Ok, setting up the new system. First, you need to make a command so you can grant players security groups. 'cmdedit create grant' works fine. Then set the function to do_secgroup. Level to your MAX_LEVEL most likely. Now, you need to add the secedit command. 'cmdedit create secedit'. and assign it the function do_secedit. Now, 'secedit new Immortals'. to make an Immortals group. Now, you need to set the security group bit before you add any commands to the list. Just type the actual bit letter. IE 'A' 'B' 'C' etc (without the quotes). To add new commands to the group, type 'command add <command name>'. To remove commands type 'command remove <command name>'. Type 'commands' to see a list of available commands. To list your current security groups, type 'list' or 'secedit list' (you don't need to actually be in the editor to view the list ;) When you add a command to the list, it will raise the command's level to MAX_LEVEL+1, that way, no one will have the command until they are granted the group with it in it. Working on exceptions like this is a lot better than giving everyone everything then doing the restrictions. :) It will also set a bit on the command to tell it what group it was just added to. Commands can be added to as many groups as you can make. This provides an ease to allow builders some commands that may overlap other groups, etc. My suggestion would be to create an implementors group and add all the immortal commands to it first. Then branch out with the other groups, adding as needed. I have included a sample security.dat file so your mud will have no trouble booting up. Well, this concludes the discourse. Sorry about not making a help file for this to paste into your help.are, but a little hedit will do nicely. ;) *wave* Ammaross Danan Implementor of ArdenmoreMUD telnet://stormbringer.sysconn.com:8888 http://stormbringer.sysconn.com/~arden