#AREA
The Topmost Area~
Q 16
K helps~
L @@e[@@RSYSTEM@@e]@@N~
N 0
I 1 1
V 16777216 16777216
X 0
F 15
U You here the screams of the Dead within your head.~
O Zenithar~
R ~
W ~
S Title not shown on area list.
#HELPS
0 ADAPT~
ADAPT allows you to have a weapon adapted for your use, if it's level is higher
than yours. Adapt can only be used when in the room with a NPC that offers
his/her services for adapting. Typing ADAPT with no argument reports the cost
of having a weapon adapted.
Once the weapon has been adapted, its damage will have been lowered in line
with the decrease in the weapon's level to your's. Any affects on the weapon
(Eg affects HITROLL) will be heavily reduced, and probably cancelled.
If, once a weapon has been adapted, it's attributes indicate it will cause NO
damage, it will crumble into dust, and you will lose it.
~
0 ALIAS~
The ALIAS command allows you configure the six alias 'slots'. An alias
takes the form of a name, and the alias. To set up a new alias, type:
ALIAS <slot_number> <name> <alias> For example:
ALIAS 2 ban emote turns into a banana and splits...
Now, whenever you type 'ban' the mud checks through the command table. If
your input wasn't found, it then checks your alias. Upon matching 'ban'
it issues the alias to the interpreter function, along with any argument
you typed after the alias name. For example, you can define an alias:
ALIAS 1 ff cast 'faerie fire' and then use it on mobs by typing:
ff <target_name>. So typing 'ff stephen' will cause the mud to interpret
cast faerie fire stephen.
To show what aliases are set, type ALIAS with no arguements.
To clear an alias, type 'ALIAS <number> clear'.
~
0 ASSIST~
@@yASSIST@@g is a command that allows you to assist any member of your group
in combat. ASSIST by itself will attempt to have you assist your leader
first, then each member of your group, in group order.
Syntax: assist <target>
assist
~
0 AUCTION GOSSIP . NEWBIE QUESTION ANSWER SHOUT YELL FLAME ZZZ MUSIC~
Syntax: auction <message> Syntax: gossip <message>
Syntax: newbie <message> Syntax: question <message>
Syntax: answer <message> Syntax: shout <message>
Syntax: yell <message> Syntax: zzz <message>
Syntax: flame <message> Syntax: race <message>
Syntax: clan <message> syntax: music <message>
These commands send messages through communication channels to other players.
SHOUT sends a message to all awake players in the world. To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.
MUSIC, AUCTION, GOSSIP, NEWBIE, and QUESTION and ANSWER also send messages
to all interested players. '.' is a synonym for GOSSIP. The QUESTION and
ANSWER commands both use the same 'question' channel
FLAME is similar to auction, gossip, etc, but is intended for moaning about
life, players, etc. ZZZ may only be used when sleeping.
YELL sends a message to all awake players within your area.
RACE sends a message to members of your own race. CLAN sends a message to
those in your clan.
You can use the CHANNELS command to hear, or not hear, any of these channels.
~
0 BOARD BOARDS NOTE NOTES READ WRITE~
To use boards, you must be in a room with one :)
Type: WRITE <header> to leave a message, with the specified header/title.
WRITE to:<name> to leave a private message.
READ <number> to read a message.
To find out what messages are on a board, simply look at it.
~
0 BANK~
The BANK command allows you to carry out financial transactions with the bank
of your choice. All banks in the game respect a player's balance, meaning
you can use any bank you find.
Usage: BANK [ balance | deposit | withdraw ]
BANK with no argument displays usage information.
BANK BALANCE reports your current bank balance.
BANK DEPOSIT <gold> deposits a specified amount of gold into your account.
BANK WITHDRAW <gold> withdraws a specified amount of gold.
Needless to say, you must have the specified amount of gold in your account or
inventory before you can deposit or withdraw it.
The banking system has been introduced as a measure to work alongside the new
limit on the amount of gold that a player can carry. Eg: How many people can
explore and fight, whilst carrying thousands of gold coins?
~
0 CDONATE~
@@yCDONATE@@g donates a piece of equipment to your clan Headquarters. Then,
other members of your clan will be able to get the equ that you donate.
Syntax: cdonate <item>
~
0 COLOR~
The mud now supports "ansi" colour. Use the config command to turn on
or off this option. The COLOR command allows you to set uo what colors
you see different things in. Please note: The list of things you can
configure WILL be expanding!
To find out what colours are available, type 'COLOR HELP'.
To learn how to use available colors, type 'COLIST'.
~
-1 combat~
.
--COMBAT--
The following commands are available:
kill flee kick rescue
disarm backstab dirt bash
trip assist
For more detailed help, type "HELP <command>".
~
-1 communication~
.
--COMMUNICATION--
The following commands are available:
auction gossip newbie question
answer flame zzz shout
yell pemote emote pose
say tell bug idea
typo read write clan
race music tongue pray
For more detailed help, type "HELP <command>".
~
0 CRUSADE CRUSADES~
Crusades are auto quests that random mobs, depending on the average level of
the players logged on at the time. You must find the mob that stole the item,
get the item, and return it to the mob that wants it back.
Some questions you can ask on the crusade channel:
what mob?
who was the thief?
who is the thief?
what item?
where are you?
who stole the item?
where is the thief?
~
0 CWHERE~
@@yCWHERE@@g shows the current locations of all clan members who are
currently in the game.
Syntax: cwhere
~
0 DEATH~
When your character dies, your corpse is magically transported to the
Morgue of Moribound - an establishment which serves all the realms of this
land. You are given a new body to use, and placed in the lands of
Moribound.
The only task you must complete is to get to your corpse is find your way to
the morgue - a task set as a rather sick joke by the morgue's management.
Any spells which were affecting you are canceled by death.
Following and groups are not affected by death.
You lose HALF of the experience points you have.
Corpses decay after time, and the objects inside corpses decay with them.
Only the player who died may take items from his/her/it's corpse.
~
0 DIAGNOSE~
DIAGNOSE allows you to check on the condition of a player or mob.
The condition is shown on a scale 5(best) to 1(worst)
~
-1 dm~
********** DEATHMATCH HAS STARTED **********
Rules:
a) Kill everyone!
b) There are no other rules (:
Please remember that your player file does NOT save in
DeathMatches... you won't lose anything...
Now.... good luck, adventurer... slay some for me!
~
0 DONATE~
DONATE allows you to transfer a piece of equipment in your inventory
to the "Donation Room", situated close to your race's Temple.
~
0 EXPERIENCE LEVEL XP~
Your character advances in power by gaining experience. The amount of exp
you need to gain a level is determined by your race. To gain a level, use
the GAIN command.
You gain experience by:
Being part of a group that kills a monster,
or by killing monsters on your own.
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; your alignment
versus the monster's alignment; how many of this monster have been killed
lately; and some random variation.
~
0 GAIN~
GAIN increases one of your levels. Level gain is no longer automatic, due
to the 'semi' multiclass system. Typing GAIN with no argument will report
which levels you are able to gain in, and the cost to do so (in xp).
Typing GAIN with the 3-letter abreviation for a class will advance your level
in the given class, if you can level in it, and if you have enough xp.
Eg: GAIN thi will advance your thief level, if you are able to level thief.
~
-1 greeting0~
@@g Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert and Sebastian Hammer.
MERC Modifications made by: Furey, Hatchet, Kahn@@k
)
) @@RX*.
@@a @@p | @@a
@@a . . @@d/\ @@a.@@p|@@a . . @@RO @@Wa
@@a * @@d.' `. @@p |@@a. . * @@ROOO@@W&&&
@@a . @@d/ \ @@p +@@d________________ @@Wa@@ROOOOO@@W&&&&
@@a | @@d`.@@l+-''-+@@d.' .' `.^^^^^^^^\^^^^^\. @@W&&&&@@ROOO@@W&&&
@@a -*- . . @@l|u--.| @@d / \@@l'''''''|'''''| @@W&&&&&&&@@ROO@@W @@d'
@@a | @@l| u|@@d.' `.@@l" " |" " "| @@d'''''
@@a : . @@l|.u-.@@d/ _..---.._ \@@l | | @@a. @@R*.
@@a -*- * @@l| @@d'-@@l|U U U U|@@d-'____L_____L_ @@a. @@p| @@a.
@@a : . . @@l|.-u.| |..---..|@@d //// ////// /\ @@p+
@@a . * @@l|u | | |@@d// /// // ///==\ / \
@@a : @@l|.--u| |..---..|@@d//////'\////====\ / \
@@a . @@l| u | | |@@d''''/\ @@l|@@d''@@l|++++@@l| @@a.@@d`+'''+' @@a.
@@l|.--u| |..---..|u u|u | |u |||||| | U|
@@d/''''/-\--@@l| @@l|===| |u|==|++++@@l| | |
@@g aaa @@l|===| _ | |..---..|u u|u | |u ||@@bHH@@l||U'U'U'U'|
@@g aaa&&&&&&aa @@l|===|||||_| |===|_.|u|_.|+@@bHH@@l+|_/_/_/_/@@gaa
@@gaa&&&&&&&&&&&&&&a @@l|''|''''\---/'-.._|--.---------.'''`.__ _.@@g&&&&&&a
@@d '''''' ''' @@m\_\\ \ \/' //\ ','| ___ | |`. :|| @@d''''
@@g @@g a@@m\`| ` _// | / _| || | | `.' ,''|
@@gaaa @@g aaaa a&&&&@@m\| \ //' | // \`| | `.' .' | |
@@g&&&&&a&&&&&&a ''''' @@m\\`//| | \ \// \` .-' .' | '/
@@g&&&&&&&&&&&&&&&a @@m\// |.` ` ' /' :-' .'| '/ @@gaa
@@d''''' ''''''@@g a&&&@@m| \\ | // .' .'| | |@@g&&&&&&a
@@d ''@@g a&&&&&&&@@m\ | `| ''.' .' | ' /@@g&&&&&&&&&a
@@k)
)
) @@mAck!Mud @@W2.2, @@cModified @@gMerc2.2 @@cby: @@gStimpy, Thalen
@@mAck!Mud @@W4.3 @@cby @@mZenithar@@c, with help from
@@gSpectrum, Altrag, Ramias, Universe, and others@@N
@@cScreen: @@gMichlotixlan @@N
@@mAck!Mud @@cHome Page@@W: @@ahttp://ackmud.nuc.net@@N
@@k)
)
@@NWhat is your name?@@N~
-1 greeting1~
. Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert, and Sebastian Hammer.
MERC modifications by: Furey, Hatchet, Kahn
ACK! Mud2.0: Stephen, Thalen. Screen: Cyberlich
Ack!Mud 4.0 (beta) : Zenithar, with help from
Altrag, Ramias, Flar, Spectrum and Universe.
@@d Perhaps once, in any given man's lifetime, he encounters
an experience that shakes the very foundations
@@e of
@@d his soul,
which opens a rift deep within him, exposing that which
he may not even have known existed.
The question is,
will he turn from this inexplicable darkness, or will he stare into
the abyss of his newly found soul, into the
@@e -=@@dSHADES@@e of@@d EVIL@@e=-@@g
@@m Homepage: http://www.nuc.net/-shadeweb/ @@g (where - is a tilde)
Who do you think you are?!? @@N~
-1 greeting2~
. Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert, and Sebastian Hammer.
MERC modifications by: Furey, Hatchet, Kahn
ACK! Mud2.0: Stephen, Thalen. Screen: Cyberlich
ACK! Mud2.0: Stephen, Thalen. Screen: Cyberlich
Ack!Mud 4.0 (beta) : Zenithar, with help from
Altrag, Ramias, Flar, Spectrum and Universe.
Welcome to @@e-=@@dSHADES@@e of@@d EVIL@@e=-@@d
@@l /
O@@a=====@@l|@@d===============@@l>
@@l \@@g
brought to you by:
@@N Cyberlich, Zenithar, Oderus, Myrtle, Mouse, Freyja and Stimpy
@@m Homepage: http://www.nuc.net/-shadeweb/ (where - is a tilde)
SoE is proud to be the -@@eOfficial Public Release site@@g- of Ack! MUD
By What Name Do You Wish To Be Known? @@N~
-1 greeting3~
.
Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert, and Sebastian Hammer.
MERC modifications by: Furey, Hatchet, Kahn
ACK! Mud2.0: Stephen, Thalen. Screen: Cyberlich
Ack!Mud 4.0 (beta) : Zenithar, with help from
Altrag, Ramias, Flar, Spectrum and Universe.
@@m
/*/* /* /* /*/* /*/* /*/*/* /*/* /*/*/* /* /* /*/*/* /*
/* /* /* /* /* /* /* /* /* /* /* /* /* /*
/*/* /*/*//* /*/*/* /* /* /*/* /*/* @@e O@@m /*/* /* /* /* /*
/* /* /* /* /* /* /* /* /* @@e F@@m /* /* /* /* /*
/* /* /* /* /* /* /* /* /* /* /*/* /* /*
/*/* /* /* /* /* /*/* /*/*/* /*/* /*/*/* /* /*/*/* /*/*/*
@@l
@@y
"You were made of wood, and cried that no one understood.
But i had splinters in my fingers." @@y- Buffalo Tom
@@l
Homepage: http://www.nuc.net/-shadeweb/ @@g (where - is a tilde)
By what name do you wish to be known? @@N~
-1 greeting4~
Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert, and Sebastian Hammer.
MERC modifications by: Furey, Hatchet, Kahn
ACK! Mud2.0: Stephen, Thalen. Screen: Cyberlich
Ack!Mud 4.0 (beta) : Zenithar, with help from
Altrag, Ramias, Flar, Spectrum and Universe.
Welcome to
@@d S H A D E S @@e -=@@dof@@e=- @@d E V I L
@@l
Creators: Cyberlich, Zenithar, Oderus, Myrtle, Freyja, Edge, and Stimpy
@@a
Homepage: http://www.nuc.net/-shadeweb/ ( where - is a tilde)
@@g
Welcome to Shades of Evil. Enter your name please:@@N~
-1 group~
.
--GROUP--
The following commands are available:
follow group gtell split whogroup
assist
For more detailed help, type "HELP <command>".
~
0 GUILD~
GUILD is similar to RECALL in use, except that it transfers you (if possible)
to your Guild room, in the Player's Rooms, west of the Temple. They provide
an easy way to gain entrance to a Guild Room. If fighting, the same penalties
stand as for recall.
~
81 HALLS~
HALLS is a command which will transfer you, the immortal to the Entry Point,
situated within the Halls of the Immortals. It is similar to recall, except
that there are no limitations on use if fighting, etc.
~
0 HEAL~
HEAL reports which spells you are able to buy, along with the cost. This can
only be done if with a NPC which offers spells - usually healers.
HEAL followed by a single character 'buys' that spell.
Eg: HEAL H buys a heal spell.
All spells are only cast on the buyer. No one else.
~
0 HOME~
@@yHOME@@g is a recall that takes you directly to your clan Headquarters.
Some clan Headquarters do not have a regular enterance...so you HAVE to
'home' there to get there :)
Syntax: home
~
81 IMMRULES~
*******************************************************************
**** THESE ARE A BASIC, RUSHED-OFF SET OF RULES FOR IMMORTALS ****
**** YOU WILL BE EXPECTED TO UNDERSTAND AND ABIDE BY THEM!!!! ****
*******************************************************************
Below follows a simple list of what you should and SHOULDN'T be doing,
whilst you are playing as an Immortal on SoE. Some muds have suffered
negative publicity via newsgroups. this is NOT something we wish to see
happening here :)
DON'T:
------
a) KILL PLAYERS - there are many ways, ALL of which are logged.
b) HARRASS PLAYERS - by:
i) Changing their title with MSET
ii) Changing sex/class/etc
iii) ATTACKING with SWITCH or FORCE
iv) Changing mobs that are fighting players.
v) Misuse of channels.. emote/say/gossip/ etc
c) Misuse OLOAD and MLOAD to give players an unfair advantage in terms
of equipment, or exp (from killing mobiles).
d) Misuse MSET and OSET to change the values on an item (to enhance eq)
or to make high level mobs easy kills (to enhance exp). Changing the stats
on a Player shouldn't be done, either.
Basically, try to avoid doing stuff that players might not like at all.
Of course, misunderstandings will arise, but matters will be helped if
you haven't done anything to them, are polite, and don't simply fly off
the handle and freeze them. FREEZE should only be used in really extreme
circumstances, not just as a way of expressing your anger.
(BTW, nearly all commands that could be used in ways
that would be considered violating these rules ARE logged.)
DO:
---
a) Be HELPFUL to players whenever possible. If you're just sitting around
talking to a friend, then you're not too busy to help a player.
(Building *is* considered a good reason not to be helpful, but it would
be nice if you could inform the player, instead of ignoring them.)
b) Be NEUTRAL - i.e. try not to play an evil or ultra-good char. Players,
especially newbies, will be more likely to stay if immortals are FAIR.
For example, roleplaying Satan when an immortal would not be a Good Thing.
There are probably many, many more things that should be kept in mind.
Remember that holding Immortal status on SoE is *NOT* your given right.
This may sound very heavy-handed, but remember these rules are meant more as
suggestions rather than rules. If multiple complaints are made against
an immortal, the rules WILL be used, however.
Ultimately, the purpose of having a set of rules is to ensure ALL players
here get treated fairly, and equally. Immortal giving hand-outs to their
buddies, and acting like idiots does nothing but damage the Mud and lose
unhappy players.
ALSO:
-----
Sadly, it seems that extra "rules" are required. As above, these are
really guidelines, but could possibly be used against you more forcefully
if there is cause for complaint.
i) [Added to "Don't: Harrass Players] Harrassing players includes being
downright unhelpful, or patronising. If someone complains about something,
try to *HELP* them. Don't simply say "Well, you're wrong". Be _nice_ !
ii) On a similar theme, if someone complains about an area (especially one
you have built) then try to understand their position. Yeah, it's easy to
tell them to "just go somewhere else and kill stuff" as an Immortal. Think
how YOU would like it if that's how you were treated when playing your
mortal character.
iii) "Misuse of channels" INCLUDES the echo command. Don't get nasty with
players over echo. Just poke fun instead. :) Again, put yourself in THEIR
place, and take a moment to think how you would like it.
~
-1 information~
.
--INFORMATION/CONFIGURATION--
The following commands are available:
help credits areas commands
socials report score scan
diagnose time weather where
who players config description
password title wizlist slist
spells autoexit autoloot autosac
brief blank combine prompt
pagelength wimpy rlist clist
cwhere colour worth alias
remort questpoints vampire
~
81 IMOTD~
@@a[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]
| @@mImmortal Message of the Day@@a |
[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]
@@y
* Please Note:
@@b
o "HELP IMMRULES" is mandatory reading for ALL Immortals.
o If someone wishes to be PKOK, comfirm it with them first.
(i.e. explain the PKOK flag will never be removed, etc.)
o Please don't give away the identities of Wizinvis Gods!
@@y
* Reminder:
@@b
o Remember that Immortals of higher level than you are
technically senior to you but we must treall ALL IMMs with
respect, especially whilst inhabiting your mort.
o Reimbs are no no longer given, except for extreme circumstances.
o New Quest Point System. For More Info, Type:
o 'help uniques'
o 'help uq' OR 'help unique-rules'
@@r
o WE NO LONGER BUILD ON THIS MUD..LOG ON TO PORT @@e6969@@r INSTEAD!
@@mFinally, you are all doing a great job, keep up the good work!
@@a[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]@@N
~
0 LAW WANTED LAWLESS~
@@lACK!MUD@@N system of laws and punishments:
Within the game, the major cities of the realm have a system of enforcing
rules of player behavior, by having certain players known to the realm as
being WANTED. The system is simple, once you understand it's perspective.
The civilized states of the realm enforce peaceful interaction between
citizens of the various states. Killing and stealing from other citizens is
considered unlawful, and anyone that falls under the protection of the Law is
protected by these actions.
There are three states that a citizen can have: Civilized, Wanted, and
Lawless. Citizens that are Civilized are protected within the legal system
from being attacked by other citizens, and also from having things stolen from
them. If a Civilized citizen is attacked or stolen from, the Law will label
the attacker with Wanted, and deal with them accordingly. In addition, if a
Civilized citizen breaks the Laws of the Realm, they also will be Wanted.
Wanted citizens are no longer protected under the Law, and Civilized
citizens are authorized to kill or steal from them. In addition, non-player
characters will interact with them violently.
If you wish to become Lawless, this will your protection under the Law.
However, both actors in an interaction must be Lawless for the Law to ignore
their actions between each other. If a Lawless attacks someone Civilized, the
Law will seek retribution on the Lawless. If a Civilized citizen attacks a
Lawless, the Law doesn't protect the Lawless, it punishes the Civilized by
making them Wanted. To become a Lawless, you may request a PKOK flag from an
Immortal. Once you have chosen to be Lawless, the Law will never again place
you under its protection.
Many hidden and unknown events in the game may take the protection of the
Law away from you, either permanently, or temporarily. Some of these are
obvious, some not so obvious. A few of these events may even make you Persecuted,
which has several unforseen circumstances.
When you become WANTED, either from breaking a law or other actions, you are
given a sentence based on your crime. Sentences may only be reduced by
sacrificing valuable objects to the Law, by using the command sacrifice
<object> judge. The judge will examine your sacrifice, and reduce your
sentence appropriately.
The Law is omnicient in some ways, and becoming Wanted or Lawless may have
some unforseen repercussions, so consider your actions well before commiting
to them!
~
0 LETTER LETTERS MAIL~
The main command is @@rNOTE@@N..all commands listed are preceded by it
@@yTo Write:@@N
to (name) - sets who note is going to
subject - lets you write a subject
write - place you in editor to begin writing note
edit - also places you in editor to write note
post - posts your note to the player you are writing to
@@yTo Read:@@N
list - lists all letters your have recieved, both old and new
read # - readds the message number specified
remove # - giving the number of which note, removes it from the list
@@GExamples!!!!@@N
If you were writing a letter to @@eCyberlich@@N this is how you would do it:
note to cyberlich
note subject hi
note write (or edit) -then write message, exit editor
note post
Cyberlich would then type
note list
note read # of message
note remove # of message to delete it
@@eALL note and mail commands must be done at a postmaster!!@@N
~
0 MONEY COIN COINS CURRENCY~
@@bcopper@@N Bit : base unit
@@Wsilver@@N Moon: 5 bits
@@ygold@@N Crown : 20 bits
@@lelectrum@@N Crescent : 50 bits
@@amithril@@N Pentacle : 100 bits
@@mmalachite@@N Karant : 200 bits
@@debony@@N Mark : 500 bits
@@pRoyal Sunburst@@N : 1000 bits
~
-1 MOTD~
@@RS@@mhades of @@RE@@mvil's
@@aMessage of the Day@@N
If you don't read it you can miss imporant information.
@@yNOTE: @@RPlayer Killing and Stealing are taken very seriously here.
You are responsible for knowing the consequences of your actions,
no longer will pardons be given due to agressive behavior.
PKOK rules and coding ARE NOW in affect, loot code included.
@@eNO PARDONS EXCEPT UNDER EXTREME CIRCUMSTANCES!!!@@N
@@yNOTE: @@bOver or mis-use of the pray command will get you no_prayed
This can be pretty nasty when you REALLY need help. Just think of
the boy who cried wolf.
@@yNOTE: @@bWe now have a public access FTP site. FTP to SOE.NUC.NET !!!
@@YNOTE: @@eNO MORE REIMS!!!@@N Code has been added that now saves
your corpse. @@eNO reims will be given for dropped items
lost items do to fighting, OR pieces!!!!@@N
DO NOT count in imms reimbursing you for anything but MAJOR
pfile problems.
Asking for immortal attention runs the risk of losing one or
two of your prize possesions, so do it wisely, and only
in great need.
@@gIMPORTANT: @@NOur IMM team here works very hard to keep the MUD growing and
interesting. Disrespect of those IMMs will not be tolerated.
Pleae read 'help imm' for more information
@@e!-!-!-!-!-! NEW CUSSING POLICY !-!-!-!-!-!-!
@@aFirst time: Warning@@N
@@rSecond Time: Character is Stripped of all Items..NO REIMB@@N
@@RThird Time: Automatic Character Deletion...NO REIMB@@N
Cussing WILL NOT BE ALLOWED@@N
@@rT@@Ghere is a new board located up from dump, for posting of bug
bug problems, character problems, and other situations which call
for an immortal.@@N
@@e NOTE: A new way of storing and tracking gains and losses in your
mana, hitroll, armor class, moves, hitpoints and damroll has been added.
While you may not like the change at first, in the long run they are
good for the mud.
~
-1 movement~
.
--MOVEMENT--
The following commands are available:
north east south west
up down exits recall (or /)
For more detailed help, type "HELP <command>".
~
0 NEWBIE~
As a new player to Shades of Evil, there are several things that you will
need to know. First off, it's important to understand that this is a
multiclass mud...you are, right now, a member of 5 classes. When it comes
time to level your character, you can find the guildmasters in the players
area, west of the temple/recall. Type help GAIN to find out about
leveling your character.
Here are some important helps that you need to read:
HELP COLOR
COLOR HELP
HELP DEATH
HELP TRAIN
WORTH
Here's a couple more things about Shades of Evil that are handy to know:
Recalls are free, just type "recall"
There is no rent here, just "save" and "quit"
There are NO DEATHTRAPS on SoE...we hate them.
There ARE item level limits...it's the only way we have right now
to control item flow among characters.
Your colors are completely configurable, read COLOR HELP.
-and, last by not least-
The Immortals are here to help you! Ask them questions! (Politely!)
~
-1 NEWUN~
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Welcome New Player!
-=-=-=-=-=-=-=-=-=-
As a new player, you're advised to check out Mudschool, where you will start
off in the game. You'll be able to get hold off some basic equipment, as
well some experience points! Remember, you must get to level 2, in order
to be able to save your character.
Type WORTH to see how much experience points are needed to gain a level.
If you've played Merc Muds before, type 'HELP CHANGES' to see what makes
this different.
^MTHIS IS VERY IMPORTANT: TYPE CHAN +HERMIT and CONFIG +COLOUR right away!
^MThis will make sure you hear all the channels, and see in colour :)
@@eNOTE: @@aWE HAVE AN FTP SITE WITH @@yHELP DOCUMENTS@@a, TYPE HELP FTP@@N.
LOOK IN THE /PUB/PLAYERS DIR FOR SOME MAPS, AND SOME HELP INFO.
~
-1 objects~
.
--OBJECTS--
The following commands are available:
get put drop give
sacrifice wear wield hold
donate recite quaff zap
brandish lock unlock open
close pick inventory equipment
look compare eat drink
fill list buy sell
value adapt
For more detailed help, type "HELP <command>".
~
-1 other~
.
--OTHER--
The following commands are available:
! save quit practice
train cast gain heal
bank newbie
For more detailed help, type "HELP <command>".
~
0 PEMOTE~
PEMOTE acts in the same way as emote, except that where emote adds your name
before the argument, PEMOTE adds you name PLUS the characters 's
Eg PEMOTE feeling rather annoyed with Immortals would be shown as:
Stephen's feeling rather annoyed with Immortals.
~
0 PRAY~
Syntax: pray <message>
Pray sends a message to *ALL* immortals on the game, even if they are wizinvis.
Eg: PRAY i'm stuck in a no-exit, no recall room - help!
WARNING: Un-necessary use of this channel will result in your ability to use
it being removed!
~
0 PROMPT~
Your prompt allows you to customize the way you view this world by allowing
only certain features or by color (type help color). They are as follows:
%I : Current Health (%)
%h : Current Health
%H : Max Health
%J : Current Mana (%)
%m : Current Mana
%M : Max Mana
%K : Current Move (%)
%v : Current Move
%V : Max Move
%x : Experience
%g : Money
%a : Alignment
%r : Room name
%s : Stance
%c : Newline
%t : MUD time
%i : Visibility
%w : Follow with 2 letter class abbr, ie: Th for Thief shows EXP TNL
%! : Hitroll
%+ : Damroll
%* : AC
Immortal Only:
%R : Room vnum
%z : Area name
The command "prompt all" will set your prompt to the example below.
To disable seeing a prompt, use config -prompt.
Example: PROMPT @@g<@@d[@@W%x@@d] [@@e%h@@RH @@l%m@@BM @@r%v@@GV@@d]@@g>@@N
Will set your prompt to "@@g<@@d[@@W100@@d] [@@e10@@RH @@l100@@BM @@r100@@GV@@d]@@g>@@N"
~
0 QP QUESTPOINTS~
Quest Points
Quest points are used to reward players for completing quests, helping
mortals or anything else that the Gods can think of :)
QP's What you can get
---- ----------------
4 Transfer - in case you get lost in a norecall area.
10 Corpse Retrieval - For those with the PKOK flag, when
they cannot find their corpse
25 EQU Rename - Rename a piece of your equ to something
unique.
100 Player House - A house is created for you in the MUD.
Type "Help House".
*50 Unique Equipment - An immortal will make you a peice of
equipment that is unique to your
character. See "Help Unique" for details.
~
0 RACE RACES RLIST~
RLIST reports details about the different races in these Realms.
~
0 REMORT~
@@aREMORT@@W
Shades of Evil's remort policy is as follows:
When you have attained 70th level in @@ytwo@@W classes, you may add
@@yone@@W of the five remort classes to your character.
When you have attained 70th level in that new class, and have
attained 80th level in @@yall@@W five basic classes, you may add
a @@ysecond@@W remort class.
When you have attained 80th level in all classes, including the
two remort classes, you will become an @@gAdept@@W.
When you are ready to remort, type gain <first three letters of new class>.
Remort classes are:
-@@cKnight@@W
-@@pSorcerer@@W
-@@GNecromancer@@W
-@@gMonk@@W
-@@dAssassin@@W
~
0 SCAN~
SCAN reports the (seen) characters or mobiles surrounding the player.
Scan tells you the direction and the people situation that way, if any.
Useful for checking about you in unknown circumstances.
~
-1 SUMMARY~
The help pages for ACK! MUD have been updated, rewritten and reformatted.
The following topics now have sub-pages, and then sub-sub-pages!
These are the main sub-pages available:
MOVEMENT GROUP OBJECTS
INFORMATION COMMUNICATION COMBAT
OTHER
And also, other help pages of interest:
DAMAGE DEATH EXPERIENCE
NEWS TICK WIZLIST
CHANGES THANKS BOARDS
MULTI GAIN
So, to view the list of GROUP related commands, type "HELP GROUP".
Or, to view the help page for Damage, type "HELP DAMAGE".
~
85 SYSDATA~
OPTION DESCRIPTION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Exp Multiplier All exp gained is multiplied by this number.
Mob AC Every mob's AC is multiplied by this number each load.
Mob DR Every mob's DR is multiplied by this number each load.
Mob HP Every mob's HP is multiplied by this number each load.
Mob HR Every mob's HR is multiplied by this number each load.
Mob MP Every mob's MP is multiplied by this number each load.
Mob MV Every mob's MV is multiplied by this number each load.
Playtesters These characters are allowed to login while the game
is wizlocked.
Pulse Per Sec The number of game 'pulses' each second. This will directly
affect combat update speed. 100 allows for 1/100th second
precision, and so on. Adjust this very carefully.
Show Damage Toggles displaying numeric damage in combat.
Wizlocked Shows if the game is currently wizlocked. Info only.
To change this setting, use the wizlock command.
~
0 THANKS~
This help page is used to offer thanks to those players who have kindly
helped out in some way with the mud, be it areas, socials, ideas, whatever.
(If you think your name should be here, please tell Stephen.)
OSCOELA (socials) BASH (socials, areas)
REQUIEM (areas) MINERVA (socials)
WILDCARD (socials) THALEN (OLC, everything)
SENSEI (area)
~
0 TONGUE~
TONGUE is equivalent to SAY, except that only players of your race will
understand what you say. Anyone else will see gibberish! Note that the
RACE command will tell to ALL members of your race (who are on the channel)
even if they aren't in the same room as you.
~
0 TRAIN~
Syntax: train <'str'|'int'|'wis'|'dex'|'con'>
TRAIN increases one of your attributes. When you start the game, your
character has slightly random attributes. The maximum value for each
attribute depends on your race and class.
It costs four practice to train an attribute, except that it costs
only three practice to train your prime attribute.
The best attributes to train first are WIS and CON. WIS gives you more
practices 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 max before practising or training anything else.
Train now reports the cost in practice points to increase an attribute.
It is also possible to spend practices on hit points or mana points.
~
0 VAMPIRE~
@@dVampires, creatures of legend? Perhaps....perhaps not.
Centuries ago, there were four creatures that decended upon the world.
These creatures were called Methuselahs. Their evil was spread to
others of the world, by shear force of will, leaving those newly
initiated "Nosferatu" without a clue as to their new nature...what they
were, how they became that way, why they lust...
For generations, the will of the Methuselah was obeyed to the letter,
until they disappeared from the world, taking the children that they
initiated, and those children's children, with them. Nothing was
left for the Nosferatu to study from, no information, no divine "truth".
Centuries later, it is believed that the Methuselah have returned,
spreading their evil anew. Reports have been told worldwide of a Chapel
where their evil is felt...the wind in the spires of the Chapel whispers
the word "m e t h u s e l a h".
Legend has it that the spirits of the original Methuselah haunt
the halls of this Chapel, waiting to take control of mortal (immortal?)
bodies, and walk the world once again....@@g
~
-1 WIZLIST~
@@g________________________________________________________________
@@WGods of @@RS@@mhades of @@RE@@mvil
@@g________________________________________________________________
@@bCreators - @@yCyberlich, Zenithar, Mouse, Oderus, Freyja, Mrytle
@@bClan Lord - @@yOderus
@@bHead Builder - @@yMouse
@@bHead Coder - @@yZenithar
@@bWebmaster - @@yHyper
@@bApostles - @@yBoris, Sammael
@@g________________________________________________________________@@N
~
0 WORTH~
WORTH simply displays a list of any classes you are able to level in,
along with the cost in exp to gain in it, and the difference between that
cost and your current exp.
~
-1 build_bmotd~
-=-=-=-=-=-=-=-=-=-=- Builder's Message of the Day -=-=-=-=-=-=-=-=-=-=-
@@yChanges:@@g Setting details for mobs and rooms has changed. Typing
'x' will now list not just the flags set, but those that are not. To toggle
a flag (or set the room sector) enter it's name.
Also, to edit a string, (rooms and mobs) type 'edit <string>' eg edit long.
@@yBuilders' Board:@@g This is situated west from Midgaard Altar. Please be
sure to check this regularly. Now we have a (very simple) help editor, any
urgent news can be placed here, in the BMOTD.
@@RMouse@@g is now the Immortal in charge of building, area theme and
linking. If you have any queries, please consult him if possible before
coming to another Immortal.
-=-=-=-=-=-=-=-=-=-=-=-=- Updated: 7th October -=-=-=-=-=-=-=-=-=-=-=-=-
~
0 CLAN LEAVE~
@@yCLAN@@g is a communication channel, allowing you to talk with everyone on
Shades of Evil who is in your clan.
Syntax: clan <whaterver you want to say>
see also @@mclan_boss clan_diplomat clan_treasurer clan_leader clan_armourers@@N
Note: once in a clan, you can leave the clan by typing leave
~
0 ACCEPT BANISH MAKE~
@@yACCEPT@@g allows the clan leader to accept a new member into his/her clan.
Syntax: accept <target>
@@yBANISH@@g allows the clan leader to banish a member from his/her clan.
Syntax: banish <target>
@@yMAKE@@g allows the clan leader to create one of the pre-made clan equ for
a member of their clan. Syntax: make <clan_eq_#> <target>
~
0 CLAN~
@@yCLAN@@g
This is a help file on clans; what they are, what they do, and how they do
it :)
First, Clans are groups of characters who help each other out on Shades of
Evil. Undoubtedly, there will be some clan rivalry, but, hopefully, this
will not become too extreme :) For you, the player, to join a clan, you
need to get ahold of the clan leader of the clan you want to join...he
or she can accept you into the clan -- if they decide you belong in the
fold.
Clan commands:
@@yCWHERE CDONATE HOME CLAN LEAVE@@g
Clan Job commands ( Armourer, Diplomat, Leader, Treasurer, and Boss):
@@yACCEPT BANISH MAKE CTOGGLE NEGOTIATE@@g
See the help files on the above commands for more info.
~
0 clan-eq~
This is a help page for Clan Leaders devloping new equipment for their clan.
If you are not involved with this process, then there's not much here to
interest you.
If you are developing Clan Equipment, please note that you _must_ follow
these guidelines, if you wish your equipment to be considered legal. You
will NOT be allowed to load any illegal equipment using the 'MAKE' command.
Each Clan may have 4 Pieces of equipment. Each must be of different wear
locations. You may not make staffs, wands, pills, scrolls, etc. The only
equipment you can make are weapons, containers, or armor.
You have 'points' that you may distribute among the objects you make.
For 2 of the objects, you will have 20 points. For the other 2, you will 10
Points are used to 'buy' stats on the object as follows:
+--------++------+------+------+------+------+------+------+
| Points || Mana | Move | HPs | DAM | HIT | -AC | Stat |
+--------++------+------+------+------+------+------+------+
| || | | | | | | |
| 1 || 2 | 5 | 2 | | | | |
| 2 || 4 | 10 | 4 | 1 | | -5 | |
| 3 || 6 | 15 | 6 | | 1 | | |
| 4 || 8 | 20 | 8 | | | | |
| 5 || 10 | 25 | 10 | 2 | | -10 | |
| 6 || 12 | 30 | 12 | | | | |
| 7 || 14 | 35 | 14 | | 2 | | |
| 8 || 16 | 40 | 16 | | | -15 | |
| 9 || 18 | 45 | 18 | 3 | | | |
| 10 || 20 | 50 | 20 | | | | |
| 11 || 22 | 55 | 22 | | | | |
| 12 || 24 | 60 | 24 | | 3 | -20 | |
| 13 || 26 | 65 | 26 | | | | |
| 14 || 28 | 70 | 28 | 4 | | | |
| 15 || 30 | 75 | 30 | | | | 1 |
| 16 || 32 | 80 | 32 | | | | |
| 17 || 34 | 85 | 34 | | | -25 | |
| 18 || 36 | 90 | 36 | | | | |
| 19 || 38 | 95 | 38 | | 4 | | |
| 20 || 40 | 100 | 40 | 5 | | | |
| || | | | | | | |
+--------++------+------+------+------+------+------+------+
So, to 'buy' An -20 AC affect would cost 12 points. It doesn't mean you
get ALL the entries for a given price!
Limitation: You can only have a maximum of 3 different affects on each
object.
If you think your objects are legal, contact Stephen, who will check them.
If he agrees they are valid, they will be added to your clan equipment, and
leaders of your clan will be able to load them for their members.
~
1 'mana flare'~
Mana flare causes a fountain of mana to flood the room, doubling your normal
mana regeneration rate.
~
1 'mana drain'~
Mana drain is a room affect spell that causes anyone in the room to LOSE mana
instead of gaining it like normal. Be careful casting this spell, as the
Immortals closely monitor it's use, and punish anyone using it in a way that
can hurt newbies.
~
1 leadership~
~
1 morale~
As a worthy knight, you have added benefits when in a group. Morale will add
to the damage any of your group members can do.
~
1 runes~
Runes are magical effects that you can place in the room you are in. They
have varying affects. Experiment! They are one use spells..once triggered,
they dissapear.
NOTE: Runes are triggered by the next to enter the room.
NOTE: @@eDO NOT CAST RUNES OR BAD AREA AFFECTS IN NEWBIE AREAS!!!@@N
~
1 house~
Basic House (includes recall, 3 rooms, all indoors): 100 QP
Spouse Recall Set to House: 75 QP
***Areas***
Slums: No extra Cost (Default)
Rich Section: 20 QP Extra
Non-racial City (Tarot City, Tirna O'goth, etc): 10 QP Extra
***Doors***
Locked: 85 QP
Pick-proof: 85
Smash-proof 85 QP
Pass-proof: 85 QP
Nodetect: 100 QP
***Additional Rooms***
First (total 4): 10 QP
Second (total 5): 20 QP
Third (total 6): 30 QP
Fourth (total 7): 40 QP
Fifth (total 8): 50 QP
Sixth (total 9): 60 QP
Seventh (total 10): 70 QP
NOTE:NO house will be built with more than 10 rooms!
***Room Flags***
Cold: 55 QP
Dark: 55 QP
Hot: 55 QP
No_magic: 60 QP
No_mob: 70 QP
No_recall: 55 QP
No_teleport: 60 QP
Pk: 70 QP
Private: 60 QP
Quiet: 55 QP
Regen: 100 QP
Safe: 80 QP
Solitary: 50 QP
Prices for room flags are PER room.
All rooms are defaulted indoors, but rooms can be outdoors if
requested.
Please contact an immortal if you have questions, or wish to
purchase a home.
CHANGE: Locks cost 15, not 85 QP
~
1 order charmies charmed~
The number of charmed creatures you can control is based on your intelligence,
and is supplemented (increased) if you have the battle tactics skill.
~
1 pkok~
PKOK -player killing
Once flagged as pkok the flag WILLNOT be removed
it is a choice for life....
What this means is that other players flagged as
@@ePKOK@@N will not be punished if they should so happen
to kill you....
There are consequences.....
One of which includes your corpse does not get returned to Moribund
and you must go to where you were killed...
@@eONCE PKOK ALWAYS PKOK!!!@@N
~
-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)
Additional contributions from:
Michael Curran - the player title collection and additional locations.
Ragnar Loenn - the bulletin board.
Bill Wisner - for being the first to successfully port the game,
uncovering several old bugs, uh, inconsistencies,
in the process.
And: Mads Haar and Stephan Dahl for additional locations.
Developed at: DIKU -- The Department of Computer Science
at the University of Copenhagen.
~
-1 ack ackmud~
@@N-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
@@k)
)@@N
Ack!Mud 2.0 is Copyright (C)1995/6 Stimpy & Thalen
Ack!Mud 4.3 is Copyright (C)1998 by Stephen Zepp
@@k)@@N
Ack!Mud 4.3 by Zenithar, with mucho help from:
Ramias, Altrag, Spectrum, Flar, and Universe
@@k)@@N
Ack! Mud is a deriative of Merc Muds, which are deriatives of Diku Muds.
In order to run this code, you must observe the conditions of use
of Merc and Diku.
@@k)@@N
Conditions of use for Ack!Mud are as follows:
- Must retain copyright messages in all code.
- Stimpy, Thalen and Zenithar must be credited on greeting screen.
@@k)@@N
Thanks to:
...Maharet, Requiem and Rupert from the original Ack! for all their help.
...SoE for provding the official site for Ack!Mud
...The guys&gals at Diku and Merc for writing the original code (:
To contact Zenithar, E-Mail zenithar@ackmud.nuc.net
@@k)@@N
Visit the Ack!Mud Home page at:
http://ackmud.nuc.net
@@k)@@N
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~
-1 build_shops~
BUILD HELP : SHOPS
------------------
Shops are basically mobiles with a few extras. To make a shop, simply create
a mobile, and set the 'shopspec' part of the mobile.
trade0 - trade4 are the item types that the monile will buy or sell.
If you don't want 5 different item types bought/sold, leave some entries blank.
profbuy is the profit the shopkeeper makes when you buy an item. 100 = 100% =
no profit. 150 = 150% = a fifty percent increae in price.
profsell is the loss you make when selling. 100 = 100% = no loss. 50 = 50% =
you only get half the item's price from the shopkeeper.
profbuy should be no smaller than 100
profsell should be no larger than 100
openhour is the time the shop is 'open'
closehour is the time the shop is 'shut'
For a 24-hr shop, set openhour to 0 and closehour to 23.
~
-1 build_doors~
BUILD HELP : DOORS
------------------
Uh-oh. I don't know exactly _how_ doors are handled by the builder. I'm
still working this one out myself. As far as i know, this method seems to
work:
set the door as type door, and as closed, locked or pickproof, as needed.
Add a reset to close/lock the door.
Make sure you set both sides of the door.
~
-1 build_specials~
BUILD HELP : SPECIAL FUNCTIONS
------------------------------
Special Functions (spec_funs) can be attached to mobiles in order to increase
the things they can do.
+=======================+===============================================+
| Spec_Fun | Description |
+-----------------------+-----------------------------------------------+
| spec_breath_any | Casts any fire breath. |
| spec_breath_acid | Casts acid breath. |
| spec_breath_fire | Casts fire breath. |
| spec_breath_frost | Casts frost breath. |
| spec_breath_lightning | Casts lightning breath. |
| spec_cast_adept | Casts healing spells. |
| spec_cast_cleric | Offensive spells. |
| spec_cast_judge | Used to be for Judge Dread - Offensive. |
| spec_cast_mage | Offensive spells. |
| spec_cast_undead | Offensive spells. |
| spec_executioner | For executioners only. |
| spec_fido | Eats corpses left lying around. |
| spec_janitor | Clears up objects on the floor. |
| spec_guard | Attacks wanted players. |
| spec_mayor | DON'T USE. |
| spec_posion | Bites players, poisoning them. |
| spec_thief | Steals gold from players. |
| spec_policeman | Same as spec_guard. |
| spec_cast_cadaver | DON'T USE. |
| spec_undead | Like spec_cast_undead; summons undead mobs. |
| spec_rewield | Will wield best weapon available in room/inv. |
| spec_bigtime | High level offensive spells. |
+=======================+===============================================+
~
-1 build_extra~
BUILD HELP : EXTRA DESCRIPTIONS
-------------------------------
Extra descriptions consist of a keyword, and a string. When the player
'examines' the keyword, the string will be displayed.
Extra Descriptions enable you to add more detail to your rooms and objects.
~
-1 build_editor~
BUILD HELP : USING THE EDITOR
-----------------------------
Using the editor, it is possible to edit any strings you need. The most
common of these will be room descriptions.
To enter the editor, enter '$edit' as the string. So, in Redit mode:
'desc $edit' will allow you to edit the room's description.
To format the string, type '.f'
To see what other options are available, type '.h'
To finish editing a string, type '.'
~
-1 build_oaff~
OBJECT AFFECTED_BY FLAGS:
None Str Dex Int Wis
Con Sex Age Height Weight
Mana Hit Move Gold Exp
AC HitRoll DamRoll Saving_Para Saving_rod
Saving_Petri Saving_Breath Saving_Spell
~
-1 build_loc~
OBJECT WEAR LOCATIONS:
None Light Finger_1 Finger_2 Neck_1
Neck_2 Body Head Legs Feet
Hands Arms Shield About Waist
Wrist_L Wrist_R Wield Hold Face
Ear Clutch
~
-1 build_owear~
OBJECT WEAR FLAGS:
Take Finger Neck Body Head
Legs Feet Hands Arms Shield
About Waist Wrist Hold Face
Ear Clutch
~
-1 build_oflags~
OBJECT FLAGS:
Glow Hum Dark Lock Evil
Invis Magic NoDrop Bless Anti_Good
Anti_Evil Anti_Neutral NoRemove Inventory NoSave
~
-1 build_otypes~
OBJECT TYPES:
+===============+=======================================================+
| Object Type | Description |
+---------------+-------------------------------------------------------+
| LIGHT | Object provides light for the room it is held in. |
| SCROLL | 3-spells, affects one target. |
| WAND | One spell, usually aggresive; one target. |
| STAFF | One spell, affects each character in room. |
| WEAPON | Can be wielded, and used in combat. |
| TREASURE | Item is treasure, usually jewels, etc. |
| ARMOR | Can be worn to protect the player. |
| POTION | Can be quaffed to affect the user only. (no_save) |
| CLUTCH | Reserved for special objects. Ask before using! |
| FURNITURE | Players may rest on these objects. |
| TRASH | Object doesn't really do anything at all :) |
| CONTAINER | Can be used to put items in. |
| DRINK_CON | Drink Container. |
| KEY | Opens a certain door. (no_save) |
| FOOD | Object may be eaten. |
| MONEY | Object is converted to GP when picked up. |
| BOAT | Can be used to cross water. |
| CORPSE | Object is a corpse... |
| FOUNTAIN | Players may drink from this. |
| PILL | Like a potion, but eaten. |
| BOARD | Bulletin Board. Ask before using, please! |
+===============+=======================================================+
~
-1 build_maff~
MOB AFFECTED_BY FLAGS:
Blind Invisible Detect_Evil Detect_Invis
Detect_Magic Detect_Hidden Sanctuary Faerie_Fire
Infrared Curse Poison Protection
Sneak Hide Sleep Flying
Pass_Door Anti_Magic Detect_Undead
*Anti_Magic protects the Mobile from magical attacks.
~
-1 build_mflags~
MOBILE (ACT) FLAGS:
+===============+=======================================================+
| Act Flag | Description |
+---------------+-------------------------------------------------------+
| IS_NPC | Auto-set for Mobiles. |
| SENTINEL | The Mobile will stay in the room it is loaded into. |
| SCAVENGER | Will pick up any objects lying on the floor. |
| REMEMBER | Will attack the last player to try and kill it. |
| NO_FLEE | Players are unable to flee from this Mobile. |
| AGGRESSIVE | Attacks any players that it encounters. |
| STAY_AREA | Will not leave the area it was loaded into. |
| WIMPY | Wimps out of fights. |
| PET | Is a Pet. (Don't use!) |
| TRAIN | Can train players. |
| PRACTICE | Players can practice skills/spells at this Mobile |
| MERCENARY | Will assassinate players for a price. |
| HEAL | Mobile sells heals and other spells. |
| ADAPT | Will adapt weapon levels for players. |
| UNDEAD | Mob is undead; may be summoned by spec_undead. |
| BANK | Offers banking services to players. |
| NO_BODY | Has no solid body; can't bs. |
| HUNTER | Hunts anyone who attacks it, or it attacks. |
+===============+=======================================================+
~
-1 build_rexit~
EXIT FLAGS:
+===============+=======================================================+
| Door Type | Description |
+---------------+-------------------------------------------------------+
| DOOR | This exit is a door. |
| CLOSED | This exit can be closed. |
| LOCKED | This exit can be locked. |
| CLIMB | Climb skill or fly spell required to use this exit. |
| IMMORTAL | Only Immortal players may use this exit. |
| PICKPROOF | The lock on this exit cannot be picked. |
+===============+=======================================================+
~
-1 build_rsector~
SECTOR TYPES:
+===============+===============+ +===============+===============+
| Sector Type | Movement Loss | | Sector Type | Movement Loss |
+---------------+---------------+ +---------------+---------------+
| INSIDE | 1 | | WATER_SWIM | 4 |
| CITY | 2 | | WATER_NOSWIM | 1 |
| FIELD | 2 | | UNUSED | 6 |
| FOREST | 3 | | AIR | 10 |
| HILLS | 4 | | DESERT | 6 |
| MOUNTAIN | 6 | +===============+===============+ +===============+===============+
*WATER_NOSWIM Sectors require a boat, or a 'fly' spell.
*AIR Sectors require the player to be affected by 'fly'.
~
-1 build_rflags~
ROOM FLAGS: ( * = To be added! )
+===============+============================================================+
| Flag Name | Description |
+---------------+------------------------------------------------------------+
| DARK | The Room is dark - a light source is needed to see. |
| REGEN | Players will regenerate HPs, mana and movement faster. |
| NO_MOB | No mobiles may enter the room. |
| INDOORS | The room is indoors; players see no weather messages. |
| *NO_MAGIC | Players may not cast spells here. |
| HOT | Players lose HPs due to the heat. |
| COLD | Players lose Hps due to the cold. |
| *PK | Players may Pkill here without being flagged. |
| *QUIET | Players may not talk in this room. |
| PRIVATE | The room holds only two players maximum. |
| SAFE | Players are safe from attack here. |
| SOLITARY | Only one player is allowed into the room at a time. |
| PET_SHOP | Room is a Pet_shop. Please don't use this flag! |
| NO_RECALL | Players may not recall or use the home command here. |
| NO_TELEPORT | Players using teleport cannot appear in this room. |
+===============+============================================================+
~
-1 build_strings~
BUILD HELP : STRINGS
--------------------
STRINGS are collections of characters: i.e. words or sentences.
The most visible parts of an area are the descriptions on mobiles, objects,
and especially rooms. Please try and bear some thought to how these will
look, especially for mobiles and objects that may end up out of their intended
positions. Room descriptions should be neutral, and not too short, where
possible.
~
-1 build_flags~
BULD HELP : FLAGS
-----------------
Flags are used to represent many different values. Becasue of the way they are
implemented, this means a saving in space. One integer can store MANY different
flags. For the use of ther builder, a flag is a certain type of attribute,
that can be either on or off; true or flase; yes or no.
For example, rooms use flags to store such information as 'dark', 'no_recall',
'indoors' etc. When a new object, room or mobile is created, some flags will
be set my default. In order to set it to be whatver you wish, you will need
to set the flags properly.
~
-1 build_building~
BUILD HELP : BUILDING
---------------------
BUILDING is a term used to refer to adding Rooms, Mobiles or Objects to the
mud, whilst still playing it, allowing possibly instant inclusion of the
rooms/mobs/objects into gameplay.
The builder allows to you to add new mobiles, rooms or objects. It is up to
you how they look and act. You have complete control over how your area looks.
Bear in mind that if you make objects that are too powerful, you may be asked
to tone them down in power. If this does not happen, then an Immortal will
have to do it....
You should decide a level range for your area, and build your mobs ABOVE that
range. It is usually wise to check with a Creator about the theme of your
area, AND the level range.
~
-1 build_resets~
BUILD HELP : RESETS
-------------------
Each area typically consists of Rooms, Objects and Mobiles. Rooms 'appear'
almost automatically, but for your objects and mobiles to be loaded requires
the use of RESETS. Using the builder, you can add resets to rooms, to do such
operations as loading mobiles, equiping mobiles with objects, randomising
exits, etc.
~
-1 build_vnums~
BUILD HELP : VNUMS
------------------
"VNUMS" stands for "Virtual Numbers". They are arbitary numbers used to identify either Rooms, Objects or Mobiles on the mud. Each object, room and
mobile must have a unique vnum, for their type. That is, you can't have two
mobiles with the same vnum, but you could have a mobile and an object using the
same vnum. Think of each of the three "users" of vnums as being completely
sperate: Mobile vnums have to be unique, but only for mobs. Object vnums must
also be unique, but also only for objects. Room vnums must be unique, but only
for rooms.
Each area consists of: rooms, mobiles and objects, principally. Each area has
a vnum range associated with it. So, for example, the range is vnums 100 to 199
(Kiess area). There are rooms with vnums 101 - 195, objects with vnums
101 - 143, and mobiles with vnums 101 - 135. It is normal to use consecutive
vnums starting at the lowest vnum, for all objects, rooms and mobiles in an area. Please try to conform to this usage of vnums!
~
-1 build_mobiles~
BUILD HELP : MOBILES
--------------------
The following information is need for each mobile:
NAME Keywords for the Mobile.
SHORT The short description of the mobile.
LONG The long description, used on 'LOOK'.
DESC The Mobile's description.
SPEC Any SPECial functions the Mobile uses.
SEX The Mobile's gender.
LEVEL The Mobile's level.
ALIGN The Mobile's alignment.
AFF Flags determining what spells, etc the Mobile is affected by.
ACT Flags determining how the Mobile acts, eg: Scavenger, Hunter, etc.
HR_MOD HitRoll Modifier.
DR_MOD DamRoll Modifier.
AC_MOD ArmorClass Modifier.
SHOP Shop information. See 'HELP shops'.
~
-1 build_rooms~
BUILD HELP : ROOMS
------------------
The following information is needed for each room:
NAME The name of the room, eg "The Temple of Midgaard"
DESC The description
FLAGS Flags which determine the room's attributes, eg no_recall, dark, etc.
SECTOR The kind of terrain, eg city, field, hills, etc.
DOOR Information about exits, etc. See 'HELP doors'.
EXTRA Extra descriptions - see 'HELP extra'
~
-1 build_objects~
BUILD HELP : OBJECTS
--------------------
The following information is needed for each object:
NAME The name(s) that it is referenced by, from commands like give, etc.
SHORT The short description, used when getting or wielding, for example.
LONG The long description - seen when object is on the floor.
EXTRA Flags used to set special properties for the object.
WEAR Flags which determine where the object can be worn, if at all.
AFF Affects, such as HitRoll + 5, mana +50. etc.
WEIGHT The weight of the object - 1:light 5:heavy 10:Very Heavy!
TYPE The item type for the object, eg weapon, armor or fountain.
ED Extra description - see 'HELP extra'
~
-1 build_summary~
BUILD HELP : SUMMARY
--------------------
+===========================================+===========================+
| BASICS | OTHERS |
+-------------------------------------------+---------------------------+
| Objects Rooms Vnums | Editor Doors |
| Mobiles Resets Building | Extra Shops |
| Flags Strings | Specials |
+-------------------------------------------+---------------------------+
| COMMANDS |
+-----------------------------------------------------------------------+
| Goto List X Showarea Showmob |
| Showroom Showobject Showresets Findarea Findmob |
| Findmobroom Findroom Findobject Set Stop |
| Dig Addobject Addmob Addreset Delroom |
| Delobject Delreset Delmobile Forcereset Redit |
| Oedit Medit Nedit Setvnum Values |
| Liquids Weapons Spells |
+-----------------------------------------------------------------------+
| FLAGS |
+-----------------------------------------------------------------------+
| Rflags Rsector Rexit Mflags Maff |
| Otypes Oflags Owear Oloc Oaff |
+=======================================================================+
~
-1 build_spells~
BUILD HELP : SPELLS
-------------------
The SPELLS command displays information about spells.
Syntax: SPELLS [ ign | off | def | slf | obj | all ]
Depending on the argument, the SPELLS command display information about spells.
ign : Spells that ignore target (earthquake, mindflame, etc)
off : Offensive spells (will start combat)
def : Defensive spells (won't)
slf : Defensive spells that can only affect the caster
obj : Object related spells
all : List all spells.
This will show the name, and the SLOT NUMBER, which is used by magical items
to determine what spells thay have.
~
-1 build_weapons~
BUILD HELP : WEAPONS
--------------------
The WEAPONS command displays the weapon numbers.
Syntax: WEAPONS
For objects of type WEAPON, the last value (value3) determines which sort of
weapon it is - hit, crush, slash, etc. This command displays a numbered list
of the weapon types. Note: For backstabbing weapons, the weapon type must be
11 (pierce).
~
-1 build_liquids~
BUILD HELP : LIQUIDS
--------------------
The LIQUIDS command shows the liquid numbers.
Syntax: LIQUIDS
This will display a numbered list of liquids. Liquids are used for drink containers and fountains.
~
-1 build_values~
BUILD HELP : VALUES
-------------------
The VALUES command displays information about different object types.
Syntax: VALUES <object_type>
Each object used has a TYPE: armor, weapon, fountain, staff, etc. For each
object, there are four values (value0 to value3) for each object, which
determine how the object works or is used. To find out what the four values
mean for a given object type, use the values command.
For example, typing 'VALUES container' will display:
[0] Weight capacity
[1] FLAGS: 1:closeable 2:pickproof 4:closed 8:locked
[2] Key Vnum
[3] Unused
~
-1 build_setvnum~
BUILD HELP : SETVNUM
--------------------
The SETVNUM command allows you to select which vnum you are working on.
Syntax SETVNUM <vnum>
This will set the vnum of the room, object or mobile that you are currently
working on.
~
-1 build_nedit~
BUILD HELP : NEDIT
------------------
The NEDIT command places you in No EDITing mode.
Syntax: NEDIT
This sets your editing mode to nothing.
~
-1 build_oedit~
BUILD HELP : OEDIT
------------------
The OEDIT command places you in Object EDITing mode.
Syntax: OEDIT [object-vnum]
This will allow you to edit onformation concerning objects. To set which object
you wish to work on, either enter an object-vnum after OEDIT, or use the SETVNUM
command. Anything you type will be checked to see if it applies to mobiles,
and if so, the value, flag or string specified will be set.
~
-1 build_medit~
BUILD HELP : MEDIT
------------------
The MEDIT command places you in Mobile EDITing mode.
Syntax: MEDIT [mob-vnum]
This will allow you to edit information concerning mobiles. To set which mobile
you wish to work on, either enter a mob-vnum after MEDIT, or use the SETVNUM
command. Anything you type will be checked to see if it applies to mobiles,
and if so, the value, flag or string specified will be set.
~
-1 build_redit~
BUILD HELP : REDIT
------------------
The REDIT command places you in Room EDITing mode.
Syntax: REDIT
This will allow you to edit information concerning rooms. The room you are
working on is ALWAYS the room your character is currently in.
Anything you type will be checked to see if it applies to rooms, and if so,
the value, flag or string will be set.
~
-1 build_forcereset~
BUILD HELP : FORCERESET
-----------------------
The FORCERESET command allows you to execute all resets within the current area.
Syntax: FORCERESET
This will read through each reset, and if applicable, will load objects or mobs,
equip mobs, set door states, etc. BE WARNED! Any aggressive mobiles that are
loaded are just that - aggressive! In other words you'll be a valid target,
even if you are in building mode.
~
-1 build_delmobile~
BUILD HELP : DELMOBILE
----------------------
The DELMOBILE command allows you to delete a mobile from an area.
Syntax: DELMOBILE <mob-vnum>
This will flag the mob with the specified mob-vnum to be deleted. You will
need to enter DELMOBILE OK in order for it to be actually deleted.
~
-1 build_delreset~
BUILD HELP : DELRESET
---------------------
The DELRESET command allows you to remove resets from a room.
Syntax: DELRESET <reset-number>
This will delete reset-number from the reset list in the current room.
To find out the number for each reset, type SHOWRESETS.
~
-1 build_delobject~
BUILD HELP : DELOBJECT
----------------------
The DELOBJECT allows you to delete an object.
Syntax: DELOBJECT <obj-vnum>
If an object is found with the specified vnum in the current area, it will be
flagged for deletion, and you will be asked to enter DELOBJECT OK in order for
it to be actually deleted.
~
-1 build_delroom~
BUILD HELP : DELROOM
--------------------
The DELROOM command allows you to delete a room.
Syntax: DELROOM <room-vnum>
If the room-vnum is found in your current area, and no one is currently in it,
the room will be flagged for deletion, and you will be asked to enter DELROOM OK
to actually delete it.
~
-1 build_addreset~
BUILD HELP : ADDRESET
---------------------
The ADDRESET command adds a new entry to the reset list.
Syntax: ADDRESET mob <mob-vnum> <limit>
Load the mob with mob-vnum into the present room. Don't load more than limit.
EG: ADDRESET mob 1010 1
Syntax: ADDRESET obj <obj-vnum>
Load the object with obj-vnum into the present room.
EG: ADDRESET obj 1020
Syntax: ADDRESET equip <mob-vnum> <obj-vnum> <location>
Make the mob with mob-vnum wear the object with obj-vnum in location. EG: ADDRESET equip 1010 1020 wield
Syntax: ADDRESET give <mob-vnum> <obj-vnum>
Give the mob with mob-vnum the object with obj-vnum.
EG: ADDRESET give 1010 1021
Syntax: ADDRESET door <direction> <state>
Set the flag specified by state to the door in a certain direction.
EG: ADDRESET door n closed
Syntax: ADDRESET rand <num-dirs>
Randomise the first num-dirs exits in the room. Exits are number 0 (North),
1 (East), 2 (South), 3 (West), 4 (Up), and 5 (Down).
EG: ADDRESET rand 3
Syntax: ADDRESET message <text>
Adds an auto-message to the room, which is displayed periodically.
EG: ADDRESET message You hear the screams of the Ogre Kings.
~
-1 build_addmob~
BUILD HELP : ADDMOB
-------------------
The ADDMOB command allows you to create new mobiles within the current area.
Syntax: ADDMOB <mob-vnum> <name>
This will add a new mobile into the area, with the specified vnum and name(s).
This will not happen if there is already a mobile with the vnum you supply.
~
-1 build_addobject~
BUILD HELP : ADDOBJECT
----------------------
The ADDOBJECT command allows you to create new objects within the current area.
Syntax: ADDOBJECT <object-vnum> <name>
This will add a new object with the specified vnum, and with the specified
name (which you can always change later). The object will not be added if
there is already an object with the vnum you supply.
~
-1 build_dig~
BUILD HELP : DIG
----------------
The DIG command allows you to add a room to an area.
Syntax: DIG <direction> <room-vnum>
This will add an exit in the direction given, to the room you are currently in,
connected to a new room, which will have the vnum specified. There are two
obvious limitations: There can't already be a door in the direction you give,
or a room that already has the vnum you give.
~
-1 build_stop~
BUILD HELP : STOP
-----------------
Typing STOP will cause you to leave the Builder.
~
-1 build_set~
BUILD HELP : SET
----------------
Set allows you to set some value, string or flag, depending upon which editing
mode you are currently in. It is not really needed any more, as you can drop
the 'SET' part of the command now. Eg: SET level 100 (when editing mobs) could
be entered as 'level 100' instead.
Typing 'SET' on it's own displays the values, flags or strings you can set.
~
-1 build_findobject~
BUILD HELP : FINDOBJECT
-----------------------
The FINDOBJECT command displays certain object vnums.
Syntax: FINDOBJECT <string>
You will be shown a list of any objects that contain the string within their
short description. Typing 'ALL' for the string will list all the objects.
This command will only show details of objects in your current area.
~
-1 build_findroom~
BUILD HELP : FINDROOM
----------------------
The FINDROOM command allows to find certain rooms.
Syntax: FINDROOM <string>
You will be shown a list of any rooms, which contain the string in their name.
If you enter 'ALL' as the string, you will be shown a list of all the rooms
in the area you are in.
~
-1 build_findmobroom~
BUILD HELP : FINDMOBROOM
------------------------
The FINDMOBROOM command allows you to find which room a mob is loaded into.
Syntax: FINDMOBROOM <mob-vnum>
You will be shown a list of any rooms that the mob referenced is loaded in.
~
-1 build_findmob~
BUILD HELP : FINDMOB
--------------------
The FINDMOB command allows you to find the vnum of a given mobile.
Syntax: FINDMOB <mob-name | ALL >
If a mob-name is supllied, the vnums of any mobiles whose names match that
given will be displayed. If ALL is entered, then all the mobiles will
be displayed. This command only shows the vnums for mobiles in the same
area as you.
~
-1 build_findarea~
BUILD HELP : FINDAREA
---------------------
The FINDAREA command allows you find certain areas.
Syntax: FINDAREA <string>
You will be shown a list of all the area titles containing the string.
~
-1 build_showresets~
BUILD HELP : SHOWRESETS
-----------------------
The SHOWRESETS command displays any resets for the room you are currently in.
Syntax: SHOWRESETS
~
-1 build_showroom~
BUILD HELP : SHOWROOM
---------------------
The SHOWROOM command displays details about the room you are currently in.
Sytnax: SHOWROOM
~
-1 show_showobject~
BUILD HELP : SHOWOBJECT
-----------------------
The SHOWOBJECT command displays various details about a given object.
Syntax: SHOWOBJECT <object-vnum>
~
-1 build_showmob~
BUILD HELP : SHOWMOB
--------------------
SHOWMOB displays various details about a given mob.
Sytntax: SHOWMOB <mob-vnum>
~
-1 build_showarea~
BUILD HELP : SHOWAREA
---------------------
The SHOWAREA command displays various details about the area, Ranging from the
owner, to the minimum and maximum vnums allowed.
~
-1 build_x~
BUILD HELP : LIST | X
---------------------
The LIST command has two purposes. Firstly, it shows you details about the
Room, Mobile or Object you are currently working on. Secondly, it allows
you find out which flags you can set for objects.
Syntax: LIST [flags-name]
If you type just LIST on its own, you will be shown details of your current
room, mobile or object. If you want to see a list of flags (in wide format,
rather than the long format used when you screw up) type LIST HELP.
The lists of flags you can display vary according to which editing mode you are
in. This is basically because there is a list of FLAGS for each mode, etc...
X may be used in place of LIST.
~
-1 build_list~
BUILD HELP : LIST | X
---------------------
The LIST command has two purposes. Firstly, it shows you details about the
Room, Mobile or Object you are currently working on. Secondly, it allows
you find out which flags you can set for objects.
Syntax: LIST [flags-name]
If you type just LIST on its own, you will be shown details of your current
room, mobile or object. If you want to see a list of flags (in wide format,
rather than the long format used when you screw up) type LIST HELP.
The lists of flags you can display vary according to which editing mode you are
in. This is basically because there is a list of FLAGS for each mode, etc...
X may be used in place of LIST.
~
-1 build_goto~
BUILD HELP : GOTO
-----------------
The GOTO command allows you to goto either a room or a mob.
Sytntax: [For Rooms] GOTO <room-vnum>
[For Mobs] GOTO <mob-name>
At Present, the builder's goto command simply calls the Immortal's goto.
This will be changed shortly, to reduce the chance of abuse.
~
-1 shelp_outline~
*******************************************************************************
Name:
Classes:
Duration:
Modifies:
Type:
Description:
*******************************************************************************
~
-1 shelp_outline~
*******************************************************************************
Name:
Classes:
Duration:
Modifies:
Type:
Description:
*******************************************************************************
~
-1 shelp_ego_whip~
*******************************************************************************
Name: Ego Whip
Classes: Psionicist(25)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to mentally assualt the victim's
ego, thus causing damage.
*******************************************************************************
~
-1 shelp_physic crush~
*******************************************************************************
Name: Physic Crush
Classes: Psionicist(19)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to try and crush the victim's
will, causing damage doing so.
*******************************************************************************
~
-1 shelp_physic thrust~
*******************************************************************************
Name: Physic Thrust
Classes: Psionicist(7)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to thrust negative energy into
the victim's mind, to cause damage.
*******************************************************************************
~
-1 shelp_mind flail~
*******************************************************************************
Name: Mind Flail
Classes: Psionicist(6)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to attack an enemy's mind.
*******************************************************************************
~
-1 shelp_know item~
*******************************************************************************
Name: Know Item
Classes: Psionicist(9)
Duration: Permanent
Modifies: N/A
Type: N/A
Description: This spell, when cast on an object, provides the caster with
knowledge about that object.
*******************************************************************************
~
-1 shelp_hypnosis~
*******************************************************************************
Name: Hypnosis
Classes: Psionicist(17)
Duration: 3 + ( Cast Level / 8 )
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to attempt to hypnotise his/her
victim, who will then follow all orders given.
*******************************************************************************
~
-1 shelp_calm~
*******************************************************************************
Name: Calm
Classes: Psionicist(52)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to produce a calm feeling in all
enemies present, causing them to stop fighting. Of course,
this won't stop them attacking again should they wish!
*******************************************************************************
~
-1 shelp_know_critical~
*******************************************************************************
Name: Know Critical
Classes: Psionicist(28)
Duration: 2-5 (Cast Level baded)
Modifies: Damroll
Type: Defensive - Self
Description: This spell allows the caster to know the points on his/her
enemy's that will inflicy greater damage.
*******************************************************************************
~
-1 shelp_know_weakness~
*******************************************************************************
Name: Know Weakness
Classes: Psionicist(18)
Duration: 2-5 (Cast Level based)
Modifies: HitRoll
Type: Defensive - Self
Description: This spell allows the caster to know his/her enemy's weaknesses,
thus providing a greater chance of striking it.
*******************************************************************************
~
-1 shelp_fire blade~
*******************************************************************************
Name: Fire Blade
Classes: Psionicist(50)
Duration: 2 + ( Cast Level / 20 )
Modifies: N/A
Type: N/A
Description: This spell allows the caster to magically produce a blade
of fire, which he/she will automatically wield. The blade may
not be removed, due to the way the caster maintains it's
existence.
*******************************************************************************
~
-1 shelp_detection~
*******************************************************************************
Name: Detection
Classes: Psionicist(22)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell, when invoked with an object the caster wishes to
find, provides him/her with the locations of the object.
*******************************************************************************
~
-1 shelp_see magic~
*******************************************************************************
Name: See Magic
Classes: Psionicist(7)
Duration: 6 + ( Cast Level / 4 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster to see the aura surrounding any
magical items.
*******************************************************************************
~
-1 shelp_animate~
*******************************************************************************
Name: Animate
Classes: Cleric(46)
Duration: Perment
Modifies: N/A
Type: N/A
Description: This spell allows the caster to attempt to animate a corpse.
The zombie created will have no knowledge of it's past life,
or similar characteristics, but will retain any equipment or
other items it was carrying.
*******************************************************************************
~
-1 shelp_produce food~
*******************************************************************************
Name: Produce Food
Classes: Psionicist(24)
Duration: Permanent
Modifies: N/A
Type: N/A
Description: This spell allows the caster to magically create a small bundle
of food.
*******************************************************************************
~
-1 shelp_dimension blade~
*******************************************************************************
Name: Dimension Blade
Classes: Psionicist(41)
Duration: Permanent
Modifies: Object's HitRoll and DamRoll
Type: N/A
Description: This spell allows the caster to make the specified weapon more
lethal, by switching one of it's dimensions into another phase.
Sometimes, the weapon may not survive the process, and will
shatter into tiny pieces.
*******************************************************************************
~
-1 shelp_phase~
*******************************************************************************
Name: Phase
Classes: Psionicist(45)
Duration: 3 + ( Cast Level / 20 )
Modifies: Armor Class
Type: Defensive - Self
Description: This spell switches part of the caster's body into a different
plane of existence, allowing him/her to pass through closed
doors, as well as providing an Armor Class bonus.
*******************************************************************************
~
-1 shelp_fighting trance~
*******************************************************************************
Name: Fighting Trance
Classes: Psionicist(60)
Duration: 6 + ( Cast Level / 20 )
Modifies: HitRoll, DamRoll, Armor Class, Saving Throws
Type: Defensive - Self
Description: This potent power allows the caster to focus him/herself on
combat, providing bonuses to HitRoll, DamRoll and Saving
Throws. This increased combat ability also effectively
provides an Armor Class bonus to the caster.
*******************************************************************************
~
-1 shelp_nerve fire~
*******************************************************************************
Name: Nerve Fire
Classes: Psionicist(60)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell affects all non-friendly beings in the current
location, causing their nervous system to heat up briefly.
*******************************************************************************
~
-1 shelp_mind bolt~
*******************************************************************************
Name: Mind Bolt
Classes: Psionicist(12)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to strike the victim's mind with
small, intense bursts of energy. The number of bolts striking
the victim is determined by the Cast Level.
Cast Level Number of Bolts
---------- ---------------
below 20 One
20 to 34 Two
35 to 49 Three
50 to 65 Four
above 65 Five
*******************************************************************************
~
-1 shelp_bloody tears~
*******************************************************************************
Name: Bloody Tears
Classes: Psionicist(26)
Duration: 2 + ( Cast Level / 4 )
Modifies: HitRoll
Type: Offensive
Description: This spell causes the victim's eyes to start bleeding suddenly,
rendering him/her blind for a short while.
*******************************************************************************
~
-1 shelp_enhance weapon~
*******************************************************************************
Name: Enhance Weapon
Classes: Psionicst(40)
Duration: 3 + ( level / 4 )
Modifies: Weapon HitRoll and DamRoll
Type: N/A
Description: This spell allows the caster to transfer energy into a weapon,
giving it HitRoll and DamRoll bonuses.
*******************************************************************************
~
-1 shelp_suffocate~
*******************************************************************************
Name: Suffocate
Classes: Psionicist(46)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to manipulate the victim's
body, causing a tightening of the throat.
*******************************************************************************
~
-1 shelp_sense evil~
*******************************************************************************
Name: Sense Evil
Classes: Psionicist(10)
Duration: 5 + ( Cast Level / 10 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster to sense if any beings encountered
are of evil alignment.
*******************************************************************************
~
-1 shelp_chain lightning~
*******************************************************************************
Name: Chain Lightning
Classes: Mage(65)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to produce a powerful bolt of
energy from his/her fingertip. The bolt will proceed to fly
through the current location, striking all present randomly.
The bolt will then either vanish, or return to strike the
caster! Each time a victim is struck, the bolt's energy is
reduced, as is it's ability to damage.
*******************************************************************************
~
-1 shelp_mindflame~
*******************************************************************************
Name: Mindflame
Classes: Psionicist(35)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell causes the caster to emit a blast of searing mental
energy, which cause all those present to suffer the effects of
having their very minds burnt.
*******************************************************************************
~
-1 shelp_phobia~
*******************************************************************************
Name: Phobia
Classes: Psionicist(10)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell enables the caster to produces horrific nightmare
images into the victim's mind. This sudden mental attack may
either just cause damage due to the shock, or cause the victim
to attempt to flee in wild panic.
*******************************************************************************
~
-1 shelp_static~
*******************************************************************************
Name: Static
Classes: Psionicist(20)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spells allows the caster to transfer kinetic (movement)
energy to static electricity, which is then directed towards
the victim, to cause damage.
*******************************************************************************
~
-1 shelp_barrier~
*******************************************************************************
Name: Barrier
Classes: Psionicist(8)
Duration: 4 + ( Cast Level / 20 )
Modifies: Armor Class
Type: Defensive - Self
Description: This spell allows the caster to magically produce a mental
barrier around him/her, which gives limited protection from
attacks.
*******************************************************************************
~
-1 shelp_visit~
*******************************************************************************
Name: Visit
Classes: Psionicist(32)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell allows the caster to attempt to transfer him/herself
to the target. Note that this spell only works for fellow
characters, and not NPCs.
*******************************************************************************
~
-1 shelp_planergy~
*******************************************************************************
Name: Planergy
Classes: Psionicist(5)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to summon alien energy to come
forth, and engulf the victim. The energy summoned is determined
by the level of the caster:
Level: Plane: Energy:
< 8 Fire Flames
9-17 Sun Heat Ray
18-26 Magma Lava
27-35 Radiance Light
36-44 Lightning Lightning
34-53 Salt Dehydration
54-62 Ash Cold
63-71 Positive Energy
> 72 Negative Energy
NOTE: The damage increases with each new Plane.
*******************************************************************************
~
-1 shelp_hellspawn~
*******************************************************************************
Name: HellSpawn
Classes: Mage(43)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to invoke demonic powers to
strike the target.
*******************************************************************************
~
-1 shelp_word of recall~
*******************************************************************************
Name: Word of Recall
Classes: Priest(66)
Duration: N/A
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster assured recall, even under extreme
circumstances, by reinforcing the usual recall ability with
his/her magical abilities.
*******************************************************************************
~
-1 shelp_weaken~
*******************************************************************************
Name: Weaken
Classes: Cleric(20)
Duration: 1 + ( Cast Level / 16 )
Modifies: Strength
Type: Offensive
Description: This spell causes the caster to force the target to feel very
weak, suffering a Strength penalty as a result.
*******************************************************************************
~
-1 shelp_ventriloquate~
*******************************************************************************
Name: Ventriloquate
Classes: Mage(3)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell allows the caster to throw his/her voice onto a
being in the same room. To use the spell correctly, the caster
must specify a target, and the message to be given.
*******************************************************************************
~
-1 shelp_teleport~
*******************************************************************************
Name: Teleport
Classes: Mage(40)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell causes the caster to randomly teleport to a new
location somewhere in the realms. The caster has no control
other where he/she ends up!
*******************************************************************************
~
-1 shelp_summon~
*******************************************************************************
Name: Summon
Classes: Mage(35)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell allows the caster to attempt to summon a specified
character to the current location. Range is unimportant.
*******************************************************************************
~
-1 shelp_stone skin~
*******************************************************************************
Name: Stone Skin
Classes: Mage(36)
Duration: N/A
Modifies: Armor Class
Type: Defensive - Self
Description: This spell allows the caster to cause his/her skin to harden,
until it looks like stone. Because of the increased protection
this provides, the caster gains an Armor Class bonus.
*******************************************************************************
~
-1 shelp_sleep~
*******************************************************************************
Name: Sleep
Classes: Mage(9)
Duration: 4 + ( Cast Level / 15 )
Modifies: N/A
Type: Offensive
Description: If successfully cast, this spell allows the caster to force
the victim into a deep, trance-like sleep. The victim may not
be woken by normal means, save for combat, or the spell running
it's duration.
*******************************************************************************
~
-1 shelp_shocking grasp~
*******************************************************************************
Name: Shocking Grasp
Classes: Mage(5)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell causes an electrical charge to accumulate in the
caster's hands. This can be directed at an enemy by touch.
*******************************************************************************
~
-1 shelp_shield~
*******************************************************************************
Name: Shield
Classes: Mage(9)
Duration: 4 + ( Cast Level / 5 )
Modifies: Armor Class
Type: Defensive
Description: This spell allows the caster to create a magical, invisible
shield about the target, providing an Armor Class bonus.
*******************************************************************************
~
-1 shelp_sanctuary~
*******************************************************************************
Name: Sanctuary
Classes: Cleric(12)
Duration: 5 + ( Cast Level / 20 )
Modifies: N/A
Type: Defensive
Description: This spell surrounds the target with a glowing white aura,
which serves to protect the target from any damage sustained.
*******************************************************************************
~
-1 shelp_remove curse~
*******************************************************************************
Name: Remove Curse
Classes: Mage(36), Cleric(27)
Duration: Permanent
Modifies: HitRoll
Type: Defensive
Description: This spell allows the caster to remove any affects of a curse
spell placed upon the target, negating the HitRoll penalty in
the process.
*******************************************************************************
~
-1 shelp_refresh~
*******************************************************************************
Name: Refresh
Classes: Cleric(11)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to transfer some magical energy
to movement energy, which is supplied to the target.
*******************************************************************************
~
-1 shelp_protection~
*******************************************************************************
Name: Protection from Evil
Classes: Mage(9), Cleric(12)
Duration: 8 + ( Cast Level / 5 )
Modifies: N/A
Type: Defensive - Self
Description: This spell surrounds the caster with an invisible shield of
energy of energy, helping to protect against any evil beings
the caster might encounter.
*******************************************************************************
~
-1 shelp_poison~
*******************************************************************************
Name: Posion
Classes: Cleric(31)
Duration: 12 + ( Cast Level / 10 )
Modifies: Strength
Type: Offensive
Description: This spell enables the caster to poison the victim, resulting
in a drop in the victim's Strength score.
*******************************************************************************
~
-1 shelp_pass door~
*******************************************************************************
Name: Pass Door
Classes: Mage(46)
Duration: 2 + ( Cast Level / 20 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster's body and belongings to become
phased into a different plane. Whilst phased, the caster is
able to move through closed doors easily. The phased part of
the caster is at all times safe.
*******************************************************************************
~
-1 shelp_mass invis~
*******************************************************************************
Name: Mass Invisibilty
Classes: Mage(60)
Duration: 4 + ( Cast Level / 5 )
Modifies: N/A
Type: Defensive
Description: This spell enables the caster to make everyone in the present
location invisible.
*******************************************************************************
~
-1 shelp_magic missile~
*******************************************************************************
Name: Magic Missile
Classes: Mage(3)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to unleash tiny, magically darts
of magical energy, which will strike the target. For higher
level casters, the ability to produce more than one such missile
becomes possible.
*******************************************************************************
~
-1 shelp_locate object~
*******************************************************************************
Name: Locate Object
Classes: Mage(16), Cleric(30)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell is used by the caster to find the position of the
specified object. General terms such as 'sword' may be given,
but this will result in an almost overwhelming burst of
information being provided to the caster!
*******************************************************************************
~
-1 shelp_lightning bolt~
*******************************************************************************
Name: Lightning Bolt
Classes: Mage(24)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell enables the caster to unleash a powerful bolt of
energy from his/her fingertips, which strikes the victim in
the form of a bolt of lightning.
*******************************************************************************
~
-1 shelp_know alignment~
*******************************************************************************
Name: Know Alignment
Classes: Cleric(13)
Duration: N/A
Modifies: N/A
Type: Defensive
Description: This spell enables the caster to know the alignment of the
victim.
*******************************************************************************
~
-1 shelp_invis~
*******************************************************************************
Name: Invisibility
Classes: Mage(17)
Duration: 4 + ( Cast Level / 5 )
Modifies: N/A
Type: Defensive
Description: This spell causes the target to become invisible to other beings,
but can still be detected by the use of a detect magic spell.
*******************************************************************************
~
-1 shelp_infravision~
*******************************************************************************
Name: Infravision
Classes: Mage(20)
Duration: 4 + ( Cast Level / 3 )
Modifies: N/A
Type: Defensive
Description: This spell enables the target to see better in darkness,
without the use of any external light source.
*******************************************************************************
~
-1 shelp_identify~
*******************************************************************************
Name: Identify
Classes: Mage(9)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell, when cast upon an object reveals the the caster it's
characteristics - object type, and other information.
*******************************************************************************
~
-1 shelp_influx~
*******************************************************************************
Name: Influx
Classes: Cleric(65)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: With this spell, the caster floods the room with positive
energy, partially restoring the Hit Points of all beings
present in the same location.
*******************************************************************************
~
-1 shelp_heal~
*******************************************************************************
Name: Heal
Classes: Cleric(75)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spells results in the target's Hit Points being virtually
restored, as well as healing any diseases or posions.
*******************************************************************************
~
-1 shelp_harm~
*******************************************************************************
Name: Harm
Classes: Cleric(74)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell causes a dramatic loss in Hit Points of the victim,
as well as him/her being infected with a disease.
*******************************************************************************
~
-1 shelp_giant strength~
*******************************************************************************
Name: Giant Strength
Classes: Mage(18)
Duration: 2 + ( Cast Level / 4 )
Modifies: Strength
Type: Defensive
Description: This spell summons forth the power of the Great Giants into
the target, resulting in a Strength bonus.
*******************************************************************************
~
-1 shelp_gate~
*******************************************************************************
Name: Gate
Classes: None at Present!
Duration: Permanent
Modifies: N/A
Type: N/A
Description: To Be Decided.
*******************************************************************************
~
-1 shelp_fly~
*******************************************************************************
Name: Fly
Classes: Mage(24)
Duration: 3 + ( Cast Level / 6 )
Modifies: N/A
Type: Defensive
Description: This spell causes the target to float off the floor, making
movement over land and water effortless. It also enables
entrance to certain parts of the sky...
*******************************************************************************
~
-1 shelp_faerie fog~
*******************************************************************************
Name: Faerie Fog
Classes: Priest(14)
Duration: N/A
Modifies: N/A
Type: Defensive
Description: This spell creates a billowing cloud of purple fog, which
reveals any hidden or invisible beings in the location.
*******************************************************************************
~
-1 shelp_faerie fire~
*******************************************************************************
Name: Faerie Fire
Classes: Mage(3)
Duration: 5 + (Cast Level / 4)
Modifies: Armor Class
Type: Defensive
Description: This spell engulfs the victim's body, making it easy for those
figting the victim to see him/her, effectively raising the
victim's Armor Class.
*******************************************************************************
~
-1 shelp_flamestrike~
*******************************************************************************
Name: Flamestrike
Classes: Cleric(54)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to call forth a vertically-moving
jet of flame to briefly engulf the target.
*******************************************************************************
~
-1 shelp_fireball~
*******************************************************************************
Name: Fireball
Classes: Mage(28)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to project a ball of flame from
their hand, to strike down the target.
*******************************************************************************
~
-1 shelp_energy drain~
*******************************************************************************
Name: Energy Drain
Classes: Mage(80)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell allows the caster to drain HitPoints, Mana Points
and Experience Points from the target, whilst gaining in Hit
Points Him/Herself.
*******************************************************************************
~
-1 shelp_encumber~
*******************************************************************************
Name: Encumber
Classes: Cleric(18)
Duration: 5 + ( Cast Level / 16 )
Modifies: Armour Class
Type: Offensive
Description: This spell causes the victim to feel weighted down, suffering
a penalty to their Armor Class.
*******************************************************************************
~
-1 shelp_enchant weapon~
*******************************************************************************
Name: Enchant Weapon
Classes: Mage(39)
Duration: Permanent
Modifies: Object HitRoll, Object DamRoll
Type: N/A
Description: This spell allows the caster to convert a normal, non-magic
weapon to a magically enchanted one, resulting in bonuses to
the wielder's attack rolls.
*******************************************************************************
~
-1 shelp_earthquake~
*******************************************************************************
Name: Earthquake
Classes: Cleric(78)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell summons a mini-earthquake to strike the caster's
location, causing damage to all those affected.
*******************************************************************************
~
-1 shelp_dispel evil~
*******************************************************************************
Name: Dispel Evil
Classes: Cleric(63)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell is used by the caster, to ask his/her God to strike
against an evil being. Remember that the Gods do not take
lightly such requests from evil spellcasters!
*******************************************************************************
~
-1 shelp_dispel magic~
*******************************************************************************
Name: Dispel Magic
Classes: Mage(28), Cleric(26)
Duration: N/A
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to attempt to remove the affects
of certain spells from the victim. Due to the effort involved,
it becomes progressively difficult to remove further affects
for each single use of this spell.
*******************************************************************************
~
-1 shelp_detect undead~
*******************************************************************************
Name: Detect Undead
Classes: Mage(8)
Duration: 5 + ( Cast Level / 6 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster to sense if a being is undead.
*******************************************************************************
~
-1 shelp_detect poison~
*******************************************************************************
Name: Detect Posion
Classes: Cleric(10)
Duration: N/A
Modifies: N/A
Type: N/A
Description: This spell allows the caster to determine if drink or food
is poisoned. It can only be cast upon items.
*******************************************************************************
~
-1 shelp_detect magic~
*******************************************************************************
Name: Detect Magic
Classes: Mage(7), Cleric(7)
Duration: 6 + ( Cast Level / 4 )
Modifies: N/A
Type: Defensive - Self
Description: This spells allows the caster to detect magical affects.
*******************************************************************************
~
-1 shelp_detect invis~
*******************************************************************************
Name: Detect Invisibility
Classes: Mage(19)
Duration: 6 + ( Cast Level / 8 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster to see any invisible beings,
providing they are of similar level to the caster, or lower.
*******************************************************************************
~
-1 shelp_detect hidden~
*******************************************************************************
Name: Detect Hidden
Classes: Mage(17), Cleric(16)
Duration: 4 + ( Cast Level / 8 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster to be aware of any hiding beings in
the current location. This spell does not reveal who is hiding,
however, just the fact that someone is.
*******************************************************************************
~
-1 shelp_detect evil~
*******************************************************************************
Name: Detect Evil
Classes: Mage(12), Cleric(8)
Duration: 5 + ( Cast Level / 10 )
Modifies: N/A
Type: Defensive - Self
Description: This spell allows the caster to recognize evil beings, who will
appear to be surrounded by a red aura.
*******************************************************************************
~
-1 shelp_curse~
*******************************************************************************
Name: Curse
Classes: Mage(35), Cleric(26)
Duration: 2 * ( Cast Level / 8 )
Modifies: HitRoll, Saving Roll
Type: Offensive
Description: This spell casts a curse upon the victim, reducing their chances
of the victim striking thier enemies, whilst making it easy for
them to be attacked. Cursed players may not recall to their
temple.
*******************************************************************************
~
-1 shelp_cure serious~
*******************************************************************************
Name: Cure Serious
Classes: Cleric(41)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to cure serious wounds of the
target.
*******************************************************************************
~
-1 shelp_cure poison~
*******************************************************************************
Name: Cure Poison
Classes: Cleric(32)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to remove any traces of poison
from the victim's body.
*******************************************************************************
~
-1 shelp_cure light~
*******************************************************************************
Name: Cure Light
Classes: Cleric(5)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to cure light wounds of the
target.
*******************************************************************************
~
-1 shelp_cure critical~
*******************************************************************************
Name: Cure Critical
Classes: Cleric(59)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spell allows the caster to cure critical wounds of the
target.
*******************************************************************************
~
-1 shelp_cure blindness~
*******************************************************************************
Name: Cure Blindness
Classes: Cleric(28)
Duration: Permanent
Modifies: N/A
Type: Defensive
Description: This spells allows the caster to remove any affects of a
blindness spell, or similiar.
*******************************************************************************
~
-1 shelp_create water~
*******************************************************************************
Name: Create Water
Classes: Cleric(9)
Duration: Permanent
Modifies: N/A
Type: N/A
Description: This spell is cast upon an object. If the object is able to hold
liquids, and is empty, it will be magically filled with water.
*******************************************************************************
~
-1 shelp_create spring~
*******************************************************************************
Name: Create Spring
Classes: Cleric(65)
Duration: Cast Level
Modifies: N/A
Type: N/A
Description: This spell causes a magically spring to appear.
*******************************************************************************
~
-1 shelp_create food~
*******************************************************************************
Name: Create Food
Classes: Cleric(26)
Duration: Permanent
Modifies: N/A
Type: N/A
Description: This spell allows the caster to magically produce some food, in
the form of a mushroom.
*******************************************************************************
~
-1 shelp_control weather~
*******************************************************************************
Name: Control Weather
Classes: Mage(58), Cleric(79)
Duration: N/A
Modifies: Weather Conditions
Type: N/A
Description: This spells allows the caster to make the weather conditions
either 'better' or 'worse'.
*******************************************************************************
~
-1 shelp_continual light~
*******************************************************************************
Name: Continual Light
Classes: Mage(11), Cleric(27)
Duration: Permanent
Modifies: N/A
Type: N/A
Description: This spell allows the caster to magically produce a small,
glowing ball of light.
*******************************************************************************
~
-1 shelp_colour spray~
*******************************************************************************
Name: Colour Spray
Classes: Mage(7)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell causes a rainbow-coloured array of colours to shoot
out, causing injury to the specified target.
*******************************************************************************
~
-1 shelp_chill touch~
*******************************************************************************
Name: Chill Touch
Classes: Mage(8)
Duration: 3
Modifies: Strength
Type: Offensive
Description: This spells causes a blue glow to encompass the caster's hand.
This energy can then be used to strike at a given foe, who will
be reduced in strength, as well as suffering damage.
*******************************************************************************
~
-1 shelp_charm person~
*******************************************************************************
Name: Charm Person
Classes: Mage(7), Cleric(15)
Duration: 3 + ( Cast Level / 8 )
Modifies: N/A
Type: Offensive
Description: This spells allows the caster to attempt to charm the victim.
if the spell succeeds, the victim will treat the caster as a
trusted friend, and obey any reasonable order they are given.
Remember that it is normal to hold the master responsible for
any orders the victims carry out.
*******************************************************************************
~
-1 shelp_change sex~
*******************************************************************************
Name: Change Sex
Classes: Mage(66)
Duration: 5 + ( Cast Level / 10 )
Modifies: Gender
Type: Defensive
Description: This spell, although not offensive, is not considered to be
completely harmless by it's victims. Upon casting of this spell,
the victim will appear to be of a different gender to all those
who that they encounter.
*******************************************************************************
~
-1 shelp_cause serious~
*******************************************************************************
Name: Cause Serious
Classes: Cleric(40)
Duration: Permanent
Modifies: N/A
Type: Offensive
Description: This spell inflicts serious wounds to the victim.
*******************************************************************************
~
-1 shelp_cause critical~
*******************************************************************************
Name: Cause Critical
Classes: Cleric(58)
Duration: Permanent
Modifies: N/A
Type: Offensive
Description: This spell causes critical injuries to the victim.
*******************************************************************************
~
-1 shelp_cause light~
*******************************************************************************
Name: Cause Light
Classes: Cleric(4)
Duration: Permanent
Modifies: N/A
Type: Offensive
Description: This spell causes light injuries to the victim.
*******************************************************************************
~
-1 shelp_call lightning~
*******************************************************************************
Name: Call Lightning
Classes: Cleric(36)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell can only be used outdoors, in bad weather. It
allows the caster to call bolts of lightning, which strike all
non-friendly characters in that location.
*******************************************************************************
~
-1 shelp_burning hands~
*******************************************************************************
Name: Burning Hands
Classes: Mage(6)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell causes a jet of flame to shoot from the caster's
hands, which strike the target.
*******************************************************************************
~
-1 shelp_blindness~
*******************************************************************************
Name: Blindness
Classes: Mage(16)
Duration: 1 + ( Cast Level / 4 )
Modifies: HitRoll
Type: Offensive
Description: This spell causes blindness in the recipient, affecting their
ability to strike their foes.
*******************************************************************************
~
-1 shelp_bless~
*******************************************************************************
Name: Bless
Classes: Cleric(8)
Duration: 6 + ( Cast Level / 6 )
Modifies: HitRoll & Saving Spell
Damage: N/A
Type: Defensive
Description: This spell allows the caster to raise the morale of the
recipient, giving a bonus to their combat abilities.
*******************************************************************************
~
-1 shelp_bark skin~
*******************************************************************************
Name: Bark Skin
Classes: Cleric(20)
Duration: 3 + ( Cast Level / 12 )
Modifies: Armor Class
Type: Defensive - Self
Description: This spell causes the caster's skin to harden, until it looks
like wood, providing an Armor Class bonus.
*******************************************************************************
~
-1 shelp_bad breath~
*******************************************************************************
Name: Bad Breath
Classes: Mage(4)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: The caster expells a blast of bad breath, which strikes the
victim.
*******************************************************************************
~
-1 shelp_armor~
*******************************************************************************
Name: Armor
Classes: Mage(3)
Duration: 24
Modifies: Armor Class
Type: Defensive
Description: This spell creates a magical field of force, which protects as
if it were physical armor. It does not hinder the player in
any way, and will last for it's duration, unless dispelled.
*******************************************************************************
~
-1 shelp_acid blast~
*******************************************************************************
Name: Acid Blast
Classes: Mage(50)
Duration: N/A
Modifies: N/A
Type: Offensive
Description: This spell conjures forth a blast of acid to strike the victim.
*******************************************************************************
~
-1 shelp_summary~
*******************************************************************************
sHelp is a command that provides help pages for the various skills and spells
offered to all the classes within the game. Unlike the 'help' command, you
can abbreviate the skill or spell you are looking for, eg: 'shelp arm' will
display the help page for the armor spell.
For spells, the following information is shown:
Name: The name of the spell
Classes: Which classes have access to this spell, and at what level
Duration: The time (in ticks) that the spell lasts for
Modifies: What (if any) modifies the spell offers
Type: What type of spell, eg: Offensive (starts fights) or defensive
Description: A brief description of the spell
For skills, the same information is shown as for spells, except for the
'type' field.
*******************************************************************************
~
-1 shelp_outline~
*******************************************************************************
Name:
Classes:
Duration:
Modifies:
Type:
Description:
*******************************************************************************
~
0 $~
#ROOMS
#16777216
New room~
This is a desc\brthis is only a desc
this shouldnt be wrapped
\brthis should
\br
hmm
~
4 11
S
#0
#OBJECTS
#0
#$