#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 $~
#$