#HELPS
-1 DIKU~
. Original game idea, concept, and design:
Katja Nyboe [Superwoman] (katz@freja.diku.dk)
Tom Madsen [Stormbringer] (noop@freja.diku.dk)
Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk)
Michael Seifert [Papi] (seifert@freja.diku.dk)
Sebastian Hammer [Quinn] (quinn@freja.diku.dk)
Developed at: DIKU -- The Department of Computer Science
at the University of Copenhagen.
~
-1 PLATINUM GOLD SILVER MONEY~
Midgaard's economy is based on platinum, gold and silver coinage (and the
lowly copper, which you as an adventurer are far too proud to carry).
Platinum coins are worth 100 gold coins. Gold coins are worth 100 silver
coins. Gems can be bought to alleviate weight problems from the
Midgaard jeweller, he charges a mere 10% more than they are worth.
~
0 BRIEF COMPACT~
Brief and compact help set your display options for the game. Typing brief
toggles on and off the showing of room descriptions when you move around
(considerably reducing the text to be processed), and typing compact
removes the extra blank line before your prompt.
~
0 DAMAGE~
The following are the damage messages, and the max amount of hp damage
for each message:
0 miss 4 scratch
8 graze 12 hit
16 injure 20 wound
24 maul 28 decimate
32 devastate 36 maim
40 MUTILATE 44 DISEMBOWEL
48 DISMEMBER 52 MASSACRE
56 MANGLE 60 DEMOLISH
75 DEVASTATE 100 OBLITERATE
125 ANNIHILATE 150 ERADICATE
greater than 150 = UNSPEAKABLE
~
-1 DEAF~
The deaf toggle turns off incoming tells, helpfull if you are being bombarded
by messages from other players. You can still use reply (see 'help reply') to
reply to people who were telling you before you went deaf, although you
cannot reply to a deaf person unless you or they are a diety (it's mostly
useful for sending a quick "I'm being spammed so I went deaf" message to
a person).
~
-1 AFK~
Typing AFK puts your character in a tell-saving mode as follows: any tell
to you is stored in a special buffer, and can be seen later by typing
recall. This is useful when you need to leave the mud for 5 or 10 minutes,
but don't want to miss tells. AFK shows up in your prompt until it is
turned off.
Tells to link-dead players are stored in a similar fashion, and can also be
seen by typing replay (unless, of course, the character logs off before
reading them).
~
-1 PROMPT~
Syntax: prompt
Syntax: prompt all
Syntax: prompt <%*>
PROMPT with out an argument will turn your prompt on or off.
PROMPT ALL will give you the standard "<hits mana moves>" prompt.
PROMPT <%*> where the %* are the various variables you may set yourself.
%h : Display your current hits
%H : Display your maximum hits
%m : Display your current mana
%M : Display your maximum mana
%v : Display your current moves
%V : Display your maximum moves
%x : Display your current experience
%X : Display experience to level
%p : Display your platinum held
%g : Display your gold held
%s : Display your silver held
%a : Display your alignment
%r : Display the room name you are in
%e : Display the exits from the room in NESWDU style
%c : Display a carriage return (useful for multi-line prompts)
%R : Display the vnum you are in (IMMORTAL ONLY)
%z : Display the area name you are in (IMMORTAL ONLY)
Example: PROMPT <%hhp %mm %vmv>
Will set your prompt to "<10hp 100m 100mv>"
~
-1 ALIGN ALIGNMENT~
Alignment is an expression of your attitudes on life and how you react
to situations. There's good, neutral, and evil alignment. Your alignment
is affected by the alignment of the foes you kill; kill an evil monster
and your alignment shifts towards good, kill a good one, and you head
towards the dark side of things.
Alignment is expressed in numbers from 1000 (pure good) to -1000 (pure evil),
with 0 being true neutral. Most creatures are neither wholly evil nor wholly
good and have alignment scores between 500 and -500. You can check your
alignment by typing SCORE. Spells such as DETECT GOOD, DETECT EVIL, and KNOW
ALIGNMENT will show you the alignment of others.
Alignment affects what equipment you may wear, weapons you may use, how
creatures react to you, experience gained, and, in some cases, what exits
you see. The Temple of Thoth houses recall for good and high-neutral aligned
characters. The Temple of Belan is home to those of evil and low-neutral
alignment. Equipment that is not suited to your alignment will be "zapped"
off of you when you try to wear it. If you are of good alignment, on occasion,
Thoth will protect you from harm in battle (usually from teleport spells),
but Belan, being evil, leaves his followers to fend for themselves.
Should you wish to change your alignment in some way other than fighting
oppositely-aligned foes, you will pay dearly. Go to the church in Midgaard
near Clan Road and either REPENT ALIGN or CURSE ALIGN at the appropriate
priest for the alignment you wish to become.
~
-1 SUMMARY~
MOVEMENT GROUP
north south east west up down follow group gtell split
exits recall
sleep wake rest stand
OBJECTS INFORMATION / COMMUNICATION
get put drop give sacrifice help credits commands areas
wear wield hold report score time weather where who
recite quaff zap brandish description password title
lock unlock open close pick bug idea typo
inventory equipment look compare gossip cgossip say shout tell yell
eat drink fill emote pose
list buy sell value note
COMBAT OTHER
kill flee kick rescue disarm ! save quit
backstab cast wimpy mock practice train
For more help, type 'help <topic>' for any command, skill, or spell.
Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST
~
-1 MEMBER~
Syntax: member <char> Invites or removes a member from your clan.
member <accept|deny> Accept or Deny an invitation to join a clan.
The first syntax of this command may only be used by the clan leader.
You may not invite a player who is already in another clan.
If you have been invited to join a clan, you may use the ACCEPT option
to actually become a member of that clan. Use the DENY option if you
do not wish to join the clan in question.
~
0 DEATH~
When your character dies, you are reincarnated back at the Altar of the Temple
of Midgaard. Your corpse is left behind in the room where you were killed,
together with all of your equipment.
Any spells which were affecting you are canceled by death.
Following and groups are not affected by death.
You lose experience points for dying. The amount you lose is two-thirds of
the way back to the beginning of your level.
Corpses decay after time, and the objects inside corpses decay with them.
Player corpses last *roughly* 30 hours of game time (15 minutes of real time).
Only the player who died, or someone in the same group, can retrieve objects
from a player's corpse.
~
0 EXPERIENCE LEVEL XP~
Your character advances in power by gaining experience. You need a set
amount of experience points for each level based on your creation points.
You gain experience by:
being part of a group that kills a monster
You lose experience by:
fleeing from combat
recalling out of combat
being the target of certain spells
dying
The experience you get from a kill depends on several things: how many players
are in your group; your level versus the level of the monster; your alignment
versus the monster's alignment; how many of this monster have been killed
lately; and some random variation.
~
0 COLOUR COLOR ANSI~
Syntax: colour Toggles colour mode on/off
colour list Lists the available colours and channels
colour # Sets your default colour to #
colour <channel> # Sets the channel colour to #
Use the list option to view a list of all the channels you can set a color
for, along with the color numbers to use for channels and the default color.
Using a number as the only argument will set your default color to this
number. (Default color is the color most text is displayed in)
Using a channel name as the first argument and a number as the second argument
will set this channels color to the number. for example:
colour gossip 13
This will change the gossip channel color from the default bright blue to
bright magenta.
You may also talk in colour; the format is like this: the 'escape character'
to specify a colour is the left handed brace '{{', following that you should
use one of the following numbers,
{x{{0 reset, returns to default
{r{{1 red {m{{5 magenta
{g{{2 green {c{{6 cyan
{y{{3 yellow {w{{7 white
{b{{4 blue {D{{8 grey{x
For brighter colours, use the shifted numbers: {R!{G@{Y#{B${M%{C^{W&{x
When using colour, it looks better if you finish the line with whatever
colour it would normally be in, such as a gossip, the colour is magenta, so:
{mLope gossips '{ghello,{r world{m'{x
looks better than:
{mLope gossips '{ghello,{r world'{x
Colour is courtesy of Lope from Loping Through The MUD.
Direct questions to ant@solace.mh.se or leave at note at Loping
Through The MUD, current site lttm.westside.net port 23 or 9000
~
0 COLOURS COLORS~
The following colors are available to be set as either your default, or
on a channel.
0 - Reset 9 - Bright Red
1 - Red 10 - Bright Green
2 - Green 11 - Yellow
3 - Brown 12 - Bright Blue
4 - Blue 13 - Bright Magenta
5 - Magenta 14 - Bright Cyan
6 - Cyan 15 - Bright White
7 - White 16 - Black
8 - Grey 17 - None
The Reset(0) and None(17) options are different depending on how you
are using them.
If setting your default text color:
Both 0 and 17 will turn off any default color, reverting back
to your terminals default color.
If setting a channel color:
0 will reset the color back to the games default.
17 will set the color to your default text color, or to your
terminals default color if you have no default set.
You may change the default color for the following channels:
auction - The auction channel
cgossip - The clan gossip channel (global)
qgossip - The quest gossip channel
clan - The clan talk channel (same clan only)
gossip - The gossip channel
grats - The grats channel
gtell - The group tell channel
immtalk - The immortal talk channel (imms only)
music - The music channel
ask - The question and answer channels
quote - The quote channel
say - The say channel
shout - The shout and yell channels
tell - The tell and reply channels
wiznet - The wiznet messages (imms and 2nd tier only)
mobsay - Tells and says from mobiles
room - The room titles
condition - An opponents condition
fight - Your fight actions
opponent - Your opponents fight actions
witness - Fights you are not participating in
disarm - Messages about disarming
See HELP SETTINGS for a list of default settings and your current settings.
~
108 SET~
Syntax: set mob <mobile> <field> <value>
set obj <object> <field> <value>
set room <number> <field> <value>
set skill <char> <name> <rating>
set skill <char> all <rating>
The set command is used to change the numerical values of the various data
structures. Type set <class> without an argument to see a listing of options.
Set skill all (pc's only) will set all the character's skills to the value
given. Use string to change the strings on an object or mobile.
(see also string, stat)
~
0 SETTINGS~
channel default current
----------------------------------
{xauction {Gbright green {ATHIS
{xcgossip {Rbright red {ETHIS
{xclan {Mbright magenta {FTHIS
{xqgossip {Cbright cyan {lTHIS
{xgossip {Bbright blue {HTHIS
{xgrats {ybrown {JTHIS
{xgtell {ccyan {KTHIS
{ximmtalk {Wbright white {LTHIS
{xmusic {Cbright cyan {NTHIS
{xask {Yyellow {PTHIS
{xquote {ggreen {QTHIS
{xsay {mmagenta {STHIS
{xshout {rred {TTHIS
{xtell {ccyan {UTHIS
{xwiznet {wwhite {VTHIS
{xmobsay {mmagenta {aTHIS
{xroom {Bbright blue {eTHIS
{xcondition {Rbright red {fTHIS
{xfight {Bbright blue {hTHIS
{xopponent {ccyan {iTHIS
{xwitness {xnone {kTHIS
{xdisarm {Yyellow {jTHIS
{x
~
0 PET PETS~
You can buy pets in the pet shop. You may own only one pet at a time, after
the old one dies you may purchase a replacement.
~
0 FLAG FLAGS~
The following are the description flags for players and mobiles:
{x[{yV{DH{cC{bT{wP{CI{rF{BL{RE{YG{WS{GQ{x]
Where:
{yV{x = Invisible
{DH{x = Hiding
{cC{x = Charmed
{bT{x = Translucent (pass_door)
{wP{x = Faerie Fire
{CI{x = Ice Shield
{rF{x = Fire Shield
{BL{x = Shock Shield
{RE{x = Evil
{YG{x = Good
{WS{x = Sanctuary
{GQ{x = Quest
The following are the description flags for equiptment:
{x[{yV{RE{BB{MM{YG{WH{GQ{x]
Where:
{yV{x = Invisible
{RE{x = Evil
{BB{x = Blessed
{MM{x = Magical
{YG{x = Glowing
{WH{x = Humming
{GQ{x = Quest
You may switch to the old format for flags (as used on other
muds) at any time with the 'long' command.
~
0 LONG~
The LONG command will affect the way you see special flags on other
characters and equipment. With the long flag set, you will see the
flags much as you do on other muds, most of them as (Aura)'s.
Without the long flag (default), you will see any flags within
a much shorter table. See 'HELP FLAGS' for the shorter tables.
~
0 TICK~
Many of the game actions are based upon interval timers, including combat,
most autonomous monster actions, hp/mana/move regeneration, spell duration,
weather, and area resetting.
Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'. Ticks on this mud average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.
Area resetting happens roughly every 3 minutes if no one is in the area; less
often (15 minutes) if some one is. Also note that objects lying on the ground
will not be regenerated if anyone is in the area when it resets.
~
0 !~
Syntax: !
! repeats the last command you typed.
~
0 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction.
~
0 CAST~
Syntax: cast <spell> <target>
Before you can cast a spell, you have to practice it. The more you practice,
the higher chance you have of success when casting. Casting spells costs mana.
The mana cost decreases as your level increases.
The <target> is optional. Many spells which need targets will use an
appropriate default target, especially during combat.
If the spell name is more than one word, then you must quote the spell name.
Example: cast 'cure critic' frag. Quoting is optional for single-word spells.
You can abbreviate the spell name.
When you cast an offensive spell, the victim usually gets a saving throw.
The effect of the spell is reduced or eliminated if the victim makes the
saving throw successfully.
See also the help sections for individual spells.
~
0 EXITS~
Syntax: exits
Tells you the visible exits of the room you are in. Not all exits are visible.
You can use the 'bump' technique to find hidden exits. (Try to walk in a
certain direction and see what you bump into).
~
0 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>
DROP drops an object, or some coins, on the ground.
GET gets an object, either lying on the ground, or from a container, or even
from a corpse. TAKE is a synonym for get.
GIVE gives an object, or some coins, to another character.
PUT puts an object into a container.
DROP, GET and PUT understand the object names 'ALL' for all objects and
'ALL.object' for all objects with the same name.
~
0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory
EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~
0 COMPARE~
Syntax: compare <object-1> <object-2>
Syntax: compare <object>
COMPARE compares two objects in your inventory. If both objects are weapons,
it will report the one with the better average damage. If both objects are
armor, it will report the one with the better armor class.
COMPARE with one argument compares an object in your inventory to the object
you are currently wearing or wielding of the same type.
COMPARE doesn't consider any special modifiers of the objects.
~
0 FINGER~
Syntax: finger <name>
The finger command will tell you the last time a player logged off
the system. The entered name must match the players name completely,
and cannot be abbreviated.
~
0 FLEE~
Syntax: flee
Syntax: rescue <character>
Once you start a fight, you can't just walk away from it. If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you. (You can also RECALL, but this is less likely to work,
and costs more experience points, then fleeing).
If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time. Your chances
of making the recall are reduced, and you will lose much more experience.
~
-1 DONATE CDONATE~
Syntax: donate <object>
cdonate <object>
The donate command will transfer an object from your inventory to the
donation pit. If you are a clan member, the cdonate command will donate
the object to your clans donation pit, otherwise, it will work the same
as a normal donate. Some objects may not be donated, such as quest items,
cursed items, and sub-issue gear.
~
0 EXAMINE LOOK~
Syntax: look
Syntax: look <object>
Syntax: look <character>
Syntax: look <direction>
Syntax: look <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>
LOOK looks at something and sees what you can see.
EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
~
0 ORDER~
Syntax: order <character> command
Syntax: order all command
ORDER orders one or all of your charmed followers (including pets) to
perform any command. The command may have arguments. You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.
Most charmed creatures lose their aggresive nature (while charmed).
If your charmed creature engages in combat, that will break the charm.
~
0 REST SLEEP STAND WAKE~
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
These commands change your position. When you REST or SLEEP, you
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.
Use STAND or WAKE to come back to a standing position. You can
also WAKE other sleeping characters.
~
0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
All of these commands send messages to other players. GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying. ';' is a synonym for GTELL.
SAY sends a message to all awake players in your room. The single quote '''
is a synonym for SAY.
TELL sends a message to one awake player anywhere in the world.
REPLY sends a message to the last player who sent you a TELL. REPLY will work
even if you can't see the player, and without revealing their identity. This
is handy for talking to invisible or switched immortal players.
~
-1 NOTE NOTES CHANGES NEWS PENALTY IDEA WEDDINGS UNREAD~
The notes on ROT replace the bulletin boards and mail systems found on many
other mud. The following options are usable:
reading notes:
note list : show all notes (unread notes are marked with an N)
note read : either by number, or read next to read unread notes
note remove : removes a note that you wrote or are the target of
note catchup : markes all notes as read
writing new notes:
note to : sets the to line (playername, clanname, immortal, or all)
note subject : sets the subject for a new note
note + : adds a line to a new note (i.e. note + hi guys!)
note - : remove a line from a note in progress
note clear : erase a note in progress
note show : shows the note you are working on
note post : posts a new note. This MUST be done to post a note.
When you log in, you will be informed if there are unread notes waiting. Type
note read to scroll through them one at a time.
Five other note directories exist, these are ideas, news, changes, weddings,
and penalties (gods only). They are used the exact same way, for example
idea read 5 will read idea #5. Posting to the news, changes, and weddings
boards is restricted.
The 'unread' command can be used to show your unread notes on all the note
spools.
~
101 SIGN~
The SIGN command will create a floating sign with your own text.
The main use for this is for creating hint signs during a quest.
sign make : starts a new sign.
sign + <text> : adds a line to a sign in progress.
sign - : remove a line from a sign in progress.
sign clear : aborts the current sign.
sign show : shows the sign you are working on.
sign save : creates the new sign in the current room. (this
MUST be done last)
~
0 GOSSIP CGOSSIP QGOSSIP . - = SHOUT YELL~
Syntax: gossip <message>
Syntax: cgossip <message>
Syntax: qgossip <message>
Syntax: shout <message>
Syntax: yell <message>
SHOUT sends a message to all awake players in the world. To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.
GOSSIP, CGOSSIP, and QGOSSIP are variants of SHOUT (without the delay).
GOSSIP will send the message to everyone listening, CGOSSIP will send
only to those who are clanned, and QGOSSIP will send only to those
who are on a quest.
'.' is a synonym for GOSSIP.
'=' is a synonym for CGOSSIP.
'-' is a synonym for QGOSSIP.
YELL sends a message to all awake players within your area.
Type a channel name by itself to turn it off.
~
0 FORGET REMEMBER~
Syntax: forget <character>
remember <character>
Forgetting a player will block out all global messages from that player.
Local messages (say, emote, etc..) will still be visible.
Remember will remove a player from your forget list.
Use either command without an argument for a list of players currently
forgotten.
~
0 EMOTE PMOTE POSE SOCIAL~
Syntax: emote <action>
Syntax: pose
EMOTE is used to express emotions or actions. Besides EMOTE, there are
several dozen built-in social commands, such as CACKLE, HUG, and THANK
(type socials or help socials for a listing).
PMOTE is similar to emote, but will substitute you and your for a target's
name (i.e. pmote bonks Alander will be read as bonks you by Alander, and
as bonks Alander by everyone else).
POSE produces a random message depending on your class and level.
~
102 SMOTE~
Syntax: smote <action>
Smote works exactly like pmote, except you must place your name somewhere in
the string, and it will show that string to everyone in the room.
~
0 HOLD REMOVE WEAR WIELD~
Syntax: hold <object>
Syntax: remove <object>
Syntax: wear <object>
Syntax: wear all
Syntax: wield <object>
Syntax: second <object>
Four 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 and SECOND are for weapons.
WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your
inventory.
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
REMOVE will take any object from your equipment and put it back into your
inventory.
~
0 BUG TYPO~
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>
These commands will take your message and record it into a file as feedback
to the mud implementors.
~
0 CREDITS~
Syntax: credits
This command shows the list of the original Diku Mud implementors.
~
0 AREAS COMMANDS REPORT SCORE TIME~
Syntax: areas
Syntax: commands
Syntax: report
Syntax: score
Syntax: time
Syntax: weather
AREAS shows you a list of areas in the game.
COMMANDS shows you all the commands in the game.
REPORT shows your current statistics to you and also announces them to other
players in the room. SCORE shows much more detailed statistics to you only.
Your ability scores are shown as true value(current value), so for example
Str: 15(23) means you have a 15 strength from training, but a 23 strength
from other factors (spells or items).
TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.
WEATHER shows the current game weather.
~
-1 WHO~
Syntax: who
Syntax: who <level-range>
Syntax: who <class or race>
Syntax: who <clan name>
Syntax: who <class or race> <level-range> <clan name>
WHO shows the people currently in the game. Some people may choose to
remain unseen and won't appear on the WHO
WHO without any arguments shows all of the (visible) people currently playing.
With arguments, WHO can show players of certain classes or levels.
For example:
who 10 lists all players of level 10 or above
who 15 20 lists all players between level 15 and 20
who cleric lists all clerics playing
who immortal lists all immortals playing
who cleric 1 5 lists all clerics between levels 1 and 5
who elf cleric lists all elven clerics
who demise e m lists all elven mages in Demise (hi Alander!)
Classes and races may be abbreviated.
~
-1 WHOIS~
Syntax: whois <name>
The whois command identifies any user who matches the name given. For
example, 'whois a' shows all characters whose name begins with A.
~
0 WHERE~
Syntax: where
Syntax: where <character>
WHERE without an argument tells you the location of visible players in the same
area as you are.
WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~
0 HELP~
Syntax: help
Syntax: help <keyword>
HELP without any arguments shows a one-page command summary.
HELP <keyword> shows a page of help on that keyword. The keywords include
all the commands, spells, and skills listed in the game.
~
0 DESCRIPTION DESC~
Syntax: description <string>
Syntax: description + <string>
Syntax: description -
Sets your long description to the given string. If the description string
starts with a '+', the part after the '+' is appended to your current
description, so that you can make multi-line descriptions. You can delete
lines by uses description -.
~
0 PASSWORD~
Syntax: password <old-password> <new-password>
PASSWORD changes your character's password. The first argument must be
your old password. The second argument is your new password.
The PASSWORD command is protected against being snooped or logged.
~
0 TITLE~
Syntax: title <string>
Sets your title to a given string.
The game supplies a title when your character is created and when you
advance a level. You can use TITLE to set your title to something else.
~
0 WIMPY~
Syntax: wimpy
Syntax: wimpy <number>
WIMPY sets your wimpy value. When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to flee.
You will only flee if your character is not in a wait state -- i.e. has not
been using combat commands like cast, trip and bash, and has not been
tripped or bash by an enemy.
WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.
Some monsters are wimpy.
~
0 OPEN CLOSE LOCK UNLOCK PICK~
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door.
LOCK and UNLOCK lock and unlock a closed object or door. You must have
the requisite key to LOCK or UNLOCK.
PICK can open a lock without having the key. In order to PICK successfully,
you must practice the appropriate skill.
~
0 DRINK EAT FILL POUR~
Syntax: drink <object>
Syntax: eat <object>
Syntax: fill <object>
Syntax: pour <object> out
Syntax: pour <object> <object>
Syntax: pour <object> <character>
When you are thirsty, DRINK something.
When you are hungry, EAT something.
FILL fills a drink container with water.
POUR transfers a liquid to a container, or empties one.
You can also pour from an object into something a character is holding.
~
0 BUY LIST SELL VALUE~
Syntax: buy <object>
Syntax: list
Syntax: sell <object>
Syntax: value <object>
BUY buys an object from a shop keeper.
When multiple items of the same name are listed, type 'buy n.item', where n
is the position of the item in a list of that name. So if there are two
swords, buy 2.sword will buy the second. If you want to buy multiples of
an item, use an * (buy 5*pie will buy 5 pies). These can be combined into
(for example) buy 2*2.shield, as long as the * is first.
LIST lists the objects the shop keeper will sell you.
List <name> shows you only objects of that name.
SELL sells an object to a shop keeper.
VALUE asks the shop keeper how much he, she, or it will buy the item for.
~
0 SACRIFICE~
Syntax: sacrifice <object>
SACRIFICE offers an object to your god, who may reward you.
The nature of the reward depends upon the type of object.
~
0 SCROLL~
Syntax: scroll
Syntax: scroll <number>
This command changes the number of lines the mud sends you in a page (the
default is 24 lines). Change this to a higher number for larger screen
sizes, or to 0 to disabling paging.
~
0 BRANDISH QUAFF RECITE ZAP~
Syntax: brandish
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed
to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the
<target> is optional, depending on the nature of the scroll. ZAP zaps a
magical wand at a target. If the target is not specified, and you are fighting
someone, then that character is used for a target.
You must HOLD a wand or a staff before using BRANDISH or ZAP.
All of these commands use up their objects. Potions and scrolls have a single
charge. Wands and staves have multiple charges. When a magical object has no
more charges, it will be consumed.
These commands may require an item skill to be succesful, see the help entries
on the skills scrolls, staves, and wands for more information.
~
0 CONSIDER~
Syntax: consider <character>
CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.
~
0 FOLLOW GROUP~
Syntax: follow <character>
Syntax: group
Syntax: group <character>
FOLLOW starts you following another character. To stop following anyone else,
just FOLLOW <yourself>.
GROUP <character> makes someone who is following you a member of your group.
Group members share experience points from kills and may use the GTELL and
SPLIT commands. If anyone in your group is attacked, you will automatically
join the fight.
If the <character> is already a member of your group, then GROUP will
kick out the <character> from your group. Characters can also leave your
group by using a FOLLOW command to stop following you.
GROUP with no argument shows statistics for each character in your group.
You may FOLLOW and GROUP only with characters who are within five levels of
your own.
~
0 VISIBLE~
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
making you visible again.
~
0 QUIT RENT SAVE~
Syntax: QUIT
Syntax: RENT ... not!
Syntax: SAVE
SAVE saves your character and object. The game saves your character every
15 minutes regardless, and is the preferred method of saving. Typing save
will block all other command for about 20 seconds, so use it sparingly.
(90+ players all typing save every 30 seconds just generated too much lag)
Some objects, such as keys and potions, may not be saved.
QUIT leaves the game. You may QUIT anywhere. When you re-enter the game
you will be back in the same room.
QUIT automatically does a SAVE, so you can safely leave the game with just one
command. Nevertheless it's a good idea to SAVE before QUIT. If you get into
the habit of using QUIT without SAVE, and then you play some other mud that
doesn't save before quitting, you're going to regret it.
There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave.
~
0 RECALL /~
Syntax: RECALL
RECALL prays to your god for miraculous transportation from where you are
back to the Temple of Midgaard. '/' is a synonym for RECALL.
If you are a member of a clan that has it's own reincarnation room,
your god will transport you there, unless you have been labeled a thief
or killer.
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
RECALL costs 1/4 of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
~
-1 SPLIT~
Syntax: SPLIT <silver> <gold> <platinum>
SPLIT splits some coins between you and all the members of your
group who are in the same room as you. It's customary to SPLIT
the loot after a kill. The first argument is the amount of silver
the split (0 is acceptable), the second gold (optional), and the
third platinum (optional).
Examples:
split 30 --> split 30 silver
split 20 50 --> split 20 silver, 50 gold
split 0 10 --> split 10 gold
split 5 0 10 --> split 5 silver, 10 platinum
~
0 STEAL~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>
STEAL attempts to steal coins, or an object, from a character.
There are penalties for using STEAL on other players.
In order to STEAL successfully, you must practice the appropriate skill.
~
0 PRACTICE~
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell>
PRACTICE without an argument tells you your current ability level in all
the skills and spells available to you. You can check this anywhere.
PRACTICE with an argument practice that skill or spell. Your learning
percentage varies from 0% (unlearned) to a some maximum between 80% and 100%,
depending on your class. You must be at a guild master to practice.
The higher your intelligence, the more you will learn at each practice
session. The higher your wisdom, the more practice sessions you will
have each time you gain a level. Unused sessions are saved until you
do use them.
~
0 TRAIN~
Syntax: train <str int wis dex con hp mana>
TRAIN increases one of your attributes. When you start the game, your
character has standard attributes based on your class, and several
initial training sessions. You can increase your attributes by
using these sessions at a trainer (there are several in town).
It takes one training session to improve an attribute, or to increase
mana or hp by 10. You receive one session per level.
The best attributes to train first are WIS and CON. WIS gives you more
practice when you gain a level. CON gives you more hit points.
In the long run, your character will be most powerful if you train
WIS and CON both to 18 before practising or training anything else.
~
110 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.
~
110 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.
~
110 WEDPOST~
Syntax: wedpost <character>
WEDPOST sets or removes the wedpost flag on a mortal player. This flag
allows a mortal to post to the wedding announcement message list.
~
109 ALLOW BAN PERMBAN~
Syntax: allow <site>
ban <site> <newbies|all|permit>
ban
BAN <site> prohibits players from that site from logging in. BAN with
no arguments lists the banned sites. ALLOW <site> removes a site from
the ban list, if the remover is of equal or higher level than the banner.
A site may have all players, new players, or non-permitted players (set
by editing the player file) banned, by changing the argument after the site.
*s may be used to ban either by suffix (*.edu), prefix (labmac*), or
content (*andrews*), but be careful not to accidently lock out too many
sites with a wildcard. Bans do not save unless the permban command is used.
~
109 REBOOT SHUTDOWN~
Syntax: reboot
shutdown
Reboot shuts down the server. When the normal 'startup' script is used
to control the server, a delay of fifteen seconds will ensue (to allow
old connections to die), followed by a reboot.
Shutdown shuts down the server and prevents the normal 'startup' script
from restarting it.
~
108 WIZLOCK NEWLOCK~
Syntax: wizlock
newlock
Wizlock and newlock both block login attempts to ROT. Wizlock locks
out all non-gods (i.e. level less than 101), except for link-dead players who
are returning. Newlock only locks out new character generation, typically
used for preventing a spammer from returning. Wizlocking should be avoided,
and newlocking should be accompanied by mail or a note to the imps.
A god must be at least Supreme level to wizlock the game.
~
109 DENY WIPE~
Syntax: deny <name>
wipe <name>
DENY and WIPE lock a character out of a game permanently, rendering their
character name unusable. They may only be removed by editing the pfile, for
this reason freeze is usually preferred.
If a player is DENY'd, they will be sent a message telling them so, then
will be forced to quit. They will then recieve a message telling them
they are denyed access any time they try to connect.
If a player is WIPE'd, they will recieve no message, and will be immediatly
disconnected. They will immediatly be disconnected any time they attempt
to connect, with no explanation.
~
107 DISCONNECT~
Syntax: disconnect <name>
Disconnect breaks a player's link to the game, dumping them back to the telnet
prompt. This is a non-lethal way of getting rid of spammers and annoying
players.
~
106 FREEZE~
Syntax: freeze <name>
FREEZE <character> is a toggle which prevents a character from issuing any
commands at all. It can be removed from within the game, so freezing a
troublemaker is usually a better option than they deny command.
~
109 DUPE~
Syntax: dupe <character> <name>
DUPE will add or remove a dupe account name to a list kept on the players
account. Anytime this player connects, all characters on their dupe list
will be forced to quit (except immortals). This should be used only on
those who flagrantly violate the rule against bringing in more than one
character at a time and using one character to build a second. Entering
a dupe that is already on the list will cause it to be removed.
Using DUPE <character> without the second argument will list that
characters current dupes.
~
0 QUEST~
Syntax: quest Turns your quest flag on.
quest <on|off> Imms only, turns global quest flag on/off.
The quest flag identifies players participating in a quest. It also
protects the player during a quest, by making them non-pkill.
The quest flag can only be set when the global quest flag is on, and
can not be turned off until you either quit and relog, or the quest has
been completed. Upon the completion of the quest, the flag will be
turned off automatically when the global quest flag is removed.
When the global quest flag is on, a message will be displayed at the
bottom of the 'who' list.
~
102 MQUEST MPOINT~
Syntax: mquest <object>
mpoint <object>
MQUEST sets or removes the quest flag on any object. A mortal character
may only carry ONE item with the quest flag set.
MPOINT sets or removes the questpoint flag on any object. Any character
who then uses this object will recieve a quest point. The questpoint
flag is automatically removed from an object by the system once the
quest point has been given.
~
103 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>
FORCE forces one character to execute a command, except of course delete.
Below level 107 (Deity) force can only be used on mobiles, and force all is
unavailable. You also cannot 'force orc murder hugo', for example.
FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
~
102 SOCKETS~
Syntax: sockets
sockets <name>
SOCKETS reports all of the visible users connected to the server, including
users in the process of logging in. The two numbers inside brackets are the
channel number and the 'connected' state. The 'connected' states are listed in
merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in.
The optional name argument shows the site of a player, or optional can be used
to identify switched gods (i.e. socket orc shows the name of anyone switched
into an orc).
~
104 LOAD~
Syntax: load mob <vnum>
load obj <vnum> <level>
The load command is used to load new objects or mobiles (use clone to
duplicate strung items and mobs). The vnums can be found with the vnum
command, or by stat'ing an existing mob or object.
Load puts objects in inventory if they can be carried, otherwise they are
put in the room. Mobiles are always put into the same room as the god. Old
format objects must be given a level argument to determine their power, new
format objects have a preset level that cannot be changed without set.
(see also clone, vnum, stat)
~
104 STRING~
Syntax: string obj <field> <string>
string mob <field> <string>
The string command changes the various strings associated with an object or
mobile. A full list of fields can be viewed by typing string obj or string
mob. Sorry, multi-line strings are not yet supported.
~
105 NOCHANNEL NOCLAN NOEMOTE NORESTORE NOSHOUT NOTELL NOTITLE~
Syntax: nochannel <character>
noclan <character>
noemote <character>
norestore <character>
noshout <character>
notell <character>
notitle <character>
NOEMOTE, NOSHOUT, and NOTELL are used to muffle other characters, by
preventing them from emoting, shouting, and telling, respectively.
Characters who are noshout'ed or no'telled will also not receive those
forms of communication.
The NOCHANNEL command is similar, but more drastic. It prevents the victim
from using any of the channels (gossip, cgossip, Q/A, music) on the game.
Nochannels usually result from swearing or spamming on public channels.
The NORESTORE command makes a player immune to the restore command.
This is used to punish players who constantly ask for restores from
immortals.
The NOCLAN command makes a player unable to join pkill-type clans.
This is used to punish players who are known to cause serious troubles
with pkilling.
The NOTITLE command makes a player unable to set their own title.
This is used to punish players who use the title for swearing,
threats, etc....
~
103 TWIT PARDON~
Syntax: twit <character>
pardon <character>
TWIT sets the Twit flag on a player. When set, the twit flag causes
any mobiles in a LAW room (all of Midgaard) to attack the player,
and the shopkeepers will not sell to the player. Also, any player may
attack and kill a player with the twit flag, whether they can normally
pkill or not.
PARDON will remove the Twit flag if set.
~
102 PURGE~
Syntax: purge
purge <character>
Purge is used to clean up the world. Purge with no arguments removes all the
NPC's and objects in the current room. Purge with an argument purges one
character from anywhere in the world.
Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag
set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be
purged if they are called directly by name.
~
106 RESTORE~
Syntax: restore <character>
restore room
restore all
Restore restores full hit points, mana points, and movement points to the
target character. It also heals poison, plague, and blindness.
Restore room (or restore with no argument) performs a restore on every player
in the room, restore all does the same for all connected players. Restore all
is only usable by creators and implementors. Restore should be used sparingly
or not at all.
~
107 SLAY~
Syntax: slay <character>
Slay kills a character in cold blood, no saving throw. Best not to use this
command on players if you enjoy being a god.
~
104 TRANSFER TELEPORT~
Syntax: transfer <character>
transfer all
transfer <character> <location>
transfer all <location>
Transfer transfers the target character, or ALL player characters,
to your current location (default) or to a specified location. Trans all
should almost never be used, as 100 players popping into one room can have
horrible effects on slow links. Teleport is a synonym for transfer.
~
102 RECOVER~
Syntax: recover <character>
Recover transfers the target character to their default recall point.
You may only recover a character who is either cursed, or is stuck in
a no-recall area.
~
104 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).
~
102 ECHO GECHO PECHO~
Syntax: echo <message>
gecho <message>
pecho <character> <message>
These commands all perform similar functions. Echo sends the message to
all characters in the same room as the user, with no indication of who sent
it. Gecho does the same for all players connected to the game, and pecho
sends the message to the player specified as the target. Any higher-level
god will see a prompt in front of your message, informing him or her that it
is an echo.
~
102 GOTO~
Syntax: goto
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.
Goto with no argument will take you to your default location if you
have one set. (see GSET) If used in this manner, your pet will be
transfered with you.
You may not Goto a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present. Some other rooms are barred to players below a certain
god level.
Implementors can use the violate command to get into private rooms.
~
102 GSET~
Syntax: gset <vnum>
Gset allows you to set the default location for the goto command to
take you to.
~
102 HOLYLIGHT INVIS WIZINVIS~
Syntax: holylight
wiznvis <level>
Holylight is a toggle that allows you to see (almost) every character and
mobile in the game. With holy light, you can see what's in the game more
easily. Without holy light, you can see what mortal players see.
Wizinvis takes a level argument, and will mke you invisible to all players of
a lower level than your invisibility level. It defaults to the maximum
(your level) if no argument is given. Wizi 110 characters are totally
invisible.
~
102 INCOGNITO GHOST~
Toggling your incognito status will hide your presence from people outside the
room you are in, but leave you visible to those who are with you.
Toggling your ghost status will do the exact opposite, making you invisible
to anyone in the same room as you, but visible to those outside the room.
While ghost is set, you will still appear visible to all characters in the
game through the 'who' command. (depending on your wizinv level)
Both take a level argument similar to wizinvis, people at that level
or higher can see you regarless of location.
These flags are mutually exclusive, turning on one will automatically turn
the other off.
~
102 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.
~
102 VNUM~
Syntax: vnum <name>
vnum <obj or mob> <name>
vnum skill <name>
vnum area
Vnum finds all objects and mobiles with a particular name, and prints out
the results. Use vnum obj or vnum mob to limit the search. This vnum is
very useful for loading. Vnum skill returns the skill number (for set) and
the slot number (for making new zones) of a skill name. Vnum area lists
all areas and their range of vnums.
(see also load)
~
102 STAT~
Syntax: stat <name>
stat mob <name>
stat obj <name>
stat room <number>
The stat command gives you detailed information on an object, mobile, or room
within the game. Without a class argument, the command will return a object
(if found), a mobile (if no object exists, but a mobile does), or a room
(if a number is given). Stat room with no argument stats the room you are
standing in. Stat can be used to find room vnums for goto.
(see also goto, transfer)
~
102 MWHERE~
Syntax: mwhere <name>
Mwhere shows you the locations of all mobiles with a particular name.
~
104 PEACE~
Syntax: peace
Peace causes all characters in a room to stop fighting. It also strips the
AGGRESSIVE bit from mobiles.
~
102 POOFIN POOFOUT~
Syntax: poofin <message>
Syntax: pooffout <message>
The standard messages for goto are 'arrives in a swirling mist' and
'leaves in a swirling mist'. You can replace these messages with messages of
your own choosing using the poofin and poofout commands. These messages
must include your name somewhere in the string.
Poofin and poofout only show to characters who can see you.
(see also goto)
~
109 PROTECT~
Syntax: protect <character>
Protect is used to protect a character from unwanted snooping. Removing
protected status from a character WILL be seen by that character.
~
105 LOG SNOOP~
Syntax: log <character>
log all
snoop <character>
Log <character> causes all of a character's commands to be logged into
the server's log file. Like Freeze, it is a permanent character toggle.
Logs may only be used by creators and implementors, and should be accompanied
by mail to the implementors.
Certain commands (Password) are protected against log. Conversely, certain
commands (especially immortal commands) are always logged.
Log all logs all character commands. It is a server-wide toggle; it does not
persist across reboots. Please do not use this unless you tell the imps.
Snoop shows you a copy of all the input and output going to a character.
The character must have an open channel. You may snoop more than one
character at a time. Try to respect privacy.
Snoop yourself to cancel all outstanding snoops.
~
103 SWITCH RETURN~
Syntax: switch <character>
return
Switch switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC). You also cannot
switch into link-dead PCs.
Return returns you to your original body.
~
102 IMMTALK :~
Syntax: immtalk <message>
immtalk
Immtalk sends a message to all immortals. : is a synonym for immtalk.
Using this command with no argument turns off the immortal channel (or
turns it back on).
~
-1 WIZNET~
Syntax: wiznet
wiznet show
wiznet status
wiznet <field>
Wiznet is sort of an immortal news service, to show important events to
the wiznetted immortal. Wiznet by itself turns wiznet on and off,
wiznet show lists all settable flags (they are not detailed here),
wiznet status shows your current wiznet settings, and wiznet <field> toggles
a field on and off. The events should be self-explanatory, if they are not,
fiddle with them a while. More events are available at higher levels.
~
-1 WIZHELP~
Syntax: wizhelp
Wizhelp provides a list of all the immortal commands.
~
105 WIZSLAP~
Syntax: wizslap <character>
Wizslap is a mild punishment used against an unruly character. This
teleports the victim to a random room, and sets the weaken spell on
them for a period of 5 game hours.
~
-1 PACK~
Syntax: pack <character>
Pack is used to equip a newbie with a survival pack.
~
0 ARMOR~
Syntax: cast armor <character>
This spell decreases (improves) the armor class of the target character
by 20 points.
~
0 BLESS~
Syntax: cast bless <character>
Syntax: cast bless <object>
This spell improves the to-hit roll and saving throw versus spell of the
target character by 1 for every 8 levels of the caster. It may also be
cast on an object to temporarily bless it (blessed weapons, for example,
are more effective against demonic beings).
~
0 BLINDNESS~
Syntax: cast blindness <victim>
This spell renders the target character blind.
~
0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'
'MAGIC MISSILE' 'SHOCKING GRASP'~
Syntax: cast 'acid blast' <victim>
Syntax: cast 'burning hands' <victim>
Syntax: cast 'colour spray' <victim>
Syntax: cast 'fireball' <victim>
Syntax: cast 'lightning bolt' <victim>
Syntax: cast 'magic missile' <victim>
Syntax: cast 'shocking grasp' <victim>
These spells inflict damage on the victim. The higher-level spells do
more damage.
~
0 'CALL LIGHTNING'~
Syntax: cast 'call lightning'
This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from your god.
~
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.
~
103 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>
This spell changes the sex of the victim (temporarily).
~
0 'CHARM PERSON'~
Syntax: cast 'charm person' <victim>
This spell, if successful, causes the victim to follow you and to take orders
from you. Use ORDER to order your charmed followers.
You are responsible for the actions of your followers. Conversely, other
people who attack your followers will be penalized as if they attacked you.
~
0 'CHILL TOUCH'~
Syntax: cast 'chill touch' <victim>
This spell inflicts damage on the victim and also reduces the victim's
strength by one.
~
0 'CONTINUAL LIGHT'~
Syntax: cast 'continual light'
Syntax: cast 'continual light' <object>
This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely. It may also be used on an object
to give it an enchanted glow.
~
0 'CONTROL WEATHER'~
Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse
This spell makes the weather either better or worse.
~
0 'CREATE FOOD'~
Syntax: cast 'create food'
This spell creates a Magic Mushroom, which you or anyone else can eat.
~
0 'CREATE SPRING'~
Syntax: cast 'create spring'
This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
~
0 'CREATE WATER'~
Syntax: cast 'create water' <drink-container>
This spell replenishes a drink container with water.
~
0 'CURE BLINDNESS'~
Syntax: cast 'cure blindness' <character>
This spell cures blindness in one so unfortunate.
~
0 'CURE POISON'~
Syntax: cast 'cure poison' <character>
This spell cures poison in one so unfortunate.
~
0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~
Syntax: cast 'cure light' <character>
Syntax: cast 'cure serious' <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal' <character>
These spells cure damage on the target character. The higher-level spells
heal more damage.
(see 'help healer' for details on the heal command)
~
0 CURSE~
Syntax: cast 'curse' <character>
This spell reduces the character's to-hit roll and save versus spells.
It also renders the character unclean in the eyes of the gods and
unable to RECALL. Curse may be used to fill equipment with evil power,
allowing (for example) weapons to do more damage to particularly holy
opponents.
~
0 'DETECT EVIL'~
Syntax: cast 'detect evil'
This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.
~
0 'DETECT HIDDEN'~
Syntax: cast 'detect hidden'
This spell enables the caster to detect hidden creatures.
~
0 'DETECT INVIS'~
Syntax: cast 'detect invis'
This spell enables the caster to detect invisible objects and characters.
~
0 'DETECT MAGIC'~
Syntax: cast 'detect magic'
This spell enables the caster to detect magical objects.
~
0 'DETECT POISON'~
Syntax: cast 'detect poison' <object>
This spell detects the presence of poison in food or drink.
~
0 'DISPEL EVIL'~
Syntax: cast 'dispel evil' <victim>
This spell invokes the wrath of Thoth on an evil victim. It can be very
dangerous for casters who are not pure of heart.
~
0 'DISPEL MAGIC' CANCELLATION~
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <characte>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
~
0 EARTHQUAKE~
Syntax: cast 'earthquake'
This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!
~
0 EMPOWER~
Syntax: cast empower <spell>
This spell magically binds another spell to either a scroll, or a
potion, depending on the type of spell being bound. This spell
can be quite costly in terms of mana, since not only does it use
mana for this spell, but also for the spell being bound.
~
0 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>
This spell magically enchants a weapon, increasing its to-hit and to-dam
bonuses by one or two points. Multiple enchants may be cast, but as the
weapon grows more and more powerful, it is more likely to be drained or
destroyed by the magic. Also, every successful enchant increases the level
of the weapon by one...and there is no turning back.
~
-1 'ENCHANT ARMOR'~
The enchant armor spell imbues armor with powerful protective magics. It is
not nearly as reliable as enchant weapon, being far more prone to destructive
effects. Each succesful enchant increases the plus of the armor by 1 or 2
points, and raises its level by one.
~
0 'ENERGY DRAIN'~
Syntax: cast 'energy drain' <victim>
This spell saps the experience points, mana, and movement points of its
target.
~
0 'FAERIE FIRE'~
Syntax: cast 'faerie fire' <victim>
This spell increases (makes worse) the armor class of its victim. For each
level of the caster, the victim's armor class is increased by two points.
~
0 'FAERIE FOG'~
Syntax: cast 'faerie fog'
This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
~
0 FLAMESTRIKE~
Syntax: cast 'flamestrike' <victim>
This spell inflicts damage on the victim.
~
0 FLY~
Syntax: cast 'fly' <character>
This spell enables the target character to fly.
~
0 IDENTIFY~
Syntax: cast identify <object>
This spell reveals information about the object.
~
0 INFRAVISION~
Syntax: cast infravision <character>
This spell enables the target character to see warm-blooded creatures even
while in the dark, and exits of a room as well.
~
0 INVIS 'MASS INVIS' INVISIBLITY~
Syntax: cast 'invisibility' <character>
Syntax: cast 'invisibility' <object>
Syntax: cast 'mass invis'
The INVIS spell makes the target character invisible. Invisible characters
will become visible when they attack. It may also be cast on an object
to render the object invisible.
The MASS INVIS spell makes all characters in the caster's group invisible,
including the caster.
~
0 'KNOW ALIGNMENT'~
Syntax: cast 'know alignment' <character>
This spell reveals the alignment of the target character.
~
0 'LOCATE OBJECT'~
Syntax: cast 'locate object' <name>
This spell reveals the location of all objects with the given name.
~
0 'PASS DOOR'~
Syntax: cast 'pass door'
This spell enables the caster to pass through closed doors.
~
0 POISON~
Syntax: cast poison <victim>
Syntax: cast poison <object>
This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate. It may also be used to poison food, drink, or
a weapon in a fashion similar to envenom ('help envenom'), but with
drastically reduced effectiveness.
~
0 RESURRECT~
Syntax: cast resurrect
This spell will resurrect the first corpse in the room it finds, turning
it into a zombie. Zombies are considered pets, and cannot be created if
you already have a pet.
~
0 ANIMATE~
Syntax: cast animate <object>
This spell will reanimate dead body parts from your inventory into charmed
mobiles. These are not considered pets, so there is no limit to the
number of body parts you can animate.
~
0 CONJURE~
Syntax: cast conjure
This spell will conjure up a powerful pet demon. As pets, a demon cannot
be conjured if you already have a pet. The conjure spell requires a
special source of power to be used, similar to the portal and nexus
spells, though not the same source.
~
0 VOODOO~
Syntax: cast voodoo
voodoo <pin|trip|throw>
The voodoo spell will turn a sliced-off body part of a PC character into
a voodoo doll. Hold the body part in your hand when casting.
The voodoo command can be used to inflict pain, trip, or throw another
player accross the room (or sometimes out of the room). Hold the
voodoo doll in your hand when using the command.
Voodoo dolls in your name can be destroyed with the help of the priests
in the church, but at a hefty price.
After the successful use of a voodoo doll, your victim will be immune to
the effects of another use for 1 tick.
{RWARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING{x
Having a voodoo doll in your inventory makes you vulnerable to
{RPKILL{x by the victim of the curse, with {RNO{x restrictions
of level, tier, or clan affiliation.
Because of this, you cannot give a voodoo doll to another person,
or use the transport spell on a doll, they must pick it up of thier
own free will. If you pick up your own voodoo doll, it will soon
vanish.
~
0 SANCTUARY~
Syntax: cast sanctuary <character>
The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.
~
0 REFRESH~
Syntax: cast refresh <character>
This spell refreshes the movement points of a character who is out of movement
points.
~
0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>
Syntax: cast 'remove curse' <object>
This spell removes a curse from a character, and might possibly uncurse
a cursed object. It may also be targeted on an object in the caster's
inventory, in which case it's chance of success is significantly higher.
~
0 SHIELD 'STONE SKIN'~
Syntax: cast shield
Syntax: cast 'stone skin'
These spells protect the caster by decreasing (improving) the caster's armor
class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of
armor.
~
0 SLEEP~
Syntax: cast sleep <victim>
This spell puts its victim to sleep.
~
0 SUMMON~
Syntax: cast summon <character>
This spell summons a character from anywhere else in the world into your room.
Characters who are fighting may not be summoned.
~
0 TELEPORT~
Syntax: cast <teleport>
This spell takes you from your current location to a random location somewhere
in the world.
~
0 VENTRILOQUATE~
Syntax: cast ventriloquate <speaker> <message>
This spell throws your voice, making it appear that some other object or
character in the room is saying your message. Victims who make their saving
throw will know that someone is using ventriloquism, but not who. Victims who
fail their saving throw will think that the object or character really did say
your message.
~
0 WEAKEN~
Syntax: cast weaken <victim>
This spell reduces the strength of the victim by two points.
~
0 'WORD OF RECALL'~
Syntax: cast 'word of recall'
This spell duplicates the built-in RECALL ability. It is provided solely for
Merc-based muds which wish to eliminate the built-in ability while still
providing the spell.
~
0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~
Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>
These spells are for the use of dragons. Acid, fire, frost, and lightning
damage one victim, whereas gas damages every PC in the room. Fire and
frost can break objects, and acid can damage armor.
High level mages may learn and cast these spells as well.
~
1 SEDIT~
Syntax:
sedit delete <social>
sedit new <social>
sedit show <social>
sedit <string-name> <social> [string]
SEDIT allows online creation, deletion and editting of socials.
SEDIT DELETE <social> deletes that social. The deletion is irrecoverable,
save for restoring a backup file, so use this command with great care!
SEDIT NEW <social> creates a new, empty social.
SEDIT SHOW <social> shows all of the strings for that social.
SEDIT <string-name> <social> [string] changes a certain of the 7 strings that
make up a social. If you leave out the string, no message will be sent to
the involved characters.
There are 7 strings that make up a social:
cnoarg: Sent to character when no argument typed. E.g. X types HUG and sees:
Hug whom?
onoarg: Sent to others in the room when no argument is given. In the case of
HUG, it is an empty string, so that nothing is shown if a player types HUG
by itself.
cfound: Sent to the character if a target is found. E.g. X types HUG Y:
You hug Y.
vfound: Sent to the victim. E.g. X types HUG Y, and Y sees:
X hugs you.
ofound: Sent to others in room, if target is found. E.g. X types HUG Y.
Everyoune but X and Y see:
X hugs Y.
cself: Sent to the character if she uses the social on herself. E.g. X types
HUG X :
You hug yourself.
oself: Sent to others in room when a player uses a social on herself:
X hugs herself in a vain attempt to get friendship.
To get the player names and sexes correct, you need to use those macros:
$n - name of player
$e - he, she or it, depending on sex of player
$m - him, her or it, depending on sex of player
$s - his, her or its, depending on sex of player.
For the victim, just use the uppercase version. E.g. $N is the name of the
victim, $E is he, she or it depending on victim's sex etc.
So, to make a new social called 'epoke' which would poke eyes out, you would
do the following:
SEDIT NEW epoke
SEDIT cnoarg epoke Poke whose eyes out? (message sent to player)
SEDIT cfound epoke You poke $N's eyes out!
SEDIT vfound epoke $n pokes your eyes out! Ouch..
SEDIT ofound epoke $n pokes $N's eyes out!
SEDIT cself epoke Being bored, you poke your own eyes out.
SEDIT oself epoke $n pokes $s eyes out!
To get more examples, type SEDIT SHOW <social-name> to see one of the
existing socials.
The socials are stored in a file called socials.txt. Manual editting of
that file is not advised. A frequent back-up is recommended. The social
file is updated by the server as soon as anything changes.
Online social editting - (c) 1996,97 Erwin S. Andreasen <erwin@andreasen.org>
~
102 AREALINKS~
Provided to you by Kyless of The Mind's Eye (slaughterdog@yahoo.com).
Syntax: arealinks [vnum|area|all] [filename]
AREALINKS, with no arguments, gives a listing of all of the rooms that
link to a different area from the area you are currently in.
AREALINKS with a room vnum provided will provide all links from the
area that the vnum is in. Note that the room does not have to exist, but
merely has to be a vnum within the area's vnum range.
AREALINKS with an area name will list all of the links to different areas
for that area.
AREALINKS with the all option will list the areas one by one, their vnum
ranges, and all their links to different areas.
AREALINKS also provides an optional filename argument which allows you to
output all of the information into a file in the area directory in
the shell rather that outputting it to the screen. Of course, you still
need shell access to be able to read the file created.
This function and help file were originally written by Kyless on The
Mind's Eye (slaughterdog@yahoo.com).
~
-1 ROT~
RoT is a ROM2.4 derived mud, which is originally based on the Merc 1.0 code.
The RoT modifications to the ROM source are copyright 1996-1997 by Russ Walsh.
~
-1 ROM~
ROM started in early February 1993, using Merc 1.0 code. In July of 1993,
ROM II was started, eventually replacing the original ROM. ROM was up for
a little over a year, after which the code (version 2.3) was released,
and various other ROM muds were started, including Rivers of Mud under
a new management (Zump's ROM), at rom.org 9000.
Alander's current project is Tesseract, the latest version of the ROM code.
It can be found at hypercube.org 9000.
The following people contributed to the ROM flavor of the merc base code:
Socials --
Kelsey and Liralen
New, Improved Valhalla --
Liralen
Puff's new special proc and improved poofin/poofout code --
Seth
Maps and map shop --
Ezra, Regnan (Olympus)
Nirvana zone --
Forstall (mobiles rewritten by Alander)
Mob Factory --
Pinkfloyd (originally written for ROM, mobiles rewritten by Alander)
Geographically correct Midgaard (tm) --
Alander
Ideas and playtesting --
Thousands of dedicated mudders around the world
Beta testing --
Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports
and suggestions, saving a lot of headaches
New Thalos area was donated by Onivel of Jedi, who was also the originator
of the ASCII flags used in the zone files
ROM 2.4 was developed during my time with Moosehead mud, and the release
shares many of the features I wrote while I was there. Additional code
was written by Seth Scott (the new poofin/poofout), and many contributions
and ideas from the Merc list were used.
The new features of 2.4 were largely produced in bull sessions with
Gabrielle (my wife) and Brian Moore, without whom this release wouldn't
have happened. In particular, the new privacy code, furniture, and
wiznet are largely the results of Gabrielle's ideas.
Changes to the standard diku mob and object format, as well as the changes
to Merc 2.1 source code, were done by Alander over many a late night of
hair-pulling. Hope you enjoy it.
(my apologies if anyone was forgotten in this list)
~
-1 IMMORTAL IMMORT GOD WIZARD WIZ~
'Immortal' (often, simply, 'immort') refers to players who have reached
the highest attainable levels in the game. Here, anyone of level 102
or higher is an 'immortal.' Immortals are capable of exceeding the
usual game rules, in more drastic and pervasive ways as levels increase;
examples range from teleportation and invisibility to mortal sight to
creation of objects, removal of a player's privileges (channels,
ability to move, or even ability to log in), and ability to promote
players to immortality.
Since immortals can wreak havoc with game balance, they are (ideally)
a carefully-chosen and policed group. An absolute rule of immortal
behavior is that no immortal can aid or assist any player without
explicit permission from the higher ranks; in other words, please
don't ask an immortal to help you kill a mob, gather EQ, etc, or
you'll likely be either politely or rudely refused, or referred to
this file.
The duties of immortals, and even the very reasons for their existence,
are topics of continual and heated debate in various MUD forums, and are
fraught with misconceptions, poor examples, and outrageous hypocrisies. :)
~
-1 SOCIALS~
This is a complete list of socials for this MUD:
Compiled originally by: Sara
accuse adjust air apologize applaud babble
bark bcatch beckon beer bearhug beg
bird bkiss bleed blink blush boast
boggle bonk bounce bow brb burp
cackle caress charge cheer chuckle clap
claw collapse comfort comb cough cover
cower cringe criticize cry cuddle curse
curtsey dance daydream drool duck embrace
explode eyebrow faint fart flare flash
flex flinch flip flirt flutter fondle
french frown fume gasp giggle glare
goose grimace grin groan grope grovel
growl grumble hand head hiccup highfive
hop howl hug hush ignore innocent
insane judge kiss knee laugh lick
love lust massage meditate moan moon
mosh mutter nibble nod nudge nuzzle
pant passout pat peck pie pinch
pissed plead point poke ponder pout
pray propose puke punch purr ramble
raspberry rofl roll rub ruffle run
scratch scream serenade shake shiver shrug
sigh sing slap slobber smile smirk
snap snarl sneeze snicker sniff snore
snort snowball snuggle sob spam spank
spit squeal squeeze squirm stare stretch
strip stroke strut sulk swoon tackle
tease thank threaten tickle tip tongue
twiddle type undress view wave whine
whistle wiggle wince wink wonder worry
worship yawn yeehaw yodel rose laces
tank starve aargh homework puff differ
yae lightbulb ogg confused beam twitch
bite discodance scuff whap lag chortle
zerbert
~
-1 MERC~
This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn.
Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and
ftp.math.okstate.edu.
E-mail to 'merc-request@kpc.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, Trienne, and others for porting help.
... Diavolo, Grodyn, Morgenes, and others for code and bug fixes.
... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds.
... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code,
and hours of enjoyment.
~
-1 MAP MAPS~
Thanks to Ezra for drawing the originals of several maps on ROM.
~
-1 GREETING~
.
* * * * * * *
* * * * * * * *
* * * * * * * * *
_____ __ _ ____ ___
/ _ \ | \ | | / _ __\ | _ \
| |_| | | |\\ | || \____ | \/_/
| _ | | | \\| | \___ \ | \
|_| |_| |_| \__| |____ / |_|\_\
* * * * * * * * *
* * * * * * * *
* * * * * * *
Original DikuMUD by Hans Staerfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert, and Sebastian Hammer
Based on MERC 2.1 code by Hatchet, Furey, and Kahn
ROM 2.4 copyright (c) 1993-1995 Russ Taylor
ROT 1.4 copyright (c) 1996-1997 Russ Walsh
ANSR1.bX - Modifications by {WV{Da{wl{Da{Wr{x
[Enter Your Name] ->
~
-1 MOTD~
{x* You are responsible for knowing the rules (type 'rules'). Ignorance of
the rules is no excuse.
* Important commands: help, commands, news, notes
* Use the delete command to erase unwanted characters.
* Use COLOR to turn on the color codes.
* Use {BSECOND {xto wield a second weapon.
* Use {BHELP FLAGS {xto get a list of the affect flags.
* Use {BHELP CLANRULES {xfor a list of clan specific rules.
{R*** IMPORTANT:{x See the {GHELP VOODOO{x file!!!
Visit us on the web at:
{Whttp://www.rot.com/rot/{x
[Hit Return to continue]
~
102 IMOTD~
{WWelcome Immortal!
{xYou are responsible for following the laws of immortal behavior.
* Type 'help laws' for the rules you are
expected to follow as an Imm.
* Type 'help jobs' to get some idea of what you should be doing.
[Hit Return to continue]
~
102 JOBS~
This is a partial list of what a god of any given level should be doing. It is
not complete yet.
Angels:(102-104)
Angels and higher level gods may not assist mortals directly in any way.
An Angel's main job is to help with quests (via switch), or possibly run
small quest of their own -- but the rewards should be minimal.
Deities:(105-106)
Deities have two main roles: reimbursement and quest running. Be skeptical
on reimburses, don't just hand out every piece of gear. I suggest limiting
reimbursements to 10 items at a time, and make sure that you do not load things
at too high a level (new format items have hard-coded levels, so are not a
problem). vnum and stat are useful for this. You can draft Angels to help you
run a quest, and please note that quests should NOT have huge rewards -- the
main point should be to have fun. Deities have no business trying to enforce
rules -- the most you should do to a player is a NOCHANNEL or similar light
punishment.
Gods:(107-109)
Gods can run quests just like Deities, and it's nice to do reimbursements too.
However, the main role of a God is keeping the peace. Gods can enforce (but
not create rules), using the various NOTELL-class commands, as well as deny,
purge, freeze, and ban (but be careful with these commands!) Gods are expected
to help make the mud run more smoothly, power trips are strictly verbotten.
Not fufilling the roles of your office can result in demotion or deletion.
~
-1 PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~
Player killing and player stealing are allowed to all clan members
(including loners), provided the victim is is within 10 levels of the
character and is also in a clan.
~
102 COMMANDMENTS LAWS 'GOD RULES' GODS~
.
**********************
** The Rules of ROT **
**********************
1) Do not kill mortals, do not kill mortals, do not kill mortals.
This includes transferring/summoning them to aggressive mobs.
2) Do not cheat for ANY mortal in ANY way, especially your own.
Unless of course you LIKE deletion. Yes this includes tanking,
healing/restoring, casting protection spells <armor, sanct>,
and softening up or altering mobs.
3) Do not transfer or summon mobs to mortals or mortals to mobs.
They have legs, if they want to kill a mob, they can easilly
go there themselves.
4) DO NOT kill the shopkeepers for any reason at ALL.
5) DO NOT use reboot. <--- Note, simple English.
6) Do not give out free equipment. You don't need to win brownie
points with the mortals. Quest are fine but handing out items
isn't.
7) A note on quests: Quests are a good thing, more or less, BUT
do not give out overly extravagant prizes. Exercise some
common sense here folks. Do not load items more than 4 levels
below their normal level (i.e. no level 5 ogre gauntlets).
8) Do not undermine the authority of a higher level god. If you
see that someone has been frozen or nochannelled do not restore
their priveleges. They are being punished for a reason.
9) Do not try to overrule each other.
10) Trusted mortals: Do not use your god powers to help your mortal
character. If you do, your trust will be taken away.
~
-1 RULES~
These are the rules of RoT. For other matters, use common sense.
For clan specific rules, see HELP CLANRULES.
* Limited player stealing or player killing. Join a clan if you want to do
either.
* A member of a clan may kill a member of any other clan.
* A member of a clan may steal from a member of any other clan.
* If you join a clan, and someone either pkills you, or psteals from you,
do not complain to the gods, or ask the gods to return your eq or do
a corpse retrieval for you, as they are forbidden from doing so.
* Your presence here is a privilege not a right. Obey any orders from gods,
and you will be fine. Deletion does not require a reason, appeals are to
be sent to the implementors.
* Sitting around idle with a client is hazardous to your health. If we catch
you doing it, strange things may happen to your character.
* Watch your language in public areas and channels.
* No multiple logins, multiple playing, or helping your own characters with
other characters you own -- by any arrangment.
* No kill stealing. This means you cannot attack a mob someone else is
fighting, unless they ask you to. Also avoid attacking fleeing mobs.
* Cheating will not be tolerated. This includes accepting favors from gods
and exploiting bugs. If you find a bug, report it, then do not use it.
* Do not ask a god to make you a member of a clan. The request to add
you to a clan must come from the clan leader. Ask a member of the clan
who their leader is.
* Changes to these rules are at the discretion of the immortals, and may be
done without warning, notice, or even evidence of sanity. Walk softly,
and carry a black stick.
~
-1 CLANRULES~
1. Do NOT join any clan until you investigate ALL clans.
2. Once you join a clan, you must STAY WITH THAT Clan. No switching clans,
abandoning your clan mates, etc.; the point of joining a clan is to use
TEAMWORK. That means when you get pkilled, you ask your CLAN MATES to
retrieve your corpse, re-equip you, help you avenge your death, etc. Do
not count on the IMMs for help.
3. Clanned characters are *not* allowed to pkill anyone in their own clan,
or anyone NOT clanned; nor are they allowed to kill members of non-pkill clans.
4. Clanned characters are NOT allowed to use edited equipment for pkill.
This does not include Clan EQ or Quest items, both of which are allowed.
5. If you get pkilled, you will *NOT* be reimbursed ANY eq by the IMMs;
this includes edited EQ, items of sentimental value, quest items, etc.
6. Clanned characters are not allowed to ask for or receive ANY kind of
IMM-related help; this includes corpse retrievals, spellups, assistance
locating chars, reimbursements, etc.
7. If you are a clan leader, you are expected to MUD on a regular basis.
If you do not actively play your character for three weeks, and have not
found a replacement, you will be removed as leader.
8. Clan leaders must be level 70 or above.
9. In order to form a new clan, you must follow these rules:
a. Have FOUR people involved in forming the clan
b. Have a PURPOSE for creating and maintaining the clan
c. Find an IMM to sponsor you (this MUST be a level 103 or higher;
they can not already be involved in sponsoring another clan)
d. Have your area files READY TO BE INPUT. Type "help room" for
more help.
10. You must ALWAYS have at least four members of your clan ACTIVELY
PLAYING the game. This means that if your membership drops to less than
four members for more than one week, your clan will be disbanded and dropped
from the list of clans.
11. As a member of a clan, you are expected to assist other members of your
clan. This includes spellups, corpse retrievals, levelling, etc.
12. If you reroll a clan leader into second tier, you must find three
current members of your clan to "sponsor" you back into the leader position.
The three members can email, note, or verbally give their nominations to
the Implementors.
~
0 SUICIDE DELETE~
Use the delete command to erase unwanted characters, so the name will be
available for use. This command must be typed twice to delete a character,
and you cannot be forced to delete. Typing delete with an argument will
return your character to 'safe' status if you change your mind after the
first delete. Second tier players should use reroll to recreate a
character, instead of the delete command.
~
0 REROLL~
The reroll command may be used once you reach hero status in the first
tier of classes, or at any time while playing a second tier character.
This command must be typed twice to reroll a character, and you cannot
be forced to reroll. Typing reroll with an argument will return your
character to 'safe' status if you change your mind after the first reroll.
After typing reroll the second time, you will be forced to quit. When
you reconnect, you will have to re-create your character, but will be
given the second tier classes to choose from, instead of the first tier
classes. (see 'help tier')
After rerolling, you will start out in your new class at level 1, so
this command is similar to deleting and recreating your character.
~
0 TIER~
There are currently fourteen classes in ROT, split into two tiers.
1st tier classes:
{Mmage cleric thief warrior ranger druid vampire{x
2nd tier classes:
{Rwizard priest mercenary gladiator paladin sage lich{x
The second tier classes are notably stronger than the first tier
classes, but you cannot create a character in these classes until
you reach the hero level in a first tier class. (see 'help reroll')
You DO NOT have to choose the second tier class that is in the same
slot as the first tier class, ie: a mage does not have to become
a wizard, you are given the option of choosing any of the classes.
Because of the strength difference between the tiers, player killing
and player stealing is forbidden between the tiers.
~
0 HEALER~
The healer decided to grab a quick buck, and now charges for his heals. Some
services are still free to players of level 30 or below, however. To see
a full listing of the healer's services, type 'heal' at his residence. To
receive healing, bring plenty of money, and type 'heal <spell>'.
~
-1 GAIN~
The gain command is used to learn new skills, once the proper trainer has
been found. (Check New Thalos) The following options can be used with gain:
gain list: list all groups and skills that can be learned
gain points: lower your creation points by 1 (costs two sessions)
gain <name>: add a skill or skill group, at the listed cost
gain convert: turns 6 practices into one training session
gain study: turns 1 training session into 6 practices
Gain uses training sessions, not practices. (see 'help train')
Gained skills and groups do NOT increase your experience per level or total
number of creation points.
~
-1 RESTRING~
Syntax: restring obj <string>
The restring command is used to change the name of an object in your
inventory. Only specific trainers have the ability to restring an object
for you (Check New Thalos), and charge you 8 quest points per item.
Restringing an object will only change the short name of the object, not
the long description or keywords associated with that object, so you will
still have to use the original keywords to use a restrung object.
For example:
Object to be restrung is 'an imperial sword',
> restring sword a battle axe
This will now show up as 'a battle axe' in your inventory, and will use
this string in actions: '<char> wields a battle axe' or '<char> gets a
battle axe'.
Because the keywords of the object are not changed, to wield or
manipulate this object, you will still need to use 'sword' or 'imperial',
ie: get sword wield sword
~
102 CLONE~
Syntax:
clone obj <object>
clone mob <mobile>
clone <name>
The clone command duplicates an object or mobile. The level of item or mobile
that may be cloned depends on your level. The target object or mob must be in
the same room as you, or in your posession. Strung and set information is
preserved by clone, as well as any spell effects and container contents or
mobile inventory, except for items which are too high for you to clone.
Strung extended descriptions on objects are not kept, however.
~
110 RANDCLAN~
Syntax: randclan
Randclan will move the entrances to all clan halls to new randomly selected
locations. This is automatically done by the system at boot, and once per
day thereafter, but can be called by an implementor to correct any problems
in the choice of locations from the last automatic run.
~
0 SKILLS SPELLS~
The skills and spells commands are used to display your character's list
of available skills (or spells, as the case may be). They are listed in
order of level, with mana cost (for spells) or percentage (for skills)
listed where applicable.
~
0 OUTFIT~
The outfit command, usable by levels 9 and below, equips your character with
a new set of sub issue gear (banner, weapon, helmet, shield, and vest),
courtesy of the Mayor's warehouses. Only empty equipment slots are affected.
~
0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTOSTORE AUTOPEEK~
ROT uses varies automatic actions, to ease the boredom of always splitting
gold and sacrificing corpses. The commands are as follows:
autolist : list all automatic actions
autoloot : take all equipment from dead mobiles
autogold : take all gold from dead mobiles
autosac : sacrifice dead monsters (if autoloot is on, only empty corpes)
autoexit : display room exits upon entering a room
autosplit : split up spoils from combat among your group members
autoassist: makes you help group members in combat
autostore : saves all tells during combat
autopeek : will show inventory during a look <char> (with the peek skill)
Typing a command sets the action , typing it again removes it.
~
-1 CLAN~
A Clan is a collection of players, united to follow and further
a common cause. Each clan has rules and regulations, to find out
more about clans and their 'beliefs' type "help <clan name>". Only
Clan members can kill or steal from other players. To join a Clan
you must be level 25 or above and level 70 or below. Second tier
players may join a clan starting at level 15. Speak to the Clan
Leader about joining. If you go Loner before level 70 you may
join a Clan later.
Joining a Clan is a dangerous step. Many adventurers live to
kill and torture others and chances are that your paths will cross.
Clans may now choose to allow pkill or not, members of clans that
choose not to have pkill will be unable to attack other players, or
be attacked by others.
Existing Clans may buy special rooms and mobiles by acquiring
cubic zirconiums as payment. To see room prices, type
"help prices". New Clans may be formed by petitioning the immortals.
Please remember that their word is final on all matters not covered by
this help.
A list of current clans can be obtained with: clan list
~
-1 PRICES PRICE~
New Clan Hall Rooms cost 20 cubic zirconiums.
Boosting the mana and healing gains for a room costs 30 cubic zirconiums.
Making a Healer costs 200 cubic zirconiums.
Extra Mobiles cost 40 cubic zirconiums apiece.
Only cubic zirconiums bought from the jeweler in Midgaard may be used as
payment.
See 'help rooms' for information on ordering extra clan rooms/mobiles.
~
-1 COUNT~
The count command displays the number of people (that you can see) logged
into the mud. It also displays the highest number observed that day, if
it is higher.
~
-1 GATE~
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters recieve a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as any player who has no summon set. Clan members
may not be gated to except by their fellow Clan members.
~
-1 AFFECTS AFFECT~
This command is used to show all the spells affecting your character. At
low levels, only the spell name will be displayed, at higher levels the
effects and duration of the spell will also be shown. Spell effects
are no longer shown on score (this can be changed by using 'show' command).
~
-1 'RACE HELP' 'RACE' 'RACES'~
ROT has the following races for player characters:
Human the standard race
Dwarf good warriors and clerics, cost 8 creation points
Elf good thieves and mages, cost 5 creation points
Giant huge, tough warriors, cost 6 creation points
Pixie good mages and druids, cost 6 creation points
Halfling very adept thieves and mages, cost 5 creation points
HalfOrc good warriors, cost 6 creation points
Goblin good thieves and vampires, cost 5 creation points
HalfElf good rangers or druids, cost 2 creation points
Avian good druids or clerics, cost 5 creation points
Gnome natural mages, cost 4 creation points
Draconian good mages and warriors, cost 11 creation points
Different races have different starting statistics, and also different
stat maximums for magic items and training.
Creation points increase the amount of experience it takes to gain a level.
For more information, see the help files for each race (i.e. 'help dwarf')
~
-1 ROOMS~
Clan Room may be bought using cubic zirconiums, see 'help prices'
for a list of the prices. Only one clan room within an organization
may be set as a healing room. The price quoted for the mana/heal option
will set BOTH up to 200%, which is the max.
Likewise, a clan may only have 1 healer, who will be reset into the main
clan room.
Healers are the same FOR ALL CLANS, so DO NOT ask that
your healers prices be lowered, or that it give out free spells to
higher level players!
No clan may have thier own donation pit, so do not even bother asking
for one.
Clans may not have thier own money-changers, guildmasters, fountains,
money-machines, mana-trees, specialized potions, etc...
Only clan leaders may make a request for additional rooms, etc...
What we need from you when you request a clan item:
Mobiles:
Job of the Mobile (healer/store keeper/practice dummy/etc.)
Name of the mobile
Description of the mobile
Rooms:
Name of room
A full description of the room
Clans with a large number of rooms will be given consideration for having
more than one entrance to thier area in different areas of the realms.
Any mail not following the guidlines above will be tossed in the trash.
~
-1 GUARDIANS~
[{RCLAN{x]
Gaurdians is a non-pkill clan which focuses on helping others as we help
ourselves. Any race/class/alignment/sex/whatever is welcome as long as they
adhere the clan's morals. We are here to enjoy the game and to help others do
the same. So if you are willing to help others, you wish to be part of a
family, and you want to have some fun...give one of our clan leaders a tell.
The clan leaders reserve the right to administer a quest to member hopefuls
before admitting them to the clan. And remember, a sense of humor is a MUST!
~
-1 ANGELS~
[{RCLAN{x]
The Hell's Angels Creed
These are the principles every Angel must uphold at all times. The
power of the clan is within' these principles, without which the clan has
no power. For the real strength of the clan lies within its abiding members.
honor
- -
- -
- -
- -
truth- - - - - - - - -loyalty
These are the three principles every Angel has to live by.
1. Honor
Angels must honor themselves as well as uphold the honor of the clan.
This will help ensure that this clan and its members are of their word.
Though this principle is at the top of the triangle, it would come
tumbling down like some walls of Jerico with out the other two
principles.
2. Truth
Angels should be true to themselves, the clan leaders, and other clan
members. Here the truth will not set you free, diceat and untruths will
(set you free from the clan that is).
3. Loyalty
Last but certainly not least, loyalty. A loyal clan member can be ones
right hand man (or woman). Angels should always be loyal to the clan
leaders, its members and the IMM's. This also means being willing to do
whatever it takes to defend the honor of the clan.
These principles all form a triangle. One not being more important than
the other but all of them needing each other to help make a well great
Angel.
~
-1 IRONHAWX~
[{RCLAN{x]
The Society of IronHawx have been around for centuries. Never
appearing until time of great need and always fighting on the side of
good. They are non-bias towards race, gender, or class so All may request
an interview. However, because of their secretive nature not much is
known about their initiation process. All that can be said is that it is
a test. Not just of physical prowless but of the power of the mind and if
you complete the journey you will be changed...forever. If you think that
you are up to the tasks and have more than what it takes, speak with a
clan leader.
~
-1 KINDRED~
[{RCLAN{x]
The Kindred, as vampires all themselves, have spent countless centuries
preying secretly on humanity, cooperating uneasily amongst themselves
through a clandestine and Machiavellian social order governed by many
laws. Preeminent among these laws is the Tradition of the Masquerade.
Disguised as humans, vampires have infiltrated and manipulated the very
history of the mortal world.
The only way to become Kindred is to be Embraced and be reborn.
There are many bloodlines within vampire society:
Toreador: Members of this clan are thought of as artists and
degenerates.
Nosferatu: These hideously deformed creatures use their influence to
gain knowledge. They are loners by necessity, but still
manage to know more about the workings of Kindred society
than do many of the most powerful vampire leaders.
Ventrue: The most old-fashioned of the clans, the Ventrue are
sophisticates who move in the highest social and political
circles.
Brujah: The Brujah are rebels; they make no secret of their
disrespect for undead society and are often viewed as a force
of chaos by other Kindred.
Gangrel: The most earthy of Kindred, the Gangrel have close ties to
Gypsy society.
Tremere: This close-knit clan is known to have many arcane and magical
skills.
Malkavian: Members of this clan are insane, yet from madness may come
wisdom and many Malkavians seem to glimpse hidden truths.
Caitiff: These clanless, thin-blooded outcasts are high generation
vampires, many generations removed from Akasha, who are
somewhate uninvolved with the political structure of the
Kindred.
~
-1 JEDI JEDIS~
[{RCLAN{x]
The Jedis have existed for thousands of years.
Now, they have entered this realm.
They are non-denominational, so all genders, races, and classes may be Jedi.
To be a Jedi, you must take a test, conducted by a [Jedi Master].
This will involve a fight in which fleeing 3 times is allowed, but death isn't.
In this fight, you may use any eq at your disposal(and any spells or skills),
but no pets, charmed mobs assisting, and no players helping out.
The Jedi clan is run internally by [Jedi Masters], who inturn answer to the
Jedi clan leader(s).
These people are not yet fully understood, and all that is known is that being
a [Jedi Master] is a thing to be proud of.
This is partially because very few people know much about them, and because
they are masters of a dreaded weapon, the Lightsaber.
To test for Jedi, consult a [Jedi Master].
~
-1 MIDNIGHT~
[{RCLAN{x]
The Creed of
Clan
Midnight Wolves
The following are the four pillars of our Creed, laws, and beliefs.
1: Order
2: Neutrality
3: Balance
4: Self-control
Order: 1. Authority is respected.
2. Actions require reasons.
Neutrality: 1. Neither good nor evil is served exclusively.
2. It is right to keep to one's own business.
Balance: 1. Actions are to receive counter-actions.
2. Representation will be as equal as possible.
3. JUSTICE, not vengeance, is to be served. Eye for an eye, etc.
Self-Control: 1. It is right to accept the consequences of one's own actions.
2. It is right to bow to authority, not urge.
The Way of the Wolf is...
1. Strength through Alliance.
2. Victory through perseverance.
3. Power from cunning, skill, knowledge, and unity.
4. Unity through equality of the individual, but respect of
authority.
~
-1 UNFORGIVEN~
[{RCLAN{x]
The Clan of Unforgiven is for everyone: any gender, race, align, or class.
To get into the Unforgiven you must:
1. Get an initation test from one of Unforgiven's leaders.
2. Do that test.
To stay in, you must:
1. Follow the rules of the clan:
A.) Never distrust a fellow Unforgiven.
B.) Listen to the rules a leader of Unforgiven puts into
notes.
C.) When a clan member needs help, try to help him as much as
possable.
2. Do not engage in war without the leader(s) of Unforgiven telling
so.
Signed,
Minotuar Strag, the Unforgiven
~
-1 DARKMIST~
[{RCLAN{x]
Welcome to Thoth, if your reading this you must be considering joining a
clan. Right now you are asking yourself, what can Dark Mist offer me, well
let me tell you...
1.) We are dedicated to becoming the strongest clan on Thoth, this
means on individual level and as a whole. We support each other in our
endevours to level to gain equipment and to retrieve corpses (should you
die.)
2.) We are building one of the greatest clan halls in exsistence,
what that means is you'll have a really cool place to call home. We hope to
have high healing and mana regenerating inbuilt, our very own healer, a
special store to buy clan only items, and private clan member rooms.
3.) We use an inner clan rank system that goes as follows:
When you pass the entrance exam you become a Dark Mist Initiate or a[DMI].
You can then test for Dark Adept at any level, or [DA].
Upon attaining level 40 you can test for Dark Warrior or [DW].
Upon attaining level 80 you can test for Mist master or [MM].
Upon attaining level 101 you can test for Dark Overlord or [DO].
So if you are interested in joing the best clan on Thoth send me a
note, and I will test you for entrance!
Draken Leader O' Dark Mist!
~
-1 JUDGES~
[{RCLAN{x]
Judges is the name, justice is the game. Judges is a stricly non-pk clan.
We are here to help newbies, answer questions, and help keep things in order.
If you want to kill people and constantly worry about getting a watcher's
dagger in the back then join a different clan! If you want to be sort of
lackadaisical and help others (and recieve help) then judges is for you.
If you are an avid pkiller and your sick of listening to the whinning's of
you kills then take a break from the mayhem and join today!
~
-1 DWARF DWARVES~
Dwarves are short, stocky demi-humans, known for foul temper and great
stamina. Dwarves have high strength and constitution, but poor dexterity.
They are not as smart as humans, but are usually wiser due to their long
lifespans. Dwarves make excellent fighters and priests, but are very poor
mages or thieves.
Dwarves are very resistant to poison and disease, but cannot swim, and so
are very vulnerable to drowning. They recieve the berserk skill for free
(if warriors), and can see in the dark with infravision.
~
-1 ELF ELVES~
Elves are slightly taller than humans, but have a much lighter build. They
lack the strength and stamina of the other races, but are far more agile,
both in body and mind. Elves are superb mages and thieves, but have at
best fair talent as warriors or priests.
Elves resist charm spells most effectively, due to their magical nature.
However, they are burned by the touch of iron, and so are barred from the
use of iron or steel in their adventuring careers. Elves are notoriously
hard to spot, and so elven warriors and thieves recieve the sneak and hiding
automatically. They may see in the dark with infravision.
~
-1 HUMAN HUMANS MAN~
Humans are the most common race in the world, and make up the majority of
adventurers. Although they have no special talents like the other races,
they are more versatile, being skilled in all four classes. Humans may
also train their primary stat higher than any other race, and are able to
gain more benefit from magical devices.
~
-1 GIANT GIANTS~
Giants are the largest of the races, ranging from 9-12 feet in height. They
are stronger than any other race, and almost as durable as the dwarves.
They aren't too bright, however, and their huge size makes them more clumsy
than the other races. Giants make the best warriors of any race, but are
ill-suited for any other profession.
Giants resist heat and cold with nary a mark, due to their huge mass. However,
their slow minds make them extremely vulnerable to mental attacks. Giants,
due to their size and stamina, receive the fast healing and bash skills for
free. (Only giant warriors recive bash).
~
-1 PIXIE PIXIES~
Pixies are very much like the elves...and share with them a vulnerability
to iron weapons. They also share the nature-loving attitude and peaceful
demeanor, but beyond this pixies reach an extreme. They are extremely
magical creatures which, unlike elves, fly everywhere they go. Their
wings are fairly redundant, as they don't really use them to fly. It's
the sheer magical nature of a pixie that gives it it's special qualities.
They are a race of very small size, and because of their inquisitive
nature and mental power, tend also to be tinkerers and sometimes
pranksters. While a pixie may be thousands of years old, almost all
of them act like human children...
~
-1 HALFLING HALFLINGS~
Halflings are a quiet folk who like to keep to themselves, and are not
often seen filling the role of an adventurer. They would much rather
sit complacently by a fireplace enjoying a good book, good drink, and
good conversation. They are, however, very adept thieves, and have the
mental capabilities to be quite powerful mages. They are about half
as tall as the average human, thus the name halfling. Because of this
small size and the fact that most devices are built to human proportions,
halflings are masters at lockpicking, disarming traps, and jewel craft.
They also have very easy access to pockets, and there is no door a
halfling can not open and slip through with the utmost of silence.
~
-1 HALFORC HALFORCS~
Halforcs are a cross between humans and orcs, dwarves and orcs, or sometimes
even giants and orcs. These various combinations are almost always the result
of an orc raid on the habitation of one of those other races, and each type of
halforc is just as mean and hearty as the other. They are also very agile,
and born athletes, however seldom is a halforc found that can even read or
speak coherently. They are quite literally dumber than bricks, but there is
no more fearsome fighter around.
A halforc is a warrior, and if a halforc is not a warrior, then that halforc
is useless. They can fight, and when it suits them they can also sleep, eat,
and fornicate, but that's it.
~
-1 GOBLIN GOBLINS~
Goblins are almost universally shunned because they are almost all natural
criminals, cutthroats, and killers. Every crime boss or thief master is a
goblin, with very few exceptions. They are extremely thrifty, known to
argue over a single silver piece, and will drop water in the desert before
dropping money. Goblins have diabolical minds, and few torture devices can
be named which a goblin did not think up. They are extremely smart and also
have a knack for survival. Stealth comes naturally to them, and their dusky
grey to green, sometimes even blue or black, skin tones make them hard to
spot at night.
Goblins are not really warlike, and don't really appreciate overt combat.
It's not their style. A goblin would much rather satisfy its sadistic needs
through thievery or betrayal than through honorable combat.
~
-1 HALFELF HALFELVES~
Halfelves are a cross between a human and an elf, usually due to the fact
that human armies sometime make raids on elf lands. Halfelves are very
nearly human, although they tend to be a bit more thoughtful, and less
physically powerful. Unfortunately they are also more bitter, and much
more aloof than either the most secretive elf or the most secluded human
hermit. They see themselves as unwelcome in either elf or human society
and as a result tend to lead solitary lives as wandering adventurers who
follow no real creed.
A halfelf is a natural loner, and most of them are rangers or druids,
communing with the nature that they love much as the elves do.
They have much better eyesight than humans, due to their elven ancestry,
but unlike elves are more inquisitive about the world around them, much
as humans are.
~
-1 AVIAN AVIANS~
The avian race is a very secretive and mysterious one. They are the size
of giants, towering over any human, but weigh about the same as an elf.
Their slight bone structure allows their wings to carry them as they fly
from place to place, but it also requires them to rely on mental prowess
instead of brawn for survival. Many speculate that they are a people who
evolved in the mountains, perhaps magically. However they came to be,
they are fiercely religious, and worship a nature diety. Most choose to
become druids since that allows them to be closest to their god, however
they do well in clerical magicks as well. They have uncanny powers of
sight, and it is said that an avian can see everything you do. For this
reason many avians are hired as watchkeepers, and they make wonderful
explorers and missionaries. Their amazingly unusual bodies, which
basically look like emaciated humans with wings, and the fact that they
are used to an isolated environment, makes them very susceptible to
disease and poison. Many an avian has ventured out of his or her
homeland only to fall victim to one of the many plagues that ravage the
world at large.
~
-1 GNOME GNOMES~
Gnomes are to dwarves what pixies are to elves. That is to say, they are
smaller, smarter, less-strong cousins. Where dwarves are known for their
mental dullness but great wisdom, gnomes are known for quick minds and a
very analytical nature. They are nowhere near as strong or hearty as
dwarves are, but are much the same, being creatures of earth who can't
swim (and thus drown easily like dwarves) and have eyes attuned to seeing
in the dark. Where a dwarf would see a mine shaft and it's glittering
jewels, though, a gnome notices the girders and struts and supports within
the mine and contemplates ways to make them better. Gnomes love technology,
metallurgy, and any other form of science. This makes them natural mages,
possessing mental powers that rival elves. They are not, however, a stealthy
race like elves, goblins, or halflings. They are engineers, architects,
artisans, and sometimes workers of great magicks.
~
-1 DRACONIAN DRACONIANS~
The draconians are a fearsome race, and almost as secretive as the avians.
Like the avians, they can fly, and come from some not-so-well-known place
far away. Unlike any other race though, draconians are not mammalian.
They more closely resemble lizards, snakes, and especially dragons.
They tower over even giants in size, reaching over 12 feet in height, with
leathery wings that can stretch to over 30 feet when extended, and can fold
up neatly on the back, causing no real hindrance in movement. The sheer
size of a draconian DOES, however, cause problems, because most things in
the world are built with human size in mind. Draconians are very strong,
and tougher even than dwarves. Unlike most races that reach such large
proportions, they retain a keen mind, and make good mages as well as
warriors. Because of their strange biology, and some degree of reptilian
nature, draconians are immune to almost all poisons and plagues.
~
-1 CENTAUR CENTAURS~
Centaurs are woodland beings who shun the company of men. They dwell in
remote, secluded glades and pastures. The appearance of a centaur is
unmistakable: they have the upper torso, arms, and head of a human being,
and the lower body of a large, powerful horse.
~
-1 GNOLL GNOLLS~
Gnolls are large, evil, hyena-like humanoids that roam about in loosely
organized bands. While the body of a gnoll is shaped like that of a human,
the details are those of a hyena. They stand erect on two legs and have
greenish grey skin, darker near muzzle, with a short reddish grey to dull
yellow mane.
~
-1 HEUCUVA HEUCUVAS~
The heucuva is an undead spirit similar in appearance to a skeleton, but
more dangerous and more difficult to dispel. The heucuva appears to be
a humanoid skeleton of normal size. The bones are covered by a robe that
is little more than tattered rags.
~
-1 KENKU KENKUS~
Kenku are bipedal, humanoid birds that use their powers to annoy and
convience the humand and demihuman races. The typical kenku resembles
a humanoid hawk wearing human clothing. Kenku have both arms and wings.
The wings are usually folded across the back and may be mistaken at a
distance for a very large backpack. Height ranges from 5 to 7 feet.
The feathers are predominantly brown with white underfeathers and face
markings. The eyes are a brilliant yellow.
~
-1 MINOTAUR MINOTAURS~
Minotaurs are either cursed humans or the offspring of minotaurs and
humans. They usually dwell in underground labyrinths, for they are not
confused in these places, which gives them an advantage over their prey.
Minotaurs are huge, well over 7 feet tall, and quite broad and muscular.
They have the head of a bull but the body of a human male. Their fur is
brown to black while their body colouring varies as would a normal normal
human's. Clothing is minimal, usually a loin cloth or skirt.
~
-1 SATYR SATYRS~
Also called fauns, satyrs are a pleasure loving race of half-human, half-goat
creatures. They symbolize nature's carefree ways. Satyrs have the torso,
head, and arms of a man, and the hind legs of a goat. The human head is
surmounted by two sharp horns that poke through the satyr's coarse, curly
hair. The skin of the upper body ranges from tan to light brown, with rare
individuals (1%) with red skin. A satyr's hair is medium reddish, or dark
brown. The horns and hooves are black. Satyrs living near centaurs are
likely to be friendly with them.
~
-1 TITAN TITANS~
Titans are gargantuan, almost godlike men and women. They, quite simply,
look like 25 foot tall people of great physical strength and beauty. They
are commonly dressed in traditional Greek garb, favoring togas, loincloths,
and such. They wear rare and valuable jewelry and in other ways make
themselves seem beautiful and overpowering. Titans are very close to nature.
~
-1 WANDS STAVES SCROLLS~
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. The
item skills are as follows:
scrolls The reading of magical scrolls and books (see 'help recite')
staves The use of staves and similar devices (see 'help brandish')
wands The use of wands and similar items (see 'help zap')
~
-1 'GROUP HEADER'~
The following skills and groups are available to your chacter:
(this list may be seen again by typing list)
~
-1 'GROUP HELP'~
The following commands are available:
list display all groups and skills not yet bought
learned show all groups and skills bought
premise brief explanation of creation points and skill groups
add <name> buy a skill or group
drop <name> discard a skill or group
info <name> list the skills or spells contained within a group
help <name> help on skills and groups, or other help topics
done exit the character generation process
~
-1 'MENU CHOICE'~
Choice (add,drop,list,help)?~
-1 'GROUPS' 'INFO' 'PREMISE'~
The ROT skill system allows you to fully customize your new character, making
him or her skilled in the skills you choose. But beware, the skills you pick
at character creation are the only skills you will ever learn. Skills are
paid for with creation points, and the more creation points you have, the
harder it is to gain a level. Furthermore, higher-cost skills are harder to
practice.
Skill groups are like package deals for characters -- sets of skills or spells
that are closely related, and hence can be learned as a unit. There is a
default skill group for each class, which can be selected for a balanced
selection of skills at a somewhat reduced cost.
The experience breakdown is as follows:
points exp/level points exp/level
40 1000 90 6000
50 1500 100 8000
60 2000 110 12000
70 3000 120 16000
80 4000 130 24000
The table continues in a similar manner for higher point totals.
~
-1 'CLASS'~
Syntax: class
class all
class <group>
Typing class by itself will list all spell groups that you currently have.
The [class all] format will list all groups that are available to your
particular class. The [class <group>] method will list all of the spells
available to your class within that group, along with the level at which
you recieve the spell.
~
-1 BASICS 'ROT BASICS'~
The basic skills:
Every character starts with two skill groups, one for their class and a default
set that all characters receive. The default skills are:
recall essential escape skill (see help recall)
scrolls reading of scrolls and other magical volumes
staves use of magical staves
wands use of magical wands
for class defaults, check the classes themselves.
~
-1 MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'~
Mages specialize in the casting of spells, offensive ones in particular.
Mages have the highest-powered magic of any class, and are the only classes
able to use the draconian and enchanting spell groups. They are also very
skilled at the use of magical items, though their combat skills are the
weakest of any class.
All mages have the power to levitate a shield in front of them, freeing
both hands for weapons.
All mages begin with skill in the dagger. Any other weapon skills must be
purchased, at a very high rate. The default skill selection for mages is
as follows:
skills:
lore the lore of magical items
spell groups:
beguiling spells that control the mind
combat offensive magics, such as fireball and chill touch
detection informational magics, such as detect magic and identify
enhancement spells that maximize physical potential, such as haste
illusion magics for concealing and deceiving
maladictions a selection of curses fit for any witch
protective defensive magics, ranging from armor to stone skin
transporation spells for getting from here to there
weather spells for conjuring and mastering the elements
~
-1 CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'~
Clerics are the most defensively orientated of all the classes. Most of their
spells focus on healing or defending the faithful, with their few combat spells
being far less powerful than those of mages. However, clerics are the best
class by far at healing magics, and they posess an impressive area of
protective magics, as well as fair combat prowess.
Clerics recieve the power to levitate a shield in front of them once they
reach level 50, freeing both hands for weapons.
All clerics begin with skill in the mace. Other weapon or shield skills must
be purchased, many at a very dear cost. The default skill selection for
clerics is as follows:
skills:
flail the proper use of flails
spell groups:
attack a selection of offensive magics
creation the making of physical objects, such as food and water
curative spells that cure the sick and feeble of their ailments
benedictions powerful magics that grant the blessings of the gods
detection informational magics, such as detect magic and identify
healing spells for treating wounds, from scratches to death blows
maladictions an assortment of curses
protective defensive magics, including the powerful sanctuary spell
transportation spells for getting from here to there
weather spells for conjuring and mastering the elements
~
-1 THIEF 'THIEF BASICS' 'THIEF DEFAULT'~
Thieves are a marginal class. They do few things better than any other class,
but have the widest range of skills available. Thieves are specialists at
thievery and covert actions, being capable of entering areas undetected where
more powerful adventurers would fear to tread. They are better fighters than
clerics, but lack the wide weapon selection of warriors.
All thieves begin with the dagger combat skill, and are learned in steal as
well. Any other weapon skills must be purchased, unless the default selection
is chosen. This default skill package includes:
skills:
mace the use of maces and other blunt weapons
sword swordplay and fencing
backstab the art of hitting your opponent by surprise
disarm used to deprive your opponent of his weapon
dodge the best way to take a punch is not to be there
second attack with training, the skilled thief can hit twice as fast
trip a good way to introduce an opponent to the floor
hide the art of remaining undetected in a room
peek used to look into a person's belongings
pick lock a useful skill for breaking and entering
sneak with this skill, a thief can walk into a room undetected
~
-1 WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'~
Warriors live for combat and the thrill of battle. They are the best fighters
of all the classes, but lack the subtle skills of thieves and the magical
talents of mages and priests. Warriors are best for those who don't mind
taking the direct approach, even when another method might be called for.
Warriors begin with skill in the sword, and gain a second attack in combat.
Other weapon skills may be purchased cheaply, or gained in the default skill
package, which includes the following:
skills:
weaponsmaster this group provides knowledge of all weapon types
shield block the art of parrying with a shield
bash a forceful rush with the body, designed to flatten your foes
enhanced damage this skill multiplies your damage in battle
parry the art of parrying with weapons
rescue allows you to take the blows aimed for a companion
third attack allows the skilled warrior to land three blows in one round
~
-1 RANGER 'RANGER BASICS' 'RANGER DEFAULT'~
Rangers are travelling warrior-druids, usually solitary and aloof. They
are often the protectors of those far from home, travellers who are lost,
or even bounty hunters who track criminals in order to bring them to
justice or just to make a buck. They are sometimes used as scouts for
armies, and sometimes make up their own force in times of war.
Rangers don't have the pure combat effectiveness of warriors, and lack
the total control of druidic magic that druids possess, but the combination
of those disciplines makes them a class to be reckoned with.
skills:
backstab the art of hitting your opponent by surprise
enhanced damage this skill multiplies your damage in battle
parry the art of parrying with weapons
shield block the art of parrying with a shield
weaponsmaster this group provides knowledge of all weapon types
spell groups:
curative spells that cure the sick and feeble of their ailments
healing spells for treating wounds, from scratches to death blows
transportation spells for getting from here to there
weather spells for conjuring and mastering the elements
~
-1 DRUID 'DRUID BASICS' 'DRUID DEFAULT'~
Druids are the protectors of nature. Some spend their lives in forests,
others in deserts, and some still in seas or mountainous regions. Where
a druid can be closer to nature and life than to the constructs of mortals,
that druid can be happy.
They control a very powerful blend of magic, potent healing spells with
devastating combat spells, but they don't have transportation spells, as
druids are not wont to travel. They aren't always well suited for it.
skills:
lore the lore of magical items
second attack with training, the skilled druid can hit twice as fast
shield block the art of parrying with a shield
sneak with this skill, a druid can walk into a room undetected
spell groups:
attack a selection of offensive magics
benedictions powerful magics that grant the blessings of the gods
creation the making of physical objects, such as food and water
curative spells that cure the sick and feeble of their ailments
healing spells for treating wounds, from scratches to death blows
protective defensive magics, including the powerful sanctuary spell
weather spells for conjuring and mastering the elements
~
-1 VAMPIRE 'VAMPIRE BASICS' 'VAMPIRE DEFAULT'~
Vampires are killers. They aren't truly alive in the sense that most
mortals are, but are rather undead, not really subject to whithering of
old age or the fading of the mind that those who are truly alive find
themselves subject to. As a result vampires are long lived, and almost
all of them eventually go insane. They are very much like thieves, but
possess very potent powers of magic.
Vampires are not really a class in the traditional since, as many don't
choose to be what they are, and their powers are not the result of education
and training, but of undead nature.
skills:
backstab the art of hitting your opponent by surprise
disarm used to deprive your opponent of his weapon
dodge the best way to take a punch is not to be there
shield block the art of parrying with a shield
sneak with this skill, a vampire can walk into a room undetected
spell groups:
beguiling spells that control the mind
detection informational magics, such as detect magic and identify
enhancement spells that maximize physical potential, such as haste
illusion magics for concealing and deceiving
maladictions a selection of curses fit for any witch
transportation spells for getting from here to there
~
-1 WIZARD 'WIZARD BASICS' 'WIZARD DEFAULT'~
There is not yet a help file for this class.
~
-1 PRIEST 'PRIEST BASICS' 'PRIEST DEFAULT'~
There is not yet a help file for this class.
~
-1 MERCENARY 'MERCENARY BASICS' 'MERCENARY DEFAULT'~
There is not yet a help file for this class.
~
-1 GLADIATOR 'GLADIATOR BASICS' 'GLADIATOR DEFAULT'~
There is not yet a help file for this class.
~
-1 STRIDER 'STRIDER BASICS' 'STRIDER DEFAULT'~
There is not yet a help file for this class.
~
-1 SAGE 'SAGE BASICS' 'SAGE DEFAULT'~
There is not yet a help file for this class.
~
-1 LICH 'LICH BASICS' 'LICH DEFAULT'~
There is not yet a help file for this class.
~
-1 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
~
-1 TRANSPORT~
Syntax: cast transport <object> <char>
This spell will transport an obj from your inventory to the inventory of
another player. You can turn off the ability to recieve transports using
the notran command.
~
-1 'SHIELD BLOCK'~
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.
~
-1 ATTACK~
The attack spells are essentially powerful curses, fueled by divine energy
rather than magical power (like the combat spells are). They are less powerful
than the combat spells, but can still deal out a stinging blow. Mages and
thieves cannot use this group. The attack spell group consists of the
following spells:
demonfire a powerful, but very evil, spell
dispel evil torments evil foes
dispel good calls down unholy power on good creatures
earthquake brings the power of earth to bear against your foes
flamestrike sends a column of flame from the heavens
heat metal heats metal equipment to searing temperatures
ray of truth sends forth a blinding ray of holy energy
~
-1 BEGUILING~
This insideous spell group is used to invade the minds of others. It consists
of various charming magics, well suited for turning your foes to your cause.
Only mages and thieves have access to the beguiling magics, which consist of
the following:
animate gives life to severed body parts
calm if successful, stops all fighting in the room
charm person turns an enemy into a trusted friend
resurrect resurrects corpses, making them your pet
sleep puts a foe into enchanted slumber
~
-1 BENEDICTIONS~
Benedictions are priestly spells, used to bestow divine favor upon your allies.
They are often restricted to those of like alignment. Only clerics and
warriors may use these spells. The benedictions spell group consists of the
following:
bless bestows divine favor upon the target
calm if successful, stops all fighting in the room
frenzy puts the recipient into beserker rage
holy word aids your allies while calling divine wrath upon your foes
remove curse removes malevolent magic from players and items
~
-1 COMBAT~
These sorcerous spells are, in the words of one famous mage, just 'more ways to
toss energy around'. They are the most powerful of the damaging spells, and
considered an essential part of most wizards' collections. Clerics and thieves
do not have access to these spells. In order of power, the combat spell group
contains the following magics:
magic missile send a weak energy bolt into a foe
chill touch weakens your enemy with a frigid grasp
burning hands sends a blast of fire into your foe
shocking grasp sends a powerful jolt into a foe
lightning bolt sends forth a single bolt of lightning into an enemy
colour spray blasts your opponent with a rainbow spray, which may blind him
fireball a powerful spell, great for burning your enemy to ashes
acid blast sends forth a stream of acid to eradicate your foes
chain lightning sends lightning bolts arcing through foes
~
-1 CREATION~
The creation spell group is used to create objects, of temporary or permanent
duration. Skill creators can travel without food or drink, and use their
powers to create nourishment as required. All classes may become learned in
this group, which contains these spells:
continual light creates an eternal light source
create food produces a nourishing mushroom
create rose creates a beautiful red rose
create spring calls forth a small but pure spring from the ground
create water fills any available container with water
empower creates a scroll or potion containing a spell
floating disc creates a floating disc of force perfect for hauling treasure
~
-1 CURATIVE~
The curative spells are used to heal various unpleasant conditions that can
befall an adventurer. For healing of damage, see the healing spell group.
Curative spells cannot be used by mages or thieves.
cure blindness restored sight to the blind
cure disease heals the plague
cure poison removes the harmful effects of poison
~
-1 DETECTION~
The detection spells have may uses, all related to gathering information. They
can be used to see hidden objects, give information about treasure, or even
scry out the true nature of your foe. All classes except warriors can use
detection spells.
detect evil reveals the aura of evil monsters
detect good similar to above, only for good monsters
detect hidden shows the whereabouts of hidden foes
detect invis allows the caster to see the unseeable
detect magic reveals magical auras to the caster
detect poison determines if food is safe to eat
farsight searches for living beings near the caster
identify gives information about the nature of an object
know alignment determines the moral character of a monster or person
locate object finds a specific item
~
-1 DRACONIAN~
The Draconian spell group deals with the magic of dragons -- in this case,
bringing forth the devastating power of their breath weapons upon your foes.
Only mages have the mental training necessary to cast these spells, and few
of them ever reach the level of mastery required to use them.
acid breath uses the black dragon's attack upon an enemy
fire breath calls forth the flames of a red dragon
frost breath drains the life from a foe with the power a white dragon
gas breath suffocates your enemies with poison gas
lightning breath summons the electrical fury of a blue dragon
~
-1 ENCHANTMENT~
The enchantment spell group is used to imbue items with magical properties.
Currently, this spell group consists of enchant weapon and enchant armor,
although more will be added in the future. Only mages may enchant.
enchant weapon increases the hit and damage bonuses of a weapon
enchant armor increases the protective value of armor
fireproof shields items from the harmful effects of fire and acid
recharge restores power to a depleted wand or staff
~
-1 ENHANCEMENT~
The enhancement spells improve upon the body's potential, allowing feats of
superhuman strength and speed. However, these spells may often have harmful
effects upon the recipient.
giant strength grants increased strength
haste doubles the speed of the target, but slows down healing
infravision allows monsters to be seen in the dark
refresh restores energy to tired adventurers
~
-1 HARMFUL~
This spell group is the opposite of healing. The harmful spells are designed
to tear flesh from bone, rupture arteries, and generally turn the body against
itself. Only priests and warriors may use this spell group.
In order of power, the harmful spells are:
cause light inflicts minor wounds on an enemy
cause serious inflicts wounds on a foe
cause critical causes major damage to the target
harm the most deadly harmful spell
~
-1 HEALING~
The healing spells are used to cure the wounds that adventurers inevitably
suffer in battle. For curing other conditions, such as poison, see the
curative spell group. Only warriors and priests have access to this group.
In order of power, the healing spells are:
cure light heals minor wounds
refresh restores vigor to a tired adventurer
cure serious heals wounds
cure critical closes all but the worst wounds
heal the most powerful healing spell
mass healing casts a heal spell on each player in the room
~
-1 ILLUSION~
The illusions spells are dedicated to deception and trickery. They can be
used to mask appearances, or create distractions for the party. Currently,
the illusion group is very small, but it will be expanded in the future.
Only thieves and mages can cast illusion spells, which consist of the
following:
invis turns the target invisible
mass invis turns the caster's group invisible
ventriloquate allows the caster to put words in someone's mouth
~
-1 MALADICTIONS~
Maladictions are a group of curses and other baneful spells, designed to
cripple, inconvenience, or torture, rather than kill outright. These spells
may be cast by any class.
blindess strikes the target blind
curse prevents recalling and weakens the target in combat
energy drain drains experience and mana, while strengthening the caster
plague causes the target to suffer a slow, painful death from plague
poison weaker than plague, but often fatal
slow slows your enemies down, reducing their rate of attack
weaken drains the strength of the target
~
-1 PROTECTIVE~
The protective spells are used to shield against harm, whether from spells or
physical attack. They range from the weak armor spell to the sought-after
sanctuary charm. Also included in this group are several spells for dispeling
hostile magics. Any class may use this group, which consists of the following
spells:
armor provides the target with an extra layer of defense
cancellation a powerful dispel, used for removing spells from friends
dispel magic removes spells from enemies, not as effective as cancel
fireproof shields items from the harmful effects of fire and acid
protection evil provides defense from the attacks of evil creatures
protection good protects from the attacks of good beings
sanctuary reduces all damage taken by the recipient by half
shield puts a shimmering shield between you and your enemies
stoneskin turns skin hard as stone, providing a huge armor boost
~
-1 SHIELDING FIRESHIELD ICESHIELD SHOCKSHIELD~
These arcane and costly spells are only for the most learned of the ranks of
mages and clerics wandering the land. They require great amounts of energy
and can be very devastating. The following spells are included in this
group and are listed in order of strength:
iceshield surrounds target with a thick shell of ice
fireshield surrounds target with a flaming inferno
shockshield surrounds target with a crackling sphere
These spells were coded by Kelson (Micah Bartell) for use with ROM based muds,
and are released under the GNU license.(use them, edit them, give me mention)
Questions and comments can be sent to micah@cse.unl.edu.
~
-1 TRANSPORTATION~
The transportation group is used for travel, whether by flight, magical
teleportation, or walking through walls. All classes may learn these spells,
which are among the most useful in the game.
fly allows the target to fly over nearly all obstacles
gate transports the caster to the target
nexus forms a two-way portal to a far off destination
pass door allows the caster to walk through walls
portal creates a one-way portal to a destination
summon transports the target to the caster
teleport sends the target to a random location
transport sends the target object to another player
word of recall transports the caster to safety in Midgaard
~
-1 WEATHER~
These spells allow the caster to manipulate local weather conditions, as well
as summon fog clouds, lightning, or even electrical glows. This group is
usable by all classes.
call lightning summons a huge bolt from the heavens, if the weather is right
control weather changes the weather in the manner desired by the caster
faerie fire surrounds the target in a glowing aura
faerie fog reveals all hidden creatures in the room
lightning bolt sends a bolt of electricity into the target
(the weather command, unrelated to this group, shows local weather conditions)
~
-1 BACKSTAB~
Backstab is the favored attack of thieves, murderers, and other rogues. It
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves may learn the backstab.
~
-1 BASH~
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is not generally a wise idea.
~
-1 BERSERK~
Only powerful warriors can master berserking, the ability to enter insane rage
in combat. Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.
Berserking warriors are more resistant to the effects of magic.
~
-1 DIRT 'DIRT KICKING'~
Consider by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. Only warriors and thieves may
learn this skill.
~
-1 DISARM~
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon. The best possible chance of disarming occurs when you
are skilled both your own and your opponent's weapon. Only talented thieves
and warriors may learn this skill.
~
-1 DODGE~
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
~
-1 'ENHANCED DAMAGE'~
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
~
-1 ENVENOM~
The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, it's a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvience (after all, the typical adventurer could
drink sewer water with only a trace of the runs). A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison
burns through his bloodstream. But be careful, blade venom evaporates
quickly and is rendered almost powerless by repeated blows in combat.
~
-1 'HAND TO HAND'~
Hand to hand combat is a rare skill in the lands of Midgaard. Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics and warriors are the best at this skill, although thieves and mages
may also learn it.
~
-1 KICK~
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
~
-1 PARRY~
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is succesful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
~
-1 RESCUE~
A friend in need is a friend indeed. And when in combat, a warrior with
the rescue skill is just the friend you need. Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned. Success in rescuing depends on the skill rating, as
well as a comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)
~
-1 TRIP~
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
~
-1 'SECOND ATTACK'~
Training in second attack allows the character a chance at additional strikes
in combat -- allow a 100% second attack does NOT guarantee 2 attacks every
round. Any class may learn this skill, although clerics and mages have a
very hard time with it.
~
-1 'THIRD ATTACK'~
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well. Perfect
third attack does NOT assure three attacks per round. Only warriors, rangers,
and highly skilled thieves may learn this skill.
~
-1 'FOURTH ATTACK'~
Training in fourth attack allows the character a chance at an additional strike
in a combat, and increases the chance of a third attack as well. Perfect
fourth attack does NOT assure four attacks per round. Only warriors, rangers,
and highly skilled thieves may learn this skill.
~
-1 'FIFTH ATTACK'~
Training in fifth attack allows the character a chance at an additional strike
in a combat, and increases the chance of a fourth attack as well. Perfect
fifth attack does NOT assure five attacks per round. Only warriors and highly
skilled rangers may learn this skill.
~
-1 HIDE SNEAK~
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success. Only warriors and
thieves may learn these skills.
~
-1 'FAST HEALING'~
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle.
~
-1 LORE~
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use.
~
-1 HAGGLE HAGGLING~
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrainined adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.
~
0 PEEK~
Peek is both a skill and a command.
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with.
Syntax: peek <char>
This will attempt to peek at a characters inventory, you may also make
this automatic during a: look <char> by turning on AUTOPEEK.
~
-1 PICK 'PICK LOCK'~
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.
~
-1 MEDITATION~
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
~
-1 STEAL~
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops! But beware, shop keepers gaurd their merchandise
carefully, and attempting to steal from a character earns you a THIEF flag
if you are caught (making you free game for killing).
~
-1 'DETECT GOOD'~
Syntax: cast 'detect good'
This spell enables the caster to detect good characters, which will
reveal a characteristic golden aura.
~
-1 'DISPEL GOOD'~
Syntax: cast 'dispel good' <victim>
This spell invokes the wrath of Belan on a good victim. It can be very
dangerous for casters who are pure of heart.
~
-1 'RECHARGE'~
Syntax: cast 'recharge' <item>
The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used. Magic items can only be
recharged one time successfully.
~
-1 'DEMONFIRE'~
Syntax: cast 'demonfire' <target>
Demonfire is a spell of blackest evil, and as such can only be used by those
who follow the paths of darkness. It conjures forth demonic spirits to
inflict terrible wounds on the enemies of the caster.
~
-1 'RAY OF TRUTH'~
Syntax: cast 'ray of truth' <target>
Ray of truth opens a portal to the planes of positive energy, bringing forth
a beam of light of sufficient purity to harm or or annihilate the servants
of evil. It cannot harm the pure of heart, and will turn and strike
casters who are tainted by evil.
~
-1 'PORTAL'~
Syntax: cast 'portal' <target>
The portal spell is similar to gate, but creates a lasting one-way portal
to the target creature, instead of transporting the caster. Portals are
entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot
be made to certain destinations, nor used to escape from gate-proof rooms.
Portal requires a special source of power to be used, unfortunately the
secret of this material component has been lost...
~
-1 'NEXUS'~
Syntax: cast 'nexus' <target>
This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost...
~
-1 'HEAT METAL'~
Syntax: cast 'heat metal' <target>
Heat metal is a powerful clerical attack spell, with effects that vary
according to the armor of the victim. It heats up the metal equipment
(assumed to be all weapons and armor at this point in time) on the target,
causing him or her to drop them if possible, taking serious burns in the
process (possibly fatal if the equipment is too heavy to remove easily).
This spell does no damage to creatures who are immune to fire.
~
-1 'HOLY WORD'~
Syntax: cast 'holy word'
Holy word involves the invocation of the full power of a cleric's god, with
disasterous effects upon the enemies of the priest coupled with powerful
blessings on the priest's allies. All creatures of like alignment in the
room are blessed and filled with righteous divine wrath, while those of
opposite morals (or both good and evil in the case of neutral priests)
are struck down by holy (or unholy might) and cursed. The cleric suffers
greatly from the strain of this spell, being left unable to move and
drained of vitality. Experience loss is no longer associated with the spell.
~
-1 FRENZY~
Syntax: cast 'frenzy' <target>
The frenzy spell fills the target with righteous fury, greatly increasing
his or her attack skill and damaging capacity. Unfortunately, this divine
wrath is coupled with a tendency to ignore threats to personal safety,
making the character easier to hit. Frenzy provides immunity to the calm
spell (see 'help calm'), and may only be used on those of the caster's
alignment.
~
-1 CALM~
Syntax: cast 'calm'
One of the most useful and often overlooked abilities of the master cleric is
the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition, and are at a disadvantage
in combat as long as the spell soothes their minds. The more violence
activity there is in a room, the harder the spell, and it is all or nothing --
either all combat in the room is ended (with the exception of those who
are immune to magic) or none is.
~
-1 HASTE~
Syntax: cast 'haste' <target>
The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat. However, it produces a great strain on the system,
such that recuperative abilities are halved. Haste is capable of negating
the slow spell. (see 'help slow').
~
-1 SLOW~
Syntax: cast 'slow' <target>
Despite popular mythology, slow is not the opposite of haste, but is a spell
with it's own unique set of effects. When cast on an unfortunate victim,
it slows its movements, making it easier to hit and reducing its rate
of attack. The effect of slow also double movement costs and halve healing
rates, due to reduced metabolism.
~
-1 PLAGUE~
Syntax: cast 'plague' <target>
The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, possibly leading to
death. It is a risky spell to use, as the contagion can spread like
wildfire if the victim makes it to a populated area.
~
-1 'CREATE ROSE'~
Syntax: cast 'create rose'
A romantic spell that creates a fragrant red rose, with utterly no game
use whatsoever.
~
-1 'PROTECTION GOOD' 'PROTECTION EVIL'~
Syntax: cast 'protection evil' <target>
cast 'protection good' <target>
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
~
0 'GIANT STRENGTH'~
Syntax: cast 'giant strength' <character>
This spell increases the strength of the target character.
~
-1 'CHAIN LIGHTNING'~
Syntax : cast 'chain lightning' <target>
Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. Allies of the caster may be hit by this spell if they are members
of a clan, while the caster himself will not be struck unless no other
viable target remains. Chain lightning is most effective when used on
groups of creatures.
~
-1 SCAN FARSIGHT~
scan farsight
Syntax: scan
scan <direction>
cast 'farsight'
The scan command allows the user to detect movement in surrounding areas.
The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room. It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away.
~
-1 MASS HEALING~
Syntax: cast 'mass healing'
The mass healing spell, as its name might suggest, performs a healing spell
on all players in the room. It also throws in a refresh spell for good
measure.
~
-1 'FLOATING DISC'~
Syntax: cast 'floating disc'
This useful spell creates a floating field of force which follows the caster
around, allowing him or her to pile treasure high with no fear of weight
penalties. It lasts no more than twice the casters level in hours, and
usually less. It can hold 10 pounds per level of the caster, with a
maximum of five pounds per item. The spell requires an open float location
on the character, and the only way to remove the disc is to die or allow it
to run out of energy.
~
-1 FIREPROOF~
Syntax: cast 'fireproof' <object>
The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects of acid and flame. Items protected
by this spell are not harmed by acid, fire, or the heat metal spell.
Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.
~
-1 ALIAS UNALIAS~
Syntax: alias
alias <word>
alias <word> <substitution>
unalias <word>
The alias command allows limited shortening of command names. At this time,
aliases cannot call other aliases, and cannot generate more than one command.
Alias by itself lists your current aliases, Alias <word> lists the alias with
that name (if such exist), and alias with both a word and and argument
produces a new alias. You cannot alias either alias or unalias to a new
command. Examples of use:
alias gc get all corpse --> typing gc will equal typing 'get all corpse'
alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc'
Only the first word on the line will be subsituted at this time.
~
-1 PASSWD~
.
[Enter Password] ->
~
-1 WPASSWD~
.
[Bad Password Please Retype Again] ->
~
-1 OLC EDIT~
Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping.
Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing.
Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing.
Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing.
Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk.
Syntax: ALIST - Listing of Areas.
Syntax: RESET See Help Resets. - Set Game Resets.
Definition: [optional] <required> (combined arguments)
The above commands are used to expand the game world. The original
code is based on was written by Surreality and installed in The Isles by Locke.
It was then converted to work with Envy by Jason Dinkel, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.5a).
Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT
~
0 ALIST~
Syntax: ALIST
This command gives you a listing of all the areas along with their
vnum assignments and the builder(s) assigned to editing them.
~
0 AEDIT~
Syntax: edit area -Enters the editor for the current area.
Syntax: edit area <vnum> -Enters the editor for the selected area.
The follow commands are available from within the AEDITOR:
age <number> - set the age of the area
builder <player> - toggle that builder's access
commands - prints a list of possible commands
create - create a brand new area and switch to it
done - exits the area editor and returns to normal play
filename <filename> - change the file name for the area (be careful)
name <name> - change the 'AREAS' name of this area
reset - resets the current area
security <rating> - set the security rating for this area
show - hitting return, or 'show' shows the area stats
vnum <lower> <upper>- set the lower and upper vnum's
lvnum <lower> - set the lower vnum
uvnum <upper> - set the upper vnum
<flags> - area flags, type ? AREA for a list
~
0 REDIT~
Syntax: edit room -Enters the editor for the current room.
The following commands are available from within the REDITOR:
commands - prints a list of possible commands
create <vnum> - creates a room with a certain vnum
desc - edit description of room
done - exists the room editor and returns to normal play
ed - type this command for additonal extra-description help
format - format(wordwrap) the room description
name <room title> - changes the room title
show - hitting return, or 'show' shows the room stats
oshow <vnum> - shows an object with given vnum
olist - lists objects in this area.
mshow <vnum> - shows a mobile with given vnum
mlist - lists mobiles in this area.
<room-flags> - room attributes, type ? ROOM for a list
<sector> - terrain of room, type ? SECTOR for a list
<direction> - see help EXIT, or type <dir> ?
~
0 EXIT~
For exits, type the direction (north/s/e/w) followed by:
dig <vnum> - creates the room and makes a two way link
link <room vnum> - make a two way link
room <room vnum> - make a one way link (use with caution)
key <object vnum> - makes specified object the vnum of the key required
name <door name> - makes the door's name/keywords = to the given name
desc - edit the description of the exit
delete - delete this exit
<exit-flags> - type ? EXIT for a list(make exit door, locked etc.)
The exit flags are presented in the following manner. The capitalized
flags are ones not included in the reset info. i.e. closed is due to
a player closing the door and not due to the door being set to be closed.
-South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof]
~
0 OEDIT~
Syntax: edit object <vnum> -Enters the editor for the selected object.
The following commands are available from within the OEDITOR:
addaffect - applies an affect to an object, no args for help
delaffect - removes an affect to an object, no args for help
commands - prints a list of possible commands
cost <gold> - sets the gold value of the object
create <vnum> - creates object with specified vnum
done - exits the object editor and returns to normal play
ed - type this for info on adding/editing extended descripts
long - edit long description (the one in the room)
name <keywords> - sets the keywords on an object
short <desc> - sets the 'name' of an object (a sword, a fish etc)
show - hitting return, or 'show' shows the object stats
v0 <num> - sets the value '0' on the object
v1 <num> - sets the value '1' on the object
v2 <num> - sets the value '2' on the object
v3 <num> - sets the value '3' on the object
v4 <num> - sets the vlaue '4' on the objcet
weight <num> - sets the weight of the object
type - type of object, type ? TYPE for a list
extra - attributes of object, type ? EXTRA for a list
wear - where object is worn, type ? WEAR for a list
material - material the object is made from
~
0 MEDIT~
Syntax: medit <vnum> -Enters the editor for the selected mobile.
The following commands are available from within the MEDITOR:
alignment <value> - set the mobile's alignment
commands - prints a list of possible commands
create <vnum> - creates mobile with specified vnum
desc - edit the mobile's description (when looked at)
done - exits the mobile editor and returns to normal play
level <level> - set the mobile's level
long - edit long description (the one in the room)
name <keywords> - sets the keywords on an mobile
shop - type this command for further information
short <desc> - sets the 'name' of an mobile (a sword, a fish etc)
show - hitting return, or 'show' shows the mobile stats
spec - sets a mobiles spec proc, type ? SPEC for a list
sex - set the mobile's sex, type ? SEX for a list
act - mobiles actions, type ? ACT for a list
affect - mobile affects, type ? AFFECT for a list
ac - set the mobile's ac, type ? AC for a list
form - mobiles body-form, type ? FORM for a list
part - mobiles bodyparts, type ? PART for a list
imm - mobile is immune to, type ? IMM for a list
res - mobile is resistant to, type ? RES for a list
vuln - mobile is vulnerable to, type ? VULN for a list
material - material mobile is made from, type ? MATERIAL for a list
off - offensive behaviour, type ? OFF for a list
size - size, type ? SIZE for a list
hitdice - dice to toss to get mobile's hitpoints
manadice - dice to toss to get mobile's mana
damdice - dice to toss to get mobile's hand to hand damage
type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice
combinations on different levels.
~
0 HITDICE~
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:
level: dice min max mean
1: 1d2+6 7( 7) 8( 8) 8( 8)
2: 1d3+15 16( 15) 18( 18) 17( 17)
3: 1d6+24 25( 24) 30( 30) 27( 27)
5: 1d17+42 43( 42) 59( 59) 51( 51)
10: 3d22+96 99( 95) 162( 162) 131( 129)
15: 5d30+161 166(159) 311( 311) 239( 235)
30: 10d61+416 426(419) 1026(1026) 726( 723)
50: 10d169+920 930(923) 2610(2610) 1770(1767)
Diff = max - min. Mean is the arithmetic mean.
The values in parenthesis are the the standard merc values.
~
0 MANADICE~
A high number of dice makes for less variance in mobiles mana.
The values the server generates for merc-type mobs is
<level> d 10 + 100
where level is the level of the mobile.
~
0 DAMDICE~
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:
Level dice min min mean
1 1d2+0 1 2 2
2 1d2+1 2 3 3
3 1d3+2 3 5 4
5 2d3+2 4 8 6
10 2d5+5 7 15 11
15 3d5+8 11 23 17
20 4d5+10 14 30 22
30 5d6+15 20 45 33
50 5d10+25 30 75 53
Mean is the arithmetic mean. The values in parenthesis are the the
standard merc values. (Will be put in when there's time to calculate
them...)
~
0 RESETS~
Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile
RESET <number> OBJ <vnum> inside <obj vnum> - store in container
RESET <number> OBJ <vnum> room - store in room
RESET <number> MOB <vnum> [<max #>] - load a mobile
RESET <number> DELETE - delete a reset
RESET alone will display the resets in the current room. The <number> will
be displayed with this list. Typing ? WEAR-LOC will list possible locations
that an object can be loaded to. The [<max #>] is the maximum number of
mobiles allowed in this room and will default to 1 if no number is entered.
For resets to be successful make sure that you add them in a logical order.
For example if you are equiping a mobile don't load a container in the room
and fill it with some objects and then continue equiping the mobile. It is
likely that resets will backfire if they are not carefully entered.
If you wish to reset the room then use EDIT ROOM RESET.
~
0 MOB_AC~
The values ROM generates for a merc format mob is:
level pierce bash slash exotic
1 95 95 95 95
5 70 70 70 85
10 40 40 40 70
15 5 5 5 55
20 -25 -25 -25 40
25 -55 -55 -55 20
30 -90 -90 -90 5
35 -120 -120 -120 -10
40 -150 -150 -150 -25
45 -180 -180 -180 -40
50 -215 -215 -215 -55
55 -245 -245 -245 -70
60 -275 -275 -275 -90
65 -305 -305 -305 -105
70 -340 -340 -340 -120
80 -400 -400 -400 -150
These values are 10 times what you would put in an area file. This
is because the server multiplies what it reads from file with 10.
~
0 ITEM_LIGHT~
. value 0 unused
value 1 unused
value 2 hours of light available, 0 is dead, -1 or 999 is infinite
value 3 unused
value 4 unused
~
0 ITEM_STAFF_WAND~
. value 0 level
value 1 max charges
value 2 current charges
value 3 spell name
value 4 unused
An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
~
0 ITEM_SCROLL_POTION_PILL~
. value 0 level
value 1 spell name 1
value 2 spell name 2
value 3 spell name 3
value 4 unused
An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
~
0 ITEM_ARMOR~
. value 0 ac pierce
value 1 ac bash
value 2 ac slash
value 3 ac exotic (magic)
value 4 unused
~
0 ITEM_WEAPON~
. value 0 weapon class.
value 1 number of dice to roll.
value 2 type of dice to roll.
value 3 weapon type.
value 4 special weapon type.
An up-to-date list of values can be obtained by typing
? WCLASS
help WEAPON_DICE
? WEAPON
? WTYPE
~
0 WEAPON_DICE~
These are the values the server generates automatically when
converting a merc-format mobile to ROM format. A higher
number of dice gives less variance in damage. There is no
dice-bonus on weapon dice.
level: dice
1: 1d8
2: 2d5
3: 2d5
5: 2d6
10: 4d5
20: 5d5
30: 5d7
50: 5d11
~
0 ITEM_CONTAINER~
. value 0 weight capacity
value 1 flags: closeable, pickproof, closed, locked
value 2 key vnum
value 3 unused
value 4 unused
An up-to-date list of flags can be obtained by typing
? CONTAINTER
~
0 ITEM_DRINK~
. value0 capacity
value 1 current quantity
value 2 liquid type
value 3 poisoned?
value 4 unused
An up-to-date list of liquid types can be obtained by typing
? LIQUID
~
0 ITEM_FOOD~
. value 0 hours of food value
value 1 unused
value 2 unused
value 3 poisoned?
value 4 unused
~
0 ITEM_MONEY~
. value 0 value in gold pieces
value 1 unused
value 2 unused
value 3 unused
value 4 unused
~
0 $~
#$