#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 STORY~ (From the Historical Chronicles of Avery the Elder) Forty years after the coronation of the first of the Athanmere line in Castle Dunluce, just before the withdrawal of the last elves from civilised lands, a promising young lad was born in Elwyn Crossing. His father was unknown, his mother an outsider who died during childbirth. The boy showed impressive talents, and was taken in and raised by the Silver Crescent mage guild. He rose to a position of power within the guild as a mere teenager, as much based on his compelling speeches as his skill with the magical arts. Many of the old guard were concerned about some of his ideas, however, and they opposed his rise to power. Those on the guild council above him started to disappear mysteriously, and the others quickly fell in line behind Tallundyr Auvryon, eventually electing him leader of the guild. It was at this time that he began to argue with the Church, claiming their edicts were restricting his experiments. The young mage initiated a split with the church, claiming that the gods were an invention and that the only true power was the power harnassed by himself and others of his ilk. It was not for lust of power or self aggrandisement that the mage's philosophy caused him voluntary exile from his home. Partly because of his magical strength that rivalled immortality and also for his disdain of the gods themselves, he taught that there were no gods, and that mortals, through the learning of magic, could become gods themselves. The Church, never happy with losing disciples, and furious that such blasphemy could be allowed, staged a full scale attack on the guild, with the support of the king's knights. Many of the mages died, others fled to the Church seeking amnesty, a few, however, escaped with the heretic to found a new college of magic far from human lands. Auvyron was forced to seek amnesty in the dwarven kingdoms to the south, where humans and elves seldom travelled. He continued his experiments, pulling and bending at the borders of reality. For years, far longer than the life of an average man, he worked at the top of his tower until one day he pushed too far with his Greater Planar Magics, forcing a rift to appear, opening entry points into worlds unknown. The surrounding lands were greatly changed, the Cataclysm shook the entire world for a fortnight. The civilised peoples thought that this was the work of the gods, infuriated with the spread of this atheistic 'religion'. The dwarves knew better. The nexus was located not far from their mountain caverns, and they had seen some of their kin torn apart by wandering too close to this wizard's creation; some wandered through never to appear again. The wizard himself disappeared, and it was widely rumoured among the dwarves that he had either left to challenge the gods, or he had descended into hell itself. Either way, the Council of Nine swore to keep this a secret from the civilised lands, for they feared that the discovery of the nexus would cause widespread chaos. ~ -1 GREETING~ . Original DikuMUD by Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer. Derivative of MERC 2.1 and ROM 2.4 (c) 1993 - 1994 Alander. RIM 1.0 / PUD 2.0 by Cailet, Murk & Associates /\ //\\ /\ ///\\\ /\ === EXODUS === //\\ ////\\\\ //\\ ///\\\/ \ ^ ^ ^ \/ ^ \/ \ * . . * /// ^ / \^ ^ ^ ^\ ^^ / \ * . * / ^ ^(_____)^ ^ ^ \ (_____) * . * . * /^ ^ ^ | | _ _ _ | | . * _ . * . /^ ^ ^ | O |_| |_| |_| |_| O | * _/ \ * . _ * * . . / /%\ ^^ | | - _^_ | | / \_ _/ \ ^ /|||\^ | _| //|\\ - | | * _/ /\ \ / () \_ * /\_ /||%o|\ | | ///|\\\ | -| / _ _/ \ _/ \_ . /%|o||||\ |- |_ ||||||| | | /` ( ) / <> \_ / <> \ ooo| |oooo| | ||||||| |- | /\_ () __/ ^ \ /\ \_ oooooooooo|___|___|||||||___|___|\_____/\__\_____/_()_______/ \____\______^___\ /|\ / | \ / | \ / | \ / | \ / | \ / | \ / | \ Who dares storm our wayward path? ~ -1 AGREETING~ . Original DikuMUD by Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer. Derivative of MERC 2.1 and ROM 2.4 (c) 1993 - 1994 Alander. RIM 1.0 / PUD 2.0 by Cailet, Murk & Associates. `b /\ //\\ `n===`o EXODUS`n ===`b /\ ///\\\ /\ //\\ ////\\\\ //\\ ///\\\`l/ \ `b^ ^ ^ `b\/ ^ \`l/ \ * . . * `b/// `i^`b `l/ \`b^ ^ `i^`b ^`b\ ^^ `l/ \ `w* . ```e* `b/ ^ ^`l(_____)`b`i^`b ^ ^ `b\ `l(_____) * . * `t*`e . * `b/^ `i^`b ^ `e| | _ _ _ | | . * `a_`` . `p*`l . `b/`i^`b ^ ^ `e| O |_| |_| |_| |_| 0 | `t*`` `a_/ \`` * . `a_`` * `w*`` . . `b/ `c/`j%`c\ `b^^ `e| | `l-`e `m_^_`e | | `a/ \_ _/ \ `b^ `c/|||\`i^ `e| `l_`e| `m/`f/`m|`f\`m\ `l-`e | | `w*`` `a_/ /\ \ / `b()`a \_ `e*`a /\_ `c/||`j%o`c|\ `e| | `m/`f//`m|`f\\`m\`e | `l-`e| `a / `b_`a _/ \ _/ \_ . `c/`j%`c|`jo`c||||\ `e|`l-`e |`l_`e `m|`f||`m|`f||`m|`e | | `a/ `b( )`a / <> \_ / `b<>`a \ `kooo`c| |`koooo`e| | `m|`f||`m|`f||`f|`e |`l-`e | `a/\_ `b()`a __/ `b^`a \ /\ \_ `koooooooooo`e|___|___`m|`f||`m|`f||`m|`e___|___|\`d_____`a/\__\_____/_`b()`a_______/ \____\______`b^`a___\ `d/|\ / | \ / | \ / | \ / | \ / | \ / | \ / | \`` `hWho dares storm our wayward path?`` ~ -1 MOTD~ `g:`e----------------------------------------------------------------------------`g:`` `oWELCOME TO EXODUS`` `h(online since March 1996)`` `iWelcome to the official new Exodus server. Unfortunately you may`` `iexperience that some pfile changes have been lost if you were active`` `iover the last week. This is the price that needed to be paid to get`` `iback to a situation where the immortal staff can actively work on`` `ichanging and improving this place for you! All that being said, we`` `iwill not be reimbursing levels or gear, etc. from the last week, but`` `irest assured that we are now entering a new phase of this place`` `iwhere you will once again see positive changes happening.`` `iI know that there are several of you who have various issues with`` `ipfiles. If you once again post an oocnote to the immortal staff we`` `iwill work on getting you fixed up as soon as possible.`` `iAnyways, I am glad that you found your way back here, and if you`` `ineed anything send one of the immortals a tell!`` --Hunyuk, Minax, Justice & Jiraiya `g:`e----------------------------------------------------------------------------`g:`` [Hit RETURN to continue] ~ -1 MISSION~ `g:`e----------------------------------------------------------------------------`g:`` `f"``What is truth? ...Isn't it the discovery that no truth is discoverable except the truth which you yourself are? that there is no truth (sense, meaning) in the world except the truth you yourself give it? that 'truth' is a concept belonging to the human mind and will and that apart from the human mind and will there is no such thing as 'truth'? ...To give life a meaning: that has been the grand endeavour of all who have preached 'truth'; for unless life is given a meaning, it has none.`f"`` Kaufman from Thus Spoke Zarathustra - Nietzsche`` `g:`e----------------------------------------------------------------------------`g:`` ~ -1 CONVERSION~ `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oConversion `f]`i+`f-`i+`f-`i+`f-`i@`` All old-style players who log into Exodus 2.0 for the first time will not be compatible with the new system. As a result, a conversion system has been created to get the old-style players into the new-style system. When you log in, you are moved to jail, but you are not being punished. We just need to get you out of circulation. You have all your equipment and all your public channels. Also, you will have easy access to food and water this way. If you want to stay under the old-style system and simply chat, you may do so. Or, if you wish to speak with an immortal before going through conversion, you have that option as well. If you do go through conversion, you will receive a lump sum of experience for your old-style levels and skills. The higher your various skills were, the more exp you get for each of them. The first thing to be aware of is that your stats have been rerolled. If you do not like your stats, you can reroll over and over using the `kreroll`` command. This command can only be used at level 1, so once you advance, you're stuck with your stats. Your character will automatically have every skill and spell/ prayer/song/chant that your class can get at 1%. There is no longer any need to pick and choose. Practice points are gone and you will practice your skills by spending experience points. Training points are still here, although you can no longer train hp/mana/move. It's ok, though, because you can improve them by spending exp as well, but you should not worry about that right now. At level 1, you have two training points. Once you have a reroll that you like, spend you training points on your stats. Now you're ready to advance. The cost of advancing rises steadily as you go up, so you should check your total exp after every level advancement. For each of the first ten levels, you will get another training point to use on your stats. Use them as you go so you can take advantage of their benefits right away. It's important to take care when building your character because if you spend too much exp on levels, you will not have as much to spend on skills and spells. Likewise, you should not rush off and practice your skills and spells to 100% right away because the cost of practicing rises steadily as well. My suggestion would be to deal with advancing to level 10 first and spend your training sessions along the way. Once you are at level 10, look at your skills and spells and start practicing them. they all start off very cheap and they all end up very expensive. Practice the ones you want to about 50% and then check your exp to make sure you have enough. You can always top them off later. After this, strike a balance between advancing levels and practicing skills and spells. You will notice that your final character will be nowhere near as powerful as you were under the old system. It's ok though, because you will be more powerful than those who you were more powerful than under the old system and there is so much more possibility to grow now. `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` ~ -1 CHANTS~ `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oHelp on CHANTS `f]`i+`f-`i+`f-`i+`f-`i@`` Chants are the evil mystical utterings of the Reaver class. Many of them involve storing powers within their blade, but others may be used at any time. The chants command will display the various chants and at what level they are attained as well as the mana cost for chanting them. Aura of Evil Chaotic Blade Fire Burst Flaming Blade Frost Blade Hellscape Ice Burst Lightning Burst Scorch Metal Sense Alignment Sense Good Sense Hidden Shocking Blade Summon Sword Unholy Burst Unholy Smirk Vampiric Blade Venomous Blade `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` ~ -1 SONGS~ `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oHelp on SONGS `f]`i+`f-`i+`f-`i+`f-`i@`` The skills and spells/prayers/songs commands are used to display your character's list of available skills (or spells/prayers/songs, as the case may be). They are listed in order of level, with mana cost (when appropriate) or percentage (for skills) listed where applicable. Ballad of Ole Rip Ballad of the Cantankerous Woodsman Dance of Shadows Despair of Orpheus Falkentyne's Fury Good Vibrations Kiss of First Love Maelstrom of Nyvenban Path of the Nomad Quiet Mountain Lake Song of Elyteness Song of Shattered Dreams The Piper's Melody To the Four Corners Walking on Clouds `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` ~ -1 PRAYERS~ `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oHelp on PRAYERS `f]`i+`f-`i+`f-`i+`f-`i@`` The skills and spells/prayers/songs commands are used to display your character's list of available skills (or spells/prayers/songs, as the case may be). They are listed in order of level, with mana cost (when appropriate) or percentage (for skills) listed where applicable. bless calm cause critical cause light cause serious celestial sight continual light conservancy cure blindness cure critical cure disease cure light cure poison cure serious damnation deconsecrate demonfire detect evil detect good dispel evil dispel good divine protection earthquake edification evocation flamestrike frenzy hallowed vision halo of seraphs harm haven heal heavenly cloak heroes feast holy sphere holy water holy word know alignent levitation mass healing nexus plague protection evil protection good ray of truth remove curse renewal revelation sanctuary soul fire sustenance true sight `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` ~ -1 SPELLS~ `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oHelp on SPELLS `f]`i+`f-`i+`f-`i+`f-`i@`` The skills and spells/prayers/songs commands are used to display your character's list of available skills (or spells/prayers/songs, as the case may be). They are listed in order of level, with mana cost (when appropriate) or percentage (for skills) listed where applicable. acid blast acid breath aqua breathe armor blindness burning hands call lightning cancellation chain lightning change sex channel electricty charm person chill touch colour spray control weather create food create rose create spring create water curse detect hidden detect invis detect magic detect poison dispel magic electrical charge enchant armor enchant weapon energy drain faerie fire faerie fog fire breath fireball fireproof fireshield firestorm floating disc fly frost breath gas breath gate giant strength haste heat metal ice beam identify infravision invis lightning bolt lightning breath locate object magic missile mass invis mirror pass door poison portal recharge refresh shield shocking grasp sleep slow stone skin summon teleport ventriloquate weaken web Ranger spells: Eyes of the Owl bark skin bee sting bee swarm herbal lore `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` ~ -1 FELONY CRIMES EDICTS COMMANDMENTS ABUSE~ See 'help rules' ~ 92 OMNISCIENCE~ `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oHelp for IMMORTALS `f]`i+`f-`i+`f-`i+`f-`i@`` `f[`oBUILDING`f]`` Building documents can be sent to you upon request to the Admin They contain information regarding On-Line Creation, general building suggestions and appendices which include object values (v0-v4) for different object types. Please read BUILDING_HINTS also. olc alist aedit redit scent mood oedit medit rarity addaffect resets immstore olcdoc shopkeeper vocabulary exitmsg act_hunt `f[`oEXISTENCE`f]`` All immortals/builders are responsible for knowing the commandments and laws of Exodus. 'immortal laws' whoinfo wizhelp 'Wizcommands' 'Public Relations' `g:`e----------------------------------------------------------------------------`g:`` `l[`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l][`n\`l][`n/`l]`` `g:`e============================================================================`g:`` ~ -1 2.0~ `k -`dHere is a brief list of recent changes for Exodus v2.0`k-`` `` `i*`c Monsters now give the same experience regardless of your level.`h [help level]`d `i`i*`c No OOL group penalty. Group exp works under the shares system.`h [help group]`d `h-`c Type 'group' and the exp shown is the exp gained for members while in that group.`d `i*`c Practice points are gone, you practice skills now by spending experience.`d `i*`c Charmies, pets, and mounts take a share of group experience now.`d `i*`c When you pk others more than 10 levels below you, you lose 1 level.`d `h-`c When a mob kills you, you lose 1/2 your exp. When you suffer PK, you lose 1/4.`d `h-`c Automatic skills go up through use (fast healing, meditation, third attack, etc).`d `i*`c All spamable skills do not improve through use so no need to spam them.`d `h-`c A few more mobs may be aggressive now, but not many.`d `h-`c Fleeing costs exp based on how much you would get for killing the mob.`d `h-`c Ale is not food, so be sure to practice butcher a few times.`d `i*`c Stats can be raised up to 3 points above natural, but not above natural limit.`d `h-`c You can some experience when you PK, if you are holding a rune.`d `h-`c Assassins, due to their nature, get experience from PK even without a rune.`d `h-`c Intelligence helps lower practice costs.`d `i*`c The alignment system has been completely rewritten by Minax.`h [help alignment]`d `i*`c Items that are OOL for you no longer go *POOF`i*`c when you quit.`d `h-`c Charisma factors into whether you get attacked when you push or drag mobs.`d `h-`c High Charisma can reduce the chances that aggressive mobs will attack you.`d `h-`c The often`h-`crequested autobutcher capability is now in.`d `i*`c Shields, held items, and a weapons take 1 hand each. Some weapons take 2.`d `h-`c Paladin's leadership skill is now much improved.`d `h-`c Entangle messages when entangling a mob have been fixed.`d `h-`c Sidhe no longer speak when using report.`d `i*`c Cash in runes now for 1, 2, or 3 million experience.`d `h-`c Some of the levels for some skills/spells/prayers/etc at have changed.`d `h-`c Mana usage for several spells/prayers have changed.`d `h-`c Lightning breath now costs more mana, but has reduced lag.`d `i*`c If you can get hand`h-`cto`h-`chand, you may pick it as primary weapon at creation.`d `h-`c Reavers can now use their sword command when resting or sleeping.`d `h-`c Assassins no longer have to be evil. (IE they don't do half damage when their align is > 0 now)`d `h-`c Mobs that start out sanced now give more xp (making logical sense)`d `h-`c Estimate skillname is in, try it.`d `h-`c Two more areas are added.`d `h-`c Hone is in for rangers and warriors`h [help hone]`d `h-`c If you are an assassin or hold a rune when you pk, you will get experience for the kill.`d `h-`c Drunk talk is in.`d `i*`c A new class added`h [help monk]`d `h-`c New prayer helping you regain exp after you die`h [help holy ceremony]`d `i*`c The level difference to wear equipment is now 10 instead of 20.`d `i*`c Multiclassing is in!`h [help multiclass]`d `h-`c New high level thief skill.`h [help invention]`d `h-`c Dirty tactics is obtainable by high level thieves.`d `h-`c You can now deposit all, withdraw all.`d `i*`c The bloody PK event Battle Royale is in.`h [help battle royale]`d `h-`c Reincarnation is in.`h [help reincarnation]`d `h-`c Blessed weapons raise align.`d `h-`c Two new reaver skills`h [help tempt]`d`h [help repulse]`d `i*`c Once you attack someone, they now have 3 ticks to get revenge.`d `h-`c New high level ranger skill added.`h [help falconry]`d `h-`c Herbal lore costs less mana now.`d `h-`c Fast healing is twice as effective in forest if you are a ranger.`d `h-`c Many help files have been updated (and more on the way).`d ~ 0 HERO~ `hA hero is a player who has transcended mortal limits through exceptional roleplay and has been rewarded with an additional level that mortals cannot attain on their own. In this way, the hero stands on a level between mortals and immortals. `oHow are heroes like players? `kHeroes are still players and are bound by all the rules of other players. Heroes are encouraged to continue to interact with other players like normal. Any PK rule that applies to a level 90 player also applies to a hero. Heroes get ONLY the skills and spells that he or she had at level 90. Heroes may be in clans and may even lead clans. `oWhat makes heroes different? `kHeroes are level 91. Heroes never get hungry or thirsty. Heroes have access to launch certain quests and events. Heroes have more to lose if they are punished for breaking the rules. `oHow do you become a hero? `kImmortals decide on who is fit to be a candidate for hero. A candidate must possess an exceptional history of good RP. Hero candidates are confirmed or rejected by player vote. After confirmation, a candidate must complete a Hero's Quest. If all is completed to immortal satisfaction, the candidate becomes a hero.`` ~ 1 NECROMANCER~ `h `aMasters of the darkest secrets and most frightening powers, necromancers`h `aare mages who have chosen the path of evil for their studies. Necromancers`h `aare evil practitioners of black magic. They are not good at hand-to-hand`h `acombat, but are able to perform dark rituals causing their enemies to suffer`h `aand perish in terrible ways. They explore the magic of the veil between`h `alife and death, the powers of undeath and demonic forces, allowing them to`h `aanimate the dead, creating undead servants to do their bidding. `h `h `aNecromantic spells can be classified into two categories: chants and`h `arituals. The first type needs only the necromancers concentration to`h `aperform. However, the dark rituals of the necromancer always require a`h `afocusing circle. Necromancers use three types of circles: pentagrams,`h `ahexagrams, and septagrams for objects, creatures, and area affects`h `arespectively. While these symbols increase the power of the necromancer`h `athey also draw from his life and power, as each requires a portion of the`h `anecromancer's own blood to draw. `h `h `aUpon choosing the path of the necromancer, every mage must choose which`h `atype of animation to focus their talents on. The three common types are`h `askeletons, zombies, and banshees. Skeletons, having no flesh, have a`h `anatural resistance to slashing, but are unable to wear bulky forms of armor.`h `aWhile the origins of the skeleton determine its ability, most tend to come`h `afrom ancient battles and fight similar to warriors. Zombies have always`h `abeen a favorite of necromancers for their natural ability to produce a`h `aplethora of diseases for study. As is commonly known, zombies lack brains`h `aand also have a taste for them. The upside to not having brains is that`h `aphysical pain is almost non-existent. Most zombies while slow have some`h `ainnate instinct which allows them to sneak up behind their victims in`h `acombat. The last of the necromantic creations is the banshee. This misty`h `aapparition appears to be a white-robed figure, her face hidden by a dark`h `ahood. While banshees are unable to wield weapons, they should not be`h `aunderestimated in combat. The chill touch of a banshee is said to haunt for`h `aa lifetime, and their heart-stopping wail is said to leave their enemies`h `afrozen with fear.`h `h `h>@< >@< >@< >@< >@< >@< >@< >@< >@< >@<`` `h `aSKILLS`` `aLevel`h 1`a:`b dagger, staff`h `aLevel`h 2`a:`b swimming`h `aLevel`h 5`a:`b wands`h `aLevel`h 6`a:`b staves`h `aLevel`h 10`a:`b envenom`h `aLevel`h 13`a:`b draw: pentagram`h `aLevel`h 14`a:`b leeching`h `aLevel`h 15`a:`b butcher`h `aLevel`h 16`a:`b corpse carving`h `aLevel`h 18`a:`b fishing`h `aLevel`h 20`a:`b meditation`h `aLevel`h 23`a:`b draw: hexagram`h `aLevel`h 24`a:`b unsummon`h `aLevel`h 25`a:`b sense death, embalm`h `aLevel`h 30`a:`b riding`h `aLevel`h 33`a:`b hellbreath`h `aLevel`h 34`a:`b draw: death ward`h `aLevel`h 40`a:`b feign death`h `aLevel`h 47`a:`b corrupt`h `aLevel`h 50`a:`b draw: septagram`h `aLevel`h 52`a:`b feed death`h `aLevel`h 60`a:`b feast`h `h `h>@< >@< >@< >@< >@< >@< >@< >@< >@< >@<`` `h `aCHANTS`h `aLevel`h 1`a:`b lich eyes`h `aLevel`h 5`a:`b astral body`h `aLevel`h 7`a:`b nearsight`h `aLevel`h 8`a:`b pox`h `aLevel`h 10`a:`b skeletal mutation`h `aLevel`h 14`a:`b exoskeleton`h `aLevel`h 15`a:`b knowledge of the dead, atrophy`h `aLevel`h 17`a:`b festering boils`h `aLevel`h 18`a:`b death vision`h `aLevel`h 23`a:`b animate dead`h `aLevel`h 26`a:`b corpse walk`h `aLevel`h 27`a:`b intoxicate`h `aLevel`h 28`a:`b calling`h `aLevel`h 29`a:`b seizure`h `aLevel`h 30`a:`b darkhounds`h `aLevel`h 31`a:`b eldritch miasma`h `aLevel`h 36`a:`b immunity`h `aLevel`h 37`a:`b bone puppet`h `aLevel`h 40`a:`b ghost form, bone craft`h `aLevel`h 46`a:`b drain aura, wind of death`h `aLevel`h 47`a:`b vomit`h `aLevel`h 49`a:`b jinx, decay`h `aLevel`h 50`a:`b unholy ceremony`h `aLevel`h 51`a:`b demonic possession`h `aLevel`h 55`a:`b brain blisters`h `aLevel`h 60`a:`b clasp`h `aLevel`h 62`a:`b death palm`h `aLevel`h 66`a:`b vampirism`h `aLevel`h 67`a:`b greymantle`h `aLevel`h 75`a:`b bone hail`h `aLevel`h 76`a:`b dark sphere`h `aLevel`h 80`a:`b beacon of the damned`h `aLevel`h 81`a:`b soul link`h `aLevel`h 85`a:`b death shroud`h `aLevel`h 86`a:`b swell`h `h `h>@< >@< >@< >@< >@< >@< >@< >@< >@< >@<`` ~ 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. Not all locks can be picked. ~ 0 COAX~ Syntax: coax <mount> With proper coaxing, players can coax their mount to eat, drink, sleep, and perform other life essential tasks. ~ -1 SCALE DESCEND JUMP CLIMB CRAWL ENTER EXIT LEAVE~ Fortunately, the players of Exodus have many more movement options open to them than the traditional (east,west,north,south) exits. Players can scale mountains, descend a cliff, or jump from a tree (if they are dumb enough to, that is). Other options are available, of course, depending on the situation. What command is necessary will be indicated. ~ -1 DISMOUNT MOUNT MOUNTS MOUNTING~ Syntax: mount <creature> Syntax: dismount It is sometimes difficult for an adventurer to walk across the vast realms of Exodus. This problem can usually be alleviated by making use of the mountable animals that exist throughout the land. Many shops are available for the purpose of trading in mountable animals, and there also exist stables that allow you to board your animals, for a fee. As you move around while on a creature, only your mounted creature will become tired. Mounted creatures may not be taken everywhere, however, as the terrain you enter may be unsuitable for their structure. See also stable, tether, untether, tame. ~ -1 PUSH DRAG~ For when you're feeling especially forceful, you can push and drag your opponents, be they mob or player. The successfulness of your action depends on several things, such as strength, dexterity, relative encumberance, and level. SYNTAX: push <character> <direction> drag <character> <direction> ~ 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 QUAD DOUBLE HALF~ Quadruple Experience, Double Experience, and Half Experience are modifications the immortals can make to the amount of experience you get for killing monsters. It is a gift from the Gods and does not happen very often, so you should enjoy it when you have the chance. `iASKING FOR QUAD OR DOUBLE IS CONSIDERED A GRAVE INSULT AND IS OFTEN MET WITH PUNISHING RESULTS FROM THE GODS!`` ~ 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 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. When grouped, you will assist others in combat for a more effective fighting force. Experience gained when in a group is handled using the shares system. Every member of the group gets a number of shares equal to his or her level. When experience is earned, it is divided by the number of total shares in the group. In this way, a level 90 in the group will always get a larger share of any kills than a level 1 will. Example: If a level 90, a level 10, and a level 1 are grouped, there are 101 shares in the group (90+10+1) If the group kills a monster worth 13500 exp, the 13500 points will be divided by 101 for a result of 133 exp per share. The level 1 player has 1 share, so he would get 133 exp. The level 10 player has 10 shares, so he would get 1330 exp. The level 90 player has 90 shares, so he would get 11970 exp. Groups of characters lead by a paladin skilled in leadership will generally have boosted morale, that increases the group's chances of winning in battle. 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. Because those of the Sidhe race are not comfortable with other races in the realms of Exodus, they are unable to group with other races. See also: disband, defect ~ -1 GALLOP~ Syntax: gallop <directions> Galloping allows you to move quickly in a series of specified directions while riding on a mount. The format for the directions should be one string consisting of a letter for each direction you wish to travel. For example, typing 'gallop ssed' would cause you to ride your mount twice south, once east and then down. If your mount bangs into a door or wall while galloping, it will stop its movement. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to the gods of Chaos for miraculous transportation where you are put back in the Town Hall of Thesden. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. RECALL can only be invoked until you are level 10. Higher level players must experiment in other antiquated forms of transportation. ~ 0 REST SLEEP STAND WAKE SIT~ Syntax: rest Syntax: rest <object> Syntax: sleep Syntax: sleep <object> Syntax: stand Syntax: wake Syntax: sit <object> 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. SIT allows you to sit on or in furniture. You can also rest or sleep on some furniture. Note that some furniture or rooms may have modifiers to regeneration rates. ~ 0 BOAT SAIL SAILING ROW ROWING PADDLE PADDLING BOATS~ Syntax: sail <direction> Syntax: row <direction> Syntax: paddle <direction> The world of Exodus is covered by many different bodies of water ranging from small streams to mighty oceans. While swimming is sufficient to cross some of these areas, the larger spans of water require boats for travel. The easiest, though most expensive, way to procure a boat is through a boat seller. Boat sellers may be found in most port cities, near the water's edge. Once you buy your boat, the boat seller will supply you with a map to the dock on which your boat can be found. Once you arrive at your boat's location, you may enter the boat and begin to move it around on the water. The command used to move your boat depends upon the boat type -- boats that use sails to harness the power of the wind use the 'sail' command to get from place to place, while human-powered boats use the 'row' or 'paddle' command. As you move from place to place, you may take a look at the water outside your boat by typing 'look out'. Your boat will only be able to travel in the water, and may even be restricted by the type and depth of the water you are travelling in. Most boats available in Exodus have keys that limit access to the key holder. If you dock your boat at a pier and deboard, make sure you lock the entrance so that thieves do not make off with your hard-earned transport. ~ -1 SCAN~ The command SCAN gives you an indication of the rooms surrounding you, and dependent on the weather, rooms in the distance. This command can be useful when searching for fleeing or aggressive mobiles. ~ 0 STABLE RETRIEVE~ Syntax: stable <mount mobile name> Syntax: retrieve <mount mobile name> The stable command allows you to check your mount into the stable if you are currently in a room that acts as one. Mounts that are stored in stables can be retrieved using the retrieve command, even if you quit the game and come back later. You may list mounts you have stabled in the current stable by typing 'list.' Note: You must retrieve your mount in the same stable that you checked it in at. It costs nothing to stable your mount, however, the cost of the stabling of your mount will be deducted from the funds you are holding at the time you retrieve your mount. If you do not have enough money, you will not be able to retrieve your mount. ~ -1 TETHER UNTETHER~ Syntax: tether <mount> Syntax: untether <mount> There are many places in Exodus where the riding and use of mounts is either frowned upon (such as in the finer shops) or not possible (such as on steep mountain ranges). Since you cannot take your mounts with you everywhere you go, tethering allows you to tie your mount to an available stationary object such as a rock or a tree. While tethered your mount will not wander away and leave you stranded. You may untie your mount using the untether command. Tethering your mobile is not completely safe, however, as unscrupulous adventurers may find your mount, untether it and make off with it. ~ -1 TRANSPORTS~ Many different types of transportation exist to aid you in getting from place to place within the realms of Exodus. There are mounts that you may ride through the land, water and air; boats and rafts that you may use to cross water; and wagons and primitive forms of mass transportation that can ferry you across large areas of land. Not to mention the various magical forms of transportation that are available. See also [help boats] and [help mounts]. ~ 0 BATTLECRY~ Syntax: battlecry <new battlecry message> Syntax: battlecry delete The battlecry command allows you to set a message to be sent when you initiate a fight. The message you give as a battlecry is appended to your character's name and sent to all in the room when the fight begins. You may delete a set battlecry by using the delete option. Example: > battlecry screams and attacks! When you attack mobiles or other players, all the characters in the room will see "<Yourname> screams and attacks!" ~ 0 CAST PRAY~ Syntax: cast <spell> <target> Syntax: pray <spell> <target> Cast is for mages and rangers. Pray is for clerics and paladins. 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. If you abbreviate, you may end up casting the wrong spell. Be forewarned. See also: SPELLS ~ 0 DAMAGE~ As you become more adept in your chosen field of training at Exodus, your skill with favored forms of attack will also increase. As this skill, your level, and the quality of the vassal that you choose to unleash this attack with (say, a weapon) increase, so do the amounts of damage that you can inflict upon other inhabitants of the land. Adventurers who `amiss, barely touch, nick ``or `ascratch`` their foes may want to consider rethinking their careers. Should you `hhit, injure, ``or `hwound`` your opponent, your power is still low, but growing. A strike that `omauls, decimates, ``or `omaims`` is a sign of mediocre accomplishment. Adventurers a bit more skilled in their forms of attack, or those with great worldly gifts may find themselves `kMUTILATING, DISEMBOWELING, DISMEMBERING, MASSACRING,`` or `kMANGLING`` their unlucky challengers. Those well-trained in their arts of war will find it no surprise when their foe is `bDEMOLISHED`` or `bDEVASTATED``, and the truly supreme can cripple their adversaries by `bOBLITERATING, ANNIHILATING,`` or even `bERADICATING`` them with swift strikes. Very skilled questors may find themselves in a position to incapacitate their aggressors. They typically `iDESTROY, PULVERIZE, do UNSPEAKABLE things to, LIQUIFY`` or `iVAPORIZE`` them, though this phenomenon is rare. The rarest form of damage is reserved for anomalous mortals or GODS who `ldo UNGODLY DAMAGE to`` their unfortunate opponents. Help Damage updated by `fJolt`` on 02/22/04 ~ -1 DUEL ARENA~ There exists an arena here, shaped in legend and stone, where heroes of pages past and future have aspired to etch their names in the Book of Legends. In the Arena, players can duel one another, within a ten level limit, to the death without worry of loss of equipment or experience. There is also a room where Spectators may go to watch and wager on the fights. In the Arena, all combatants are given an Arena issue set of equipment with which the duel is rendered more equal. When two characters agree to a duel, they are instantaneously transported to the Arena for a duel to the death. The winner receives a portion of the proceeds from the sale of tickets. The loser is transported back to the Hall of Legends where perhaps he can try again to be made Legend. The Book of Legends records the Heroes who have distinguished themselves with their remarkable skill. SYNTAX: duel: shows you the current duel information. duel add: adds you to the public duel list. duel withdraw: withdraws your current request for a duel. duel <player>: sends a duel request to a player currently logged in. duel cancel: may be used by immortals to cancel any duel. ~ 0 'FIGHT LAG' LAG 'COMBAT LAG'~ Players recently in combat may find themselves unable to quit, delete or concentrate enough to cast some powerful spells. This is because Exodus implements a fight lag system in which in the 120 second period after a battle, your character might find itself too battle weary, too frenzied, or too busy to do certain things. ~ 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, than fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. ~ 0 KILL MURDER~ Syntax: kill <target> Syntax: murder <target> Kill and murder are the simple way to start a fight. Note that some mobs remember you, and don't take kindly to being attacked. Murder is required to attack other players. ~ 0 PLAY~ Syntax: play <song name> <target> The play command allows bards to play a musical score, either a general music score that may also be sung, or a composed musical score, which must be played on an instrument. Using play with general musical scores increases the effectiveness of the magic they produce. However, you do need an instrument to play the song, and the bonus given is dependent upon the level of the instrument you use. ~ -1 SING SINGING SONG SONGS~ Syntax: sing <song name> [target] The sing command is the primary means by which bards harness magic. As in real life, a bard must practice a song quite a bit before he or she can master its full power. The more you practice a song, the greater the chances of you performing it correctly. Singing songs costs mana, though the cost of mana per song decreases as your level increases. If the song name is more than one word, you must quote the spell name. Exampe: sing 'Ballad of Ole Rip' Ragnar. Quoting is optional for single-word songs. You can abbreviate the song name as long as the abbreviation used is unique to one song. See also the help sections for individual songs, play and instruments. ~ 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. ~ -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 replay. 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). AFK also supports a message that can be displayed to people attempting to send you tells: by typing 'AFK be right back', these players will receive the message Player is AFK: be right back. ~ 0 AUCTION BID~ Syntax: Auction Syntax: Auction stats Syntax: Auction <item name> <minimum bid> Syntax: Auction bid <amount> Typing Auction without parameters will toggle the auction channel on and off. Auction stats: Shows you the stats of the current item being auctioned. You may not see the stats on your own item. Auction <item>: Puts the item up for auction, if no other auctions are taking place. Adding a minimum bid sets the minimum above 50 silver. Note that this is the ONLY time that the person auctioning the item can affect the price. Auction bid <amount>: This places your bid on the item. You may not bid on your own item. Auction stop: Command used by immortal to stop an auction in progress. You can auction using notation such as 10K, for 10000. All amounts are in SILVER. The minimum bid, unless otherwise set, is 50 silver. ~ -1 NOTE NOTES POETRY OOCNOTE RPNOTE NEWS PENALTY IDEA UNREAD~ The following options are available. There are several bulletin boards on Exodus on which private and public notes may be posted. Below is a list of the boards currently available and the purpose of the board. OOCNOTE : Notes for Out Of Character notes (non-roleplay). RPNOTE : Notes for Role-Play use only. POETRY : Board for posting poetry and music. IDEA : Board for posting ideas related to improving Exodus. * CHANGES : Board for posting changes made to Exodus. * NEWS : Board for posting announcements. ** PENALTY : Board for informing immortals of rule-breaking. (*) = Boards that only Immortals may post to. (**) = Boards that only Immortals may post to and read. To access the boards, whether it is with the purpose to read the notes posted on them or to post a note, it is necessary to type the board name followed by the appropriate command. Shown below are commands used with the POETRY board. The same commands may be used on other boards by substituting 'Poetry' with the name of the board you wish to use. reading notes: Poetry list : show all notes (unread notes are marked with an N) Poetry read : either by number, or read next to read unread notes Poetry remove : removes a note that you wrote or are the target of Poetry catchup : marks all notes as read writing new notes: Poetry to : sets the to line (playername, clanname, immortal, or all) Poetry subject : sets the subject for a new note Poetry + : adds a line to a new note (i.e. note + hi guys!) Poetry - : remove a line from a note in progress Poetry clear : erase a note in progress Poetry show : shows the note you are working on Poetry post : posts a new note. This MUST be done to post a note. (PLEASE NOTE: No notes may be posted to 'all' by characters who are below level 15.) When you log in, you will be informed if there are unread notes waiting. Type '<boardname> read' to scroll through them one at a time. The 'unread' command can be used to show you if there are any notes addressed to you, 'all' or your clan (when applicable) that have not been read by you. See the 'help note boards' section of the posted rules for information regarding the appropriate use of note boards. Send to 'immortal' to reach the immortals. Send to 'admin' to reach the level 100 immortals. Abuse of these features will not be taken lightly. ~ -1 DEAF~ The deaf toggle turns off incoming tells, helpful 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 deity (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ 0 DISBAND DEFECT SWAP~ Syntax: disband Syntax: defect Syntax: swap Disband allows group leaders to immediately disband all members from their group. Defect allows non-leader group members to immediately leave the group. Swap allows the group leader to pass leadership of the group on to another player. ~ 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 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 Derien will be read as bonks you by Derien, and as bonks Derien by everyone else). POSE produces a random message depending on your class and level. ~ 0 FINGER PLAN~ Syntax: finger <user> Syntax: plan [delete] FINGER shows you when a user last logged in, and any text that user has entered using the PLAN command. PLAN allows you to create, change or delete the information that will be shown to users that FINGER you. ~ 0 GTELL REPLY SAY TELL WHISPER SAYTO~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> Syntax: sayto <character> <message> Syntax: whisper <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. SAYTO sends a message to all awake players in your room, but it is directed so everyone knows who you were talking to. WHISPER sends a private message to someone else in the room. Everyone else sees that you whispered something to the player, but they don't see what you whispered. TELL sends a message to one awake player anywhere in the world. You may stack character names in tells by enclosing a list in square brackets ([]), separated by a comma. For example: tell [murk, cailet, damian] This is a GREAT mud! 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. TELL and REPLY do not work for sidhe characters, and do not reach them. ~ 0 CHANNELS GOSSIP SHOUT YELL OOC INFO MUSIC QUESTION ANSWER GRATS RANT GEMOTE~ Syntax: answer <message> Syntax: gossip <message> Syntax: info Syntax: music <message> Syntax: ooc <message> Syntax: question <message> Syntax: shout <message> Syntax: yell <message> Syntax: grats <message> Syntax: rant <message> Syntax: gemote <message> SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. GOSSIP is a variant of SHOUT (without the delay). '.' is a synonym for GOSSIP. GOSSIP is for IC only. OOC is a variant of GOSSIP for Out of Character interataction. RANT is an OOC channel reserved for trash talking, whining, and complaining. If you have to curse, taunt, bitch, or complain about how unfair the world is, this is the channel to use. GEMOTE is a way of doing a global emote. YELL sends a message to all awake players within your area. INFO is a channel for newbies, giving automated help at intervals. You cannot talk on this channel. MUSIC is the global outlet for the fair tunes of the bards. No other class may use this channel. QUESTION and ANSWER (Q/A for short) are for asking and answering questions. GRATS is for congratulating people. Sidhe can only use OOC channels. All other channels are considered in character and since they cannot talk, they cannot use them. Type a channel name by itself to turn it off. ~ 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 in pk situations will incur the same penalties that you would have received had you made a kill without followers present. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages you in combat your power over the creature will have been broken. ~ 0 QUIET~ Syntax: quiet QUIET keeps you from being interrupted by anything except for says and emotes, Useful for when you're busy. ~ -1 SOCIALS~ This is a complete list of socials for this MUD: 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 voodoo ogg confused beam bite discodance scuff whap lag chortle zerbert twitch ~ 0 TELEPATH~ A sidhe ability to project thoughts to others. It drains the sidhe a bit to do this however, and only the more experienced sidhe can telepath members of other races. ~ 0 VOTING VOTE~ Exodus advertises itself on the internet via a number of methods, including by running banner ads on other websites and listing itself on MUD-related websites. By having a high vote count on these MUD websites, Exodus shows the world that its players are active and that they want to support their game. Voting helps the administrators by raising the rank of Exodus among the listed MUDs and thereby getting more attention. Voting helps the players by increasing the playerbase. Everybody wins. Please vote frequently for Exodus. It only takes a few seconds and a single mouseclick. There is no need to vote more than once per day from the same computer. `ohttp://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=Minax`` Then click on the box in the middle of the screen that says "Vote for this site" That's all there is to it. We really appreciate your support. --The Staff of Immortals ~ 0 FORUM FORUMS~ Exodus has a web forum at: http://play.exodus-mud.org/forums/index.php ~ 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 successful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 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 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, so relying on COMPARE without knowing an object's characteristics is not a fool-proof way of determining the strength and/or durability of an object. ~ 0 DISROBE HOLD REMOVE WEAR WIELD~ Syntax: disrobe Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> DISROBE removes everything you are wearing. A synonym is REMOVE all. Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 1 CLAN~ Clans are groups of like-minded people who have united for the purpose of a shared goal. Depending on your race, guild, and alignment, you may qualify for membership in a clan if you so desire, but you should know what you are getting into. Membership in a clan offers several important benefits. Protection is one such benefit. You will have access to a clan hall and shelter from those who may wish you ill. You will also have a clan donation box, from where you can take equipment to replace any you may have lost. There is also a degree of protection from aggressive monsters in the realms. Your membership in a clan will keep many less powerful monsters at bay while you pass. Each clan also has a private channel which is seen only by immortals and clanmates. There are also inherent dangers associated with joining a clan. First and foremost is PK and the possibility of being looted. When you join a clan, you accept that you've entered a competitive association where differences are sometimes settled at the end of a sword. At any time, and especially while at war, you should be aware of who may be looking for you. This cannot be stressed enough. When you join a clan, you can be killed by another player from that time forward. You can leave the clan, but you have forever forfeited your PK-protected status. CLAN LIST will provide you with a list of existing clans. HELP <clanname> will show you the philosophy and requirements for membership in a given clan. CLAN WHO <clanname> will show you who leads a given clan. The leader and the deputies of a clan can approve your membership, but it's up to each clan to decide the rules for who gets in. see also: HELP CLAN RP ~ 1 'CLAN RP' 'CLAN ROLEPLAY'~ Clans are roleplay groups. Depending on the rules of the clan, the degree of required roleplay may be heavy or almost nonexistent, but seperation of characters will be enforced by the immortal staff. * In the simplest terms, knowledge and grudges are not shared between alts. Switching alts to get revenge is always in poor taste and cannot be done if it violates clan alliances and if there is no justifiable RP reason for it. If no acceptable justification can be given, it can be treated as multiplay. More leeway is given to loners than to clan members in this matter. * Intentionally dying to affect the course of a clan war, especially for the benefit of another alt, is strictly prohibited and will be prosecuted vigorously by the immortal staff. * Using an alt to raid another clan's resources is also prohibited and if the immortals catch anyone doing this, the punishment will be harsh. If you cannot seperate your characters' personalities, then they should not be in clans. Players are also prohibited from having two or more alts in leadership positions in different clans. Pick one and let someone else lead the other clan. Imm-alts are discouraged from running clans so long as there is a suitable player character who is willing and able to assume the role. ~ 0 DONATE CD 'CLAN DONATE'~ Syntax: donate <item> Syntax: cd <item> Syntax: clan donate <item> DONATE sends an item to the donation box, so that the unfortunate may have them. CLAN DONATE (CD) sends the item to a clan donation box. Obviously, you must be in a clan to do this. ~ 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 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 the equipment you are wearing (ex. armor, weapons, and held items). INVENTORY lists what is in your inventory. ~ 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 JUNK SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to the gods of Chaos, who may reward you. The nature of the reward depends upon the type of object. You will find that not everything in Exodus is an acceptable sacrifice to the gods. ~ 0 OUTFIT~ The outfit command, usable by levels 5 and below, equips your character with a new set of newbie gear courtsey of Thesden charity societies. Only empty equipment slots are affected. ~ 0 PACK UNPACK~ Syntax: pack <item> in <container> Syntax: unpack <item> from <container> Pack acts like put, except it allows you to put items in a container that is carried by your mount. For example, if you buy or find a 'girdle', you may 'put girdle on horse' (Assuming 'horse' is a mobile that you have tamed or mounted), then you may 'pack sword in girdle', and a sword that you hold will be put into the girdle that the mount is wearing. Unpack works in the same way, but takes items from the girdle. ~ 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. Pets can be named at the time they are purchased by typing the following: buy <animal name> <the name you wish to name your pet> Pets may not be named after existing players. There are pet shops located all over the realms. ~ 0 PRESS PULL~ Syntax: press <object> Syntax: pull <object> For pressing buttons, pulling levers, and the like. ~ 0 WRITING PEN PENCIL PAPER~ Although the most common form of communication on Exodus is speech, other more archaic, but nevertheless useful types exist in the world. Using a writing utensil and a piece of sturdy parchment or note paper, messages can be scribed on these objects, and left behind for other players, or given to them. Some possible uses for written communications include clan initiations or communications, player-run quests, or simply as a means to jot things down permanently (regular notes are purged frequently), such as maps of foreign lands, or directions to treasures, etc. ~ -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 ANONYMOUS~ This toggled command hides your race, level, and class from others. It cannot be used until level 30 (except for sidhe), and does not work against immortals and people significantly higher level than you. ~ -1 AFFLUENCE DOMINION~ Syntax: areas This command shows you a full list of all the areas on Exodus that you can explore, and eventually conquer. The format of the output is as follows: [Suggested Levels for Exploration] [The Name of the Area as given to it by its Forger] [The Creator of the Area] [$$ signifying Affluence, a numeric value that represents an area's value] [Under which clan's dominion does this area belong] [Related help files that will give you more information about each area] ~ 0 COMMANDS REPORT SCORE TIME~ Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather 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. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ -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. ~ 0 GLANCE~ Syntax: glance <character|mob> The glance command can often be useful when fighting mobs or players, because with glance, you can quickly obtain the condition of your target, instead of having to be subjected to many lines of equipment spam. ~ -1 IMMORTALS GOD~ 'Immortal' (often, simply, 'immort') refers to players who have reached the highest attainable levels in the game. Here, anyone of level 92 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. ~ 0 KILLCOUNT KC~ Syntax: kc Syntax: kc <character> This shows how many times the character has died, been pkilled, killed, and pkilled. Note that if you kill yourself, you may rack up a pkill and a pkilled. ~ -1 RETIRED~ . `g:`e----------------------------------------------------------------------------`g:`` `i@`f-`i+`f-`i+`f-`i+`f[ `oExodus Retired Immortal List `f]`i+`f-`i+`f-`i+`f-`i@`` `f[`oImplementors`f]`i: `oCailet, Moonlyte `f[`oHoopy Frood`f]`i: `oMurk `f[`oComic Book Hero`f]`i: `oRagnar Danneskjold `f[`oRetired`f]`i: `oGoldmund `f[`oRetired Macker`f]`i: `oBilliam `f[`oRetired Player Admin`f]`i: `oDevin, Blink `f[`oRetired Head Admin`f]`i: `oAmber `f[`oRetired Head Builder`f]`i: `oLadyWinter `f[`oRetired Coder`f]`i: `oAkamai `f[``Immortals and Builders`f]`i:`` Serenity Hesiod Simeon Thane Knagi Sartorian Abbas Xork Tylar Lorraine Tarant Cattibrie Galiont Moskha Kalus Galliard Legolous Malakai Silveria Dirge `g:`e----------------------------------------------------------------------------`g:`` See also: WIZLIST IMMORTAL ~ 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 60 seconds of real time, but the actual amount varies randomly from 45 seconds to 90 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 VERSION~ Shows the version number and latest build date. ~ 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. ~ -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 demagogue lists all members of clan Demagogue that are on 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 WORTH~ Syntax: worth The worth command is a very useful utility that lets you quickly view your tangible wealth, the total experience you have accumulated, and how much experience is still required for you to attain your next level. ~ 0 ALCHEMY BREW SCRIBE~ Syntax: brew <spell> container [spell-level] Syntax: scribe <spell> parchment In order to use these powerful skills, you must first have an empty container or an unused parchment to brew and scribe, respectively. Vials and parchments can be found at your local magic shop. You may only brew and scribe spells that you already know. Keep in mind that attaching spells to vials and parchments requires significantly more mana than simply casting them. There are other objects throughout Exodus that have the same properties as vials and parchments that can be brewed into and scribed upon. ~ -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 and bards may learn how to backstab. Those who have no skill in backstabbing are intelligent enough to not even try. ~ -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 BLINDFIGHTING~ The blindfighting skill, available to both warriors and paladins, when carefully honed allows the adventurer to be more aware of what is happening during a battle when blinded. A player skilled in blindfighting is able to compensate for the lack of sight by using his or her other senses. This compensation greatly increases the chances that the player will hit an enemy while blinded and that if the hit does occur, it will cause more damage. ~ -1 BUTCHER~ A skill most easily honed by the nature-loving ranger, the act of butchering allows the player to take the raw meat of dead corpses and extract edible provisions. This skill is also known to some adventurers of the warrior and paladin classes. ~ -1 'CALL MOUNT'~ The call mount skill, known only to the paladin class, allows an adventurer to call forth an animal that is ready and willing to act as a mount for the player. As an adventurer's level increases, so do the chances that he or she will summon a more powerful mount. ~ 0 CAMOUFLAGE~ Syntax: camouflage If a ranger is completely familiar with his surroundings, he can completely immerse himself into his environment, without any chance of anyone detecting his presence should he remain absolutely still. ~ -1 CAMP CAMPING~ Syntax: camp Those proficient in establishing camps will be able to delve into the surrounding terrain to find loose logs, driftwood, weeds, and branches in order to create small fires and places to rest in. Once a camp has been set up, nonintelligent creatures will avoid the site, and all who rest near the campfire will regenerate at an accelerated rate. ~ -1 CHARGE~ A skill reserved for those with the bulk and brute strength of the warrior class, charging allows an adventurer to storm quickly through a room in an attempt to injure and knock down as many enemies as possible. Due to the mindless rage involved with charging, innocent bystanders are just as likely to be hit as are enemies of the player. ~ -1 CIRCLE~ A particularly devious variation of backstab, the circle skill allows an adventurer who is part of a larger group to orbit around the scene of the battle and thrust their weapon into the back of an unsuspecting enemy. No matter how stealthy the player, an attempt to circle around the enemy currently being fought one-on-one will be subverted. Only the devious members of the thief class can master this skill. ~ 0 COMPOSE REPERTOIRE COMPOSITION~ Syntax: compose <name> (To remove a composition) Syntax: compose <name> <type> <title> (To create a composition) Syntax: repertoire (To view your repertoire) The composition skill allows creative bards a means of writing their own magical tunes. By creating their own melodic variations of learned music types, skilled bards can customize their repertoire of playable songs. Songs that are composed must be played on a suitable instrument, not merely sung. The compose command allows bards with the compose skill to write songs of a certain style that can later be played on an instrument. The number of songs you can have in your repertoire is determined by your composition skill. The name of the song is used to play the song ('play <name>'), the song title will be shown to the players in the room when you play it. The available musical styles are: aria, ballad, battlesong, dirge, hymn, opera, symphony, melody, satire, sonnet, jig and warsong. The repertoire command may be used to view which custom songs you may play. See the help file on `a[`lCUSTOM SONGS`a]`` for more information. ~ -1 CONCEAL~ A skill that comes easily to the devious thief, the nature-aware ranger and the worldly bard, concealing allows the adventurer to mask their scent. Those who cannot mask the scent of their presence will find themselves more likely to be tracked down by other adventures and the wild creatures that roam the realms of Exodus. ~ -1 CRITICAL 'CRITICAL STRIKE'~ Adventurers who are masters of combat know that attacking certain areas of his or her opponent will do more damage than a normal hack and slash would. With that end in mind, some began studying the art of directing strikes towards nerve centers and vulnerable spots on their opponent in order to do increased damage with a normal attack. Critical Strike is not an attack that is used manually. Instead, it is checked each round of combat. Because of the difficulty in striking an opponent's vital areas during the chaos of combat, there is only a very small chance a critical strike can even be attempted. If it is, though and if the skill check is successful, the attacker can land a strike of amplified intensity. Assassins are the masters of the critical strike, but warriors may learn it as well, although at greater cost and at much higher level. ~ -1 HONE~ Intrepid warriors and rangers have learned to hone their weapons to maximum sharpness. This process can take a toll on the weapon and unskilled smiths risk damaging their weapons horribly in the process. Warriors may hone metallic weapons to a sharp edge by grinding them upon a grinding stone. Needless to say, this doesn't do much for blunt weapons. Rangers, on the other hand, have harness their own nature skills to hone wooden weapons over a fire until the points and edges are hard. The foolish ranger who tries this before mastering the skill might find himself wielding a flaming weapon for a time, then nothing more than a pile of ashes. ~ 0 'CUSTOM SONGS'~ Compositions have many different effects on the listener, depending on what you choose to compose (name followed by minimum level to compose in parentheses): Composition types that have a non-hostile effect on listeners in the room: Aria(1) Sonnet(1) Serenade(1) Warsong(15) Opera(15) Jig(1) Composition types that require a single audience, and do not incite anger: Ballad(1) Battlesong(10) Hymn(10) Melody(1) Symphony(20) Composition types that will have your audience chasing you down: Dirge(10) Satire(5) ~ -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 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 'DOOR BASH' 'DOORBASH' DB~ Warriors who are skilled in the ways of smashing down doors have the distinct advantage of not having to acquire and carry around most keys to the doors of Exodus. Be forewarned, however, that a bashed door remains open and unlocked to all of the inhabitants of Exodus, not simply the adventurer who performed the bashing. ~ -1 'DUAL WIELD'~ The ability to wield two weapons, a skill which may be practiced by warriors and rangers, vastly increases an adventurer's maneuverability and flexibility in combat situations. A major benefit of learning this skill is that it increases the amount of hits the adventurer can perform and betters, by diversifing the types of weapons used, the chances that the weapons on hand will be effective against any enemy the adventurer may encounter. ~ -1 ELUSIVENESS~ Syntax: flee <direction(s)> The elusiveness skill allows theives to slip out of combat in a specified direction without an experience penalty when using flee with a directional argument (which may consist of a single direction such as 'n', or a string of two directions 'ns', or 'nd'). If the thief fails to elude his enemy in a controlled manner, there is still a chance he or she may flee in a random direction. ~ -1 ENDURANCE~ The endurance skill has been learned and perfected by those in the ranger class over countless centuries in the realms of Exodus. Long, hermetic sabbaticals into the wild have taught these adventurers to conserve their energy, using up their reserves at a much slower rate and surviving for longer periods of time without the sustenance of food or water. ~ -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 inconvenience (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. ~ 0 EXORCISE EXORCISM~ The act of exorcism attempts to expel spirits of opposite alignment from the very soul of the target, often sending that target into spasms of intense pain. The withdrawal of these spirits can often maim or kill persons subjected to it, and the cleric performing the ritual must be careful in doing this -- if wisdom and judgement are erroneous when doing so, the cleric may find his own body being wrenched along in the expelling. Due to the massive spiritual power that exorcism requires, even the most robust of clerics can only perform one once per day. ~ -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 FISHING~ The oceans and other bodies of water in the realms of Exodus are vast and teeming with aquatic life. Those skilled in the art of fishing are able to use their wits to trap fish and other sea creatures to be eaten. While all classes are able to learn to fish, rangers are particularly well suited for perfecting this art. ~ -1 FISTICUFFERY~ Adventurers highly skilled in the art of fisticuffery have learned where and how to most effectively strike an enemy when fighting with their bare hands. As this fighting style often involves attacks thought to be without honor, thieves are the most proficient with fisticuffery though it may also be learned by warriors and bards. ~ -1 FORAGING FORAGE~ A skill reserved for the ranger in tune with nature, foraging allows the player to sharpen his or her senses to the point where they can find edible substances in the wild areas of Exodus. Rangers who are highly skilled may also find curative or healing herbs. ~ -1 HAGGLE HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ -1 'HAND TO HAND'~ Hand to hand combat is a rare skill in the lands of Exodus. 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 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 bards and thieves may learn these skills. ~ -1 INFLUENCE~ Influence allows adventurers to beguile those around them and convince them to part with money in one form or another. Those skilled in the art of influential mannerisms can convince merchants to give them better prices for merchandise. Bards, with their propensity for being highly charismatic, are masters of the influence skill and may also use it to receive donations from those they perform originally-composed songs to. Paladins may also use this skill, though they may only use it to lower the cost of goods. ~ -1 INSTRUMENTS~ The ability to coax an inanimate object into creating beautiful melodies is the exclusive domain of the bard class. Practiced bards who are skilled in the art of playing instruments not only fill the realm of Exodus with their elegant music, they are also able to harness the power of their songs to perform amazing feats of magic. ~ -1 KAI~ The kai skill, available only to thieves, allows the practiced adventurer to let out such a nerve-wracking scream that it can cause an immense, immobilizing fear in the victim it is directed towards. ~ -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 KULDAR~ Dwarves who are enraged in battle and are wielding certain two-handed weapons can inflict considerably more damage upon their enemies due to their incredible mining skills and precision with two-handed mining instruments. ~ -1 LAYHANDS~ Lay hands is a unique skill that may only be mastered by the paladin class. It is a special ability that paladin adventurers are granted that allows them to lay their hands over the wounds of specified target, mend wounds and recover a large amount of hit points. Due to the enormous power required for this healing to occur, the paladin may only attempt such a healing once per day. ~ -1 LEADERSHIP~ An exclusive trait of the holy paladin, the leadership skill instills a sense of pride and morale in all members of a group the adventurer is leading into battle. Because of their increased confidence in their ability to win the fight, characters lead by those who have mastered this art are more likely to hit, and will often cause an increased amount of damage, to their enemies. ~ -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. Most classes may learn lore, although thieves are best at it, and warriors find it very hard to use. ~ -1 MASK~ The supernatural ability of the Sidhe race with regard to altering appearance is unparalleled by any other lifeform. Utilizing their unique commune with an ethereal phase of being, the Sidhe can 'mask' themselves, changing their guise as to resemble another. Because of the great concentration and magical focus required to shift phase, masking oneself draws a great deal of magical power from the Sidhe. ~ -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. ~ -1 PALM~ An underhanded trick best learned by the dextrous thief, the palm skill allows a player to take an object that is lying in the current room with the possibility of the action not being see by others in the room. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful 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 PEEK~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. Thieves are the main practitioners of this skill. ~ -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 REDIRECT~ The skill of redirection allows adventurers to reposition themselves in battle so that their attacks are directed against a victim other than the current one-on-one enemy without the need of fleeing or otherwise stopping the battle. Redirection can only be used on those enemies that the adventurer is already fighting. Because they may be physically out-of-reach during the battle it cannot be used to start completely new attacks on another opponent. Characters of the thief, warrior and ranger classes may learn the proper methods of redirection. ~ -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 comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 RETREAT~ Syntax: retreat <direction> The retreat skill allows trained warriors to retreat from battle in a specific direction without an experience penalty. If the warrior fails to retreat in a mannerly fashion, there is still a chance he or she may flee in a random direction. ~ -1 RIDING~ The riding skill determines a character's proficiency in using animals as a means of transportation. Adventurers with a high degree of riding skill will be much less likely to be thrown from mounted animals. Those of any class may learn to ride. Rangers, with their vast knowledge of the wild, are particularly adept at riding. ~ -1 SAP~ For ages, skilled assassins have had the ability to sneak up on someone and strikeng them in the head to knock them unconscious. When successful, this skill proved invaluable for allowing the assassin an easy escape, but when it failed, the enraged victim usually attacked the attacker. Success at sapping requires that the target be fully healed, and therefore complacent. The sapper must also be wielding a sap, which is where the skill gets its name from. A sap can be found in seedier places if one goes looking. Trying to sap someone of higher level becomes more difficult as the level difference grows. ~ -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. ~ -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 STALK~ The stalk skill is the exclusive domain of the stealthy thief class. An adventurer skilled in the art of stalking is able to automatically follow another player through the realms of Exodus without being seen or otherwise detected. ~ -1 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> 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 guard their merchandise carefully. STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. If you fail on an attempt to steal in town, you may get a [WANTED] flag and will be jailed if a guard sees you. Similarly, if you fail, you may gain a loner flag if you are a noclan. In order to STEAL successfully, you must practice the appropriate skill. ~ -1 SWEEP~ The sweep skill is a highly evolved variation on kick. An adventurer skilled in this art can sweep their leg in a wide arc during combat, adding an extra, powerful attack to their standard repertoire. Though masters in the art of sweeping can manage to avoid those known to be allies with this attack, the wide angle of this strike may hit innocent bystanders in addition to those the player is seeking to destroy. Only warriors and paladins can learn to master the sweep maneuver. ~ -1 ASSASSINATE~ The ancient art of assassination has been passed down by those in the thief class from generation to generation. Those skilled in this dark and secretive form of attack are able to use throwable weapons to injure, and often kill, their enemies from relatively long distances without being seen and without their victims knowing who it was that perpetrated the assault. `oFor help on the assassins guild, type [`kHelp assassins`o]`` ~ -1 SWIM SWIMMING DROWN DROWNING~ Much of the world of Exodus is covered by water. Seas, oceans, streams, and rivers divide the land masses making it difficult, if not impossible, for adventurers to get from place to place. The safest way to cross the largest bodies of water is via a boat. It is possible for adventurers to become skilled in swimming, however, allowing them to cross medium distances of water on their own. There are also creatures that roam the waters of Exodus that are capable of swimming for the adventurer, if he or she is smart or lucky enough to catch one. No matter how skilled an adventurer becomes at swimming, though, there is a limited amount of time in which the swim skill is effective. As in real life, your character becomes tired of the movement required to keep afloat and will begin to sink under and drown. It is wise for even the most excellent swimmers to avoid venturing out too far into unknown waters. See also [help underwater] ~ -1 TAME~ The majority of animals roaming the lands of Exodus are by no means domestic and will prove to be too unwieldy should you try exploit them as means of transportation. The tame skill, which can only be truly mastered by the ranger class, allows the adventurer to train the animal to be more receptive to transporting characters. ~ -1 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors and highly skilled thieves may learn this skill. ~ -1 THROWING~ The ability to effectively throw suitable weapons at far-away enemies allows adventurers to injure with less chance of a counter-attack from the victim of the assault. Thieves are particularly good at this skill though mages, warriors and bards may also learn. Whether or not you think throwing weapons from afar is cowardly or genius depends greatly on whether you are the thrower or throwee. ~ 0 TRACK SCENT TRACKING~ Syntax: TRACK Syntax: TRACK off Syntax: TRACK <character or mobile> TRACK attempts to track down the scent of a character. Typing 'TRACK <character or mobile>' puts you into a heightened sense of awareness whereby you may be able to pick up on the path left by 'character or mobile'. All characters and mobiles leave scents in rooms, except for immortals. For each movement you make, there is a chance (determined by your track skill) that you will catch a scent of the character (assuming there is one to be found within your surrounding area). Scents fade after some time, and are lost when the target crosses water. In some sectors such as hills, mountains, and swamps, it may be more difficult to track things. Typing 'TRACK off' lowers your awareness back to normal. Typing 'TRACK' alone when you are tracking something tells you what it is you are tracking. ~ -1 TRAMPLE~ The trample skill, which is available to rangers and paladins, allows an adventurer that is mounted on a transportation animal to cause the animal to stomp around madly in an attempt to hit an enemy. If the specified enemy is unfortunate enough to be hit by the adventurer's mount, he or she will be wounded. The larger the enemy is, the easier it is to guide the animal into trampling them. ~ -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. ~ -1 UNDERWATER~ There are areas in the world of Exodus that are entirely submerged in water. Travelling to these areas can prove difficult, if not suicidal, for most adventurers. Like you, your character can only live without oxygen for a short period of time without beginning to drown. As no oxygen is directly available to air-breathing races under water, your adventurer will need some sort of aid to remain underwater for long periods of time. There are magical spells and items strewn about the world of Exodus that make it possible to breathe underwater for a longer period of time. See also [help drowning] ~ -1 UPPERCUT~ The uppercut skill allows you to deliver a powerful uppercut assault on your opponent as an extra attack during combat. Those who are proficient in the art of hand-to-hand combat and are also well practiced with uppercut will deliver particularly damaging blows to their enemies. Those who overuse uppercut without the proper training, however, are apt to over-stretch the muscles in their arms, causing temporary loss of strength. ~ -1 'WALL OF THORNS'~ Syntax: create 'wall of thorns' (direction) A skill reserved for the ranger class, wall of thorns allows an adventurer to construct a dangerous structure at the entrance/exit of a room. Once such a wall has been created, players who attempt to enter or exit the room in the direction in which the wall has been constructed will be harmed by the sharp thorns. ~ -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 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE STAFF DAGGER FLAIL MACE POLEARM SWORD STAFF~ 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: 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 sword the warrior's standby, from rapier to claymore staff skill in long stick-like weapons ~ 0 ! HISTORY~ Exodus supports a 20-slot command history buffer. If you wish to repeat the last command you entered, type '!' on a blank line and hit return. If you wish to repeat any command of your last twenty, type '!' on a blank line, followed by how many commands back it is, followed by return. For example, if you wish to repeat your second to last command, type '!2'. '!1' repeats your last command and functions exactly like '!'. For a list of commands you have entered and the number to use to repeat them, type '!?'. If you were hoping to read the history of the mud, type story at the prompt, or look at the area list and type help <any help file listed> for individual area helps. ~ -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 substituted at this time. ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT~ Exodus 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 Typing a command sets the action, typing it again removes it. ~ 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 BUG TYPO~ Syntax: bug <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ -1 CLS CLEAR~ If your terminal supports ansi codes, you can type CLS to clear your screen. ~ 0 COLOR~ Syntax: color on|off [to turn color on and off] Syntax: color [to see all the settable options in the game] Exodus supports fully customizable ANSI colors, not only in specified options, but in *anything*, including titles, says, emotes, et cetera. The following shows you ways to construct these colors: [all the color codes use the grave|backtick character before each letter] Colors: `Za`aGrey `h`Zb`bRed `h`Zc`cGreen `h`Zd`dBrown `h`Ze`eBlue `h`Zf`fPurple `h`Zg`gCyan `h`ZhWhite `Z6Black `Zi`iBold Red `h`Zj`jBold Green `h`Zk`kBold Yellow `h`Zl`lBold Blue `h`Zm`mBold Purple `h`Zn`nBold Cyan `h`Zo`oBold White `hBlinking Text: `Zp`pBlink Grey`h `Zq`qBlink Red`h `Zr`rBlink Green`h `Zs`sBlink Yellow`h `Zt`tBlink Blue`h `Zu`uBlink Purple`h `Zv`vBlink Cyan`h `Zw`wBlink White`h Inverse Text: (Black Text on the Following Colors) `Zx`xInverse Red`h `Zy`yInverse Green`h `Zz`zInverse Yellow`h `Z1`1Inverse Blue`h `Z2`2Inverse Purple`h `Z3`3Inverse Cyan`h `Z4`4Inverse White`h `Z5`5Inverse Red`h `Z8`8Inverse Blue`h Background colors: (Use the color of the text followed by the BG Color to achieve the Colored Text on Colored Background effect) Example: >say `Zj`Z7Hi! produces the word '`j`7Hi!``' `Z7White BG `Z9Blue BG `Z0Red BG To exit your current color at any time: `Z`Z Back to Normal To display the grave character to other players, type `ZZ. ~ 0 COMBINE~ Syntax: combine COMBINE toggles whether items sharing the same short description are displayed seprately or lumped together as one entry with the number in parenthesis when shown on the ground or in an inventory. ~ 0 EMAIL~ Syntax: email <address> Allows you to change the e-mail address you have logged with the MUD. Please keep your e-mail address current. ~ -1 GAIN~ Syntax: gain level The gain command is used to advance your level. If you have enough experience points to advance, the cost will be deducted from your experience points and your level will increase by 1. You will go to your guildmaster to gain levels. ~ 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 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell|prayer|song|chant> 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. If you have the exp required to improve the skill or spell, it will be deducted from you and your proficciency with that skill or spell will increase by 5%. Having a higher Intelligence can make the cost of practicing slightly less. You must be at a guild master to practice. Practice points, which were used under the old system, no longer exist under the new system because all practicing is done by spending exp. ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT without an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display experience to level %g : Display your gold held %s : Display silver carried %S : Display sneak/hide/invis condition. %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>" ~ 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 generates excessive 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. Also, if you get a strange message when you try to quit, don't worry. Be sure to read `bhelp FIGHT LAG``. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 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. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver the split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created You can use TITLE to set your title to something else. ~ 0 TRAIN~ Syntax: train <str int wis dex con cha hp mana move> 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. You start with two sessions when your character is created and you receive one session per level, until level 10. Training STR will affect the chance of hitting a target and your damage. Training INT will affect the mana you get each level and the cost of practicing. Training WIS will affect the mana you get each level. Training DEX will lower your armor class and affect the moves you get each level. Training CON will affect the hitpoints you get each level. Training CHA can sometimes affect the way aggressive monsters react to you. Also, certain skills/spells/prayers/songs/chants use your stats as a basis for success or failure. See also [help level] and [help gain]. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 ATTRIBUTES STRENGTH INTELLIGENCE WISDOM DEXTERITY CONSTITUTION CHARISMA HAND HANDEDNESS~ `oStrength: Not only does this reflect raw muscular strength, but the ability to use it. `kStrength affects how many hit points you get each level, what weapons you may wield, how much you can carry, and how much damage you do. `oWarriors rely on their strength the most, and Vro'ath and Dwarves tend tend to be the strongest races. Intelligence: Intelligence reflects pure brain-power. `kIt affects how much you learn when you practice skills and spells, how much mana you get each level, and several other minor things.`o Mages tend to rely on intelligence. Elves, sidhe, and humans are the most intelligent of races. Wisdom: `kWisdom helps define how much mana you have to call upon, how much experience you get from kills (higher wisdom gets your more exp while lower wisdom gets you less), and how you react to spells.`o Where intelligence is raw learning and brainpower, wisdom is more along the lines of critical thinking and common sense. Clerics rely on wisdom more than anything else, as do Canthi and Syvin. Dexterity: Nimbleness and flexibility, a dexterous individual can step aside before being cut in half. `kDexterity affects dodging and parrying, armor class, how long you can travel before resting, and how many items you can keep upon your person.`o Thieves live and die by their dexterity. Elves, Syvin, and Sidhe tend to be the most lithe of races. Constitution: Hardiness and resilience, rangers are the prime example of constitution in action. `kConstitution defines how many hit points you will have, how long you can travel before resting, and how well you resist poison and disease. `oDwarves, Vro'ath, and Syvin are the hardiest of races. Charisma: Possibly one of the most mind-bogglingly confusing statistics on Exodus (maybe even the entire universe!), is the trait of being able to fervently lead or influence people -- a personal magnetism that affects how well you communicate with other beings on the MUD. Bards and Paladins, are probably the most charismatic classes of players you will ever meet. `kCharisma affects your ability to charm others if you have that ability, whether aggressive monsters attack you or leave you alone, and whether others react badly to you trying to push or drag them.`o Racially speaking, the graceful and aesthetically pleasing nature of elves practically guarantees adoration. Humans and Canthi aren't far behind, using their wiles to seduce even the most astute adventurer into doing their bidding. Handedness: Your handedness (which is selected during character generation and may be one of left, right or ambidextrous) determines something about how much damage wielded weapons are capable of. ~ -1 BARRISTER~ Any player over level 25 may apply to the Exodus School of Law, pass the Bar Exam and become registered to practice in the Courts of Exodus. This will also entitle the player to build a law office in the courts building. Players accused of major crimes and set for trial in court may hire, or have appointed, any registered barrister. Fees for representation are set by individual barristers, but a fee set by the court will be paid for any appointed cases. Client confidentiality is of major importance. Once hired, no barrister may divulge any material of a case to any outside source. This includes players and immortals of any standing. Failure of confidentiality is reason for disbarment. Barristers may be selected by the general population to serve as prosecutors for the court if they so desire. Affirmation by the immortal staff will be required. See also: COURT JURY ~ 0 BUILD BUILDING HOMES HOUSES CLANHALLS 'PLAYER BUILDING'~ Syntax: build <direction> Syntax: build The build command allows you to build your own room within the realms of Exodus. Rooms do not come cheap and they cannot be built everywhere. If you wish to build your own room, you must acquire enough money to buy the room, and must find a suitable development area in which to stake your claim. Once you find this area, you can use the build command with a directional argument to build your room in that direction from the current room. Once you have built your first room, you can expand at will, creating constructs to the limits of your imagination. Your room starts out in a very minimal, bare state. In order to customize the room to your tastes, you should enter the room and type the build command again, without any arguments. This will put you into a build menu that allows you to easily and quickly change your room to match your tastes, assuming you can afford the changes. The prices for each change will be listed on the build menu. The main building menu presents you with six choices: (1) Remodel your room : Allows you to change the description of you room, so that players see a different message when they 'look' in your room. (2) Rename your room : Allows you to change the name of your room that appears above your room description when players type 'look' in your room. (3) Edit room flags : Allows you to add or remove special flags in your room. (4) Edit room keywords : Allows you to create and remove special room keywords, so that when players type 'look <keyword>' in your room, they see the description you supplied. (5) Edit room doors/keys : Allows you to create or remove doors and keys from your room, to limit access. (6) Exit building menu : Exits the building menu and brings you back to the main exodus prompt. If you choose the remodeling room option, you will be placed into a small text editor that you can use to enter the new description of your room. When you are finished, you should type the '@' key and hit return on an otherwise blank line. If you choose the rename room option, you will be prompted for the new room name. Enter it carefully, as the line you enter will become your new room name unless you choose to buy a new one. If you choose the edit room flags option, you will be placed in a submenu that allows you to easily add and remove flags. To add a flag, simply type 'A' followed by the number of the room flag to add (shown on the menu) and return. If you have enough money to buy the room flag, it will be added to your room. If you change your mind, you can delete flags you have added by selecting '2' followed by the number of the room flag to remove (also shown on the menu) and return. You may leave this submenu and go back to the main menu by typing '3' followed by return. The flags available for adding to your room include: Room is dark (the room is always dark, those without light sources cannot see inside it), No Mobs Allowed (mobs cannot enter your room), Room is Private (only two people may be in your room at one time), No Mounts Allowed (no mounted mobiles will be allowed in your room), Room is Indoors (the room is indoors and its inside will not be affected by the weather or time of day). If you choose the edit keyword option, you will be placed in a submenu that allows you to add and remove keywords. To add a keyword, select '1' at this menu. You will be prompted for the keyword name and for the description that should be shown when this keyword is looked at. If you later change your mind, you can use the '2' option at this menu to delete the keyword. You may leave this submenu and go back to the main menu by typing '3' followed by return. If you choose the doors/key edit option, you will be placed in a submenu that allows you to add and remove doors and keys. To add a lockable door to your room, select '1' followed the the letter for the room direction (supplied on the menu) and return. The door will be created for you. If you change your mind and wish to delete a door, select '2' at this menu followed by the letter for the room direction and return. If you want to make a single key for a door you have created, to limit access to your room, select '3' at this menu. You may leave this submenu and go back to the manu menu by typing '4' followed by return. You may leave the build menu and return to the normal exodus prompt by typing '6' at the main menu. `oCLAN HALLS``: Clan leaders can also build clan halls specifically for their clan's use. The procedure is the same as above, except for an added charge, the clan leader can specify a CLAN_ONLY flag. `oSHOPS``: Players can also build shops using the build system. The process exactly mirrors that of building personal rooms and homes - player run shops must be staffed by a player in order for the shop to be open. Eventually, there will be such things as shopkeeper mobs for hire. ~ -1 COURT COURTS~ The Courts of Exodus are designed to give players who are accused of a major infraction a chance defend themselves before a jury of players. Court proceedings are, in all but unusual circumstances, open to the public. An immortal will preside as Judge in court cases, but all other trial participants will be mortals. High level players will be chosen to be prosecutors, and players over the level of 25 may choose to take the steps needed to become barristers in the realm. Players who are charged with offenses may defend themselves, or hire a barrister. The accused has a right to council, and if a player cannot afford a barrister, one may be appointed by the court upon request. Jury verdicts must be unanimous in the finding of guilt or innocence of the player on trial. If a player is found to be guilty, the immortal judging the case will pass sentence based on the penal code of Exodus. There is no appeal process, therefore the finding of the jury is final. In a case where the jury deadlocks, the prosecutor may seat a second jury, with two deadlocked juries being the limit on any one case. A player may not be tried twice for any offense. Trial records, penal codes, and related materials are accessible to any barrister register with the Court of Exodus. The required material will also be made available to any player who wishes to self-defend in court. Players may be subpoenaed by the court to testify in any case. See also: BARRISTER JURY ~ 0 CREDITS~ Syntax: credits Exodus is the result of many strains of derivative code and thousands of hours of dedication from its implementors and world forgers. <wizlist> To see the credits for its ancestors, type <help diku>, <help merc>, and <help rom>. We like to think of Exodus not just as a mud, but as a Post Linear Reality. The word mud is too connotative of a game, and while this is indeed a place we anticipate you will enjoy countless hours of fun, the virtual experience that comes from living on a mud, is a strain of reality too often overlooked by those creating net environments. ~ 0 DEATH~ When your character dies, you will be reincarnated at the Altar in the Cathedral of Thesden. The exception to this rule is when you belong to a clan and your clan has flagged one of their clan hall rooms as a clan_altar. In this case, you would be reincarnated at that particular room. In either event, your corpse is left behind in the room where you were killed, together with all of your belongings. When killed, your character's permanent traits remain pretty much intact though any spells which were affecting you are cancelled. Following and groups are not affected by death. When you awake from your rebirth, your character will be in a shocked state and will require time to rebuild his or her strength and power to walk around. You do lose experience points for dying. The amount you lose is two-thirds of the way back to the beginning of your current level. The most common way to die in the world of Exodus is by being fatally wounded in combat. There are, however, other ways in which an adventurer may die. Your character, like you, can not live forever without food and water. If you do not take in sufficient amounts of both you will find yourself beginning to starve or become thirsty. The best strategy is to keep your character stocked with ample food and drink at all times. If you find yourself starving or dying of thirst and have no supplies, your first priority should be to buy, find, beg for or steal provisions. Your character also needs oxygen in order to breathe and function correctly, so going under water for long periods of time without some type of breathing aid can cause you damage and, after prolonged periods of time, death. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. After you reach a predetermined number of experience points, you can increase your level by going to your guildmaster and typing 'gain level.' Unlike in the past, exp for a certain mob is the same whether you are level 1 or level 90. Lvl Exp Lvl Exp Lvl Exp Lvl Exp Lvl Exp Lvl Exp --------------------------------------------------------------------------- 1 500 16 296296 31 3100k 46 9200k 61 12200k 76 25M 2 1000 17 444444 32 3200k 47 9400k 62 12400k 77 27500k 3 1521 18 666666 33 3300k 48 9600k 63 12600k 78 30M 4 2282 19 1M 34 3400k 49 9800k 64 12800k 79 35M 5 3424 20 1500000 35 3500k 50 10M 65 13M 80 40M 6 5137 21 2100000 36 3600k 51 10200k 66 13500k 81 40500k 7 7706 22 2200000 37 3700k 52 10400k 67 14M 82 41M 8 11560 23 2300000 38 3800k 53 10600k 68 14500k 83 41500k 9 17340 24 2400000 39 3900k 54 10800k 69 15M 84 42M 10 26011 25 2500000 40 8M 55 11M 70 15500k 85 85M 11 39017 26 2600000 41 8200k 56 11200k 71 16M 86 86M 12 58526 27 2700000 42 8400k 57 11400k 72 16500k 87 87M 13 83895 28 2800000 43 8600k 58 11600k 73 17M 88 88M 14 131686 29 2900000 44 8800k 59 11800k 74 18M 89 89M 15 197530 30 3M 45 9M 60 12M 75 20M 90 90M You gain experience by being part of a group that kills a monster or by killing a monster on your own. You can also receive experience by participating in quests, either built in area ones or immortal run ones. You lose experience by fleeing from combat, recalling out of combat, being the target of certain spells and dying. If you are in a group, the experience points you gain together is divided among the group members using the shares system. [help group] will give you more details on how the shares system works. Your character gains in power as it levels, increasing in statistics and skills alike. Your hitpoint gains depend on your strength and constitution; your mana on intelligence and wisdom. Note that level gains are based on your natural stats, not on equipment enhanced stats. See also [help practice] and [help gain]. ~ 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 10 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 JURY~ The Courts of Exodus will require the general population to act as jurors for major criminal cases. Players will be asked to register for jury duty before a trial, and will be expected to remain for the duration. A jury will be comprised of five (5) players with two (2) alternates. No clan members of the accused will be allowed to serve on a jury. Jurors will be compensated by the court for the time taken by the trial. Jurors will be expected to work toward a verdict. Deadlocked juries will happen occasionally, but should not happen often. The prosecution MUST prove to the jury, beyond a REASONABLE DOUBT, that the crime was committed by the accused. Immortals have certain methods of observation that are not available to mortals, and while this must be understood, it does not add addition and conclusive weight to any testimony. See also: BARRISTER COURT ~ -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 GOLD SILVER MONEY~ Exodus' economy is based on gold and silver coinage. Gold coins are worth 100 silver coins, but are also four times as heavy (25 to the pound, as opposed to 100 to the pound for silver). Most prices in the realm are in silver denomination, unless otherwise specified. ~ 0 NOLOOT NOSUMMON~ Syntax: noloot Syntax: nosummon Toggles whether people may loot your corpse or summon you via the summon spell. Loners and Clanned people may always be looted or summoned. ~ -1 'IMM ENCHANT'~ Immortals will enchant your weapon or armor up to a maximum of +10. This means +10 total, not 10 enchants on top of its current bonus. The costs are as follows: +1 = 1 quest token +2 = 2 quest tokens +3 = 3 quest tokens +4 = 4 quest tokens +5 = 5 quest tokens +6 = 6 quest tokens +7 = 7 quest tokens +8 = 8 quest tokens +9 = 9 quest tokens +10 = 10 quest tokens This means if you have an unenchanted sword and want it enchanted to +3, it will cost you 1 token to get to +1, 2 tokens to get you to +2, and then 3 tokens to get to +3 for a total of 6 tokens. If you have a sword which is already +7 and you want it to get to +10, then it will cost 8+9+10= 27 quest tokens. If the enchant increases the item by +2 instead of +1 you do not have to pay extra--it's just your own good luck. ~ -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 'PLAYER STORE' STORE STORES STOCK UNSTOCK~ `iCreating a store:`` `f-----------------`` In order to create a player-run store, you must have built a room for yourself. When in your built room, use the 'build' command in order to get a building menu. From this menu, select option "3", to edit your rooms flags. From the room flag editing menu, select "1 H" in order to add a store flag -- you will need sufficient money to pay for the flag. Once the store flag is added, you can begin stocking inventory. `iNOTE!!! Closing the store is the ONLY way to ensure that your eq is safe from thieves!`` `iOpening and Closing the store:`` `f------------------------------`` In order to begin selling to the public, the store must be opened. To open the store, the owner must go to the build menu using the 'build' command, go to the flag edit menu by selecting '3' and then selecting the "Store is open" flag by selecting "1 I". The store may be closed by removing the "Store is open" flag ("2 I"). When the store is open, players may list store inventory, buy objects for sale, and even attempt to steal these objects. Please note: a closed store only means the inventory for-sale is locked away. Players may still enter the store's room unless it is locked up. `iAdding inventory:`` `f-----------------`` To take an object you have in your personal inventory and add it to the store's inventory, use the 'stock' command (eg. "stock sword"). If you wish to change the price of the object, you can add a price value to the stock command (eg. "stock sword 100"). All price values are in silver. `iSelling items:`` `f--------------`` In order to sell items, a shop keeper must be present. The shopkeeper may be either the store owner, or a employee mob that can be hired using the 'hire' command. (Please talk to an immortal in order to gain employee mobs). An employee may be hired by typing 'hire (hours)' where hours are the number of hours to hire the mob to act as shopkeeper. The hours a mob shopkeeper may be hired for range from 1 to 10 (game hours). When a mob shopkeeper is on duty, all money made from sales will be deposited into the store owner's bank account. ~ 0 WANTED JUSTICE~ Realizing that a perception of thievery and rampant murder would be harmful to their businesses, a coalition of merchants have pressured the local governments into enacting and enforcing a code of law within the cities of Exodus. In particular, stealing from or killing another adventurer has been outlawed. If any players you are trying to steal from catch you in the act, they will let out a scream that the city guards will hear and you will become wanted. Similarly, if you kill any other players while within the city walls, it is certain that some townspeople will see what you have done and report you to the guards. A wanted player loses all refuge and will be pulled into jail, or attacked, upon being see by the guardsmen of the city. Crimes do have a statute of limitations whose time period is increased the more you become wanted. When arrested, your time in jail will also grow the more you are caught committing crimes. See also: LAWS COURT ~ -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. Strength `j********`a....`` Dexterity `j**`a..........`` Constitution `j********`a....`` Intelligence `j***`a.........`` Wisdom `j*****`a.......`` Charisma `j**`a..........`` Dwarves have natural resistance to poison. Dwarves have natural resistance to disease. Dwarves have the ability to berserk at will. Dwarves have infravision. Dwarves are small-sized Dwarves may join the following guilds: Assassin, Bard, Cleric, Ranger, Reaver, Thief, Warrior. ~ -1 SIDHE~ Though recognized as the common ancestor of drow and elves, the sidhe are also direct predecessors of pixies, sylphs, and sprites. The sidhe have existed longer than any of the former, but are rarely seen due to a completely aversive nature and genetic makeup. Sidhe are relatively tall and generally lithe, though nowhere near as graceful as their elven descendants. Most Sidhe exhibit skin complexions ranging from moderate gray to pale blue, and can fly utilizing the double set of fragile webbed wings extending from just above their shoulders. Being slightly out of phase with the world, the Sidhe are somewhat ectoplasmic, having the ability to pass through barriers that would pose problems to members of any other race. Having spent centuries away from any form of life, the Sidhe have evolved from a purely mischievious and cunning race into vile creatures that hold all other races in contempt and hatred. This ingrained hatred is so strong that any Sidhe attempting to change their alignment will find themselves biologically compelled to remain the same. The Sidhe form of linguistics is so completely removed from any common language spoken that most will find it impossible to communicate with any other than Sidhe. It is rumored that very advanced members of the race can manage some semblance of communication with other races, at great physical cost. It is highly recommended that this race be chosen by only advanced players, for the Sidhe restrictions in socialization and communication will prove exceedingly difficult to those unfamiliar with the realms. Strength `a............`` Dexterity `j********`a....`` Constitution `j*`a...........`` Intelligence `j**********`a..`` Wisdom `j*****`a.......`` Charisma `j*******`a.....`` Sidhe may fly at will. Sidhe are immune to blunt attacks. Sidhe have natural resistance to charm. Sidhe have natural resistance to mental attacks. Sidhe have natural vulnerability to energy attacks. Sidhe have natural vulnerability to light attacks. Sidhe have a permanent pass-door affect. Sidhe may disguise their identities with the 'mask' ability. Sidhe may not communicate via normal means. Sidhe may only group with other Sidhe. Sidhe are perpetually evil. Sidhe are medium-sized. Sidhe may join the following guilds: Assassin, Bard, Magic-User, Thief. ~ -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. Strength `j***`a.........`` Dexterity `j********`a....`` Constitution `j**`a..........`` Intelligence `j*********`a...`` Wisdom `j*****`a.......`` Charisma `j*******`a.....`` Elves have natural resistance to magic attacks. Elves have natural resistance to charm. Elves have natural vulnerability to iron. Elves have infravision. Elves cannot use equipment made of steel or iron. Elves naturally detect magic. Elves naturally detect hidden. Elves are small-sized Elves may join any guild. ~ -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 versitile, being skilled in all the classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices. Historically, all great paladins to have wandered the realms of Exodus have been humans. Strength `j*****`a.......`` Dexterity `j*****`a.......`` Constitution `j*****`a.......`` Intelligence `j*****`a.......`` Wisdom `j*****`a.......`` Charisma `j*****`a.......`` Humans are medium-sized. Humans may join any guild. ~ -1 VROATH VROATHS~ The Vro'ath are large bipedal creatures whose appearance is considered repulsive by humans. Trolls and ogres are often used as comparisons in the descriptions of how the Vro'ath look. The average intelligence of the Vro'ath can be considered ponderous, at best. However, they have been blessed with some brilliant and able leaders in the past, and still have some competent ones now. The Vro'ath are primarily a militaristic race and are ruled by the iron fist of army and church leaders. They worship one god, whom they call Ne'shajh and believe to be the physical manifestation of all the abstract forces that drive the universe. The Vro'ath economy is mainly sustained by slave trade. These slaves are often prisoners of war taken in the numerous military victories of the Vro'ath. Strength `j*********`a...`` Dexterity `j*`a...........`` Constitution `j********`a....`` Intelligence `a............`` Wisdom `j**`a..........`` Charisma `a............`` Vro'ath may wield two-handed weapons in one hand. Vro'ath have natural vulnerability to holy attacks. Vro'ath have natural vulnerability to mental attacks. Vro'ath suffer huge penalties if their alignments rise above 0. Vro'ath may only group with Vro'ath, Humans, and Dwarves. Vro'ath are large-sized. Vro'ath may join the following guilds: Assassin, Cleric, Magic-User, Reaver, Warrior. ~ -1 CANTHI~ The Canthi are a mysterious race of seafarers many centuries removed from their genetic ancestors, who some claim were originally humans, and others, elves. Only coming ashore infrequently to restock supplies not provided by the ocean and to trade their goods with land-dwellers, the Canthi have transmuted from simple sailors to a people perfectly adapted to the harsh conditions of sea travel - their thick brown and green skin along with the thin strands of hair that grow close together in dense mops of hair provide protection from the torturous near-12 hour exposure to the sun that they face daily and also give them a natural resistance to fire attacks, but are vulnerable to cold attacks. Canthi are of similar stature to humans, although for the most part more lean and gaunt-looking. Their vast knowledge of ocean environments aids them as rangers, and their mysterious vocal harmony (helped in part by the rows of gill slits on their neck) makes them good bards. The projected, hollow wails of the Canthi are well-known at ports throughout every continent as signals of their arrival. Their odd, echoing voice is both haunting and disturbing, enhanced by the two rows of gill flaps that rest directly under their chins. Those Canthi that have chosen a life of living on land (which is very rare) can often make excellent earnings as bards in small port towns, combining their unique vocal rhythms with tales from the sea. Strength `j****`a........`` Dexterity `j*******`a.....`` Constitution `j***`a.........`` Intelligence `j****`a........`` Wisdom `j******`a......`` Charisma `j*******`a.....`` Canthi are immune to drowning and can breathe underwater. Canthi have natural resistance to fire. Canthi have natural vulnerability to cold. Canthi are medium-sized. Canthi may join the following guilds: Assassin, Bard, Cleric, Magic-User, Ranger, Thief, Warrior. ~ -1 SYVIN~ The Syvin race is very similar to elves, in fact they are distant cousins. As lovers of nature, they respect all animals, and only hunt for survival purposes. Detesters of large civilizations, they prefer to live in small villages buried deep in the forests. From their simplistic nature, they have learned to be self-sufficient and detest the use of metal in anything, preferring instead to use a variety of other materials for weapons and building. Strength `j*****`a.......`` Dexterity `j********`a....`` Constitution `j******`a......`` Intelligence `j****`a........`` Wisdom `j*****`a.......`` Charisma `j****`a........`` Syvin have natural resistance to wood. Syvin have natural vulnerability to iron. Syvin have infravision. Syvin cannot use equipment made of steel or iron. Syvin are medium-sized Syvin may join the following guilds: Assassin, Bard, Cleric, Ranger, Thief. ~ -1 AVATAR AVATARS~ Avatars are people who have reached the peak of their mortal ability and have become semi-divine spirits in an attempt to go even further. One is not born an avatar, but rather, one becomes an avatar. As such, Avatars possess special abilities. As demigods, they are able to raise their physical and mental statistics beyond the limits imposed on other mortal races. Additionally, their hitpoint, mana, and movement gains can go higher than is possible for other races as well. Due to their divine nature, they have a natural resistance to holy attacks. Avatars are also unaffected by restrictions that prevent others from using equipment and items based on alignment, race, or guild. Avatars are truly an order above all others. But with great power comes great responsibility. As heavenly creatures, they have been given only one shot at mortal life. If an Avatar should fall for ANY reason, be it in battle, from poison, from drowning, or even from hunger or thirst, his time on Exodus would be at an end and he would re-enter the mortal world through the process of reincarnation as his former race. Strength `j************`` Dexterity `j************`` Constitution `j************`` Intelligence `j************`` Wisdom `j************`` Charisma `j************`` Avatars are a remort race only. You may become an avatar via a quest. Avatars are naturally resistant to holy attacks. Avatars may not join clans. If you want to join a clan, do it beforehand. If an Avatar should die FOR ANY REASON, he comes back as his former race. If an Avatar dies, no corpse is created and everything on him is lost. Avatars may wear equipment regardless of its race or guild restrictions. Permaffect items have no effect on avatars. Avatars are medium-sized. Avatars may join any guild. ~ -1 KALIAN~ Similar to vampires, Kalians are a race that feeds off of the blood of their victims. No one knows exactly how long they've been around, for only recently has the island that they inhabit been discovered. Unlike vampires, though, Kalians don't have to hide during they day. They do get weaker, and the sunlight hurts their eyes to the point that they may go blind for a short period of time. But during the night, they get stronger and can attack more during battle. They are also adept at sneaking through the shadows at night, and they don't even have to worry about trying to do it, it just happens naturally. They can see in the dark, and will never need a light to guide their way. They have resistances to almost all weapon damage, and cold and lightning as well. Poison does absolutely nothing to them, although holy and fire cause a great deal of damage. They are extremely strong and intelligent and dexterous, but not very charismatic or wise. They're constitution is pretty much non-existent as well. Kalians have new skills that have never been seen before. They are able to make a complete copy of themselves and leave it in a room, while they just walk away. They also have a biting type skill that gives them health from their victim. Because of their ghost-like look, they are easily able to instill fear into their opponent, forcing them to flee from battle and causing them to have nightmares. NOTE: Kalians see only in red, grey and white. They start out with 0 xp right after remort. Anything that you gain while Kalian is NOT added to your total xp. If you decide that you do not like the race, then you can reincarnate. You go back to the race that you were before with no loss of xp. You do not change classes while Kalian, either. When you remort, then you must stay the same classes you were before the remort. Strength `j**********`a..`` Dexterity `j**********`a..`` Constitution `a............`` Intelligence `j**********`a..`` Wisdom `j***`a.........`` Charisma `j***`a.........`` Kalians are a remort-race only. You may become a Kalian via a quest. Kalians possess perfect nightvision. Kalians have a natural resistance to weapons. Kalians have a natural resistance to cold. Kalians have a natural resistance to lightning. Kalians have a natural vulnerability to holy attacks. Kalians have a natural vulnerability to fire. Kalians have increased natural healing. Kalians can create illusions of themselves. Kalians feed by sucking blood. Kalians cannot eat normal food or drink normal drinks. Kalians have the ability to strike fear into their targets. Kalians can sap the strength from their victims. Kalians gain an extra attack at night. Kalians become weaker during the day. Kalians may get slower sometimes during the day. Kalians are not affected by anti-race equipment. Kalians may only gain half as much hp/mana/move as other races. Kalians gain a bonus from PK, depending on the race of the victim. Kalians are medium-sized. The most famous and original Kalian is Yaohan. ~ -1 LICH LICHES~ A lich is the undead embodiment of a powerful mortal who has undergone a bizarre and unholy ritual at the hands of a necromancer. In the quest for immortality, the lich has traded its eternal soul for power in this realm. A lich's visage is ghastly and terrifying. Decaying flesh is stretched tightly over a withered skeletal figure. The shape of bones can be seen beneath the leathery mummified skin. Little trace of the original race remains after the transformation ceremony imolates the body and damns the soul to remain in the mortal world. Due to the unclean nature of the soul of the lich, healing and blessing prayers no longer lend any relief to the creature. As with all undead creatures, healing spells actually harm the Lich. Liches have several unholy powers which they alone possess and which can cause great pain and suffering to those around them. The lich is the most feared and powerful of all the undead beings. It has not only great strength and stamina, but superhuman intelligence as well. Liches are resistant to many things which would damage mortls or kill them outright. because of the purely evil nature of the Lich, it is feared and hated and attacked on sight if it ever dares to enter any civilized population. Strength `j********`a....`` Dexterity `j**`a..........`` Constitution `j********`a....`` Intelligence `j********`a....`` Wisdom `j**`a..........`` Charisma `j*`a...........`` Liches are a remort-race only. You may become a Lich via a quest. Liches are undead. Liches possess perfect nightvision. Liches naturally detect good. Liches naturally detect hidden. Liches naturally detect invisible. Liches have a natural immunity to charm. Liches have a natural immunity to sleep. Liches have a natural immunity to drowning. Liches have a natural immunity to poison. Liches have a natural immunity to disease. Liches have a natural resistance to negative attacks. Liches have a natural resistance to cold. Liches have a natural allergy to healing prayers. Liches have a natural vulnerability to holy attacks. Liches have a natural vulnerability to light attacks. Liches have a natural vulnerability to energy attacks. Liches have a natural vulnerability to fire. Lich alignment varies, but is always evil. Liches are feared and attacked on sight by guards. Liches may contaminate others and draw upon their suffering. Liches may occasionally putrify themselves to fend off good attacks. Liches may defile the wilderness around them. Liches may strike terror into the hearts of those who lay eyes upon them. Liches are medium-sized ~ -1 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE STAFF DAGGER FLAIL MACE POLEARM SWORD STAFF~ 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: 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 sword the warrior's standby, from rapier to claymore staff skill in long stick-like weapons ~ -1 'DANCE OF WILD' 'DANCE WILD' 'DANCE OF THE WILD'~ The dance of the wild is a strange overlap of wildlife calls, druidic magic, and simple commune with nature. Only rangers, with their intense knowledge and dedication to their environment, can become masters of the many facets of natural magic: bee sting summons an angry bee to wound your enemies bee swarm summons forth an entire hive of bees to maim or kill herbal lore allows the ranger to search for healing herbs aqua breathe a way to internally ration air to survive underwater call lightning a strange prayer to call forth the wrath of nature from above bark skin transforms the ranger's skin into a sturdy tree-hybrid Eyes of the Owl allows the ranger to see at night ~ 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 '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 breath and lightning breath damage one victim, whereas gas, fire and frost breath damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 'AQUA BREATHE'~ Syntax: cast 'aqua breathe' The aqua breathe spell allows mages to magically reshape their lungs so that they can process oxygen from water, allowing them to go underwater for long periods of time without drowning. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. Blindness can indirectly result in character death, so be careful when using this on other players. ~ 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 the heavens. ~ -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. ~ 0 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim. ~ 0 'CHANNEL ELECTRICITY'~ Syntax: cast 'channel electricity' A mage's spell that is only truly effective while submerged in water, channel electricity allows the adventurer to call upon the charged ions in water and release them in a concentrated form, causing damage to those who surround the mage. ~ 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 and you may receive a penalty if they kill another player. You cannot charm in some cities, as it is against the law. The number of charmed followers is related to the charisma of the mage. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and may reduce the victim's strength by one. ~ 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. ~ -1 'CREATE ROSE'~ Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, which charms and delights its recipient. ~ 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 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 immortals and unable to use magical forms of transportation. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 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 MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considered 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 'ELECTRICAL CHARGE'~ Syntax: cast 'electrical charge' <character> A more focused version of channel electricity, the electrical charge spell allows the mage to concentrate a bolt of electricity at a single enemy when submerged underwater. ~ 0 'ENCHANT ARMOR'~ Syntax: cast 'enchant armor' <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 successful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 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. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. Additionally, your alignment may change when using energy drain. If your alignment is good and your target is evil, you will become more and more evil with each casting of the spell (your alignment will drop), until your target is dead. The opposite is true if you are evil and the spell's target is good. ~ 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. ~ -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. ~ 0 FIRESHIELD~ Syntax: cast fireshield <character> The fireshield spell creates a protective wall of fire around the character that may cause harm to those who touch the character, whether it be in combat or by other acts such as attempting to push or drag the character. ~ 0 FIRESTORM~ Syntax: cast firestorm A potent and deadly spell, firestorm allows the mage to call a storm of fire from the sky, causing great harm to all those unlucky enough to be in the vicinity. ~ -1 'FLOATING DISC'~ Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caser 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. ~ 0 FLY LAND~ Syntax: cast 'fly' <character> Syntax: land This spell enables the target character to fly. LAND makes the character resume walking. ~ -1 GATE~ The gate spell is a powerful transportation magic that opens up a portal between your character and a creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ -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 '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. ~ 0 'ICE BEAM'~ Syntax: cast 'ice beam' <character> The ice beam spell allows skilled mages to chill the water surrounding them, causing dangerous beams of ice that may be used to harm the adventurer's enemies. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object and can not be used on all objects. ~ 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' INVISIBILITY~ 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 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. Not all objects in the game are locatable. ~ -1 MIRROR~ A deceptive spell known only to the craftiest of mages, the mirror spell's reputation alone can evoke feelings of consternation and distrust from even those closest to the magic-wielder. The spell, when cast, calls forth a liquid wall of reflective energy around the caster, only visible by magical means. Any who attempt to strike the caster via mundane means will find themselves striking at air, and then themselves, often resulting in confusion, hysteria, or suicide. Although this powerful field cannot be penetrated by physical means, the powers of the supernatural can easily pass through to cause harm to the mage. High-pitched noises can shatter the field, and any magical energy released from within the field will instantly destroy it as well. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. Some doors have been magically warded against the 'pass door' spell. ~ 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. ~ -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 '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. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 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. This spell is considered an aggressive one, so if you fail in the casting of it, be prepared to flee. You are responsible for the effects of this spell if it indirectly kills a player. ~ -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. ~ 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. Summon does not work against non-player-characters. Summon is ineffective when used on a player that is standing in a room that has been warded against recall (no_recall). ~ 0 TELEPORT~ Syntax: cast teleport Syntax: cast teleport <victim> This spell takes you from your current location to a random location somewhere in the world. If cast upon a victim, it teleports them. You are responsible for anything caused by this spell. ~ 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 WEB~ Syntax: cast web <character> This spell creates a stick mass of webs upon the character, making it temporarily impossible for him or her to move around, engage in combat, etc. ~ 0 'EYES OF THE OWL'~ Syntax: cast 'eyes of the owl' A magical extension of a ranger's oneness with nature, the Eyes of the Owl spell allows the adventurer to see in the dark. ~ 0 'BARK SKIN'~ Syntax: cast 'bark skin' The bark skill spell allows the skilled ranger to call upon natural magic that causes his or her skin to become as hard as the bark of ancient trees. When in this state, the ranger is able to absorb attacks better, thereby taking less damage when hit. ~ 0 'BEE STING'~ Syntax: cast 'bee sting' <character> This spell allows the caster to call forth a bee which will perform a harmful sting upon the character. ~ 0 'BEE SWARM'~ Syntax: cast 'bee swarm' <character> A much more powerful form of the bee sting spell, this spell calls forth an entire swarm of bees who will attack the character. Due to the massive amount of bee stings that could occur in this situation, there is a small chance that the victim will have an allergic reaction to the stings and die instantly. ~ 0 'HERBAL LORE'~ Syntax: cast 'herbal lore' <character> The ranger-only herbal lore spell allows the character who casts it a chance to heal damage by finding medicinal herbs and feeding them to the character. ~ 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. ~ -1 FARSIGHT~ Syntax: cast 'farsight' cast 'farsight' <direction> The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ 0 BLESS~ Syntax: pray bless <character> Syntax: pray bless <object> This prayer 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 prayed upon an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ -1 CALM~ Syntax: pray 'calm' One of the most useful and often overlooked abilities of the master cleric is the calm prayer, 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. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: pray 'cause light' <victim> Syntax: pray 'cause serious' <victim> Syntax: pray 'cause critical' <victim> Syntax: pray harm <victim> These prayers inflict damage on the victim. The higher-level spells do more damage. ~ 0 'CELESTIAL SIGHT'~ Syntax: pray 'celestial sight' <object> The prayer of celestial sight allows a cleric to call upon their all-knowning god in order to learn the location of objects in the world. ~ 0 CONSERVANCY~ Syntax: pray 'conservancy' <character> The prayer of conservancy allows the cleric to call upon his or her god to make the character it has been prayed for harder to hit with combat attacks. ~ 0 'CURE BLINDNESS'~ Syntax: pray 'cure blindness' <character> This prayer cures blindness in one so unfortunate provided the being who caused the blindness is not significantly higher in level than you. ~ 0 'CURE DISEASE'~ Syntax: pray 'cure disease' <character> The cure disease prayer allows sufficiently powerful clerics to heal those who are afflicted by the dreaded plague. ~ 0 'CURE POISON'~ Syntax: pray 'cure poison' <character> This prayer cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: pray 'cure light' <character> Syntax: pray 'cure serious' <character> Syntax: pray 'cure critical' <character> Syntax: pray '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 'CONTINUAL LIGHT'~ Syntax: pray 'continual light' Syntax: pray 'continual light' <object> This prayer 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 DAMNATION~ Syntax: pray damnation <character> The damnation prayer allows the skilled cleric to evoke a curse upon the character. ~ -1 DECONSECRATE~ The act of deconsecration wrenches the inner workings of the cleric's soul, and sends him or her into a descent towards darkness and evil. This powerful prayer has been known to turn even the humblest and noble of clerics into malicious, spiteful beings. ~ 0 'DETECT EVIL'~ Syntax: pray 'detect evil' This prayer enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ -1 'DETECT GOOD'~ Syntax: pray 'detect good' This prayer enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ 0 'DISPEL EVIL' 'RAY OF TRUTH'~ Syntax: pray 'dispel evil' <victim> Syntax: pray 'ray of truth' <victim> Dispel evil invokes the wrath of the immortals on an evil victim. It can be very dangerous for casters who are not pure of heart. 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 clerics who are tainted by evil. ~ 0 'DISPEL GOOD' 'DEMONFIRE'~ Syntax: pray 'dispel good' <target> Syntax: pray 'demonfire' <target> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark prayer at their peril. Demonfire is a prayer 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 adventurer. ~ 0 'DIVINE PROTECTION'~ Syntax: pray 'divine protection' The prayer of divine protection, when correctly prayed, causes a cleric's god to look kindly upon the adventurer and to protect him or her from the attacks of the enemy, both conventional and magical. ~ 0 EARTHQUAKE~ Syntax: pray 'earthquake' This prayer inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ -1 EDIFICATION~ The liturgy of edification is a fallback mechanism for almost any sphere of righteous clerical study. Through this prayer, the most banal and wicked practitioners of the holy arts can rise out of the depths to cleanse their souls. ~ 0 EVOCATION~ Syntax: pray evocation <character> The evocation prayer allows powerful clerics to summon forth players in any part of the world to them. This prayer has no effect on monsters and other non-player characters. ~ 0 FLAMESTRIKE~ Syntax: pray 'flamestrike' <victim> This prayer inflicts damage on the victim. ~ -1 FRENZY~ Syntax: pray 'frenzy' <target> The frenzy prayer 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 prayer (see 'help calm'), and may only be used on those of the cleric's alignment. ~ 0 'HALLOWED VISION'~ Syntax: pray 'hallowed vision' The hallowed vision prayer calls down a holy light from the heavens and brightly illuminates the room you are in, revealing all life in the room. ~ -1 'HALO OF SERAPHS'~ An ancient prayer, the halo of seraphs evokes a golden halo around the brow of the cleric, making him a bit more affable. ~ 0 HAVEN~ Syntax: pray 'haven' A powerful protective spell, haven calls upon the cleric's god to provide a temporary location of safety where the adventurer and those is his or her group can go to hide from their enemies. ~ 0 'HEAVENLY CLOAK'~ Syntax: pray 'heavenly cloak' An extremely powerful prayer, the heavenly cloak allows a cleric to call upon his or her god to make all adventurers in the same room and grouped with the cleric invisible. ~ 0 'HEROES FEAST'~ Syntax: pray 'heroes feast' The heroes feast prayer allows clerics to call upon their gods to supply them and all those in their group with sumptuous feast that quenches their thirst and satiates their need for food. ~ 0 'HOLY SPHERE'~ Syntax: pray 'holy sphere' An extremely powerful prayer that can only be mastered by the most skilled clerics, holy sphere calls upon the adventurer's god to protect all of the players in the cleric's group by drastically reducing the amount of damage they will take when attacked in combat. ~ 0 'HOLY WATER'~ Syntax: pray 'holy water' The prayer of holy water allows the cleric to call forth a divine spring of water that all passers-by may use to quench their thirst. As many water sources of Exodus are not fit for consumption, praying for holy water while underwater will not result in any drinkable water. ~ -1 'HOLY WORD'~ Syntax: pray 'holy word' Holy word involves the invocation of the full power of a cleric's god, with disastrous 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 prayer, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell. ~ 0 'KNOW ALIGNMENT'~ Syntax: pray 'know alignment' <character> This prayer reveals the alignment of the target character. ~ 0 LEVITATION~ Syntax: pray levitation <character> The levitation prayer allows the cleric to bring forth holy magic that allows the character to float on air, as if transformed into a winged angel. ~ -1 MASS HEALING~ Syntax: pray 'mass healing' The mass healing prayer, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh for good measure. ~ -1 'NEXUS'~ Syntax: pray 'nexus' <target> This prayer is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus prayer 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 PLAGUE~ Syntax: pray 'plague' <target> The plague prayer 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 prayer to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ -1 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: pray 'protection evil' <target> pray 'protection good' <target> The protection prayers reduce damage taken from attackers of the appropriate ethos by 1/4, and improve saving throws against all forms of magic. They may not be prayed upon others, and one person cannot carry both defenses at the same time. ~ 0 'REMOVE CURSE'~ Syntax: pray 'remove curse' <character> Syntax: pray 'remove curse' <object> This prayer 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 RENEWAL~ Syntax: pray renewal <character> This prayer asks the cleric's deity to send him waves of refreshing, ionized energy, which the cleric channels into the target to ease the weariness of travel. ~ 0 'REVELATION'~ Syntax: pray revelation <object> The prayer of revelation allows the skilled cleric to call upon his or her god to give more information on an object that the adventurer has found while travelling. ~ 0 SANCTUARY~ Syntax: pray sanctuary <character> The sanctuary prayer reduces the damage taken by the character from any attack by one half. ~ 0 'SOUL FIRE'~ Syntax: pray 'soul fire' <character> The soul fire prayer allows the cleric to call forth the power of the gods to inflict a type of curse upon the character, making him or her easier to be hit in combat. ~ 0 SUSTENANCE~ Syntax: pray sustenance Praying for sustenance allows clerics to create a magical form of food that can be eaten to satisfy their hunger. As the food created is not water-tight, praying for sustenance while underwater may prove to be fruitless. ~ 0 'TRUE SIGHT'~ Syntax: pray 'true sight' True sight is a prayer which allows the devout to see even those magically shrouded with invisibility. ~ 0 'BALLAD OF OLE RIP'~ Syntax: sing 'ballad of ole rip' An extremely powerful bard's tune, Ballad of Ole Rip causes the characters surrounding the adventurer who sings it to fall into a deep sleep from which they cannot wake until the power of the melody wears off. ~ 0 'BALLAD OF THE CANTANKEROUS WOODSMAN'~ Syntax: sing 'ballad of the cantankerous woodsman' <character> A song of bitterness, this song lets its venom seep into the heart of the target, causing them pain and illness. ~ 0 'DANCE OF SHADOWS'~ Syntax: sing 'dance of shadows' <character> A powerful song available to bards, the dance of shadows is so haunting that it completely disrupts the sleep of those who it is cast upon, causing them nightmares that prohibit further sleep. ~ 0 'DESPAIR OF ORPHEUS'~ Syntax: sing 'despair of orpheus' <character> This haunting tune causes such a great amount of despair and anguish in the person it is sung to that it causes them to slip into a depression that makes them easier prey against magic and distracts them such that the chances that they will hit their enemies in combat are reduced. Worse, sometimes the poor victim will be so depressed as to drop pertinent items. ~ 0 'FALKENTYNES FURY'~ Syntax: sing 'falkentynes fury' <character> The song of Falkentynes Fury allows charismatic bards to inspire the character to greater feats of strength in combat. Though this inspired rage makes the character a much more deadly enemy, it also opens the character up for more damage as he or she is blinded by the rage and less able to worry about his or her own survival. ~ 0 'GOOD VIBRATIONS'~ Syntax: sing 'good vibrations' The tune of Good Vibrations is so loud and harsh that it causes the earth to shake, injuring other characters that are in the vicinity of the bard who is singing it. ~ 0 'KISS OF FIRST LOVE'~ Syntax: sing 'kiss of first love' <character> The Kiss of First Love song allows the bard to evoke the memory of a character's first kiss of love, rejuvenating the character causing him or her to be less tired and feel less pain of wounds. ~ 0 'MAELSTROM OF NYVENBAN'~ The din that acts as the underscore for this loud and disagreeable song also provides an inspired basis for the lyrics, which are also loud and violent. Those who listen to the fevered lyrics of this song will find themselves running to escape its harsh pitch, no matter what situation they happen to be in. ~ 0 'PATH OF THE NOMAD'~ Syntax: sing 'path of the nomad' <character> The Path of the Nomad song allows a highly skilled bard to break up the cohesion of any group of adventurers that the character may belong to. ~ 0 'QUIET MOUNTAIN LAKE'~ Syntax: sing 'quiet mountain lake' The song of Quiet Mountain Lake instills a deep calm in all those who hear it, making them unable to act as aggressors until the serenity instilled by the songs melody has worn off. ~ 0 'THE PIPERS MELODY' PIPER PIPERS~ Syntax: sing 'the pipers melody' A song for the skilled bard, Piper's Melody compels those who hear it to be so taken by the adventurer's charisma that they are willing to follow him or her anywhere, and do anything for them. The number of followers is related to the charisma of the bard. ~ 0 'TO THE FOUR CORNERS'~ Syntax: sing 'to the four corners' <character> An extremely powerful tune, To The Four Corners allows the bard who sings it to harness enough magic to scatter the members of a character's group all throughout the realms of Exodus. ~ 0 'WALKING ON CLOUDS'~ Syntax: sing 'walking on clouds' <character> The song of Walking on Clouds allows the bard to lighten the heavy feet of those who it is sung to, allowing them to literally float on air for a time. ~ -1 INVOCATION INVOKE~ The skill of invocation is the method by which a reaver frees the magic he has stored in his blade. Once invoked, the magic is lost until the sword is "recharged" at the unholy altar. Syntax: invoke 'hellscape' (This would invoke the Hellscape burst for example) ~ -1 'CALL FOR SWORD`~ 'Call for sword' allows the reaver to summon his blade from the planes of hell. This is important because whenever a Reaver dies, or if he were to dismiss his blade, it leaves this realm and returns to hell to await his summons. ~ -1 'SHOCKING BLADE`~ Shocking blade is a Reaver blade spell, which allows the reaver to fill his blade with electrical power when he invokes it. This electrical power will deal extra damage to his enemies and can sometimes affect the equipment worn by his enemy. The duration of the spell depends on how evil the reaver is. ~ -1 'FROST BLADE`~ Frost blade is a Reaver blade spell, which allows the reaver to create a magical layer of frost around his blade when invoked. This extreme cold will deal extra damage to his enemies and can sometimes weaken his enemies or freeze potions. The duration of the spell depends on how evil the reaver is. ~ -1 'FLAMING BLADE`~ Flaming blade is a Reaver blade spell, which allows the reaver to create a magical layer of fire around his blade when invoked. This fire will deal extra damage to his enemies and can sometimes blind them with smoke for short periods of time. it can also cause certain pieces of the enemy's equipment to catch fire and burn, or to melt away. The duration of the spell depends on how evil the reaver is. ~ -1 'CHAOTIC BLADE`~ Chaotic blade is a Reaver blade spell, which allows the reaver to create a magical aura around his blade when invoked. This magical aura is extremely sharp and cuts through armor easily, dealing extra damage to his enemies. The duration of the spell depends on how evil the reaver is. ~ -1 'VENOMOUS BLADE`~ Venomous blade is a Reaver blade spell, which allows the reaver to coat his blade with a magical poison when invoked. This poison does extra damage to his enemies and can cause them to become poisoned for a period of time. The duration of the spell depends on how evil the reaver is. ~ -1 'VAMPIRIC BLADE`~ Vampiric blade is a Reaver blade spell, which allows the reaver to absorb the life force from those who are struck by the blade. The duration of the spell depends on how evil the reaver is. ~ -1 'LIGHTNING BURST`~ Lightning burst is an electrical explosion that a reaver can release from his blade by invoking it. The explosion will his everyone in the room including members of the reaver's group, although anyone with an alignment below 0 will not be affected by it. The burst does more damage if the reaver is more evil. ~ -1 'ICE BURST`~ Ice burst is an explosion of cold that a reaver can release from his blade by invoking it. The explosion will his everyone in the room including members of the reaver's group, although anyone with an alignment below 0 will not be affected by it. The burst does more damage if the reaver is more evil. ~ -1 'FLAME BURST`~ Flame burst is an explosion of fire that a reaver can release from his blade by invoking it. The explosion will his everyone in the room including members of the reaver's group, although anyone with an alignment below 0 will not be affected by it. The burst does more damage if the reaver is more evil. ~ -1 'UNHOLY BURST`~ Unholy burst is an explosion of evil that a reaver can release from his blade by invoking it. The explosion will hit everyone in the room including members of the reaver's group, although anyone with an alignment below 0 will not be affected by it. The burst does more damage if the reaver is more evil. ~ -1 HELLSCAPE~ Hellscape is the ultimate weapon of the reaver. It is an explosion of hellfire that a reaver can release from his blade by invoking it. The explosion will his everyone in the room including members of the reaver's group, although anyone with an alignment below 0 will not be affected by it. The burst does more damage if the reaver is more evil. ~ -1 CHARMIES 'CHARMIES AND PETS'~ CHARMIES, PETS AND MOUNTS Through the use of magic spells, songs and other paraphernalia, it is possible to use charmed mobs and player characters that are under your control (commonly referred to as 'charmies'), to kill player characters. Please keep in mind that when doing this, you are at all times responsible for the actions of your charmies as if they were your own actions, whether you ordered them to act or not. This means that if you avoid some kind of punishment by using a charmie to kill for you, you will be given the appropriate punishment by an Immortal and/or the Exodus code-base just as if you made the kill yourself. Much in the same way, you are responsible for any pets or mounts that you are an owner of. Your charmies, pets and mounts are subject to the same rules and local laws (see 'help laws') that you are subject to. Do not leave aggressive mobs outside of areas from which they originated. If you have taken a mob outside of its area of origination and they later initiate an attack upon a player character and kill the player character, you will be held indirectly responsible for the player character's death and subject to penalties regarding indirect PK (see 'help Indirect PK'). ~ -1 'ILLEGAL PK'~ ILLEGAL PK Only player characters that are in a clan or are a loner may attack and/or kill player characters outside of the arena. A loner is marked with a [*] flag beside their name. To see a list of clan symbols, type 'clan list'. It is illegal to attack and/or kill a non-clanned player character. Clans that are an exception to this rule, that are to be treated like non-clanned player characters and must act as such, can be viewed by typing 'help clan exceptions'. You may not kill linkdead players by direct or indirect means. For more information on Illegal PK and the roles that Non-PK characters and PK characters have in this, see 'help Indirect PK', 'help Non PK/PK Roles', 'help PK Levels' and 'help Multikilling'. ~ -1 IMMORTAL 'IMMORTAL ROLES'~ IMMORTAL ROLES The Exodus Immortals have a multitude of jobs to do including helping new players get acquainted with the game, coding, building areas, running quests and making sure that Exodus' rule set is followed. Because we do not wish to promote the use of bugs that are not widely known (see 'help cheating'), from time to time an Immortal may be enforcing a rule that is not posted in the rule help files. It is wiser to question an Immortal ahead of time regarding a course of action rather than doing something you are unsure of, only to find that you have broken a rule. Some rule infractions are treated more severely than others. The role of Exodus Immortals also extends to judging how harshly a player is punished or penalized for a rule infraction. Because the decision regarding penalties depends on a variety of variables such as what rule was broken, was it purposely done, has it been done before by this character or another character this player owns, ... etc., there can be no set penalties for infractions. Immortals are free to judge each infraction on a case by case basis, taking the situation's circumstances into account. If an Immortal asks you to do something, please do it as long as it does not conflict with any other posted rules. If you feel an Immortal's penalty for a rule infraction that *YOU* commited is unjust, you may privately appeal the Immortal's decision to Admin via real-time chat, use of the note board or through e-mail. Additionally, privately contact an Admin if you suspect an Immortal of wrong-doing (and have some sort of proof available). Please do not ... ask for or accept favors from an Immortal. The Immortal Staff will assist you in many ways, but they may not help you in a manner that would not be normally available to other players. ... continue to argue with an Immortal after they have ruled on a situation. You may appeal their decision if you wish, but if you are turned down, you may not continue to harass the staff with the issue. ... social the Immortal Staff without clear permission, especially not with insulting or sexually oriented socials. ... attempt to kill an Immortal, steal from them, charm them, pray, sing or cast spells on them without that Immortal's specific permission to do so. ~ -1 INDIRECT 'INDIRECT PK'~ INDIRECT PLAYER-KILLING The killing of player characters by indirect means takes place when you or a mob, pet or charmie that you control causes a player character to die without making a killing blow during a combat round. For the purposes of determining culpability in player-killing cases, lethal actions have been divided into combat round actions and non-comat round actions. Combat round actions are actions which occur during a face-to-face battle, in which blows can be exchanged, or in the case of throwing from another room, involve a weapon striking a victim. Non-combat round actions are actions which do not involve battle, where no blows can be exchanged. Most of these actions do not initiate combat. In all cases, it is illegal to indirectly kill a player character by means of any non-combat round action. Some examples of this are forcing a player character to sleep against their will through the use of a spell or song and then allowing them to starve or dehydrate, summoning a player character to an ambush and not attacking them yourself, teleporting a player character to an aggressive area, or intentionally pushing aggressive monsters into a room with a player. Indirect player-killing IS permitted, however, if it is done by means of a combat round action AND the victim is within your level range (8 levels above or below your own level). An example of this would be where you poisoned a character by means of a poisoned weapon or through the use of a spell and you then died in combat. If they later die due to the poison, you are innocent of indirect player-killing. This facet of Indirect Player-Killing is open to interpretation by the Immortal Staff as to the circumstances regarding how a character died by indirect means and as such should not be abused by mortals. In other examples, the motives of the character who is considered responsible for the indirect PK, in addition to questions about why combat terminated will be considered when rendering judgement. Do not leave aggressive mobs outside of the areas from which they originated. If you have taken a mob outside of its area of origination and they later initiate an attack upon a player character and kill the player character, you will be held indirectly responsible for the player character's death and subject to penalties regarding indirect PK. You cannot engineer your own Indirect PK. If you try to do so and the imms catch you, the imms laugh at you and then punish you. This rule is designed as a shield and not as a weapon for players to use against each other. This means that if the imms catch someone going into a situation with the intention of being a "victim" of indirect PK, then the "victim" should be treated as though he or she was the offender. Examples include waiting until you are starving before going after someone who you expect to sleep you, deliberately refusing assistance to escape your imminent starvation, dehydration, drowning, death, etc. (see 'help Charmies and Pets') ~ -1 LAW LAWS~ LAWS There are certain places in Exodus that follow a set of local laws. One such place is the city of Thesden. In these places you are subject to the laws of the land. Deciding to break the laws of the land is a role-play choice made by you. You may wind up getting caught by the appropriate authorities in the game or you may wind up getting away with your crime. Immortal intervention in local law breaking only takes place unless you have broken a law and the Exodus program code does not recognize this. (see also 'help rules') ~ -1 MULTIKILLING MULTI 'MULTI-KILLING' 'MULTIPLE DEATHS'~ MULTIKILLING In order to give player characters time to recover from being player-killed (PK'd), it is illegal to kill a player character a second time if they have not had the time to completely heal from the wounds incurred from a death that was directly caused by you. Healing may occur naturally over the course of time or unnaturally through the use of spells, potions or other healing arts. Because of variations from character to character such as different constitutions, races, clases, ... etc., the amount of time it takes for a character to heal varies. If there is any question as to whether a character has fully healed from their last ordeal with you, it is advisable to simply not kill the player character a second time or to ask an Immortal's viewpoint on the matter. The exception to this rule takes place when the player character that died intiates any sort of aggressive action towards another player character during this healing process. An aggressive action in this case, is defined as any action that intiates combat with (or can cause the death of) another player character. Additionally, some non-combat actions in this situation will be considered aggressive if they CAN lead to indirect PK, such as summoning someone to an ambush. When a player character performs an aggressive action against another player character during the previously mentioned healing up period, they give up all protection provided here under multikilling rules. (see 'help Indirect PK' for more on this.) ~ -1 NONPK ROLES 'NON-PK' 'PK ROLES' 'NON PK/PK ROLES'~ ROLES OF NON-PK AND PK CHARACTERS Player characters on Exodus may choose to participate in killing other player characters (known as "Player-Killing" or "PK"). Those player characters who have decied on this course of action have either joined a clan and have a clan symbol in front of their name on the 'WHO' list, or have become a loner and have been marked with a [*] in front of their name on the 'WHO' list. The exception to this are player characers that are members of clans that show up on the 'help clan exceptions' list. Those that are members of these exceptional clans are to be considered Non-PK with the same privileges and rights as player characters who do not have a clan symbol or loner designation in front of their name. Non-PK player characters (noclans) may not initiate attacks upon any other player character. Additionally, they may not use any skills, spells, prayers or songs upon any other player character unless they have permission to do so by the player character on which they want to use their ability. Those that are found to be using their abilities on player characters against their wishes will be designated as a loner and may see additional penalties. Likewise, noclans may not loot or sacrifice other player characters' corpses without the permission of the 'owner' of the corpse. Retaliating against a noclan for using an ability or the sacrifice and/or looting of a corpse is not acceptable. Speak to or write to the Immortals if this type of behavior takes place. PK player characters may not initiate attacks on noclans. Additionally, they may not use any skills, spells, prayers or songs upon any noclans unless they have permission to do so by the noclan on which they want to use their ability. Penalties for those found using their abilities on noclans against their wishes will be given varying penalties by Immortals on a case by case basis. This also applies to looting or sacrificing the corpses of Noclans. In the case where a PK player character initiated an attack on or used a skill on a noclan without their permission, retaliating against the PK player character is not acceptable. Speak to or write to the Immortals if this type of behavior takes place. Because it is possible for Non-PK characters to take advantage of their status regarding their immunity to certain facets of the PK world, if it is found that a Non-PK character has been giving PK player characters an undue advantage or hindering player characters in PK situations, the character in question may be given the loner designation after review by an Immortal. The roles of Non-PK player characters and PK player characters may be temporarily changed from time to time by an Immortal that is running a quest. The exact details regarding how the rules of these groups change, who may participate, when the changes take place and when the roles posted here apply again will be supplied by the questing Immortal at the time that the quest is run. Clans that wish to be treated as Non-PK player characters and placed on the PK exception list, must petition the Clan Administrator. As we are currently only looking for a limited number of these clans, most petitions will be turned down. (see also 'help clan exceptions') ~ -1 BOTS ROBOTS TRIGGERS~ Triggers, robots, and bots are defined as automatic actions taken by a player's telnet client rather than actions entered by the player him/herself. The official position on the legality of bots is that they are allowed so long as the player is manning his character. That is to say that AFK botting is not allowed and players who do it run the risk of being logged off or having other players or imms do naughty things to their character while they are away. The degree of enforcement depends on what is happening. If a player simply has a void trigger to keep him out of the void or a food trigger to automatically feed himself, we don't mind because it has no real effect on the game or on the other players. Bots that perform actions to group members while the character is AFK, however, are not allowed and are punishable. As a general rule of thumb, if you are botting AFK and it's in a way where any other player notices it, you may want to rethink it. ~ -1 LOOTING LOOT~ This is a way to steal an opponents equipment, LOOTING is only allowed between playerkillers. NoPK players are not allowed to take part in LOOTING another players corpse. LOOTING is defined as: The removal of eq from the corpse, or ground from a recently butchered corpse of another player. Some monsters in Exodus loot as well. It's important not to confuse looting mobs with scavenger mobs. Scavenger mobs will pick up items that lie on the ground. Scavenger mobs generally do not wear the items they pick up. If a looting mob kills you, it will take everything from your corpse and attempt to wear everything. If the mob did not kill you, it will not loot you. EXAMPLE: Yorl was a NoPK character. Yorl was killing in Krathen. He got killed by a Krathen Flag Guard, which is a looting mob. Yorl was looted by the flag guard. The flag guard is also a hunting mob, so it hunted room by room to try to find Yorl to attack him, even though Yorl was back in Thesden at the altar. During the course of hunting for Yorl, the flag guard entered a player room which was attached to Krathen. On the tick, the mob "wandered on home" with all of Yorl's equipment. This is fantastically bad luck, akin to having an avatar get poisoned and then having the poison kill the avatar five seconds later. This is also a natural part of gameplay, and therefore does not qualify for reimbursement or immortal intervention. The following variations would have been illegal since Yorl was NoPK: * A player kills the mob and then loots the equipment. * A player teleports the mob out of the area to make Yorl lose his eq. * A player charms the mob and keeps it away from Yorl. * Any other player action that prevents Yorl from getting his gear. ~ -1 BOARDS 'NOTE BOARDS'~ USE OF THE NOTE BOARDS The board system of Exodus is broken down into Penalties, News, Changes, Ideas, Poetry, OOCNotes and RPNotes. The first three are boards that only immortals can post to. However, the Idea and Note boards are able to be posted on by both mortals and immortals alike. Your ideas and notes are welcome on the boards as long as they are within certain guidelines. Non-roleplay flaming of any player is not allowed on the boards, which includes 'Immbashing'. Immortals take time out of their real world day to work on Exodus without getting paid. As such, they are not to be openly criticized on open channels and in posts on the boards addressed to 'all'. Unless given permission to do so by an Immortal, repeating a private conversation on a board is forbidden. You may say whatever you would like to those you know on Exodus regarding your feelings about the Immortals as long as is done in private notes or through the use of 'tells'. The boards are available for role-play, clan matters, questions and constructive comments about game play and other non-personal matters. If you abuse the privilege of posting to the boards, you may be warned regarding this behavior and/or have your player character frozen, denied or deleted. (see 'help Channel Abuse' for information regarding vulgarity.) ~ -1 'PK LEVELS'~ PK LEVELS The following is a list of PK level guidelines: * Do not attack, kill, charm or initiate aggressive non-combat action (see 'help indirect pk') on any player character level 8 or lower. * Level 8 or lower player characters may not attack or initiate aggressive non-combat actions toward any player characters or kill any player characters. Out of Level (OOL) PKilling is legal within the realms of Exodus. If you kill a player character that is more than eight levels below your current level you will lose a tremendous amount of experience -- with the greater the level difference, the greater your loss. Players grouped with you at the time of killing will be punished in the same fashion, althoguh they may or may not be able to appeal that based on extenuating circumstances. Retaliation against a player character who killed you that is more than eight levels below your current level is not allowed. Be prepared to lose experience if you wish to retaliate and you wind up killing that player character. Additional penalties may be given out by Immortals. ~ 1 REIMB REIMBURSEMENTS~ There are times when mortal characters lose experience and equipment unfairly. In almost every one of these cases, it is due to a bug in the code. It is the policy of the MUD that if the code is at fault, we will reimb experience and/or equipment to characters that experienced a loss directly due to the bug. For the purposes of this helpfile, a 'bug' is defined as code in place that is not functioning as it has been designed. Additionally, if a character loses their corpse and the MUD crashes, they are entitled to a reimb of equipment, provided that they didn't lose their corpse a week ago... etc. Use judgement in cases like this. Specific Reimb Details: We will reimb up to, but not exceeding, 30 pieces of equipment. Equipment is considered anything a character can carry. If a player lost 100 mushrooms, they may have 30 if they wish, and nothing else. Reimbed equipment should only be gear that has a rarity no higher than 'rare'. 'Very Rare' gear will only be reimbed if there was some sort of proof (such as another player's testimony) that the gear really existed. We will NOT remib gear that did not belong to the character or that the character did not lose because of a 'bug' (or MUD crash). The following items are never reimbursed: Runes, Quest Tokens, Money, Enchanted Items (Item replaced, but not enchanted) Reimbursement appeals (for instances where a bug did not take place) may be directed to the Imp for a final decision on whether the gear will be reimbed or not. Players who delete voluntarily and then come back some time later are usually very welcome back on Exodus. We love to have old players again, but these people do NOT qualify for reimbursement of levels, equipment, or anything the old character had. Reimbursement is reserved for loss that happens to players as a result of an unplanned event in the game, such as a crash. We are not doing this to be jerks, but we want to make it clear that delete is not the same as hibernation or storage. ~ -1 DUEL ARENA~ There exists an arena here, shaped in legend and stone, where heroes of pages past and future have aspired to etch their names in the Book of Legends. In the Arena, players can duel one another, within a ten level limit, to the death without worry of loss of equipment or experience. There is also a room where Spectators may go to watch and wager on the fights. In the Arena, all combatants are given an Arena issue set of equipment with which the duel is rendered more equal. When two characters agree to a duel, they are instantaneously transported to the Arena for a duel to the death. The winner receives a portion of the proceeds from the sale of tickets. The loser is transported back to the Hall of Legends where perhaps he can try again to be made Legend. The Book of Legends records the Heroes who have distinguished themselves with their remarkable skill. Players can duel here without being loners or clanned, and will not become loners or clanned due to any fighting here. SYNTAX: duel: shows you the current duel information. duel add: adds you to the public duel list. duel withdraw: withdraws your current request for a duel. duel <player>: sends a duel request to a player currently logged in. duel cancel: may be used by immortals to cancel any duel. ~ -1 CLAN~ The clan commands allow you to view current clan memberships, start a new clan, apply to a clan, etc. Syntax: General Clan Commands: clan list (View list of existing clans) clan loner (Mark yourself a loner) clan wars (View a list of on-going wars) clan establish <clan name> <clan symbol> (Create a new clan) clan apply <clan name> (Apply to a clan) clan last (View a list of previous war outcomes) clan defect (Leave your current clan) clan donate <object> (Send an object to your clan donation box) clan info <clan name> (View statistics regarding specified clan) clan who <clan name> (Show who is in a clan) clan talk (shortcut: ct) (Speak over clan channel) Clan Leader/Immortal Commands: clan establish <clan name> <symbol> (Create a new clan) clan ally <clan name> (Mark another clan as allies) [toggle] clan enemy <clan name> (Mark another clan as enemies) [toggle] clan declare <clan name> (Declare war on enemy clan) clan accept <player> (Accept a player into your clan) clan deny <player> (Refuse a player from your clan) clan expel <player> (Expel a player from your clan) clan deputy <player> (Make a deputy for your clan) clan leader <player> [clan name] (Define new clan leader) clan symbol <clan name> <symbol> (Change a clan's symbol) clan disband (Disband your clan) clan altar (Mark room as clan altar) clan help (Edit clan's helpfile) Note: In order to establish a full clan, you must accept the applications of characters whose total level is at least 200. See also: 'help clan war' for more information regarding clan commands. ~ 0 'CLAN WAR' DESECRATE SANCTIFY CW~ In the ongoing battle for supremacy between guilds, allies and enemies are formed between factions, and these factions work to both advance their own status in the realms, and destroy status gained by others. The declaration of allies and the subsequent garnering of enemies is both essential and inevitable in the harsh environment that clan life creates. Specific commands for the administering of such clan interchanges are as follows: cw <message>: Broadcasts a message via semi-magical, semi-mundane means over an allied war channel. All allied clans will see your message at the cost of one half of the broadcaster's movement and one fourth of their mana. clan ally <clan name>: Declares this clan as an ally. Each clan may have a maximum of one ally per 300 cumulative member levels. clan enemy <clan name>: Declares this clan as an enemy clan. A clan may have an infinite amount of enemies. clan declare <clan name>: Proposes war upon a clan that has been declared enemy for more than 5 hours. War lasts approximately 48 real-time hours, and the winner is determined by comparing the total number of opposing clan members killed by either side. If a clan loses a war, its members will only gain 1/4 the normal experience from killing monsters that they would normally gain for one game day. sanctify: After killing every single monster in an area to gain dominance of that area, a rune must be used to sanctify that dominance before the mobiles repopulate the area. Once an area has been deemed sanctified and dominated, members of the conquering clan gain protection from aggressive monsters in that area, increased experience, and fame (your clan name will appear on the area list for as long as you hold dominance). desecrate: Using a rune, an enemy clan may venture into the dominated area of their rivals, drive their enemies out, and kill all the monsters within the area to remove another clan's dominance from that area. Once a land is desecrated, it may be resanctified by any other clan (with the appropriate rune and actions). See also: RUNE CLAN ~ -1 LONER~ Player Killing is a legal option only to those who are members of clans or who have loner status. You can make yourself a loner one of four ways: 1) type clan loner, 2) defect or get expelled from a clan or be a member of a clan that is later disbanded for whatever reason, 3) Player Kill someone outside of an arena, or 4) steal unsuccessfully from another player. Note that loner status is permanent, and can only be removed by an immortal of high rank. Note additionally that it is illegal to player kill unless you and your victim are both level 9 or above, and are a loner or a member of a clan, and that once you are marked as either of these, you are an open target for player killing. ~ 0 RUNE RUNES 'WARP STONE' 'WARP STONES' 'CONVEYANCE STONES'~ Runes are at once the most desired and the least available items in all of the realms of Exodus. With them, the leaders and members of clans may call upon the vast energies stored within the runes to perform great deeds such as the sanctification or desecration of lands. A focal point of energy in the universe at the time of epistemological concurrence in two realms or more results in these runes being found on the corpses of recently deceased things -- so it is vitally important for anyone interested in discovering a rarity such as this to thoroughly peruse any corpse that he or she might come across (or make) in his or her adventures. Conveyance stones, one of the cornerstones of mage and cleric existence, are unusual items that carry the properties allowing large amounts of magical or holy power to be channeled through them. The upper echelon of bodily transportation spells or prayers require focal point such as these to channel supernatural power into to work correctly. See also: CLAN WAR ~ -1 BAYOU~ `cThe Bayou Teche`` A bayou is actually a water passage through a swamp, but in many cases, the term is used to define the swamp itself. The Bayou Teche is a wet and nasty place where only the hardiest of creatures survive. It is a place of Spanish moss and cypress trees that grow out of standing knee deep water and quicksand both. There is high ground in the swamp if it can be found, and a few treasures as well. It is very easy to become lost in the swamps if one isn't careful, and there are plenty of creatures who would like a lost wanderer as lunch! A seasoned adventurer won't have much trouble in Teche, while the novice will find plenty to keep him busy. The people of the village are not the friendliest of folks, but they aren't the mean sort either. If you go to the swamps, pack an extra lunch, as you may need it... ~ -1 SUN 'CITY OF THE SUN'~ `oThe City of the `kSun`` There is a legend, whispered in hushed voices among the people of the jungle. They speak in fear and awe of a massive city, filled with treasure and power. It is said to be on an island, hidden afar off in a slow muddy river. Sometimes rumor is heard of the great warriors from that city, always covered in bright feathered armor, who swoop suddenly down upon a village. They capture all the people and drag them off to some hideous fate. None are ever seen again. The Sun and Moon and many gods are worshipped in that city; the priestly class comprises nearly half the population. Lately a few events of import have occurred: the King has sent word that a treasure, precious to him was lost in shipment; the Priest of the Moon is consumed with seeking the noblest warrior in the land; the clan leaders have gathered to organize another raid on a nearby village. A new region of the island has been drained and paved and new construction has begun. You may even be allowed to add a home of your own if it is in keeping with the style of the city. If you are resourceful enough find the City of the Sun, tread warily within, and watch closely to learn their ways. Such knowledge may serve you very well. ~ -1 NREYTH~ HISTORY OF THE VRO'ATH CITY OF NRE'YTH Originally founded as a military outpost by the Vro'ath Marshal Hadukk, Nre'yth is conveniently located in a small, rocky valley between two mountains - Aven Talir to the west and Aven Teluk to the east. One of the first projects that Hadukk organized was designed to improve the defenses of the outpost. He ordered walls be built at the north and south ends of the valley, which would effectively seal up Nre'yth since the steep mountain slopes to the east and west were natural barriers. While Vro'ath are adept at constructing walls and other military fortifications, Hadukk still hired some dwarves for help, mainly to mine building materials from the nearby mountains. After the completion of the walls, Hadukk felt secure enough to allow a civilian population inside Nre'yth, as long as the residents would accept martial rule. Indeed, Nre'yth became a key defensive stronghold for the Vro'ath. With adequate supplies and soldiers, Hadukk felt that the city could endure multi-year sieges. Also, Nre'yth lies in the way of one of the few routes for traveling to the northern parts of the continent. This allowed the Vro'ath city to dominate a key trade route to the north. Naturally, the humans living to the south resented the Vro'ath control of a key trade route to the north. Some hotheads organized a force to seize Nre'yth. Knowing that a direct assault upon the walls would be futile, the humans bribed some dwarves for help. These dwarves showed the humans some passages through the mines in Aven Talir and Aven Teluk which were unknown to the Vro'ath. Coming out of these mine passages, the human attackers were able to surprise the unprepared Vro'ath garrison inside the city. The humans nearly seized control of Nre'yth, if not for the discipline of the Vro'ath soldiers, which kept them from panicking, and the foresight of Marshal Hadukk. Knowing that Nre'yth was located in a strategically important spot, Hadukk had predicted an attack on the city weeks in advance and had requested reinforcements from other Vro'ath leaders. Led by Marshal Bujaghn, the reinforcements came in time to save the city for the Vro'ath. Unfortunately, Bujaghn was not in time to save his colleague Hadukk, who was killed in a ferocious, almost suicidal, charge by a band of human knights. The arrival of Bujaghn's forces turned the tide, and almost all the human attackers were either killed or captured. The few dwarven accomplices of the humans were also caught. As punishment, Bujaghn put the human and dwarven captives to work in the mines. One of their first tasks was to collapse those passages which would undermine the defense of the city. Furthermore, Bujaghn decided that he would enslave these humans for the rest of their lives. At this point, the Vro'ath religious leaders intervened. Such an act of cruelty would only reinforce the Vro'ath "brute" image that other races saw. The Vro'ath priests worked diligently to banish such an image from everyone's eyes. However, Bujaghn would not budge in his position; he felt that slave was more than those human captives deserved. A compromise was reached: Bujaghn would be allowed keep his slaves, but they were to be well treated and released after serving faithfully for five years. However, Bujaghn negotiated a couple important concessions from the Vro'ath church leaders. First, owners of slaves were allowed to sell slaves as property. Second, all future prisoners captured in military encounters with the Vro'ath would also be subjected to slavery. Thus, Bujaghn can be considered the founder of the Vro'ath slave trade. He also organized the first slave raiding parties. These were small bands of highly trained Vro'ath soldiers who attacked frontier human settlements or groups of unsuspecting travelers, never with the intent to kill, but only to capture humans alive. The Vro'ath religious leaders grumbled a bit about this, but they grudgingly ignored these acts as long as the slaves were allowed to free after five years. At present, Nre'yth is still primarily a trading city, with slaves being the major commodity. Slave raiders still exist, but they now include other races as targets for slaves. Rule in the city is a tenuous balance of power between the leaders of the church and the military. The current leaders of Nre'yth are Marshal Torqenuk and High Priest il'Reshaz. ~ -1 THESDEN~ Geography: `cTT_____`e^`c_T__T_T___`e^^^ `cTTTT`d###`e^`d###`c_______`e^^^ `cTTTT`d###`e^`d###`c___T____`e^^ `cTTTT`d###`e^`d###`c_____T_`e^^^ `cTTTT`d###`e^`d###`c__T___`e^^^^ `cT_T`e^^^^^^^`d#`c______`e^^^^^ `cTT`e^^^^^^^^`o[]`c______`e^^^^^ `cT`e^^^^^^^^^^^^^^^^^^^^^^ `cT`e^^^^^^^^^^^^^^^^^^^^^^ `cT_T`e^^^^^^^^^^^^^^^^^^^ `cTT___T`e^^^^^^^^^^^^^^^^ `cT_T_T_T_`e^^^^^^^^^^^^^ `cT=forest `e ^=water `c_=plains `d#=city `o[]=castle Dunluce`` -The city of Thesden is located in a temperate climate on the southeastern corner of the continent. Bordered by forest and plains to the north and west and water to the south and east. The Severn River flows through the center of town and empties into Colwyn Bay. The docks are located on the bay in the southwest part of town. The Bay, in turn empties into the great eastern ocean. Castle Dunluce southeast of town, a long path leading up to its main gates. The Castle stands well above the town, perched on the cliffs southeast of town, water or perilous drops on all sides. To the east of town is leagues of farmland. Brief History: -In ancient days, the lands now occupied by the city of Thesden were temperate forest. A tribe of elves made their home in this forest, and defended it against any attackers, particularly the degenerate orcs who feared the elves even more than they feared their own kings. Sea travelers occasionally stopped in Colwyn Bay, as it was good protection from rough seas, and safe lands (though it is doubtful the travelers and merchants knew it) because of the elves. Some of these folk settled, and spent their lives fishing. The village of Thesden begin, and the elves remained aloof yet harbored no ill will against the burgeoning village. In those days, the town was organized by a small council and it grew rapidly. In those days, a pantheon of gods were worshipped, Urderan the god of deep waters and Ayvril god of storm and plenty being the most prominent. -As the years past, the town grew quickly, becoming an important center of trade, initially for basic goods like food, but increasingly for textiles due to the mines beginning to be excavated not far from town. Things were going well until a series of bad events led to a dark time. For the first time, the mysterious plague hit, killing many of the people. Strangely, at the same time as the plague, a massive army of orcs came from the north, decimating elves and humans alike. The army was finally defeated, but only at great cost. -For protection, and as a result of the new ties between elf and human, a treaty was forged. The people of Thesden agreed to leave a large portion of the forests west of Thesden unharvested, to help defend the forests against attackers, and to assist the elves with food and any other aid they needed. The elves, in turn, helped with the magics necessary to build Castle Dunluce. At the same time, the town council agreed to hand over power to the man they had appointed general during the war, Ythran Athanmere, made first king of Castle Dunluce. As a way of sealing the ties, the second born of the Athanmere line was always wed to one of the elves, creating an entire noble class of half-elven. It is said that those who call themselves Rangers now may be descendants of these half-elven knights. Also, one of the elvish elders always acted as advisor to the king. And so it was, for many years. -Years later, as tensions built between elf and human, the city grew, beliefs changed. Many people began to follow the Church with the its one God of fire and hope and its cult of martyrs. The tensions broke and erupted into a civil war. As one tale goes, the elves failed to warn the town of an incoming attack, allowing an army of Orcs to burn much of the outlying farms and reach the gates of the castle itself before they were stopped. Many believe the elves feared the humans would begin to log the forest in their need for trees. Lord Devon Athanmere, newly appointed king, it is said, banished the elves from the court, ordering the beheading of the elvish advisor Eyth'reane on grounds of being a traitor. Another, very different tale, seldom told by anyone except the most fanciful bards of the college, says that young Devon Athanmere, first-born, was deeply in love with the elvish princess Llynilon. When it was announced that his younger brother would marry the princess, as tradition held, Devon slew his brother in a fit of rage. Llynilon, distraut at having lost her future husband whom she did indeed love, took her life by jumping off the parapets of Castle Dunluce. The elves, shocked by the injustice, and blaming Devon, withdrew and lets the orcs approach town. Whichever story is true, Devon had his advisor Eyth'reane beheaded, and ordered all elves banished or killed. The half-elves, too, were driven out, called degenerates. Though it is rumored that many of them did little more than move into the forest outside town to become rangers. Devon did not last long on the throne, he mysteriously died after dinner one evening. One of the king's knights, the strong Ihnian Toryn took the throne. He claimed to be a cousin to Devon, took the Athanmere name and enshrined the memory of Devon naming the central town square after him. The remaining close relatives of the Athanmeres also mysteriously disappeared after voicing opposition. -The descendants of Ihnian Toryn Athanmere have ruled since that day. The elves have withdrawn and have not been heard much from since. Ihnian's own Knights of the Argent Lance have defended the town against attack, and the day to day running of the town has been left to an appointed mayor. The current king, Ferath Athanmere has ruled for the last 20 years. ~ 92 MOBBLOCK~ edit the desired mob set the act flag to 'blockexit' set the exit direction with 'blockexit <direction/none>' ~ 92 IMOTD~ `g:`e----------------------------------------------------------------------------`g:`` It is your responsibility to make players comfortable here, as well as to enforce laws. Please familiarize yourself with 'immortal laws'. Ignorance is no excuse, and is grounds for deletion. For Builders: The building port is claret.ics.uci.edu 9090. 3/18/04 - Added HELP PUNISHMENTS for `oguidelines`` for basic infractions. `g:`e----------------------------------------------------------------------------`g:`` ~ 92 'IMMORTAL LAWS'~ * Don't kill mortals, threaten to kill them, suggest that others kill them, or endanger them in ANY way. This includes transferring/summoning them to aggressive mobs. * Having fun is the point - like switching into mobs, or forcing players to do silly things. But if a mortal asks you to leave them alone, do so immediately. * Do not cheat for ANY mortal in ANY way, especially your own. Unless you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs. If you wish to be helpful make a mortal character to help with. (If there is a special case that requires exception, be ready with a GOOD reason.) * You may have other characters, and those characters may be in clans. Here are the guildlines for second characters: *We would prefer if you do not use any character to LEAD a clan. *Don't share specialized imm information. (Such as- identity of other players; information about areas, objects, or mobs; details about other clans.) *Don't do anything that could even give the semblance of cheating, or you risk losing both of your characters. This includes leveling extraordinarily fast via supernatural means. * 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. * Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled, do not restore their privileges. They are being punished for a reason. * Note also that asking for promotion is considered an annoyance, and will not be reacted to kindly. Promotions will be handed out as the admin team sees fit. ~ 92 'Public Relations'~ There are a couple of different kinds of Immortals on Exodus. One kind is a 'coder' Immortal who has been created in order to test new code. The other kind is an Admin immortal. Admins can be regular immortals whose sole job is to help newbies and answer questions or they may have more specialized roles such as being in charge of Clans, Questing or Law. Whether you are a coder Immortal or one of the Admin persuasion, you are expected to follow the guidelines found in 'help immortal laws' to the letter. Additionally, there are a few pointers that need to be followed when dealing with the mortal population. * When speaking to mortals, ALWAYS try your very best to be 'visible' to the mortals you are speaking to. There may be instances when this isn't possible for whatever reason, but those instances should be very rare. * As stated in 'help immortal laws' do NOT kill mortals under any circumstances. There may be a very rare instance where it is necessary to slay a mortal for misbehavior, but again, this should be extremely rare. * It is very fun to play with mortals by switching into mobs. Be very prepared to wind up killing mortals if you play with them by switching into naturally aggressive mobs. Make no mistake -- if you are switched into an aggressive mob, you WILL wind up killing a mortal at some point as you will not have full control over that mob's actions. (Read above point regarding killing mortals). Mortals do not like being killed by Immortals under any reason, whether they are being played with or not, with the exception of when quests are run. So, if you want to have fun with them, the best way to do this is to run a quest. By doing this you cover yourself should a mortal die and you make points with mortals because they like quests. * Roleplay is to be encouraged on Exodus, whether you are an Immortal roleplaying or a mortal. However, it has been found that Immortals roleplaying a relationship with mortals tends to create a lot of confusion on the MUD from a player standpoint and can even affect the Immortal Staff as a whole in some rare instances. For this reason please do not roleplay relationships with mortals (which includes net sex). You are more than welcome to create a mortal character for this type of roleplay. * Coder Immortals, as stated above, are in existence to test code on the live port. As this is so, coder immortal interaction with the mortal population on Exodus should be kept down to a bare minimum. It is the job of Admin Immortals to deal with the Exodus population in matters of helping newbies, answering questions, running quests, making sure rules are followed, and other related issues. * If a mortal writes to you specifically, please respond to them in a prompt fashion if their note requires a response. Not responding to notes written specifically to you is a huge irritant to the mortal population as a whole. It's simply a matter of courtesy. If you wrote to them about a question or an important matter, you would expect a prompt reply (if they were logged on). So please, try to respond to your notes as soon as conveniently possible. ~ 92 BUILDING_HINTS~ Here is important building information that will be changed often depending on the state of the mud. Important things: Please only build (with olc not the build command cuz the build command saves things to one player based area file) area rooms now. The reasoning for this is that we have so many mob/obj flags to add, that if you build them now, you might not build as completely as you could. Remember that when you build your room descriptions, the sky is the limit. Just because we dont have a flag now or a function now that would complement your area doesn't mean that you can't code it with its ideal implementation in mind. Keep in consideration: 1) if you are building a CITY, use the JUSTICE flag for all rooms that you want to be administered to by the city's law enforcement. I'm revamping the wanted system to incorporate a working jail. 2) also keep in mind that sector flags are no longer as arbitrary as they have been in the past. the player BUILD command will use sector flags extensively to determine cost, defense/attack bonuses, etc. So please choose fastidiously! * 3) I changed it so the default is NO_BUILD. If you want people to be able to build from your area/room, please use the BUILD flag! 4) ALL FUTURE ROOMS must be marked with the appropriate flag. The default for no time period flag is Medieval. 5) You can make special things in your area special colors. Type 'help speshul' for an unorganized list of these colors. All colors are coded with the backtic key `Z and the corresponding letter/number as shown in the help file. * 6) OBJ MATERIAL types will determine eq restrictions, class restrictions, etc. use wisely. The default is NONMETAL, please toggle it for metal things. * 7) We will be using mob_size, as well as char_size. Choose wisely. * 8) The primary weapon for MAGES is the staff group, this includes spears. The primary weapon for CLERICS is the mace group, this includes flails. The primary weapon for BARDS AND THIEVES are daggers. Everything else falls under some WARRIOR/RANGER category. * 9) Mobs shouldn't be set/loaded/created with a lot of wealth, unless its for a reason. Meaning, dont give your mobs a lot of gold/silver unless they are a merchant or trader or something. * 10) Please consult madrom.doc on the ftp site for level/armor/weapon levels. ~ 92 'IMMSTORE'~ Creating a shopkeeper for a player store: You should first create a mobile, as usual. Once this mobile is created, you may set the 'pskeeper' recruit flag by typing 'recruit pskeeper' from the mobile editor. Once this flag has been added, there are two values that may be set, 'psvnum' and 'pscost'. 'psvnum' should be set to the vnum of the player store to which this mobile can be hired. For example, if a player owns a store in room number 25001, typing 'psvnum 25001' allows this mobile to be hired for that store. PScost allows you to set how much it costs to hire this mobile, in silver, per hour. Please note: all player-store shopkeepers should be between the vnum range of 12714 and 12913. Setting permanent stock: Immortals may set permanent stock in a player store by using the "set room" command with "stock" as an option. For example, "set room 25001 4000" will add the object with vnum 4000 to the permanent inventory of the player store in room 25001. By adding an additional argument, you may set the cost of the object in silver -- "set room 25001 4000 3000" adds the object, giving it a cost of 3000 silver in this store. ~ 92 'IMMOTRAL INACTIVITY'~ Immortal Inactivity Since Exodus has been around since 1996, there are large number of immortals who have come and gone over the years. Many of them have deleted or been deleted, but most of them have just faded off into the sunset, leaving their characters in a sort of stasis. Exodus does not delete players for inactivity and immortals are treated the same way. However, due to the nature of the powers of an immortal character, these loose ends must be tied up in a way that minimizes the security threat to Exodus in general. Therefore, as of November 9, 2003, the immortal council of Minax, Kalus, Iverath, Iblis, and Zeraeka have decided that the following will happen to any immortal character who takes an unannounced leave of absense from Exodus for more than 60 calendar days: The immortal's title will be changed to reflect the old level and current date. The immortal's level will be reduced to 92. The immortal will be forced wizi. If applicable, shell access on the Claret server will be suspended. *Shinowlan, as owner of Claret, is exempt from this rule. This is not a forced permanent retirement. If the immortal comes back after a time and genuinely wishes to become an active member of the Exodus immortal community, that immortal will be given the opportunity to earn the levels back. This is not a disciplinary action, but rather, it is a security measure. This document was unanimously approved by the immortal council of Minax, Kalus, Iverath, Iblis, and Zeraeka on November 9, 2003. ~ 92 QUESTGUIDE~ Quest: To seek a prize, or the act of seeking that prize. What a simple definition for such a wonderful thing. Well planned quests set MUDs like Exodus apart from the rest of the hum-drum slay and level MUDs that can be anywhere. Take pride in your quests and make them fun. Don't go hogwild on prizes, or they will become common, but instead make the whole experience an enjoyable challenge that will make the players look forward to many more. Quests come in two general catagories: Impromptu and Planned. Impromptu quests are just small fun quests that can be run any time, for almost any reason. Planned quests are much more elaborate, more dificult, have bigger prizes, etc. Regardless the type of quest you run, remember: the purpose of the quest is to have fun. How to set up a quest: (note - this is For Large, multi-hour, Multi-day or all Day Quests, not short, half hour impromptu quests) A. Immortal run quests: 1. Note your proposed quest to the QuestMaster at least 3 days before you plan to run it a. Try to include if possible: 1) Quest concept 2) The immortals involved in the quest other than yourself. 3) Name of the quest 4) Prize(s) to be awarded (stats, name, etc.) 5) Level range of the quest 6) Date and time to be run 7) Mud resources required (Mobs, objects, rooms, etc) 8) Type of quest (please see help qtype) b. If you would like help in some of the above areas.. just ask. B. Mortal run quests with Immortal assistance: 1. Mortals may submit ideas for quests or run their own quests under the same guidelines as in the Immortal run quests section. 2. If Immortal assistance is required for the running of the quest, any Immortal can assist if he/she agrees. 3. Immortals may not assist Mortals in knowledge based quests. 4. The quest will be monitored for fairness. 5. If the prize is created by an Immortal, it must be held by An Immortal until completion of the quest, and shall be awarded to the winner by the immortal. *** and above all.. if the quest isn't fun... its not a quest. *** See also: QTOKEN COMBAT_QUEST QPRIZE QTYPE QPREP ~ 92 QPREP~ Prizes and Announcements A. The quest must be worthy of the prize and fit the theme of the quest. e.g. a bounty hunter quest would/could have money for the prize. B. Load or gather the prize(s) beforehand, and have it ready with everything but the winners name. C. Enchants and Restrings should not be given as a "default prize". We don't want them to become too comon. E. Quest prizes MUST be restrung with QUESTPRIZE into the name (keyword, not desc) G. If the prize is for a Mortal-run quest, the prize must be held by an Immortal until completion of the quest. H. Set the rules of the quest (no pkill should ALWAYS be a rule. if a quest theme includes pkill, it must be cleared through the QuestMaster AND an IMP first. NO EXCEPTIONS) I. Announce the quest and rules: If a spontanious quest, announce over gossip channel. If planned, announce at least 3 days prior to quest. See also: QUESTGUIDE QTOKEN COMBAT_QUEST QPRIZE QTYPE ~ 92 QTYPE~ Try to be original when possible, especially in planned quests. People quickly get bored of the "oh no, I've lost my hammer, please find it" quests if they are run too often. Quest Types: A. Body part: Sending mortals out for body parts of slain mobs to be returned for prizes. B. Trivia: Preparing a series of questions, mud-related or otherwise, to be asked via the Question and Answer Channels. C. Greased Pig: Loading a mob, switching into it, and having mortals chase you around to ultimately kill you. (You should not try to kill them.) D. Scavenger: Sending mortals out to search the mud for various items, mobs, rooms, etc. E. Hide and Seek: Hide somewhere and have people find you. 1. Clues should be provided via notes or gossip channel. 2. You may switch into mobs. F. Arena: Mortals come to the arena to fight other players or Immortals. 1. Mobs may be brought in with prior approval. G. Combat (Immortal Only): These should involve one or more of the following: 1. Story/plot line 2. Puzzles/brainteasers 3. Maze areas 4. Capture the Flag, etc. * Please see Help Combat_Quest for more information regarding this type of questing. H. Offline: Quest held offline 1. decription contests, item list gathering, etc. J. Misc.: anything not listed above See also: QPREP QUESTGUIDE QTOKEN COMBAT_QUEST QPRIZE ~ 92 QPRIZE~ Quest prize guidelines: A. Quest item Maximums and restrictions: 1. No more than +1 bonuses per 8 levels of the maximum level range of the quest (I.E. a level 50-80 quest cannot have more than +10 bonus to any quest item. 2. All quest prizes must be approved by the QuestMaster prior to running of the quest. a. Average damage of weapons cannot exceed 120% that of weapons designed for level of weapon. In other words, no level 1 swords with average damage of 50. b. Do not lower levels of existing items. 4. Spells/Potions, etc. Spells/potions are a good prize for quick or easy quests. Especially for newbie quests. a. Armor/Weapon enchanting (see above) b. Potions: When brewing potions, remember that immortal created potions are much more powerful than mortal brews. B. Quest Tokens Quest tokens can be used for all types of quests, to be saved and redeemed at a later date for prizes, or saved up for *special* prizes. No more than 5 quest tokens should be given as a prize, and even then, only for the *hardest* of quests. C. Quest Type/Prize recommendation 1. Body Part: Prizes may vary from money to items depending on difficulty. 2. Trivia: small items: potion, spellup, small amounts of money 3. Greased Pig: money and/or a pre-approved piece of eq 4. Scavenger: any prize depending on difficulty and theme a. easy quests can be money, spellups, potions, restrings b. difficult quests can have pre-approved items as prizes 5. Hide and Seek: any prize depending on difficulty and theme a. easy quests can be money, spellups, potions, restrings b. difficult quests can have pre-approved items as prizes 6. Arena: Due to the nonexistent mortality rate, the prizes should be kept small: money, potions, spellups, etc. 7. Combat: any prize can be given within the quest prize guidelines having been pre-approved by the QuestMaster and fitting the difficulty/theme of the quest. 8. Offline: prizes should be either a level or experience unless based upon making a list of objects, or something similar. 9. Quest tokens can be redeemed by turning them in to the Questmaster. See help QTOKEN * All Prizes shall be kept "in theme" * These are merely suggested prizes for the given quest types. Variations are possible and welcome with the consent of the QuestMaster. * DO NOT alter prizes to suit the winners needs. * Items found exceeding the quest prize limits and restrictions will be dealt with by the QuestMaster and/or IMP's. See also: QTYPE QPREP QUESTGUIDE QTOKEN COMBAT_QUEST ~ 92 COMBAT_QUEST~ STORY/PLOT LINE Every quest should have a story. This is the starting point. This is where the hype begins and the players begin to salivate. A plot that players can identify with and impacts them personally in the game, are the kinds that will intrigue players the most. Another method of adding or extending a storyline is to introduce long-term foes. Long-term foes that turn up from time to time to make life difficult for the players add to the story. In other terms, this would be called a campaign. Stories are limited only to the imagination. PUZZLES/BRAINTEASERS Next in line are the puzzles and brainteasers. Players should never be allowed to go from the starting point (story/plot) to the combat sequence without being forced to resolve some kind of puzzle or a multitude of puzzles. There are many kinds of puzzles from the traditional riddles to complex puzzles. Multiple puzzles allow teams to compete against each other in a race to solve the puzzles the quickest. One example of a puzzle is to tell players to find and goto multiple locations without transport spells using the clues you provide. COMBAT Combat is the next element of the quest. Combat can be the climax of the quest or an anti-climax depending on whether you wish to stress the puzzles or the combat sequences. If you want the puzzles to be the focus, place more emphasis on the puzzles by making them tougher and taking more time to resolve than defeating the combat mob. If you want the combat sequences to be the focus, make the mob extremely difficult to kill and take up more time than the puzzles. When creating mobs for the players to fight, consider giving the mob equipment that fits in with the storyline. Even minor trappings like bracers or rings can be used to add flavor. For lower level questers, just make certain that you get the items back, period. Do NOT leave quest eq in the players hands. Remember, it is your quest, you set the rules. Multiplay is NOT ALLOWED in any quests ... PERIOD. Pkill is only allowed with prior QuestMaster and IMP approval. See also: QPRIZE QTYPE QPREP QUESTGUIDE QTOKEN ~ 92 IMMQUEST~ Immortal prize guidelines All items *must* be approved by the QuestMaster, prior to running the quest, with one exception: Tokens. No more than 5 tokens may be given as prize for any quest without prior approval of the QuestMaster. Tokens (or prize equivelants) should be handed out based on the dificulty of the quest. If you have questions about what to give out as prizes, please leave note to the QuestMaster. See also: COMBAT_QUEST QPRIZE QTYPE QPREP QUESTGUIDE ~ 92 GOTO~ Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not Goto a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 92 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> zecho <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. Zecho sends the message to players in the same area that you are currently occupying. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 92 HOLYLIGHT 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 make you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 60 characters are totally invisible to players that are of a level less than 60. ~ 92 PUNISHMENTS~ These are guidelines for punishments based on what we have been giving for common offenses. Some of these may be a bit harsh for first offenses and they may be light for extreme cases. Basic Multiplay - 1 week freeze of both characters. EQ Passing - Confiscate items and 1 week freeze for both characters. AFK Botting - 540-2160 ticks (6-24 hours) in jail based on severity. Indirect PK - 540 ticks (6 hours) in jail. Channel abuse - 1-2160 ticks (0-24 hours) nochannel based on severity. Crashing Exodus - Freeze and/or Siteban until further notice. When in doubt, freeze the player and note it and I'll take care of it when I get on the game. --Minax ~ 92 TOLL~ Syntax: toll <gold fee> <damage fee> Toll is a radical invention to combat the incessant whining and sheer volume of tells the imms were receiving from some players. When you turn on a toll, players must pay to talk to you. This also applies to telepath, reply, and it even works when you're AFK. When a player sends you a tell, the toll attempts to subtract the fee in gold from the money the player has in pocket. If that is not sufficient, it attempts to deduct it from the player's bank account. If that is not sufficient, it applies damage to the player in the amount specified. Use toll with caution because once you turn it on, it affects everyone who sends you a tell. Obviously, it's an asshole tactic to combat asshole abuse from asshole players. It's going to piss people off if you use it frequently or if you forget to turn it off and go afk. ~ 92 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). ~ 92 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 92 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. ~ 92 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) ~ 92 INCOGNITO~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regardless of location. ~ 93 WHOINFO~ Use the whoinfo command to change your [LEV RACE CLASS] status information to a freeform (13 character limit, everything after is truncated) text string. Syntax: whoinfo <whoinfo information> Example: > whoinfo I AM GOD > who [ I AM GOD ] Mudguy the mud player. ~ 93 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all teleport <character> <location> teleport 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. ~ 93 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). ~ 93 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) ~ 94 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles and players with a particular name. Typing mwhere without an argument shows you the location of all players in the realms. ~ 94 OWHERE~ Syntax: owhere <name> Owhere shows you the locations of all objects with a particular name. This tends to be spammy, with personal boxes and all. ~ 94 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. ~ 94 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. ~ 94 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. ~ 95 SOCKETS NEWSOCKETS~ Syntax: sockets sockets <name> newsockets newsockets <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). NEWSOCKETS is like sockets, with more info and different formatting. ~ 95 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 95 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 95 JAIL~ Syntax: jail <player> The jail command currently throws a player into the Thesden jail, regardless of his or her location in the world of Exodus. As when jailed by cityguards, their belongings are donated into the donation box in Thesden. Once jailed, you may customize a player's jail time by using the command 'set char <player> jailed <ticks>'. ~ 95 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. ~ 95 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. ~ 95 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ 95 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) ~ 95 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 97 (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'. ~ 95 PARDON~ Syntax: pardon <character> Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Pardon works for players who are wanted or jailed. If jailed, they will be released. If wanted, their wanted flag will be removed. ~ 96 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. ~ 96 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. ~ 96 SET FLAG~ 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> flag mob <name> <field> <flags> flag char <name> <field> <flags> flag obj <name> <field> <flags> flag room <room> <field> <flags> 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) Flag is used to toggle flags on various data structures. Some things must be done in set, the others in flag. ~ 96 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-gods (i.e. level less than 91), 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. ~ 96 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 objects or mobiles with a NOPURGE flag set (i.e. the donation box, the fountain, shopkeepers). Mobiles may be purged if they are called directly by name. PC's may be purged. This dumps their link and quits for them. ~ 97 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. ~ 97 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. ~ 98 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 accidentally lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ -1 BANK WITHDRAW BALANCE DEPOSIT~ After your hard adventuring and pillaging, you can deposit and withdraw your weighty coins in the Exodus bank system. Differing towns have different taxes, so be aware where you deposit your money. You can learn the tax rates of the current city by visiting the local city hall. SYNTAX: WITHDRAW <amount> <monetary type> DEPOSIT <amount> <monetary type> BALANCE ~ 98 REWARD~ Syntax: reward <character> <experience points> <message> The reward command allows you to grant from -3000 to 3000 experience points to a character. The character will see the message string supplied and any level gains that the experience might cause. This command is supplied primarily for quest purposes. Please note that as the only text the character may see when rewarded is <message> that this string should be creative and descriptive of what has happened to cause the reward. For example, if a character has found a secret item needed to complete a question you might type: reward Murk 100 For finding the secret thingybob you earn 100 experience! Murk will see: For finding the secret thingybob you earn 100 experience! You will see: Ok. This command should be used sparingly. ~ 98 WIZCOMMAND WIZCOMMANDS~ 100 Advance Protect Reboot Shutdown Permban gc grant trust Edithelp Remhelp Dump 99 Allow Deny Permaff Log Badsummon Demote Hero Promote Hero Memory 98 Ban Wizlock Reward Rarity CheckSafe CheckBuild Checkcity Exitlist 97 Snoop Restore Force (PC's and All) 96 Disconnect Slay Set Flag Gecho Blist Newlock Purge 95 Sockets Freeze Noshout Violate Noemote Nochannels Notell Vnum Load Force* Clone zecho Peace Jail Pardon Seize 94 Mwhere Owhere Switch Return String pecho Smote 93 WhoInfo At Transfer Stat Teleport 92 Goto Echo Holylight Wizhelp Wiznet Incognito Wizinvis Poofin Poofout Penalty Immtalk imotd New commands (at level 100 for now): Admin Hearclan ~ 98 CHECKBUILD~ syntax: checkbuild Checkbuild provides a list of all non-player rooms that are flagged with the BUILD flag, meaning that players can build a private house connected to that room. NOTE: As of this writing, the current policy of the imms is for there to be as few rooms flagged BUILD as possible and the imms only allow building in approved areas. ~ 99 BADSUMMON~ Syntax: Badsummon Badsummon is a toggle which affects the MUD globally. When in the 'on' position, Mages who fail casting 'summons' have a percentage of actually summoning an aggressive mob to them that will hunt them down. When in the 'off' position, the 'summon' spell does not have this aggressive mob summoning feature enabled. ~ 99 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. ~ 99 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 100 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. ~ 100 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. ~ 100 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. ~ 0 REVERT~ The revert command allows shape changers to return to their original form. ~ 100 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. ~ 100 ADMIN~ Syntax: admin <message> Sends a message to all other level 100 immortals online. ~ 100 HEARCLAN~ Syntax: hearclan <clan> hearclan Snoops a clan channel. Typing hearclan by itself turns it off. ~ 0 $~ #$