#HELPS
0 !~
Syntax: !
! repeats the last command you typed.
~
0 "REMOVE INVIS"~
Syntax: cast 'remove invis' <object>
This spell will make an invisible object in the character's inventory
visible.
~
56 ''IMM AUTH' 'IMM AUTHORIZE'~
Associated help files: authorize
Authorize <player> name -- This is the command used to allow a player to
continue in the Spectral Gate pre-auth area, but will make them choose
a new name prior to entering the Academy. Use this command if the name
is questionable, modern, or rude. If the name is acceptible, but in all
caps, accept the name, but send them a tell requesting they not use all
caps for their name in the future.
Authorize <player> yes -- This is used to accept a players name. Once this
command is used, the player requires no further Immortal commands to enter
the Realms.
Authorize <player> no -- This command is exclusively used to deny players
with extremely rude or profane names and banned sites. Use this command
sparingly.
Levels 51-54 have primary responsibility for character authorization. All
Immortals should periodically type 'authorize' to assure their are not any
players waiting for authorization. The new system allows the Immortals a
bit of time to decide if an name is appropriate before accepting or denying
it. If you are in doubts to a names acceptibilty, but it is not profane or
extremely modern, you should probably accept it.
~
1 A~
. MOVING THROUGHOUT GAME:
---------------------------
The game divided into many rooms which are connected by various
directionals to make up areas. When you are in a room, you can
find the exits in the room by typing EXITS. Autoexit is a helpful
command to initiate (type CONFIG +AUTOEXIT), because it will
automatically show you what exits there are in the room. Be warned
however, you will only see the obvious exits. You must pay attention
to the room descriptions to see if there might be any doors or hidden
passages in the room.
Directional commands: (in parentheses you find the shorthand)
NORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d)
NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw)
Note: You will notice that in the prompt <20hp 10bp 20mv>, the 'mv'
refers to your movement points. If your movement points were
to run out, you will be unable to move between rooms due to
exhaustion. If you type SLEEP or REST your movement points will
slowly be replenished. You must type STAND or WAKE before
walking again.
~
53 AASSIGN~
Syntax: aassign <filename>.are Example: aassign edo.are
AASSIGN temporarily assigns all rooms, objects, and mobiles in the area
range to your pfile. This allows you to use rlist, olist, mlist, and
reset list. This also means that typing savearea, reset area, or
instazone will affect this area.
To save changes permenantly, type "aassign none" and foldarea.
Warning!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you. The personal vnums will overwrite the area file.
In order to assign a proto area to yourself, you must either have that
area bestowed to you or you must be Greater God+.
In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by a member of the Area Council or you must
be Exalted+. Even if you have the area bestowed to you, only Lesser+
can assign themselves nonproto areas.
See BESTOWAREA
~
1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~
These are all attack spells and should not be used against another player
unless both you and the other player are listed under 'who deadly' and are
within the legal pkill level range.
1) Syntax: cast fireball <victim>
2) Syntax: cast 'acid blast' <victim>
3) Syntax: cast 'lightning bolt' <victim>
4) Syntax: cast 'colour spray' <victim>
5) Syntax: cast 'shocking grasp' <victim>
6) Syntax: cast 'burning hands' <victim>
7) Syntax: cast 'magic missile' <victim>
Each of these spells inflict variable damage on the victim. The higher the
caster's level, the more damage inflicted. The spells are listed by their
inherent power from strongest to weakest, though differences in strength
are in many cases minimal.
~
0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~
Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>
These spells are for the use of dragons. Acid, fire, frost, and lightning
damage one victim, whereas gas damages every PC in the room. Fire and
frost can break objects, and acid can damage armor.
High level mages may learn and cast these spells as well.
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
Gas breath is an area attack, the other breath spells are not.
~
54 ACTFLAGS~
sentinel Mobile always stays at its post.
scavenger Mobile picks up items of value.
aggressive Mobile attacks players.
stayarea Mobile does not leave its home area.
wimpy Mobile flees when low in hits.
practice Players can "practice" at this mobile.
immortal Mobile is immortal (not implemented).
deadly Mobile has a deadly poison (not implemented).
meta_aggr Mobile is VERY aggressive (not implemented).
nowander Mobile doesn't wander unless attacked.
mountable Mobile can be mounted.
prototype Mobile is under construction.
See MSET.
~
61 ADVANCE~
Syntax: advance <character> <level>
ADVANCE sets a character's level to the specified value. It is the
only way to create new immortal characters within the game. ADVANCE
may also be used to demote characters.
~
53 ADVANCEDEXITS~
SMAUG supports having more than one exit in the same direction,
as well as the special direction 'somewhere', represented by a '?'.
If you already have an exit leading north, and would like another one,
use a plus sign '+' in front of the direction:
redit exit +n 3001 - Adds another exit north to room 3001
To modify an extra exit like this, or to remove it, you'll have to
refer to it by number:
redit exit #2 3002 - Change the second exit to go to room 3002
To know what number an exit is, do an "rstat".
For someone to be able to use the second north exit, you have to set one
of the extra flags (see EXFLAGS) like CAN_CLIMB. It is also usually a good
idea to set the HIDDEN flag for any special exit so that it looks nicer
with autoexits on.
The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
redit exit ? 3001 - Create a 'somewhere' exit to 3001
redit exflags ? auto hidden - Set the proper flags
redit exname ? swim - Set the keyword "swim"
If a player types 'swim' in the room, they will move to room 3001.
~
-1 ADVENTURE~
.
In our efforts to give credit to everyone who deserves it, we almost
forgot to give credit to one of the "grandfathers" of computer adventure
games... David Platt, the author of the original "Adventure" (c)1979.
Also credit to Ken Wellsch for porting the original Fortran-77 version
to UNIX-C (over a period of about 3 years) (c)1984.
~
0 AFFECTED 'AFFECTED BY'~
Syntax: affected (abbrevation: af)
Syntax: affected by (abbreviation: af by)
'Affected' is a spells-at-a-glance function, which displays only the spells
(and skill affects) your character is currently under. Each affect will be
listed by name only for the sake of brevity (if you want to know what each
is doing, use help <spell/skill name> or 'score').
Characters level 20 or above and deadly characters will also see the number
of rounds remaining for each affect. Affects with a remaining lifespan of
less than 25 rounds are displayed in white, and those in immediate danger
of wearing off will flash.
'Affected by' displays a character's affects separate from its spell/skill
affect list. This is useful for ensuring that affects given from equipment
are actually functioning. For example, if you are wearing a visor with
detect_invis but 'affected by' does not show you as having that affect, you
are not detecting invisibility.
'Affected by' also displays your current susceptibilities, resistances and
immunities if your character is level 20 or higher.
~
53 AFFECTEDBY AFFECTED_BY~
The following are affect flags that can be used when osetting an item
(with oset <item> affect affected <affect flag>). These flags can also
be used when msetting a mobile (mset <mob name> affected <affect flag>).
They may additionally be used to mset players if your level allows it.
blind invisible detect_evil detect_invis detect_magic detect_hidden
sanctuary faerie_fire infrared curse poison protect sneak hide sleep
charm flying pass_door floating truesight detect_traps scrying
fireshield shockshield iceshield aqua_breath possess
~
53 AFFECTTYPES APPLYTYPES~
none strength dexterity intelligence wisdom constitution
sex level age height weight mana
hit move gold experience armor hitroll
damroll save_para save_rod save_petri save_breath save_spell
charisma resistant immune susceptible affected luck
backstab pick track steal sneak hide
detrap dodge peek scan gouge search
mount disarm kick parry bash stun
punch climb grip scribe brew
Additionally:
weaponspell <sn> Will cast a spell on victim with every blow of a weapon
wearspell <sn> Will cast a spell on wearer when object is worn
removespell <sn> Will cast a spell on wearer when object is removed
<skill> <modifier> Will modifify a player's ability in a skill
See AFFECTEDBY
~
1 AFK~
Syntax: afk
The afk command will place an [AFK] flag beside your name on the who
list, when activated, as well as informing all incoming tells that you
are afk. It can be toggled on or off by typing afk, and will also go off
automatically when you enter any command.
~
0 AID~
Syntax: aid <character>
This skill allows you to bring a stunned person back into consciousness.
~
58 ALLOW BAN~
Syntax: allow <site>
Syntax: ban <site>
Syntax: ban
Syntax: ban <# of ban on ban list> level <level of char to ban and below>
BAN <site> prohibits players from that site from logging in.
BAN with no arguments returns an enumerated list of banned sites.
To set a specific level of character to ban from a site, use 'ban' to get
the list number of the banned site and then use 'ban level'.
Example: ban 2 level 10
This will ban all characters level 10 and under from the second site on
the 'ban' list.
ALLOW <site> removes a site from the ban list.
The site ban test works by suffix comparison, so if you ban 'foo.edu',
all sites within 'foo.edu' are banned as well.
~
1 'ANIMATE DEAD~
Syntax: cast 'animate dead' <victim>
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob. The mob will be animated with full
hitpoints and will be under the caster's control for a short period of time.
The undead can only exist in the living realm for a short period of time before
returning to the underworld.
~
57 'ANIMATE DEAD'~
Syntax: cast 'animate dead' <vicim>
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob. The mob will be animated with
full hitpoints and will be under the caster's control for a short period
of time. The undead can only exist in the living realm for short period of
time before returning to the underworld.
~
0 ANSI~
Syntax: ansi <on/off>
The ansi command will either enable or disable ansi colour. Ansi colour
will work provided your terminal has a compatible mode.
~
0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~
This spell makes you more resistant to all types (including beneficial
types) of magic.
~
0 APPLY~
Syntax: apply <item>
In your travels you may come across various ointments and salves, use
'apply' to rub them into your skin.
~
1 APPRAISE~
Syntax: appraise <item>
appraise all
Appraise, when at a repairshop type mob, will tell you the condition of
your equipment in question. The mob will tell you if it needs repair or
not, and if so, how much it will cost.
~
1 'AQUA BREATH' 'AQUA'~
Syntax: cast 'aqua breath' <character>
This spell allows you to breath in water areas and underwater. Certain
water sectors will require the use of aqua breath to prevent damage from
drowning. If you are in an area and your movement suddenly begins to
drop and/or you begin losing hps <hitpoints>, you should either cast
aqua breath immediately or leave the area.
~
0 AREAS COMMANDS SOCIALS~
Syntax: areas
Syntax: commands
Syntax: socials
AREAS shows you all the areas in the game, with the author's name and the
suggested levels.
COMMANDS shows you all the (non-social) commands available to you.
SOCIALS shows you all the social commands available to you.
(Special thanks to KaVir for mailing us lots of extra socials)
~
1 ARENA~
Characters may duel in the arena, which is located in Limbo, if supervised
by an immortal. Note that equipment will not scrap in the arena.
~
0 ARMOR~
Syntax: cast armor <character>
This spell decreases (improves) the armor class of the target character
by 20 points.
~
59 ASET~
Syntax: aset <area filename> <field> <value>
Aset is used to set the following fields for an individual area:
author - The name of the area's author
name - The full "name" of an area... ie: {10 20} Somegod Some Area
filename - The filename (ie: somearea.are)
lo_room - The lowest room vnum
hi_room - The highest room vnum
lo_obj - The lowest obj vnum
hi_obj - The highest obj vnum
lo_mob - The lowest mob vnum
hi_mob - The highest mob vnum
low_economy - minumum amount of gold the area will start with at reboot
max_economy - maximum amount of gold the area _can_ start with at reboot
resetmsg - Message displayed throughout the area at reset
resetfrq - Number of minutes between area resets
flags - Area-wide flags: nopkill
The area must be folded to make these changes permanent.
See FOLDAREA, ASTAT, ECONOMY
~
59 ASTAT~
Syntax: astat (area stats for the area you are in)
Syntax: astat <filename of area> (area stats for specified area)
Astat displays the vital stats of an area, including the following:
Name: title of the area
Filename: filename of the area
Prototype: If the area is prototype or under construction, will be 'yes'
Max_players: max # of players in the area as of last reboot
IllegalPks: number of illegal pkills in the area since last reboot
Gold looted: total amount of gold looted from the area since last reboot
Area Economy: current pool of gold for the area (not including player gold)
Mdeaths: number of players mobs killed in the area since last reboot
Mkills: number of mobs killed in the area since last reboot
Pdeaths/Pkills: number of players killed by players in area since reboot
Author: name of the area's author
Number Players: current number of players in the area
Area flags: area-wide flags (such as nopkill)
Low/hi_room: first/last room vnum of the area
Low/hi_obj first/last object vnum of the area
Low/hi_mob first/last mob vnum of the area
Soft range: level range recommended for the area
Hard range: level range enforced for area (outside range cannot enter)
Resetmsg: current reset message for the area at repop
Reset frequency: frequency with which the area resets
See ASET
~
1 'ASTRAL WALK' 'FARSIGHT' 'TRANSPORT' 'PORTAL' 'HELICAL FLOW'~
Syntax: cast 'astral walk' <victim> Syntax: cast 'farsight' <victim>
Syntax: cast 'portal' <victim> Syntax: cast 'transport' <victim>
Syntax: cast 'helical flow' <victim>
These spells allow the very shape of space and time to be warped at the
caster's bidding:
'Astral walk' instantaneously moves the caster to the victim's location.
'Farsight' allows you to see the room in which the victim stands.
'Transport' sends an object in the caster's inventory to the victim.
'Portal' forms a temporary tunnel through space to the victim. A portal
will not succeed if a portal already exists in either the caster's or
the victim's location.
'Helical Flow' morphs an Augurer into a coil of colour which instantly
travels to the victim's location.
These spells may fail if either the victim or the caster is in a location
which blocks their use, such as no-recall areas, no-summon areas, etc.
~
52 AT~
Syntax: at <location> <command>
AT executes the given command (which may have arguments) at the given
location. The location may be specified as a vnum, as the name of
a mobile or player, or as the name of an object.
AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~
53 ATTACKS~
bite claws tail sting punch kick
trip bash stun gouge backstab feed
drain firebreath frostbreath acidbreath lightnbreath gasbreath
poison nastypoison gaze blindness causeserious earthquake
causecritical curse flamestrike harm fireball colorspray
weaken
See MSET and DEFENSES (Some are not implemented).
~
0 AUCTION~
Syntax: auction
Syntax: auction <item name> <starting value>
Syntax: auction bid <value>
Syntax: auction stop
The auction command is used for performing auctions. Simply typing
auction will display the current item being auctioned, if there is one.
If nothing is being auctioned, auction <item name> <starting value> will
begin an auction. If no starting value is specified, it will start at 0
gold.
Auction bid <value> will place a bet for the item, and
auction stop (immortals only) will stop an auction in progress.
Special thanks to Erwin Andreasen for writing this function.
(Ported here from a publicly available source.)
At the present, if the mud crashes in mid auction, you will lose both
your bidded money and the item. This will soon be fixed.
You are able to see auction almost from the point of character creation,
however, you cannot USE auction until level THREE or higher. To remove
the auction channel from your screen, type CHANNEL -AUCTION.
~
0 'AUGURER'~
The Augurer is very strong-minded in its nature, both physically and
magically. It is very confident of its actions in combat, and this
confidence shows in its physical appearance. The Augurer is of a
medium height, with a defined bone structure which shows both
intelligence and assurance. Its appearance is wizened, but at times
the Augurer may look frail due to exhaustion. Though it is of a
medium size, its physical strength is not. The Augurer relies on
both brain and brawn to overcome its challengers. When it is
confronted, its wisdom decides what course of action it should take,
and wisdom is its prime stat.
While in combat, the Augurer is capable of utilizing both spells and
skills to their greatest potential. However, because of the Augurer's
size, it tires of magic easily. To overcome this mental exhaustion,
the Augurer is a strong believer in the use of mana for rejuvination
of its magical powers, and uses a lot of it. In its spare time, the
Augurer enjoys the local lore, both the teaching and learning of it,
as well as musical and theatrical pursuits. The Augurer is a very
independent person, and spends much of its spare time in meditation,
reflecting upon the days activities.
~
1 AUTH AUTHORIZE AUTHORIZATION~
Associated help files: authorize
Authorize <player> name -- This is the command used to allow a player to
continue in the Spectral Gate pre-auth area, but will make them choose
a new name prior to entering the Academy.
Authorize <player> yes -- This is used to accept a players name. Once
this command is used, the player requires no further Immortal commands
to enter the game.
Authorize <player> no -- denies a player's name and also forces them to
leave the game.
~
1 AVTALK IMMTALK :~
Syntax: immtalk <message>
Syntax: avtalk <message>
or can be abbreviated as ": <message>"
This allows you to use the avtalk (level 50+) channel.
~
1 B~
. COMMANDS FOR VARIOUS ACTIONS
--------------------------------
*LOOK (l) - can used by itself to look at the room you stand in
- you can look at objects: LOOK <object>
- you can look at mobs and players: LOOK <mob or player name>
*SLEEP (sl) - sleeping will replenish your hitpoints, mana, and movement
*REST (r) - will replenish your hp, mana, and mv, but slower than sleep
- you can still communicate when resting but not while sleeping
*WAKE (wa)/ STAND (st) - will return you to the standing position
*SIT - your character will sit down
*OPEN/CLOSE <direction or object> - will open/close a door or container
*LOCK/UNLOCK <direction or object> - will lock/unlock a door or container
*PICK <direction or container> - will pick lock on door or container
*INVENTORY (in) - will show you all the objects you are carrying
*EQUIPMENT (eq) - will show you all the equipment you are wearing
~
1 BACKFIRE~
Magical items (pills, potions, staffs, wands) which cast offensive spells
have a chance of backfiring if the character using them is much lower in
level than the spell level on the item.
For example, a level 15 character trying to invoke a wand with level 50
fireball may injure themselves when the spell backfires.
~
0 BACKSTAB BS DISARM KICK KILL MURDER~
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill <character>
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way
to start a fight, used by thieves. BS is a synonym for BACKSTAB.
MURDER is used to kill other player characters. There are restrictions on
murdering low level players, and there are penalties for using MURDER.
DISARM is an auxiliary fighting command to disarm your opponent. Similarly,
KICK will inflict more damage during combat by kicking.
In order to BACKSTAB, DISARM, or KICK successfully, you must practice
the appropriate skill.
~
59 BALZHUR~
Syntax: balzhur <character>
This is an instant demotion of a character to level 2, with the
simultaneous destruction of all its belongings, and a mud-wide
echo accompanying its execution.
~
51 BAMFIN BAMFOUT~
Syntax: bamfin <message>
Syntax: bamfout <message>
The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'. You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~
0 BASH~
Syntax: bash <mob>
Bash is a skill which can only be used once a fight has started. It will
temporarily stun your opponent. It will also cause you to lag about one
to three rounds. This skill will inflict damage on the target.
~
60 BESTOW BESTOWMENTS~
Syntax: bestow <victim> command [command] [command] etc
Syntax: bestow <victim> list
Syntax: bestow <victim> none
Bestow is used to give a command to a player that they would not normally
have as a function of their level.
Bestow victim command will give the command to the person.
Bestow victim list will show all commands corrently bestowed on the person.
Bestow victim none will remove all bestowments.
~
59 BESTOWAREA~
Syntax: bestowarea <victim> <filename>.are
This command allows members of the Area Council to bestow area names
to immortals so that they can engage in group building.
Once an AC member bestows a proto area on a player, that player can
use the aassign command to assign themselves that proto area in order
to help the owner of the proto area.
Examples:
bestowarea joe bob.are allows joe to work on bob's proto area
bestowarea joe lists all of joe's bestowed areas
bestowarea joe list ditto
bestowarea joe none removes all of joe's bestowed areas
See AASSIGN
~
0 BLAZEBANE~
Syntax: cast 'blazebane' <mob>
Syntax: cast 'blazebane' <player>
This spell makes the victim more susceptible to fire and heat. It
should only be cast on mobs. Casting this spell on a player will be
considered an attack.
~
0 BLAZEWARD~
This spell makes you more resistant to fire and heat. It can only be
cast upon yourself.
~
0 BLESS~
Syntax: cast bless <character>
This spell improves the to-hit roll and saving throw versus spell of the
target character by +1 each.
~
1 BLIND GOUGE BLINDNESS~
BLINDNESS:
syntax: cast blindness <victim>
This spell renders the target character blind.
GOUGE:
syntax: gouge
This attack can only be used in combat, and will strike at the eyes
of your opponent, causing damage and temporary blindness.
General:
Certain spells and attacks can render a player blind for anywhere from a
few rounds (gouge) to several hundred rounds (the blind spell). If you
are blinded, you will see only your name on the 'who' list, and will be
unable to see either your inventory or your location.
You may either wait out the effect of the blindness, request assistance
over channels, or make your way to a healer such as Kyan in Darkhaven,
who will eventually remove your blindness.
~
59 BOARDS~
Syntax: boards
This command displays statistics on all boards in the game. Example:
immortal.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0
The first column lists the board's filename (immortal.brd)
Vnum - object vnum to which the board is attached (the object vnum must be
present to read the board, allowing a board to be placed in one or
many places by simply placing that object where needed)
Read - minimum level required to read that board
Post - minumum level required to post to that board
Remove - minumum level required to remove notes not addressed to 'All'
Max - maximum number of posts the board is set to hold
Posts - the current number of posts on the board
Type - not currently used
See BSTAT, BSET
~
51 BODYBAG~
Syntax: bodybag <character>
Bodybag retrieves all of <character's> corpses and places them into your
inventory, as well as removes the decay timer on each. This is primarily
used for performing corpse retrievals and the like.
~
1 'BP'~
This is an abbreviation for blood points. Vampires begin with 10 bp
at creation and gain 1/1 bp for each subsequent level.
~
0 BRANDISH QUAFF RECITE ZAP~
Syntax: brandish (to invoke a staff)
Syntax: quaff <potion> (to quaff potions)
quaff <potion> <container> (quaff directly from container)
Syntax: recite <scroll> <target> (to recite a scroll)
Syntax: zap <target> (to use a wand on a target)
BRANDISH invokes a magical staff.
QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids).
RECITE recites a magical scroll; the <target> is optional, depending on the
nature of the scroll.
ZAP fires a magical wand at a target. If the target is not specified, and
you are fighting someone, then that character is used for a target.
You must be holding a wand or a staff before using BRANDISH or ZAP.
All of these commands use up their objects: Potions and scrolls have a
single charge. Wands and staves (staffs) have multiple charges. When a
magical object has no more charges, it will be consumed. Use the spell
'identify' to see the remaining charges.
See EAT, BACKFIRE, RECHARGE
~
59 BSET BSTAT~
Syntax: bset <board filename> <command> <argument>
Example: bset immortal.brd vnum 1200
BSET is used to set fields governing an individual board's operation.
Syntax: bstat <board filename>
BSTAT is used to display the fields of an individual board.
Filename - filename to store the board's information (should be set first)
Vnum - object vnum assigned to the board (see 'help boards')
Read - the mininum level required to read the board
Post - the minimum level required to post to the board
Remove - the minumum level required to remove notes from the board
NOTE: notes addressed to 'all' can be removed by anyone
Maxpost - maximum number of posts the board can hold
Filename - filename to store the board's information
Type - not currently used
Board groups: (example: bset druid.brd read_group guild of druids)
read_group - group that may read that board, regardless of level
post_group - group that may post to that board, regardless of level
extra_readers - characters who may read the board regardless f their level
See BOARDS
~
0 BUG IDEA TYPO~
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>
These commands will take your message and record it into a file as feedback
to the mud implementors.
~
0 BUY LIST SELL VALUE~
Syntax: buy <object>
Syntax: buy <# of object> <object>
Syntax: list
Syntax: list <object>
Syntax: sell <object>
Syntax: value <object>
BUY buys an object from a shop keeper.
BUY <# of object> <object> will allow you to buy up to twenty of a normal
store item at once.
LIST lists the objects the shop keeper will sell you. LIST <object> lists
just the objects with that name.
SELL sells an object to a shop keeper.
VALUE asks the shop keeper how much he, she, or it will buy the item for.
~
1 C~
. COMMANDS TO USE WITH OBJECTS
----------------------------------
*GET - GET <object> <container> will get an item from a container
- GET <object> will get an object from the ground
*PUT - PUT <object> <container> will put an item in a container
*DROP <object> - will drop the object from your inventory to the ground
*GIVE <object> <player> - you will give the object to that player
*SACRIFIC (sac) <object> - the object disappears and you are given a coin
*RECITE (rec) <object> - the spell corresponding to the scroll will activate
*QUAFF (qua) <object> - the spell corresponding to the potion will activate
*BRANDISH (br) - causes the staff's spell to activate (must hold staff)
*ZAP <target> - zaps a wand at a target (must hold wand)
*EAT/DRINK <object> - you can eat or drink different foods and drinks
*FILL/EMPTY <object> - fills/empties the container with water
~
0 'CALL LIGHTNING'~
Syntax: cast 'call lightning'
This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from God.
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~
0 CAST~
Syntax: cast <spell> <target>
Before you can cast a spell, you have to practice it. The more you practice,
the higher chance you have of success when casting. Casting spells costs mana.
The mana cost decreases as your level increases.
The <target> is optional. Many spells which need targets will use an
appropriate default target, especially during combat.
If the spell name is more than one word, then you must quote the spell name.
Example: cast 'cure critic' frag. Quoting is optional for single-word spells.
You can abbreviate the spell name.
When you cast an offensive spell, the victim usually gets a saving throw.
The effect of the spell is reduced or eliminated if the victim makes the
saving throw successfully.
See also the help sections for individual spells.
~
0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~
Syntax: cast 'cause light' <victim>
Syntax: cast 'cause serious' <victim>
Syntax: cast 'cause critical' <victim>
Syntax: cast harm <victim>
These spells inflict damage on the victim. The higher-level spells do
more damage.
~
61 CEDIT~
Syntax: cedit save
Syntax: cedit <command> create [code]
Syntax: cedit <command> delete
Syntax: cedit <command> show
Syntax: cedit <command> [field]
Field being one of:
level position log code
Cedit create is used to create the entry and name for a new command.
Cedit delete is used to delete a command.
Cedit code is used to assign a defined section of code to a command.
Cedit show displays current statistics on a command.
Cedit level sets the minimum level for usage of a command.
Cedit position sets the min_pos for execution of the command.
Cedit log determines the manner in which the command will be logged.
Use 'cedit save' to save changes permanently.
See RESTRICT
~
37 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>
This spell changes the sex of the victim (temporarily).
~
0 CHANGES~
* Online building is now implemented.
* This includes rooms, mobiles, objects and resets.
* The monsters now hunt you down if you flee.
* The experience system has changed a great deal. You now gain XP with
every hit based on the damage you do. (this includes spells)
* You will only be able to practice your skills && spells so much... the
rest you have to learn by USING the spells and skills.
(Don't dismay... you get XP for using them now!)
* Levers are now in. So are ObjectPrograms and RoomPrograms.
* Depending on dexterity, drinking potions during combat may be a little
more difficult than before.
* Note: Now potions count as a drink...
* Major changes have been made to notes and player mail has been added.
Type 'help mail' and 'help note' for information.
Listing of recent changes
~
1 CHANNELS~
Syntax: channels
Syntax: channels +<channel|all>
Syntax: channels -<channel|all>
With no options, CHANNELS show you your current channels. With a plus
or minus sign and an option, CHANNELS turns that channel on or off. With
all as the option, CHANNELS will turn on/off all normal channels
The first channels you will have available as a new player are SAY, TELL,
and NEWBIE. To use say, the person you want to talk to must be in the same
room, just type SAY <message>. To use tell, the target person may be
anywhere, just type TELL <name or 0.name> [message].
Newbiechat is seen and used by only level 1 characters and the Immortals
~
1 CHARISMA CHA~
Charisma (CHA in your 'score') represents your characters physical beauty
and charm. It primarily affects:
- a character's practice rate with a language scholar
- prices charged to a character by shopkeepers
No class receives charisma as a prime attribute.
~
1 'CHARM' 'CHARM PERSON'~
The charm spell, if successful, will place the victim (only mobs, attempts
to charm other player-characters may incur the wrath of the gods) under
your control for the duration of the spell. While under your control
the creature is your servant, and may assist you in combat and other
more minor duties. Use the 'order' command to give them orders.
Aggressive mobs will lose their aggressiveness while charmed, but will
immediately return to their violent ways when the spell wears off.
~
0 CHAT . MUSIC ASK ANSWER SHOUT YELL~
Syntax: chat <message>
Syntax: music <message>
Syntax: ask <message>
Syntax: answer <message>
Syntax: shout <message>
Syntax: yell <message>
These commands send messages through communication channels to other players.
SHOUT sends a message to all awake players in the world. To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.
CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested
players. '.' is a synonym for CHAT. The ASK and ANSWER commands
both use the same 'question' channel
YELL sends a message to all awake players within your area.
You can use the CHANNELS command to hear, or not hear, any of these channels.
~
59 CHECKVNUMS~
Syntax: checkvnums <argument> <begin vnum range> <end vnum range>
Used to check the specified range of vnums to ensure they are not
already assigned to another immortal or are otherwise being used.
Arguments - room, mob, object
Examples:
checkvnums room 9000 9099
checkvnums object 9000 9099
checkvnums mob 9000 9099
If no vnum within the specified range is either assigned as part of
someone's prototype area, and no vnum within the specified range is
a part of a live (non-prototype) area, there will be no result from
this command and the vnums are safe to assign. If any vnum in the
specified range is already allocated, the area file to which it is
allocated will be displayed.
See RASSIGN, MASSIGN, OASSIGN, VNUMS, ZONES, NEWZONES
~
0 'CHILL TOUCH'~
Syntax: cast 'chill touch' <victim>
This spell inflicts damage on the victim and also reduces the victim's
strength by one.
~
1 'CIRCLE'~
Syntax: circle
This is a skill used by thieves while fighting. It is comparable to
backstab, and requires a piercing weapon.
~
0 CLANS~
Syntax: clans
Displays a list of active clans, their deity, their leader and their pkills
(number of people killed by the members of each clan).
~
0 CLANTALK~
Syntax: clantalk <message>
Provided that you are in a clan, clantalk will send the message to all
current members, as well as the deity.
~
1 CLASS CLASSES~
The current classes are:
a) Mage
b) Cleric
c) Thief
d) Warrior
e) Ranger
f) Druid
g) Vampire
h) Augurer
To get more information on each class, type "help <class name>".
~
0 CLEAR~
Syntax: clear
This command clears the screen.
See PAGELENGTH.
~
0 CLERIC CLERICS~
A cleric is a healer and protector of the weak. Clerics have in their
control many varied and sundry healing spells, as well as spells to affect
one's chances in battle, and one's armor. Clerics do possess some combat
spells and skills, but combat is far from the focus of the class. The
cleric is a fountain of wisdom and healing that many players rely on.
~
57 'CLIMB'~
Syntax: climb <direction>
This skill enables you to climb into and out of rooms that require it.
~
54 CMDTABLE~
Syntax: cmdtable
Lists all of the commands in the game, and how many times they have been used
since the last startup.
~
61 CMENU~
Syntax: cmenu
Invokes an online menu to ease entering 'cset' arguments. May not be
fully functional at this time.
~
55 COINDUCT COOUTCAST~
Syntax: coinduct <player>
Syntax: cooutcast <player>
Coinduct and cooutcast are similar to the 'clan' commands of induct and
outcast, but function to induct or outcast members from councils.
Coinduct will bring a new player into the council.
Cooutcast will remove them from the council.
~
52 COLOR~
The following 16 colors are supported in the commands echo, recho,
mpecho, mpechoat and mpechoaround.
_whi White
_yel Yellow
_blu Blue
_dbl Dark Blue
_lbl Light Blue
_cya Cyan (sort of turquoise)
_gre Green
_dgr Dark Green
_cha Charcoal (grey)
_dch Dark Charcoal (dark grey)
_pur Purple
_red Red
_ora Orange
_bro Brown
_pin Pink
_bla Black
If the indicator is preceded by an asterisk, the message will blink.
recho _red This is an example of recho in red.
recho *red This is an example of recho in blinking red.
mpecho _yel This is an example of mpecho in yellow.
mpe _yel This is an example of mpecho in yellow.
mpechoat $n _blu This is an example of mpechoat in blue.
mea $n _blu This is an example of mpechoat in blue.
mpechoaround $n _bro This is an example of mpechoaround in brown.
mer $n _bro This is an example of mpechoaround in brown.
You only need to enter as much of the color indicator as required to
uniquely identify it.
mpe _r This is an example of mpecho in red.
~
1 COMBAT~
You may choose a fight by finding a mob, and using LOOK, CONSIDER, and
IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob>
to get a look at its equipment and description, this will often help
indictate how hard a fight might be. You can CONSIDER <mob> for a one
on one comparison of the mobs hitpoints and level to your own. You may
also CAST IDENTIFY <mob> to get more detailed information about the mob.
You may start a fight by using KILL, MURDER, or many spells and skills
available to players. The easiest way to start a fight is to KILL <mob>.
Currently, you may also MURDER <mob>, but this causes the mob to yell out.
You may find yourself in trouble during a fight, and wish to leave, this
can be done by using FLEE or RECALL. You can flee a fight by typing FLEE.
You may recall from a fight with the spell 'word of recall' or by reciting
a recall scroll. You may also set it up to flee automatically once you go
below a certain number of hitpoints by using WIMPY. To use your wimpy, type
WIMPY or WIMPY <number of hitpoints>. Leaving a fight with wimpy, flee, and
recall WILL cost you a loss of experience, with recall causing the greatest
loss.
~
51 COMMENT~
Syntax: comment write
Syntax: comment subject <subject>
Syntax: comment post <player>
Syntax: comment list <player>
Syntax: comment read <player> #
Comment write puts you into the buffer, and the commands work just like
writing a note. You may only read and post comments on players currently
online (works on link-dead players as well).
~
0 COMPARE~
Syntax: compare <object-1> <object-2>
Syntax: compare <object>
COMPARE compares two objects in your inventory. If both objects are weapons,
it will report the one with the better average damage. If both objects are
armor, it will report the one with the better armor class.
COMPARE with one argument compares an object in your inventory to the object
you are currently wearing or wielding of the same type.
COMPARE doesn't consider any special modifiers of the objects.
~
1 CONFIG~
Syntax: config + or - <option>
This command configures some of your character behavior. Typing CONFIG
alone shows you your current settings. With a plus or minus sign and
an option, CONFIG turns that option on or off.
The options are:
AUTOEXIT You automatically see exits.
NORECALL Toggle automatic recall if you lose link during combat
AUTOLOOT You automatically loot corpses.
AUTOSAC You automatically sacrifice corpses.
AUTOGOLD You automatically split gold from kills with your group.
BLANK You have a blank line before your prompt.
BRIEF You see brief descriptions only.
COMBINE You see object lists in combined format.
PROMPT You have a prompt.
TELNTGA You receive a telnet GA sequence.
NOINTRO Toggle whether you see the graphic screen at login
GAG Toggle whether you see battle details in full or brief form.
~
0 CONSIDER~
Syntax: consider <character>
CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.
~
52 CONSTATES~
State | Description
-----------------------------------------------------------
0 | Player is playing.
1 | Player is prompted for his or her name.
2 | Player is prompted for his or her password.
3 | Player is prompted to confirm his or her name.
4 | Player is prompted to select a password.
5 | Player is prompted to confirm the password.
6 | Player is prompted to select his or her sex.
7 | Player is prompted to select a class.
8 | Player is reading the message of the day.
9 | Player is prompted to select a race.
10 | Unused.
11 | Player is in the line editor.
12 | Player is prompted to select RIP, ANSI or NONE.
13 | Player is viewing the title screen.
14 | Player is prompted to PRESS ENTER.
15 | Player is waiting for authorization (1).
16 | Player is waiting for authorization (2).
17 | Player is waiting for authorization (3).
18 | Player has been authorized.
~
1 CONSTITUTION CON~
Constitution (CON in your 'score') represents your character's physical
stamina. Among other things, it affects:
- the number of hitpoints a character receives each time it levels
- the number of hitpoints recovered or regenerated at each tick if
resting or sleeping
- the number of additional moves a character receives at level
- improvement or worsening of a character's mental state, thus
affecting general endurance
No class receives constitution as a prime attribute.
~
1 'CONTAINERS' 'CONTAINER'~
Containers are almost a necessity in the game. They are used to carry
items, food, and drinks. They help allow you to sort things, by using two
or more types of containers at once. Corpses use many of the same commands
as regular containers.
EXAM <container> or LOOK IN <container> allows you to see what it contains.
GET <item> <container> allows you to take one item from a container.
GET ALL <container> allows you to take everything from a container at once.
GET ALL.<item> <container> allows you to take all of a particular item type
PUT <item> <container> puts an item inside a container.
PUT ALL <container> will put as much of your inventory in the container as
possible, until the container is full.
PUT ALL.<item> <container> will put as much of one type of item into the
container as possible, until the container is full.
~
0 'CONTINUAL LIGHT'~
Syntax: cast 'continual light'
This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely.
~
0 'CONTROL WEATHER'~
Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse
This spell makes the weather either better or worse.
~
1 CORPSE~
Corpses last approximately 15 minutes after the time of death.
Corpse decay will happen even while you are linkdead or after you quit.
~
0 COUNCILS~
Syntax: councils
Displays a list of councils currently active, and their leaders.
~
0 'CREATE FIRE'~
Syntax: cast 'create fire'
This spell brings forth a magical fire from the ground.
Though it currently has no use other than a lightsource in the room, it
will soon have many uses, including cooking and lighting things.
~
0 'CREATE FOOD'~
Syntax: cast 'create food'
This spell creates a Magic Mushroom, which you or anyone else can eat.
~
0 'CREATE SPRING'~
Syntax: cast 'create spring'
This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
~
0 'CREATE WATER'~
Syntax: cast 'create water' <drink-container>
This spell replenishes a drink container with water.
~
-1 CREDITS~
---------------------------------------------------------------------------
| o M A N Y S P E C I A L T H A N K S T O : o |
| ================================================ |
| Dennis M. Ritchie and Ken Thompson for their creation and development |
| of "C" and UNIX; also Bell Laboratories, AT&&T, MIT, and the University |
| of Berkeley California for their development and contributions to UNIX |
| and C libraries; and thanks also to The Free Software Foundation for |
| their GCC compiler, C library and development tools. |
| |
| J.R.R. Tolkien for his huge contribution to the fantasy world and great |
| many, many inspirations; and of course TSR Hobbies Inc. for their many |
| continuing contributions to the world of gaming, including Dungeons && |
| Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson |
| and Ian Livingstone for their Fighting Fantasy (tm) games and books. |
| |
| The DIKU Mud team for their contributions to the Internet world of MUDS,|
| and the MERC Mud team for their work and development towards DikuMud. |
| |
| And a great many thanks to all the gods, avatars and wonderful players |
| of Realms of Despair, as without them this mud could not be what it is. |
| |
| o -Thoric o |
---------------------------------------------------------------------------
~
58 CSET~
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
stun - sets normal (mob vs. player / player vs. mob) stun modifier
stun_pvp - as above, for player vs. player
dam_pvp - percentage adjustment for player vs. player fighting
dam_pvm - as above, for player vs. mob
dam_mvp - as above, for mob vs. player
dam_mvm - as above, for mob vs. mob
get_notake - level to pick up notake flagged items
read_all - level to read all mail
read_free - level to read mail for free
write_free - level to write mail for free (no items necessary)
take_all - level to take all mail
muse - level to see/use muse channel
think - level to see/use think channel
log - level to see log channel
build - level to see build channel
proto_modify - level to modify prototype objects
override_private - level to override private/solitary rooms
forcepc - level to force pc's
saveflag - flags/actions on which to save a pfile (drop, give, get,
receive, auction, zap, death, auction, auto, password)
guild_overseer - name of the Overseer of Guilds
guild_advisor - name of the Advisor to Guilds
~
0 'CURE BLINDNESS'~
Syntax: cast 'cure blindness' <character>
This spell cures blindness in one so unfortunate.
~
1 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~
1) Syntax: cast heal <character>
2) Syntax: cast 'cure critical' <character>
3) Syntax: cast 'cure serious' <character>
4) Syntax: cast 'cure light' <character>
These spells heal damage suffered by the target character. The higher-level
spells heal more damage.
~
0 'CURE POISON'~
Syntax: cast 'cure poison' <character>
This spell cures poison in one so unfortunate.
~
0 CURSE~
Syntax: cast 'curse' <character>
This spell reduces the character's to-hit roll by 1 and save versus spells
by 1. It also renders the character unclean in the eyes of God and
unable to RECALL.
~
1 D~
. WEARING AND SELLING EQUIPMENT
-------------------------------
*WEAR <object> - you will wear that piece of equipment
*WIELD <weapon> - you will wield that weapon
*HOLD <object> - you will hold that object in your hands
*REMOVE (rem) <object> - the object is remove and placed in inventory
*COMPARE (com) <object1> <object2> - will compare the value of two items
*REPAIR (repa) <object> - the blacksmith will repair your damaged item
*APPRAISE <object> - the blacksmith will tell the cost to repair the item
*LIST - when in a store, the items for sale will be listed
*BUY <object> - you will purchase the item for the given price
*SELL <object> - you will sell the item to the store and receive money
*VALUE <object> - the storekeeper will say how much they will pay for item
~
0 DAMAGE~
When one character attacks another, the severity of the damage is shown
in the verb used in the damage message. Here are all the damage verbs
listed from least damage to most damage:
barely scratch scratch graze
bruise hit injure
wound maul thrash
decimate devastate maim
MUTILATE DISEMBOWEL EVISCERATE
MASSACRE OBLITERATE ANNIHILATE
The message shown will reflect the actual damage you are inflicting on
(or receiving from) your opponent, and not a specific fixed amount.
~
55 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~
DAMAGE ACTION CLASS POWER SAVES
none none none none none
fire create lunar minor poison_death
cold destroy solar greater wands
electricity resist travel major para_petri
energy suscept summon breath
acid divinate life spell_staff
poison obscure death
drain change illusion
~
1 DEADLY~
A "Deadly" character is one who shows up under the Deadly Characters portion
of the Who list (type 'who deadly' to see a list deadly characters online).
Your character will be deadly if you choose the path of the pkillers when
you first entered the game. You are not officially a Deadly character
until your name shows up on 'who deadly'.
~
1 'DEADLY CLANS~
Clans are societies composed of a group of players which have joined
together under a common cause. If you are a member of a clan you have
the ability to pkill other deadly players outside of your own clan.
Depending on the clan you join, you may be asked to follow set of
rules dictated by the clan's leaders.
NOTE: Non-deadly and deadly players may join a deadly clan, however when
the character is outcasted it remains deadly.
~
0 DEATH~
When your character dies, you are reincarnated at the Altar to Thoric in
Darkhaven (or your clan's temple). Your corpse is left behind where you
were killed, together with all of your equipment. Your gold stays with
you (the gods want you to have your gold).
Any spells which were affecting you are canceled by death.
Following and groups are not affected by death.
You lose experience points for dying. The amount you lose is back to the
beginning of your level. Thus if you have a bad day and die several times,
the penalties won't clobber you.
Corpses decay after time, and when this happens the objects inside a corpse
will decay with it. Player corpses last *roughly* 30 hours of game time
(15 minutes of real time). Only the player who died or someone in the same
group can retrieve objects from a player's corpse. The only exceptions are
for deadly characters, who can loot each other's corpses at will.
~
-1 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~
. @%#$%&&*!@#!?!?!
.-------------=======[ Debugging / Coding Credits ]=======-------------.
| |
| Most of the extensive debugging and coding of SMAUG was done |
| by Thoric in what little spare time he could set aside. |
| |
| Other credits go out to Haus for debugging work on the online |
| building, and also to Strahd, Caine and all the gods who reported |
| nasty bugs and crash causes. |
`----------------------------------------------------------------------'
~
53 DEFENSES~
parry dodge heal curelight cureserious curecritical
dispelmagic dispelevil sanctuary fireshield shockshield shield
bless stoneskin teleport monsum1 monsum2 monsum3
monsum4 disarm
See MSET and ATTACKS (Some are not implemented).
~
10 DEITIES DEITY~
Syntax: deities
Syntax: deities <deity>
The deities command displays all the deities of the world. Using an
argument will display the target deity's description.
SEE ALSO: supplicate, favor, devote.
~
0 DEMONSKIN~
This spell makes you less susceptible to slashing attacks.
~
56 DENY DISCONNECT FREEZE~
Syntax: deny <character>
Syntax: disconnect <character>
Syntax: freeze <character>
DENY denies access to a particular player and throws them out of the game.
DENY is permanent (persists across reboots) and can only be undone offline
by someone with access to the player files directory.
DISCONNECT <character> immediately disconnects that character.
FREEZE <character> is a toggle which prevents a character from issuing any
commands at all.
~
0 DESCRIPTION BIO~
Syntax: description
Syntax: bio
The DESCRIPTION command puts you into an editor to edit your long character
description (what people see when they look at you).
The BIO command puts you into an editor to edit your personal bio: what
people see when they check WHOIS on you.
~
65 DESTRO DESTROY~
Syntax: destroy <character>
This command immediately deletes the pfile of the victim, and will
simultaneously force the character offline if they are connected.
~
0 'DETECT EVIL'~
Syntax: cast 'detect evil'
This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.
~
0 'DETECT HIDDEN'~
Syntax: cast 'detect hidden'
This spell enables the caster to detect hidden creatures.
~
0 'DETECT INVIS'~
Syntax: cast 'detect invis'
This spell enables the caster to detect invisible objects and characters.
~
0 'DETECT MAGIC'~
Syntax: cast 'detect magic'
This spell enables the caster to detect magical objects.
~
0 'DETECT POISON'~
Syntax: cast 'detect poison' <object>
This spell detects the presence of poison in food or drink.
~
0 'DETECT TRAPS'~
Syntax: cast 'detect traps'
This spell makes one magically aware of dangerous traps for a period of
time.
~
0 DETRAP~
Syntax: detrap <object>
This skill allows one to disarm a trapped object.
Use it with care.
~
10 DEVOTE~
Syntax: devote <deity>
Syntax: devote none
Devote allows you to devote yourself to a deity. If you leave your deity
for another, your favor is set to -1000 and you are blinded for a period
of time.
Note: You must 'devote none' first before devoting to a new deity.
SEE ALSO: supplicate, deities, favor.
~
1 DEXTERITY DEX~
Dexterity (DEX in your 'score') represents your character's agility, and
it affects (among other things):
- the maximum number of items you can carry at once in your inventory;
with each additional point of dex you can carry additional items.
- each additional point of dexterity also lowers (improves) your natural
armor class.
- the number of new moves you receive each time you level, as well as the
number of moves you regenerate at each tick (when resting to refresh or
regain movement points).
- success chances with bash and stun, and helps determine whether a thief
will be able to poison a weapon.
Dexterity is also very important for quaffing potions in combat. High dex
will allow you to quaff without dropping many potions during the heat of
battle, while a poor dexterity will cause you to accidentally drop many
of the valuable vials.
Dexterity is the prime attribute of thieves and vampires.
~
61 DIAGNOSE~
Syntax: diagnose of 20
Diagnose of n - object frequency of top "n" objects. The above example will
return the 20 most numerous object vnums in the game at that time.
~
55 DICEFORMULAS~
To make the special SMAUG spells possible, special dice formula handling
had to be coded in. (At least to make it nice). This dice formula code
supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related
operators and variables:
D dice L level H hit points M mana
V movement S strength I intelligence W wisdom
X dexterity C consitution A charisma U luck
Y age
See SMAUGSPELLS and SSET.
~
0 DIG DIGGING BURY BURYING~
Syntax: dig
Syntax: dig <direction>
Syntax: bury <item>
You can dig and bury items through the use of the dig skill and bury command.
Buried items are not visible to players, even through the use of spells such
as locate object. To dig an item up, type dig with no arguments. Having a
shovel raises your chance of success. If you dig in a direction, you will
attempt to dig open an exit.
To bury an item (or corpse), drop the item on the ground and bury <item>.
Depending on the size and weight of the object, you might need a shovel.
* Note: Deadly players can bury/dig up each other's corpses. *
Items buried will not last beyond crash or reboot. Do not attempt to use
this skill for storage of items you wish to keep.
~
-1 DIKU~
This SMAUG mud was originally based on the Merc 2.1 code which was
based on the orignal DIKUMud code created by:
The Original DIKUMud Team:
Katja Nyboe [Superwoman] (katz@freja.diku.dk)
Tom Madsen [Stormbringer] (noop@freja.diku.dk)
Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk)
Michael Seifert [Papi] (seifert@freja.diku.dk)
Sebastian Hammer [Quinn] (quinn@freja.diku.dk)
Additional contributions from:
Michael Curran - the player title collection and additional locations.
Bill Wisner - for being the first to successfully port the game,
uncovering several old bugs, uh, inconsistencies,
in the process.
And: Mads Haar and Stephan Dahl for additional locations.
The Original DIKUMud was Developed at the Department of Computer Science
at the University of Copenhagen.
~
0 'DISPEL EVIL'~
Syntax: cast 'dispel evil' <victim>
This spell invokes the wrath of the gods upon an evil victim. If you do
not specify a target, the spell's effect will strike you instead of a
secondary target.
~
0 'DISPEL MAGIC'~
Syntax: cast 'dispel magic' <character>
This spell dispels magical affects on a character. It may be used as
an offensive spell to remove an enemy's magical advantages, or as a
benign spell to remove one's own magical handicaps.
WARNING: dispel magic is an offensive spell when cast on anyone other
than yourself, and will possibly begin a battle with the victim.
* DO NOT cast dispel magic on another player character unless you both
appear under the 'deadly characters' section of the who list!
~
57 DMESG~
Syntax: dmesg
Displays the contents of the boot log.
~
0 DODGE~
This skill lets you dodge incoming attacks, taking no damage from them.
Use of the skill is automatic once you have practice it.
~
53 DOORDIRS~
Here is the order of the exits, and their corresponding values:
---------------------
| Direction | Value |
|--------------------
| NORTH | 0 |
| EAST | 1 |
| SOUTH | 2 |
| WEST | 3 |
| UP | 4 |
| DOWN | 5 |
| NORTHEAST | 6 | Exits 6 - 10 are relatively new, and may not be
| NORTHWEST | 7 | fully supported by all of the code yet.
| SOUTHEAST | 8 |
| SOUTHWEST | 9 |
| SOMEWHERE | 10 |
---------------------
See REDIT, RSTAT and RESETCMDS.
~
0 'DRAGON WIT' DRAGONWIT~
This spell increases your ability to reason for its duration.
~
0 DRAGONSKIN~
This spell makes you less susceptible to stabbing attacks.
~
1 'DREAM'~
Syntax: cast 'dream' <player> <message>
This spell enables you to cast a dream or message on a sleeping player.
~
0 DROP GET GIVE PUT TAKE~
Syntax: drop <object>
drop <amount> coins
Syntax: get <object>
get <object> <container>
Syntax: give <object> <character>
give <amount> coins <character>
Syntax: put <object> <container>
Syntax: get/put/drop <# amount> <object>
Syntax: get/put <# amount> <object> <container>
DROP drops an object, or some coins, on the ground.
GET takes an object, either lying on the ground, or from a container, or
even from a corpse (TAKE is a synonym for get).
GIVE gives an object, or some coins, to another character.
PUT puts an object into a container.
Use 'drop/get/put all' to reference all objects present.
Use 'drop/get/put all.<object>' to reference all objects of the same name.
Examples:
- drop 1000 coins
- get all.ball backpack
- get 5 sword
- put 15 potion backpack
~
0 DRUID~
The druid is a lover and protector of the natural land. Be it the forests
full of centaurs and deer, the streams full of fish, or the bug-infested
swamps, a druid always strives to protect and preserve nature. Wielding
mighty spells from the gods themselves, druids strive hard at their work.
Strong in wisdom, with a body trained to near perfection by their rugged
lifestyle, a druid has many disciplines upon which to draw. From powerful
spells of healing which can bring the near dead back to full vigor, to the
ability to mystically create water and food, to the awesome power of nature
which they command in battle via spells able to quake the land and split
the sky, druids demonstrate that mastery of magic is not just a hobby, but
a way of life for them. Able to face many warriors on almost even footing,
and able to shield themselves nearly as well as some mages, druids are
truly a gifted class.
~
57 'DUAL WIELD'~
This skill allows you to wield two weapons simultaneously.
~
1 DUEL DUELS DUELING~
The arena fee for all is 1 million gold, with 500,000 to the victor.
Duels between Deadly Characters:
a) any level deadly may duel any deadly within their 5 level pkill range
b) combat must be overseen by a Creator or higher (level 52 or higher)
c) looting is permitted if agreed upon prior to combat
d) if clanned characters are involved in combat, the respective clan deity
or deities cannot oversee the duel
Duels between Peaceful Characters
a) Avatar non-deadly characters may duel other Avatars
b) combat must be overseen by a Demi God or higher (level 54 or higher)
c) a one-item loot limit is imposed; parties can agree to no loot at all
Any additional stipulations for individual duels beyond those listed here
must be agreed upon by both combatants and the overseeing immortal _prior_
to combat. (fleeing, disarming, quaff limits, etc.) Anything within the
duel not stated as illegal will be considered legal.
The administration of the Arena is the purview of the Pkill Conclave, and
all concerns regarding its operation should be first addressed to them.
* Note that no immortal is ever required to oversee a duel.
** Non-deadly versus Deadly duels are not possible.
~
0 DWARF DWARVES DWARFS~
Dwarves are relatively short (in Human terms), stocky and powerfully-built
creatures. Long-lived and extremely sturdy, they are known equally as well
for their hardiness as for their cantankerous personalities. Their thick,
stout frames lend them poor dexterity, but high strength and stamina. This
race has produced some of the most reknowned fighters. Dwarves possess the
inherent ability to see in the dark with infravision.
Dwarves average from four foot five inches and five feet tall, with dusky
complexions and thick, fur-covered torsos and limbs. Both men and women
proudly wear and take pride in their beards.
~
1 E~
. GROUPING WITH OTHER PLAYERS
-----------------------------
If you are within 5 levels of another character, you have the ability
to group with that player. You are not able to group a non-deadly
and a deadly character however (see HELP DEADLY). When you are grouped
with another player, you attack mobs together and share the experience
for each kill.
Group Commands:
*FOLLOW <player> - you will follow that player at which point they group you
- to remove yourself from group type: FOLLOW <your name>
*GROUP <player> - you add that player to your group
- typing GROUP alone will list the people in your group
- to remove someone from group type: GROUP <player name>
*GTELL <message> - you tell the group a message
*SPLIT <amount> - splits the gold among the group
~
0 EARTHQUAKE~
Syntax: cast 'earthquake'
This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~
0 EAT DRINK~
Syntax: drink <object> (drink liquid from a drink container)
Syntax: eat <object> (eat food or a magical pill)
eat <object> <container> (eat directly from a container)
Drink instructs your character to drink from a fountain or a drink container
to alleviate thirst.
Eat instructs your character to eat an item of food or a magical pill (which
function in a similar fashion as potions); pills do not fill stomach space.
When you are hungry or thirsty (you will see messages at each tick that
tell you if you are starving or dying of thirst, and can check your
current state with either 'score' or 'oldscore'), you will not regain
hitpoints, movement points or mana back as rapidly as if you were well
fed and hydrated.
If you stay hungry or thirsty too long and you are not an Avatar, your
mental state will begin to suffer. Your combat skills will be affected,
your coordination will suffer and you may begin to either hallucinate or
become depressed. Eating, drinking and a little rest will solve this
problem after a short period of time.
~
51 ECHO RECHO~
Syntax: echo <message>
Syntax: recho <message>
ECHO sends a message to all players in the game, without any prefix
indicating who sent it.
RECHO sends a message to all players in your room, without any prefix
indicating who sent it.
~
51 ECONOMY~
Each area will initialize (on bootup of the mud) with a pool of gold based
on the area's range and the wealth of each mob in that area.
The shopkeepers and thieves will automatically deposit gold into the economy
if they are carrying more than a certain amount (the higher the level of the
shopkeeper, the greater they will carry before depositing).
To allow mobprogs to be created to manipulate area economies, making them
interactive and interdependent, there are two mpcommands: mpdeposit, and
mpwithdraw (see related helpfiles). There is also an 'if economy' ifcheck.
The aset command can also be used to adjust an area's economy by hand
(example: aset <area filename> low_economy <amount>, this will give
the specified area a minimum economy at the level you set).
Mobs will not repop with more gold than what they were originally created
with, but if the area economy runs low they will begin to repop with less
until the economy is replenished (as they all share the same gold pool).
Use foldarea to make changes to an area's economy with aset permenent.
See ASET, FOLDAREA
~
0 'ELDRITCH SPHERE'~
This powerful spell increases your resistence to both magical and nonmagical
attacks.
~
0 ELF ELVES~
Tall, slender creatures with an affinity for the woods and nature, Elves
are distant cousins to the Pixies and share the intelligence and dexterity
of that winged race to a lesser degree. With a lighter frame than Humans,
what they lack in strength and stamina is made up for with their superior
agility - both in thought and movement. Elves are capable in all classes,
though they function poorest in the role of pure fighter. Most Elves will
prefer to stay close to nature, and many become druids. All Elves have
the inherent ability to detect magic.
The average Elf stands taller than most Humans, being well over six feet.
Most have fair skin and long, straight hair, though there are individual
Elves who chose a darker life reflected in their outward appearance.
~
0 'ELVEN BEAUTY' ELVEN BEAUTY~
This spell makes you more charismatic for its duration.
~
0 EMOTE , POSE SOCIAL~
Syntax: emote <action>
Syntax: pose
EMOTE is used to express emotions or actions. Besides EMOTE, there are
several dozen built-in social commands, such as CACKLE, HUG, and THANK.
POSE is a variant of EMOTE.
~
0 EMPTY~
Syntax: empty <container>
Syntax: empty <container> <container>
This command allows you to empty a container of its contents.
Use 'empty <container>' to dump the contents to the ground.
Use 'empty <container> <container>' will empty the contents of the
first container into the second container.
~
0 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>
This spell imbues a weapon with a magical enchantment, increasing its to-hit
and to-dam bonuses. The weapon must be non-magical to start with, else the
enchantment will not succeed. This spell also causes the weapon to be
aligned with the alignment with the caster.
~
0 'ENERGY DRAIN'~
Syntax: cast 'energy drain' <victim>
This spell saps the experience points, mana, and movement points of its
target. This is an attack spell and should not be used against other
players.
~
0 'ENHANCED DAMAGE'~
This skill increases the damage you inflict when attacking. Use of the
skill is automatic once you have practiced it.
~
0 ENTER LEAVE~
Syntax: enter
Syntax: leave
In rooms either 'somewhere' exits or exits responding only to keywords,
you can simply type 'enter' or 'leave' to pass through that exit.
The most common use of this is with portals cast by mages. To use the
portal, simply type 'enter' on either side of it and you will pass
through to the other side.
~
1 EQDAMAGE~
While in combat, you may notice that your equipment is taking damage. For
example, you may see "Your lifebane gets damaged." Each time this happens,
the AC of the item is damaged by one. If the AC on an item is 5, after it
is damaged more than five times it will be destroyed or scraped.
If you wish to preserve the equipment, you must repair it by taking it to
the town blacksmith. (NOTE: Not all equipment is repairable) You may also
notice that while fighting a creature which attacks you with acid breath or
another acid attack, your equipment gets "etched and pitted." When this
occurs the AC on that item is damaged by one permanently. You cannot
repair the damage done by "pitting and etching."
~
0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory
EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~
0 'ETHEREAL FUNNEL' ETHEREAL FUNNEL~
This spell increases the damage done to the victim by energy attacks.
~
1 'ETHEREAL SHIELD'~
This spell decreases the amount of damage taken from energy attacks.
~
0 EXAMINE LOOK~
Syntax: look
Syntax: look <object>
Syntax: look <character>
Syntax: look <direction>
Syntax: look <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>
LOOK looks at something and sees what you can see.
EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
~
52 EXFLAGS~
The redit exflags <dir> [flag] ... command accepts the following flags:
ISDOOR | There is a door in that direction
CLOSED | The door is closed
LOCKED | The door is locked
SECRET | The door is a secret door
SWIM * | Must be able to swim to go that way (or have a boat or float)
PICKPROOF | Door is pickproof
FLY | Must be able to fly to go that way
CLIMB | Must be able to climb to go that way
DIG | Passage is blocked and must be dug out
NOPASSDOOR | Door is resistant to the passdoor spell
HIDDEN | Door is not "obvious" -- doesn't appear with autoexits
CAN_CLIMB | Can use the climb command to go this way
CAN_ENTER | Can use the enter command to go this way
CAN_LEAVE | Can use the leave command to go this way
AUTO | Keyword can be typed to go this way
SEARCHABLE | Searching in this direction can remove the SECRET flag
WINDOW | Cannot go through this exit (doesn't appear with autoexits)
* Not yet implemented
~
52 EXITMAKING~
The 'redit exit' command is used to create, modify and remove exits in a room.
For more than one exit in the same direction see ADVANCEDEXITS.
The syntax of the 'redit exit' command is as follows:
redit exit <direction> [vnum] [exit-type] [key] [keyword(s)]
direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ?
vnum : the room number in which the exit leads to.
exit-type: a number detailing the exit -- has a door, open/closed/locked etc.
key : a number corresponding to a key object which can unlock the door.
keywords : keywords used to refer to the door, (or exit).
If only 'redit exit <direction>' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords. All other fields are
required previous to the field desired.
Examples:
redit exit n 3001 - Creates an exit north to room 3001
redit exit n 3001 3 gate - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n - Removes the north exit
See EXITTYPES for generating the exit-type value.
~
0 EXITS~
Syntax: exits
Tells you the visible exits of the room you are in. Not all exits are visible.
You can use the 'bump' technique to find hidden exits. (Try to walk in a
certain direction and see what you bump into).
~
52 EXITTYPES~
These are the currently valid exit-types:
0 - Plain exit
1 - Door exists (Required to be closed or locked)
2 - Door is Closed
4 - Door is Locked
8 - Door is Secret (Trying to go that way won't reveal door)
32 - Door is Pickproof (Door can't be picked by spell or skill)
64 - Need to be able to fly to go that way
128 - Need to be able to climb to go that way
1024 - Door is Passdoor proof
NOTE: You must ADD the values together to generate an exit-type:
3 = a closed door
7 = a closed and locked door
11 = a closed secret door
15 = a closed, locked and secret door
-- Use the 'redit exflags' command to change these flags, and to set the
advanced exit flags, most of which are not shown above.
See EXFLAGS and EXITMAKING.
~
0 EXPERIENCE LEVEL XP~
Syntax: level
Your character advances in power by gaining experience. Type LEVEL to see
how many experience points you'll need for the next few levels.
You gain experience by:
inflicting damage upon an opponent
being part of a group that kills an opponent
succeeding while learning a skill or a spell through real world usage
You lose experience by:
fleeing from combat
recalling out of combat
being the target of some spells (energy drain, etc.)
dying
The experience you get from a kill depends on several things: how many
players are in your group; your level versus the level of the monster;
your alignment versus the monster's alignment and some random variation.
Your last 25 kills are recorded. Each time you kill a creature that has
been one of your last 25 kills you will receive less and less exp for it.
The creature will also learn from its experience with you over time; if
its intelligence is higher than your own it will begin to gain an
advantage over you in combat.
~
1 F~
. COMMANDS FOR COMBAT
---------------------
*KILL <mob> - you begin to attack the mob (you need only type once)
*FLEE - you attempt to flee from the fight
*CAST <spell name> - you cast the spell (see HELP <spell name> for more info)
*GLANCE <mob or player> - tells you how wounded the target is
*CONSIDER (con) <mob> - gives you an idea on how tough the mobile is
*LEVEL - shows you how many experience points you need till next level
*WIMPY <number> - if your hitpoints go under that number, you flee combat
*CONFIG +/-FLEE - you do/don't flee when attacked
*RESCUE <player> - you replace a player in a fight
*SHOVE <player> <direction> - a deadly player is shoved in a given direction
*DRAG <player> <direction> - a sitting deadly player is moved that direction
~
0 'FAERIE FIRE'~
Syntax: cast 'faerie fire' <victim>
This spell increases (makes worse) the armor class of its victim. For each
level of the caster, the victim's armor class is increased by two points.
~
0 'FAERIE FOG'~
Syntax: cast 'faerie fog'
This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
~
10 FAVOR~
Your favor reflects how much your deity favors you. It can increase if
you follow the principles of your deity, and decrease if you go against
your deity's wishes. A high favor gives you better chance rolls and
weapon bonuses, while a low favor penalizes you. You also use favor
when supplicating for special favors. Favor ranges from -1000 to 1000.
Note: If you deviate from your deity's alignment, you shall suffer a
penalty in favor for some actions.
SEE ALSO: deities, devote, supplicate.
~
0 FEED~
Syntax: feed
Vampires require copious amounts of blood to function properly, and
often the small puddle remaining after a kill is insufficient to
satiate the Hunger. Thus, the Vampire will often need to grapple
with a victim in an attempt to feed from the living veins.
To 'feed', the Vampire must be engaged in combat; simply type 'feed'
while fighting. If the bite succeeds a small amount of damage will
be done and a varying amount of blood will be drawn.
~
0 FILL~
Syntax: fill <drincon>
Syntax: fill <container>
Syntax: fill <pipe> <herb>
FILL can be used with drink containers, regular containers or pipes.
- to fill a drink container, go to a fountain and 'fill <drinkcon>'
- to fill a container such as a backpack with items from the ground,
type 'fill <container>'
- to fill a pipe you must have both the pipe and the herb in your
inventory, then type 'fill <pipe> <herb>'
~
0 'FIRESHIELD'~
Syntax: cast 'fireshield'
This spell will surround you with a shield of fire, that will return your
enemies attacks with balls of fire!
~
59 FIXCHAR~
Syntax: fixchar <character>
Resets a character's saving throws and mentalstate. Should probably
not be done while the character is equipped.
~
0 FLAMESTRIKE~
Syntax: cast 'flamestrike' <victim>
This spell inflicts damage on the victim.
~
0 FLEE RESCUE~
Syntax: flee
Syntax: rescue <character>
Once you start a fight, you can't just walk away from it. If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.
If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time. Your chances
of making the recall are reduced, and you will lose much more experience.
In order to RESCUE successfully, you must practice the appropriate skill.
~
1 FLOAT~
Syntax: cast 'float' <character>
This spell enables the target character to float. It is useful in saving
mv (movement points), makes a character float slowly to the ground when
falling from in the air, and allows you to move over water and through the
air.
Some water areas require the use of float to prevent damage from drowning.
If you are in an area and your movement suddenly begins to drop, then you
begin losing hps <hitpoints>, you should cast float immediately.
~
57 'FLOAT'~
Syntax: cast 'float' <character>
The spell enables the target character to float. It is useful in saving
mv (movement points), as well as in preventing damage taken when falling
and in preventing an opponent from tripping you. It does not allow you
to travel through areas which require you to fly, however.
~
0 FLY~
Syntax: cast 'fly' <character>
This spell enables the target character to fly. It is useful in saving
mv (movement points), preventing a character from falling when in the
air, moving over water or through the air, and in preventing an opponent
from tripping you.
Some water areas require the use of fly to prevent damage from drowning.
If you are in an area and your movement suddenly begins to drop, then you
begin losing hps <hitpoints>, you should cast fly immediately.
~
57 FOLDAREA~
Syntax: foldarea <area filename>
This command is used to save a live (non-prototype) area file, usually after
it has been modified. It should be used with extreme care.
See ASET, UNFOLDAREA and INSTALLAREA.
~
0 FOLLOW GROUP~
Syntax: follow <character>; Syntax: group <character>; Syntax: group
'Follow' starts you following another character. To stop following, type
'follow self'. You cannot follow those more than ten levels above you.
'Group <character>' adds someone who is following you into your group, making
them a group member. Group members share experience from kills, and may use
the GTELL and SPLIT commands. If anyone in your group is attacked, you will
automatically join the fight.
If character is already a member of your group, using 'group <character>'
will remove them from your party. Removing the character from the group
does not stop them from following you, however. A character can also
leave your group by using the 'follow self' command, in which case they
will both leave your group and stop following you.
'Group' with no argument shows statistics for each character in your group.
You may follow lower level characters or characters up to ten levels higher.
You may group only characters within eight levels of your own.
'Group all' groups all eligible players following you in the room.
'Group disband' allows a leader to disband his group (members stop following
and are ungrouped).
~
59 FOR~
Syntax: for <argument> <command>
Syntax: for <argument> <command> <target>
For allows an immortal to perform a command at or even on a large
number of targets. The arguments include: all, mobs, gods.
Example: for gods gl, you will 'glance' in the room of every god
who is online (include link-dead)
You can also perform an action on the argument target.
Example: for mobs poke #, you will perform the 'poke' social on
every mob in the game.
'For' does not override private flags.
~
52 FORCE~
Syntax: force <victim> <command>
Syntax: force all <command>
Force forces one mob or character to execute a command.
FORCE 'all' forces _all_ everywhere in the game to execute a command,
typically used for 'force all save'.
Note that the level required to use force on mobs can be different
than the level required to use force on players, and can be adjusted
via 'cset' (see 'help cset').
~
56 FORCECLOSE~
Syntax: forceclose <descriptor>
This command will force a certain descriptor to close.
This is useful to disconnect connections that aren't really connected
due to a poor TCP connection.
It can also be used to forceclose a connection before a potential
problem player can even get to the authorization state of connection.
See USERS, CONSTATES and DISCONNECT.
~
61 FORMPASS~
Syntax: formpass <new password> <character name>
Example: formpass temporary Joseph
Used to help in changing a character's password if they have forgotten or
misplaced their own.
This command will return the encrypted form of the specified password for
the specified character name. Password and character name are case
sensitive, and the character name _must_ be capitalized. The resulting
encrypted password must then be pasted into the character's pfile offline
by someone with access to player files.
~
51 FQUIT~
Syntax: fquit <character>
Can be used by low-level imms to force a level 1 player to quit the game,
for example if the player is accidentally authorized or is causing problems
and there are no higher immortals around to deal with the problem. Fquit
does not work on any player higher than level 1.
~
1 G~
. COMMUNICATION COMMANDS
------------------------
*CHAT <message> - everyone can hear this message
*TELL <player> <message> - only that player will see your message
*ASK/ANSWER <message> - for asking and answering questions
*EMOTE <message> - this prints <Your name> <message> on the screen
*QUEST <message> - channel used for questing players
*REPLY <message> - sends a messages to the last person who sent you a tell
*SAY <message> - the message is only heard by the people in the room
*SHOUT <message> - message is only heard by people who are awake
*YELL <message> - message is only heard by people in the area
*CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders
*CHAN +/-<channel> - you can turn a channel on and off
**** Also see HELP LANGUAGES, NOTES, and MAIL ****
~
37 GATE~
Syntax: cast gate
This spell gates in a guardian vampire. Player characters don't have much use
for it, but high demons, and guardian vampires themselves, like it a lot.
~
0 GITH~
The Gith are a race descended from humans. Once long ago, they were a
peaceful civilization of humans that were captured by mind flayers and
tormented for centuries. Eventually, a savior named Gith led them to
freedom, yet their bodies had been flayed by the mental powers of the
illithids. The Gith found themselves, stronger, quicker, luckier and
smarter than average humans, yet they had lost much of their faith,
wisdom, stamina and charisma.
They had yellowed skin and were very long of limb. Sunken eyes peered
from yellowed sockets, now strangely capable of naturally detecting
invisible things. The Gith race has split into three distinct groups
recently. The good, the Githzerai, the selfish neutral, the Pirates
of Gith, and the evil, the Githyanki.
~
1 GLANCE~
syntax: glance
syntax: glance <victim>
Glance alone shows you only the contents of the room you are in,
eliminating the description. Glance <victim> shows only the health
condition, eliminating their description and equipment from your
screen.
Glance may be abbreviated as 'gl'.
~
52 GOTO~
Syntax: goto <location>
GOTO takes you to a location. The location may be specified as a vnum,
as the name of a mobile, or as the name of an object.
If the location is a vnum, and it does not already exist, and it is within
your room vnum range; it shall be created for your to edit further with
REDIT.
You may not GOTO a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present.
See REDIT.
~
-1 GREETING~
.
/ _ _ _ _ _____
/ |\ /| /\ | | / \ ***************
/ | \ / | / \ | | | * \\._.// *
/ | \/ | / \ | | | * (0...0) *
/_______ | | |______| | | | * ).:.( *
/ | | | | | | | * {o o} *
/ | | | | | | | __ * / ' ' \ *
/ | | | | | | | | *-'^.VxvxV.^'-*
/ | | | | \____/ \_____/ ***************
/ ^^ ^^ ^^ ^^
SMAUG 1.0 written by Thoric (Derek Snider - derek@idirect.com), with help from
Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog
Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by:
Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer
Enter your character's name, or type new: ~
1 GRIP~
This skill is automatic, once practiced. The skill causes you to grip
your weapon tightly as someone tries to disarm you, making it far more
difficult to successfully disarm you. This skill will only increase as
you are engaged in fights where someone is attempting to disarm you.
~
0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
All of these commands send messages to other players. GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying. ';' is a synonym for GTELL.
SAY sends a message to all awake players in your room. The single quote '''
is a synonym for SAY.
TELL sends a message to one awake player anywhere in the world.
REPLY sends a message to the last player who sent you a TELL. REPLY will work
even if you can't see the player, and without revealing their identity. This
is handy for talking to invisible or switched immortal players.
~
0 GUILDS~
Syntax: guilds
Displays a list of currently operating guilds, their leaders, their
mkills (number of mobs killed by guildmembers) and mdeaths (number
of members killed by mobs).
~
0 GUILDTALK~
Syntax: guildtalk <message>
Provided that you are in a Guild, guildtalk will send the message to
all members currently online.
~
1 H~
. COMMANDS FOR GENERAL INFORMATION
-----------------------------------
*WIZLIST - shows a list of all the immortals
*AREAS - lists of areas and their level ranges
*COMMANDS - lists all the commands available
*SCORE - will show the stats on your character
*SOCIALS - lists the socials available to you
*TIME - gives the mud time
*WEATHER - tells you what the weather is like
*WHO - shows all the people playing at the time
*WHERE - lists the players in your area
*CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different
clans, orders, councils, and guilds
~
0 HALF-ELF HALFELF HALFELVES~
A mixing of Human and Elven blood, these attractive creatures are neither
as intelligent as full-blood Elves (but moreso than Humans), nor as hardy
as full-blood Humans (but moreso than Elves). They serve best in classes
which require a mix of mental and physical strength without demanding
superiority in either. Half-elves carry the inherent Elven ability to
see limitedly in the dark with infravision.
Though not as tall as a pure-blood elf, a half-elf is a relatively tall
creature ranging from five foot five inches tall to six foot five inches,
with a generally more muscular build than the pure-blooded elf.
~
0 HALF-OGRE HALFOGRE~
Half-Ogres are offspring of the successful coupling of the neanderthal-like
Ogre with and Humans. Standing from six to nine feet in height and packed
with bulging muscles, Half-Ogres possess great physical abilities, enabling
this race to thrive in battle. Half-ogres tend to be less quick-witted
than humans and, like their pure-blood Ogre relatives, are aggressive in
the extreme, often engaging in battle to establish superiority, leaving the
loser shunned as a weakling incapable of survival. Because of their human
parentage, Half-Ogres are not as large or powerful as pure-breed Ogres, but
nevertheless boast truly awesome strength. Half-Ogres possess infravision.
The torso and limbs of many Half-Ogre are commonly covered in small, boney
growths. Most are relatively hairless, with disproportionally long limbs,
giving many an ape-like appearance. Their weight runs from three hundred
to four hundred pounds.
~
0 HALF-ORC HALF-ORCS HALFORC HALFORCS~
A recent mingling of Orcish and Human blood arising as the darker races
have encroached further upon the remaining settled areas, most members
of this half-blooded race are distinctly more Orcish than Human in both
appearance and behavior. Large and dull of wit, with short but broad
bodies, their poor mental and physical dexterity is offset by an iron
constitution. Though some have dabbled in the sorcerous arts due to
their human influence, brute combat is is still the natural call which
stirs in the soul of the Half-Orc. All Half-Orcs possess infravision.
Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually
retain their wider bodies, longer, bowed limbs and heavier musculature.
A ridged brow crowned by bushy eyebrows conceals small, squinting eyes;
below a snout-like noses opens a maw filled with crooked fangs; dark
skin emanating a rancid odor; their presence disgusts civilized races.
Standing from five to seven feet tall and averaging two hundred pounds,
an altogether fearsome race.
~
0 HALF-TROLL HALFTROLL~
An intermingling (carried out in the darker lands of the world) of the
blood of the Troll with that of Humans, the Half-troll is as deadly as
it is hideous. Though considerably smaller than full-blood Trolls, the
Half-troll often stands well over eight feet in height and carries over
three hundred pounds on its heavily-muscled frame. Though naturally of
low wisdom, the race was sorcerously imbued with a wicked intelligence
and the ability to see naturally in the darkness. Half-trolls usually
make poor pure magic users, and suffer from an unusually low dexterity.
Yet their boundless energy and high intellect create one of the most
cunning physical beasts in experienced hands.
Owing in part to the black blood which courses through their heavy veins,
the heavily-scaled skin of the Half-troll ranges in color from a charcoal
grey to a deep, blackish green. Half-trolls revel in the fright of their
appearance, often wearing their hair in battle-braids and emblazoning
themselves with brands and tattoos to accentuate the effect.
~
0 HALFLING HALFLINGS~
Short, slender, bull-headed and very mischievous the Halfling has a level
of dexterity which knows no equal, and many enjoy the thrill of stealing
valuables from other people. Many halflings choose the path of the Thief,
for which their silent footstep and nimble fingers serve them well. This
dexterity coupled with a surprising fearlessness makes them a ferocious
(though somewhat underpowered) opponent.
Halflings have compact bodies and thick, long limbs, and are usually
covered from head to toe in hair of varying thickness and color.
~
58 HEDIT~
Syntax: hedit [help topic]
This command allows you to edit a help topic. If the specified help topic
does not exist, it will be created for you. The default help page (summary)
will be selected if you do not specify a page.
NOTE - Always, when creating a new help entry, type Help <new entry name>
prior to creating your entry. A pre-existing help file associated
with that keyword may already exist.
&Y
Colors &wcan now be added to help files using the same command set that changes
a player prompt. &bMultiple &Ycolor &wcombinations can be set on a given line
including ^bbackground^x colors. However, there are a couple of quirks to take
note of:
&Y
1) If the first line of your help file containers a color code and you are
experiencing a display problem with the file, use a . to begin the file.
2) Color changes should be separated by at least one character. Example:
'&&Y.^^r' will work, '&&Y^^r' may cause problems.
See HSET, PCOLORS.
~
51 HELL UNHELL~
Syntax: hell <character> <number> <hours or days>
Syntax: unhell <character>
The hell command sends a character to hell for a given period of time. It
automatically releases the character when their time has been served. Upon
being helled, the character receives the message, "The immortals are not
pleased with your actions. You shall remain in hell for <time period>."
Hell takes arguments of either hours or days. To hell someone for 3 hours,
"hell <character> 3 hours." To hell someone for three days, "hell <character>
3 days". Hell will default to hours if hours or days is not specified.
To release a player from hell early, simply "unhell <character>".
~
0 HELP~
Syntax: help
Syntax: help <keyword>
HELP without any arguments shows a one-page command summary.
HELP <keyword> shows a page of help on that keyword. The keywords include
all the commands, spells, and skills listed in the game.
~
-1 SUMMARY~
|--------------------------------------|--------------------------------------|
| MOVEMENT | GROUP |
| north east west south northeast exit | follow group gtell ; split |
| northwest southeast southwest sleep |--------------------------------------|
| rest sit wake stand somewhere unlock | INFORMATION |
| up down enter climb where fly float | areas experience score title weather |
|--------------------------------------| channels description experience note |
| CONFIG OPTIONS | who wizlist story tick MOTD news bug |
| autoloot autogold telnetga autoexit | mail time password slist report typo |
| nice flee norecall blank combine rip | spells skills weapons languages idea |
| nointro prompt ansi autosac shovedrag|--------------------------------------|
|--------------------------------------| COMMUNICATION |
| OBJECTS | social quest clan ordertalk guildtalk|
| get put drop give sacrifice hold dig| say tell chat question answer auction|
| appraise list buy sell equipment |--------------------------------------|
| recite quaff zap brandish compare | COMBAT |
| empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast|
|--------------------------------------|--------------------------------------|
Also see help on: !, save, quit, pagelength, and practice.
To use the help menu, just type "help <topic>".
To see help on individual areas, you can now type "help <full area name>".
If you are new to the game, type HELP NEWBIE to see a special help series.
~
0 HIDE SNEAK VISIBLE~
Syntax: hide
Syntax: sneak
Syntax: visible
If you successfully HIDE, other characters and creatures cannot see you
unless they are affected by 'detect hidden'.
If you successfully SNEAK, you can move from place to place without being
noticed by other characters.
In order to HIDE or SNEAK successfully, you must practice the appropriate
skill.
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
effectively making you visible again to all.
~
60 HITALL~
Syntax: hitall
Hitall is a fighter skill that will start a fight by hitting all the
opponents in the room. For nondeadly characters, the 'opponents' means
mobs, for deadlies it means all the deadly players in the room.
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~
1 HLIST~
Syntax: hlist <low level range> <high level range>
This command will give you a listing of available help files. The list
is in alphabetical order based on the first triggering keyword. While
this command was initially designed as a maintenance tool to help us
track help files, it is also available to players so that they can
capture a listing of the help files available to them.
Note - You may only view help files that are coded for viewing by your
level or lower.
Note - The list of help files is quite extensive, and the command does
not as yet have a way to filter/shorten the list. Screen capture
is, at present, your only recourse.
~
0 HOLD REMOVE WEAR WIELD~
Syntax: hold <object>
Syntax: remove <object>
Syntax: remove all
Syntax: wear <object>
Syntax: wear all
Syntax: wield <object>
Three of these commands will cause you to take an object from your inventory
and use it as equipment:
HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons.
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory.
REMOVE will take an object from your equipment and place it into inventory.
REMOVE ALL will remove all your equipment and place it into inventory.
~
51 HOLYLIGHT INVIS~
Syntax: holylight
Syntax: invis
HOLYLIGHT is a toggle that allows you to see (almost) every character and
mobile in the game. With holy light, you can see what's in the game more
easily. Without holy light, you can see what mortal players see.
INVIS is a toggle which makes you completely invisible to all player characters
of lower level than you, and to all mobiles.
When an immortal is INVIS, they will have a flag on the who list which
indicates their level of invisibility, such as (51) for INVIS 51. A
similar flag will also appear when you 'LOOK' in a room - this flag will
say (Invis 51).
HOLYLIGHT will not allow you to see immortal INVIS characters who are
higher level than you.
~
10 HOMEPAGE~
syntax: homepage <url>
example: homepage http://www.game.org/index.html
To remove your homepage setting, type 'homepage clear'.
~
1 'HP'~
This is an abbreviation for hit points. All classes begin with 20 hp
at creation and gain between 6 and 19 hp per gained level, depending on
class, race and CON. Equipment can also add to your total hp.
~
58 HSET~
Syntax: hset <command> [value] [help topic]
save Saves all help pages (to help.are)
level <level> <help topic> Sets help topic to specified level
keyword <keyword> <help topic> Sets help keyword to specified keyword
remove <level.><help topic> Removes the specified help page
Note: If you wish to set more than one keyword to a help topic, enclose all
the keywords, space separated inside quotes. (Like in spellcasting)
Note: If you have instances of multiple help files with the same keyname,
using Hset Remove without a level designation will remove the one with
the lowest level of access. ie:
Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58.
Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY.
Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'.
See also: HEDIT
~
58 HSET HEDIT~
~
0 HUMAN HUMANS~
Humans are the most numerous and least unusual of the races. They possess
no special abilities or bonuses, but also have no penalties. Because of
this, Humans are extremely adaptable and are able to assume a variety of
classes and roles.
Humans are bipedal beings, boasting two arms, two legs and a roundish head.
Amazingly, Humans have a strange tendency to look different from each the
other; almost none look exactly alike.
~
1 I~
. COMMANDS FOR YOUR CHARACTER
-----------------------------
*AFK - this adds an 'Away From Keyboard' flag to your name
*CONFIG - lists all the config options available to you
*DESCRIPTION - you can write a description for your character
*PASSWORD <old> <new> - changes your password
*TITLE <sentence> - changes the sentence behind your name
*SAVE - saves your progress (good idea to do it often)
*PRACTICE <skill, spell, weapons> - trains you to use a skill, spell, etc...
*NOTE* Typing PRACTICE will show you all your spells, skills, etc...
HELP <spell, skill, etc> - will define the spell, skill, etc...
*SLIST - lists the spells you will receive and at what level
*QUIT - quits the game
* ! - will repeat the last command
~
0 ICESHIELD~
This spell will surround you with a shield of ice, that will return your
enemies attacks with tongues of ice!
~
0 IDENTIFY~
Syntax: cast identify <object>
This spell reveals information about the object.
~
53 IFCHECKS~
VALUE CHECKS TRUE/FALSE CHECKS
(If check == #/string/vnum)
Ifcheck Question Ifcheck Question
--------- --------------------------- ---------- ------------------------
Hitprcnt Percentage of hit/max_hit? Isnpc Mob?
Inroom Room #? Ispc Player character?
Sex Sex #? Isgood Align +350 or higher?
Position Position #? Isneutral Align < 350 and > -350?
Level Experience level? Isevil Align -350 or lower?
Objtype Type of Object? Ispkill Pkill?
Objval# Value# equal to this? Isfight Fighting?
Number Is its vnum equal to this? Isimmort Immortal?
Name Name? (STRING) Ischarmed Charmed?
Clan Clan name? (STRING) Isfollow Follow master in room?
Race Race name? (STRING) Rand (#) Equal to or less?
Mobinroom How many of mob? (VNUM) Isaffected Affected_by name?
Guild Guild name? (STRING) Canpkill Pkill >lev 5,18 or older?
Goldamt How much gold ya got? Ismounted Mounted?
Class Class name? (STRING) Ismobinvis Mobinvis? (versus invis)
Str What's your strength? Mobinvislevel Level of invis?
Int What's your intelligence? economy if economy >=< xxx
Wis What's your wisdom?
Dex What's your dexterity?
Con What's your constitution?
Cha What's your charisma?
Lck What's your luck? Not implemented: DOING_QUEST
Deity What's your deity? Favor What's your favor?
Norecall Is target's room norecall? Isdevoted Is target devoted?
* New ifchecks : see HELP IFCHECKS2
** - Value checks can use == (equals), > (greater than), < (less than) and
! (not). Combine for: != (not equal), >= (greater than or equal).
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
AFFECTEDBY (for a list of affect types)
~
65 IFCHECKS 2~
TimesKilled
if timeskilled($* OR vnum) == amount
- for character checks only, can use any normal mobprog operator
OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv
if ovnum<place>(vnum) == amount
- for objects only, counts how many objects of vnum 'vnum' exist in <place>
- can use any normal mobprog operator
OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv
if otype<place>(type OR value) == amount
- for objects only, counts how many objects of type 'value' are in <place>
- can use any normal mobprog operator
- will convert the type names (light is 1, for example)
<place> definitions:
... room - in the room the mobile is in
... wear - worn by the mobile as equipment
... inv - in the mobile's inventory
... carry - worn or in inventory
... here - all of the above
~
53 IFCHECKS2~
TimesKilled
if timeskilled($* OR vnum) == amount
- for character checks only, can use any normal mobprog operator
OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv
if ovnum<place>(vnum) == amount
- for objects only, counts how many objects of vnum 'vnum' exist in <place>
- can use any normal mobprog operator
OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv
if otype<place>(type OR value) == amount
- for objects only, counts how many objects of type 'value' are in <place>
- can use any normal mobprog operator
- will convert the type names (light is 1, for example)
<place> definitions:
... room - in the room the mobile is in
... wear - worn by the mobile as equipment
... inv - in the mobile's inventory
... carry - worn or in inventory
... here - all of the above
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
AFFECTEDBY (for a list of affect types) and IFCHECKS
~
59 IMMORTALIZE~
Syntax: immortalize <character>
Used to advance a level 50 character (avatar) to level 51 (the first
level of immortality). This command will destroy the character's
inventory and display to them a pre-written message.
~
50 IMOTD~
Immortal Message of the Day
~
1 'IN THE AIR'~
Recommended level range: 5 - 10
The skies above Darkhaven are unpopulated save for the amusing
faerie dragons. Wild rumors say that a portal to the Astral Plane
exists at the end of a rainbow high above the city.
~
50 INDUCT OUTCAST~
Syntax: induct <player>
outcast <player>
Induct and outcast are clan commands. The leader and number 1 of the
clan receive the induct commands, while the deity, leader, number 1 and
number 2 all receive outcast. Induct will bring a new player into the
clan, while outcast will remove them.
~
1 INFORMATION~
SLIST - a command that lists all your spells and skills and the level at
which you may practice them.
AREAS - Typing AREAS will get you a list of all areas. You may get more
information on each area by typing HELP <full area name>.
WIZLIST - This is a list of all Immortals of the game.
COMMANDS- This is a list of all commands available to you.
SOCIALS - This is a list of all socials available.
TIME - This will tell you the current times inside the game, the time
the game was last rebooted, and the current time at the sight.
WHERE - Where will give you a list of other players in the same area.
SAVE - After level two, typing SAVE will save your process.
QUIT - If you want to leave the game, type QUIT.
WHO - A list of other players visible to you in the game.
TITLE - Once you reach level five, you may make your own title.
PASSWORD- Your character's password can be changed with PASSWORD <old> <new>.
DESC - You may set up a personal description, type DESC to edit.
Note that this is only a very brief list of commands.
~
0 INFRAVISION~
Syntax: cast infravision <character>
This spell enables the target character to see other players and mobiles
that are in the room with them. This spell will also allow you to get
items from a corpse, but will not allow you to see the corpse. You
must have a light source to see items, room descriptions, or "exits" in
a dark room.
~
0 'INNER WARMTH' INNER WARMTH~
This spell makes you more resistant to all forms of coldness.
~
59 INSTALLAREA~
Syntax: installarea <area filename> <full area name/title>
Installs a prototype area into the mud as a non-prototype area. The
filename can be fixed with aset (don't forget to foldarea afterwards).
~
54 INSTAROOM INSTAZONE~
Syntax: instaroom
Functions the same as instazone, but is room-based instead of area-based.
Syntax: instazone [nodoors]
This command lets your instantly create a whole set of resets for your area
based on all the mobiles and objects contained within your area.
All you have to do is place each mob in its proper room, wearing what it
should be wearing, carrying what it should be carrying, and objects in their
proper places, or in their proper containers, and doors in their proper
states, (open, closed, locked). The instazone command will clear out your
current resets (if any), and create new ones for you.
You may optionally specify "nodoors" so that door resets will not be
created.
NOTE: This command will wipe out any existing resets! Do not use this
command after you have added your own resets with 'reset add'.
The recommended procedure is to use instazone, then use the 'reset' command
to add any special resets, and NOT use instazone again.
See RESET and RESETCMDS.
~
1 INTELLIGENCE INT~
Intelligence (INT in your 'score') represents your character's mental
capacity. Among other things, it affects:
- heavily influences the amount of mana a character gains at level
- affects the amount of mana regenerated or recovered at each tick
if a character is resting or sleeping
- the rate at which a character learns a new skill or spell
- the percentage rate at which a character practices a new language
Intelligence is an important factor in learning between combatants. If
a character fights a creature several times, the more intelligent of the
two opponents will gain an advantage over time...
Intelligence is the prime attribute of the mage.
~
0 INVIS 'MASS INVIS'~
Syntax: cast invis <character>
Syntax: cast 'mass invis'
The INVIS spell makes the target character invisible. Invisible characters
will become visible when they attack.
The MASS INVIS spell makes all characters in the caster's group invisible,
including the caster.
~
53 ITEMVALUES~
In these values, 'sn' is a spell number; a negative value means 'no spell'.
Item Type |V0 |V1 |V2 |V3 |V4 |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor |current AC |original AC | | | |
container |capacity |flags |key vnum |condition | |
drinkcon |capacity |quantity |liquid # |poison? | |
food |food value |(condition) | |poison? | |
herb | |charges |herb # | | |
key |(lock #) | | | | |
lever |leverflags |vnum/sn |vnum |vnum/value | |
light | | |hours left | | |
money |# of coins |coin type | | | |
pill |spell level|sn 1 |sn 2 |sn 3 |food val |
potion |spell level|sn 1 |sn 2 |sn 3 | |
salve |spell level|max charge |charges |delay |sn |sn
scroll |spell level|sn 1 |sn 2 |sn3 | |
staff |spell level|max charges |charges |sn | |
switch |leverflags |vnum/sn |vnum |vnum/value | |
trap |charges |type |level |flags | |
treasure |(type) |(condition) | | | |
wand |level |max charges |charges |sn | |
weapon |condition |num dice |size dice |weapontype | |
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, and WEAPONCONDITION.
~
1 'KINDRED STRENGTH'~
This spell increases the strength of the recipient by three points.
It can be cast on yourself or other players.
~
1 'KNOCK'~
Syntax: cast 'knock' <direction>
This skill enables one to unlock doors.
~
0 'KNOW ALIGNMENT'~
Syntax: cast 'know alignment' <character>
This spell reveals the alignment of the target character.
~
0 LANGUAGES~
Syntax: languages
Syntax: language learn <language name>
Languages alone shows which languages you know, and "language learn
<name>" will add to your percentage of language knowledge. To learn a
language, a scholar who is knowledgable in that tongue must be present.
If someone is speaking in a language, and you know it, you will
understand what they are saying. However, to change the language in which
you are speaking, you must change that manually. (See help on SPEAK).
Also see help on TONGUES.
~
56 LAST~
Syntax: last <character>
Returns the last connected date of the victim.
~
53 LAYERS~
.
&gLayers are currently available on the following wear locations:
&GAbout, Arms, Body, Feet, Hands, Legs, Waist.
&gLayers are set with a numeric value, or combination of values. The lower
the value, the lower the layer, or thinner the item of clothing/armor is.
Valid numeric values are:
&G0, 1, 2, 4, 8, 16, 32, 64, 128.
&gOr any combination of the above. A value of zero means no other items came
be layered with this item. Items of clothing can be layered over one another
as long as their layer values do not overlap. ie, if leather armor were set
to a value of 56 (8, 16, and 32), it could not layer with, say, a set of
heavy chain that is set to a value of 96 (32 and 64), as they overlap on the
layer value of 32.
See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU.
~
53 LAYERS2~
.
&gLayer Bit Vectors
&G|1 | |
|2|6|3|1 | |
|8|4|2|6|8|4|2|1| Layer | Suggested Armor Type
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
|0 0 0 0 0 0 0 0| 0 | (Default - Nothing Layers)
|0 0 0 0 0 0 0 1| 1 | silk shirt, light cloth tunic (Lowest Layer)
|0 0 0 0 0 0 1 0| 2 | leather vest, heavy cloth
|0 0 0 0 0 1 0 0| 4 | light chainmail, padded gambeson
|0 0 0 0 0 1 1 0| 6 | padded chainmail
|0 0 0 0 1 0 0 0| 8 | leather jacket, reinforced chainmail
|0 0 0 0 1 1 0 0| 12 | platemail, similarly rigid armor
|0 0 0 1 0 0 0 0| 16 | light cloak, loose robes
|0 0 0 1 1 0 0 0| 24 | heavy fur cloak
|0 0 0 1 0 0 0 0| 16 | light cloak, loose robes
|0 0 0 1 1 0 0 0| 24 | heavy fur cloak
|0 0 1 0 0 0 0 0| 32 | loose cloaks, surcoats
|0 1 0 0 0 0 0 0| 64 | capes
|1 0 0 0 0 0 0 0| 128 | magical effects (auras, clouds of dust, etc)
|1 1 1 1 1 1 1 1| 255 | (Highest Layer - Nothing Layers)
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
&g* Thick or bulky items may need to occupy more than one layer.
(example; padded chain covers 2 layers)
* A "body" wear position will have more layers than other positions such
as "arms", "hands", "legs", and "feet".
(example for "hands"; silk gloves | leather gloves | chain gauntlets)
See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU.
~
52 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~
FLAG NAME | BITVECTOR | DESCRIPTION
----------------------------------------------------------------------
UP | 1 | Trigger is UP
UNLOCK | 2 | Trigger unlocks something
LOCK | 4 | Trigger locks something
D_NORTH | 8 | Affects the north exit
D_SOUTH | 16 | Affects the south exit
D_EAST | 32 | Affects the east exit
D_WEST | 64 | Affects the west exit
D_UP | 128 | Affects the exit up
D_DOWN | 256 | Affects the exit down
DOOR | 512 | Affects a door
CONTAINER *| 1024 | Affects a container
OPEN | 2048 | Opens something
CLOSE | 4096 | Closes something
PASSAGE | 8192 | Creates a passage
OLOAD *| 16384 | Loads up an object
MLOAD *| 32768 | Loads up a mobile
TELEPORT | 65536 | Teleports the puller
TELEPORTALL *| 131072 | Teleports everyone in the room
TELEPORTPLUS *| 262144 | Teleports everything in the room
DEATH *| 524288 | Causes instant death
CAST *| 1048567 | Casts a spell (sn in value1)
FAKEBLADE *| 2097152 | Lever is a wax covered sword blade (OUCH)
RAND4 | 4194304 | Randomizes the exits N, S, E, W
RAND6 | 8388608 | Randomizes the exits N, S, E, W, U, D
TRAPDOOR *| 16777216 | Opens a trap door, everthing falls down
See OSET and ITEMVALUES. * = not yet implemented.
~
0 LIGHT~
Syntax: light <pipe>
This lights the herb in your pipe. Once lit, the herb will continue to
burn until it burns itself out, is smoked out, or you tamp your pipe.
See SMOKE, TAMP, FILL
~
52 LIQUIDTYPES~
Value | Liquid Type
------------------------------
0 | water
1 | beer
2 | wine
3 | ale
4 | dark ale
5 | whiskey
6 | lemonade
7 | firebreather
8 | local specialty
9 | slime mold juice
10 | milk
11 | tea
12 | coffee
13 | salt water
14 | cola
See OSET and ITEMVALUES.
~
52 LITTERBUG~
Syntax: litterbug <player>
Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~
56 LOADUP~
Syntax: loadup <player>
LOADUP allows one to load up a player's character (playing or not), to do
whatever needs be done to the character. (Modifying a flag, changing a
password... etc). Use FORCE to make the character do your bidding.
See FORCE.
~
0 'LOCATE OBJECT'~
Syntax: cast 'locate object' <name>
This spell reveals the location of all objects with the given name.
~
54 LOG SNOOP~
Syntax: log <character>
Syntax: log all
Syntax: snoop <character>
LOG <character> causes all of a character's commands to be logged into the
server's log file and to the log channel. Like FREEZE, it is a permanent
character toggle that persists across reboots until removed.
Certain commands (such as password) are protected against LOG. Conversely,
certain commands (especially immortal commands) are always logged.
LOG ALL logs all character and mob commands and actions to the server's log
file, but does not send the output to the log channel. It is a server-wide
toggle; it does not persist across reboots.
SNOOP shows you a copy of all the input and output going to a character. The
character must have an open channel. You may snoop more than one character
at a time. The input from the player will be displayed with a header of the
players name and a percentage sign (i.e. Mudder%)
SNOOP yourself to cancel all outstanding snoops.
~
1 LOYAL LOYALTY~
The item flag 'loyal' reflects a weapon's loyal status. Such a weapon will
return to a player's inventory when disarmed.
Note that a weapon will only be loyal to a deadly character, and it will be
loyal regardless of whether or not a mob or a player (peaceful or deadly)
disarms the wielder. Non-deadly characters will gain no advantage with
a loyal weapon.
~
0 MAGICUSER MAGE MAGES~
A mage is one of the weakest class when it comes to body, but their minds
have no par. As a mage you will begin weak, but as you grow in knowledge
and power, you will become a powerful fighting force. Mages' spells are
varied and sundry, but they get many more combat spells than the clerics.
With a mage's vast repertoire of useful spells you will become a much
sought after commodity ... for your spells can mean victory or defeat
for other players.
~
0 MAIL~
Syntax: mail list
Syntax: mail read <number>
Syntax: mail read all
Syntax: mail write
Syntax: mail subject <string>
Syntax: mail to <to-list>
Syntax: mail take <number>
Syntax: mail show
Syntax: mail post
Syntax: mail remove <number>
The mail command is very similar to the note command. To write mail, as
in notes, you must have a blank note held in your hands, and a quill or
pen in your inventory. Mail can only be addressed to real players, or
'all'. There is a charge for reading and taking mail.
~
51 MAKE~
Syntax: make <object>
For use by clan, Order or guild leaders only to make one of the three
clan, Order or guild objects.
See SETCLAN
~
61 MAKEBOARD~
Syntax: makeboard <board filename>
Example: makeboard newboard.brd
Used to create a board file, which can then be defined using 'bset'.
See BSET, BSTAT and BOARDS
~
61 MAKECLAN~
Syntax: makeclan <clan name>
Example: makeclan Retribution
Used to create a new clan, Order or guild, which can then be defined using
the 'setclan' command. Orders, guilds and clans are distinguished using the
'type' field in 'setclan'.
See SETCLAN, SHOWCLAN
~
61 MAKECOUNCIL~
Syntax: makecouncil <council name>
Example: makecouncil Newbie Council
Used to create a new council, which can then de defined using 'setcouncil'.
See SETCOUNCIL
~
61 MAKEDEITY~
Syntax: makedeity <deity name>
Creates a new deity, which can then be defined using 'setdeity'.
See SETDEITY, DEITIES
~
57 MAKEREPAIR~
Syntax: makerepair <mobvnum>
Automatically gives the mobile the ability to repair damaged equipment.
Use 'repairset' to set the parameters by which the shop will function.
See REPAIRSET, REPAIRSTAT, REPAIRSHOPS
~
53 MAKESHOP~
Syntax: makeshop <mobile vnum>
Creates a new shop and assigns it to a mobile.
The levels of the items in the shop are picked randomly based on item type:
--------------------------------------------
|Item Type | Level Range |
--------------------------------------------
| default | 0 |
| pill | 0 to 10 |
| potion | 0 to 10 |
| scroll | value[0] of the scroll object |
| wand | 10 to 20 |
| staff | 15 to 25 |
| armor | 5 to 15 |
| weapon | 5 to 15 |
--------------------------------------------
See SHOPSTAT, SHOPSET, SHOPS and SHOPVALUES
~
61 MAKEWIZLIST~
Syntax: makewizlist
Used to generate a new wizlist during game operation (a new wizlist
is automatically created at each reboot). A character recently
immortalized may need to 'save' first if they don't show up on the
newly created wizlist.
~
1 'MANA'~
Mana is the living inner power used by Druids, Clerics, Mages, Rangers and
even Thieves to cast their magic. Warriors also have mana, but do not cast
spells. As undead beings, Vampires neither have nor need mana.
~
1 MAP~
Town of Darkhaven:
(Guilds)
+===PATHWAY========== ====================+ 1 Clerics (Good)
| || | 2 Clerics (Evil)
| +===JUSTICE=ST==== =================+ | 3 Druids
| | V| | | 4 Warriors
| F E| H | 5 Rangers
| A Cathedral R| (4) A | 6 Mages
Pixie | L (1)|(2) T| | W | 7 Thieves
Forest-+ C | I| .-+-\ K | 8 Vampires
| O /-----------. C| .-/ (5) | | * Academy
Haon | N (3) \||/ | | (Shops)
Dor -+== ================[ ]==HORIZON=ST==== ==+-Cross 9 Scrolls
| | Bar Inn Hall || Ann. (6) * | | Roads 10 Potions
| | (9) (10) (11) || (15) (16) (17) | | 11 Magic Items
| +===MARKET=ST===== =================+ | 12 Jewelry
| | (12) (13) (14) || (18) (19) (20) | | 13 Courier
| | (7) || | | 14 Notes/Quills
| +--thieve's-alley- | | | 15 Butcher
| | (8) (21) Art || Cult Pets | | 16 Baker
| +================= ===LAW=ST========+ | 17 Dairy
| || | 18 Blacksmith
+==================== ===+==PATHWAY=======+ N 19 Armour
| | w+e 20 Weapons
Graveyard Marina s 21 Tailor
~
51 MAP MAPOUT~
Syntax: map
Syntax: mapout
Map displays the 'map' of the current room (for use with automapper).
Mapout generates a copy of an area generated by the automapper.
These commands may not be functional currently.
~
53 MCREATE OCREATE~
Syntax: mcreate <vnum> <keywords>
Syntax: ocreate <vnum> <keywords>
Create and new mobile / object.
A prototype monster or object will be created with the selected vnum, and
set up with the plainest of default values. A material image of the magical
prototype will appear before you, for you to futher modify with MSET or OSET.
See MSET or OSET.
~
65 MEM~
~
57 MEM MEMORY~
Syntax: memory
Reports the current counts of objects, mobiles, rooms, etc...
Affects (# of affects) Areas (# of areas loaded)
ExtDes (# of exdescs) Exits (# of exits)
Helps (# of help files) Resets (# of resets)
IdxMobs (# of unique mob indexes) Mobs (# of mobs in game total)
IdxObjs (# of unique obj indexes) Objs (total obj_data) (total items)
Rooms (# of rooms in the game) VRooms (# of virtual rooms present)
Shops (# of shops defined) RepShps (# of repair shops defined)
CurOq's (# of objs to be deleted) CurCq's (# of chars to be deleted)
Players (Current # link-live players) Maxplrs (max players this reboot)
MaxEver (Max # of players ever) Topsn (top sn used) (max sn)
MaxEver time recorded at: (date and time max users was reached)
~
52 MENU~
When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one
page to another, type '- <letter>'. (For example, '- a' will bring you to
the first page in the current menu system).
'- h' will bring up a help file in any menu system.
'+ <name>' in OMENU or MMENU will change the object or mobile being edited
if it exists in your inventory/room respectively.
See RMENU, OMENU, MMENU.
~
-1 MERC FUREY KHAN HATCHET~
Originally based on the Merc 2.1 code which was created by Furey,
Hatchet, and Kahn.
This original code base is available as Merc_21.tar.gz via FTP from:
ftp.tcp.com, ftp.math.okstate.edu and ftp.game.org.
E-mail to 'merc-request@webnexus.com' to join the merc mailing list.
Merc would like to thank ...
... Diku Mud for their code base.
... The Free Software Foundation and DJ Delorie for kick-ass tools.
... Copper Mud and Alfa Mud for releasing their code and worlds.
... Aod of Generic for ... well, everything. You're a hoopy frood, Aod.
... Alander for many ideas and contributions.
... John Brothers of Silly for permission to use Silly code and worlds.
... Zrin for administering the mailing list.
... Abaddon for proofreading our comm.c.
... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help.
... Diavolo, Grodyn, Morgenes, and others for code and bug fixes.
... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds.
... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code,
and hours of enjoyment.
Share and enjoy.
~
53 MFIND OFIND~
Syntax: mfind <name>
Syntax: ofind <name>
MFIND finds all mobile types with a particular name.
OFIND finds all object types with a particular name.
~
53 MINVOKE OINVOKE~
Syntax: minvoke <vnum>
minvoke <keyword of mob>
Syntax: oinvoke <vnum>
oinvoke <keyword of obj>
oinvoke <vnum/keyword of obj> <level>
MINVOKE invokes an instance of the mobile specified.
OINVOKE invokes an copy of the object specified. It accepts an optional
parameter for the level of the object to be invoked.
~
0 'MIST WALK'~
Syntax: cast 'mist walk' <victim>
This spell allows a vampire to become a fine mist, capable of traveling
with speed and precision through the smallest of cracks and crevices to
to reach its victim.
Due to the nature of this spell, it only works in darkest night (between
the hours of 9 o'clock in the night and 5 o'clock in the morning).
~
53 MLIST~
Syntax: mlist
: mlist <first mob>
: mlist <first mob> <last mob>
This command will list all of the prototype mobs in your area, when used
with no arguments. When used with a single argument it will list all
mobs including and after the argument, and when used with two arguments,
it will list all mobs including and between the two.
~
53 MMENU~
Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given)
Mmenu will bring you into a menu system of editing mobiles. To use mmenu,
the mobile that you are editing should be in the same room as you. To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.
See MENU for generic menu commands.
~
-1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.
The MOBprograms have been contributed by N'Atas-ha.
Haus hacked together room && obj programs 'cause
he got sick of failing to add lever bitvectors,
and cause he thought Carnage was a
Trancendentally Cool Mud.
~
53 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act {p} <keyword / phrase> [emotes, socials, actions, bamfs]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Fight <percentage> [random, within a fight, based on percentile]
Hitprcnt <percentage> [percent is % of mob's max H.P.]
Greet <percentage> [entry that mob can see, by mob/player]
Allgreet <percentage> [entry by a mob/player, regardless if seen]
Entry <percentage> [when the mob itself enters a room]
Bribe <amount of gold> [when a player gives the mob money]
Death <percentage> [when the mob dies]
Script {hour} [loops a line at a time. Hour triggers start]
Time <hour> [script prog, runs once on hour specified]
Hour <hour> [loops as Script for an hour from start hour]
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
NOT in Time or Hour progs.
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~
-1 MOTD~
Message of the Day
~
0 MOUNT DISMOUNT~
Syntax: mount <mob>
Syntax: dismount
Mount is a skill, which allows you to mount certain mobs. Being mounted
on a mob cuts down on movement points that are used whenever you move.
New water sectors allow a person mounted to traverse them without damage
from drowning. If you are in an area where your movement points begin
to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you
should try to mount immediately.
~
1 MOVE~
This discusses the process of moving your character from one place in the
game to another. The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest. You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
At times, you may run out of movement points or require healing. To allow
for faster recovery, you may SIT, REST, or SLEEP. When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
~
1 MOVEMENT~
This discusses the process of moving your character from one place in the
game to another. The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest. You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
At times, you may run out of movement points or require healing. To allow
for faster recovery, you may SIT, REST, or SLEEP. When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
~
53 MPADVANCE~
Syntax: MPADVANCE <name> <level>
Advances the level of a player (not functional in prototype programs).
~
52 MPAPPLY MPAPPLYB~
Syntax: mpapply <victim>
Syntax: mpapplyb <victim>
These commands are used in the pre-auth area to signal a new character's
authorization status. When a character first enters the game, it will
be targeted by an 'mpapply <victim>' which will inform the immortals that
the character is waiting for authorization. Once the character is
authorized, a mob will attempt to 'mapplyb <victim>' the character, and
the character will be sent into the actual game.
~
53 MPASOUND~
Syntax: MPASOUND <phrase>
Displays a phrase to all surrounding rooms.
~
54 MPAT~
Syntax: MPAT <vnum> <command>
Lets the mobile perform a command at another location.
~
53 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
The following commands can be used for Room, Mob and Object progs. The commands
listed at the bottom are for mob progs only. A ** indicates command under
development. Each command also has its own help file. Type HELP <COMMAND>.
MPCOMMAND PARAMETERS MPCOMMAND PARAMETERS
-------------- -------------------- ------------- --------------------
MPASOUND <phrase> MPJUNK <name/var>
MPECHOAROUND <name/var> <phrase> MPECHOAT <name/var> <phrase>
MPECHO <phrase> MPMLOAD <mob vnum>
MPOLOAD <object vnum> MPPURGE <object/mobile name>
MPADVANCE <player name> <level> MPTRANSFER <name/all>
MPFORCE <name/all> <actions> MPSLAY <victim>
MPDREAM <name> <phrase> MPDAMAGE <name> <#hps>
MPCLOSEPASSAGE <room> <direction> MPOPENPASSAGE <origin> <dest> <dir>
** MPPRACTICE <victim> (skill|spell) (max_percent)
Mobs only:
MPKILL <name> MPGOTO <vnum>
MPAT <vnum> <command>
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES.
~
52 MPDAMAGE~
Syntax: mpdamage <victim> <amount>
This command inflicts a specified amount of damage on the victim.
This damage will be affected by sanctuary, but is not affected by
protect, saving throws or resists.
A mob should _never_ mpdamage itself, at risk of crashing.
~
52 MPDEPOSIT MPWITHDRAW~
Syntax: mpdeposit <amount>
Syntax: mpwithdraw <amount>
This command orders the mobile to deposit or withdraw a specified number
of gold coins from an area. These can be used in conjunction with mpat
to tell the mob which area to withdraw/deposit money in.
Example: mpat 21000 mpwithdraw 5000000
This would cause the mob to withdraw 5 million coins from the new Darkhaven
area, as that is the area vnum 21000 is in.
If no mpat is used, the mob will withdraw or deposit the gold from the
area in which it is located at the time.
~
53 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~
54 MPECHO~
Syntax: MPECHO <phrase>
Displays a phrase to the entire room.
~
53 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>
Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~
54 MPECHOAT~
Syntax: MPECHOAT <name> <phrase>
Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~
53 MPEDIT~
Syntax: mpedit <mobile> <command> [number] [program] [arguments]
Syntax: mpedit <mobile> add <program> <arguments>
Syntax: mpedit <mobile> insert <number> <program> <arguments>
Syntax: mpedit <mobile> edit <number> [program] [arguments]
Syntax: mpedit <mobile> delete <number>
Syntax: mpedit <mobile> list
Add, insert and edit will put you into the line editor to edit your
program. The arguments consist of a trigger, plus any arguments
associated with that trigger.
For complete infomation, reference the mob program documentation available
via FTP on ftp.game.org: (building.tar.gz/building.tar.Z/building.zip )
See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
53 MPFORCE~
Syntax: MPFORCE <name/all>
Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~
54 MPGOTO~
Syntax: MPGOTO <vnum>
Goes to any room which is not private.
~
52 MPINVIS~
Syntax: mpinvis
Syntax: mpinvis <level>
This command controls a mob's ability to use a modified form of wizinvis.
Use 'mpinvis' alone to toggle the invisibility.
Use 'mpinvis <level>' to set the level at which the mob will be invis.
Mortals under the mobinvis level of the mob will be unable to see the mob
when it goes mobinvis; they cannot see it with any spell, it will be
completely invisible to them.
Be warned, however, that its programs will still function as normal, the
mortal will simply see a 'someone' if it performs an action or an echo
that they see, just as if a wizinvis immortal performed the action.
Also be warned that at the present time, area attacks _will_ hit a mobinvis
creature even if it is invisible.
~
53 MPJUNK~
Syntax: MPJUNK <name>
Destroys an object in inventory/being worn - can be used with all.object .
~
53 MPKILL~
Syntax: MPKILL <name>
Kills a player without using murder.
~
54 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
MPOLOAD <vnum> [<level> timer]
Loads a mob or object.
~
53 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction>
Opens a passage to a room (does not affect pre-existing doors)
Syntax: MPCLOSEPASSAGE <room> <direction>
Closes a passage to a room (does not affect pre-existing doors that were
not created with mpopenpassage)
~
52 MPPKSET~
Syntax: mppkset <victim> yes/no
This command tells the mob to set the victim to either deadly or
non-deadly status.
Mppkset yes will set the victim to deadly status.
Mppkset no will set the victim to non-deadly status.
~
52 MPPRACTICE~
Syntax: mppractice <victim> <skill/spell/language> <amount>
This command will set the victim's percentage of proficiency in the
specified skill/spell/language to the specified amount.
It cannot train a character in a skill/spell/language the character does
not have as a part of its class and that it does not already have as a
result of its level. In other words, it canot train a warrior in
fireball, or a level 1 thief in gouge.
~
54 MPPURGE~
Syntax: MPPURGE <object/mobile>
Purges the room, or a specified object/mobile.
~
52 MPRESTORE~
Syntax: mprestore <victim> <amount>
This command restores a specified number of hitpoints to the victim.
~
52 MPSLAY~
Syntax: mpslay <victim>
This command orders the mob to slay the victim in cold blood; the
victim gets no saving throw.
~
53 MPSTAT~
Syntax: mpstat <mob/mobvnum>
Mpstat will display all of the mobprograms that have been written for the
specified mob. If an instance of that mob exists in the game, it can be
accessed with its vnum.
See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
53 MPTRANSFER~
Syntax: MPTRANSFER <name/all>
Transfers one or all in the room to a specified location.
~
51 MRANGE ORANGE~
These functions, when complete, will function similarly to 'rat', but
will be used to manipulate ranges of mobiles and objects instead of
rooms.
~
53 MSET RSET~
Syntax: mset <character> <field> <value>
Syntax: rset <location> <field> <value>
MSET and RSET set the properties of mobiles and rooms respectively.
RSET has been replaced with REDIT, which allows you to change every part
of a room.
MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
DEFENSES and MSTAT.
If a mobile has the PROTOTYPE flag, modifying an instance of the mobile
will also modify the index mobile, which all other instances of the
mobile are based on.
See MCREATE and REDIT. For objects see OSET.
Also see MMENU, RMENU, and OMENU for the menu editing system.
~
52 MSTAT OSTAT RSTAT~
Syntax: mstat <character/mob or mobvnum>
Syntax: ostat <object/object vnum>
Syntax: rstat
Syntax: rstat <location>
MSTAT shows you statistics on a character or mobile. If a copy of the mobile
is present in the game, you can access it using its vnum.
OSTAT shows you statistics on an object. If a copy of the object is present
in the game, you can acces it using its vnum.
RSTAT shows you statistics on a location. The location may be specified as
a roomvnum, as the name of a mobile, or as the name of an object. Rstat
with no argument returns the statistics on your present room.
See MSET OSET and REDIT
~
55 MUSE~
Syntax: muse <message>
Allows you to use the 'muse' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to muse can be controlled with 'cset'.
See CSET
~
-1 M_ADVHERO_~
Immortality is finally within your grasp...
~
-1 M_BALZHUR_~
Suddenly out of nowhere, a hideous beast appears, bringing with it the
horrible smell of brimstone, death and decay!
The demon gives you the most evil and spine tingling sneer that makes you
fall to your knees, and release your bladder...
The next second, the immense mass of slimey muscle and claws is all over you
...shredding you to a bloody mess!
Mercifully, everything goes black as it moves its widening maw towards your
head...
~
-1 M_GODLVL10_~
You suddenly feel much more powerful!
~
-1 M_GODLVL11_~
You suddenly feel much more powerful!
~
-1 M_GODLVL12_~
You suddenly feel much more powerful!
~
-1 M_GODLVL13_~
You suddenly feel much more powerful!
~
-1 M_GODLVL14_~
You suddenly feel much more powerful!
~
-1 M_GODLVL15_~
You are all powerful!
~
-1 M_GODLVL1_~
...Everything begins to fade to black.
You feel yourself leaving your body... rising up into the air, you feel
indeed much more free than you have ever felt before...
You float high into the heavens... a vortex of ever-changing curved beams
of colored light swirling around you faster and faster...
Your soul is bursting with emotions you can barely conceive...
You feel a burning inside... both cold and hot... a tingle of electricity
grows into a powerful buzzing surge jolting through every inch of your body.
A strange chorus of voices begins to sing indecipherable and long forgotten
words... the singing grows louder and louder... a million voices as one.
You feel yourself losing touch with reality... and all goes quiet.
~
-1 M_GODLVL2_~
...You begin to feel light-headed.
Your hands begin to tingle softly...
The feeling quickly grows into a strange radiating pulse of energy!
The tingle rises up your arms and into your head, filing your mind with
visions of worlds of wonder, far off places, great towers, vast mountains,
oceans, seas, lush valleys, dark caverns and twisted passages...
You sense a feeling of wonderous potential and power in your hands...
Enough power to build and create these visions for yourself!
You feel much more powerful, eager and inspired!
~
-1 M_GODLVL3_~
...You feel slightly faint as your head begins to spin.
Your hands begin to tingle once more...
A vortex of energy starts to swirl throughout your hands, going faster
and faster... becoming almost painful!
Beams of light break through your skin, one at a time, then more and
more until the light is almost to bright to bear...
As your squint your eyes, you perceive a vision of great beasts of wonder,
dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples
of all kinds, ancient forgotten artifacts, weapons of vast untapped powers,
crystal balls, magick rings, staves, wands, rods, arcane tomes of untold
secrets... your mind is bursting with inspiration...
You sense a new, reborn feeling of unlimited potential and power...
In your hands the power to build and create these visions for yourself!
The bright light from your hands fades away... but strange faint glow
remains always.
~
-1 M_GODLVL4_~
You suddenly feel much more powerful!
~
-1 M_GODLVL5_~
You suddenly feel much more powerful!
~
-1 M_GODLVL6_~
You suddenly feel much more powerful!
~
-1 M_GODLVL7_~
You suddenly feel much more powerful!
~
-1 M_GODLVL8_~
You suddenly feel much more powerful!
~
-1 M_GODLVL9_~
You suddenly feel much more powerful!
~
0 NAME~
Syntax: name <newname>
This command allows a pre-auth player to change their name to something
else if their original choice has been denied.
~
1 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~
SPAM - Will explain what spam is, and why you should not do it.
CONFIG - Will teach you about our configuration menu.
SCORE - Will tell you about your characters personal score sheet.
MOVEMENT - Will teach you various commands for moving about the game.
OBJECTS - Will teach you various commands to use your equipment.
CONTAINER - Will teach you about using containers to hold belongings.
CHANNELS - Will teach you about communication with other players.
GROUP - Will help you with grouping with other adventurers.
COMBAT - Will teach you how to choose, start and stop a fight.
DEATH - Will tell you about the death experience in the game.
PRACTICE - Will teach you about training spells, skills, and weapons.
INFORMATION - Will cover ways to find certain types of information.
To use these help files, type HELP <topic> from the topics listed in
capital letters above.
~
58 NEWBIE~
Newbiechat is a channel created for and use by only low-level new
players. It is designed to lessen the confusion of their transition
into the game, and can be used to gain answers to any questions
or problems the player may have.
~
51 NEWBIESET~
Syntax: newbieset <character>
NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory. Recipient must be level 5 or lower.
~
-1 NEWS~
Listing of recent news
~
54 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~
61 NORESOLVE~
Syntax: noresolve
Toggles resolution of incoming player ip's into names.
~
1 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north or n
Syntax: south or s
Syntax: east or e
Syntax: west or w
Syntax: up or u
Syntax: down or d
Use these commands to walk in a particular direction.
~
1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~
Syntax: northeast or ne
Syntax: northwest or nw
Syntax: southeast or se
Syntax: southwest or sw
Use these commands to walk in a particular direction.
~
1 NOSTRUM~
Syntax: c nostrum
A restorative spell of the Augurer which heals the caster of wounds.
The spell cannot be cast on others.
~
0 NOTE~
Syntax: note list <number>
Syntax: note read <number>
Syntax: note read all
Syntax: note write
Syntax: note subject <string>
Syntax: note to <to-list>
Syntax: note take <number>
Syntax: note show
Syntax: note post
Syntax: note remove <number>
NOTE LIST lists notes which you can read. NOTE READ reads one or all notes.
By specifying a number after NOTE LIST, you will list all notes including
and after that number.
NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of
recipients. The recipient ALL means all players, and the recipient IMMORTAL
means all immortals.
NOTE WRITE puts you into edit mode, where you can easily enter your note
with use of some simple editor commands:
/? - help /s - save /l - list /c - clear
NOTE SHOW shows your note in progress; NOTE CLEAR starts over.
NOTE POST posts your note for reading. Posting is not automatic.
NOTE REMOVE removes the entire note if you are the sender, or just removes you
from the to-list if you are a recipient.
NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking
it in your inventory.
Notes now require a blank note to be held in your hands, and a quill to
be in your inventory.
See also 'voting'.
~
51 NOTITLE NOEMOTE NOTELL SILENCE UNSILENCE~
Syntax: notitle <character>
Syntax: noemote <character>
Syntax: notell <character>
Syntax: silence <character>
Syntax: unsilence <character>
NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by
preventing them from setting their title, emoting, telling, and using
channels, respectively. Characters who are notelled will also not recieve
those forms of communication.
Use UNSILENCE to remove a player's silence. Simple use notell, noemote or
notitle on the character again to remove each of those restrictions.
~
53 NPCRACES NPC_RACES~
A mobile may be any of the following races:
human elf dwarf halfling pixie vampire
half-ogre half-orc half-troll half-elf gith ant
ape baboon bat bear bee beetle
boar bugbear cat dog dragon ferret
fly gargoyle gelatin ghoul gnoll gnome
goblin golem gorgon harpy hobgoblin kobold
lizardman locust lycanthrope minotaur mold mule
neanderthal ooze orc rat rustmonster shadow
shapeshifter shrew shrieker skeleton slime snake
spider stirge thoul troglodyte undead wight
wolf worm zombie bovine canine feline
porcine mammal rodent avis reptile amphibian
fish crustacean insect spirit magical horse
animal humanoid monster god
See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS,
ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
~
53 OBJECTFLAGS~
Flags that objects can have:
Flag Affect Flag Affect
==== ====== ==== ======
glow n/a hum n/a
dark n/a loyal loyalty ('help loyal')
evil glow on det. evil invis invisible
magic prevents enchant nodrop cannot drop
bless +20% resist dam. antigood zap if align +350
dbl. duration poison
weapon
antievil zap if align -350 antineutal zap if align -350 to +350
noremove cannot remove inventory purge upon char. death
antimage zap if mage antithief zap if thief
antiwarrior zap if warrior anticleric zap if cleric
organic +20% suscept. dam. metal +20% resist damage
donation prevents get all clanobject n/a
clancorpse n/a prototype n/a
Additional flags:
covering items inside this are 'covered', use 'look under <object>' to
see 'inside'. The object does not have to be a container to
be a covering object. Use 'reset put' to indicate objects to
be covered by this object.
~
1 OBJECTS~
To see the objects you currently posess, type INVENTORY and EQUIPMENT.
INVENTORY is the items you are carrying, but are not currently wearing.
EQUIPMENT shows you the equipement you are currently wearing.
You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece
of equipment, you REMOVE it. Before you may wield a new weapon, you must
first REMOVE the old weapon.
You can gain information on your objects by using LOOK or EXAMINE. EXAMINE
tells you the condition of your item, as a more detailed form of LOOK.
~
53 OBJECTTYPES~
Object types:
none light scroll wand staff weapon treasure
armor potion furniture trash container drinkcon key
food money boat corpse corpse_pc fountain pill
blood bloodstain scraps pipe herbcon herb incense
fire book switch lever pullchain button dial
rune runepouch match trap
Not all are implemented.
~
53 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear <percentage> [when a player wears the object]
Remove <percentage> [when a player removes the object]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Sac <percentage> [when a player sacrifices the object]
Zap <percentage> [when the player is zapped due to alignment]
Get <percentage> [when a player gets the object]
Drop <percentage> [when a player drops the object]
Damage <percentage> [when the object is damaged]
Repair <percentage> [when the object is repaired]
Greet <percentage> [when a mob/player enters the room]
Exa <percentage> [when the object is Examined or Looked upon]
Look ** THIS TRIGGER IS NOT CURRENTLY IN USE **
Push <percentage> [when a player pushes an object]
Pull <percentage> [when a player pulls an object]
Use <percentage> [see 'help useprog' for details]
For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES.
~
0 OLDSCORE~
Syntax: oldscore
Oldscore shows the score information in a different way than 'score'.
~
53 OLIST~
Syntax: olist
: olist <first object>
: olist <first object> <last object>
This command will list all of the prototype objects in your area, when used
with no arguments. When used with a single argument it will list all
objects including and after the argument, and when used with two arguments,
it will list all objects including and between the two.
~
53 OMENU~
Syntax: omenu <object name> [menu page] (defaults to 'a' if none given)
Omenu will bring you into a menu system of editing objects. To use omenu,
you must be holding the object that you are editing in your inventory. To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.
See MENU for generic menu commands.
~
53 OPEDIT~
Syntax: opedit <object> <command> [number] [program] [arguments]
Syntax: opedit <object> add <program> <arguments>
Syntax: opedit <object> insert <number> <program> <arguments>
Syntax: opedit <object> edit <number> [program] [arguments]
Syntax: opedit <object> delete <number>
Syntax: opedit <object> list
Add, insert and edit will put you into the line editor to edit your program.
The arguments consist of a trigger, plus any arguments associated with that
trigger. Object programs are like mobprograms, with trigger differences.
To edit an Objprogram, you must be holding the object in your inventory.
See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
0 OPEN CLOSE LOCK UNLOCK PICK~
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door.
LOCK and UNLOCK lock and unlock a closed object or door. You must have
the requisite key to LOCK or UNLOCK.
PICK can open a lock without having the key. In order to PICK successfully,
you must practice the appropriate skill.
~
65 OPENTOURNEY~
Not currently functional.
~
53 OPSTAT~
Syntax: opstat <object/object vnum>
Opstat will display all of the objprograms that have been written for the
specified object. If a copy of the object exists in the game, it can be
accessed by its vnum.
See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES
~
0 ORDER~
Syntax: order <character> command
Syntax: order all command
ORDER orders one or all of your charmed followers (including pets) to
perform any command. The command may have arguments. You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.
Most charmed creatures lose their aggressive nature (while charmed).
If your charmed creature engages in combat, that will break the charm.
~
0 ORDERS~
Syntax: orders
Displays a list of active Orders, their deity, their leader, their
mkills (number of mobs the Order has killed) and their mdeaths (the
number of Order members who have died to mobs).
~
0 ORDERTALK~
Syntax: ordertalk <message>
Provided that you are in an Order, ordertalk will send the message to
all members currently online, as well as the deity if they are online.
~
53 OSET~
Syntax: oset <object> <field> <value>
oset object on
If the copy of the object you are currently modifying has the PROTOTYPE flag,
your modifications will also modify the index of that object, which all other
instances of the object are based on. In the future, every copy of that obj
will reflect your modifications.
Also be aware that modifications to the object affect list (everything that
is listed after 'object values') will affect _every_ copy of that object in
the game, including old copies (even if they are not online). Thus if you
change a prototype-flagged copy of a sword to +4 damroll, every copy of that
vnum ever made will reflect that change. If you add a 'magic' flag to that
sword, however, only copies made after the change will be affected.
If the copy of the object you are modifying does NOT have the PROTOTYPE flag,
your modifications will affect only that copy.
OSET ON will lock you onto a particular object. Once locked on, all commands
commands will imply 'oset <object>'. Hitting enter while in OSET ON gives
you an ostat of the object you are working on. To get out of OSET ON, simply
type the word DONE. Example:
oset staff on
long A long gnarled staff of burnished oak lies here.
type staff
done
See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING
~
54 OWHERE MWHERE~
Syntax: owhere <object keyword>
Syntax: mwhere <mob keyword>
Owhere displays the location of all instances of the specified object.
Mwhere displays the location of all instance of the specified mobile.
See VSEARCH
~
0 PAGELENGTH~
Syntax: pagelength <number of lines>
This command sets your screen to only display a certain amount of lines.
After setting pagelength, type clear to reinitialize your screen.
~
53 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief
PARDON pardons a player for their crimes.
~
0 PARRY~
This skill wards off incoming attacks, taking no damage from them. Use of the
skill is automatic once you have practice it. You must be wielding a weapon
to parry.
~
53 PART BODYPARTS XFLAGS~
Misc body parts:
HEAD ARMS LEGS HEART BRAINS GUTS HANDS FEET
FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES FINS WINGS
TAIL SCALES
Used for attacking:
CLAWS HORNS TUSKS TAILATTACK SHARPSCALES
~
0 'PASS DOOR'~
Syntax: cast 'pass door'
This spell enables the caster to pass through closed doors.
~
0 PASSWORD~
Syntax: password <old-password> <new-password>
PASSWORD changes your character's password. The first argument must be
your old password. The second argument is your new password.
The PASSWORD command is protected against being snooped or logged.
Passwords can not contain certain characters, or spaces. As well, we
advise that you use an alphanumeric password (containing both numbers and
letters) as they are harder to guess.
~
1 PC NPC~
PC = player character
NPC = non-player character
~
0 PCOLORS 'PROMPT COLORS'~
The foreground special character is: &&
Tokens for && are:
&&x - Black &&r - Red (blood)
&&g - Green &&O - Orange (brown)
&&b - Dark Blue &&p - Purple
&&c - Cyan &&w - Gray (default color)
&&z - Dark Grey &&R - Light Red
&&G - Light Green &&Y - Yellow
&&B - Blue &&P - Pink
&&C - Light Blue &&W - White
The background special character is: ^^
Tokens for ^^ are:
^^x(z) - Black ^^r(R) - Red
^^g(G) - Green ^^O(Y) - Orange
^^b(B) - Blue ^^p(P) - Purple
^^c(C) - Cyan ^^w(W) - Grey
The tokens in brackets are the same colors, but cause the foreground color
to flash.
Note: If setting both foreground and background colors. The foreground must
precede the background color.
Example: Prompt &&Y^^b%h&&x^^r%m
Will give you hit points in yellow with a blue background, and mana
in black with a red background.
See also: HELP PROMPT
~
51 PEACE~
Syntax: peace
PEACE causes all characters in a room to stop fighting.
~
0 PEEK~
This skill shows you a character's inventory when you look at a character.
Use of the skill is automatic once you have practice it.
~
0 PET PETS~
You can buy pets in the pet shop. You may buy one more pet each time you
advance in level. Your pet-buying opportunities do not accumulate; use them or
lost them. This policy prevents wholesale abuse of pets.
You are responsible for the actions of your pets.
~
1 'PICK LOCK'~
This skill enables you to pick open locked doors.
~
0 PIXIE PIXIES~
Pixies are small Elfin creatures with gossamer wings. They are very much
more intelligent than most other races, but their strength and constitution
suffers from their small size. Because of this, the Pixie often choose the
calling of magic and excels especially in the arts of the Mage; the mind of
the Pixie knows no equal. Pixies possess the obvious ability of flight.
Pixies are slight of stature, standing less than five feet in height. Both
their skin and hair color varies from among all the colors of the rainbow.
~
0 'PLANT PASS'~
Syntax: cast 'plant pass' <victim>
This spell allows the caster to merge with nearby foliage, and flow though
it to emerge near the victim.
Obviously this spell requires a good deal of natural foliage in both the
caster's and the victim's location.
~
58 PLRSTATS~
The following results were obtained by leveling a character with maxed
attributes from 1 to 50 a total of 20 times. The results were averaged
and are as follows:
---------------------------------------------------
| Class | Hitpoints | Mana | Movements |
|---------------------------------------------------|
| Mage | 560 | 335 | 600 |
| Cleric | 630 | 340 | 600 |
| Warrior | 850 | 100 | 600 |
| Vampire | 790 | 60 bp | 600 |
| Druid | 775 | 347 | 600 |
| Ranger | 855 | 320 | 600 |
| Theif | 730 | 100 | 600 |
`---------------------------------------------------'
A characters's armor class (AC) will vary in relation to its dexterity.
The higher the dexterity, the lower the AC will be. In general, the base
AC on a character will vary between 60 and 100. In the worst case, if the
character's dexterity is very low (3 - 5) its AC can drop to 130 or so.
Various races have been imbued by the gods with certain effects:
* detect magic -- Elves
* sneak -- Halflings
* flying -- Pixies
* infrared -- Dwarves, Half-elves, Half-orcs, Half-trolls
* none -- Humans
* detect invis -- Gith
~
0 POISON~
Syntax: cast poison <victim>
This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate.
~
0 'POISON WEAPON'~
Syntax: 'poison weapon' <weapon>
Poison weapon is a skill, unique to thieves, which enables them to coat
the tip of their weapon with a deadly poison. In battle, this poison
will cause ill effects on its recipient. Be warned however, it has been
told that poison has a strong lessening effect on the lifetime of
weapons. To poison a weapon, you must have the weapon, poison, and a
full waterskin in your inventory.
~
57 'POSSESS'~
Syntax: cast 'possess' <mob>
This spell enables you to switch into a mob for a short amount of time.
~
1 PRACTICE~
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell|weapon>
PRACTICE without an argument tells you your current ability level in all
the skills and spells available to you. You can check this anywhere.
PRACTICE with an argument practice that skill or spell. Your learning
percentage starts off at 0% (unlearned), and can be practiced once.
After this initial practice, the skill/spell must be used to develop it
to the level of 'adept' (Adept is not always necessarily 100%) You must
be at a guild master to practice.
The higher your wisdom, the more practice sessions you will have each time you
gain a level. Unused sessions are saved until you do use them.
All characters may practice skills, spells, and weapons in the Academy.
~
0 PROMPT~
Syntax: prompt <string>
Sets your prompt to a given string.
The game automatically sets your prompt when your character is created.
You can use PROMPT to change your prompt to something else.
If you type 'default' as the string, your prompt will be set back to the
game default. Otherwise you may use any string you want. A few special
characters may be embedded into the string to customize it to your
player, followed by a token indicating what action to take.
The first special character is: %
Tokens for % are:
%h - current hitpoints
%H - maximum hitpoints
%m - current mana (vampires will always have 0)
%M - maximum mana (vampires will always have 0)
%b - current blood (non-vampires will always have 0)
%B - maximum blood (non-vampires will always have 0)
%v - current movement
%V - maximum movement
%g - gold held
%a - your alignment
%r - vnum of current room (Immortal only)
%R - vnum of current room (Immortal only, and only if config +vnum is
set. Shows '<#vnum> ', including trailing space)
%x - current experience
%X - experience needed to gain a level
%i - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing
space)
%I - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis
is active)
The other special characters are:
&& - Foreground color
^^ - Background color
Example: Prompt %h%m%v
Will give you a prompt of current hit points, mana, and movement.
Please see HELP PCOLORS for a list of the color tokens.
~
0 PROTECTION SANCTUARY~
Syntax: cast protection
Syntax: cast sanctuary <character>
The PROTECTION spell reduces the damage taken from any attack by an evil
creature by one quarter.
The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.
These spells may be used simultaneously for cumulative effect.
~
0 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~
These skills represent your facility with various type of weapons. Different
classes have different maximum proficiencies with different types of arms, i.e.
mages are best with 'short blades' and clerics with 'bludgeons.'
Proficiency less than 50% with a given weapon type means that damage inflicted
is less than "normal," proficiency greater than 50% increases your damage
per hit.
These skills are automatic: you need not type anything to invoke them.
"Pugilism" affects your proficiency with otherwise unclassified weapons.
~
0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~
Syntax: pull <trigger>
Syntax: push <trigger>
Levers, switches, pullchains and buttons can do all sorts of interesting
things... open or unlock doors, change exits around, teleport you to another
location, cast a spell, summon a monster... you name it!
~
0 PUNCH~
Syntax: punch <mob>
Punch is a skill which can only be used once a fight has started. It
will reduce the hit points of your opponent if successful.
~
53 PURGE~
Syntax: purge
Syntax: purge <character>
PURGE is used to clean up the world. PURGE with no arguments removes all the
NPC's and objects in the current room. PURGE with an argument purges one
character from anywhere in the world.
PURGE will not get rid of PC's.
~
0 QUEST~
Syntax: QUEST <message>
The quest channel is one which is typically used when a quest is being
run, to notify players who are involved as to new updates.
~
1 QUIT~
Syntax: QUIT
QUIT leaves the game. You may QUIT anywhere. When you re-enter the game
you will be back in the same room, unless that room has a prog that moves
you upon re-entry.
QUIT automatically does a SAVE, so you can safely leave the game with just
one command. Nevertheless, it's a good idea to SAVE before QUIT. If you
get into the habit of using QUIT without SAVE, and then you play some other
mud that doesn't save before quitting, you're going to regret it.
There is no RENT here. Just SAVE and QUIT whenever you want to leave.
~
0 RACE RACES~
There are currently 9 races:
Type "help [race]" for specific information on the specified race:
Human ...... the generic race, with no inherent strengths or weaknesses.
Dwarf ...... short, hardy and hairy; often cantankerous in personality.
Elf ........ tall, thin and swift like the wind; close to nature and earth.
Halfling ... Short, quick and furry; mischevious and head-strong.
Pixie ...... a winged race, small of stature and with keen minds.
Half-Elf ... a mix of Human and Elf, possess the advantages of both.
Half-Ogre .. tall, powerful and deadly in combat; the prototypical warrior.
Half-Orc ... large, squat and smelly; make exceptionally deadly warriors.
Half-Troll.. a constitution just short of god-like; a truly deadly race.
Gith........ gaunt and long of limb, these astral beings naturally detect invis
~
0 RANGER~
A ranger is the outdoorsman and adventuresome free spirit of the times. A
self-sufficent person, the ranger is adapatable and can survive in almost
any locale. Skilled with weapons and able to utilize some of the finest
armor available, a ranger is more than skilled enough to defeat most of
his foes. However, for especially hardy opponents, a ranger also can cast
many useful spells to both hinder his opponent and aid himself. From minor
curative magics, to calling down lightning from a cloudy sky, the ranger is
the most adept class at surviving on its own. A ranger typically travels
light, but he does have the mighty strength of a warrior to carry equipment
needed in his travels. Like the druid (a class he closely resembles), his
need for help from outside sources is low.
~
57 RANK~
Syntax: rank <argument>
Allows the character to change the text of their 'rank' on the who listing.
(ranks are such things as 'Avatar', 'Immortal', etc.)
~
61 RASSIGN MASSIGN OASSIGN~
Syntax: rassign <character> <begin vnum range> <end vnum range>
These commands allow you to assign a range of vnums to an immortal for
so that they may build inside that range. Use the 'checkvnums' command
before assigning a range to ensure that there will be no vnum conflicts.
You can also use the 'vnums' command for a complete list of currently
allocated ranges, and the 'newzones' command for a complete list of
prototype vnum ranges.
Warning: *Never* assign any vnums to a character who has another vnum
range assigned to them via 'aassign'. Simply be sure to have the
character type 'aassign none' before assigning vnums to them.
Example: massign Joseph 9000 9099
This will assign the vnum range from 9000 to 9099 for rooms to Joseph.
It is best to keep an areas object, room and mob range the same.
Be sure to always use 'checkvnums' to ensure the vnums you are going to
assign are clear.
See CHECKVNUMS, ZONES, NEWZONES, VNUMS
~
58 RAT~
Syntax: rat vnum1 vnum2 command [parameters]
Rat, or 'range at' is the at command with the added parameters of two
room vnums. Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~
0 RAZORBAIT~
This spell makes the victim more susceptible to stabbing attacks.
~
54 RDELETE MDELETE ODELETE~
Syntax: rdelete <vnum>
Syntax: mdelete <vnum>
Syntax: odelete <vnum>
These commands will allow you to delete a vnum's entry online.
They are not currently functional.
~
58 REBOOT SHUTDOWN WIZLOCK~
Syntax: reboot <nosave>
Syntax: shutdown <nosave>
Syntax: wizlock
REBOOT shuts down the server. When the normal 'startup' script is used
to control the server, a delay of sixty seconds will ensue (to allow
old connections to die), followed by a reboot.
SHUTDOWN shuts down the server and prevents the normal 'startup' script
from restarting it.
WIZLOCK is a toggle command. When the server is WIZLOCKed, players
below level 51 may not log in. Players who lose their links, however,
may reconnect.
If nosave is specified for reboot or shutdown, it will not automatically
save all of the players.
~
0 RECALL /~
Syntax: recite recall
With a scroll of recall you can get yourself back to your home town when you
are lost or stuck. These scrolls are available at the wizard's shop in
Darkhaven.
See WORD OF RECALL.
~
0 'RECHARGE'~
Syntax: cast 'recharge' <wand/staff>
This spell is used to recharge wands and staves after use. The mage
or cleric performing the recharge should always insure the item is
not fully charged, as overcharging is considered dangerous. Also,
there is always a small chance of destroying the staff, or in even
rarer instances multiplying the charges available.
~
52 REDIT~
Syntax: REDIT FIELD [parameter list]
FIELD | PARAMETERS -- DESCRIPTION / NOTES
---------------------------------------------------------------------
name | <room name> -- sets the room name / short description
exit | <direction> [vnum] [exit-type] [key] [keywords]
bexit | same as above, but does the exit in both directions
desc | none -- you will be placed into the buffer editor
exdesc | <direction> [text] -- sets/clears an exit's description
ed | <keyword(s)> -- adds/edits an extra description to the room
rmed | <keyword(s)> -- removes an extra description from the room
sector | <value> -- sets the sector type
flags | <flag> [flag] -- toggles room flags
exflags| <direction> [flags] -- displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey | <direction> <key vnum> -- sets an exit's key vnum/value
Note: Put a '+' before the direction to force ADDing of that exit
and use a '#' to specify the exit by sequential order.
See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS.
~
52 REDRAW~
Syntax: redraw
This will redraw the whole screen, and update the menu that is being worked
on if any.
See REFRESH.
~
0 REFRESH~
Syntax: cast refresh <character>
This spell refreshes the movement points of a character who is out of movement
points.
~
51 REGOTO~
Syntax: regoto
Returns an immortal to the previous roomvnum from which that immortal
used the 'goto' command.
See GOTO
~
0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>
This spell removes a curse from a character, or one of the objects a
character is carrying or using.
~
56 REMOVE NEWBIE~
~
0 'REMOVE TRAP'~
Syntax: cast 'remove trap' <object>
This spell will magically disarm a trap on an object.
~
1 RENT~
Syntax: RENT ... characters never have to rent!
There is no RENT here. Just SAVE and QUIT whenever you want to leave
the game.
~
1 REPAIR~
Syntax: repair <object>
repair all
Repair allows you to repair equipment and swords at metal blacksmiths,
and recharge staves and wands at magical 'blacksmiths.' Repair all
attempts to repair every item in your inventory.
There is a 10% surcharge for using "repair all". This surcharge is for
the convenience of having all the equipment in your inventory repaired
at once.
~
53 REPAIRSET~
Syntax: repairset <mobile vnum> <field> <value>
This command allows you to set the following fields for repair shops:
-----------------------------------------------
| Fields | Meaning |
-----------------------------------------------
| fix# | Types of items the keeper will fix |
| | - armor, weapon, wand, staff |
| profit | Profit on fixing items |
| type | Repair shop type |
| | type 1 = standard |
| | type 2 = recharge |
| open | Hour shop opens |
| close | Hour shop closes |
| keeper | Vnum of repair shop keeper |
-----------------------------------------------
See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS
~
53 REPAIRSHOPS~
Syntax: repairshops
Displays statistics on all the repair shops.
See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~
53 REPAIRSTAT~
Syntax: repairstat <mobile vnum>
Shows statistics on a mobile's repair shop.
See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~
1 'REPORT' 'TIME' 'WEATHER'~
Syntax: report; Syntax: time; Syntax: weather
REPORT shows your current statistics to you and also announces them to other
players in the room.
TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.
WEATHER shows the current game weather. You must be in an outside room
to see the weather.
~
53 RESET RESETS~
Syntax: reset list [start] [end]
Syntax: reset delete [number]
Syntax: reset add <command> <parameters>
Syntax: reset insert <number> <command> <parameters>
Syntax: reset edit <number> <command> <parameters>
Syntax: reset area (will "reset" your area based on the defined resets)
WARNING:
The order that resets are in is VERY important. You cannot equip
a mobile with an object before putting the mobile into a room first.
Likewise, you cannot put an object into a container until the container is
put into a room first.
This command is used to display, edit, delete, add and insert resets for
your area.
See INSTAROOM, INSTAZONE and RESETCMDS
~
53 RESETCMDS RESETCOMMANDS~
Syntax: reset edit <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add <commands>
Commands:
MOB <mobile vnum> <room vnum> [limit] loads a mobile into a room
OBJ <object vnum> <room vnum> [limit] loads an object into a room
GIVE <object vnum> [limit] gives object to last loaded mobile
EQUIP <object vnum> <position> [limit] equips object on last loaded mobile
PUT <object vnum> <object vnum> puts and object into another object
DOOR <room vnum> <door dir> <state> resets a door to a certain state
RAND <room vnum> <last door dir> randomizes a range of exits
TRAP <vnum> <type> <charges> <flags> sets a trap
HIDE <object vnum> hides an object
For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.
See RESETS, INSTAROOM and INSTAZONE
~
0 REST SLEEP STAND WAKE~
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
These commands change your position. When you REST or SLEEP, you
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.
Use STAND or WAKE to come back to a standing position. You can
also WAKE other sleeping characters.
~
54 RESTORE~
Syntax: restore <victim>
Syntax: restore all
Restore returns the victim to full hitpoints, mana, blood and movement.
Restore all can be done once per day (real time) by any Saint and above,
and will 'restore' every link-live player in the game. Restore alls such
as this are limited to once every 6 hours, so if one Savior does one,
another cannot do one until 6 hours has passed, regardless of whether or
not they have not done one that day.
A Greater God or higher can do a restore all whenever they wish, and are
not constrained by the above limitations.
Use 'restoretime' to see when the last restore all was done.
See RESTORETIME
~
54 RESTORETIME~
Syntax: restoretime
Displays the last 'restore all' performed by you, as well as the last
time a 'restore all' was done by anyone else.
See RESTORE
~
57 RESTRICT~
Syntax: restrict <command> <level>
Syntax: restrict <command> show
Used to restrict a command to a higher or lower level. You cannot
rstrict a command you yourself cannot access. Changes to a command's
level are not permanent unless they are saved using 'cedit save'. A
command's level may also be changed using 'cedit'.
Use 'restrict <command> show' to see the level a command is currently
restricted to.
See CEDIT
~
59 RETIRE~
Syntax: retire <immortal>
This command will 'retire' an active immortal and place them on the
wizlist under 'retired immortals'. They will retain their level in
number only; they will be trusted to Savior level, and will have
access only to Savior-level commands. They will not be able to see
logs of anyone higher than Savior, and their commands will be logged
as if they were a Savior.
A retired immortal can, however, manually be given a higher trust
level.
To bring an immortal out of retirement, simply 'retire immortal' again.
~
52 RETRAN~
Syntax: retran <player>
This command will return that player or mob to the room from which
you last transferred it from.
~
0 RIP~
Syntax: rip <on/off>
The rip command will either enable or disable rip graphics. Rip graphics
will only work provided you are using a rip compatible terminal program.
~
53 RIS RESISTANT IMMUNE SUSCEPTIBLE~
Players and mobiles may have resistance, suceptibility or immunity to
certain types of attack:
FIRE COLD ELECTRICITY ENERGY BLUNT PIERCE SLASH
ACID POISON DRAIN SLEEP CHARM HOLD NONMAGIC
PLUS1 PLUS2 PLUS3 PLUS4 PLUS5 PLUS6 MAGIC
PARALYSIS
~
52 RLIST~
Syntax: rlist
: rlist <first room>
: rlist <first room> <last room>
This command will list all of the prototype rooms in your area, when used
with no arguments. When used with a single argument it will list all
rooms including and after the argument, and when used with two arguments,
it will list all rooms including and between the two.
~
52 RMENU~
Syntax: rmenu [menu letter] (defaults to 'a' if none given)
Rmenu will bring you into a menu system of editing rooms. To use rmenu, you
must be in the room that you are editing. To choose an option in the menu,
type the number of the section followed by the desired letter, and any
variables that may follow.
See MENU for generic menu commands.
~
52 ROOMFLAGS~
FLAG NAME | BITVECTOR | DESCRIPTION
----------------------------------------------------------------------
DARK | 1 | Room is always dark
DEATH | 2 | Room causes instant death
NOMOB | 4 | Mobs cannot wander into this room
INDOORS | 8 | Room is indoors - MUST also use sectortype 0
LAWFUL | 16 | Room is oriented to those of lawful alignment
NEUTRAL | 32 | Room is oriented to those of neutral alignment
CHAOTIC | 64 | Room is oriented to those of chaotic alignment
NOMAGIC | 128 | Magic cannot be used in this room
TUNNEL | 256 | Room is a tunnel - x number of players allowed
(use 'redit tunnel #' to set the number)
PRIVATE | 512 | Room is private (restricted to 2 people)
SAFE | 1024 | Room is safe... no violence allowed
SOLITARY | 2048 | Room is solitary (restricted to 1 person)
PETSHOP | 4096 | Petshop (next vnum must be the storeroom)
NORECALL | 8192 | Players cannot recall out of this room
DONATION | 16384 | Donation room... cannot get all
NODROPALL | 32768 | Cannot drop all in this room
SILENCE | 65536 | Not a sound can be made or heard in this room
LOGSPEECH | 131072 | All speech in this room is logged
NODROP | 262144 | Nothing can be dropped in this room
CLANSTOREROOM | 524288 | Clan storage room
NOSUMMON | 1048567 | Player cannot be summoned out of this room
TELEPORT | | People in this room will be teleported out
TELESHOWDESC | | Players will see the room desc of the dest room
NOFLOOR | | Room has no floor: exit down + no fly = fall
PROTOTYPE | 1073741824 | Room is a prototype, (under construction)
~
53 ROOMTRIGGERS RPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act {p} <keyword / phrase> [emotes, socials, actions, bamfs]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Fight <percentage> [random, within a fight, based on percentile]
Hitprcnt <percentage> [percent is % of mob's max H.P.]
Greet <percentage> [entry that mob can see, by mob/player]
Allgreet <percentage> [entry by a mob/player, regardless if seen]
Entry <percentage> [when the mob itself enters a room]
Bribe <amount of gold> [when a player gives the mob money]
Death <percentage> [when the mob dies]
Script {hour} [loops a line at a time. Hour triggers start]
Time <hour> [script prog, runs once on hour specified]
Hour <hour> [loops as Script for an hour from start hour]
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
NOT in Time or Hour progs.
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~
53 RPEDIT~
Syntax: rpedit <command> [number] [program] [arguments]
Syntax: rpedit add <program> <arguments>
Syntax: rpedit insert <number> <program> <arguments>
Syntax: rpedit edit <number> [program] [arguments]
Syntax: rpedit delete <number>
Syntax: rpedit list
Add, insert and edit will put you into the line editor to edit your
program. The arguments consist of a trigger, plus any arguments
ssociated with that trigger.
To edit a toomprogram you must be in the room.
See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
53 RPSTAT~
Syntax: rpstat
Rpstat will display all of the roomprograms that have been written for a
room. You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).
See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
60 RRESET~
Syntax: rreset <list|edit|delete|add|insert|place>
Syntax: rreset remove <#>
Syntax: rreset mobile <mob#> [limit]
Syntax: rreset object <obj#> [limit [room]]
Syntax: rreset object <obj#> give <mob name> [limit]
Syntax: rreset object <obj#> equip <mob name> <location> [limit]
Syntax: rreset object <obj#> put <to_obj name> [limit]
Syntax: rreset hide <obj name>
Syntax: rreset trap <obj name> <type> <charges> <flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags>
Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags>
Syntax: rreset bit <set|toggle|remove> room <room flags>
Syntax: rreset random <last dir>
~
54 RULES CHANNELS~
~
58 RULES DEADLY~
~
1 SACRIFICE~
Syntax: sacrifice <object>
Sacrifice offers an object to the gods, or to your Order or Clan's deity.
The gods may reward you for the sacrifice, and the nature of the reward
depends upon the type of object.
Hint: the gods like corpses.
~
0 SAGACITY~
This spell increases your wisdom for its duration.
~
1 SAVE~
Syntax: Save
SAVE saves your character and its inventory; you must be at least second
level to save. The system automatically saves one character approximately
minute, but with the high number of players usually online it may take
hours before your own is auto-saved. For this reason, you should not
rely on auto-save to keep your character updated -- save frequently.
Type SAVE immediately after recovering your corpse, gaining experience or
a level in battle, getting new items, making purchases or repairs, etc.
Some objects (such as keys) may not be saved. You cannot SAVE and QUIT
with objects of a higher level than your own, as they will vanish when
you log out. Every character is auto-saved at reboot.
~
52 SAVEAREA LOADAREA~
Syntax: savearea
loadarea
Savearea and loadarea will save or load your prototype area.
A God or higher may load or save any other prototype area by simply
specifying the area name. Example: savearea/loadarea Joseph.are
See also BESTOWAREA, AASSIGN
~
53 SAVINGTHROWS~
Saving throws:
sav1 - Saving vs. poison or death
sav2 - Saving vs. wands
sav3 - Saving vs. paralysis or petrification
sav4 - Saving vs. breath
sav5 - Saving vs. spells or staves
See MSET or type MSET by itself.
~
1 'SCAN'~
Syntax: scan <direction>
This skill enables you to scan for one or more rooms in the direction
specified, dependent on the percent to which the skill is practiced,
and the type of area you are in.
~
1 'SCORCHING SURGE~
Syntax: c 'scorching surge' <victim>
Abbrev: c scorching, c scorch
A powerful wave of heat created by an Augurer and directed at its victim.
The spell inflicts fire damage on the target, the higher the level of the
Augurer the greater the damage.
~
1 SCORE~
Syntax: score
SCORE is a sheet filled with your characters statistics. When you type
score, only you can see what is listed there. Should you want to let
others see your characters health, you can type REPORT.
~
0 SCRIBE BREW~
A mage of sufficient level holding a 'blank scroll or 'empty flask'
may transform them into spelled scrolls or potions via the scribe and
brew commands.
It takes significantly more mana to bind a spell to a potion or scroll
than to simply cast it.
~
0 SCRY~
Syntax: cast scry <character>
This spell will allow the caster to scry (look) into nearby rooms.
After casting the spell, the caster needs only to "look" in the
desired direction.
~
0 SEARCH~
Syntax: search
Syntax: search <container>
Sometimes not all there is to find is in clear view. Some things may be
concealed or hidden, and will require some searching to find.
~
0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~
These skills let you attack more than once during a combat round. Use of
these skills is automatic once you have practice them.
You can practice THIRD ATTACK before you have mastered SECOND ATTACK,
although it isn't efficient to do so.
~
52 SECTORTYPES~
INSIDE 0
CITY 1
FIELD 2
FOREST 3
HILLS 4
MOUNTAIN 5
WATER_SWIM 6
WATER_NOSWIM 7
UNDERWATER 8
AIR 9
DESERT 10
UNKNOWN 11
OCEANFLOOR 12
UNDERGROUND 13
~
59 SEDIT~
View, create, edit or delete socials online.
Sytanx: sedit <social>
Syntax: sedit <social> [field]
Syntax: sedit <social> create
Syntax: sedit <social> delete
Syntax: sedit <save>
Field being one of:
cnoarg onoarg cfound ofound vfound cauto oauto
Use sedit <social> to view the current settings of an existing social.
Use sedit <social> [field] to set one of the fields:
CNoArg: response to character if no argument given
ONoArg: response to room if no argument given
CFound: Response to character if target is someone else
OFound: Response to room if target is someone else
VFound: Response to target if target is someone else
CAuto : Response to character if target is self
OAuto : Response to room if target is self
Use sedit <social> create to create a new social, then edit with sedit field.
Use sedit <social> delete to delete an existing social.
Use sedit save to save the new social or changes to existing socials.
~
57 SETBOOT~
Syntax: setboot time <hour> <minute>
setboot manual <0|1>
The setboot command is useful for planning a reboot, (to save you from
the trouble of all those echos :) ) and for the daily boot. The manual
bit is used by the mud to determine whether the boot time was set by
hand. When the mud starts up, the boot time is set to 0600hrs (6am)
and the manual bit to 0. If 'setboot time' is used, the mud sets the
manual bit to 1. When it comes time to do the reboot, the mud checks
how long it has been running. If it has been running less than 18
hours and the reboot time has not been set manually, the reboot does
not take place (nor do the automatic warning echoes).
Echoes: when a scheduled reboot is coming up, the mud will send out
echoes to that effect. The echoes start 30 minutes before the reboot
and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s).
~
58 SETCLAN~
This command is used to define clan, Order and guild files. The filename
field must be defined before other fields can be entered.
Syntax: setclan <clan> <field> <deity|leader|number1|number2> <player>
Field being one of:
filename- filename of the clan, guild or Order
type - 13 is an Order (peaceful clan)
- 14 is a Guild
- 0 is a deadly clan
class - class # accepted by the clan (for use with Guilds, leave 0 if none)
name - name of the clan
motto - motto of the clan
desc - description of the clan
favour - favour bestowed by the gods (not currently supported)
strikes - displeasure of the gods toward the clan (not currently supported)
deity - name of the clan's Deity
leader - name of the clan's Leader
number1 - name of the clan's Number One
number2 - name of the clan's Number Two
members - manually set the number of members
board - roomvnum of the clan's board
recall - roomvnum to which members of the clan recall
storage - roomvnum of the storage room of the clan
(so that items in the room will save over reboot/crash; use the
clanstoreroom roomflag in this room as well)
align - alignment to which members must adhere (commented out in code)
obj1, obj2, obj3 - vnums of the objects which the Leader can 'make'
guard1, guard2 - mobvnums of the clan's primary guardians
See SHOWCLAN, MAKECLAN
~
61 SETCOUNCIL~
Syntax: setcouncil <council> <field> <deity|leader|number1|number2> <player>
Field being one of:
name - name of the council
filename - filename in which to store the council data
desc - description of the council
head - leader of the council
members - manually set the number of members
board - roomvnum of the council's board
meeting - roomvnum in which the council meets
powers - commands all members will receive regardless of their level
(similiar to council-wide bestowments)
Used to define a council after it has been created with 'makecouncil'. The
filename must be specified before other fields can be set.
See SHOWCOUNCIL, MAKECOUNCIL
~
61 SETDEITY~
Syntax: setdeity <deity> <field> <argument>
Used to define a deity (created with 'makedeity'). The fields are as
follows:
name: name of the deity
filename: filename for the deity data, should be set before other fields
description: description of the deity, seen with 'deities <deity name'>'
Alignment: Deity's alignment. Followers lose favor for all actions when
650 or more out of alignment.
Worshippers: # of followers
Npcrace: A mob race protected by the deity. The _npcrace fields only
apply to this race.
Npcfoe: A mob race detested by the deity. The _npcfoe fields only
apply to this race.
Race: A race the deity is restricted to.
Class: A class the deity is restricted to.
Sex: A sex the deity only accepts.
Element: Resistance deity bestows on followers.
Suscept: Susceptible deity bestows on followers.
Affected: 'affected by' spell deity bestows on followers.
Deityobj: vnum of deity object
Avatar: vnum of deity avatar
Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for
these for a particular deity.
Kill, kill_npcrace, kill_npcfoe: favor adjustment made when something killed
Kill_magic: favor adjustment for each offensive spell cast
Sac: favor adjustment for sacrificing a corpse
Bury_corpse/dig_corpse: Favor adjustments for burying/digging up corpses.
Aid_spell: favor adjustment for helping someone with a spell
Aid: favor adjustment for aiding someone physically (aid, rescue)
Steal: favor adjustment for theft
Backstab: favor adjustment for circling and backstabbing
Die, die_npcrace, die_npcfoe: favor adjustment for dying
spell_aid: favor adjustment for having a help spell cast upon you.
See MAKEDEITY, SHOWDEITY and DEITIES
~
0 SHADOWFORM~
Entering Shadowform makes you almost untouchable by non-magical attacks,
at a great cost to your strength.
~
0 SHIELD 'STONE SKIN'~
Syntax: cast shield
Syntax: cast 'stone skin'
These spells protect the caster by decreasing (improving) the caster's armor
class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of
armor.
~
0 'SHOCKSHIELD'~
Syntax: cast 'shockshield'
This spell will surround you with a shield of electric energy that will
return your enemies attacks with bolts of lightning!
~
53 SHOPS~
Syntax: shops
Displays statistics on all the shops.
See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES
~
53 SHOPSET~
Syntax: shopset <mobile vnum> <field> <value>
-----------------------------------------------
| Fields | Meaning |
-----------------------------------------------
| buy# | Types of items the keeper will buy |
| buy | Profit on buying items |
| sell | Profit on selling items |
| open | Hour shop opens |
| close | Hour shop closes |
| keeper | Vnum of shop keeper |
-----------------------------------------------
Lets you set certain stats on a shop.
see MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES
~
53 SHOPSTAT~
Syntax: shopstat <mobile vnum>
Shows statistics on a mobile's shop.
See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES
~
65 SHOPVALUES~
Syntax: shopset <mobile vnum> buy# <value>
1 - light 21 - pen 41 - rune
2 - scroll 22 - boat 42 - runepouch
3 - wand 23 - corpse 43 - match
4 - staff 24 - corpse_pc 44 - trap
5 - weapon 25 - fountain 45 - map
6 - _fireweapon 26 - pill 46 - portal
7 - _missile 27 - blood 47 - paper
8 - treasure 28 - bloodstain 48 - tinder
9 - armor 29 - scraps 49 - lockpick
10 - potion 30 - pipe 50 - spike
11 - _worn 31 - herbcon 51 - disease
12 - furniture 32 - herb 52 - oil
13 - trash 33 - incense 53 - fuel
14 - _oldtrap 34 - fire 54 - shortbow
15 - container 35 - book 55 - longbow
16 - _note 36 - switch 56 - crossbow
17 - drinkcon 37 - lever 57 - projectile
18 - key 38 - pullchain 58 - quiver
19 - food 39 - button 59 - shovel
20 - money 40 - dial 60 - salve
See SHOPSET
~
0 SHOVE DRAG~
Syntax: drag <character> <direction>
Syntax: shove <character> <direction>
These commands can only be used between deadly characters.
Drag will drag the victim in the specified direction if they are not
standing up, while shove will shove them in the specified direction
only if they are standing.
Characters who have been in a safe room for longer than 30 seconds
will be unable to be shoved or dragged out of that room until they
either leave of their own choice or they shove/drag another player.
~
52 SHOWCLAN~
Syntax: showclan <clan/order/guild name>
Example: showclan guild of mages, showclan Retribution
Used to display statistics for any clan organization, which includes
clans, Orders and guilds.
See SETCLAN, MAKECLAN and CLANS
~
1 SHOWCOUNCIL~
Syntax: showcouncil <council name>
Displays the statistics of the specified council.
See SETCOUNCIL, MAKECOUNCIL, COUNCILS
~
51 SHOWDEITY~
Syntax: showdeity <deity>
Used to display statistics for the specified deity.
See SETDEITY, MAKEDEITY, DEITIES
~
51 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
Displays the statistics on a guild.
~
0 SIT~
Syntax: sit
Sit makes your character sit down.
~
1 SKILLS~
Type 'practice' to get a list of skills currently available to you and
to see to what extent you have them practiced. Type 'slist' to view a
list of all skills available at each level to your class.
~
57 SLAY SLA~
Syntax: slay <victim> [immolate/shatter/demon]
SLAY kills a character in cold blood, no saving throw.
The optional parameters cause different messages to be sent to the actor,
the victim and the room, just for a bit of variety.
Slay bypasses auto actions such as autoloot and autosac. Slay should not
be used to test death_programs on mobs, as it is not the same as an actual
death to the mobile and may not return accurate results.
~
0 SLEEP~
Syntax: cast sleep <victim>
This spell puts its victim to sleep.
~
0 SLINK~
This spell makes you more dexterous for its duration.
~
0 SLIST~
Syntax: SLIST
Syntax: SLIST <lo> <hi>
SLIST without an argument gives you a compleat list of the spells and
skills available to your class, also indicating the maximum level to
which you can practice it.
SLIST lo hi gives you a list of spells and skills available to your class
from levels lo to hi.
Example:
<554hp 156m 700mv> <#2> slist 2 2
SPELL && SKILL LIST
------------------
Level 2
skill : mount Current: 75 Max: 85
~
52 SLOOKUP~
Syntax: slookup <skill-or-spell>
Syntax: slookup all
SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area
files. Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.
SLOOKUP ALL shows this information for all skills and spells.
~
-1 SMAUG THORIC~
. [S]imulated [M]edieval multi-[U]ser [A]dventure game
SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has
taken on several assistants in expanding and improving the code.
Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog
-----------------------------------------------------------------------
The primary implementation of SMAUG is Realms of Despair, running at:
realms.game.org 4000 (see: http://www.game.org ftp://ftp.game.org/pub/realms)
Mailing list: smaug@realms.game.org (to join: smaug-request@realms.game.org)
Web page: http://www.game.org/smaug/ FTP site: ftp://ftp.game.org/pub/smaug
~
55 SMAUGSPELLS~
SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.
damtype the class of damage done (see DAMTYPES)
acttype the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag special extra flags this spell has (see SPELLFLAGS)
hit Message displayed when spell is successful
miss Message displayed when spell misses or fails
die Message sent if spell causes death
imm Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice a dice formula used for rolling things like damage (see DICEFORMULAS)
saves saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTED_BY, the bitvector applied by the spell, if any
affects see AFFECTTYPES, the effect the spell has, if any
value an extra field reserved for things like the vnum used in spells
that create objects, or summon monsters to the caster's aid.
~
1 SMOKE~
You may 'smoke' a pipe after first filling it with a smokable herb or
tobacco.
~
52 SOBER~
Syntax: sober <victim>
Removes a character's inebriation and all affects of alcohol.
~
1 'SOLAR FLIGHT'~
Syntax: c 'solar flight' <victim>
This spell allows the caster to merge from an outdoor area to their victim
in an outdoor area.
The spell has a few restrictions: you will only succeed in casting it
during daytime hours, between 7 A.M. and 5 P.M. and you will only succeed
in casting if both you and your victim are in an outdoor area -- you need
the power of the sun in order for this spell to work (thus it will also
not succeed in bad weather).
~
0 SPEAK~
Syntax: speak
Syntax: speak <language>
Syntax: speak all (immortals only)
The speak command changes the current language in which you are speaking.
To speak your native tongue, type 'speak' alone. To speak a specific
language (such as common, for example), type "speak common". Immortals
have the unique ability to speak so that everyone can understand, by
typing "speak all".
~
54 SPECFUNC~
~
53 SPECFUNCS~
These special functions are available to assign to mobiles.
Use them sparingly:
To add spec: mset <mob> spec <function> (ex. mset guard spec spec_guard)
To remove: mset <mob> spec none
spec_breath_any Mobiles breathes one of the four breaths randomly.
spec_breath_acid Mobile has breath of acid.
spec_breath_fire Mobile has breath of fire.
spec_breath_frost Mobile has breath of frost
spec_breath_gas Mobile has gas breath.
spec_breath_lightning Mobile has lightning breath.
spec_cast_adept Mobile casts helpful spells.
spec_cast_cleric Mobile casts healing spells.
spec_cast_mage Mobile casts offensive spells during battle.
spec_cast_undead Mobile casts offensive spells during battle.
spec_guard Mobile attacks KILLERS and THIEVES.
spec_executioner Same as above except summons guards to help.
spec_fido Mobile eats corpses.
spec_janitor Mobile picks up trash.
spec_mayor Reserved for the mayor... don't use.
spec_poison Mobile poisons during battle.
spec_thief Mobile steals gold from players.
~
56 SPELLCOMPONENTS~
T### check for item of type ###
V##### check for item of vnum #####
Kword check for item with keyword 'word'
G##### check if player has ##### amount of gold
H#### check if player has #### amount of hitpoints
Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
^^ decrease component's value[4], and extract if it reaches 0
&& decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101. The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.
With the decremental operators (@#$%^^&&), the object must have at least
a value of 1 in the respective location for the spell to succeed.
~
56 SPELLFLAGS~
water water based (create water, ice spells)
earth interracts with nature (earthquake)
air involve the air or winds
astral involve the astral plane (astral walk)
area an "area spell"... affects everyone in the room
distant affects something far away
reverse has a reverse affect
save_half_dam victim can save for half damage
save_negates victim can save for no effect
accumulative can be cast repeatedly to have an increased effect
recastable can be cast again to refresh the spell
nobrew cannot be brewed into a potion
noscribe cannot be scribed onto a scroll
group affects everyone in the caster's group (same room only)
object specifically affects an object (for target 'ignore')
character specifically affect a character (for target 'ignore')
~
58 SPELLS~
Type 'practice' to get a list of spells currently available to you and
to see to what extent you have them practiced. Type 'slist' to view a
list of all spells available at each level to your class.
~
55 SPELLSAVES~
Here are the saving throws you can set for use in SMAUG spells:
none victim doesn't get a saving throw
poison_death save vs. poison or death
wands save vs. wands
para_petri save vs. paralysis or petrification
breath save vs. (dragon) breath
spell_staff save vs. spells or staves
~
1 'SPIRAL BLAST~
Syntax: c 'spiral blast'
Abbrev: c spiral
A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks
every enemy target in the area. The spell is hostile to all creatures in
the room, and will cause them to engage the caster in combat.
~
0 SPLIT~
Syntax: SPLIT <amount>
SPLIT splits some gold between you and all the members of your
group who are in the same room as you. It's customary to SPLIT
the gold after a kill.
~
55 SSET~
Syntax: sset <victim> <skill> <value>
or: sset <victim> all <value>
or: sset <sn> <field> <value>
name the name of the skill or spell
code for spells, the code executed when the spell is cast
target for spells, the target of the spell (see TARGETTYPES)
minpos the minimum position required to use this skill/spell
slot for spells, the slot number used in area files
mana for spells, the amount of mana consumed by the spell
beats how long this skill takes to be used (in 1/4 seconds)
dammsg a word to describe the damage done by this skill or spell
wearoff for spells, the message given when the spell wears off
type the type of skill (Spell, Skill, Weapon, Tongue)
difficulty how difficult the spell/skill is to learn and/or use
damtype for spells, the class of damage it does
components the components required for this spell (see SPELLCOMPONENTS)
teachers will restrict the teaching of this skill to these mob vnums
participants the minimum number of required participants (for spells)
For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS
~
0 STEAL~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>
STEAL attempts to steal coins, or an object, from a mob or another player.
There are penalties for using STEAL on other players.
In order to STEAL successfully, you must practice the skill.
~
1 STRENGTH STR~
Strength (STR in your 'score') represents your character's physical power.
The most common concern with strength deals with how much your character
can carry. For each additional point of strength you gain an additional
amount of maximum carryable weight. Any character with 20 strength can
carry 500kgs; Warriors and Rangers can have a maximum of 25 strength, and
can therefore carry up to 999kgs when their strength is at its maximum.
Strength also affects (among other things):
- damage roll and hitroll; for each additional point of strength, each
of these will increase
- chances of success for bash, stun, bashdoor, shove and drag, and the
ability to dual-wield heavier weapons
Strength is the prime attribute of warriors and rangers.
~
0 STUN~
Syntax: stun <mob>
Stun is a skill which can only be used once a fight has started. It will
stun your opponent if successful.
~
51 SUMMARY~
|--------------------------------------|--------------------------------------|
| MOVEMENT | GROUP |
| north east west south northeast exit | follow group gtell ; split |
| northwest southeast southwest sleep |--------------------------------------|
| rest sit wake stand somewhere unlock | INFORMATION |
| lock open close scan scry look leave | death CR reimb rules damage commands |
| up down enter climb where fly float | areas experience score title weather |
|--------------------------------------| channels description experience note |
| CONFIG OPTIONS | who wizlist story tick MOTD news bug |
| autoloot autogold telnetga autoexit | mail time password slist report typo |
| nice flee norecall blank combine rip | spells skills weapons languages idea |
| nointro prompt ansi autosac shovedrag|--------------------------------------|
|--------------------------------------| COMMUNICATION |
| OBJECTS | social quest clan ordertalk guildtalk|
| get put drop give sacrifice hold | say tell chat question answer auction|
| wield wear remove inventory value | avatar shout yell counciltalk newbie |
| appraise list buy sell equipment |--------------------------------------|
| recite quaff zap brandish compare | COMBAT |
| empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast|
|--------------------------------------|--------------------------------------|
Also see help on: !, save, quit, pagelength, and practice.
To use the help menu, just type "help <topic>".
To see help on individual areas, you can now type "help <full area name>".
~
1 SUMMON SUMMONING~
Syntax: cast summon <character>
This spell summons a character from elsewhere in the game to your own
location ... and stuns your character.
Characters who are fighting cannot be summoned. Do not summon aggressive
mobs into an area lower in level than the one from which they came, and
do not summon aggressive mobs of any level into Darkhaven.
~
10 SUPPLICATE~
Syntax: supplicate <supplication>
Supplicate begs your deity (if you have one) for aid. You may supplicate
for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar
of the deity, 'object', which summons an object of the deity and 'recall',
which sends the player back to his recall point (bypassing norecall flag).
Note: All deities offer corpse and recall, while object and avatar are for
particular deities only.
Deadlies may not supplicate for their corpse.
SEE ALSO: deities, favor, devote.
~
51 SWITCH RETURN~
Syntax: switch <character>
Syntax: return
SWITCH switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC).
RETURN returns you to your original body.
~
0 SWORDBAIT~
This spell makes the victim more susceptible to slashing attacks.
~
0 TAMP~
Syntax: tamp <pipe>
This empties your pipe so that you may fill it with fresh herbs.
See FILL, LIGHT, SMOKE
~
55 TARGETTYPES~
.
Target Function
--------------------------------------------------------------------
ignore Spell affect relies on the casting argument
offensive Spell will initiate combat
defensive Can be cast on anyone safely
self Spell only affects the caster
objinv Casted onto an object in the caster's inventory
~
0 TELEPORT~
Syntax: cast <teleport>
This spell takes you from your current location to a random location somewhere
in the world.
~
0 THIEF THIEVES~
The thief is a dark character which makes use of many skills often deemed
improper by the rest of society. The skills of the thief reflect his way
of life, namely sneaking in the dark, picking locks, and attacking from
behind with deadly backstabs. Thieves have always had a bad reputation
so don't be suprised if you are always under suspicion. Thieves start off
fairly weak, but as they gain skills such as backstab and circle they soon
become dangerous foes. A thief is always usefull when there is a lock
that needs opening or an item that needs to be stolen.
~
58 THINK~
Syntax: think <message>
Allows you to use the 'think' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to think can be controlled with 'cset'.
See CSET
~
0 TICK~
Many of the actions in the game are based upon interval timers, including
combat, most autonomous monster actions, hp/mana/move regeneration, spell
duration, weather, and area resetting.
Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'. Ticks in the game average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present. Also
note that objects lying on the ground will not be regenerated if anyone
is in the area when it resets.
Area resets are indicated by 'squeaking noises' just prior to the reset.
~
65 TIMECMD~
Syntax: timecmd <command>
Example: timecmd mpstat <mob>
Returns the time required to execute the specified command for that
instance of its execution.
~
0 TITLE~
Syntax: title <string>
Sets your title to a given string.
The game supplies a title when your character is created and when you
advance a level. You can use TITLE to set your title to something else.
~
58 TONGUE TONGUES~
The different PC languages include common, elvish, dwarven, pixie, ogre,
orcish, trollese, goblin, halfling and gith.
NPC languages include rodent, insectoid, mammal, reptile, dragon,
spiritual, magical, god, and ancient.
~
1 TOPICS~
Additional topics you may want to look over:
*TICK
*WIZLIST
*EXPERIENCE
*EQDAMAGE
*CLANS
*CHANGES
*DAMAGE
*NEWS
*STORY
To view a topic type: HELP <topic>
~
0 TRACK~
Syntax: track <mob>
Track will assist you in tracking down a mob that is within the area,
giving you its general direction.
~
0 TRAIN~
The TRAIN command is no longer functional; you must keep your assigned
attributes and can modify them with objects.
~
52 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all <location>
TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~
53 TRAPFLAGS~
Flags to describe a trap and what triggers it:
ROOM - Trap is in a room
OBJ - Trap is on an object
ENTER - Trap is triggered by entering the room
LEAVE - Trap is triggered by leaving the room
OPEN - Trap is triggered by opening
CLOSE - Trap is triggered by closing
GET - Trap is triggered by getting the object
PUT - Trap is triggered by putting the object
EXAMINE - Trap is triggered by examining the object
PICK - Trap is triggered by picking the object
UNLOCK - Trap is triggered by unlocking the object
NORTH - Trap is triggered by moving north
SOUTH - Trap is triggered by moving south
EAST - Trap is triggered by moving east
WEST - Trap is triggered by moving west
UP - Trap is triggered by moving up
DOWN - Trap is triggered by moving down
See RESET, TRAPSETTING and TRAPTYPES.
~
52 TRAPSETTING~
Setting a trap is a little tricky.
Parameters: <vnum> <type> <charges> <flags>
VNUM - The vnum of either the room or object to be trapped.
TYPE - The type of trap. (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS - Flags specifying the characteristics of the trap.
(ie: room trap or object trap, what triggers the trap, etc.)
See RESETS, TRAPTYPES and TRAPFLAGS.
~
52 TRAPTYPES~
Types of traps:
--------------------------------------------------------------------
| Number | Description | Number | Description |
--------------------------------------------------------------------
| 1 | Poison gas | 8 | Flame |
| 2 | Poison dart | 9 | Explosion |
| 3 | Poison needle | 10 | Acid Spray |
| 4 | Poison dagger | 11 | Electric Shock |
| 5 | Poison arrow | 12 | Blade |
| 6 | Blindness gas | 13 | Sex change spell |
| 7 | Sleeping gas | | |
--------------------------------------------------------------------
See RESET, TRAPSETTING and TRAPFLAGS.
~
54 TRIGGER~
A trigger is an action, phrase, or game event that causes a program
held within a room, mob or object, to begin playing out its commands.
Triggers can be anything from a player or mob entering a room, to a
player stating a particular phrase within a room, or to a mob or an
object.
For detailed information on triggers, see:
RPTRIGGERS, MPTRIGGERS, OPTRIGGERS
~
0 'TROLLISH VIGOR' TROLLISH VIGOR~
This spell increases your stamina during its duration.
~
57 'TRUE SIGHT'~
Syntax: cast 'true sight'
This spell can only be cast upon yourself. It is a combination of
infravision (enabling you to see in the dark), detect invisible,
and detect hidden. This spell also allows you to see through
blinding attacks.
~
1 TRUE TRUESIGHT~
Syntax: cast truesight
Syntax: c true
Truesight confers the caster with a very brief immunity to blindness
(from attacks such as gouge or the blindness spell itself). While
under the spell's effect, the caster continues to see. Be warned
that when the spell wears off the caster will become blind should
the effects of the blinding attack still remain.
Truesight cannot be cast on anyone but the caster itself.
~
65 TRUST~
Syntax: trust <character> <level>
TRUST sets a character's trust to the specified level. This is similar to
advancing the character for accessing immortal commands, but has no effect
on combat strength, et cetera. You can give more trust to mortal (or
immortal) characters to give them access to more power without messing up
the character. You can also restrict a player's trust to less than their
natural level.
A trust of 0 means to use the character's natural level again.
~
-1 TSR D&&D AD&&D~
. Dungeons && Dragons (tm) and TSR Hobbies Inc.
Here we'd like to duplicate the original credits from the Basic Rules,
Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc.
Acknowledgements:
The following individuals have made this work possible through its years of
evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold
Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow,
Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer.
DIKUMud's concepts were directly based on TSR's D&&D concepts.
~
59 UNFOLDAREA~
Syntax: unfoldarea <area filename>
This command will load up an area file.
NOTE: It could be quite dangerous to unfold an area that is already loaded,
or one that has not been tested.
~
54 USEPROG~
Syntax: opedit <object> <command> [number] [use_prog] [percentage]
The use_prog is an objtrigger that can be used in object programs. The
use_prog will be executed when the item is used. To define what will
trigger the use_prog, here is a list:
* Wands - when you zap
* Staves - when you brandish
* Food/pills - when you eat
* Blood/fountains/drink containers - when you drink
* Lights/armour/weapons - when you wear/wield/hold
* Potions - when you quaff
* Pipes - when you smoke
When the use_prog is executed you will not see the standard 'use message'
(ie You quaff a violet potion). What you will will be any mpechoes placed
in the program. Also, any mobprog commands can be used in use_prog (see
MPCOMMANDS).
**NOTE** The use_progs on lights, armour, and weapons are executed BEFORE
the player wears/holds/wields any item. Therefore, a mpforce to remove the
item will not work in the use_prog. You will have to use a wear trigger
to accomplish this.
~
52 USERS~
Syntax: users <host ip>
Syntax: users <playername>
USERS reports all of the visible users connected to the server, including users
in the process of logging in.
If used with an argument, it will show all users from that host ip.
Shortforms of host will work -- e.x. 205, or 205.113, etc.
Shortened names will also work. e.x., users fre would show
Fredrick and Fred if they were on at the time.
The first number, (desc), is the descriptor number that this user is on.
The second number is the user's connected state. (See CONSTATES)
The third number is the number of seconds the user has been idle.
The fourth number is the remote TCP port on the user's host machine.
Next is the user's character name, then the user's host address.
(Usually the IP number as name resolving is normally disabled.)
The FORCECLOSE command can be used to force a connect to close by its
descriptor number.
~
0 VALIANCE~
This spell increases your perserverence when you are on the verge of
losing consciousness.
~
0 VAMPIRE VAMPIRES~
Vampires are powerful beings which require copious quantities of fresh blood.
Here is a brief summary of how they compare to the other classes:
- Vampires use blood points (bp) instead of mana for casting spells.
- Blood points can be lost by taking large amounts of damage during battle.
- Spare blood points can save a vampire during battle by providing a small
burst of extra hit points (hp).
- Vampires get a penalty to armor class during the day, and a bonus during
the night.
- Vampires may mist walk to their victims under cover of darkness.
(help 'mist walk')
~
53 VARIABLES~
This is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.
VARIABLE MOBILE ACTOR VICTIM RANDOM OBJECT 2ND_OBJECT
--------------- ------ ----- ------ ------ ------ ----------
Name $i $n $t $r $o $p
shrt_desc/title $I $N $T $R $O $P
he/she/it $j $e $E $J -- --
him/her/it $k $m $M $K -- --
his/hers/its $l $s $S $L -- --
a/an -- -- -- -- $a $A
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS.
~
0 VENTRILOQUATE~
Syntax: cast ventriloquate <speaker> <message>
This spell throws your voice, making it appear that some other object or
character in the room is saying your message. Victims who make their saving
throw will know that someone is using ventriloquism, but not who. Victims who
fail their saving throw will think that the object or character really did say
your message.
~
56 VNUMS~
Syntax: vnums [low] [high]
Lists the vnum range for rooms/mobs/objects in all prototype areas.
~
1 VOTING VOTE VOTES~
Syntax: note vote <number> open/close/yes/no/abstain
Once a note has been posted on a bulletin board, the author may open
voting with 'note vote <number> open'. All those who can read the
board may then vote on the issue in the note with 'note vote <number>
yes/no/abstain'. The author may close the voting; the syntax for that
should be clear enough.
Note list will show whether a note is not a voting note, open to voting
or closed to voting. The character that separates the author and the
recipient in 'note list' will be a colon, a capital V or a capital C
accordingly.
~
58 VSEARCH~
Syntax: vsearch <vnum of target object>
Returns all instances of the target object presently in the game, as
well as their level. Allows location of objects via vnum instead of
by keyword, useful for locating rekeyed and renamed objects.
See OWHERE
~
2 WAR WARTALK~
Syntax: war <message>
Wartalk is a channel created as a haven for those players who like to openly
discuss their exploits in combat - and brag against their opponents. It is
most often used for those who declare war on other deadlies and is desirable
for those who like to invite others to battles in player versus player
whether it be in the arena or around the Realms.
Wartalk can be seen by all players in the game, and has the same
rules as other channels. No harassment, profanity, spamming, or
inappropriate subject matter.
~
0 WARRIOR WARRIORS~
Warrior are the epitome of fighters, able to use all weapons and armours in
excercise of their most lethal of combat skills. A warrior must be strong
in body to survive his dangerous lifestyle, and though he has no magic and
limted skills he is nevertheless a formidable force with which to be
reckoned. Warriors learn no magic, and have no use for mana.
~
0 WEAKEN~
Syntax: cast weaken <victim>
This spell reduces the strength of the victim by two points.
~
53 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:
Value3 | Type | Weapons
------------------------------
0 | hit | general
1 | slice | knife/sword
2 | stab | dagger
3 | slash | sword
4 | whip | whip
5 | claw | claw
6 | blast | magical
7 | pound | club/hammer
8 | crush | club/hammer
9 | grep |
10 | bite |
11 | pierce | dagger
12 | suction |
See OSET.
~
53 WEARFLAGS~
These flags should be self explanitory:
take finger neck body head legs
feet hands arms shield about waist
wrist wield hold ears eyes
See OSET and RESETCMDS.
~
53 WEARLOCS~
Here are the various locations where items may be equipped:
---------------------------------------------------------
| 0 | light | 1 | finger1 | 2 | finger2 |
| 3 | neck1 | 4 | neck2 | 5 | body |
| 6 | head | 7 | legs | 8 | feet |
| 9 | hands | 10 | arms | 11 | shield |
| 12 | about | 13 | waist | 14 | wrist1 |
| 15 | wrist2 | 16 | wield | 17 | hold |
| 18 | dual_wield | 19 | ears | 20 | eyes |
---------------------------------------------------------
See RESETS and RESETCMDS.
~
0 WHERE~
Syntax: where
Syntax: where <character>
WHERE without an argument tells you the location of visible players in the same
area as you are.
WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~
0 WHO~
WHO shows the characters currently in the game. Invisible characters will
not appear on this list if you cannot detect invisible. Immortals who are
wizinvis higher than your own level also will not appear.
Syntax: who who <class> who <class> race>
who <level range> who deadly who <class> <race> <level range>
With arguments, WHO can show players of certain classes, races, or levels:
For example:
who 10 lists all characters level 10 or above
who 15 20 lists all characters between level 15 and 20
who cleric lists all clerics playing
who cleric elf lists all cleric elfs playing
who immortal lists all Immortals playing
who cleric 1 5 lists all clerics between levels 1 and 5
who deadly lists all deadly (pkill) characters playing
NEW ADDITIONS:
who 'guild of mages' lists all online members of the specified Guild
who <order name> lists all online members of the specified Order
who <clan name> lists all online members of the specified Clan
~
0 WHOIS~
Syntax: whois <player>
The WHOIS command will tell you a bit of information about a player
who is online.
See BIO
~
0 WIMPY~
Syntax: wimpy
Syntax: wimpy <number>
WIMPY sets your wimpy value. When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to flee.
WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.
Some monsters are wimpy.
~
0 'WINTER MIST' WINTER MIST~
This spell makes the victim more susceptible to all forms of coldness.
~
1 WISDOM WIS~
Wisdom (WIS in your 'score') represents your character's wisdom and ability
to incorporate learning. Among other things, it affects:
- the number of practices a character gains each time it levels
- the mana a character gains each time it levels, though intelligence
affects this much more heavily
- the percentage a character learns of a new language at each practice,
though intelligence affects this slightly more
- the ability to remove a trap or poison a weapon
Wisdom is the prime attribute of druids and clerics.
~
51 WIZHELP~
Syntax: wizhelp
WIZHELP provides a list of all the immortal commands.
~
0 WIZLIST~
Syntax: wizlist
Displays a hierarchical list of immortals.
~
0 'WORD OF RECALL'~
Syntax: cast 'word of recall'
This spell will recall the caster to his or her home sanctuary.
~
56 'WYVERN'S TOWER'~
~
52 ZONES~
Syntax: zones [low] [high]
Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
~
-1 _DIEMSG_~
...Everything begins to fade to black.
You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
~
0 $~
#$