#HELPS -1 GREETING~ . This Mud is based on the fabolous __ ____ ./| ./\ ____ ____ Based on / __|_/"`/ /|_______/ / | '"\_|_ @ \ By: Envy 2.0 / /#/ | @/ _@@@@ \ @/ \#\ @ \ The EnvyMud ( see 'help / @/##/ \| .\ @ /. > \##\ @ \ Staff envy' & / @ |###| | < .!| |!.| |##\ @ \ ( see 'help 'help | @ |###| |@ \ \ / /\ |###| @@| wizlist' ) merc' ) |@@ |###_\___ |@| \(o o)/\@\ |###| @| |@@ .\/'/'/'/\__ \ \_\___/_/\@ \ ________/####| __@|__ |@@ | \_\_\_\ |\ \@\ | | |\@ \ | |###/ / / |@@ | \)\)\)__| \\@ \| | |/\ @@\| |#/ / / | @ | |_____| \@ | | |/ \ @@| | \/ /@| Mud Version \ @ | _____| |\ \| | \/ \ / | / @| 2.0.0 DikuMud \ | |_____|__ | \ | \/ / | @| was created \| || \ | / | |\ @@| by: Han Henrik |___________|| ____\___| \______/___|______|@ \@| Staerfeldt, Katja | \ / | | | | _ \ @@ \ Kahn, Nyboe, Tom Madsen, | \/ | | | | | | | @@ \ Hatchet, Michael Seifert, | |\ /| | |_| | |_| | @@ \ and and Sebastian Hammer |___| \__/ |___|\_______/|_________/ | Staff ( see 'help diku' ) _,.-----.,_ ,-- --. M Y T H R A N ,^___ ___^. /-- -- . -- --\ M U D Y ,--._ I _.--. Y | Y --. | ,-- Y | 3 . 0 | | }:{ | | j l / | \ ! l .-- (__,.--- .^. ---.,__) --. ( / / | \ \ ) \.____, - \/-\/ - .____,/ ^.____ ____.^ Implementor : Maniac! | |T -\ ! ! /- T| | | |l _ _ _ _ _ !| | | l \/V V V V V V\/ j | l \ \|_|_|_|_|_|/ / ! Original DikuMUD by Hans Staerfeldt, Katja Nyboe, \ \[T T T T T TI/ / Tom Madsen, Michael Seifert, and Sebastian Hammer \ `^-^-^-^-^-^' / \ / \. ,/ -^-.____,-^ State thy name: ~ -1 HANDBOOK~ Immortal Rules/Guidelines ------------------------- We, as immortals, are here to insure that our world runs with a minimal amount of distress and anarchy. To those ends here is a list of _Do's_and_Dont's_. Do's Dont's ============================================================================== Cast a few spells on newbies ( =< 5 ) || Load dangerous mobs where mortals Can give up to 500 coins to newbies || frequent and/or could die May restring eq for a minimal fee || Fight/tank for mortals till a mob Be helpful..and use your best judgement || is near death then flee/goto || some other location Have Fun || Meddle in the affairs of mortals || unless harrassment is going on || Be anal || Have your Mortal and immortal chars || on at the same time ============================================================================= The above may be changed/added to so check this entry often review it sometime Failure to adhere to the rules will result in the following: - temporary revocation of your imm powers /* first offense - permanent demotion to level 1 /* you blew your second chance - and/or removal of your char /* rm <charname> [enter] :) so sorry Brought to you by the Directors of EnvyMud. And we reserve the right to modify these guidlines at any point in time or to render them null and void. ~ -1 MOTD~ Welcome to Mythran Mud, Many great and new additions have been made the past few days. The following things have changed... Languages are in, learn 'em at the healers The mud economy has been boosted, check out: help economy You can do your bank things in the (old) defunct reception Maniac ~ 50 IMOTD~ Immortal Message of the Day. ============================ Their are lost of new things, here's a summary... lset language set lstat language stat speak speak a language learn to learn a language And some more i don't know right now ~ -1 SCHOOL~ Mud School was designed by Hatchet of MERC Industries for any MERC mud. The purpose of Mud School is to orient new players to the basics of the game and provide equipment and experience for a few levels. Experienced players are encouraged to go through Mud School for their initial levels and equipment. You may not 'SAVE' your character until your character reaches 2nd level. You may train your attributes and make them better at the Adept of Furey one 'NORTH' and one 'WEST' of the Entrance of Mud School. See 'HELP TRAIN'. There is also a practice adept one 'NORTH' and one 'EAST' of the Entrance of Mud School. You may not practice until your character reaches 3rd level however. See 'HELP PRACTICE'. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. NOTICE ** These commands (like all) can be shortened to: n,s,e,w,u and d ** ~ 0 BUY LIST SELL VALUE~ Syntax: buy <#> <object> <shopkeeper> Syntax: list <object | all> <shopkeeper> Syntax: sell <object> <shopkeeper> Syntax: value <object> <shopkeeper> BUY buys an object from the first shop keeper if no shopkeeper is identified. You can also buy more items in one go. ex. buy 10 bread, buys 10 breads. LIST with no argument and LIST ALL lists the objects the first shop keeper will sell you. LIST <object> lists only the items corresponding with <object> the first shop keeper will sell you. LIST <object | all> <shopkeeper> will do above but from the specific shopkeeper you defined. SELL sells an object to the first shop keeper if no shopkeeper is identified. VALUE asks the shop keeper how much he, she, or it will buy the item for. BUY, SELL, and VALUE, as well as most other object manipulation commands, allow the use of #.object format, where # is a number or the word "all". For example, if LIST DAGGER showed you that a shopkeeper had five daggers, and you were interested in buying the third one, you would type: "buy 3.dagger". ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lose them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. Conversely, if you attack someone else's pet, you will be penalized as if you attacked them. It is a good idea to refrain from attacking creatures labelled '(Charmed)'. ~ 0 WAIT 'WAIT STATES'~ Wait states is a mechanism in which we count the delay between your actions. Commands such like casting, kicking, walking, disarming, brandishing, zapping, quaffing, etc cause a certain delay before your next action can go through. This represents the amount of time you need in order to complete the action. You may also accumulate a delay when a certain action is performed upon you. These actions are being tripped, disarmed, etc. If you are in combat, it is wise to use your wait state level as an indicator as to when your next command will go through. Should you have a wait state greater than 0, all your other typed commands will be queued until your wait returns to 0. See: PROMPT ~ 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). If you have AUTOEXIT set, you will automatically see the visible exits whenever you walk into a room. ~ 0 DONATE~ Syntax: donate all.<object> Syntax: donate <object> DONATE allows you to donate to the donation pit whereever it may be. Immortals have allowed you special communication to a speed daemon who will place your donated object into the pit. This deamon, however, will not transfer items like keys, food, or trash to the pit. These will simply disappear. ~ 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, as well as most other object manipulation commands, allow the use of #.object format, where # is a number or the word "all". For example, if you had five daggers and you wanted to give the third one away, you would type "give 3.dagger frag". Or if you felt philanthropic and decided to let everyone eat your pot pies, you could type "drop all.pie". ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your visible inventory. ~ 0 ARENA~ This MUD uses [ARENA] v1.00 code by: Whiplash (whiplash@tft.nacs.net) - 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. BET: 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 BET~ This command places a wager on the outcome of upcoming ARENA battles. During the initial 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: BET <gold> <player> ie: bet 500 whiplash ~ 0 FEE~ Syntax: FEE FEE is a command trap to prevent you from mistakenly typing FEED onto a PC. If you wish to FEED on something type FEED in whole. ~ 0 FEED~ Syntax: feed Syntax: feed <victim> FEED will cause you to lunge at your victims throat. This is useful for VAMPIRES for this is the only way they may get food or drink. With no argument, you will automatically feed on the one you are fighting. ~ 0 STAKE~ Syntax: stake <victim> STAKE will cause you to lunge at your victim with intent to pierce his heart. You must be wielding a stake as your primary weapon. Like BACKSTAB, you begin a fight hopefully hitting your mark. If you miss, more than likely your victim will want to retaliate. In order to STAKE successfully, you must practice the appropriate skill. ~ 0 BACKSTAB BS CIRCLE DISARM KICK KILL MURDER~ Syntax: backstab <character> Syntax: circle Syntax: disarm Syntax: kick Syntax: kill <character> Syntax: murder <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. MURDER is used to kill other player characters. There are restrictions on PKILLing. See PKILL for rules and restrictions. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. A skilled thief can CIRCLE behind an opponent and stab them in the back, but only if they are sufficiently distracted during a battle. In order to BACKSTAB, CIRCLE, DISARM, or KICK successfully, you must practice the appropriate skill. ~ 0 PSTEAL 'PSTEAL RULES'~ GENERAL INFO: To PSTEAL, you must: 1) You must be REGISTERED in order to PSTEAL or _BE_ PSTOLEN from. You must be > level 15 to REGISTER. At that point and forever, you will have a flag on your 'who' info (PK). you will have (PK) on normal 'look' info. Cost is 1000 coins per level. 2) You must buy a license to be _ABLE_ to PSTEAL. licenses are inventory only and may be stolen, burned, etc. licenses MUST be in inventory in order to be useful. (not in bags, containers or such.) upon death, licenses disappear RULES of PSTEALing: You may PSTEAL < 5 levels than you or higher. Same as grouping restrictions. Level < 16 may not be PSTEAL of PSTOLEN from. Breaking of these rules (IE: PSTEAL illegally) will cause you to have a (THIEF) flag permanently and be accosted by Midgaard. See HELP THIEVERY. ~ -1 THIEVERY~ . THIEVES will be offered no sanctuary in a safe zones THIEVES will lose 400 exps regardless of exps to level every illegal PSTEAL. THIEVES may be attacked or stolen from _LEGALLY_ by ANYONE regardless of PKILL status or level. NOTE: You may be able to just type KILL <victim> in addition to MURDER <victim> to a THIEF. ~ 0 PK PKILL 'PKILL RULES'~ GENERAL INFO: To PKILL, you must: 1) You must be REGISTERED in order to PKILL or _BE_ PKILLed. You must be > level 15 to REGISTER. At that point and forever, you will have a flag on your 'who' info (PK). you will have (PK) on normal 'look' info. Cost is 1000 coins per level. 2) You must buy a license to be _ABLE_ to PKILL. licenses are inventory only and may be stolen, burned, etc. licenses MUST be in inventory in order to be useful. (not in bags, containers or such.) upon death, licenses disappear _Note_: Vampires have no need for REGISTERING and licenses. They may be PKILLed or PKILL. Normal PKILLing rules apply (see below) (NOTE: Vampires must beware of victims < level 16.) RULES of PKILLing: You may PKILL < 5 levels than you or higher. Same as grouping restrictions. Level < 16 may not pkill or be pkilled. Breaking of these rules (IE: PKILL illegally) will cause you to have a (KILLER) flag permanently and be accosted by Midgaard. See HELP KILLER. Benefits of PKILLing: Victor gets 2 times normal mob exps based upon Elrond's new exp algo. not to exceed 250 exps. If victim is not registered to PKILL, then Victor gets 0 exps. Victor gets 10-20% of money from loser. Penalties for death: Victim loses random number between 250-750 exps. If Victim is not registered, Victim will lose 0 exps. Victim loses equal money gained by Victor. ~ -1 KILLER~ . KILLERs will be offered no sanctuary in a safe zones KILLER will lose 1000 exps regardless of exps to level and will be demoted one level every illegal PKILL. KILLERs may be attacked or stolen from _LEGALLY_ by ANYONE regardless of PKILL status or level. NOTE: You may be able to just type KILL <victim> in addition to MURDER <victim> to a KILLER. ~ 0 REGISTER~ Syntax: register If you are at the right place in Midgaard, you may register to become a PKILLer in the world. You must be higher than 15th level with the appropriate money. ~ 0 BERSERK~ Syntax: berserk If a warrior successfully goes BERSERK, he or she will wade into the fray, hacking and slashing with a total disregard for personal safety. As a result, he or she will hit harder and more often, but will also be an easier target. In addition, the player will be unable to flee the battle or rescue another player until the madness clears. It's a fight to the death! ~ 0 EXAMINE LOOK READ~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> Syntax: read <keyword> LOOK looks at something and sees what you can see. LOOK by itself will give the description of the room you are in. See also BRIEF. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. READ is the same as LOOK, but it sounds better to 'READ sign' than to 'LOOK sign', doesn't it? ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm, and they will no longer follow your orders. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake Syntax: wake <character> These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 AFK~ Syntax: afk This command notifies those on the mud that you are definitely away from your keyboard. It toggles on if not on or off if on. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: ; <message> Syntax: say <message> Syntax: ' <message> Syntax: tell <character> <message> Syntax: reply <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. You can GTELL no matter what your own condition is (i.e., sleeping, fighting, mortally wounded). SAY sends a message to all awake players in your room. The single quote (') is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. You must be awake to SAY or TELL, but you can still REPLY while sleeping. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 'ARMOR WEAR' 'BASIC ARMOR'~ Syntax: wear <object> remove <object> ARMOR Armor is generally everything that will give you protection when you wear, or hold it. Protection is measured in armor class (AC), then lower the armor class the better, i.e. -5 AC is better protection than +5 AC. BASIC ARMOR The amount of protection, the BASIC ARMOR value, depends on the type of armor and the quality of the armor in question. The type of armor is determined by the wear location; the quality of non-magical armor varies, but you an be sure that magical armor is of the highest quality available. Sometimes armors have other minor protections, magically bestowed on them, which will be comparable to just a fraction of BASIC ARMOR. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT ~ 0 'BODY WEAR' 'BODY' ~ Location: <worn on body> Body armor protects the chest and sometimes also the back. It provides 3 times the BASIC ARMOR value. This type of armor includes breastplates, chain or scale mail suits, jerkins, etc. See also: HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'HEAD WEAR' 'HEAD'~ Location: <worn on head> Head armor protects the capital area and provides 2 times the BASIC ARMOR value. This type of armor includes helmets, hats, diadems, glasses, etc. See also: BODY, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'LEG WEAR' 'LEGS'~ Location: <worn on legs> Leg armor protects the upper and lower legs and provides 2 times the BASIC ARMOR value. This type of armor includes greaves, leg plates, leggings, etc. See also: BODY, HEAD, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'FOOT WEAR' 'FEET'~ Location: <worn on feet> Foot armor protects the feet and provides the BASIC ARMOR value. This type of armor includes shoes, sandals, boots, etc. See also: BODY, HEAD, LEGS, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'HAND WEAR' 'HANDS'~ Location: <worn on hands> Hand armor protects the hands and provides the BASIC ARMOR value. This type of armor includes gloves, gauntlets, etc. See also: BODY, HEAD, LEGS, FEET, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'ARM WEAR' 'ARMS'~ Location: <worn on arms> Arm wear protects the arms and provides the BASIC ARMOR value. This type of armor includes arm guards, arm plates, bracers, pauldrons, etc. See also: BODY, HEAD, LEGS, FEET, HANDS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'SHIELD WEAR' 'SHIELD'~ Location: <worn as shield> Shields protect the left side of the chest and provides the BASIC ARMOR value. This type of armor includes bucklers, kites, shields, etc. See also: BODY, HEAD, LEGS, FEET, HANDS, FINGERS, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'FINGER WEAR' 'FINGERS'~ Syntax: remove 1.<object> remove 2.<object> if you wear two different objects with the same keyword Location: <worn on finger> Finger wear protects the fingers and provides the BASIC ARMOR value. This type of armor includes rings, etc. You can wear two objects at this wear location. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, NECK, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'NECK WEAR' 'NECK'~ Syntax: remove 1.<object> remove 2.<object> When you wear two different objects with the same keyword Location: <worn around neck> Neck armor protects the neck and sometimes also the back. It provides the BASIC ARMOR value. This type of armor includes cloaks, collars, capes, etc. You can wear two objects at this wear location. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, ABOUT, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'ABOUT WEAR' 'ABOUT'~ Location: <worn about body> Objects you wear about your body protect the chest and back and provide 2 times the BASIC ARMOR value. This type of armor includes skins, capes, etc. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERs, NECK, WAIST, WRIST, LIGHT, BASIC ARMOR ~ 0 'WAIST WEAR' 'WAIST'~ Location: <worn around waist> Waist armor protects the waist and provides the BASIC ARMOR value. This type of armor includes girths, girdles, belts, sashes, etc. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WRIST, LIGHT, BASIC ARMOR ~ 0 'WRIST WEAR' 'WRIST'~ Location: <worn around wrist> Wrist armor protects the wrist and provides the BASIC ARMOR value. This type of armor includes bracelets, bracers, wristbands, etc. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, LIGHT, BASIC ARMOR ~ 0 'LIGHT WEAR' 'LIGHT'~ Location: <used as light> At this location you hold your light source. Anything you hold here does not give you any BASIC ARMOR, but some magical light sources have been known to hold a minor amount protection and as such, should not be overlooked. See also: BODY, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, FINGERS, NECK, ABOUT, WAIST, WRIST, BASIC ARMOR ~ 50 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all of the immortal commands available to you. ~ 50 WIZNET~ Syntax: wiznet [on|off] Syntax: wiznet <string> Wiznet is an information network for immortals, it supplies immorts with all kinds of interesting information about the mud, and the players. With the wiznet command (no arguments) you can see your current wiznet settings, with wiznet on or off you can turn all channels on or off. If you type wiznet with a string behind it, the matching channel options are toggled. Example: if you only had wiznet logins on, you could turn them off, and some others on with this command. wiznet login snoop chat this would turn the logins off (since they where on) and snoop and chat on, since they where off. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all of the areas in the game, with the author's name and the suggested levels. COMMANDS shows you all of the commands (except socials) available to you. SOCIALS shows you all of the social commands available to you. ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split clan exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials donate wear wield hold report score time weather where who recite quaff zap brandish channels config description password title lock unlock open close pick bash auction chat music question answer shout yell inventory equipment look compare emote pose say tell clantalk eat drink fill bug idea typo list buy sell value note wizlist slist spells autoexit autoloot autosac blank brief combine prompt COMBAT OTHER kill flee kick rescue disarm ! save quit pagelength backstab cast wimpy practice train learn For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: miss wound MUTILATE DEMOLISH scratch maul DISEMBOWEL ANNIHILATE graze decimate EVISCERATE hit devastate MASSACRE injure maim ~ 0 DEATH~ When your character dies, you are reincarnated in purgatory. You must find your way through Purgatory in order to get out back into the real world. Miraculously, however, your gold and equipment stays with you, so apparently you CAN take it with you. Any spells which were affecting you, good and bad, are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is half-way back to the beginning of your previous level. Thus if you have a bad day and die several times, the penalties won't clobber you. Corpses decay after time, and the objects inside corpses decay with them. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need 1000 experience points for each level of experience. You gain experience by: being part of a group that kills a monster You lose experience by: fleeing from combat recalling out of combat being the target of certain spells dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ -1 INTELLIGENCE INT~ The INTELLIGENCE of a character determine three things: a) the MANA gain per level b) the ability of learning a spell/skill, in terms of the percentage of proficiency you gain per PRACTICE. c) the mana regeneration per TICK. Although each RACE believes its kind to be the most intelligent in the land, it isn't quite true. Most -- like HUMANs, DROW, HALFELVES, HOBBITs, or HALFDWARVES -- have a rather average intelligence. ELFs or FAERIES seem to have a slight advantage, but are dwarved by the superb intelligence of DRAGONs and MINDFLAYERs. And not to forget that mass overwhelms brain; RACEs like GIANTs, ORCs, or TROLLs show an obvious lack in this attribute. ~ -1 STRENGTH STR~ STRENGTH is a measure of physical powers, such as endurance, stamina, as well as pure muscle. It affects things like how much you can carry or how heavy a weapon you can wield. After all, how can you wield a weapon that you can barely lift of the ground? Of course the different RACEs do have different levels of STRENGTH. RACEs like GIANTs, MINOTAURs, TROLLs and not to forget the good old DRAGON have formidable STRENGTH. Others who do not have this advantage, but are merely average in STRENGTH, are HUMANs, ELVES, and even DWARVES. RACEs that do have an obvious lack are those like FAERIES. ~ -1 WISDOM WIS~ WISDOM might be one of the most important attributes for certain classes. It seems to be a combination of a character's judgement, enlightenment, willpower, and intuition. Along with that, it majorly influences the amount of practices you gain per level. We all know that some people think they have eaten WISDOM with spoons. It is true that some RACEs do have a better WISDOM. Maybe due to their close relationship to their diety, like the DROW. Or maybe it is because they are GODs themselves. Other RACEs, like GOBLINs or HOBGOBLINs, which don't seem to understand the benefits of worshipping a diety, do show an obvious lack in WISDOM. Those RACEs with only average WISDOM are HUMANs, DWARVES, and ELVES. ~ -1 DEXTERITY DEX~ The attribute DEXTERITY is built up out of different things, like agility, reflexes, balance, or speed of movement. It affects things like dodging a blow or anything else that is achieved by movement. Speed and agility are of course heavily influenced by the weight and stature of a character. It is not very surprising that ELVES, HALFELVES, HOBBITs or DROW have -- due to their lean stature -- certain advantages over DWARVES, GIANTs, or OGREs whose heavy weights and square statures prove not very helpful for this attribute. Of course those annoying flyers (like BATs) or a scurrying RAT have high DEXTERITY, and the otherwise formidable DRAGON shows an obvious lack of it ~ -1 CONSTITUTION CON~ CONSTITUTION represent things like character fitness and resistance. It is the stat that affects the hitpoint gain per level. Of course different RACEs show differences in this field. Stout RACEs like DWARVES, GIANTs, or TROLLs have a certain advantage over RACEs like HUMANs or DROW with regards to CONSTITUTION. And wimpy bookworms like ELFs or HOBBITs are left behind when it comes to bodily health. ~ -1 NEWS~ New stuff: You can now stand/rest/sleep in/on/at objects (ex. rest in tub) Some items give you special powers when you use them. Clan's are in... if you want to join a clan get info about the clan and then type 'clan apply <clanname>' to apply for membership. At the bank you can deposit and withdraw your money, you can also buy shares, and make profit. If you want to stop playing permanently we would like it if you deleted your playerfile, by typing 'delete' twice. Some mobs in the game have quests for players to do... You can gain quest points by doing those quests, you can exchange these points for special items or other valuable things. Some mobs in the game play dice games, use the 'bet' command to play the games with the mobs, this is a nice way to get more money... but be carefull... your luck can go bad... Players can now learn languages, and decide to speak in a specified language, this can be used to hold conversations, and other players who don't speak the language can't understand you. ~ -1 STORY~ One hundred and fifty years ago ... Nomads from the Great Eastern desert brought spices and slaves to the Thalos Market. Dwarven miners, rough and rude, sold precious stones and drank the town dry of firebreathers. Stone golems, created by mages from the Tower of High Sorcery, stood sentry duty in the watch towers. It was dawn on the Day of Thunder. The Mayor of Midgaard (great-grand-father of today's Mayor) arrived early to pay tribute at City Hall. He entered the Grand Gate unchallenged. He found the streets and markets empty. Seeing a nearby lamia, he asked her about the residents. Where were all the people? The lamia didn't act like a lamia. Instead of answering him in the helpful but stupid lamia manner, she stabbed the Mayor with a long, slim dagger. Other lamias, hearing the tumult, arrived and attacked. The Mayor was killed. Now Thalos is abandoned. Wild lamias roam the streets, killing intruders and sacrificing their bodies at the Temple of Thalos. The golems no longer respond to command and now watch eternally from their ruined towers. Midgaard is next. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. You can tell when an area is about to reset by the patter of little feet. ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 COMPARE~ Syntax: compare <object> Syntax: compare <object-1> <object-2> COMPARE compares two objects in your inventory or equipment list. 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. If the second object is in your equipment, COMPARE will tell you so. Otherwise, both objects are in your inventory list. COMPARE doesn't consider any special affects on the objects, so it might not be completely accurate. An IDENTIFY spell is more accurate than COMPARE. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. It only compares against the first item it finds; if you are wearing two cloaks, it would only compare against the first one. COMPARE with two arguments compares an object in your inventory with a second object that can be either in your inventory or part of your equipment. For example, if you are carrying a cloak and wearing a necklace and an amulet, you could type "compare cloak" or "compare cloak necklace" to compare it to the necklace, or "compare cloak amulet" to compare it to the amulet. If you are carrying a cloak, and wearing two cloaks, you could compare the cloak in inventory with the first worn cloak by typing "compare cloak" or "compare cloak 2.cloak", and against the second worn cloak by typing "compare cloak 3.cloak". COMPARE first numbers the items down the inventory list, followed by items in the equipment list. If, by some chance, you were carrying two cloaks and wearing two cloaks, you wouldn't be able to COMPARE against the second worn cloak. We will only make things so easy for you; the rest you have to do yourself. :) ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character, as well as a comparison of your relative health. Of course, it's only a rough estimate. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered or you will face legal action. See our license.txt.] This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Merc 2.2 is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.2 is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk E-mail to 'merc-l-request@netcom.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help. ... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge, The Crew of Salems Lot, and others for code and bug fixes. ... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar for the improvements and ideas to the pager. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds. ... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric, Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing constructive input. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. MERC Industries ~ -1 ENVY~ [Note: this entry may not be removed or altered or you will face legal action. See our 'license.nvy'.] This mud is based on EnvyMud 2.0, created by the EnvyMud Staff. EnvyMud is based on Envy 1.0, created by Kahn, Thelonius, Kith, and Hatchet. Envy 2.0 is available as Envy_20.tar.gz from 206.24.105.9, unix.mclv.net, ftp.solace.mh.se, zen.btc.uwe.ac.uk, and ftp.math.okstate.edu under /pub/mud/servers. The file is about 899200 bytes long. E-mail to 'merc-l-request@webnexus.com' to join the merc mailing list. Thanks to ... ... Zrin for administering the mailing list. ... Surreality of The Isles for his contributions to the mud world. He will be missed. Rest in peace dude. ... the many implementors and contributors on the merc mailing list ... AND the many players of EnvyMud for which this mud was created. Share and enjoy. The EnvyMud Staff ~ -1 MAP MAPS~ Experienced explorers have chronicled their adventures and 'sold' their rights to the local mapmaker in Midgaard. You might find the shop wherelse but close to profit minded thieves. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. TIME shows the game time, as well as the time the mud was last started, the current local time for the host computer, and when the mud will reboot or shutdown when activated. WEATHER shows the current game weather. ~ -1 PAGELENGTH PAGE PAGER~ Syntax: pagelength Syntax: pagelength <number> Pagelength without an argument sets the number of lines before page pause to the default of 20 lines. Pagelength with an argument sets the number of lines you wish to see on screen before page pausing. The maximum number of lines allowable before page pausing is 60. ~ 0 SLIST~ Syntax: slist This command shows you ALL the spells available for your class. ~ 0 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class> Syntax: who <class> <level-range> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 ~ 0 WHOIS~ Syntax: whois <character> WHOIS gives you WHO information on a specific character. If your request is vague, it will match your text to anyone with that string in their names. For example, "WHOIS frag" might return information on Frag, Fraggle, and McFraggadocio. ~ -1 WIZLIST~ . ________ ***************************** ________ /+_+_+_+_+_\ ** The Gods of EnvyMud 2.0 ** /+_+_+_+_+_\ \__________/ ***************************** \__________/ |::XXXX| |::XXXX| |X::XXX| Implementors / Directors [54] |X::XXX| |XX::XX| ***************************** |XX::XX| |XXX::X| The Maniac |XXX::X| |XXXX::| |XXXX::| |::XXXX| |::XXXX| |X::XXX| Seniors / Creators [53] |X::XXX| |XX::XX| *********************** |XX::XX| |XXXX::| Rimmer |XXXX::| |::XXXX| |::XXXX| /<<>>\/<<>>\/<<>>\/<<>>\ Vangelis /<<>>\/<<>>\/<<>>\/<<>>\ \<<>>/\<<>>/\<<>>/\<<>>/ \<<>>/\<<>>/\<<>>/\<<>>/ |. / . | Magoo |. / . | | .//\. | | .//\. | |. / . | |. / . | | .//\. | | .//\. | |. / . | Juniors / Deities [52] |. / . | | .//\. | ********************** | .//\. | |. / . | |. / . | | .//\. | | .//\. | | .//\. | | .//\. | |. / . | |. / . | | .//\. | | .//\. | | .//\. | | .//\. | |. /\ . | Apprentices [51] |. / . | | .//\. | **************** | .//\. | |. / . | |. / . | | .//\. | | .//\. | |. / . | |. / . | | .//\. | | .//\. | |. /\ . | |. / . | |. / . | |. / . | | .//\. | Hero's / Immortals [50] | .//\. | |. / . | *********************** |. / . | |. / . | |. / . | | .//\. | | .//\. | | .//\. | | .//\. | |. / . | |. / . | | .//\. | | .//\. | |. / . | |. / . | |. / . | |. / . | \ //\. / \ //\. / \ /. / \ /. / \ // \ // \/ \/ -By Liralen ~ 0 AUTO CONFIG~ Syntax: auto Syntax: config Syntax: config +<option> Syntax: config -<option> AUTO shows the status of some of your character behavior options. The CONFIG command configures some of your character behavior. With no options, CONFIG shows you your current settings (identical to the AUTO command). With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits. AUTOGOLD You automatically loot corpses of their gold. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. You can also type AUTOEXIT, AUTOGOLD, AUTOLOOT, AUTOSAC, BLANK, BRIEF, or COMBINE directly from the prompt to toggle the status of these options. See the helps for these commands. ~ 0 AUTOEXIT~ Syntax: autoexit AUTOEXIT toggles your ability to automatically see exits as you enter a room. See CONFIG to find out which toggle is on and which is off. ~ 0 AUTOLOOT~ Syntax: autoloot AUTOLOOT toggles your ability to automatically loot corpses after you deal the final blow. See CONFIG to find out which toggle is on and which is off. ~ 0 AUTOGOLD~ Syntax: autogold AUTOGOLD toggles your ability to automatically loot corpses of their gold after you deal the final blow. See CONFIG to find out which toggle is on and which is off. ~ 0 AUTOSAC~ Syntax: autosac AUTOSAC toggles your ability to automatically sacrifice corpses after you deal the final blow. See CONFIG to find out which toggle is on and which is off. ~ 0 BLANK~ Syntax: blank BLANK toggles existance of a blank before your prompt. See CONFIG to find out which toggle is on and which is off. ~ 0 BRIEF~ Syntax: brief BRIEF toggles whether or not you automatically see verbose descriptions of rooms when you enter them. See CONFIG to find out which toggle is on and which is off. ~ 0 COMBINE~ Syntax: combine COMBINE toggles your seeing combined format of identical items in the room. See CONFIG to find out which toggle is on and which is off. ~ 0 CHANNEL CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. ~ 0 DESCRIPTION~ Syntax: description <string> Syntax: description + <string> Sets your 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. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ -1 PROMPT~ 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 %g : Display your gold held %w : Display your current Wait State %a : Display your alignment %r : Display the room name you are in %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) %i : Display whether or not you are invisible %I : Display whether or not you are wizinvis (IMMORTAL ONLY) Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 AUCTION CHAT . MUSIC QUESTION ANSWER SHOUT YELL CLANTALK ? >~ Syntax: auction <message> Syntax: chat <message> Syntax: music <message> Syntax: question <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. AUCTION, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The QUESTION and ANSWER commands both use the same 'question' channel. The question channel can also be used with the '?' key CLANTALK sends a message to all players in your clan, you can use the '>' key as a shortcut for clantalk YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. ',' is a synonym for EMOTE. POSE is a class-dependent variant of EMOTE. SOCIAL commands are special EMOTES that give different (clever) messages depending on the target. "Long distance" SOCIALS are now in, so you can perform social actions to player characters in different rooms. For a complete list of available SOCIAL commands, type "socials". ~ 0 NOTE~ Syntax: note list Syntax: note read Syntax: note read <number> Syntax: note read all Syntax: note + <message> Syntax: note subject <string> Syntax: note to <to-list> Syntax: note clear Syntax: note send Syntax: note show Syntax: note post Syntax: note remove <number> NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. Use NOTE + to write message lines onto the note, one line at a time. NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST or NOTE SEND posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. ~ 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. Success depends on how well the character understands SCROLLS, WANDS, or STAVES. See the helps on these subjects. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. ~ 0 SCROLLS SCROLL~ The SCROLLS skill is necessary for proper use of a scroll. The command RECITE is used to attempt to invoke the power of the scroll. Trying to use a scroll without the SCROLLS skill can result in the power of the scroll being released in an unpleasant manner. See also: RECITE ~ 0 STAVES STAFF~ The STAVES skill is necessary for proper use of a staff. The command BRANDISH is used to attempt to invoke the power of the staff. Trying to use a staff without the STAVES skill can result in the power of the staff being released in an unpleasant manner. See also: BRANDISH ~ 0 WANDS WAND~ The WANDS skill is necessary for proper use of a wand. The command ZAP is used to attempt to invoke the power of the wand. Trying to use a wand without the WANDS skill can result in the power of the wand being released in an unpleasant manner. See also: ZAP ~ 0 OPEN CLOSE LOCK UNLOCK PICK 'PICK LOCK'~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. Also see BASH for warriors. ~ 0 DRINK EAT FILL~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to your God. God may reward you for the sacrifice. The nature of the reward depends upon the type of object. Hint: God likes corpses. ~ 0 FLEE RESCUE~ 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, than 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. In order to RESCUE successfully, you must practice the appropriate skill. ~ 0 BASH 'BASH DOOR'~ Syntax: bash <direction> A powerful warrior can attempt to bypass the intricacies of unlocking and opening doors by simply BASHING through them. This, of course, tends to make the doors rather useless, which always amuses warriors. Be aware, however, that bashing is a fairly aggressive action, and some mobs don't take kindly to that type of behavior... ~ 0 CHAMELEON 'CHAMELEON POWER'~ Syntax: chameleon With CHAMELEON POWER, a psionicist uses the power of his or her mind to change the appearance and coloration of his or her body, armor, and equipment to blend in with the surroundings. This skill is only effective if the psionicist remains absolutely still. ~ 0 FOLLOW GROUP LOSE~ Syntax: follow <character> Syntax: lose <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. LOSE lets <character> stop following you, for those irritating basterds who keep following you around to get to the best places in the mud. 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 HEIGHTEN 'HEIGHTEN SENSES'~ Syntax: heighten A psionicist is able to HEIGHTEN SENSES to detect things that would otherwise go unnoticed. ~ 0 HIDE SNEAK VISIBLE~ Syntax: HIDE Syntax: HIDE <object> Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. You can also hide objects so other people can't see them. To look for hidden objects use the SEARCH command If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 SEARCH~ Syntax: SEARCH Search for hidden items, if you find an hidden item you will uncover it. If you find an item you will stop searching, so if you suspect there are more hidden items in the room you will have to search again. ~ 0 'POISON WEAPON'~ Syntax: poison <weapon> With this skill, a thief can create a deadly poison that can be poured onto any weapon, rendering it more deadly. This skill is not easy, however, because the poison itself requires special ingredients, and the thief must be steady of hand and clear of mind. The profit-minded thief (is there any other kind?) might even think about selling the products of his or her labor to other adventurers for a tidy profit. Be Warned! The poison is highly corrosive and will damage your weapon in due time. Special blades may be more resistant to the poison effects on the steel. ~ 0 PRACTICE~ 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 GUILDMASTER to practice. Your GUILDMASTER will charge you a small amount of gold for your training. 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 LEARN~ Syntax: Learn Syntax: Learn <language> LEARN without an argument tells you what languages there are availeble and how good you are at them. LEARN with an argument lets you learn the language, if you at a teacher who is willing to teach you the language. Learning a language costs money (teachers are not free you know) and a learning session. ~ 0 QUI~ Syntax: QUI QUIT is a command trap to prevent you from mistakenly typing QUIT when you dont want to. If you want to QUIT, then type QUIT in whole. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and objects. You must be at least second level to save. The game will auto-save your character every few minutes whether you save or not. Some objects, such as keys and objects of higher level than you, may not be saved. QUIT leaves the game. You may QUIT anywhere, although there is an experience penalty for quitting outside of Midgaard. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to God for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse will not recall at all. See: FLEE ~ 0 SHADOW 'SHADOW FORM'~ Syntax: shadow A psionicist can use his or her mind power to blend in with the shadows while moving, having the same effect as the thief skill SNEAK. See also VISIBLE. ~ 0 SNARE UNTANGLE~ Syntax: snare <target> Syntax: untangle <target> The SNARE skill will ensnare an opponent, keeping him from either moving normally, or from fleeing from a fight. A SNARE may be used either during or outside of combat. However, most creatures will react adversely to you ensnaring them, and will try to attack. Snares attempted outside of combat will last longer than those created during combat. A SNARED character can also be UNTANGLED by a nimble thief. ~ 0 SPELLS~ Syntax: spells This command shows the spell caster how much mana each spell he or she knows will cost. For a list of ALL available spells for your class, type SLIST. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 0 STEAL~ 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. See HELP PSTEAL. Anyone may steal. Those with the appropriate skill are better at it. ~ 0 TRAIN~ Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'hp'|'mana'|'move'> TRAIN increases one of your attributes. When you start the game, your character has standard atttributes based on your class, and several initial practice sessions. You can increase your attributes by using these practice sessions at a TRAINER (there are several in town). It costs five practice to train an attribute, except that it costs only three practice to train your prime attribute. You may also train your hitpoints, mana points, and movement points. Each of these costs one practice session and gives a somewhat unpredictable gain. It also costs some of your gold for use of the training facilities, whether improving your stats or your hp/mana/movement. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 54 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 54 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, 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. ~ 53 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 52 REBOOT SHUTDOWN WIZLOCK NEWLOCK NUMLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock Syntax: numlock <number> Syntax: newlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level immortal without a special bit set may not log in. Players who lose their links, however, may reconnect. NUMLOCK shows at which character level and below may not log in. NUMLOCK <number> sets which character level and below MAY NOT log in. Players level immortal and above with a special bit set MAY log in. Players who lose their links, however, may reconnect. NEWLOCK is a shortcut to NUMLOCK 1. NEWLOCK will turn on numlock but not turn off if currently set. ~ 53 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 53 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 52 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. ~ 53 IMTLSET~ Syntax: imtlset <character> + <skill> Syntax: imtlset <character> - Syntax: imtlset <character> IMTLSET sets the immortal skills for an immortal. IMTLSET <character> + adds to the immortal's skills one at a time. IMTLSET <character> - removes all of the immortal's skills. IMTLSET <character> shows you all the immortal skills the immortal has available. ~ 52 MSET OSET RSET SSET~ Syntax: mset <character> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <character> <skill> <value> Syntax: sset <character> all <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. There is currently no way to enter more than one line of text for a string-valued option. In this case, MSET <character> description is not supported. ~ 53 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 52 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. ~ 53 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 53 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 53 RESTORE~ Syntax: restore <character> RESTORE restores full hit points, mana points, and movement points to the target character. ~ 54 SSTIME~ Syntax: sstime Syntax: sstime <value>/reboot This Directorship command sets the time of shutdown or reboot with accompanying warnings. Value is the number of minutes till reboot or shutdown. (1440 minutes/day) Reboot will toggle between reboot or shutdown. SSTIME without an argument shows the time at which the mud will reboot or shutdown. ~ 53 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 53 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 53 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 53 WIZIFY~ Syntax: wizify <character> WIZIFY toggles the wizbit flag of a character. This enables the wizified character to enter the game despite a WIZLOCK. ~ 52 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 52 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 52 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 52 MSTAT OSTAT RSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. ~ 52 OWHERE~ Syntax: owhere <object> OWHERE shows you the locations of all objects numbering 100 or less with a perticular name. ~ 52 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 52 PEACE~ Syntax: peace PEACE causes all characters and mobiles in a room to stop fighting. ~ 52 SLOOKUP~ Syntax: slookup <sn> Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and skill or spell name for the given skill, spell, or 'sn'. The 'sn' is used for OSET and OSTAT. 'sn' is not used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 52 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 51 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). Thus, AT will not work to private locations. ~ 51 BAMFIN BAMFOUT~ Syntax: bamfin Syntax: bamfin <message> Syntax: bamfout Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. Without arguments, these reset the messages to their defaults. ~ 51 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. ~ 51 HOLYLIGHT WIZINVIS~ Syntax: holylight Syntax: wizinvis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. WIZINVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal WIZINVIS characters who are higher level than you. ~ 50 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. ':' is a synonym for IMMTALK. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 0 BLIND BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. ~ 0 'BREATHE WATER'~ Syntax: cast 'breathe water' <victim> This spell allows the victim to breathe water as if it was air. It is a necessity for travelling in UNDERWATER areas. Note: If you are affected by 'Breath Water' and are on land, you will react as if you were breathing air while submersed in water. ~ 0 UNDERWATER~ Some areas of this world are submerged in water. In order to safely travel through these areas, you need to be able to BREATHE WATER. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 51 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONE OF SILENCE' MUTE 'REMOVE SILENCE'~ Syntax: cast 'cone of silence' Syntax cast 'mute' <character> Syntax: cast 'remove silence' <character> MUTE is a spell that completely silences its victim. Because of this, he or she will be unable to speak...or cast spells. A CONE OF SILENCE completely eliminates all sound from the caster's room, so nobody in that room will be able to hear or say anything until the cone is removed. REMOVE SILENCE will, if successful, enable its target to speak again. It can also destroy a cone of silence when cast from a staff or wand (when the wand is aimed at the user). ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' 'HEAL' 'MASS HEAL' 'PSYCHIC HEALING' 'COMPLETE HEALING'~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> Syntax: cast 'mass heal' Syntax: cast 'psychic healing' Syntax: cast 'complete healing' These spells cure damage on the target character. The higher-level spells heal more damage. The Psionicist disciplines, like many other skills, are limited to the psionicist alone. MASS HEAL restores hit points to all (present) members of the caster's group. The amount healed depends on the caster's level. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 'DESTROY CURSED'~ Syntax: cast 'destroy cursed' <character> This spell expells all heavily cursed items the afflicted character may not drop from his person. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of God on an evil victim. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. Be forewarned this spell may not remove extremely powerfull magics. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 EXORCISE~ Syntax: cast 'exorcise' <character> This spell removes the vampiric curse in one so unfortunate. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 'FLAMING SHIELD'~ Syntax: cast 'flaming shield' This spell creates a "shield" of magical fire around the caster. This shield when in close contact with an enemy will cause him/her/it to be accosted by magical flame. This spell takes a long time to cast and saps a LOT of mana. Take care you do not prepare this spell in an area with many enemies. ~ 0 FLY LEVITATION~ Syntax: cast 'fly' <character> Syntax: cast 'levitation' <character> These spells enable the target character to fly or levitate. ~ 51 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 0 'GIANT STRENGTH' 'ENHANCED STRENGTH'~ Syntax: cast 'giant strength' <character> Syntax: cast 'enhanced strength' These spells increase the strength of the target character. The Psionicist discipline is caster-only. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see objects in the dark in relation to heat gradients. Note: You will not be able to distinguish between a table and chair but will between an ELF and a HUMAN. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT' 'AURA SIGHT'~ Syntax: cast 'know alignment' <character> Syntax: cast 'aura sight' <character> These spells reveal the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR' 'ECTOPLASMIC FORM'~ Syntax: cast 'pass door' Syntax: cast 'ectoplasmic form' These spells enable the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 POLYMORPH 'POLYMORPH OTHER'~ Syntax: cast 'polymorph other' <victim> This VERY powerful spell changes the victim's race to a random race. Being affected by this spell can be very annoying but at the same time, rewarding or problematic. Because of the power of this spell, all currently known magics are not able to remove the affects of this spell. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 'RECHARGE ITEM'~ Syntax: cast 'recharge item' <object> If successful, this spell will fully recharge a wand or staff. However, it is not always successful... ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE ALIGNMENT'~ Syntax: cast 'remove alignment' <object> If successful, this will remove all alignment restrictions on the given object. If unsuccessful..well, you don't want to know. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. If the target character is wearing a noremove item, the item will be automatically expelled from the body. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in your zone into your room. Characters who are fighting may not be summoned nor those who can not normally recall. ~ 0 TELEPORT~ Syntax: cast teleport <victim> This spell takes victim from his current location to a random location somewhere in the world. ~ 0 'TURN UNDEAD'~ Syntax: cast 'turn undead' <victim> This spell causes the fighting undead to fear you and flee. ~ 0 VENTRILOQUATE 'CREATE SOUND'~ Syntax: cast ventriloquate <speaker> <message> Syntax: cast 'create sound' <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 51 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 DODGE~ This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. You must be wielding a weapon to parry. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practiced it. ~ 0 'SECOND ATTACK' 'THIRD ATTACK'~ These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practiced them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 0 DUAL 'SECOND WEAPON'~ A journeyman Warrior can forego the defensive arts and choose instead to wield a SECOND WEAPON in place of a shield. Attacks made with this weapon will strike less often than with the primary weapon, but the best defense is a good offense, right? ~ 51 'GENERAL PURPOSE' 'GENERAL PURPOSE AMMO' 'HIGH EXPLOSIVE' 'HIGH EXPLOSIVE AMMO'~ Syntax: cast 'general purpose' <target> Syntax: cast 'high explosive' <target> These spells are used by the judges and other enforcers in Glop's Mega City One area. Guess what they do? ~ 0 GUILD~ The GUILD is the place where adventurers can go to relax, have a few drinks, tell a few tales, and in general blow off steam. Each player class has its own guild, into which other classes cannot set foot. Each guild is run by a GUILDMASTER, who is fully versed in all of the skills of their class, and can teach them to worthy students. ~ 0 GUILDMASTER~ All GUILDMASTERS are fully versed in the skills of their class, and players can PRACTICE all of their available skills and spells in the presence of their GUILDMASTER. ~ 0 TRAINER~ TRAINERs can provide extensive training sessions which enable players to TRAIN their base statistics. ~ -1 RACE RACES~ There are many races in this realm of different abilities and sizes. Known to civilized races, there are about 40 races wandering the world. The most common are HUMAN, ELF, HALFELF, DROW, DWARF, HALFDWARF, HOBBIT, and GNOME, HALFORC, and HALFKOBOLD. Take care of the more arcane and mysterious races. ~ -1 HUMAN~ HUMANs are the most "neutral" of all races. They have normal attribute levels yet are the most versatile in all the available professions. Their strengths are: * Other races view HUMANs neutrally and normally do not attack. * Are equally good in all classes. * Their stature does not make them an easy target to hit. ~ -1 HALFELF~ HALFELVES are crossbreeds of HUMANs and ELVES. They have all the physical attributes of ELVES and have the bodily strength normally associated with HUMANs. Their stature is equivalent with that of HUMANs. Unfortunately, having ELVEN characteristics, certain races may impart their hatred for ELVES upon HALFELVES. HALFELVES have certain abilities available to them. * Infravision. ~ -1 HALFDWARF HALFDWARVES~ HALFDWARVES are crossbreeds of HUMANs and DWARVES. They have all the physical attributes of DWARVES and have the stature normally associated with HUMANs. Unfortunately having DWARVEN characteristics, certain races may impart their hatred for DWARVES upon HALFDWARVES. HALFDWARVES have certain abilities available to them. * Infravision. ~ -1 HOBBIT~ HOBBITs are small funloving creatures with a strong sense of family. Sometimes there is an occasional black sheep with a strong desire for adventure. HOBBITs have small frames and are quite agile. Because of their size, they gain certain advantages when fighting much larger foes but they are also picked upon by these large gruesome beasts too. HOBBITs have certain abilities available to them. * Infravision. * Detect Hidden. ~ -1 WERERAT~ "WERERATs are a peculiar branch of the WERE family, for the condition is hereditary rather than infectious. In their typical form, WERERATs are furry humanoids about the size of a GNOME adult, looking much like giant rats standing on their hind legs.... Their other form, of course, is that of a rat. They prefer to live underground in dimly-lit tunnels, and see well in the dark.... Physically, WERERATs seem not as strong or as robust as HUMANs, although they recover more quickly from physical damage. They are also very nimble, and prize agility above all other traits. In fact, children who have shown themselves to be clumsy are sacrificed in a yearly ritual, amidst great ceremony." - Ruk-T'ar of the Drow Histological Academy "WERE the Wild Things Are: a Study of the Savage Were Races of Envy MUD" ~ -1 HALF-KOBOLD HALFKOBOLD HLFKOBOLD~ HALFKOBOLDs are a mongrel version of the dog-like kobolds, and are about as tall as a GNOME. They don't have much going for them except for their fantastic agility -- they make terrific acrobats, as travelling sideshows have found out. HALFKOBOLDs tend to have weak bodies and are not very healthy, being prone to any number of canine diseases. They are not very intellectual, spending most of their time thinking about food, how to get food, and who will give them food. HALFKOBOLDs have certain abilities available to them: * Infravision ~ -1 HALF-OGRE HALFOGRE~ HALFOGREs are a diluted version of the OGRE race and are about the same size. They are not quite as strong or healthy as a full-blodded OGRE (although they are still stronger and healthier than a HUMAN). On the other hand, they are a little smarter and less clumsy... which is not to say that they can outhink or outmaneuver a HUMAN! Because they are so strong and robust, they have an advantage when healing wounds. HALFOGREs have certain abilities available to them. * Infravision ~ -1 MINOTAUR MINOTAURS~ Minotaurs appear to be half HUMAN and half bull. They tend to be very strong and dexterous. Minotaurs are a very seclusive and protective. They are slightly less intelligent than most races, but are very fierce warriors. On very rare occasions, a MINOTAUR will study magic, making it a very hard foe to defeat. ~ -1 TROLL TROLLS~ Trolls tend to be large and furry. TROLLs live in dark and moldy caves, where they seldom worry about beauty and fashion. They are often seen trying to rob others for their valuables and food. TROLLs don't collect much treasure like most races, they prefer to have food, and everything else are just pretty items. TROLLs are stronger than most races, but they are not as bright and often not very agile. ~ -1 INSECT INSECTS~ Insects vary in shape, size and abilities. They most often ignore others. Most INSECTs are very weak, and have almost no intelligence. Their ability and small size make them a very hard target to hit. Most INSECTs live in very dark paces and have adapted to see things with little light. ~ -1 DRAGON DRAGONS~ Dragons are very noble creatures. DRAGONs spend their lives collecting treasure, for what purpose they do this, no-one knows. They are fierce creatures and are very dexterous, strong, and highly intelligent. DRAGONs have large wings with which they can fly. DRAGONs spend a large amount of time sleeping, but be warned they have a great sense of smell, and can detect even the smallest scent a long distance away. Almost all DRAGONs have the ablity to breathe a special substance, the most common of which is fire. During their long lives, DRAGONs learn to cast many spells, making them a very tough opponent to defeat. ~ -1 ANIMAL ANIMALS~ Animals vary in shape, size and abilities. Most have very little intelligence, but tend to be agile. Often ANIMALs ignore other races unless provoked. ANIMALs include anything from SNAKEs to cats. Most ANIMALs have keen eyes and can see things with little light. ~ -1 GOD GODS~ Gods are a very noble race. Very few people have ever seen a GOD, as they often keep to themselves, and others of their kind. Because of their infinitely long life, they are often very wise. GODs can cast a lot of spells, and mortal weapons do very little damage to their mortal incarnation. Only the bravest of mortals dare attempt to battle with them. ~ -1 UNDEAD~ Undead are evil walking forces from the grave. They can be anything from skeletons to vampires. Most UNDEAD are controlled by some creature, and thus often have one collective intelligence. They are often very weak, but they seldom are seen alone, thus making them frightening foes. A rare few UNDEAD can cast spells, making those tough to defeat. Of course since the UNDEAD are not living, they are immune to poison. ~ -1 HARPY HARPIES~ Harpies appear to be a crossbreed of woman and hawk. They have large wings with which they can fly very fast, combined with their razor sharp talons, HARPIES feast on most other races. HARPIES have a beautiful song with which they lure males to them. They are a fierce race, and are very agile. HARPIES rarely learn magic, since they have little use for it. ~ -1 BEAR BEARS~ Bears are ferocious ANIMALs generally found either in caves or in the deepest parts of a forest. BEARs do not like to be disturbed and have been known to kill many unsuspecting adventurers. BEARs regenerate hit points better than some other ANIMALs. ~ -1 GITHYANKI GITHYANKIS~ Githyanki are not well known in the circles of enlightenment. Of what is known about them has come back only from the mouths of those who found signs one had been around and the corpses of dead adventurers. ~ -1 ELEMENTAL ELEMENTALS~ Elementals rules the world using the four basic elements: fire, water, earth, and ice. Although some lesser elementals pose little problem to the seasoned adventurer, elemental rulers will usually annhililate entire groups of veterans. ~ -1 BAT BATS~ A bat is a small animal usually not much bigger than your head and arms together. BATs regenerate moves faster than other ANIMALs because they are able to fly. ~ -1 BIRD~ A bird is a small ANIMAL about the size of a lizard. A BIRD flys using its wings. A bird regenerates moves better than some other races. ~ -1 PLANT PLANTS~ Due to some freak occurence in nature, a strain of man-eating plants has developed in various places around the world. Do not be surprised if that flower yesterday becomes your worst nightmare today. ~ -1 RAT RATS~ In the vilest, filthiest places you find, there will be lurking somewhere a RAT, perhaps dozens or more. RATs live off of the refuse of the world, however the occasional careless adventurer can prove quite pleasing to them as food. ~ -1 VAMPIRE VAMPIRES~ Vampires hide in the dark and usually keep to themselves, but when disturbed will summon their minions to help rid of the area of adventurers forever. VAMPIREs can fly and also regenerate hit points quicker than some other races. Of course since VAMPIREs are UNDEAD, they are immune to poison. ~ -1 WEREWOLF WEREWOLVES~ Werewolves hide in the dark and usually keep away from direct contact with HUMANs, but they detect no difference in the taste of HUMAN flesh and ANIMAL flesh. WEREWOLVES regenerate hit points quicker than some other races. ~ -1 GOBLIN GOBLINS~ Goblins are some of the smelliest creatures ever created. You don't have to see a GOBLIN to know one is around, you just smell them out. GOBLINS are green and quite ugly, but their skill as WARRIORs is impressive in large groups. ~ -1 FAERIE FAERIES~ Faeries and Sprites, little creatures of the forest usually use small bows to pierce the flesh of their enemy. They may be flying and thus regenerate movement more quickly than expected. ~ -1 ARACHNID ARACHNIDS~ Spiders are sometimes small and sometimes large. No matter their size, care should be taken as they can be poisonous. The kingdom of Arachnos is a justification to their importance and a tribute to the truly dark side of magic. ~ -1 MINDFLAYER MINDFLAYERS~ Mindflayers are of GIANT size and have tentacles near where a head should be. Caught off guard, many adventurers have perished in the hands of these creatures. ~ -1 OBJECT OBJECTS~ Sometimes magic of the movements of immortals will cause a normal seeming desk, or chair, to become as ferocious as a bulldog. Does the OBJECT possess life, or is it the puppet of something greater? ~ -1 MIST MISTS~ A mist is so easily seen, and yet so hard to hit. Becoming lost in the dark with a MIST trailing you is not a good idea. MISTs will regain their movement quickly so beware. ~ -1 SNAKE SNAKES~ Snakes have no legs but slither on the ground stealthily towards their prey. They can sense their prey through the body heat they give off. In the ways of magic, a SNAKE may be able to eat a horse, or a person. ~ -1 WORM WORMS~ Worms are usually tiny insignificant creatures. But within mountains there are rumored to be rock crushing worms capable of flattening rock, or bones, especially in some wild thrashing movement if they are disturbed. ~ -1 FISH~ Fish live within the rivers, the waters of the world. Some FISH simply seem to be waiting to be eaten while others are waiting to do the eating. ~ -1 HYDRA HYDRAS~ A hydra is as deadly as any tentacled beast can be. Sometimes employed by the DROW Mothers, these creatures may be nearly unstopable short of being buried under rock or earth. ~ -1 LIZARD LIZARDS~ Once upon a time, great lizards of enormous size dominated the world. Today such is a rare beast to find indeed. However, their decendents, though smaller in size, still walk around seeking out their own prey. The claws and teeth of any lizard can be life threatening should you let it. ~ -1 WAR WARRIOR~ The WARRIOR class is the most basic fighting class available. Their battle training along with high strength and high hit points make them very formidable in hand to hand combat. WARRIORs train in the art of multiple attacks. Some master the art of a SECOND ATTACK and if experienced enough, master a THIRD ATTACK. Along with this training in multiple attacks, a WARRIOR is trained in making each hit count. ENHANCED DAMAGE is available to only the learned. Toward the defense side of the WARRIOR, skills of PARRY, RESCUE and BASH DOOR allow the WARRIOR to ward off attacks, rush to the aid of fellow comrades, and open doors rather barbarically. ~ -1 CLE CLERIC~ The CLERIC class is a 'spellcasting' class devoted primarily toward defense. A deity gives the CLERIC spells in the curing, warding, and protection divinities. CLERICs being of a defensive nature fare poorly in the art of mortal combat. They much prefer to be civil servants to society or doctors to their comrades in arms. ~ -1 MAG MAGE MAGIC MAGIC-USER 'MAGIC USER'~ The MAGE class is a 'spellcasting' class devoted primarily toward control over the elements. The universe contains an unmeasured power the MAGE taps into to influence the world. MAGE spells are devoted to the invoking, hermetic, and combative nature. MAGEs fare a little better than their CLERIC counterparts in hand-to-hand combat though they much prefer to stand back and roast their enemies with a FIREBALL. ~ -1 THI THIEF~ The THIEF class can be characterized as a WARRIOR who dropped out of school to pursue more "profitable" means of living. These wiry persons have physical endurance slightly less than that of a WARRIOR but are much more agile. Whereas a WARRIOR uses well placed weapon slashes, a THIEF seeks to DISARM his opponent. THIEVES also excel in the art of stealth. An unwary opponent might not detect a THIEF until a BACKSTAB is attempted. To achieve success in this, the skills SNEAK and HIDE are learned. With a THIEF's PICK LOCK and POISON WEAPON skill, a THIEF also makes the perfect assassin for political powerhouses. ~ -1 PSI PSIONICS PSIONICIST~ The PSIONICIST class is a 'spellcasting' class similar to Mages and Clerics, but with several important differences. Where a Mage's power comes from harnessing external energies present in all matter, and a Cleric's comes from his or her deity, the Psionicist derives all of his or her power from within. The Psionicist harnesses, shapes, and utilizes the natural forces which infuse his or her own being. As a result, many of the devotions that a Psionicist can practice are strictly personal in effect, and cannot be used on other players. Disclaimer: Psionicist class was originally developed by Thelonius (EnvyMud) from 'The Complete Psionics Handbook' by Steve Winter, published by TSR, Inc. Skills and spells described therein will be quite similar to those here, though the interpretation has been changed to coincide with a MERC DIKU MUD. Questions, comments, and suggestions are welcome. ~ 0 GHOST~ When traveling in the night, beware of GHOSTS. Fortunately, sunlight is a bane for these representatives of the dead. ~ 0 'ADRENALINE CONTROL'~ Syntax: cast 'adrenaline control' By controlling the production and release of adrenaline in his or her system, the psionicist can gain temporary boosts in dexterity and constitution. This control cannot be initiated during battle because, hey, even psionicists get a little excited from time to time. ~ 0 AGITATION~ Syntax: cast 'agitation' <character> This skill is nearly identical to the Mage spell BURNING HANDS. With this skill, a psionicist can cause the cells in his or her victim to become agitated, moving so fast as to cause burn damage. ~ 0 AWE~ Syntax: cast 'awe' <character> With this discipline, a skilled psionicist can use the power of his or her mind to affect the morale of an opponent. If successful, the enemy will be overcome by awe for the psionicist, and will simply forget to fight. Of course, aggressive monsters will revert to their true nature after only a brief lull in the action. ~ 0 'BALLISTIC ATTACK'~ Syntax: cast 'ballistic attack' <character> BALLISTIC ATTACK lets a psionicist use the powers of his or her mind to throw small objects, usually a rock or other debris that happens to be in the area, at the target. The results can be rather amusing to the psionicist, and painful to the victim. ~ 0 'BIOFEEDBACK'~ Syntax: cast 'biofeedback' BIOFEEDBACK is the power with which a psionicist controls the flow of blood through his or her body. This control allows the psionicist to reduce bleeding, as well as cushion blows against him or her, effectively reducing the damage by half. Mind over body indeed... ~ 0 'CELL ADJUSTMENT'~ Syntax: cast 'cell adjustment' A skilled psionicist can also perform CELL ADJUSTMENT, which can remove both curses and poisons from his or her body. ~ 0 'COMBAT MIND'~ Syntax: cast 'combat mind' A psionicist using COMBAT MIND has a very keen understanding of his or her enemies and their fighting tactics. As a result, the psionicist has an increased chance of hitting his or her enemies, and knows how to minimize the damage received from their blows. Because psionicists are telepathic, this knowledge can also be shared with his or her companions. ~ 0 'CONTROL FLAMES'~ Syntax: cast 'control flames' <character> With this skill, a psionicist can will the flames in his or her light source to leap out and strike an enemy. And if you don't think your light source uses a flame, well, you're wrong. You just aren't looking close enough. ~ 0 'DEATH FIELD'~ Syntax: cast 'death field' A DEATH FIELD is a life-sapping region of negative energy. Only psionicists of evil alignment can use this power without suffering repurcussions. The death field moves out from the psionicist and envelops every character in the room. Because player characters have souls, they are immune to its deadly touch, but all mobiles are susceptible to it. Should the saving throw fail, the mobile will immediately die. If the mobile is of a sufficently different level than the psionicist, they will shrug off the attack and only take minor damage. ~ 0 'DETONATE' 'DISINTEGRATE'~ Syntax: cast 'detonate' <character> Syntax: cast 'disintegrate' <character> With both of these skills, a psionocist uses his or her mind to affect the latent energy inside inanimate objects. If these objects are close enough to the intended victim, they can cause great damage. For this reason, most psionocists choose the victim itself as the target, since there's bound to be SOMETHING dead on it, sooner or later. Mid-level psionicists can DETONATE objects on their victim, and extremely skilled psionicists can even DISINTEGRATE their victims, killing them instantly. ~ 0 'THOUGHT SHIELD' 'MENTAL BARRIER' 'DISPLACEMENT' 'FLESH ARMOR' 'INTELLECT FORTRESS' 'INERTIAL BARRIER'~ Syntax: cast 'thought shield' Syntax: cast 'mental barrier' Syntax: cast 'displacement' Syntax: cast 'flesh armor' Syntax: cast 'intellect fortress' Syntax: cast 'inertial barrier' These are protective disciplines which a psionicist can exercise. THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in place by the psionicist's will. DISPLACEMENT makes the psionicist appear to be displaced from his or her actual position, thus making him or her more difficult to hit. With the FLESH ARMOR devotion, a psionicist can harden his or her skin into an armor-like substance. INTELLECT FORTRESS shares the powers of the psionicist's mind with the other members in his or her group, extending a shield around all of them. INERTIAL BARRIER creates a barrier of positive energy that reduces the damage infliced by creatures of negative energy. ~ 0 'DOMINATION'~ Syntax: cast 'domination' <character> With this skill, a psionicist can DOMINATE the mind of his or her intended victim, causing the victim to do exactly as the psionicist says. As with CHARM, the actions of dominated characters affect the status of the dominator; don't whine if you get a KILLER flag. ~ 0 'EGO WHIP'~ Syntax: cast 'ego whip' <character> Because a psionicist understands the inner workings of the mind so well, he or she can attempt to EGO WHIP a victim, making them less confident by bringing up bad childhood memories, embarrassing moments, and failures. This lack of confidence can significantly reduce their battle effectiveness. ~ 0 'ENERGY CONTAINMENT'~ Syntax: cast 'energy containment' By using ENERGY CONTAINMENT, a psionicist can absorb many forms of energy without damage. As the psionicist gains experience, this skill improves. ~ 0 'ENHANCE ARMOR'~ Syntax: cast 'enhance armor' <object> With this devotion, a psionicist can change the molecular makeup of objects, making them stronger and more durable. This has obvious applications to armor, but if the armor is already magically enchanted, a psionicist cannot rearrange its molecules. Obviously if the item is too complicated for the caster, there are higher chances something will go wrong. ~ 0 'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'~ Syntax: cast 'mind thrust' <character> Syntax: cast 'inflict pain' <character> Syntax: cast 'psychic crush' <character> Syntax: cast 'psionic blast' <character> Syntax: cast 'ultrablast' <character> With these skills, a psionicist can telepathically cause damage to the neural synapses of his or her victim. The devotions are listed in increasing order of damage inflicted. ~ 0 'LEND HEALTH'~ Syntax: cast 'lend health' <character> A psionicist can LEND HEALTH to a companion in need, but only at his or her own expense. That's what friends are for, right? ~ 0 'PROJECT FORCE'~ Syntax: cast 'project force' <character> If a psionicist successfully PROJECTS FORCE, the force of his or her mind will strike against the victim's body, causing moderate damage. ~ 0 'PSYCHIC DRAIN'~ Syntax: cast 'psychic drain' <character> With this discipline, a psionicist can drain the strength of an opponent. The skill becomes more effective as the psionicist gains experience. ~ 0 'SHARE STRENGTH'~ Syntax: cast 'share strength' <character> With this skill, a psionicist can augment the strength of a companion. However, the psionicist's own strength is reduced at the same time. It is possible to augment the strength of several others, as long as the psionicist does not become too weak. ~ 0 BANK SHARES ECONOMY~ Syntax: bank deposit <amount> bank withdraw <amount> bank balance bank transfer <amount> <player> bank buy <# of shares> bank sell <# of shares> bank check The Mythran mud bank system enhances the economy of the MUD. In a bank you can deposit money to your account, withdraw money from it, check your current bank balance, and transfer money to other players. This can be usefull if you have to pay your fee for the clan or divide the cash from your quest among eachother. Another feature of the bank is that you can buy and sell shares. By buying shares you can invest your money in the mud economy. The shares constantly change in value, so you can make a nice profit if you buy and sell your shares at the right times. The current share price and be seen by going to the bank, or by checking your score. ~ 53 UPDATE~ Syntax: update bank update time <value> The update command updates (several) in-game mechanisms. Update bank forces an update of the share price Update time changes the time (handy if shops are closed) ~ 1 CLAN~ Clans are groups of people that try to further a common idea. Players can join a clan at 10th level, using the clan command. At the moment there are just 2 clans, clan Mythran and clan Dragon If you want to set up a new clan, you have to find an immortal who is willing to sponsor your clan, that immortal will become the clan god (level 10) and has ultimate power over the clan. The clan will then get a clan-room, a clan recall room and donation pit, and various pieces of clan-only equiptment. For more info about starting clans, ask the gods... There is help for the 2 clans we currently have, just type help clan_mythran help clan_dragon Syntax: Clan <command> <parameters> Clan info: Gives you information about your clan, and what level you are Clan who: Lists people in your clan (only the ones that are on-line) Clan talk: Another way to use clantalk, or '>' Clan apply <clan> Sends your application for <clan> use this if you want to join. Clan initiate <name> This let's clan initiaters initiate a new clan-member. The player is then a level 0 clan member. Clan recruit <name> After a player is initiated, he needs to be recruited to become a full (level 1) clan member. Clan advance <name> [<level>] With this command the clan leader can advance, or demote clan members, if no level is supplied, the default will occur... the player rises 1 level. Clan leave: This command allows a clan member to leave a clan, the player will then be put in clan exile, and can no longer join a clan. Clan leader <name> This allows clan leaders to pass on the clan leadership to another clan member. Clan kick <name> This allows clan leaders to kick clan members out of the clan. Clan code: Version 1.0 by Maniac Clan code was written by The Maniac from Mythran Mud, more commands will follow soon, i hope... <grin> -- Maniac -- ~ 1 NECROMANCY NECROMANCER~ Within all living things is a magical energy of life-force. When that life force leaves the body a by-product, known as etheric waves remain inside the dead body. Necromancers use this energy to cast their spells. See also: reagents "necromancer spells" ~ 1 REAGENTS~ Many of the spells a necromancer can cast require reagents. Reagents are special items that represent the elements of which the spell is built. If the necromancer doesn't have the reagents required for a spell the spell will fail. This is a list of commonly required reagents and their purpose: Reagent Purpose Notes Blood Movement/Animation The essence of life. Bone Summoning/Communication The source of the will. Wood Preservation/Binding Wood can be stronger that rock. Dirt Protection Plants grow in solid earth. Executioners- hood Death A black fungus. Blackmoor Power A mixture of blackrock and earth. ~ 1 "NECROMANCER SPELLS"~ This is a list of necromantic spells that are currently available in Mythran. More detailed information about the spells can be obtained with help <spell> Spell: Reagents: Description: ----------------------------------------------------------------------------- Rock Flesh wood, dirt Turns casters flesh to rock. Summon Dead blood, bone, wood Summons a dead warrior. More spells are to come, but since we've only just started necromancy there are not many spells yet. ~ 1 "ROCK FLESH"~ Usage: cast 'Rock flesh' This spell turns the casters flesh into rock, this enables him to withstand battle better. This spell requires wood and dirt reagents. ~ 1 "SUMMON DEAD"~ Usage: cast 'summon dead' This spell summons a dead warrior to abey the commands of the necromancer. This spell requires blood, bone and wood reagents. ~ 50 FOR~ FOR ALL <action> FOR MORTALS <action> FOR GODS <action> FOR MOBS <action> FOR EVERYWHERE <action> Executes action several times, either on ALL players (not including yourself), MORTALS (including trusted characters), GODS (characters with level higher than L_HERO), MOBS (Not recommended) or every room (not recommended either!) If you insert a # in the action, it will be replaced by the name of the target. If # is a part of the action, the action will be executed for every target in game. If there is no #, the action will be executed for every room containg at least one target, but only once per room. # cannot be used with FOR EVERY- WHERE. # can be anywhere in the action. Example: FOR ALL SMILE -> you will only smile once in a room with 2 players. FOR ALL TWIDDLE # -> In a room with A and B, you will twiddle A then B. Destroying the characters this command acts upon MAY cause it to fail. Try to avoid something like FOR MOBS PURGE (although it actually works at my MUD). FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT work though :) The command works by transporting the character to each of the rooms with target in them. Private rooms are not violated. ~ 0 $~ #$