#HELPS -1 CYLITH RACE_CYLITH~ {CC{cylith{D Cyliths are a race of giants, devoted to battle and bloodshed. While their huge, brawny bodies usually appear to be slow and sluggish when resting or working, they can enter an insane rage when provoked or challenged. Every Cylith undergoes intensive training in the arts of melee combat during his/her youth, and female and male Cyliths alike pose deadly threats to every opponent. While their weapon skills are exceptional and their raw strength makes them almost invincible, their wits are not all that phenomenal. Only a few of their race have reached a sufficient level of self-control to master the arts of magic so far. {CN{catural {CM{caximum {Cs{ctats{D: 26 15 16 18 25 {CS{cize{D : Giant {CR{cecommended {Cc{class{D : Gladiator/Knight {CC{creation {Cp{coints{D : 10 {CR{cesistance{D : Bash {CV{culnerability{D : Acid {CS{chield{D : None {CA{cffected {Cb{cy{D : Berserk ~ -1 EFRIT RACE_EFRIT~ {CE{cfrit{D Efrits are generally extremely tiny. Although they are a winged race, they cannot fly without magical help. Efrits are probably the weakest race, but at the same time they are pretty fast and agile; another fact making them fearsome opponents is their great skill at everything involving magic and mystical powers. They are extremely intelligent and use their long lives to gather lore and wisdom, not always but most often to find ways to magically defeat and humiliate their opponents. Efrits have a strange sense of humour, often involving seemingly senseless brutality and weird tricks usually leading to less pleasant, sometimes even deadly experiences for their victims. {CN{catural {CM{caximum {Cs{ctats{D: 14 26 24 20 16 {CS{cize{D : Tiny {CR{cecommended {Cc{class{D : Wizard/Sorcerer {CC{creation {Cp{coints{D : 6 {CR{cesistance{D : Cold, Lightning {CV{culnerability{D : Slash, Pierce {CS{chield{D : Iceshield {CA{cffected {Cb{cy{D : Farsight, Haste ~ -1 DREZIL RACE_DREZIL~ {CD{crezil{D Drezils are vaguely humanoid in appearance but usually much more intelligent. They spend most of their lives studying the ways of nature and trying to mend the wounds chaos has dealt to its own creation. Many Drezils have magical abilities, ranging from effective healing spells to destructive incantations invoking the forces of nature. A select few also concentrate on maintaining balance by hunting down possible threats to nature, therefore developing above average weapon skills and a profound knowledge of defensive techniques. Many Drezils die young because of their reasonably dangerous lives but when they reach older ages, they usually settle down to teach other races in order to make their ways of living with nature in harmony understandable and more accepted. {CN{catural {CM{caximum {Cs{ctats{D: 16 23 25 19 17 {CS{cize{D : Medium {CR{cecommended {Cc{class{D : Shaman/Elder {CC{creation {Cp{coints{D : 6 {CR{cesistance{D : Earth, Wood {CV{culnerability{D : Poison, Disease, Fire {CS{chield{D : Earthshield {CA{cffected {Cb{cy{D : Farsight, Detect Hidden, Detect Invis ~ -1 RAHMAT RACE_RAHMAT~ {CR{cahmat{D Rahmats are found as priests and bishops all over the known world. They tend to be wiser than any other race, even at young ages. They have a profound understanding of the needs of other people and races, often using this knowledge to obtain riches and wealth. They tend to know much about diseases and their healing, curses and their cancellation, mental disorders and their treatment. It is rumoured that some Rahmats even have basic knowledge of the opposite, namely striking down their foes with fearsome magic, severing them from their gods' sanctuary. {CN{catural {CM{caximum {Cs{ctats{D: 17 23 24 18 18 {CS{cize{D : Small {CR{cecommended {Cc{class{D : Priest/Bishop {CC{creation {Cp{coints{D : 9 {CR{cesistance{D : Lightning {CV{culnerability{D : Bash {CS{chield{D : Shockshield {CA{cffected {Cb{cy{D : None ~ -1 SIVAH RACE_SIVAH~ {CS{civah{D The Sivah are the most common race in the world of Paradox. Vaguely humanoid in appearance, they tend to be stronger and more resistant, even more magical. They have developed strange ways of using short disturbances on the astral plane to become temporarily translucent, although this process is said to be painful and exhausting. They are suited for almost every profession and make both average fighters and spellcasters. {CN{catural {CM{caximum {Cs{ctats{D: 20 20 20 20 20 {CS{cize{D : Large {CR{cecommended {Cc{class{D : All {CC{creation {Cp{coints{D : 2 {CR{cesistance{D : None {CV{culnerability{D : None {CS{chield{D : None {CA{cffected {Cb{cy{D : Pass door ~ -1 REVADA RACE_REVADA~ {CR{cevada{D Revadas are strange, magical beings, devoted to the study of the arcane and its manifold uses, although they tend to develop a certain affinity for its more cruel and terrifying applications. Many Revadas strive to become powerful necromancers, this drive not totally hampered by a natural resistance against negative and absorbing forces. Their wounds heal frighteningly fast and it is said that they are even able to recover entire bodyparts in short periods of time. {CN{catural {CM{caximum {Cs{ctats{D: 18 21 20 23 18 {CS{cize{D : Medium {CR{cecommended {Cc{class{D : Lich/Necromancer {CC{creation {Cp{coints{D : 5 {CR{cesistance{D : Negative {CV{culnerability{D : Holy {CS{chield{D : None {CA{cffected {Cb{cy{D : Regeneration ~ -1 VIXTA RACE_VIXTA~ {CV{cixta{D Vixtas are a small, secretive race, mostly living in the darker parts of the known world. They are predestined to be thieves and assassins and many of them do not resist the temptations of easy money in the form of thievery and bounty hunting. They are very agile and possess a lithe and deadly grace when sneaking up on their usually unprepared victims, an envenomed dagger hidden somewhere in one of their sleeves... Vixtas find it exceptionally easy to move in the shadows and are said to be able to see in the dark. {CN{catural {CM{caximum {Cs{ctats{D: 20 17 17 25 21 {CS{cize{D : Small {CR{cecommended {Cc{class{D : Mercenary/Blade {CC{creation {Cp{coints{D : 5 {CR{cesistance{D : Charm, Negative {CV{culnerability{D : Holy, Light {CS{chield{D : None {CA{cffected {Cb{cy{D : Infravision ~ -1 PHOENIX RACE_PHOENIX~ {CP{choenix{D A Phoenix is a huge, winged creature of outstanding beauty. This race loves to live in isolation, yes, they do not even live together in cities or tribes. Their ways of live are mainly dominated by an intense and harmonious relationship to nature: most of them are striders or guardians, lone rangers and protectors of nature. It is rumoured though that many a Phoenix lost his or her way and became a mercenary or fighter, often for quite dubious institutions and organisations. They are usually surrounded by a fiery aura. {CN{catural {CM{caximum {Cs{ctats{D: 21 19 19 19 22 {CS{cize{D : Huge {CR{cecommended {Cc{class{D : Strider/Guardian {CC{creation {Cp{coints{D : 7 {CR{cesistance{D : Fire, Mental {CV{culnerability{D : Cold, Drowning {CS{chield{D : Fireshield {CA{cffected {Cb{cy{D : None ~ -1 SHADOR RACE_SHADOR~ {CS{chador{D Not much is known of the race called Shador. They are said to have developed exceptional mental control and to mainly live in the shadows, stalking and hunting. Most of the ones operating in the known world are feared assassins or deathmasters, knowing hardly any mercy when it comes to earning money by placing a dagger in someone's back. They are also quite magical, resulting in the feared combination of deadly spells and even deadlier combat skills. {CN{catural {CM{caximum {Cs{ctats{D: 16 22 20 24 18 {CS{cize{D : Large {CR{cecommended {Cc{class{D : Assassin/Deathmaster {CC{creation {Cp{coints{D : 6 {CR{cesistance{D : Charm {CV{culnerability{D : Light {CS{chield{D : Shadowshield {CA{cffected {Cb{cy{D : None ~ -1 SAREEF RACE_SAREEF~ {CS{careef{D Sareefs are giant and mystical creatures, roaming the woods of the known world and singing low and disturbing songs of cruel and sometimes even heroic deeds. Many have developed a very strange style of melee combat, refusing to use any weapons and sometimes even armor, just using their bare hands as deadly tools of destruction. Although their mental capabilities are quite restricted, even when it comes to the use of the simplest forms of magic, their wits shouldn't be underestimated, especially by their opponents. They might seem slow and even mentally retarded at first, but once awoken and furious they will only stop to fight when they or their opponents are dead, the latter being far more probable and common. {CN{catural {CM{caximum {Cs{ctats{D: 23 16 15 22 24 {CS{cize{D : Giant {CR{cecommended {Cc{class{D : Shaolin/Sensai {CC{creation {Cp{coints{D : 10 {CR{cesistance{D : Sound {CV{culnerability{D : Wood {CS{chield{D : Prismaticshield {CA{cffected {Cb{cy{D : None ~ -1 BAKALI RACE_BAKALI~ {CB{cakali{D The bakali are a race of lizardfolk found in remote swamps near the eastern edge of the known world. Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in colour from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet are used like fingers. Although savage, they are not unintelligent. Indeed, they are particularly skilled at war. Using deception, ambushes and even retreats are not cowardly if the situation calls for it. Anything associated with war in victory or defeat is considered courageous. (Thanks go to Armadon for submitting this race.) {CN{catural {CM{caximum {Cs{ctats{D: 26 15 15 18 26 {CS{cize{D : Giant {CR{cecommended {Cc{class{D : Gladiator/Knight {CC{creation {Cp{coints{D : 10 {CR{cesistance{D : Fire {CV{culnerability{D : Cold {CS{chield{D : Fireshield {CA{cffected {Cb{cy{D : None ~ -1 FELINIAN RACE_FELINIAN~ {CF{celinian{D Felinian tribes (called "prides") tend to live in areas with little human habitation. In fact, they prefer to live separated from other races, though they regularly establish trade with other races. The reasoning behind this is not that they consider themselves superior, but rather that their shyness makes it difficult for them to interact and associate with other beings. Felinians are furred, catlike humanoids. They have four-fingered (three fingers with an opposable thumb) hands at the ends of their long arms, and their digits end in sharp claws. Surrounded by a thick mane, their faces are catlike, their eyes a mixture of human and feline with slit pupils set above feline muzzles. They are about equal in height to humans, but tend to average about 15 pounds lighter. Their ears sit atop their heads, like those of a cat, and give them heightened hearing. Most often, only the uppermost portion of the ears can be seen above the mane. (Thanks go to Armadon for submitting this race.) {CN{catural {CM{caximum {Cs{ctats{D: 20 17 17 26 20 {CS{cize{D : Medium {CR{cecommended {Cc{class{D : Mercenary/Blade {CC{creation {Cp{coints{D : 6 {CR{cesistance{D : Charm, Cold {CV{culnerability{D : Silver, Fire {CS{chield{D : None {CA{cffected {Cb{cy{D : None ~ -1 MAHO RACE_MAHO~ {CM{caho{D Long ago, legends say that the Uruha used the darkest of magics to defend their homeland. Sorcery of blood and sweat, defined by the summoning of creatures and rituals whose specifics were best left lost to time, were the magic practice of the ancient inhabitants of the Isawa Ariminhime. Only after the coming of the prophet's oath did they realise that such magic slowly corrupted their souls and turned the mind to evil. Crystal has been noted to have an effect on these tainted beasts. One would require to stare through a piece of pure crystal at the corrupt target, and implore the spirits within the crystal to adapt their ordinary behaviour. These beasts, originally no different from any folks within the province, succumbed to the lure of blood and power greather than the will of the human heart. No matter how much each victim attempts to escape, with each heartbeat, it returns to haunt. Though it might appear to have been left behind, it never leaves the victim. (Thanks go to Shane for submitting this race.) {CN{catural {CM{caximum {Cs{ctats{D: 17 22 22 22 17 {CS{cize{D : Medium {CR{cecommended {Cc{class{D : Assassin/Deathmaster {CC{creation {Cp{coints{D : 7 {CR{cesistance{D : Iron, Silver {CV{culnerability{D : Light {CS{chield{D : None {CA{cffected {Cb{cy{D : Farsight ~ 0 THAUMATURGY SKILL_THAUMATURGY~ Thaumaturgy reflects your character's ability to use magical items properly. This includes: {c*{D The reading of magical scrolls and books. {c*{D The use of staves and similar devices. {c*{D The use of wands and similar items. Thaumaturgy is automatically checked whenever you use {WZAP{D, {WBRANDISH{D or {WRECITE{D to use the powers of a magical item. ~ -2 'GROUP HEADER'~ The following skills and groups are available to your chacter: (this list may be seen again by typing list) ~ -2 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ -2 'MENU CHOICE'~ Choice (add,drop,list,help,learned,premise,info,class,done)?~ -1 'GROUPS' 'INFO' 'PREMISE'~ The skill system allows you to fully customize your new character, making him or her skilled in the skills you choose. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost. The experience breakdown is as follows: points exp/level points exp/level 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. ~ -1 'CLASS'~ Syntax: class class all class <group> Typing class by itself will list all spell groups that you currently have. The [class all] format will list all groups that are available to your particular class. The [class <group>] method will list all of the spells available to your class within that group, along with the level at which you recieve the spell. ~ 0 TRANSPORT SPELL_TRANSPORT~ Syntax: cast transport <object> <char> This spell will transport an obj from your inventory to the inventory of another player. You can turn off the ability to recieve transports using the notran command. ~ 0 'SHIELD BLOCK' SKILL_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 FIRESHIELD ICESHIELD SHOCKSHIELD SPELL_FIRESHIELD SPELL_ICESHIELD SPELL_SHOCKSHIELD~ These arcane and costly spells are only for the most learned of the ranks of mages and clerics wandering the land. They require great amounts of energy and can be very devastating. The following spells are included in this group and are listed in order of strength: iceshield surrounds target with a thick shell of ice fireshield surrounds target with a flaming inferno shockshield surrounds target with a crackling sphere These spells were coded by Kelson (Micah Bartell) for use with ROM based muds, and are released under the GNU license.(use them, edit them, give me mention) Questions and comments can be sent to micah@cse.unl.edu. ~ 0 BACKSTAB SKILL_BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. Only thieves may learn the backstab. ~ 0 BASH SKILL_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. ~ 0 BERSERK SKILL_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. ~ 0 DIRT 'DIRT KICKING' SKILL_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. ~ 0 DISARM SKILL_DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill. ~ 0 DODGE SKILL_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. ~ 0 'ENHANCED DAMAGE' SKILL_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. ~ 0 'HAND TO HAND' SKILL_HAND_TO_HAND~ Hand to hand combat is a rare skill in the lands of Midgaard. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it. ~ 0 KICK SKILL_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. ~ 0 PARRY SKILL_PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ 0 RESCUE SKILL_RESCUE~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ 0 TRIP SKILL_TRIP~ Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip. ~ 0 'SECOND ATTACK' SKILL_SECOND_ATTACK~ Training in second attack allows the character a chance at additional strikes in combat -- allow a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it. ~ 0 'THIRD ATTACK' SKILL_THIRD_ATTACK~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors, rangers, and highly skilled thieves may learn this skill. ~ 0 'FOURTH ATTACK' SKILL_FOURTH_ATTACK~ Training in fourth attack allows the character a chance at an additional strike in a combat, and increases the chance of a third attack as well. Perfect fourth attack does NOT assure four attacks per round. Only warriors, rangers, and highly skilled thieves may learn this skill. ~ 0 'FIFTH ATTACK' SKILL_FIFTH_ATTACK~ Training in fifth attack allows the character a chance at an additional strike in a combat, and increases the chance of a fourth attack as well. Perfect fifth attack does NOT assure five attacks per round. Only warriors and highly skilled rangers may learn this skill. ~ 0 'SIXTH ATTACK' SKILL_SIXTH_ATTACK~ Training in sixth attack allows the character a chance at an additional strike in a combat, and increases the chance of a fifth attack as well. Perfect sixth attack does NOT assure six attacks per round. Only warriors and highly skilled rangers may learn this skill. ~ 0 'SEVENTH ATTACK' SKILL_SEVENTH_ATTACK~ Training in seventh attack allows the character a chance at an additional strike in a combat, and increases the chance of a sixth attack as well. Perfect seventh attack does NOT assure seven attacks per round. Only warriors and highly skilled rangers may learn this skill. ~ 0 HIDE SNEAK SKILL_HIDE SKILL_SNEAK~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. Only warriors and thieves may learn these skills. ~ 0 'FAST HEALING' SKILL_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. ~ 0 LORE SKILL_LORE~ Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. ~ 0 HAGGLE HAGGLING SKILL_HAGGLE SKILL_HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ 0 PEEK SKILL_PEEK~ Peek is both a skill and a command. The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. Syntax: peek <char> This will attempt to peek at a characters inventory, you may also make this automatic during a: look <char> by turning on AUTOPEEK. ~ 0 PICK 'PICK LOCK' SKILL_PICK~ 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. ~ 0 MEDITATION SKILL_MEDITATION~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, have much trouble learning to meditate. ~ 0 STEAL SKILL_STEAL~ Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers gaurd their merchandise carefully, and attempting to steal from a character earns you a THIEF flag if you are caught (making you free game for killing). ~ 0 'DETECT GOOD' SPELL_DETECT_GOOD~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ 0 'DEMONFIRE' SPELL_DEMONFIRE~ Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ 0 'HEAT METAL' SPELL_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 FRENZY SPELL_FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ 0 HASTE SPELL_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'). ~ 0 SLOW SPELL_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 PLAGUE SPELL_PLAGUE~ Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ 0 'PROTECTION GOOD' 'PROTECTION EVIL' SPELL_PROTECTION_GOOD SPELL_PROTECTION_EVIL~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. ~ 0 'PROTECTION NEUTRAL' SPELL_PROTECTION_NEUTRAL~ Syntax: cast 'protection neutral' This spell can only be cast on yourself and gives you a -10 bonus on your saves. ~ 0 'CHAIN LIGHTNING' SPELL_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 FARSIGHT SCAN SPELL_FARSIGHT~ scan farsight Syntax: scan scan <direction> cast 'farsight' The scan command allows the user to detect movement in surrounding areas. The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ 0 MASS HEALING SPELL_MASS_HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ 0 FIREPROOF SPELL_FIREPROOF~ Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ 0 'CRITICAL HIT' SKILL_CRITICAL_HIT~ This is an automatic skill avalaible to mercenaries/blades and assassins/deathmasters. Members of those classes will occasionally land critical hits, resulting in higher damage. There are no critical hits during circles/backstabs/assassinates because all those skills are basically already critical hits. ~ 0 WARD SPELL_WARD~ Syntax: cast 'ward' <damage> Powerful sorcerers and bishops can use the forces of magic to protect themselves by a mystical ward. This spell can only be cast on yourself and will absorb the first attack (regardless whether it's magic or not) which would inflict more damage than the given number. Afterwards the ward will vanish. (A current ward can be updated/refreshed by casting the spell again with a new value.) ~ 0 'TIGER STYLE' 'DRAGON STYLE' 'CHAOS STYLE' 'ELEMENTAL STYLE' SKILL_TIGER_STYLE SKILL_DRAGON_STYLE SKILL_CHAOS_STYLE SKILL_ELEMENTAL_STYLE~ These are automatic shaolin/sensai skills. They are their most important weapons and those skills have a great impact on their combat power. ~ 0 OFFHAND SKILL_OFFHAND~ This is an automatic skill available to mercenaries/blades. It enables them to land fourth and fifth hits on circle and backstab. ~ 0 ASSASSINATE SKILL_ASSASSINATE~ Syntax: assassinate <victim> One of the most important concepts used by assassins and deathmasters is the exact study of their opponent's weaknesses. They use their assassination skill to expose them, resulting in more damage. Furthermore, asssassinate is similar to backstab and must be used as initial attack. ~ 0 EARTHBIND SKILL_EARTHBIND~ Syntax: earthbind <target> Use this skill to rip your opponent from the skies. ~ 0 SANDSTORM SPELL_SANDSTORM~ Syntax: cast 'sandstorm' <target> Sandstorm is a powerful elemental spell which might even blind your opponent occasionally. ~ 0 RUB SKILL_RUB~ Syntax: rub Use this skill to clear your eyes when you've been blinded by dirt kicking or flaming weapons. ~ 0 SEVER SPELL_SEVER~ Syntax: cast 'sever' <target> This is probably the most powerful spell in every bishop's arsenal. As long as your opponent is affected by this spell, (s)he can not use sanctuary. ~ 0 'ELEMENTAL FURY' SPELL_ELEMENTAL_FURY~ Syntax: cast 'elemental fury' <target> This is a powerful attack spell available to bishops, calling upon the forces of nature to strike their opponents. ~ 0 'SHIELD LEVITATION' SKILL_SHIELD_LEVITATION~ This is an automatic skill which allows you to use a shield while dual wielding. ~ 0 BLACKJACK SKILL_BLACKJACK~ Syntax: blackjack <target> Thieves use this skill to knock out their opponents. Be wary though, your opponent might wake again faster than you think! And he won't be too friendly then... ~ 0 'TRUE SIGHT' SPELL_TRUE_SIGHT~ Syntax: cast 'true sight' This spell gives you all detects. ~ 0 CHARGE SKILL_CHARGE~ Syntax: charge <target> Experienced knights use this skill as initial attack. It is not as powerful as backstab but still very effective. ~ 0 'SHIELD SMASH' SKILL_SHIELD_SMASH~ Syntax: smash <target> While wearing a shield, you can try to smash your opponent. This is quite a powerful skill, gladiators/knights might even stun their opponents occasionally. ~ 0 SWARM SPELL_SWARM~ Syntax: cast 'swarm' <target> This is a very evil spell used by necromancers to summon swarms of diseases to slow and blind their opponents. ~ 0 'DEATH TOUCH' SPELL_DEATH_TOUCH~ Syntax: cast 'death touch' <target> Master necromancers use this spell to harm their enemies with the forces of death. This might occasionally result in their opponents being stunned and/or dazed. ~ 0 BLOODBATH SPELL_BLOODBATH~ Syntax: cast 'bloodbath' <target> This horrible spell enables a necromancer to control their opponent's bloodflow, resulting in enormous masses of blood spurting out of their enemies' wounds. While your enemy is affected by this spell, your feed damage is increased and you might sometimes be so full of bloodlust that you take a second bite. ~ 102 BUILDING~ Please follow those rules when building: *You're free to use color as much as you like, but not in a mob's short description. Generally speaking, it's better to avoid excessive amounts of color in both room and long descriptions. *Stick to the rules set down in HELP EQSTATS/HELP DICES. Exceptions can only be made in special cases (this will mainly concern hero equipment or class equipment). *Don't use the same (room) description over and over. Being creative is part of your job. Exceptions can be made if the area being built is mainly intended for levelling. *If you create objects intended for immortal use (yeah, we all like to cheat and have that extremely powerful equipment :), set the object level to 102, so regular mortals are not able to use those objects. Those rules are subject to changes (with notice). Generally speaking, use your intellect and try not to endanger either balance or playability, and there won't be any problems. Fade, last changed on 12/06/01 ~ 102 EQSTATS~ Paradox MUD OLC Armor and Weapon Guide Level of Total Max Max Armor Eq/Armor hp/mana/move Saves Stats Class Damroll/Hitroll 0-10 none one none 0-4 1 hitroll, 1 damroll 11-20 armor: 60 -1 1pt 5-8 2 hitroll 2 weapon: 30 damroll 21-30 armor: 90 -1 2pts 9-12 3 hitroll, 3 weapon: 45 damroll 31-40 armor: 120 -2 3pts 13-16 4 hitroll, 4 weapon: 60 damroll 41-50 armor: 150 -2 4pts 17-20 5 hitroll 5 weapon 75 damroll 51-60 armor: 200 -3 4pts 18 7 hitroll, 7 weapon: 100 damroll 61-70 armor: 250 -3 5pts 21 10 hitroll, 10 weapon: 125 damroll 71-80 armor: 300 -4 5pts 24 14 hitroll, 14 weapon 150 damroll 81-90 armor: 350 -4 6pts 37 19 hitroll, 19 weapon: 175 damroll 91-100 armor: 375 -5 6pts 32 25 hitroll, 25 weapon: 200 damroll 101 armor: 400 -5 7pts 33 35 hitroll, 35 weapon: 225 damroll Mob Wealth: 25 * Level of Mob ~ 102 DICES~ Weapon's Dice (these numbers are not variable) LevelDice Ave Dam 1-2 2d3 4 3-4 2d4 5 5-6 3d3 6 7-8 2d6 7 9 7d8 8 10-113d5 9 12 4d4 10 13-142d10 11 15 4d5 12 16-173d8 13 18 4d6 14 19-205d5 15 21 4d7 16 22-235d6 17 24 4d8 18 25-263d12 19 27 5d7 20 28-296d6 21 30 5d8 22 31 2d22 23 32 6d7 24 33 5d9 25 34 4d12 26 35 6d8 27 36 7d7 28 37 2d28 29 38 6d9 30 39 7d8 31 40 5d12 32 41-426d10 33 43 4d16 34 44-457d9 35 46 8d8 36 47 5d14 37 48 7d10 38 49 6d12 39 50 8d9 40 51 2d40 41 52 5d16 42 53 3d28 43 54 8d10 44 55 9d9 45 56 4d22 46 57 5d18 47 58 8d11 48 59 9d10 49 60 5d19 50 61 6d16 51 62 8d12 52 63 2d52 53 64 9d11 54 65 10d10 55 66 8d13 56 67 6d18 57 68 9d12 58 69 7d16 59 70 10d11 60 71 11d10 61 72 4d30 62 73 9d13 63 74 8d15 64 75 10d12 65 76 11d11 66 77 9d14 67 78 8d16 68 79 6d22 69 80 7d19 70 81 13d10 71 82 9d15 72 83 7d20 73 84 4d36 74 85 10d14 75 86 8d18 76 87 11d13 77 88 13d11 78 89 3d52 79 90 8d19 80 91 9d17 81 92 3d54 82 93 11d14 83 94 12d13 84 95 10d16 85 96 4d42 86 97 6d28 87 98 11d15 88 99 3d58 89 100 12d14 90 101 13d13 91 ~ -1 AUCTION~ Syntax: auction toggle auction channel on/off auction list view a list of auctioned items auction info <ticket> view info about an auctioned item auction bid <ticket> <amount> place bid for an auctioned item auction submit <item> [<sum>] put an item up for auction (with an optional minimum bid) As of now, the use of the auction system is free. ~ 0 'SHADOW WALK' SHADOWWALK SKILL_SHADOW_WALK~ Syntax: shadow walk The shadow walk skill is a thief and assassin talent, an improved method of blending in with the shadows. When shadow walked, other adventurers are unable to detect your presence in any form, unless affected by the spell ultravison. Certain actions, like attacking an opponent however, give away your whereabouts. ~ -1 BANKS DEPOSIT WITHDRAW BALANCE~ Syntax: deposit <amount> withdraw <amount> balance Those commands can only be used in one of the banks (check out the one in Shadun, for example). You can only deposit and withdraw platinum. There are no fees for using the bank. ~ -1 PKP 'PK POINTS' PKPOINTS~ So called pk points (abbreviated as pkp) are a measure of your ability to playerkill (and also to stay alive). Everytime you kill another player, you gain a certain amount of pkp, depending on your opponents level. Generally speaking, you will gain a fifth of their pkp if they are below your level, a fourth if they are at the same level and a third if they are of higher level than you. ~ -1 AUTOALL~ Syntax: autoall Use this command to set all your autos (as in autolist) to default values. ~ 0 PHASE SKILL_PHASE~ This is an automatic skill comparable to dodge, just that it let's you phase your body to avoid your opponent's blows. This skill is mainly used by liches and necromancers. ~ 0 ULTRAVISION SPELL_ULTRAVISION~ Syntax: cast 'ultravision' This spell lets you detect any shadow walkers in your PK range. ~ 0 GROW SPELL_GROW~ Syntax: cast 'grow' <target> This spell calls forth the forces of nature to slow and hinder your opponent. ~ 0 'PROTECTIVE FORCE' SPELL_PROTECTIVE_FORCE~ Syntax: cast 'protective force' This is a protective spells useable by striders and guardians. It occasionally helps them to avoid the effects of their opponent's shields and weapon flags. ~ 0 RESISTANCE SPELL_RESISTANCE~ Syntax: cast 'resistance' Resistance is a powerful protective spell useable by striders and guardians. It will help them to resist all sorts of spells and will occasionally reduce the spell damage they receive. ~ 0 CLEANSING SPELL_CLEANSING~ Syntax: cast 'cleansing' <target> This spell calls upon the forces of nature to cleanse your opponent, sometimes resulting in protective spells like sanctuary vanishing. (This spell is comparable to dispel magic.) ~ 0 'COUNTERATTACK' SKILL_COUNTERATTACK 'COUNTER ATTACK' SKILL_COUNTER_ATTACK~ This is an automatic skill which lets you counter your opponent's attacks. You can counter up to three attacks per round. ~ -1 VIEW~ Syntax: view view <player> Use this command if you wish to be visible to certain players, although you are shadow walking or otherwisely invisible. ~ 0 CHOP SKILL_CHOP~ Syntax: chop <target> This skill lets you strike your opponent with a quick chop with the side of your hand. This might weaken or paralyze their hands, sometimes they even drop or remove their weapons. ~ 0 'MANA SHIELD' SPELL_MANA_SHIELD~ Syntax: cast 'mana shield' This is a powerful protective spell useable by sorcerers. If they are surrounded by a mana shield, the shield can absorb a small part of the physical damage done to them, which is not deducted from their hitpoints but from their mana. ~ -1 STANCES~ Syntax: stance <stance> Only shaolin and sensai can use stances. Type stances to see the ones available, stance <stance> to select a stance. (Stances let you use some weaponflags, even though you cannot use weapons; try and see for yourself.) ~ 0 HAILSTORM SPELL_HAILSTORM~ Syntax: cast 'hailstorm' <target> Hailstorm is a powerful elemental spell, used to strike your opponent with a bone chilling and devastating hailstorm. ~ 0 SCRIBE BREW SKILL_SCRIBE SKILL_BREW~ Syntax: scribe <name> <spell1> <spell2> <spell3> brew <name> <spell1> <spell2> <spell3> Scribe and brew work very similar, use those skills to either create scrolls or potions containing one or more spells. Please note that you need to have the right components for scribing or brewing in your inventory for these skills to work. (First tier characters can only imbue up to two spells.) ~ 0 TORNADO SPELL_TORNADO~ Syntax: cast 'tornado' <target> Tornado is a powerful attack spell invoking the forces of nature; it usually hits multiple targets. ~ 0 LEECH SPELL_LEECH~ Syntax: cast 'leech' <target> Leech is a terrible spell necromancers and liches use to infest their opponents' bodies with a living leech. This leech will constantly drain their hitpoints, mana and moves, transferring some of that energy to the necromancer/lich. ~ 0 STRIKE SKILL_STRIKE~ Syntax: strike <target> Strike is a quick and deadly attack skill developed by the most accomplished assassins and deathmasters. It can be used every round (unless the deathmaster is blind or disarmed) to deal one or two critical hits to the assassin's opponent, often resulting in lethal damage or injuries. ~ 0 'CORRUPT POTION' SPELL_CORRUPT_POTION~ Syntax: cast 'corrupt potion' <object> This spell converts any potion into a poisonous and deadly brew. Use this in connection with the {WSLIP{D skill. ~ 0 SLIP SKILL_SLIP~ Syntax: slip <what> <where> Use this skill to slip objects into another person's inventory. The higher your skill, the better the chance you will succeed in doing this unseen. ~ -1 BOUNTY~ Syntax: bounty <char> <platinum> Use this command to put a bounty on someone's head. If the bountied person is killed, the money is automatically transferred to his/her killer. The contracted person will receive a message that a bounty has been put on his/her head, but (s)he will not see who did it. ~ -1 DRAG PUSH~ Syntax: drag <target> <direction> push <target> <direction> Use these commands to drag or push mobs around. You can also drag or push players around as long as they are asleep. ~ 102 IQUEST~ Syntax: iquest on start an iquest iquest off stop the running iquest iquest close close the current iquest (meaning no more players can join) iquest force [command] force all questors to execute the given command iquest transfer [where] transfer all questors to the given location (default is your location) iquest restore restore all questors iquest ban <questor> kick the given questor out of the quest iquest peace stop all fighting (among questors, etc.) ~ -1 IQUEST~ Syntax: iquest Use this command to join a global quest. Once you've joined you can only quit the quest by leaving the game. Please note that this is usually frowned upon by most quest immortals. (Also read {WHELP QUESTS{D, please.) ~ -1 GAMESTATES PARADOX 'TOTAL CHAOS' 'SOLO MODE' '1VS2 MODE' MODES~ Paradox MUD has four different modes, so-called "gamestates". Each of these modes differs when it comes to ganging, looting, safe rooms, arena states, etc. Usually, the gamestate changes every 8-16 ticks; Paradox only lasts 3-5 ticks though. {C*{RT{rota{Rl C{rhao{Rs{D: During this gamestate you can fight as many people as possible simultaneously. Safe rooms are safe, regular {WLOOTING{D restrictions apply, the PvP arena is open. {C*{YS{yol{Yo M{yod{Ye{D: You can only fight one on one during this gamestate. Please note that this only applies to PvP (Player versus player) fights; you can still be attacked while fighting mobiles. Safe rooms are safe, regular {WLOOTING{D restrictions apply, the PvP arena is open. {C*{R1{rvs{R2 {RM{rod{Re{D: You can only fight one or two other players during this gamestate. Safe rooms are safe, regular {WLOOTING{D restrictions apply, the PvP arena is open. {C*{GP{ga{Wr{Da{Wd{go{Gx{D: This is comparable to {RT{rota{Rl C{rhao{Rs{D, but there are {RNO{D safe rooms. {WLOOTING{D is not possible and the PvP arena is locked during Paradox. You will lose {WPK POINTS{D during all gamestates if you get pkilled. If you are grouped during {YS{yol{Yo {YM{yod{Ye{D or {R1{rvs{R2 M{rod{Re{D, only as many group members as allowed will assist you. You will be warned that a gamestate change is due one tick before it actually occurs; the arena will be reset and locked during this tick. As soon as the gamestate changes, all players will be restored and all fights (PvP fights) will be stopped. {RA{rttentio{Rn{D: Clanned players cannot recall to their clanhall when a gamestate change is due or the world is in {GP{ga{Wr{Da{Wd{go{Gx{D! This helpfile was created by Fade, July 10th, 2001. ~ 107 AREA_CREATION 'CREATING AREAS'~ {c1{C){D You have to be at least level 107 (Lead Builder). {c2{C){D Usually you will talk to one of the immortals above you before you create a new area. This doesn't mean you can't create areas without a higher immortal being online but you should have discussed some basic concepts of the new area (theme, level range, etc.). Don't worry too much though, after all *you* are the lead builder. {c3{C){D Check '{Walist{D' and figure out the next free area number. {c4{C){D Type '{Warea edit create <number>{D'. {c5{C){D Set a name for the new area with '{Wname <name>{D'. {c5{C){D Set a filename for the new area with '{Wfile <name>{D'. Note that you {RM{rUST NO{RT{D include the extension '{W.are{D'. {c6{C){D Set a vnum range for the new area. This is a bit tricky since you have to find out about a free range of vnums via 'alist' first. If you're not sure whether the vnums you want the area to have are free or not, just enter '{Wvnum <lower> <upper>{D' and the system will tell you; if everything is alright, the vnums will be set. {c7{C){D Ignore Age and Players. {c8{C){D Set the security of the area. Security Meaning 1 Every immortal can edit the area (change its name, etc.) and build in it. 2 Every immortal level 103+ can edit the area and build in it. 3 104+ (Builder) 4 105+ (Quality Control) 5 106+ (Head Quest Imm) 6 107+ (Lead Builder) ... It is preferred that you set the security to your own security for a start and assign builders manually instead of allowing whole groups of immortals working on the area. Syntax: '{Wsecurity <number>{D' {c9{C){D Assign one or more builders. Syntax: '{Wbuilder <name>{D' It is necessary that you assign the builder called 'Unlinked' if you don't want players to gate/summon/teleport into/from your unfinished area. {c10{C){D Set the credits. Syntax: '{W{{lower upper} Creator Name{D' Whatever you enter here will show up like that when the '{Wareas{D' command is typed (only if there's no builder called 'Unlinked' though). {c11{C){D Type '{Wdone{D', and '{Wasave changed{D'. This help entry was created by Fade, June 29th, 2001. ~ -1 LOOTING~ {C*{DThere is no looting allowed during {GP{ga{Wr{Da{Wd{go{Gx{D. {C*{DIf you're killed outside of Paradox, the player who landed the killing blow may loot (7-Number of Killers) items, quest items and containers counting as two. Thus, if you're killed by a gang of five, only two items can be looted. Generall speaking, it is considered good style to loot as rarely as possible, especially in spars. Ulimatively, the decision is up to you, but keep in mind that this game is about having fun and not about constantly pissing off other players. ~ -1 ARENA CHALLENGE ACCEPT DECLINE~ How to use the PvP arena: {C*{D{RC{rhallenge{D <player>: This challenges another player to a match in the arena. {C*{D{RA{rccept{D: This accepts a challenge you've received by another player. {C*{D{RD{recline{D: This declines a challenge you've received by another player. {C*{D{RD{rismiss{D: This withdraws a challenge you've sent. After the challenge is accepted, both players are transferred to the arena. After the fight ends (or one player drops link and the arena is reset, which is punishable when done repeatedly and/or on purpose), both players are transferred to different rooms and the arena is open again. {C-{DYou can't challenge while cornered. {C-{DImmortals can't enter the arena. {C-{DThe arena is locked during {GP{ga{Wr{Da{Wd{go{Gx{D and gamestate changes. {C-{DYou need to be visible to challenge. {C-{DBoth you and the challenged person need to be in a safe room to challenge. {C-{DPlayers below level 21 or more than 50 levels below you cannot be challenged. {C-{DYou can't quit while being challenged or having sent a challenge. This helpfile was created by Fade, July 10th, 2001. ~ -1 CLASS_GLADIATOR CLASS_KNIGHT KNIGHTS GLADIATORS~ {CG{cladiator{D/{CK{cnight{D Gladiators and knights are the masters of melee combat. No other class receives that many attacks. While their combat skills are definitely awesome, they know almost nothing about magic and have only few spells. Gladiators/knights also have the biggest hit point gains per level. {CM{cain {Cs{ckills{D : Bash, Stun, Enhanced Damage, Shield Smash, Charge, Berserk, All weapon skills {CM{cain {Ca{cttribute{D: Strength ~ -1 CLASS_WIZARD CLASS_SORCERER WIZARDS SORCERERS~ {CW{cizard{D/{CS{corcerer{D Wizards and sorcerers are the most powerful spellcasters of the known world. They are the only two classes which have access to the draconian spells such as lightning breath, etc. While their melee combat skills are very weak, their mental and magical powers are definitely outstanding. Wizards and sorceres also heavily rely on their shields of which they possess several different variations. {CM{cain {Cs{ckills{D : Offensive and protective spells, Draconian breaths, Shields, Mana Shield {CM{cain {Ca{cttribute{D: Intelligence ~ -1 CLASS_PRIEST CLASS_BISHOP PRIESTS BISHOPS~ {CP{criest{D/{CB{cishop{D Priests and bishops are powerful spellcasters with above average combat skills. They have the ability to sever their opponents from their god's sanctuary and have access to many protective and healing spells. {CM{cain {Cs{ckills{D : Dual Wield, Shield Levitation, Sever, Elemental Spells, Bless, Healing Spells {CM{cain {Ca{cttribute{D: Wisdom ~ -1 CLASS_MERCENARY CLASS_BLADE MERCENARY MERCENARIES BLADES~ {CM{cercenary{D/{CB{clade{D Mercenaries and blades are outstanding fighters, able to deal many critical hits with backstabs and circles. They are also known to possess the ability to steal and knock their opponents unconscious. Mercenaries and blades are also capable of walking the shadows and remaining totally unseen, even to the keenest of observers. {CM{cain {Cs{ckills{D : Backstab, Circle, Critical Hit, Offhand, Steal, Blackjack, Gouge, Shadow walk, Ultravision {CM{cain {Ca{cttribute{D: Dexterity ~ -1 CLASS_STRIDER CLASS_GUARDIAN STRIDERS GUARDIANS~ {CS{ctrider{D/{CG{cuardian{D Striders and guardians possess both good combat skills and a great ability at spell casting. Their harmonious relationship to nature also leads to an exceptional protection from magic and its harmful effects. Due to their good selection of spells and skills, they can compete with every class easily once a certain level of skill is reached. {CM{cain {Cs{ckills{D : Protective Force, Resistance, Cleansing, Grow, Hailstorm, Chain Lightning, Cascade, Counterattack, Enhanced damage {CM{cain {Ca{cttribute{D: Strength ~ -1 CLASS_SHAMAN CLASS_ELDER ELDERS SHAMANS~ {CS{chaman{D/{CE{clder{D Shamans and elders are not quite unlike bishops and priests, although their offensive powers are far more powerful. They possess the ability to create scrolls and potions containing multiple spells and generally have a good knowledge how to conjure the forces of nature in order to strike their opponents with elemental spells. {CM{cain {Cs{ckills{D : Dual Wield, Shield Levitation, Scribe, Brew, Elemental Spells (Hailstorm, Tornado), Bless {CM{cain {Ca{cttribute{D: Wisdom ~ -1 CLASS_LICH CLASS_NECROMANCER LICHES NECROMANCERS~ {CL{cich{D/{CN{cecromancer{D Liches and necromancers are feared for their wide array of maladictions and harmful spells. One of their most important skills is the ability to feed on their opponents and strike them down with swarms of diseases and pestilences. Liches and necromancers also have better combat skills than most other spellcasters. {CM{cain {Cs{ckills{D : Feed, Bloodbath, Death touch, Swarm, Leech, Dual wield, Shield levitation, Backstab, Forms (Essence of mist/bat/wolf) {CM{cain {Ca{cttribute{D: Constitution ~ -1 CLASS_SHAOLIN CLASS_SENSAI SHAOLINS SENSAIS~ {CS{chaolin{D/{CS{censai{D Shaolin and sensai are quite similar to knights, although they fight without weapons (and couldn't use them, even if they wished so). They are able to punch through their opponent's sanctuary and probably deal the highest average damage per round of all classes. They also have a small but useful selection of protective spells. {CM{cain {Cs{ckills{D : Tiger Style, Dragon Style, Chaos Style, Elemental Style, Stances, Chop, Shield Smash {CM{cain {Ca{cttribute{D: Constitution ~ -1 CLASS_ASSASSIN CLASS_DEATHMASTER ASSASSINS DEATHMASTERS~ {CA{cssassin{D/{CD{ceathmaster{D Assassins and deathmasters possess a dangerous combination of effective combat skills and magical abilities. They are able to find their opponents' weaknesses and exploit them ruthlessly. Assassins and deathmasters also have extensive knowledge of poisons and their use. Like blades they can walk the shadows and remain unseen. {CM{cain {Cs{ckills{D : Assassinate, Critical hit, Strike, Corrupt potion, Slip, Shield Levitation, Shadow walk, Ultravision, Blade poison {CM{cain {Ca{cttribute{D: Dexterity ~ -1 RACES~ These are the races of {GP{ga{Wr{Da{Wd{go{Gx{D MUD currently playable by mortals: {CC{cylith{D, {CE{cfrit{D, {CD{crezil{D, {CR{cahmat{D, {CS{civah{D, {CR{cevada{D, {CV{cixta{D, {CP{choenix{D, {CS{chador{D, {CB{cakali{D, {CM{caho{D, {CF{celinian {Dand {CS{careef{D To obtain more information on a single race, type {WHELP RACE_RACENAME{D, e.g. {WHELP RACE_EFRIT{D. If you have an idea for a new race, create a helpfile for it using one of the existing helpfiles as template and send it to Fade. Descriptions should be about eight lines long. If your race is balanced and fits into the game, it will be most likely added to the already existing races. Last updated by Fade, 07/20/2001 ~ -1 QUESTS AQUESTS~ There are two different types of quests in {GP{ga{Wr{Da{Wd{go{Gx{D MUD: {c* {RI{rquests{D (quests run by immortals): If an immortal announces a quest (or you see that the global quest flag is on in the who list), you can join the quest by typing {WIQUEST{D. (Read '{Whelp iquest{D'.) Please check if you have turned on the qgossip channel, since the immortal running the quest will give out necessary information on this channel. {c* {RA{rquests{D (quests given out by the questmaster): To go on an aquest, visit the questmaster in Shadun (he dwells in the basement of the potion shop). Type {WQUEST REQUEST{D. Other commands: {WQUEST POINTS{D : Shows how many aquest points you currently have. You can also see this information by typeing {WSCORE{D. {WQUEST INFO{D : Shows if you are currently on a quest. {WQUEST TIME{D : Shows how much time is left if you are on a quest or how much time still has to pass until you can go on your next quest. {WQUEST REQUEST{D : Requests a new quest if you aren't currently on a quest. {WQUEST COMPLETE{D: Type this if you have completed your current quest and are ready to receive your reward. {WQUEST LIST{D : Shows a list of available quest items. {WQUEST BUY{D : Buys a quest item. {WQUEST IDENTIFY{D: Shows the values of a quest item. {WQUEST QUIT{D : Quits your current quest. {WQUEST CONVERT{D : Converts one iquest point into 20 aquest points. {WQUEST REVERT{D : Converts 20 aquest points into one iquest point. {WQUEST SELL{D : Sells a quest object. You receive half the price in aquest points. Please note that is not allowed (and possible) to go on or complete an aquest while your iquest flag is turned on. Last updated by Fade, 07/20/2001 ~ -1 NEWBIES STARTERS BEGINNERS 'GETTING STARTED' STARTING 'NEWBIE INFO'~ Welcome to {GP{ga{Wr{Da{Wd{go{Gx{D MUD! This file lists some important facts you need to know when starting on Paradox MUD and also gives an overview over which helpfiles and commands are necessary to achieve a better understanding of the game. {c*{D Paradox MUD has no mud school. {c*{D Basic informational commands: {WSCORE{D, {WPRACTICE{D, {WSKILLS{D, {WSPELLS{D, {WWHOIS{D {c*{D You can reach most of the areas in the game via portals to be found in Shadun Castle (two south, one up from the place where you enter the game). {c*{D Type {WHELP{D to get an overview over the help system, it is quite well organized and should be easy to use. {c*{D Type {WRULES{D to read the rules. {c*{D Paradox MUD is a PK (playerkilling) centered MUD. Expect to be killed on a regular basis and don't take it too serious. Starting out might be hard but it's worth the effort. {c*{D Read the helpfiles {WGAMESTATES{D, {WGATE{D, {WPKP{D, {WLOOTING{D to learn more about how PK is handled on Paradox MUD. {c*{D Read the helpfile {WQUESTS{D to learn more about the two different quest systems and how to use them. {c*{D Read the helfile {WARENA{D to learn more about the players versus player arena. {c*{D Read the helpfile {WAUCTION{D to learn more about the auction system. {c*{D It's very important to get to know the strengths and weaknesses of every class and race in the game. Read the helpfiles {WRACES{D and {WCLASSES{D; if you want more specific information, type '{WHELP RACE_RACENAME{D' (e.g. {WHELP RACE_SIVAH{D) or '{WHELP CLASS_CLASSNAME{D' (e.g. {WHELP CLASS_BLADE{D). Also use the {WSHOWSKILL{D and {WSHOWCLASS{D commands to see which spells/skills a certain class gets and to which classes certain spells/skills are available at which level. {c*{D Read the helpfile {WRECALL{D to find out how you can return to the hometown if you get lost. {c*{D Read the helpfile {WCORPSE{D to find out how to recover your corpse when you die. {c*{D Important locations: {CP{cotion {CS{chop{D : one east from recall {CQ{cuestmaster{D : one east, one down from recall {CH{cealer{D : one north from recall {CT{crainer{D : two west from recall {CB{cank{D : south, east, north from recall {CM{corgue{D, {Cc{corpse {Cr{cecovery{D: south, east, south from recall {CD{conation {Cp{cit{D : south, three east from recall {c*{D If you have questions left, use the {WASK{D channel or send a tell to one of the visible immortals. Last updated by Fade, 07/21/2001 ~ -1 CORPSES 'CORPSE RECOVERY' CRECOVER~ Rumour has it that Shadun now has a morgue where the unfortunate people who are unable to find their corpse(s) themselves can recover their remains for a small fee. (The morgue is located south, east, south from recall.) Use the '{Wcrecover{D' command. This service is free to mortals below level 21 and costs about half your level in platinum for everyone else. If you have been pkilled and your corpse has not been fully looted yet, you will have to wait two ticks until your corpse can be recovered. ~ -1 CHANNELS~ These are the channels available in {GP{ga{Wr{Da{Wd{go{Gx{D MUD: {c*{D {RF{rlame{D: Use this channel to vent your emotions. Type RULES to see what is NOT appropriate. {c*{D {RO{rOC{D: This is the standard channel. Use this to talk about everything you like, except there is a more suitable channel for it. {c*{D {RC{rlan {Rg{rossip{D: Available to all clanned players. {c*{D {RQ{ruest {Rg{rossip{D: This channel is used by immortals to give out information on quests in progress. {c*{D {RM{rusic{D: Well, if you feel the need to sing or get rid of some poetry, this is your channel. {c*{D {RA{rsk{D/{RA{rnswer{D: Use this channel to ask and answer questions concerning the game. {c*{D {RQ{ruote{D: This is the channel used for quoting things. No fake quotes please. {c*{D {RG{rrats{D: Feel the need to congratulate someone? Here you go. Please note that changing channel colors, the excessive use of CAPS and spamming is frowned upon by everyone. So don't do it. Last updated by Fade, 07/21/2001 ~ -1 SHOWSKILL SHOWCLASS~ Syntax: showskill <skill-/spellname> showclass <classname> Showskill shows which classes get the specified spell/skill at which level. Showclass gives an overview over which spells/skills a specified class receives at which level. ~ 0 'ADVANCED DISARM' SKILL_ADVANCED_DISARM~ This skill increases the overall efficiency of disarm and allows mercenaries and blades to occasionally disarm gladiators and knights (despite their grip skill). Advanced disarm is an automatic skill. ~ -1 KILL~ Syntax: kill <target> This initiates combat with the given target. {RN{rOT{RE{D: You can also use kill to switch between attackers or to draw other people into a fight, even if you are already fighting. ~ 0 'DUAL WIELD' SKILL_DUAL_WIELD SECOND~ Syntax: second <weapon> Dual wield is the skill necessary for wielding weapons in your offhand (i.e. wielding two weapons at the same time). ~ 0 CIRCLE SKILL_CIRCLE~ Syntax: circle Circle is the most important offensive skill of mercenaries and blades. It is comparable to a backstab, just that you can use it during combat. In combination with the offhand skill, you can get up to five hits on a successful circle. ~ 0 '2ND DUAL' SKILL_2ND_DUAL SKILL_3RD_DUAL SKILL_4TH_DUAL '3RD DUAL' '4TH DUAL'~ These are automatic skills, much like second/third/fourth/etc. attack, they just apply to your offhand (i.e. the hand you wield your secondary weapon in). ~ 0 STUN SKILL_STUN~ This is an automatic skill used whenever gladiators/knights use the bash or shield smash kill. There is a slight chance of stunning your opponent everytime you use one of these moves. While your opponent is stunned, (s)he can not enter any commands (e.g. flee). ~ 0 SEARCH SKILL_SEARCH~ Syntax: search Use this skill to search for hidden items in a room. (You can use hide to hide items, this is especially useful for getting rid of cursed items you couldn't drop otherwise). Shamans/elders should use {WFORAGE{D to search for (hidden) spell components. ~ -1 STATS INTELLIGENCE STRENGTH DEXTERITY WISDOM CONSTITUTION~ Every character in {GP{ga{Wr{Da{Wd{go{Gx{D MUD has five basic stats. Depending on your race/class combination, you can train them up to a maximum value of 26. This can further be enhanced by using certain equipment. Stats eventually max out at 30. {c*{RS{rtrength{D: The more strength you have, the more items you can carry. Strength is also important for various skills like bash. {c*{RI{rntelligence{D: The higher your intelligence, the easier is learning and practicing new skills. It also has an impact on how much mana you gain per level. {c*{RW{risdom{D: The wiser you are, the more practices you will receive each level. {c*{RD{rexterity{D: Dexterity is important for various skills like trip, dirt kicking, circle and generally speaking, higher dexterity makes hitting and avoiding being hit much easier. {c*{RC{ronstitution{D: The higher your constitution, the more hitpoints you will gain every level. {RH{rIN{RT{D: It is recommended to max out intelligence, wisdom and constitution before practicing your skills and/or levelling. ~ -1 IQP AQP QPOINTS QUESTPOINTS IQUESTPOINTS AQUESTPOINTS 'IQUEST POINTS' 'AQUEST POINTS' 'QUEST POINTS'~ There are two different kinds of quest points in {GP{ga{Wr{Da{Wd{go{Gx{D MUD. {c*{RI{rquest {Rp{roints{D: These are questpoints gained in immortal run quests. One iquest point is worth 20 aquest points. You can convert them at the questmaster ({WQUEST CONVERT{D). {c*{RA{rquest {Rp{roints{D: These are questpoints gained by autoquests (quests given out by the questmaster in Shadun). 20 aquest points can be reverted into one iquest point ({WQUEST REVERT{D). Quest points are used to pay for quest equipment, clan tokens and restring tokens. ~ -1 PORTALS MAPS DIRECTIONS~ You can find portals to most areas in the Castle of Shadun. It is located two south, one up from recall. To use a portal, type '{Wenter <portal>{D'. Map of the Castle of Shadun: {cElven Academy New Ofcol High Tower of Sorcery {D<-- {cEntrance{D --->{c Shire Plains {D|{c Garden of Eden {D|{c Astral Plane {D|{c Avalanche Insane Asylum {D<--- {cHallway{D --->{c Waterfalls Gnome Village {D|{c Valley of the Titans {D|{c Ancient Ruins {D|{c Tomb of Shar'kan Forest of M'nram {D<--- {cHallway{D --->{c Tempest Forbidden City {D|{c Pirate Ship {D|{c Catacombs {D|{c Atlantis Olympus {D<--- {cHallway{D --->{c Mostly Harmless Desert Marshes{D Last updated by Fade, 09/10/2001 ~ -1 QEQ 'QUEST EQUIPMENT' 'QUESTEQUIPMENT'~ The questmaster is selling a sortiment of quest equipment. To see what he is offering, type {WQUEST LIST{D at the questmaster. {RN{rOT{RE{D: Quest equipment is lootable on {GP{ga{Wr{Da{Wd{go{Gx{D MUD. ~ 0 FEED SKILL_FEED~ Syntax: feed <target> Liches and necromancers use this skill to bite their opponents. Some of the damage you do is transferred to you in the form of hitpoints. To further enhance this skill, check out the spell '{Wbloodbath{D' ({WHELP SPELL_BLOODBATH{D). ~ 0 WHIRLWIND SKILL_WHIRLWIND~ Syntax: whirlwind Gladiators/knights often develop techniques to hit many opponents at once. One of those is the skill called whirlwind. It will let you spin around and strike at everyone in the room. Be wary though, you might draw people into the fight you didn't intend to battle with. (This skill can also be used to attack players you can not see, since it is an area attack.) ~ 0 FORAGE SKILL_FORAGE~ Syntax: forage This skill works like search, just that it looks for (hidden) spell components useable by shamans/elders. ~ 0 GOUGE SKILL_GOUGE~ Syntax: gouge <target> Use this skill to blind your opponent by gouging one of his/her eyes. It will take the victim of this skill some time to regain their vision. ~ 0 GRIP SKILL_GRIP~ This is an automatic skill available to gladiators/knights which makes disarming them much harder. ~ 0 BLADEBARRIER SHADOWSHIELD ACIDSHIELD EARTHSHIELD PRISMATICSHIELD SPELL_BLADEBARRIER SPELL_SHADOWSHIELD SPELL_ACIDSHIELD SPELL_EARTHSHIELD SPELL_PRISMATICSHIELD~ Syntax: cast 'shadowshield' <target> cast 'earthshield' <target> cast 'prismaticshield' <target> cast 'acidshield' cast 'bladebarrier' These are spells similar to iceshield/shockshield/fireshield. Acidshield and bladebarrier can only be cast on yourself. Only wizards and sorcerers can stand the strain of being affected by all eight shields. All other classes can only be affected by up to three shields. ~ -1 MAIL~ You are probably searching for the note system. Check out '{Whelp note{D'. ~ 0 REGENERATION SPELL_REGENERATION~ Syntax: cast 'regeneration' <target> This spell makes its target regenerate twice as many hitpoints per tick as usual by increasing the target's blood circulation. ~ -1 RECENT~ Syntax: recent Shows a list of the last ten playerkills made (it is a global list, not a list of the last ten playerkills YOU made). ~ 0 'BLADE POISON' SPELL_BLADE_POISON~ Syntax: cast 'blade poison' <weapon> Assassins and deathmasters have exceptional knowledge of poisons and their various uses. Blade poison is used to coat weapons with deadly venom. It has different effects, causing blindness, convulsions and even unconsciousness. (Only the weapons you have treated with blade poison yourself will have those effects; your opponents can only be affected by one kind of blade poison, so carrying many poisoned weapons won't help you much.) ~ -1 HERO~ As soon as you reach level 101 (either on first or second tier) you are a so called hero. This has no special advantages, beside the fact that most of the good equipment has been created for this level. ~ -1 FORGE FORGEING FORGING 'CUSTOMIZED WEAPONS'~ You can forge your own, customized weapons at the smithy in Shadun. Every forged weapon costs 400 aquest points. You can pick the weapon class, the damage type and three different weapon flags. The resulting weapon will be a quest weapon, therefore the looting restrictions for quest equipment (and all other rules applicable) apply. The weapon will deal the same damage as regular quest weapons and will have +150hp, +25 damroll, +25 hitroll, -1 saves. These stats can NOT be changed. Syntax: {Wforge{D <weaponclass> <damagetype> <flag1> <flag2> <flag3> {Wforge wclass{D - list available weapon classes {Wforge dtype{D - list available damage types {Wforge flags{D - list available weapon flags {RE{rxample{D: If you want to create a dagger with sting as damage type/noun and shocking, sharp and light flag, type: {Wforge dagger sting shocking sharp light{D {RA{rttention{D: The weapon you receive will be a hero level weapon (101). Similar to regular quest equipment, there is no possibility for creating forged weapons of other levels. Last updated by Fade, 07/30/2001 ~ -1 FORGET REMEMBER~ Syntax: forget <character> remember <character> Forgetting a player will block out all global messages from that player. Local messages (say, emote, etc..) will still be visible. Remember will remove a player from your forget list. Use either command without an argument for a list of players currently forgotten. ~ 0 RENEWAL SPELL_RENEWAL~ Syntax: cast 'renewal' <target> Most experienced spellcasters possess the knowledge of sustaining spells over a longer period of time, some even know how to increase their duration. Renewal is the pinnacle of every sorcerer devoted to the study of enhancing spells and their effects. It will refresh all spells currently affecting the target, the higher the level of the caster, the longer the spells will last. {RN{rote{D: Permanent affects and spells only lasting rounds can not be renewed. ~ -1 MULTIPLAYING~ No multiple logins, multiple playing, or helping your own characters with other characters you own -- by any arrangement. Breaking this rule will result in all involved characters being wiped. Repeat offenders are going to be banned. ~ 0 TRACK SKILL_TRACK~ Syntax: track <target> Use this skill to search for recent tracks of the specified target at your current location. ~ -1 RANKS RANKINGS 'TOP TEN' 'TOP 10' TOP10 TOPTEN~ Syntax: rank This command shows the ten best playerkillers sorted by pk points. (Please note that only people with more than 100 pk points are included in the ranking.) ~ 0 'DIVINE BLESSING' SPELL_DIVINE_BLESSING~ Syntax: cast 'divine blessing' This spell is offered to only the most adept and kind curative casters. It bestows upon them affects to protect them from harmful magic as well as increased strength. However, since it is a gift from the gods, any spellcaster who falls into evil ways shall be denied access to this spell until he/she has been redeemed. ({cOOC{D: Divine Blessing will give saves as well as hitroll and damroll based on player's level.) {RA{rttention{D: You must be {RG{rOO{RD{D aligned in order to use this spell. ~ 0 'INFERNAL OFFERING' SPELL_INFERNAL_OFFERING~ Syntax: cast 'infernal offering' This spell is for curative casters who have strayed from their proper deity, and have aligned themselves towards evil. The powers of darkness grant great strength as well as arcane protection, but an offering of life must be made in order to receive such an enhancement. If the recipiant of this spell happens to revert back to their proper ways, this dark gift shall dissipate and be no more. ({cOOC{D: Infernal Offering will give saves as well as hitroll and damroll based on player's level. It will also significantly damage the caster if the spell is successful. Hitpoints will be set to 1 if the damage exceeds player's current hitpoit amount.) {RA{rttention{D: You must be {RE{rVI{RL{D aligned in order to use this spell. ~ 0 OUTRAGE SPELL_OUTRAGE~ Syntax: cast 'outrage' The spell called outrage reflects the ability of blades and mercenaries to enter a state of mind not totally unlike others achieved by frenzy or berserk. While the caster seems to be affected by irrational rage, his mental powers are focussed, resulting in a higher resistance to magical effects and a slighty increased strength. ~ 0 CASCADE SPELL_CASCADE~ Syntax: cast 'cascade' <target> Cascade is a powerful elemental spell calling upon the forces of nature to conjure waves and waterwalls to strike your opponent. It is said that this spell might also prevent its victim from using enhancive spells like haste for a short period of time. ~ 0 NOURISH SPELL_NOURISH~ Syntax: cast 'nourish' <target> The spell called nourish enables shamans/elders and striders/guardians to magically alleviate the target's desire for sustenance. ~ 0 'ESSENCE OF MIST' SPELL_ESSENCE_OF_MIST~ Syntax: cast 'essence of mist' When casted, the caster receives a significant boost in dexterity, surpassing even his race for a temporary amount of time. Unfortunately his/her new form is very weak, resulting in a strength malus. (S)he also becomes resistant to weapons and can dodge more easily. The mist is vulnerable to all forms of magic and is a tiny being. As soon as the spell is dispelled, all effects vanish and the caster turns into his/her true form. (Also see {WREVERT{D and {WFORMS{D) ~ 0 'ESSENCE OF BAT' SPELL_ESSENCE_OF_BAT~ Syntax: cast 'essence of bat' This spell lets the caster assume the form of a bat. His/her intelligence and wisdom are increased, even surpassing his/her racical limitations for the duration of the spell. The bat is also surrounded by sanctuary and is resistant to all forms of magic. Nevertheless it is said that bats suffer increased damage when facing fire or weapons inflicting holy damage. As soon as the spell is dispelled, all effects vanish and the caster turns into his/her true form. (Also see {WREVERT{D and {WFORMS{D) ~ 0 'ESSENCE OF WOLF' SPELL_ESSENCE_OF_WOLF~ Syntax: cast 'essence of wolf' This form is very powerful because it increases the caster's total hitpoints by a significant amount for the duration of the spell. Furthermore, the wolf has increased strength and constitution, is resistant to bashing and piercing damage and can use the {WBASH{D skill. Wolves are huge beings and are generally considered vulnerable to silver. As soon as the spell is dispelled, all effects vanish and the caster turns into his/her true form. (Also see {WREVERT{D and {WFORMS{D) ~ -1 FORMS~ Liches and Necromancers can use the spells {WESSENCE OF MIST{D, {WESSENCE OF BAT{D and {WESSENCE OF WOLF{D to assume the corresponding forms. Read the helpfiles for the spells (i.e. {WSPELL_ESSENCE_OF_MIST{D, etc.) to learn more about their specials and limitations. (Also see {WREVERT{D) ~ -1 REVERT~ Syntax: revert Use this command to switch back into your original form while affected by one of the spells changing your form ({WESSENCE OF MIST{D, etc.). ~ 0 VIGOR SPELL_VIGOR~ Syntax: cast 'vigor' <target> Vigor magically increases the target's strength and constitution by two, even surpassing the race limitations for the duration of the spell. ~ 0 BLAZE SPELL_BLAZE~ Syntax: cast 'blaze' <target> Blaze is a powerful attack spell which releases a sudden and intense outburst of blazing flames to strike its target. ~ 0 SHRINK SPELL_SHRINK~ Syntax: cast 'shrink' <target> Shrink is used by experienced spellcasters to decrease their opponents' size, leading to a worse bash rating and other side effects. Unfortunately shrink isn't very longlasting. ~ -1 SUPPRESSION BATTLE 'SPAM REDUCTION'~ Syntax: suppress weapon/flags/dodge/object/shields {GP{ga{Wr{Da{Wd{go{Gx{D MUD offers you the suppress command to customize your screen output during battle. You can turn the output of the following events on or off by typing '{Wsuppress {D<{Wevent{D>': {c*{D{RW{reapon flags{D ({cweapon{D): If turned off, you will no longer receive things like "You freeze someone.", "You shock someone.", etc. {c*{D{RF{rlag effects{D ({cflags{D): If turned off, you will no longer receive things like "Your muscles stop responding.", "Someone turns blue and shivers.", etc. {c*{D{RD{rodges/etc.{D ({cdodge{D): If turned off, you will no longer receive things like "You parry someone.", "Someone dodges your attack.", etc. {c*{D{RO{rbject effects{D ({cobject{D): If turned off, you will no longer see potions burn or shatter due to flaming or frost flags (including some other messages). {c*{D{RS{rh{rield compression{D ({cshields{D): If you turn shield compression on, all shield damage (damage inflicted by spells like iceshield, shockshield, etc.) is compressed into one line, instead of showing each shield separately. If you want to see the status of your suppression settings, type '{Wsuppress{D' without any argument. ~ -1 DTYPES 'DAMAGE TYPES' DAMAGE_TYPES DAMAGETYPES~ {cAvailable damage types{D: {MN{mame {MN{moun {MT{mype {cSlice slice {DSlash {cStab stab {DPierce {cSlash slash {DSlash {cWhip whip {DSlash {cClaw claw {DSlash {cBlast blast {DBash {cPound pound {DBash {cCrush crush {DBash {cGrep grep {DSlash {cBite bite {DPierce {cPierce pierce {DPierce {cSuction suction {DAcid {cBeating beating {DBash {cDigestion digestion {DAcid {cCharge charge {DPierce {cSlap slap {DBash {cPunch punch {DBash {cWrath wrath {DEnergy {cMagic magic {DEnergy {cDivine divine power {DHoly {cCleave cleave {DSlash {cScratch scratch {DPierce {cPeck peck {DPierce {cPeckb peck {DBash {cChop chop {DSlash {cSting sting {DPierce {cSmash smash {DBash {cShbite shocking bite {DLightning {cFlbite flaming bite {DFire {cFrbite freezing bite {DCold {cAcbite acidic bite {DAcid {cChomp chomp {DPierce {cDrain life drain {DNegative {cThrust thrust {DPierce {cSlime slime {DAcid {cShock shock {DLightning {cThwack thwack {DBash {cFlame flame {DFire {cChill chill {DCold {cDrowning drowning {DDrowning {cRay ray {DLight {cMblast mindblast {DMental {cRend rend {DPoison {cIron iron {DIron {cScreech screech {DSound {cSliver sliver {DWood {cSilver silver {DSilver {cShard shard {DEarth Last updated by Fade, 09/10/2001 ~ 0 MASTERMIND SPELL_MASTERMIND~ Syntax: cast 'mastermind' <target> The spell called mastermind increases the caster's or target's intelligence and wisdom by two, even surpassing the racial limitations for the duration of the spell. ~ -1 WEAPONFLAGS 'WEAPON FLAGS'~ This helpfile explains the effects of the weapon flags available and used in the game. {c*{RF{rlaming{D: The flaming flag might occasionally blind your opponents. This type of blindness is similar to the one inflicted by fire breath and can be removed by using the {WRUB{D skill. The flaming flag also burns potions and other items in your opponent's inventory, unless they are protected by the {WFIREPROOF{D spell. {c*{RF{rrost{D: The frost flag lowers your opponent's armor class and might make potions and other items in your opponent's inventory shatter/freeze (items can be protected with the {WFIREPROOF{D spell though). {c*{RV{rampiric{D: The vampiric flag draws life (hit points) from your opponent and transfers a small amount to you. {c*{RS{rharp{D: The sharp flag increases the damage a weapon does. {c*{RV{rorpal{D: Currently, the vorpal flag has exactly the same effect as the sharp flag. They don't add up though. {c*{RT{rwohands{D: Weapons with this flag have to be wielded in two hands. {c*{RS{rhocking{D: The shocking flag shocks your opponents and might occasionally disrupt their concentration, i.e. inflict skill/spell daze. {c*{RP{roison{D: The poison flag poisons your opponents and decreases their strength (can be cured with {WCURE POISON{D). {c*{RR{rotting{D: The rotting flag decreases your opponents dexterity by infecting them with plague (can be cured with {WCURE DISEASE{D). {c*{RL{right{D: The light flag blinds your opponents. This type of blindness can not be removed by using rub but has to be cured by the spell {WCURE BLINDNESS{D (or potions containing it). {c*{RD{rrowning{D: The drowning flag might occasionally slow your opponents. {c*{RU{rnholy{D: The unholy flag occasionally affects your opponents with the 'curse' spell, increasing their saves and therefore making them more vulnerable to magic. Last updated by Fade, 09/12/2001 ~ 102 IFLAGS~ Syntax: iflag [combat/aggressive/reset/norecall/nogate] Type iflag alone to see the current status. {c*{WIFLAG COMBAT{D allows players with an iquest flag to attack other players with an iquest flag; range, clan status, gamestate, etc. are ignored. If a player with an iquest flag dies, he is restored and transported to the loser's room. The death is announced to all questors. The player keeps all his gear, loses no pk points, bounty, etc. Players in a combat quest are not restored on gamestate changes and fights are not stopped either. {c*{WIFLAG AGGRESSIVE{D sets whether aggressive mobiles attack players with an iquest flag or not. {c*{WIFLAG RESET{D resets all flags/options. {c*{WIFLAG NORECALL{D prevents questors from using the recall command for the duration of the quest. {c*{WIFLAG NOGATE{D prevents questors from using the gate spell for the duration of the quest. {RA{rttention{D: You have to set the flags before closing the quest. They can NOT be changed during a running/closed quest. Last updated by Fade, 09/13/2001 ~ 0 AMBUSH SKILL_AMBUSH~ Syntax: ambush ambush <target> Experienced striders and guardians have such an intimate relationship to nature that they find it very easy to hide in almost every situation. Some also develop the ability to use their hidden state as an advantage when initiating combat, often resulting in a fearsome number of unexpected blows hitting their unwary opponents. {cOOC{D: Ambush has two different uses (which are linked though). If you type ambush the first time (without an argument), you will hide in the current room. Only people who are on your {WVIEW{D list (or in the same clan) can see you then. As soon as you leave the room or start combat, you are no longer lying in ambush. If you are lying in ambush (and only then), you can use '{Wambush {D<{Wtarget{D>' to strike the specified target with a surprise attack. Ambush can not be used while your pk timer is on and is detectable by {WFAERIE FOG{D. To turn ambush off without moving, use {WVISIBLE{D. ~ 0 $~ #$