/
lib/objects/
lib/rooms/
lib/scripts/
lib/security/
src/banner/
src/util/
# 
EMPTY SLOT
#
MAP
The following is a general sketch of area locations:
 
                            [Giants]
                                |
                                +------[*Ch'tar]
                                |                               [Prydain]
                                |    [Dwarves]                      |
    [frost]                     |        |                          |[Mage t.]
   [gt. rift]                   |      [Mines]                      |   |
       |           [Jungle]  [Moria]    +---------+       [Sauria]--+---|
   [artica] [monks][Pyramid]  |         |         |  [gypsy]        |
      |       |      | [mist] |         |         |    |            |
      |       |   -[Jungle]|  |         |         |    |            |
      |     [shire]        |  |         |         +----+----+-+-[New Thalos]
[graecia][elf] |           +--+--+------+[goblins]       ~~~~~~~~~~~~~|
      |      | |[Doom]     |  |                      ~ [Drow]    [Thalos]
      |      +-+  |[pen]   |  +--+---+               ~~~~~             |
[wht] +-----+---+[Shadow- ]+--+  |   |                 ~             [rhoydin]
[plm] |   [quik]|[ dale   ]      |   [python]         ~
     \|     |   |   |  [Arachnos]+                   ~
   ~~~~~~~~~~~~~|~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~ ~          |   |            |
  ~~~~        [roo] |-[Keep]     |
 |  /|[Spider Haunt]-            |
 | / [Mordilnia]                 |
 |[Hoeur]    |               [Lycanthropia]
 |          [Arena]
 [Skexie/Gelfling]
 |
[Enfan]
 
                     +[Labrynth]
               [Temple]
                    [Temple Entrance]
                           |
                --------+--+--+---------------  <<-- CLOSE UP OF Shadowdale
                        |  |
               [iv. tow]+  \
                           |[sewers]
                           |
                          [spider haunt]
 
 
#
DISPLAY
Usage : DISPLAY [0..1]
 
Display allows you to change your term setup on the mud, allowing you to
have an info-bar on the bottom of your screen.  The info-bar contains
your hit points, your mana, your movement points, your gold, and your
experience points.
 
   Currently, display uses VT100 term setups.  To turn display onto
VT100, use the "1" option.  To turn off the VT100 display, use the "0"
option.
 
See Also: RESIZE
#
RESIZE
Usage : RESIZE [size]
 
Resize allows you to change your screen size.  The default is a 25 line
screen, but not everyone uses 25 lines.  Resize allows you to change
your setup to your own screen size (allow for a total line count).
RESIZE 25 would reset you to a normal display size.
 
See Also: DISPLAY
#
DISGUISE
 
Disguise is a skill that allows thieves to disguise themselves.  What
does this mean, I hear you cry.  Well.  This won't do squat against pcs.
BUT, those pesky mobs that hate you and fear you will forget who you are
if you disguise yourself well.   This is a learnable skill.
#
"GROUP GROUPING"
Usage : GROUP [player]
 
Some new changes to encourage grouping.   
1) leader of a group gets 5% exp bonus per kill per pc in group
2) followers get 3% bonus (per pc)
 
If you are a group member, then you will share experience points for
killing monsters equally 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.
 
ABOUT EXP CAPS AND GROUPS
 
	There is a experience cap on people NOT grouped with anyone else,
this cap is 150k per mob MAX. If you group with someone the cap is then
moved to 250k, 3 people and it is 350k and so on. If there is 8 people
grouped then the cap is 800k, anything over 8 the cap is 1million.
 
In other words, you get more experience if the mob is worth a lot of experience
if you group.
 
 
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
#
"HOLY WORD"
This spell is currently under repair.
#
"UNHOLY WORD"
This spell is currently under repair.
#
"NEWBIE"
These are a few things that should help you get past your first few levels.
 
Most important:
 -People of the same race will assist each other in battles.
  This means that attacking a creature when others of it's kind
  are around is not very wise unless you can take them all on.
 -Be PATIENT, levels do not necessarily come overnight.  Fast gains
  are usually risky and lead to death too often.
 -If in doubt about something, ask someone.
 
Others:
  -Cityguards and Royal Guards do jump into battles.  They will jump
   in on the side of the person with the higher alignment.  All
   newbies have an alignment of zero.
  -There are rules concerning Player Killing.  Read them, they are
   located above the Temple Altar.
  -Some skills you only need to invest one practice into, and then you can
   improve them with use.  This especially applies to Monks and Thieves.
 
Mages:
  -Learn Magic Missile, it helps.
 
Clerics:
  -Avoid getting lower level version of spells if you think that you can
   get to a high enough level to use a more powerful version. For example
   practice cure serious instead of cure light if you can get by without
   cure light.
 
Druids:
  -Learn Tree Travel at 10th, or else you won't be able to advance past
   that.
  -Learn Flame Blade, or else getting past 10th will be a real pain.
 
Areas that you can go to at low levels:
 
Chessboard   (pawns are easy, rest are easier at a bit higher levels)
	 from the western gate, go south a couple of times, and west
Shadowdale (Vampire bats are good exp, may need to be 2nd, though)
	unless you are a halfling, this is the city you start in.
Spider Haunt South of Shadowdale
Elven Forest (Good area for groups of level 1-9 players)
        from the western gate head west 5 or so times, then north.
White Plume  (At least a 5th level group.)
             White Plume Mountain is westwards down the river from the Levee.
Hallways     (Varying levels)
	located inside the temple of Shadowdale 
Moria        (North From Crossroads, at least 5th level group, hostile area.)
Deadhame     (In Graveyard, ask someone where that is :)
Shire        (Youths are good for 2-3+ levels, it is northwest from
Shadowdale)
Beneath the
 Monks Guild (There is an area here, has useful potions, good for groups
              of 2-3+)
        the monks guild is west and north from the shire.
 
If you have any comments about things you think you should see here, post
them on the board, and we will see what we can do about adding them.
#
"MONK DAMAGE"
This is a list of the bare hand damage a monk does at various levels.  A monk
must not be wielding a weapon.
 
Level  Damage     Level  Damage     Level  Damage     Level  Damage
 1- 3   1d3       15-19   2d4       30-34   4d4       42-44   6d4
 4- 5   1d4       20-21   3d3       35-36   4d5       45-49   6d5
 6-11   1d6       22-26   3d4       37-41   5d4        50     8d4
12-14   2d3       27-29   4d3
 
See also: MONK ATTACKS
#
"ARMOR CLASS"
Armor Class is based on the AD&D idea that the lower ones AC is, the
less often they get hit.  Armor classes range from "barely armored"
to "armored like a tank".  In numeric terms, this is a range from 100
to -100.  If you are acquainted with AD&D, a 100 corresponds to a 10 AC,
and a -100 corresponds to a -10 AC.  Dexterity also affects how often
you get hit, the higher your dexterity (up to 18) the lower your natural
AC (your AC without any armor or spells on).  For every point of
dexterity above 15 (16+) your natural (100) AC is reduced by 10.  This
does not apply to monks.
#
"IDENTIFY"
Purchasing a scroll of identify from Zifnab, or finding a scroll
similarly empowered will enable you to see some of the more important
statistics of an item.  The scrolls may also be used on a monster or
player (sometimes there is little difference) with much less of an
effect. 
#
"MONK ATTACKS"
The formula used for the number of attacks that an unarmed monk will get per
round will be: (level-1)/16 +1   --The fractional portion will provide the
probability of getting an extra attack each round. (i.e. if you were VERY
lucky, a 2nd level monk could get 2 attacks every round, but probably won't)
 
[a few samples: Level--#Att]
 1--1.00    5--1.25    9--1.50   13--1.75   17--2.00   21--2.25   25--2.50
29--2.75   33--3.00   37--3.25   41--3.50   45--3.75   49--4.00
 
See also: MONK DAMAGE
#
"ICE STORM"
 
Usage       : cast 'ice storm'
Accumulative: -
Duration    : Instantaneous
Level       : Level 11 mage.
Save        : vs. spells for half.
 
This spell causes the caster to summon an intense blast of cold which
affects all non-grouped things in the room. This frigid blast does level d4
points of damage, unless a saving throw was made or the victim is immune
to cold.
 
See also:
#
"SPELL FIND TRAPS"
 
Usage       : cast 'find traps'
Accumulative: Yes
Duration    : (level of caster) hours
Level       : Level 13 ranger, 15 druid, 16 cleric.
Save        : None
 
This spells improves a person's ability to find traps based on the caster's
level.
 
See also: FIND TRAPS
#
"SLEEP"
Usage       : cast 'sleep' <person>
Accumulative: No
Duration    : 4 hours + one hour per level
Level       : Level 3 mage.
Save        : vs. spells to negate; 2 attempts to save if resistant
 
If failing saving throw versus spell, the person will fall asleep.  A
person who is affected by sleep can only be awakened if attacked.
 
See Also: -
#
"PARALYZE"
 
Usage       : cast 'paralyze' <victim>
Accumulative: No
Duration    : 4 + caster's level in hours.
Level       : Level 20 mage.
Save        : vs. paralysis to negate; 2 attempts to save if resistant
 
Upon a successful casting of this spell, the caster robs the victim of
the ability to move.  This essentially stuns the victim, making them 
unable to flee, cast etc.  It also increases the amount of damage done
to the victim when the victim is hit, and increases the chances of
hitting said victim.
 
See also: SNARE
#
"ENTANGLE"
 
Usage       : cast 'entangle' <victim>
Accumulative: -
Duration    : Until the next hour
Level       : Level 16 druid.
Save        : Save vs spells for negation
 
By means of this spell, the druid calls upon the forces of nature to
cause trees, shrubs, vines, weeds and the like to surround the victim.
This effectively paralyzes the victim (if the saving throw was failed).
This spell lasts until the hour is out.  This spell must be cast
outdoors in a forest.
 
See also: SNARE
#
"BARKSKIN"
 
Usage       : cast 'barkskin' <victim>
Accumulative: No
Duration    : 24 hours
Level       : Level 3 druid.
Save        : None
 
When this spell is cast upon a victim who is not already affected by this
spell, the victim's skin turns hard and bark like.  This effectively reduces
their armor class by 10 points.  It also improves their saving throw by 1,
except for saving throws vs. spells.  A druid may cast this spell anywhere.
 
See also: -
#
"HEROES FEAST"
 
Usage       : cast 'heroes feast'
Accumulative: See below.
Duration    : See below.
Level       : Level 24 cleric.
Save        : None
 
By means of this spell, the caster calls into being a magnificent feast
which the caster's group is able to partake in.  This feast slacks the
thirst of those who eat it, as well as satiating them.  It also
restores one hitpoint returns movement to max.
 
See also: -
#
"WEAKNESS"
Usage       : cast 'weakness' <victim>
Accumulative: No
Duration    : Caster's Level in Hours / 2.
Level       : Level 6 Mage.
Save        : vs. spells for negation
 
This spell makes the victim weaker.  It is weighted by the caster's
level and the strength of the victim.  The strength is reduced by a
percentage related to half of the caster's level.  Casting this spell
generally irritates the victim.
 
See also: CHILL TOUCH
#
"AC"
See Armor Class.
#
SPOT
 
	Spot allows an archer to spot targets. using the command spot <dir>
or just spot (for all directions) you can get the target you want to fire
upon.
 
See Also FIRE SHOOT, NOTCH, THROW
#
THROW
	This command will allow an object such as a throwing dagger to be
thrown at a target. This is similar to the fire/shoot command and should be
used in conjunction with SPOT.
 
See Also: FIRE SHOOT, NOTCH, SPOT
#
FIRE
 
	The command parameters for FIRE are 'fire <mobname>' where mobname
is the mob you wish to shoot the weapon at. Most items require a load/notch
before you can do this.
 
See Also :NOTCH,LOAD
#
"FAERIE FIRE"
 
Usage       : cast 'faerie fire' <victim>
Accumulative: No
Duration    : Caster's level (in hours)
Level       : Level 4 Cleric, 5 Mage, 1 Druid
Save        : None
 
When this spell is cast, the caster outlines the victim in a pale
glowing light.  While the faerie fire does not itself inflict harm
upon the victim, it increases the victim's armor class by 20 points,
making the victim easier to hit.
 
See also:
#
"WEB"
 
Usage       : cast 'web' <victim>
Accumulative: Yes
Duration    : Caster's Level in Hours
Level       : Level 11 mage.
Save        : vs. paralysis for negation
 
When this spell is cast, the caster encases the victim in a sticky
webbing which effectively reduces a mobile's moves, sometimes to the
point of exhaustion.  This spell might make the victim mad, depending
upon the size of the victim, if the spell was cast indoors or outdoors,
etc.  Some mobiles manage to attack you through their webs too.
 
See also:
#
"CURE SERIOUS"
Usage       : cast 'cure serious' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 7 Cleric, 8 Druid, 45 Mage, 50 paladin.
Save        : None.
 
This spell cures the victim of 2d8 +2 hitpoints.
 
See also:
#
"CAUSE SERIOUS"
Usage       : cast 'cure serious' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 7 Cleric, 8 Druid, 45 Mage.
Save        : Need to "hit"
 
This spell (if a successful hit is made) does 2d8 +2 points of damage to
the victim.  If you do not hit the victim, no damage is done.  Either
way, this spell generally annoys the victim.
 
See also:
#
"MINOR CREATION"
 
Usage       : cast 'minor creation' <item>
Accumulative: Yes.. make as much as your mana allows
Duration    : Instantaneous
Level       : Level 8 mage.
Save        : None
 
By means of this spell the caster focuses his magical energies into the
creation of a mundane object.  This object can either be a sword,
shield, raft, bag, barrel, or a loaf of bread.  
 
See also:
#
"MANA"
This is the stuff that spells are powered by.
#
"ASTRAL WALK"
 
Usage       : cast 'astral walk' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 30 Cleric.
Save        : None
 
By means of this spell, the caster is able to transport a victim to the
astral plane.  The victim may be the caster, or someone in the caster's
group.  If followers are present when the spell is cast on the group
leader, anyone in the room that is grouped is transported.
 
See also: -
#
"CREATE LIGHT"
 
Usage       : cast 'create light'
Accumulative: Yes
Duration    : (24 + level of caster) hours
Level       : Level 1 Mage, 2 Cleric, 3 Druid.
Save        : None
 
Using this spell focuses the caster's mana into a bright ball of light.
This light works as you would expect any light to work.
 
See also: CONTINUAL LIGHT
#
"CONTINUAL LIGHT"
 
Usage       : cast 'continual light'
Accumulative: Sure.. make as many balls as you want :)
Duration    : Forever.
Level       : Level 16 Druid, Cleric 26, Mage 10, 9 Paladin.
Save        : None.
 
This spell creates a ball of light.  Unlike the spell, 'create light', this
ball lasts forever.
 
See also: CREATE LIGHT
#
"KNOW ALIGNMENT"
 
Usage       : cast 'know alignment' <victim>
Accumulative: Yes.. Try as often as you like
Duration    : Instantaneous
Level       : Level 2 Druid, Cleric 4, 5 Paladin, Mage 7. 
Save        : None.
 
By means of this spell, the caster is roughly able to determine the
alignment of the victim.
 
See also: DETECT EVIL
#
"WATER BREATH"
 
Usage       : cast 'water breath' <victim>
Accumulative: Yes
Duration    : (caster's highest casting level +3) hours.
Level       : Level 6 Druid, Mage 9.
Save        : None.
 
This spell enables the recipient to enter underwater rooms.
#
"FAERIE FOG"
 
Usage       : cast 'faerie fog'
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 10 Druid, Cleric 11, Mage 16
Save        : vs. spells to avoid affect
 
The caster of this spell creates a large volume of purple smoke to spew forth
from his or her fingertips.  This smoke will reveal the presence of any 
invisible people in the room, provided they fail a saving throw vs. spells.
It does not reveal hidden people.
 
See also:
#
"CAUSE CRITICAL"
 
Usage       : cast 'cause critical' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 13 Druid, Cleric 10.
Save        : Must "hit" the victim
 
Upon casting this spell, the caster sends wracking pain through the body
of the victim.  If the caster successfully touches (hits) the victim,
the spell does 3d8+3 points of damage.
 
 
See also: CAUSE SERIOUS and other spells like that :P
#
"DISPEL MAGIC"
 
Usage       : cast 'dispel magic' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 9 Druid, Cleric 10, Mage 9.
Save        : See below.
 
This spell attempts to remove all spell affects from the victim.  If the
victim is lower level than the caster, the dispelling will always work.
If the victim's level is equal or higher than the caster's level, then
the victim gets a save vs. spells for each spell affect the victim has.
If the victim fails the saving throw, the spell affect is removed. This
spell is not hostile when cast on other Player Characters, but monsters
will generally take offense at it.
 
See also: 
#
 
"PORTAL"
 
Usage       : cast 'portal' <target>
Accumulative: Sure.. make as many portals as your mana allows
Duration    : (Level of caster) / 5 Hours
Level       : Level 43 mage.
Save        : None
 
The caster of this spell calls into being a gate that can instantly transport
those who enter it elsewhere.  The target is a creature that exists in the
game already.  The portal will deposit those who enter it, through the "enter"
command, to the room where the target is located.
 
See also: 
#
"FLY"
 
Usage       : cast 'fly' <victim>
Accumulative: Yes
Duration    : Highest casting level +3 hours
Level       : Level 11 mage, level 14 druid, level 22 cleric.
Save        : None
 
This spell enables the victim to fly.  This will prevent drifting on rivers
and lessens movement loss through certain terrain types.  (Note, ceilings 
and doorways are hard to maneuver around, so movement loss indoors is 
actually MORE if you are flying). It will also prevent you from falling to
death in flying rooms.
 
See also: GROUP FLY
#
"GROUP FLY"
 
Usage       : cast 'group fly'
Accumulative: Yes
Duration    : Highest casting level +3 hours
Level       : Level 24 mage, level 22 druid.
Save        : None
 
This spell operates the same as "FLY", except that is affects the caster's 
entire group.  Especially good for lazy people :P
 
See also: FLY
#
"MINOR TRACK"
 
Usage       : cast 'minor track' <victim>
Accumulative: Yes
Duration    : Caster's level in hours.
Level       : Level 12 mage, level 7 druid.
Save        : None
 
This spell enables the victim to track.  Elves track better than most,
devils, demons and immortals track the best of all.  Minor track enables
you to hunt a target (via the track command) up to (50* your max level)
rooms away.  You cannot track in the dark.   Major track will extend this 
range.
 
See also: MAJOR TRACK
#
"MAJOR TRACK"
 
Usage       : cast 'major track' <victim>
Accumulative: Yes
Duration    : Caster's level *2 in hours.
Level       : Level 20 mage, level 17 druid.
Save        : None
 
This spell does the same thing as minor track.  It just costs you more mana.
 
See also: MINOR TRACK
#
"KNOCK"
 
Usage       : cast 'knock' <target>
Accumulative: Why would you want to unlock something once it's unlocked??
Duration    : Instantaneous
Level       : Level 3 mage.
Save        : None
 
This spell will open a locked container/door.  For some reason, however, some
things are not affected by the spell.
 
See also: PICK
#
"FEAR"
 
Usage       : cast 'fear' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 8 mage.
Save        : vs. spells to negate.
 
With this spell the caster can instill fear in the victim, provided the
victim is at least 2 levels lower than the caster.  This fear, if
successful, will cause the victim to flee.
 
See also: FLEE
#
"METEOR SWARM"
Usage       : cast 'meteor swarm' <victim>
Accumulative: Yes...  Pound 'em often, pound em hard!
Duration    : Instantaneous
Level       : Level 36 mage.
Save        : vs. spells for half damage
 
This spell creates a swarm of meteors which the caster can direct at a victim.
The meteors do (d12 * Level of caster) damage to the victim if the save is
failed.
 
#
"SPELL COMMAND"
 
Usage       : cast 'command' <victim> <command>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 1 cleric.
Save        : vs. paralysis for negation.
 
The caster of this spell can attempt to order a victim to do a one word
command (i.e.: sleep).  The spell will fail if the victim saves successfully.
The victim must be less than level 6,  and have an intelligence less than 13.
 
#
"SPELL MOUNT"
 
Usage       : cast 'mount'
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 15 druid, 47 mage
Save        : None
 
This spell creates a mount for the caster.  The kind of mount is dependent
on the level of the caster and, after 30th level, it is dependent on the
alignment of the caster as well.
 
See also: MOUNT
#
"GUST OF WIND"
 
Usage       : cast 'gust of wind'
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 10 mage.
Save        : vs. spells for negation.
 
Upon casting this spell, the caster sends a gust of wind at all the non-grouped
people in the room.  If the things in the room fail their save, they are
put into sitting position, as if they had been bashed.
 
See also: -
#
"SILENCE"
 
Usage       : cast 'silence' <victim>
Accumulative: No
Duration    : (level of caster) hours
Level       : Level 21 mage, level 23 cleric, level 25 druid.
Save        : vs spells for negation
 
This spell, if it works, shuts the victim up.  It prevents speech (sign
language is still usable) and spell casting.  Very nasty thing to do to a
spell caster.
 
See also: -
#
"SUNRAY"
 
Usage       : cast 'sunray' <victim>
Accumulative: -
Duration    : Instantaneous (kinda)
Level       : Level 27 druid.
Save        : Save vs spell for negating blindness (read below)
 
By means of this spell, the caster causes an intense beam of light to hit the
victim.  The intensity of the light is such that it might blind (as per spell)
all the people in the room that are not grouped with the caster.  If the
victim is of the races VEGMAN or UNDEAD, the victim will be damaged.  If the
victim is UNDEAD, they take 6d8 points of damage, NO save.  If the original
victim is of type VEGMAN, they take 6d8 points of damage with a successful
save vs. spells cutting that in half.  The ray is so intense that it also
does damage to others in the room that are not immortal or part of the
caster's group.  For UNDEAD, this is 3d6, no save.  For VEGMAN, it is 3d6,
save for no damage.
 
See also: BLINDNESS
#
"KNOW MONSTER"
 
Usage       : cast 'know monster' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 9 mage.
Save        : none
 
If the victim is not a Player Character, this spell will give the caster
information about the statistics of the mobile.  What statistics are based
on the level of the caster.
 
    Levels ->  Information
 
     1-5   ->  Race of Victim
     6-10  ->  Approximate Level of Victim
    11-15  ->  Approximate Experience Worth of Victim
    16-20  ->  Races or Classes the Victim Hates
    21-25  ->  Approximate Hit Points of Victim
    26-30  ->  Susceptibilities of Victim
    31-35  ->  Resistance's of Victim
    36-40  ->  Immunities of Victim
    41-45  ->  Approximate Number of Attacks of Victim
    46-50  ->  Approximate Amount of Damage per Attack of Victim
    51+    ->  Where the monster last ate lunch!
 
The information gathered is cumulative.
 
See also: -
#
"ANIMAL GROWTH"
                                                      
Usage       : cast 'animal growth' <victim>
Accumulative: -
Duration    : 2 * (level of caster)
Level       : Level 35 druid.
Save        : None
 
This spell causes the victim, an animal, to grow to twice it's original size,
effectively doing more damage, lowering the victim's saves, and giving it
more hit points.  This spell may not be cast on Player Characters, regardless
of if you think they are an animal.  It is also impossible to make a victim
more powerful than you, so this spell will only work on those victims that
are no more than half your level.
 
See also: INSECT GROWTH
#
"INSECT GROWTH"
 
Usage       : cast 'insect growth' <victim>
Accumulative: -
Duration    : 2 * (level of caster)
Level       : Level 33 druid.
Save        : None
 
This spell causes the victim, an insect, to grow to twice it's original size.
This enables the victim to do more damage, have better saving throws, more
hit points etc.  This spell may not be cast on Player Characters, nor on some-
thing that is more than half your level.
 
See also: ANIMAL GROWTH
#
"CREEPING DEATH"
 
Usage       : cast 'creeping doom' <direction>
Accumulative: -
Duration    : Very Short
Level       : Level 45 druid.
Save        : None
 
This spell causes swarms of angry insects to issue forth from the caster's
mouth.  These insect coalesce into a solid mass which advances in the dire-
ction specified.  This mass of insects then attacks whatever is in the room.
It dissipates right after it attacks.  This spell can only be cast outdoors,
and it incapacitates the caster for a brief period after the casting. 
 
NOTE: This spell is very dangerous and can KILL the caster if s/he is NOT
careful!
 
See also: -
#
"COMMUNE"
 
Usage       : cast 'commune' 
Accumulative: -
Duration    : Instantaneous
Level       : Level 20 druid, 20 ranger.
Save        : None
 
Upon casting this spell, the caster becomes closer to his surroundings and 
is able to determine what creatures are near him.  Specifically, it lists
their name and location.  This spell will not work indoors.
 
See also: -
#
"ANIMAL SUMMON ONE"
 
Usage       : cast 'animal summon one'
Accumulative: Can be cast only once every 48 hours
Duration    : 48 hours
Level       : Level 15 druid, 20 ranger.
Save        : None
 
When casting this spell, the caster undergoes a ritual that enables him/her
to summon animals to their aid.  You can summon 6 animals, and they are of
varying types and abilities.  The animals will aid you for 48 hours, upon
which time your control over them is broken.  Normally hostile animals will
not be so while under your control.
 
See also: ANIMAL SUMMON TWO, ANIMAL SUMMON THREE
#
"ANIMAL SUMMON TWO"
 
Usage       : cast 'animal summon two'
Accumulative: Can be cast only once every 48 hours
Duration    : 48 hours
Level       : Level 20 druid, 25 ranger.
Save        : None
 
When casting this spell, the caster undergoes a ritual that enables him/her
to summon animals to their aid.  You can summon 6 animals, and they are of
varying types and abilities.  The animals will aid you for 48 hours, upon
which time your control over them is broken.  Normally hostile animals will
not be so while under your control.
 
 
See also: ANIMAL SUMMON ONE, ANIMAL SUMMON THREE
#
"ANIMAL SUMMON THREE"
 
Usage       : cast 'animal summon three'
Accumulative: Can be cast only once every 48 hours
Duration    : 48 hours
Level       : Level 25 druid, 30 ranger.
Save        : None
 
When casting this spell, the caster undergoes a ritual that enables him/her
to summon animals to their aid.  You can summon 6 animals, and they are of
varying types and abilities.  The animals will aid you for 48 hours, upon
which time your control over them is broken.  Normally hostile animals will
not be so while under your control.
 
See also: ANIMAL SUMMON TWO, ANIMAL SUMMON ONE
#
"FIRE SERVANT"
 
Usage       : cast 'fire servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 35 druid.
Save        : None
 
When this spell is cast, the caster opens a momentary rift between planes
and forces a fire elemental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for (24*(caster's charisma)/11) hours.
 
See also: CONJURE ELEMENTAL, EARTH SERVANT, WATER SERVANT, WIND SERVANT
#
"EARTH SERVANT"
 
Usage       : cast 'earth servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 36 druid.
Save        : None
 
When this spell is cast, the caster opens a momentary rift between planes
and forces an earth elemental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for (24*(caster's charisma)/11) hours.
 
See also: CONJURE ELEMENTAL, FIRE SERVANT, WATER SERVANT, WIND SERVANT
#
"WATER SERVANT"
 
Usage       : cast 'water servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 37 druid.
Save        : None
 
When this spell is cast, the caster opens a momentary rift between planes
and forces a water elemental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for 24 hours.
 
See also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WIND SERVANT
#
"WIND SERVANT"
 
Usage       : cast 'wind servant'
Accumulative: Can be cast only once every 24 hours
Duration    : 24 hours
Level       : Level 38 druid.
Save        : None
 
When this spell is cast, the caster opens a momentary rift between planes
and forces an air elemental to come and do the caster's bidding.  Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will
only do the caster's bidding for (24*(caster's charisma)/11) hours.
 
See also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WATER SERVANT
#
"REINCARNATE"
 
Usage       : cast 'reincarnate' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 39 druid.
Save        : None
 
Upon casting this spell the caster summons the slain Player Character's
spirit from the nether world and inserts it into a new body.  This body
may be of any race, and may not be a race you really want to be stuck with.
This spell must be cast outdoors in a forest on a player character's 
corpse.  It lowers the constitution of the victim by one, and will no
longer work when the victim is down to a 3 con.  The victim must also NOT
enter the game.  Doing so will makes the corpse too weak to be reincarnated.
The victim may be at the entry prompt.  If the victim is at the entry
prompt, they will automatically be returned to the game.  Casting this 
spell is a great strain upon the caster.  It will drain the character's
movement, hit points, and mana to at least 1.
 
See also: RESURRECTION
#
"CHARM VEGETABLE"
 
Usage       : cast 'charm vegetable' <victim>
Accumulative: No
Duration    : Varying
Level       : Level 17 druid.
Save        : Save vs paralysis for negation.
 
The victim of this spell must be a plant, and the victim's level may not
exceed the caster's own by more than 10. The spell lasts a minimum of a
day, but beyond that it is modified to reflect the victim's intelligence.
 
See also: CHARM PERSON, FOLLOW, ORDER
#
"FIRESTORM"
 
Usage       : cast 'firestorm'
Accumulative: -
Duration    : Instantaneous.
Level       : Level 22 druid.
Save        : vs. spells for half damage.
 
By this spell the caster calls into being an enormous cloud of flame
which whirls around the room, searing those not in the caster's group.
The intense heat does (2d8 +1 + caster's level) hitpoints of damage.
People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.
 
See also: -
#
"VEGETABLE GROWTH"
 
Usage       : cast 'vegetable growth' <victim>
Accumulative: No
Duration    : 2 * (level of caster) hours
Level       : Level 20 druid.
Save        : None
 
Upon casting this spell, the caster can double the size of a vegetable-like
monster.  This also improves it's saves, hit points, and damage.  This
spell can not create a monster more powerful than the caster, so, it will
not work on a monster that is more than half the level you are.  This
spell must also be cast outdoors, plants don't grow so well inside.  Players
also don't grow so well via this spell.
 
See also: ANIMAL GROWTH, INSECT GROWTH
#
"SPELL TREE"
 
Usage       : cast 'tree'
Accumulative: No
Duration    : Varying
Level       : Level 15 druid.
Save        : None
 
This spell turns the caster into a tree.  It is very similar to polymorph.
This is a list of at what levels you turn into a different size tree:
 
                       15 - 20 :  young sapling
                       21 - 30 :  teenage tree
                       31 - 40 :  young adult tree
                       41 - 48 :  large adult tree
                       49 - 50 :  huge ancient tree
 
See also : POLYMORPH
#
"ANIMATE ROCK"
 
Usage       : cast 'animate rock' <object>
Accumulative: -
Duration    : 24 hours
Level       : Level 31 druid.
Save        : None
 
Casting this spell enables the caster to animate a rock, thereby creating
a follower.  The object must be a rock (i.e.: ITEM_ROCK).  The type of 
creature resulting from this animation varies with the weight of the rock.
The heavier the rock, the stronger the resulting rockman.
 
See also: -
#
"TRAVELLING"
 
Usage       : cast 'travelling' 
Accumulative: -
Duration    : (Level of Caster) hours
Level       : Level 10 druid, 15 ranger.
Save        : None
 
When this spell is cast the caster, and only the caster, is able to travel
over any terrain type as if he were flying.  Note however, this does NOT
enable the caster to fly.  The effects of this spell are only work outdoors.
 
See also: -
#
"ANIMAL FRIENDSHIP"
 
Usage       : cast 'animal friendship' <victim>
Accumulative: No
Duration    : 24 hours
Level       : Level 3 Ranger, 5 druid.
Save        : Save vs spells for negation
 
This spell may be cast once every 24 hours.  It can only be cast on neutral
animals of less than your level.  The animals will remain your friends 
for 24 hours.
 
See also: CHARM PERSON, CHARM MONSTER
#
"INVIS TO ANIMALS"
 
Usage       : cast 'invis to animals'
Accumulative: No
Duration    : 24 hours
Level       : Level 8 Ranger, 11 druid.
Save        : None
 
The caster may only cast this spell on him/herself.  Upon doing so, the
caster vanishes from the eyes of animals.
 
See also: INVISIBILITY
#
"SNARE"
 
Usage       : cast 'snare' <victim>
Accumulative: -
Duration    : Until victim gets movement back
Level       : Level 5 ranger, 8 druid.
Save        : Save vs spell for negation
 
This spell must be cast outdoors in a forest.  If the victim fails their
saving throw, their movement is reduced to zero.  They stay at zero until
it regens naturally, or Refresh or Second Wind is casted upon them.
 
See also: ENTANGLE
#
"WARP WEAPON"
 
Usage       : cast 'warp weapon' <victim> or cast 'warp weapon' <object>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 19 druid.
Save        : Weapon saves to avoid damage.
 
This spell bends and warps a weapon, effectively causing it to do less
damage.  For example:  If a 3d6 weapon fails it's save, it will be
reduced to 3d5 or possibly 3d4.  Really nasty thing to do to someone.
 
See also: -
#
"HEAT STUFF"
 
Usage       : cast 'heat stuff' <victim>
Accumulative: No
Duration    : (Level of caster) hours.
Level       : Level 23 druid.
Save        : read below
 
The caster of this spell needs to successfully hit the victim for the
spell to work.  A heated victim suffers from a -2 dexterity penalty, and 
suffers from a reduced hit point gain each hour.
 
See also: -
#
"DUST DEVIL"
 
Usage       : cast 'dust devil'
Accumulative: Can only be cast once every 24 hours.
Duration    : 24 hours
Level       : Level 1 druid, level 3 cleric.
Save        : None
 
Upon casting this spell the caster calls into being a dust devil.  The 
dust devil will faithfully obey the caster for 24 hours.  This spell may
only be cast once every 24 hours.  It is recommended that you note the 
time you cast the spell, so you know when you can cast it again.
This spell can not be cast indoors.
 
See also: TIME
#
"CHANGE FORM"
 
Usage       : cast 'change form' <creature>
Accumulative: May only be cast once every 12 hours.
Duration    : Until you return.
Level       : Level 12 druid.
Save        : None
 
This spell changes you into one of the following creatures.  What creature
you can change into is determined by your level.  In order to return to
your normal form, enter: "return", and you will do just that.
  
  Creature      Level (Comments)
  ------------------------------
  "bear"        10    (Grizzly)
  "spider"      10    (Bird)
  "lamia"       10
  "lizard"      10    (Snow)
  "bear"        12    (Polar)
  "gator"       12
  "basilisk"    13
  "snake"       15
  "spider"      15    (Huge Poisonous)
  "lizard"      16    (Giant)
  "allosaurus"  18
  "tiger"       28    (White Bengal)
  "mulichort"   30
  "tiger"       35    (Sabre-Toothed)
  "lion"        35    (Nemean)
  "salamander"  35
                         
See also: POLYMORPH
#
"TREE TRAVEL"
Usage       : cast 'tree travel' <victim>
Accumulative: -
Duration    : 24 hours
Level       : Level 8 druid.
Save        : None
 
This spell enables you to move through certain trees unhindered.  It is
a must for any druid who would like to get past 10th level.
 
See also: SPELL TREE (for the tree spell)
#
"TRANSPORT VIA PLANT"
Usage       : cast 'transport via plant' <tree name>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 druid.
Save        : None
 
This spell lets the caster instantly transport himself between two trees.
First the caster must know the location of a tree, and the name of the
tree (s)he wishes to go to.  The caster has to be at one tree before he
can transport themself to another.  You must journey to the trees and 
speak with them to find out their names.
 
See also: SPEAK WITH PLANTS
#
"SPEAK WITH PLANTS"
Usage       : cast 'speak with plants' tree
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 druid.
Save        : None
 
This spells enables you to talk with a plant and acquire it's name.  It
is very useful in conjunction with the spell, Transport Via Plant.
 
See also: TRANSPORT VIA PLANT
#
"CHANGESTAFF"
Usage       : cast 'changestaff'
Accumulative: -
Duration    : Varying
Level       : Level 30 druid.
Save        : None
 
This spell enables the druid to call upon the forces of nature and cause
a magical staff to be transformed into a huge ancient tree.  In order for
this spell to work you must be holding the staff and outdoors.  The staff
must have charges left in it, and the number of charges left affects 
linearly the duration that the tree will exist.  The staff will be destroyed
upon completion of the spell.
 
See also: -
#
"POWER WORD KILL"
Usage       : cast 'power word kill' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 23 mage. 
Save        : None
 
This spell will instantly kill the victim unless they are too powerful.
This spell has a more limited range of effectiveness than does the spell
Power Word Blind.
 
See also: POWER WORD BLIND
#
"POWER WORD BLIND"
Usage       : cast 'power word blind' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 16 mage.
Save        : None
 
This spell will instantly blind the victim unless they are too powerful.
The spell has a wider range of effectiveness than the spell Power Word
Kill does.  You should be able to blind someone of about your level when
you first get this spell.  i.e.: a 16th level victim.
 
See also: POWER WORD KILL, BLINDNESS
#
"CHAIN LIGHTNING"
Usage       : cast 'chain lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 25 mage, level 25 druid.
Save        : Versus spell for half damage.
 
This spell calls upon the force of lightning to deliver damage to all
the non-grouped people in the room.  The lightning is directed at the
victim, upon whom it does 1d6/level of damage.  It then arcs to the
next non-grouped person in the room and does 1d6/ (level-1) damage to
them.  This continues until there are no more targets, or no more levels.
 
See also: LIGHTNING BOLT
#
"SCARE"
Usage       : cast 'scare' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 4 mage.
Save        : None
 
This spell causes the victim to become so scared of the caster that they
flee the room.
 
See also: -
#
"HASTE"
Usage       : cast 'haste' <victim>
Accumulative: -
Duration    : 10 hours
Level       : Level 23 mage.
Save        : None
 
This spell causes the victim to gain speed resulting in more attacks.
It also ages the victim due to the immense physical strain on the body.
Mobiles generally don't like the strain.
 
See also: SLOWNESS
#
"SLOWNESS"
Usage       : cast 'slow' <victim>
Accumulative: -
Duration    : 10 hours
Level       : Level 19 mage.
Save        : None
 
This spell causes the victim to slow down, resulting in a loss of attacks.
This generally annoys mobiles.
 
See also: HASTE
#
"SLOW POISON"
 
Usage       : cast 'slow poison'
Accumulative: -
Duration    : 24 hours
Level       : Level 6 druid, 10 Paladin, 10 Ranger.
Save        : None
 
This spell may only be cast upon the caster.  Upon doing so, it lessens the
affect of poison.  
 
See also: POISON, REMOVE POISON
#
"FIND FAMILIAR"
Usage       : cast 'find familiar' <name>
Accumulative: -
Duration    : Indefinite, can only be cast once every 24 hours
Level       : Level 2 mage.
Save        : None
 
This spell causes a creature to become a companion of the spell caster.
This creature will be loyal to the creature for it's lifetime, provided
the caster does not attack it.  Having this familiar lowers the caster's
armor class by a small amount for 24 hours.  The kind of creature you
get is dependent on your level.  The name field is the name you want the
familiar called.    
 
                        Level(s)    Creature
                        --------------------
                          2-3       Puppy
                          4-5       Beagle
                          6-7       Rottweiler
                           8+       Wolf
#
"AID"
Usage       : cast 'aid' <victim>
Accumulative: -
Duration    : 10 hours
Level       : Level 4 cleric.
Save        : None
 
This spell grants an additional 1d8 hitpoints to the victim, and improves
their ability to hit by +1.  The hitpoints gained can exceed the victim's
normal maximum, but if they do, they will only last until the hour is up.
 
See also: -
#
"FIRST AID"
 
	This skill allows a fighter/barbarian/paladin to cure a few points
per level of the character doing the healing. He can do this but once per
day (supplies etc...).
 
#
"GOLEM"
Usage       : cast 'golem'
Accumulative: -
Duration    : Permanent, until killed
Level       : Level 15 cleric.
Save        : None
 
This spell enables the caster to create a golem out of armor.  In order 
to do this you need 1 piece of armor for the following spots laid out
in the room:  Head, Feet, Body, Legs, Arms, Hands.  The armor class of
the golem will be that of all the pieces added together.  The amount
of hitpoints that the golem has is based on the level of the caster,
and the quality of the armor used to construct the golem.  The level of
the golem is also dependent on the type of armor used.  High level
golems may have more than one attack per round.
 
See also: -
#
"FEEBLEMIND"
Usage       : cast 'feeblemind' <victim>
Accumulative: -
Duration    : 24 hours
Level       : Level 34 mage.
Save        : vs Spells for negation
 
This spell causes the victim to become a moron if they fail their save.
The chance of spell casting successfully is greatly reduced, as is the
intelligence and ability to use skills, due to the victim's profound
lack of intelligence.  
 
See also: -
#
"SHILLELAGH"
Usage       : cast 'shillelagh' club
Accumulative: -
Duration    : Permanent
Level       : Level 3 druid.
Save        : None
 
This spell changes a club into a 2d4 +1+1 club.
 
See also: -
#
"GOODBERRY"
Usage       : cast 'goodberry'
Accumulative: -
Duration    : Permanent, until eaten
Level       : Level 4 druid.
Save        : None
 
This spells must be cast outdoors.  Upon doing so, the caster calls into
being a bunch of berries.  These berries have a slightly less nutritional
value than a loaf of bread, but they do cure 1d8 hit points of damage
when eaten.
 
See also: CREATE FOOD, CREATE WATER, CURE LIGHT
#
"FLAME BLADE FLAMEBLADE"
Usage       : cast 'flame blade'
Accumulative: -
Duration    : Permanent
Level       : Level 7 druid.
Save        : None
 
This spell calls into being a 1d4 +4(to dmg) blade of flame.
 
This spell is _very_ important if you want to advance past 10th
level.
 
See also: -
#
"QUIVERING PALM QUIV"
 
  Quivering palm is a fabled monk attack. It can only be done 1 time per
week, and only on an opponent of the same level or lower, with less than
2*the monks max hit points.  The target must also be humanoid.
If the roll is successful, the target dies instantly.
#
"SPRING LEAP SPRINGLEAP"
 
  Allows you to attack from a sitting position, i.e. after you have been
bashed.  You attack, and stand up, all in the same motion. (monk skill)
 
#
"READ MAGIC"
Allows the non-cleric or mage to read magic scrolls.  If you don't have
this "lore", seek someone to teach it to you.
#
"FIND TRAPS"
Enables you to detect the presence of traps in a room.  If you don't know
how to "hunt" for them, seek someone to teach you this skill.
 
See also: SPELL FIND TRAPS
#
"SAFE FALL"
 
  Safe fall is a monk skill that allows them to fall from any height, and
fail to die.  They will be stunned, and badly wounded, but they will not
die  (if they make the roll)
#
"SPY SPYING"
  Spying helps a thief/barb character gain information about the world 
around him/her.  After one has typed 'spy', one can look in various 
directions, and given that there is an exit in that direction, and nothing 
blocking the way (like a closed door), then the contents of the other room 
will be displayed.
 
#
"DOORBASH"
 
  Doorbashing is a skill that allows one to open locked doors.  One must
refer to the door by name, not the direction of travel.  For example
doorbash gate
doorbash door north
etc.
 
  Success means that the door is unlocked and opened and the attempter is placed
in the room on the other side of the door, while failure causes the attempter 
to be stunned for a short time, and take a fair amount of damage in the process.
#
"DISARM"
 
   There are two kinds of disarm.  Disarming weapons and disarming traps.
 
If one types "disarm monstername", then, if the player has the disarm
weapon skill, and successfully uses it, the monster's weapon will fly from
its hand/tentacle, etc.   
 
If one types "disarm trapname", if the player has the disarm traps skill,
one can attempt to disable the trap.. failure indicates a high probability
that the trap will be sprung on the player attempting the disarm.
 
#
"SIGN"
   You can learn to use sign language now.  Useful when underwater,
or in a silenced room, (or silenced yourself).  whatever the user types
is broadcast, possibly somewhat garbled depending on his/her skill with
signing, and all those in the room who understand sign language will 
receive the possibly garbled message.
 
#
"MOUNT RIDE RIDING"
 
  it is now possible to mount horses and dragons.. Certain aspects are
not finalized, so it is not advisable to mount aggressive dragons.  Currently
there are no horses of the correct race to be ridden, so, for the moment, it
is only possible to ride dragons.  However, dragons are not docile creatures,
and it will take a large amount of riding skill, and a high level character
to do it with any amount of ability.  You can order your mount to do things,
as if he/she was a follower, but he/she isn't, so you can't group with the
mount.  Each time you attack something, or your mount attacks something, or
each time you take damage or your mount takes damage, you have a chance of
being thrown from the back of your mount.  
 
it is easier for evil chars to ride evil dragons, and good chars to ride
good dragons.  
 
  To get an idea of how powerful one has to be to ride dragons, 
a 60th level character can typically only successfully ride on
Yevaud if said character has a -1000 alignment, or is affected
by the dragon-riding spell.  Or if yevaud is heavily damaged.
 
See also:  "SPELL MOUNT"
#
"ALIAS"
 
   alias -- no arguments - shows a list of your existing aliases.   
   alias <num> command -- assigns the command to the number num, which
	has to be between 0 and 9. 
   <num> will execute this command.
 
   example:
   
   > alias 1 kill
 
   > 1 lamia
   You hit the lamia.
 
   Get the idea?   Only one command per alias, I have been having nightmares
	trying to figure out all the ways one could crash the game with
        multi-command aliases.
 
 
#
"SHOOT"
 
See FIRE,NOTCH,LOAD
#
"SWITCH"
  Allows you to switch opponents.  if you are attacking X and want to attack
	Y, type 'hit Y'.  It will check against your Switch skill, and if
	you make it, you stop attacking X, and attack Y.. if you fail, you
	stop attacking anyone.
#
"VALUE"
	tells you the value/vital stats of something.  for example,
	value sword will tell you interesting stuff about the sword.
	the numbers are inaccurate. As you get better at the skill,
	the numbers become more and more accurate.
#
"LORE"
 
	tells you the vital statistics of a mob, compared to yours.
	but only if you have the appropriate lore skill.
 
	to use it, type 'consider X', if X is a race that you know lore
	about, you can get some info on the race.  As your ability with the
	skill improves, your estimates will improve.
#
"DODGE"
 
	dodge allows fighters and monks to avoid damage in combat.  not 
	a lot -- 1-3 points, but every little bit helps.  Each time you
	are hit, the game checks your dodge skill, which does not improve
	with use, only with practice.  if you make it, the damage is 
	reduced by 1-3 points.. note- this applies to physical attacks
	only.
 
#
"RETREAT"
	allows a fighter, thief or monk to get out of combat without 
	having to panic and flee. if you make the roll, you WILL leave
	the room, and you lose no exp for doing it.  
 
	this skill gets better through use.
 
	this skill does not have a name of its own, but is built in
	to the 'flee' command.
 
#
"FEIGN DEATH"
	allows a monk to pretend that they are dead.  The people/things
	that are attacking you will stop fighting you, and may leave you
	alone completely, although it is best to leave the room as soon
	as possible.
#
"ROOM TELEPORT"
 
some new things for teleport rooms:
 
 
edit tele <time> <room> <flags> [<countdown>]
 
flags = 
1     LOOK    (do a look when you get teleported
2     COUNT   (this is a countdown room)
4     RANDOM  (after the first teleport, this room will teleport in random
		time)
8     SPIN    (Not implemented yet)
 
 
Some things to note:
 
 if you are going to set the COUNT flag, then leave the <time> = 0
 
 COUNT, RANDOM and SPIN are more or less mutually exclusive.
 
 
examples
 
   edit tele 30 1000 1       ;  teleport fires every 30 ticks, goes to room
			        1000, does a look
 
   edit tele  0 1000 3 30    ; 30 ticks after a player enters this room,
				they will be teleported to room 1000, and
				they will do a look.
 
   edit tele  0 1000 2 30    ; 30 ticks after a player enters this room,
				they will be teleported to room 1000, and they
				will NOT do a look
 
Any questions, post them on the board
 
The random time will be between 10 and 100 ticks
 
(so roughly between 7.5 seconds and 75 seconds)
 
Note, this is a god command, mortals can't do it.
 
#
"INTRO INTRODUCTION"
 
   things you should know:
 
   hit points are ad&d like, not diku like
   there are 150+ spells, almost 30 skills, more on the way.
   many monsters have special routines.
   most monsters that might have poison do.
   poison is very dangerous.
   some poisonous monsters have instantly fatal poison.  take care!
   equipment can be damaged, by spells and combat.
   dragons breath, doing lots of damage to people and equipment.
   non pc followers only get 1/2 the exp they would get if they weren't
   charmed.  the other 1/2 is lost.
   Some monsters are too big to bash.. in general, dragons, most 'huge'
   things, purple worm, etc, are all non-bashable.
   sneak allows you to avoid aggressive monsters.
   monsters develop hatreds very quickly, and will try to hunt you down  
   and kill you for hurting them.
   kangaroos hate all kinds of enfan.
   most mobs that should see in the dark do.
   some monsters are immune to the things you would expect them to be
   immune to.   
   some monsters are also resistant to certain attacks and/or susceptible
   to others (resist = 1/2 damage, susc = 2* dam)
   monsters HELP each other out.  They don't sit by and watch.
 
   
   player characters are very powerful:  many spells, attacks, etc.
   monsters are weaker individually, most of the time.  However, the   
   monsters here are not as stupid as they are on other muds, and they
   tend to be tougher, because of that, and because they help each
   other.
 
   rule of thumb:  Grouping is a good idea.  
 
   it is easier to play mages and thieves if you are patient.  You don't
   have to be as patient, if you are more willing to group.
 
   My goals for the classes:
     Fighters: powerful at lower levels, much less useful at higher levels.
     Clerics:  reasonably powerful and useful all along.
     Mages:    weak at lower levels, more powerful at higher levels.
     Thieves:  Good for scouting, very nice when grouped.
     Monks:    Weak at lower levels, more powerful at higher levels.
     Druids:   Medium at all levels, like clerics.
 
   spellcasting is harder to do in combat.  generally, the more powerful
   the spell, the harder to cast in combat.  magic missile, acid blast,
   shocking grasp, cause light, serious, critical, are all fairly easy
   to cast in combat.
 
   While your equipment can be damaged by spells and such, there are some
   things you can do minimize the damage.  #1, if you are fighting something
   that does fire damage, being immune or resistant to fire yourself will
   help your equipment out as well.   Good saves will also in general reduce
   the amount of damage.  
 
#
"AUTHORIZE AUTH"
 
 
  auth Newbie yes        (lets them into the game)
  auth Newbie no         (denies them from the game)
 
  auth Newbie anything else  (a message to the Newbie)
#
HOUSEAUCTION
 
   There are no houses currently on the market.
 
 
#
"HOUSES HOUSE"
 
   Houses allow the character who owns it to rent for free.  The character
enters the house, and types rent, and all the stuff is stored.  No one else can
rent in that room, just the owner.  Multi-room houses are legal.  Note:
  No 'gates' will be allowed, the house must be geographically correct.
(i.e. all entrances and exits must be close to each other).
 
  As a reward for godhood, Players who make godhood will be able to 
purchase houses at a fixed rate (if they so desire) instead of the auction 
price.
 
#
"MAYOR"
 
   A character who kills the mayor in single combat earns the right to 
   be the mayor for 1 realworld week.  (from the day of the fight)
 
   The fight has to be witnessed by a 54th level god (or higher).
 
   Player cannot flee from combat.  Flight indicates loss, and the player
   cannot try again for 1 real day.
 
   Mages and clerics can use NPC followers.  No PC assistance (or god)
   will be allowed.
 
   Once the mayor has been killed, no other fights will be honored for
   the period of one week.. ignorance of the fact that the mayor position
   is still taken is of no consequence.
 
   The mayor of the week will have her (or his) name placed on the 
   message of the day.  If that person reaches immortality during
   that week, they will be removed from the mayor list, and the position
   will once again be open.
 
   I am also considering allowing the mayor of the week to call for
   cityguards, but i have not decided.
 
#
"RESURRECTION"
Usage       : cast 'resurrection' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 36 cleric. 
Save        : None
 
With this spell the cleric calls upon the aid of their deity to bring the 
life force back into a dead person.  This is quite an undertaking as it will 
require a sacrifice of 25,000 coins for mobs and 75,000 coins for PC's, and
the beneficiary loses 1 con point permanently..after the con reaches 3, no
more resurrections can occur. The calling of such help from a deity is so 
draining on the cleric that the cleric will move to 1 hit point, 1 mana, and 
1 movement point, also they will be stunned for a while.  Make sure you are 
in a safe place before casting or else you might end up with the same fate as 
your victim.  If this spell is cast upon a moster the moster becomes a loyal 
follower of the cast for 36 game hours.
 
IMPORTANT:  The dead character has to stay OUT of the game until
	he/she is resurrected.  If he/she reenters the game, he/she
	cannot be resurrected.  All the way out. I.E. all the way out of
	telnet.  If you are at the choice menu, tough luck - you were
        warned!
 
#
"AREAS"
Current Areas:
 
  DeadHamme     -- Haag & Mario  (1 - 5)
  Prydain       -- Haag & Mario  (10 - 40)
  Abbarach      -- Haplo    (not sure)
  Rhyodin       -- Heimdall (not sure)
  White Plume   -- Dem      (10-15)
  Arena         -- Felix    (10 - 30)
  Mages tower   -- Skylar   (10-30/30-50) (lower, upper levels)
  Hill giants   -- Marist   (15-30)
  Graecia      -- Gambreezzi (20-50)
  Skexies      -- Rugrat    (5-15/10+)  (two parts)
  Lycanthropia     -- Duke  (Mid)
  Bay Isle         -- Duke  (High)
  New Thalos   --  Conner   (all)
  Artica           -- Duke  (5 - 20)
  Temple Labyrinth -- Duke  (5 - 10)
  Mistamere                 (5 - 10)
  Temple Annex              (1 - 10)
  Sewers                    (5 - 20)
  Moria                     (3 - 20) - monsters gang up.
  Shire                     (3 - 15+)
  Thalos                    (10 - 20)
  Dwarven Kingdom           (10 - 30)
  Drow                      (20 - 40) 
  Orshingal     -- Poohbear (10 - 30)
  Ivory tower   -- Exxon    (1 - 9)
  The Pyramid   -- Conner   (15 - 30)
  Arachnos      -- Duke     (5 - 50)
  Castle Python -- Melkor   (5 - 30)
  Elven Forest  -- Sunsor   (1 - 9)
  Ravenloft        -- Celestian (45+)
  Astral Plane     -- Celestian (15-30)
  Jungles of Chult -- Celestian (10-25)
  Jungle Pyramid   -- Celestian (28-50)
  Spider Haunt     -- Celestian (1- 25)
  Doom		   -- Sarge	(1-10)
  Torture Keep	   -- Alien	(20-50)
  
 NOTE!!!!!!!!
     Those numbers are ROUGH!  And just because an area is advertised
for X level does not necessarily mean that X level can wipe out the area!!!
Use COMMON SENSE.  ASK people about the areas, find experienced people to
group with.  Don't get cocky, and you'll live longer.   Be social
, and you
will live longer.  Ask questions, and you will live longer.
 
P.S. if anyone feels these numbers are not accurate, post a message.
 
#
"MONSUM"
 
Usage       : cast 'monsum one...two...'
Accumulative: You can summon as many as your charisma will allow
Duration    : 24 hours
Level       : Ranges from level 4 - 22.
Save        : None
 
 
   The various incarnations of this spell create monsters of the appropriate
   level to serve you as followers for a time.  The time is as long as the
   time that charm person would work on the same creature.
 
#
"POLYMORPH POLY"
Usage       : cast 'polymorph' <mobname>
Accumulative: You must return before changing form again.
Duration    : Until you return or die
Level       : Level 9 Mage.
Save        : None
 
With this spell the caster is able to change his shape into the form of a 
monster that he has seen before.  Changes in form give the caster all the 
abilities of the new form, including flight or breath weapons.  However, some 
forms are not able to use equipment.
 
To return to your character, type the command:  RETURN
If you switch into a humanoid monster, you can cast spells if you are
a magic-user, cleric, or druid, and you can steal if you are a thief.
 
Now, here is the list:
 
  Creature      Level (Comments)
  ------------------------------
  "goblin"      4*
  "parrot"      4    (blue)
  "bat"		4
  "orc"         5*
  "trog"        5*
  "gnoll"       6*
  "parrot"      6    (black)
  "lizard"      6
  "ogre"        8*
  "parrot"      8    (red)
  "wolf"        8
  "spider"      9 
  "beast"       9    (displacer)
  "minotaur"    9*
  "snake"       10   (rattle)
  "bull"        10
  "warg"        10
  "rat"         11   (sewer)
  "sapling"     12
  "ogre-maji"   12*!
  "black"       12   (dragon)
  "troll"       14*  (regenerates)
  "crocodile"   14
  "mindflayer"  14*! (junior)
  "giant"       16*  (hill)
  "bear"        16   (grizzly)
  "blue"        16   (dragon)
  "enfan"       18*  (blue)
  "lamia"       18*
  "drider"      18
  "wererat"     19
  "wyvern"      20
  "mindflayer"  20*! (senior)
  "spider"      20   (bird)
  "roc"         22 
  "mud"         23   (mudmonster)
  "giant"       24*  (frost)
  "white"       26   (dragon)
  "master"      28*! (mindflayer)
  "red"         30   (dragon)
  "roo"         35*  (hunter)
  "brontosaurus"35
  "mulichort"   40
  "beholder"    45! 
 
The ones with * are humanoid.
The ones with ! cast spells automatically
The ones with ? you get to experiment and find out.
 
See also: CHANGE FORM
#
"ACID BLAST"
Usage       : cast 'acid blast' <victim>
Accumulative: Blast as many times as you want
Duration    : Instantaneous
Level       : Level 6 Mage.
Save        : vs. spells for half damage
 
 
   Acid blast creates a powerful blast of acid that does 1d6 per level
damage.  The only advantage to this spell over lightning bolt is that
fewer things are immune to acid.  This spell is very destructive to mob 
equipment.
 
 
#
"CACAODEMON"
Usage       : cast 'cacaodemon' one
Accumulative: Yes
Duration    : 24 hours.
Level       : Level 29 cleric, 30 mage.
Save        : none
                  
  This spell is wreathed in mystery. The only sure knowledge about it
is that it is cast in the following manner:
 
	cast 'cacaodemon' one 
		.
		.
	cast 'cacaodemon' six
 
Rumor has it, however, that the drow know quite a bit about the use of
this spell.
#
"CONE OF COLD"
Usage       : cast 'cone of cold'
Accumulative: -
Duration    : Instantaneous.
Level       : Level 19 mage.
Save        : vs spells for half damage
 
This spell summons a cone shapes ray of cold to shoot from the casters hand 
at all people not grouped in the room.  The force of the cold is so much that 
it will do level d5 damage.
See also: -
#
"TRUE SIGHT"
Usage       : cast 'true sight' <victim>
Accumulative: No
Duration    : 2 * casters level.
Level       : Level 19 cleric, 24 druid.
Save        : -
              
 
True sight allows you to see hidden creatures, and invisible creatures,
it is a (temporary) cure for blindness, and allows you to see in the
dark.
    
 
#
"CONJURE ELEMENTAL"
Usage       : cast 'conjure elemental' earth
Accumulative: Conjure as many as your charisma will allow.
Duration    : 24 Hours.
Level       : Level 11 druid, 13 cleric, 16 mage.
Save        : -
 
Upon casting this spell the caster calls forth an elemental from another 
plane to serve him/her for a period of time.  In order to cast this spell you 
must have a special material component which will be destroyed on casting of 
the spell.  The components are as follows:
 
red stone for fire elementals
pale blue stone for water elementals
gray stone for earth elementals
clear stone for air elementals
#
"CALM"
Usage       : cast 'calm' <victim>
Accumulative: -
Duration    : Instantaneous.
Level       : Level 2 cleric, 4 mage, 18 paladin.
Save        : vs. spells to negate 
 
   Calm makes an aggressive monster non-aggressive
 
#
"STONE SKIN"
Usage       : cast 'stone skin'
Accumulative: -
Duration    : Instantaneous.
Level       : Level 26 mage.
Save        : -
 
This makes the skin of the caster change into a stone-like material.  This 
will greatly improve the armor class and make the caster resistant to 
piercing attacks.  This is a personal spell, it cannot be cast on others.
 
#
"SPELLS ALLSPELL"
 
   This command gives you a listing of all the spells on SillyMUD.
The format of the display is:
 
<number> <spell_name> <mana_cost> <Cleric_level> <Mage_level> <Druid_level>
#
"SECTOR TYPES"
0 = indoors
1 = city
2 = fields
3 = forest
4 = hills
5 = mountains
6 = water (swimmable)
7 = river (non-swimmable)
8 = air
9 = water
10  desert
#
"CHARM MONSTER"
Usage       : cast 'charm monster'
Accumulative: no
Duration    : 24 hours
Level       : Level 10 mage, 12 druid.
Save        : vs. paralyzation
 
Very similar to charm person, but allows you to charm monsters too.
 
#
"ANIMATE DEAD"
Usage       : cast 'animate dead' corpse
Accumulative: -
Duration    : 24 hours
Level       : Level 8 cleric, 16 mage.
Save        : -
 
  This spell creates a zombie servant who will obey your commands.  It has 
  your level/2 d8 hit points (with a minimum of 5d8), hits as a 2 HD
  monster, and is resistant to piercing weapons.  Cityguards and
  vampire bats hate zombies, and attack them immediately.
 
#
REFRESH
Usage       : cast 'refresh' <victim>
Accumulative: Yes
Duration    : Permanent
Level       : Level 2 cleric, 4 druid, 6 mage. 
Save        : - 
 
  increases the targets movement by 1d4+1 per level, with a minimum
  of 20 points.
#
"SECOND WIND"
Usage       : cast 'second wind' <victim>
Accumulative: Yes
Duration    : Permanent
Level       : Level 9 cleric, 14 druid, 20 mage, 30 ranger, 35 paladin.
Save        : - 
  
  increase the targets movement by 1d8+1 per level.
 
#
TURN
Usage       : cast 'refresh' <victim>
Accumulative: Yes
Duration    : Permanent
Level       : Level 1 cleric, 12 druid, 10 paladin.
Save        : vs spell to negate 
 
   forces undead of lower level who fail their save against spells to
   flee from you.  The lower they are compared to your level, the more
   likely they are to flee.
                  
 
#
SHIELD
Usage       : cast 'shield' <victim>
Accumulative: No
Duration    : Level hours
Level       : Level 1 mage.
Save        : - 
 
   Creates a shield of magic around the target, some protection(-10 AC),
   and deflects all magic missile attacks.
 
#
SUCCOR
Usage       : cast 'succor'
Accumulative: Make as many as you want
Duration    : Permanent
Level       : Level 23 cleric, 24 mage.
Save        : -
 
   Creates a word of recall scroll.
 
#
FIRESHIELD
Usage       : cast 'fireshield'
Accumulative: No
Duration    : 4 hours
Level       : Level 40 mage, 45 cleric, 48 druid.
Save        : -
  
This spells summons an armor of fire around the caster.  Any person who 
attacks the caster will get a fireshield shot back at them if they hit the 
caster.  The fireball will do the same damage to the attacker that they did to 
the caster.  Some mobs will realize that attacking a person with fireshield 
isnt such a good idea and they will randomly attack another person in the 
same room, even if they arent attacking the mob or in the casters group!
   
#
"RACE LIST"
 
Various monsters belong to various races.  For example:  
  Llama and rabbits are of the same race because they are 
    herbivores (cows, horses, etc)
  orcs, gnolls, ogres, giants are all 'giant class' race.
  lycanthropes.
  predators (animals that hunt for food)
  undead
  snakes
  reptiles 
  insects
  spiders
  demons
  devils
  humans, elves, etc...
 
See also ALLRACE
#
"PICK LOCKS"
 
Thieves only.
For picking locks. Not all locks can be picked. Example:
 
> pick door
> pick safe
 
See Also : OPEN, CLOSE, LOCK, UNLOCK
#
SNEAK
 
Thieves Only.
 
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 successfully sneak, then you will continue to sneak for
a little while. When you are sneaking, many monsters that would
otherwise attack you will not notice you, allowing you to go places
that no others can get to.
 
Example:
 
  > sneak
 
See Also : HIDE
#
HIDE
 
Thieves Only.
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 whether 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
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 is inside a container (i.e. Corpse) use LOOK IN <OBJECT>.
 
See also : EXAMINE or READ
#
AC "-----------"
 
Is you armor class, it is defined roughly as follows:
 
  10 Naked person
   0 Very Heavily armored (Plate mail, and "two shields") 
 -10 Armored battle tank
 
#
OPEN CLOSE LOCK UNLOCK
Usage (example):
 > open portal
or
 > open portal to the south
   (if there is more than one to choose from)
#
NORTH SOUTH EAST WEST UP DOWN
To walk in a given direction.
#
EAT DRINK SIP TASTE
If you are hungry or thirsty. Examples:
    eat hamburger
    drink beer
    eat bread		/* how boring, visit Andy's Pub! */
    eat sausage
#
WHO
 Lists the people currently in the game. Some people may choose to remain
 unseen.
 
 WHO -g will give you a list of all currently active (and visible) gods.
 Please consult this list before shouting "Is there a god on?"
 
 WHO a
 Will list all characters with the letter A as the first letter in their
 name, you can use any letter of alphabet to find any list of names.
 
See Also:GWHO, WHOIS
#
GWHO
 
GWHO will give a complete list of groups with group names.
 
See Also:WHO, WHOIS
#
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. 
It also saves your equipment, up to the first 200 items.
#
SET
 
	This command allows you to change an array of things. The standard
command is 'set <type> <field>'. Here are a list of types :
 
	email <email@address>
	ansi  <enable,disable/off>
	war   <enable> see RACE WAR, or you might DIE!
	autoexits <enable/disable>
	group  name <Group Name Here>
	group order <enable/disable>
 
* 'email'
The 'field' is email@address, something like jobob@hsc.unt.edu.
This information can be seen on a finger on your name.
	
* 'ansi'
The 'field' is either 'enable' or 'disable/off' when used with 'ansi'.
 
* 'war'
The 'field' is either 'enable' or 'disable/off' when used with 'war'.
 
* 'autoexits'
The type 'autoexits' will automatically display exit information for you
when you walk into a different 'room'.
 
* 'group' 
The type 'group' uses the  parameter 'name' to set your group name, after
'name' you need to pass a name you would like to use for your group. 
   Example :
       set group name The Wild Bandios!
 
Using 'gwho' you can see all the groups and their group names.
 
The type 'order' will allow you to accept orders from the group leader, and
the group leader only. You must be following someone before this will work.
 
 
See Also: RACE WAR, GROUP, GWHO, ORDER, WHOIS
 
#
INVENTORY
If you are uncertain about what you are carrying, or simply want to check
that no thieves have pilfered from your backpack.
 
See also: EQUIPMENT
#
EQUIPMENT
When you want to know what armor, weapon, charms etc. you are wearing.
 
See also: INVENTORY
#
KISS
Well can't you guess ?
#
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 are still alive and healthy
or simply want to see how much money you have left.
#
SAY TELL WHISPER SHOUT ASK
If you consider communicating with other beings, you might be understood
better if you start your sentences with either say,tell,whisper or shout.
 
	When using SAY you speak in a language that you choose, via SPEAK.
If the PC's do not understand you will not be able to communicate. All other
commands (tell,gos,shout,whisper) do not use a special language.
 
Example : say I'm a jerk
          tell unclesam You're dead meat - sucker!
 
You can use ' as a shorthand for say, as in:
 
' hello there.
 
 
See also : SPEAK
#
BOUNCE
If you feel like bouncing round the room this is just the command for you.
#
FRENCH
Don't you know how they kiss in France ?? - try it !
#
QUI SHUTDOW
Just to prevent accidental quittings and/or shutdowns.
This command does not DO anything, it simply is.
#
SMILE
Whenever you feel like smiling...
#
KILL HIT
A good way to start a fight.
#
KICK
Fighters and Monks
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!
This is one of the Monks most awesome weapons.  Use it wisely.
 
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 its 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 useful when playing in groups.
#
STEAL
 
Thief Only.
 
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
#
STEALTH
Gods use this to sneak into a room without their bamfin and bamfout
messages appearing.  Mortals usually wish they could do this, but so
far none have been able to.
 
#
BACKSTAB
 
Thief only.
 
Is a way to sneak up on a person, and attempt to place you dagger in
his back, at exactly the point where it does most damage. A successful
backstab gives a damage multiplier, depending on level:
 
The chance of successfully backstabbing a person depends on how well
you have practiced backstab at your guild.
#
CAST
For "magical" people. If you want to throw a spell at someone or something.
Example : cast 'burning hands' <player>
   Note that the name of the spell must be enclosed by "'"s.
 
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".  Also you can drop 9*bottle, which would drop 9
bottles, but leave the rest in your hands.
 
See also: GET
#
ORDER
In bars etc you can order things.
If you are not in a bar, and you happen to have followers, you can
order your followers to do things.
 
		ie: order zombie smile
		and 1.zombie will smile.
 
		ie: order 2.zombie smile
		and 2.zombie will smile
 
		ie: order followers smile
		and all your followers will smile.
#
BUY SELL
Commands for the shops - very useful too !
#
WEATHER
If you are uncertain whether the sun is shining or the rain is pouring down.
#
READ
When you want to read something.
#
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 rugged, capable men and women; roughened by years of
trading and, indeed, surviving in a world where the only safe prospect
is death in the end.  (They usually have a few thousand hitpoints and
can shoot through schools).
 
See also: BUY, SELL, LIST, VALUE
#
SOCIAL ACTIONS
Commands mainly for social interaction:

 
accuse, ack, adore, agree, applaud, bark, bcheck, beg, bhug, bite, blame, 
bleed, blink, blow, blush, boast, bonk, bounce, bow, burp, cackle, calm, 
caress, cears, ceyes, cheer, chide, chuckle, clap, comb, comfort, 
compliment, confess, console, cough, cower, cringe, cross, cry, cuddle, 
curtsey, dance, dream, drool, eh, fart, finger, flex, flip, fondle, frown, 
fume, gasp, gaze, giggle, glare, gloat, greet, grin, grit, groan, grope, 
grovel, growl, gulp, hiccup, hkiss, hop, howl, hug, hum, ignore, interrupt, 
jump, kiss, kiss, kneel, knock, laugh , lick, liege, listen, love, massage, 
moan, mosh, muse, nibble, nod, nudge, nuzzle, pace, pant, pat, peer, pie, 
pinch, pleade, plot, point, poke, ponder, pout, praise,  puke, punch, purr, 
raise, recoil, relax, roar, roll, rub, ruffle, salute, scoff, scold, scowl, 
scratch, scream, shake, shiver, shrug, shudder, sigh, sing, slap, smile, 
smirk, snap,  snarl, sneer, sneeze, snicker, sniff, snore, snowball, 
snuggle , sob, spank, spit, squeeze, squirm, stagger, stare, steam, 
strange, stretch, strip, stroke, strut, sulk, swave, swear, tackle, tap, 
taunt, thank, tickle, toast, tongue, toss, touch, tremble , tug, twiddle, 
twirl, twitch, wave, wedge, whap, whimper, whine, whistle, wiggle, wink, 
worship, yawn, yodel
 
 
#
WIZLIST
 
Gives a list of all the immortals in the game, along with their level.
#
COMMANDS
A mechanical listing of the known verbs.
 
See also: SPELL COMMAND
#
"MONK SKILLS"
	Left blank for explanation later.
#
"DRUID SKILLS"
	Left blank for explanation later.
#
WARRIOR FIGHTER
  Warriors are known to have more strength than the average player.
This makes them better at hand-to-hand-combat, as they possess 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, in the
room in the swordspeople's guild with the guildmaster (usually the
last room)
 
See also: PRACTICE
#
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.  They are not very combat oriented,
however, so do not expect to be able to kill many things by yourself.
The useful aspect of thieves involves their ability to scout ahead,
avoiding monsters, detecting and removing traps and selling and buying
items at the black market.
   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.
 
See also: PRACTICE
#
"MAGIC USER" WIZARD MAGE
  This is the class of powerful and violent magic, but the magic user
does not control the nature, and can therefore not bless and such. You
can improve your spells by using the practice command.
 
See also: PRACTICE
#
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 (GAIN).  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 practice a certain
amount for each level you gain, and you do not have to use this, it
can be accumulated.
 
See also: GAIN
#
EXITS
  Gives you a list of the obvious exits from your location. Of course,
the less obvious ones will not 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.
 
#
ENTER
  If you type 'enter' while you are outdoors, you will enter any
nearby shelter.  You can also follow 'enter' with an argument; for
example, 'enter window'.
 
#
TIME
  Gives you the current 'gametime'. Your initial reaction to the
output of this command may be one of surprise, but you will get used
to it. you will 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 Shadowdale
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 will have to find an inn.
 
See also: INN
#
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 will 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".  Other examples:
  get all.bread from bag
  get 9*bread from bag
  get all from corpse
 
Fixed! There is no longer any ambiguity between containers in your
inventory and on the ground.  The ones in your inventory are 1..n and
the ones on the ground are (n+1)..(n+m).
 
See also: DROP PUT
#
PUT
For putting stuff in containers. Example: "Put the dagger in the bag".
  Put all.bread in bag
  Put 9*bread in bag.
 
See also: GET
#
EXAMINE
May give you some valuable information about an item, or a monster.
 
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 will 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 is a VERY good idea to check it out once in a while.
NOT checking it out will probably get you dead.
 
#
SLEEPING WAKE REST SIT STAND
  For changing your position. If you feel weary, It is 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.
#
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 have
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 you are about to die), just type 'flee', and
presto! you are out of harm's way - that is, IF you are still standing
and, IF there is a suitable exit nearby, and IF that exit does not
simply take you out of the frying pan and into the fire... but then,
who wants to live forever?
 
#
IMPLEMENTOR
  The most powerful beings in existence.  Their function is mostly
administrative.  Don't whine too much in their presence.
 
#
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
(HA!), 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.
 
The Clerics guild is located west of the temple square.  
The Mages guild is located just east of the west gate, south of the wizards
shop.
The Thieves guild is located in a dark alley
The Warriors guild is located just west of the east gate, south from the
weaponsmith's shop
The Monk's guild is farther away, west and north from took hill in the shire
The Druids guild is in the forest of Haon-daor, near a small cabin
in the woods. (levels 9 and under).. The 10th+ level druid guild is
inside the colossal tree.  You MUST have the spell 'tree travelling' to get
inside your guild, so be warned.  You almost definitely need the spell
'Flame Blade' to win the competition required for each level.
The Psionic's guild is located near Levee.
The Barbarian's guild is located north of the east gate.
The Paladins guild is located west of the temple square.
 
 
Note.. these are multi-room complexes..  once you enter the entrance, type
exits, to see where the bar is, and you can get from the bar to the 
practice/guildmaster area.
 
Once at the guildmaster, you can practice spells and skills.
 
See also: PRACTICE
#
INFO
Gives you some useful hints and information about the game.
#
WHERE
Tells you the location of a monster, a player or an object. Examples:
 
where torch
where dragon
where 2.ring
where 4.one-ring       (gives you the container traceback so you can find
                        out WHO has that One Ring)
 
Mortals can only "where" monsters or players, and only from their own
zone.
 
Immortals may type 'where' without arguments to see where everybody is.
#
LEVELS
Lists the levels of your class. 
#
BRIEF
  Toggle "brief mode". When in brief mode, you do not see the
descriptions of the room you are in; only the name of the room, 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.
#
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.
(Actually, it's usually an outright lie, please help us fix this, make
bug reports :) Consider does not take hitpoints/special attacks/damage
into account.
 
Example:
  > consider fido
#
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:
 
We strongly discourage killing of other players, but the choice is yours.
 
See Also: GROUP
#
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 staves will automatically target everybody (or everything) in a
room, in some cases, or everyone not in your group in others.
Therefore staves 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 staves and wands 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' <victim>
Accumulative: No
Duration    : 24 hours
Level       : Level 2 Cleric, 5 mage.
Save        : -
                      
This spell creates a strong force of armor around the caster that will 
improve their AC by 2.
 
See Also: AC
#
TELEPORT
 
Usage       : cast 'teleport' <victim>
Accumulative: -
Duration    : Instantaneous.
Level       : Level 17 mage.
Save        : vs spells 
 
Teleport (with error) will instantly transfer you to another location
in the world. This location is random, and thus there will always be a
risk of landing in a fatal location.  If you against a mob they will be 
teleported to another location if they fail there saving throw.
 
 
See Also: ROOM TELEPORT
#
BLESS
 
Usage       : cast 'bless' <victim>
Accumulative: No
Duration    : 6 hours, permanent for objects.
Level       : Level 1 cleric.
Save        : -
 
Bless on a victim will improve the victims 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. Eventually, there may be
monsters that take extra damage from blessed weapons, so it may be
useful.
 
See Also: -
#
BLINDNESS
Usage       : cast 'blindness' <victim>
Accumulative: No
Duration    : 2 + level hours.
Level       : Level 12 mage, 14 cleric.
Save        : vs spells to negate
 
Blindness will blind a victim failing its saving throw.  A blinded
person will have -4 penalty to both hitroll and AC.
 
See Also: AC
#
"CONTROL WEATHER"
Usage       : cast 'control weather' ('better' | 'worse')
Accumulative: Yes
Duration    : -
Level       : Level 15 druid, 26 cleric.
Save        : -
 
This spell will change the "course" of the current weather.
Example:
 
 > cast 'control wea' worse
 
See Also: -
#
"CREATE FOOD"
Usage       : cast 'create food'
Accumulative: -
Duration    : Instantaneous
Level       : Level 5 cleric.
Save        : -
 
This spell instantly creates an edible magic mushroom. The mushroom
will filling for the next (5+level) hours, up to a maximum of 24
hours.
 
See Also: -
#
"CREATE WATER"
Usage       : cast 'create water' <drink container>
Accumulative: No
Duration    : Instantaneous
Level       : Level 2 cleric.
Save        : -
 
Expect icky results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.
 
Double amount of water will be created if it is raining (or snowing).
 
See Also: -
#
"CURE BLIND"
Usage       : cast 'cure blind' <victim>
Accumulative: -
Duration    : Permanent
Level       : Level 6 cleric.
Save        : -
 
This spell will cure a person blinded by the "blindness" spell, it
can not remove blindness caused by for example cursed items.
 
See Also: -
#
"CURE CRITIC"
Usage       : cast 'cure critic' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 cleric, 13 druid.
Save        : -
                                       
This spell cures 3d8+3 hitpoints of damage.
 
See Also: -
#
"CURE LIGHT"
Usage       : cast 'cure light' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 cleric, 2 druid, 9 paladin.
Save        : -
                                                
This spell cures 1d8 hitpoints of damage.
 
See Also: -
#
"CAUSE CRITIC"
Usage       : cast 'cause critic' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 cleric, 13 druid.
Save        : vs spell
 
This spell causes 3d8+3 hitpoints of damage.
 
See Also: -
#
"CAUSE LIGHT"
Usage       : cast 'cause light' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 cleric, 2 druid, 9 paladin.
Save        : vs spell
 
This spell causes 1d8 hitpoints of damage.
                         
See Also: -
#
CURSE
Usage       : cast 'curse' (victim | object)
Accumulative: No
Duration    : 7 Days, permanent on objects.
Level       : Level 12 cleric, 13 mage.
Save        : save vs spell
 
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. 
 
See Also: -
#
"DETECT EVIL"
Usage       : cast 'detect evil' [self]
Accumulative: No
Duration    : 5 hours per level
Level       : Level 1 cleric, 6 druid.
Save        : -
 
Detect evil will enable you to see the red aura surrounding evil
persons and items.
 
See Also: -
#
"DETECT INVISIBILITY"
Usage       : cast 'detect invisibility' [self]
Accumulative: No
Duration    : 5 hours per level
Level       : Level 2 mage, 5 cleric, 7 druid.
Save        : -
 
This spell enables you to see invisible items and players.
 
See Also: -
#
"DETECT MAGIC"
Usage       : cast 'detect magic' [self]
Accumulative: No
Duration    : 5 hours per level
Level       : Level 1 mage, 3 cleric, 5 druid.
Save        : -
 
This spell will let you see the magical aura surrounding magical
objects.
 
See Also: -
#
"DETECT POISON"
Usage       : cast 'detect poison' (victim | food | drink)
Accumulative: No
Duration    : Instantaneous
Level       : Level 1 druid, 3 ranger.
Save        : -
 
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: -
#
"ENCHANT WEAPON"
Usage       : cast 'enchant weapon' <weapon>
Accumulative: No
Duration    : Permanent
Level       : Level 14 mage.
Save        : -
 
This spell will enchant non-magical (non-modifying) weapons only.  By
non-modifying weapons we refer to weapons that might alter any ability
such as for example damage. The only way to know if a weapon is
suitable for enchantment is to fully identify it.
 
The enchantment will modify the weapon as:
 
Level    Hit Roll    Damage
 
 0..17     +1         +1
18..19     +2         +1
20..40     +2         +2
41..50     +3         +3
51..59     +4         +4
    60     +5         +5
 
See Also: -
#
HEAL
Usage       : cast 'heal' <victim>
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 25 cleric.
Save        : -
 
Heal will heal all the hitpoints from a person, except 1d4 points.
Maximum 100 points can be healed. A victim who is blinded will also be
cured by the heal spell.
 
See Also: "Cure Blindness"
#
INVISIBILITY
Usage       : cast 'invisibility' <victim | object>
Accumulative: No
Duration    : 24 hours, permanent on objects.
Level       : Level 4 mage.
Save        : -
 
This spell causes the caster to turn invisible.  Only those who are able to 
detect invisibility will be able to see him/her.  Attacking while invisible 
will immediately break the spell.  Another way to become visibile is to type 
VIS.
 
See Also: "detect invisibility"
#
"LOCATE OBJECT"
Usage       : cast 'locate object' <object>
Accumulative: No
Duration    : Instantaneous
Level       : Level 11 cleric.
Save        : -
 
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.
 
See Also: -
#
POISON
Usage       : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration    : 2*level hours, or permanent on food and drinks.
Level       : Level 8 druid, 13 cleric.
Save        : save vs paralyzation
 
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 15 points of damage every
hour, and gain less points than usual.
 
Sometimes a monster's poison is FATAL, so beware.
 
See Also: "detect poison" or "cure poison"
#
"PROTECTION FROM EVIL"
Usage       : cast 'protection from evil' [self]
Accumulative: No
Duration    : 24 hours
Level       : Level 7 cleric, 20 paladin, 25 ranger.
Save        : -
 
	The spell protects you from evil creatures and even prevents some
attacks that are touch.
 
See Also: PROTECTION FROM EVIL GROUP
#
"PROTECTION FROM EVIL GROUP"
Usage       : cast 'protection from evil group'
Accumulative: No
Duration    : 24hrs
Level       : Level 20 cleric, 35 paladin, 45 ranger.
Save        : -
 
        This spell effects all people following caster and are in the room
at cast time.  It forms a magical barrier around you that gives you extra 
protection from evil forces, and can even prevent some attacks that are touch.
 
 
See also : PROTECTION FROM EVIL
#
"REMOVE CURSE"
Usage       : cast 'remove curse' <person | object>
Accumulative: No
Duration    : Instantaneous
Level       : Level 8 cleric.
Save        : -
 
Will remove a curse on carried objects of the caster or cursed objects equipped 
by any persons in the room.
 
See Also: -
#
"REMOVE POISON"
Usage       : cast 'remove poison' <victim | food | drink> 
Accumulative: No
Duration    : Instantaneous
Level       : Level 8 druid, 17 cleric, 20 ranger, 40 paladin.
Save        : save vs spell
 
Will remove poison from person, food, or a drink.
 
 
See Also: Poison
#
"REMOVE PARALYSIS"
Usage       : cast 'remove paralysis' <victim>
Accumulative: No
Duration    : Instantaneous
Level       : Level 6 cleric, 9 druid.
Save        : -
               
Will remove paralysis.
 
See Also: Paralysis
#
SANCTUARY
Usage       : cast 'sanctuary' <victim>
Accumulative: No
Duration    : 3 hours
Level       : Level 26 cleric.
Save        : -
 
This spell summons a glowing force of protection around the subject of the 
spell.  This force will make all attacks on the person protected only do half 
damage.
 
See Also: Fireshield
#
FLAMESTRIKE
Usage       : cast 'flamestrike' target
Accumulative: Yes
Duration    : Instantaneous
Level       : Level 15 cleric.
Save        : save vs spell
 
This spell summons a column of fire down upon the target.  The force of the 
fire is so great that it will do 6 - 48 points (6d8) flame damage, 1/2 if save.
People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.
 
#
STRENGTH
Usage       : cast 'strength' <victim>
Accumulative: No
Duration    : 2*Level hours
Level       : Level 6 mage.
Save        : -
 
This spell increases the victim's strength by a random amount.
Warriors have 1d8 points of strength added, Clerics and Thieves
1d6, and anyone else 1d4.  Mobiles are treated differently from players
and usually only 1d6 points of strength added.
 
 
See Also: -
#
VENTRILOQUATE
Usage       : cast 'ventriloquate' <victim | object> <text>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 mage.
Save        : save vs spell
 
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 tired to make it
sound that way, not who.
 
Example:
 
> cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me.
 
See Also: -
#
"WORD OF RECALL"
Usage       : cast 'word of recall' 
Accumulative: -
Duration    : Instantaneous
Level       : Level 15 cleric.
Save        : -
 
The caster will be transferred back to his sanctuary, which is the last place 
they rented out.
 
 
See Also: -
#
SUMMON
Usage       : cast 'summon' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 19 cleric, 27 mage.
Save        : save vs spell when applicable
 
Will summon a person of the name spoken.  You can summon any level
player, but if you attempt to summon a monster,it will get a saving
throw, and you may wind up with the wrong monster.  You cannot summon
from NO SUMMON rooms, nor can you summon from NO MAGIC rooms.  You
cannot summon to TUNNEL rooms, nor to PEACEFUL rooms, nor from PEACEFUL
rooms.  You cannot summon someone who is fighting, as it is impossible
to get a precise fix of their location.  
                    
 
See Also: -
#
"CHARM PERSON"
Usage       : cast 'charm person' <victim>
Accumulative: No
Duration    : Varying, depending on caster's charisma.
Level       : Level 4 mage.
Save        : save vs paralyzation
 
It is not possible to charm anyone that is already charmed, if you are
charmed yourself, or if the person is more than three levels higher than 
yourself.  The person will get a saving throw versus "paralyzation".
 
A charmed person will follow you, and not be able to attack you, you
can order charmed person using the order command.
 
See Also: FOLLOW ORDER
#
"SENSE LIFE"
Usage       : cast 'sense life' [self]
Accumulative: No
Duration    : 5 hours per level
Level       : Level 4 cleric.
Save        : -
 
This spell will enable you to sense hidden life forms in a room.
Invisible persons are also considered hidden.
 
See Also: HIDE
#
"MAGIC MISSILE"
Usage       : cast 'magic missile' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 magic user.
Save        : None
 
The spell sends shooting missiles from your fingers.  Each missile does 1d4+1 
damage.  You get one missile for every 2 levels you have.  The spell "shield" 
will completely negate its effect.
 
See Also: 
#
"CHILL TOUCH"
Usage       : cast 'chill touch' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 3 magic user.
Save        : Versus spell for half damage.
 
This spell chills your victim to the bone, doing level d3 damage and reducing 
their strength by one.
 
See Also: MAGIC MISSILE
#
"BURNING HANDS"
Usage       : cast 'burning hands' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 5 magic user.
Save        : Versus spell for half damage.
 
This spell sends a jet of searing flames shooting from the casters 
fingertips.  The spell blasts all people not in the casters group for 1d4+1 / 
level.
 
 
See Also: CHILL TOUCH
#
"SHOCKING GRASP"
Usage       : cast 'shocking grasp' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 magic user.
Save        : Neg
 
Upon casting this spell the wizard developes a powerful electrical charge 
that gives a jolt to the creature touched.  The power of this jolt is 2-9 + 1 
per level of the caster.
 
See Also: BURNING HANDS
#
"LIGHTNING BOLT"
Usage       : cast 'lightning bolt' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 11 magic user.
Save        : Versus spell for half damage.
 
Upon casting this spell, the wizard releases a powerful stroke of electrical 
energy that inflicts 1d6 per level of the spellcaster.
 
See Also: SHOCKING GRASP
#
"COLOUR SPRAY"
Usage       : cast 'color spray' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 14 magic user.
Save        : Versus spell for half damage.
 
This spell fires a beam of rainbow colors at the poor subject of the spell.  
This spell does 4 points of damage per level.
 
 
See Also: LIGHTNING BOLT
#
"ENERGY DRAIN"
Usage       : cast 'energy drain' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 23 magic user.
Save        : Versus spell for half damage.
 
Drains one level from a PC, or a mob.  When you lose levels, you also
loose max hit points, and practices.  Beware of monsters with level 
draining ability.  Be aware that this spell makes you evil very quickly.
 
See Also: -
#
FIREBALL
Usage       : cast 'fireball' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 25 Mage.
Save        : Versus spell for half damage.
 
With this spell the caster directs large volumes of searing flame at a
room.  This damages all non-grouped things in the rooms by(1d6/level of
caster) hitpoints.  As with other damaging spells, this can wreck equip.
People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.
 
See Also: COLOR SPRAY
#
"PRISMATIC SPRAY"
Usage       : case 'prismatac spray' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 17 Mage.
Save        : Versus spells for no damage.
 
	This spell causes several colors of the rainbow to shoot forth from
the fingers of the caster and strike the victim. There are 7 colors and each
color has different effects. This spell is an area effect spell and will effect
all mobs/pcs in a room not grouped with the caster.
The effects of the beams are as follows:
 
red - 40 hp dam
orange - 80 hp dam
yellow - 100 hp dam
green - poison
blue - paralyze
indigo - feeblemind
violet - teleport  
 
 
#
"INCENDIARY CLOUD"
Usage       : cast 'incendiary cloud' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 45 Mage.
Save        : Versus spell for half damage.
 
	This spell summons mass amounts of flammable gases from the casters
fingertips that instantly ignite what they touch, causing flammables to catch
fire and persons to burn like wood. This spell does level*d10 damage per
victim, save for half damage. WARNING, AREA EFFECT SPELL.
 
#
EARTHQUAKE
Usage       : cast 'earthquake'
Accumulative: -
Duration    : Instantaneous
Level       : Level 18 cleric.
Save        : -
 
Upon uttering this spell the cleric calls upon their diety to shake the very 
ground they stand on in order to destroy their foes.  The force of the 
shaking ground does 1d4 + 1 + level of caster damage to all people not in the 
casters group.
 
See Also: -
#
"DISPEL EVIL"
Usage       : cast 'dispel evil' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 20 Cleric
Save        : Special
 
This spell will banish evil summoned creatures.
 
See Also: -
#
"DISPEL GOOD"
Usage       : cast 'dispel good' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 20 Cleric.
Save        : Special
 
This spell will banish good summoned creatures.
 
See Also: -
#
"CALL LIGHTNING"
Usage       : cast 'call lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 50 cleric, 18 Druid.
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).
 
The lightning will inflict (level+2)d8 points of damage upon the victim.
 
See Also: WEATHER and CONTROL WEATHER
#
HARM
Usage       : cast 'harm' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 25 cleric.
Save        : None
 
This spell is only successful if the caster makes a successful hit roll
on the victim.  If it does work, This spell removes all but 1d4
hitpoints from the victim. The maximum number of damage points are 100. 
It is not possible to kill using this spell (but almost).
 
See Also: -
#
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.
 
Example:
 > '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
   occurrence in the help file.
#
"PLAYER KILLING"
 
Killing of PC's is absolutely forbidden!  There is no reason for you to kill 
another PC.  This includes casting harmfull spells on other players, 
summoning them to dangerous areas, ordering charmed mobs to attack them.  If 
you decide you cannot live by these rules then your character surely wont 
live long at all for the gods are very harsh on player killers.
However, you CAN kill people participating in the race wars, but both people 
must have set special flags in order to participate in such things so you 
cant just go randomly attacking people.
 
#
ADVANCE
 
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
List the privileged commands available to you. Can only be used by immortals.
#
NOSHOUT
  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
  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 health 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.
 
#
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
#
DEAFEN
  Type deafen and all shouts are no longer heard.  Type deafen once again
and shouts can once again be heard.
 
See also: NOGOSSIP,NOAUCTION
#
NOTELL
 
	This will allow you to ignore all attempts to tell you. However
immortals can still get to ya.
 
 
#
NOGOSSIP
  Type nogossip to turn off the gossip channel. Type gossip again 
to turn it back on.
 
See also: NOAUCTION,DEAFEN
#
NOAUCTION
  Type noauction to turn off the auction channel, type noauction
again to turn it back on.
 
See Also:NOGOSSIP, DEAFEN
#
AUCTION
 This is similar to shout, BUT only people that have this channel
turned on will hear it. If you wanna sell something this is the
place to do it at.
 
See also : SHOUT,GOSSIP,NOGOSSIP,NOAUCTION and DEAFEN
#
GOSSIP
 This is similar to shout, but only people that have this channel 
turned on will hear it. If you wanna just gab, this is the place
to do it at.
 
See also: SHOUT,AUCTION,NOGOSSIP,NOAUCTION and DEAFEN
#
PROMPT

You can use following macros in your prompt text
 
All character case-sensitive.
 
	%H - Max HP         		%h - Current HP
	%M - Max MANA         		%m - Current MANA
	%V - Max MOVES        		%v - Current MOVES
	%X - Your TOTAL XP    		%x - XP to level
	%G - Your bank balance		%g - gold with you
	%C - Condition of monster you fighting with ('*') if none
	%c - Condition of the PC fighting the monster ('*') if none
	%S - spells on you              
	       F - fireshield	     S - sanctuary
	       I - invisibility      T - true sight
               A - anti magic shell  D - protection from drain
        %s - same as '%S' but with '-' if no spell active
	%T - current Time 
	-- Immortal only stuff
	%R - room number
        %iS - Stealth mode (On/Off)	%iI - invisibility level
	%iN - Snooping victim
 
Some Predifined Prompts:
  1: Shadowdale>
  2: H:100 V:140>
  3: H:100 M:200 V:140>
  4: H:78/100 V:130/140>
  5: H:78/100 M:50/200 V:130/140>
  6: H:100 V:140 C:awful>
  7: H:100 M:200 V:140 C:awful>
  8: H:100 V:140 C:awful FSI>
  9: H:100 M:200 V:140 C:awful FSI>
-- immortal ones
 40: H:100 R:4056>
 41: H:100 R:4056 i51+>
 
	Usage for predefined prompts is :
		prompt # 
	Where # is the number of the predefined prompt you wish to use.

	Usage for the user defined prompts is:
		prompt %H/%h %M/%m %V/%v 

Feel free to experiment with the codes, and make your own prompt style that
works best for you.
	
#
WIMP "WIMP MODE" WIMPY
   If you are in wimp mode, you will flee after you have lost 80% of
your hit points automatically.  type WIMP again to turn it off.
 
#
INFRA INFRAVISION
   Infravision is a spell that allows you to see heat sources in
otherwise dark conditions.  It does not allow you to read scrolls, or
find items.  In addition, usage of spells which create large amounts
of heat may cause temporary blindness in Infravision-affected players
and monsters.
 
#
BREATH
  The breath command allows you to use a breath weapon on another
monster.  The only way to get a breath weapon is to either be a
monster with such an ability (dragons usually have one) or quaff a
potion of fire/ice/acid/gas/lightning breath.
 
  If you are already fighting, breath without any arguments will
breath on the monster you are fighting.  If you are NOT fighting you
must supply the name of a target to breath on.
 
  Breath weapons are terrifying and most opponents will flee before
you get a chance to breath on them.  However, you may blast bystanders
with the same breath.
 
  This means breath weapons are not terribly accurate.  You will
always hit the monster you target and will usually hit his group,
followers and his leader.  You will also probably blast anyone
currently hitting on you.  You also have a small chance (less than
half) of hitting each bystander (someone not covered above).  They
will not appreciate this and will probably decide to beat the snot out
of you.
 
  When quaffed breath potions modify you so that you can breath ONE
time.  If you do not breath in 2-3 rounds the potion will explode
inside you causing half of its normal damage.  These potions also
reduce your CON for the duration of the spell.  You therefore cannot
quaff more breath weapon levels than you have constitution.  You also
cannot quaff more breath weapon levels than you have levels.
 
  The damage of a breath weapon is a function of its level, your
level, and your hitpoints.  If your level is equal to the breath
weapon's level it will do your hitpoints worth of damage to the
target.  If your level is double the level of the breath weapon it
will only do half your hitpoints of damage.  Monsters natural breath
weapons exceed the CON restriction and even a 50th level monster can
do full damage.  Since most huge monsters have huge hitpoints, this can
be a LOT of damage.  do not ever fight a titanium dragon.
 
See also: KILL
#
ASSIST
 
  If you type "assist <player>" you will begin fighting the same
person the <player> is.
 
  ASSIST is similar to RESCUE except the <player> continues fighting.
It is better than KILL in many cases because you do not have to choose
between 1.golem and 2.golem (or 1.lamia that just entered the room).
Even though monsters of the same type assist each other in combat,
ASSIST is better because you will eliminate one aggressor much faster.
 
See also: RESCUE, KILL
#
WHOZONE
 
  This command lists all the players in the current zone and also
tells you their location.  If you are a god (not bloody likely) it
will also tell you their room number.
 
H:107 R:3001> whozone
Players
-------
Nate the Human Illusionist              - Bywater Road [1122]
Gorg the Human Veteran                  - Bywater Road [1122]
Hammor wants to be an ambassador to Epic- The Temple Of Shadowdale [3001]
 
#
ECHO
 
  This command sends the text of its argument to everyone in the same
room as the wizard.  The wizard gets no feedback and does not see the
message.
#
FORCE
 
This allows you to force mobs or PC's to do an action.  The person must be 
lower level that you.  USE GREAT CAUTION with this ability.  DO NOT force 
them to do anything they dont want to do unless you have a VERY good reason 
to do so.  Abuse of this power will cost you the ability to use it.  If you 
wish to form the whole mud to do something use force all, ie force all save 
will force all people lower level than you to save.
 
#
TRANSFER
 
  This wizard command moves a character into the same room with the
wizard.  You can also transfer monsters with this command, but be
careful when using this command near aggressive monsters.  Getting a
player killed is NOT good form.
 
  trans Loki               (you better have a good reason)
  trans 4.lamia            (this monster is aggressive, watch it)
  at 2 trans PlayerKiller  (send this person to Hell.  On Silly mud
                            there is no way to walk out of Hell)
  trans all                (moves EVERYONE to the location your in.  YOU BETTER
                            HAVE A GOOD REASON!!!!)
 
#
VALUE
 
  In a shop, this command will tell you what the shopkeeper is willing
to pay for the item.
#
LIST
 
  In a shop this command will list what the shopkeeper has for sale,
with prices.
#
GOTO
 
  This wizard command allows you to move about without walking.  You
can either supply a room Vnumber, a player name, a monster name
(lamia, 34.lamia), or an object name (corpse, 5.corpse).  You will
disappear and reappear in the target room.
 
  If a room is flagged PRIVATE and there is more than one person in
it, additional people will not be able to GOTO there.  Get an
inhabitant to TRANSFER you in.
 
See also: TRANSFER
#
RESTAURANTS FOOD
  The baker has a small selection of bread.  His shop is west of
Market Square.
  There is a pub in the south section of the city off of Emerald
Avenue where you can buy beer (if you're over 21) and food.
 
#
GAIN
  Whenever you have accumulated the experience points needed to get your
next level, you must go to your guildmaster and GAIN.  This will advance
you to your next level, give you your hit points, practices, and modify your
abilities (such as THAC0 or backstab multiplier).  Until you GAIN, you may
not gain any more experience points than those needed to place you one away
from the next highest level.
 
#
REPORT
  This command will output your current health/mana/move for everyone to
see. Example:
 
You report 'HP:99 MANA:113 MV:201'
 
See Also : SCORE
 
#
GTELL
  This command is similar to TELL with one major difference. It will
tell EVERYONE that is in your group. You can use this command while
sleeping and they can also hear it while sleeping. This will help you
when you need to make plans etc... while you sleep for MANA/HPS or 
MOVE.
 
 
See Also :Tell, Group
#
BERSERK
	This is a skill used by Barbarians. When a barbarian attempts to go
berserk he forces his mind to use all his strength and adrenaline in battle.
Once he goes berserk he cannot think of anything else (i.e. flee). The good
thing about this is when they do go berserk they get special bonuses to
damage, however since the barbarian is not in his right mind he might not
hit as well.
 
See also BARBARIAN
#
TAN SKIN
	This skill will allow a warrior type class to tan the corpse of
his/her victims into armor. Armor types that can be made are:
 
shield,helmet,jacket,sleeves,leggings,boots,bag and gloves.
 
Remember that some monsters have thicker hide (thus better armor) so explore
to find the best armor! Dragons are always a good choice, the stronger the
monster (the higher the level) more than likely the better the armor will be
as well.
 
The following would tan a dragon corpse into a shield.
Example : tan dragon shield
 
#
BELLOW
  Bellow is a loud war cry used in battle. To use this skill simply type
bellow and let'er rip. If you properly shout your battle cries you might
inspire fear in your enemies, or even stun them briefly. This spell is a
area effect skill and if someone in the same room is not in your group they
WILL be effected.
 
#
CAMO CAMOUFLAGE
  This will allow a Barbarian to hide in the woods (must be outside) and be
almost invisible to anyone. This is similar to the thief hide skill.
 
See also HIDE
#
SORCERER
	Sorcerer's are a class of magic users that use their mind to store
power and not mana. This class of mage uses memorize and recall for it's
spells.
 
See Also MEMORIZE, RECALL
# 
MEMORIZE
  Memorize will commit a spell to memory if the conditions are right. You
must be at least sitting and cannot fight at all. To use this command type
memorize 'spellname'.
 
See Also : RECALL
#
RECALL
  Recall is the same as cast, except only the Sorcerer class can use it.
 
See Also :CAST
#
FIND FOOD
	This skill will allow a person to find food outside.
 
#
FIND WATER
	This skill will allow a person to find water outside.
 
#
ALLRACE ALLRACES
|Race --------|Race Number|
|-------------|-----------|
RACE_HALFBREED 0
RACE_HUMAN     1
RACE_ELVEN     2
RACE_DWARF     3
RACE_HALFLING  4
RACE_GNOME     5
RACE_REPTILE  6
RACE_SPECIAL  7
RACE_LYCANTH  8
RACE_DRAGON   9
RACE_UNDEAD   10
RACE_ORC      11
RACE_INSECT   12
RACE_ARACHNID 13
RACE_DINOSAUR 14
RACE_FISH     15
RACE_BIRD     16
RACE_GIANT    17
RACE_PREDATOR 18
RACE_PARASITE 19
RACE_SLIME    20
RACE_DEMON    21
RACE_SNAKE    22
RACE_HERBIV   23
RACE_TREE     24
RACE_VEGGIE   25
RACE_ELEMENT  26
RACE_PLANAR   27
RACE_DEVIL    28
RACE_GHOST    29
RACE_GOBLIN   30
RACE_TROLL    31
RACE_VEGMAN   32
RACE_MFLAYER  33
RACE_PRIMATE  34
RACE_ENFAN    35
RACE_DROW     36
RACE_GOLEM    37
RACE_SKEXIE   38
RACE_TROGMAN  39
RACE_PATRYN   40
RACE_LABRAT   41
RACE_SARTAN   42
RACE_TYTAN    43
RACE_SMURF    44
RACE_ROO      45
RACE_HORSE    46
RACE_DRAAGDIM 47
RACE_ASTRAL   48
RACE_GOD      49
RACE_GIANT_HILL   50
RACE_GIANT_FROST  51
RACE_GIANT_FIRE   52
RACE_GIANT_CLOUD  53
RACE_GIANT_STORM  54
RACE_GIANT_STONE  55
RACE_DRAGON_RED    56
RACE_DRAGON_BLACK  57
RACE_DRAGON_GREEN  58
RACE_DRAGON_WHITE  59
RACE_DRAGON_BLUE   60
RACE_DRAGON_SILVER 61
RACE_DRAGON_GOLD   62
RACE_DRAGON_BRONZE 63
RACE_DRAGON_COPPER 64
RACE_DRAGON_BRASS  65
RACE_UNDEAD_VAMPIRE 66
RACE_UNDEAD_LICH    67
RACE_UNDEAD_WIGHT   68
RACE_UNDEAD_GHAST   69
RACE_UNDEAD_SPECTRE 70
RACE_UNDEAD_ZOMBIE  71
RACE_UNDEAD_SKELETON 72
RACE_UNDEAD_GHOUL    73
RACE_HALF_ELVEN   74
RACE_HALF_OGRE    75
RACE_HALF_ORC     76
RACE_HALF_GIANT   77
RACE_REPTILE_LIZARDMAN 78
 
See Also RACE
#
HALFGIANT HALF-GIANT
  Race of half giant and half human, they look more human than anything
and can often be confused as a large human. Half-Giants are known for their
high strength and constitution.
 
#
ELF ELVEN
	Sharp features such as pointed ears set this race apart from most.
They are known to be flightly and not dependable. Elves are also known to be
some of the best magicians around, as well as being on of the most
dexterous races.
 
#
HALFELF HALF-ELF
	A Half breed of human and elf, this race calls no place home and
tries to make anywhere s/he stays their home. A Half elf can take on the
qualities of either of it human or elvish parents.
 
#
DROW
	The most evil race of elves, these live under the ground and rarely
tunnel out to the surface. The sun and any light hurts their eyes extremely
so. Generally drow have black colored skin and white hair.
 
#
GNOME
	Some would say that these guys look like a dwarf with a very large
nose, I would not say that to a dwarf though. Gnomes are known to be very
intelligent, but are not wise at all.
 
#
HALFLING HOBBIT
	Mini-humans is what they look like, but nothing like humans are
they. Halflings like to enjoy good food and lay about. They are good at most
thief skills when born, although they are generally not a evil race.
 
#
DWARF
	Wide as a barrel and about as tall. This short stalky race builds
the best stone houses/tunnels or anything made of stone around. Dwarves are
known to have very good constitution, but as also known to be very hard to
get along with. If a dwarf does not have a beard a foot long he must be a
baby.
 
#
HALFORC HALF-ORC
	Half human and half orc, this guy looks like a very very ugly human.
Not very sure where to live these guys can be very dangerous or very
helpful.
 
#
HUMAN
	Look in the mirror.
 
#
HALFOGRE HALF-OGRE
	Half Ogres are huge harry human looking race. They are not very
smart nor very quick moving about, however they are strong and healthy.
 
#
DARKNESS
 
Usage       : cast 'darkness' target
Accumulative: No
Duration    : (level of caster) hours
Level       : 3 Cleric, 3 Druid, 5 Mage.
Save        : None
 
 This spell is really useless unless your race happens to be drow. This
spell enables the drow race to move about in rooms/areas that are lighted
without having any minus to do so. It also hides sanc's and fireshields from
the casual observer.
 
#
"MINOR INVULNERABILITY"
 
Usage       : cast 'minor invulnerability' 
Accumulative: No
Duration    : Level/10
Level       : 20 Mage.
Save        : None
 
	This spell quiet simply makes you immune to spells that are
aggressive in nature and are below level 6 (1-5). 
 
Example, someone casts chill touch, your globe will protect you from it.
 
See Also MAJOR INVULNERABILITY
 
#
"MAJOR INVULNERABILITY"
 
Usage       : cast 'major invulnerability' 
Accumulative: No
Duration    : Level/10
Level       : 27
Save        : None
 
	Similar to MINOR INVULNERABILITY this spells also makes you immune
to specific magic users spells. This protective globe will protect you from
spells ranging from level 5 to 10 (5-10).
 
See Also MINOR INVULNERABILITY
 
#
"ANTI MAGIC SHELL"
 
Usage       : cast 'anti-magic shell' 
Accumulative: No
Duration    : 1 Hour.
Level       : Level 48 Mage.
Save        : None
 
        This spell enables the caster to shell him/herself from ANY magic
force. However, it also prevents the caster from using any magic spells of
his/her own as well.
 
 
#
"PROTECTION FROM DRAIN"
 
Usage       : cast 'protection from drain' 
Accumulative: No
Duration    : 3 Hours.
Level       : 48 Cleric.
Save        : None
 
This spell offers resistance to drain attacks.  Note this is only resistance, 
not immunity!
 
#
PRAY
 
	This is a simple way for mortals to contact their deity in hopes or
receiving a response or help. Although it could be a way to just simply
worship :). The chance of your prayer getting answered is based on your
level of experience, you will receive a bonus to this chance if you are of
the cloth (cleric). To pray simply type 'pray DIETYNAME, would thine be kind
enough to tell me the way to Ravenloft from the swamp monster?'. Remember
that you need to keep the prayers short and to the point. Long prayers will
get ignore most likely, and people asking for EQ/EXP or the like will be
ignore no matter what.
 
#
"RANGER SKILLS"
	
	Rangers are warriors of the woods. They are expert trackers and
learn the ways to best protect and live in a woodland environment. Rangers
alignment must never become evil (below -350).
 
	Rangers have semi-cleric/druid abilities. As the ranger progresses
s/he can learn specific spells that have to do with forest/animal training.
To use the spells you use the cast command. 
 
	Most skills that a ranger uses must be used OUTSIDE. OUTSIDE is
considered in a forest, desert, artic or anywhere no inside. To see a
rangers skills known 'practice r'.
 
See also :RATION,DUAL WIELD,CAMOFLAGE,SNEAK
#
RATION CARVE
	This skill allows a ranger to CARVE a corpse into edible portions.
To use simply type 'carve <name>'. If you make your skill check a healthy
ration will be made.
#
DUAL WIELD
	This skill is something that allows a ranger to wield two weapons at
once. Generally this means a smaller/lighter weapon in the holding hand. If
you are not very good at this skill you will be frequent to fumble your
weapons in combat. This skill is only used by the ranger class. Your
secondary weapon is not used via the wield command, you must HOLD it, some
weapons cannot be held.
#
"PALADIN SKILLS"
 
	Holy warriors, protectors of the church and the general lawful
goodies that most evil creatures HATE. Paladins must remain in good
standings (align must be 350+). 
 
	Paladins have an innate ability of detecting evil and protection from
evil. They also have some special skills that they and only they can use. To
see a paladins skills known use 'practice p'.
 
 
See Also :LAY ON HANDS,WARCRY,BLESSING,HEROIC RESCUE
#
HEROIC
 
	This skill allows a paladin to rescue someone in combat in the room.
It is very similar to rescue, but a NAME field is not required. This means a
paladin can rescue anyone in his group simply by typing 'heroic' when a battle
begins.
#
"LAY ON HANDS"
 
	This ability of a paladin lets s/he heal level*2 hps of damage once
per day.
 
#                   
WARCRY
 
	This is a more powerful type of bellow that paladins use. IT is a
combination of a cry to their deity and a fearsome bellow. It will increase
in power as the paladin increases in power.
#
BLESSING
 
	This is a paladins ability to call the blessing of his/her deity
upon a lucky person.
#
"PSIONIST SKILLS"	
 
	Psionist are characters that use the power of the mind. They can
summon people from great distances, they have even been known to blast
the mind of powerful beings to jelly!
 
	Psionist use the command MIND to activate most of their skills, be
sure to see the help section on MIND.
 
	To see a psionist skills known use 'practice i'.
 
See Also : MINDSUMMON, DOORWAY, PORTAL, AURA SIGHT, GREAT SIGHT, MEDITATE
	   PSIONIC INVISIBILITY, ADRENALIZE, FLAME SHROUD,PSIONIC BLAST
	   CANNIBALIZE, PSI SHIELD, ESP, HYPNOSIS,MIND BURN,PSIONIC TELEPORT,
	   PROBABILITY TRAVEL,PSIONIC STRENGTH,DANGER SENSE,CLAIRVOYANCE,
	   PSIONIC DISINTERGRATION,TELEKINESIS,LEVITATION,CELL ADJUSTMENT,
	   CHAMELEON,MIND OVER BODY,DOMINATION,MIND WIPE,PSYCHIC CRUSH,
	   TOWER OF IRON WILL,MINDBLANK,PSYCHIC IMPERSONATION,ULTRA BLAST,
	   INTENSIFY
 
#
"PSIONIC TELEPORT"
Usage	: mind 'teleport' <name>
Duration: Instant
Saves	: No effect
Damage	: None
 
	This psionic discipline allows a psionist to randomly teleport himself
or a victim to any place in the world. The psionist uses his/her mind for
this skill, but other than above the skill is the same as the mage version.
 
See Also: TELEPORT
#
"PROBABILITY TRAVEL"
Usage	: mind 'probability travel'
Duration: Instant
Saves	: None
Damage	: None
 
	This discipline allows a psionist to go into the astral plane. Using
his mind to open a extra planer door he can step into the astral plane
without a silver cord attached.
 
See Also :ASTRAL
#
"PSIONIC STRENGTH"
Usage	: mind 'psionic strength'
Duration: Level*2 hours
Saves	: None
Damage	: None
 
	This discipline uses the psionists mind power over his/her body to
give it massive strength. Other than above the skill is the same as the
cleric/mage version.
 
See Also :STRENGTH
#
"PSIONIC DANGER SENSE"
Usage	: mind 'psionic danger sense'
Duration: level/10 Hours
Saves	: None
Damage	: None
	
	This discipline enhances the psionists awareness to dangers around
him/her. This skill in MUD terms allows a psionist to 'see' DeathTraps. Once
this skill is enabled, simply 'look DIR' and you will get a idea if that
direction is safe. NOTE: This skill does not allow you to see TIMED DT's. IF
the room in the direction looked at IS the DT then you will know, otherwise
you will not.
 
 
#
CLAIRVOYANCE
Usage	: mind 'clairvoyance'
Duration: 3 Hours
Saves	: None
Damage	: None
 
	This psionist discipline allows a psionists to see things that are
at a great distance. In MUD terms this allows a Psionist to 'look DIR' and
see into the next room. This skill is very similar to the Thief SPY skill.
 
See Also :SPY
#
"PSIONIC DISINTERGRATION"
Usage	: mind 'psionic disintergration'
Duration: 
Saves	: None
Damage	: None
 
	At this time this skill is the same as the MAGE disintegrate spell
except the psionist uses his mental powers to call forth the disintergration
ray.
 
See also DISINTEGRATE
#
TELEKINESIS
Usage	: mind 'telekinesis' <name> <dir>
Duration: Instant
Saves	: Save negates
Damage	: None
 
	This psionist skill teaches the psionist to use the power of the mind
to shove people about. When using to move monsters about, the psionist must
supply a direction to shove the creature, it also must be an open exit. If
the psionist is fighting he can use the telekinesis skill to slam the
offender to the ground. To use while fighting mind 'telekinesis' NAME, to
use to move a creature mind 'telekinesis' NAME DIR (dir must be
north/south/west/east/up or down).
 
note: This skill is considered aggressive, it can also be useless against
some creatures as they are to large or powerful.
 
 
#
LEVITATION
Usage	: mind 'levitation'
Duration: level*2/10 Hours
Saves	: None
Damage	: None
 
	This discipline teaches a psionist to use the power of his/her mind
to lift his own body into the air. In MUD terms you have the same abilities
as a person flying.
 
See Also :FLY
#
"CELL ADJUSTMENT"
Usage	: mind 'cell adjustment'
Duration: Special
Saves	: None
Damage	: None
 
	When a psionist uses this skill he controls the cells of his
body, thus allowing himself to heal wounds. This skills takes a lot of
concentration and is very exhausting. The most that a psionist can heal
on himself is 100 hit points. This skill is self only.
 
#
CHAMELEON
Usage	: mind 'chameleon'
Duration: Same as HIDE
Saves	: None
Damage	: None
 
	This psionist discipline allows a psionist to take on the colors of
the surrounding area he/she is in. Allowing the psionist to hide his body
while he makes others see him as 'camouflaged'. This skill is the same as
the thief skill HIDE.
 
See Also :HIDE
#
"MIND OVER BODY"
Usage	: mind 'mind over body'
Duration: 
Saves	: None
Damage	: None
 
	This psionist discipline allows the psionist to use the power of
his/her mind to force his body to not require food or water for 12 hours.
 
#
DOMINATION
Usage	: mind 'domination'
Duration: 
Saves	: None
Damage	: None
 
	Undefined at this time
 
#
"MIND WIPE"
Usage	: mind 'mind wipe'
Duration: 
Saves	: None
Damage	: None
	
	At this time this skill is exactly the same as the mage spell
feeblemind, but the psionist uses his mind and not magic powers.
 
See Also FEEBLEMIND
#
"PSYCHIC CRUSH"
Usage	: mind 'psychic crush' <victim>
Duration: Instant
Saves	: Half damage
Damage	: level d6, +1 point for every 2 levels of psionist
 
 
	This skills is a massive attack on a single persons mind, trying to
bend the will of it and force it in on itself. The psionist skill is very
powerful and taught to only the most experienced psionist.
 
See also: TOWER OF IRON WILL
#
"TOWER OF IRON WILL"
Usage	: mind 'tower of iron will'
Duration: level/10 hours
Saves	: None
Damage	: None
 
	This psionic discipline teaches the psionist to ways to avoid damage
to his mind from psionic attacks. This skill, when enabled protects the
psionists completely from PSIONIST BLAST, and somewhat protects from
PSYCHIC CRUSH and ULTRA BLAST. There are however a few other attacks that 
will effect the psionist.
 
#
MINDBLANK
Usage	: mind 'mindblank'
Duration: level*2/10
Saves	: None
Damage	: None
 
	This discipline teaches the psionists protective ways to hide his
mind from some psionic attacks, One such attack is MIND WIPE and FEEBLEMIND,
both of which the psionist will be immune to should he have his skill
enabled.
 
See also :MIND WIPE and FEEBLEMIND
#
"PSYCHIC IMPERSONATION"
Usage	: mind 'psychic impersonation'
Duration: Level*2/10 Hours
Saves	: None
Damage	: None
 
	This psionists discipline teaches the psionist to use his mind to
confuse the mind of others into believing he is actually someone else. In
MUD terms this means the Psionists is disguised, as per the DISGUISE skill
of thieves.
 
See Also :DISGUISE 
#
"ULTRA BLAST"
Usage	: mind 'ultra blast'
Duration: Instant
Saves	: Half Damage
Damage	: level d4, +1 point per level of psionist
 
	This skill teaches the psionist to send out a massive wave of
destructive psionic energy slamming into the minds of any creature present.
This power is totally destructive and can kill creatures by turning their
mind to jelly. 
 
NOTE: This skill is an AREA EFFECT skill.
 
See Also: TOWER OF IRON WILL
#
INTENSIFY
Usage	: mind 'intensify'
Duration: 
Saves	: None
Damage	: None
 
	Undefined at this time
 
#
HYPNOSIS
 
	This skill allows a psionist to 'hypnotize' a victim into following
him. This is similar to the spell charm and follows it in most respects to
rules. Remember that this skill is considered aggressive.
 
#
ESP
 
	This skill allows a psionist to read the thoughts of people
speaking, in layman's terms they can understand any language spoken because
they are seeing the thoughts and thoughts are universal. To attempt this
skill type 'ESP'.
 
#
"PSI SHIELD"
 
	This skill allows a psionist to summon a protective shield of
psionic energy. The shield will increase in strength as the psionist gains
experience. To use this skill type 'shield'.
 
#
"FLAME SHROUD"
 
	The flame shroud summoned by a psionist is that like a magic user
that calls fire shield. The duration however is much longer. Use the command
'flame shroud' to enable this skill.
 
#
"MINDSUMMON"
 
	This skills is similar to the spell summon that is used by clerics.
Sometimes when the distance is great and the psionist is very powerful the
trip can be disturbing for individuals. Use the command 'summon' <name>.
 
#
DOORWAY
	This skill allows a psionist to open a doorway to another dimension
and travel to one place far away quickly. To use this command simply type
doorway <mob/pcname>. The psionist will then be transferred to the location
of the mob/pcname.
#
PORTAL
	This skill is just like DOORWAY 'cept the psionist takes everyone
that is following him/her. Use 'portal <name>' for this command.
#
"AURA SIGHT"
 
	The psionist calls forth mental powers to seen unseen aura's.
	Use 'aura sight' to enable this skill.
	
#
"GREAT SIGHT"
	The psionist calls forth mental powers to see even more unseen 
aura's and objects. Use 'great sight' to enable this skill.
 
#
ADRENALIZE
 
	The psionist calls forth the reserves of energy retained the a
persons mind. To use type 'adrenalize <name>'.
#
"PSIONIC BLAST"
 
	Psionist can focus his/her mental powers on a monster and scramble
the brain like jelly. The more powerful the psionist the more powerful the
blast. To use type 'blast <name>'.
#
"PSIONIC INVISIBILITY"
 
	The psionist uses his mental powers to bend light about his body. To
use type 'psi invis'.
#
MEDITATE
 
	A psionist that is meditating can regain mental power back much
faster (mana). To use simply type 'meditate'.
#
CANIBALIZE
	This skill allows a Psionist to convert physical stamina to
mental power (HPS to MANA). To use type 'canabalize <number>'.
Don't kill yourself!
 
#
"MIND BURN"
Usage	: mind 'mind burn'
Duration: Instant
Saves	: Save for NO damage 
Damage	: 1d4+1+level/2
 
	This skill allows a psionist to summon up a burst of mental power that
will shoot out in a gout of flame. Small balls of fire will shoot forth from
the psionist hitting most anything in it's path.
 
#
MIND
 
	This command allows a psionist to do multiply skills using
one command. This command is VERY similar to CAST and RECALL used by the
magic user type classes.
 
See Also :PSIONIST SKILLS
#
SPECIALIZATION
	This will allow a mage/sorcerer/cleric/druid to specialize in
a spell so that no matter what he, never fails casting this spell. However it
is costly and hard to do. First you must already be superb at the spell, second
it will cost you 4 pracs, and finally it costs around 250k in gold.
 
You can only specialize in a set number of spells, so take care when
doing so.
#
"SPEAK LANGUAGES"
 
	Speak allows you to change the language you speak with using the 
command say. Simply type speak <language>. Languages available are:
 
Elvish,
Dwarvish,
Orcish,
Giantish,
Ogre,
Gnomish,
Halfling
 
You can learn languages you do not know from the loremaster.
#
"COMPREHEND LANGUAGES"
 
	This spell enables the caster to understand any language spoken by a
pc/npc. 
 
#
"PROTECTION FROM FIRE"
 
	This cleric spell protects the caster from fire attacks, they take
1/2 damage form any fire based attack spell.
 
See Also: Protection from ELECTRICITY,COLD,ENERGY
#
"PROTECTION FROM COLD"
 
	This spell protects the caster from cold based attacks, they take 1/2
damage from all cold based attack spells.
 
See Also: Protection from ELECTRICITY,FIRE,ENERGY
#
"PROTECTION FROM ELECTRICITY"
 
	This spell protects the caster from electric based attacks, they take
1/2 damage from all electric based attack spells.
 
See Also: Protection from FIRE,ENERGY,COLD
#
"PROTECTION FROM ENERGY"
	
	This spell protects the caster from energy based attacks, they take
1/2 damage from all energy based attack spells.
 
See Also: Protection from FIRE,COLD,ELECTRIC
#
MAIL
 
	To use the mail command you must be at the scribes office and he needs
be in. To mail a message to someone simply type 'mail <name>' where <name> is
persons name. i.e. 'mail celestian'. It will then prompt for the text of the
message and you must terminate it with a '@' character. Once done the person then
has to come to the scribe shop and 'check' or 'receive' it.
 
See also RECEIVE, CHECK 
#
RECEIVE
 
	If you have WAITING mail simply type 'receive' and the scribe will give
you the note. Simply look at the note to see what it says and whom it was from.
To see if you have waiting mail use 'check'.
 
See Also MAIL,CHECK
#
CHECK MAIL
 
	This command allows you to see if you have WAITING mail. Simply type
'check' a the scribes office and he will you if you have mail. Use 'receive' to
get the mail.
 
See Also RECEIVE,MAIL
 
#
"ENCHANT ARMOR"
 
 
	This spell is similar to the spell enchant weapon, but it allows you to
increase the benefits of armor much more so than it normally would be. 
Here are the bonuses and at what levels you get them:
 
Lev------AC	Lev----SAVE
 1-19	 -1	 1-30	0
 20-39	 -2	 31-50	1
 40-50	 -3	 51-59	2
 51-59	 -4	 60	3
 60	 -5	----------
-----------
 
Note, this spell also alters the ALIGNMENT of the object to match that of the
caster.
 
#
"ANTI MAGIC SHELL"
Usage		:cast 'anti magic shell'
Accumulative	:No
Duration	:1 hour
 
        This spell enables the caster to shell him/herself from ANY magic
force. However, it also prevents the caster from using any magic spells of
his/her own as well.
#
SENDING
Usage		:sending <name> <message>
Accumulative	:No
Duration	:Instantaneous
 
	This spell enables the caster to speak over great distances to
someone that he/she knows. Upon successful casting the messages is sent to
<name>.
 
See Also :TELEPATHY
#
TELEPATHY
 
	This basic psionist skill allows the psionist to telepathically
link to anyone in the world and send them a message. To use 'telepathy <name>
<message>'. Where <name> is the person's name and <message> is the message
text.
 
See Also SENDING,MESSENGER
#
MESSENGER
Usage		:messenger <name> <message>
Accumulative	:No
Duration	:Instant
 
	This spell is exactly similar to the mage spell 'sending' in that it
allows the cleric to send a message to any person in the world.
 
See Also SENDING,TELEPATHY
#
"PROTECTION DRAGON BREATH"
Usage		:cast 'protection dragon breath' <person>
Accumulative	:No
Duration	:Level/10
 
	This spell or scroll enables the caster to be protected from ANY
breath weapon that might be used against him. This spell reduces ALL damage
from said attack types by 1/4.
 
 
See Also:PROTECTION FIRE,FROST,ACID,GAS,ELECTRIC BREATH
#
"PROTECTION FIRE BREATH"
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from a FIRE type of breath weapon.
 
 
#
"PROTECTION FROST BREATH"
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from FROST types of breath weapons.
 
 
#
"PROTECTION ACID BREATH"
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from ACID types of breath weapons.
 
#
"PROTECTION ELECTRIC BREATH"
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from ELECTRIC types of breath weapons.
 
 
#
"PROTECTION GAS BREATH"
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from the GAS types of breath weapons.
 
#
"DISINTERGRATION"
Usage       : cast 'disintergration' <target>
Accumulative: -
Duration    : Instantaneous
Level       : 48
Save        : vs. spells for half.
Damage	    : level*d10
 
	This spell summons a green beam of destructive power that can
disintegrate molecules on contact. This beam will also destroy equipment!
Targets get a save, and if so they take 1/2 of the damage, otherwise they
take a full blast of damage and the equipment they are using must SAVE or be
destroyed.
 
See Also: PSIONIC DISINTERGRATION
#
"WIZARDEYE WIZARD EYE"
Usage       : cast 'wizardeye'
Accumulative: -
Duration    : 3 Hrs
Level       : 35
Save        : None
 
	This spell enables a wizard to summon forth a 'wizardeye' and look
into the nearby surroundings. In MUD terms this means the wizard can LOOK
into the next room by 'looking' in a direction. (look n,look s ect...).
#
"RACE WAR"
 
	This flag allows a user to participate in the racial war battles
that spread across the lands. This also allows the user to be hit by OTHER
race warring peoples. 
 
The Race Wars are this:
 
1) You are on the Good Side or Bad Side
   Good Side = Dwarf,Elf,Human,Hobbit,Half-Giant,Half-Orc,Half-Elf,Half-Ogre
	       and Drow.
   Bad Side  = Dark-Dwarf, Troll, Orc, Goblin and XXXXXXX
 
2) Alignment HAS NOT EFFECT ON WHAT SIDE YOU ARE, ONLY RACE!
3) Once you set this flag you cannot remove it!
4) You cannot set this until you are at level 10 or ABOVE!
 
No matter what you are (Race Warrior or not) you will get attacked by the
guards of the opposite side's towns (If you are a bad side character and go
into Shadowdale the cityguards will attack you with great fury).
 
If you are NOT SURE about this ask other players, and if your still confused
ask the immortals. 
 
** DO NOT USE THIS UNLESS YOU ARE ABSOLUTELY SURE YOU WANT TO DO THIS! 
** IT IS FOR EXPERIENCED PLAYERS ONLY.
 
#
RUN
 
	To RUN simply type 'run <dir>' where <dir> is the direction you wish
to run (north,south,east,west,up,down). You will then be 'hurried' through
the rooms/locations until you get to a room that does not have a exit in the
direction you are running. In other words if you 'run west' you will run
westwards until you get to a room without an exit west. Run requires more
movement points and you must have a minimum movement.
 
WARNING: You CAN hit DT's this way!
 
#
LOAD NOTCH
 
	The command parameters are 'notch <item>'. You will then attempt to
notch/load the item into the weapon you currently wield. You can also use
'load <item>' , it will have the SAME results. This is how you can notch a
arrow to be FIRE at someone or something.
 
See Also: FIRE
#
AFK
 
	This command will notify users that you are AWAY FROM YOUR KEYBOARD.
If someone tells/gtells/sending/messenger you they will also see that you
are AFK. if someone steps into the room, or looks in the room, they will see
a (AFK) at the end of your name. As soon as you hit return anytime after
starting AFK, you will return to normal mode (not AFK).
 
	Example:
	AFK
 
To return to normal mode just hit return when you are back.
 
See Also TELL, GTELL	
#
WHOIS

	This command will list such information about a player like, email
address and last time online. More information may be gleened from this at a
later time.

See also SET
#~