.\n\r"},
{TRUE,"4summoner"," 4summoner",ACT4_SUMMONER,"Mob summons help when in combat.\n\r"},
{TRUE,"4rescue_one"," 4rescue_one",ACT4_RESCUEONE,"Rescues mobs with PRTCT in name field.\n\r"},
{TRUE,"4rescue_two"," 4rescue_two",ACT4_RESCUETWO,"Rescues mobs with CODEONE in name field.\n\r"},
{FALSE,"4killgladiator"," 4killgladiator",ACT4_KILLGLADIATOR,"Kills mobs named 'gladiator'.\n\r"},
{TRUE,"4assistone"," 4assistone",ACT4_ASSISTONE,"Assists mobs with AONE in name field.\n\r"},
{TRUE,"4assisttwo"," 4assisttwo",ACT4_ASSISTTWO,"Assists mobs with ATWO in name field.\n\r"},
{TRUE,"4assistall"," 4assistall",ACT4_ASSISTALL,"Assists all other fighting mobs in the room.\n\r"},
{TRUE,"4kill_clan"," 4kill_clan",ACT4_KILL_CLAN,"Kills players whose clans are shitlisted.\n\r"},

MOB AFFECTS
{TRUE, "blind", " Blind", AFF_BLIND, "This toggles blindness.\n\r"},
  {TRUE, "invisible", " Invisible", AFF_INVISIBLE, "This toggles invisibility.\n\r"},
  {FALSE, "detect-good", " Detect-Good", AFF_DETECT_GOOD, "Tells if you can detect good.\n\r"},
  {FALSE, "detect-evil", " Detect-Evil", AFF_DETECT_EVIL, "Tells if you can detect evil.\n\r"},
  {TRUE, "detect-invis", " Detect-Invis", AFF_DETECT_INVIS, "This toggles detect-invisible.\n\r"},
  {FALSE, "detect-magic", " Detect-Magic", AFF_DETECT_MAGIC, "This shows magic auras on items.\n\r"},
  {TRUE, "detect-hidden", " Detect-Hidden", AFF_DETECT_HIDDEN, "This toggles whether the mob can see hidden.\n\r"},
  {TRUE, "wound", " Wound", AFF_WOUND, "This makes the mob lose hps rapidly..\n\r"},
  {TRUE, "sanctuary", " Sanctuary", AFF_SANCTUARY, "This affect flag toggles sanctuary.\n\r"},
  {FALSE, "faerie-fire", " Faerie-Fire", AFF_FAERIE_FIRE, "This makes the mob's armor much much worse.\n\r"},
  {TRUE, "infrared", " Infrared", AFF_INFRARED, "See in the dark.\n\r"},
  {FALSE, "curse", " Curse", AFF_CURSE, "This means the mob cannot recall.\n\r"},
  {TRUE, "confuse", " Confuse", AFF_CONFUSE, "Toggles if the mob is confused.\n\r"},
  {FALSE, "apoison", " Poison", AFF_POISON, "This toggles if the mob is poisoned.\n\r"},
  {FALSE, "plague", " Plague", AFF_PLAGUE, "Toggles if the mob has the plague or not.\n\r"},
  {TRUE, "protect", " Protect", AFF_PROTECT, "Toggles total protection.\n\r"},
  {TRUE, "lethargy", " Lethargy", AFF_LETHARGY, "This affect drains when the target moves.\n\r"},
  {TRUE, "sleep", " Sleep", AFF_SLEEP, "Toggles if someone isasleep.\n\r"},
  {TRUE, "sneak", " Sneak", AFF_SNEAK, "Toggles silent movement.\n\r"},
  {TRUE, "hide", " Hide", AFF_HIDE, "Toggles if the mob will hide when possible.\n\r"},
  {FALSE, "charm", " Charm", AFF_CHARM, "Toggles if the mob can be ordered.\n\r"},
  {TRUE, "flying", " Flying", AFF_FLYING, "Is the mob flying or not.\n\r"},
  {TRUE, "pass-door", " Pass-Door", AFF_PASS_DOOR, "This allows passage through closed doors.\n\r"},
  {TRUE, "regeneration", " Regeneration", AFF_REGENERATE, "This makes the mob regain hps fast.\n\r"},
  {TRUE, "nocharm", " Nocharm", AFF_NOCHARM, "Is it charmable?\n\r"},
  {TRUE, "protect_align", " Protect-Align", AFF_PROT_ALIGN, "This reduces damage taken by those who are not of your same alignment.\n\r"},
  {TRUE, "mindsap", " Mindsap", AFF_MINDSAP, "This affect drains mana from the target.\n\r"},
  {FALSE, "awareness", " Awareness", AFF_AWARENESS, "Allows sleeping people to see who enters room.\n\r"},
  {TRUE, "water-breath", " Water-Breath", AFF_BREATH_WATER, "This allows the mob to breath underwater.\n\r"},
  {TRUE, "safety", " Safety", AFF_SAFETY, "Lower level aggros don't attack.\n\r"},

ROOM FLAGS

{TRUE, "fallsfast", " fallsfast", ROOM2_FALLSFAST , "Players tend to fall down from here.\n\r"},
 {TRUE, "extraheal", " extraheal", ROOM2_EXTRAHEAL , "Players are healed faster here.\n\r"},
 {TRUE, "extramana", " extramana",ROOM2_EXTRAMANA , "Players regen mana faster here.\n\r"},
 {TRUE, "moving", " moving",ROOM2_MOVING , "The room moves you to anothe room.\n\r"},
 {TRUE, "manadrain", " manadrain",ROOM2_MANADRAIN , "Mana gets drained here.\n\r"},
 {TRUE, "firetrap", " firetrap", ROOM2_FIRETRAP , "A fire lashes out at players.\n\r"},
 {TRUE, "poisontrap", " poisontrap", ROOM2_POISONTRAP , "Poison darts try to hit the players.\n\r"},
 {TRUE, "arrowtrap", " arrowtrap", ROOM2_ARROWTRAP, "Arrows are released to impale the players.\n\r"},
 {TRUE, "rocktrap", " rocktrap", ROOM2_ROCKTRAP, "Rocks fall on the players.\n\r"},
 {TRUE, "spiketrap", " spiketrap", ROOM2_SPIKETRAP, "Spikes appear to impale the players.\n\r"},
 {TRUE, "gastrapone", " gastrapone", ROOM2_GASTRAPONE, "A minor gas cloud appears to poison players.\n\r"},
 {TRUE, "gastraptwo", " gastraptwo", ROOM2_GASTRAPTWO, "A major gas cloud poisons players.\n\r"},
 {TRUE, "geysertrap", " geysertrap", ROOM2_GEYSERTRAP, "A stream of scalding hot liquid burns players.\n\r"},
 {TRUE, "avalanche", " avalanche", ROOM2_AVALANCHE, "A mound of snow falls on the players.\n\r"},
 {TRUE, "acidspray", " acidspray", ROOM2_ACIDSPRAY, "A stream of acid burns away the player equipment.\n\r"},
 {FALSE, "end_of_list", " nothing", 0, ""}
 {TRUE, "dark", " dark", ROOM_DARK, "Room is dark.  If it's inside, use 'indoors' toggle too.\n\r"},
  {TRUE, "no_mobs", " no_mobs", ROOM_NO_MOB, "Mobs in adjacent rooms will not enter this room when wandering.\n\r"},
  {TRUE, "indoors", " indoors", ROOM_INDOORS, "The room is indoors in general.  [Indoors].\n\r"},
  {TRUE, "lowmagic", " lowmagic", ROOM_LOWMAGIC, "Spells do not work as well here.\n\r"},
  {TRUE, "highmagic", " highmagic", ROOM_HIGHMAGIC, "Spells work better here.\n\r"},
  {TRUE, "underground", " underground", ROOM_UNDERGROUND, "These kinds of rooms are underground just as if they were set that way as sectors."},
  {TRUE, "pet_shop", " pet_shop", ROOM_PET_SHOP, "This room is a pet shop.  This vnum+1 is pet storage.\n\r"},
  {TRUE, "nohear", " nohear", ROOM_NOHEAR, "No sound can be heard here due to environment.\n\r"},
  {TRUE, "noisy", " noisy", ROOM_NOISY, "Sound doesn't travel well through this room.\n\r"},
  {TRUE, "no_summon", " no_summon", ROOM_NOSUMMON, "You cannot summon to or from this room.\n\r"},
  {TRUE, "untrackable", " untrackable", ROOM_UNTRACKABLE, "You cannot be tracked while in this room.\n\r"},
  {TRUE, "nomagic", " nomagic", ROOM_NOMAGIC, "All spells are absorbed by the ground in this room.\n\r"},
  {TRUE, "silence", " silence", ROOM_SILENCE, "Nothing can be said, gossip'd telled, etc.. in this room.\n\r"},
  {TRUE, "norecall", " norecall", ROOM_NO_RECALL, "You cannot recall from this room.\n\r"},
  {TRUE, "clanstore", " clanstore", ROOM_CLANSTORE, "Clan storage location.. Must be within clan start vnum + 20.\n\r"},
  {TRUE, "teleport", " teleport", ROOM_CANTELEPORT, "Accessable through the teleport spell."},
  {TRUE, "commandscript", " Commandscript", ROOM_COMMANDSCRIPT, "Commandscript...when things command, this trigger list is checked."},
  {TRUE, "enterscript", " Enterscript", ROOM_ENTERSCRIPT, "Enterscript...when things enter, this trigger list is checked."},
  {TRUE, "leavescript", " leavescript", ROOM_LEAVESCRIPT, "Leavescript...when things leave, this trigger list is checked."},
  {TRUE, "dropscript", " dropscript", ROOM_DROPSCRIPT, "Dropscript...when things are dropped, this trigger list is checked."},
  {TRUE, "getscript", " getscript", ROOM_GETSCRIPT, "Getscript...when things are gotten, this trigger list is checked."},
  {FALSE, "end_of_list", " nothing", 0, ""}
~

0 'CAPTURE'~

Capture is a new feature in LoC. There are designated battle areas. Sapentenia 
and the Castle of Yur are the only two capture areas. Once you raid the city, 
and type "capture" at the throne room, that entire outpost becomes yours. The 
guards now pledge their allegance to your alignment. By typing "align", you will 
get a specific bonus to your alignment, whatever bonus that OP gives you. Your entire
align will have this bonus until the other alignment can capture it.
~

110 'IMMCAPTURE'~

cvnuml - will set the vnum that you want the area to be the lower number
cvnumh - will set the vnum for the area you want to be, the higher number

For example cvnuml 50000 and cvnumh 50500 will set the areas from 50000-5500
as a capture are, so when they type capture, it will change all the mobs in
those vnum lists.

cbonusstr s or i or w or d or c

Will set what attributed they get when they capture s = strength etc.

redit then type throneroom will set the room as a capturable area.
~

0 'Glory'~

This spell grants the caster the glory from heavens to aid in battle foes.
~

0 'Turn Undead'~

This spell allows the caster to inflict massive wounds upon undead creatures.
~

0 'Return Evil'~

This spell allows the caster to inflict massive wounds upon undead creatures.
~

0 'Tornado Winds'~

This spell allows the caster to call massive winds upon their enemies causing
massive damage to a single target.
~

0 'Forgiven Light'~

This spell grants the caster the ability to heal themselves from the pure
light of the heavens.
~

0 'Torpid Vigor'~

This spell grants the caster the ability to live longer with the cost of his
own endurance.
~

0 'Willing Valor'~

This spell allows the caster to grant internal power of valor to heal his
allies.
~

0 $~
#$