/
Debug/
area/
data/
gods/
player/
player/skill/
#HELPS
0 KEYRING~
Syntax: keyring add <key>
        keyring remove <key>
This function allows players with a keyring item to store multiple keys
on their keyring, and unlock doors and chests without having to get a key
from your bag, or even remove it from the ring.  Because of the way it is
set up, if you have the required key in your keyring, use the unlock command
as you normally would.

See also: UNLOCK
~
0 AUCTION~
The auction command is a form of selling items, allowing players to cut out 
the middle man and make more of a profit. To place an item up for auction, 
"auction ". To bid on an auction, "auction bid ". You may see the stats for 
an item up for auction before bidding on it simply by typing in "auction" 
while there is an ongoing auction at the time.
~
0 VAMPIRE~
Vampires are notorious creatures of the night. Some believe them to be 
re-animated corpses of the dead brought back by the works of black magic, 
whereas others believe them to be a race of their own that elude others except 
when a need for blood, their one and only food source, overtakes them; there have
 been a few that have looked into this matter, but no conclusive results have 
come because all researchers have been found dead and devoid of blood. It is 
certain that vampires are evil by nature though, and due to their predisposition
for evil they have the racial ability to detect good and evil, as well as being
able to see in the dark. Due to their evil natures, they are naturally immune 
to negative attacks, and they are also resistant to cold, sound, and all forms of
piercing weapons. However, they are vulnerable to holy attacks, as well as fire
and all forms of bashing weapons.
~
0 OGRE~
Ogres are known for their barbarism and physically grotesque appearance. They are
large, sometimes ranging anywhere from ten to fifteen feet tall, and have unusually
large hands and feet which makes them awkward and rather clumsy. Ogres are known 
to eat any living creature, including humans, and usually don't  bother cooking 
their meal first. In the Ogre language, there are no words for politeness, art, 
or friendship. The word associated with these foreign ideas is "weak", or "weakling", 
depending on usage. They recognize only brutal strength. Ogres have the natural 
ability to regenerate quickly due to their powerful constitutions, and can see in 
the dark. Also, due to their tremendous size and very small brain, they are immune 
to mental attacks. They are also resistant to all forms of poisons and fire attacks, 
but vulnerable to slashing, and also cold due to sluggish circulation.
~
0 GNOME~
Gnomes are dwarflike creatures that are notoriously greedy, hoarding and guarding 
their personal wealth, and having an almost religious attachment to gold. Gnomes 
generally range from three to four feet tall and have pointed ears, with males 
usually having very long beards. Gnomes have the innate ability to detect magical 
objects, and due to their small size and high dexterity, are permanently affected 
by haste. They are naturally resistant to mental attacks, as well as all forms 
of acid  and bashing attacks. However, gnomes are vulnerable to disease, poisons 
of all kinds, and slashing weapons.
~
0 ANGEL~
Angels are a mysterious race, and their true origins are a closely guarded secret. 
They look like a normal human until about the age of eight or nine, at which time 
they choose to server either the forces of good or evil, and their outward 
appearance reflects the alignment they have chosen. Those angels that choose to 
be good are surrounded by a golden aura, and great wings with soft, pure white 
feathers grow on their backs. Other than those changes, angels of a good alignment 
appear just like a normal human, although are almost always very beautiful. 
Angels that choose to server the powers of darkness undergo many more changes. 
First their eyes turn to a blood red, then their fingers begin to toughen and turn 
into sharp claws. Two small horns protrude from their head, then their feet change 
into hooves, while great leathery wings grow from their back. This drastic physical 
change sometimes causes hysteria and madness. All angels have the racial ability to 
detect magical items, as well as detect evil. The wings on their backs fully develop 
around the age of fifteen to seventeen, giving them the gift of flight. All angels 
are immune to holy attacks, and resistant to lightning and cold as well. However, 
they are vulnerable to fire and negative attacks.
~
0 LEPRECHAUN~
Leprechauns are a small race of elves, rumored to know the whereabouts of vast 
riches, and will tell you the location of these treasures if you are lucky enough 
to catch one. Catching one, however, can be a problem due to their quick natures. 
Leprechauns range anywhere from four to five feet tall, but otherwise appear like 
any other member of the elf family. They prefer either solitude or small groups, 
and are known not to trust strangers. Leprechauns naturally can see any hidden on 
invisible object, and because of their excellent agility, are also permanently 
affected by haste. They are resistant to negative attacks, and due to their 
dexterous natures are also resistant to piercing weapons. However, they are 
vulnerable to lightning and slashing weapons.
~
0 MORDHEL~
Mordhel are a race of elves that have shunned the light of day, and have chosen to 
live in dark caves. They are somewhat shorter than their elven brothers, but every 
bit as strong. Throughout the years, their pigments changed to match their dark 
caves, and their skin is anywhere from a light grey to a dark, jet black. They 
have yellow to red eyes, although black eyes do occur in rare cases. Mordhel 
naturally can detect evil due to their predisposition for cruelty, and also detect 
magical items. Due to their smaller stature and high dexterity, they are permanently 
affected by haste. Mordhel are resistant to slash and bash due to their speed, and 
also resistant to all cold attacks. However, they are vulnerable to sound and fire, 
and all piercing attacks.
~
0 ALARIHEL~
The Alarihel are a nomadic group of elves, having no common laws, and at least four 
different regional dialects of their language. They are taller and somewhat stronger 
than other elves due to their nomadic lifestyle, and hunt their prey using their elven
grace and superior strength and intellect. They long ago forsook order, and have 
embraced chaos as their only reigning ideal. Alarihel have the racial ability to detect 
hidden objects, as well as being permanently affected by haste due to their speed. 
Alarihel are immune to disease, as well as resistant to mental attacks, and all forms 
of acid. However, they are vulnerable to poison and piercing weapons.
~
0 SLANG~
TNQ: Till Next Quest: Ticks till you can quest again
QTL: Quest Time Left: Ticks you have to complete your quest
Vres: variable resistances (those pretty resistances in your "score" sheet
      Vres's are seperate from normal racial resistances as vres are variable, 
      while racial are static (one value).
Imm: Immortal: anyone level 102 or up
Imp: Implementor: someone who works with the code. (Enzo, Akmaro)
Demihero: Someone who has reached level 101 on their first tier (before remort)
Hero: Someone who has reached level 101 on their second tier (after remort)
AFK: Away from keyboard: Self explanator, the character with this displayed
     is not at his/her keyboard
{R*{x: This means a person is a PK'er (see HELP PK)
CPs: Clan Points, or the default currency for all clan transactions (see help CLAN PRICES,
     help CLAN POINTS)
~
0 CPS CLAN POINTS~
Clan points:
1 cp for 100 qps
1 cp for 100,000 gold
Caches are now automatically converted to cps, please make sure you do the math so that
you do not waste QPs or Gold.
~
0 CACHE~
Syntax: cache gold <amount>
        cache qp <amount>
Allows the character to donate gold or qps directly to his clan coffers. The
gold and QP's are now automatically converted into CPs, so make sure you do the
math and dont waste any (the calculation function rounds down :P ).

See also: CLAN PRICES, CLAN EQUIPMENT, CLAN POINTS
~
0 AUTOGOLEM~
This functions allows you to automatically pick up golem parts from mobs that 
you kill, and conveniently places them into your golem bag. If you don't have 
a golem bag, it will simply place the parts into your inventory.

See also: GOLEM
~
0 RESTRING~
~
0 PHOENIX~
Members of Phoenix follow the way of the Phoenix. A peaceful 
but deadly bird. Together members form a neutral clan, regardless
of your alignment. Only the mind-set of the person matters.
We are generally neutral and only sway to thoes who are allies.
We form a close knit band of friends, helping eachother, and
others.
~
0 TITLES~

Mag, 1,		"Man",						"Woman"
Mag, 10,	"Scholar of Magic",			"Scholar of Magic"
Mag, 20,	"Enchanter",				"Enchantress"
Mag, 30,	"Magician",					"Witch"	
Mag, 40,	"Warlock",					"War Witch"
Mag, 50,	"Sorcerer",					"Sorceress"					
Mag, 60,	"Great Sorcerer",			"Great Sorceress"			
Mag, 70,	"Golem Maker",				"Golem Maker"				
Mag, 80,	"Demon Summoner",			"Demon Summoner"			
Mag, 90,	"Dragon Charmer",			"Dragon Charmer"			
Mag, 100,	"Mage Hero",				"Mage Heroine"				
Mag, 101,	"Avatar of Magic",			"Avatar of Magic"			

Cle, 1,		"Man",						"Woman"						
Cle, 10,	"Acolyte",					"Acolyte"					
Cle, 20,	"Deacon",					"Deaconess"					
Cle, 30,	"Priest",					"Priestess"					
Cle, 40,	"Expositor",				"Expositress"				
Cle, 50,	"Bishop",					"Bishop"					
Cle, 60,	"Arch Bishop",				"Arch Lady of the Church"	
Cle, 70,	"Patriarch",				"Matriarch"					
Cle, 80,	"Great Patriarch",			"Great Matriarch"			
Cle, 90,	"Demon Killer",				"Demon Killer"				
Cle, 100,	"Holy Hero",				"Holy Heroine"				
Cle, 101,	"Holy Avatar",				"Holy Avatar"				

Thi, 1,		"Man",						"Woman"						
Thi, 10,	"Footpad",					"Footpad"					
Thi, 20,	"Filcher",					"Filcheress"				
Thi, 30,	"Robber",					"Robber"					
Thi, 40,	"Killer",					"Murderess"					
Thi, 50,	"Cut-Throat",				"Cut-Throat"				
Thi, 60,	"Master Spy",				"Master Spy"				
Thi, 70,	"Assassin",					"Assassin"					
Thi, 80,	"Crime Lord",				"Crime Mistress"			
Thi, 90,	"Godfather",				"Godmother"					
Thi, 100,	"Assassin Hero",			"Assassin Heroine"			
Thi, 101,	"Angel of Death",			"Angel of Death"			

War, 1,		"Man",						"Woman"						
War, 10,	"Swordpupil",				"Swordpupil"				
War, 20,	"Soldier",					"Soldier"					
War, 30,	"Veteran",					"Veteran"					
War, 40,	"Hero",						"Heroine"					
War, 50,	"Dragoon",					"Lady Dragoon"				
War, 60,	"Cavalier",					"Lady Cavalier"				
War, 70,	"Paladin",					"Paladin"					
War, 80,	"Demon Slayer",				"Demon Slayer"				
War, 90,	"Dragon Slayer",			"Dragon Slayer"				
War, 100,	"Knight Hero",				"Knight Heroine"			
War, 101,	"Angel of War",				"Angel of War"				

Leg, 1,		"Man",						"Woman"						
Leg, 10,	"Private",					"Private"					/*Enzo*/
Leg, 20,	"Decurion",					"Decurion"					/*Enzo*/
Leg, 30,	"Centurion",				"Centurion"					/*Enzo*/
Leg, 40,	"Tribune",					"Tribune"					/*Enzo*/
Leg, 50,	"Primus",					"Primus"					/*Enzo*/
Leg, 60,	"Consul",					"Consul"					/*Enzo*/
Leg, 70,	"Praetorian",				"Praetorian"				/*Stareye*/
Leg, 80,	"Legate",					"Legate"					/*Enzo*/
Leg, 90,	"General",					"General"					/*Enzo*/
Leg, 100,	"Imperator",				"Imperator"					/*RumRat*/
Leg, 101,	"Emperor",					"Emperess"					/*Enzo*/

Drc, 1,		"Man",						"Woman"						
Drc, 10,	"Fledgling Dragon",			"Fledgling Dragon"			/*CladoR*/
Drc, 20,	"Adept of the Blue Dragon",	"Adept of the Blue Dragon"	/*Raithias*/
Drc, 30,	"Adept of the Green Dragon","Adept of the Green Dragon"	/*Raithias*/
Drc, 40,	"Adept of the Yellow Dragon","Adept of the Yellow Dragon"/*Raithias*/
Drc, 50,	"Adept of the Red Dragon",	"Adept of the Red Dragon"	/*Raithias*/
Drc, 60,	"Adept of the Black Dragon","Adept of the Black Dragon"	/*Raithias*/
Drc, 70,	"Keeper of the Flame",		"Keeper of the Flame"		/*Enzo*/
Drc, 80,	"Dragon Lord",				"Dragon Lady"				/*Raithais*/

Sen, 1,		"Man",						"Woman"						
Sen, 30,	"Samurai",					"Samurai"					/*Enzo*/

Zlt, 1,		"Man",						"Woman"						
Zlt, 100,	"Archangel",				"Archangel"					/*Stareye*/

Tao, 1,		"Man",						"Woman"						
Tao, 10,	"Neophyte",					"Neophyte"					/*Stareye*/
Tao, 70,	"Arbiter of the Elements",	"Arbiter of the Elements"	/*Stareye*/

Dag, 1,		"Man",						"Woman"						
Dag, 10,	"Shadow Walker",			"Shadow Walker"				/*Raithias*/
Dag, 20,	"Shadowdancer",				"Shadowdancer"				/*Raina*/
Dag, 30,	"Soul Piercer",				"Soul Piercer"				/*Raithias*/
Dag, 40,	"Torn Soul",				"Torn Soul"					/*Raithias*/
Dag, 50,	"Slayer",					"Slayeress"					/*Stareye*/
Dag, 60,	"Shadowblade",				"Shadowblade"				/*Stareye*/
Dag, 70,	"Herald of Death",			"Herald of Death",			/*Raithias*/
~
0 RECLAIM~
Syntax: reclaim <forged item>

Reclaim used ore from forged items with this command.  This only works with items forged
after January 24, 2002.  If you would like to reclaim your older items, just see Enzo, and
he will arrange something.
~
0 SHEATH PULL~
Syntax: sheath <weapon> in <sheath>
        pull <weapon> from <sheath>

Puts a weapon in a sheath...just as the command says it will....Righto

(Thanks to Blaze for this idea)
~
0 HEAVENLY JUSTICE~
Syntax: cast heavenly <target>

Lots of damage, holy style.
~
0 FORTITUDE~
Fortitude is a closely knit band of friends, led by Quasar and his trusted assistant 
Raithias. Valuing friendship and loyalty above all else, Fortitude believes they can 
accomplish anything through teamwork. They tend to be friendly and jovial, but never anger 
Fortitude...they are known for their prowess in battle, and their wrath is as swift 
as their blade. Acceptance into Fortitude may vary, but the general fee is 500 quest 
points.

See also: CLAN PRICES
~
0 SECOND CAST THIRD CAST~
These skills allows an experienced mage to cast one spell multiple times, without having
to wait for his recovery from the cast. For instance, instead of "fireball, 5 second pause,
fireball, 5 second pause, fireball," the mage casts "fireball, fireball, fireball."  The
skill is automatic, and it is always on, just like second through fifth attack.
~
0 COAT~
Syntax: coat <weapon>

This Dagashi skill allows the master assassins to coat their weapons with a virile poison
which will deal massive damage to whoever it even lightly cuts.  As of yet, there is no
known cure for the poison, but as they say, time heals all wounds.

See also: DAGASHI
~
0 EXCHANGE~
Syntax: exchange <exp ammount> <type>
Suitable <types> are: qp gold train

Use this to trade in your Hero's Exp, which you can only earn when you are a hero.
The going rates are as follows:
{W500   {Chexp for {G1 QP
{W10000 {Chexp for {B3 Practices
{W1     {Chexp for {Y2 Gold{x

See also: HERO EXP
~
0 HERO EXP~
This special exp is earned only when a character defeats an enemy of level 101 or higher,
and if the player is a hero or demihero (level 101).  It can be traded for useful points
using the 'exchange' command

See also: EXCHANGE
~
0 BURST OF SPEED~
Syntax: burst

This skill allows the dangerous Dagashi assassin to pump adrenaline through his
blood, speeding him up beyond the regular human norm.  This superhuman speed allows
him to sometimes slip extra attacks past opponents guard. It also works in conjunction
with circle.

See also: DAGASHI, CIRCLE
~
0 PETITION WAR~
Syntax: petition <type (1 for single, 2 for team)>
        war
Petition will allow players to start wars of either type. "petition 1" to start a
single war, "petition 2" to start a team war.  War is the command to join a war that
is still in its staging processes. Any questions, ask a hero or an imm, they will be
happy to help.

See also: KENNY
~
0 HONOR CIRCLE~
Syntax: challenge   <challenged>
        unchallenge <challenged>
        decline     <challenger>

This is a non PK, totally safe system for allowing players to pretty much smack
the crap out of each other.  Upon accepting, both combatants have 2 ticks to prepare
after which they are transported to a one room arena, where they maim to their hearts
content. While there are no tangible prizes for this form of player combat, as with
wars, the prestige and honor of destroying the reigning badass is always a great thing
to win.
~
0 ENZO PUBLIC RELATIONS UNIT EPRU~
This one man organization consists of the nicer, more helpful side of Enzo, and
its only purpose is to translate and clarify the things that you see and hear from
Imms or in the code that make no sense.  It exists only when things need to be 
explained, and you should be very thankful that the nicer side of Enzo runs this
organization 
~
0 KENNY~
Yes, Kenny is the head builder here. Yes, he has the power to do whatever
he wants to this mud.  No, he does not answer to Enzo.  If you value your
sanity, life, or pride, we of the Demon's Dance staff suggest you do not
bug him with your problems, no matter how big they may be.  He does not like
you, as a general rule.  He does not care about what/why/how you think about
anything.  He has total immunity from any repercussions, which gives him free
reign to do whatever he feels nessecary, so for gods sake people, dont piss him
off.

This has been an Clarification by the Enzo Public Relations Unit
Thank you for your time
~
0 CREATE GOLEM PARTS~
Syntax: create <race to create parts from>

This skill allows the mage to create a servant from a collection of body
parts, collected by killing mobs.  These parts appear randomly throughout
the land, and they also come in 4 different types: Leg, Arm, Heart, Head
(by order of increasing difficulty to find).  Each part comes from a
specific race, of which there are currently 6: Human, Goblin, Knight, Harpy,
Demon, Dragon. (also in order of increasing difficulty to find.)

To create a golem, the mage needs one of each part, of the same race, (ex:
goblin heart, goblin head, goblin arm, goblin leg). These must all be in
a container called a golem bag (which can be purchased from the wandering
sage).  Once you have all 4 parts, in this case goblin parts, the player types
'create goblin' to create his golem.  Any more questions, ask Enzo.
~
0 HISTORIC MOMENTS~
{YMax Players Online Ever:{x
Players found: 11

{YFirst Quest Weapon Ever Bought:{x
Helios> Questmaster {CFigby{x gives you the {RS{rp{yi{rn{Re{yR{ri{Rpp{re{yr{x.

{YFirst Talos Kill:{x
Jakarin's stab {r<{R<{D(( {WELIMINATES {D)){R>{r> {YT{Wa{Yl{Wo{Ys{x       {C({Y784 dmg{C){x
{YT{Wa{Yl{Wo{Ys {xis DEAD!!
You hear {YT{Wa{Yl{Wo{Ys{x's death cry.


{YFirst PKill:{x
{D[{B.{w.{M.{D]{wTaragoz, {DRIP {w({cSlain by: Icabod{w){x

{YFunny:{x
A small bunny pretends to be a camel.

{YMore Funny:{x
{M--> {xXantar is contemplating deletion.

{M--> {xNet death has claimed Xantar.
{D({RNote{D: {WThese two lines occured back to back. It seems our cheating friend had
a little trouble actually getting his character deleted{D){x

{YEVEN MORE FUNNY{x
{D<{RAFK{D> {Ytrans luke{x
{xLuke arrives from a puff of smoke.{x
{xOk.{x

{D<{RAFK{D>{Y look{x
{YEnzo's {GB{Be{Ca{Mn {CB{Ga{Bg {xof {DS{Wo{Dl{Wi{Dt{Wu{Dd{We{x ||Room 13004{x
  
{D[Exits: {Yeast down{D]{x
{xLuke is here.{x

{D<{RAFK{D> {x
{xLuke bows before you.{x

{D<{RAFK{D>{Y 'are you advertising here?{x
You say 'are you advertising here?'{x

{D<{RAFK{D> {x
{WLuke {wsays {w'{Yi can leave {w'{x

{D<{RAFK{D>{Y 'are you advertising here?{x
{WYou {wsay {w'{Yare you advertising here?{w'{x

{D<{RAFK{D> {x
{M-->{x Luke is contemplating deletion.{x

{D<{RAFK{D> {x
{M-->{x Luke turns himself into line noise.{x
{gLuke has left the game.{x
{M-->{x Luke rejoins the real world.{x
{GA voice booms in your head:{W Luke is sucked back into the sky, following the call of reality.{x

{BNOTE: This was done of his own volition, he deleted without me saying or forcing him to do
{Banything.{x



{YFirst Time Taragoz Was Killed in a War:{x
{D[{RWAR{D] {RTaragoz {Wwas killed by {GKarth {Win the arena.{x
{D[{RWAR{D] {Y1 {Wplayers remaining.{x
{D[{RWAR{D] {GKarth {Wis victorious in the arena!{x
{D[{RWAR{D] {GKarth {Wwins {Y504 {Wgold{x
{D[{RWAR{D] {GKarth {Wwins {B5 {WQP's{x
{D[{RWAR{D] {GKarth {Wwins {C13 {Wtrains{x
~
0 COLOR~
Here are the letters you should put following a {{ in order to
use color:
{bb {BB {rr {RR {gg {GG {mm {MM {cc {CC {yy {YY {DD {ww {WW{x. 
Be sure to always end anything you use color in with a {{x so that we
wont get color bleeds. Thank you.
~
0 SMELT~
Syntax: smelt <ore>

This command will combine every piece of ore of the same item type
in the players inventory into a large block, with weight equal to
the sum of the weights of the smelted ores.  For use with forging
larger, more complex items

See also: SMITH, FORGE
~
0 FORGE SMITH~
Syntax: forge <ore> into <item>
        forge list

{RCLEAN UP AFTER YOURSELF. SACRIFICE REGULARLY. THERE SHOULD NEVER BE
{RMORE THAN 10 ITEMS ON THE GROUND IN THE FORGE.

{xMaking use of the character's ability in metalworking, forging allows
the player to smith any number of items, from small armors, to powerful
weapons.  To forge an item, one must have the required skill level, and
a single block of ore large enough to forge the item.  Forge list will
display the list of all forgeable items.

See also: SMELT
~
0 RESEARCH~
Syntax: research all
        research <clan name>

Use this command to check out the clans available, or the stats on
any specific clan

See also: CLAN PRICES
~
0 REMORT~
Syntax: remort

When you reach level 101, you get a chance to go back to level one, as a 
reincarnated form of yourself, new class choices and new race choices.
It will delete your old character and recreate a new one from scratch, so
make sure to give all your valuables away, such as your gold, both in the bank
and on your character, your qps (see HELP TOKEN), and so on.  I would also suggest
removing any cursed items before remort, as having a cursed item on during remort
can cause serious problems in your newly created character (maybe even to one of 
your other chars for safe keeping) before you remort.  Because skills carry over
through the remort process, you most likely will want to pick two opposing class
types, such as mage-fighter, or cleric-thief, that way you get the best of both
worlds.

See also: SECOND CLASS, SECOND RACE
~
0 DAMAGE~
( dam <=   4 ) {Gscratch{x
( dam <=   8 ) {Ggraze{x
( dam <=  12 ) {Yhit{x
( dam <=  16 ) {yinjure{x
( dam <=  20 ) {Ywound{x
( dam <=  24 ) {rmaul{x
( dam <=  28 ) {rdecimate{x
( dam <=  32 ) {rdevastate{x
( dam <=  36 ) {rmaim{x
( dam <=  40 ) {BMUTILATE{x
( dam <=  44 ) {BDISEMBOWEL{x
( dam <=  48 ) {RDISMEMBER{x
( dam <=  52 ) {RMASSACRE{x
( dam <=  56 ) {RMANGLE{x
( dam <=  60 ) {W*{w*{W* {rDEMOLISHES {W*{w*{W*{x
( dam <=  75 ) {w*{W*{w* {RDEVASTATES {w*{W*{w*{x
( dam <= 100)  {g={G={g= {BOBLITERATES {g={G={g={x
( dam <= 125)  {y>{Y>{y> {GANNIHILATES {y<{Y<{y<{x
( dam <= 150)  {r<{R<{r< {rER{RAD{WI{RCA{rTES {r>{R>{r>{x
( dam <= 200)  {g>{B<>{g< {WDE{wS{GTR{wO{WYS {g>{B<>{g<{x
( dam <= 350)  {c<{C<{w< {WEVISCERATES {w>{C>{c>{x
( dam <= 400)  {W-{B<{b( {DCRUSHES {b){B>{W-{x
( dam <= 500)  {w-{g={G( {DCLEAVES {G){g={w-{x
( dam <= 700)  {Y|{y|{w|{WTHRASHES{w|{y|{Y|{x
( dam <= 850)  {r<{R<{D(( {WELIMINATES {D)){R>{r>{x
( dam <= 1000)  {g<{D|{G><{D|{g> {WVAPORIZES {g<{D|{G><{D|{g>{x
( dam <= 1250)	{C<{B-|-{C> {WATOMIZES {C<{B-|-{C>{x
( dam <= 1500)  {Y><{G({R-{G){Y>< {WBANISHES {Y><{G({R-{G){Y><{x
(dam <=  1800)  {B={Y]{Dx{Y[{B= {WSHATTERS {B={Y]{Dx{Y[{B={x
(dam <=  2100)  {y<{B|{w+{B|{Y={B|{w+{B|{y> {WSUNDERS {y<{B|{w+{B|{Y={B|{w+{B|{y>{x
(dam <=  2500)  {G[]{g={b_{Y|{b_{g={G[] {WRAVAGES {G[]{g={b_{Y|{b_{g={G[]{x
(dam >   2500)  {D[{Y-{r|{R={r|{Y-{D] {WSLAUGHTERS {D[{Y-{r|{R={r|{Y-{D]{x
~
0 DAGASHI~

Dagashi are to thieves what Tao Masters are to mages,
masters of their craft, pure killers in every form.
They are unmatched in dealing death, and they move with
a deadly grace matched only by the Sensei's.  Dagashi
are what frightens grown me in their, sleep.  They are
death in the shadows.

See also: BURST OF SPEED, CIRCLE, SHADOWSLIP, COAT
~
0 TAO MASTER~

To call Tao Masters an elementalist would be an affront
to their abilities.  They have total control over the
most intricate forces of nature, providing them with
spells potent beyond any mere mage's imagination.

See also: GIGA BLAST, ELEMENTAL SHIELD, HOLD PERSON,
          SUPERNOVA
~
0 GIGA BLAST~
This spell concentrates all the destructive forces of nature
into one gigantic wave of deadly energy, sundering foes
remorselessly.

See also: Tao Master
~
0 ELEMENTAL SHIELD~
This spell gives the caster a temporary increase in varaible
resists agains elemental attacks

See also: Tao Master
~
0 HOLD PERSON~
This spell freezes the target to the ground for a set period
of time, making them unable to flee or move in any direction.

See also: Tao Master
~
0 SUPERNOVA~
Another of the Tao Master's destructive spells, this spell
hits every person in the room, friend or foe alike, for large
ammounts of damage.  The only drawback is that it hits the
caster as well.

See also: Tao Master
~
0 CLANS PRICES~

Item:			CP Price:
New Clan		25 cp
Clan Guard		40 cp
Extra Rooms		10 cp

See also: CLAN EQUIPMENT, CLAN POINTS
~
0 CLAN EQUIPMENT~
level 1-20
(limit avg. dam 35/ac 35 limit hit/dam roll 5 limit stats +1 limit hp/mana +20)
base weapon (avg. 10) 5 cp
base armor  (ac 10)   5 cp
+5 avg. dam (10-35)   1 cp
+5 ac       (10-35)   1 cp
+5 hp/mana  (0-20)    1 cp
+1 stats    (0-1)     1 cp
+1 hit/dam	(0-5)     1 cp
-----------------------------
level 21-50
(limit avg. dam 80/ac 80 limit hit/dam roll 10 limit stats +3 limit hp/mana +50)
+5 avg. dam (35-80)   2 cp
+5 ac       (35-80)   2 cp
+5 hp/mana  (20-50)   2 cp
+1 stats    (1-3)     2 cp
+1 hit/dam  (5-10)    1 cp
-----------------------------
level 51-75
(limit avg. dam 150/ac 175 limit hit/dam roll 20 limit stats +5	limit hp/mana 100)
+5 avg. dam (80-150)  2 cp
+5 ac       (80-175)  2 cp
+5 hp/mana  (50-100)  2 cp
+1 stats    (3-5)     2 cp
+1 hit/dam  (10-20)	  2 cp
------------------------------
level 75-101
(limit avg dam 200/ac 250		limit hit/dam roll 35	limit stats +10	limit hp/mana
200)
+5 avg. dam (150-200) 3 qp
+5 ac       (175-250) 3 qp
+5 hp/mana  (100-200) 3 qp
+1 stats    (5-10)    3 qp
+1 hit/dam  (20-35)   2 qp
-------------------------------
flags                 5 cp
-------------------------------
See also: CLAN PRICES, CLAN POINTS
~
0 PHASE~
This skill will allow you to phase rapidly out of reality
for mere seconds, causing an enemies attack to miss its
mark.
~
0 COUNTER~
This skill allows you not only to block an opponent's attack
but also to counterattack, making the most of the situation.
~
0 WHIRLWIND~
This skill allows you to hold your weapons in both hands,
and to whirl in a circle, attacking every enemy in the room.
It does have the negative side of making all those enemies
also attack you.
~
0 SECOND CLASS~
These classes are available on remort:

Class:			Description:
Legionare		Advanced Fighter	(Army Style)
Draconian		Advanced Mage		(Dragon Style)
Sensei			Advanced Fighter	(Ninja Style)
Zealot			Advanced Cleric		(Fanatic Style)
Tao Master		Advanced Mage		(Psi Style)
Dagashi			Advanced Thief		(Assassin Style)
~
0 QP~
This command allows you to bring up the handy Quest Prompt.
You probably should have it on.
~
0 TROPHY~

Syntax: trophy             (this will display your trophies to
                            you)
        trophy <character> (this will display your trophies to 
                            another)
        trophy all         (soon this will display your trophies
                            to everyone in the room)

This command allows any player to display their collection of
bodyparts gained through the killing of a mob with either the
Draconian "sever" skill, or the Sensei's "fatality" skill.

See also: SEVER, FATALITY
~
0 DIVINE RIGHT~

This skill gives the Zealot the divine right to combat, allowing him
to attack with his spiritual energy in a concentrated, damaging beam.

See also: ZEALOT
~
0 SMITE~

Calling upon his god for strenght, the Zealot is able to use this
borrowed divine energy to rain destructive blows upon his enemies.

See also: ZEALOT
~
0 HOLY ARMOR~

This spell will give the Zealot the ability to occasionally totally
block an attack from an opponent.

See also: FANATIC GROUP, ZEALOT
~
0 GREATER HEALING~

Greater healing is the epitome of a cleric's life's work.  It heals on
average, 700 hit points per cast, making it the strongest player available
healing spell.

See also: FANATIC GROUP, ZEALOT
~
0 FANATICS FLAME~

This spell enables the Zealot to temporarily light his weapon on fire,
allowing it to do extra damage, and to cause blindness by smoke.

See also: FANATIC GROUP, ZEALOT
~
0 FANATIC GROUP~

This group is the sole possession of the Zealot class, available to
them and no other becuase of the fanatical faith they have in what-
ever it is that they choose to believe.
This group contains the spells:
Fanatics Flame, Divine Right, Holy armor, and Greater Healing

See also: ZEALOT, FANATICS FLAME, HOLY ARMOR,
          GREATER HEALING
~
0 ZEALOT~

Having given up everything in their life but the worshiping of one
diety, these men are possibly the most dangerous of all priests.  They
have no distaste for killing, if they see it as nessecary to further
the cause of their god.  Possessing the strongest clerical spells of
any class, and their strike skill is one of the most damaging attacks
of all.

See also: FANATIC GROUP
~
0 TOKEN~

Syntax: token <ammount>
        eat token
The token command can be used to store Questpoints in an object for
easy transfers.  To use it, simply type "token <ammount>".  To redeem
QP's from a token, you must merely eat that token.
~
0 SECOND RACE~

These are the Races availble to you after you remort:

{GGargoyle: 
{WImm: {gPoison {WRes: {yDisease {bBash {CCold {WVuln: {GAcid {mPierce,

{GVampire:
{WImm: {DNeg {WRes: {cSound {mPierce {CCold {WVuln: {RFire {bBash {WHoly,

{GOgre:
{WImm: {MMental {WRes: {gPoison {RFire {WVuln: {cSlash {CCold,

{GGnome:
{WRes: {MMental {bBash {GAcid {WVuln: {yDisease {gPoison {cSlash

{GMordhel:
{WRes: {cSlash {bBash {CCold {WVuln: {MPierce {RFire {cSound,

{GAngel:
{WImm: {WHoly {WRes:  {YLtning {CCold {WVuln: {RFire {DNeg,

{GLeprechaun:
{WRes: {mPierce {DNeg {WHoly {WVuln: {cSlash {YLtning,

{GAlarihel:
{WImm: {YDisease {WRes: {MMental {GAcid {WVuln: {mPierce {gPoison

~
0 GOCIAL~

Syntax: <channel> : <social> <target if needed>
Example: gossip : slap raithias
         would return "{D[{WGossip{D] {WEnzo slaps Raithias{x"
~
0 DIRECTIONS~

DIRECTIONS
Arachnos          - 2s13ws2wnwu
Astral Plane      - s2un2u
BANK              - 2s3w2n2e1s
Cemetary          - 4se2n
Chapel            - 8sws2w2s2es2e6s
Day Care Center   - 2s6e3n2e3s
Deathstalker	  - 1s5u4w
Descent to Hell   - 2s3w8s2e7s2e4s2wd
Divided Souls     - 2s10eu
Dragon Sea        - 2s32en2e
Drakyri Isle      - 6sw4sesw2se3sw9s
Dwarven Catacomb  - Find it near the barracks in the Dwarven village.
Dwarven Kingdom   - 2s6e3n2en
Dylans Area       - 6se3sws
Elemental Canyon  - 2s6e4s2es2ed2s4und
Enrel             - 2s27e, open east, 3en
Evil Dead, The	  - 2s7wn
Fanatics Tower    - 2s9wn
Galaxy            - 2s13ws2w2sws3wnw7n
Gnome Village     - 2s8es
Graveyard         - 8sws2w2s2es2es
Gray Wastes, The  - 1s4u
Haon Dor          - 2s7w
Holy Grove        - Somewhere in the void.
Imperial Thalos   - Somewhere in the void.
In the Air        - 1s2u
Mahn-Tor          - 2s6e4s2es2ed3ne4swse4sd9s2u
Miden'ir          - 2s3w8s2es
Mob Factory       - 3s3wse
Mud School        - un
New Ofcol         - 2s3w4n2e7n4ene2n
New Thalos        - 2s16e
Olympus           - 2s3w4n2e8n2un
Sewer             - 4sd
Shadow Grove      - Go west of midgaard, south when you can't, and keep west
Shire             - 2s5w2n
Smurfville        - 2s7e3n
Troll Den         - 2s13ws2w2seswses
Valley of Elves   - 2s3e4n2w7n2w1n
Void, The         - 3s3eu
Wyvern Tower      - 2s6e4s2es2ede
~
0 SENSEI~

Master's over their minds and bodies, Senseis are the ultimate result of
a lifetime spent training in the martial arts.  While they may lack the
same magical abilities of other classes, they more than make up for it
with their deadly combat tactics.  Faster than any human being should
be, Sensei's attack with blindingly fast moves that stun, maim, and
kill.  Sensei's get the haduken, shadowslip, triple kick, and fatality
skills.

See also: HADUKEN, SHADOWSLIP, TRIPLE KICK, FATALITY
~
0 HADUKEN~

In place of magical abilities, Sensei's are able to focus their life
energy, or chi, into destructive blasts.  The haduken is the most
powerful of these attacks, capable of devastating anything it hits.
~
0 SHADOWSLIP~

Unlike a petty thief's ability to clumsily hide himself, Sensei's
possess a skill called Shadowslipping, where they become one with
the shadows, totally invisible to anyone.
~
0 TRIPLE KICK~

Years upon years of training in all forms of the martial arts,
Sensei's have become indomitable in that area.  One of their
moves, the Triple Kick, demonstrates this mastery perfectly.
Launching themself into the air, the Sensei snap kicks every
opponent in the room, causing massive cranial damage
~
0 FATALITY~

Combining martial arts mastery and the ability to gather their
life's energy, Sensei are able to use both these attributes to
strike the enemy in certain places, rupturing organs, and
rending limbs alike.  Fatalities can only be performed when
the enemy is sufficently wounded, but should you ever find
yourself low on health and facing a Sensei, the only thing
you can do is run.

{GMajor Contribution by {WEbeneezerScrews.
{GWithout you, there would be no squashing like grape.
   {Y-Admin{x

Fatality is compatible with the trophy command.
See also: TROPHY
~
0 SEVER~

Draconians are so named not only becuase of the magical knowledge they
leared from the dragons of old, but also because of the ferocious tendencies
they adopted from that great race.  When an enemy was sufficiently wounded,
Dragons used to vicously tear the enemy in half.  Draconian's, in their
quest to be more like dragons, have adopted this tactic.  A high level
Draconian can bodily rip a combatant in half, instantly killing him, and
leaving his legs as a trophy.  

Sever is compatible with the trophy command
See also: TROPHY
~
0 DRACONIANS~

Draconians are those humans who have given up on normal city life and
have gone to learn the ways of the ancient dragons.  Because of the wealth
of knowledge contained by these noble wyrms, the Draconians have magical
powers at their beck and call that are rivaled by none.  Draconians as of
now get the find dragon, and sever skills.  
 
 
See also: FIND DRAGON, SEVER
~
0 FIND DRAGON~

Syntax: "find dragon"
 
This is a Draconian class skill that allows them to use their draconian
natures to call out to the dragons of the wild, and ask the noble dragons
for help in the caller's endeavor.
 
The dragons that are called are as follows:
City, Field:     Ahzi Dahaka
Forest, Hills:   Tirzanth
Mountains:       Quetzalcoatl
Desert:          Shai Hulud
Water:           Hydra
Inside:          Tiamut
Air:             Phantasmal Wyvern
~
0 LEGIONARE~

Legionares are a product of the most rigorus training processes know to
man.  After speding years drilling and marching, the practice grounds have
produced a perfect killing machine, capable of working flawlessly in large
groups, or to maximum efficiency on their own.  Competent with any weapon,
the Legionares are most familiar with the sword and the spear, with which
they are unparalleled.  
 
Legionares recieve the shield wall, phalanx, strike and fortify skills.
 
 
See also: SHIELD WALL, FORTIFY, PHALANX, STRIKE
~
0 EXITFORT EXIT~

Syntax: exit
 
Pretty self explanatory dont you think?
 
See also: FORTIFY, ENTERFORT
~
0 ENTERFORT~

Syntax: enterfort fort
 
This command allows anyone to enter any fort, making use of the
advantages of the protection and superior attack positions provided by the
fortification.
 
See also: FORTIFY, EXITFORT
~
0 FORTIFY~

Syntax: fortify
 
This command allows legionares to make use of their time in the well
disciplined legions of the world.  With the skills learned in the army,
legionares are able to create fortifications that, upon being entered, add
extra defese and attack ratings to the occupants.  The drawback here is that
people entering the forts are totally unable to move, which includes
fleeing.  
 
See also: ENTERFORT, EXITFORT
~
0 EMERGE~

Syntax: emerge
 
A simple command allowing anyone making use of the shield wall tactic to
emerge from behind their shield, and resume fighting normally.  
 
See also: SHIELD WALL
~
0 SHIELD WALL~

Syntax: shield wall
 
This is a specialty of the legionare, allowing them to use their shields
to maximum effectivness, blocking an enormous percetage of all attacks.  The
drawback is that when used, the legionare will lose a significant ammout of
hit and damroll.  
 
See also: EMERGE
~
0 STRIKE~

Syntax: strike <target>
 
This is the Legionare's most damaging skill, as it comprises the ramming.
of sharp implements deep into the organs of any foe, causing massive damage.
The only setback is the time it takes to recover from the exertion, in order
to attempt any other special actions.  
~
0 PHALANX~

Syntax: phalanx
 
 This is a Legionare command allowing the legionare to move into the
phalanx formation, giving him added bonuses for hit and damrolls.  
~
0 DECLINE~

Syntax: decline challenger

With this command you can turn down a duel in the Honor Circle, if you
are to wimpy to handle a real fight that is.  
 
See also: ACCEPT CHALLENGE
~
0 ACCEPT~

Syntax: accept challenger

Use this command to accept a duel in the Honor Circle with the challenger.  
 
See also: CHALLENGE DECLINE
~
0 CHALLENGE~

Syntax: challenge <victim>

To challenge another player to a one on on fight in the Honour Circle,
you must simply type "challenge <victim>".  From that point it is up to the
challenged to accept or decline your challenge.  
 
 
See also: ACCEPT DECLINE
~
0 WHIRLWIND~

This is a Warrior command allowing the fighter to hold a weapon in
either hand and spin around in a vicious arc, landing blows on every
attackable mob/player in the room.  
~
0 CIRCLE~

This is an assassin command allowing the player to circle around his
opponent, and attack them from behind for massive ammounts of extra damage.

See also: DAGASHI, BURST OF SPEED
~
-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)


Developed at: DIKU -- The Department of Computer Science
                      at the University of Copenhagen.


~
-1 GOLD SILVER MONEY~

Midgaard's economy is based on gold and silver coinage (and the lowly copper,
which you as an adventurer are far too proud to carry).  Gold coins are worth
100 silver coins, but are also four times as heavy (25 to the pound, as 
opposed to 100 to the pound for silver). Gems can be bought to alleviate weight problems
from the Midgaard jeweller, he charges a mere 10% more than they are worth.
10 gems weigh one pound, and they can be worth more than 100 gold pieces for
the highest quality stones.
~
0 BRIEF COMPACT~

Brief and compact help set your display options for the game. Typing brief
toggles on and off the showing of room descriptions when you move around
(considerably reducing the text to be processed), and typing compact 
removes the extra blank line before your prompt.
~
-1 DEAF~

The deaf toggle turns off incoming tells, helpfull if you are being bombarded
by messages from other players.  You can still use reply (see 'help reply') to
reply to people who were telling you before you went deaf, although you
cannot reply to a deaf person unless you or they are a diety (it's mostly 
useful for sending a quick "I'm being spammed so I went deaf" message to
a person).
~
-1 AFK~

Typing AFK puts your character in a tell-saving mode as follows: any tell
to you is stored in a special buffer, and can be seen later by typing
recall.  This is useful when you need to leave the mud for 5 or 10 minutes,
but don't want to miss tells.  AFK shows up in your prompt until it is
turned off.

Tells to link-dead players are stored in a similar fashion, and can also be
seen by typing replay (unless, of course, the character logs off before
reading them).
~
-1 PROMPT~

Syntax: prompt
Syntax: prompt all
Syntax: prompt <%*>
 
PROMPT with out an argument will turn your prompt on or off.
 
PROMPT ALL will give you the standard "<hits mana moves>" prompt.
 
PROMPT <%*> where the %* are the various variables you may set yourself.
 
        %h :  Display your current hits
        %H :  Display your maximum hits
        %m :  Display your current mana
        %M :  Display your maximum mana
        %v :  Display your current moves
        %V :  Display your maximum moves
        %x :  Display your current experience
	%X :  Display experience to level
        %g :  Display your gold held
	%s :  Display silver carried
        %a :  Display your alignment
        %r :  Display the room name you are in
	%e :  Display the exits from the room in NESWDU style
	%c :  Display a carriage return (useful for multi-line prompts)
        %R :  Display the vnum you are in (IMMORTAL ONLY)
        %z :  Display the area name you are in (IMMORTAL ONLY)
 
Example:  PROMPT <%hhp %mm %vmv>
        Will set your prompt to "<10hp 100m 100mv>"
 
~
-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 commands areas
wear wield hold                     report score time weather where who
recite quaff zap brandish           description password title
lock unlock open close pick         bug idea typo
inventory equipment look compare    gossip cgossip say shout tell yell
eat drink fill                      emote pose
list buy sell value                 note

COMBAT                              OTHER
kill flee kick rescue disarm        ! save quit
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 WIZLIST
~
0 DEATH~

When your character dies, you are reincarnated back at the Altar of the Temple
of Midgaard.  Your corpse is left behind in the room where you were killed,
together with all of your equipment.

Any spells which were affecting you are canceled by death.

Following and groups are not affected by death.

You lose experience points for dying.  The amount you lose is two-thirds of 
the way back to the beginning of your level.

Corpses decay after time, and the objects inside corpses decay with them.
Player corpses last *roughly* 30 hours of game time (15 minutes of real time).
Only the player who died, or someone in the same group, can retrieve objects
from a player's corpse.

~
0 EXPERIENCE LEVEL XP~

Your character advances in power by gaining experience.  You need a set 
amount of experience points for each level based on your creation points.

You gain experience by:

    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.
~
0 PET PETS~

You can buy pets in the pet shop.  You may own only one pet at a time, after 
the old one dies you may purchase a replacement.

New pets are planned for a shop in New Thalos.
~
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.
~
0 !~

Syntax: !

! 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 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.
~
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).
~
0 DROP GET GIVE PUT TAKE~

Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get  <object>
Syntax: get  <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put  <object> <container>

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

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

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

PUT puts an object into a container.

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

Syntax: equipment
Syntax: inventory

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

Syntax: compare <object-1> <object-2>
Syntax: compare <object>
 
COMPARE compares two objects in your inventory.  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 modifiers of the objects.
~
0 FLEE~

Syntax: flee
Syntax: rescue   <character>

Once you start a fight, you can't just walk away from it.  If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.  (You can also RECALL, but this is less likely to work,
and costs more experience points, then fleeing).

If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time.  Your chances
of making the recall are reduced, and you will lose much more experience.
~
0 EXAMINE LOOK~

Syntax: look
Syntax: look    <object>
Syntax: look    <character>
Syntax: look    <direction>
Syntax: look    <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
~
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.
~
0 REST SLEEP STAND WAKE~

Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake

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

Use STAND or WAKE to come back to a standing position.  You can
also WAKE other sleeping characters.
~
0 GTELL ; REPLY SAY TELL~

Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>

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

SAY sends a message to all awake players in your room.  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.
~
-1 NOTE NOTES CHANGES NEWS PENALTY IDEA UNREAD~

The notes on ROM replace the bulletin boards and mail systems found on many
other mud.  The following options are usable:

reading notes:
note list	: show all notes (unread notes are marked with an N)
note read	: either by number, or read next to read unread notes
note remove	: removes a note that you wrote or are the target of
note catchup	: markes all notes as read

writing new notes:
note to		: sets the to line (playername, clanname, immortal, or all)
note subject	: sets the subject for a new note
note edit	: puts you in the text editor, so you can edit the body of your note.
note show	: shows the note you are working on
note post	: posts a new note. This MUST be done to post a note.

When you log in, you will be informed if there are unread notes waiting. Type
note read to scroll through them one at a time.

Four other note directories exist, these are ideas, news, changes, and 
penalties (gods only).  They are used the exact same way, for example
idea read 5 will read idea #5.  Posting to the news and changes boards is
restricted. The 'unread' command can be used to show your unread notes on
all the note spools.
~
0 GOSSIP CGOSSIP . SHOUT YELL~

Syntax: gossip  <message>
Syntax: cgossip <message>
Syntax: shout   <message>
Syntax: yell    <message>

SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

GOSSIP and CGOSSIP are variants of SHOUT (without the delay).  '.' is a 
synonym for GOSSIP.

YELL sends a message to all awake players within your area.

Type a channel name by itself to turn it off.
~
0 EMOTE PMOTE POSE SOCIAL~

Syntax: emote <action>
Syntax: pose

EMOTE is used to express emotions or actions.  Besides EMOTE, there are
several dozen built-in social commands, such as CACKLE, HUG, and THANK
(type socials or help socials for a listing).

PMOTE is similar to emote, but will substitute you and your for a target's
name (i.e. pmote bonks Alander will be read as bonks you by Alander, and
as bonks Alander by everyone else).

POSE produces a random message depending on your class and level.
~
52 SMOTE~

Syntax: smote <action>

Smote works exactly like pmote, except you must place your name somewhere in
the string, and it will show that string to everyone in the room.
~
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.

REMOVE will take any object from your equipment and put it back into your
inventory.
~
0 BUG 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 CREDITS~

Syntax: credits

This command shows the list of the original Diku Mud implementors.
~
0 AREAS COMMANDS REPORT SCORE TIME~

Syntax: areas
Syntax: commands
Syntax: report
Syntax: score
Syntax: time
Syntax: weather

AREAS shows you a list of areas in the game.

COMMANDS shows you all the commands in the game.

REPORT shows your current statistics to you and also announces them to other
players in the room.  SCORE shows much more detailed statistics to you only.
Your ability scores are shown as true value(current value), so for example
Str: 15(23) means you have a 15 strength from training, but a 23 strength
from other factors (spells or items).

TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.

WEATHER shows the current game weather.
~
-1 WHO~

Syntax: who
Syntax: who <level-range>
Syntax: who <class or race>
Syntax: who <clan name>
Syntax: who <class or race> <level-range> <clan name>

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 elf cleric  lists all elven clerics
who demise e m  lists all elven mages in Demise (hi Alander!)

Classes and races may be abbreviated.
~
-1 WHOIS~

Syntax: whois <name>
The whois command identifies any user who matches the name given. For
example, 'whois a' shows all characters whose name begins with A.
~
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.
~
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 DESCRIPTION DESC~

Syntax: description <string>
Syntax: description + <string>
Syntax: description - 

Sets your long description to the given string.  If the description string
starts with a '+', the part after the '+' is appended to your current
description, so that you can make multi-line descriptions. You can delete
lines by uses description -.
~
0 PASSWORD~

Syntax: password <old-password> <new-password>

PASSWORD changes your character's password.  The first argument must be
your old password.  The second argument is your new password.

The PASSWORD command is protected against being snooped or logged.
~
0 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.
You will only flee if your character is not in a wait state -- i.e. has not
been using combat commands like cast, trip and bash, and has not been
tripped or bash by an enemy.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy.
~
0 OPEN CLOSE LOCK UNLOCK PICK~

Syntax: open   <object|direction>
Syntax: close  <object|direction>
Syntax: lock   <object|direction>
Syntax: unlock <object|direction>
Syntax: pick   <object|direction>

OPEN and CLOSE open and close an object or a door.

LOCK and UNLOCK lock and unlock a closed object or door.  You must have
the requisite key to LOCK or UNLOCK.

PICK can open a lock without having the key.  In order to PICK successfully,
you must practice the appropriate skill.
~
0 DRINK EAT FILL POUR~

Syntax: drink <object>
Syntax: eat   <object>
Syntax: fill  <object>
Syntax: pour  <object> out
Syntax: pour  <object> <object>
Syntax: pour  <object> <character>

When you are thirsty, DRINK something.

When you are hungry, EAT something.

FILL fills a drink container with water.

POUR transfers a liquid to a container, or empties one.
You can also pour from an object into something a character is holding.
~
0 BUY LIST SELL VALUE~

Syntax: buy   <object>
Syntax: list
Syntax: sell  <object>
Syntax: value <object>

BUY buys an object from a shop keeper.
When multiple items of the same name are listed, type 'buy n.item', where n
is the position of the item in a list of that name.  So if there are two
swords, buy 2.sword will buy the second. If you want to buy multiples of
an item, use an * (buy 5*pie will buy 5 pies).  These can be combined into
(for example) buy 2*2.shield, as long as the * is first.  

LIST lists the objects the shop keeper will sell you.
List <name> shows you only objects of that name.

SELL sells an object to a shop keeper.

VALUE asks the shop keeper how much he, she, or it will buy the item for.
~
0 SACRIFICE~

Syntax: sacrifice <object>

SACRIFICE offers an object to Mota, who may reward you.
The nature of the reward depends upon the type of object.
~
0 SCROLL~

Syntax: scroll
Syntax: scroll <number>

This command changes the number of lines the mud sends you in a page (the 
default is 24 lines).  Change this to a higher number for larger screen
sizes, or to 0 to disabling paging.
~
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.

These commands may require an item skill to be succesful, see the help entries
on the skills scrolls, staves, and wands for more information.
~
0 CONSIDER~

Syntax: consider <character>

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

Syntax: follow <character>
Syntax: group
Syntax: group <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.

You may FOLLOW and GROUP only with characters who are within five levels of
your own.
~
0 VISIBLE~

VISIBLE cancels your hiding and sneaking, as well as any invisibility,
making you visible again.
~
0 QUIT RENT SAVE~

Syntax: QUIT
Syntax: RENT ... not!
Syntax: SAVE

SAVE saves your character and object.  The game saves your character every
15 minutes regardless, and is the preferred method of saving.  Typing save
will block all other command for about 20 seconds, so use it sparingly.
(90+ players all typing save every 30 seconds just generated too much lag)

Some objects, such as keys and potions, may not be saved.

QUIT leaves the game.  You may QUIT anywhere.  When you re-enter the game 
you will be back in the same room.

QUIT automatically does a SAVE, so you can safely leave 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 regret it.

There is no RENT in this mud.  Just SAVE and QUIT whenever you want to leave.
~
0 RECALL /~

Syntax: RECALL

RECALL prays to Mota for miraculous transportation from where you are
back to the Temple of Midgaard.  '/' is a synonym for RECALL.

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).  This
chance is based on your recall skill, although a 100% recall does not 
insure success.

RECALL costs half of your movement points.

RECALL doesn't work in certain god-forsaken rooms.  Characters afflicted by a
curse may not recall at all.
~
-1 SPLIT~

Syntax: SPLIT <silver> <gold>

SPLIT splits some coins  between you and all the members of your
group who are in the same room as you.  It's customary to SPLIT
the loot after a kill.  The first argument is the amount of silver
the split (0 is acceptable), and the second gold (optional).
Examples:
split 30 	--> split 30 silver
split 20 50	--> split 20 silver, 50 gold
split  0 10	--> split 10 gold
~
0 STEAL~

Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a character.

There are penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the appropriate skill.
~
0 PRACTICE~

Syntax: PRACTICE
Syntax: PRACTICE <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 practice 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 guild master to practice.

The higher your intelligence, the more you will learn at each practice
session.  The higher your wisdom, the more practice sessions you will
have each time you gain a level.  Unused sessions are saved until you
do use them.
~
0 TRAIN~

Syntax: train <str int wis dex con hp mana>

TRAIN increases one of your attributes.  When you start the game, your
character has standard attributes based on your class, and several
initial training sessions.  You can increase your attributes by
using these sessions at a trainer (there are several in town).

It takes one training session to improve an attribute, or to increase
mana or hp by 10.  You receive one session per level.

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.
~
60 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.
~
60 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, et cetera.  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.
~
58 ALLOW BAN PERMBAN~

Syntax: allow   <site>
	ban     <site> <newbies|all|permit>
	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, if the remover is of equal or higher level than the banner.

A site may have all players, new players, or non-permitted players (set
by editing the player file) banned, by changing the argument after the site.
*s may be used to ban either by suffix (*.edu), prefix (labmac*), or 
content (*andrews*), but be careful not to accidently lock out too many
sites with a wildcard.  Bans do not save unless the permban command is used.
~
59 REBOOT SHUTDOWN~

Syntax: reboot
	shutdown

Reboot shuts down the server.  When the normal 'startup' script is used
to control the server, a delay of fifteen 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.
~
56 WIZLOCK NEWLOCK~

Syntax: wizlock
	newlock

Wizlock and newlock both block login attempts to ROM. Wizlock locks
out all non-gods (i.e. level less than 51), except for link-dead players who
are returning.  Newlock only locks out new character generation, typically
used for preventing a spammer from returning.  Wizlocking should be avoided,
and newlocking should be accompanied by mail or a note to the imps.

A god must be at least Supreme level to wizlock the game.
~
59 DENY~

Syntax: deny <name>

Deny locks a character out of a game permanently, rendering their character
name unusable.  It may only be removed by editing the file, for this reason
freeze is usually preferred.
~
57 DISCONNECT~

Syntax: disconnect <name>

Disconnect breaks a player's link to the game, dumping them back to the telnet
prompt.  This is a non-lethal way of getting rid of spammers and annoying
players.
~
57 FREEZE~

Syntax: freeze <name>

FREEZE <character> is a toggle which prevents a character from issuing any
commands at all. It can be removed from within the game, so freezing a 
troublemaker is usually a better option than they deny command.
~
53 FORCE~

Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character to execute a command, except of course delete.

Below level 57 (Deity) force can only be used on mobiles, and force all is
unavailable.  You also cannot 'force orc murder hugo', for example. 

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
~
56 SOCKETS~

Syntax: sockets
	sockets <name> 

SOCKETS 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.

The optional name argument shows the site of a player, or optional can be used
to identify switched gods (i.e. socket orc shows the name of anyone switched
into an orc).
~
56 LOAD~

Syntax: load mob <vnum>
	load obj <vnum> <level>

The load command is used to load new objects or mobiles (use clone to 
duplicate strung items and mobs).  The vnums can be found with the vnum
command, or by stat'ing an existing mob or object.

Load puts objects in inventory if they can be carried, otherwise they are
put in the room.  Mobiles are always put into the same room as the god. Old
format objects must be given a level argument to determine their power, new
format objects have a preset level that cannot be changed without set.
(see also clone, vnum, stat)
~
58 SET~

Syntax: set mob   <mobile> <field> <value>
	set obj   <object> <field> <value>
	set room  <number> <field> <value>
	set skill <char>   <name>  <rating>
	set skill <char>   all     <rating>

The set command is used to change the numerical values of the various data
structures. Type set <class> without an argument to see a listing of options.
Set skill all (pc's only) will set all the character's skills to the value
given.  Use string to change the strings on an object or mobile.
(see also string, stat)
~
55 STRING~

Syntax: string obj <field> <string>
	string mob <field> <string>

The string command changes the various strings associated with an object or
mobile.  A full list of fields can be viewed by typing string obj or string
mob.  Sorry, multi-line strings are not yet supported.
~
55 NOCHANNEL NOEMOTE NOSHOUT NOTELL~

Syntax: nochannel <character>
	noemote   <character>
	noshout   <character>
	notell    <character>

Noemote, noshout, and notell are used to muffle other characters, by
preventing them from emoting, shouting, and telling, respectively.
Characters who are noshout'ed or no'telled will also not receive those
forms of communication.

The nochannel command is similar, but more drastic. It prevents the victim
from using any of the channels (gossip, cgossip, Q/A, music) on the game.
Nochannels usually result from swearing or spamming on public channels.
~
57 PARDON~

Syntax: pardon <character> killer
	pardon <character> thief

Pardon pardons a player for their crimes.  Don't pardon a player unless you
are sure they deserve it.  Being killed by Hassan acts as an automatic
pardon.
~
56 PURGE~

Syntax: purge
	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, or objects or mobiles with a NOPURGE flag
set (i.e. the pit, the fountain, shopkeepers, Hassan).  Mobiles may be
purged if they are called directly by name.
~
56 RESTORE~

Syntax: restore <character>
	restore room
	restore all

Restore restores full hit points, mana points, and movement points to the
target character.  It also heals poison, plague, and blindness.

Restore room (or restore with no argument) performs a restore on every player
in the room, restore all does the same for all connected players. Restore all
is only usable by creators and implementors.  Restore should be used sparingly
or not at all.
~
57 SLAY~

Syntax: slay <character>

Slay kills a character in cold blood, no saving throw.  Best not to use this
command on players if you enjoy being a god.
~
55 TRANSFER TELEPORT~

Syntax: transfer <character>
	transfer all
	transfer <character> <location>
	transfer all         <location>

Transfer transfers the target character, or ALL player characters,
to your current location (default) or to a specified location. Trans all 
should almost never be used, as 100 players popping into one room can have
horrible effects on slow links. Teleport is a synonym for transfer. 
~
54 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).
~
54 ECHO GECHO PECHO~

Syntax: echo  <message>
	gecho <message>
	pecho <character> <message>

These commands all perform similar functions.  Echo sends the message to
all characters in the same room as the user, with no indication of who sent
it.  Gecho does the same for all players connected to the game, and pecho
sends the message to the player specified as the target.  Any higher-level
god will see a prompt in front of your message, informing him or her that it
is an echo.
~
52 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. Some other rooms are barred to players below a certain
god level.

Implementors can use the violate command to get into private rooms.
~
52 HOLYLIGHT INVIS WIZINVIS~

Syntax: holylight
	wiznvis <level>

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 takes a level argument, and will mke you invisible to all players of
a lower level than your invisibility level.  It defaults to the maximum
(your level) if no argument is given.  Wizi 60 characters are totally 
invisible.
~
52 INCOGNITO~

Toggling your incognito status will hide your presence from people outside the
room you are in, but leave you visible to those who are with you.  It takes
a level argument similar to wizinvis, people at that level or higher can see
you regarless of location.
~
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.
~
56 VNUM~

Syntax: vnum <name>
	vnum <obj or mob> <name>
	vnum skill <name>

Vnum finds all objects and mobiles with a particular name, and prints out
the results.  Use vnum obj or vnum mob to limit the search.  This vnum is
very useful for loading. Vnum skill returns the skill number (for set) and
the slot number (for making new zones) of a skill name.
(see also load)
~
53 STAT~

Syntax: stat <name>
	stat mob  <name>
	stat obj  <name>
	stat room <number>

The stat command gives you detailed information on an object, mobile, or room
within the game.  Without a class argument, the command will return a object
(if found), a mobile (if no object exists, but a mobile does), or a room 
(if a number is  given).  Stat room with no argument stats the room you are
standing in.  Stat can be used to find room vnums for goto.
(see also goto, transfer)
~
53 MWHERE~

Syntax: mwhere <name>

Mwhere shows you the locations of all mobiles with a particular name.
~
55 PEACE~

Syntax: peace

Peace causes all characters in a room to stop fighting. It also strips the
AGGRESSIVE bit from mobiles.
~
52 POOFIN POOFOUT~

Syntax: poofin  <message>
Syntax: pooffout <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 poofin and poofout commands.  These messages
must include your name somewhere in the string.

Poofin and poofout only show to characters who can see you.
(see also goto)
~
59 PROTECT~

Syntax: protect <character>

Protect is used to protect a character from unwanted snooping.  Removing 
protected status from a character WILL be seen by that character.
~
55 LOG SNOOP~

Syntax: log   <character>
	log   all
	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.
Logs may only be used by creators and implementors, and should be accompanied
by mail to the implementors.

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. Please do not use this unless you tell the imps.

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. Try to respect privacy.

Snoop yourself to cancel all outstanding snoops.
~
54 SWITCH RETURN~

Syntax: switch <character>
	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). You also cannot
switch into link-dead PCs.

Return returns you to your original body.
~
51 IMMTALK :~

Syntax: immtalk <message>
	immtalk

Immtalk sends a message to all immortals.  : is a synonym for immtalk.
Using this command with no argument turns off the immortal channel (or
turns it back on).
~
52 WIZNET~

Syntax: wiznet 
	wiznet show
	wiznet status
	wiznet <field>

Wiznet is sort of an immortal news service, to show important events to
the wiznetted immoral.  Wiznet by itself turns wiznet on and off, 
wiznet show lists all settable flags (they are not detailed here), 
wiznet status shows your current wiznet settings, and wiznet <field> toggles
a field on and off.  The events should be self-explanatory, if they are not,
fiddle with them a while.  More events are available at higher levels.
~
51 WIZHELP~

Syntax: wizhelp

Wizhelp provides a list of all the immortal commands.
~
0 ARMOR~

Syntax: cast armor <character>

This spell decreases (improves) the armor class of the target character
by 20 points.
~
0 BLESS~

Syntax: cast bless <character>
Syntax: cast bless <object>

This spell improves the to-hit roll and saving throw versus spell of the
target character by 1 for every 8 levels of the caster. It may also be
cast on an object to temporarily bless it (blessed weapons, for example,
are more effective against demonic beings).
~
0 BLINDNESS~

Syntax: cast blindness <victim>

This spell renders the target character blind.
~
0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'



  'MAGIC MISSILE' 'SHOCKING GRASP'~

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 '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 Mota.
~
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.
~
53 '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'
Syntax: cast 'continual light' <object>

This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely. It may also be used on an object
to give it an enchanted glow.
~
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 POISON'~

Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.
~
0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~

Syntax: cast 'cure light'    <character>
Syntax: cast 'cure serious'  <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal'          <character>

These spells cure damage on the target character.  The higher-level spells
heal more damage.

(see 'help healer' for details on the heal command)
~
0 CURSE~

Syntax: cast 'curse' <character>

This spell reduces the character's to-hit roll and save versus spells.
It also renders the character unclean in the eyes of Mota and
unable to RECALL. Curse may be used to fill equipment with evil power,
allowing (for example) weapons to do more damage to particularly holy
opponents.
~
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 Mota on an evil victim. It can be very
dangerous for casters who are not pure of heart.
~
0 'DISPEL MAGIC' CANCELLATION~

Syntax: cast 'dispel magic' <character>
        cast 'cancellation' <characte>
 
Both of these spells remove magical effects from the target.  Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack.  Unfortunately, the spells do not discriminate between
harmful and benign spells.
 
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove.  Not all spells may
be dispelled, notable examples are poison and plague.
~
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 by one or two points.  Multiple enchants may be cast, but as the
weapon grows more and more powerful, it is more likely to be drained or
destroyed by the magic.  Also, every successful enchant increases the level
of the weapon by one...and there is no turning back.
~
-1 'ENCHANT ARMOR'~

The enchant armor spell imbues armor with powerful protective magics. It is
not nearly as reliable as enchant weapon, being far more prone to destructive
effects.  Each succesful enchant increases the plus of the armor by 1 or 2
points, and raises its level by one.
~
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~

Syntax: cast 'fly' <character>

This spell enables the target character to fly.
~
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 warm-blooded creatures even
while in the dark, and exits of a room as well.
~
0 INVIS 'MASS INVIS' INVISIBLITY~

Syntax: cast 'invisibility' <character>
Syntax: cast 'invisibility' <object>
Syntax: cast 'mass invis'

The INVIS spell makes the target character invisible.  Invisible characters
will become visible when they attack. It may also be cast on an object
to render the object invisible.

The MASS INVIS spell makes all characters in the caster's group invisible,
including the caster.
~
0 'KNOW ALIGNMENT'~

Syntax: cast 'know alignment' <character>

This spell reveals 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'~

Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.
~
0 POISON~

Syntax: cast poison <victim>
Syntax: cast poison <object>

This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate. It may also be used to poison food, drink, or
a weapon in a fashion similar to envenom ('help envenom'), but with 
drastically reduced effectiveness.
~
0 SANCTUARY~

Syntax: cast sanctuary  <character>

The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.
~
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>
Syntax: cast 'remove curse' <object>

This spell removes a curse from a character, and might possibly uncurse
a cursed object.  It may also be targeted on an object in the caster's
inventory, in which case it's chance of success is significantly higher.
~
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~

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 the world 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~

Syntax: cast ventriloquate <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.
~
0 '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.
~
92 HEDIT~

Syntax: edit hedit <topic>
        edit hedit make <topic>

hedit <topic>      - edits the help entry
hedit make <topic> - make a new help entry will the keywords in <topic>
---
While in hedit editor
create <topic> - make a new help entry will the keywords in <topic>
desc           - edits the text in the entry
level          - changes the level at which the help can be seen
keywords       - changes the keywords of the help
show           - shows the current help
~
0 $~

#$