/
mudtem/
mudtem/area/scripts/
mudtem/bin/
mudtem/log/
mudtem/player/
mudtem/slang/autoconf/
mudtem/slang/doc/
mudtem/slang/doc/OLD/help/
mudtem/slang/doc/internal/
mudtem/slang/doc/text/
mudtem/slang/doc/tm/tools/
mudtem/slang/examples/
mudtem/slang/modules/
mudtem/slang/slsh/
mudtem/slang/slsh/lib/
mudtem/slang/slsh/scripts/
mudtem/slang/src/mkfiles/
mudtem/slang/src/util/
mudtem/src/CVS/
mudtem/src/include/
mudtem/src/include/CVS/
mudtem/src/var/CVS/
#HELPS
-1 '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')
~

-1 DWARF DWARVES ENANOS~
Los enanos son criaturas semi-humanas, pequenias y gruesas, conocidas por
su fiero temperamento y su gran capacidad de controlar la adrenalina.
Los enanos no son tan listos como los humanos, pero son usualmente mas sabios
gracias a su larga vida. Los enanos son excelentes peleadores y clerigos,pero
son muy pobres en lo que a magia o artes bribonas se refiere.
 
Los enanos son MUY resistentes al veneno y a las enfermedades, pero no pueden
nadar, lo que los hace muy vulnerable al ahogamiento. Como su raza es de tipo
berserker, ellos reciben esta habilidad gratis (si es que son guerreros), y
pueden ver en la oscuridad con su infravision.
~

-1 ELF ELVES ELFOS~
Los elfos son criaturas un poco mas pequenios que los humanos, pero mucho mas
livianos en su andar. Ellos no tienen la capacidad de controlar las artes 
guerreras, pero son mucho mas agiles, en cuerpo y mente. Los elfos pueden 
llegar a ser unos magos o ladrones excepcionales, y su peor talento son las
artes guerreras o clerigales.
 
Los elfos resisten los conjuros de ataque mental mas efectivamente, gracias a
su naturaleza magica.Sin embargo, ellos son daniados fuertemente por el toque
de las armas de acero, y por eso no portan ningun artefacto de ese metal.
Los elfos son notoriamente mas dificiles de golpear, y por eso los guerreros
y ladrones elfos reciben gratuitamente la habilidad de esconderse en las 
oscuridades (hide) y la de caminar entre sombras (sneak).Tambien poseen una
vista privilegiada con Infravision.
~

-1 HUMAN HUMANS MAN HUMANOS HOMBRES~
Los humanos son la mas comunes de las razas en el mundo, y por ello la mayoria
de los aventureros son humanos tambien.Aunque ellos no tienen talentos que otras
razas si tienen (como infravision por ejemplo), ellos son mucho mas versatiles
siendo especialistas (si asi lo eligen) en cualquiera de las clases conocidas.
Los humanos tambien pueden entrenar sus habilidades basicas, como las otras
razas, y son capaces de ganar beneficios con artefactos magicos.
~

-1 GIANT GIANTS GIGANTES~
Los Gigantes son la mas grande de las razas, cuyo porte va desde los 2 metros
hasta los 10 metros de altura.Son mas fuertes que otras razas, y casi tan
longevos como los enanos.
No son muy inteligentes, sin embargo, su gran porte hace que esto no importe.
Los Gigantes son mucho mejores guerreros que cualquiera de las otras razas,
pero son peores en todas las otras clases.
 
Los Gigantes resisten el calor y el frio, casi sin dejar huella, gracias a su
ENORME masa.Sin embargo, sus mentes lentas los hacen extremadamente 
vulnerables a los ataques mentales. Los Gigantes, gracias a su gran estatura
y estamina, reciben gratis las habilidades de Fast healing y bash.
(Solo los gigantes guerreros reciben bash).
~

-1 WANDS STAVES SCROLLS~
Magical items require training to use properly.  If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it.  The
item skills are as follows:

scrolls		The reading of magical scrolls and books (see 'help recite')
staves		The use of staves and similar devices (see 'help brandish')
wands		The use of wands and similar items (see 'help zap') 
~

-1 'GROUP HEADER'~
The following skills and groups are available to your chacter:
(this list may be seen again by typing list)
~

-1 '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
~

-1 'MENU CHOICE'~
Choice (add,drop,list,help)?~

-1 '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.
~

-1 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.
~

-1 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
~

-1 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
~

-1 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
~

-1 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
~

-1 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.
~

-1 'SHIELD BLOCK'~
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield.  All classes may learn shield block, but only warriors and
clerics are good at it.  Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them.  Axes may split shields in two.
~

-1 ATTACK~
The attack spells are essentially powerful curses, fueled by divine energy
rather than magical power (like the combat spells are). They are less powerful
than the combat spells, but can still deal out a stinging blow.  Mages and 
thieves cannot use this group.  The attack spell group consists of the 
following spells:

demonfire	a powerful, but very evil, spell
dispel evil	torments evil foes
dispel good	calls down unholy power on good creatures
earthquake	brings the power of earth to bear against your foes
flamestrike	sends a column of flame from the heavens
heat metal	heats metal equipment to searing tempatures
ray of truth	sends forth a blinding ray of holy energy
~

-1 BEGUILING~
This insideous spell group is used to invade the minds of others.  It consists
of various charming magics, well suited for turning your foes to your cause.
Only mages and thieves have access to the beguiling magics, which consist of
the following:

calm            if successful, stops all fighting in the room
charm person	turns an enemy into a trusted friend
sleep		puts a foe into enchanted slumber
~

-1 BENEDICTIONS~
Benedictions are priestly spells, used to bestow divine favor upon your allies.
They are often restricted to those of like alignment.  Only clerics and 
warriors may use these spells.  The benedictions spell group consists of the
following:

bless		bestows divine favor upon the target
calm		if successful, stops all fighting in the room
frenzy		puts the recipient into beserker rage
holy word	aids your allies while calling divine wrath upon your foes
remove curse	removes malevolent magic from players and items
~

-1 COMBAT~
These sorcerous spells are, in the words of one famous mage, just 'more ways to
toss energy around'.  They are the most powerful of the damaging spells, and
considered an essential part of most wizards' collections. Clerics and thieves
do not have access to these spells.  In order of power, the combat spell group
contains the following magics:

magic missile	send a weak energy bolt into a foe
chill touch	weakens your enemy with a frigid grasp
burning hands	sends a blast of fire into your foe
shocking grasp	sends a powerful jolt into a foe
lightning bolt	sends forth a single bolt of lightning into an enemy
colour spray	blasts your opponent with a rainbow spray, which may blind him
fireball	a powerful spell, great for burning your enemy to ashes
acid blast	sends forth a stream of acid to eradicate your foes
chain lightning	sends lightning bolts arcing through foes 
~

-1 CREATION~
The creation spell group is used to create objects, of temporary or permanent
duration.  Skill creators can travel without food or drink, and use their 
powers to create nourishment as required.  All classes may become learned in
this group, which contains these spells:

continual light	creates an eternal light source
create food	produces a nourishing mushroom
create rose	creates a beautiful red rose
create spring	calls forth a small but pure spring from the ground
create water	fills any available container with water
floating disc	creates a floating disc of force perfect for hauling treasure
~

-1 CURATIVE~
The curative spells are used to heal various unpleasant conditions that can
befall an adventurer.   For healing of damage, see the healing spell group.
Curative spells cannot be used by mages or thieves.

cure blindness	restored sight to the blind
cure disease	heals the plague
cure poison	removes the harmful effects of poison
~

-1 DETECTION~
The detection spells have may uses, all related to gathering information. They
can be used to see hidden objects, give information about treasure, or even
scry out the true nature of your foe.  All classes except warriors can use 
detection spells.

detect evil	reveals the aura of evil monsters
detect good	similar to above, only for good monsters
detect hidden	shows the whereabouts of hidden foes
detect invis	allows the caster to see the unseeable
detect magic	reveals magical auras to the caster
detect poison	determines if food is safe to eat
farsight	searches for living beings near the caster
identify	gives information about the nature of an object
know alignment	determines the moral character of a monster or person
locate object	finds a specific item
~

-1 DRACONIAN~
The Draconian spell group deals with the magic of dragons -- in this case, 
bringing forth the devastating power of their breath weapons upon your foes.
Only mages have the mental training necessary to cast these spells, and few
of them ever reach the level of mastery required to use them.

acid breath	 uses the black dragon's attack upon an enemy
fire breath	 calls forth the flames of a red dragon
frost breath	 drains the life from a foe with the power a white dragon
gas breath	 suffocates your enemies with poison gas
lightning breath summons the electrical fury of a blue dragon 
~

-1 ENCHANTMENT~
El grupo de hechizos de encantamiento (Enchantment) se usa para llenar objetos
con propiedades magicas.
 
Enchant Weapon: Encanta tu arma dandole mas probabilidad de danio u golpe.
Enchant Armor : Encanta la pieza de armadura que llevas para que te proteja
mas.
Fireproof     : Deja tu objeto protegido contra fuego, acido, y fuegos magicos.
~

-1 ENHANCEMENT~
The enhancement spells improve upon the body's pontential, allowing feats of
superhuman strength and speed.  However, these spells may often have harmful
effects upon the recipient.

giant strength	grants increased strength
haste		doubles the speed of the target, but slows down healing
infravision	allows monsters to be seen in the dark
refresh		restores energy to tired adventurers
~

-1 HARMFUL~
This spell group is the opposite of healing.  The harmful spells are designed
to tear flesh from bone, rupture arteries, and generally turn the body against
itself.  Only priests and warriors may use this spell group.
In order of power, the harmful spells are:

cause light	inflicts minor wounds on an enemy
cause serious	inflicts wounds on a foe
cause critical  causes major damage to the target
harm		the most deadly harmful spell
~

-1 HEALING~
Las plegarias de curacion son usadas para sanar a los aventureros daniados por
las batallas.Para curar enfermedades(como el veneno ,poison) ver el grupo de
plegarias curativas.Solo guerreros y clerigos tienen acceso a este grupo.
En orden de poder, las plegarias son:
 
Cure light  : Cura las heridas menores.
Refresh     : Devuelve el vigor a un cansado aventurero.
Cure serious: Cura las heridas un poco mas profundas.
Heal : Cura las heridas profundas.
Mass healing : Cura a todas las personas del cuarto.
~

-1 ILLUSION~
The illusions spells are dedicated to deception and trickery.  They can be
used to mask appearances, or create distractions for the party.  Currently,
the illusion group is very small, but it will be expanded in the future.
Only thieves and mages can cast illusion spells, which consist of the 
following:

invis		turns the target invisible
mass invis	turns the caster's group invisible
ventriloquate	allows the caster to put words in someone's mouth
~

-1 MALADICTIONS~
Maladictions are a group of curses and other baneful spells, designed to
cripple, inconvenience, or torture, rather than kill outright.  These spells
may be cast by any class.

blindess	strikes the target blind
curse		prevents recalling and weakens the target in combat
energy drain	drains experience and mana, while strengthening the caster
plague		causes the target to suffer a slow, painful death from plague
poison		weaker than plague, but often fatal
slow		slows your enemies down, reducing their rate of attack	
weaken		drains the strength of the target
~

-1 PROTECTIVE~
The protective spells are used to shield against harm, whether from spells or
physical attack.  They range from the weak armor spell to the sought-after
sanctuary charm.  Also included in this group are several spells for dispeling
hostile magics. Any class may use this group, which consists of the following 
spells:

armor		provides the target with an extra layer of defense
cancellation	a powerful dispel, used for removing spells from friends
dispel magic	removes spells from enemies, not as effective as cancel
fireproof	shields items from the harmful effects of fire and acid
protection evil	provides defense from the attacks of evil creatures
protection good protects from the attacks of good beings
sanctuary	reduces all damage taken by the recipient by half
shield		puts a shimmering shield between you and your enemies
stoneskin	turns skin hard as stone, providing a huge armor boost
~

-1 TRANSPORTATION~
The transportation group is used for travel, whether by flight, magical
teleportation, or walking through walls.  All classes may learn these spells,
which are among the most useful in the game.

fly		allows the target to fly over nearly all obstacles
gate		transports the caster to the target
nexus		forms a two-way portal to a far off destination
pass door	allows the caster to walk through walls
portal		creates a one-way portal to a destination
summon		transports the target to the caster
teleport	sends the target to a random location
word of recall	transports the caster to safety in Midgaard
~

-1 WEATHER~
These spells allow the caster to manipulate local weather conditions, as well
as summon fog clouds, lightning, or even electrical glows.  This group is
usable by all classes.

call lightning	summons a huge bolt from the heavens, if the weather is right
control weather	changes the weather in the manner desired by the caster
faerie fire	surrounds the target in a glowing aura
faerie fog	reveals all hidden creatures in the room
lightning bolt	sends a bolt of electricity into the target

(the weather command, unrelated to this group, shows local weather conditions)
~

-1 BACKSTAB~
Backstab is the favored attack of  thieves, murderers, and other rogues.  It 
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves may learn the backstab.
~

-1 BASH~
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees.  Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent.  Bashing a dragon
is not generally a wise idea.
~

-1 BERSERK~
Only powerful warriors can master berserking, the ability to enter insane rage
in combat.  Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.  
Berserking warriors are more resistant to the effects of magic.
~

-1 DIRT 'DIRT KICKING'~
Considerado por algunos como una practica cobarde, el lanzar polvo con el pie
a un oponente, da la posibilidad de dejarlo momentaneamente ciego, al caerle
el polvo en los ojos. Esta ceguera no dura mucho, pero provee una ventaja en
combate. La destreza ayuda al tratar de lanzar polvo a los ojos o esquivarlo.
Solo los guerreros y especialmente los ladrones pueden aprender esto.
~

-1 DISARM~
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon.  The best possible chance of disarming occurs when you
are skilled both your own and your opponent's weapon. Only talented thieves
and warriors may learn this skill.
~

-1 DODGE~
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'.  The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the 
target. The chance of dodging is also affected by the dexterity of the
attacker and the target.  Any class may learn dodging.
~

-1 'ENHANCED DAMAGE'~
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes.  Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
~

-1 ENVENOM~
The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, it's a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvience (after all, the typical adventurer could
drink sewer water with only a trace of the runs).  A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison 
burns through his bloodstream.  But be careful, blade venom evaporates 
quickly and is rendered almost powerless by repeated blows in combat.
~

-1 'HAND TO HAND'~
Hand to hand combat is a rare skill in the lands of Midgaard.  Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics and warriors are the best at this skill, although thieves and mages
may also learn it.
~

-1 KICK~
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance.  Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
~

-1 PARRY~
If at first you fail to dodge, block it.  Parry is useful for deflecting 
attacks, and is succesful more often than dodge.  Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage.  The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
~

-1 RESCUE~
A friend in need is a friend indeed.  And when in combat, a warrior with
the rescue skill is just the friend you need.  Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned.  Success in rescuing depends on the skill rating, as
well as a comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)
~

-1 TRIP~
Back by popular demand.  Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid.  Thieves and warriors may learn trip.
~

-1 'SECOND ATTACK'~
Training in second attack allows the character a chance at additional strikes
in combat -- allow a 100% second attack does NOT guarantee 2 attacks every
round.  Any class may learn this skill, although clerics and mages have a 
very hard time with it.
~

-1 'THIRD ATTACK'~
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well.  Perfect
third attack does NOT assure three attacks per round.  Only warriors and highly
skilled thieves may learn this skill.
~

-1 HIDE SNEAK~
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary.  Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success.  Only warriors and
thieves may learn these skills.
~

-1 'FAST HEALING'~
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general 
toughness and stamina.  Fast healing is checked every tick, and it is 
possible for it to fail.  All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle.
~

-1 LORE~
Lore es una habilidad general que consiste en el conocimiento de los mitos y
legendas de algunos pueblos.
Esto aumenta la posibilidad de obtener informacion acerca de un objeto, con
respecto a sus poderes y uso.Tambien puede incrementar el valor de un objeto,
porque se sabe mucho mas de su valor comercial.Todas las clases pueden 
aprender LORE, pero los ladrones siempre seran los que mas conocen de las
leyendas, siendo los guerreros a los que mas les cuesta esta habilidad.
~

-1 HAGGLE HAGGLING~
Haggling is an indispensable skill to the trader.  It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost.  Unfortunately, most merchants are 
already very skilled at haggling, so the untrainined adventurer had best 
guard his treasure closely.  Thieves are natural masters at haggling, 
although other classes may learn it as well.
~

-1 PEEK~
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with.  More intelligent characters are
harder to peek at.  All characters may learn peek, but thieves are the most
common practicioners.
~

-1 PICK 'PICK LOCK'~
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas.  Lock picking chances are improved by  
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.
~

-1 MEDITATION~
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
~

-1 STEAL~
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops!  But beware, shop keepers gaurd their merchandise 
carefully, and attempting to steal from a character earns you a THIEF flag
if you are caught (making you free game for killing).
~

-1 'DETECT GOOD'~
Sintaxis: cast 'detect good'
 
Este conjuro permite al conjurador detectar las criaturas buenas, cuya aura
caracteristica es dorada (golden aura).
~

-1 'DISPEL GOOD'~
Syntax: cast 'dispel good' <victim>
 
Dispel good brings forth evil energies that inflict horrific torment on 
the pure of heart.  Good-aligned characters use this dark magic at their
peril.
~

-1 'RECHARGE'~
Sintaxis: cast 'recharge' <cosa>
 
El conjuro de recargar (Recharge) es usado parta restablecer la energia de
varas con poca vida. Items totalmente vacios no pueden ser recargados, y la
dificultad del hechizo varia de acuerdo a cuantas cargas posea en total. Los
items magicos solo pueden ser recargados una sola vez con exito.
~

-1 'DEMONFIRE'~
Sintaxis: cast 'demonfire' <persona>
 
Demonfire es un PODEROSO conjuro de maldad, cuyo uso y proposito solo puede
ser concebido por criaturas de la oscuridad y con alineamiento maligno.
Conjura espiritus demoniacos, los cuales atacan salvajemente y sin piedad,
inflingiendo un danio terrible a los enemigos del conjurador.
~

-1 'RAY OF TRUTH'~
Sintaxis: cast 'ray of truth' <victima>
 
El rayo de la Verdad (Ray of truth) abre un portal de energia positiva, dando
un golpe de Rayos Divinos lo suficientemente grande como para destruir a los
enemigos de la oscuridad, o causandoles danios dantescos.
No dania los puros de corazon, y se volvera en contra de aquellos malignos.
~

-1 'PORTAL'~
Syntax: cast 'portal' <target>

The portal spell is similar to gate, but creates a lasting one-way portal
to the target creature, instead of transporting the caster.  Portals are
entered using 'enter' or 'go' command, as in 'go portal'.  Portals cannot
be made to certain destinations, nor used to escape from gate-proof rooms.
Portal requires a special source of power to be used, unfortunately the
secret of this material component has been lost...
~

-1 'NEXUS'~
Sintaxis: cast 'nexus' <objetivo>
 
Este PODEROSO conjuro de Mago, es casi identico al de portal (help portal),
con la unica diferencia que el portal crea solo una puerta de un sentido,
mientras que el NEXUS crea una puerta de doble sentido (ida y vuelta). Tambien
dura mas que el conjuro de portal.
Ambos conjuros requieren de una fuente de poder adicional, la cual permanece
perdida a traves de los anios.
~

-1 'HEAT METAL'~
Sintaxis: cast 'heat metal' <victima>
 
Calentar Metal (heat metal) es una PODEROSA plegaria clerigal de ataque, cuyos
efectos varian de acuerdo a la armadura de la victima. Calienta el equipo de
metal (asumiendo que todo el equipo y armas que llevas son de metal) de la
victima, provocando que ella se deshaga del equipo lo antes posible, causando
asi serios danio a su persona, e incluso la muerte si el equipo que ella porta
en ese instante sea muy dificil de remover.
Esta plegaria no provoca danio en criaturas que son inmunes al fuego.
~

-1 'HOLY WORD'~
Sintaxis: cast 'holy word'
 
Palabra sagrada (Holy Word) invoca al dios de los clerigos para bendecir a 
todo el grupo de ataque del invocador, llenandolos con bendiciones sagradas,
furia divina.
Todas las criaturas de alineamiento del invocador en el cuarto, son llenadas
de ira divina y son benditos, mientras que aquellos de moral opuesta( llamese
alineamiento contrario al del sacerdote, o en caso de que el sacerdote sea 
neutral, los de alineamientos santos y malvados) son malditos por los dioses
del invocador.El invocador sufre grandemente por la realizacion de esta 
plegaria, siendo incapaz de moverse y quedando drenado de vitalidad.
La experiencia perdida no es asociada con esta plegaria.
~

-1 FRENZY~
Sintaxis: cast 'frenzy' <victima>
 
El conjuro de FRENZY llena la victima con una furia indescriptible, aumentando
asi su capacidad de golpear y su danio.Desafortunadamente, esta ira divina
tiende a ignorar la seguridad personal de la persona que la invoco, haciendolo
mas facil para golpear.
FRENZY tambien adhiere al objetivo inmunidad al hechizo CALM, y solo puede ser
usado en las personas del mismo alineamiento que el conjurador.
~

-1 CALM~
Sintaxis: cast 'calm'
 
Una de las mas utiles y ocupadas habilidades de los Sacerdotes de nivel alto,
el Conjuro de Calma, como su nombre lo dice, puede cesar toda la violencia de
un cuarto. Las criaturas afectadas por el conjuro no atacaran por su propia
voluntad, y estaran en desventaja en cualquier combate tanto tiempo como el
conjuro dure en sus mentes.Mientras mas violencia hay en un cuarto, mucho mas
dificil sera el lanzamiento del conjuro, y todo (o ningun) combate en el
cuarto se terminara (excepto, por supuesto, aquellos que son inmunes a la 
magia), a menos que no haya nadie en el cuarto.
~

-1 HASTE~
Sintaxis: cast 'haste' <victima>
 
El conjuro de rapidez (haste) incrementa la velocidad y agilidad del receptor,
permitiendole un ataque extra (o incluso un apunialamiento (backstab)) mas
durante el combate, y ayudando a las maniobras evasivas.Sin embargo, produce
un gran agotamiento en el sistema muscular, haciendo que las habilidades de
recuperacion se vean disminuidas a la mitad.
Haste es capaz de revertir el conjuro de "slow" (help slow).
~

-1 SLOW~
Sintaxis: cast 'slow' <criatura>
 
Al contrario de lo que podria creerse, slow no es el conjuro opuesto al de
haste (apresuramiento), ya que es un conjuro con un unico set de efectos.
Cuando es invocado sobre una criatura, ella baja su movimiento, la hace mas
facil para golpear, y reduce la efectividad de su ataque. El efecto de slow
tambien dobla el costo de la persona para moverse, reduce su regeneracion
a la mitad, asi como su metabolismo.
~

-1 PLAGUE~
Sintaxis: cast 'plague' <victima>
 
La plegaria de PLAGA infesta a la victima con una enfermedad magica de gran
virulencia, absorbiendo su fuerza y causando horripilante sufrimiento, en una
posible muerte. Es una plegaria muy riesgosa de usar, ya que el contagio de
esta puede extenderse como fuego, en areas densamente pobladas.
~

-1 'CREATE ROSE'~
Sintaxis: cast 'create rose'
 
Un hechizo romantico que crea una fragante rosa roja, sin uso de violencia, ni otra utilidad.
~

-1 'PROTECTION GOOD' 'PROTECTION EVIL'~
Sintaxis: cast 'protection evil' <criatura>
Sintaxis: cast 'protection good' <criatura>
 
Los conjuros de proteccion reducen el danio provocado por criaturas de alineamiento contrario, y ayudan a las tiradas de salvacion del invocado.
No puede ser invocado en otras personas, y no pueden ser usadas los dos tipos
de defensa juntos.
~

0 'GIANT STRENGTH'~
Sintaxis: cast 'giant strength' <victima>
 
Este Conjuro incrementa la fuerza de la victima, haciendolo causar mas danio.
~

-1 'CHAIN LIGHTNING'~
Sintaxis : cast 'chain lightning' <objetivo>
 
Chain lightning es un hechizo mortal, el cual produce un poderoso rayo de energia electrica que sale del Hechicero al cuarto, hasta que su fuerza desaparece.
Aliados del que lo lanza pueden ser alcanzados por el hechizo si estan en un
clan, mientras que el lanzador no lo recibira a menos que no queden mas blancos para el hechizo. Este conjuro es el mas efectivo para atacar a un grupo de enemigos.
~

-1 FARSIGHT~
Syntax: cast 'farsight'
	cast 'farsight' <direction>

The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room.  It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away.
~

-1 MASS HEALING~
Sintaxis: cast 'mass healing'
 
La plegaria de mass healing (sanar masas), como su nombre lo indica, sana a
todos los jugadores del cuarto. Tambien les refresca el movimiento.
~

-1 'FLOATING DISC'~
Sintaxis: cast 'floating disc'
 
Este util conjuro crea un campo de energia flotante, que sigue al Conjurador
por todos lados, permitiendole llevar sobre este una pila de tesoro sin 
que este sufra el peso. Dura no mas de dos veces el nivel del hechicero en
horas, y usualmente menos. Puede llevar hasta 2 libras por nivel del Hechicero
con un maximo de cinco libras por cosa. Este conjuro requiere que el hechicero
no lleve ningun item flotante, y la unicas formas de remover el disco son o
muriendo o que al disco se le acabe la energia.
 
~

-1 FIREPROOF~
Sintaxis: cast 'fireproof' <objeto>
Sintaxis: cast 'fireproof' <victima>
 
El conjuro de Fireproof (Proteccion contra el fuego) crea un aura pequenia, de
corta duracion, pero poderosa, alrededor de un objeto, proveyendole asi de la
cualidad de no poder ser daniado por el acido, ni fuegos de ninguna clase, e
incluso del conjuro de calentar metal (heat metal).
A pesar de la poca concentracion que necesita, la corta duracion del mismo lo
hace poco practico para adherir esta cualidad a un gran numero de objetos.
~

0 CHAMELEON 'CHAMELEON POWER'~
Sintaxis: chameleon
 
Con la habilidad de CHAMELEON POWER el psionico puede intentar cambiar su 
forma, apariencia, color e incluso olor para pasar totalmente inadvertido en
algun cuarto.Sin embargo, esta habilidad pierde su eficacia cuando el psionico
deja de estar quieto, puesto que necesita gran concentracion.
~

0 HEIGHTEN 'HEIGHTEN SENSES'~
Sintaxis: heighten
 
Un psionico puede usar la habilidad de REALZAR SENTIDOS (heighten senses) para
asi poder detectar cosas que de otra forma, pasarian inadvertidas.
~

0 SHADOW 'SHADOW FORM'~
Sintaxis: shadow
 
Un psionico puede usar el poder de su mente para camuflarse con las sombras
mientras camina, teniendo el mismo efecto que la habilidad de ladron SNEAK.
Se recomienda ver tambien VISIBLE.
~

0 'ADRENALINE CONTROL'~
Sintaxis: cast 'adrenaline control'
 
Controlando la produccion de adrenalina en su sistema, un psionico puede ganar
temporalmente bonos a su constitucion y destreza.Este control no podra ser
invocado durante una pelea, porque, incluso los psionicos se excitan de vez
en vez.
~

0 AGITATION~
Sintaxis: cast 'agitation' <objetivo>
 
Esta devocion mental causa danio a la criatura objetivo haciendo que sus 
moleculas se muevan mas rapido de lo que la victima puede soportar, hasta
el punto de quemar algunas de sus celulas.
El hechizo es muy parecido al danio de un BURNING HANDS de Mago.
~

0 AWE~
Sintaxis: cast 'awe' <criatura>
 
Con esta disciplina, un psionico experimentado puede usar el poder de su 
mente para afectar la moral de un oponente. Si lo logra, el enemigo se 
olvidara del psionico y no peleara mas.Por supuesto, monstruos de naturaleza
agresiva revertiran esta situacion despues de un pequenio periodo de tiempo.
~

0 'BALLISTIC ATTACK'~
Sintaxis: cast 'ballistic attack' <criatura>
 
BALLISTIC ATTACK deja que un psionico con el poder de su mente, lance algunos
objetos pequenios, usualmente rocas, hacia la victima.
El resultado puede ser divertido para el psionico, pero doloroso para la 
criatura objetivo.
~

0 'BIOFEEDBACK'~
Sintaxis: cast 'biofeedback'
 
BIOFEEDBACK es el poder con el cual un psionico controla el flujo de su sangre
a traves de su cuerpo.Este control permite al psionico reducir el sangramiento
efectivamente hasta la mitad del danio.
Como dicen por ahi .."Mente sobre cuerpo..."
~

0 'CELL ADJUSTMENT'~
Sintaxis: cast 'cell adjustment'
 
Un psionico experimentado, tambien puede intentar un AJUSTE CELULAR, el cual
remueve las maldiciones y venenos de su cuerpo, provocando una leve mejoria
en su salud tambien.
~

0 'COMBAT MIND'~
Sintaxis: cast 'combat mind'
 
Un psionico que usa la devocion de MENTE COMBATIVA tiene un conocimiento 
efectivo de las tacticas de pelea de sus oponentes en general, lo que puede
aumentar la efectividad de sus golpes, asi como trata de minimizar el danio
recibido por sus contrincantes.
Como esta es una devocion telepatica, puede ser transmitida a sus companieros
de grupo o clan.
~

0 'CONTROL FLAMES'~
Sintaxis: cast 'control flames' <criatura>
 
Esta devocion, provee al psionico la capacidad de controlar su fuente de luz,
para asi golpear con su llama o luminosidad a un enemigo. Y si crees que tu
fuente de luz no ocupa llama, estas equivocado.No estabas mirandola muy de 
cerca....
~

0 'DEATH FIELD'~
Syntax: cast 'death field'

A DEATH FIELD is a life-sapping region of negative energy.  Only psionicists
of evil alignment can use this power without suffering repurcussions.  The
death field moves out from the psionicist and envelops every character in the
room.  Because player characters have souls, they are immune to its deadly
touch, but all mobiles are susceptible to it.  Should the saving throw fail,
the mobile will immediately die.  If the mobile is of a sufficently different
level than the psionicist, they will shrug off the attack and only take minor
damage.
~

0 'DETONATE'  'DISINTEGRATE'~
Sintaxis: cast 'detonate' <victima>
Sintaxis: cast 'disintegrate' <victima>
 
Con cualquiera de estas habilidades, un psionico usa el poder de su mente para
afectar la energia latente dentro de los objetos inanimados.Si estos objetos
se encuentran lo suficientemente cerca de la victima, causaran gran danio.
Por esta razon, los psionicos eligen a la victima como blanco del ataque,
ya que hay una posibilidad de que algo muera en ella.
Los psionicos de nivel medio pueden DETONAR objetos de su victima, y otros
psionicos mas experimentados pueden incluso DESINTEGRAR a su victima, para
intentar matarla instantaneamente.
~

0 'THOUGHT SHIELD' 'MENTAL BARRIER' 'DISPLACEMENT' 'FLESH ARMOR'




  'INTELLECT FORTRESS' 'INERTIAL BARRIER'~
Sintaxis: cast 'thought shield'
Sintaxis: cast 'mental barrier'
Sintaxis: cast 'displacement'
Sintaxis: cast 'flesh armor'
Sintaxis: cast 'intellect fortress'
Sintaxis: cast 'inertial barrier'
 
THOUGHT SHIELD y MENTAL BARRIER crean escudos absorbedores de danio por la voluntad del psionico.
DISPLACEMENT hace que el psionico aparezca en diferentes lugares, haciendolo
mas dificil de golpear.
 
Con la devocion de FLESH ARMOR (armadura de Carne), el psionico torna su piel
extremadamente dura, como el mas duro de los metales.
 
INTELLECT FORTRESS (Fortaleza del intelecto) comparte los poderes de proteccion
de la mente del psionico con todos los integrantes de su grupo.
 
INERTIAL BARRIER crea un escudo de energia positiva, el cual reduce lacualquier
posibilidad de ataque de criaturas malignas.
~

0 'DOMINATION'~
Syntax: cast 'domination' <character>

With this skill, a psionicist can DOMINATE the mind of his or her intended 
victim, causing the victim to do exactly as the psionicist says.  As with
CHARM, the actions of dominated characters affect the status of the dominator;
don't whine if you get a KILLER flag.
~

0 'EGO WHIP'~
Sintaxis: cast 'ego whip' <victima>
 
Como un psionico entiende tan bien el funcionamiento de la mente, el puede
intentar FLAGELAR el EGO (ego whip) a una persona, haciendola tener menos fe
en si misma, recordandole los malos momentos de su niniez, momentos dificiles,
y fallas.Esta baja de autoestima puede reducir significativamente la
efectividad en sus oponentes.
~

0 'ENERGY CONTAINMENT'~
Sintaxis: cast 'energy containment'
 
Usando CONTENCION ENERGETICA (energy containment), un psionico puede absorber
muchas formas de energia sin recibir danio alguno.Tan pronto como el psionico
gana mas experiencia, esta habilidad aumenta.
~

0 'ENHANCE ARMOR'~
Sintaxis: cast 'enhance armor' <objeto>
 
Con esta devocion psionica, un mentalista puede cambiar el aspecto molecular 
de los objetos, haciendolos mas poderosos o mas durables.Esto tiene obvias
aplicaciones a las armaduras, pero si la armadura ya ha sido encantada, un 
psionico, por fuerte que este sea, no podra reagrupar sus moleculas.
 
Obviamente si el objeto es demasiado complicado para el, hay posibilidades de
que algo salga mal.
~

0 'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'~
Sintaxis: cast 'mind trust'   <victima>
Sintaxis: cast 'inflict pain' <victima>
Sintaxis: cast 'psychic crush'<victima>
Sintaxis: cast 'psionic blast'<victima>
Sintaxis: cast 'ultrablast'   <victima>
 
Con estas habilidades, un psionico puede daniar telepaticamente las neuronas
de su oponente.Las devociones son listadas de menor a mayor danio inflingido.
~

0 'LEND HEALTH'~
Sintaxis: cast 'lend health' <criatura>
 
Un psionico puede TRANSFERIR SALUD (lend health) a un companiero en necesidad,
pero solo de los hitpoints (HP's) que el posee.
Para eso son los amigos ...cierto????
~

0 'PROJECT FORCE'~
Sintaxis: cast 'project force' <criatura>
 
Si un psionico invoca PROYECTAR FUERZA (proyect force) sobre un oponente, la
fuerza de su mente aparecera como una bola invisible, la cual, al aplastar 
el cuerpo de su victima, causa danio moderado.
~

0 'PSYCHIC DRAIN'~
Sintaxis: cast 'psychic drain' <criatura>
 
Con esta disciplina, un psionico puede drenar la Fuerza de un oponente.
La habilidad se vuelve mas efectiva a medida que el psionico gana experiencia.
~

0 'SHARE STRENGTH'~
Sintaxis: cast 'share strength' <criatura>
 
Con esta habilidad, un psionico puede aumentar la fuerza de un companiero.
Sin embargo, su fuerza se ve reducida tambien, a menos que sean tantos
companieros que el mentalista no pueda resistir.
~

-1 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.
~

-1 $~

#$