/
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
0 ARENA~
This MUD uses [ARENA] v1.01 code by: Whiplash (whiplash@tft.nacs.net)
Modificado para trabajar en ROM por Birdie (itoledo@ramses.centic.utem.cl)
-
Players may safely battle each other in the "ARENA" regardless of the
outcome of any battles fought within the arena, players will not lose
experience, or gain experience, it is simply a safe means of player vs.
player combat.
Related ARENA commands.
CHALLENGE: command sent to challenge a player in the arena.
ACCEPT:    command given to accept a players challenge.
DECLINE:   command given to decline a players challenge.
APOSTAR:   command given to place a wager on the outcome of arena battles.
-
You can get more detailed information on all of the above commands by
checking the HELP for each of them.
~

0 CHALLENGE~
This command is used to challenge a player to an ARENA battle, you may
only challenge players, and they must be level 5 or above. You cannot
challenge immortals, pets, or other mobiles. In order to challenge a
player, both players must be fully healed, and the challenged player
must not be fighting something else at the time.
Syntax: CHALLENGE <player>   ie: challenge whiplash
~

0 DECLINE~
This command is used to decline a challenge to an ARENA battle, you may
only decline a challenge offered by the player who challenged you.
Syntax: DECLINE <player>     ie: decline whiplash
~

0 ACCEPT~
This command is used to accept a challenge to an ARENA battle, you may
only accept a challenge from the player who challenged you.
Syntax: ACCEPT <player>      ie: accept whiplash
~

0 APOSTAR~
This command places a wager on the outcome of upcoming ARENA battles.
During the tinitial announcement of a battle, the fighters, as well
as their arena records will be displayed. You can bet between 1 and
1000 gold on the outcome of ARENA battles, but you may only bet on a
single fighter.
Syntax: APOSTAR <gold> <player>  ie: apostar 500 whiplash
~

1 SEDIT~
Syntax:

sedit delete         <social>
sedit new            <social>
sedit show           <social>
sedit <string-name>  <social> [string]

SEDIT allows online creation, deletion and editting of socials.

SEDIT DELETE <social> deletes that social. The deletion is irrecoverable,
save for restoring a backup file, so use this command with great care!

SEDIT NEW <social> creates a new, empty social.

SEDIT SHOW <social> shows all of the strings for that social.

SEDIT <string-name> <social> [string] changes a certain of the 7 strings that
make up a social. If you leave out the string, no message will be sent to
the involved characters.

There are 7 strings that make up a social:

cnoarg: Sent to character when no argument typed. E.g. X types HUG and sees:

Hug whom?

onoarg: Sent to others in the room when no argument is given. In the case of
HUG, it is an empty string, so that nothing is shown if a player types HUG
by itself.

cfound: Sent to the character if a target is found. E.g. X types HUG Y:

You hug Y.

vfound: Sent to the victim. E.g. X types HUG Y, and Y sees:

X hugs you.

ofound: Sent to others in room, if target is found. E.g. X types HUG Y.
Everyoune but X and Y see:

X hugs Y.

cself: Sent to the character if she uses the social on herself. E.g. X types
HUG X :

You hug yourself.

oself: Sent to others in room when a player uses a social on herself:

X hugs herself in a vain attempt to get friendship.

To get the player names and sexes correct, you need to use those macros:

$n - name of player
$e - he, she or it, depending on sex of player
$m - him, her or it, depending on sex of player
$s - his, her or its, depending on sex of player.

For the victim, just use the uppercase version. E.g. $N is the name of the
victim, $E is he, she or it depending on victim's sex etc.


So, to make a new social called 'epoke' which would poke eyes out, you would
do the following:

SEDIT NEW epoke
SEDIT cnoarg epoke Poke whose eyes out? (message sent to player)
SEDIT cfound epoke You poke $N's eyes out!
SEDIT vfound epoke $n pokes your eyes out! Ouch..
SEDIT ofound epoke $n pokes $N's eyes out!
SEDIT cself  epoke Being bored, you poke your own eyes out.
SEDIT oself  epoke $n pokes $s eyes out!

To get more examples, type SEDIT SHOW <social-name> to see one of the
existing socials.

The socials are stored in a file called socials.txt. Manual editting of
that file is not advised. A frequent back-up is recommended. The social
file is updated by the server as soon as anything changes.

Online social editting - (c) 1997 Erwin S. Andreasen <erwin@pip.dknet.dk>

~

-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.


~

0 SURRENDER~
Syntax: surrender

When you're fighting, you may choose to SURRENDER your opponent. If you
surrender, you will cease fighting. Your opponent may ignore your action
(receiving one free attack) or react in some other way depending on the
situation. Fighting may always be resumed via kill command.
See also: KILL
~

-1 UPPER-LOWER-TRIPLE 'UPPER LOWER TRIPLE' UPPER LOWER TRIPLE~
UPPER-LOWER-TRIPLE is a simple dice game.  You place a BET with a choice 
of upper, lower, or triple.  The dealer then rolls three dice, and their
values are added up.  If the result is 11 or greater, it is an "Upper",
and if the resut is 10 or less, it is a "Lower".  If, however, all three
dice show the same numbers, it is a "Triple" and those who bet on it win
back 36 times their wager!  Unfortunately, all other bets are off if a 
Triple is rolled.
~

0 HIGHDICE 'HIGH DICE' ~
High dice is a simple dice game... the player (or croupier) with the highest
dice value (on 2 dice) wins. When the player and the croupier roll the same
dice value the croupier (bank) wins. If the player wins he gains double the
money he bet.

See also: 'Upper Lower Triple'
See also: 'Seven'
~

0 SEVEN ~
Seven is a simple dice game. The player bets an amount on Over, Under or Seven
If the player was correct and he chose over or under he wins 2x what he bet.
If the player chose Seven and was correct he wins 5x what he bet. If the player
was incorrect he loses his money...

See also: 'Upper Lower Triple'
See also: 'High Dice'
~

-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).
~

0 COLOUR COLOR~
Los codigos de color consisten en un '#' seguido de un numero o
una letra.
Codigos validos son:

    #x0 : negro   #0*#n                #xB : activa negrita            #B*#b
    #x1 : azul    #1*#n                #xb : desactiva negrita
    #x2 : verde   #2*#n                #xF : activa parpadeo           #F*#f
    #x3 : rojo    #3*#n                #xf : desactiva parpadeo
    #x4 : cyan    #4*#n                #xR : activa reverse            #R*#r
    #x5 : purpura #5*#n                #xr : desactiva reverse
    #x6 : cafe    #6*#n                #xU : activa subrayado          #U*#u
    #x7 : gris    #7*#n                #xu : desactiva subrayado
                                  #xn : retorna a valores normales
                                        (color gris, sin negrita, etc.)
                                  #x< : reusa color anterior
                                  #x- : inserta un tilde
                                  #xx : inserta un '#x'

   Cualquier otra secuencia #x? desactiva la conversion.

Ejemplos:
   
    "#xB#x1This is bold blue.#xn And back to normal."
    "#x- <- You see a tilde here."
    "#x2Green, #xB#x6yellow, #x<and green again."
    "#xB is the code for #Bbold#b. #xF is the code for #Fblink#f."
~

-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 QUEST QUESTS~
Certain characters in the game will allow you to go on quests to recover an
item or kill another mob. To go on a quest, you must be in the same room with
a questmaster. When you successfully complete a quest, you will receive a
certain number of quest points. These points may be saved up and used to buy
incredible items from the questmaster.

The QUEST command is used for information about your current quest, to request
a quest from a questmaster, etc. Commands are as follows:

QUEST POINTS - Gives your current number of quest points. This command may be
used anywhere.

QUEST INFO - If you are on a quest, this will remind you who or what you are
after.

QUEST TIME - Gives the amount of time remaining on your current quest, or the
amount of time until you can request another quest. This command may be used
anywhere.

QUEST REQUEST - Petitions the questmaster to send you on a quest. If you
accept the quest, you will be given a realtime limit (in minutes) in which you
must complete the quest. If you are on a quest to kill a creature, when you
come across that creature you will see a [TARGET] notice before it. This is
the creature you are to kill.

QUEST COMPLETE - Once you have completed your quest and recovered the item or
killed the mob or whatever, you must return to the questmaster who sent you on
the quest and use this command. If you have successfully completed your quest,
he will reward you with gold and quest points. Once you complete a quest you
cannot request another for 10 minutes.

QUEST LIST - Displays the list of fabulous items for sale by the questmaster.
These items are not buyable via gold, they must be purchased with quest points.

QUEST BUY <item> - Purchases an item from the questmaster and deducts the cost
of the item from your quest points.
~

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 INSIDE OUTSIDE~
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Syntax: inside
Syntax: outside

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~
Sintaxis: rest
Sintaxis: sleep
Sintaxis: stand
Sintaxis: wake
 
Estos comandos cambian tu posicion en el cuarto.Cuando tu descansas (rest) o
duermes (sleep), regeneras HP's , puntos de mana y de movimiento mas rapido.
Sin embargo, estas mas vulnerable a ser atacado, incluso si duermes, no podras
escuchar las cosas que puedan pasar a tu alrededor.
 
Usa STAND (pararse) o WAKE (despertar) para volver a tu posicion original.
Tambien puedes despertar (WAKE) a otros jugadores.
~

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 +		: adds a line to a new note (i.e. note + hi guys!)
note -		: remove a line from a note in progress
note clear	: erase a note in progress
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 #x5.  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 CHAT . SHOUT YELL~
Syntax: gossip  <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 is a variant 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: 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 /~
Sintaxis: recall 
Sintaxis: /
 
RECALL es una plegaria que haces para regresar al templo de Mota casi de forma
milagrosa.
 
Si haces RECALL durante el combate, perderas un poco de experiencia ( de hecho
es un poco mas que cuando haces FLEE (huir), y ademas puedes fallar en el 
intento.
La posibilidad de falla es casi basada en tu habilidad para ello, sin embargo,
un 100% no significa exito siempre.
 
RECALL te gasta la mitad de tus puntos de movimiento.
 
RECALL no funciona en ciertos cuartos privados de dioses.
 
Las personas afectadas por CURSE (maldicion) o que sean mayores que nivel 8,
no PODRAN hacer recall.
~

-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~
Sintaxis : cast armor <victima>
 
Este hechizo baja la clase de armadura de la victima en 20 puntos.
~

0 BLESS~
Sintaxis : cast bless <victima>
Sintaxis : cast bless <objeto>
 
Este hechizo clerigal aumenta la probabilidad de impacto (Hitroll) y las salvaciones contra conjuros de la persona victima 1 por cada 8 niveles del Conjurador. Tambien puede ser usado en un objeto para bendecirlo temporalmente.
(Las armas benditas, por ej., le haran mas danio a una criatura maligna).
~

0 BLINDNESS~
Sintaxis: cast 'blindness' <victima>
 
Este Conjuro hace que el afectado quede ciego.
~

0 'MAGIC MISSILE' 'MISIL MAGICO' 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'BOLA DE FUEGO' 'LIGHTNING BOLT' 'SHOCKING GRASP'~
Sintaxis: cast 'acid blast'     <victima>
Sintaxis: cast 'burning hands'  <victima>
Sintaxis: cast 'colour spray'   <victima>
Sintaxis: cast 'fireball'       <victima>
Sintaxis: cast 'lightning bolt' <victima>
Sintaxis: cast 'magic missile'  <victima>
Sintaxis: cast 'shocking grasp' <victima>
 
Estos Conjuros de Mago inflingen danio en la victima.Mientras mas alto sea el nivel del Conjuro, mas danio produce.
~

0 'CALL LIGHTNING'~
Sintaxis: cast 'call lightning'
 
ESte Conjuro funciona solo fuera de sitios cerrados, y solo cuando el clima
es malo.
Llama al objetivo rayos desde el cielo.
~

0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~
Sintaxis: cast 'cause light'   <victima>
Sintaxis: cast 'cause serious' <victima>
Sintaxis: cast 'cause critical' <victima>
 
Estos hechizos inflingen danio en la victima.Mientras mas alto el nivel del hechizo, mas danio causara.
~

53 'CHANGE SEX'~
Sintaxis: cast 'change sex' <victima>
 
Este Conjuro cambia el sexo de la victima (temporalmente).
~

0 'CHARM PERSON'~
Sintaxis: cast 'charm person' <victima>
 
Este conjuro, si tiene exito, causa que la victima te siga y siga tus ordenes.
Usa ORDER para ordernarle algo a tus seguidores.
 
Eres responsable por las acciones de tus seguidores.Sin embargo, si otras
personas atacan tus seguidores, seran penalizados como si te atacaran a ti.
~

0 'chill touch' 'toque helado'~
Sintaxis: cast 'chill touch' <victima>
 
Este conjuro de Mago inflinge danio en la victima y tambien reduce la fuerza de ella un punto.
~

0 'CONTINUAL LIGHT'~
Sintaxis: cast 'continual light' 
Sintaxis: cast 'continual light' <objeto>
 
Este hechizo crea una bola de luz, la que puede ser tomada como lampara.
Este bola dura infinito tiempo. Tambien puede ser usado este conjuro en un
objeto para dejarlo brillando.
~

0 'CONTROL WEATHER'~
Sintaxis: cast 'control weather' better (tiempo bueno)
Sintaxis: cast 'control weather' worse  (tiempo malo)
 
Este conjuro hace que el tiempo se ponga mas malo o mejor.
~

0 'CREATE FOOD'~
Sintaxis: cast 'create food'
 
Este Conjuro sacerdotal, crea un Hongo Magico, que cualquiera puede comer.
~

0 'CREATE SPRING'~
Sintaxis: cast 'create spring'
 
Este Conjuro hace aparecer una fuente magica en el piso, permitiendo beber
a cualquiera que lo desea.
~

0 'CREATE WATER'~
Sintaxis: cast 'create water' <contenedor de liquido>
 
Esta conjuro rellena un contenedor de liquido con agua pura.
~

0 'CURE BLINDNESS'~
Sintaxis: cast 'cure blindness' <jugador>
 
Este conjuro cura la ceguera en alguna persona no-afortunada.
~

0 'CURE POISON'~
Sintaxis: cast 'cure poison' <persona>
 
Este conjuro cura el veneno magico o no-magico en la persona objetivo.
~

0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~
Sintaxis: cast 'cure light'     <persona>
Sintaxis: cast 'cure serious'   <persona>
Sintaxis: cast 'cure  critical' <persona>
Sintaxis: cast 'heal'           <persona>
 
Estos conjuros curan el danio en la persona objetivo. Mientras mas alto el nivel del conjuro mas danio curaran.
(ver 'help healer' para detalles en el comando de heal)
~

0 CURSE~
Sintaxis: cast 'curse'  <persona>
 
Este conjuro reduce el Hitroll y las tiradas de salvacion contra hechizos.
Tambien deja a la persona "sucia" a los ojos de Mota e imposibilitada de poder
hacer RECALL.La maldicion puede ser usada para llenar equipo con maldad, para
permitir, por ejemplo, a las armas hacer mas danio contra oponentes buenos o
santos.
 
(Tambien durante las batallas de clanes los participantes de las peleas quedan
malditos, para impedir su huida deshonrosa).
~

0 #BDetectar mal#b 'Detect evil'~
Sintaxis: cast 'detect evil'
 
Como su nombre lo dice, este conjuro permite al que lo hace revelar las auras
malvadas de las personas, usualmente roja.
~

0 'DETECT HIDDEN'~
Sintaxis: cast 'detect hidden'
 
Este conjuro permite al conjurador detectar criaturas escondidas .
~

0 'DETECT INVIS'~
Sintaxis: cast 'detect invis'
 
Este conjuro permite al conjurador detectar objetos, personas y criaturas que
estan invisibles.
~

0 'DETECT MAGIC'~
Sintaxis: cast 'detect  magic'
 
Este conjuro permite al conjurador detectar objetos magicos.
~

0 'DETECT POISON'~
Sintaxis: cast 'detect poison' <persona>
 
Este conjuro permite detectar la presencia de veneno o podredumbre en comida
o alguna bebida.
~

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~
Sintaxis: cast 'dispel magic' <victima>
cast 'cancellation' <victima>
 
Ambos Conjuros remueven los efectos magicos de la victima. Disipar Magia (dispel magic) tiene un baja posibilidad de exito, y es considerado un conjuro de 
ataque.
Cancelacion puede ser usado solo en tus aliados, pero es mucho mas efectivo y
no provoca ataque.Desafortunadamente, estos conjuros no discriminan entre 
conjuros del bien y conjuros del mal.
 
La posibilidad de disipar esta basada en el nivel del Hechicero.Hechizos permanentes (como el santuario de un mob) son mas dificiles de remover.
No todos los conjuros pueden ser disipados, ejemplos notables de esto son la 
plaga y el veneno (poison).
~

0 EARTHQUAKE~
Sintaxis: cast 'earthquake'
 
El conjuro de terremoto inflinge danio a cualquier victima en el cuarto.
Ten cuidado con los otros enemigos a los cuales no deseas atacar!!!!!!
~

0 'ENCHANT WEAPON'~
Sintaxis: cast 'enchant weapon' <arma>
 
Como su nombre lo dice, este PODEROSO conjuro de Mago encanta un arma, con lo
cual aumenta la probabilidad de pegar(hitroll) y el modificador de danio(o sea
el damroll) por uno o dos puntos.
Multiples encantamientos pueden ser hechos, pero a cada encantamiento, el arma
ademas de encantarse, se volvera de mas alto nivel. Ademas, hay posibilidades
de que con muchos encantamientos en la misma arma, pueda esta destruirse o
perder la magia contenida en ella, para siempre.
~

-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'~
Sintaxis: cast 'energy drain' <victima>
 
Este conjuro absorbe la experiencia, mana y movimiento de su victima.
~

0 'FAERIE FIRE' 'LUCES DANZANTES'~
Sintaxis: cast 'faerie fire' <victima>
 
Este conjuro incrementa (o sea empeora) la categoria de armadura de su victima.
Por cada nivel del conjurador, la categoria de armadura es empeorada 2 puntos.
~

0 'FAERIE FOG'~
Sintaxis: cast 'faerie fog'
 
Este conjuro revela todas las personas que esten invisibles, escondidas o que
se encuentren caminando en sombras, en el mismo cuarto que tu estes.
~

0 FLAMESTRIKE~
Sintaxis: cast 'flamestrike' <Victima>
 
Esta plegaria sacerdotal, inflinge danio en la victima.
~

0 FLY~
Sintaxis: cast 'fly' <victima>
 
Este conjuro permite darle la habilidad de volar a la criatura objetivo.
~

0 IDENTIFY~
Sintaxis: cast 'identify' <objeto>
 
Este conjuro revela toda la informacion de un objeto.
~

0 INFRAVISION~
Sintaxis: cast 'infravision' <persona>
 
Este Conjuro permite ver a las criaturas de sangre caliente, incluso en la mas
profunda oscuridad, y las salidas del cuarto.
~

0 INVIS 'MASS INVIS' INVISIBLITY~
Sintaxis: cast 'invisibility' <criatura>
Sintaxis: cast 'invisibility' <objeto>
Sintaxis: cast 'mass invis'
 
El conjuro de INVISIBILIDAD hace a la criatura invisible. Las criaturas en este
estado permaneceran asi hasta que ataquen. Tambien puede ser usado en objetos
para ponerlos fuera de la vista de los demas.
 
~

0 'KNOW ALIGNMENT'~
Sintaxis: cast 'know alignment' <criatura>
 
Este conjuro revela el alineamiento de la criatura objetivo.
~

0 'LOCATE OBJECT'~
Sintaxis: cast 'locate object' <nombre>
 
Este conjuro revela la posicion de todos los objetos con el nombre pedido.
~

0 'PASS DOOR'~
Sintaxis: cast 'pass door'
 
Este conjuro permite al conjurador pasar a traves de puertas cerradas.
~

0 POISON~
Sintaxis: cast 'poison' <victima>
Sintaxis: cast 'poison' <objeto>
 
Este conjuro reduce la fuerza de su victima por dos, como tambien el proceso 
de regeneracion de ella. Tambien puede ser usado para envenenar la comida,
bebida, o alguna arma de eleccion del conjurador.
Este conjuro, al aplicarse sobre un arma, es similar a "envenom", pero con
muchos menos beneficios.
~

0 SANCTUARY~
Sintaxis: cast 'sanctuary' <criatura>
 
El conjuro o plegaria de santuario, reduce drasticamente los danios recibidos
a la criatura objetivo, protegiendola con grandes beneficios.
Reduce a la mitad el danio de cualquier tipo, y en algunos lugares, objetos
magicos han sido dotados de esta cualidad para proteger a su poseedor.
~

0 REFRESH~
Sintaxis: cast 'refresh' <criatura>
 
Esta plegaria clerigal, o en algunos casos conjuro, refresca los puntos de
movimiento de la criatura objetivo.
~

0 'REMOVE CURSE'~
Sintaxis: cast 'remove curse' <criatura>
Sintaxis: cast 'remove curse' <objeto>
 
Esta plegaria sacerdotal extirpa la maldicion sobre una criatura, y si resulta
tambien le extirpa la maldicion a un objeto.Tambien puede ser hechizado alguno
de los objetos del que invoca la plegaria, teniendo una alta probabilidad de
exito.
~

0 SHIELD 'STONE SKIN'~
Sintaxis: cast 'shield' <criatura>
Sintaxis: cast 'stone skin'
 
El conjuro de escudo (shield) protege a la criatura objetivo bajando su 
categoria de armadura en 20 puntos.
 
El conjuro de Piel de piedra (stone skin) protege solo a la criatura que lo
invoca, protegiendole con 40 puntos de CA menos.
~

0 SLEEP~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

0 SUMMON~
Sintaxis: cast 'summon' <criatura>
 
Este conjuro de Mago intenta traer a una criatura desde una localizacion 
cualquiera en el mundo al cuarto en el cual tu te ubicas.
Personas enzarzadas en combate no pueden ser sumoneadas.
~

0 TELEPORT~
Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere
in the world.
~

0 #BVentriloquismo#b     VENTRILOQUATE~
Sintaxis: cast ventrilocuate <victima> <mensaje>
 
Este conjuro hace que tu voz aparezca en algun objeto u persona en el mismo
cuarto en el que tu estas. Las personas que salven su tirada contra conjuros
sabran que 'alguien' esta usando ventriloquismo, pero no sabran quien es.
Las personas que fallen su tirada de salvacion pensaran que el objeto o persona
realmente dijo TU mensaje.
~

0 WEAKEN~
Sintaxis: cast 'weaken' <victima>
 
Esta maldicion reduce la fuerza de la victima en 2 puntos.
~

0 'WORD OF RECALL'~
Sintaxis: cast 'word of recall'
 
Este conjuro invoca la plegaria sagrada para tratar de llegar a la ciudad de
origen de la criatura.
Players sobre nivel 8 deberan practicar este conjuro o buscar otras maneras
de volver a su ciudad.
~

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.
~

52 grep~
Grep
Sintaxis: Grep 


Este comando de inmortal te permite conocer cuantos players hay de cada clase,
ya sean ladrones, guerreros, magos, etc.
~

0 QUENCH ~
Sintaxis: cast 'quench'


Con esta plegaria clerigal, tu dios te quita la sed temporalmente.
~

0 SATE~
Sintaxis: cast 'sate'
 
Con esta plegaria clerigal, hace que no te mueras de inanicion al invocar la ayuda de tu dios clerigal .
~

0 stake~
Sintaxis: stake <victima>
 
Stake es la habilidad que permite deshacerse de un vampiro por una cierta
cantidad de tiempo.
Con ella transformas al infame en una criatura ghoul, incapaz de atacar, dar
o recibir cosas de cualquier persona.
Para poder practicar esta habilidad es necesario tener una estaca.
~

0 enhance heal~
Sintaxis: cast 'enhance heal' <criatura>
 
Este PODEROSO hechizo de mago, provee, gracias a la naturaleza magica de este,
una vitalidad extra a la criatura en la cual es invocada.
Su duracion es de acuerdo al nivel del invocador.
~

0 make bag~
Sintaxis: cast 'make bag' <cuerpo de alguna criatura>
 
Este conjuro transforma un cuerpo de algun ser vivo (o muerto ya)a un elegante
bolso el cual puede llevar una cierta cantidad de peso.
 
NOTA: Al ir a los taxidermistas solo entregales el cuerpo y ellos te curtiran
un buen bolso.. :)
~

0 levantar muertos~
Sintaxis: cast 'levantar muertos' <cuerpo de la criatura>
 
Esta plegaria de sacerdote, revive el cuerpo de una criatura , para ponerla al
servicio del invocador, en forma de Zombie.Este zombie ayudara a atacar a su
Maestro a cualquier criatura, pero no podra hacer recall junto con el.
~

-1 $~

#$