#HELPS 0 'RACE HELP' 'RACE' 'RACES'~ ROM has the following races for player characters: Human the standard race Dwarf good warriors and priests, cost 8 creation points Elf good thieves and mages, cost 5 creation points Giant huge, tough warriors, cost 6 creation points Different races have different starting statistics, and also different stat maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. 'help dwarf') ~ 0 DWARF DWARVES~ Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. They recieve the berserk skill for free (if warriors), and can see in the dark with infravision. ~ 0 ELF ELVES~ Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are for more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves recieve the sneak and hiding automatically. They may see in the dark with infravision. ~ 0 HUMAN HUMANS MAN~ Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versitile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices. ~ 0 GIANT GIANTS~ Giants are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession. Giants resist heat and cold with nary a mark, due to their huge mass. However, their slow minds make them extremely vulnerable to mental attacks. Giants, due to their size and stamina, receive the fast healing and bash skills for free. (Only giant warriors recive bash). ~ 0 'GROUP HEADER'~ The following skills and groups are available to your chacter: (this list may be seen again by typing list) ~ 0 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ 0 'MENU CHOICE'~ Choice (add,drop,list,help)?~ 0 'GROUPS' 'INFO' 'PREMISE'~ The ROM skill system allows you to fully customize your new character, making him or her skilled in the skills you choose. But beware, the skills you pick at character creation are the only skills you will ever learn. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost. The experience breakdown is as follows: points exp/level points exp/level 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. ~ 0 BASICS 'ROM BASICS'~ The basic skills: Every character starts with two skill groups, one for their class and a default set that all characters receive. The default skills are: recall essential escape skill (see help recall) scrolls reading of scrolls and other magical volumes staves use of magical staves wands use of magical wands for class defaults, check the classes themselves. ~ 0 MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'~ Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate. The default skill selection for mages is as follows: skills: lore the lore of magical items spell groups: beguiling spells that control the mind combat offensive magics, such as fireball and chill touch detection informational magics, such as detect magic and identify enhancement spells that maximize physical potential, such as haste illusion magics for concealing and deceiving maladictions a selection of curses fit for any witch protective defensive magics, ranging from armor to stone skin transporation spells for getting from here to there weather spells for conjuring and mastering the elements ~ 0 CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'~ Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posess an impressive area of protective magics, as well as fair combat prowess. All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at a very dear cost. The default skill selection for clerics is as follows: skills: flail the proper use of flails spell groups: attack a selection of offensive magics creation the making of physical objects, such as food and water curative spells that cure the sick and feeble of their ailments benedictions powerful magics that grant the blessings of the gods detection informational magics, such as detect magic and identify healing spells for treating wounds, from scratches to death blows maladictions an assortment of curses protective defensive magics, including the powerful sanctuary spell transportation spells for getting from here to there weather spells for conjuring and mastering the elements ~ 0 THIEF 'THIEF BASICS' 'THIEF DEFAULT'~ Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes: skills: mace the use of maces and other blunt weapons sword swordplay and fencing backstab the art of hitting your opponent by surprise disarm used to deprive your opponent of his weapon dodge the best way to take a punch is not to be there second attack with training, the skilled thief can hit twice as fast trip a good way to introduce an opponent to the floor hide the art of remaining undetected in a room peek used to look into a person's belongings pick lock a useful skill for breaking and entering sneak with this skill, a thief can walk into a room undetected ~ 0 WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'~ Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. Warriors begin with skill in the sword, and gain a second attack in combat. Other weapon skills may be purchased cheaply, or gained in the default skill package, which includes the following: skills: weaponsmaster this group provides knowledge of all weapon types shield block the art of parrying with a shield bash a forceful rush with the body, designed to flatten your foes enhanced damage this skill multiplies your damage in battle parry the art of parrying with weapons rescue allows you to take the blows aimed for a companion third attack allows the skilled warrior to land three blows in one round ~ 0 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ 0 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ 0 CLAN~ A Clan is a collection of players, united to follow and further a common cause. Each clan has rules and regulations, to find out more about clans and their 'beliefs' type "help <clan name>". Only Clan members can kill or steal from other players. To join a Clan you must be level 15 or abov. Speak to the Clan Leader about joining. Existing Clans may buy special rooms and mobiles by acquiring diamonds as payment. To see room prices, type "help prices". New Clans may be formed by petitioning the immortals. Please remember that their word is final on all matters not covered by this help. {W******************************************************************{x {W* {CKnights of Solamnia Honorable Knights who uphold Good {W* {W* {WConclave of Wizards Contains the Orders of High Sorcery {W* {W* {WWhite Robes Order of Good Mages {W* {W* {RRed Robes Order of Neutral Mages {W* {W* {DBlack Robes Order of Evil Mages {W* {W* {DKnights of Takhisis Honorable Evil Knights {W* {W* {BLily Warriors, Rangers, Paladin {W* {W* {wSkull Clerics and Templars {W* {W* {rThorn Mages and Battlemages {W* {W* {GHoly Order Organization of Clerics and Templars {W* {W* {WLight Order of Good Clerics {W* {W* {rBalance Order of Neutral Clerics {W* {W* {DDark Order of Evil Clerics {W* {W* {gWildrunners Nature-based forest defenders {W* {W* {BMercenary Killers for hire {W* {W* {yThieves Thieves {W* {W* {YLoner Those who are without a clan {W* {W* {mRenegade Mages outside the Conclave {W* {W******************************************************************{x ~ 0 PRICES PRICE~ New Clan Hall Rooms cost 100 diamonds. Boosting the mana or healing gains for a room costs 300 diamonds. Both in the same room costs double. Making the Healer or Store prices lower costs 1,250 diamonds. Rooms for your character cost 100 diamonds as well. ~ 0 COUNT~ The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ -1 $~ #$