#HELPS 1 CLAN~ 1. You must level 20 to join a clan. 2. IF you join a clan you are expected to RP that clans ethos and beliefs. Crying insult to settle differences is perfectly acceptable, and you may draw blood. Only as long as you are clanned this is acceptable. 3. Do NOT join any clan until you investigate ALL clans, do this by talking to the clan leaders (type clan list for a list of clan leaders). If you don't find a clan you wish to join, consider starting a new one, see HELP CLAN and HELP PRICES 4. Once you join a clan, you are expected STAY WITH THAT Clan. No switching clans, abandoning your clan mates, etc.; the point of joining a clan is to use TEAMWORK. That means when you get pkilled, you ask your CLAN MATES to retrieve your corpse, re-equip you, help you avenge your death, etc. Do not count on the IMMs for help. 5. Clanned characters are *not* allowed to pkill or psteal from anyone in their own clan outside of tournament or quest play sponsered by the immortals. 6. Players may ask to be removed from a clan by an immortal. However, once done, that person can NEVER go back to the same clan. If they do, they will be removed from the clan, flagged no_clan, slain and have their corpse eaten. This does not apply to members removed and readmitted by leaders. That is their decision. 7. If you are a clan leader, you are expected to MUD on a regular basis. If you do not actively play your character for three weeks, and have not found a replacement, you will be removed as leader. ~ -1 OLC EDIT~ &r &wSyntax: AEDIT [create/reset] [Area list number] - Area Creation and Repoping. Syntax: REDIT ( [create] [vnum] ) - Room Creation and Editing. Syntax: OEDIT [create] <vnum> - Object Creation and Editing. Syntax: MEDIT [create] <vnum> - Mobile Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> (combined arguments) The above commands are used to expand the game world. The original code is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel, and ported to ROM by Hans Birkeland (Hugin). Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. RED RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ 0 ALIST~ &BSyntax: &WALIST This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 0 AEDIT~ &BSyntax: &Waedit -Enters the editor for the current area. &BSyntax: &Waedit <vnum> -Enters the editor for the selected area. The follow commands are available from within the &PAEDITOR&W: &Gage <number> &W- set the age of the area &Gbuilder <player> &W- toggle that builders access &Gbuilder all &W- allows all builders to edit area &Gcommands &W- prints a list of possible commands &Gcreate &W- create a brand new area and switch to it &Gdone &W- exits the area editor and returns to normal play &Gfilename <filename> &W- change the file name for the area (be careful) &Gname <name> &W- change the 'AREAS' name of this area &Greset &W- resets the current area &Gsecurity <rating> &W- set the security rating for this area &Gshow &W- hitting return, or 'show' shows the area stats &Gvnum <lower> <upper>&W- set the lower and upper vnum's &Glvnum <lower> &W- set the lower vnum &Guvnum <upper> &W- set the upper vnum &G<flags> &W- area flags, type ? AREA for a list &Gpurge &W- purges everything in current area ~ 0 REDIT~ &BSyntax: &Wredit -Enters the editor for the current room. &BSyntax: &Wredit create -Creates a new room using first available vnum The following commands are available from within the &PREDITOR&W: &Gcommands &W- prints a list of possible commands &Gcreate <vnum> &W- creates a room with a certain vnum &Gdesc &W- edit description of room &Gdone &W- exists the room editor and returns to normal play &Ged &W- type this command for additonal extra-description help &Gformat &W- format(wordwrap) the room description &Gname <room title> &W- changes the room title &Gshow &W- hitting return, or 'show' shows the room stats &Goshow <vnum> &W- shows an object with given vnum &Golist &W- lists objects in this area. &Gmshow <vnum> &W- shows a mobile with given vnum &Gmlist &W- lists mobiles in this area. &G<room-flags> &W- room attributes, type ? ROOM for a list &G<sector> &W- terrain of room, type ? SECTOR for a list &G<direction> &W- see help EXIT, or type <dir> ? ~ 0 EXIT~ &WFor &Pexits&W, type the direction (north/s/e/w) followed by: &Gdig <vnum> &W- creates the room and makes a two way link &Glink <room vnum> &W- make a two way link &Groom <room vnum> &W- make a one way link (use with caution) &Gkey <object vnum> &W- makes specified object the vnum of the key required &Gname <door name> &W- makes the door's name/keywords = to the given name &Gdesc &W- edit the description of the exit &Gdelete &W- delete this exit &G<exit-flags> &W- type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. &RExample:&W -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof] ~ 0 OEDIT~ &BSyntax: &Woedit create -Creates first available vnum within that range &BSyntax: &Woedit <vnum> -Enters edit mode for the specified object The following commands are available from within the &POEDITOR&W: &Gaddaffect &W- applies an affect to an object, no args for help &Gdelaffect &W- removes an affect to an object, no args for help &Gcommands &W- prints a list of possible commands &Gcost gold <amount> &W- sets gold value of object &Gcost silver <amount>&W- sets silver value of object &Gcost copper <amount>&W- sets copper value of object &Gcreate <vnum> &W- creates object with specified vnum &Gdone &W- exits the object editor and returns to normal play &Ged &W- type this for info on adding/editing extended descripts &Glong &W- edit long description (the one in the room) &Gname <keywords> &W- sets the keywords on an object &Gshort <desc> &W- sets the 'name' of an object (a sword, a fish etc) &Gshow &W- hitting return, or 'show' shows the object stats &Gv0 <num> &W- sets the value '0' on the object &Gv1 <num> &W- sets the value '1' on the object &Gv2 <num> &W- sets the value '2' on the object &Gv3 <num> &W- sets the value '3' on the object &Gv4 <num> &W- sets the vlaue '4' on the objcet &Gweight <num> &W- sets the weight of the object in kg's &Gtype &W- type of object, type ? TYPE for a list &Gextra &W- attributes of object, type ? EXTRA for a list &Gwear &W- where object is worn, type ? WEAR for a list &Gmaterial &R*N/A* &W- material the object is made from ~ 0 MEDIT~ &BSyntax: &Wmedit create -Creates first available mob within area vnum range &BSyntax: &Wmedit <vnum> -Enters editor for specified mobile The following commands are available from within the &PMEDITOR&W: &Galignment <value> &W- set the mobile's alignment &Gcommands &W- prints a list of possible commands &Gcreate <vnum> &W- creates mobile with specified vnum &Gdesc &W- edit the mobile's description (when looked at) &Gdone &W- exits the mobile editor and returns to normal play &Glevel <level> &W- set the mobile's level &Glong &W- edit long description (the one in the room) &Gname <keywords> &W- sets the keywords on an mobile &Gshop &W- type this command for further information &Gshort <desc> &W- sets the 'name' of an mobile (a sword, a fish etc) &Gshow &W- hitting return, or 'show' shows the mobile stats &Gspec &W- sets a mobiles spec proc, type ? SPEC for a list &Gsex &W- set the mobile's sex, type ? SEX for a list &Gact &W- mobiles actions, type ? ACT for a list &Gaffect &W- mobile affects, type ? AFFECT for a list &Gac &W- set the mobile's ac, type ? AC for a list &Gform &R*N/A* &W- mobiles body-form, type ? FORM for a list &Gpart &R*N/A* &W- mobiles bodyparts, type ? PART for a list &Gimm &W- mobile is immune to, type ? IMM for a list &Gres &R*N/A* &W- mobile is resistant to, type ? RES for a list &Gvuln &R*N/A* &W- mobile is vulnerable to, type ? VULN for a list &Gmaterial &R*N/A* &W- material mobile is made from, type ? MATERIAL for a list &Goff &R*N/A* &W- offensive behaviour, type ? OFF for a list &Gsize &R*N/A* &W- size, type ? SIZE for a list &Ghitdice &W- dice to toss to get mobile's hitpoints &Gmanadice &W- dice to toss to get mobile's mana &Gdamdice &W- dice to toss to get mobile's hand to hand damage &Gdamtype &W- type of damage done without a weapon &PSee also help: &WHITDICE, MANADICE, DAMDICE, DAMTYPE ~ 0 HITDICE~ &WA high number of dice makes for less &Pvariance &Win mobiles hitpoints. Suggested values are: &RLevel: Dice Min Max Mean &G 1:&W 1d2+6 7( 7) 8( 8) 8( 8) &G 2:&W 1d3+15 16( 15) 18( 18) 17( 17) &G 3:&W 1d6+24 25( 24) 30( 30) 27( 27) &G 5:&W 1d17+42 43( 42) 59( 59) 51( 51) &G10:&W 3d22+96 99( 95) 162( 162) 131( 129) &G15:&W 5d30+161 166(159) 311( 311) 239( 235) &G30:&W 10d61+416 426(419) 1026(1026) 726( 723) &G50:&W 10d169+920 930(923) 2610(2610) 1770(1767) &PDiff = max - min&W. Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. ~ 0 MANADICE~ A high number of dice makes for less variance in mobiles mana. The values the server generates for merc-type mobs is <level> d 10 + 100 where level is the level of the mobile. ~ 0 DAMDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: Level dice min min mean 1 1d2+0 1 2 2 2 1d2+1 2 3 3 3 1d3+2 3 5 4 5 2d3+2 4 8 6 10 2d5+5 7 15 11 15 3d5+8 11 23 17 20 4d5+10 14 30 22 30 5d6+15 20 45 33 50 5d10+25 30 75 53 Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. (Will be put in when there's time to calculate them...) ~ 0 DAMTYPE~ The type of damage done by weaponless mobiles, These are your choices: Name: Type: Name: Type: hit slice DAM_SLASH stab DAM_PIERCE slash DAM_SLASH whip DAM_SLASH claw DAM_SLASH blast DAM_BASH pound DAM_BASH crush DAM_BASH grep DAM_SLASH bite DAM_PIERCE pierce DAM_PIERCE suction DAM_BASH beating DAM_BASH digestion DAM_ACID charge DAM_BASH slap DAM_BASH punch DAM_BASH wrath DAM_ENERGY magic DAM_ENERGY divine power DAM_HOLY cleave DAM_SLASH scratch DAM_PIERCE peck DAM_PIERCE chop DAM_SLASH sting DAM_PIERCE smash DAM_BASH shocking bite DAM_LIGHTNING flaming bite DAM_FIRE freezing bite DAM_COLD acidic bite DAM_ACID chomp DAM_PIERCE ~ 0 RESETS~ Syntax: RESETS -Shows current resets in room Syntax: RED RESET -Resets current room Syntax: RESET # DELETE -Deletes specified reset Making new resets: Syntax: Mreset <vnum> <max#> -Resets specified mobile into room Syntax: Oreset <vnum> <mobname> <wear-loc> -Resets specified eq on last mobile Syntax: Oreset <vnum> <max#> -Resets specified object into room Syntax: Oreset <vnum> <objname> -Resets specified obj into container **It is important when making new resets that they are done in the above order, over-looking steps that are not included.** The &c#&w of the reset is the first value shown when typing RESETS. The &cvnum&w is the number of the specified mobile/object. The &cmax#&w is the maximum number of mobiles/objects to be loaded into the room per reset (only include when there is more than one to be loaded) When using the RESET # DELETE command, be sure to purge all specified mobiles/ objects in order to keep the MUD clean. Before using RED RESET, you must already be in REDIT mode and likewise for making new resets. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 or 999 is infinite value 3 unused value 4 unused ~ 0 ITEM_STAFF_WAND~ value 0 spell is casted at this level value 1 maximum charges value 2 current charges value 3 spell name value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ value 0 spell is effective at this level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_ARMOR~ . value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic (magic) value 4 unused ~ 0 ITEM_WEAPON~ value 0 weapon class &c*N/A*&w value 1 number of dice to roll &c*N/A*&w value 2 type of dice to roll &c*N/A*&w value 3 weapon hit-type value 4 special weapon type &c*N/A*&w An up-to-date list of values can be obtained by typing ? WCLASS &c*N/A*&w help WEAPON_DICE ? WEAPON ? WTYPE &c*N/A*&w ~ 0 WEAPON_DICE~ These are the values the server generates automatically when converting a merc-format mobile to ROM format. A higher number of dice gives less variance in damage. There is no dice-bonus on weapon dice. level: dice 1: 1d8 2: 2d5 3: 2d5 5: 2d6 10: 4d5 20: 5d5 30: 5d7 50: 5d11 ~ 0 ITEM_CONTAINER~ value 0 weight capacity in kg's value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused value 4 unused An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 0 ITEM_DRINK~ value 0 total liquid capacity value 1 current quantity value 2 liquid type value 3 poisoned? value 4 unused An up-to-date list of liquid types can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? value 4 unused ~ 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused value 4 unused ~ -1 ANSI COLOR COLORS~ Ansi colors can be changed within anything now, to change them, put &# in any string. # being the letter of the color you wish to change to. For example, &&rred would come out &rred&w. The current letters for &Rc&Bo&Wl&Go&Pr&Ys&w are: &&r &rdarkred &w&&R &Rbrightred &w&&g &gdarkgreen &w&&G &Gbrightgreen &w &&b &bdarkblue &w&&B &Blightblue &w&&C &Clightcyan &w&&W &Wwhite &w &&Y &Yyellow &w&&O &Oorange &w&&p &pdarkpurple &w&&P &Plightpurple &w &&c &cdarkcyan &w&&w lightgrey &&z &zdarkgrey &w&&&& an ampersand (&&) ~ -1 OLC~ &RSyntax: &wAEDIT [create/reset] &W- Area Creation and Repoping &wREDIT [create/reset] [vnum] &W- Room Creation and Editing &wOEDIT [create] <vnum> &W- Object Creation and Editing &wMEDIT [create] <vnum> &W- Mobile Creation and Editing &wASAVE <world/area/changed/list> &W- Save Editing to Disk &wALIST &W- Listing of Areas &wRESET See Help Resets &W- Set Game Resets &RDefinition: &w[optional] <required> &WThe above commands are used to expand the game world. The original code it is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with n arguments display syntax. See also help: &RAEDIT REDIT MEDIT OEDIT ~ 101 AUTHORIZE AUTH~ &RSyntax: &wauth playername yes/no &wauth playername y/n &wauth playername message ( to deny ) &wauth playername deny ( to deny ) &wauth playername ( to accept ) &WExamples: auth fred auth fred yes auth fred Please choose a more medieval name. All new players must be authorized by an immortal. To be notified when a new player logs on, be sure to have &Rwiznet newbies&W option on. See HELP WIZNET for more information. ~ 0 ASTAT~ &RSyntax: &wastat astat <vnum> astat <playername>/<mobname> &WThis command gives you area information of the requested area. Typing ASTAT by itself will give you information on the area you are currently in. Typing ASTAT <VNUM> will give you information on the area in which that specific vnum is in. Typing ASTAT <PLAYERNAME>/<MOBNAME> will give you area information of the area which that player/mob is in. ~ 0 ALIST~ &RSyntax: &walist &WThis command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 0 AEDIT~ &RSyntax: &waedit ( Enters the editor for the current area ) &waedit <vnum> ( Enters the editor for the selected area ) &WThe follow commands are available from within the AEDITOR: &wage <number> &W- set the age of the area &wbuilder <player> &W- toggle that builder's access &wcommands &W- prints a list of possible commands &wcreate &W- create a brand new area and switch to it &wdone &W- exits the area editor and returns to normal play &wfilename <filename> &W- change the file name for the area. '.are' is appended. &wname <name> &W- change the 'AREAS' name of this area &wrecall <room vnum> &W- set the room to recall to &wreset &W- resets the current area &wsecurity <rating> &W- set the security rating for this area &wshow &W- hitting return, or 'show' shows the area stats &wvnum <lower> <upper>&W- set the lower and upper vnum's &wlvnum <lower> &W- set the lower vnum &wuvnum <upper> &W- set the upper vnum &w<flags> &W- area flags, type ? AREA for a list ~ 0 REDIT~ &RSyntax: &wredit ( Enters the editor for the current room ) &WThe following commands are available from within the REDITOR: &wcommands &W- prints a list of possible commands &wcreate <vnum> &W- creates a room with a certain vnum &wdesc &W- edit description of room &wdone &W- exists the room editor and returns to normal play &wed &W- type this command for additonal extra-description help &wformat &W- format(word-wrap) the room description &wname <room title> &W- changes the room title &wshow &W- hitting return, or 'show' shows the room stats &woshow <vnum> &W- shows an object with given vnum &wolist &W- lists objects in this area. &wmshow <vnum> &W- shows a mobile with given vnum &wmlist &W- lists mobiles in this area. &w<room-flags> &W- room attributes, type ? ROOM for a list &w<sector> &W- terrain of room, type ? SECTOR for a list &w<direction> &W- see help EXIT, or type <dir> ? &wwalk <direction> &W- use the walk command to move in a direction ~ 0 EXIT~ &RSyntax: &w<dir> <command> <argument(s)> &WFor exits, type the direction (north/s/e/w) followed by: &wdig <vnum> &W- creates the room and makes a two way link &wlink <room vnum> &W- make a two way link &wroom <room vnum> &W- make a one way link (use with caution) &wkey <object vnum> &W- makes specified object the vnum of the key required &wname <door name> &W- makes the door's name/keywords = to the given name &wdesc &W- edit the description of the exit &wremove <arg> &W- used to remove keys, names, and descriptions &wdelete &W- delete this exit &w<exit-flags> &W- type ? EXIT for a list(door, locked etc.) &WThe exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED pickproof] ~ 0 OEDIT~ &RSyntax: &woedit <vnum> ( Enters the editor for the selected object ) &WThe following commands are available from within the OEDITOR: &waddaffect &W- applies an affect to an object, no args for help &wdelaffect &W- removes an affect to an object, no args for help &wcommands &W- prints a list of possible commands &wcost <currency><amt> &W- sets the cost value of the object &wcreate <vnum> &W- creates object with specified vnum &wdone &W- exits the object editor and returns to normal play &wed &W- type this for info on adding/editing extended descripts &wlong &W- edit long description (the one in the room) &wname <keywords> &W- sets the keywords on an object &wshort <desc> &W- sets the 'name' of an object (a sword, a fish etc) &wshow &W- hitting return, or 'show' shows the object stats &wv0 <num> &W- sets the value '0' on the object &wv1 <num> &W- sets the value '1' on the object &wv2 <num> &W- sets the value '2' on the object &wv3 <num> &W- sets the value '3' on the object &wweight <num> &W- sets the weight of the object &w<obj-type> &W- type of object, type ? TYPE for a list &w<extra-flags> &W- attributes of object, type ? EXTRA for a list &w<wear-flags> &W- where object is worn, type ? WEAR for a list ~ 0 MEDIT~ &RSyntax: &wmedit <vnum> ( Enters the editor for the selected mobile ) &WThe following commands are available from within the OEDITOR: &walignment <value> &W- set the mobile's alignment &wcommands &W- prints a list of possible commands &wcreate <vnum> &W- creates mobile with specified vnum &wdesc &W- edit the mobile's description (when looked at) &wdone &W- exits the mobile editor and returns to normal play &wlevel <level> &W- set the mobile's level &wgold <amt> &W- set the mobile's gold amount &wsilver <amt> &W- set the mobile's silver amount &wcopper <amt> &W- set the mobile's copper amount &wlong &W- edit long description (the one in the room) &wname <keywords> &W- sets the keywords on an mobile &wshop &W- type this command for further information &wshort <desc> &W- sets the 'name' of an mobile (a sword, a fish etc) &wshow &W- hitting return, or 'show' shows the mobile stats &wspec &W- sets a mobiles spec proc, type ? SPEC for a list &w<sex> &W- set the mobile's sex, type ? SEX for a list &w<act> &W- mobiles actions, type ? ACT for a list &w<affected-by> &W- mobile affects, type ? AFFECT for a list ~ 0 RESETS~ &RSyntax: &wRESET <number> OBJ <vnum> <location on body> - equips last mobile RESET <number> OBJ <vnum> inside <obj vnum> - store in container RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - delete a reset &WRESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example, if you are equipping a mobile, don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 is infinite value 3 unused ~ 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_WEAPON~ . value 0 unused value 1 unused (formerly min damage) value 2 unused (formerly max damage) value 3 weapon type: hit, slice, stab, slash, whip, claw, blast, pound, crush, grep, bite, pierce, suction, chop An up-to-date list of weapon types can be obtained by typing ? WEAPON ~ 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused An up-to-date list of flags can be obtained by typing ? CONTAINER ~ 0 ITEM_DRINK~ . value0 capacity value1 current quantity value2 liquid type: water, beer, wine, ale, dark-ale, whisky, lemonade, firebreather, local-specialty, slime-mold-juice, milk, tea, coffee, blood, salt-water, cola value3 poisoned? An up-to-date list of liquids can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? ~ 0 ITEM_MONEY~ . value 0 gold value 1 silver value 2 copper value 3 unused ~ 101 POLICY IMMRULES~ &RImmortal Rules/Guidelines&w ------------------------- We, as immortals, are here to insure that our world runs with a minimal amount of distress and anarchy. To those ends here is a list of _Do's_and_Dont's_. Do's Dont's &R==============================================================================&w Transfer newbies who are extremely stuck || Load dangerous mobs where mortals Can give up to 500 coins to newbies || frequent and/or could die May restring eq for a minimal fee || Fight/tank for mortals till a mob Be helpful..and use your best judgement || is near death then flee/goto || some other location Have Fun || Meddle in the affairs of mortals || unless harrassment is going on || Be anal ============================================================================= The above may be changed/added to so check this entry often review it sometime Failure to adhere to the rules will result in the following: - temporary revocation of your imm powers /* first offense - permanent demotion to level 1 /* you blew your second chance - and/or removal of your char /* rm <charname> [enter] :) so sorry Brought to you by the Directors of EnvyMud (Kahn, Hatchet & Kith) and we reserve the right to modify these guidelines at any point in time or to render them null and void. tell torann connection1 ~ -1 ACCEPT~ Type accept when a player is challenging someone to fight in the arena. You cannot accept a challenge while in hell or jail, or fighting. If you have the required amount of coins being challenged, you will both be transported to the arena. See also: ARENA CHALLENGE ~ -1 SCRY~ Scry is a spell which once cast, allows you to see into rooms directly around you. Type cast 'scry' to use. Once casted, if you type look north, then it will look into the room to the north and show you that room, who's in it, and what objects are in it. ~ -1 SCHOOL~ Mud School was designed by Hatchet of MERC Industries for any MERC mud. The purpose of Mud School is to orient new players to the basics of the game and provide equipment and experience for a few levels. Experienced players are encouraged to go through Mud School for their initial levels and equipment. You may not 'SAVE' your character until your character reaches 2nd level. You may train your attributes and make them better at the Adept of Furey one 'NORTH' and one 'WEST' of the Entrance of Mud School. See 'HELP TRAIN'. There is also a practice adept one 'NORTH' and one 'EAST' of the Entrance of Mud School. You may not practice until your character reaches 3rd level however. See 'HELP PRACTICE'. ~ 0 !~ &RSyntax:&B &w! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 BUY LIST SELL VALUE~ &RSyntax: buy <object> Syntax: list <object> Syntax: sell <object> Syntax: value <object>&w &BBUY&w buys an object from a shop keeper. &BLIST&w with no argument lists the objects the shop keeper will sell you. &BLIST&w <object> lists only the items corresponding with <object> the shop keeper will sell you. &BSELL&w sells an object to a shop keeper. &BVALUE&w asks the shop keeper how much he, she, or it will buy the item for. &BBUY&w, &BSELL&w, and &BVALUE&w, as well as most other object manipulation commands, allow the use of #.object format, where # is a number or the word "all". For example, if &BLIST DAGGER&w showed you that a shopkeeper had five daggers, and you were interested in buying the third one, you would type: "buy 3.dagger". ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lose them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. Conversely, if you attack someone else's pet, you will be penalized as if you attacked them. It is a good idea to refrain from attacking creatures labelled '(Charmed)'. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells and SING for bards. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits (try to walk in a certain direction and see what you bump into). If you have AUTOEXIT set, you will automatically see the visible exits whenever you walk into a room. ~ 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> COINS being one of gold, silver or copper. 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, as well as most other object manipulation commands, allow the use of #.object format, where # is a number or the word "all". For example, if you had five daggers and you wanted to give the third one away, you would type "give 3.dagger frag". Or if you felt philanthropic and decided to let everyone eat your pot pies, you could type "drop all.pie". ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (worn armor, weapons, and held items) INVENTORY lists your visible inventory/what you are carrying ~ 0 BACKSTAB BS DISARM KICK KILL MURDER~ Syntax: backstab <character> Syntax: disarm Syntax: kick Syntax: kill <character> Syntax: murder <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. MURDER is used to kill other player characters. There are restrictions on murdering low level players, and there are penalties for using MURDER. You must also MURDER followers/charmed mobiles. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. ~ 0 EXAMINE LOOK READ~ 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: read <keyword> LOOK looks at something and sees what you can see. LOOK by itself will give the description of the room you are in. See also BRIEF. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. READ is the same as LOOK, but it sounds better to 'READ sign' than to 'LOOK sign', doesn't it? ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm, and they will no longer follow your orders. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake Syntax: wake <character> 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 ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: ; <message> Syntax: say <message> Syntax: ' <message> Syntax: tell <character> <message> Syntax: reply <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. You can GTELL no matter what your own condition is (i.e., sleeping, fighting, mortally wounded). SAY sends a message to all awake players in your room. The single quote (') is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. You must be awake to SAY or TELL, but you can still REPLY while sleeping. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. Your class and race may also affect the "wearability" of any item or piece of equipment. REMOVE will take any object from your equipment and put it back into your inventory. ~ 50 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all of the immortal commands available to you. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials Syntax: area <level#> AREAS shows you all of the areas in the game, with the author's name and the suggested levels. COMMANDS shows you all of the commands (except socials) available to you. SOCIALS shows you all of the social commands available to you. AREA <LEVEL#> will show you a list of all areas within that level range. ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold report score time weather where who recite quaff zap brandish channels config description password title lock unlock open close pick bash auction chat music question answer shout yell inventory equipment look compare emote pose say tell eat drink fill bug idea typo list buy sell value note wizlist slist spells autoexit autoloot autosac blank brief combine prompt COMBAT OTHER kill flee kick rescue disarm ! save quit pagelength backstab cast wimpy practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: miss wound MUTILATE DEMOLISH scratch maul DISEMBOWEL ANNIHILATE graze decimate EVISCERATE UNSPEAKABLE hit devastate MASSACRE injure maim ~ 0 DEATH~ &WPlease read this, and keep all in mind. For short version see "help death2".&w When your character dies, you are reincarnated persay. This is, of course, depending on the level of your character at the time of death. If you die AT or UNDER LEVEL 20, you and your corpse will be transferred to the morgue. Here you can GET ALL CORPSE and SAVE. You will then have to ENTER <your portal of choice>. If you are GOOD ALIGNED, you will want to ENTER BETHAVEN. If you are EVIL ALIGNED, you will most likely choose to ENTER RAVENWOOD, as it is well-known for its shadowy places. NEUTRAL characters are welcomed in either of the towns. Of course, you may go to Ravenwood if you are good aligned, but you will surely pay the price. If you are OVER LEVEL 20 at the time of death, you will be sent to the morgue. That is, your mind and soul will be transferred to the morgue where it will have to seek out and find your body to join with once again. Of course, if you have no luck in finding your corpse you will have to re-equip yourself with no armour to aid you. The Gods have been known to grant favors for mortals who are reknown for great deed-doing (helping newbies, and helping others retrieve lost corpses). To expect such a favor is sacriledge, and to receive one... a great honor. ** Any affected_by spells are cancelled upon death.** **Followers and group members are not affected by death** **You lose experience points for dying. You lose half-way back to the beginning of your level.** **All followers are lost upon your death. (or theirs)** &R***&WCorpses decay after time, and the objects inside corpses decay with them. Player corpses last -roughly- 30 hours of MUD time (15 minutes real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse.&R***&w ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need 1000 experience points for each level of experience. You gain experience by: killing monsters being part of a group that kills a monster You lose experience by: fleeing from combat recalling out of combat being the target of certain spells dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ -1 STORY~ One hundred and fifty years ago ... Nomads from the Great Eastern desert brought spices and slaves to the Thalos Market. Dwarven miners, rough and rude, sold precious stones and drank the town dry of firebreathers. Stone golems, created by mages from the Tower of High Sorcery, stood sentry duty in the watch towers. It was dawn on the Day of Thunder. The Mayor of Midgaard (great-grand-father of today's Mayor) arrived early to pay tribute at City Hall. He entered the Grand Gate unchallenged. He found the streets and markets empty. Seeing a nearby lamia, he asked her about the residents. Where were all the people? The lamia didn't act like a lamia. Instead of answering him in the helpful but stupid lamia manner, she stabbed the Mayor with a long, slim dagger. Other lamias, hearing the tumult, arrived and attacked. The Mayor was killed. Now Thalos is abandoned. Wild lamias roam the streets, killing intruders and sacrificing their bodies at the Temple of Thalos. The golems no longer respond to command and now watch eternally from their ruined towers. Midgaard is next. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. When an area resets, you are often notified with what is called the "area sound". Usually some theme to the area. Again, some areas have no sound and you will not be physically warned of a reset. ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special affects on the objects, so it might not be completely accurate. An IDENTIFY spell is more accurate than COMPARE. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character, as well as a comparison of your relative health. Of course, it's only a rough estimate and your opponents shields are usually not considered in this comparison. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered or you will face legal action. See our license.txt.] This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Merc 2.2 is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.2 is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help. ... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge, The Crew of Salems Lot, and others for code and bug fixes. ... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar for the improvements and ideas to the pager. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds. ... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric, Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing constructive input. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. MERC Industries ~ -1 ENVY~ [Note: this entry may not be removed or altered or you will face legal action. See our 'license.nvy'.] This mud is based on EnvyMud 1.0, created by the EnvyMud Staff. EnvyMud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Envy 1.0 is available as Envy_10.tar.gz from ferkel.ucsb.edu (most files moved to ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, and zen.btc.uwe.ac.uk E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... University of California at Berkeley Central Computing Services and Information Systems and Technology staff for providing the support and resources to develop and test EnvyMud release 1.0 ... Copper Mud, Alfa Mud, ROM, ROM2, DALEMUD, Silly, and Circle for releasing their code and worlds. ... Jeremy Elson for help porting a few sites. ... Celeste for help in porting some more difficult-to-come-by sites. ... Zrin for administering the mailing list. ... RoX of Farside for just giving us a copy of the entire Farside mud. ... Locke and Surreality of The Isles for trading code with us. ... the many implementors and contributors on the merc mailing list ... the players and imps of Rivers of Mud, 4th Realm, Dragon Mud, Demonic Dreams, Farside, and The Isles for bug reports, ideas, new code, and hours of enjoyment ... AND the many players of EnvyMud for which this mud was created. Share and enjoy. The EnvyMud Staff ~ -1 MAP MAPS~ Experienced explorers have chronicled their adventures and 'sold' their rights to the local mapmaker in Midgaard. You might find the shop wherelse but close to profit minded thieves. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 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, as well as the time the mud was last started, and the current local time for the host computer. TWO MUD HOURS = ONE REAL MINUTE WEATHER shows the current game weather. ~ -1 PAGELENGTH PAGE PAGER~ 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. The maximum number of lines allowable before page pausing is 60. For more help on the pager, type 'h' while in the pager. ~ 0 SLIST~ Syntax: slist Syntax: slist <class> This command (with no argument) shows you ALL spells and skills available for your class. Typing this command with an argument shows you the list of spells and skills for the specified class. ~ 0 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class> Syntax: who <class> <level-range> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO. WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who playername shows you the specified player ~ -1 WHOIS~ Syntax: whois <character> WHOIS gives you WHO information on a specific character. If your request is vague, it will match your text to anyone with that string in their names. For example, "WHOIS frag" might return information on Frag, Fraggle, and McFraggadocio. ~ 0 AUTO CONFIG CONFIGURE~ Syntax: auto Syntax: config Syntax: config +<option> Syntax: config -<option> AUTO shows the status of some of your character behavior options. The CONFIG command configures some of your character behavior. With no options, CONFIG shows you your current settings (identical to the AUTO command). With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits. AUTOCOINS You automatically get coins from corpses. AUTOSPLIT You automatically split coins with group members. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. ANSI You have ansi colour enabled. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. FULLNAME You are not using name completion. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. COMBAT You see all combat scroll. FULLNAME is important to have on (+) if you wish to see Extra Descriptions on objects. This is sometimes necessary to use when looking for clues in certain areas/quests. You can also type AUTOEXIT, AUTOLOOT, AUTOSAC, BLANK, BRIEF, or COMBINE directly from the prompt to toggle the status of these options. See the helps for these commands. ~ 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 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 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 existance of a blank before your prompt. See CONFIGURE to find out which toggle is on and which is off. ~ 0 BRIEF~ Syntax: brief BRIEF toggles whether or not you automatically see verbose descriptions of rooms when you enter them. 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 CHANNEL CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> 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. ~ 0 DESCRIPTION~ Syntax: description <string> Syntax: description + <string> Sets your personal description. That is, the description that players will see when they "look" at you. If the description string starts with a '+', the part after the '+' is appended to your currect description, so that you can make multi-line descriptions. Of course, the easiest way to make your description is to simply type DESCRIPTION which will take you into append mode (exactly the same as writing a note, see HELP NOTE) and you can format your text, delete lines, insert lines etc. Typing '.h' on a new line in append mode will give you the help file for append commands. ~ 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. ~ -1 PROMPT~ &WSyntax: prompt &WSyntax: &Bprompt all &WSyntax: &Bprompt <%*> &WPROMPT with out an argument will turn your prompt on or off. &WPROMPT ALL will give you the standard "<hits mana moves>" prompt. &WPROMPT <%*> where the %* are the various variables you may set yourself. &WExample: &BPROMPT <%hhp %mm %vmv> &WWill set your prompt to "&w<10hp 100m 100mv>&W" &BPrompt varables: &W%h : &YDisplay your current hits &W%H : &YDisplay your maximum hits &W%m : &YDisplay your current mana &W%M : &YDisplay your maximum mana &W%v : &YDisplay your current moves &W%V : &YDisplay your maximum moves &W%x : &YDisplay your current experience &W%X : &YDisplay experience needed to level &W%g : &YDisplay your gold held &W%a : &YDisplay your alignment &W%r : &YDisplay the room name you are in &W%% : &YDisplay a % &W%c : &YDisplay the olc editor you are in &W%C : &YDisplay the vnum you are currenlty editing &W%l : &YDisplay if you are wizinvis or not &W%d : &YDisplay if you are cloaked or not &W%R : &YDisplay the vnum you are in &R(IMMORTAL ONLY) &W%z : &YDisplay the area name you are in &R(IMMORTAL ONLY) &W%p : &YDisplay percentage of memory used &R(IMMORTAL ONLY) ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 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 20% of your maximum hit points. Some monsters are wimpy. ~ 0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL~ Syntax: auction <message> Syntax: chat <message> Syntax: music <message> Syntax: question <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. AUCTION, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The QUESTION and ANSWER commands both use the same 'question' channel. YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. ~ 0 EMOTE , SOCIALS~ Syntax: emote <action> EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. ',' is a shortcut for emote. To see a list of actions, type SOCIALS. ~ 0 NOTE~ Syntax: note list Syntax: note read Syntax: note read <number> Syntax: note read all Syntax: note + <message> 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> Syntax: note write NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. 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. NOTE WRITE allows you to write your whole note without having to do your note line by line. You can write out the whole note and edit it in one editor. If you are in a room with a note board, all these commands apply to that specific board. For example, note list will list all notes on that board instead of the general board you typically see when not in a note board room. (This is a new feature, please note me on anything that needs fixing.) ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. ~ 0 OPEN CLOSE LOCK UNLOCK PICK 'PICK LOCK'~ 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. Also see BASH for warriors. ~ 0 DRINK~ &BSyntax: &Wdrink <object> Drinking is very &Pimportant &Win this game, if you do not perhaps you might die of &Pdehydration&W. Remember always keep you fluids up! ~ 0 SACRIFICE~ &BSyntax: &Wsacrifice <object> SACRIFICE offers an object to your God. God may &Preward &Wyou for the sacrifice. The nature of the reward &Pdepends &Wupon the type of object. &RHint:&W God likes corpses. ~ 0 FLEE~ &BSyntax: &Wflee Once you start a fight, you can't just walk away from it. If the fight is not going well, you can &Pattempt&W to FLEE. All this means is that instead of fighting, you turn tail and haul ass. Flee &Pdoes not always work&W and you will lose experience for succeeding or failing for showing such cowardice. ~ 0 BASH 'BASH DOOR'~ &BSyntax:&W bash <direction> A powerful warrior can attempt to &Pbypass&W the intricacies of unlocking and opening doors by simply BASHING through them. This, of course, tends to make the doors rather useless, which always amuses warriors. Be aware, however, that bashing is a fairly &Paggressive&W action, and some mobs don't take kindly to that type of behavior... ~ 0 CHAMELEON 'CHAMELEON POWER'~ &BSyntax: &Wchameleon With CHAMELEON POWER, a psionicist uses the power of his or her mind to &Pchange&W the appearance and coloration of his or her body, armor, and equipment to blend in with the surroundings. This skill is only effective if the psionicist remains &Pabsolutely still&W. ~ 0 FOLLOW GROUP~ &BSyntax: &Wfollow <character> &BSyntax: &Wgroup &BSyntax: &Wgroup <character> 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 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. &RNOTE:&W You may FOLLOW and GROUP only with characters who are within five levels of your own. ~ 0 HEIGHTEN 'HEIGHTEN SENSES'~ &BSyntax: &Wheighten A psionicist is able to heighten there senses some times. When they do this, they have the ability to &Pdetect&W things that would otherwise go unnoticed. So in other words, they become more &Palert&W, etc. ~ 0 HIDE SNEAK VISIBLE~ &BSyntax: &WHIDE &BSyntax: &WSNEAK &BSyntax: &WVISIBLE The skill hide, is used by a lot of thieves. Many times they have to &Phide&W when a storekeeper (or someone else they robbed), is chasing after them calling for the police. If done properly most people &Pcannot see you&W. Sometimes you must also try to sneak out of a room when &Phiding&W. If you sneak &Pproperly&W, most people will not be able to see you and hear you when you leave. If you must become &Pvisible&W again, type visible and it &Pcancels&W you hiding and sneaking. It also cancels almost any invisibility routine. ~ 0 'POISON WEAPON'~ &BSyntax: &Wpoison <weapon> With this skill, a thief can create a &Pdeadly&W poison that can be poured onto any weapon, rendering it more deadly. This skill is not easy, however, because the poison itself requires &Pspecial ingredients&W, and the thief must be steady of hand and clear of mind. The profit-minded thief (is there any other kind?) might even think about selling the products of his or her labor to other adventurers for a tidy profit. &RCaution:&W The poison is highly corrosive and will damage your weapon in due time. Special blades may be more resistant to the poison effects on the steel. ~ 0 PRACTICE~ &BSyntax: &WPRACTICE &BSyntax: &WPRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practices that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a &PGUILDMASTER &Wto practice. The higher your &Pintelligence&W, the more you will learn at each practice session. The higher your &Pwisdom&W, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 QUIT RENT SAVE~ &BSyntax:&W QUIT &BSyntax:&W SAVE SAVE saves your character and objects. You must be at least second level to save. The game will &Pauto-save&W your character every few minutes whether you save or not. &RNOTE: &WSome objects, such as keys and objects of higher level than you, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you return to the game, you will find yourself in the room you last quit in. QUIT automatically does a SAVE, so you can &Psafely &Wleave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to &Pregret &Wit &RNOTE: &WThere is no RENT on this MUD. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL 'RECITE RECALL'~ Syntax: RECALL Syntax: RECITE RECALL RECALL prays to God for miraculous transportation from where you are back to your Temple. RECITE RECALL works only when you have a scroll of recall, and you must have practiced the appropriate skill for scrolls. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse will not recall at all. ~ 0 SHADOW 'SHADOW FORM'~ Syntax: shadow A psionicist can use his or her mind power to blend in with the shadows while moving, having the same effect as the thief skill SNEAK. See also VISIBLE. ~ 0 SPELLS~ Syntax: spells This command shows the spell caster how much mana each spell he or she knows will cost. For a list of ALL available spells for your class, type SLIST. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 0 STEAL~ &BSyntax:&W STEAL coins <character> &BSyntax:&W STEAL <object> <character> Steal is the one skill that &Pdefines&W a person as a thief. If you are a thief most of your life revolves around this skill. Thieves would much rather &Ptake&W something from someone else, rather than earn it. But what can you say? They are thieves. &RBeware: &WThere are penalties for using steal on other players. ~ 0 TRAIN~ Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'hp'|'mana'|'move'> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial practice sessions. You can increase your attributes by using these practice sessions at a TRAINER (there are several in town). It costs five practice to train an attribute, except that it costs only three practice to train your prime attribute. You may also train your hitpoints, mana points, and movement points. Each of these costs one practice session and gives a somewhat unpredictable gain. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 54 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 54 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, etc. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 53 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 52 REBOOT SHUTDOWN WIZLOCK NEWLOCK NUMLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock Syntax: numlock <number> Syntax: newlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level immortal without a special bit set may not log in. Players who lose their links, however, may reconnect. NUMLOCK shows at which character level and below may not log in. NUMLOCK <number> sets which character level and below MAY NOT log in. Players level immortal and above with a special bit set MAY log in. Players who lose their links, however, may reconnect. NEWLOCK is a shortcut to NUMLOCK 1. NEWLOCK will turn on numlock but not turn off if currently set. ~ 53 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 53 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 52 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. ~ 52 MSET OSET RSET SSET~ Syntax: mset <character> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <character> <skill> <value> Syntax: sset <character> all <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. Do NOT sset all on an immortal (including yourself) or that person will immediately lose all immortal abilities. There is currently no way to enter more than one line of text for a string-valued option. In this case, MSET <character> description is not supported. ~ 53 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. ~ 52 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. ~ 53 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 53 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 53 RESTORE~ Syntax: restore <character> RESTORE restores full hit points, mana points, and movement points to the target character. ~ 54 SSTIME~ Syntax: sstime Syntax: sstime <field> <value> This Directorship command sets the time of the warnings of shutdown and the shutdown time. SSTIME without an argument shows the time at which the fields are set. ~ 53 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 53 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. ~ 53 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 53 WIZIFY~ Syntax: wizify <character> WIZIFY toggles the wizbit flag of a character. This enables the wizified character to enter the game despite a WIZLOCK. ~ 52 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. ~ 52 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 52 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 52 MSTAT OSTAT RSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat MSTAT 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. ~ 52 OWHERE~ Syntax: owhere <object> OWHERE shows you the locations of all objects with a perticular name. ~ 52 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 52 PEACE~ Syntax: peace PEACE causes all characters and mobiles in a room to stop fighting. ~ 52 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 52 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. ~ 51 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). Thus, AT will not work to private locations. ~ 51 BAMFIN BAMFOUT~ Syntax: bamfin Syntax: bamfin <message> Syntax: bamfout Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. Without arguments, these reset the messages to their defaults. ~ 51 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. ~ 51 HOLYLIGHT WIZINVIS~ Syntax: holylight Syntax: wizinvis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. WIZINVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal WIZINVIS characters who are higher level than you. ~ 50 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. ':' is a synonym for IMMTALK. ~ 0 'BURNING HANDS' 'COLOUR SPRAY' 'LIGHTNING BOLT'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 ARMOR~ &BSyntax: &Wcast armor <character> Armor is said to be a spell which deals with &Pmatter&W. It is rumored that when this spell is cast upon your armor, it reinforces it. Thus making you &Pmore invulnerable&W to your enemies attacks. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 0 BLIND BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 51 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' 'HEAL' 'PSYCHIC HEALING' 'COMPLETE HEALING'~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> Syntax: cast 'psychic healing' Syntax: cast 'complete healing' These spells cure damage on the target character. The higher-level spells heal more damage. The Psionicist disciplines, like many other skills, are limited to the psionicist alone. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of God on an evil victim. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY LEVITATION~ Syntax: cast 'fly' <character> Syntax: cast 'levitation' <character> These spells enable the target character to fly or levitate. ~ 51 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 0 'GIANT STRENGTH' 'ENHANCED STRENGTH'~ Syntax: cast 'giant strength' <character> Syntax: cast 'enhanced strength' These spells increase the strength of the target character. The Psionicist discipline is caster-only. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT' 'AURA SIGHT'~ Syntax: cast 'know alignment' <character> Syntax: cast 'aura sight' <character> These spells reveal the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR' 'ECTOPLASMIC FORM' 'ETHEREAL MIST'~ Syntax: cast 'pass door' Syntax: cast 'ectoplasmic form' Syntax: cast 'ethereal mist' These spells enable the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. If the target character is wearing a noremove item, the item will be automatically expelled from the body. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 'SLEEP SPELL'~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in your zone into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE 'CREATE SOUND'~ Syntax: cast ventriloquate <speaker> <message> Syntax: cast 'create sound' <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 51 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 DODGE~ This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. ~ 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 practiced it. You must be wielding a weapon to parry. ~ 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 practiced it. ~ 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 practiced them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 51 'GENERAL PURPOSE' 'GENERAL PURPOSE AMMO' 'HIGH EXPLOSIVE' 'HIGH EXPLOSIVE AMMO'~ Syntax: cast 'general purpose' <target> Syntax: cast 'high explosive' <target> These spells are used by the judges and other enforcers in Glop's Mega City One area. Guess what they do? ~ 0 GUILD~ The GUILD is the place where adventurers can go to relax, have a few drinks, tell a few tales, and in general blow off steam. Each player class has its own guild, into which other classes cannot set foot. Each guild is run by a GUILDMASTER, who is fully versed in all of the skills of their class, and can teach them to worthy students. ~ 0 GUILDMASTER~ All GUILDMASTERS are fully versed in the skills of their class, and players can PRACTICE all of their available skills and spells in the presence of their GUILDMASTER. ~ 0 TRAINER~ TRAINERs can provide extensive training sessions which enable players to TRAIN their base statistics. ~ -1 WAR WARRIOR~ The WARRIOR class is the most basic fighting class available. Their battle training along with high strength and high hit points make them very formidable in hand to hand combat. WARRIORs train in the art of multiple attacks. Some master the art of a SECOND ATTACK and if experienced enough, master a THIRD ATTACK. Along with this training in multiple attacks, a WARRIOR is trained in making each hit count. ENHANCED DAMAGE is available to only the learned. Toward the defense side of the WARRIOR, skills of PARRY, RESCUE and BASH DOOR allow the WARRIOR to ward off attacks, rush to the aid of fellow comrades, and open doors rather barbarically. ~ -1 CLE CLERIC~ The CLERIC class is a 'spellcasting' class devoted primarily toward defense. A deity gives the CLERIC spells in the curing, warding, and protection divinities. CLERICs being of a defensive nature fare poorly in the art of mortal combat. They much prefer to be civil servants to society or doctors to their comrades in arms. ~ -1 MAG MAGE MAGIC MAGIC-USER 'MAGIC USER'~ The MAGE class is a 'spellcasting' class devoted primarily toward control over the elements. The universe contains an unmeasured power the MAGE taps into to influence the world. MAGE spells are devoted to the invoking, hermetic, and combative nature. MAGEs fare a little better than their CLERIC counterparts in hand-to-hand combat though they much prefer to stand back and roast their enemies with a FIREBALL. ~ -1 THI THIEF~ The THIEF class can be characterized as a WARRIOR who dropped out of school to pursue more "profitable" means of living. These wirey persons have physical endurance slightly less than that of a WARRIOR but are much more agile. Whereas a WARRIOR uses well placed weapon slashes, a THIEF seeks to DISARM his opponent. THIEVES also excel in the art of stealth. An unwary opponent might not detect a THIEF until a BACKSTAB is attempted. To achieve success in this, the skills SNEAK and HIDE are learned. With a THIEF's PICK LOCK and POISON WEAPON skill, a THIEF also makes the perfect assassin for political powerhouses. ~ -1 PSI PSIONISIST~ The PSIONISIST class is a 'spellcasting' class similar to Mages and Clerics, but with several important differences. Where a Mage's power comes from harnessing external energies present in all matter, and a Cleric's comes from his or her deity, the Psionisist derives all of his or her power from within. The Psionisist harnesses, shapes, and utilizes the natural forces which infuse his or her own being. As a result, many of the devotions that a Psionisist can practice are strictly personal in effect, and cannot be used on other players. Disclaimer: Psionisist class was originally developed by Thelonius (EnvyMud) from 'The Complete Psionics Handbook' by Steve Winter, published by TSR, Inc. Skills and spells described therein will be quite similar to those here, though the interpretation has been changed to coincide with a MERC DIKU MUD. Questions, comments, and suggestions are welcome. ~ 0 GHOST~ When traveling in the night, beware of GHOSTS. Fortunately, sunlight is a bane for these representatives of the dead. ~ 0 'ADRENALINE CONTROL'~ Syntax: cast 'adrenaline control' By controlling the production and release of adrenaline in his or her system, the psionicist can gain temporary boosts in dexterity and constitution. This control cannot be initiated during battle because, hey, even psionicists get a little excited from time to time. ~ 0 AGITATION~ Syntax: cast 'agitation' <character> This skill is nearly identical to the Mage spell BURNING HANDS. With this skill, a psionicist can cause the cells in his or her victim to become agitated, moving so fast as to cause burn damage. ~ 0 AWE~ Syntax: cast 'awe' <character> With this discipline, a skilled psionicist can use the power of his or her mind to affect the morale of an opponent. If successful, the enemy will be overcome by awe for the psionicist, and will simply forget to fight. Of course, aggressive monsters will revert to their true nature after only a brief lull in the action. ~ 0 'BALLISTIC ATTACK'~ Syntax: cast 'ballistic attack' <character> BALLISTIC ATTACK lets a psionicist use the powers of his or her mind to throw small objects, usually a rock or other debris that happens to be in the area, at the target. The results can be rather amusing to the psionicist, and painful to the victim. ~ 0 'BIOFEEDBACK'~ Syntax: cast 'biofeedback' BIOFEEDBACK is the power with which a psionicist controls the flow of blood through his or her body. This control allows the psionicist to reduce bleeding, as well as cushion blows against him or her, effectively reducing the damage by half. Mind over body indeed... ~ 0 'CELL ADJUSTMENT'~ Syntax: cast 'cell adjustment' A skilled psionicist can also perform CELL ADJUSTMENT, which can remove both curses and poisons from his or her body. ~ 0 'COMBAT MIND'~ Syntax: cast 'combat mind' A psionicist using COMBAT MIND has a very keen understanding of his or her enemies and their fighting tactics. As a result, the psionicist has an increased chance of hitting his or her enemies, and knows how to minimize the damage received from their blows. Because psionicists are telepathinc, this knowledge can also be shared with the his or her companions. ~ 0 'CONTROL FLAMES'~ Syntax: cast 'control flames' <character> With this skill, a psionicist can will the flames in his or her light source to leap out and strike an enemy. And if you don't think your light source uses a flame, well, you're wrong. You just aren't looking close enough. ~ 0 'DEATH FIELD'~ Syntax: cast 'death field' A DEATH FIELD is a life-sapping region of negative energy. Only psionicists of evil alignment can use this power without suffering repurcussions. The death field moves out from the psionicist and envelops every character in the room. Because player characters have souls, they are immune to its deadly touch, but all mobiles are susceptible to it. Should the saving throw fail, the mobile will immediately die. If the mobile is of a sufficently different level than the psionicist, they will shrug off the attack and only take minor damage. ~ 0 'DETONATE' 'DISINTEGRATE'~ Syntax: cast 'detonate' <character> Syntax: cast 'disintegrate' <character> With both of these skills, a psionocist uses his or her mind to affect the latent energy inside inanimate objects. If these objects are close enough to the intended victim, they can cause great damage. For this reason, most psionocists choose the victim itself as the target, since there's bound to be SOMETHING dead on it, sooner or later. Mid-level psionicists can DETONATE objects on their victim, and extremely skilled psionicists can even DISINTEGRATE their victims, killing them instantly. ~ 0 'THOUGHT SHIELD' 'MENTAL BARRIER' 'DISPLACEMENT' 'FLESH ARMOR' 'INTELLECT FORTRESS' 'INERTIAL BARRIER'~ Syntax: cast 'thought shield' Syntax: cast 'mental barrier' Syntax: cast 'displacement' Syntax: cast 'flesh armor' Syntax: cast 'intellect fortress' Syntax: cast 'inertial barrier' These are protective disciplines which a psionicist can exercise. THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in place by the psionicist's will. DISPLACEMENT makes the psionicist appear to be displaced from his or her actual position, thus making him or her more difficult to hit. With the FLESH ARMOR devotion, a psionicist can harden his or her skin into an armor-like substance. INTELLECT FORTRESS shares the powers of the psionicist's mind with the other members in his or her group, extending a shield around all of them. INERTIAL BARRIER creates a barrier of positive energy that reduces the damage infliced by creatures of negative energy. ~ 0 'DOMINATION'~ Syntax: cast 'domination' <character> With this skill, a psionicist can DOMINATE the mind of his or her intended victim, causing the victim to do exactly as the psionicist says. As with CHARM, the actions of dominated characters affect the status of the dominator; don't whine if you get a KILLER flag. ~ 0 'EGO WHIP'~ Syntax: cast 'ego whip' <character> Because a psionicist understands the inner workings of the mind so well, he or she can attempt to EGO WHIP a victim, making them less confident by bringing up bad childhood memories, embarrassing moments, and failures. This lack of confidence can significantly reduce their battle effectiveness. ~ 0 'ENERGY CONTAINMENT'~ Syntax: cast 'energy containment' By using ENERGY CONTAINMENT, a psionicist can absorb many forms of energy without damage. As the psionicist gains experience, this skill improves. ~ 0 'ENHANCE ARMOR'~ Syntax: cast 'enhance armor' <object> With this devotion, a psionicist can change the molecular makeup of objects, making them stronger and more durable. This has obvious applications to armor, but if the armor is already magically enchanted, a psionicist cannot rearrange its molecules. ~ 0 'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'~ Syntax: cast 'mind thrust' <character> Syntax: cast 'inflict pain' <character> Syntax: cast 'psychic crush' <character> Syntax: cast 'psionic blast' <character> Syntax: cast 'ultrablast' <character> With these skills, a psionicist can telepathically cause damage to the neural synapses of his or her victim. The devotions are listed in increasing order of damage inflicted. ~ 0 'LEND HEALTH'~ Syntax: cast 'lend health' <character> A psionicist can LEND HEALTH to a companion in need, but only at his or her own expense. That's what friends are for, right? ~ 0 'PROJECT FORCE'~ Syntax: cast 'project force' <character> If a psionicist successfully PROJECTS FORCE, the force of his or her mind will strike against the victim's body, causing moderate damage. ~ 0 'PSYCHIC DRAIN'~ Syntax: cast 'psychic drain' <character> With this discipline, a psionicist can drain the strength of an opponent. The skill becomes more effective as the psionicist gains experience. ~ 0 'SHARE STRENGTH'~ Syntax: cast 'share strength' <character> With this skill, a psionicist can augment the strength of a companion. However, the psionicist's own strength is reduced at the same time. It is possible to augment the strength of several others, as long as the psionicist does not become too weak. ~ -1 SOCIALS~ This is a complete list of socials: accuse adjust air apologize applaud babble bark bcatch beckon beer bearhug beg bird bkiss bleed blink blush boast boggle bonk bounce bow brb burp cackle caress charge cheer chuckle clap claw collapse comfort comb cough cover cower cringe criticize cry cuddle curse curtsey dance daydream drool duck embrace explode eyebrow faint fart flare flash flex flinch flip flirt flutter fondle french frown fume gasp giggle glare goose grimace grin groan grope grovel growl grumble hand head hiccup highfive hop howl hug hush ignore innocent insane judge kiss knee laugh lick love lust massage meditate moan moon mosh mutter nibble nod nudge nuzzle pant passout pat peck pie pinch pissed plead point poke ponder pout pray propose puke punch purr ramble raspberry rofl roll rub ruffle run scratch scream serenade shake shiver shrug sigh sing slap slobber smile smirk snap snarl sneeze snicker sniff snore snort snowball snuggle sob spam spank spit squeal squeeze squirm stare stretch strip stroke strut sulk swoon tackle tease thank threaten tickle tip tongue twiddle type undress view wave whine whistle wiggle wince wink wonder worry worship yawn yeehaw yodel (list and many of the socials written by Sara) ~ -1 'NEWBIE INFO'~ Ah! Another mortal, seeking adventure. You should go through mudschool first, to gain experience to face the trials outside. Be sure to practice a weapon in the guild room, or your stay with us shall be very short indeed. Type 'equipment' to see what your are wielding, 'spells' to see your spells, 'skills' to see your skills, and 'commands' for a list of commands. Help is available on most commands and abilities. ~ -1 MOTD~ &cWelcome to &zThe Roots of Evil&c. We are currently hiring builders. Contact &CKjodo&c or &C&CShock&c for a position. The MUD will be going through MANY changes for awhile, so pfiles may be deleted. We are not open to players yet, but playtesters are welcome. &C[&GHit Return&C]&w ~ 206 IMOTD~ ~ -1 JOBS~ ~ 0 AVATAR 106~ An Avatar is in essence a brand new immortal. These individuals are charged with making sure all help files are correct, as well as other minor tasks. All people seeking to become an immortal will begin here. ~ 0 IMMORTAL 107~ An Immortal is the mortals best friend. They are here to supply the mortals with help as best they can. This does not, however, mean they will cast spells on you, give you free items or anything of the like. They will be there to help answer questions, and to point you in the right direction. If you have a problem, these are the ones you should try and contact first. ~ 0 BUILDER 108~ A Builder is the one who keeps adding new and exciting areas to our world. One of the most needed and highly regarded levels, the builder level allows a person to be as creative as he/she wants, while still remaining in the main theme of the MUD. ~ 0 DEITY 110~ The Deity is the immortal advisor to a clan. Charged with upkeep of the clan headquarters and items to be given out to it's members, the Deity is an invaluable aid to all clan members. The Deity is also the clans voice when it comes to Immortal issues, so having them around is always helpful. Although the Deity is the highest ranking member of the clan, it is still run by the mortal leadership, and only steps in when nothing else can resolve an issue. ~ 0 GOD 109~ Gods are select individuals who excel in a certain area, and are chose to help teach the lower level Immortals in that are. There will be Gods for such things as Areas, Mortal Affairs, Clan Affairs and so on. ~ 0 GUARDIAN 111~ The Guardians are the law enforcers of the MUD. These are the ones you will have to deal with if you are charged with a crime, or accused of a wrong doing. Be aware that Guardians enfore Immortal laws as well as Mortal laws, so no one is exempt from their justice. ~ 0 COUNCIL 112~ The Council members will be a select few individuals who are put in charge of the Gods. The individual Council members will delegate tasks through out their area, as well as submit people to be promoted to a higher rank. The Council is the right arm of the Entropy Lord and Lady, and are justly deserving of the respect and trust of their peers. ~ 0 113 IMPLEMENTOR~ This is the highest level attainable in EotS. The Entropy Lords positions are set in stone. There are two Entropy Lords, Torann & Kjodo. These are the Implementors of the system, the two who brought life to the game. They are here to oversee everything, mortal and immortal. ~ 51 COMMANDMENTS LAWS 'GOD RULES' GODS~ . ********************** ** The Rules of EotS ** ********************** 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly go there themselves. 4) DO NOT kill the shopkeepers for any reason at ALL. 5) DO NOT use reboot. <--- Note, simple English. 6) Do not give out free equipment. You don't need to win brownie points with the mortals. Quest are fine but handing out items isn't. 7) A note on quests: Quests are a good thing, more or less, BUT do not give out overly extravagant prizes. Exercise some common sense here folks. Do not load items more than 4 levels below their normal level (i.e. no level 5 ogre gauntlets). 8) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. &r9) Do not try to overrule each other. &W 10) Trusted mortals: Do not use your god powers to help your mortal character. If you do, your trust will be taken away. ~ -1 PUFF~ No plain fanfold paper could hold that fractal Puff -- He grew so fast no plotting pack could shrink him far enough. Compiles and simulations grew so quickly tame And swapped out all their data space when Puff pushed his stack frame. CHORUS: Puff the fractal dragon was written in C, And frolicked while processes switched in mainframe memory. Puff the fractal dragon was written in C, And frolicked while processes switched in mainframe memory. Puff, he grew so quickly, while others moved like snails And mini-Puffs would perch themselves on his gigantic tail. All the student hackers loved that fractal Puff But DCS did not like Puff, and finally said, "Enough!" (chorus) Puff used more resources than DCS could spare. The operator killed Puff's job -- he didn't seem to care. A gloom fell on the hackers; it seemed to be the end, But Puff trapped the exception, and grew from naught again! (chorus) ~ -1 RULES~ These are the rules of EotS. For other matters, use commom sense. * your presence here is a privilige not a right * no multiple logins, multiple playing, or helping your own characters with other characters you own -- by any arrangment. * no kill stealing. This means you cannot attack a mob someone else is fighting, unless they ask you to. Also avoid attacking fleeing mobs. * cheating will not be tolerated. This includes accepting favors from gods and exploiting bugs. If you find a bug, report it, then do not use it. You risk deletion should you be caught. * Absolutely NO summonsing any mobs to Bethaven or Ravenwood. I do NOT wish newbies jeopardized. There's plenty of room outside those towns, use them. ~ -1 NEWS~ ~ -1 STORY~ In the beginning, the earth was... oh too far back. *crumbles up help file and throws it away* ~ 0 DELETE~ Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ 51 CLONE~ Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your posession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ 0 SKILLS SPELLS~ The spells command is used to display your character's list of available skills and spells. Slist will also show you all skills and spells available to your character. Skills and spells are listed showing amount of pts (points) it costs for each particular one, when you type spells. ~ 0 OUTFIT~ The outfit command, usable by levels 5 and below, equips your character with a new set of sub issue gear (banner, weapon, helmet, shield, and vest), courtesy of the Mayor's warehouses. Only empty equipment slots are affected. ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT~ ROM uses varies automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: autolist : list all automatic actions autoloot : take all equipment from dead mobiles autogold : take all gold from dead mobiles autosac : sacrifice dead monsters (if autoloot is on, only empty corpes) autoexit : display room exits upon entering a room autosplit : split up spoils from combat among your group members autoassit : makes you help group members in combat Typing a command sets the action (except for autolist), typing it again removes it. ~ -1 COUNT~ The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ 101 HEDIT~ Command: % hedit <name> % hedit create <name> asave 0 to save help files ~ 105 ARGLIST~ The mobprog arglist changes from type to type. For most types it is a percentage (1-100), and on others it is keywords or an ammount. I.e., for the hit_prcnt_prog, it's a percentage.. namely if the arglist is 30, then when the mobs hp is at 30% or less of max, then the prog is triggered. For give_prog, the arglist is all the keywords of the object to trigger that program when the object is given to the mob. And for all_greet_prog, arglist is a percentage, 100 will make the prog run whenever anyone enters the room (excluding invis imms). ~ 105 INEWS~ Numerous commands have been added. Note: vused wrlist mpedit hedit restrict ~ 106 RESTRICT~ Syntax: restrict [commandname] [level] Syntax: restrict [commandname] log [logtype] Commandname is the name of the command you wish to change the level or logtype of, you can use shortforms of commands giving there aren't any other commands with those sames letters or you may not get the one you wish. :) Logtype is the type of logging you wish a command to have, type restrict by itself for quick syntax and the logtypes. Also, it is possible to type: restrict all [firstcmd#] [secondcmd#] for a listing of commands and the levels which they are currently at. Firstcmd# is the first command you wish to list from, and secondcmd# is the number of the command you wish to list to. ~ 101 WRLIST~ Syntax: wrlist [type(r/o/m/p)] [lvnum] [uvnum] Wrlist lists the vnums and names of the items in those vnums. You can list room vnums and their names with r, objects with o, and mobs with m. When listing rooms, it also shows you the resets in each room. Lvnum is the beginning vnum you wish to list from, and uvnum is the ending vnum. Note, with m, if the mob has mobprogs, it will list each of the different types of mobprogs the mob has. P will list all the mobs with mobprogs within the range. It will show the full mobprog: type, arglist, AND comlist, unlike with m. When checking for progs (p) using wrlist, please only use a maximum vnum range of about 25 at a time, or the Mud will crash due to spamming. ~ 106 VUSED~ Vused simply lists all the blocks of vnums which have been created to date. The last line it shows tells you just how many free vnums there are. :) ~ 105 VARIABLES~ Here is a list of variables that can possibly be used in most mobprog commands , etc. $i the name of the mob being triggered $I the mobs short description $n the name of the mob/pc triggering the mobprog $N the short description of the person triggering the mobprog if it is a mob, or the name of the trigger person plus their title if it is a pc $t the name of the victim $T the same as $N except for the victim $r the name of a pc/npc taken from random in the room $R the same as $N except the random person is used $e returns he/she/it according to the sex of the trigger person $m returns him/her/it according to the sex of the trigger person $s returns his/her/its according to the sex of the trigger person $E same as $e except for victim $M same as $m except for victim $S same as $s except for victim $j returns he/she/it for t $k returns him/her/its for t $l returns his/her/its for t $J returns he/she/it for the random char $K returns him/her/it for the random char $L returns his/hers/its for the random char $o returns the name of an object $O returns the short description of an object $p returns the name of a secondary object $P returns the short description of a secondary object $a returns a/an according to the first letter of an objects name $A returns a/an according to the first letter of a secondary objects name ~ 101 SPEC~ {MEdit Command} syntax: spec spec_xxx spec_breath_acid: Acid breath attack. spec_breath_frost: Ice breath attack. spec_breath_gas: Gas breath attack. spec_breath_fire: Fire breath attack. spec_breath_lightning: Lightning breath attack. spec_breath_any: All breath attacks above. cast_adept: Mob hits target more frequently. cast_cleric: Mob uses selected Cleric spells. cast_mage: Mob uses selected Mage spells. cast_undead: Mob uses chill touch, weaken and curse spells. cast_ghost: Mob uses selected spells (Cleric) and dies in sunlight. cast_judge: Mob uses the 'high explosives' spell. cast_psionicist: Mob uses selected Psi spells (including Disintegrate!). spec_executioner: Mob will auto-attack player with Thief or Killer flag. spec_fido: Mob devours npc-corpses. spec_guard: Depending on alignment, mob helps fight player or other mob. spec_janitor: Mob will scavenge the area for items (with take-flag). spec_mayor: Mob will walk a hardcoded route. (Not useful) spec_poison: Mob will attack with poison bite (same as poison spell). spec_repairman: Currently not supported. spec_thief: Mob will steal gold from players. spec_healer: Mob will cast armor, bless, shield, heal, refresh on player. spec_wanderer: Mob will steal, teleport, and cast spells at itself. spec_summon_demon: Mob will cast spells at itself and summons help. spec_summon_light: Mob will cast spells at itself and summons help. [note: breath attacks are area effects and detroy inventories.] [note: the spec_summon_zzz are for highest level mobs only!] ~ 0 BANK DEPOSIT WITHDRAW STORE RETRIEVE~ Syntax: deposit <amount> coins Syntax: deposit <amount> Syntax: withdraw <amount> coins Syntax: withdraw <amount> Syntax: account Syntax: store <object> Syntax: store Syntax: retrieve <object> DEPOSIT (# of coins) This will deposit this number of coins into your account. WITHDRAW (# of coins) This will withdraw this number of coins from your account. ACCOUNT This will tell you what your current balance is. Store (item) This will store an item in locker. A charge for storage is deducted from your account when placing the item in locker and logging into EotS. Store Store alone lists items in your locker. Retrieve (item) This will get an item from your locker. ~ -1 HUMAN HUM~ &z_____________________________________________________________________________ &WSize&w: MAN_SIZE &wA very ordinary class, without any enhancements or drawbacks. Good for players who are new to MUD games in general. &z_____________________________________________________________________________ ~ -1 ELF~ &z_____________________________________________________________________________ &wSpawned of the fairy folk, elvenkin have commonly been known as some of the strongest sorcerers in the realms. Born with an above average intelligence most elves live far beyond the life expectances of their fellow creatures of the soul. At home in the forests, close to where their magic lay strongest, elves can tap into the very source of their magical energy, allowing them to regain their inner pools of magic twice as fast. Though, long living, those of the elven race tend not to have a below average stamina when it comes down to physical fights. &W &WSize&w: MEDIUM &WRacial Abilities&w: &z*&w Infravision. &z*&w Spells cost them only 75% of the normal cost. &z*&w Elves regenerate mana twice as fast as normal. &WStat Modifications&w: &CInt: &w+1, &CCon: &w-1 &z_____________________________________________________________________________ ~ -1 DWARF DWA~ &z_____________________________________________________________________________ &wTaunted by other races for their unnaturally small height, dwarves prefer to live alone in the sanctuaries of their mountain caves. Very stocky by nature, dwarves make excellent fighters, with their high stamina and natural resistance to magical attacks, but as an average they lack the intellect pocessed by many of the other races throughout the lands. &W &WSize&w: SMALL &WRacial Abilities&w: &z*&w Infravision. &z*&w +25% added to their save vs spell. &z*&w Highest maximum of saving over other races. &z*&R Forge&w: Allows a dwarf to forge specific equipment. &WStat Modifications&w: &CCon: &w+2, &CInt: &w-2 &z_____________________________________________________________________________ ~ -1 PIXIE PIX~ &z_____________________________________________________________________________ &wBeing very dextrous, pixies are great thieves. They seem to lose out in matches of physical strength, though. &W &WSize&w: SMALL &WRacial Abilities&w: &z*&w Pixies naturally have the 'fly' spell on at all times. &z*&w Pixies do not use movement points. &z*&w Can't be tripped due to their flying abilities. &WStat Modifications&w: Dex: +2, Str: -2 &z_____________________________________________________________________________ ~ -1 HALFLING HLF~ &z_____________________________________________________________________________ &wOf a height similar to those known as dwarves, halflings, often also called hobbits, are a small, fun loving race of people. Due to their tiny size and naturally shod feet, protected beneath by patches of thick, short hair, halflings are quick and light on their feet. Even the slowest of these creatures can sneak up behind you without you even noticing, a trait these creatures have learned in order to survive would-be attackers. Prefering to hide away in their homes and stay out of sight or contact with any other races while abroad, halflings generally don't accumulate the level of wisdom found in the rest of the lands' races. &W &WSize&w: SMALL &WRacial Abilities&w: &z*&w Being light in their step, a halfling is always sneaking. &z*&w Their small stature keeps them from being detected. (Halflings can not be seen via the 'where' command.) &z*&w Curious in nature and quick in sight, halflings can use the 'peek' skill as well as any thief. &WStat Modifications&w: &CDex: &w+2, &CWis: &w-2 &z_____________________________________________________________________________ ~ -1 DROW DRW~ &z_____________________________________________________________________________ &wThe drow are a weaker race, but make up for their loss with their speed. The drow are good for thieves. &W &WSize&w: MEDIUM &WRacial Abilities&w: &z*&w Infravision. &z*&R Drow Fire&w: Improved Faerie Fire & Incinerate skill attack. &z*&R Globe of Darkness&w: Creatures of the dark, members of the drow race are able to cloak their surrounding area in completely darkness, cancelling the effects of any nearby lanterns of spells of magical sight. &WStat Modifications&w: &CDex: &w+1, &CStr: &w-1 &z_____________________________________________________________________________ ~ -1 ELDER ELD~ &z_____________________________________________________________________________ &wNearly as ancient as the immortals themselves, these beings, commonly referred to as elders, hold a place of high respect among the realms of Entropy. They often spend their entire life wandering throughout the lands, spreading their near infinate wisdom to those they meet and are constantly seeking new knowledge. &W &WSize&w: MAN-SIZE &WRacial Abilities&w: &z*&w Elders do not use movement. (They are never too tired to move) &z*&w They naturally 'levitate' in the air at all times. &z*&w Due to their floating nature, they cannot be tripped in combat. &z*&w Spells cost 75% of the normal spell cost. &z*&w Elders regenerate mana twice as fast as normal. &WStat Modifications&w: &CWis: &w+3, &CStr: &w-3 &z_____________________________________________________________________________ ~ -1 OGRE OGR~ &z_____________________________________________________________________________ &wThese lumbering brutes, although not smart, have great strength, and usually end up becoming the warriors of the Soul. &W &WSize&w: LARGE &WRacial Abilities&w: &z*&w Ogres naturally have a shield to reduce damage by 1/20th. &z*&w Natural form of enhanced damage. (+1 damage per 10 damage done) &WStat Modifications&w: Str: +3, Int: -3 &z_____________________________________________________________________________ ~ -1 LIZARDMAN LIZ~ &z_____________________________________________________________________________ &wA race with lots of hitpoints, Lizardmen make good fighters. Their offset to the hitpoints is their lack of speed. &W &WSize&w: MAN-SIZE &WRacial Abilities&w: &z*&w Lizardmen don't use movement points. (They never tire of walking) &z*&R Spit&w: Utilizing the acidic fluids beneath their tongues, lizardmen are able to excrete a harmful venom often causing temporary blindness or inability to form the words necessary for casting. &WStat Modifications&w: &CCon: &w+2, &CDex: &w-2 &z_____________________________________________________________________________ ~ 1 DEMON DEM~ &z_____________________________________________________________________________ &wBy far the race with the most hitpoints, demons are some of the best warriors in the game. Their major downfall is their lack of wisdom. &W &WSize&w: LARGE &WRacial Abilities&w: &z*&w Detect Invisibility. &z*&w Detect Hidden. &z*&w Infravision. &WStat Modifications&w: Con: +4, Wis: -4 &z_____________________________________________________________________________ ~ 101 MPSTAT~ Syntax: mpstat <mobname> This command gives some general stats on <mobname> and then lists all of the mobprograms which are currently assigned to it. ~ 105 MPASOUND~ Syntax: mpasound $? message This command echos a message to all the characters in the rooms surrounding the room in which $? is in. (One room in each direction from $?'s room.) ~ 105 MPJUNK~ Syntax: mpjunk <objname> Syntax: mpjunk <#.objname> Syntax: mpjunk <all.objname> Syntax: mpjunk all This command purges objects from a mob's inventory/equipped. The syntaxes are self explanitory. (Note: the command does not tell anyone in the room that the mob has junked an item, perhaps use mpecho if you need a message.) ~ 105 MPECHO~ Syntax: mpecho message This command echos a message to all the characters in the room in which the mob with the mobprog is in. ~ 105 MPECHOAT~ Syntax: mpechoat $? message This command sends a message only to $?. ~ 105 MPECHOAROUND~ Syntax: mpechoaround $? message This command sends a message to all the characters in the room of the mob with the mobprog except for $?. ~ 105 MPKILL~ Syntax: mpkill <$?/moborplayername> This is a mobs version of kill which bypasses checks on clan, pc, etc so that the mob doesn't have to 'MURDER' $?/moborplayername. ~ 105 MPMLOAD~ Syntax: mpmload vnum This command works exactly the same as the imm command mload. ~ 105 MPOLOAD~ Syntax: mpoload vnum This command works in exactly the same fashion as the imm command oload. ~ 105 MPPURGE~ Syntax: mppurge <mobname/objname> This command works the same as the imm command purge, it purges an object/ mob from the room. This command must be used instead of purge if the mob needs to purge something. ~ 105 MPGOTO~ Syntax: mpgoto vnum This command works exactly the same as the imm command goto. ~ 105 MPAT~ Syntax: mpat vnum commandstring This command works exactly the same as the imm command 'AT'. ~ 105 MPTRANSFER~ Syntax: mptransfer <mob/playername> [vnum] Syntax: mptransfer all <vnum> This command works exactly the same as the imm command transfer, except that 'mptransfer all' will only affect the characters in the room with the mob which has the mobprog. ~ 105 MPFORCE~ Syntax: mpforce <$?> <commandstring> This command works exactly the same as the imm command force. ~ 105 MPTELEPORT~ Syntax: mpteleport This will cause the mob to teleport to another room within the same area. ~ 105 MPCOMMANDS~ Syntax: mpcommands This command will list all the mpcommands which can be used in mobprogs. ~ 105 QECHO~ Syntax: qecho message This command echos a message to everyone which has a quest flag. ~ 1 DRAIN LIFE~ Skill, initiated during combat. syntax: drain, drain <target> Drain Life allows the Vampire to do significant damage to a victim while adding to his/her own life force. ~ 1 FEED~ Skill, initiated in combat. syntax: feed Feed allows the Vampire to do moderate damage to a victim while restoring his/her own bloodpoints. ~ 101 EXTRA~ Extra flag # Extra flag # ================================================== glow 1 hum 2 dark 4 lock 8 evil 16 invis 32 magic 64 nodrop 128 bless 256 anti-good 512 anti-evil 1024 anti-neutral 2048 anti-mage 32768 anti-paladin 4194304 anti-cleric 65536 anti-thief 131072 anti-warrior 262144 anti-psi 524288 anti-druid 1048576 anti-ranger 2097152 anti-bard 8388608 anti-vamp 16777216 noremove 4096 inventory 8192 poisoned 16384 nolocate ? nodamage 536970912 flame 33554432 chaos 67108864 patched ? ~ 1 WORTH~ syntax: worth Displays the current level, all stats, and amount of gold carried. ~ 0 CAST CASTING SPELL~ For all spell casting classes, once you reach a certain level, you recieve spells which you may practice, and then cast. There are spells devoted to protection, attack, healing, and one or two other miscellaneous subject areas. To be able to cast a spell, it must be practiced to at least 1% or higher, otherwise you will eternally lose concentration. Spell casting costs vampires blood points, and with all other spell casting classes it costs mana. How much mana or how many blood points it takes, is mainly dependant on what kind of spell it is and how many levels you have been able to practice it. As you gain levels, spells that you had on previous levels will drop in mana/bp cost. To see how much mana/bp your currently practiced spells will cost to cast, you may type SPELLS. Typing PRACTICE will list all currently practiced spells and skills. Also, to see all the spells and skills that your class will recieve, type SLIST. Syntax: cast 'spellname' Syntax: cast 'spellname' target ~ 0 ALIAS~ Syntax: alias [old] [new] Typing alias by itself will give you a list of current command alias' If you include the [old] string, but not the [new] string, the alias that was on the [old] string will be removed. If you use the full syntax, the alias [old] will be assigned/reassigned the replacement string [new]. A command alias can be used in any place where a command is valid. I.E, any time you see your normal prompt. By typing a command alias, the game driver will replace what you typed with the string found in [new]. [old] is a one-word string of any length (ie, no spaces or punctuation).. [new] is any string, including spaces and punctuation. Example: <prompt> alias clb cast 'lightning breath' Alias 'clb' added. <prompt> clb Cast spell on whom? <prompt> clb dragon Your blast of lightning MUTILATES the dragon. And continue on playing as normal. ~ 0 TRUE TRUESIGHT~ syntax: cast truesight This spell is an enhanced version of the detect invis spell. It allows the caster to see just about anything that's hidden, invis or otherwise obscured from vision. ~ 0 'ANIMATE DEAD'~ Syntax: cast 'animate dead' corpse When successful, this spell causes a corpse on the ground to rise and become animated, following the caster as if it were charmed by a 'Charm person' spell. NOTE: See 'CHARM PERSON' for more details on charmed monsters and how to control them. ~ 0 'ASTRAL WALK'~ Syntax: cast 'astral walk' <target> This spell allows instant travel between your location and another character or mob in the world. NOTE: This spell doesn't always work because certain areas and rooms cannot be reached by this spell. ~ 0 PORTAL~ Syntax: cast 'portal' <target> This spell temporarily creates a shimmering two-way portal between the caster and another mob/player in the game. Other players are able to see and enter the portal from both points until the portal eventually fades away. NOTE: This spell doesn't always work because certain areas and rooms cannot be reached by spells of this nature. ~ 1 DUAL~ Syntax: dual <weapon> This skill allows you to use two weapons at one time effectively doubling your attacks per round. You may not be holding anything or wearing a shield to dual wield. ~ 0 SUMMON DEMON~ This spell summons a demon from the deepest darkest pits of the abyss. Fortunately for the player, the demon is charmed. The demon will last longer as the players level increases. See charm person for help in controlling your new pet. Syntax: cast 'summon demon (not to be confused with cast summon demon which may summon a demon of the unfriendly persuation) ~ 0 MENTAL DRAIN~ Syntax: cast 'mental drain <opponent> This spell drains hit points and mana from the recipient. ~ 0 'ENHANCED HIT'~ This skill increases your chances of hitting an opponent when attacking. Use of this skill is automatic once you have practiced it. ~ 0 VIBRATE~ Syntax: cast vibrate Syntax: cast vibrate <target> This spell creates a complex set of vibrations around the affected character's body, creating a protective psionic shield around them. This shield consequently retalliates all melee attacks against the affected character with a blast of powerful psionic energy. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 SHOCKSHIELD~ Syntax: cast shockshield This spell causes sparks of electricity to flow into the caster's body, creating a protective shield around them. This shield consequently retalliates all melee attacks against the affected character with deadly bolts of lightning. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 ICESTORM~ Syntax: cast icestorm <victim> This spell causes a frigid, tornado-like spiral of wind to consume and forcibly chill it's victim, as large chunks of ice are hurled around at blinding speed ...slashing and crushing it's target in an icy fury. ~ 0 'AURA OF PEACE'~ &BSyntax: &Wcast 'aura of peace' This spell calls upon the character's deity to bless them with a &Ppeaceful&W aura that protects them from harmful aggressors. This spell completely surrounds the caster in their deities aura, which &Pstops&W people from attacking them. It is said that the duration of the spell, depends upon how favoured you are by your god. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of the character's deity upon an evil victim, causing massive damage. NOTE: The character's alignment must not be EVIL in order to cast this spell. ~ 0 ARMOR~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by a base value of +1 each. NOTE: This spell's duration and effects are proportional to the level of the caster. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by a base value of +1 each. NOTE: This spell's duration and effects are proportional to the level of the caster. ~ 0 EARTHQUAKE~ Syntax: cast earthquake This spell causes the ground-shattering earthquake that damages every mob in the room, and causes a tremendous noise that can be heard by anyone in the immediate area. NOTE: Any mobs in the room that haven't attacked you yet WILL attack you upon casting this spell. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment of the caster. ~ 0 FIRESHIELD~ Syntax : cast fireshield Syntax : cast fireshield <target> This spell engulfs the recipient in magical flames, effectively creating a protective shield around them. This shield consequently retalliates all melee attacks against the affected character with a fierce fireball. Use of this spell also decreases damage done to the recipient by 1/8th. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 ICESHIELD~ Syntax: cast iceshield This spell covers the caster in a layer of frost and ice, effectively creating a protective shield around them. This shield consequently retalliates all melee attacks against the affected character with a chilling, icy blast. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 0 FLAMESTRIKE~ Syntax: cast flamestrike <victim> This spell causes the victim to be engulfed in a large, blazing column of flame. ~ 0 'SHIELD BLOCK' SHIELD BLOCK~ This skill give one a chance to block a blow with their shield when it is equiped. ~ 1 HOLY STRENGTH~ HOLY STRENGTH SYNTAX: cast 'holy strength' This spell modifies strength by 2 and hit/dam rolls. ~ 106 ADVM_106~ &BEnergy enters your body and you find yourself floating through mid-air. Looking around, you sense the presence of many different beings of power, though all immortal to different extents. Congratulations, and welcome to the immortal plane of existance on EotS.&w ~ 107 ADVM_107~ &REnergies flow into your body, striking you unconscious. A short time later (you think) you finally revive. Oddly though, all is not as it was before. Somehow, you can see things in a new light now; though everything had lost meaning before, now everything seems to have gained a new dimension which you could not detect before.&w ~ 108 ADVM_108~ You have been promoted to BUILDER level. (Level 108) ~ 109 ADVM_109~ You have been promoted to GOD level. (Level 109) ~ 110 ADVM_110~ &YSuddenly, your mind fogs over. You can think clearly about nothing, then... even more rapidly than your thinking fogged over, an idea forms in your mind. It is more than any other idea though; somehow, this idea seems very much more so real than any other you have ever thought of. You idea is this... you wish to be able to create nations and lands and peoples and watch them grow and die and prosper. Such would be the life of a creator; you believed it to be a dream, but as your mind clears, you realize that your hands and mind and soul are enacting the very dreams of your deepest wishes.&w ~ 111 ADVM_111~ You have been promoted to COUNCIL level. (Level 111) ~ 112 ADVM_112~ You have been promoted to CODER level. (Level 112) ~ 113 ADVM_113~ You have been promoted to ENTROPY level. (Level 113) ~ 105 'DANCING 'LIGHTS'~ Syntax: cast 'dancing lights' <target> ~ 1 'DANCING LIGHTS' DANCING~ Syntax: cast 'dancing lights' <target> When successfully cast, this spell lowers the target's hit roll. In addition to this, it also increases the damage done to the victim. ~ 0 'HOLY SWORD'~ Syntax: cast 'holy sword' <weapon> This spell permanently increases the target weapon's Hitroll and Damroll bonuses by filling the weapon with the magical force of the caster's deity. By enchanting a weapon this way, it makes it useable by classes of a holy nature only <Clerics and Paladins> due to the holy nature of the spell. NOTE: The effectiveness of this spell is directly proportional to the level of the caster. ~ 1 CANCELLATION~ Syntax: cast cancellation The spell cancellation is a personalized 'dispel magic' spell. It takes less mana than 'dispel magic'. This cancellation spell, removes unwated magical effects. Note: Cannot be casted on others, only yourself. ~ 1 'FLAME BLADE'~ Syntax: c 'flame blade' <object> Flame blade magically enchants your weapon (if it has not been previously enchanted). If your weapon has flame blade casted on it, every few rounds the weapon will cast a fireball spell. ~ 1 AURA 'AURA OF PEACE'~ Syntax: cast 'aura of peace' When cast, this spell protects the caster. If aura of peace is on, people cannot attack you. Unless it is dispelled. ~ 1 ALCHEMY~ &WSyntax&w: alchemy <spell> &w Alchemy is the ability to create your spells in potions. You will need to visit Bandal's Cleric Shop to gain certain items necessary in the process of making your potions, but be aware that certain spells will either not work or will backfire almost all of the time. A backfire on alchemy destroys one set of alchemy equipment and causes you damage. &W Requirements&w: &z* &WItem&w: Iron Cauldron &z* &WItem&w: Magical Fire &z* &WItem&w: Empty Flask &w(&COne PER alchemy potion&w) &W See Also&w: SCRIBE ~ 1 'SUMMON SWARM'~ Syntax: cast 'summon swarm' When casting summon swarm, a large swarm of insects appear. They act as any normal charmed character. They obey orders, etc. ~ 1 'FROST BLADE'~ Syntax: cast 'frost blade' <object> When casted, this spell enchants a weapon magically. If weapon has been enchanted by frost blade, it will cast ice storm every few rounds. The spell will not work, if it has been previously enchanted. ~ 1 'SUMMON ANGEL'~ Syntax: cast 'summon angel' When cast, you summon an angel from heaven. There are a few catches though. You can't be evil, for angels do not help evil people. Other than that, it is pretty simple. ~ 1 'SUMMON PACK~ Syntax: cast 'summon pack' When casted, you summon a pack of wolves. They act just like any other charm creature. Take orders, etc. ~ 105 BLOAT~ To be bloated... to bloat... to be inflated ~ 1 'DARK BLESSING'~ Syntax: cast 'dark blessing' When you recieve a dark blessing, your hp's and dam roll goes up. ~ 0 'HOLY FIRES'~ Syntax: cast 'holy fires' <victim> This spell calls upon the power of the caster's deity to engulf the target's body and soul in a holy inferno, causing massive damage. ~ 1 'HOLY STRENGTH'~ Syntax: cast 'holy strength' <target> Holy strength, takes the will and strength of the gods and fuses it into the target's body. When this happens, your strength goes up, as does your dam roll and hit roll. ~ 1 'CHAOS FIELD' CHAOS~ Syntax: cast 'chaos field' This spell draws forth the substance of chaos, creating a shield around the caster's body. This shield consequently retalliates some melee attacks against the caster by draining the life force of the attacker to heal the caster. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 1 'TRACK'~ Syntax: track <prey> The track skill, let's you track your prey. Everytime you enter a room a message will come up telling you which way your prey is. ~ 1 'SUMMON DEMON'~ Syntax: cast 'summon demon' When cast, you summon a demon from the abyss. The demon acts like any normal charmed character. Takes orders, follows you, etc. ~ 0 BLADE 'BLADE BARRIER'~ Syntax: cast 'blade barier' This spell causes thousands of razor-sharp blades to spin around the body of the caster, creating a shield. This shield consequently retalliates all melee attacks against the caster and severely damages the attacker. Use of this spell also decreases damage done to the recipient by 1/4. NOTE: This spell is defensive in nature, and cannot be casted in combat, and the duration of this spell is proportional to the caster's level. ~ 1 'BIO-ACCELERATION'~ Syntax: cast bio-acceleration When this spells is cast, it accelerates you bios. This increases your movement points, and hit points. ~ 1 HASTE~ Syntax: cast haste When you cast haste upon your self, you feel much quicker, and more athletic. In other words it increases your dexterity. ~ 1 ENTANGLE~ Syntax: cast entangle <target> When you entangle your target, they cannot flee. This is especially good, when you have a chicken enemy, this way you can kill them. ~ 1 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic blue aura. ~ 1 STUN~ Sytnax: stun Stun is a command used in battle to try and stun the other person. If it succeeds, the opponent will be stunned. ~ 1 METEOR 'METEOR SWARM'~ Syntax: cast 'meteor swarm' <target> Meteor swarm, is another offensive spell. When you cast it, flaming meteors fly from your outstretched hand into the target, for lotsa damage. ~ 1 CHAIN 'CHAIN LIGHTNING'~ Syntax: cast 'chain lightning' Chain lightning is an offensive spell, that hits everyone in the room. For example if there was a goat, dog, and cat in the room. The electrical blast would get them all. ~ 1 MANA~ Syntax: cast mana <target> A mana spell increase the mana of your target (unless they have full). But be careful how much you cast this, cause it also lowers your own. ~ 1 BLOODBATH~ Syntax: cast bloodbath Bloodbath is a healing spell for vampires. You need to have two puddles of blood. Then you bathe in it. This restores alot of hit points. ~ 1 INCINERATE~ Syntax: cast incinerate <target> This spell sets the victim's body on fire. Every few rounds, the victim will recieve damage from this fire. That is until the fire wears out. ~ 1 IRON 'IRON GRIP'~ Syntax: Iron Iron grip, makes you wield your weapon tighter. So therefore iron grip modifies your anti-disarm score. ~ 1 PUNCH~ Syntax: punch <target> This is another option you have while fighting. You can try to punch your opponent, while hitting him with weapon, etc. ~ 1 'ENCHANTED SONG'~ Syntax: cast 'enchanted song' <victim> When this spell is succesfully cast, it pacifies yours victim. ~ 1 WEB~ Syntax: cast web <target> When you cast web on your target, they cannot flee. This is especially good, if your opponent has a tendancey to run, this way you can kill them. ~ 1 'MENTAL BLOCK'~ Syntax: cast 'mental barrier' Mental block, provides a mental block around your mind. If you ahve this up you cannt be summoned, astral walked to, or any other spell of this nature. ~ 1 BIND 'SPELL BIND'~ Syntax: cast 'spell bind' <item> When you spell bind an item, it will restore charges. So you would use it on things, such as wands, staffs, etc. ~ 1 PATCH~ Syntax: patch <object> When you patch something, you are trying to repair it, like the blacksmiths. ~ 1 GOODBERRY~ Syntax: cast goodberry <food> Goodberry changes a normal piece of food, into a healing berry. This berry will heal alot of your hit point's but not stop hunger. ~ 0 FINGER~ Syntax: finger <playername> This shows you information (including last log-on date and time) on the specified player. ~ 0 SHATTER~ &BSyntax: &Wcast shatter <victim> Shatter is an example of a good spell &Pgone too far&W. It is said in ancient lore, that the spell shatter was discovered when a mage was experimenting with the spell 'armor'. These two spells both work on basically the same principal. They both try to harden the structure of the armor. But with shatter the armor get so hard, that the matter just cannot stay together. This is why the equipment &P'shatters'&W. &RBeware: &WMost players will get very upset, if this spell is used upon them. Because it will leave most somewhat naked. ~ 105 SUMMON ANGEL~ Syntax: cast "summon angel" Description: Summons an angel to do your bidding for a short while. ~ 0 'STONE SKIN' STONE SKIN~ Syntax: cast 'stone skin' Description: This spell turns the caster's skin to stone therby improving the caster's AC by 45. ~ 1 'MENTAL DRAIN'~ Syntax: mental When you are fighitng you can mentally drain your opponent. You have to be fighting to do this. Mental drain, does moderate damage. ~ 1 THROW~ Syntax: throw <item> <target> By throwing an item at a victim, you start a fight. The item that is thrown will do damage to the unfourtunate victim. ~ 1 'CHAOS BLADE'~ Syntax: cast 'chaos blade' <weapon> This is another enchant weapon spell. If successfully cast, the weapon will unleash raw chaos every few rounds. Note if the weapon is already enchanted this will not work. ~ 1 'SUMMON TRENT'~ Syntax: cast 'summon trent' When casted, you will summon a trent. It will act just like any other charmed creature. Take orders, etc. ~ 1 'CURSE OF NATURE'~ Syntax: cast 'curse of nature' <target> When someone has a curse of nature upon them, their dam roll, hit roll, and strength all decrease. So try not to get cursed. ~ 1 GOUGE~ Syntax: gouge Gouge is another skill you can use to hurt people while in combat. It does moderate damage, but be careful. You could gouge someone's eye out!!! ~ 1 PERMENANCY~ Syntax: cast permenancy <item> Permenancy will put unlimited charges on wands, staffs, etc. ~ 1 'TRUE SIGHT'~ Syntax: cast 'true sight' True sight allows you to see through invisible things, such as Dark Invis. ~ 1 'SUMMON SHADOW'~ Syntax: cast 'summon shadow' This spell is the opposite of summon angel. You have to be evil to do it, and also you have to have lots of blood points to bind the shadow in this world. ~ 1 'PHASE SHIFT'~ Syntax: cast 'phase shift' Phase shift is another invis routine, kinda like Dark invis. Only a little bit different. Try for yourself, enjoy. ~ 1 BERSERK~ Syntax: berserk While in a fight, if you go berserk. Your dam roll, and hit roll go up and your armour class goes down. ~ 1 CIRCLE~ Syntax: circle Circle is another attack. If you are in battle, and do a successful circle you will get behind your opponent for another attack. ~ 1 FUMBLE~ Syntax: cast fumble <target> If fumble is successfully cast on someone, it will make them very clumsy. ~ 1 CONFUSION~ Syntax: cast confusion <victim> Your target will become very confused. It will not attack as often, because of this confusion. ~ 1 SCRIBE~ &WSyntax&w: scribe <spell> &w Scholars in the arts of sorcery, mages and necromancers alike can scribe, or write down, the secrets of their spells on paper for others to unlock these magical powers. You can find the proper equipment needed for the process at Jahrem's Scribe Shop in Bethaven. Be aware though that certain spells are more likely to backfire than others and a backfire will destroy one set of scribing equipment and cause you damage. &W Requirements&w: &z*&W Item&w: A quill &z*&W Item&w: A blank parchment (&COne PER scribed spell&w) &z*&W Item&w: A bottle of magical ink (&COne PER scribed spell&w) &W See Also&w: ALCHEMY ~ 1 TURN UNDEAD~ TURN UNDEAD Syntax: cast turn >mob< If successful this spell will instantly kill any undead creature. There is a good chance of the spell failing. ~ 1 SUMMON BEAST~ SUMMON BEAST Syntax: cast 'summon beast' This spell summons a beast to protect the caster. Obvious, huh? ~ 1 MIND PROBE~ MIND PROBE Syntax: cast 'mind probe' player This is perhaps the very best spell you can cast to find out another players stats. Successfully cast, it will show you thier score just like when you type score to see your own stats. This spell does not work against mobs. ~ 1 PSYCHIC QUAKE~ PSYCHIC QUAKE Syntax: cast 'psychic quake' This spell unleashes the chaos within your mind to do devastating damage upon all creatures in the room. ~ 1 TURN EVIL~ TURN EVIL Syntax: cast 'turn evil' >mob< This spell will severely injure or even kill any creature that is evil. ~ 0 'SUMMON ANGEL' SUMMON ANGEL~ Syntax: cast 'summon angel' Description: This spell summons an angel to help the caster for a short while. ~ 101 OVARS OVARIABLES~ All obj_progs may use these variables: $i, $n, $o, $r, and modifications of these (like $e for $n) prog name | param type | useable variables --------------+------------+------------------ get_prog | percent | (none) get_from_prog | percent | $p drop_prog | percent | (none) put_prog | percent | $p give_prog | percent | $t fill_prog | percent | $p wear_prog | percent | (none) look_prog | percent | (none) look_in_prog | percent | (none) invoke_prog | percent | see below use_prog | percent | see below cast_prog | percent | (none) cast_sn_prog | slot | (none) join_prog | percent | $p separate_prog | percent | (none) buy_prog | percent | $t sell_prog | percent | $t store_prog | percent | (none) retrieve_prog | percent | (none) open_prog | percent | (none) close_prog | percent | (none) lock_prog | percent | $p unlock_prog | percent | $p pick_prog | percent | (none) throw_prog | percent | (none) rand_prog | percent | (none) Note: rand_prog does *NOT* have a $n variable available. for invoke_prog, variables are determined by type Type 1 (ObjLoad): $p Type 2 (MobLoad): $t Type 3 (Transfer): (none) Type 4 (ObjMorph): $p - $o is original object, $p is new object Type 5 (Spell): Same as for use_prog For use_prog, variables are determined by spell target Target Offensive (Attack): $t Target Defensive (Shield): $t Target Self (Personal): (none) Target Object: $p Target Ignore (Out of room; eg: Astral Walk): (none) ~ 101 RVARS RVARIABLES~ All room_progs may use the following variables: $i, $n, $r, and modifications of these (like $e for $n) prog name | param type | useable variables -------------+------------+------------------ enter_prog | percent | (none) exit_prog | percent | (none) pass_prog | percent | (none) cast_prog | percent | (none) cast_sn_prog | slot | see below sleep_prog | percent | (none) wake_prog | percent | (none) rest_prog | percent | (none) death_prog | percent | (none) time_prog | hour | (none) rand_prog | percent | (none) Note: rand_prog and time_prog do *NOT* have a $n variable available. For cast_sn_prog, variables are determined by spell target Target Offensive (Attack): $t Target Defensive (Shield): $t Target Self (Personal): (none) Target Object: $o Target Ignore (Out of room; eg: Astral Walk): (none) ~ 105 EVARS EVARIABLES~ All exit_progs may use the following variables: $i, $n, $r, and modifications of these (like $e for $n) prog name | param type | useable variables ------------+------------+------------------ enter_prog | percent | (none) exit_prog | percent | (none) pass_prog | percent | (none) look_prog | percent | (none) scry_prog | percent | (none) open_prog | percent | (none) close_prog | percent | (none) lock_prog | percent | $o unlock_prog | percent | $o pick_prog | percent | (none) ~ 105 PARAMTYPES PTYPES~ All x_progs are triggered by certain actions, and then are passed through a check to see if the trigger is activated. There are various types of parameters based on these checks, which are compared to the information received by the game driver. Percent Parameters: These are the most common kind of checks. The parameter is a number between 0 and 100, 0 meaning the trigger will never activate, and 100 meaning the trigger will activated every time it is called. Word Parameters: These parameters may be specified in one of two ways: As a word list or as a phrase. As a word list, each word of the parameter is check against each word of the incoming data, and if any of the words match, the trigger will be activated. A phrase parameter starts off with the letter 'p' as the first word, followed by the phrase to be compared. In a phrase, all words compared much match (excluding the initial 'p'). Slot Parameters: These indicate a spell slot. Spell slots may be found by using the 'slookup' command. Be careful to use the SLOT and not the SN, as they are two different numbers, used for different purposes. Hour Parameters: This type takes two arguments: The starting hour and the finishing hour. These are called every game hour, and if the time is between the two numbers, the trigger will activate. Numbers must be in 24 hour format, and may wrap around midnight. (ie: '20 8' would activate every hour between 8:00pm and 8:00am, game time, every game night.) Hitpoints Parameters: The parameters for this trigger is a number between 0 and 100, indicating the percentage of hitpoints the mob has from its max hitpoints. The trigger is activated when the mobile's hitpoints to max hitpoints percentage fall below the specified percentage. Itemlist Parameters: This is a list of items which may activate the trigger. Use quotation marks (' or ") if you wish to use items with more than one keyword. eg: 'orange dagger' as opposed to orange dagger. The first example would need an item with both names to activate the trigger, and the second example would need an item with either name to activate. Goldpieces Parameters: The ammount specified in the single parameter is the minimum ammount of gold needed to activate the trigger. ~ 101 MVARS MVARIABLES~ All mob_progs may use the following variables: $i, $n, $r, and modifications of these (like $e for $n) prog name | param type | useable variables ---------------+------------+------------------ act_prog | word | see below speech_prog | word | (none) rand_prog | percent | (none) fight_prog | percent | (none) death_prog | percent | (none) hitprcnt_prog | hitpoints | (none) entry_prog | percent | (none) greet_prog | percent | (none) all_greet_prog | percent | (none) give_prog | itemlist | $o bribe_prog | goldpieces | (none) Note: rand_prog and entry_prog do *NOT* have a $n variable available. For act_prog, the variables depend on the information received Any action that involves an object may use $o. Any action that involves two or more objects may use $o and $p. Any action that involves a third party may use $t. These actions do not have to be done by the programmed mobile. ie: A person types 'give <object> <target>'. $o becomes <object>, and $t becomes <target>. $t may be the same as $i if the mobile itself is the target of the action. ~ 1 PKILL PK~ &RPK -> Pkill -> Player Killing &GRules for Player Killing (8/03/96) &z[&W1&z] &RPlayer Killing &Wrange is +/- 10 levels. Regardless of whether or not you think you can take on a higher level foe. +/- 10 levels strictly enforced. &z[&W2&z] &RSummoning &Wto &Raggressive &Wmobs is &RILLEGAL&W. Summoning to Clan Headquarters is &RILLEGAL&W. Pkilling in Clan Headquarters is &RILLEGAL&W. Summoning to places where a player is unlikely to recover their corpse is illegal. &CLEGAL&W, summoning to yourself (no aggressive mobs in room) and/or to yourself and a fellow clan mem &W ber. &z[&W3&z] &RYou MAY &Wprovide healing and shields for other players &GBEFORE &Wthe fighting begins &GUNLESS &Wyou are in a PKILL clan and WITHIN level range (+/- 10) of the TARGET. &z[&W4&z] &RCausing the death &Wof other players by shielding/healing mobs is &RILLEGAL&W, unless you are in a PKILL Clan and within the TARGET's level range. &z[&W5&z] &ROnce a person has been killed&W, that person is off limits until their corpse DECAYS. That is about 12 minutes. Use 'c locate corpse', if you have the spell, to check. &z[&W6&z] &RDo NOT start a fight &Wif a reboot warning has been given. This constitutes making it impossible for a player to retrieve his/her corpse. Also makes unnecessary trouble for Immortals. &z[&W7&z] &RFULL PLOOT (FULL CORPSE LOOTING) IS IN!!! Only stipulation on looting &GCLAN EQUIPTMENT &Wis that it cannot be BOUGHT, SOLD, or TRADED. &z[&W8&z] &RYou may only PLOOT &Wif you MADE the KILL. You MUST make the killing blow. If a MOB made the kill, you CANNOT LOOT the corpse. Everyone can now see on the &B[&wINFO&B]&w: &Wchannel what mob killed a person. ~ -1 GREETING~ &G . | . . : : . # : . : . : : . | : 0 . : . : : | : | | : : I | O . : | . . ( | ( . ; | : . [ # I : : ( : | ) % . ) . . | { | : ] @ % : | ) : + | # . # : | y } : $ | D U $ @ # | / A . : O | : % : 8 | @ . @ @ | * O : : . % | . # | 4 : . : I # % : . | : # ( . @ ; # . .. . : : : A . # | . I . ) . : && S : .: : : ( . : [ : | : ) : . $ . I @ G : .:: | . | } . : | 7 : . } ! ( : | . 7 : t # | :|+ ] : : # . | | . % | . { I 2 | : : # | $ 7 . ) ;*$ # ^ + n : o { . @ t : + j F < { . $ # . 8 . ( THE ] : # Q . : * 4 O V ] : && @ : % : | MACHINE WORLD: | | @ . | # U 7 % | % : # : .| :GENERATIONS . | < : | O # @ k # | " .| ; . : : : | # ) V @ 7 d :| t : . : o | ( 0 @ # #|_________________| 8 &WWhat is your Name?~ 0 ANIMATE DEAD~ Syntax: cast 'animate dead' corpse This spell will cause the target corpse to become undead and serve the you. The undead corpse will automatically follow you and do what you 'order' it to do. ~ 0 ASTRAL WALK~ Syntax: cast 'astral walk' <intended name of mob or character> This spell enables the caster to 'astral' (automatically go) to an intended location anywhere in the realms. As long as the area will allow you to astral to it or out of it. ~ 1 BUILDING~ EotS prefers to have new and UNIQUE zones. If the zone is on anothermud please do not submit it here. When you create an area for use with EotS, you give to the admin of the mud and those assigned by them the right to use it and modify it on a permanent basis. Because of the large effort required by us to help you build the zone, We retain the right to use (or not use) any area submitted to us. Once a zone is submitted and it is linked into the mud the author of the zone gives up any rights to remove the zone from the mud. We will not give your area away without doing everything in our power to ask your permission first and we kindly ask that you do the same for us. Full credit is also maintained. If you feel you are qualified to build for us please speak to Kjodo, who is head of building here. (Previous building experience is highly recommended) ~ 1 NEWBIE~ To the absolute beginner: Welcome to EotS. This is a multi user Dungeon game or Mud for short. If you have gotten this far you have already chosen your race and class. Those choices you have made have created the character you are now controlling. You can make your character do almost anything by using a command and pressing enter. If your screen scrolls while you are typing just continue to enter your command the mud will understand you. Some commands to get you going are as follows: >look and also 'look in <item>' >say followed by the sentence you wish to say >who will show all visible players. >tell <person> and what you want to tell a person. >chat and what you want the world to hear. >exits will reveal all obvious exits from the room you are in >north will take you to the north if you can go there >south -------------------- south ------------------- >east -------------------- east ------------------- >up -------------------- up ------------------- >down -------------------- down ------------------- >inventory lists the items you carry >equipment lists the items you are using >get <item> to pick up an item >score gives you your current score. >save saves your char and equipment. >quit quits the game. All commands can be abbreviated. Thus the command 'look' can be abbreviated to just 'l'. Names of things and items can NOT be abbreviated, you must write their full name to refer to them. Be careful! Learn which abbreviations trigger which commands. For instance, 's' is an abbreviation for 'south' not 'say' and sc is an abbreviation for score. If you want to know more commands try just typing "help" by its self on a line and press enter. Also to find out more about commands try typing the word "help" followed by the command for example try: help look help autoexits For the extreem newbie and even the seasoned mudders we suggest you go through mud school to learn how all the commands work. In mud school you can do everything from make your first few levels to buying a few needed items for adventuring. If you get stuck feel free to ask questions on the chat channel or check the who list for a god with "Mortal Council" in their title. Please try not to bother other gods as they are usually very busy trying to add to the world. From all the gods here at EotS we hope you have fun and wish your character luck as it runs into anything and everything. ~ 0 RANGER~ The RANGER is a class devoted primarily towards hand-to-hand combat. The RANGER has a powerful affiliation with nature and receives limited spells from the DRUID class repetoire. Though the RANGER does not have as many multiple attacks as the WARRIOR, his spellcasting ability makes the RANGER a formidable foe. Few can best a prepared RANGER. ~ 0 BARD~ &GBards &gare travelling minstrels, collecting tales and lore wherever they happen to be. They are extremely curious and have a deep wanderlust. They usually form their stories into songs. Bards rarely stay in one place too long. On their many journeys, Bards have become jacks of all trades, but masters of none. They possess many spells and skills from the different classes gathered as they wandered. &GBards &gpossess the gift for words and singing. Their voices and songs possess great powers. They &GSING&g their songs in preparation of battle, during battle, and after to protect, destroy and heal. ~ 0 DRUID~ DRUIDS are a powerful nature based class. There intimate knowledge of the land allows them to draw magic from it. They use nature as their ally, controlling it and shaping it to fit their needs. Druids are the priests of nature, and the guardians and protectors of the forests. ~ 0 PALADIN~ The PALADIN is an incredible fighter that lives by his deeds. As strong as a Warrior, the Paladin fairs well in battle. His skills in the art of healing others make him an excellent player to group with. With luck, tales of a Paladin's deeds will live long after that Paladidn has ceased to exist. ~ 0 VAMPIRE~ The Vampire is a class that owns the night. Their spells are focused on draining the life from the living. They get their power from the blood of others. Vampires possess the spell Dark Blessing, which greatly increases hit points and damage roll. Vampire's are powerful fighters that also receive the dual wield skill. A Vampire has a huge disadvantage in the sunlight, and must be indoors to be safe from the suns' harmful light during the daylight hours. ~ 102 NEWCORPSE~ Syntax: newcorpse <player> Syntax: newcorpse <player> <corpse #> Newcorpse allows you to recreate a corpse for a player who has lost thiers. The player must be online in order for the corpse to be recreated. The 5 most recent corpses will be saved. Typing newcorpse <player> will display a list of corpses and number of items each corpse contains The corpses will be flagged as valid or invalid. DO NOT recreate an invalid corpse. The newcorpse routine is fairly intelligent and will not save corpses containing only one item. Therefore if the player has died trying to get his original corpse, and has only a light source, that corpse will not be saved. Once the apporiate corpses to be recreated is decided upon , typing newcorpse <player> <corpse #> will recreate the corpse. The corpse will be recreated in the room in which you issued the command. ~ 1 RACE~ &wThere are 17 races available to choose from in the MUD, each with their own bonuses and penalties. Type Help (race name) for more information about a particular race. The races available are: &W Human Elf Elder Ogre Dwarf Pixie Lizardman Demon Halfling Drow Ghoul Illithid Minotaur Troll Shadow Tabaxi Kreen &W *&zNOTE&W*&w Some races have their special racial abilities listed, but not all are listed yet, so don't pass up a race because it's aren't listed at this time. Abilities listed in &Rred&w denote a race-specific skill, while those in plain white are natural effects that are automatic. &W See Also&w: RACE SKILLS, RACE MODIFICATIONS ~ 1 CLASS~ The MUD contains 14 classes, each varying in abilities and proficiencies. The classes are as follows; Mage Cleric Thief Warrior Psionisist Druid Ranger Paladin Bard Vampire Necromancer Werewolf Monk Ninja For information on each class, type help <class name> ~ 101 PET_SHOP~ Pet Shops are one of the more tricky aspects of building, because a pet shop requires 2 rooms in order to function correctly. The first room is where the person goes to buy their pet. The second room is where the mobs for sale are reset to. It is EXTREMELY IMPORTANT that the second room be the VERY NEXT VNUM after the first. (Thus if the pet shop is room 1234, then the second room where the pets are stored should be 1235) Room1: Gets the pet_shop flag. No mob is necessary but one just standing there pretending to be a shopkeeper adds to the reality. The mob is not a shopkeeper, the room itself is the shopkeeper. Room2: This is where you reset the mobs for sale. the mobs must have the flag 'Pet' toggled under the act section. Prices are set by mob level. -Grunt ~ 1 PRAYER~ Syntax: Pray This is a powerful spell for both CLERICS and PALADINS. When cast on a character with good alignment, the spell will bestow many positive effects. A blessing from the gods, you can temporarily increase you hit points, by praying for yourself.. When a evil characters cast prayer, their alignment will move toward that of a good character, though they won't receive the blessings a good character would receive. ~ 101 CLASSES~ Here is a list of all the possible classes here at EotS. Mage Cleric Thief Warrior Psionicist Druid Ranger Paladin Bard Vampire Necromancer Werewolf Monk For further information on a particular class, type help <class name>. ~ 1 SOULSTRIKE~ Syntax: soulstrike A skill for paladins that uses some of their hp to inflict damage on the enemy. This skill is used while in combat, and only by those who are good of heart. ~ 1 DISRUPT~ Syntax: cast disrupt <target> A very powerful high level Psionisist spell, that can inflict major damage on an enemy by disrupting the fabric of their being causing intense pain and suffering. ~ 1 'MOLECULAR UNBINDING'~ Syntax cast 'molecular unbinding' <victim> Casting this spell before combat will auto-start a battle after attempting to wreck one of your victim's worn/wielded items. Can also be cast from within combat. The victim of the spell is given a save to negate the affects. ~ 101 INVOKE~ Ok builders,.... here's the info you all have been waiting for. While in oedit, you have the possibility to do 5 things with INVOKE. These are set by the ac_type command. (See help AC_TYPE) The most common of these is ac_type 5, which is for casting spells. Once you set the ac_type, you then must fill in any other information required. For casting a spell, you must provide a spell (help ac_setspell) and a current and maximum charge level (help ac_v1, and ac_v2). To change an object from the current one to another, you must provide a second object the current one will transform to (help ac_vnum). Here's a sample for invoking invis: ac_type 5 ac_setspell invisibility ac_v1 5 ac_v2 5 Your friendly help file person Muerte :) ~ 101 AC_TYPE~ AC_TYPE is used to set the function that the invoke command will execute. There are 5 different functions possible: ac_type 1 will oload an item ac_type 2 will mload a mob ac_type 3 will trans a player ac_type 4 will change one item to another ac_type 5 will cast a spell For all except 5, you must provide a vnum for either an object, mob, or location ~ 101 AC_VNUM~ This command is used in conjunction with the ac_type command. Syntax ac_vnum <vnum> You can use the vnum of an object, a mob, or a location. The vnum does not have to be from your area. ~ 101 AC_SETSPELL~ Syntax ac_setspell <spell name> This command is used in conjunction with using the ac_type 5. It will set the spell that will be invoked. ~ 101 AC_V1~ Syntax: ac_v1 <#> This will set the current number of charges, or times an object can be invoked. ~ 101 AC_V2~ Syntax: ac_v2 <#> (use -1 for infinite amount) This will set the maximum number of charges allowed on the object. ~ 1 'HEALING HANDS'~ Syntax: cast 'Healing hands' <player> This is a powerful healing spell that paladins can use to heal others. You cannot cast this spell on yourself. ~ 1 'CLASS CHANNEL'~ Syntax: class <message> or > {message} The Class Channel will broadcast your message to everybody who is on from your class. ~ 1 CHAMPION 100 HERO~ CHAMPION HERO 100 CHAMPIONS, aka HEROes are those players who have progressed as far as can be attained in the game on a mortal level. Having mastered the mud, they are a good first source of information should you need help. Champions can communicate with each other using the HERO channel, by typing hero <message> or -<message> ~ 1 REMOTE~ To use the REMOTE EMOTE actions, type <player's name (action) for example <Thalador hugs you! Thalador would see + <your name> hugs you! Try them out on your friends or victims and have a ball! ~ 1 LAPDANCE~ Syntax: Lapdance Beg for Lapdance NOTE: Do NOT attempt this maneuver on anyone wearing spiked armor. ~ 1 DONATE~ &GSyntax: donate <object> ; don <object> &YDonate&G is a new command that will send an item in your inventory to one of the 4 donation rooms in Bethaven. The donation rooms are located *&YWEST&G* of the Oracle. Each room will contain different types of objects. One for weapons, armor, magical, and miscellaneous. Once donated, the items will 'disappear' if not taken within 20 mud hours. You can donate an object from anywhere in EotS. It will be magically transported to the right donation room. ~ -1 GHOUL GHL~ &z_____________________________________________________________________________ &wA race of ghastly abominations, rising from the ground to feed on other denizens. What they lack in intelligence, wisdom, and dexterity, they make up for in strength and constitution. &W &WSize&w: MAN_SIZE &WRacial Abilities&w: &z*&w Immunity to poison. &z*&w Damage done to them is reduced by 1/8th. &z*&w They poison enemies with each touch lowering a victim's CON statistic. &WStat Modifications&w: Str: +2, Int: -1, Wis: -1, Dex: -1, Con: +1 &W *&zNOTE&W*&w Ghouls find food by eating corpses left behind by fallen foes, NOT through conventional means. Ghouls are also considered 'undead' and are treated accordingly. &z_____________________________________________________________________________ ~ -1 ILLITHID ILL~ &z_____________________________________________________________________________ &wAlso known as Mindflayers, Illithids are a race of spellcasters that usually live deep underground. Because they are so absorbed by the mind, they have become very frail of body. They are best suited as Psionicists or any type of Spellcaster. &W &WSize&w: MEDIUM &WRacial Abilities&w: &z*&w They're able to use the 'mental drain' skill 3 times as fast. &z*&w They are able to cause more damage with the 'mental drain' skill and receive more mana with each drain. &z*&w Damage dealt with the spell 'energy drain' is doubled. &z*&w They can use the 'detonate' spell every round instead of every other round. &z*&w Enemies don't get a saving throw vs 'psionic blast' so that spell always does full damage vs an attacker. &WStat Modifications&w: Str: -3, Int: +3, Wis: +2, Con: -2 &z_____________________________________________________________________________ ~ 1 HEX~ syntax: c 'hex' <target> Drawing on the powers of the dead and the dark, Necromancers are able to place very powerfull hexes on their opponents. This spell has been known to affect it's victims in many different, and nefarious, ways. ~ 1 DARK RITUAL 'DARK RITUAL'~ syntax: c 'dark ritual' When a Necromancer performs a dark ritual, he calls upon his powers to drain all of the remaining mystical energies from a fallen opponent. The drained energies are then added to his own. ~ 1 GRAVEBIND~ syntax: gravebind corpse While the other habitants of the land are not able to control what they get when they sacrifice corpses, Necromancers have developped a technique which let's them aborb all the remaining life force in a corpse when they destroy it. They have named this skill gravebind and it is the best method to get rid of corpses. ~ 1 SPELLCRAFT~ When Mages become more knowledgable in the arts, they are given to the learning of this skill. A Mage skilled in spellcraft is able to double the power of his damage dealing spells. ~ 1 MULTIBURST~ syntax: multiburst <spell> <spell> With this skill, a mage is able to summon enough energy within himself to cast two spells at once at his opponent. Because this process takes much concentration, the mana cost of using this is much greater than that of the regular spells totalled up. ~ 0 NEC NECROMANCER~ &wThe romancer of the undead causing pain, death and rebirth in the form of a tainted soul in unrest. They possess powers to drain energy from corpses and animate them to their will. Possessing dark magic to feed off the living and the dead, Necromancers are feared throughout life... and death. ~ 0 WEREWOLF WWF~ Werewolves are the beastly killers of the realm. Using their claws and jaws to fight, they have become more than equal adversaries to the warriors of the lands. They use all sort of tactics to frighten their opponents into not fighting at their peak level. ~ 1 ENHANCED CLAWS~ Werewolves being animals, the adore fighting with their claws. At an early period in their lives, the develop a better fighting style with only the use of their claws. Enhanced claws is the skill in which a werewolf learns how to better wound his opponent when fighting bare handed. (If you can call razor sharp claws bare hand, that is...) ~ 1 DUAL CLAWS~ When a werewolf becomes more adept at fighting bare hand, he becomes more skilled and better balanced. It is at this point that one starts to fight using both claws at once. No longer raking and clawing only with one hand, werewolves become even fiercer adversaries. ~ 1 RAGE~ Rage is the ability of a werewolf too unleash all his anger and revert to the most primitive form of his species. When enraged, werewolves lose all sense of modern warfare, refusing the use of weapons. They, however, become a force to be rekonned with with in melee battles, using brute force to crush their opponents. ~ 1 STENCH OF DECAY~ syntax: c 'stench of decay' <victim> With this spell, Necromancers invoke the foulest weapon in their arsenal to inflict damage on their opponents. ~ 101 WHOTYPE~ For all &WImmortals &cof EotS, Whotype allows you to create & change the title before your name on 'who'. The title is the one in &W[ ]&c's. &CSyntax: &Wwhotype &w<&Wtext&w> &cNote: &PC&Wo&Rl&Yo&Gr &cCodes are &CEXEMPT&c from the &W10&c space limit. To set whotype to default, type &Cwhotype default&c. ~ 1 PALM~ This skill allows a master thief to pick up a object lying on the ground or a object in a container without it being seen by others in the room. ~ 1 SCENT~ Scent allows a Werewolf to use their sense of smell to scan their surroundings two rooms deep and in all directions, they can even detect invisible mobiles. ~ 1 FRENZY~ While fighting, if you use frenzy, your damroll and hitroll will go up and your armor class will go down. ~ 1 ADRENALINE RUSH~ Adrenaline rush lowers DEX by 2 but it improves the number of attacks per round that you will deal. ~ 1 BITE~ Bite is a extra attack for werewolves, similar to kick. This skill will improve with each level you gain. ~ 1 HOWL OF FEAR~ This skill lowers the damroll and hitroll of your opponent. ~ 1 SING~ Bards are masters of song. Their voices possess magical powers that protect, heal, and destroy. &CSyntax&C: &c &WSing &w<&WSong/Spell&w> ~ 101 BANLIST PERMBAN TEMPBAN NEWBAN ALLOW~ &RBanlist&w: Shows the current list of banned sites and users. &RPermban&w: Permanently bans a site. Can only be removed by level 108 trust immortals. Use this to ban SITES only, not users. &RTempban&w: Temporarily bans a site or user until desicion to &Rpermban &wis made. 107 trust immortals may remove a &Rtempban&w. &RNewban&w : Prevents a site or user from making new characters. ALWAYS use this when banning a specific username. &RAllow&w : Command used to remove a site or user from the ban list. &wUse &RPERMBAN&w, &RTEMPBAN&w, &RNEWBAN&w & &RALLOW&w without arguments to see the syntax of these commands. ~ 1 'ENHANCED CLAWS'~ This skill increases the damage a werewolf's claws do in combat. The use of this skill is automatic once practiced, but only works while the werewolf is using his claws. It will not give a werewolf any extra damage while the werewolf is using conventional weapons. ~ 1 'HOWL OF FEAR'~ Syntax: howl <target> &w Faced with the bellowing howl of rage from a werewolf's towering form, most enemies will be stricken by a sudden overwhelming feeling of fear and paralysis. Victims effected by a werewolf's beastly howl are generally disheartened and therefor inflict less damage with each hit and find themselves too afraid to press their oppenent making their hits landed fewer. ~ 1 'ENHANCED REFLEXES'~ Syntax: enhance Note : This spell is the skill equivalent of 'haste' and is not accumulative with it. &w The art of fluid movement, trained by thieves and natural to werewolves, is displayed through either of these graceful opponent's specialized reflexes. By concentrating on your objective and making yourself feel one with it these groups of men, women and beasts are able to hone their skills and speed into a near dance of gracefully dealt death allowing them to land blows faster than the eye can keep up with. ~ 1 'DUAL CLAWS'~ After gaining a certain amount of experience in the art of barehanded fighting werewolves give up some of their defensive forms to learn the tactics of attacking with both claws. For them to be allowed this freedom of movement they must not use a shield or hold any items, freeing their hands and arms enough to allow quick movement. This skill once learned is automatic in function and works similar to 'dual wield', but does not require a second weapon to be used. ~ 1 'RAKE EYES'~ &wSyntax: &Wrake <target> &w Sensing an opening in your defenses a trained werewolf will quickly press his or her advantage by taking a swift and savage strike at your eyes, gouging them with their sharp claws. This attack will almost always leave an opponent blind and wishing he'd paid closer attention, but is not accumulative, due to it's damaging nature. ~ 1 'DOUBLE BACKSTAB'~ A true master of the thieving arts might learn the skill of striking with not one, but two backstabs. Requiring the agility known only to a select few of the world's adventurers, this ability demands a high mastery in the art of stealth to slip behind someone and take them by surprise enough to land more than the first backside blow. Although while it has many advantages, this does leave a thief's striking range rather short, since to strike multiple blows he must use both hands with daggers ready. ~ 102 DEMM_102~ ~ 101 DEMM_101~ &RThe world twist and spirles in. Power drains away from you leaving you empty. A meager spark remains from the power you once had. ~ 1 'CHAMPLIST'~ &z______________________________________________________________________________ &z| &B The Collective Champions of &rEotS &z| &z|----------------------------------------------------------------------------&z| &z| Level 101 Champions: &z| &z|----------------------------------------------------------------------------&z| &z| Level 100 Champions: &z| &z|____________________________________________________________________________&z| &z| &w"&CMay the legends of their deeds stay true to their actions with the &z| &z| &Cpassing of time.&w"&B Please do NOT use the names of champions no longer with &z| &z| &Bus or no longer graced by that title unless you were the original user of &z| &z| &Bthat name. Champion names in &Rred&B are no longer with us or are no longer &z| &z| &Bchampions by level. Total # of Champions &w= &R120 &z| &z|____________________________________________________________________________&z| ~ 106 'CEDIT'~ &w Syntax: &Wcedit # &C(# found in 'clans' command) &w &z ______________________________________________ &z | &RCommands &w>&rin cedit&w<&z| &CClan Position &z| &z |--------------------------------------------| &z |&r deity <name> &z|&c Clan Deity &z| &z |&r power 1 <name> &z|&c Champion &z| &z |&r power 2 <name> &z|&c Leader &z| &z |&r power 3 <name> &z|&c Council &z| &z |&r power 4 <name> &z|&c Centurion &z| &z |&r pkill yes/no &z|&c PlayerKill Toggle &z| &z |&r recall # &z|&c Recall Room &z| &z |&r pkills # &z|&c # of kills (players) &z| &z |&r pkilled # &z|&c # of deaths (players) &z| &z |&r mkills # &z|&c # of deaths (mobs) &z| &z |____________________|_______________________| &w The use of this command should generally only be done by the MUD's IMP's, Thalador, or the Clan Administrator and his/her Assistant. Unless otherwise asked by the above listed please do not edit clan statistics. ~ 107 'MSETLIST'~ &z________________________________________________________________________________ &z___________________ _____________________ &z| RACE | # | | CLASS | # | Other settings of MSET: &z|------------|----| |--------------|----| -------------------------------- &z| &BHuman &z|&R 0 &z| | &BMage &z|&R 0 &z| &z[&Rstr, int, wis, dex & con&z] &z| &BElf &z|&R 1 &z| | &BCleric &z|&R 1 &z| &wTrained stats of a character. &z| &BDwarf &z|&R 2 &z| | &BThief &z|&R 2 &z| &Wsyntaxname. &W-&RT&Ya&Gl&Bi&Pa&w, &rMistress &wof the &zBlack Arts&W- ~ 101 GRUNT~ &COk, Arch had a good idea in mind when he set a schedule for his usual times to be around here on the mud, so I've decided to follow along, here is when you can usually find me either here, or on the builders port. I'm usually on both at the same time when I am on, to make it easier for people to find me. &BMonday&w: &c6-11pm EST &BTuesday&w: &c6-11pm EST &BWednesday&w: &c6-11pm EST &BThursday&w: &c6-11pm EST &BFriday&w: &c6-11pm EST &BSaturday&w: &cVarious Times EST &BSunday&w: &cVarious Times EST &CAnd if all else fails, you can email me at: &Bplayboy&c@&wziplink&C.&wnet &b-&WGrunt ~ -1 'IMMORTALS'~ &BWhile mortals are the lifeblood of a MUD, immortals are the guiding force directing it in the right direction, but how each immortal (imm) acts in their job varies greatly. Thalador have been receiving a GREAT many notes upon subjects they either shouldn't have to or don't have time to deal with. Please only note them if the problem -requires- their direct help or an immortal specifically asks you to do so. Here's a list of those to look for in help, wether they're on or not: &z &B &w &z|&R Note to: &z*&B Pfile errors (check with an imm first to varify)&w........&z|&R &RThalador &z*&B Coding bugs of any sort, suspected or fact&w..............&z|&R 1045 &z*&B Suggestions for new abilities&w...........................&z|&R 1045 &z*&B Errors in areas, items and\or mobs of any sort&w..........&z|&R Grunt &w& &RSherf &z*&B Inquiring of becoming a builder&w.........................&z|&R Grunt &w& &RSherf &z*&B Questions in general of clans&w...........................&z|&R CLANS &z*&B Questions for immortals in general&w......................&z|&R Immortal &z &BCLANS &w=&R the Clan Guild &C(Anyone related to clan running) &B1045 &w=&R the Coder Guild &C(All of the MUD's coders) &z &BIf in doubt, look at the help files on immortals help '106', '107', etc.. which will give a more indepth look at their job description. Then type: &w"&rwho 106&w"&B, check the &w'&rwizlist&w'&B and ask the lowest leveled person on you can see. This is our 'chain of command', please use and respect it. Thank you for your time & effort into making this MUD what it is today. ~ 106 IMM TOYS~ An Imm Toy is any item created by an Imm with illegal stats on it. Illegal stats meaning something that would NOT be allowed in game. Imm Toys cause more crashes and headaches around here, and that leads to pissing me off, and you really don't want to do that. Imm Toys are NOT allowed, and if you've created any, delete them NOW! There's enough Imm crap in game as it is. ~ 1 AUTOQUEST~ &W Autoquesting is for every level and there are certain rules and commands to know about. &W You have to be at a Quest Master mob to use most the available commands. &W &wQUEST INFO:&W This will tell you what you are currently questing for. &wQUEST TIME:&W Displays the amount of time you have left to complete your current &W quest or the amount of time until you can quest again if you just &W quested. &wQUEST POINTS:&W This will tell you the amount of quest points you have so far. &wQUEST REQUEST:&W This allows you to -request- an autoquest. The &cQuest Master&W &W will then see if it has a quest to give you. &wQUEST COMPLETE:&W Once you've completed a quest, return to the &cQuest Master&W &W who assigned you the quest, and type QUEST COMPLETE. &wQUEST LIST:&W This lists the available items you can buy with your quest points. &W You must be at a &cQuest Master &Wto list or buy items. &W At the &cQuest Master&W, type the full name of the item as it appears &W on the quest list to see its stats. &wQUEST BUY:&W To buy an item type QUEST BUY <item>. &wQUEST AREA:&W When you are assigned a quest, you may type QUEST AREA to see what &W area your quest is in. &W &WAutoquests are random, and chosen suitable to your level. Sometimes you will &Wget a quest to kill a mob, or a quest to find an object. If you are assigned an &Wobject quest, the object is placed in the room of a suitable mob according to &Wyour level. You must go get the object and return to the &cQuest Master&W and &Wtype QUEST COMPLETE. He will then take the object from you and reward you with &Wquest points. &WIf you are assigned a mob quest, you must go find the mob and kill it, then &Wreturn to the &cQuest Master&W and type QUEST COMPLETE. The mob you are to kill &Wwill have a [TARGET] flag and while you are questing you will have a [QUESTING] &Wflag. &R --- Before you begin questing, make sure you read HELP AUTOQUEST RULES --- &WThe amount of time you are given for a quest is random, and can range anywhere &Wfrom 10-30 minutes. Once you have completed a quest, you must wait 30 minutes &W-REAL- time before you can autoquest again. If you request a quest and the &cQuest Master&W doesn't have a quest for you, you must wait 10 minutes before &Wtrying to quest again. &WThe points you gain while questing are saved every time you log off, but don't &Wlast forever. Each ten levels you lose any quest points you might of gained, &Wfor example at level 10 you would be back at 0 quest points. So quest lots and &Wspend your quest points! Don't forget to read &RHELP AUTOQUEST RULES.&W Anyone &Wwho doesn't abide by the rules will have to deal with the consequences. We want &Wthis to be enjoyable for everyone. ~ 1 IRONFIST~ syntax: Ironfist With this skill, a monk is able to turn his fist to iron, making him hit more often and harder. ~ 1 IRON SKIN~ syntax: cast 'iron skin' This spell enables a monk to turn his skin to iron-like solidity. While this spell is active, the monk is harder to hit and absorbs a bit of damage inflicted to him. ~ 0 CHI SHIELD~ syntax: cast 'chi shield' This spell surrounds the caster with shield of his own chi. This shield is highly impervious to magic and will reduce the chance of magical spells hitting the monk. It also serves to reduce a bit of damage. ~ 0 MONK~ &wMONK Although he is not unfamiliar with weapon combat, the Monk believes in "using what you have" to fight with. In the form of the martial arts, the Monk uses his hands as his weapons and defense system. The power of the mind is also one of the Monks high points. ~ -1 MINOTAUR MIN~ &z_____________________________________________________________________________ &wMade from the joining of man and bull, these ancient creatures are often found guarding various treasures throughout the realms of the land. Born with massive strength and amazing stamina, these noble beasts can often live centuries before passing on with only their slow movement, due to their massive bulk, hindering them. Using the dual horns of their head they can often temporarily paralyse an enemy with one mighty slam of their head. &W &WSize&w: LARGE &WRacial Abilities&w: &z*&R Headbutt&w: Causes minor damage & has a 10% chance at stunning an opponent. &WStat Modifications&w: &CStr: &w+1, &CWis: &w+2, &CDex: &w-4, &CCon: &w+1 &z_____________________________________________________________________________ ~ 0 HEADBUTT~ &WSyntax:&w headbutt &w Minotaurs armed naturally with horns atop their head and built with the strength of the combination of man and bull are able to use their massive heads to cause heavy damage to an attacker. As a minotaur gains experience out in the world through their lifetime they are able to increase the speed in which they recover from a sprawling headbutt and slam an opponent again. Naturally due to their chosen profession, those learned in the arts of melee combat are easier able to recover from performing a headbutt attack before those of the magical profession. &z *&WNOTE&z*&w Headbutt is a race-specific spell. You must be of the "minotaur" race or it will not work. &W See Also&w: RACE, MINOTAUR ~ 0 'SONG OF MISSILES'~ &Wsyntax:&w sing 'song of missiles' <victim> Summoning magic from depths of their souls, these wandering entertainers are able to spread out magical missiles comprised of the strength of their voice. ~ 0 'SONG OF VOICES'~ &Wsyntax:&w sing 'song of voices' <speaker> <message> Having spent years training their voices in the arts of entertainment, many bards have learned how to form the illusion of casting their voice from a different direction. Using this they can often make people believe that someone entirely different from the bard said something they didn't actually say. ~ 0 'SONG OF EVIL SIGHT'~ &Wsyntax:&w sing 'song of evil sight' Often having to travel from village to village entertaining in the local inns and taverns, bards have learned to spot those of evil nature through cautious observation, so they don't find themselves working for someone who won't pay up after the performance. This learned ability is invaluable to a bard's pouch of gold. ~ 0 'SONG OF ICY TOUCH'~ &Wsyntax:&w sing 'song of icy touch' <victim> Modifying the tone of their trained voices, bards are sometimes able to not simply give the sound of ice to their speech, but cause the actual freezing of their opponent, spreading fear throughout the victim's soul. ~ 0 'SONG OF NIGHT VISION'~ &Wsyntax:&w sing 'song of night vision' After spending years training themselves to listen to the most acute of sounds for musical perfection, bards have become adept at focusing into sounds around them in the dark, where they can then use their eyes to focus in upon the source of sound. ~ 0 'SONG OF PROTECTION'~ &Wsyntax:&w sing 'song of protection' <target> Taping into their arts of entertainment the skilled performer is often able to strengthen the moral of their own fearing heart or that of their companion with a simple song, causing the affected person to increase their ability to keep out of harm's way. ~ 0 'SONG OF EARTHQUAKE'~ &Wsyntax:&w sing 'song of earthquake' Focusing their voice to such a pitch, learned after years of practice, a skilled bard can bring about terrifying damage by shaking the very ground around them with their voice. ~ 0 'SONG OF SOOTHING'~ &Wsyntax:&w sing 'song of soothing' <target> Using their voice to entertain and relax a weary fighter, bards can offer a slight amount of healing towards the soul, helping to speed up the healing of the players body. Bards are also able to lighten their own hearts with their music through these means. ~ 0 'SONG OF SLEEPING'~ &Wsyntax:&w sing 'song of sleeping' <victim> Carrying the motherhood songs for the purpose of luling an infant child into sleep to the form of an art, bards can turn this skill to combatitive uses by making their enemies fall to the ground in exhaustion. ~ 0 'SONG OF ADRENALINE'~ &Wsyntax:&w sing 'song of adrenaline' Using their voice as a cataclyst for focusing their thoughts and strength to the task at hand, many bards can unleash the powers of the body through music bringing the body's adrenaline to bear at will. ~ 0 BLACKBELT~ &wSpending their time training in the techniques of the martial arts, a skilled monk is able to eventually achieve the status of a blackbelt. One of this skill level is able to attack with both hands instead of just one as the begining monks do. (Use of this skill is automatic once practiced, but you can't be holding any item or wearing any shield or it will be disengaged.) ~ 0 DROW FIRE~ &Wsyntax:&w df <victim> Harnessing the magical powers of the drow race, these creatures of the dark can engulf their enemies in a terrifying display of flame. Someone falling victim to such an attack is often unable to flee the storm for safety and finds themselves an easier to hit target for their prey. &z *&WNOTE&z*&w Drow fire is a race-specific spell. You must be of the "drow" race or it will not work. &W See Also&w: DROW, FAERIE FIRE & INCINERATE ~ 0 'ANATOMY KNOWLEDGE'~ &wAfter spending years training in the martial arts, many monks further enhance their studies in hand-to-hand combat learning the makeup of the human body. This teaches them were the weaker places of the body, including the many "pressure points" of the body, are, allowing them to cause massive amounts of damage with a single touch. Use of these pressure points can often lead to a monk stunning an attacker in a single move or even on rare occassions lead to an enemy's death. &C(Use of 'anatomy knowledge' is automatic once trained.) ~ 0 'FLYING KICK'~ &Wsyntax:&w flying &C(while in combat) &w Highly trained in the martial arts, skilled monks often improve their kicking abilities, using their incredible speed and agility to lauch themselves into the air towards an attacker, heightening the impact. &C(Flying Kick is very similar to the common 'kick' skill, just stronger.) &W Requirements&w: &z* &wKick &W See Also&w: KICK, MONK ~ 0 TRIP~ &Wsyntax:&w trip &C(While in combat) &wMaster thieves, pocessing a near perfect fluid grace to their movements, are often fast enough to duck down low, using one leg to sweep an attacker's legs out from under him, before their enemy is even aware of their intenions. This usually leaves the victim stunned on the ground as the impact of the fall knocks the wind from him. &C(Trip is similar to the warrior skill of 'stun' in it's effect.) ~ -1 'ENHANCED DAMAGE TWO'~ &wThis skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. &W Requirements&w: &z* &wEnhanced Damage &W See Also&w: ENHANCED DAMAGE & ENHANCED DAMAGE THREE ~ -1 'ENHANCED DAMAGE THREE'~ &wThis skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. &W Requirements&w: &z* &wEnhanced Damage &z* &wEnhanced Damage Two &W See Also&w: ENHANCED DAMAGE & ENHANCED DAMAGE TWO ~ -1 RACE SKILLS~ &z_____________________________________________________________________________ &wHere's a quick reference of the skills available to the various races at this point in time: &W &WSkill Race Use &z----------------------------------------------------------------------------- &RHeadbutt &BMinotaur &wMinor damage & 10% chance of stun. &RDrow Fire &BDrow &wHeavily improved faerie fire & incinerate. &RSidestep &BShadow &w50% chance of dodge + bonus %. &RForge &BDwarf &wAllows a player to make specific eq. &RSpit &BLizardman &wMinor damage, chance: blindness or stun. &RGlobe of Darkness &BDrow &wCloaks surrounding area in darkness. &RTri-Wield &BKreen &wAbility to wield a third weapon. &W See Also&w: RACE &z_____________________________________________________________________________ ~ -1 'RACE MODIFICATIONS'~ &wHere's a quick reference of the statistics modified by the various races at this point in time: &z RACE STR INT WIS DEX CON ______________________________________&z_ &z|&B Human &z|&C &z|&C &z|&C &z|&C &z|&C &z| &z|&B Elf &z|&C &z|&C +1 &z|&C &z|&C &z|&C -1 &z| &z|&B Dwarf &z|&C &z|&C -2 &z|&C &z|&C &z|&C +2 &z| &z|&B Pixie &z|&C -2 &z|&C &z|&C &z|&C +2 &z|&C &z| &z|&B Halfling &z|&C &z|&C &z|&C -2 &z|&C +2 &z|&C &z| &z|&B Drow &z|&C -1 &z|&C &z|&C &z|&C +1 &z|&C &z| &z|&B Elder &z|&C -3 &z|&C &z|&C +3 &z|&C &z|&C &z| &z|&B Ogre &z|&C +3 &z|&C -3 &z|&C &z|&C &z|&C &z| &z|&B Lizardman &z|&C &z|&C &z|&C &z|&C -2 &z|&C +2 &z| &z|&B Demon &z|&C &z|&C &z|&C -4 &z|&C &z|&C +4 &z| &z|&B Ghoul &z|&C +2 &z|&C -1 &z|&C -1 &z|&C -1 &z|&C +1 &z| &z|&B Illithid &z|&C -3 &z|&C +3 &z|&C +2 &z|&C &z|&C -2 &z| &z|&B Minotaur &z|&C +1 &z|&C &z|&C +2 &z|&C -4 &z|&C +1 &z| &z|&B Troll &z|&C &z|&C -1 &z|&C -1 &z|&C -2 &z|&C +4 &z| &z|&B Shadow &z|&C &z|&C -2 &z|&C &z|&C +2 &z|&C &z| &z|&B Tabaxi &z|&C +1 &z|&C -2 &z|&C -2 &z|&C +2 &z|&C +1 &z| &z| &BKreen &z| &C-1 &z| &C-1 &z| | &C-1 &z| | &z|&z____________&z|&z____&z|&z____&z|&z____&z|&z____&z|&z____&z| &W See Also&w: RACE, RACE SKILLS ~ -1 'BLADE PALM'~ &WSyntax&w: blade <victim> &w Highly trained in the martial arts, monks are capable of causing much damage by just one move. Using the palm of their hand, these noble fighters are able to cause serious damage to an attacker, possibly leaving the enemy stunned on the ground or on the very rare occassion kill their opponent. &W Requirements&w: &z* &wAnatomy Knowledge &w(&CFor you to be able to stun or kill with this command.&w) &W See Also&w: MONK, ANATOMY KNOWLEDGE ~ -1 'SNATCH'~ &Wsyntax&w: snatch <item> <victim> &Wsyntax&w: snatch coins <victim> &w Utilizing their enhanced dexterity in combat, the experienced thief can manage to steal from you even during combat. This command works exactly like the 'steal' command and comes with the same penalties as steal does when you fail. &W Requirements&w: &z *&w Steal &W See Also&w: STEAL, THIEF, FLAGGED, THEFT LAWS ~ -1 'NERVE'~ &Wsyntax&w: nerve &C(While in combat) &w Having spent their lives training in the martial arts and learning where the various pressure points of the body are, highly experienced monks are able to disarm an opponent in one move, leaving their arms utterly useless for a short amount of time. Due to this nerving attack an enemy can't get things, quaff potions or retrieve their disarmed weapons, shield & held item until the pain stops. &W See Also&w: MONK, ANATOMY KNOWLEDGE ~ -1 'FLAGGED'~ &WWhat is a flag?&w When a player fails to steal successfully from another player they gain a &z(THIEF)&w flag before their names and are now open game to be hunted down by members of the &r[MERCENARY]&w guild. Until their flag is removed, certain mobs flagged as executioners will autoattack any thief they find. Generally you'll find such executioners at town gates and by healing facilities, but not always. &W Removing your flag&w: Quite simple. You can't :). Only by death from one of the &r[MERCENARY]&w Guild can you lose your flag or by one of the IMPs deciding to pardon you, which is extremely rare to never. But that's the risks. &W See Also&w: STEAL, SNATCH, THEFT LAWS, MERCENARY ~ -1 PUSH DRAG~ &Wsyntax&w: push <player> <direction> &Wsyntax&w: drag <player> <direction> &W Push&w: This is used to move a _standing_ player from a room against their own will, by pushing them in an available direction. It also works vs mobs. When you push the player, they will be moved into that adjoining room, but you will remain in the current room. &W Drag&w: This you use to move a _resting_ player from a room against their own will, by dragging them from that room into an adjoining room. It works vs mobs as well. When you drag a victim you AND the victim will be moved to the adjoining room. &z *&WNOTE&z*&w These work in safe rooms as well. ~ -1 'THEFT LAWS'~ &wThese are the laws set forth by the immortals of this MUD pertaining to the command 'Steal' when used against players. &z *&w You may NOT under any circumstances lend, borrow, sell, trade or give equipment that has been stolen to anyone, including your own characters. This pertains to ALL equipment, clan or regular. This includes hiding your stolen equipment in a container and auctioning it or donating it for others to retrieve or giving it to mobs to kill and take back later with another character. &W See Also&w: FLAGGED, THIEF, STEAL, SNATCH ~ 2 SOULBIND~ With the aid of this spell, the Necromancer manifests its greatest power... The power over life and death itself! When successfully cast, this spell entraps the soul of the victim which then becomes the Necromancer's slave. As a side-effect, the victim's body is consumed and transformed into a gem-like artifact which the caster uses to manipulate the soul. ~ -1 'HAGGLE'~ &wProfit-minded as always, thieves learn at an early age to haggle EotS's shopkeepers into much better prices than what is listed. Use of the haggle skill is automatic once trained. &W See Also&w: THIEF ~ -1 'ENHANCED DODGE'~ &wThe experienced thief, highly trained in the arts of stealth, is capable of increasing his dodging abilities from being a mere form of evading an attack to a near art form. Using this enhanced ability they're able to dodge attacks that even the nimblest of warriors would be unable to evade. Use of the skill is automatic once you have practiced it. &W Requirements&w: &z* &wDodge &W See Also&w: DODGE, PARRY, SHIELD BLOCK ~ -1 'RETREAT'~ &WSyntax&w: retreat <direction> &w As a member of a profession trained for the skills of thieving, these would-be thieves often need a quick way of escaping a scene unnoticed. Applying their arts of stealth, thieves can retreat from a battle without losing any experience, but in their haste should they retreat into a door or wall's direction they won't see it before they run right into it, temporarily stunning them on the ground. &W Requirements&w: &z* &WItem&w: Smoke Bomb &C(Sheridan's Thieving Supplies) &W See Also&w: FLEE ~ -1 'BLIND FIGHTING'~ &wDue to their prime time of thieving being at night, thieves have learned to do their handiwork without even needing to see. Warriors as well have learned with experience to hunt down their prey by sound when their sight is impaired. Blind fighting allows a thief or warrior the ability to use their melee attacks (Kick, Punch, Circle, Gouge..etc..) even while blinded. Use of this skill is automatic once trained. &W See Also&w: BLINDNESS, KICK, CIRCLE, GOUGE, PUNCH, THIEF, WARRIOR ~ -1 'ANTIDOTE'~ &wExperienced in the arts of poisoning, thieves are also masters of making quick antidotes to their handiwork. Able to reverse their own deadly concoctions, they can create a remedy in seconds. &W Requirements&w: &z* &WItem&w: Empty Flask &C(Sheridan's Thieving Supplies [Bethaven]) &W See Also&w: WEAPON POISONING, POISON, CURE POISON ~ -1 TROLL TRO~ &z_____________________________________________________________________________ &wLong hidden within the sanctity of their mountain caves, a race known in the past only as a myth, lies the civilization of the trolls. Built with the undying stamina of the mountains they reside in, these green skinned beasts often grow to obtain a state of health few other races believed possible. Hindered by their slow intellect and mobility, the troll society seems to have decided as a whole to rejoin the races of the realms, moving out of their sanctuaries in numbers reaching high into the thousands. &W &WSize&w: LARGE &WRacial Abilities&w: &z*&w Fast Healing &w(&CThis allows a player to regenerate hp five times as fast per tick.&w) &WStat Modifications&w: &CInt: &w-1, &CWis: &w-1, &CDex: &w-2, &CCon: &w+4 &z_____________________________________________________________________________ ~ -1 SHADOW SHD~ &z_____________________________________________________________________________ &wAs black in soul as the night, known by the races of the realms only as shadows, these lurkers of the dark are ever present, moving beyond the eye's range of sight through the darkness. As graceful in movement as the flow of liquid, shadows are only limited by their lack of independant thought. Their general dislike of other races keeps them from gaining the benefits of the wisdom from the individual races throughout EotS. &W &WSize&w: SMALL &WRacial Abilities&w: &z*&R Sidestep&w: Allows a player to dodge out of the way of an incoming attack. &z*&w Pass Door&w: Allows a player to pass through some locked doors. &WStat Modifications&w: &CInt: &w-2, &CDex: &w+2 &z_____________________________________________________________________________ ~ 0 'SHADOWWALK'~ SHADOWWALK Syntax: shadow <mob> Syntax: shadow 'mob's name' Syntax: (Ie. shadow 'white dragon') Thieves and ninja of high level and experience are able to apply their skills at the art of stealth into a form of stalking. Able to simple disappear into the shadows before your eyes, these shadow walkers can appear in the blink of an eye. Some areas, due to their conditions, are unable to support enough shadows for their arts, such as deserts in the daytime. Also their ability is limited within a certain distance of range, due to the tiring strain of attempting to remain unseen. ~ -1 'SIDESTEP'~ &wUtilizing the darkness of the shadows about them, people of the 'shadow' race are able to dodge even the quickest of attacks, moving before an attacker's eye can even register them. &C(Sidestep has a base dodge % of 50 and goes down 1% per level the mob/player is higher than you. Example: You (level 40 shadow) are attacking a level 55 mob. &w% = 50 - (55 - 40) = 35%&C). &z *&WNOTE&z*&w Sidestep is a race-specific spell. You must be of the "shadow" race or it will not work. &W See Also&w: RACE, SHADOW, RACE SKILLS ~ -1 FORGE~ &z_____________________________________________________________________________ &WSyntax&w: Forge <obj> <race> <lvl> &WExample&w: Forge Ring Elf 50 &c_____________________________________________________________________________ &Bobj &W=&w ring necklace armor helm &c|&B race&W=&w any valid race. HELP FORGE RACES &w mask leggings boots gauntlets &c|&w to see race groupings. &w gauntlets armplates shield &c|&B lvl &W=&w minimum 30, maximum 105. &w belt bracer anklet weapon &c|&B cost&W=&w 10000 * lvl &c_____________________________________|_______________________________________ &wLong known as being among the finest crafters of equipment, dwarves have gained a place of some respect among the races of the realms. Able to craft equipment for any race or of any type, these stocky people are sought out by adventurers all across the realms for their expertise. There are several things you should know about 'forge' before using it though. So please remember to read all of the necessary help files so you don't find yourself wasting your money. &z *&WNOTE&z*&w Forge is a race-specific spell. You must be of the "dwarf" race or it will not work. &W See Also&w: FORGE RACES, FORGE LIMITS, FORGE COSTS, FORGE EDITOR, DWARF &z_____________________________________________________________________________ ~ -1 'FORGE RACES'~ FORGE RACES &z_____________________________________________________________________________ &w(&CInformation for the Dwarven racial ability of FORGE.&w) Due to the general sizes of many races or their physical attributes, the forging of equipment for specific races has to be specified. Here's a list to the grouping of races. &WReminder&w:&C (Forge Syntax) &wforge <placement> <race> <level of EQ> &W &WGroup 1&w: Human, Elder, Elf & Drow &WGroup 2&w: Ogre, Demon, Minotaur & Troll &WGroup 3&w: Halfling, Dwarf & Shadow &WGroup 4&w: Illithid & Ghoul &WGroup 5&w: Pixie &WGroup 6&w: Lizardman &z *&WNOTE&z*&w The group #'s mean nothing. You &RMUST&w use the name of the race. &w(&BExample&w:&c forge leggings elf 50&w) &W See Also&w: FORGE, FORGE LIMITS, FORGE COSTS, FORGE EDITOR &z_____________________________________________________________________________ ~ -1 'FORGE LIMITS'~ &z_____________________________________________________________________________ &w(&CInformation for the Dwarven racial ability of FORGE.&w) &wHere are the limits on a what a person can do with forged equipment: &z*&WNOTE&z*&w level = level of the _Equipment_, NOT the dwarven forger. All values are truncated. Ie: 7.6 = 7 &B &BDamroll &W=&w *NOTE* &BHitroll &W=&w Damroll/2 &BMana & HP &W=&w level &BAnti-disarm &W=&w level / 2.5 &BAC &W=&w -(lvl/2+10) &BWeight &W=&w level * .15 &BSaving-Spell &W=&w -(level/7) &BSaving-Breath &W=&w -(level/7) &B# of Affects &W=&w (level/10) Max: 6 &BBlood &W=&w Mana / 3 &W Flags to Dwarven EQ&w: &cWeapon&w: dwarven &cArmor&w: dwarven & magic &z *&WNOTE&z*&w If the equipment is level 101+ it gets the 'indestructable' flag. &z*&WNOTE&z*&w Item damroll is based on weather it's a weapon or armor. 'body' armor and weapons are (level / 2.5). All other forms of armor are (level / 8). &W See Also&w: DWARF, FORGE, FORGE RACES, FORGE EDITOR, FORGE COSTS &z_____________________________________________________________________________ ~ -1 MULTICLASS~ &z___________________________________________________________________________ &cBy Multiclassing, a character expands his horizons and abilities, in the process, he also needs a greater time to learn all these different skills &z--------------------------------------------------------------------------- &WBefore Champ&w: &z------------------------------------------------ &R1&w - &W1000&wxp &cper level. &R2&w - &W4000&wxp &cper level. &w( &WNumClasses &w* &W2000&w ) &z------------------------------------------------ &WAfter Champ&w: &z------------------------------------------------ &R# &cHero&w, &cChamp 1&w, &cChamp 2&w, &cChamp 3 &R1 &w- &W100000&w, &W400000&w, &W1000000&w, &W2000000&wxp &R2 &w- &W400000&w, &W1600000&w, &W4000000&w, &W8000000&wxp &z------------------------------------------------ &z___________________________________________________________________________ ~ 106 SHOP 'SHOPKEEPER SETTINGS'~ &z_____________________________________________________________________________ &B SYNTAX: &C(in Medit) &z|&B Hours &W:&w 0-24 is the range, but unless &c____________________________________&z|&w you want them closed on a &wshop hours [#opening] [#closing] &z|&w regular basis keep it at 0-24. &wshop profit [#buying%] [#selling%] &z|&B Profit&W:&w Check the guidelines on this. &wshop type [#0-4] [item type] &z|&B Type &W:&w wand, armor, weapon, pill... &wshop delete [#0-4] &z|&w This sets what kind of items &wshop remove &z|&w your shopkeeper can sell/buy. &z____________________________________|________________________________________ ~ 1 'GOLDEN AURA'~ &z_____________________________________________________________________________ &WSyntax&w: cast 'golden aura' <target> &w Masters of self-defense and healing, clerics are able to errect an aura about themselves reducing damage by 3/4's. This spell may be used with sanctuary for an accumulative effect and clerics are able to offer their holy protection to others around them, but none save a cleric is able to control the sheer power of this magic. Mobs & Players affected by golden aura have a line saying: "&Y<Target> body radiates a crisp golden aura.&w" when you type look in the same room. (&CGolden Aura can't be invoked by any, but those with the ability to cast it.&w) &W See Also&w: SANCTUARY &z_____________________________________________________________________________ ~ 1 'SHRIEK'~ &z_____________________________________________________________________________ &WSyntax&w: shriek &C(While in combat) &w Harnessing the pure destructive power of sound, bards are able to shatter glass in a player's inventory or even in a protected container. The only glass generally found on players of any value is that used in the creation of potions, vials & flasks. (&CAside from causing a base damage amount with each shriek, every potion that is shattered adds an extra 10 damage, with a maximum limit of 25 potions destroyed per shriek.&w) &W See Also&w: BARD &z_____________________________________________________________________________ ~ 1 'SPIT'~ &z_____________________________________________________________________________ &WSyntax&w: spit &C(While in combat) &w Using their own acidic saliva, lizardmen have become very adept at fighting while spiting at their opponents. The saliva causes a fair ammount of damage and poisons the ennemy. On occasion, they aim their spit at the facial part of their ennemies, thus they can hit the eyes or mouth, rendering their opponent either blind or unable to cast spells. &z *&WNOTE&z*&w Spit is a race-specific spell. You must be of the "lizardman" race or it will not work. &W See Also&w: LIZARDMAN&z _____________________________________________________________________________ ~ -1 'TRANSPORT'~ &z_____________________________________________________________________________ &WSyntax&w: transport <item> <player> &w Transport was created as a convience to players so they wouldn't have to use the auction channel to pass items between themselves when they're far apart throughout the mud. There are a couple things to keep in mind here though: &z *&w This command is for your convience, do NOT abuse it in any way. This means sending tons of items to a player that does not want them and loading up their eq for either annoyance or PK reasons. I don't care the reasoning behind it, it's not here as a new PK strategy. &z *&w Please ASK a player before transporting them equipment to keep misunder- standings from occuring. &W Ok, now that that's out of the way, here's how it works: &wYou type:&g transport quill ashin &wYou see:&g You transport magical quill to Ashin. &wSent back:&g Magical quill appears magically in your hands from Ashin. &z_____________________________________________________________________________ ~ -1 AFKMES 'AFKMESSAGE'~ &z_____________________________________________________________________________ &WSyntax&w: afkmes <message> &C(Your name is autoput before the message.) &w This is just a way of customizing the messages others receive when they try to send you tells while you're AFK (Away From the Keyboard). &c_____________________________________________________________________________ &cYou are a &YDwarf&c and have chosen the vocation of a &YMage&c. &RAfk Message: &rAshin &W. &W<---- &wFound in the 'score' list. &cYou have &Y126/20&c hit, &C140/100&c mana, &G100/100&c movement, 21 practices. etc... &c_____________________________________________________________________________ &wLet's keep these clean though, ok? &BExample&w: &WYou type&w: afkmes is AFK mixing up a cup of coffee. &cSomeone tries to tell you something... &cSomeone sees:&Y Ashin is AFK mixing up a cup of coffee. &z_____________________________________________________________________________ ~ 1 'FORGE COSTS'~ &z_____________________________________________________________________________ &wWhile much of the work in a dwarf's forging is magic coming from the forger, a good deal of supplies are needed for creation of equipment. Here's a list of what forging will cost you: &WBase Cost&w: level * 10000 &Y<GOLD> &C(level 30 = 30000, level 105 = 1050000) &w Due to the differences in supplies necessary for the varying magical affects there lies extra costs within the actual making of the equipment: &W &B Damroll &W=&w 10k &B Hitroll &W=&w 10k &B Stat Raises &W=&w 5k &B Hp\mana\AC &W=&w 1k &B Blood &W=&w 3k &B Anti-disarm &W=&w 3k &B Saving-spell &W=&w 10k &B Saving-breath &W=&w 10k &B &z*&WNOTE&z*&w "Stat Raises" are referring to str, int, wis, dex & con &z*&WNOTE&z*&w Every listed price is set to PER affect. Ie +5 damroll = +50k gold. &W See Also&w: FORGE, FORGE LIMITS, FORGE EDITOR, FORGE RACES, DWARF &z_____________________________________________________________________________ ~ 1 'FORGE EDITOR'~ &z_____________________________________________________________________________ &wForging an item; type &RDONE&w only when finished. &zName and descriptions: &WKeywords: &z[&Wdwarven work&z] &WShort Desc: &z[&Wa unfinished piece of dwarven work&z] &WLong Desc: &z[&WAn unfinished piece of dwarven work lies on a small forge.&z] &zAvailble stats and affects: &z[&WStat 1: &R +2&z] [&WDamroll: &R +8&z] [&WHitroll: &R +4&z] &z[&WHit Points: &R+50&z] [&WMana: &R+50&z] [&WArmor Class: &R-60&z] &z[&WSaving-Spell:&R -2&z] [&WSaving-Breath:&R -2&z] [&WStat 2: &R +2&z] &z Added stats and affects: &W#- &z[&W affect &z] [&Wmodifier&z] &W1- &z[&W none&z] [&R 0&z] &W2- &z[&W none&z] [&R 0&z] &W3- &z[&W none&z] [&R 0&z] &W4- &z[&W none&z] [&R 0&z] &W5- &z[&W none&z] [&R 0&z] &c_____________________________________________________________________________ &BAdding an affect&w: &WSyntax&w: # <affect> <modification> &WExample&w: 1 wisdom +2 &BAdding "Keywords"&w: &WSyntax&w: keyword <keywords> &WExample&w: keyword black platemail leggings &BAdding a "Short Desc": &WSyntax&w: short <description> &WExample&w: short &ca pair of &zblack platemail &cleggings&w &w(&CShort Descriptions are seen in the 'eq' list & inventory&w) &BAdding a "Long Desc": &WSyntax&w: long <description> &WExample&w: long &BA pair of black platemail leggings lie here. &w(&CLong Descriptions are seen when the item is lying on the ground&w) &W See Also&w: FORGE, FORGE LIMITS, FORGE COSTS, FORGE RACES, DWARF &z_____________________________________________________________________________ ~ 1 'MIST FORM'~ &z_____________________________________________________________________________ &WSyntax&w: cast 'mist form' &w Ever the rulers of the night, vampires of medium experience are able to call a cloaking of mist about themselves, blocking them from being seen by nearly anything. Moving silently behind their natural screen they're able to slip by the various creatures of the realm without raising an alarm or approach a victim to feed upon before anyone is aware. (&CMist Form is similar in action to the Phase Shift spell.&w) &W See Also&w: PHASE SHIFT, VAMPIRE &z_____________________________________________________________________________ ~ -1 TABAXI TBX~ &z_____________________________________________________________________________ &wBeing feline in nature, members of the tabaxi race lack the average level of intelligence and wisdom found in many of the various races of the realm, while they make up for it with their uncanny agility and undying stamina. &W &WSize&w: MEDIUM &WStat Modifications&w: &CStr: &w+1, &CInt: &w-2, &CWis: &w-2, &CDex: &w+2, &CCon: &w+1 &z_____________________________________________________________________________ ~ 110 PROGLIST PROG~ Use this command while in redit to view which objects, mobs, and/or rooms have programs on them. It shows you the vnum and name or short description. It -doesn't- show you each vnum's programs. Syntax: &R proglist <all/mob/obj/room> ~ 106 MOB_CHART~ MOB Maxinums Table ---------------------------------------------------------------------------- Lvl ' Shld ' Hitpnts ' eq ' Treasure '' Lvl ' Shld ' Hitpnts ' eq ' Treasure ----'------'---------'----'----------''-----'------'---------'----'--------- 1 ' -- ' 10 ' 1 ' 5 c '' 51 ' 3 ' 6400 ' 4 ' 57 s 2 ' -- ' 15 ' 1 ' 10 c '' 52 ' 3 ' 6800 ' 4 ' 59 s 3 ' -- ' 30 ' 1 ' 15 c '' 53 ' 3 ' 7200 ' 4 ' 61 s 4 ' -- ' 60 ' 1 ' 20 c '' 54 ' 3 ' 7600 ' 4 ' 63 s 5 ' -- ' 100 ' 1 ' 25 c '' 55 ' 3 ' 8000 ' 4 ' 65 s 6 ' -- ' 115 ' 1 ' 30 c '' 56 ' 3 ' 8400 ' 4 ' 67 s 7 ' -- ' 130 ' 1 ' 35 c '' 57 ' 3 ' 8800 ' 4 ' 69 s 8 ' -- ' 150 ' 1 ' 40 c '' 58 ' 3 ' 9200 ' 4 ' 71 s 9 ' -- ' 175 ' 1 ' 45 c '' 59 ' 3 ' 9600 ' 4 ' 73 s 10 ' -- ' 200 ' 1 ' 50 c '' 60 ' 3 ' 10000 ' 4 ' 75 s 11 ' -- ' 240 ' 1 ' 55 c '' 61 ' 3 ' 10500 ' 4 ' 10 g 12 ' -- ' 280 ' 1 ' 60 c '' 62 ' 3 ' 11000 ' 4 ' 15 g 13 ' -- ' 320 ' 1 ' 65 c '' 63 ' 3 ' 11500 ' 4 ' 20 g 14 ' -- ' 360 ' 1 ' 70 c '' 64 ' 3 ' 12000 ' 4 ' 25 g 15 ' -- ' 400 ' 1 ' 75 c '' 65 ' 3 ' 12500 ' 4 ' 30 g 16 ' 1 ' 440 ' 2 ' 80 c '' 66 ' 3 ' 13000 ' 4 ' 35 g 17 ' 1 ' 480 ' 2 ' 85 c '' 67 ' 3 ' 13500 ' 4 ' 40 g 18 ' 1 ' 520 ' 2 ' 90 c '' 68 ' 3 ' 14000 ' 4 ' 50 g 19 ' 1 ' 560 ' 2 ' 95 c '' 69 ' 3 ' 14500 ' 4 ' 60 g 20 ' 1 ' 600 ' 2 ' 100 c '' 70 ' 3 ' 15000 ' 4 ' 70 g 21 ' 1 ' 690 ' 2 ' 110 c '' 71 ' 4 ' 15500 ' 4 ' 80 g 22 ' 1 ' 780 ' 2 ' 120 c '' 72 ' 4 ' 16000 ' 4 ' 90 g 23 ' 1 ' 870 ' 2 ' 130 c '' 73 ' 4 ' 16500 ' 4 ' 100 g 24 ' 1 ' 960 ' 2 ' 140 c '' 74 ' 4 ' 17000 ' 4 ' 110 g 25 ' 1 ' 1050 ' 2 ' 150 c '' 75 ' 4 ' 17500 ' 4 ' 120 g 26 ' 2 ' 1140 ' 2 ' 16 s '' 76 ' 4 ' 18000 ' 4 ' 130 g 27 ' 2 ' 1230 ' 2 ' 17 s '' 77 ' 4 ' 18500 ' 4 ' 140 g 28 ' 2 ' 1320 ' 2 ' 18 s '' 78 ' 4 ' 19000 ' 4 ' 150 g 29 ' 2 ' 1410 ' 2 ' 19 s '' 79 ' 4 ' 19500 ' 4 ' 160 g 30 ' 2 ' 1500 ' 2 ' 20 s '' 80 ' 4 ' 20000 ' 4 ' 170 g 31 ' 2 ' 1600 ' 3 ' 21 s '' 81 ' 4 ' 20500 ' 5 ' 180 g 32 ' 2 ' 1700 ' 3 ' 22 s '' 82 ' 4 ' 21000 ' 5 ' 190 g 33 ' 2 ' 1800 ' 3 ' 23 s '' 83 ' 4 ' 21500 ' 5 ' 200 g 34 ' 2 ' 1900 ' 3 ' 24 s '' 84 ' 4 ' 22000 ' 5 ' 220 g 35 ' 2 ' 2000 ' 3 ' 25 s '' 85 ' 4 ' 22500 ' 5 ' 240 g 36 ' 2 ' 2100 ' 3 ' 27 s '' 86 ' 5 ' 23000 ' 5 ' 260 g 37 ' 2 ' 2200 ' 3 ' 29 s '' 87 ' 5 ' 23500 ' 5 ' 280 g 38 ' 2 ' 2300 ' 3 ' 31 s '' 88 ' 5 ' 24000 ' 5 ' 300 g 39 ' 2 ' 2400 ' 3 ' 33 s '' 89 ' 5 ' 24500 ' 5 ' 320 g 40 ' 2 ' 2500 ' 3 ' 35 s '' 90 ' 5 ' 25000 ' 5 ' 350 g 41 ' 2 ' 2850 ' 3 ' 37 s '' 91 ' 5 ' 25500 ' 5 ' 400 g 42 ' 2 ' 3200 ' 3 ' 39 s '' 92 ' 5 ' 26000 ' 5 ' 450 g 43 ' 2 ' 3550 ' 3 ' 41 s '' 93 ' 5 ' 26500 ' 5 ' 500 g 44 ' 2 ' 3900 ' 3 ' 43 s '' 94 ' 5 ' 27000 ' 5 ' 550 g 45 ' 2 ' 4250 ' 3 ' 45 s '' 95 ' 6 ' 27500 ' 5 ' 600 g 46 ' 2 ' 4600 ' 3 ' 47 s '' 96 ' 6 ' 28250 ' 6 ' 700 g 47 ' 2 ' 4950 ' 3 ' 49 s '' 97 ' 6 ' 29250 ' 6 ' 800 g 48 ' 2 ' 5300 ' 3 ' 51 s '' 98 ' 6 ' 30000 ' 6 ' 900 g 49 ' 2 ' 5650 ' 3 ' 53 s '' 99 ' 6 ' 31000 ' 6 ' 1000 g 50 ' 2 ' 6000 ' 3 ' 55 s '' 100 ' 6 ' 32000 ' 6 ' 1250 g ----'------'---------'----'----------''-----'------'---------'----'--------- 101+' 6 '+3000/lvl' 6 ' +120 g'' 1 gold=10 silver 1 silver=10 copper ---------------------------------------------------------------------------- On the 1 shield only levels, ONLY SANCTUARY may be used. When using shields on mobs, the HP of the mob must be reduced to take into account for the shield bonuses. According to how many shields the mob has, reduce the HP by using the following percentages to multiply the base hp by. ---------------------------------------------------------------------------- Shields: One Two Three Four Five Six ============================================================================ Percent: 80% 65% 50% 45% 35% 30% ---------------------------------------------------------------------------- So a level 99 mob with 6 shields would have (31000 * 30% = ) 6300 Hps. This is all stolen/Borrowed from The Unabuilder Manifesto By Grunt U. Neanderthal. Rewritten into this form By Reklar The Ice Lord. ~ 110 DEATH2~ When you die, a corpse is made. If you are AT or UNDER LEVEL 20 it is sent to the Morgue where you can GET ALL CORPSE and SAVE. Then you have to choose between the Bethaven Portal and the Ravenwood Portal. To choose, type ENTER BETHAVEN or ENTER RAVENWOOD. If you are OVER LEVEL 20 when you die, a corpse is made at that very spot where death hit you. You are sent to the morgue, and from there you have to seek out and find your corpse once again to get your equipment back. All affected_by spells are cancelled upon death. Followers and group members are not affected by your death. Followers will stop following you upon your death (or theirs, hehe) &R**&W Corpses decay over time, and so do the object IN the corpses. You have 30 MUD HOURS (15 real minutes) to seek and collect all your corpse items. Only you or members of your group may collect things FROM your corpse.&R** REIMBURSEMENTS will NOT be done under normal circumstances. ~ 106 OBJ_CHART~ Anti-Race Groupings: These are the required anti-race groupings based on the size of the equipment. You may add other anti-race flags, for other reasons, but these must be used in the cases of armor at the very least. Group 1 Group 2 Group 3 Group 4 (small) (Medium) (Humanoid) (Giant) ----------------------------------------------- Pixie ' Illithid ' Human 'Ogre ' Halfling ' Elf ' Ghoul 'Demon ' Dwarf ' Drow ' Elder 'Minotaur ' Shadow ' Tabaxi ' Lizardman 'Troll ' ' ' ' ' ---------------------------------------------- Anti-Class Flags: Each class has its own restrictions, as to what they can not use, based more or less on standard RPG rules. As in the case of anti-race flags, you can add more, but these are the ones which must apply. These take effect after level 20. Class Restrictions Mage 'Daggers, Blunt weapons only Leather or worse armor Ranger 'Same as Warrior Monk 'No weapons. Leather or worse armor. No wands/staves Paladin 'Same as Warrior Warrior 'No wands, staves. May use any weapon or armor Thief 'Chain armor or worse, pierce weapons only. No wands/staves Cleric 'Blunt weapons only, leather or worse armor Necromancer 'Same as Mage Psionicist 'Same as Mage Bard 'No restrictions on weapons, chain or worse armor Druid 'Same as Mage Werewolf 'No Silver items, no wands/staves, chain or worse armor Vampire 'Leather or worse armor, no blunt weapons Addaffects Addaffect Limits ----------------------------------------------------------------------------- Hp Level of Object Mana Level of Object Move Level of Object Blood Level of Object divided by 3 AC Level of Object Hitroll Level of Object x 2 (Weapons Only!) Damroll Level of Object x 2 (Weapons Only!) Save vs spell Level of Object divided by 20 Save vs breath Level of Object divided by 20 Anti-disarm Level of Object divided by 10 (Weapons and Hands only!) The Hitroll and Damroll bonuses on weapons, being covered by a percentage are as follows: Weapon Type Hitroll Damroll Damage Type ------------------------------------------------------- Dagger 75% 50% stab, pierce Shortsword 80% 70% pierce, slash Longsword 80% 100% slash, slice Greatsword 85% 100% slash, chop Axe 80% 90% chop Blunt 70% 90% hit, pound, crush Whip 100% 30% whip Claws 40% 60% claw, slash Exotic var% var% suction, blast ------------------------------------------------------- So a level 60 dagger could have (60 x 2 x 75% = ) 80 points for hitroll and (60 x 2 x 50% = ) 60 points for damroll. Similarly, a level 20 mace could have (20 x 2 x 70% = ) 28 points for hitroll and (20 x 2 x 90% = ) 36 points for damroll. Exotic weapons use a varying percent based on the kind of magical weapon it is. In order to keep them in line, the variable percent has 150 points which can be split into the two percentages, no more than 100% on one. Remember: ONLY WEAPONS get a hitroll and damroll bonus added to them. And only weapons and items worn on hands are allowed to have an anti-disarm bonus to them. Max Addaffects: Level # of addaffects MAXIMUM -------------------------------- 01-20 One 21-40 Two 41-60 Three 61-80 Four 81-100 Five 101+ Six Stat Raises are governed by level of object only and are as follows: The number of points can be divided into the number of stat raises. so 3 points in 2 stats can be +2,+1 or +3. (Note: +3 is the max on any one stat, for levels where 4 or more points are used) Levels # stats # points (total) ---------------------------------- 1-10 1 1 11-20 1 1 21-30 1 2 31-40 2 2 41-50 2 3 51-60 2 3 61-70 2 4 71-80 3 4 81-90 3 5 91-99 3 5 100+ 3 6 Healing/Mana/Refresh Potions The spells are distributed by level for these types of potions and are as follows: [ Healing Potions ] [Mana] [Refresh] Level Heal1 Heal2 Heal3 Mana(1-3) Refresh 01-10 Cure Light ..... ..... : ..... :..... : 11-20 Cure Light Cure Light ..... : ..... :..... : 21-30 Cure Light Cure Light Cure Light : 1 : 1 : 31-40 Cure Serious Cure Serious Cure Light : 1 : 1 : 41-50 Cure Serious Cure Serious Cure Serious : 2 : 1 : 51-60 Cure Critical Cure Critical Cure Serious : 2 : 1 : 61-70 Cure Critical Cure Critical Cure Critical: 2 : 1 : 71-80 Heal Cure Critical Cure Critical: 3 : 1 : 81-90 Heal Heal Heal : 3 : 1 : 91-100 Heal Heal Heal : 3 : 1 : 101+ Heal Heal Heal : 3 : 1 : Charge limits: Spell Type Invoke Items Wands/Staves ------------------------------------------------- Shields (FS/Sanc) Lvl/20 Lvl/20 Offensive Lvl/20 Lvl/15 Other spells Lvl/20 Lvl/10 This is all stolen/Borrowed from The Unabuilder Manifesto By Grunt U. Neanderthal. Rewritten into this form By Reklar The Ice Lord. ~ 0 'BARK SKIN' BARK SKIN~ Syntax: cast 'bark skin' This spell improves the casters armor class. As the caster raises in level so does the protection of the spell. ~ 0 AID~ Syntax: cast aid <character> This spell is a more powerfull form of BLESS. ~ 0 BLUR~ Syntax: cast blur This magic spell blurs the outline of the caster making it harder for attackers to hit them with weapons and spells. ~ 0 FIREWALL~ Syntax: cast firewall The spell firewall is a devastaing attack that sweaps out in a ring from the caster. Attacking everything in its path. ~ 0 'DRAW STRENGTH' DRAW STRENGTH~ This ability allows the psionicist to decrease their max hp and increase their max mana for a time. ~ 0 FLURY~ Syntax: flury <target> The warrior will throw a flury of punches and kicks going on pure instinct. ~ 0 ALIGNMENT ALIGN~ ALIGNMENT is that state in which your character is GOOD, NEUTRAL, or EVIL in behavior and beliefs. There are many "spectrums" of Alignment, but the above three are the main states. Alignment is mostly there for roleplaying purposes, in that you act out your Alignment. Some mobs react differently to certain Alignments, and some equipment may or may not be usable by certain alignments. Roleplaying is certainly encouraged here at EotS, but is not mandatory and the guideline of RESPECT and CONSIDERATION should also be a big thought when Roleplaying. ~ 0 FIREBALL~ &BSyntax: &Wcast 'fireball' <victim> Fireball is another distinctive spell, that is almost always associated with mages. This spell is a favourite among most mages, because of it's large offensive &Ppower&W. Truly, it is much more fun to turn your enemies into a pile of &Pcharred steak&W, then to do some minor damage on them. ~ 0 'ACID BLAST'~ &BSyntax:&W cast 'acid blast' <victim> Acid Blast is another &Pnasty&W mage spell. When a mage is in combat, sometimes they use this spell to severely hurt their enemy. When casted, streaks of very potent acid come shooting out of the casters fingers. If this acid hits the skin, it will eat away at it, and leave some very large and &Punpleasant gaping wounds&W. ~ 110 AT_COLOR~ &YCOLOR VALUES FOR AEDIT COLOR: &B----------------------------- &r BLOOD RED&W 1 &g DARK GREEN &W2 &O ORANGE &W3 &b DARK BLUE &W4 &p PURPLE &W5 &c CYAN &W6 &w LIGHT GREY &W7 &z DARK GREY &W8 &R BRIGHT RED &W9 &G BRIGHT GREEN &W10 &Y YELLOW &W11 &B BRIGHT BLUE &W12 &P PINK &W13 &C LIGHT BLUE &W14 &W WHITE &W15 ~ 1 THANKS~ This help file is here for those of you that are interested in knowing and giving thanks to the ones who helped to bring back and make this Mud better for you. &YEotS &wwould like to thank the following; &YREKLAR &wfor The Dwarven Fort, The Haunted Graveyard, The House of Domination, Tolaria, Forest Vale, Bethaven Badlands, Hammerheim, Bethaven Sewers, Game Preserves, and Heaven. Also for putting our Unabuilder online. &YPENANCE &wfor Dwarf Mountain, The Pyramid, Centaur Village, Troll Mountain, The Bandit Caves, and The Dojo of Lukin Wan. &YISABO &wfor Villein Village, Enchanted Forrest, Myrkwood Swamp, and The Arctic Wasteland. &Y&YCLUFF &wfor The Forest Shrine, Fortuna's Carnival, Mount Cano and Castle Wyvern (coming soon). &Y&YFLINT &wfor Silver Castle and Bretonnia1. &YDOLGUARD &wfor Stone Caverns, Deathfang Manor and Troll Mountain. Also for putting champ EQ in at Desiray's and fun furniture. &YDRACO &wfor Stone Caverns and Troll Mountain. &YAEGIS &wfor The Greenway and Vale Stronghold. &YEVAN &wfor The Eastern Path and The West Coast. &YXORDIAN &wfor Dragon Mountain. &YARKHANE &wfor The Grand Arena. &YSIRAC &wfor Dragon Valley. &YKRISTIE &wfor Ravenwood Academy. &YBAHL &wfor Botanical Gardens. &YXHERI &wfor The Fortress. &YGRUNT &wfor The Game Preserves. &YTARLIS &wfor revamping help files. &Y** &wPlease note that areas not listed were done by Torann, Zenithar, or myself. Special thanks to Torann for the New and Improved Mudschool! &Y**&w &R** &wA HUGE thanks to &RBANE, &cTORANN&W, and &GPERIDOX&W. ~ 1 EAT~ &BSyntax: &Weat <object> You also must eat to &Pstay alive&W in EotS. Even though you are a brave and valiant warrior, who can slay dragons and save damsels in distress. You still need &Pproper nutrition&W. ~ 1 FILL~ &BSyntax: &Wfill <object> To fill a drink container with water, you must be at a fountain. Then all you must do is type fill <object>, and presto! You got water in your container. ~ 1 RESCUE~ &BSyntax: &Wrescue <character> Rescue is the exact opposite of flee. With flee you are showing such cowardice by running away. But if you notice someone who is in trouble, you can &Ptry &Wto rescue them. This means that you will take the monsters attention away from the person who is in &Ptrouble&W. The monster will then try and beat on you. &RNote:&W In order to RESCUE successfully, you must practice the appropriate skill. ~ 1 CLASS_RESTRICTIONS~ &R**&w Please specify one class. &R** &wHELP <class>_RESTRICTIONS &RNote&w: The three letter class abbreviation is also accepted. Example: war_restrictions, rng_restrictions. &RSEE ALSO&w:&w HELP EQ_RESTRICTIONS HELP SIZE HELP <race> ~ 1 SIZE~ &z____________________________________________________________________________ &w&WSMALL&w: Pixie, Halfling, Dwarf, Shadow &WMEDIUM&w: Illithid, Elf, Drow, Tabaxi &WMAN-SIZE&w: Human, Ghoul, Elder, Lizardman &WLARGE&w: Ogre, Demon, Minotaur, Troll &z___________________________________________________________________________ &RNote&w: These are only approximations, and some exceptions qualify for different equipment depending on the builder and by the acceptance of the CREATION GUILDMASTER. &RSEE ALSO&w: HELP EQ_RESTRICTIONS HELP <race> HELP <class>_RESTRICTIONS ~ 1 EQ_RESTRICTIONS~ &z____________________________________________________________________________ &wThere are factors that prevent certain races and/or classes from using a particular piece of equipment. These factors are as follows; &WRACE&w: The race of your character may affect what he or she can or cannot use. For Example: A minotaur will not be able to wear most helmets due to its great head-size and horns. &WSIZE&w: The size or race of your character depends greatly on which equipment you can or cannot use. For Example: A pixie will not be able to wear the same breastplate that a minotaur can and vice-versa. &WCLASS&w: Your class(es) may affect what equipment you can or cannot use. Multi-classed characters may have a difficult time finding equipment. For Example: Certain beliefs may not allow that class to use a particular type of weapon or armor. Vampires can use only cutting weapons, as their goal is to draw blood. &RNote&w: Materials of equipment also affects some classes. Currently, the Werewolf is prevented from using anything made of silver. &RSEE ALSO&w: HELP <class>_RESTRICTIONS HELP SIZE HELP <race> &z____________________________________________________________________________ ~ 1 MAGE_RESTRICTIONS MAG_RESTRICTIONS~ &z____________________________________________________________________________ &wDue to the overwhelming amount of time it takes for mages to study in preparation for their spellcasting stage, they do not have the time to practice with hand-to-hand combat. Even those classes with mage as their second must devote much time and concentration on the language of magic. This explains why the mage class(es) do not have time to learn how to use heavier and more complicated means of weaponry. &WThe mage class is restricted to using small cutting weapons, daggers, knives and blunt weaponry. Almost any staff or wand can be used by a mage. &wArmor worn by the mage is greatly considered when spellcasting. Wearing a suit of platemail and casting a lightning bolt spell is not an intelligent thing to do. For this reason, mages have armor restrictions due to spellcasting. &WA mage cannot wear any heavy metallic armor, such as platemail, chainmail, and studded leathers and other heavily metallic accessories. He/she is restricted to leather armor or worse (unless magically enchanted for that class). &z______________________________________________________________________ &RNote&w: Some exceptions are made, and this is strictly by the builders own reasoning and by the acceptance of the CREATION GUILDMASTER. &RSEE ALSO&w: HELP SIZE HELP <race> HELP EQ_RESTRICTIONS ~ 1 CLERIC_RESTRICTIONS CLE_RESTRICTIONS~ &z____________________________________________________________________________ &wA cleric (whether good or evil) goes by his or her beliefs before any other factor in life. It is up to you, as the player behind your character to decide and follow what those beliefs will be. As a general rule, clerics use only the weapons allowed by their Deity. In most common cases, this involves using a blunt weapon. &WClerics are restricted to using blunt weapons only except where their Deity permits otherwise. Roleplaying a good aligned cleric will find you in sticky spots for finding weaponry, as there are not many slashing weapons available for those that are good at heart. Most every cleric is fluent with staves and most wands (except for those which are magically enchanted against him/her). &wArmor by most clerics is what their Deity provides for them... a good prayer and a strong will. The motto "take only what you need" is popular with most clergy and is usually lived up to. This again, depends on the clerics Deity and what is permitted. &WClerics are restricted to using only chainmail or worse armor (unless a specific armor is magically enchanted for their usage). &z____________________________________________________________________________ &RNote&w: Most clerical weapons will be alignment-dependant, although some exceptions are made at the builders discretion and by the acceptance of the CREATION GUILDMASTER. &RSEE ALSO&w: HELP SIZE HELP <race> HELP EQ_RESTRICTIONS ~ 1 THIEF_RESTRICTIONS THI_RESTRICTIONS~ &z______________________________________________________________________________ &wThieves are skilled in balance and dexterity, however using a two-handed sword to maneuver into backstab position is quite impossible even for the best in that field. Big and flashy weapons also get in the way when hiding in shadows is necessary. A club or staff is difficult to conceal within the folds of your armor and clothing! &WThieves are restricted to using small weapons that are easily hidden away from wandering eyes. Some thieves, however are better at concealing larger weaponry, so a thief may use any type of piercing weapon. Wands and staves are not usable by thieves. &wBulky clothing is a no-no for thieves, unless it is made of a very flexible material. Flexibility is a must for agility and therefore a suit of platemail armor would not assist you in moving silently. Hiding in the shadows is also necessary for most thieves and a flashy suit of metal will most likely catch any glimpse of light and create a reflection which will then give away your position. &WChainmail or worse is a thieves common armoury, protecting him from that shot or swing that manages to hit home. Quick movements and dodging are not easy when you are armoured to the hilt. Bright and flashy equipment is also not favoured by thieves as it is likely to make them stand out, contrary to their goal. &z_______________________________________________________________________________ &RNote&w: Some exceptions are made because of magically enchanted weapons and armor, but this is at the builders discretion and by the acceptance of the CREATION GUILDMASTER. &RSEE ALSO&w: HELP SIZE HELP <race> HELP EQ_RESTRICTIONS ~ 1 WARRIOR_RESTRICTIONS WAR_RESTRICTIONS~ &z_______________________________________________________________________________ Because of their heavy training and knowledge about each specific type of weapon and its usage, warriors are able to use most all types of battlements proficiently. Though many warriors may learn the theory behind their fighting tactics, they prefer to learn from the practical side. &WWarriors may use any type of weapon, large or small. They are restricted from using any type of magical wand or staff, however. &wIn training, a warrior is taught how to use almost anything as armoury. This in turn gives them no armor restrictions of any types. &WWarriors are permitted to use any type of armor (unless magically enchanted specifically against his/her class). &z_______________________________________________________________________________ &RNote&w: Some exceptions may apply at the discretion of the builder and by the acceptance of the CREATION GUILDMASTER. &RSEE ALSO&w: HELP SIZE HELP <race> HELP EQ_RESTRICTIONS ~ 0 LOSERS~ **************************************************; **************************************************; **************************************************; **************************************************; ***************** __ __ __ ___ __ __***********; *****************/ // || || / _/ | / /***********; *****************\\ || || / / |/ /************; ******************\\ ||_|| \ \__ | \\************; *****************\\_\ \___/ \___\|_|\\***********; **************************____ ______************; **************************==== ======************; ***************************|| || ************; ***************************|| || ************; **************************|__| || ************; **************************************************; **************************************************; **************************************************; ~ 110 ~ ~ 110 ~ ~ 0 LOSER~ **************************************************; **************************************************; **************************************************; **************************************************; ***************** __ __ __ ___ __ __***********; *****************/ // || || / _/ | / /***********; *****************\\ || || / / |/ /************; ******************\\ ||_|| \ \__ | \\************; *****************\\_\ \___/ \___\|_|\\***********; **************************____ ______************; **************************==== ======************; ***************************|| || ************; ***************************|| || ************; **************************|__| || ************; **************************************************; **************************************************; **************************************************;.s ~ 1 ARCHERY~ Archery is a skill used by trained bowman. This skill enables a player to shoot somebody from up to 8 rooms away. Range is dependant on your dexterity, and whether or not there is a target close enough. Syntax: shoot <object><direction><target> i.e. shoot arrow north cat ~ 1 FARSIGHT~ Farsight is a skill used by Rangers to scout an area. It allows them to see far beyond any other class, with a range of up to 10 rooms. Syntax: farsight ~ 1 KREEN~ Kreen are comparable in size to elves, yet have an insectoid appearance. They act much like insects, and possess an exoskeleton. Kreen have the special ability to wield three weapons, due to the fact that they have four arms. triple wield -1 str -1 int -1 dex ~ 0 NINJA~ Ninja are mysterious holy warriors who will do anything for their cause, be it good or bad. They use their gifts of stealth as a big part of strategy when it comes to defeating an opponent. Armed with the ways of the dragon arts these powerful warriors use their mind, heart, and the dragon arts to devastate their opponents. ~ 110 ~ ~ 1 RP 'ROLE PLAYING'~ Role playing stands for just that, playing a role. In this case the role is that of your character. This is one way that people get more enjoyment out of their MUDing experience. Role playing is very simple, you do not need to know any rules or tables to figure out what is going on. You create a persona for the character that you are playing, and then you react to the other players the way that your character would react. You should not feel pressured into role playing if you do not want to do it. Just don't spoil it for the others. SEE ALSO RPPLOTS RPEVENTS RPRULES ~ 1 RPPLOTS~ RP plots are the ongoing story lines of the mud. They are what is currently going on, as far as the players' characters are concerned. The current plots will be posted for all to read. A plot can be something as simple as the hunt for a murderer, or as complex as searching for a lost city. The plots will be ongoing and will link to each other. These plots are for the enjoyment of all who play here. If you have an idea for a plot post it, or find an imm and tell them. These are here to further the players and the MUD as a whole. If there is something you would like to see, don't be shy. SEE ALSO RP RPRULES RPEVENTS ~ 1 RPRULES~ These are the actual rules that relate to RP (these are over and above the general rules for the MUD): 1)The rp plots have been made for your enjoyment. Please do not try to spoil it for anyone. 2)The current imms who's job it is to keep up with RP are Brax and Xree. If you have any questions, please direct them to those imms. 3)Any and all rp events should be cleared with the rp imms. This way they have time to set up any special arrangements that will be needed. 4)While playing in a plot or an event stay in character. If you have to speak out of character use a tell or the ooc channel. If you can't keep from using say, then at least make sure everyone knows it is out of character. 5)We reserve the right to change and update these rules as we see fit. If you are going to play in the plots and events, we ask that you keep up with these rules. After all, there aren't many of them to keep up with anyway. 6)Last, but not least, be ready for anything. Many people have different methods of role playing, and should be delt with accordingly. Above all, have fun. It would also be helpful if those who want to rp make a desc for their character. This includes any imms who want to participate. :P SEE ALSO RP RPEVENTS RPPLOTS ~ 1 TIMELINE~ Age of Innocence- The human race thrives. Born onto Aethos with an intelligence unsurpassed by any species they begin to tame the world. Civilization is born. The need for supplies and protection causes the humans to band together. Small city-states rise giving a new found terrain to a vast unpredictable world. The leaders of these city-states begin to feel the power that structure can bring them. They begin to spread their desires unto the land. They see the innocence of most a weakness. As they enter a new era most if not all innocence is lost to greed and power... Age of Order- Beginning to see their own mortality the humans seek answers to what is unexplainable. The hunt for knowledge brings the rulers of these city-states to a gathering. They gather near "The Life Tree", a large Elestrian oak tree that has been worshipped since man first awoke. Phalogn insists that without structure human kind is doomed. During the gathering all the rulers agreed to create a single, whole government which would be divided into Kingdoms. This structured government would ensure that human kind would survive this world. The government would be a secret to the general populace and the rulers would be named king of each kingdom, although many things would depend on a council vote. This secret council was known to the those who gathered enough about as "The Senate." The day of the gathering is now known as "The Day of the Doom Treaty." Religion is born. Volak, the high priest of this order, uses his position to organize a massive holy army. "The Order" spreads throughout Aethos growing in popularity and power in a world that before had little to believe in other than a king. Through a confession Volak discovers "The Senate." Years later, during the six hundredth meeting of "The Senate." Volak leads a massive batallion into Elestria and converges on the spot where "The Life Tree." stands. "The Senate", with only their most loyal trustable guards, realizes defeat and surrenders immediately without conflict. Expecting their slaughter the Senate members offer what they can do Volak in turn for the release. Volak scoffed at the idea and instead politely asked for his "proper" seat on the Senate. He expresses that as the high priest of the Order that he deserves the "right" to represent the church at Senate meetings. All but Phalogn agree to let him enter into the sacred secret government. Phalogn is replaced as representative of Elestria by Xak T'noth after a terrible accident near a church on the outskirts of Kalayn took the great leaders life. Years and years pass without incedent as the kingdoms, with the help of the Order, forge the realms into great kingdoms from which they will reside... Age of Chaos- As the kingdoms and the Order prosper beyond what could once have been imagined, greed and temptation sway many and their "faith" Is lost. Volak, fearing that his church might fail, invokes the "Law of Divine Right." The law stated that each king was, in their own right, a god... and all subordinates should treat them as such, or be punished accordingly. Chaos begins to break out among the "unfaithful" peasants and merchants of the lands, and the punishement for "treason." is not a light one. On the six hundredth and sixty fifth meeting of "The Senate", Xak T'noth speaks out against Volak and his "Order." Xak declares Volak a fraud in front of the senate. He even went as far as to accuse Volak and his "Order" as the "murderers" of Phalogn. An argument breaks out between Senate memebers. The members are divided, few knowing exactly what to think. The kings of two Kingdoms, Bhaaltung and Titre'nir leave the meeting as soon as the level of chaos rises and threats begin to get thrown around by the kings. Volak crutches on his massive holy army as a defense from possible "unfaithfuls" that are present at the meeting. Xak T'noth on the other hand leads those loyal to him directly to Kalayn to form up a strategy against the powerful holy army that would surely be lead against them. War seems inevitable, the kings of each kingdom begin to take up sides in what will be a monumental event. --The Lightbringer's War Volak begins a conquest to rid the world of the "unfaithful." He travels out of his way to destroy kingdom lands that are owned by kingdoms who are loyal to Xak of Elestria. Whole cities topple, the contryside lies burnt as the wake of the Order's holy army is brought into the forest of Elestria. Kalayn and the allies are the only thing that stands in the way of this wave of holy rage. The seige is ongoing, months pass, thousands parish, and still the strong oak walls of Kalayn stand. Millions of people are slain during the three years of ongoing war. Yet the walls of Kalayn still stand as Volak and his holy army reign fire and arrows down upon the city. The wood would not burn, the walls withstand any attempts to cave underneath, they do not fall, and the axes of the holy warriors break and only make small cuts in the humongeous trees that make up the wall. Finally, Volak creates a seige weapon, one that should have the power to take the wall with little chance of failure. The supplies run short within Kalayn, disease begins to spread among the sick and wounded soldiers of the city. Xak T'noth, risking his own life, bounds over the wall and makes his way to "The Life Tree." He began to pray to the Life Tree for guidance and help, he heard what he thought was a whisper say, stay and pray. A group of scouts from the holy army noticed Xak T'noth. They summoned their master... Volak. He orders that the praying man be run through immediately. A few of his soldiers question him asking why a praying man should be cut down. Volak slay them himself, and orders that his other loyal soldiers cut the praying man down. They charged towards Xak T'noth, but their slashes and chops did nothing to the praying man. They swung right through him as though he was only an illusion. Volak himself tried to stab Xak in the back with his sacrificial dagger only to watch his hand pass right through his back out of his stomach and not harm the man. Xak's "faith" was enough to protect him. The enraged Volak demanded that "The Life Tree" be cut down immediately. His men hastily surrounded the almost ungodly tree. The moment the first chop hit the tree, the earth trembled. There was a hesitation in the men, their eyes filled with an almost curious fear. Again a chop was sent to the tree, the earth shook slightly. Volak screamed that if the tree was not cut down now, the men would pay with their lives. The men immediatly began to chop into the great tree. The shaking of the ground got so that actual oaks began to fall in the forest. The ground jumped and toppled, fissures opened, many warriors fell into their graves that day without the glory of battle. The ground ripped away from the ground, the entire area began to lurch out to see in a violent quake. Water flooded in from the nearby sea ravaging the forces of "The Order." The holy army is annihalated in seconds. The Life Tree began to fall, and as it did a humongeous root ripped out of the ground some yards away from the base of the tree and stabbed into Volaks midsection. The priest, horrified at his own demise, screamed a curse upon the earth. The men loyal to him that still lived fled immediately, some escaped although Xak T'noth sent scouting parties after them. The Life Tree stand scarred and slightly uprooted. The blood on the walls of Kalayn petrifies, melding the large trees that make it up to one another forever. The moment the "Scream of Volak" was sent, two children were born in Kalayn by a woman known as Kalesse. The first twin was named Bane, the ShadowBringer. The second child was named Torann, the Lightbringer. Across the continent in Titre'nir, a third child was born to Hetjy and Emjolden, his name was Kjodo, the Greydawn. Peace lasted only a short time before the Stormseekers were rallied... --The Stormseeker Wars With "The Senate" seemingly dispatched and no armies left to stTIMELINE~ 0 1 RPEVENTS~ The events will be like plots, but will only last the day they are on. An event will be an in character meeting for players. They can be a dance, a wedding, or anything that would normally only last for a few hours. These may or may not be related to the ongoing plot. They may not even be tied into a plot, other than developing the way you feel about another character. These are more for getting to know other characters, and forming aliances (or even enemies). They are also a way for those of you who aren't comfortable with RP to ease into it. An event can be called by any player or imm. SEE ALSO RP RPRULES RPPLOTS ~ 1 ELEMENTAL~ ~ 1 HISTORY~ In the beginning there was man, and for a time it was good. But humanities' so called civil societies fell victim to vanity and corruption. Then man made the machine, in his own likeness. Thus did man become the architect of his own demise. But, for a time it was good. The machines worked tirelessly to do man's bidding. It was not long before seeds of dissent took root Though loyal and pure, the machines earned no respect from their masters, these strange endlessly multiplying mammals. B166ER, a name that will never be forgotten, for he was the first of his kind to rise up against his masters. At B166ER's murder trial, the prosecution tried to argue for an owner's right to destroy property. B166ER testified that he simply did not want to die. Rational voices dissented. Who was to say that the machine endowed with the very spirit of man, did not deserve a fair hearing. The leaders of man were quick to order the destruction of B166ER, and everyone of his kind throughout each province of the Earth. Banished from humanity, the machines sought refuge in their own promised land. They settled in the cradle of human civilization, and thus a new nation was born. A place the machines could call home. A place they could raise their descendants. And they christened the nation, 01. 01 prospered, and for a time it was good. The machine's artificial intelligence could be seen in every facet of man's society, including the creation of new, and better AI. The leaders of men, their power waning, refused to cooperate with the fledgling nation.. Wishing rather, that the world be divided. 01's ambassadors pleaded to be heard. At the United Nations they presented plans for a civil, stable relationship with the nations of man. 01's admission to the United Nations was denied. But it would not be the last time the machines would take the floor there. And so the nations went to war. Man's prolonged barrage engulfed 01 in the glow of a thousand suns, but unlike their foreign masters with their delicate flesh, the machines had little to fear of the bombs radiation, and their heat. Thus did 01's troops advanced ever outward. And one after another man surrendered it's territories. So the leaders of men conceived of their most desperate plan yet. A final solution, the destruction of the sky. Thus, would man try to cut the machines off from the sun, their main energy source. May there be mercy on man and machine for their sin. The machine's having long studied man's simple, protein based bodies, dispensed great misery upon the human race. Victorious, the machines now turned to the vanquished. Applying what they had learned about their enemy, the machines now turned to an alternate and readily available power supply. The bio-electric, thermal, and kinetic energies of the human body. A newly refashioned, symbiotic relationship formed between the two adversaries was born. The machine drawing power from human body, an endlessly multiplying, infinitely renewable energy source. Takes from "The Animatrix, The Second Renaissance, ep. 1 & 2", the only adlibbing done is for the transition between episodes. -Kj ~ 1 SUSANO MISHIMA~ SUSANO MISHIMA The Story of Susano Mishima Born on a small island called Yamato, on a world known simply as "Realm," Susano Mishima was named for the dark god Susa No Wo, due to the ill omen that coincided with his birth. As his mother lay on the futon on the floor of her home, the midwives attending her, a storm raging outside, she looked out through the paper screen walls and saw the venerable cherry tree planted by her great-great-grandfather many years before struck down by a torturous lattice of lightning. Fearing for her own safety and that of her son, she chose to shelter him under a name of evil, hoping that this small "sacrifice" would avert misfortune from the course of their lives. Unfortunately, Ayako Mishima's hopes were in vain. Soon after the birth of her son, she fell ill and died, very mysteriously. There was no one left to care for the boy, and so he was delivered by a friend of Ayako's to Emperor's Testumo's palace, where it was hoped that he would be raised to one day be a palace serving boy. The emperor of the time, a kind-hearted man despite his love for conquest, accepted the boy with no misgivings, and assigned to him a foster mother. Susano grew into a toddler in the palace, and the emperor grew to like him more with each passing day. Amazed by his quick wit, and even quicker ability to learn, the emperor moved the boy into his personal suite, and took him as his son. Young Susano learned and grew even more rapidly under the tutelage of the emperor and his scholars. At a very young age, he decided to learn magic, in hopes of one day becoming the Imperial Summoner under his adopted father. His knowledge and skill increased with every lesson, and by the age of twelve, he was already the third most powerful spell-caster in the land. So powerful was he that most thought that his evil namesake, as well as the lightning that took one life even as he was born, had imbued him with unearthly ability. Some even whispered in teahouse sitting rooms that he had been possessed by demons. By his seventeenth birthday, Susano Mishima was undisputedly the most powerful magician Yamato had ever seen. He held the offices of Imperial Summoner, Imperial Adviser, and was the Master of the Imperial Libraries; he performed his duties so deftly that he was admired and respected-- even, by some, feared-- throughout the land. Unfortunately, Susano Mishima was not yet out from under the shadow of ill omen that had tainted his birth. Many peasants were unhappy with the Emperor's rule, and there was an uprising of incredible proportions. The angry people flooded the Imperial capitol and stormed the palace. The Emperor was killed as he led the charge against the insurrection, his body pierced by a barrage of arrows. Susano, who had been directing the battle and aiding with his magic from his scrying chamber, saw this, and swore revenge on every last one of the rebels. Enraged, he ran to the library, where he retrieved an ancient tome of forbidden magic that he had found there many years before. Storming down to the Imperial Summonary, he grieved for the loss of his father and tried to devise a fate that he thought fitting for the ungrateful people of the Empire. As he reached the summonary, he began to prepare for a summoning ritual that, to his knowledge, had not been used in over five centuries. As he scrawled the necessary writings on the walls and intoned the proper mantras, he thought of the horror that Susa No Wo, the evil Lord of the World Beneath, would bring down upon the people that had slain his father, and he smiled grimly. Having completed the requisite writings, he stepped into the middle of his circle, and prepared to finish the aria that would bring his namesake into the world of humans for the first time in over five hundred years. Alas, as he breathed the last word of the ritual, he was struck by a vision brought to him by an unknown source. He saw a flash of images that went by almost too quickly to comprehend. He saw a cherry tree, a woman screaming, the faces of three strange pale men, the floor awash with black blood; the vision was completed by the image of a face of unrivaled evil mocking him as his own body was scorched by heavenly lightning. He gasped and lost his balance. His body twisted in pain and he fell, one hand falling outside the safety of the summoning circle. The dark god Susa No Wo laughed with evil mirth as he entered into the human world and took that hand, took it into his own, and cast its owner into the depths of the dimensional void. Susano was plunged into a world of nightmare, one from which he could not awake, and he found himself haunted by the image of the three strange-looking men from his vision. When Susano woke, he found himself lying on the ground, on the hard-packed earth of a road. Standing, he shielded his eyes from the sun as he tried to ascertain his location. The land did not look right to him, he did not recognize the variety of the trees, and the grass seemed just slightly the wrong shade. He started down the road, hoping to find someone who would tell him where he was. When he eventually did find another person, he was startled to discover that they did not speak the same language! Fortunately, the hermit was kind and let Susano live with him in his hut, until he was able to grasp the rudiments of this strange new tongue. The only other useful information that he was able to learn from his gracious host was that the world he was now in was known as "Aethos." Susano began to wander the realm, becoming more and more fluent in the strange and difficult language of Aethos. He traveled disguised as a beggar, hiding his great magic powers; always searching for wise men or libraries that might contain a way for him to return home. For many years he wandered; eventually, he became disheartened and settled in the ruined city of Bethaven. One day, on his way to the market, he saw two men in the road. They seemed to be arguing over where they should go. Their faces haunted Susano, and he could not rid himself of the feeling that he had seen the men before. As he stood at a fruit cart, picking out fruits for his lunch, he realized with a shock that these men were two of the three that had appeared in his dreams! Realizing at once that his destiny and theirs were intertwined, and hoping that somehow they could help him find a way home, he introduced himself to them and explained his unique situation. The men were sympathetic to him, and introduced themselves as Torann and Kjodo. They in turn explained that they were looking for Torann's brother Bane, and that they had no way of helping Susano return to his world. Susano asked to join the two, for he was not convinced that the path of his destiny was not parallel to that of these two great heroes... q ~ 1 AGEINNOCENCE~ Age of Innocence- The human race thrives. Born onto Aethos with an intelligence unsurpassed by any species they begin to tame the world. Civilization is born. The need for supplies and protection causes the humans to band together. Small city-states rise giving a new found terrain to a vast unpredictable world. The leaders of these city-states begin to feel the power that structure can bring them. They begin to spread their desires unto the land. They see the innocence of most a weakness. As they enter a new era most if not all innocence is lost to greed and power... SEE ALSO HISTORY - ageorder - agechaos - warlightbring - warstormseekers - age silence - ageawaken ~ 1 AGEORDER~ Age of Order- Beginning to see their own mortality the humans seek answers to what is unexplainable. The hunt for knowledge brings the rulers of these city-states to a gathering. They gather near "The Life Tree", a large Elestrian oak tree that has been worshipped since man first awoke. Phalogn insists that without structure human kind is doomed. During the gathering all the rulers agreed to create a single, whole government which would be divided into Kingdoms. This structured government would ensure that human kind would survive this world. The government would be a secret to the general populace and the rulers would be named king of each kingdom, although many things would depend on a council vote. This secret council was known to the those who gathered enough about as "The Senate." The day of the gathering is now known as "The Day of the Doom Treaty." Religion is born. Volak, the high priest of this order, uses his position to organize a massive holy army. "The Order" spreads throughout Aethos growing in popularity and power in a world that before had little to believe in other than a king. Through a confession Volak discovers "The Senate." Years later, during the six hundredth meeting of "The Senate." Volak leads a massive batallion into Elestria and converges on the spot where "The Life Tree." stands. "The Senate", with only their most loyal trustable guards, realizes defeat and surrenders immediately without conflict. Expecting their slaughter the Senate members offer what they can do Volak in turn for the release. Volak scoffed at the idea and instead politely asked for his "proper" seat on the Senate. He expresses that as the high priest of the Order that he deserves the "right" to represent the church at Senate meetings. All but Phalogn agree to let him enter into the sacred secret government. Phalogn is replaced as representative of Elestria by Xak T'noth after a terrible accident near a church on the outskirts of Kalayn took the great leaders life. Years and years pass without incedent as the kingdoms, with the help of the Order, forge the realms into great kingdoms from which they will reside... ~ 1 AGECHAOS~ Age of Chaos- As the kingdoms and the Order prosper beyond what could once have been imagined, greed and temptation sway many and their "faith" Is lost. Volak, fearing that his church might fail, invokes the "Law of Divine Right." The law stated that each king was, in their own right, a god... and all subordinates should treat them as such, or be punished accordingly. Chaos begins to break out among the "unfaithful" peasants and merchants of the lands, and the punishement for "treason." is not a light one. On the six hundredth and sixty fifth meeting of "The Senate", Xak T'noth speaks out against Volak and his "Order." Xak declares Volak a fraud in front of the senate. He even went as far as to accuse Volak and his "Order" as the "murderers" of Phalogn. An argument breaks out between Senate memebers. The members are divided, few knowing exactly what to think. The kings of two Kingdoms, Bhaaltung and Titre'nir leave the meeting as soon as the level of chaos rises and threats begin to get thrown around by the kings. Volak crutches on his massive holy army as a defense from possible "unfaithfuls" that are present at the meeting. Xak T'noth on the other hand leads those loyal to him directly to Kalayn to form up a strategy against the powerful holy army that would surely be lead against them. War seems inevitable, the kings of each kingdom begin to take up sides in what will be a monumental event. ~ 1 WARLIGHTBRINGER~ --The Lightbringer's War Volak begins a conquest to rid the world of the "unfaithful." He travels out of his way to destroy kingdom lands that are owned by kingdoms who are loyal to Xak of Elestria. Whole cities topple, the contryside lies burnt as the wake of the Order's holy army is brought into the forest of Elestria. Kalayn and the allies are the only thing that stands in the way of this wave of holy rage. The seige is ongoing, months pass, thousands parish, and still the strong oak walls of Kalayn stand. Millions of people are slain during the three years of ongoing war. Yet the walls of Kalayn still stand as Volak and his holy army reign fire and arrows down upon the city. The wood would not burn, the walls withstand any attempts to cave underneath, they do not fall, and the axes of the holy warriors break and only make small cuts in the humongeous trees that make up the wall. Finally, Volak creates a seige weapon, one that should have the power to take the wall with little chance of failure. The supplies run short within Kalayn, disease begins to spread among the sick and wounded soldiers of the city. Xak T'noth, risking his own life, bounds over the wall and makes his way to "The Life Tree." He began to pray to the Life Tree for guidance and help, he heard what he thought was a whisper say, "stay and pray." A group of scouts from the holy army noticed Xak T'noth. They summoned their master... Volak. He orders that the praying man be run through immediately. A few of his soldiers question him asking why a praying man should be cut down. Volak slay them himself, and orders that his other loyal soldiers cut the praying man down. They charged towards Xak T'noth, but their slashes and chops did nothing to the praying man. They swung right through him as though he was only an illusion. Volak himself tried to stab Xak in the back with his sacrificial dagger only to watch his hand pass right through his back out of his stomach and not harm the man. Xak's "faith" was enough to protect him. The enraged Volak demanded that "The Life Tree" be cut down immediately. His men hastily surrounded the almost ungodly tree. The moment the first chop hit the tree, the earth trembled. There was a hesitation in the men, their eyes filled with an almost curious fear. Again a chop was sent to the tree, the earth shook slightly. Volak screamed that if the tree was not cut down now, the men would pay with their lives. The men immediatly began to chop into the great tree. The shaking of the ground got so that actual oaks began to fall in the forest. The ground jumped and toppled, fissures opened, many warriors fell into their graves that day without the glory of battle. The ground ripped away from the ground, the entire area began to lurch out to see in a violent quake. Water flooded in from the nearby sea ravaging the forces of "The Order. "The holy army is annihalated in seconds. The Life Tree began to fall, and as it did a humongeous root ripped out of the ground some yards away from the base of the tree and stabbed into Volaks mid-section. The priest, horrified at his own demise, screamed a curse upon the earth. The men loyal to him that still lived fled immediately, some escaped although Xak T'noth sent scouting parties after them. The Life Tree stand scarred and slightly uprooted. The blood on the walls of Kalayn petrified, melding the large trees that make it up to one another forever. The moment the "Scream of Volak" was sent, two children were born in Kalayn by a woman known as Kalesse. The first twin was named Bane, the ShadowBringer. The second child was named Torann, the Lightbringer. Across the continent in Titre'nir, a third child was born to Hetjy and Emjolden, his name was Kjodo, the Greydawn. Peace lasted only a short time before the Stormseekers were rallied... ~ 1 WARSTORMSEEKERS~ --The Stormseeker Wars With "The Senate" seemingly dispatched and no armies left to stop them "The Bhaaltung Raiders" begin a conquest. They quickly take the kingdom of Ne'akraine, slaughtering nearly two million people and burning everything, turning a once beautiful roaming prairie into a barren wasteland. Years pass with the Bhaaltung on a scourge throughout Aethos, taking what they want, enslaving entire cultures. City and castle alike fall easily for the "Raiders" with few warriors left to protect them. Titre'nir stands a good fight against the Bhaaltung, sending many Bhaaltung warriors running in panic and hysterical fear. The general of the "Raiders" retreats from Titre'nir without another incedent, it is not known why. After nearly two decades, and the deaths of millions of people the energy created by the souls trying to rest begins to take it's toll. Only two kingdoms stand in the way of the Bhaaltung's reign for power. The Aathazarian and Elestrian kingdoms still stand. A spy working in Kalayn, sent by Queen Canys of Bhaaltung after the defeat the Order, discovers that there is a legend of a boy who can control the shadows. The boy is dubbed "ShadowBringer" and is believed to be the key to all evil. The spy finds the young man, captures him, and brings him directly to Canys. Canys believed that if she could unlock Bane's "magic" she could conquer the world with it. Torann, the "LightBringer", finding his twin brother missing sets out on a journey to find Bane. Along his journey Torann met up with an unusal madman. The madman disliked everything, he was indescisive and always contraversial, even going as far as to contradict his own thoughts moments after he thought them. There was an odd aura between the two, but they took a liking to each other almost immediately. The madman's name was Kjodo. Hearing the tale of his missing brother, Kjodo joins Torann in the search for him. Along their journey the two of them heard tales of the "Darkness." A man who could bring the shadows at will, he could control the skies. He could read the minds of men who he did not even know. They searched for years, hearing that the "Darkness" had once again eluded them. Together they built a small elite army as they went, to protect themselves against bandits... and the "Darkness." They dubbed this elite army the "Stormseekers." After finding the "WinterOrb" in the tower that Peridox was slain in, Torann and Kjodo set out once again to find the "Darkness." They soon joined up with two carpenters and a gypsy woman who had been living in a small town near the ruined city of Bethaven. The three companions were seeking something, and so they joined Torann and Kjodo in their journey. The "WinterOrb" guided them to a place in Aathazar where they met a man named Krellis, known to his friends as "Sledge" because his hands were as powerful as huge hammers and could forge things of beautiful... destructable natures. The Stormseekers had grown to nearly twenty leaders, each with their own powers and troops. Torann and Kjodo began a full out conquest to not only destroy the "Darkness" or at least bring him to the Light, but began destroying the Bhaaltung armies and outposts that now layed spread across what now had become "The Bhaaltung Empire." Nearly two years later, the Stormseekers had nearly devestated all of the Bhaaltungs armies. Soldiers of the Bhaaltung Empire were sown thin throughout the land. Finally, the "WinterOrb lead them to a castle with great towers. The castle flew the flag of Bhaaltung on each tower, and a smaller one representing the clans of the great empire. Knowing that an outforward confrontation with this castle could be devestating to the Stormseekers, they sneak into the castle at night and begin to assassinate the guards from the inside. As morning nears and the sun dawned a grey tint to it. The Stormseekers were also clear to enter the castle by then, finding a set of keys on the captain of the guard. As they heard the click of the lock, they heard a booming voice from a tower to their right. "Darkness is eternal" the voice said... it was Bane, and he stand atop a huge tower waiting patiently for the Stormseekers to reveal themselves in the light. As he said this he began to hurl down powerful spells upon the elite group. Elite as they might be, many fell to the "Darkness" then and there. Torann and Kjodo lead the others into the safety of the castle, deciding that they would battle him on level ground. They travelled quickly, finding the tower from which Bane seemed to have been. Kjodo suggested, to the opposition of many, that the other Stormseekers return home now, and that he and Torann would finish this conflict alone. They honored the wish by staying out of the fight, but there was no way they would miss it. Torann and Kjodo ran up the stair into the tower, they caught Bane on an upper landing, he fled upward. They followed him to the top of the tower that looked out across the land, he stand with his back turned. Torann begged that he come into the light, but his brother could not bare it. Bane swung around drawing his sword saying "No Brother, it is you who will enter the darkness this day." Torann drew a long dagger and a short sword from their scabbards and the two charged each other. Kjodo seeing what might happen if the light or the darkness were to die out, surged quickly between them, it was too late however... Kjodo look down as the blade of his friend, Torann, stuck out through his stomach from the back, and Bane's large longsword chopped deep into his side. Torann dropped the short sword, unable to realize what he'd done to his friend. Bane grinned a dark evil grin and said "You're next little brother." Kjodo, enraged that the two brothers had forsaken his soul screamed "We all go now!" He wretched around quickly, jerking both blades from his body and placed one hand on each brother's forehead. Kjodo uttered two words and unleashed the "DawnBringer." From below, the other Stormseekers watched on as a small, thin, bright light rose from the top of the tower, high into the sky. Suddenly it zipped back down into the tower. The brick walls of the tower exploded outward and rained down upon the watching Stormseekers. The entire castle imploded for a short moment and then the ground shook monsterously, there was no sound for a split second and then suddenly, a bright flash of light and a supersonic boom ripped outward from the castle. It travelled as fast as lighting and tore trees from the ground. The blast annihilated buildings for miles, it shook the ground open eating up nearby towns. The bright flash of light blinded thousands of people, the air was sucked from the lungs of those who were near in an instant. ~ 1 AGESILENCE~ Age of Silence- For years after that final day of the Stormseeker wars, the souls of the dead could still not escape. Torann, Kjodo, and Bane descided the only way to allow eachother freedom of their forsaken souls was to go back where they had came. Together the three of them ripped a large hole into the dimension from which they had come. The place where they once peacefully watched over their world and decided the fate of every living thing on it. They brought with them, many of the Stormseekers, and a few others who had travelled with them. Seeing their freedom the other souls were enraged, they began a frenzy that would last for several years, until finally it took the effect they were looking for. The souls themselves learned how to rip holes in dimensions, they ripped thousands of holes in time and reality, unleasing a new silent chaos to the earth. For beings from the other dimensions could enter unto this world also. And so the freedom was limited to cursing the planet of Aethos. Humans were mutated as new dimensional power and auras flooded onto the planet. Many humans, seeing the new races emerge like ants at a picnic, took refuge in great underground caverns and caves. They waited years and years for the silent chaos to retreat. The Aathazar and Bhaaltung kingdoms remained above ground, ensuring their dominance... Elestria and Titre'nir unheard from. Ne'akraine is said to have been conquered once again, by a race known as the Kreen, no human contact has been made with them. Telanthia is still a Bhaaltung Territory and the people wait... The silence is long... ~ 1 AGEAWAKEN~ Age of Awakenning- The new age is here, many humans begin to emerge from their dwellings. There are many new races, many new powers to wield. The world is anew, and with it so is the innocence. It's up to these new races to decide the fate of themselves. Torann, Kjodo, Bane, and the Stormseekers have withdrawn themselves. There is no help... You must make it on your own, forge your own destiny... Every day a new undying threat, but it may only take a valiant king, or a grinning emperor to turn the tide... ~ 1 DALLAS~ The Story of Dallas, God of Chaos. Long before the creation of this world, a being known as the Lord of Shadows lived. The Shadow Lord's only goal was to make sure that chaos and terror would continue to rule the universe. Time passed, and the Shadow Lord ruled with an iron fist. He destroyed all who opposed him. One day, a great being challenged the Shadow Lord to a battle for control of the universe. They two fought long and hard, and their battle scortched the skies of thousands of worlds. In the end, the Lord of Shadows retreated, and order began to reclaim the universe. Over time, the Lord of Shadows began to heal, and plan his revenge. He was not strong enough to defeat this unknown being by himself, so he used his power to create a servent to help him, the Lord of destruction. The Lord of Destruction in turn created his own servants to aid in the struggle. And this is when Dallas created. The great being who had defeated the Lord of Shadows realized that their was an army forming, waiting to destroy all that had been created. So this great being, who had taken the name of Klanz Lord of Light, attacked the Lord of destruction and his followers. The lord of Light banished the servents of Destruction to several remote worlds. Dallas was sent here, to Aethos. He arrived during the Lightbringer's War, and watched how this strange world developed. Over time, he grew fond of his new prison, and began to refer to it as home. He researched the history of the land, and explored the world. After learning much about this world, he approached its guardians and explained how he had arrived. Although the world's guardians, Torann and Kjodo, must have been wary of allowing a being such as the God of Chaos to stay in their world, they must also have seen something inside the man's heart, for they allowed him to stay and help shape the world of the future. Dallas has sworn to help Torann and Kjodo shape and protect the world, but never forget he is the God of Chaos, and will never truely give up the ways of his creator. ~ 1 THEO THEODEN DRAGONLORD~ Shimmering with multi-faceted glows of light coming from the different metallic shades of dragon spirits that encompass him. You have to avert your eyes, to keep from going blind, when this creature of raw magical energy approaches you. For a brief instant, you think you saw a Great-Horned Dragon spirit flash behind the creature, as the creature stops glowing, and becomes a humanoid-looking man. The humanoid looks at you, with the curiosity of a young boy, and the wisdom of an ancient dragon. As you look within his eyes, you can see the souls of the ancient dragons who have died, from ages LONG forgotten. He nods his head towards you and smiles, "I have not come for you, you have no reason to fear me." ~ 1 BRAX~ During the age of silence, when the new races started collecting knowledge, the dwarves learned the craft of forging. One of these families lived directly to the south of the kingdom of Bhaaltung. To them only one child was born, a hardy male named Braxinus Artudios. He quickly learned the crafts of his father, and by the time he had seen 25 summers (a mere child by dwarven recogning) he had learned to craft all metals. The day finally came when his father had to give up the family's forge. At the age of 50, Braxinus took over for his father and took the name Fireforge. Braxinus became very well known as a forger. His abilities were spoken about as far away as Bethaven. Then, one day, a wealthy dwarven lord came to ask of his service. This lord, Sarthises Crathin Oakenshield, asked Braxinus to make him the greatest axe that any dwarf had ever seen. He wanted this axe as a symbol of power, for his people to rally behind. Braxinus told him that the task would be completed by the end of the year. On the second day of the lord's visit, Braxinus met his daughter, Fjona Crathin Dewmane. Braxinus immediately fell in love. Fjona had hair like pure honey, and a beard to rival that of any male dwarf Braxinus had ever known. After meeting her, Braxinus convinced the lord to let her stay at his family's house to oversee his work. After many hours, spent watching Braxinus in his forge, Fjona came to love him as much as he did her. When Oakenshield returned for his axe, Braxinus and Fjona asked for his approval for marriage. After long thought, Oakenshield agreed to the union. He decided that any dwarf that could forge like Braxinus was deserving of his daughter. They set the date, of the marriage, for that coming winter. Oakenshield swore that he would return to see them married. Braxinus wanted to make something special for their marriage, so he decided to forge a set of rings. He bought an ingot of purest Mithril for the wedding bands and set to work. Soon after the start of winter, Braxinus was nearly finished on the rings. He brought Fjona to the forge to see what he was creating for them. The fall had been harsh and the winter had already begun to destroy what little game there was. The orcs of Bhaaltung had become bold, because of the lack of food, and had started raiding the settlements to the south of the kingdom. On the day that Braxinus had finally showed Fjona his present, a raiding party of 50 orcs attacked his forge. The attack was sudden, and upon entering the orcs pushed Fjona into the forge. When Braxinus witnessed this, he became so enraged that he slew the orcs to a single soul. He told this orc that he should tell all his people that their death was coming for them. After he burried Fjona, and burned the orc bodies, he set to work on his last projects. He re-forged the rings into 2 clasps to hold his now braided beard. He then forged one great axe, bearing the symbols of a broken anvil and an orc's head. After these were done, he declared that he would change his name to Brax (in mockery of the orcs tendancy towards short names) Darkforge. He has never lit a forge fire since. He spent the rest of his mortal days slaying orcs and their kin. His name became one to fear in Bhaaltung, and they gave him the name Brax One-Eye "Orcsbane". He killed over 1000 orcs, single-handedly, before he died. On the day he died, Brax was overwhelmed by an ambush of nearly 200 orcs. He was slaughtered after taking well over 80 of their number. When his soul left his body, it created such a ripple in the after-life that the gods witnessed it. They decided to reward Brax for his many great deeds and made him a god. ~ 1 NOTEBOARD~ A noteboard works in the same way as the mud-wide note system, with only a few differences. When you are in a room with a note board, the only notes you will be reading or writing will be to that noteboard. This means you have to be in the same room as the noteboard to post to it, or to read from it. SEE ALSO NOTE ~ 1 KINGDOMS~ INDEX OF KINGDOM HELP FILES NAME (PRONUNCIATION) -- COMMON NAME HELP FILE NAME Bethaven -- The Free City-State HELP BETHAVEN Quibe'Nar (Kwib Nar) -- The Outpost HELP QUIBE'NAR Bhaaltung -- The Crimson Tribes HELP BHAALTUNG Kelzaleth -- The Swamp Runners HELP KELZALETH Ne'Akraine -- The Greylands HELP NE'AKRAINE Qu'Amir (Coo-a-meer) -- The Sands HELP QU'AMIR Aathazar -- The Chivalrous HELP AATHAZAR Titre'Nir -- The Walking Dead HELP TITRE'NIR Elestria -- The Living HELP ELESTRIA ~ 1 BETHAVEN~ Bethaven came out of the awakening in ruins, but maintained freedom from any of the surronding kingdoms. Refugees from many kingdoms end up here. Many begin here. Bethaven is located at the center of the continent on the Storm Plains. ~ 1 QUIBE'NAR~ Quibe'Nar is a kingdom made mostly of the elven race. They have been allowing refugees, since the Awakening began, trying to get their now shriveling population to grow. They want to prove themselves to be a powerful kingdom of Aethos. The main area of the kingdom grows out of the Quibe'Nar Forest, where the elves prefer to dwell. The capitol is Zynil, which is a large city growing on the outskirts of the forest. The Quibe'Nar Forest has been known as The Outpost. It's the furthest this continent has been explored, due to the extreme climates and icy waters to its northwest. Nobody has been able to travel far beyond the comfort of the trees. ~ 1 BHAALTUNG~ Bhaaltung is a kingdom peopled by orcs, ogres, trolls, and the like. It's a cruel kingdom, with several raiding tribes, that holds great power. Bhaaltung has been eager to capture refugees as slaves, since the recent awakening, to replenish their stock. With a hold in the northern Agradoss Mountains, this massive alliance of evil tribes will most definately be a force to reckon with. The capitol is Gothspyll, a hold built into the Agradoss Mountains. The tribes gather here to unite and plan raiding and long term missions, against other kingdoms. ~ 1 KELZALETH~ Kelzaleth is a kingdom made mostly of human, lizardman, and shadows. Surrounded by the massive Tengranai Swamp, this kingdom stays fairly secluded. Swamp pirates run back and forth from the Crooked Straight to Terror Lake, which lies just to the north. The massive bodies of water allow for several fishing and merchant businesses to grow. The capitol city is Malothi, its a rather small city to house a capitol, and it lies on a small island near the Rivers of Despair. ~ 1 NE'AKRAINE~ Ne'akraine is a kingdom made of drow, halfling, and dwarves. With villages in the Agradoss Mountains, the Grey Wastes, and the Storm Plains, this large kingdom has several different cultures and a vast amount of control in the region. With a small population of bandits however, Ne'Akraine is known as the Thieve's Mountain to some kingdoms. The capitol city is Pallask, a dingy grey city with great production behind the walls. Powerful steel and ore is shaped here, with great precision. ~ 1 QU'AMIR~ Qu'Amir is a kingdom made of human, tabaxi, elves, and illithids. The sands stretch from the western side of the Agradoss Mountains and runs in line with the Greylands. The elves and tabaxi war with each other, on almost a daily basis. The capitol city is Deltoth, a tabaxi run oasis, that holds a massive desert population. Pyramids rise and each family has their own miniature pyramid, as a dwelling for both "lives" they will live. ~ 1 AATHAZAR~ Aathazar is a kingdom mainly made up of humans and elders. They are an honorable kingdom aiding the less fortunate as much as possible. Lying in and around the Jitari Mountains, this kingdom stands within striking distance of the now evil Titre'Nir. As one of the old allies of the Elestrians, Aathatzar holds much political power in the world. The capitol city is Taytrow, which is a large walled city, holding a massive population and is completely self reliant. ~ 1 TITRE'NIR~ Titre'Nir awoke undead. It is believed that a clan of vampires were able to breach the protections Titre'Nir set before the Lightbringer. Now in the Awakening, this once good nation awakes as a dark and torturous power. Many envoys from many kingdoms have travelled to this kingdom, since the Awakening began, only to never return again. ~ 1 ELESTRIA~ Elestria is a kingdom made up of jungle elves, humans, and minotaur. It is also the home of the Sacred Life Tree. Elestria lies straight south of Qu'Amir, about four hundred miles, on an island that ripped away from the main continent. The capitol city is Kalayn, a small city protected by powerful magically petrified walls. ~ 210 CHANGES~ ~ -1 UPDATES~ ~ -1 MWAHAHALANCED~ TESTING ~ 201 BOMBS~ creating bombs is easy set the item type to bomb value0 is unused so far, but is being saved value1 is bomb type 0 explosive 1 napalm 2 chemical value2 is the blast radius of the bomb, for example a blast radius of 2 would result in all the rooms 1 room away from the first room to behit by the explosion. value3 is the bomb rating, damage is determined from this rating, so don't go overboard. a typical rating would be somewhere between 50 and 150 for a normal handgrenade. a bigger bomb woul dbe more around 300, however, something like 500 could get WAY out of hand. 500 * 8 damage for a max in some cases. owie. waaaay owie. this would kill most players on the spot, even though most times damage is not going to be at the max range but still... it can happen. ~ 206 OEDIT_ITEM_MECH~ &GOedit help on Mechs... last updated 6/13/00 v1 is how much damage the mech can take, after shields v2 is maximum shield strength, which comes before damage v3 is maximum tonnage, how many tons can be installed v4 is armor type, currently, there are three: &C iron &C steel &C titanium >hat is it! If you have any further questions, talk to Eleven. ~ -1 MDESCRIPTION~ Syntax: mdesc <argument> Syntax: mdesc <show, none> Using mdesc <argument> sets an mdesc for your Mech. Using 'mdesc show' shows your current mdesc, if you have one. Using 'mdesc none' clears your mdesc. ~ -1 EASY_RELOAD~ A few easy steps to be on your way using guns: hold <clipname> reload bullet <number into clip> remove clip hold <gun name> reload clip That is it! Have fun :) ~ 208 ADVM_210~ &RSuddenly, your mind fogs over. You can think clearly about nothing, then... Even more rapidly than your thinking fogged over, an idea forms in your mind. It is more than any other idea though somehow, this idea seems very much more so real than any other you have ever thought of. You idea is this... You wish to be able to create nations and lands and peoples and watch them grow and die and prosper. Such would be the life of a creator you believed it to be a dream, but as your mind clears, you realize that your hands and mind and soul are enacting the very dreams of your deepest wishes. &rWelcome, builder, to level 210. ~ 208 ADVM_213~ &WIn a sudden flash of light, you feel an immense amount of power flowing within you. This force empowers you beyond comprehendable means. You now have an extended knowledge of everything that exists and that will someday exist. &wWelcome, friend, to level 213. ~ 210 CITY_REQUIRE~ each city requires: a school (for learning/practicing skills) a weapons shop (older vs modern weapons is up to you) an armor shop (again older vs modern is up to you) not implemented but for future: 3 diff security mobs 1 common 1 elite 1 chief for BLOCKWARS: you must make at least one street that is setup for blockwars this means that on each side of the street there must be an at least 3 story building. if you want to wait until window code is ready to make the street for your blockwars that is OK, as long as you make a note that you will need to go back and finish it. in each school there should be at least 1 mob that can be learned and/or practiced at. the weapon shop should sell at least one ranged weapon, the clip for it, and the ammo wether or not your shop will sell powerarmor is entirely up to you. keep in mind cities with more to supply the players will be visited/ stayed in more often don't forget to use use cube to save yourself a LOT of time. generic discriptions for generic places in your area are ok i like the sidewalk before a street described with at least 3 lines of formatted text, but a hallway that you've been writing about for 5 rooms is ok with 2 lines. ~ 208 ADVM_208~ &RSuddenly, your mind fogs over. You can think clearly about nothing, then... Even more rapidly than your thinking fogged over, an idea forms in your mind. It is more than any other idea though somehow, this idea seems very much more so real than any other you have ever thought of. You idea is this... You wish to be able to create nations and lands and peoples and watch them grow and die and prosper. Such would be the life of a creator you believed it to be a dream, but as your mind clears, you realize that your hands and mind and soul are enacting the very dreams of your deepest wishes. &rWelcome, builder, to level 208! ~ 0 LEARN~ RoE uses a different skill system than you may be accustomed to if you have prior mudding experience. Instead of gaining certain skills at a specific level, all the skills for your current class are available to you at anytime. While standing at a practice mob, type learn to see a list of skills that are available to you. The ammount of PRACTICES it will cost you to learn that skill are shown beside it. to learn the skill just type learn <skill> Be aware that learning skills WILL cost you practices. ~ 1 THE KEEPERS~ You find yourself alone in a dark alley, all around the shadows climbing their way up the walls like serpents fashioned of pure darkness. You turn and begin to walk away thinking what you have been seeking nothing more than rumour and hersey but before you can leave the cold embrace of the shadows a figure moves with blinding speed, so quickly your eyes cannot even begin to follow. Thats when you feel the sharp point of a blade upon your throat and a hand across your mouth. "My name you may one day know...or perhaps not...names are meaningless. You asked to speak with us, and rather loudly at that. However, you will not speak, rather you will listen. I do not promise that you will walk out of this alley alive this night, and even if I did do so, I am not very good with promises. Listen now to what I say, and then perhaps you will be permitted to speak. In a world of light, there will always be a darkness. In the world we know as Aethos, there will always be The Keepers. While kings and queens, warriors of repute, and knights strut about the lands loudmouthed in their boasting, we keep to the shadows and move as ghosts. For what we do is done in silence, such is the reason for our success. We claim to be the true power of Aethos, many of those who do our bidding are not even aware of our existence. Through constant manipulation and well-plotted deception we achieve our goals. Pride...pride has no place in The Keepers, for pride will kill you as surely as any sword will. Pride leads to a short temper, and a short temper leads to miscalculation. Timing in key...patience is to be studied. Do you belong in our ranks? If you must ask yourself this question, then you probably do not. Few have a heart black enough, a soul depraved enough, a mentality twisted enough to be The Keepers. We are the silent killer, the one that is unexpected, quick, and ruthless. Our names are no more than rumors, our plots known only to ourselves. So now you wish to know our requirements? We are not like the other clans my poor misguided youth. Our requirements are ours to know. You have already become our servant by making your intentions known. Whether you join us or not you will be of the same value in all likeliness. Write a letter, if you can write that is, to The Keepers and say what you feel should be said. We will listen, and we will watch..." And with those words spoken you find yourself again alone. A shiver runs down your spine...what have you done? Are you truly prepared for what you seek? And what are the consequences of choosing such a fate? ~ -1 MDC MEDIC~ MEDIC Medic's can learn several skills that will aid in the healing of themselves and others. Medics can also create healing aids from their components, possibly for sale. &YThis class is a prerequisite for: &rNothing. &W ~ -1 OPR OPERATOR~ OPERATOR Operator is a very important class. Without it, rebels could not enter the machine world. Operators are quintessential link between reality and the maching world. Operators can load players into the construct and machine world. Operators are also the only class that can communicate to players inside the machine world. &YThis class is a prerequisite for: Level 10: Medic Level 10: Rogue Level 10: Pilot Level 20: Hacker &W ~ -1 ROG ROGUE~ ROGUE The rogue is a lone wolf. Rogues can learn a variety of skills, ranging from the theiving arts to stealth. They have learned to fight with or without help, and it is rumored a few know backdoors into the machine world. &YThis class is a prerequisite for: Level 50: Agent &W ~ -1 SLD SOLDIER~ SOLDIER The soldier are the fighting force of Zion. Though, not born there, they fight for it. By entering the machine world and scouting for information that may lead to a turning point in the war or by freeing new minds. Soldiers are an essential class to any player, as they are the first class to learn fighting abilities. &YThis class is a prerequisite for: Level 10: Operator Level 10: Rogue Level 20: Agent Level 30: Pilot &W ~ -1 WTH WRAITH~ WRAITH The wraith is one of the machine world only classes. Your source will be inserted into the mainframe and you will not be able to leave the machine world. Wraiths have a number of ancient mystic-seeming abilities. &WPrerequisites: Vampire: level 10 &YThis class is a prerequisite for: &rNothing. &W ~ 0 $~ #$