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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)
#~
~