RULES last updated: 09/02/95 We the Administrators here at CrimsonMud want everyone to have a good time and get everything possible out of their Mud experince. Any rule infraction on this Mud will be dealt with if it is witnessed by a God or if it is provable by logs or other means. A punishment can range from loss of items or gold to loss of levels and/or your entire character. We hope that these measures will not be needed. As it has been discussed, we want to foster an environment here that doesnt need constant babysitting. Please try to treat others and the game with respect and we will not need to punish anyone. If something seems like it might be stretching the rules...dont do it, even if it is not expressly stated in the rules that it is 'illegal'. If people are not constantly 'stretching the rules' we can focus on other things to make the the Mud a better place. Treat these rules as a guideline and we will all be fine. * Player Killing IS legal on Crimson mud but there are some limits to this: - Killing newbies (level 1 - 3) is illegal. - Avatars may NOT kill mortal players. - Avatars may kill other Avatars in the Avatar arena. No other room may be used for this. * Player Stealing is also legal here at Crimson mud. * Killing a mob that another player has charmed is discouraged. * Summoning aggressive mobs to Midgaard is illegal. (try to imagine how you would feel after a 5 hour marathon which raised your character to the pinnacle of 10th level, only to be killed just outside the inn by Gargath, Lord of Tarterus....) * Summoning an aggressive mob to other players or other players to aggressive mobs is illegal. * Killing any of the Midgaard shopkeepers, the receptionist, the guildmasters or the temple high priest is illegal. * Stealing other players 'kills' is illegal. If another player is fighting a mob DON'T kill the mob. Also if someone is in a room with a mob ask if it's their mob before killing it. * Looting another player's corpse is illegal unless you are asked to help by the recently deceased. Once again we are trying to make this MUD a fun place to be for everyone. If we get too many complaints about Pkilling or Pstealing, we will discontinue the practice. If we all try to get along as much as possible and resect each others right to play more or less hassle free, then this place will run smoothly. See also: LOOTING # LOOTING Looting of other players corpses when they die is against the MUD rules. If caught, your character will be punished. Looting of equipment and cash off mobs that someone else kills is also against the rules and will be treated as listed above. # ZONES General information on the available zones: The levels suggested are just that, suggestions. Group adventure is greatly encouraged. Name of the Zone Suggested Levels General Alignment Designers ---------------- ---------------- ----------------- --------- Midgaard City All Good Original DIKU Forest of Haon Dor All Good - Evil Original DIKU Tuscany All All Assembled by Cauchy Newbie Village 1 - 4 Good Mara Royal Academy 1 - 5 Neutral Cauchy Snotling Camp 1 - 8 Evil Fish Gnome Village 1 - 10 Good Nefarious & Graffin Mines of Moria 5 - 15 Evil Original DIKU Sewers 5 - 20 Good - Evil Original DIKU Thalos 8 - 25 Evil Original DIKU Room of Quifael 10 - 20 All Original DIKU Dwarf City 10 - 25 Good Unknown Arachnos 10 - 25 Evil Original DIKU Egypt 10 - 40 Neutral Nefarious & Graffin Drow City 12 - 28 Evil Original DIKU Silver Dale 12 - 30 Evil Cryogen Atlantis 15 - 25 Good Nefarious & Graffin Redferne's Residence 15 - 35 Good Assembled by Renegade Amazon Jungle 15 - 35 Neutral Wimpie and Hormiga Thieves Guild 15 - 35 Neutral - Evil Graffin and It Arnath 15 - 40 Good Air Castle Bryan 20 - 35 Good Vangar Tower of Sorcery 20 - 40 All Unknown Lair of the Ratmen 20 - 40 Evil Fish Elfin Citadel 20 - 40 Good Trinity and kalin Vampire Lair 20 - 40 Evil Fish Dark Wood 30 - 40 Evil Air Shaolin Temple 35 - 40 Evil Giggles Gargath Keep Avatars Evil Nefarious # BANK The receptionist serves as the banker on this MUD. When at the receptionist the following commands can be used: BALANCE - See how much cash you have stored in bank. DEPOSIT <amount> - Deposit in the bank. There is a small interest charge. WITHDRAW <amount> - Withdraw specified amount. # PRACS Extra Damage - (skill)/10 bonus dam to each hit. Slash/Pierce/Bludgeon - (skill)/10 bonus dam to each hit if that type weapon is used. Dodge - reduces ac by (skill)/10. Tougher Scales - reduces damage taken by (skill)/10 per hit. Breath Attacks - skill is % chance the breath works. Second Attack - the % chance of getting a second attack each round. Third Attack -If you get the second attack in a given round this is your chance at a third. Fourth Attack -If you get the third attack in a given round this is your chance at a fourth. See also: BREATH # BREATH The syntax for using a breath attack is: breath <type> <target> Example: breath fire guard Types of breath: fire - (level/2)d10 + 2*level frost - (level/2)d6 + level/2 (6d6+12 max) acid - (level/2)d6 + 10 (10d6+10 max) lightning - (level/2)d6 + 20 (20d6+20 max) gas - (level/2)d3 + level/2 (also can blind and poison) Gas breath can also be area effect if no target is given. See also: PRACS # DESC_DAMAGE 1 - 4 Tickle 5 - 8 Barely 9 - 12 Hit 13 - 20 Hard 21 - 28 Very Hard 29 - 40 Extremely 41 - 60 Massacre 61 - 80 Annihilate 81 - 100 Obliterate 101 - 150 Demolish 151+ Rend Asunder # DEATH-TRAP Death traps are a special type of rooms. When a player hits a death trap, he/she will lose ALL equipment, but NOT coins or experience points. The best way to avoid hitting one is to look towards the direction before you move and read the room description carefully, as these descriptions often contain messages warning you about the danger, if there is a death trap present. # IMMORTAL METH (level 42) The Methuselah (Meth) is the first level of true God on Auggiemud. They are the first liason between the players and the other Gods as well. A meth should be the first one approached if there is a problem on the Mud. If he or she cannot fix the problem, they will notify someone who can. Please, the Meths are here to help, contact them if you have a problem! TO BE PROMOTED TO METH: Once you reach the level of Avatar, you will have the ability to REQUEST a promotion to Methuselah. You can do so by contacting an Overlord (Vial the chain of command). If they feel that you can be trusted with the immortal position, then you will be promoted to level 42. Any past actions, such as cheating or excessive pkilling will be taken into account at this time. ANTE (level 43) They are the next step if the METH who's around can't get a dispute settled. They also are they to enforce the rules. They are allowed to reimburse equipment if there is a MUD crash and someone loses something. HIGH (level 44) High Gods are second in command to the Overlords. Their word is law and should be treated accordingly. Most of the Highs will have specific jobs or specific Overlords to be assisting. See also: IMM_RULES # IMM_RULES These rules are for players of level 42 and higher. Avatars have their own. 1. Do not kill mortals. And dont think that transferring or summoning them to aggressive mobs don't count. 2. Do not CHEAT FOR ANY MORTAL IN ANY WAY. Unless you LIKE deletion. YES this does includes tanking, healing, restoring, casting protection on them and yes softening up mobs does count. 3. Do not use transfer or summon to move mortals to mobs or mobs to mortals. After all they do have legs. Let them walk or run. 4. Do not move or kill ANY mob for any reason. 5. Do not give out free equipment. Only level 44 or 45 imms may reimburse players. 6. If you wish to run a quest you must post what you plan on doing for your quest on the immortal board. Then when and if you get a yes from a 43 or higher god. You must post you plan on running a quest on the mortal board for at least 5 days before your quest is run. a. You must post the date and time of you quest in you post the time should be posted as USA CST. b. Do not post what the prize is. 7. If you want to visit someone and it doesn't involve saving there butts from combat or being lost you may move them to a safe spot to talk. 8. Last but not least we do not bite so please if you have any questions as to if what you have done or can do please post it on the immortal board. IT MAKES US MUCH MADDER IF WE FIND OUT LATER THAT YOU HAVE DONE SOMETHING WRONG. 9. Please have fun and a good game. 10. Immortals are not allowed to have equipment. There has been problems with imms giving eq to players so imms are no longer allowed to have any. Once you imm you are required to goto the dump and drop all your eq in it. 11. You are NOT allowed to have your IMM and a mortal character of yours online at the same time for ANY reason! 12. do NOT post on the Zonelord board unless you are one! 13. the immtalk channel is for business only. If you are caught chatting and gossiping on it too much you will be killed on sight probably demoted as well.. 14. If you can not be trusted you will lose what you have gotten. This means back to LEVEL 1 . See also: IMMORTAL AVATAR # AVATAR Avatars are semi-immortals. Once you reach the level of Avatar you gain some minor god commands but can still adventure but ONLY with other avatars or alone. IF an Avatar is caught helping another player in ANY way including giving them eq, tanking, etc. the avatar WILL be demoted to level 1. Things Avatars are NOT allowed to do: - Killing other players. - Tanking for any mortal. - Grouping with any mortal. - Stealing from other players. - Exploring new zones before they are open. - Having equipment on more than one avatar character. - Giving equipment to a non-avatar. - Selling equipment to a non-avatar. - Posting on the Zonelord board in room 8311 unless you actually are a zonelord. ************************************************************************* *** Any avatar caught violating any of the rules mentioned above will *** *** be demoted to level 1. *** ************************************************************************* Powers of an Avatar: - Can see in the dark. - Can practice most spells (needs to have/buy pracs though). - Doesn't need food or water. - and a few minor god commands. NOTE: - Avatars are NO LONGER immuned to death traps. - When an avatar dies, he/she will lose 5 hp and 5 mana and 5 mv PERMANENTLY, plus a chance of losing one stat point. Avatar Wars: Avatars may fight each other in the Avatar Arena. (room 8314) and NOWHERE else. Avatars found killing ANY player for ANY reason elsewhere will be demoted to level 1 no questions asked. Avatar Zones: Gargath Keep (target room 15901 to get there) Planes of the Gods in Tuscany Plane of Fire (Coming soon) See also: IMMORTAL # ZONELORD Zonelords are people who are creating new zones for the mud. They have been granted special privileges in one zone so they can build there. On the rest of the MUD they are normal characters of their level. Restrictions: Zonelords may NOT adventure in their zone for any reason after their zone becomes available for the general public. This includes ALL characters owned by the player with the zonelord. The zonelord and all his other chracters also may not use equipment from his zone even if someone else goes to the zone to get it. Once the zone has been play tested and all the bugs worked out the zonelord will be returned to the status of a normal player. One week after the removal of his powers in the zone the above restrictions will be lifted from him and he may adventure and get equipment from his zone. Zonelords may NOT create items or mobiles for own benefits. # ROOM_GUIDES Guidelines for Creating Rooms ----------------------------- - When using rname, put the @ directly after the last character you type, in order to eliminate any extra spaces in the room description. - Room names have title format, i.e. Use A Small Path in the Forest instead of A small path in the forest. No period is necessary at the end of the name. - When using rdesc, always put a return before adding the @ symbol so that the description is separated from everything else in the room. - To be consistent with other rooms of the game, don't indent the room desc too. - When making death rooms in your zone, please put a hint in the rlink description goin to that room. That way experienced players can look in the directions they wish go when exploring your zone, and avoid the dts. - The rflag !TUNNEL is used for fast healing room, temporarily. See also: MOB_GUIDES, OBJ_GUIDES # MOB_GUIDES Guidelines for Creating Mobiles ------------------------------- MOB Level Modifier breath attack +2 magic immunity +2 sanctuary +2 spell casters +2 magic resist +1 regeneration +0.5 poison +0.5 Meaning: Say you create a mob with level 20 stats(ac,hp,thac0,damage), and with Sanctuary flag, then the mob's level should be 22, with coins and xp for level 22. So a level 40 mob with sanc and mage or priest (spell casters) will have level 36 stats. Maximum modifier cannot exceed +4, i.e. a level 20 mob with all the above flags set will have level 16 stats. Level AC Hp Thac0 Avg. Dam Max.Coins Exp ----- ---- ----- ----- -------- --------- ------ 40 -150 5,000 -60 180 150,000 60,000 39 -140 4,800 -57 164 136,000 58,500 38 -130 4,600 -54 148 122,000 57,000 37 -120 4,400 -51 132 108,000 55,500 36 -110 4,200 -48 116 94,000 54,000 35 -100 4,000 -45 100 80,000 52,500 34 - 90 3,800 -42 92 74,000 51,000 33 - 80 3,600 -39 84 68,000 49,500 32 - 70 3,400 -36 76 62,000 48,000 31 - 60 3,200 -33 68 56,000 46,500 30 - 50 3,000 -30 60 50,000 45,000 29 - 40 2,700 -27 56 46,000 43,500 28 - 30 2,400 -24 52 42,000 42,000 27 - 20 2,100 -21 48 38,000 40,500 26 - 10 1,800 -18 44 34,000 39,000 25 0 1,500 -15 40 30,000 37,500 24 + 10 1,340 -12 38 27,000 36,000 23 + 20 1,180 - 9 36 24,000 34,500 22 + 30 1,020 - 6 34 21,000 33,000 21 + 40 860 - 3 32 18,000 31,500 20 + 50 700 0 30 15,000 30,000 19 + 60 630 + 3 28 13,000 28,500 18 + 70 560 + 6 26 11,000 27,000 17 + 80 490 + 9 24 9,000 25,500 16 + 90 420 +12 22 7,000 24,000 15 +100 350 +15 20 5,000 22,500 14 +110 316 +18 18 4,000 21,000 13 +120 282 +20 16 3,000 19,500 12 +130 248 +21 14 2,000 18,000 11 +140 214 +22 13 1,000 16,500 10 +150 180 +23 12 1,000 15,000 9 +160 162 +24 11 900 13,500 8 +170 144 +25 10 800 12,000 7 +180 126 +26 9 700 10,500 6 +190 108 +27 8 600 9,000 5 +200 90 +28 7 500 7,500 4 +210 76 +29 6 400 6,000 3 +220 64 +30 5 300 4,500 2 +230 52 +31 4 200 3,000 1 +240 40 +32 3 100 1,500 0 +250 20 +33 2 50 750 AVATAR ZONES SPECIAL NOTE All mobs in avatar zones will have an exp value of 0. See also: ROOM_GUIDES, OBJ_GUIDES # OBJ_GUIDES Guidelines for Creating Objects ------------------------------- Otype armor maximum ac guidelines: Owear Modifier Avatar Heroic Expert Difficult All Finger 1 30 25 20 15 10 Neck 1 50 40 30 20 10 Body 3 40 30 20 10 5 Head 2 35 30 25 20 10 Leg 2 25 20 15 10 5 Feet 1 15 12 9 6 3 Hands 1 15 12 9 6 3 Arms 1 30 25 20 15 10 Shield 1 30 25 20 15 10 About 1 50 40 30 20 10 Waist 1 25 20 15 10 5 Wrist 1 20 15 10 5 3 Held 1 25 20 15 10 5 Damage restrictions - for general limits for +damroll items, use the help DAMAGE_LIMITS online. Average Damage for Weapons: Avatar Heroic Expert Difficult All 25 20 15 10 5 Weapons with any slayer bit cannot have avg. dam. above 20. See also: ROOM_GUIDES, MOB_GUIDES, DAMAGE_LIMITS # DAMAGE_LIMITS Objects may not have more +dam than the following. Where_worn Dam_allowed light +1 neck +2 finger +2 head +2 body +2 hands +3 legs +2 feet +2 arms +2 about body +2 shield +3 wrists +2 waist +3 wield +4 held +2 Any weapon with an average damage above 20 needs to get IMP approval. And weapons cannot have an average damage above 25 for any reason. # OBJECT_CREATION To help you get started, here's some things to check into. * Type the creation command by itself and you'll get the list of flags to be used with that command. * Do a help on the creation command to get an explanation of the flags and more help for that command. A good order to look at them is: ocreate olist osave ostat otype owear osdesc oldesc oflag okeywords oaffect ocost orent oweight owflag ovalues value_spells # OCREATE Do this in the zone you want the object to be in. It should say 'Done, obj.#3403 created' for example. Remember the obj.#. See also: OLIST, OSAVE, OSTAT # OLIST This command gives you the list of all the objects in the zone you are in. See also: OCREATE, OSAVE, OSTAT # OSAVE This command saves all the objects in the zone you are in. Use often (like after each change you don't want to lose). See also: OCREATE, OLIST, OSTAT # OSTAT This command lets you see the statistics on an object. You can find out the current flags, etc. that are on the object using this. Used: ostat <obj.#> Example: ostat 3405 See also: OCREATE, OLIST, OSAVE # OTYPE This lets you determine the type of object. Used: otype <obj.#> <flag> Example: otype 3403 weapon Flags and Meanings: ------------------ LIGHT - Lets you see in a dark room SCROLL - It's a scroll WAND - It's a wand STAFF - It's a staff WEAPON - It can be used as a weapon TREASURE - It is a treasure, but not money. (Example: bar of gold) ARMOR - It is armor POTION - It is a potion OTHER - It doesn't fit anywhere else.. TRASH - It is trash..no real value. (Example: normal old broom) CONTAINER - It can hold things inside it NOTE - A note can be written on it with a PEN otype DRINKCON - It is a drink container (Example: bottle, barrel). Make sure that if this otype has some liquid in it to put in the okeywords [ <name of the drink> <name of the container>] KEY - It can open certain locked doors FOOD - It is food (eaten when hungry) MONEY - It is gold coins PEN - It can be used to write on a NOTE otype BOAT - It is a boat..it must be carried by a character to move into NOSWIM rooms. WORN - valid, but does nothing right now FIREWEAPON - ! MISSILE - ! TRAP - ? UNDEFINED - ? ! = not implemented..do not use ? = unknown use..do not use at this time See also: OWEAR, OFLAG, OKEYWORDS # OWEAR This command lets you set where the object is worn. Used: owear <obj.#> <flag> Example: owear 3401 neck Flags and Meaning ----------------- TAKE - item can be taken by a character doing a GET FINGER - worn on finger (Example: ring) NECK - worn around neck (Example: necklace) BODY - worn on mid-body (Example: bronze breast plate) HEAD - worn on the head (Example: helm, hat) LEGS - worn on the legs (Example: pants, leggings) FEET - worn on the feet (Example: boots) HANDS - worn on the hands (Example: gauntlets, gloves) ARMS - worn on the arms (Example: sleeves) SHIELD - worn as a shield (Example: shield) ABOUT - worn about the body (Example: cloak) WRIST - worn about the wrist (Example: bracelet) WIELD - object is wielded (Example: sword) WAISTE - worn around the waiste (Example: belt) HOLD - held in the hand (Example: stone) LIGHT-SOURCE - held as a light source (Example: lantern, torch) THROW - ? USABLE - ! ! = not implemented..do not use ? = unknown use..do not use at this time See also: OTYPE, OFLAG, OKEYWORDS # OFLAG This command lets you set 'special affects.' Used: oflag <obj.#> <flag> Example: oflag 3405 dark Flag and Meaning ---------------- GLOW - '...it glows brightly' HUM - '...it emits a faint hum' DARK - '...clouded in darkness' LOCK - ? EVIL - ? INVISIBLE - it is invisible MAGIC - it shows a magical aura when 'detect magic' is cast on it. NODROP - it can't be dropped (cursed) BLESS - it is blessed (like the spell bless) *DOES NOTHING NOW* ANTI-GOOD - good alignment characters/mobs can't use it ANTI-EVIL - evil alignment characters/mobs can't use it ANTI-NEURTAL - neutral alignment characters/mobs can't use it ANTI-MAGE - mage class characters/mobs can't use it ANTI-THIEF - thief class characters/mobs can't use it ANTI-CLERIC - cleric class characters/mobs can't use it ANTI-WARRIOR - warrior class characters/mobs can't use it ANTI-DRAGON - dragonkin class characters/mobs can't use it GOOD - ? NORENT - ! DIFFICULT - characters under 10th level can not use EXPERT - characters under 20th level can not use HEROIC - characters under 30th level can not use ! = not implemented..do not use ? = unknown use..do not use at this time See also: OTYPE, OWEAR, OKEYWORDS, OFLAG # OKEYWORDS This command lets you set the keyword of the obj. For an example of what a keyword is, is: get sword (sword being the keyword). Used: keywords <obj.#> <keywords> Example: keywords 3403 black sword See also: OTYPE, OWEAR, OFLAG_TABLE # OWFLAG This lets you set special weapon flags. owflag <obj#> <flag> Example: owflag 3403 silver Flags and Meanings ------------------ POISONOUS - has a % chance to poison the mob/character being attacked BLINDING - has a % chance to blind the mob/character being attacked PARALYZING - ! SILVER - only type of weapon that can damage shadow type mobs WOOD-STAKE - only type of weapon that can damage vampire type mobs VAMPIRIC - drains hitpoints from target and gives them to the wielder MANA-DRAINING - drains mana from target and gives them to the wielder GOOD - can NOT kill good mobs NEUTRAL - can NOT kill neutral mobs EVIL - can NOT kill evil mobs GOODSLAYER - 2*damage vs. good mobs EVIL-SLAYER - 2*damage vs. evil mobs DRAGON-SLAYER - 2*damage vs. dragon class ANIMAL-SLAYER - 2*damage vs. animals GIANT-SLAYER - 2*damage vs. giants Note: -SLAYERs are cumulative ! = not implemented..do not use ? = unknown use..do not use at this time # OSDESC This lets you write the description of the object seen when it's picked up, dropped, etc. Used: osdesc <obj#> <desc> Example: osdesc 3403 the saber See also: OLDESC # OLDESC This lets you write the description seen when the obj. is lying on the ground. Used: oldesc <obj.#> <desc> Example: oldesc 3403 A shining sword lies here in the dust. See also: OSDESC # OVALUE_LIGHT value [0]: - value [1]: - value [2]: # of hours the light can be used for. 0 hours = the light is out negative hours = gives eternal light value [3]: - # OVALUE_SCROLL value [0]: level of the spell on the scroll value [1]: which spell value [2]: which spell value [3]: which spell (The values 1-3 are the three different spells mixed on the scroll. Unused spells should be set to -1) See also: VALUE_SPELLS # OVALUE_WAND OVALUE_STAFF value [0]: level of the spell in the wand/staff value [1]: max. charge value [2]: charges left value [3]: which spell is in the wand/staff See also: VALUE_SPELLS # OVALUE_WEAPON value [0]: - value [1]: # of dice to roll for the damage value [2]: size of dice to roll for the damage value [3]: weapon type: <#> Category Message - -------- ------- 2 slash 'whip/whips' 3 slash 'slash/slashes' 6 bludgeon 'crush/crushes' 7 bludgeon 'pound/pounds' 11 pierce 'pierce/pierces' # OVALUE_ARMOR value [0]: effective AC >0 enhances the armor class <0 reduces the armor class (Example: cursed armor) value [1]: - value [2]: - value [3]: - # OVALUE_POTION value [0]: Level of spell in potion value [1]: which spell value [2]: which spell value [3]: which spell (The values 1-3 are the three different spells mixed in the potion. Unused spells should be set to -1) See also: VALUE_SPELLS # OVALUE_CONTAINER value [0]: max. weight the container can hold value [1]: container type: closable = 1 pickable = 2 closed = 4 lockable = 8 value [2]: item # of the obj. which can open this obj. -1 = no lockablity value [3]: internal use for corpses that must 'rot' non-zero # = yes (it is a corpse) # OVALUE_NOTE value [0]: tongue (language written in). Not used yet. value [1]: - value [2]: - value [3]: - # OVALUE_DRINKCON value [0]: Max. drink units the drink container can hold value [1]: # of drink units left in the container value [2]: type of liquid: EFFECT: TYPE # DRUNKNESS FULLNESS THIRST ---- - --------- -------- ------ water 0 0 1 10 beer 1 3 2 5 wine 2 5 2 5 ale 3 2 2 5 darkale 4 1 2 5 whisky 5 6 1 4 lemonade 6 0 1 8 firebreath 7 10 0 0 local special 8 3 3 3 slime 9 0 4 -8 milk 10 0 3 6 tea 11 0 1 6 coffee 12 0 1 6 blood 13 0 2 -1 saltwater 14 0 1 -2 coke 15 0 1 5 Values for drunkness/fullness/thirst are used per 4 units drunk and expressed in hours. 24 hours is the max. for d/f/t. When hours = 0 for the drunkness, fullness, and/or thirst, the person will then be sober, hungry, and/or thirsty respectively. Value [3]: if this value = non-zero, then the drink is poisoned # OVALUE_KEY value [0]: key # (must match the locks key # to open the lock) value [1]: - value [2]: - value [3]: - # OVALUE_FOOD value [0]: # of hours the food fills the stomach value [1]: - value [2]: - value [3]: if the value is a non-zero #, then the food is poisoned # OVALUE_MONEY value [0]: # of gold coins in the 'pile' value [1]: - value [2]: - value [3]: - # OAFFECT This allows you to put character stat modifiers on an obj. Modifiers only work when the object is being used as equipment. Note: If there is NONE for aff#0, then it will not go on to check the rest of the aff#'s. ie, put the oaffects in starting at 0 and working to 1, 2, and then 3. (aff# refers to the fact there are 4 affect slots..0-3) Used: oaffect <obj.#> <aff#> <type> <modifier> Example: oaffect 3405 0 mana 30 oaffect 3405 0 none 0 Flags and Meanings ------------------ NONE - no affect STR - modifies strength stat DEX - modifies dexterity stat INT - modifies intelligence stat WIS - modifies wisdom stat CON - modifies constitution stat SEX - modifies sex stat (practical joke?) (neutral=0; male=1; female=2) CLASS - ! LEVEL - ! AGE - modifies players age CHAR_WEIGHT - ! CHAR_HEIGHT - ! MANA - modifies max. mana stat HIT - modifies max. hit stat MOVE - modifies max. move stat GOLD - ! EXP - ! AC - modifies AC stat HITROLL - modifies the to hit roll DAMROLL - modifies the damage roll SAVING_PARA - gives a + to saves vs. poison & paryalysis SAVING_ROD - gives a + to saves vs. wands and staffs SAVING_PETRI - give a + to saves vs. petrification SAVING_BREATH - give a + to saves vs. breath SAVING_SPELL - gives a + to saves vs. spells EXTRA-ATTACKS - ! DETECT-INVIS - allows the wearer to see the invisible (like the spell) DARKSIGHT - allows you to see in the dark (like the skill) MAGIC-RESIST - ! MAGIC-IMMUNE - ! BREATHWATER - allows you to breath water (go into NOSWIM rooms) DETECT-MAGIC - ! SENSE-LIFE - allows you to sense life (like the spell) DETECT-EVIL - allows you to to detect evil mobs/characters SNEAK - ! INVISIBILITY - makes the wearer invisible (like the spell) IMPROVED-INVIS - makes the wearer improved-invis (like the spell) REGENERATION - increases the rate of recovery (move, mana, & hit) MINOR-WARDS - ! MAJOR-WARDS - ! UNDETECTABLE-INVIS - ! ! = not implemented ? = unknown use..do not use at this time # OCOST This command lets you set the object's cost (buy/sell). Used: ocost <obj.#> <$> Example: ocost 3405 1000 See also: ORENT # ORENT This command allows you to set the object's rent price. A negative $ amount means that the object can not be rented. Used: orent <obj.#> <$> Example: orent 3405 950 See also: OCOST # OWEIGHT This command lets you set the weight of the object. Used: oweight <obj.#> <weight in lbs.> Example: oweight 3405 5 # VALUE_SPELLS The following is the list of numbers to be used in OVALUES when asked for 'which spell'. The format is: spell name, #, type of obj. it can be used on (P = potion, SC = scroll, W = wand, ST = STAFF, <blank> = none), and the min. level for 'level of spell' (if needed). ARMOR 1 P,SC,W >0 TELEPORT 2 P,SC,W,ST >0 BLESS 3 P,SC,W BLINDNESS 4 P,SC,W,ST BURNING_HANDS 5 CALL_LIGHTING 6 P,SC,ST >=12 CHARM_PERSON 7 SC,ST CHILL_TOUCH 8 IMPROVED_INVIS 9 P,SC,W COLORSPRAY 10 SC,W =11 CONTROL_WEATHER 11 CREATE_FOOD 12 SC CREATE_WATER 13 CURE_BLIND 14 P,ST CURE_CRITICAL 15 P,ST CURE_LIGHT 16 P,ST CURSE 17 P,SC,ST DETECT_EVIL 18 P,ST DETECT_INVISIBLE 19 P,ST DETECT_MAGIC 20 P,SC DETECT_POISON 21 P,SC DISPEL_EVIL 22 P,SC,W,ST =11 EARTHQUAKE 23 SC,ST =7 ENCHANT_WEAPON 24 SC ENERGY_DRAIN 25 P,SC,W,ST =13 FIREBALL 26 SC,W =15 HARM 27 P,ST =15 HEAL 28 P,ST INVISIBLE 29 P,SC,W,ST LIGHTING_BOLT 30 SC,W =9 LOCATE_OBJECT 31 MAGIC_MISSILE 32 SC,W =1 POISON 33 P,ST PROTECT_FROM_EVIL 34 P,SC,W,ST REMOVE_CURSE 35 P,SC,ST SANCTUARY 36 P,SC,ST SHOCKING_GRASP 37 SLEEP 38 P,SC,W,ST STRENGTH 39 P,SC,ST SUMMON 40 VENTRILOQUATE 41 WORD_OF_RECALL 42 P,SC,W,ST REMOVE_POISON 43 P,ST SENSE_LIFE 44 P,ST IDENTIFY 53 SC CAUSE_CRITIC 54 CAUSE_LIGHT 55 DARKSIGHT 68 UNDETECT_INVIS 72 /* Not (Yet) Implemented */ RESTORATION 73 REGENERATION 74 MINOR_WARDS 75 /* Not (Yet) Implemented */ MAJOR_WARDS 76 /* Not (Yet) Implemented */ MORD_SWORD 77 /* Not (Yet) Implemented */ SPIRIT_HAMMER 78 /* Not (Yet) Implemented */ TURN_UNDEAD 79 SUCCOR 80 DONATE_MANA 81 MANA_LINK 82 /* Not (Yet) Implemented */ MAGIC_RESIST 83 MAGIC_IMMUNE 84 DISPEL_MAGIC 85 /* Not (Yet) Implemented */ CONFLAGRATION 86 BREATHWATER 87 SUSTENANCE 88 See also: OVALUES # OVALUES_AC The ovalues for otype ARMOR use the following chart. For the ovalue you put in, you then multiply it by the approprite number in the below chart. owear location # -------------- - -body (chest) 3 -legs 2 -all other locations 1 Example: ovalue 3405 4 - - - (with the owear chest) The AC improvement is 12 (4*3) (with the owear legs) The AC improvement is 8 (4*2) (with the owear arms) The AC improvement is 4 (4*1) See also: OVALUES, OWEAR, OAFFECT # OVALUES This lets you set values on certain obj. types. Used: ovalue <obj.#> <value [0]> <value [1]> <value [2]> <value [3]> Example: (for a LIGHT) ovalue 3405 - - 15 - (for a container) ovalue 3405 12 1 -1 - Values for OTYPEs - individually by type ---------------------------------------- See also: VALUE_SPELLS OVALUE_LIGHT OVALUE_SCROLL OVALUE_WAND OVALUE_STAFF OVALUE_WEAPON OVALUE_ARMOR OVALUE_POTION OVALUE_CONTAINER OVALUE_NOTE OVALUE_DRINKCON OVALUE_KEY OVALUE_FOOD OVALUE_MONEY # OFLAG_TABLE This is a table for what has been made anti- already and what is excepted. If you need an exception to any of the following ask an IMP before you make the exception. any exceptions such as creating armor a dragon can wear should cost more rent than equal armor for a non dragon. (it is rare stuff afterall) ANTI-DRAGON -most head gear (because on horns) -most body armor (because on wings) -pants (because of tail) -all wands with above 4th level spells on them -all staffs with above 4th level spells on them Exceptions on ANTI-DRAGON: -skirts (tail has a place to come out..under the skirt) -robes (can be put on in a way to avoid the wings) ANTI-MAGE -all metal armor (anything you can't tell = metal) -all heavy weapons (over 14 weight) ANTI_CLERIC -all heavy swords (over 14 weight) ANTI-THIEF -all heavy weapons (over 14 weight) -all staffs with above 4th level spells on them -all wands with above 4th level spells on them ANTI_WARRIOR -all staffs with above 4th level spells on them -all wands with above 4th level spells on them See also: OFLAG # PICK Thieves only skill. For picking locks. Not all locks can be picked. Example: pick door pick safe See also : OPEN, CLOSE, LOCK, UNLOCK # SNEAK Thieves only skill. Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you sucessfully sneak, then you'll continue to sneak for a little while. Example: sneak See also : HIDE # HIDE Thieves only skill. When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of wherther you typed a command or not. Example: > hide > Ok. (you wait for ex. 5 mins and remain hidden for 5 mins) > (You pressed enter and no longer hide) # LOOK For studying your surroundings. Examples: look look AT the angel (or just look angel) look IN the bag look to the south (or just: look south) Note that if you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>, or EXAMINE <OBJECT>. See also : EXAMINE or READ # OPEN CLOSE LOCK UNLOCK Usage (example): open portal or open portal to the south (if there's more than one to choose from) # NORTH SOUTH EAST WEST UP DOWN To walk in a given direction. # EAT DRINK SIP TASTE If you're hungry or thirsty. Example: eat hamburger. # WHO Lists the people currently in the game. Some people may choose to remain unseen. # GIVE If you feel benevolent, you may give some stuff to someone in need. Example: give bread to the beggar. # SAVE Save your persona. This includes experience points, strength, gold, etc. Any equipment you may have gathered is NOT saved. # STRING For changing the text-strings associated with objects and characters. The format is: string <type> <name> <field> [<string> | <keyword>] Type is either 'obj' or 'char'. Field is one of the following(the names may be abbreviated): Name (the call-name of an obj/char - kill giant) Short (for inventory lists (obj's) and actions (char's)) Long (for when obj/character is seen in room) Title (for players) Description (For look at. For obj's, must be followed by a keyword) Delete-description (only for obj's. Must be followed by keyword) Where a string is expected as the last argument, a newline will make you enter a string mode, and the game will prompt you for new lines to the string until you exceed the maximum length for the string or you end a line with a '@'. # LOAD For loading new objects or characters from the database. The format is: load <type> <number> Where <type> is either 'obj' or 'char', and number is the number of the object or character you wish to create. # INVENTORY If you're uncertain about what you're carrying, or simply want to check that no thieves have got to your backpack. See also: EQUIPMENT # EQUIPMENT When you want to know what armor, weapon, charms etc. you're wearing. See also: INVENTORY # WEAR If you want to wear some clothes, armor or the likes. For example : wear boots See also: REMOVE, EQUIPMENT # WIELD When you get tired of bashing monsters with your fists, you might consider wielding a weapon. Example : wield sword See also: REMOVE, EQUIPMENT # SCORE Whenever you want to check whether you're still alive and healthy or simply want to see how much money you have left. # SAY TELL WHISPER SHOUT ASK GOSSIP If you consider communicating with other beings, you might be understood better if you start your sentences with either say, tell, whisper or shout. Example : say I'm a jerk tell unclesam You're dead meat - sucker! SAY - speak your mind to anyone in the same room.^M TELL - say something to any ONE person on the MUD (wherever they are)^M WHISPER - whisper softly to someone in the same room. SHOUT - only nearby people will hear you.^M ASK - ask a person in the same room a question. GOSSIP - everyone will hear you, unless they have typed NOGOSSIP.^M # QUI SHUTDOW Just to prevent accidental quittings and/or shutdowns. This command doesn't DO anything, it simply is. # KILL HIT A good way to start a fight. # KICK Fighters only. The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee! Fighters See also : Rescue, Bash # BASH Fighters only. The success of a bash depends upon how well you are learned. To bash someone is to attempt to 'knock' that person over. If you succeed you will inflict minor damage, and cause the victim to fall on it's rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you loose your balance and fall. A bash makes you unable to type commands for 2 rounds of violence. Note that hitting a person who is resting/sitting will inflict 1.5*damage. Fighters See also : Rescue, Kick # RESCUE Fighters Only. A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useable when playing in groups. # STEAL Thief only skill. Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. Due to misuse of the steal command, it now requires at least 1,250 XP points to steal from other players. You can still steal from monsters at all levels. Example: steal gold drunk steal sword mercenary (only possible if he is sleeping) # BACKSTAB Thief only. Is a way to sneak up on a person, and attempt to place you dagger in his bag, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level: LEVEL MULTIPLIER 1-4 2 5-9 3 10-14 4 15-19 5 20-24 6 25-29 7 30-34 8 35-39 9 40 10 41 11 The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping persons. # CAST For "magical" people. If you want to throw a spell at someone or something. Example : cast 'burning hands' <victim> or simply cast burning hands <victim> See also : help on each individual spell, for example: help cure light help ventri help energy drain # DROP If you lose interest in a carried item, you can drop it on the ground. Example : drop bottle If you feel like getting rid of all your earthly possessions, you may use "drop all". See also: GET # PURGE Immortal only command. A way to make the world a little cleaner. Usage: purge To empty a room of monsters and objects. purge <character> To remove a living thing. Kicks out a player. purge <object> Figure this one out yourself. # STAT Immortal only command. If you're interested in a person and want to find out about his/her/its skills, strength, mana, hitpoints etc. In addition, 'stat room' will give you useful information about the room you're in. # ORDER This command is used to order your charmed pets to do things. Examples: order fido sit order man kill guard # BUY SELL Commands for the shops - very useful too ! # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # READ When you want to read something. Example: read <message number> in the board rooms # REMOVE If you tire of wearing some armor or wielding a weapon. Example : remove sword # SHOPS Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE # SOCIAL Commands mainly for social interaction: applaud beg bleed blush bounce bow burp cackle chuckle clap comfort cough cringe cry cuddle curtsey dance daydream fart flip fondle french frown fume gasp giggle glare grin groan grope grovel growl hiccup hop hug kiss laugh lick love moan nibble nod nudge pat peer point poke ponder pout puke punch purr ruffle scream shake shiver shrug sigh sing slap smirk smile snap snarl sneeze snicker sniff snore snuggle spank spit squeeze stare steam strut sulk tackle taunt thank think twiddle wave whine whistle wiggle wink worship yawn yodel # AC ARMOR-CLASS Is you armor class, it is defined roughly as follows: 25 Naked person 0 Very Heavily armored (Plate mail, and "two shields") -25 Armored battle tank # WIZ A listing of the commands for immortals (should be unavailable for mortals :) # COMMANDS A mechanical listing (the code already exists) of the known verbs. # WARRIOR FIGHTER Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they posess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort. You can improve your skills by using the practice command. See also: PRACTICE # DRAGON_KIN Dragon Kin resemble Dragons in many ways. They have wings, dragon shaped heads with horns, tails, etc... As such they have trouble wearing equipment designed to be worn by humans. As a dragon kin you will not be able to wear most armor, helms, and legwear that is a form of pants. It's not that we're trying to deny you equipment like the only imp__invis items, etc.. It's just that a dragon in pants would look really strange. There will be items on the mud designed so dragon kin can wear them, armor, helms, etc. and if the only way to get something like Imp_invis is on an item dragon kin can't use we'll try to add some piece of eq with that power that you can wear. Dragon Kin do have powers other characters cant' get to make up for the loss in equipment. you get more hit points than other fighters, you heal faster, and you have the feared breath attacks. See also: BREATH # THIEF Thieves are known to have very special qualities, that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. You can improve you skills by using the practice command. See also: PRACTICE # CLERIC This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells. You can improve your spells by using the practice command. Level Spells/Skills Level Spells/Skills ----- ------------- ----- ------------- 1 Armor 11 Word of Recall Cure Light 12 Call Lightning Cause Light Remove Curse Turn Undead 13 Control Weather *Bludgeoning Weapons Sanctuary 2 Create Water 14 Curse Detect Poison Heal 3 Create Food 15 Harm Detect Magic *Second Attack *Piercing Weapons 20 Darksight 4 Cure Blind 22 Breathwater Detect Evil 25 Identify 5 Bless *Third Attack Detect Invisibility 27 Restoration *Slashing Weapons Regeneration 6 Blindness 29 Donate Mana Protection from Evil Magic Resist 7 Earthquake 33 Sustenance Sense Life 35 Magic Immune 8 Poison Summon 9 Cure Critic Cause Critic Remove Poison 10 Dispel Evil *Extra Damage * Denotes a SKILL, as opposed to a SPELL. See also: PRACTICE # KAI Mixed good-aligned class of warrior and priest. They get only healing and non-offensive spells. Level Spells/Skills Level Spells/Skills ----- ------------- ----- ------------- 1 Cure Light 12 Protection From Evil *Piercing Weapons 13 Sense Life *Slashing Weapons 15 Dispel Evil *Bludgeoning Weapons 17 Remove Curse 3 Detect Magic 19 Heal 4 Detect Evil 22 *Third Attack 5 Armor 24 Sleep Turn Undead 25 Santuary *Rescue 32 *Fourth Attack *Extra Damage 6 Detect Invisibility 7 Cure Blind 8 Bless 9 Cure Critic 10 Remove Poison *Kick *Bash * Denotes a SKILL as opposed to a SPELL See also: PRACTICE # DRAKKHAR Mixed evil-aligned class of warrior and priest. They get only offensive spells. Level Spells/Skills Level Spells/Skills ----- ------------- ----- ------------- 1 Cause Light 12 Summon *Slashing Weapons *Second Attack *Piercing Weapons 13 Call Lightning *Bludgeoning Weapons 15 Control Weather 3 Detect Magic 17 Locate Object 4 Detect Evil 19 Harm 5 Turn Undead 21 Curse Armor 22 *Third Attack *Extra Damage 25 Sanctuary 6 Detect Invisibility 30 Conflagration 7 Blindness 32 *Fourth Attack 9 Cause Critic 10 Poison *Kick *Bash * Denotes a SKILL as opposed to a SPELL. See also: PRACTICE # "MAGIC USER" WIZARD MAGE This is the class of powerful and violent magic, but the magic user do not control the nature, and can therefore not bless and such. You can improve your spells by using the practice command. Level Spells/Skills Level Spells/Skills ----- ------------- ----- ------------- 1 Magic Missile 11 Improved Invisibility Ventriloquate 12 Curse 2 Detect Invisibility Enchant Weapon Detect Magic *Extra Damage 4 Chill Touch 13 Lightning Bolt Invisibility 14 Charm person 5 Armor Sleep *Piercing Weapons 15 Energy Drain 6 Locate Object *Second Attack 7 Burning Hands 16 Colour Spray Strength 19 Fireball *Slashing Weapons 25 Conflagration *Bludgeoning Weapons 25 Identify 8 Teleport 27 Succor Blindness 29 Magic Resist 10 Control Weather Magic Immune Shocking Grasp 30 Darksight 32 Breathwater * Denotes a SKILL as opposed to a SPELL. See also: PRACTICE # SPELL SPELLS1 Level Magic User Level Cleric ----- ---------- ----- ------ 1 Magic Missile 1 Armor 1 Ventriloquate 1 Cure Light 1 - 1 Cause Light 1 - 1 Turn Undead 2 Detect Magic 2 Create Water 2 Detect Invisibility 2 Detect Poison 3 - 3 Create Food 3 - 3 Detect Magic 4 Invisibility 4 Cure Blind 4 Chill Touch 4 Detect Evil 5 Armor 5 Bless 5 - 5 Detect Invisibility 6 Locate Object 6 Blindness 6 - 6 Protection from Evil 7 Burning Hands 7 Earthquake 7 Strength 7 Sense Life 8 Blindness 8 Poison 8 Teleport 8 Summon 9 - 9 Cure Critic 9 - 9 Cause Critic 9 - 9 Remove Poison 10 Control Weather 10 Dispel Evil 10 Shocking Grasp 10 11 Improved Invisibility 11 Word of Recall 11 - 11 - 12 Curse 12 Call Lightning 12 Enchant Weapon 12 Remove Curse 13 Lightning Bolt 13 Control Weather 13 - 13 Sanctuary 14 Sleep 14 Curse 14 Charm Person 14 Heal 15 Energy Drain 15 Harm 15 - 15 - 16 Color Spray 16 - 19 Fireball 19 - 19 - 19 - 20 - 20 Darksight 22 - 22 Breathwater 25 Conflagration 25 Identify 25 Identify 25 - 27 Succor 27 Restoration 27 - 27 Regeneration 29 Magic Resist 29 Donate Mana 29 Magic Immune 29 Magic Resist 30 Darksight 30 - 32 Breathwater 32 - 33 - 33 Sustenance 35 - 35 Magic Immune See also: SPELLS2 for Kai/Drakkhar spells. SPELLS3 for Bard/Elfin Knight/Demon Knight spells. # SPELLS2 Level Kai Drakkhar ----- --- -------- 1 Cure light Cause Light 2 Detect Poison Detect Poison 3 Detect Magic Detect Magic 4 Detect Evil Detect Evil 5 Armor Armor Turn Undead Turn Undead 6 Detect Invisibility Detect Invisibility 7 Cure Blindness Blindness 9 Cure Critic Cause Critic 10 Remove Poison Poison 12 Protection from Evil Summon 13 Sense Life Call Lightning 15 Dispel Evil Control Weather 17 Remove Curse Locate Object 19 Heal Harm 21 - Curse 24 Sleep - 25 Sanctuary Sanctuary 30 - Conflagration See also: SPELLS1 for Magic User/Cleric spells. SPELLS3 for Bard/Elfin Knight/Demon Knight spells. # SPELLS3 Level Bard Elfin Knight Demon Knight ----- ---- ------------ ------------ 1 Ventriloquate - - 2 Magic Missile Ventriloquate Magic Missile 3 Detect Magic Detect magic - 4 Detect Invisible Detect Invisible - 6 Armor Armor Chill Touch 7 Invisibility Invisibility - 8 - - Blindness - - Earthquake 9 Locate Object Locate Object - 10 Chill Touch - Burning Hands 12 Strength - Curse 13 Teleport Teleport - 14 - - Shocking Grasp 15 Blindness Improved Invisibility - 16 Burning Hands Strength Sleep 17 Improved Invisibility Enchant Weapon - 18 Shocking Grasp - Lightning Bolt 19 Enchant Weapon Charm Person - 20 Curse - Energy Drain 22 Charm Person - Color Spray 23 Lightning Bolt - - 25 Energy Drain - - 26 - - Fireball 27 Color Spray - - 29 Identify - - 30 - Identify - 35 Fireball - - 37 Succor - - 38 Breathwater - - 39 Darksight - - See also: SPELLS1 for Magic User/Cleric spells. SPELLS2 for Kai/Drakkhar spells. # PRACTICE PRACTISE Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice <skill>, to practice the appropriate skill. You can only practise a certain amount for each level you gain, and you do not have to save this, it can be accumulated. # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those. # LEAVE If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside. See also: ENTER # ENTER If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window'. See also: LEAVE # TIME Gives you the current 'gametime'. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example. # BUG TYPO IDEA For making useful suggestions to the maintainers of the game. Examples: bug the entire game crashes when I type 'put bag in bag' idea make a restaurant in Midgaard typo 'sence' should be spelled 'sense' # QUIT When you get tired of playing, you can leave the game by typing 'quit'. Note that whatever stuff you might be carrying with you is simply left on the ground. If you wish to have your equipment put away until you are able to come back, you'll have to find an inn. See also: INN # INNS Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, you may use inns to store your gathered equipment while you are not playing the game (we all have to sleep sometimes, there is no shame in that). See also: OFFER, RENT # OFFER RENT For use in the receptions of inns. The command 'offer' will make the innkeeper tell you the cost of storing your carried items for one day. 'rent' will store the items and make you leave the game. The next time you enter, you'll start out in the reception where you left. The inn will store your items as long as you have the gold to pay the rent. See also: INN # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. Example: "get greatsword". If you are in a hurry, or if you just feel very greedy, you may type "get all". You can also use 'get' to extract objects from containers. Example: "get dagger from bag". See also: DROP PUT # PUT For putting stuff in containers. Example: "Put the dagger in the bag". See also: GET # EXAMINE May give you some valuable information about an item. See also: LOOK # WRITE In order to write a note, you need a piece of blank paper (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard. # NEWS This command will show you the current edition of "the DikuMUD Herald", a publication dedicated to news and useful information about this world. It's a very good idea to check it out once in a while. # SLEEPING WAKE REST SIT STAND For changing your position. If you feel weary, it's probably a good idea to sit and rest for awhile; or maybe even take a nap. # POUR If you want to pour some liquid from one container to another. Example: pour barrel out: empties the barrel pour fountain barrel: fill barrel with water from fountain # GRAB For getting a good grip on something; a torch, for example. See also: WEAR, WIELD, REMOVE # FOLLOW If you happen to be going in the same direction as someone else, why not simply follow that person? For example: "Follow joe". If you are following someone and you wish to stop doing that, then all you've got to do is follow yourself: "follow <your name>". # FLEE If you are in a fight and things are beginning to get a little uncomfortable (maybe your are dying), just type 'flee', and presto! you are out of harm's way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever? # GUILD The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building. Guilds are also the places where people come to learn and practice the skills of their trade. See also: PRACTICE # INFO Gives you some useful hints and information about the game. Type INFO <return> to read it. # WHERE Tells you the location of a monster, a player or an object. Examples: where torch where dragon Mortals can only "where" monsters or players, and only from their own zone. Immortals may type 'where' without arguments to see where everybody is. # USERS Immortal only command. Tells you who's logged on to the game, and where they are playing from. # LEVELS Lists the levels of your class. # BRIEF Toggle "brief mode". When in brief mode, you don't see the descriptions of the room you are in; only the name of the room, the exits, and the people and objects in there. Unless you are very familiar with the area in which you travel, however, it is not advisable to use this command. Frequently, you will find small, but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death! See also: COMPACT # ! Repeat the last command typed at the keyboard. # CON_MESSAGES Difference = Mobiles' level - Your level Difference Message ---------- ------- <= -15 Now where did that chicken go? <= -10 Say the word and it is history... <= -5 You could do it with a needle! <= -2 Easy. -1 Fairly easy. = 0 Perfect Match! 1 You would need some luck! 2 You would need a lot of luck. 3 You would need a lot of luck and great equipment. <= 5 Do you feel lucky, punk? <= 10 Bring some friends. <= 15 Bring *lots* of friends. <= 20 Are you mad? <=100 You ARE mad. # CONSIDER Usage : consider <monster> This command will compare your Level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage/mob file typos into accout. So mobiles with any special skills/spells/breaths are generally a lot harder. This is especially true for higher level mobiles. Example: consider fido See also: CON_MESSAGES # EXPERIENCE XP Whenever you kill a monster or a player, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about experience points: * When damaging a monster, you get experience points. * If you kill a monster of higher level than yourself, you get bonus experience points. If killing a monster of lower level you'll gain less experience points Some of us discourage killing of other players. Some of us may take action. The choice is yours. Can you take a group of high levelers? See also: GROUP # GROUP Usage : GROUP [player] If you are a group member, then you will share experience points for killing monsters equaly by level among the group. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of whether the group members have been participating in the fight. Group with no argument show a list of people with whom you are grouped. To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group. Example: Quifael and Redferne wishes to group with Dragon. Quifael : "follow dragon" Redferne: "follow dragon" (Dragon should be following no one but himself) Dragon : "group dragon" Dragon : "group redferne" Dragon : "group quifael" Later when Dragon get upset at Quifael (because he is sleeping all the time) he types : "Group Quifael" to kick Quifael out of the group. See also: XP EXPERIENCE # QUAFF POTION POTIONS Use : Quaff <Potion> Quaff is used to "drink" a (magical) potion. # RECITE SCROLL SCROLLS Use : Recite <Scroll> [Target] Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). # USE WAND STAFF STAFFS WANDS Use : Use <Staff> Use <Wand> <Target> Using staff's will automatically target everybody (or everything) in a room, execpt yourself. Therefore staff's are naturally very powerful, and yet may be very dangerous to use around other players. Using wands require that you point it at a target, which can be either a character or an object. Both staff's and wand's must be HELD in the hand prior to use! (Use the grab or hold commands). You must still supply the name of the staff or wand to avoid confusion. # ARMOR Usage : cast 'armor' [self] Accumulative : No Duration : 24 Hours Levels : [5] Mage, [1] Cleric, [6] Bard, [5] Kai, [5] Drakkhar, [6] Elfin Knight Base Mana Cost : 5 Improve AC by (Level*2)/10, with a maximum of 2. See also: AC # TELEPORT Usage : cast 'teleport' [self] Accumulative : No Duration : Instantaneous Levels : [8] Mage, [13] Bard, [13] Elfin Knight Base Mana Cost : 35 Instantly transfer you to a random location in the world. There will always be a risk of landing in a fatal location. # BLESS Usage : cast 'bless' <victim or object> Accumulative : No Duration : 6 Hours, permanent for objects. Levels : [5] Cleric, [8] Kai Base Mana Cost : 5 Bless on a victim will improve the victim's saving throw versus spells by 1, and furthermore improve the hitroll by 1. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weight no more than five pounds per level of caster. # BLINDNESS Usage : cast 'blindness' <victim> Accumulative : No Duration : 2 hours. Levels : [8] Mage, [6] Cleric, [15] Bard, [7] Drakkhar, [8] Demon Knight Base Mana Cost : 5 Blindness will blind a victim failing its saving throw. A blinded victim will have -4 penalty to both hitroll and AC. See also: AC # "BURNING HANDS" Usage : cast 'burning hands' <victim> Accumulative : No Duration : Instantaneous Levels : [7] Mage, [16] Bard, [10] Demon Knight Base Mana Cost : 15 Damage : 1d6*Level/2 + 10 Max. Damage : 10d6 + 10 Save : Versus spell for half damage. Sends heat energy into the victim to fry it. See also: CHILL TOUCH # "CALL LIGHTNING" Usage : cast 'call lightning' <victim> Accumulative : No Duration : Instantaneous Levels : [12] Cleric, [13] Drakkhar Base Mana Cost : 15 Damage : 1d8*Level Max. Damage : 15d8 Save : Versus spell for half damage. This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse). See also: WEATHER and CONTROL WEATHER # "CHARM PERSON" Usage : cast 'charm person' <victim> Accumulative : No Duration : (24*18/Intelligence points of person) hours 24*18 hours for mobiles Levels : [14] Mage, [22] Bard, [19] Elfin Knight Base Mana Cost : 5 It is not possible to charm anyone that is already charmed or higher level than you. Not all mobiles can be charmed, even if lower levels. A charmed victim will follow you, and not be able to attack you, you can order charmed victim using the order command. See also: FOLLOW ORDER # "CHILL TOUCH" Usage : cast 'chill touch' <victim> Accumulative : No Duration : Instantaneous Levels : [4] Mage, [10] Bard, [6] Demon Knight Base Mana Cost : 15 Damage : 1d6*Level/2 + (Level+1)/2 Max. Damage : 6d6 + 12 Save : Versus spell for half damage. Sends life draining energy into the victim. See also: MAGIC MISSILE # "IMPROVED INVISIBILITY" Usage : cast 'improved invisibility' <victim> Accumulative : No Duration : Level/3 + 3 hours Levels : [11] Mage, [17] Bard, [15] Elfin Knight Base Mana Cost : 20 Improve AC by 4. Attacking while improved invisible will NOT break the spell. See also: INVISIBILITY # "COLOR SPRAY" Usage : cast 'color spray' <victim> Accumulative : No Duration : Instantaneous Level : [16] Mage, [27] Bard, [22] Demon Knight Base Mana Cost : 15 Damage : 1d8*Level + level Max. Damage : 20d8 + Level Save : Versus spell for half damage. Special : Blind victim too Throws forceful blinding colors into the eyes of the victim. See also: LIGHTNING BOLT # "CONTROL WEATHER" Usage : cast 'control weather' ('better' | 'worse') Accumulative : Yes Duration : Instantaneous Levels : [10] Mage, [13] Cleric, [15] Drakkhar Base Mana Cost : 25 This spell will change the "course" of the current weather. Exmample: cast 'control weather' worse See also: CALL LIGHTNING # "CREATE FOOD" Usage : cast 'create food' Accumulative : No Duration : Instantaneous Levels : [3] Cleric Base Mana Cost : 5 This spell instantly creates an edible magic mushroom. The mushroom will fill for the next (5+Level) hours, up to a maximum of 24 hours. Magic mushrooms cannot be rented. See also: CREATE WATER # "CREATE WATER" Usage : cast 'create water' <drink container> Accumulative : No Duration : Instantaneous Levels : [2] Cleric Base Mana Cost : 5 Expect disastrous results if cast upon a drink container which contains another liquid than water. Amount of water created depends on the level of caster. Rainy weather will double the amount of water created. See also: CREATE FOOD # "CURE BLIND" Usage : cast 'cure blind' <victim> Accumulative : No Duration : Instantaneous Levels : [4] Cleric, [7] Kai Base Mana Cost : 5 This spell will cure a person blinded by the "blindness" spell, it cannot remove blindness caused by for example cursed items. See also: BLINDNESS and HEAL # "CURE CRITIC" Usage : cast 'cure critic' <victim> Accumulative : No Duration : Instantaneous Levels : [9] Cleric, [9] Kai Base Mana Cost : 15 This spell cures 3d5+2*Level, with maximum 40, hitpoints of damage. See also: CURE LIGHT, HEAL # "CURE LIGHT" Usage : cast 'cure light' <victim> Accumulative : No Duration : Instantaneous Levels : [1] Cleric, [1] Kai Base Mana Cost : 15 This spell cures 1d8+Level, with maximum 20, hitpoints of damage. See also: CURE CRITIC, HEAL # CURSE Usage : cast 'curse' (victim | object) Accumulative : No Duration : 7 Days, permanent on objects. Levels : [14] Cleric, [12] Mage, [20] Bard, [21] Drakkhar, [12] Demon Knight Base Mana Cost : 20 Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one. Curse cast on an object will make it cursed and evil. Cursed objects cannot be dropped or let go off. Attack dice of cursed weapons will be lowered by one. See also: REMOVE CURSE # "DETECT EVIL" Usage : cast 'detect evil' [self] Accumulative : No Duration : 5*Level hours Levels : [4] Cleric, [4] Kai, [4] Drakkhar Base Mana Cost : 5 Detect evil enables you to see the red aura surrounding evil persons, mobiles and items. See also: DETECT INVISIBILITY, DETECT MAGIC, SENSE LIFE # "DETECT INVISIBILITY" Usage : cast 'detect invisibility' [self] Accumulative : No Duration : 5*Level hours Levels : [2] Mage, [5] Cleric, [4] Bard, [6] Kai, [6] Drakkhar, [4] Elfin Knight Base Mana Cost : 5 This spell enables you to see invisible items, mobiles and players. See also: DETECT EVIL, DETECT MAGIC, SENSE LIFE # "DETECT MAGIC" Usage : cast 'detect magic' [self] Accumulative : No Duration : 5*Level hours Levels : [2] Mage, [3] Cleric, [3] Bard, [3] Kai, [3] Drakkhar, [3] Elfin Kngith Base Mana Cost : 5 This spell enables you to see the magical aura surrounding magical objects. See also: DETECT EVIL, DETECT INVISIBILITY, SENSE LIFE # "DETECT POISON" Usage : cast 'detect poison' (victim | food | drink) Accumulative : No Duration : Instantaneous Levels : [2] Cleric, [2] Kai, [2] Drakkhar Base Mana Cost : 5 Cast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast on a person you will be able to see if that person is poisoned. See also: POISON, REMOVE POISON # "DISPEL EVIL" Usage : cast 'dispel evil' <victim> Accumulative : No Duration : Instantaneous Levels : [10] Cleric, [15] Kai Base Mana Cost : 15 Save : Special This spell will only affect evil creatures. An evil person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict (caster_level)d4 damage points, saving throw versus half damage. # EARTHQUAKE Usage : cast 'earthquake' Accumulative : No Duration : Instantaneous Levels : [7] Cleric, [8] Demon Knight Base Mana Cost : 10 This spell will damage everyone in the same room except the caster and caster's group members by 3d8+2*Level_of_caster hitpoints. # "ENCHANT WEAPON" Usage : cast 'enchant weapon' <weapon> Accumulative : No Duration : Permanent Levels : [12] Mage, [19] Bard, [17] Elfin Knight Base Mana Cost : 100 This spell will enchant non-magical (non-modifying) weapons only. One way to know if a weapon is suitable for enchantment is to fully identify it. The enchantment will modify the weapon as: Level Hitroll Damroll ------ ------- ------- 12..14 +2 +1 15..19 +2 +2 20..29 +3 +2 30..39 +4 +3 40+ +5 +3 # "ENERGY DRAIN" Usage : cast 'energy drain' <victim> Accumulative : No Duration : Instantaneous Levels : [15] Mage, [25] Bard, [20] Demon Knight Base Mana Cost : 35 Damage : 1d30 Max. Damage : 150 if target is <= level 5 Save : Versus spell for half damage. Special : You will gain 1d30 of their hit points, and 1/4 of the victims mana This spell does not give much damage, but victims failing their saving throws will loose 1/2 of their mana points. Beware that this spell is evil. # FIREBALL Usage : cast 'fireball' <victim> Accumulative : No Duration : Instantaneous Levels : [19] Mage, [35] Bard, [26] Demon Knight Base Mana Cost : 15 Damage : Leveld10 + 2*Level Max. Damage : 25d10 + 2*Level Save : Versus spell for half damage. This spell is one of the most powerful spells a magic user can cast. See also: COLOR SPRAY, CONFLAGRATION # HARM Usage : cast 'harm' <victim> Accumulative : No Duration : Instantaneous Levels : [15] Cleric, [19] Drakkhar Base Mana Cost : 25 Save : Versus spell for half damage. This spell removes all but 1d4 hitpoints from the victim. The maximum number of damage points is 150. It is not possible to kill using this spell (but almost). # HEAL Usage : cast 'heal' <victim> Accumulative : No Duration : Instantaneous Levels : [14] Cleric, [19] Kai Base Mana Cost : 25 This spell will heal maximum 100 hitpoints. All hitpoints, except for 1d4 hitpoints can be healed. It will also cure a blinded victim or a poisoned victim. See also: CURE BLINDNESS # INVISIBILITY Usage : cast 'invisibility' <victim | object> Accumulative : No Duration : 24 hours, permanent on objects. Levels : [4] Mage, [7] Bard, [7] Elfin Knight Base Mana Cost : 5 Turn victim invisible. Invisibility improves AC by 4. Attacking while invisible will immediately break the spell. See also: DETECT INVISIBILITY, IMPROVED INVISIBILITY # "LIGHTNING BOLT" Usage : cast 'lightning bolt' <victim> Accumulative : No Duration : Instantaneous Levels : [13] Mage, [23] Lightning, [18] Demon Knight Base Mana Cost : 15 Damage : Leveld6 + 20 Max. Damage : 20d6 + 20 Save : Versus spell for half damage. Brings forth a lightning bolt to blast the victim. See also: SHOCKING GRASP # "LOCATE OBJECT" Usage : cast 'locate object' <object> Accumulative : No Duration : Instantaneous Levels : [6] Mage, [9] Bard, [17] Drakkhar, [9] Elfin Knight Base Mana Cost : 20 If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. # "MAGIC MISSILE" Usage : cast 'magic missile' <victim> Accumulative : No Duration : Instantaneous Levels : [1] Mage, [2] Bard, [2] Demon Knight Base Mana Cost : 15 Damage : 1d3 + 1 per level Max. Damage : 4d3 + 4 Save : Versus spell for half damage. Sends 1 to 4 accurate arrows at the victim. # POISON Usage : cast 'poison' <victim | food | drink> Accumulative : Yes on persons. Duration : 2*Level hours, or permanent on food and drinks. Levels : [8] Cleric, [10] Drakkhar Base Mana Cost : 10 Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 2 points of damage every hour, gain less points than usual, and lose strength points by 2. See also: DETECT POISON, REMOVE POISON # "PROTECTION FROM EVIL" Usage : cast 'protection from evil' [self] Accumulative : No Duration : 24 hours Levels : [6] Cleric, [12] Kai Base Mana Cost : 5 The meaning of this spell is not yet fully defined. # "REMOVE CURSE" Usage : cast 'remove curse' <person | object> Accumulative : No Duration : Instantaneous Levels : [12] Cleric, [17] Kai Base Mana Cost : 5 Will remove a curse on carried objects or any persons in the room. # SANCTUARY Usage : cast 'sanctuary' [self] Accumulative : No Duration : See below Levels : [13] Cleric, [25] Kai, [25] Drakkhar Base Mana Cost : 75 When protected by sanctuary all damage that you take is divided in half. Duration: level 13-19 3 hours level 20-30 4 hours level 31-39 5 hours level 40+ 6 hours # "SHOCKING GRASP" Usage : cast 'shocking grasp' <victim> Accumulative : No Duration : Instantaneous Levels : [10] Mage, [18] Bard, [14] Demon Knight Base Mana Cost : 15 Damage : 1d8*Level/2 + Level Max. Damage : 10d8 + Level Save : Versus spell for half damage. This spell will give the victim a huge shock. See also: BURNING HANDS # SLEEP Usage : cast 'sleep' <person> Accumulative : Yes (duration) Duration : 4 hours + Level/2 hours Levels : [14] Mage, [24] Kai, [16] Demon Knight Base Mana Cost : 20 If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked. # STRENGTH Usage : cast 'strength' <victim> Accumulative : Yes (strength) Duration : Level hours Levels : [7] Mage, [12] Bard, [16] Elfin Knight Base Mana Cost : 20 A person will gain 1 strength point per spell (2 points if level of caster is greater than 18). Maximum strength is 18/100. # SUMMON Usage : cast 'summon' <victim> Accumulative : No Duration : Instantaneous Levels : [8] Cleric, [12] Drakkhar Base Mana Cost : 50 Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster, it will get a saving throw. Casters have to take full responsibility of aggressive mobiles summoned. # VENTRILOQUATE Usage : cast 'ventriloquate' <victim | object> <text> Accumulative : No Duration : Instantaneous Levels : [1] Mage, [1] Bard, [2] Elfin Knight Base Mana Cost : 5 For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. People saving will only notice that someone tried to make it sound that way, not who. Example: cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me. # "WORD OF RECALL" Usage : cast 'word of recall' Accumulative : No Duration : Instantaneous Levels : [11] Cleric Base Mana Cost : 5 The caster will be transferred back to his sancturay (presently the Temple of Midgaard). # "REMOVE POISON" Usage : cast 'remove poison' <victim | food | drink> Accumulative : No Duration : Instantaneous Levels : [9] Cleric, [10] Kai Base Mana Cost : 5 This spell cures a poisoned victim or removes poison from food or drinks. See also: POISON # "SENSE LIFE" Usage : cast 'sense life' [self] Accumulative : No Duration : 5*Level hours Levels : [7] Cleric, [13] Kai Base Mana Cost : 5 This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden. See also: HIDE # IDENTIFY Usage : cast 'identify' < victim | object > Accumulative : No Duration : Instantaneous Levels : [25] Mage, [25] Cleric, [29] Bard, [30] Elfin Knight Base Mana Cost : 100 Self explanatory. # "CAUSE CRITIC" Usage : cast 'cause critic' <victim> Accumulative : No Duration : Instantaneous Levels : [9] Cleric, [9] Drakkhar Base Mana Cost : 15 Damage : 3d8 + 3 Max. Damage : 27 hitpoints Inflicts damage upon victim. # "CAUSE LIGHT" Usage : cast 'cause light' <victim> Accumulative : No Duration : Instantaneous Levels : [1] Cleric, [1] Drakkhar Base Mana Cost : 10 Damage : 1d8 + 1 Max. Damage : 9 hitpoints Inflicts damage upon victim. # "DARK SIGHT" Usage : cast 'darksight' <victim> Accumulative : No Duration : Level hours Levels : [30] Mage, [20] Cleric, [39] Bard Base Mana Cost : 15 This spell enables the victim to see in the dark. # RESTORATION Usage : cast 'restoration' <victim> Accumulative : No Duration : Instantaneous Levels : [27] Cleric Base Mana Cost : 25 The spell restores victim's experience points to the base xp points for victim's level if the current xp is less than base xp. # REGENERATION Usage : cast 'regeneration' <victim> Accumulative : No Duration : Level hours Levels : [27] Cleric Base Mana Cost : 25 Players or mobiles with regeneration will heal faster. # "TURN UNDEAD" Usage : cast 'turn undead' <victim> Accumulative : No Duration : Instantaneous Levels : [1] Cleric, [5] Kai, [5] Drakkhar Base Mana Cost : 10 Damage : Leveld4 + Level Can only inflict damage on UNDEAD class mobiles. # SUCCOR Usage : cast 'succor' <target-player> Accumulative : No Duration : Instantaneous Levels : [27] Mage, [37] Bard Base Mana Cost : 50 Caster will be relocated to target-player. Caster can only succor to player no more than 10 levels higher. # "DONATE MANA" Usage : cast 'donate mana' <victim> Accumulative : No Duration : Instantaneous Levels : [29] Cleric Base Mana Cost : 15 Tranfer maximum 15 mana to victim. # "MAGIC RESIST" Usage : cast 'magic resist' <victim> Accumulative : No Duration : Level hours Levels : [29] Mage, [29] Cleric Base Mana Cost : 50 This spell causes the victim to resist magical spells occasionally. See also: MAGIC IMMUNE # "MAGIC IMMUNE" Usage : cast 'magic immune' <victim> Accumulative : No Duration : Level/4 hours Levels : [29] Mage, [35] Cleric Base Mana Cost : 100 This spell causes the victim to resist all magical spells. See also: MAGIC RESIST # CONFLAGRATION Usage : cast 'conflagration' <victim> Accumulative : No Duration : Instantaneous Levels : [25] Mage, [28] Drakkhar Base Mana Cost : 15 Damage : Leveld14 + Level, minimum 250 hitpoints Save : Versus spell for half damage. Conjure destructive fire up to burn the victim. This is the most powerful spell a magic user can have. See also: COLOR SPRAY, CONFLAGRATION # BREATHWATER Usage : cast 'breathwater' <victim> Accumulative : No Duration : Level hours Levels : [32] Mage, [22] Cleric, [38] Bard Base Mana Cost : 15 This spell enables the victim to enter underwater rooms. # SUSTENANCE Usage : cast 'sustenance' <victim> Accumulative : No Duration : Instantaneous Levels : [33] Cleric Base Mana Cost : 25 This spell feasts the victim. # HELP Following help is available: HELP help - This text. HELP - List the available commands. Help searches for a partial match of the entered word, including any spaces that may follow the word. Examples: 'help magic mis' will find the help text for the magic missile spell. 'help mag ' will not match anything. 'help mag' will match 'magic user' or 'magic missile' depending on first occurence in the help file. # DONATE You can send objects to Donation Room. Cursed objects cannot be donated. Examples: donate sword donate shield # ADVANCE Immortal only command. To advance a player to a level higher than his present. Default is to advance him one level. A level 0 player (Man/Woman) is always only advanced by one level. # WIZHELP Immortal and avatar only command. List the privileged commands available to you. Can only be used by immortals. # NOSHOUT Immortal only command. Prevents you from (or allows you to) hearing shouts, if used with no arguments. Can be used with the name of a player, to prevent him/her from hearing shouts, as well as from shouting. Can only be used by certain more powerful beings. # RESTORE Immortal only command. If used on a mortal, this command will reset that players mana and hit points. If used on an Immortal various values will be reset to their proper values. # LINK A lot of players have problems with their links to the game. This could be very dangerous to your healt in the middle of a combat. But we have worked out a solution. There are two cases: I.If your link is broken, you will automatically attempt to flee each time someone attempts to hit you. If you manage to flee, then you will be saved by divine forces, and put in a safe place until you reconnect to the game. II.If your link jams (freezes) you got a problem. The only solution we can give, is that you break your link as quickly as possible. By breaking the link you can hope that the above procedure is initiated. # HOUSES Player Houses in DikuMUD ------------------------ In DikuMUD it is possible for players on all experience levels to buy a house in the residential area in the southern part of Midgaard. As some areas are more sought after than others, the prices vary quite a bit The base price of a house with one room and an ordinary lock is as follows: House on Emerald Avenue : 50,000,000 coins House on Park Road : 50,000,000 coins House on Elm Street : 50,000,000 coins The following objects can be purchased for an extra price: Pick-proof lock: 10,000,000 Interdimensional Gate: 50,000,000 (gates are more for special cases) Other suggestions will be taken into consideration. # AREAGUIDE note for area designers: - read flags.txt, database.doc and dbsup.doc for starters - Then get a hold of the area_guide.doc & the world editor - where you ask? try ftp gpx.lis.uiuc.edu anonymous of course and check for pub/Crimson or somesuch. If its not there yet... - mail musumeci@gpx.lis.uiuc.edu and he'll mail 'em to you.. - or mail rhaksi@engr.uvic.ca and I'll mail 'em to ya.. - AC's start at 20 and descend towards -20 or lower I spose... Thacos start at 30 and descend down from there ie - 100 and the mob will *NEVER* miss AC depending of course, 0 is probably a more reasonable lower bound) - ftp completed areas to pub/incoming NOTE: We are *DESPERATELY* in need of Good-aligned areas for Anti-paladins and Demon Knights to go kill things in Major/minor changes ahead... ---------------------------- * Withdraw, Balance, Deposit commands (and a banker mob) ***DONE*** * When night falls it gets dark out (except in City Sects and Indoors) (people carry lights) ***DONE*** * right now people can 'pour fountain out' might fix this sometime... ie allow for infinite liquid source, have to check over the code might do this allready for contains = -1.... * Darksight spell ***DONE*** * Purchasing PR's, increasing stats, healings, restorations...(healer mob) * those new spells that I've defined and not yet coded... * SolvedQuest(int n) routine, ie only get experience for solving a particular quest the first time.. (to whoever you're grouped with as well, s'long as you're all in the same room) * new zone types and flags whenever I think of some... # COMPACT If you have a small display you might want to use this command. It turns off (or on) the extra newline after output to your screen. See also: BRIEF # SKILLS The following is an example of how skills work here at Crimson. All the other classes differ of course, but this is all I've had the time to write up... Generally, a skill will give you a bonus of skill/10 ie slash 30 equates to plus 3 to hit... Class: Warrior Lvl Skill Max Gain(@Int=18) 1 Slash 30 (10) Pierce 30 (10) Bludgeon 30 (10) 3 Rescue 50 (25) 5 Rescue 50+30 (16) Damage 30 (10) 7 Kick 50 (25) Bash 50 (25) 10 Kick 50+30 (16) Bash 50+30 (16) Slash 30+20 (5) Pierce 30+20 (5) Bludgeon 30+20 (5) 2nd Attack 30 (10) 15 Damage 30+20 (5) Parry 20 (5) 20 Slash 30+20+50(4) Pierce 30+20+50(4) Bludgeon 30+20+50(4) 2nd Attack 30+30 (8) 3rd Attack 30 (8) 25 Damage 30+20+20(3) Parry 20+5 (4) 3rd Attack 30+10 (6) 30 Kick 50+30+10(12) Bash 50+30+10(12) Rescue 50+30+10(12) 2nd Attack 30+30+30(5) 3rd Attack 30+10+10(5) 4th Attack 20 (5) 35 Parry 20+5+5 (3) 4th Attack 20+10 (4) 38 4th Attack 20+10+10(3) #~ ~