#HELPS 1 LDRGaarde~ {RGAARDE LEADERSHIP {MLDR {WR{DEQUI{WREMENTS - {R* {WA new leader will be sought, only when the current leader wishes to step down. The process will involve a vote amongst the current members as well as the leader.{X ~ 1 JGaarde~ {RJOIN GAARDE {WR{DEQUI{WREMENTS {D- {R* {WAll that wish to join the ranks of G{Daa{Wrde are welcome. {R* {WAll members are expected to uphold the clans honor by conducting themselves accordingly. {R* {WAll members must follow the {r({RPK{r){W rule for all clans.{X ~ -1 harassment~ {RHARASSMENT{X {RHarassment{c is not tolerated in Alanthia. Harassment comes in many forms -- verbal, physical, and sexual. Harassment is generally defined as unwanted attention or behavior that occurs consistently over time. Sexual harassment is the most despicable form of harassment: Sexual harassment is a form of sex discrimination that violates Title VII of the Civil Rights Act of 1964 (United States). Unwelcomed sexual advances, requests for sexual favors, and other verbal or physical conduct of sexual nature constitutes sexual harassment when submission to or rejection of this conduct explicitly or implicitly affects an individual's status, unreasonably interferes with an individual's performance, or creates an intimidating, hostile or offensive environment. {R* {cThe victim as well as the harasser may be a woman or a man. The victim does not have to be of the opposite sex. {R* {cThe victim does not have to be the person harassed but could be anyone affected by the offensive conduct. {R* {cThe harasser's conduct must be unwelcome. It is helpful for the victim to directly inform the harasser that the conduct is unwelcome and must stop. If you are a victim of harassment, inform Wysparthuul, Halodar, or Fuitentooty with a tell or a personal note. Your name will not be mentioned throughout the investigation and after the investigation.{x ~ -1 powerleveling~ {RPOWERLEVELING Powerleveling{c is not allowed on this mud. Powerleveling is the weakening of mobs by one player so another player can easily kill them for the experience. If these players are grouped and share the experience from the kill, then it is not powerleveling. Some examples of powerleveling include: {R* {cSpelling down mobs {R* {cSpelling up players during fights {R* {cHealing players during fights {R* {cKilling mobs that assist to make the other mobs easier to kill All parties involved will be punished. So don't do it.{x ~ 1 OOC IC ROLEPLAY~ {y ,---------------------------------------------------------------------. {y / \ {ROUT OF CHARACTER/IN CHARACTER {y\ {y( \ {RROLEPLAY GUIDLINES {y\ {y \_) ) {y\ {y | {y| {y | {ROOC {y| {y | {y| {y | {XOOC stand for out of character. Out of character means that your {y| {y | {Xactions and speech do not conform to the setting of the mud. Some {y| {y | {Xexamples are talking about computer games, discussing statistics {y| {y | {Xof your character, and using some inappropriate language not very {y| {y | {Xcommon in the setting of the mud, such as "what's up". {y| {y | {y| {y \ {y\ {y | {RIC and RP {y| {y | {y| {y | {XIC is short for in-character. IC means that all your actions and {y| {y | {Xspeech conforms to the setting of the mud, in Alanthia's case, a {y| {y | {Xmedieval-fantasy type of world. RP, or roleplay, is the role your {y| {y | {Xcharacter takes in this type of world. There are countless number {y| {y | {Xof roles, such as the village idiot, an enlightened priest, a old {y| {y | {Xknight, a mercenary, and a common peasant, to name a couple. The {y| {y | {Xrole you pick for your character is appropriate if you can find {y| {y \ {Xthis role existing in the world setting. Some examples of being {y\ {y | {XIC are talking about the weather, combat (except for the numbers) {y| {y | {Xand clan affairs. {y| {y | {y| {y | {XAlso, anything you find in the mud is automatically IC, since you {y| {y | {Xyourself do not interact with them in real life. Anything that {y| {y | {Xquantifies any aspect of the mud is OOC. Your character knows if {y| {y | {Xshe/he is healthy, but they do not say "I have 39344 hit points". {y| {y | {XInstead, they say "i'm pretty hurt". {y| {y _______| {y| {y / \ | {b_/^\_ {y/ {y( )____/ {b( ) {y/ {y \_____/______________________________________{b\{r***{b/{y___________________________/ {b \ \ {cWhisperwolf `02 {b \ \ {b ) ) {b / / {b ( ( {b ^^{X ~ 301 SET NUMBER VALUE WCLASS~ {RSET COMMAND NUMERICAL VALUES (V0/WCLASS) {c 0: {Wexotic {c 1: {Wsword {c 2: {Wdagger {c 3: {Wspear/staff {c 4: {Wmace/club {c 5: {Waxe {c 6: {Wflail {c 7: {Wwhip {c 8: {Wpolearm {gThese are the numerical values representing each flag available for from the ? wclass file. {RTHEY WAY THEY WORK {gIn order to get the correct numerical code for multiple flags, follow these steps. {c1) {WFind the numerical value for the flag {c2) {WAdd the value for the flag {c3) {WSet obj <item> v0 <value> {RIE: {gWhen you want to set a weapon to be {Wexotic{g. You use {c(0){g for {Wexotic{g. Then set obj v0 to 0. The weapon is now an {Wexotic {gweapon. {RNOTE: This only works for weapons. {wSee also {RHELP SET {wfor further instruction. ~ 301 SET NUMBER VALUE WTYPE~ {RSET COMMAND NUMERICAL VALUES (V4/WTYPE) {c 1: {Wflaming {c 2: {Wfrost {c 4: {Wvampiric {c 8: {Wsharp {c 16: {Wvorpal {c 32: {Wtwo-handed {c 64: {Wshocking {c 128: {Wpoison {c 256: {Wholy {c 512: {Wvenon {gThese are the numerical values representing each flag available for from the ? wtype file. {RTHEY WAY THEY WORK {gIn order to get the correct numerical code for multiple flags, follow these steps. {c1) {WFind the numerical value for the flag(s) {c2) {WAdd the value for the flag(s) {c3) {WSet obj <item> v4 <value> {RIE: {gWhen you want the flags {Wfrost sharp {gand {Wholy {gFirst find the values. {c(2) {gfor {Wfrost {c(8) {gfor {Wsharp {gand {c(256) {gfor {Wholy{g. Combine the value and you get {c(266){g. Then set v4 to {c(266){g. The item now has {Wfrost sharp {gand {Wholy{g. {wSee also {RHELP SET {wfor further instruction. ~ 301 SET NUMBER VALUE WEAR~ {RSET COMMAND NUMERICAL VALUES (WEAR) {c 1: {Wtake {c 2: {Wfinger {c 4: {Wneck {c 8: {Wbody {c 16: {Whead {c 32: {W{Wlegs {c 64: {Wfeet {c 128: {Whands {c 256: {Warms {c 512: {Wshield {c 1024: {Wabout {c 2048: {Wwaist {c 4096: {Wwrist {c 8192: {Wwield {c 16384: {Whold {c 32768: {Wnosac {c 65536: {Wwearfloat {c 131072: {Wface {c 262144: {Wear {c 524288: {Wshoulders {gThese are the numerical values representing each flag available for from the ? wear file. {RTHEY WAY THEY WORK {gIn order to get the correct numerical code for multiple flags, follow these steps. {c1) {WFind the numerical value for the flag(s) {c2) {WAdd the value for the flag(s) {c3) {WSet obj <item> wear <value> {RIE: {gIf you want the flags {Wwield no_sac {gand {Wtake {gFirst find the values. {c(8192) {gfor {Wwield {c(32758) {gfor {Wno_sac {gand {c(1) {gfor {Wtake{g. Combine the value and you get {c(40951){g. Then set wear to {c(40951){g. The item now has {Wwield take {gand {Wno_sac{g. {wSee also {RHELP SET{w for further instruction. ~ 301 SET NUMBER VALUE EXTRA~ {R{RSET COMMAND NUMBER VALUES (EXTRA) {c 1: {Wglow {c 2: {Whum {c 4: {Wdark {c 8: {Wlock {c 16: {Wevil {c 32: {Winvis {c 64: {Wmagic {c 128: {Wnodrop {c 256: {Wbless {c 512: {Wanti-good {c 1024: {Wanti-evil {c 2048: {Wanti-neutral {c 4096: {Wnoremove {c 8192: {Winventory {c 16384: {Wnopurge {c 32768: {Wrot_death {c 65536: {Wvis_death {c 524288: {Wno_locate {c 4194304: {Wsell_extract {c 16777216: {Wburn_proof {c 33554432: {Wno_uncurse {c 67108864: {Wvib {c134217728: {Wsecret {c268435456: {Whidden {c536870912: {Wqwest {gThese are the numerical values representing each of the flags available for items. If you are in oedit and ? Extra you will find four more listed Apparently these flags no longer apply, because they aren't there after billions of iterations. {RTHEY WAY THEY WORK {gIn order to get the correct numerical code for multiple flags, follow these steps. {c1) {WFind the numerical value for the flag(s) {c2) {WAdd the value for the flag(s) {c3) {WSet obj <item> extra <value> {RIE: {gYou want the flags {Wmagic No_remove {gand {Winvis {gFirst find the values. {c(64) {gfor {Wmagic {c(4096) {gfor {WNo_remove {gand {c(32) {gfor {Winvis{g. Combine the value and you get {c(4192){g. Then set extra to {c(4192){g. The item now has {Winvis magic {gand {Wno_remove{g. {wSee also {RHELP SET {wfor further instruction. ~ 1 LDRCa'Zultai~ {RCA'ZULTAI LEADERSHIP{X {MLDR {mR{rEQUIREMENTS{m - {R* {DWill be appointed by other leaders/members or the immortals themselves{X ~ 1 JCa'Zultai~ {RJOIN CA'ZULTAI{X {mR{rEQUIREMENTS{m - {R* {DMust be lvl 100 or higher. Remorts lvl 75. {R* {DMust be: Drow, Gargoyle, Vampire, Wolf, Black Dragon, Red Dragon, Blue Dragon (RP), Green Dragon (RP) Wraith, Demon, and Dwarf {R* {DMust be IC EVIL, meaning, if you (PK) someone and want to loot them, HAVE FUN! ~ 1 Ca'Zultai~ {RCA'ZULTAI HISTORY {RT{rhe moons of Alanthia have risen and returned to their slumbers many of times. Good and Evil have been totally obliterated from the lands, leaving nothing behind but the uncaring neutrality of {gR{Wo{gm{Wa{gn{Wa{r. {RT{rhe shadows slowly crept along by the admittance of a new creature into the lands of Alanthia, a new kind of evil, not so unlike that of a bounty hunter. In the path of blood from his latest victim, Blanx, of the dragon brood, ventured out into the lands. Confused as to where his game had brought him, he quickly pierced the necks of those that stood before him, draining it of it's precious life force. With his strenght replenished, he began his dumbfounded tour of this new world. He quickly learned all was well, and at peace, and quickly decided to rectify the matter. He stalked and hunted with the shadows and placed bounties on the heads of the mighty natives that remained, removing the heads himself whenever possible. For many weeks to come, the shadows seemed to begin to flourish with the blood from many elves, and Blanx caught a glimpse quickly led upon a pair of hunting Drow: Gikk and Malachi. Both of them assassins by their blade, yet warriors by heart. They offered to teach him the lands of Alanthia better than he could have learned them on his own, in return for his protection. The trio quickly grew strong, and began doing what they knew best. To raise utter chaos. The casualties began to climb faster than any could keep track. They often sat and pondered if what they were doing was right, only to discover that they held little concern for right or wrong. {RB{rlanx, Gikk, and Malachi. Three beings of the shadows with only one motive:'The Hunt, The Bounty, The Pleasure.' Or as many others see it, Death.{X ~ 1 !!!~ {GFFFFFF {YUU UU {GCCCCC {YKK KK {GIIIIII {YTTTTTT {G!! {Y!! {G!! {GFF {YUU UU {GCCC {YKK KK {GII {YTT {G!! {Y!! {G!! {GFFFF {YUU UU {GCC {YKKKK {GII {YTT {G!! {Y!! {G!! {GFF {YUU UU {GCC {YKK KK {GII {YTT {G!! {Y!! {G!! {GFF {YUUU UUU {GCCC {YKK KK {GII {YTT {GFF {YUUUUU {GCCCCC {YKK KK {GIIIIII {YTT {G!! {Y!! {G!!{X ~ -1 trolls~ Trolls are large, notoriously stupid swamp dwelling humanoids. They often have green, bulbous skin wrought with grotesque sores and yellow holes. Their ugly hide is amazingly resiliant, giving them even greater constitution than dragons and gargoyles. Trolls even have the unique ability to grow back limbs and regenerate injuries at amazing rates, giving them fast healing as an intrinsic skill. Trolls also, in their immense stupidity, value nothing over the destruction of their enemies, even their own well-being. They are often prone to entering a berserk state. Maximum stats for Trolls are : Str(21) Int(14) Wis(14) Dex(17) Con(25) Trolls start with 20 CP(Creation Points). ~ -1 monks~ {x {x {GM{gonks{x {x {x Monks are rustic solitary people who have decided to devote their lives to one of the Three Moons of Alanthia. Unlike clerics, they have no skill in the arcane, but rather; they focus on mental and physical perception and are extraordinary martial combatants. {x {x All monks are freely granted Polearms, Hand to Hand, Enhanced Damage, Second Attack, Scrolls, Staves, Wands, and Recall from the gods. They must purchase all other skills. Monks have an impressive array of combat skills including Bash, Circle, Dirt Kicking, Disarm, Dodge, Duck, Kick, Arial, Parry, Rescue, Trip, Third Attack, Fourth Attack, Fifth Attack, Sixth Attack, Ultra Damage, Whirl, and Fast Healing. Other skills available to monks are Hide, Lore, Haggle, Meditation, Peek, and Sneak. ~ 0 cecilya ygolan y'golan qalethiel gods~ {RThe Gods of Alanthia{x There are three paths in the Alanthia mythos, each with a patron diety. No one is certain from where these gods arose, but all are certain of their presence. They watch over the land from the three moons of Alanthia, providing guidance and power to mortals in exchange for furthering their own eternal schemes. {rCecilya{w, residing in the {rRed Moon{x The path of order and creation. Mortals worshipping Cecilya place law and serenity above all else. Cecilya is the patron goddess of the healing arts, farmers, and craftspeople. Elves, Sprites, and Wolves are inclined to worship Cecilya. {bQalethiel{x, residing in the {bBlue Moon{x The path of non-interference and observation. Mortals worshipping Qalethiel tend to neither seek nor avoid conflict. A popular god amongst artificers, teachers, and ascetics. Dwarves, Minotaurs, Gargoyles, and Dragons tend to prefer his teachings. {WY'golan{x, residing in the {WSilver Moon{x The path of entropy. Y'golan's most ardent supporters are said to obtain their greatest pleasure from destruction in all its forms. Those that are self-cenetered and power seeking embrace Y'golan. Vampires, Wraiths, Demons, and Drow tend to follow him. ~ 1 gaarde~ {RGAARDE HISTORY {WThroughout the history of Alanthia, it was rare to see a band of men and women form a clan that followed neither the banner of L{waw{W, nor the banner of {rChaos{W. Those that believe in {rChaos{W would bicker over who was the more vile while the others would spend more time spouting noble rhetoric than truly upholding the L{waw{W. But not all the clans formed under the obvious banners of L{waw{W and {rChaos{W. One clan dared to forge a new path. A clan with no such interest in the meaningless squabbles of good and evil. They desired only to aid each other, aid any others that may seek it, and to gain strength and power in these lands. They battle only to maintain what they hold to be true, and uphold their code of honor. We are the {WG{Daa{Wrde.{X ~ 1 JKardis~ {RJOIN KARDIS {RRE{rQU{wIREM{rEN{RTS - {R * Aspirants must be leve{rl 30 or{w greater. {R * Aspirants are req{ruired {wto be of neutral o{rr {R good alignment{r. They {wmay be of any class{r or {R race other t{rhan Dem{won, Drow, or Vampire{r. {R * All aspira{rnts, in{w consideration for ad{rmitance {R to the{r clan, {wmust submit a request{r (in t{Rhe {R form{r of an {wrpnote) to all playe{rrs, as {Rwell {R as{r to the{w clan, explaining t{rhe char{Racters {R {rdesire {wand reason for joinin{rg. {R *{r The p{wresence of a thief fl{rag on a{Rny character {R{r w{will eleminate the cha{rnce for{R admitance. {R *{r T{whe Grand Overseer wil{rl give {Rto each aspirant {w an item qwest to {rprove t{Rheir knowledge of {w the land. {R *{w All members must{r follow{R the (PK) rule for all{R {w clans.{X ~ 301 Fortress of Virtue Guide~ From Market Square of Midgaard: 3e open east 6e3n give 500 gold slot open up 1u ~ 301 Fawrcoed Guide~ From Market Square of Midgaard: 3w open west 10w1n1e ~ 301 Fey-Born Tower~ From Market Square of Midgaard: 3e open east 12e open east 6e1u ~ 301 Forest Guide~ Forest Castle Guide From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d5n4w1s1w ~ 301 Underworld Guide~ From Market Square of Midgaard: 3e open east 3e3n2e3n1w unlock/open west 1w2n1w2n3e open south 2s open down 1d6s2w1s1e1u3w3s3e1n1e1n1d ~ 301 The Lost Vale Guide~ From Market Square of Midgaard: 3e open east 3e3n2e3n1w unlock/open west 1w2n1w2n3e open south 2s open down 1d6s2w1s1e1u4e ~ 301 Geisel's Guide~ From Market Square of Midgaard: 3e open east 12e open east 6e5s1d13w2n2w1d1s4d1n ~ 301 Amber Palace Guide~ From Market Square of Midgaard: 3w open west 10w2n2e1n ~ 301 Gilda Guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d2e6n ~ 301 Temple of Baah Guide~ From Market Square of Midgaard: 3w8s2e8s ~ 301 Orc Fortress Guide~ From Market Square of Midgaard: 1s2e2s6w1n1w5s3e1s3w ~ 301 Crystal Tower Guide~ From Market Square of Midgaard: 3w open west 1w3n2u ~ 301 Werith's Wayhouse Guide~ From Market Square of Midgaard: 3e open east 6e2s ~ 301 Hobgoblin Keep~ From Market Square of Midgaard: 3w open west 10w7n ~ 301 Drakyri Isle Guide~ From Market Square of Midgaard: 1s2e2s7w2s ~ 301 Hunting Ground Guide~ From Market Square of Midgaard: 3w open west 8w12n ~ 301 Excalibur Guide~ From Market Square of Midgaard: 3w open west 8w6n ~ 301 Wonderland Guide~ From Market Square of Midgaard: 3w4n2e5n2w2d ~ 301 Tangar City Guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d3n1e3s1e1s2e1s ~ 301 Descent to Hell Guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d open west 1w1s1d open down 1d1s1w1d2w ~ 301 Town of Solace Guide~ From Market Square of Midgaard: 3e open east 5e3n ~ 301 New Thalos Guide~ From Market Square of Midgaard: 3e open east 12e ~ 301 Antique Museum Guide~ From Market Square of Midgaard: 3w3s1e ~ 301 Galaxy Guide~ From Market Square of Midgaard: 3w open west 10w1s2w2s1w1s3w1n1w7n1w ~ 301 Elemental Canyon Guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d1s4u1n1d ~ 301 The Sky Guide~ From Market Square of Midgaard: 3w8s1e2n1e1n4u1s ~ 301 Nirvana Guide~ From Market Square of Midgaard: 3e open east 5e2n2e2u ~ 301 The Holy Grove Guide~ From Market Square of Midgaard: 3e open east 5e2n1e ~ 301 Great Pyramid~ From Market Square of Midgaard: 1s2e2s11e2n3e ~ 301 Machine Dreams Guide~ From Market Square of Midgaard: 1s3e1s1u ~ 301 Old Marsh Guide~ From Market Square of Midgaard: 1s2e2s6w1n1w1s ~ 301 Xeryl Guide~ From Market Square of Midgaard: 1s2e2s13e1s ~ 301 Redferne's Guide~ From Market Square of Midgaard: 3w8s1e2n1e1n4u ~ 301 Elven Valley Guide~ From Market Square of Midgaard: 3w4n2e5n1w5n1d ~ 301 Astral/Githyanki Guide~ From Market Square of Midgaard: 3n3u2n ~ 301 Sewers Guide~ From Market Square of Midgaard: 2s1d ~ 301 Dwarven Day Care Guide~ From Market Square of Midgaard: 3e open east 3e3n2e1s ~ 301 Dwarven Kingdom Guide~ From Market Square of Midgaard: 3e open east 3e3n2e3n ~ 301 Arachnos Guide~ From Market Square of Midgaard: 3w open west 10w1s2w1n1w1u1w1n ~ 301 Haon Dor Guide~ From Market Square of Midgaard: 3w open west 2w ~ 301 Valar Cathedral Guide~ From Market Square of Midgaard: 3e open east 5e2n1e1n3e ~ 301 Vorax's Lair Guide~ From Market Square of Midgaard: 3e open east 3e13n2e5n4w5s ~ 301 Ofcol Guide~ From Market Square of Midgaard: 3w4n2e7n6e4n ~ 301 Old Thalos Guide~ From Market Square of Midgaard: 3e open east 3e4s4w ~ 301 Thalos Guide~ From Market Square of Midgaard: 3e open east 5e2n2e1n1e1n1w1n ~ 301 Drow City Guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d open west 1w1s1d open down 1d ~ 301 Sands of Sorrow Guide~ From Market Square of Midgaard: 1s2e2s4e ~ 301 Chaos Dwelling Guide~ From Market Square of Midgaard: 3e open east 5e2n1e1n3e open east 3e open down 1d open west 2w ~ 301 Daggermoon Keep Guide~ From Market Square of Midgaard: 3e open east 12e open east 6e5s1d13w3s2e ~ 301 Moria Guide~ From Market Square of Midgaard: 3e open east 3e8n ~ 301 Mists of Dreams Guide~ From Market Square of Midgaard: 3w open west 8w2s1w1s1e2s1w1u ~ 301 Mud School Guide~ From Market Square of Midgaard: 2n1u ~ 301 Graveyard Guide~ From Market Square of Midgaard: 3e7s1w unlock/open south 1s ~ 301 Chapel Catacombs Guide~ From Market Square of Midgaard: 3e7s1w unlock/open south 6s ~ 301 Troll Den Guide~ From Market Square of Midgaard: 1s2e2s6w1n1e1s ~ 301 Z'tari's Tomb Guide~ From Market Square of Midgaard: 3e open east 12e open east 6e5s1d13w2n2w1d1s3d1n ~ 301 Trioloseum Guide~ From Market Square of Midgaard: 3e open east 6e3n ~ 301 Mahn-Tor Guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d3n1e4s1w1s1e3s1d9s2u ~ 301 Sanitorium Guide~ From Market Square of Midgaard: 3e open east 11e1n ~ 301 Spawning Pit~ From Market Square of Midgaard: 3e open east 12e open east 6e5s1d13w2n2w1d1s4d ~ 301 Dragon Tower Guide~ From Market Square of Midgaard: 3w open west 10w1s2w2s1w1s3w1n1w5n1w ~ 301 Ye Olde Faire Guide~ From Market Square of Midgaard: 4s1e3s1e ~ 301 wyvern's tower guide~ From Market Square of Midgaard: 3e open east 3e4s2e1s2e1d8e ~ 301 gnome village guide~ From Market Square of Midgaard: 3e open east 5e1s ~ 301 tower of sorcery guide~ From Market Square of Midgaard: 3w open west 10w1s2w2s1w1s3w1n1w13n ~ 301 the shire guide~ From Market Square of Midgaard: 3w open west 2w4n ~ 301 in the air guide~ From Market Square of Midgaard: 1n1u ~ 301 olympus guide~ From Market Square of Midgaard: 3w4n2e8n2u ~ 301 miden'nir guide~ From Market Square of Midgaard: 3e8s2w2s ~ 301 port of aachen guide~ From Market Square of Midgaard 3e8s2w4s2e1s ~ 301 northern plains guide~ From Market Square of Midgaard: 3w4n2e2n ~ 301 gnoll village guide~ From Market Square of Midgaard: 3e open east 4e4n ~ 301 new thalos guide~ From Market Square of Midgaard: 3e open east 12e ~ 1 KNote~ {RCONTINUATION OF HELP KARDIS {yStudy and prove thyself worthy. Travel to the Wierdwood of Thirdmoon. There you will find one who is more than he seems. He will lead you to another land. Upon arrival, if you look close enough, you will discover the ruins of an old clan. Take up their banner, and right the wrongs and restore my name. - {RK{X ~ 0 booty~ ~ 0 bpart part~ In the 'Body Parts' Qwest, any interested players have to get the body part that the host asks for and give the parts to the host. To get the body parts that the host asks for, you must kill anything of any level. ~ 0 VORTEX RECALL~ {RBETA CODE BETA CODE BETA CODE BETA CODE BETA CODE BETA CODE BETA CODE{x Alanthia's recall system is either simple or complex, depending on how you'd like to play it. The basic premise is that when recalling, you travel through a vortex. You can travel to any vortex of which you are aware. In order to add a vortex to your list, you need to find one and type '{Gvortex activate{x.' If the vortex doesn't currently have an owner, it will become visible only to you and gain a charge equal to your current level. This charge is used at a rate of 5 'levels' per use. Once the vortex goes below zero, it dissolves back into the aether from which it sprang. If the vortex does have an owner, it will remain in view, and you will be able to use it freely until it dissapears, even if the owner returns and hides it again. If you are the owner of a vortex and would like to let other people use it, you may type '{Gvortex reveal{x' while in the room with it. Until you then type '{Gvortex hide{x,' anyone may activate that vortex as their own. Remember that even if you hide it, they can still use it until it is gone. You may move vortexes at any any time, although you must reactivate it each time you move it. It will not regain a charge when it is reactivated. Moving a vortex will keep other people who have discovered it from using it any longer. You may always use the vortex that exists in Midgaard at the Temple of Purification, but remember that some assassin may lay in wait for you there. In order to see which vortexes you have available for recalling, you can type '{Grecall show{x.' To then recall to a certain vortex, type '{Grecall <number>{x. Typing '{Grecall{X' by itself will always take you to recall 0, the Temple. {RBETA CODE BETA CODE BETA CODE BETA CODE BETA CODE BETA CODE BETA CODE{x It is very likely that a good deal of this will be broken. Please report all bugs via a {Rnote to immortal{x. {RAt the current time, each player is limited to TWO vortexes - one of which is the vortex at the Temple.{x ~ 0 turf~ Turf is an idea stolen from the Swords of Chaos text BBS door game. Each clan now gains points for every mob it kills in a room. If you are in a clan and fight in a room that your clan has turfed, you receive various bonuses. If you are in a different clan, you are penalized. If you are not in a clan, you are unaffected. This is {RBETA CODE. {x It might break. It might not work. It might do weird things. Note Grb if there are problems. The only command available is 'turf,' which tells you which clan owns a room. It does not tell you by how much they own the room. ~ 0 ldralliance~ {GB{geloved {YL{yeaders{x. {YW{yhisperwolf {WProtectorate {Dof {GH{goly {YA{ylliance{x. ~ 1 LDRKardis~ {RKARDIS LEADERSHIP {MLDR {RRE{rQU{wIREM{rEN{RTS - {R * A new Grand {rOverseer{w may be appoi{rnted to t{Rhe {R position{r of lead{wer by his pred{ricessor o{Rr in {R sad ca{rses wher{we this is not {rpossible,{R a new {R Over{rseer wil{wl be chosen b{ry the "Co{Runcil of {R Fi{rve." {R * These five c{ronsist {wof one clansme{rn appoint{Red {R to a se{rat on {wthe council, {rby each; {R the {R Master{r Chirur{wgeon, the Hea{rd Steward{R, the {R Mast{rer War {w Mage, the Gr{rand Marsh{Ral, and {R th{re Master{w of Shades. ({rexcluding{R himself, {R {rany of t{whe other four,{r or the S{Reneschal){X ~ 0 beer~ {x {x Dwarven Alanthians may now turn beer points into combat bonuses. useage: {x {x beer <number>, where number is some amount of beer points. {x {x Beer points can only be renewed by drinking alcohol, and they dissapate {x at a slow rate. {x Using beer points increases your hit/damroll, your ac, and adds random effects to your character. ~ 1 guidelines~ Some important notes to remember when building an area ====================================================== Make your rooms direction insensitive unless there is only one exit. If a room has a south exit and a west exit, the line 'You enter through the southern door' is a bad line. However, if the southern door is the only entrance to the room, it's permissible. Also, if you are using one way doors, direction sensitivity is permissible. Also, a room doesn't know if you've seen it before, so avoid lines like 'you gaze on the mighty mirror of Zenabit for the first time'. Avoid putting sentiments into the mind of the reader. If the line has 'you think' in it, it's probably bad, since you don't know if that's really what they think. Try to convey things in another manner as to make them think what you want them to think. Avoid pointless anachronism. It's tacky. Areas should have some internal logic, as well as logic to the rest of the world, instead of just being a lump of anachronism to provoke a titter the first time, and gradually to become tiresome. Strive for cleverness and wit instead. Put in extra descriptions in rooms especially, but also on objects. It fleshes the area out more. Overdo extra descs rather than underdoing them. Write utility linker rooms. If you have a long and winding road going up to the castle -- write at least a couple of road rooms. Be sure to say 'the castle to the north' and not 'the castle in front of you' since the person might have left it. Write 'useless' objects for colour. If the princess is the sort to wear perfume, put some type furniture perfume in a type object vanity table that could be found if looked for. It too fleshes out the world. (Note that Satin wrote 600 useless objects for Cordreas Heart, but you don't have to be as thorough (read insane) as her. If there's furniture in a room, write it as an object and load it there, so that it could be sat on/etc. If you have no_take objects (such as the donation pit) or mobs that cannot be killed and are sentinel (shopkeepers, adepts, etc.) write them as normal objects/mobs, consider giving them no long description, just a -, and describe them as part of the room, to blend them into the world more. If the mob can be killed, or the object taken, though, you should give it a long desc, since it might not be there. Do NOT write descriptions of a mobile into the room description if you also load that mobile in the area. Do not do the following: <room desc> You are in a throne room. A huge gold throne with the king of the goblins sitting on it is in front of you. He cries out and several bodyguards attack! Instead do: <room desc> You are in a throne room. A huge gold throne is immediately in front of you. Tapestries depicting the greatness of the ruler whose castle you have intruded hang on all walls. <mobile> The king of the goblins is here. He cries for help! <mobiles> A bodyguard screams and attacks! A bodyguard screams and attacks! A bodyguard screams and attacks! A bodyguard screams and attacks! Of course, avoid doing descriptions like the bodyguard mobiles on just regularly aggressive mobs who will not attack characters that they cannot see or are below the level range of. It's pretty stupid for a level 300 character to walk into a room and see "A newbie school monster screams and attacks!" NEVER write an area that is too easy, or that has absurdly powerful equipment, just to make it popular. Do not rely on a mobile being 'really tough' as the sole balance to an otherwise overpowered item -- people have soloed 30,000hp mobiles (admittedly, people with nothing better to do, but you get the idea). A well-balanced item (for example, the enchanted leather bracer) will ultimately earn popularity of its own right, and be less likely to be adjusted by a disgusted implementor who was tired of seeing people immort after spending a half day in your zone. (And then all the manly imms will laugh at you.) ~ 0 "ARENA"~ {cSyntax: {Yarena join {c- join the next available arena {cSyntax: {Yarena show{c - see who's currently in the arena {cSyntax: {Yarena quit{c - leave the arena Anyone can join the arena, even the immortals. Arena is a way to kill each other without the negative effects of dying in normal {RPK{c. You can fight anyone of any level in the arena, and you don't have to be {RPK.{c Have fun slaughtering each other.{x {R***NOTE***{x {RDo not use the arena for restoring your alts. You are not allowed to have more than one character in the arena at any given time. You will be beat up if you're caught{x ~ 0 jromana~ {w----{gR{Wo{gm{Wa{gn{Wa Joining Requirements{w----{/ {W1)One must reach the skill level of 250 or remorted in order to join the ranks of the empire.{/ 2)True show of roleplaying skill must be shown.{/ 3)You must agree to all the requirements of the Goverment and swear that you will enforce them and follow them.{/ 4)You must join the clans army and prove yourself worthy of your rank and status in the clan.{/ 5)You must carry out orders of the army and empire or face the consequences. {/ 6)Before being let in you must pass a test given by a leader and must post an rpnote. It will test both physical and mental attributes.{/ 7)You must be pk at all times.{/ 8)Alanthian's unworthy of the {gR{Wo{gm{Wa{gn{Wa ranks are not to know of or own our equipment.{X ~ 0 loner~ The loners are player who choose not to join a clan, but who still wish to enjoy some of the comaraderie of clan life. Any immortal can join you into the loners at any time. There are no admission or membership requirements. ~ 301 mprog~ ~ 301 mpedit~ MOB PROGRAMS if everything goes well you will be able to add mobprograms to any mobs you have. mpedit create <vnum> creates a new mob program delmprog <number> removes an mprog addmprog <vnum> <trigger> <phrase> If you want to add mobprogram 100 to mob 200 with trigger greet and phrase 100 you do the following: edit mob 200 addmprog 100 greet 100 (if the mobprogram code 100 exists it will say) Mprog added (else it will say) No such Mobprogram mpedit <vnum> edits the mprog ? mpflag gives you a list of the triggers see help mprog. ~ 300 damage message~ {X {X Damage Messages {X {X Keyword Outputed Message Damage Type {X none hit -1 {X acbite acidic bite acid {X digestion digestion acid {X slime slime acid {X beating beating bash {X blast blast bash {X charge charge bash {X chop chop bash {X crush crush bash {X peckb peck bash {X pound pound bash {X punch punch bash {X slap slap bash {X smash smash bash {X suction suction bash {X thwack thwack bash {X chill chill cold {X frbite freezing bite cold {X magic magic energy {X wrath wrath energy {X flame flame fire {X flbite flaming bite fire {X divine divine power holy {X shbite shocking bite lightning {X shock shock lightning {X drain life drain negative {X bite bite pierce {X chomp chomp pierce {X peck peck pierce {X pierce pierce pierce {X scratch scratch pierce {X stab stab pierce {X sting sting pierce {X thrust thrust pierce {X chop chop slash {X claw claw slash {X cleave cleave slash {X grep grep slash {X slash slash slash {X slice slice slash {X whip whip slash ~ 1 build~ Currently, we have enough areas on the mud. The only builder jobs available involve proofreading or redoing sections of certain areas under the direction and guidance of the current head builder. The requirements for this is you have to have good grammar & mud description skills. You will be subjected to a test to assess your abilities. But, if you still insist on making an area, follow these guidelines: 1) Submit a map and a _short_ summary of the area to bladerunner726@hotmail.com. The summary should contain: a) Levels applicable to the area. b) The theme or story for the area. (Not more than 1 paragraph) c) Approx number of rooms for the area. The map can be in any graphics format, and doesn't need to be complete or specific, just a general outline. You can also describe how the layout can be if you do not want to make an image of it. 2) In a separate email, send the descriptions of all your mobs, rooms, and objects. If these are riddled with grammatical errors, it will not be considered at all. 3) Your area must be absolutely 100% done before you receive a builder position -- all rooms should be laid out, complete with mobs, objects, and descriptions for everything. Your time as a builder will be spent on just putting the stuff in. Bothering anyone about the status of your area while we're judging the submission will not help your chances. Remember, we are committing to a lot of work with every new builder that comes on. If you don't have time to finish it, and you aren't the type of person who normally finished large projects, don't waste our time. We will teach you OLC and help along the way. Also see 'help guidelines' for what to do and what not to do when building an area. ~ -1 class classes~ {x {M Classes Available in Alanthia {x The following classes are available for players in alanthia. For more information, please see the class's helpfile. Monk Thief Warrior Assassin Mage Cleric Paladin Dragoon* *Cannot select as a class anymore ~ -1 remort~ Syntax: {Gremort 'race name' 'class name'{X Remort needs to be typed twice. This makes sure that people don't do it by accident. You can only remort at levels 290-300. Remort means you can change into a different race and class and reach level 290 or whatever level it is you want to reach all over again. You can remort as many times as you want. But everytime you remort the amount of exp you can gain from MOBs lowers each time, but your hp, mana, and mv gains double for every remort. So when you're about a 4th remort you can get about 60 hp a level. Be warned, leveling a remort is NOT easy specially if it's your first time. It takes a lot of patience. In the end though it pays off if you can handle it. {R If you experience any problems at all with your remort report it to the immortals IMMEDIATELY.{X ~ -1 slot slots~ Typing in: {Gslot{X will give you your current slots Typing in: {Gslot + <skill/spell name>{X will add a spell or skill to your slots if a slot is available Typing in: {Gslot - <spell/skill name>{X removes the selected skill from your slots You start out with 5 slots. Slots are used to retain skills through a remort. Each time you remort you'll get 5 more slots. {REx: A non-remort {Rhas 5 slots. A first time remort has 10 slots to use up.{X When you remort you will have the skills/spells you slotted before remorting, and they will each be at 75%. {RIf there are any problems or questions ask immortals as always.{X ~ -1 quickpoison~ syntax quickpoison <weapon> Adds the venom flag to a weapon, giving it extra damage with every hit. ~ -1 'trivia quests' 'trivia qwests'~ {x {G T{givia {YQ{yuests{x {x {CI.{x Description : {x Trivia quests are the safest and easiest to administer/play of all the quests. They are, as suggested by the name, comprised of questions asked via the quest channel. The first player to correctly answer the question gets the point for the round. Trivia quests can range from random trivia, to unscrambling words, to Alanthian trivia. Nearly anything goes into the questions :). {x {CII.{x Rules : {x 1) There will be limited arguing over the answer of a question - {x what the administrator accepts as the answer, is the answer {x unless a player can prove otherwise (maybe by a web-site). {x 2) Arguing and fighting over who recieves a point for the round {x will not be tolerated - once the immortal has given the {x point and moved on, the issue is closed. If you have an issue {x please tell the immortal in private and accept their mandate {x on the matter. ~ -1 'tag quests' 'tag qwests'~ {x {R T{rag {YQ{yuests{x {x {CI.{x Description : {x Tag quests are a safer quest that test one's knowledge of the land of Alanthia. The immortal running the quest will morph into a mobile and give the players hints as to where the mobile is - the object is, obviously, to be the first player to tag the morphed immortal. Death is a slight risk in this game and of course, the administrating imm will do any corpse retrievals and transporting of dead/stuck characters due to the quest. As with a warp quest, players must find the hidden immortal via flight, foot, or boat only. {x {CII.{x Rules : {x 1) Players who reach the immortal by any means other than foot, {x boat, or flight will be disqualifed from that round - this {x includes any teleporting spell (nexus, summon, portal, gate, {x word of recall, or teleport) and recalling. {x 2) As with warp quests, remember that death is a slim possibility {x and, while your corpse will be retrieved, you will recieve {x no experience recomensation for fleeing, recalling, or {x dying. ~ -1 'warp quest' 'warp qwest'~ {x {C W{carp {YQ{yuests{x {x {RI.{x Description : {x Warp quests are a test of one's knowledge of Alanthian geography. Participants are given a warp pill by the quest administrator. The pills, when eaten, randomely teleport the players to a room in Alanthia. The object is to sucessfully return to recall without using any teleporting spell or recalling - ie, by foot or boat. Since the pills teleport with complete randomness, there is always the likelyhood of getting lost in a no-recall room, meeting a high-level aggressive mobile, or just plain getting lost :). The administrating immortal will perform corpse retrievals and transport stuck characters back to recall to begin a new round. Be warned though, there will be no experience compensation for deaths and even rounds where you are stuck will be counted. {x {RII.{x Rules : {x 1) Players are not to eat the warp pill until the administrating {x imm gives the count-down to go. If you are not ready, be sure {x let the immortal know BEFORE they hit go, or the round will {x count. {x 2) Players who return to recall by any means other than foot, {x boat, or flight will be disqualifed from that round - this {x includes any teleporting spell (nexus, summon, portal, gate, {x word of recall, or teleport) and recalling. {x 3) Please remember that this is a high-risk quest, and don't {x complain to the administrator if you die or get stuck. As {x stated above, the administrator will retrieve your corpse {x and transport you back to recall if you die/get stuck. You {x will, though, be disqualified from that round and will not {x recieve experience compensation for fleeing, recalling or {x dying. ~ -1 "morph qwest" "morph quest"~ {x {B M{borph {YQ{yuests{x {x {RI.{x Description : {x Morph quests are a type of quest in which mortals are "morphed" into a mobile. The general object is, in some form, to be the last survivor in the game. The most common morph quests involves random killing of the other morphed characters, but there have been many variations - including tag and team wars. {x {RII.{x Rules : {x 1) Players cannot begin killing each other, or casting spells on {x each other until the imm running the quest begins the game. {x 2) Players are not allowed to begin spelling-up until the imm {x running the quest gives the okay. There is generally a {x pre-game spell up time, after which the questing imm will {x restore the room. {x 3) Morphed characters are not to leave the quest area. (Usually {x the tag-arena in the Trioloseum). {x 4) Before beginning the game, morphed characters are to stay in the {x designated room and not be wandering around the quest area. {x 5) If the quest allows a player to choose a name, names of other {x characters will not be permitted. {x 6) Not adhering to these rules could result in disqualification and {x dismisal from the quest. ~ -1 "diamond skin" diamond skin~ DIAMOND SKIN syntax : cast "diamond skin" {x Diamond skin is a higher level version of stone skin and can be casted only on the caster. It creates a second skin about the caster that provides greater protection and lowers armor class by 75. ~ -1 "force shield" force shield~ FORCE SHIELD syntax : cast "force shield" <target> {x Force shield creates a powerful shield about the target that decreases armor class by 40 points. It is a higher version of Shield. ~ -1 "heavenly sanctuary" heavenly sanctuary~ HEAVENLY SANCTUARY syntax : cast "heavenly sanctuary" <target> {x Heavenly Sanctuary, often used inconjunction with Sanctuary, coats the target with an absorbant field that alone reduces the damage taken in combat by 1/6. With sanctuary, the damage is lowered by 2/3. ~ -1 "THORN ARMOR"~ {cSyntax: {Ycast "thorn armor" <target>{c {RThorn armor{c casts a protective coating of thorns over the target's armor, improving the target's {RAC{c by 45.{x ~ -1 ultra damage~ Ultra damage is a more advanced form of enhanced damage. ~ -1 multiplay multiassist multi-play multi-assist~ {x {x {RMulti-Play/ {GMulti-Assist{x {x Multi-play is simply logging more than one character into the mud at one time. You may have as many players on at once as you like, as long as you are not using one to powerlevel another. Powerlevelling results in deletion. {x ~ 1 Bogus~ ~ -1 formulas~ HELP CLAN FORMULA For prices see help prices. {RADDAFFS: -STATS- -MAX-{c 1 hp = 1 points level 1 mana = 1 points level 1 stat point = 5 points level/18 +1 dam roll = 13 points level/14 +1 hit roll = 13 points level/14 -10 ac = 3 points level/2 -1 saves = 2 points level/8 10 move = 1 point level (Max means the max amount of points you can spend this price on.) Addaffect points CAN NOT go over the max. AC can either be added to pierce/bash/slash/magic or addaff AC Addaffs can go on any object besides magic items Total points for any object = equipment level + 1/3level All fractions rounded up 3 objects per 20 levels for all objects {RFLAGS:{c 1 Major flag per 90 levels. 1 Minor flag, plus 1 Minor flag per 90 levels. Room flags: dark no_mob indoors private safe solitary pet_shop no_recall imp_only gods_only heroes_only newbies_only law nowhere ldr_only Door flags: locked closed pickproof nopass easy hard infuriating secret hidden closed noclose nolock Obj flags (Minor): glow hum vib dark lock evil invis magic nodrop bless antigood antievil antineutral noremove nopurge hidden rotdeath bloodless nonmetal secret meltdrop hadtimer sellextract burnproof nouncurse Weapon flags (Major): flaming frost vampiric sharp vorpal twohands shocking poison holy {RARMOR:{c base armor class level/4 total points = equipment level + 1/3 level weight = level or sum of ACs (if applicable) value = level x 75 {RWEAPONS:{c average damage is level*1.40 -2handed weapons add .25 to average damage -both die for average damage must be within 30% of each other, otherwise dice will be determined by clan immortal weight = level value = level x 75 damtypes Axes = chop(slash) cleave Dagger = pierce, stab, slice Flail, Mace = beating, crush, pound, smash Spear, Polearm = pierce, thrust Sword = pierce, stab, thrust, slash, slice, cleave (2handed only) Whip = whip, sting Exotic = Any (must fit desc of item) {RMAGIC{c For potions, pills, and scrolls use the following formula: One spell = spell casts at the item level Two spells = spells cast at the item level * .95 Three spells = spells cast at the item level * .80 Four spells = spells cast at the item level * .65 The minimum level for the item to cast the spell is equal to the level the mage/cleric can cast it. If there is a conflict of levels, the lowest level between the two is chosen. Frenzy is not allowed on any items. Cannot have more than one of the same spell on magic items Charges for staves and wands = level of the item/10 Weight for staves and wands = level/30 Weight for pills, potions, and scrolls = 1 Value = level * 60 {RMISC{c Containers : Unmovable Contains weight capacity = any storage capacity = any weight multiplier = any flags = open/close, nopurge, nosac are standard Movable Containers -STATS- -MAX- 1 weight multiplier = 1.25 point 95-(level/4) 1 storage capacity = .75 point (level/2)+30 1 weight capacity = .75 point 60+level+(level/3) weight capacity = maximum weight a container can hold storage capacity = maximum weight of an item that can fit in container weight multiplier = reduction of weight stored in container Food/Drink : weight = hours/10 cost = level + 1/3level Some of these formulas are negotiable if you have a good reason for it to be more or less. Direct any questions or comments to the current clan buffman, Fuitentooty.{x ~ 20 CEREMONY~ A helpfile for further information on weddings: {RRings{x From each person, we need- The information you need to supply is given in {Gthis color{x. {cshort description{X - what you see when you do action on the ring. {g(Ex. Shoshara gives you {Ga beautiful silver wedding ring{g.){x {clong description{X - what you see when you look at the room its laying in. {g(Ex. {GA beautiful silver wedding ring lays on the floor.{g){x {cextended description{x - what you see when you look at the ring. {g(Ex. {GA beautiful silver wedding ring inlaid with a dozen diamonds is etched{X {Gwith the inscription, "To my love, in honor of our bond in this world and{X {Gbeyond."{g){x Note: Extended description can be NO LONGER than 3 text lines. Finally, we need the item that the ring will be strung from. The only restriction on this is that you MUST have the original item to give to an immortal when the string is done. {RFrom the Bride{x From the bride, we need the description of the bouquet. It needs all the same descriptions as noted above - {cshort{x, {clong{x, {cextended{x. {RFrom either{x One of the people getting married needs to talk to me and come up with a date and time AT LEAST one week before the proposed wedding. A chapel has been designed (located in Holy Grove) for the purpose of weddings, but another location may be chosen. If it is to be held in another location, that location must be designated at the time of arranging the date and time for the wedding. {ROn the day of the Wedding{x The couple must agree to be online for at least one hour before the wedding is agreed to begin. You will be cued through the ceremony by tells. Any changes from the basic ceremony must again be designated when arranging the time and date for the ceremony. You should assume that you'll need to be logged on for at least an hour and a half after the time arranged for the ceremony to begin, as well. {RIf you have questions{x Please note or email Fuitentooty (email address is on wizlist), or contact your friendly neighborhood immortal. {RIf your marriage doesn't last long at all and you divorce:{x The former wife will join Fuitentooty's harem, and the former husband will be a eunuch to guard Fuitentooty's harem. In other words, the immortals have to do a lot of work and schedule a time out of their daily lives and reserve it to do this. If you treat marriage like a joke and waste everybody's time on it, you'll be treated like a joke. ~ 1 Kardis~ ~ -1 sober~ Syntax : {Ccast sober <target>{x Sober reduces the effects of alcohol on a target. ~ 1 Housing~ {W200 Housing {wOnce a Mortal reaches level 200, for the first time, they can purchase a specially made house of a maximum of 3 rooms. All planning for the house will be conducted through the head builder (or an immortal of higher level). See help prices. {RNotes {D: {wPlease have the following when ordering. {R* {wLocation of the house. If the locale you choose is unacceptable, we'll let you know. {R* {wThe names of the rooms, how they will be linked, the description for the key, room descriptions, and any extended descriptions you want, and room flags. {R* {wRoom flags include: dark, no_mob, indoors private, solitary, law, and nowhere. {R* {wAll objects require a short description (inventory), long description (room), option extended descs (look at it), any flags, object type (either furniture, container, fountain or armor), and name (keywords). {R* {wAll mobiles require each of the object descriptions, including any extended, alignment, and the room you want the mobile to be in. {R* {wPlease note, that items inside containers in them will not be saved in the case of a crash or hotboot. {R* {wIf a mob can be reached, (not behind locked or hidden doors) and is fairly tough, you can give it a piece of equipment, but it will count against your object limit. {R* {wThe limits are: 3 rooms, 3 objects, 3 mobs, 3 programs. Upon reaching 200 again after a remort, you may add an additional 2 rooms, mobs, programs, and objects per remort. You can use a mobile program to enter your house instead of using your key. You must give all the speeches, emotes and text you want in the program. {R* {wAn individual's house may have a front and back door, in reasonable geographic proximity to each other. Trans-global linking is strictly forbidden. Houses must also remain solitary from other houses, so you may not link yours with a friend's to make one huge house. That is what clanhalls are for.{X ~ -1 none~ ~ -1 worth~ WORTH syntax : {Cworth{x Worth displays the amount of gold you have, your total experience, and how much experience to level. ~ -1 qprizes~ {cQuest points are awarded for playing and winning quests in Alanthia. Prizes are awarded with different costs of quest points. In order to redeem quest point prizes, ask the head qwest immortal or any immortal level 308 and above. None of these are refundable so purchase with caution. Quest prizes are as follows: {w 1 QP {RBless {c[An IMM bless on target player] {RPractice {c[Gives you 1 practice] {w 2 QP {RExperience {c[Gives you 100 experience] {RCancellation {c[An IMM cancellation on yourself until spell effects are gone] {w 5 QP {RHeavenly Sanctuary {c[An IMM heavenly sanctuary on target player] {RSanctuary {c[An IMM sanctuary on target player] {w 10 QP {RMax Enchantment {c[Enchanting target item up to a maximum of 10 levels] {w 15 QP {RSpell Up {c[An IMM spell up of your choice on target player.] {w 20 QP {RRestring {c[Restring of any item] {w 50 QP {RFlag {c[Have a flag added to your character. Includes any spell effect or specific resistance] {w 100 QP {RPersonalized Item {c[Have a customized item following clan formula] {w 500 QP {RClass Change {c[Change class of target player. But you have to make a rpnote on it, not a crappy one line rpnote either!] {RRace Change {c[Change race of target player. Same requirements as class change.]{x ~ -1 deposit withdraw balance bank~ DEPOSIT WITHDRAW BALANCE Syntax : {Cdeposit <amount>{x At the bank, this command deposits a particular amount. Syntax : {Cwithdraw <amount>{x At the bank, this command withdraws a particular amount. Syntax : {Cbalance{x At the bank, this commands displays how much gold you currently have in the bank. ~ -1 feed~ Syntax : {Cfeed <corpse>{x Feed is used by vampires to drain blood from corpses inorder to refresh blood points. ~ -1 scan~ Syntax : {Cscan{x or {Cscan <direction>{x Scan searches adjacent rooms for visible mobiles and characters. Scan <direction> searches a particular direction. ~ -1 version~ Syntax : {Cversion{x This command shows the current version of Alanthian code. ~ -1 play~ Syntax : {Cplay<jukebox>{x This command turns a jukebox on. ~ -1 hide~ The Hide skill allows a player to stand hidden in a room, thus rendering them undetectable to most characters. ~ -1 "ARIAL"~ {cSyntax: {Yarial{c {YArial{c is an offensive attack skill that allows a character to jump into the air and attack the victim from above. {RMonks{c and {Rdragoons{c have this skill.{x ~ -1 enter~ syntax : {Center <portal>{x Enter is the command used to enter a portal. ~ -1 show~ SHOW Show toggles affects being see in score on and off. ~ -1 replay~ REPLAY Typing replay shows all missed tells from dead-linking or morphing. In Alanthia, replay is automatic when reconnecting a dead-linked character. ~ -1 noloot~ NOLOOT Noloot, when on, causes your corpse to be safe from corpse looting. ~ -1 nosummon~ NOSUMMON Toggling nosumon on will cause you to be immune to the "summon" spell. ~ -1 farspeak fs~ Farspeak {C(fs or [){x is a mud-wide channel exclusively for role-playing. ~ -1 quiet~ QUIET Typing {Cquiet{x will turn off all channels except for emote and say. Typing it again will turn all channels back on. ~ -1 body minor~ The body minor spell group is available to clerics only. In it are spells that effect the statistics of the target. The following spells are in body minor : Heart of the Dragon Mind of Sages Sight of Ages Hands of Wind Might of Heros ~ -1 sylvan elf elves~ Sylvan Elves are, as their name says, elves of the forest. Most never enter cities, choosing to spend their lives in their woody home. Sylvans, being often good-natured and light-mooded, are the most trusted of the races. They are typically dark-skinned and brown-haired so as to blend in with the forest, but a few have been known to stray from this description. Sylvans possess an uncanny ability to move unseen and undetected. Their life in the forests has also given them the ability to detect heat and motion. Sylvans, of course, are vulnerable to the touch of iron and resistant to charming. Their light build causes them to be poor warriors and dragoons, but their stealth will allow them to be excellent thieves. Sylvan stats are : Str(19) Int(17) Wis(18) Dex(20) Con(17) Sylvan elves start with 5 CP(Creation Points). ~ -1 grey elf elves greyelf greyelves~ Grey Elves are the most common of all the elven races. They have a long life-span, but often fail to live to longevity because of their curious and adventurous nature. They are the most interactive and social of the elves. Grey elves tend not to trust the unpredictability magic, and so make poor mages. They best fair in the cunning arts of thievry and assasination, but are adequate at any class. As typical elves, they are granted infravision and sneak at birth. They are also, of course, vulnerable to iron and resistant to charm. Their maximum stats are : Str(15) Int(21) Wis(18) Dex(19) Con(15) Greyelves start with 5 CP(Creation Points). ~ -1 regeneration~ Regeneration causes the target's healing rates to increase for the duration of the spell. ~ -1 CLAN CLANS~ Clan Rules: {R*{x Each player may have only one character in a clan. {R*{x You can join another clan after a period of one month of being clanless with ALL your characters. If you want information on: starting a clan, type {RHELP START{x. existing clans, type {RHELP NAMES{x for a list, or {RHELP (clan name){x for a history, or {RHELP J(clan name){x for member guidelines, or {RHELP LDR(clan name){x for leader guidelines. clan equipment prices, type {RHELP PRICES{x. formulas for clan equipment, type {RHELP FORMULAS{x. level categories for magic items, type {RHELP MAGICLEVELS{x. If you have further questions, please note an immortal. ~ -1 membering leadering~ {X Leaders Membering or Leadering someone that is not intended to be an actual part of the clan(abide by clan rules, stay in the clan for a real rp purposes, be a leader for reasons other than being able to invade, or just get eq) is considered abuse of your command that other non-leaders dont have. What is considered abuse will be the decision of an immortal. This may cause you to lose your ability to leader. ~ -1 none~ ~ 20 general furniture storage~ {x {C G{ceneral {YF{yurniture {Ca{cnd {YS{ytorage{x {x Now available for purchase through the head builder (for only use in a generic house) are : {x {GFurniture :{x {G D{gescription {BM{bax {BP{beople {YC{yost {y({ygold{Y){x a soft, brown-leather chair 1 100000 a comfortable couch covered in tan upholstry 5 250000 an oak queen-sized bed 3 250000 {x {BStorage :{x {G D{gescription {BM{bax {BW{beight {RM{rax {RC{rapacity {CW{ceight {CM{cult. {YC{yost {Y({ygold{Y){x a small, mahogany coffee table 5000 1000 200% 50000 a large mahogany chest 100000 100000 1000% 100000 ~ 0 'holy armor'~ Syntax: cast 'holy armor' <target> This protective spell saps the divine to heighten the effectiveness of the target's armor. Holy Armor modifies armor class by -45 ~ 0 'heart of the dragon'~ Syntax: cast 'heart' <target> This spell gives the recipient the sturdiness and solidity of a dragon. Heart of the Dragon modifies constitution by 1 ~ 0 'sight of ages~ Syntax: cast 'sight' <target> This spell imbues the target with the all-seeing nature of the wisdom of ancient wise ones. Sight of Ages modifies wisdom by 1 ~ 0 'hands of wind'~ Syntax: cast 'hands' <target> This spell increases the speed of the target so that they may gain the quickness of wind. Hands of wind modifies dexterity by 1 ~ 0 'mind of sages'~ Syntax: cast 'mind' <target> This spell enhances your mind power with the learning of the old sages. Mind of sages modifies intelligence by 1 ~ 0 'might of heroes'~ Syntax: cast 'might' <target> This spell gives the recipient the strength of the ancient heroes. Might of Heroes modifies strength by 1 ~ -1 kill~ Syntax: KILL (target) {/ By using the 'kill' command, one can attack the target of the command and begin a battle. It can be used on mobs and during a bout of player killing (see HELP PKILL). ~ -1 character sharing~ {RCHARACTER SHARING Character sharing{c is strictly prohibited in Alanthia. The discovery of a shared character will result in the deletion of the character in question. Also included under this restriction, the gift of a character will be considered sharing, and the consequence again will be deletion of the character. ~ -1 none~ ~ 0 prices~ {Rprices {cPlease note the following prices and clan formulas when requesting items. To view the formulas, type {R'help formulas'. {cThe prices are as follows: {RNew Room {c- 6 million gold {RMax Regen Rate for Room (225%) - {c3.5 million gold {RNew Mob {c- 4 million gold Note: Merchants and specific function mobs are level 300 Each merchant sells a specific type of goods, ie armor merchant, weapon merchant, misc/magic merchant 1 merchant per item type (weapons, armor, magic/misc.) Any mob that has no specific function starts at level 100 unless requested to be a lower level. {RAdded level for Mob {c- 10 levels for 200k gold {RMob Program {c- 7.5 million gold {RWeapon {c- 6 million gold {RArmor{c - 5 million gold {RMagic Item{c - 4 million gold {RMisc. Item{c - 2.5 million gold {RMob/Room/Item Upgrades {c- 250k gold {RMob Program Upgrade{c - 1 million gold {RFuniture/Fixtures:{c Containers (portable or not) - 2.5 million gold Fountain - 2.5 million gold Furniture - 1 million gold Adding another seat to furniture (default is 2 seats) - 500k gold Max Regen Rate for Furniture (175%) - 2.5 million gold {RPortal (portable or not) {c- 4 million gold {RKey/Lock {c- 1 million gold {RKey/Lock change {c- 500k gold There are no limits to how many additions/upgrades you want. Any questions are to be directed to the current clan buffman, Fuitentooty.{x ~ -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 GOLD MONEY~ Midgaard's economy is based on gold coinage. Gems can be bought to alleviate weight problems from the Midgaard jeweller, he charges a mere 10% more than they are worth. 10 gems weigh one pound, and they can be worth more than 100 gold pieces for the highest quality stones. ~ -1 295832~ ~ 1 MEMBER~ Syntax: member +- <name> Leaders of clans can use the member command to add to their ranks. Example: {cmember + viswam{x will add Viswam to the clan. {cmember - viswam{x will remove him. ~ 1 IMMHOOD~ {G1{g.{x Don't ask us. We'll ask you. :) ~ 0 COMPLAINT~ {cHow and how not to complain: If something about Alanthia is bothering you, DO tell us. Whether it be code problems, racial or class disparity, a crappily done area, or the behavior of another player, we want to know about it. PLEASE, Do Not complain on open channels. USE NOTES. It's easy: note to immortal note subject complaint note + <insert complaint> note + <insert helpful suggestion> note post Complaining on open channels is not appreciated. Why? Many players (as hard as this is to believe) won't care about your complaint, and a lot of gossip about it will be annoying to them. Also, many imms, even if they are on, have certain channels turned off and may not hear you - so you might not be speaking to anyone that can do anything about your problem, or even care. A note to the immortals is certain to get our attention. If there are certain immortals you don't wish to involve, don't involve them. Anyone asking to remain anonymous will. Complaints about immortals will be reviewed like any other. {CThere will never be any penalty placed on any player for lodging any complaint using the proper method. {cWe won't go into disclaimers of that, but, in brief: Complaining about inability to level, lack of 'good' eq, or repeated posts of the same complaint from the same person will be met with skepticism and probably a quick 'note delete' unless you have a real problem. Be specific, and offer any solution that comes to mind.{x ~ 0 BEEP~ Don't even think about it. Beeping is properly used to attempt to gain the attention of a single player, usually while that person is afk. It is done by sending the string {{* in a message. Beeps over open channels or in titles are prohibited. Violaters will be warned once and then {Rpenguined.{x ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ -1 newbie~ {MHello and welcome to Alanthia! ~ -1 DAMAGE~ When damage is dealt, the severity of the damage is shown in the verb. Here is a list of possible verbs, from weakest to strongest: miss wound MUTILATE DEMOLISH scratch maul DISEMBOWEL DEVASTATE graze decimate DISMEMBER OBLITERATE hit devastate MASSACRE ANNIHILATE injure maim MANGLE ERADICATE It is also said that in the far reaches of nearly impossible damage, you can do {Munspeakable{x things to your oppenent. ~ -1 COLOR COLOUR~ Alanthia is a very {GC{gO{GL{gO{GR{gF{GU{gL{x Mud! Color can be easily turned on and off, just by typing {GCOLOR{x or {GCOLOUR{x. If you ever wish to change the color of text, all you need to do is insert one of the symbols below, right before the text. That's all there is to it. Example: gossip {{MThis is in color! {r{{r {R{{R {x = Red {g{{g {G{{G {x = Green {m{{m {M{{M {x = Magenta {y{{y {Y{{Y {x = Yellow {c{{c {C{{C {x = Cyan {b{{b {B{{B {x = Blue {w{{w {W{{W {x = White {D{{D {x = Gray {x{{X {x = Reset Color {x{{/ {x = New Line {x{{* {x = Beep {{! = Random Color ~ -1 PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~ PKILL Rules: {R*{x All parties involved in the pkilling must be flagged PKILL. {R*{x All parties involved in the pkilling must be within 25 levels. Failure to obey the pkill rules results in deletion. Screwing around and pkilling someone on accident will probably also result in deletion. Apologizing and letting the imms know immediately if an accident happens will mitigate the punishment. ~ -1 NAMES~ {r __ __ {r ,d88b d8' {r a8']8) d8' {r .dP' PP j8' {r ,dP' ,8P ,ama, .aa.,a, ,8. {r ,d8' .8P d8" "8.,8'`8""8 ,88"ma. {r a8' d8' ]Pa 8",8' df d" ,8` 8' {r ,8( (8( ]8f .P,8 df d" ,8f ,8' {r [8' I8(aI8, "P.8 ,8' df.a8f.aP' {r ]8 `88P`8888"P' 8' "8a"88" {r ]8, _,aaaaaaaaaaaaaaaa,_ {r `8b,. ,aadd8P""""""""""""PP888ba. {r "88PPP"' {c{cWhisperwolf `02{r `8"""""8 {y------------------------------------------------------------ {gIn the land of Three Moons, Alanthia, there are currently 4 factions that one may join. These factions represent {rChaos{g, {WLaw{g, and {GNeutrality{g. Aside from these groups is yet another faction that holds mainly to its own. Those that desire to remain seperate from others, yet reap the benifits recieved from clansmen and fellowship. These Factions are as follows{w: {gClan {rC{Da{R'{DZ{mul{Dta{ri{w: {cCa'Zultai follows the beliefs of {rChaos{c. They seem to be nothing more than a band of cutthroats and bounty hunters, yet they are fiercly loyal to eachother. They are always ready to come to the aid of a clansman. The clan was formed by Blanx, with the aid of Gikk Malachi and Noah. The clan came about in March of 2002. {gClan {WG{Daa{Wrde{w: {cGaarde follows the beliefs of {GNeutrality{c, they keep to themselves. Those who join the ranks of the clan are fiercly loyal to the cause. Several warriors united under one banner to form the clan. Whisperwolf ,Haldorn, Quix, and Wilhelm joined forces to aid those that deserve protection, and to repel those that would threaten their freedom. The clan was formed in March of 2002. {gClan {RK{ra{wrd{ri{Rs{w: {cKardis follows the beliefs of {WLaw{c, they strive to uphold these ideals. Those of kind heart and vigilance for justice belong to the clan.Widowmaker created Clan Kardis in March of 2002. {gClan {wLoner: {cLoner is for those that wish for the benifits found in a clan, yet do not seek to participate in fighting for a position. The clan was created in April of 2002. {gClan {gR{Wo{gm{Wa{gn{Wa{w: {cRomana follows the beliefs of {GNeutrality{c, they are to themselves. They come to the aid of others when they see fit. Romana can traces its roots back to its co- founders, Gaven and Pulsar. The clan was created back in December of 2001. {gThe above listed can be found on the who list by the banners they fly. {yClan Name{w: {cWho List{w: {gLeader{w: {yCa'Zultai {rC{Da{R'{DZ{mul{Dta{ri {rBlanx {yGaarde {WG{Daa{Wrde {GDominic {yKardis {RK{ra{wrd{ri{Rs {wSilmakar {yLoner {wLoner {w----- {yRomana {gR{Wo{gm{Wa{gn{Wa {GKiscu{X ~ -1 WEDDINGS MARRIAGE COST~ An engagement ring (strung as you wish) for her: {W3 {Wd{wi{Wa{wm{Wo{wn{Wd{ws{x. Another engagement ring for the gent, same style or different: {W2 {Wd{wi{Wa{wm{Wo{wn{Wd{ws{x. For the actual ceremony, that's {W10 {Wd{wi{Wa{wm{Wo{wn{Wd{ws{x, which includes: 1 bonafide minister 1 room of your choice for the ceremony (must exist already) A gown, veil, bouquet, and slippers for her. A tux and shoes for him. As much wedding cake (strung) and wine as your guests can drink. 2 wedding bands, strung as you wish. As long as you want in the honeymoon suite, alone. Please ask one of the immortal staff for more information. Thanks! Also, for further information, please see "{Ghelp ceremony{x". ~ -1 ZMUD~ {CZmud{G is a great client, but if you would like to use the {RBEST{G options, keep reading! First of all, in the View window under Preferences, click on the General option. Make sure that {RA{BN{GS{YI{G color is enabled, and that both the Word Wrap and Auto Wrap options have check marks next to them. Now close the General window, and go once again in the View window under Preferences, but this time click on Colors. Click the System {RC{Bo{Gl{Wo{Yr{Ms{G Tab and change the default color to white or a light grey. Next, click on the Foreground tab, and then click the Make Regular Colors Dim button. Hopefully you like these settings better! If not, feel free to change them back.{R*{W*{B*{GIf you are coding and are using {CZmud{G. You will need to remove the period command. It is located under character/preferences/..make sure it is turned off or it will cause problems while coding. Thank You{B*{W*{R*{x ~ -1 DEAF~ The deaf toggle turns off incoming tells, helpful if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are an imm (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ -1 "AFK"~ {cSyntax: {YAFK{c Typing {YAFK{c puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing replay. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. {YAFK{c shows up in your {Rprompt{c until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing {Rreplay{c (unless, of course, the character logs off before reading them).{x ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT without an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. Also check out: PROMPT 1, PROMPT 2, and PROMPT BUILD PROMPT <%*> where the %* are the various variables you may set yourself. %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display experience to level %g : Display your gold held %b : Display breath/blood points %a : Display your alignment %r : Display the room name you are in %e : Display the exits from the room in NESWDU style %c : Display a carriage return (useful for multi-line prompts) %p : Display your position in short form %P : Display your position in full form %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits commands areas wear wield hold report score time weather where who recite quaff zap brandish description password title lock unlock open close pick bug idea typo inventory equipment look compare gossip say shout tell yell eat drink fill emote pose list buy sell value note COMBAT OTHER kill flee kick rescue disarm ! save quit backstab cast wimpy practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST ~ 301 IMMROOMS~ If you would like your own immortal room, it must be in-character. You are not allowed to have OOC descriptions. Your immortal room will use the vnum of the area you would like to have it in. The room is to be plain and simple - no ultra-regeneration rates or anything that would benefit or harm mortals. ~ 301 IMMORTEQ~ You are not allowed to make immortal equipment. There is no need for you to have ultra-buff equipment, or even equipment for that matter, unless it is for roleplay purposes. If you would like equipment, restring standard issue equipment. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. 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 two-thirds of the way back to the beginning of your level. In addition, you will lose 3 hp, 3 mana, and 3 movement per death, and one point off your highest stat for every 10 deaths. Corpses decay after time, and the objects inside corpses decay with them. 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. If your character was flagged as a pkiller, then another pkiller may also loot your corpse, whether you were grouped with them or not. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need a set amount of experience points for each level based on your creation points. You gain experience by: being part of a group that kills a monster You lose experience by: fleeing from combat recalling out of combat being the target of certain spells 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; how many of this monster have been killed lately; and some random variation. {CNOTE:{x Alignment no longer has an effect on the xp you gain. ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. If you wish to name your pet, you have to name it when you buy it. The syntax is: buy <pet> <name> For instance, {cbuy kitten beelzebub{x will buy a kitten and name it beelzebub. You can then conveniently gate to or summon your pet. Please do not give your pet the same name as you, as this may cause problems such as your pet receiving tells aimed at you. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 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 no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 1 Bogus~ ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: {Gcast <spell> <target>{X 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 until it reachers a certain point as your level increases. The {G<target>{X 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. {RExample:{X {Gcast 'cure crit' frag{X 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 EXIT~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: {Gdrop <object>{X Syntax: {Gdrop <amount> coins{X Syntax: {Gget <object>{X Syntax: {Gget <object> <container>{X Syntax: {Ggive <object> <character>{X Syntax: {Gput <object> <container>{X DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. In equipment, the colors of where equipment worn is dependent upon how close to your level the equpiment is. {gGreen{x means the equipment is within 5 levels. {yYellow{x means it's between 5 and 10 levels. {rRed{x means it's over 10 levels below you. ~ 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. ~ 0 FLEE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). 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. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 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 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. ~ 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. ~ -1 NOTE NOTES CHANGES NEWS PENALTY IDEA RPNOTE QNOTE UNREAD~ The notes on ROM replace the bulletin boards and mail systems found on many other mud. The following options are usable: reading notes: note list : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : marks all notes as read writing new notes: note to : sets the to line (playername, clanname, immortal, or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. Six other note directories exist, these are ideas, news, changes, rpnote, qnote, and penalties (imms only). They are used the exact same way, for example idea read 5 will read idea #5. Posting to the news and changes boards is restricted. The 'unread' command can be used to show your unread notes on all the note spools. {RIMPORTANT : {xWhen noting immortals, note to imm {RDOES NOT WORK!!{x You need to use {Rnote to immortal{x for the immortals to receive it. ~ 0 GOSSIP CGOSSIP . SHOUT YELL~ Syntax: gossip <message> Syntax: cgossip <message> Syntax: shout <message> Syntax: yell <message> SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. GOSSIP and CGOSSIP are variants of SHOUT (without the delay). '.' is a synonym for GOSSIP. YELL sends a message to all awake players within your area. Type a channel name by itself to turn it off. ~ 0 EMOTE PMOTE POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). POSE produces a random message depending on your class and level. ~ 301 SMOTE~ Syntax: smote <action> Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 BUG TYPO~ Syntax: bug <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. A bug report must have three parts to be considered. 1) What you did to cause the bug. 2) What you expected to happen. 3) What happened instead. The implementor(s) need to be able to quickly reproduce the bug to fix it. Successfully found and fixed bugs will be rewarded with QP / gold / salt herring. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 AREAS COMMANDS REPORT SCORE TIME~ Syntax: {Gareas{X Syntax: {Gcommands{X Syntax: {Greport{X Syntax: {Gscore{X Syntax: {Gtime{X Syntax: {Gweather{X {RAREAS{X shows you a list of areas in the game. {RCOMMANDS{X shows you all the commands in the game. {RREPORT{X shows you current statistics to you and also announces them to other players in the room. {RSCORE{X shows much more detailed stats to you only. Your ability scores are as true value(current value). {REx: Str: 15(23) means you have a strength of 15 from training, but a 23 strength from other factors.{X {RTIME {Xshows the game time, as well as the time the mud was last started, and the current local time for the host computer. {RWEATHER{X shows the current game weather if you're not indoors. ~ -1 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <clan name> Syntax: who <class or race> <level-range> <clan name> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics who demise e m lists all elven mages in Demise (hi Alander!) Classes and races may be abbreviated. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. ~ 0 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 futon magic carpet~ Syntax: sleep futon Syntax: rest futon Futons and magic carpets are items which increase the rate of hp and mana restoration. To use it just sleep or rest on it. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description + <string> Syntax: description - Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. You can delete lines by uses description -. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 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. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 open close lock unlock~ 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. ~ 0 DRINK EAT FILL POUR~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ -1 buy list sell value shop~ Syntax: {Gbuy <object>{X Syntax: {Glist{X Syntax: {Gsell <object>{X Syntax: {Gvalue <object>{X {RBUY{X buys an object from a shopkeeper. When multiple items of the same name or keywords are listed, type '{Gbuy #.item{X', where # is equal to 2, 3, 4, etc..allowing you to grab the item you want instead of that pesky dinky item you don't. So if there are two swords, '{Gbuy 2.sword{X' will buy the second. If you want to buy multiples of an item use a little * sign. {RExample:{X '{Gbuy 5*pie{X' will buy 5 pies. These can also be combined. {RExample:{X '{Gbuy 2*2.shield{X' will buy 2 shields. {RLIST{X lists the objects the shopkeeper will sell you..if you have money. You can also type in '{Glist <name>{X' which shows you only objects with that name. {RSELL{X sells an object to a shopkeeper. {RVALUE{X asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to Sahma, who may reward you. The nature of the reward depends upon the type of object. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. Scrolls must be in inventory to be recited. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 FOLLOW GROUP~ Syntax: {Gfollow <character name>{X Syntax: {Ggroup{X Syntax: {Ggroup <character name>{X {RFOLLOW {Xstarts you following another character. To stop following anyone else just type '{Gfollow <yourself>{X'. {RGROUP {XTyping '{Ggroup <character name>{X' adds someone who is following you to your group. Group members share experience points from kills and may use the '{Ggtell{X' command to talk to all the members of the group. If anyone in your group is attacked, you will automatically join the fight. If the person is already a member of your group, then '{Ggroup <character name>{X' will kick out the person from your group. Characters can also leave your group by typing '{Gnofollow{X' or '{Gfollow self{X' to quit following you. Typing '{Ggroup{X' with no argument shows statistics for each character in your group. You may follow ANYONE, if you are PKILL it's recommended that you have nofollow on. You can group with anyone 25 levels or more above you so long as neither of you flees from a fight so the other can finish off the mob and get all the exp. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to Mota for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ -1 SPLIT~ Syntax: SPLIT <gold> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of gold to split. Examples: split 30 --> split 30 gold ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> 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 varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. 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. ~ 0 TRAIN~ Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute, or to increase mana or hp by 10. You receive one session per level. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to their racial maximums before practicing or training anything else. ~ -1 IGNORE~ {RIGNORE{c Syntax: ignore <target> {YIGNORE{c allows you to ignore all tells from one player. You may ignore up to a maximum of 10 players at any one time. Ignoring someone twice will unignore them.{x ~ 309 "ADVANCE"~ {cSyntax: {Yadvance <character> <level>{c {YAdvance{c sets a character's level to the specified value. It is the only way to create new immortal characters within the game. {YAdvance{c may also be used to demote characters.{x ~ 309 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. ~ 309 "ALLOW" "BAN" "PERMBAN"~ {cSyntax: {Yallow <site> {cSyntax: {Yban <site> <newbies|all|permit> {cSyntax: {Yban{c {YBAN <site>{c prohibits players from that site from logging in. {YBAN{c with no arguments lists the banned sites. {YALLOW <site>{c removes a site from the ban list, if the remove is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. {Y*{cs may be used to {Yban{c either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidently lock out too many sites with a wildcard. {YBans{c do not save unless the {Ypermban{c command is used.{x ~ 309 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen seconds will ensue (to allow old connections to die), followed by a reboot. Shutdown shuts down the server and prevents the normal 'startup' script from restarting it. ~ 308 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-imms (i.e. level less than 301), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. ~ 309 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 307 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 308 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ 308 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, even delete! FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 301 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 307 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stating an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 307 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 307 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 309 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshouted or notelled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 309 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by Hassan acts as an automatic pardon. ~ 305 PURGE~ Syntax: purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ 305 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 307 SLAY~ Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ 304 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 303 "AT"~ {cSyntax: {Yat <location> <command>{c {YAt {cexecutes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. {YAt{c works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location).{x ~ 301 ECHO GECHO PECHO~ Syntax: {Gecho <message>{X {Ggecho <message>{X {Gpecho <character> <message>{X {RECHO{X Sends a message to all characters in the same room as the user. {RGECHO{X Sends a global message for everyone to see. {RPECHO{X Sends a message to a specific player that only they can see. ~ 301 GOTO~ Syntax: {Ggoto <location>{X Goto takes you to anyplace in the mud you want. {G<location>{X can be a room vnum, a name of a mob, a name of an object on the ground, or the name of a character. ~ 301 HOLYLIGHT INVIS WIZINVIS~ Syntax: {Gholylight{X {Gwizinvis <level>{X {RHOLYLIGHT{X This allows you to see everyone your level and below invis or not. You can even see while blind. {RWIZINVIS{X This command makes you invisible to all, except those who are higherlevel than yourself. You can enter in a level argument to set the level of invis you want. ~ 301 INCOGNITO~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ 301 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 301 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ 309 RETRIBUTION~ Syntax: retribution <string> Syntax: retribution + <string> Syntax: retribution - Sets your wrath to the given string. If the retribution string starts with a '+', the part after the '+' is added to your current retribution, so that you can make multi-line retributions. You can delete lines by using retribution - ~ 302 WRATH SMITE~ Syntax: wrath <victim> <hp> <mana> <move> <position> <equipment> Let's you deal damage to a player. For <hp>, <mana>, and <move> put the percentage that you want to extract from the victim, 0 - 95. For <position>, put the position you want to set the victim in, which can be: STAND, SIT, REST, SLEEP, STUN For equipment, put the piece of equipment you'd like to knock off of the victim, which can be: LIGHT, FINGER_L, FINGER_R, NECK_1, NECK_2, TORSO, HEAD, LEGS, FEET, HANDS, ARMS, SHIELD, BODY, WAIST, WRIST_L, WRIST_R, WIELD, HOLD, FLOAT If you leave out one of the options, what you didn't fill out defaults to 50% of the victim's hp, no mana, no move, 'stand' for postion, and nothing for equipment. ~ 301 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 301 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ 304 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 301 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: poofout <message> The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 308 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 304 LOG SNOOP~ Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 303 SWITCH RETURN~ Syntax: switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 301 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ 301 WIZNET~ Syntax: wiznet wiznet show wiznet status wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immoral. Wiznet by itself turns wiznet on and off, wiznet show lists all settable flags (they are not detailed here), wiznet status shows your current wiznet settings, and wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ 301 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 0 "ARMOR"~ {cSyntax: {Ycast armor <target>{c This spell improves the {RAC{c of the target by 20 points.{x ~ 0 BLESS~ Syntax: cast bless <character> Syntax: cast bless <object> This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ -1 "channels" "communication"~ {RCHANNELS COMMUNICATION {cAlanthia has a number of channels available for you to use to communicate with your fellow players and immortals. To use a chennel type the channel name (or its synonym) and your message. {wChannel Usage {C------------------------------------------------------------------------------- {MGossip {wGeneral OOC chat. "." is a synonym for gossip. {WAuction {wSell/buy things from other players. {BMusic {wSinging. {yQuestion {wQuestions asked to the mud. {yAnswer {wAnswers to the questions asked. {YQwest {w Qwests are run over this channel. {CGratz {wSending congratulations to other players (ie levels). {WShout {wSends a message to all awake players. {CTell {wSends a private message to a single player. {cAnnounce {wVarious informational announcements are shown here (ie levels). {RArgue {wDiscussions which have become more...heated. {YFarspeak {wPublic roleplaying. "]" and "fs" are synonyms for farspeak. {xSay Sends a message to anyone awake in the same room. "'" is a synonym. {mGtell {wSends a message to anyone in your group. ";" is a synonym. {WYell {wSends a message to all awake players in the same area. {xEmote Sends an 'action' message to players in the room. "," is a synonym. {GNewbie {wLevel 1 players are restricted to this channel. Levels 1-10 only. {cYou can turn off most of the channels by typing its name. Typing {YDEAF{c will turn off tells. Typing {RIGNORE{c <person> will ignore tells from that particular person. See the helpfile for more details. Typing {YQUIET{c will turn off all channels except say and emote.{x {cTo change the colors of your channels, see help '{Rchannel colors{c'.{x ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 '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 Mota. ~ -1 "CHANNEL COLORS"~ {R'CHANNEL COLORS'{c Syntax: color <channel> bright <color> Syntax: color <channel> dark <color> Syntax: color reset <channel> - This is where you put the name of the channel you wish to change. The following choices are offered: {Wauction {Mgossip {Cgratz {Yqwest {Wshout {yquestion {Mmusic {Gclantalk {xsay {Ctell {Wyell {Rargue {yanswer {cBright|Dark - If you want the color to be bright or dark <color> - This is the name of the color Reset - Resets the color for all channels Example: color gossip bright green Another: color auction dark {{m{x ~ 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. ~ 0 "change sex"~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim temporarily. The duration of the spell varies in proportion to the level of the caster. Change sex modifies sex by -2 ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' Syntax: cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of Mota and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 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 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of Sahma on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 'DISPEL MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <characte> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague. ~ -1 EARTHQUAKE~ Syntax: cast 'earthquake' Earthquake causes the earth in a room to shake, thus causing damage to every character in the room. Beware that other characters not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ -1 'ENCHANT ARMOR'~ The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 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. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> Flamestrike causes a rays of fiery substance to strike at a victim and thus inflict damage. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBLITY~ Syntax: cast 'invisibility' <character> Syntax: cast 'invisibility' <object> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> Syntax: cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 SANCTUARY~ Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> Syntax: cast 'remove curse' <object> This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 301 MPDUMP MPSTAT~ Syntax: mpstat <mobile> Syntax: mpdump <MOBprog vnum> Just like rooms, mobiles, and objects, MOBprogs also have vnums. To find a MOBprog's vnum, use 'mpstat' on any mobile with the MOBprog you're searching for, and look at the vnum. Mpdump shows what the actual MOBprog program looks like, but remember that the vnum you use for Mpdump is the vnum of the MOBprog, NOT the mobile itself that uses it. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'REMOVE INVISIBLE'~ Syntax: cast 'remove invisible' <victim> Syntax: cast 'remove invisible' <object> The remove invisible spell is a very powerful spell when used correctly, and is also fairly self-explanatory. You may cast it on any one person or object to dispel the invisible magicks surrounding it (as long as you can already see the person or object through some physical or magical means, such as detect invisble). If the spell is successful, the victim or object will become visible to everyone in the room. ~ 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. ~ 0 'GUARDIAN'~ Syntax: cast 'guardian' A powerful spell which brings forth an Angel from the heavens for those who are pure of heart and, or a Demon from the depths of hell for those tha t are evil. The guardian, when created is set ten levels before the casters lev el. The guardian's stats vary and is a powerful ally. You can also quit with th em, as they also act as your pet. This spell will only work if you don't have a pet. Casting the guardian spell now costs an additional 500 exp. ~ 0 'ANIMATE DEAD'~ Syntax: cast 'animate dead' <corpse> Similiar to a type or resurrection. Animate Dead gives life to those who have recently fallen in battle, as zombies of their former selves. This spell will not work on the corpses of PCs, and to those who are of higher level than the caster. This spell will only work if you don't have a pet. ~ 0 'GENERAL PURPOSE'~ Syntax: cast 'general purpose' <victim> This spell, lobs an explosive at the victim. ~ 0 'HIGH EXPLOSIVE'~ Syntax: cast 'high explosive' <victim> This spell, lobs a more devastating explosive than general purpose at the victim. ~ 0 'DONATE'~ Syntax: {Gdonate <item>{X Sends Bedweezle the trusty donation wizard to collect any excess items you may have to put in the donations pits. ~ 0 'REPAIR'~ Syntax: repair <item> At any repair shop, you may have a weapon repaired for a small fee. Do not give the repair guy your weapon. ~ 301 HEDIT~ Syntax: edit hedit <topic> edit hedit make <topic> hedit <topic> - edits the help entry hedit make <topic> - make a new help entry will the keywords in <topic> --- While in hedit editor create <topic> - make a new help entry will the keywords in <topic> desc - edits the text in the entry level - changes the level at which the help can be seen keywords - changes the keywords of the help show - shows the current help ~ -1 ROM~ . ROM started in early February 1993, using Merc 1.0 code. In July of 1993, ROM II was started, eventually replacing the original ROM. ROM was up for a little over a year, after which the code (version 2.3) was released, and various other ROM muds were started, including Rivers of Mud under a new management (Zump's ROM), at rom.org 9000. Alander's current project is Athen, the sequel to the ROM code. It can be found on Rehobaom's Legacy, at hypercube.org 9000. The following people contributed to the ROM flavor of the merc base code: Socials -- Kelsey and Liralen New, Improved Valhalla -- Liralen Puff's new special proc and improved poofin/poofout code -- Seth Maps and map shop -- Ezra, Regnan (Olympus) Nirvana zone -- Forstall (mobiles rewritten by Alander) Mob Factory -- Pinkfloyd (originally written for ROM, mobiles rewritten by Alander) Geographically correct Midgaard (tm) -- Alander Ideas and playtesting -- Thousands of dedicated mudders around the world The New Thalos area was donated by Onivel of Jedi, who was also the originator of the ASCII flags used in the zone files Beta testing -- Ken Blosser, Doug Araya, and Sherene Neil all helped with bugs reports and suggestions, saving a lot of headaches Bug reports -- Thanks to Shad Muegge, Jerome Despret, Phoenix, Will Hongach, Erwin S. Andreasen, Adam Debus and especially Garry Turkington (author of the ROM FAQ) for help spotting bugs ROM 2.4 was developed during my time with Moosehead mud, and the release shares many of the features I wrote while I was there. Additional code was written by Seth Scott (the new poofin/poofout), and many contributions and ideas from the Merc list were used. Portions of Rusty's work on Moosehead also remain. The new features of 2.4 were largely produced in bull sessions with Gabrielle Taylor and Brian Moore, without whom this release wouldn't have happened. In particular, the new privacy code, furniture, and wiznet are the results of Gabrielle's ideas. Changes to the standard diku mob and object format, as well as the changes to Merc 2.1 source code, were done by Alander over many a late night of hair-pulling. Hope you enjoy it. (my apologies if anyone was forgotten in this list) ~ -1 WIZLIST~ {D \ '. \. '. "\ :: \\ " . ".\ "" "" ;. , " . ".- ."- .^ . \ \ -.._" \ \ \ \\ \ " \ "."\ \._ ) \ ) \.)\-\..\ : ""\ ",\{g"_.{D){g;-.{D){g.{D){g {D)){g "--{D). {D -"--.._ ' {g-" ""-.{D){g "-, {D ""-. ""--){g". "-, ",."""" "-. {D " {g..-"," '-'"--...___.-"" {r"-.{g -. ." ." _.--""""., {r"-.{g "---.-. _..._ ." | '. {w( {r(){w ){g";> {D""-.{g "(.___.).. / " ..""----""_.- ....._. {D"-.{g ""-. " {y___{g\{y--{g """""""" " ""--.{r""":==>{g.. "-. ." \{y_-{g . "-(({D####{g)) .. ". | {y_.-"", /{g ..-" ""---" ""----- :> {y /{g". {D.-"--..___............-{g;>-"" {y.-" {g"-. {D"---....--""{g__________,,....----""" "--""--..._____,..--" ." | ; {cWhisperwolf `02 {c-------------------------------------------------------------------------- {GAlanthia's Current Wrecking Crew {c--------------------------{GLevel 309 (Grbrthrxs Rank){c---------------------- {yGrbrthrxs {gblue@b-side.org {c--------------------------{GLevel 308 (Implementor){c------------------------- {yFuitentooty {gbladerunner726@hotmail.com {ySeverhand {gseverhand@hotmail.com {c--------------------------{GLevel 307 (Buffness){c---------------------------- {yDiscard {grobrecht@robrecht.dhs.org {c--------------------------{GLevel 306 (Head Builder){c------------------------ {c--------------------------{GLevel 305 (Head Qwester){c------------------------ {yWangdar {gFujt@hotmail.com {c--------------------------{GLevel 304 (Builder){c----------------------------- {c--------------------------{GLevel 303 (Qwester){c----------------------------- {yXynq {gxynq@hotmail.com {yFireblade {c--------------------------{GLevel 302 (Defunct){c----------------------------- {yHalodar {gcrackymczap@hotmail.com {ySkull {ggwbogard@hotmail.com {yJared {gp4_1977@yahoo.com {yShoshara {gcierdwen@yahoo.com {yWysparthuul {gwebmaster@twin-suns.com {c--------------------------{GLevel 301 (Rookie){c------------------------------ {yDismay {GMadMunky187@yahoo.com {yKharia {yQuixly {x ~ -1 SOCIALS~ Type social by itself, with no other arguments, to see an always updated list of all socials on this mud. ~ -1 MERC~ This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'majordomo@webnexus.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Also see "help ROM" for information about the Rivers of Mud code base. ~ -1 MAP MAPS~ Thanks to Ezra for drawing the originals of several maps on ROM. ~ -1 MOTD~ {G* {cThe hunger/thirst code has been put back in. All will die a horrible death. {B-Dec 11 02 {R* {cTurf has been fixed. {RHelp turf{X {G* {cTwo new races have been added: {GP{Br{Ri{Ys{Mm {WDragons{c and {GTrolls{X {R* {cOne new class has been put in: {RMonks{X {G* {cThe wholist has been reformatted. Immortals appear as normal morts {con the wholist. {RHINT to n00b135: {rImms are level 301 or higher.{X {R* {cThe rules have been updated. {RHelp rules{x {R* {cA new clan rule has been put in. {RHelp clan{x {B-Oct 4 02 {R* {cDo not use the arena to restore your alts. {RHelp arena{x {GRead your notes for further changes.{x {!!!!{c Everyone's skill in recall, staves, wands, scrolls is probably 1%. If you want it back up, talk to Fuitentooty or Severhand. Blame Gaborn{x {w[Hit {GReturn{w]{x ~ 301 IMOTD~ {BWelcome Immortal! {cYou have to know the rules of immortal behavior. These can be found by typing 'help immortal rules'. {G* {cDon't load items for mortals. {G* {cMake sure to read {RHelp rules {G9/02/02 {R* {cDo NOT go pkill with your mortal alts {G4/21/01 {R* {cDo NOT punish or kill mortals under any circumstances. Period. {G9/02/02{x {w[Hit {GRETURN {wyou immortal you]{x ~ 301 GUILD~ Syntax: guild <character> <clan | leader> This immortal-only command lets ye make players members of clans, or leaders. It can also remove clan and leader status. Examples: {Cguild viswam tryad{x will make Viswam a member of the Tryads. {Cguild viswam none{x will remove Viswam from his tribe. {Cguild viswam leader{x will make Viswam a leader (if he is already a clan member) or, if Viswam is already a leader, will remove that status from him. ~ 301 BONUS~ {XSyntax: {Gbonus <character> <field> <value>{X {G<field>{X can be one of 2 things: exp qwest This command is used to give characters rewards for qwesting, or good rp. Do not give out too much exp or qp. If you do it too much chances are...you're gonna get deleted. ~ 301 "immortal rules"~ {c *************************** {c** {RThe Rules of Alanthia{c ** {c*************************** {cDon't cheat for mortals, especially your own. {cIf your name isn't Grbrthrxs, you are not to punish mortals for {canything, ever. Period. I don't care if they call your mother every name in the book, disparage the mud, pkill every n0ob in sight and crash us 500 times. Leave them the fuck alone. No more PKilling if you're an imm. In fact, pardon all of your alts and leave them that way. Arguing about it will get you deleted on the spot. A note on qwests: Qwests are a good thing (more or less), BUT, do not give out overly extravagant prizes. See help {Rqprize.{c Loading a lot of something will cause them not to repop, and mortals can't get them. So if you have some really rare piece of eq, destroy it so that the mortals will have a better chance of getting one. You are immortals and don't really need eq at all aside for roleplay purposes. So if you really need that piece of eq, have someone string you a 1st level piece of eq if you can't do it yourself. Do not hold EQ for morts even if they are remorting. Any modification to mortal characters must be reported. Otherwise, this can be misinterpretted as cheating. Redeem/award qwest items/points of your mortals to an immortal other than yourself. If you do little to nothing for this mud, or you seem to be more interested in playing with your mortal alts, don't expect to retain your immortal status. Your mortals are not to have anything BUT regular mud equipment. This means no restrings, no clan eq, no qprizes, no heads, and also no qpoints. Get rid of them if you have any of these. You are here to work on the game, not to play the game. (Rules last modified September 2, 2002){x ~ -1 RULES~ {RRULES R{rules {R - D{risobey at your own {RPeril: {R1. {cLimited player stealing and player killing. For more information see help {Rpkill{c and help {Rsteal{c. There are NO rules as to how you can kill another pkiller, as long as you are within range. {G2. {cSitting around idle with a client is hazardous to your heal. On the one hand, this mud does allow {Rpkill{c, so you might find yourself DEAD when you come back. On the other hand, if you choose to bot, that's fine. But if you bot, you'll be treated just like any other mobile - with no respect. If this still doesn't dissuade you or apply to you, go for the {RAFK{c, but don't complain to the immortals if something bad happens. {G3. {cIf there is a problem with the mud or within the mud, email blue@b-side.org. If there's an immortal on, tell them. {R4. {cCheating is not permitted. This includes exploiting bugs you may find. If you don't report them and continue cheating, you put your pfile at risk. {R5. {cPlease encourage {Rroleplay{c at all costs. Although you will never be forced to {Rroleplay{c, you should try to be in-character ({RIC{c) with everything you do, such as combat or small talk. Any ridicule of anybody's {Rroleplay{c or screwing around with any in-character channels will result in permanent channels loss. Referring to stuff said on in-character channels on out-of-character ({ROOC{c) channels or vice-versa will irritate immortals. Deal with it on appropriate channels. {R6. Powerleveling{c and {Rcharacter sharing{c are illegal. See the appropriate helpfiles for more information. {G7. {cThere are no grouping limits. You can group with a newbie or a level 300 person. Just don't {Rpowerlevel{c. {R8. Harassment {cof any players of any sort will not be tolerated here. Any form of sexual {Rharassment{c will automatically result in deletion and possibly a siteban. Read the helpfile for more details. {G9. {cChanges to these rules are at the discretion of the immortals, and may be done so without evidence of sanity (!!!). Check help {Rrules{c periodically. If it is changed, it will be posted in the {RMOTD{c (the first thing you see when you login).{x {c(Rules last modified September 2, 2002){x ~ 0 SUICIDE DELETE~ Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ 0 HEALER~ The healer decided to grab a quick buck, and now charges for his heals. Some services are still free to players of level 10 or below, however. To see a full listing of the healer's services, type 'heal' at his residence. To receive healing, bring plenty of money, and type 'heal <spell>'. ~ -1 GAIN~ The gain command is used to learn new skills, once the proper trainer has been found. (Check New Thalos) The following options can be used with gain: gain list: list all groups and skills that can be learned gain <name>: add a skill or skill group, at the listed cost gain convert: turns 10 practices into one training session gain points: lower your creation points by 1 (costs two sessions and can only be used by those with creation points over 50) Gain uses training sessions, not practices. (see 'help train') Gained skills and groups do NOT increase your experience per level or total number of creation points. ~ 301 CLONE~ Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your posession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ 0 SKILLS SPELLS~ The skills and spells commands are used to display your character's list of available skills (or spells, as the case may be). They are listed in order of level, with mana cost (for spells) or percentage (for skills) listed where applicable. ~ 301 OUTFIT~ The outfit command, usable by levels 5 and below, equips your character with a new set of sub issue gear (banner, weapon, helmet, shield, and vest), courtesy of the Mayor's warehouses. Only empty equipment slots are affected. ~ 0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTODEFENSE AUTODAMAGE~ ROM uses varies automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: autolist : list all automatic actions autoloot : take all equipment from dead mobiles autogold : take all gold from dead mobiles autosac : sacrifice dead monsters (if autoloot is on, only empty corpes) autoexit : display room exits upon entering a room autosplit : split up spoils from combat among your group members autoassit : makes you help group members in combat autodefense : removes the successful parries dodges and shield blocks from battle autodamage : allows you to see the ammount of damage you do in a number form Typing a command sets the action , typing it again removes it. ~ -1 start~ No new clans are being implemented at this time. ~ -1 REUSE~ ~ -1 COUNT~ The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ -1 GATE~ The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters recieve a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as in player who has no summon set. Clan members may not be gated to except by their fellow Clan members. ~ -1 AFFECTS AFFECT~ This command is used to show all the spells affecting your character. At low levels, only the spell name will be displayed, at higher levels the effects and duration of the spell will also be shown. Spell effects are no longer shown on score (this can be changed by using 'show' command). ~ -1 NOVA SUNRAY~ NOVA SUNRAY Two new mage spells of damage type 'light.' Effective in combat against the undead. ~ -1 BREATHE~ BREATHE syntax: breathe <target> <breath points> Dragons may use the 'breathe' command to issue forth a searing attack, based on the type of dragon. You may set the number of breath points you wish to expend. If you do not specify a number, 1/10th of your maximum will be used. Breath points increase at a rate of 1 per level, and the damage from breathing increases with the age of the dragon. ~ -1 'RACE HELP' 'RACE' 'RACES'~ Alanthia has the following races for player characters: Human the standard race, adept paladins-- 0 creation points Dwarf good warriors and priests-- 5 creation points Elf good thieves/assassins and mages-- 5 creation points Sprite awesome mages, good thieves/assassins-- 20 creation points Minotaur huge, tough warriors-- 10 creation points Wraith Superb mages-- 15 creation points Gargoyle awesome warriors-- 20 creation points Demon crafty and powerful beings-- 20 creation points Dragon the most powerful race-- 21 creation points Drow best as warriors, assassins/thieves-- 10 creation points Vampire adept at all classes except paladins-- 21 creation points Wolf excellent warriors, decent thieves/assassins-- 15 creation Chicken uh...what the hell?-- 20 creation points Troll adept warriors -- 20 creation points Different races have different starting statistics, and also different stat maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. '{Ghelp dwarf{X') ~ -1 DWARF DWARVES~ Dwarves are short, stocky demi-humans, known for foul tempers and great stamina. Dwarves make excellent fighters and priests, but are very poor mages. They lack the patience for stealth, and so are inadequate thieves and assasins. Dwarves are very resistant to poison and disease. They receive the berserk skill for free and can see in the dark with infravision. Dwarves now hold the coveted ability of beerserk. help 'beer' for more info. Dwarves are also vulnerable to piercing weapons. The maximum stats for Dwarves are : Str(21) Int(16) Wis(19) Dex(14) Con(21) Dwarves start with 10 CP(Creation Points). ~ -1 high elf elves highelf highelves~ High Elves are a typically snobby, and condescending breed of elf. They are slightly taller than most humans, and of light slender build. Most choose to dedicate their lives to magical studies and have a natural ability in the arcane arts. Though most pursue careers as mages, their typical elven traits, such as infravision and sneaking, will allow them to become skilled at any class. As are all elves, they are highly vulnerable to the touch of iron and resistant to charm and beguiling. High elf min and max stats are : Str(16) Int(19) Wis(21) Dex(19) Con(16) Highelves start with 5 CP(Creation points). ~ -1 SPRITE SPRITES~ Sprites are by far the smallest of the races. Their tiny size and dextrous limbs make them difficult to pierce. Sprites are by nature and design composed of Magick and so make excellent mages. Their size and intelligence give them stealth and wit enough to become unsurpassed thieves. The only classes unsuited for a sprite are those relying on brute strength and size-- warrior and dragoon. Their dexterity and natural instinct to move often and quickly give sprites dodge and second attack. They are also gifted with sneak and fast healing. Maximum stats for sprites are as follows : Str(15) Int(21) Wis(19) Dex(21) Con(15) Sprites start with 20 CP(Creation Points). ~ -1 WRAITH WRAITHS~ Wraiths are the most powerful mages to be found anywhere in the Realms. They can wield more magic power in their frail bodys than a sprite and elf put together. A wraith is a tall, dark being that once existed as a living and breathing mage. By their own hands they sacrificed beauty and corrupted their bodys, all to gain unholy powers that no mortal was ever meant to have. Wraiths are ethereal and translucent, passing through closed doors with ease. As creatures of the night, they are highly vulnerable to holy attacks and fire. Piercing is the only form of attack they cannot shift their shape to accomodate. Having no body, wraiths are resistant to physiological attacks such as disease, and immune to poison. Wraiths translucent bodies are not good conductors of electricity, and so they are highly resistant to lightning attacks. They see easily in the dark, being creatures of night. Their translucence, giving them natural stealth, and ability to drink the life of a victim make them skilled assasins and adequate thieves. Wraiths, having no body and substance with which to fight, make poor warriors and dragoons. Holy paths are difficult for wraiths, being creatures made of magic and evil. Dodge, lore, and sneak are natural abilities of a wraith. Their statistics are : Str(17) Int(22) Wis(18) Dex(21) Con(16) Wraiths start with 15 CP(Creation Points). ~ -1 GARGOYLE GARGOYLES~ Gargoyles are huge creatures of stone, with claws and teeth the size of the average human's forearm. Dwarfing the minotaur, and sometimes even the demon, in pure strength, the gargoyle is an exceptional warrior. Because of their immense strength and dedication to the fighting arts, the gargoyle recieves the bash, parry, and enhanced damage skills for free. Gargoyles are creatures created by magic. Stone brought to life, often to defend a keep or castle. Their stoney hides are resistant to weapons pierce, but highly vulnerable to magical attacks. They recieve lore for free, to aid in the protection of their stronghold. Gargoyles prefer brute strength to thought and cunning and so make only average mages and clerics and poor assasins and thieves. Gargoyle's statistics are : Str(22) Int(16) Wis(18) Dex(16) Con(21) Gargoyles start with 20 CP(Creation Points). ~ -1 HUMAN HUMANS MAN~ Humans are the most common race in the world, and make up the majority of adventurers. They are your average, everyday race-- medium sized and possessing no special skill or traits. Humans are well-rounded and equally skilled at all the classes. Maximum stats for humans are as follows : Str(18) Int(18) Wis(18) Dex (18) Con(18) Humans start with 0 CP(Creation Points). ~ -1 MINOTAUR MINOTAURS~ Ranging from 7-10 feet in height, minotaurs are second in size only to dragons. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Minotaurs make the best warriors and dragoons of any race, but are ill-suited for any other profession. Because of their overwhelming size and brute strength, they are gifted with bash, hand to hand. Their size and durability make them resistant to bashing. Minotaurs thrive on cold climates and so are resistant to cold attacks, but highly vulnerable to fire. Minotaur statistics are as follows : Str(22) Int(15) Wis(18) Dex(15) Con(20) Minotaurs start with 10 CP(Creation Points). ~ -1 DEMON DEMONS~ Demons are tough and powerful, ranging in size from 9-12 feet. They have dark, red skin, massive claws, short stubby wings, and razor-sharp teeth. Demons naturally have huge muscles. Though born fighters, Demons can handle any class, with the exception of the holy paths of cleric and paladin. Demons come equipped with invade, dodge, lore, enhanced damage, and the ability to see in the dark. Demon's evil eyes can pierce the soul and see goodness. Being born of evil and fire, demons are highly resistant to firey attacks, poison, and disease. Their black hearts and flaming skins can be pierced only by holy wraths and cold. The maximum stats for demons are : Str(20) Int(18) Wis(18) Dex(18) Con(18) Demons start with 20 CP(Creation Points). ~ -1 WOLF WOLVES~ These creatures prowl the Realms in search of their next meal. They have the sharp instincts of the wild, but limited intelligence and wisdom to apply this knowledge in any but the most instinctual ways. Their bodies of solid muscle make them extremely effective warriors. They are somewhat proficient at thievery, and mediocre in the Archane Arts. Due to their animalistic traits, wolves are born with dark vision. Their fighting skills of enhanced damage, second attack, and dodge are bestowed at birth. Wolven statistics are : Str(21) Int(16) Wis(19) Dex(18) Con(20) Wolves start with 15 CP(Creation Points). {x ~ -1 dragon dragons reddrg grndrg bludrg blkdrg glddrg whtdrg red green white blue black gold~ The greatest, most powerful of any race ever to dwell within the Realms, the dragon is almost God-like in it's ability to crush, stomp, and completely vaporize any creature that would so much as dare stand in its way. Although usually seen as supreme warriors, these flying beasts can handle any class with ease. All dragons wield the magicks of breath weapons, along with bash . The vulnerabilities and immunities of a dragon depends upon it's color. Each color dragon is representative of a different element, and weilds the powers of that element. All are resistant to bashing. The dragons of Alanthia are as follows : DRAGON RESISTANCE VULNERABILITY {RR{red{x Fire Acid {GG{green{x Poison Fire {BB{blue{x Lightning Poison {wW{White{x Cold Fire {WB{Dlack{x Acid Lightning {YG{yold{x Light Cold {GP{Br{Ri{Ys{Mm{X Magic Weapon All dragons have the following stats : Str(22) Int(18) Wis(19) Dex(13) Con(21) All Dragons start with 21 CP(Creation Points), except for Prism Dragons who start with 25. ~ -1 VAMPIRES~ Vampires have the ability to drink the blood of their prey. They gain life force from this blood, hence forth Blood Points. Blood is the life force of a vampire. Blood grants a vampire partial immortality, so when you reach 0 hp, if you have more than 6 bp, you will be reducded to 3 bp and you will gain 3 hp for every bp over 3. Along with partial immortality, vampires also have the inate ability to fly. The main powers of a vampire come from blood. Therefor your BP will slowly reduce itself. 1 BP for every 2 ticks. This causes a growing thirst for blood. You must feed in order to stay alive. However, even a vampire must must sleep. While sleeping, your BP will still decrease, during day but not night. Vampires are equiped with fast healing, and have the innate ability to detect good and see in the dark. With their horrid backgrounds, vampires are extremely vulnerable to holy magics and light. They are also very flammable. All in all, vampires are a generally good race to start out with, they fair the best as warriors but also make good mages. They do not make very good Paladins or Clerics for that fact. Being undead, vampires are resistant to the effects of poison and disease. Vampire stats are : Str(23) Int(18) Wis(18) Dex(18) Con(23) Vampires start with 21 CP(Creation Points). ~ -1 CHICKENS~ The vicious chickens of Aung-Gorr aren't particularly vicious, or that dangerous for that matter. It's just that nobody knows what to do when confronted with a knee-high chicken wielding a broadsword or casting a fireball. Either way, it's best watch ones step when around these peculiar fowls from across the desert. Chicken stats are: Str(15) Int(16) Wis(16) Dex(25) Con(17) Chickens start with 20 CP(Creation Points). ~ -1 DROW elf elves~ Dark skin, stark white hair, and dark souls. These are the identifiable traits of these dark elves. Drow are skilled at cloaking their presence to any they encounter. Their vicious natures make them superior warriors and assasins, though they are well-rounded and skilled at any class. Through the ages, the Drow have mastered immunity to disease and resistance to poison. Their evil souls are vulnerable to holy, light, and fire. Their dark ruthlessness has enabled them with the ability to cause enhanced damage to their opponents. Spending endless hours in their dark underground cities has heightened their eyesight to see infrared. They are also able to detect magical auras. Drow stats are : Str(20) Int(18) Wis(18) Dex(22) Con(17) Drow start with 10 CP(Creation Points). ~ -1 wands staves scrolls staff~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ -1 'GROUP HEADER'~ The following skills and groups are available to your chacter: (this list may be seen again by typing list) ~ -1 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ -1 'MENU CHOICE'~ Choice (add,drop,list,help)?~ -1 'GROUPS' 'INFO' 'PREMISE'~ The ROM skill system allows you to fully customize your new character, allowing him or her to start out with more skills than normal. Don't worry you can still gain other skills after creation without the worry of your creation points increasing. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost. The experience breakdown is as follows: points exp/level points exp/level 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. ~ -1 BASICS 'ROM BASICS'~ The basic skills: Every character starts with two skill groups, one for their class and a default set that all characters receive. The default skills are: recall essential escape skill (see help recall) scrolls reading of scrolls and other magical volumes staves use of magical staves wands use of magical wands for class defaults, check the classes themselves. ~ -1 MAGE MAGIC-USER MAGES MAGIC-USERS~ {x {x {YM{yages{x {x {x Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the enchantment spell group. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. {x {x All mages begin with skill in daggers, whips, staves, recall, scrolls, and wands. Any other skills must be purchased, often at a costly rate. {x {x A mages limited array of offensive skills include Flail, Sword, Axe, Dirt Kicking, Hand to Hand, Trip, Second Attack, and Third Attack. {x {x Other skills available to mages are Fast Healing, Haggle, Lore, Meditation, Peek, Dodge, Duck, and Parry. {x {x Mages weild an immpressive variety of spells including Advanced Protective, Beguiling, Combat, Detection, Enchantment, Enhancement, Illusion, Maladictions, Protective, Specialties and Transportation. ~ -1 CLERIC CLERICS~ {x {x {CC{clerics{x {x {x Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posess an impressive area of protective magics, as well as fair combat prowess. {x {x The basic skills of a cleric include Mace, Whip, Staves, Recall, Wands, and Scrolls. All other skills must be bought in creation or with trains. {x {x The following offensive skills are available to clerics: Axe, Dagger, Flail, Polearm, Spear, Sword, Bash, Dirt Kicking, Enhanced Damage, Hand to Hand, Kick, Trip, Second Attack, and Third Attack. {x {x Clerics are granted a rather varied selection of defensive & miscellanious skills including Duck, Parry, Shield Block, Lore, Haggle, Meditation, and Fast Healing. {x {x The spells of a cleric are generally oriented around healing and protection. Available spell groups are Advanced Protection, Protection, Body Minor, Enhancement, Benedictions, Curative, Healing, Attack, Harmful, Maladictions, Creation, Specialties, and Weather. ~ -1 THIEF THIEVES THIEFS~ {x {x {wT{Dhieves{x {x {x Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. {x {x All thieves begin with the Dagger combat skill and are learned in Steal, Sneak, Scrolls, Wands, Recall, and Staves. Any other skills must be purchased. {x {x The combat skills available to thieves are varied, and focus on stealth and deceit more often than brute force. These include Axe, Flail, Mace, Sword, Whip, Backstab, Circle, Dirt Kicking, Disarm, Dodge, Duck, Enhanced Damage, Envenom, Hand to Hand, Kick, Parry, Trip, Quick Poison, Second Attack, Third Attack and Fourth Attack. {x {x Miscellanious skills available to thieves are Fast Healing, Haggle, Lore, Peek, Pick Lock, and Invade. {x {x Thieves are gifted with a small amount of inate magical ability that grants them the spell group Beguiling. ~ -1 warrior warriors~ {x {x {RWarriors{x {x {x Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. {x {x Warriors begin with skill in Swords, Second Attack, Staves, Recall, Wands, and Scrolls. {x {x The combative skills of a warrior are powerful and widely varied. They include Axe, Dagger, Flail, Mace, Polearm, Whip, Spear, Bash, Berserk, Dirt Kicking, Disarm, Enhanced Damage, Hand to Hand, Kick, Trip, Third Attack, Fourth Attack, Fifth Attack, Sixth Attack, Ultra Damage, and Whirl. {x {x A warrior, being dependend on survival in the battle-field, is skilled in several defensive arts including Duck, Parry, Shield Block, Dodge, and Rescue. {x {x Other skills of the warrior include Haggle, Lore, and Fast Healing. ~ -1 assassin assassins~ {x {x {RA{Dssassins{x {x {x Assassins are a vicious and coniving group that thrive off the deaths of others. They are murder for hire, in a sophisticated sense. They are adequately skilled in only the magics of deceit, but their combat prowess and stealth make a deadly combination. {x {x Assassins are inherently gifted with Dagger, Sneak, Assassinate, Scrolls, Staves, Wands, and Recall. {x {x Though they rarely rely on fair combat, assasins have a goodly array of combat skills including Axe, Flail, Sword, Whip, Backstab, Circle, Disarm, Dirt Kicking, Enhanced Damage, Envenom, Kick, Hand to Hand, Trip, Second Attack, Third Attack, Fourth Attack, Fifth Attack, Dodge, Duck, Quick Poison and Parry. {x {x Other useful skills available to assassins are Pick Lock, Lore, Invade, Peek, Haggle, and Fast Healing. {x {x Assassins are also gifted with the magics of beguiling and detection. ~ -1 PALADIN PALADINS~ {x {x {CP{caladin{x {x {x These warriors are filled with holy inspiration. Chivalry, benevolence, and piety are traits they hold dear to their hearts. They gain their strength through their faith. Paladins are versed in the art of healing and curing. {x {x Paladins recieve the skills Sword, Mace, Scrolls, Recall, Staves, and Wands. Other skills and spells available must be bought with training sessions or creation points. {x {x Paladins are gifted in a variety of combat techniques and skills including Axe, Flail, Polearm, Spear, Dagger, Bash, Berserk, Dirt Kicking, Disarm, Enhanced Damage, Hand to Hand, Kick, Rescue, Trip, Second Attack, Third Attack, Fourth Attack, Whirl, Shield Block, Dodge, Duck, and Parry. {x {x The wordly skills of a paladin are Fast Healing, Haggle, and Lore. {x {x The Gods have gifted their Holy Warriors with a variety of healing and curing spells including Benedictions, Creation, Curative, Healing, and Protective. ~ -1 DRAGOON DRAGOONS~ {x {x {GD{gragoons{x {x {x Dragoons are mounted warriors who, upon entering Alanthia, decided to leave the mount and begin fighting on hard land. Their basic skills are similiar to those of Warriors and, like Warriors, they rely mostly on strength and brute force. {x {x All dragoons are skilled in the use of Swords, and have Second Attack, Enhanced Damage, Staves, Scrolls, Wands, and Recall. {x {x A dragoon's skills of combat include Axe, Dagger, Flail, Mace, Polearm, Spear, Whip, Berserk, Arial, Bash, Whirl, Trip, Dirt Kicking, Third Attack, Fourth Attack, Fifth Attack, Ultra Damage, Dodge, Duck, Disarm, Hand to Hand, Kick, Parry, Shield Block, and Rescue. {x {x The wordly arts of the dragoon are Haggle, Lore, Fast Healing and Peak. ~ -1 exotic weapons weapon weaponsmaster axe dagger flail mace polearm spear sword whip club~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 'SHIELD BLOCK'~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ -1 "ADVANCED PROTECTION"~ {cAdvanced protection spells are the best protection spells in the mud. Each spell will work alone, or upgrade its counterpart (ie, you can cast {Rsanctuary{c and {Rheavenly sanctuary{c for a total of 2/3 protection instead of 1/2). {Rholy armor {cmore powerful version of {Rarmor {Rthorn armor {cmore powerful version of {Rarmor {Rforce shield {cmore powerful version of {Rshield {Rdiamond skin {cmore powerful version of {Rstone skin {Rheavenly sanctuary {cless powerful version of {Rsanctuary{x ~ -1 ATTACK~ The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells: demonfire a powerful, but very evil, spell dispel evil torments evil foes dispel good calls down unholy power on good creatures earthquake brings the power of earth to bear against your foes flamestrike sends a column of flame from the heavens heat metal heats metal equipment to searing tempatures ray of truth sends forth a blinding ray of holy energy ~ -1 BEGUILING~ This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages, assassins, and thieves have access to the beguiling magics, which consist of the following: calm if successful, stops all fighting in the room charm person turns an enemy into a trusted friend sleep puts a foe into enchanted slumber ~ -1 BENEDICTIONS~ Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and paladins may use these spells. The benedictions spell group consists of the following: bless bestows divine favor upon the target calm if successful, stops all fighting in the room frenzy puts the recipient into beserker rage holy word aids your allies while calling divine wrath upon your foes remove curse removes malevolent magic from players and items ~ -1 COMBAT~ These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics: magic missile send a weak energy bolt into a foe{/sunray casts a blinding light to injure the undead chill touch weakens your enemy with a frigid grasp burning hands sends a blast of fire into your foe shocking grasp sends a powerful jolt into a foe lightning bolt sends forth a single bolt of lightning into an enemy{/nova a more-powerful sunray colour spray blasts your opponent with a rainbow spray, which may blind him fireball a powerful spell, great for burning your enemy to ashes acid blast sends forth a stream of acid to eradicate your foes chain lightning sends lightning bolts arcing through foes ~ -1 CREATION~ The creation spell group is used to create objects, of temporary or permanent duration. Skill creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells: continual light creates an eternal light source create food produces a nourishing mushroom create rose creates a beautiful red rose create spring calls forth a small but pure spring from the ground create water fills any available container with water floating disc creates a floating disc of force perfect for hauling treasure sober reduces the effects of alcohol ~ -1 CURATIVE~ The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves. cure blindness restored sight to the blind cure disease heals the plague cure poison removes the harmful effects of poison ~ -1 DETECTION~ The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells. detect evil reveals the aura of evil monsters detect good similar to above, only for good monsters detect hidden shows the whereabouts of hidden foes detect invis allows the caster to see the unseeable detect magic reveals magical auras to the caster detect poison determines if food is safe to eat farsight searches for living beings near the caster identify gives information about the nature of an object know alignment determines the moral character of a monster or person locate object finds a specific item remove invis removes invisibility from an object ~ -1 ENCHANTMENT~ The enchantment spell group is used to imbue items with magical properties. Currently, this spell group consists of enchant weapon and enchant armor, although more will be added in the future. Only mages may enchant. enchant weapon increases the hit and damage bonuses of a weapon enchant armor increases the protective value of armor fireproof shields items from the harmful effects of fire and acid recharge restores power to a depleted wand or staff ~ -1 ENHANCEMENT~ The enhancement spells improve upon the body's pontential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient. {x giant strength grants increased strength haste doubles the speed of the target, but slows down healing infravision allows monsters to be seen in the dark refresh restores energy to tired adventurers regeneration increases the targets rate of healing and mana regen. ~ -1 HARMFUL~ This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are: cause light inflicts minor wounds on an enemy cause serious inflicts wounds on a foe cause critical causes major damage to the target harm the most deadly harmful spell ~ -1 HEALING~ The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are: cure light heals minor wounds refresh restores vigor to a tired adventurer cure serious heals wounds cure critical closes all but the worst wounds heal the most powerful healing spell mass healing casts a heal spell on each player in the room ~ -1 ILLUSION~ The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following: invis turns the target invisible mass invis turns the caster's group invisible ventriloquate allows the caster to put words in someone's mouth ~ -1 MALADICTIONS~ Maladictions are a group of curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. These spells may be cast by any class. animate dead causes a recently killed corpse to be brought back to life. The zombie acts as a pet/charmie. blindess strikes the target blind curse prevents recalling and weakens the target in combat energy drain drains experience and mana, while strengthening the caster plague causes the target to suffer a slow, painful death from plague lethargy reduces the number of attacks and makes it impossible for target to flee weaken drains the strength of the target ~ -1 PROTECTIVE~ The protective spells are used to shield against harm, whether from spells or physical attack. They range from the weak armor spell to the sought-after sanctuary charm. Also included in this group are several spells for dispeling hostile magics. Any class may use this group, which consists of the following spells: armor provides the target with an extra layer of defense cancellation a powerful dispel, used for removing spells from friends dispel magic removes spells from enemies, not as effective as cancel fireproof shields items from the harmful effects of fire and acid guardian summons a demon or an angel to help you. protection evil provides defense from the attacks of evil creatures protection good protects from the attacks of good beings sanctuary reduces all damage taken by the recipient by half shield puts a shimmering shield between you and your enemies stoneskin turns skin hard as stone, providing a huge armor boost ~ -1 TRANSPORTATION~ The transportation group is used for travel, whether by flight, magical teleportation, or walking through walls. All classes may learn these spells, which are among the most useful in the game. fly allows the target to fly over nearly all obstacles gate transports the caster to the target nexus forms a two-way portal to a far off destination pass door allows the caster to walk through walls portal creates a one-way portal to a destination summon transports the target to the caster teleport sends the target to a random location word of recall transports the caster to safety in Midgaard ~ -1 WEATHER~ These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. This group is usable by only clerics. call lightning summons a huge bolt from the heavens, if the weather is right control weather changes the weather in the manner desired by the caster faerie fire surrounds the target in a glowing aura faerie fog reveals all hidden creatures in the room lightning bolt sends a bolt of electricity into the target (the weather command, unrelated to this group, shows local weather conditions) ~ -1 SPECIALTIES~ New and varied spells for Alanthia. We hope you enjoy them. teleport obj allows you to give an object to someone that is in another room talon causes the target's weapon to be unremoveable. ~ -1 ASSASSINATE~ ASSASSINATE Only those trained as assassins have the ability to utilize this skill. Assassinate allows the perpetrator to instantly slay their foe. Its rate of success is increased while sneaking, and bonuses are encountered if the opponent is asleep. The act of assassination does not yield experience to the perpetrator. ~ -1 BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. Only thieves and assassins may learn the backstab. ~ -1 BASH~ The bash skill is an offensive talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ -1 BERSERK~ Only powerful fighters can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking combatants are more resistant to the effects of magic. BERSERK CAN NOT BE USED IN CONJUNCTION WITH FRENZY. ~ -1 DIRT 'DIRT KICKING'~ Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. ~ -1 DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. Only those dedicated to fighting or stealth may learn this skill. ~ -1 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition by improving the character's natural agility to the point where he/she/it may successfully evade many blows. The chance of dodging is affected by the dexterity of the attacker and the target. All classes, except for Clerics, may learn to dodge. ~ -1 'ENHANCED DAMAGE'~ Combatants can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. ~ -1 ENVENOM~ The envenom skill is a cowardly skill practiced only by thieves, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat. ~ -1 FOURTH ATTACK~ Training in fourth attack allows the character a chance at an additional strike in combat--though 100% fourth attack does NOT guarantee 4 attacks each round. Fourth attack increases the chance of a second and third attack. Paladins, warriors, draggons, thieves, and assassins may gain this skill. ~ -1 FIFTH ATTACK~ Training in fifth attack allows the character a chance at an additional strike in combat--though 100% fifth attack does NOT guarantee 5 attacks each round. Fifth attack increases the chance of a second, third, and fourth attack. This skill is available to warriors, dragoons, and assassins only. ~ -1 SIXTH ATTACK~ Training in sixth attack allows the character a chance at an additional strike in combat--though 100% fifith attack does NOT guarantee 6 attacks each round. Sixth attack increases the chance of a second, third, fourth, and fifth attack. This skill is available to warriors only. ~ -1 WHIRL CIRCLE~ Whirl and circle causes you to flank or circle your opponent and suddenly change the direction of your attack. A successful whirl or circle gives an extra round of combat in which the opponent is not able to block the attack via parry, dodge, or shield block. ~ -1 DUCK~ Duck allows a percentage chance to succesfully evade a whirl or circle attack. ~ -1 'HAND TO HAND'~ Hand to hand combat is a rare skill in the lands of Midgaard. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although any class may also learn it. ~ -1 INVADE~ This skill allows characters to gain entrance into rooms that would otherwise be off limits to them. Its success rate is increased if the character is sneaking or invisible to those within the room. Thieves and assassins are the only classes able to train in this skill. Non-aggressive clanhalls cannot be invaded by any player. ~ -1 KICK~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. Fighters and clerics are the most skilled at kicking, although any class may learn to kick. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ -1 RESCUE~ A friend in need is a friend indeed. And when in combat, a fighter with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 TRIP~ Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ -1 'SECOND ATTACK'~ Training in second attack allows the character a chance at additional strikes in combat -- though a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it. ~ -1 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Any class may learn this skill. ~ -1 SNEAK~ Sneak allows the character to move through the realm undetected. This skill aids in the success rate of assassinate and invade, and it also allows the character to slip by mobs without their knowledge. ~ -1 'FAST HEALING'~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. ~ -1 LORE~ Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. ~ -1 HAGGLE HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ -1 PEEK~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. A few classes may learn peek, but thieves are the most common practicioners. ~ -1 PICK 'PICK LOCK'~ Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. ~ -1 MEDITATION~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. ~ -1 STEAL~ Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers gaurd their merchandise carefully, and attempting to steal from a character earns you a THIEF flag if you are caught (making you free game for killing). ~ -1 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ -1 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. ~ -1 'RECHARGE'~ Syntax: cast 'recharge' <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ -1 'DEMONFIRE'~ Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ -1 'RAY OF TRUTH'~ Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. ~ -1 'PORTAL'~ Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... ~ -1 'NEXUS'~ Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... ~ -1 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. ~ -1 'HOLY WORD'~ Syntax: cast 'holy word' Holy word involves the invocation of the full power of a cleric's god, with disasterous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell. ~ -1 'TELEPORT OBJECT'~ Syntax: cast 'teleport object' <object> <target> This spell allows you to break a rift in space and hand an item to someone that is not in the same room as you. ~ -1 TALON~ Syntax: cast 'talon' <target> This spell causes the target's grip to become unbreakable. The target cannot be disarmed while the spell is in effect. ~ -1 FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. FRENZY CANNOT BE USED IN CONJUNCTION WITH BERSERK. ~ -1 CALM~ Syntax: cast 'calm' One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violence activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ -1 HASTE~ Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the lethargy. (see 'help lethargy'). ~ -1 LETHARGY~ Syntax: cast 'lethargy' <target> According to popular mythology, lethargy is the opposite of haste, it's a spell with it's own unique set of effect. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effects of lethargy also double movement costs and double healing rates. ~ -1 PLAGUE~ Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ -1 'CREATE ROSE'~ Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. ~ -1 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ -1 'CHAIN LIGHTNING'~ Syntax : cast 'chain lightning' <target> Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ -1 FARSIGHT~ Syntax: cast 'farsight' cast 'farsight' <direction> The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ -1 MASS HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ -1 'FLOATING DISC'~ Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caser around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. ~ -1 FIREPROOF~ Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ -1 BOUNTY~ {cSyntax: bounty <name> <amount> This command is used for setting a bounty on another pker. Use this channel ONLY if you have the means to pay the one that does the deed. There is a 1000 gold minimum to set a bounty and a 9,999,999 gold maximum. Should you not pay. this person, the immortals will strike you down and you will be shamed as a mortal and will always have a bounty on your head and your bounty priviledges will be revoked! I say again, do not use this channel as a toy, it is for RP purposes only! Any character who brings in the head {R*{cMUST{R*{c be paid, regardless of who killed the character. To get a list of bounties, type {Ybounty{c. This will only show bounties of the players currently logged into the mud. To see who placed the bounty on a specific person, type {Ybounty <name>{c.{x ~ 304 OLC EDIT~ Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping. Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing. Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing. Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> (combined arguments) The above commands are used to expand the game world. The original code is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel, and ported to ROM 2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ 301 ALIST~ Syntax: {Galist{X This command gives you a listing of all the area along with their vnum assignments and the builder(s) assigned to editing them. ~ 303 AEDIT~ Syntax: edit area -Enters the editor for the current area. Syntax: edit area <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area (be careful) name <name> - change the 'AREAS' name of this area reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum <flags> - area flags, type ? AREA for a list ~ 304 REDIT~ Syntax: edit room -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(wordwrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. <room-flags> - room attributes, type ? ROOM for a list <sector> - terrain of room, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? ~ 0 EXIT~ For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit delete - delete this exit <exit-flags> - type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof] ~ 304 OEDIT~ Syntax: edit object <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 <num> - sets the value '0' on the object v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object v4 <num> - sets the vlaue '4' on the objcet weight <num> - sets the weight of the object type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list wear - where object is worn, type ? WEAR for a list material - material the object is made from ~ 0 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the MEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list sex - set the mobile's sex, type ? SEX for a list act - mobiles actions, type ? ACT for a list affect - mobile affects, type ? AFFECT for a list ac - set the mobile's ac, type ? AC for a list form - mobiles body-form, type ? FORM for a list part - mobiles bodyparts, type ? PART for a list imm - mobile is immune to, type ? IMM for a list res - mobile is resistant to, type ? RES for a list vuln - mobile is vulnerable to, type ? VULN for a list material - material mobile is made from, type ? MATERIAL for a list off - offensive behaviour, type ? OFF for a list size - size, type ? SIZE for a list hitdice - dice to toss to get mobile's hitpoints manadice - dice to toss to get mobile's mana damdice - dice to toss to get mobile's hand to hand damage type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice combinations on different levels. ~ 0 HITDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: level: dice min max mean 1: 1d2+6 7( 7) 8( 8) 8( 8) 2: 1d3+15 16( 15) 18( 18) 17( 17) 3: 1d6+24 25( 24) 30( 30) 27( 27) 5: 1d17+42 43( 42) 59( 59) 51( 51) 10: 3d22+96 99( 95) 162( 162) 131( 129) 15: 5d30+161 166(159) 311( 311) 239( 235) 30: 10d61+416 426(419) 1026(1026) 726( 723) 50: 10d169+920 930(923) 2610(2610) 1770(1767) Diff = max - min. Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. ~ 0 MANADICE~ A high number of dice makes for less variance in mobiles mana. The values the server generates for merc-type mobs is <level> d 10 + 100 where level is the level of the mobile. ~ 0 DAMDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: Level dice min min mean 1 1d2+0 1 2 2 2 1d2+1 2 3 3 3 1d3+2 3 5 4 5 2d3+2 4 8 6 10 2d5+5 7 15 11 15 3d5+8 11 23 17 20 4d5+10 14 30 22 30 5d6+15 20 45 33 50 5d10+25 30 75 53 Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. (Will be put in when there's time to calculate them...) ~ 304 RESETS~ Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile RESET <number> OBJ <vnum> inside <obj vnum> - store in container RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equiping a mobile don't load a container in the room and fill it with some objects and then continue equiping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. ~ 304 MOB_AC~ The values ROM generates for a merc format mob is: level pierce bash slash exotic 1 95 95 95 95 5 70 70 70 85 10 40 40 40 70 15 5 5 5 55 20 -25 -25 -25 40 25 -55 -55 -55 20 30 -90 -90 -90 5 35 -120 -120 -120 -10 40 -150 -150 -150 -25 45 -180 -180 -180 -40 50 -215 -215 -215 -55 55 -245 -245 -245 -70 60 -275 -275 -275 -90 65 -305 -305 -305 -105 70 -340 -340 -340 -120 80 -400 -400 -400 -150 These values are 10 times what you would put in an area file. This is because the server multiplies what it reads from file with 10. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 or 999 is infinite value 3 unused value 4 unused ~ 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_ARMOR~ . value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic (magic) value 4 unused ~ 0 ITEM_WEAPON~ . value 0 weapon class. value 1 number of dice to roll. value 2 type of dice to roll. value 3 weapon type. value 4 special weapon type. An up-to-date list of values can be obtained by typing ? WCLASS help WEAPON_DICE ? WEAPON ? WTYPE ~ 0 WEAPON_DICE~ These are the values the server generates automatically when converting a merc-format mobile to ROM format. A higher number of dice gives less variance in damage. There is no dice-bonus on weapon dice. level: dice 1: 1d8 2: 2d5 3: 2d5 5: 2d6 10: 4d5 20: 5d5 30: 5d7 50: 5d11 ~ 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused value 4 unused An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 0 ITEM_DRINK~ . value0 capacity value 1 current quantity value 2 liquid type value 3 poisoned? value 4 unused An up-to-date list of liquid types can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? value 4 unused ~ 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused value 4 unused ~ 0 $~ #$