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) 3) all damage has been reduced by 25%. Both you and mobs will do less 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. 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 Midgaard (Vampire bats are good exp, may need to be 2nd, though) unless you are a halfling, this is the city you start in. Zoo (Nursery has monsters in them.) straight south from the city dump 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 midgaard 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 Midgaard) Beneath the Monks Guild (There is an area here, has useful potions, good for groups of 2-3+) the monks guild is east 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 rnage 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. (ie. 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 13 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 15 druid. 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 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: - Duration : 4 + caster's level in hours. Level : Level 20 mage. Save : Save vs paralysis for negation 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 ammount 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 druis calls upon the forces of nature to cause trees, shrubs, vines, weeds and the like to suround 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 allready affected by this spell, the victim's skin turns hard and barklike. This effectively reduces their armor class by 10 points. It also improves their saving throw by 1, excpet 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: - Duration : Caster's Level in Hours / 2. Level : Level 6 Mage. Save : None This spell makes the victim weaker. It is weighted by the caster's level and the strength of the victim. The more strength a victim has, the more effective the spell, and the higher the level of the caster, the more effective the spell. Casting this spell generally iritates the victim. See also: CHILL TOUCH # "AC" See Armor Class. # "FAERIE FIRE" Usage : cast 'faerie fire' <victim> Accumulative: - 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 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: - 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: - Duration : Instantaneous Level : Level 7 Cleric, 8 Druid, 45 Mage. Save : None. This spell cures the victim of 2d8 +2 hitpoints. See also: # "CAUSE SERIOUS" Usage : cast 'cure serious' <victim> Accumulative: - Duration : Instantaneous Level : Level 7 Cleric, 8 Druid, 45 Mage. Save : None. 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: - Duration : Instantaneous Level : Level 8 mage. Save : - 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 : - 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. See also: - # "CREATE LIGHT" Usage : cast 'create light' Accumulative: - Duration : (24 + level of caster) hours Level : Level 1 Mage, 2 Cleric, 3 Druid. Save : - 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: - Duration : Forever. Level : Level 16 Druid, Cleric 26, Mage 10. Save : None. This spell is hopefully self explanitory. If not... See also: CONTINUAL LIGHT # "KNOW ALIGNMENT" Usage : cast 'know alignment' <victim> Accumulative: - Duration : Instantaneous Level : Level 2 Druid, Cleric 4, 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: - Duration : (caster's highest casting level +3) hours. Level : Level 6 Druid, Mage 10. Save : None. This spell anable the recepient to enter underwater rooms. # "FAERIE FOG" Usage : cast 'faerie fog' Accumulative: - Duration : Instantaneous Level : Level 10 Druid, Cleric 11, Mage 16 Save : vs. spell 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: - Duration : Instantaneous Level : Level 13 Druid, Cleric 10. Save : - 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: - 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 dispeling 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: - Duration : (Level of caster) / 5 Hours Level : Level 43 mage. Save : - The caster of this spell cals 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, though the "enter" command, to the room where the target is located. See also: # "FLY" Usage : cast 'fly' <victim> Accumulative: - Duration : Highest casting level +3 hours Level : Level 12 mage, level 14 druid, level 22 cleric. Save : - This spell enables the victim to fly. This will prevent drifting on rivers and lessens movement loss through certain terrain types. It will also prevent you from falling to death in flying rooms. See also: GROUP FLY # "GROUP FLY" Usage : cast 'group fly' Accumulative: - Duration : Highest casting level +3 hours Level : Level 26 mage, level 22 druid. Save : - 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: - Duration : Caster's level in hours. Level : Level 12 mage, level 7 druid. Save : - 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: - Duration : Caster's level *2 in hours. Level : Level 20 mage, level 17 druid. Save : - This spell operates the same way as "MINOR TRACK". It however has a range of (100 * your max level) rooms. See also: MINOR TRACK # "KNOCK" Usage : cast 'knock' <target> Accumulative: - Duration : Instantaneous Level : Level 3 mage. Save : - 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: - Duration : Instantaneous Level : Level 8 mage. Save : vs. spells for negation. With this spell the caster can instill fear in the victim, provided the caster is not of a significantly lower level than the victim. This fear, if successful, will cause the victim to flee. See also: # "METEOR SWARM" Usage : cast 'meteor swarm' <victim> Accumulative: - Duration : Instantaneous Level : Level 42 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. People with infravision who are not affected by truesight and are in a dark room will be momentarily blinded. See also: # "COMMAND" Usage : cast 'command' <victim> <command> Accumulative: - Duration : Instantaneous Level : Level 1 cleric. Save : for negation. The caster of this spell can attempt to order a victim to do a one word command (ie: sleep). The spell will fail if the victim saves successfully. See also: # "SPELL MOUNT" Usage : cast 'mount' Accumulative: - Duration : - Save : - 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 the alignment of the caster as well. See also: # "GUST OF WIND" Usage : cast 'gust of wind' Accumulative: - Duration : Instantaneous Level : Level 10 mage. Save : 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 : Save vs spell for negation This spell, if it works, shuts the victim up. It prevents speech (sign language is still usable) and spellcasting. Very nasty thing to do to a spellcaster. 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 successfull 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 -> Approxamite Experience Worth of Victim 16-20 -> Races or Classes the Victim Hates 21-25 -> Approximate Hit Points of Victim 26-30 -> Susceptebilities of Victim 31-35 -> Resistances of Victim 36-40 -> Immunities of Victim 41-45 -> Approxamite Number of Attacks of Victim 46-50 -> Approxamite Ammount of Damage per Attack of Victim 51 -> You Can't Cast this spell! 52+ -> 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 15 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 13 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. See also: - # "COMMUNE" Usage : cast 'commune' Accumulative: - Duration : Instantaneous Level : Level 10 druid. 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: - Duration : Instantaneous (can only be cast once every 48 hours) Level : Level 15 druid. 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: - Duration : Instantaneous (can only be cast once every 48 hours) Level : Level 20 druid. 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: - Duration : 48 hours Level : Level 25 druid. 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: - 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 elmental 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: - 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 elmental 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: - 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 elmental 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: - 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 elmental 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 enourmous 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 (ie: 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. 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 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 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 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: - 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: - 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 Creature Level "bear" 10 "spider" 15 "tiger" 10 "lizard" 16 "spider" 10 "mulichort" 30 "lamia" 10 "tiger" 30 "lizard" 10 "lion" 35 "bear" 12 "salamander" 35 "gator" 12 "tiger" 35 "basilisk" 13 "allosaurus" 18 "snog" 14 "snake" 15 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 26 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 19 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. ie: a 19th level victim. See also: POWER WORD KILL # "CHAIN LIGHTNING" Usage : cast 'chain lightning' <victim> Accumulative: - Duration : Instantaneous Level : Level 25 mage, level 45 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: SLOW # "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. 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 1: Kitten Levels 2-3: Puppy Levels 4-5: Beagle Levels 6-7: Rottweiler Levels 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: - # "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 # "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. 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. # "FIND TRAPS" Enables you to detect the presence of traps in a room. 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 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. It also helps when attempting to value an item carried by another person. Usually, it will tell that person that you are looking at a particular item.. however, if you successfully spy, they won't notice. # "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 cmmand per alias, I have been having nightmares trying to figure out all the ways one could crash the game with multi-command aliases # "SHOOT" hold a bow (from the midgaard weapons seller), wield an arrow (also from midgaard weapons seller). then shoot an opponent. the arrows are fragile, and break easily, so be careful! # "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. # "NEWSTUFF" New changes that will be implemented by aug 31. +10) More exp required per level for the higher levels. (To encourage high level players to go to tougher areas) (almost done) 18) More monsters for monsum 5, 6 and 7 (done) 23) Each character will have to go on a quest for some item for each level. A successful completion of ALL quests will mean that (in theory) the player has gone to almost every area at least once. 35) Tell may be disabled for mortal-mortal conversations. 36) Player killing will be modified as follows: Evil characters will be able to kill other evil characters, and good characters. Good characters will be able to kill evil characters. All other forms of player killing will be investigated, and justice will be swiftly enacted. Other changes will be added here. The changes listed are open for discussion, but it is very doubtful that discussion will change anything, unless you can find an equally reasonable change with similar effects. We recognize that these changes will make the game harder. It will also make it more balanced, and encourage more adventuring, and less repetition. These mods will not all necessarily take effect at one time, so things will be Very chaotic for a time, until they are all in. Items marked with a (*) are not as high priority. # "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 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 damamged by spells and such, there are some things you can do 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" if the spell is cast on the corpse of a player: Resurrection requires a sacrifice of 150,000 coins, and the beneficiary loses 1 con point permanently.. after the con reaches 3, no more ressurection can occur. 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. The caster is brought to 1 hit point, 1 mana and 1 movement point. if the spell is cast on the corpse of a monster: That monster becomes a loyal follower of the caster, for 36 game hours. # "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 -- gambreezi (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) Zoo (1 - 25) Orshingal -- Poohbear (10 - 30) Ivory tower -- Exxon (1 - 9) The Pyramid -- Conner (15 - 30) Arachnos -- Duke (5 - 50) Castle Python -- Melkor (5 - 30) 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" 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. # "POLY POLYMORPH" I would be very grateful if you tell me which ones, of the following list of poly forms, are too strong and which ones are too weak. Correct syntax and format for this spell is: cast 'polymorph' <creature_type> where you replace <creatue_type> with one of the creatures listed below. 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 or cleric, and you can steal if you are a thief. Now, here is the list: name level of caster "goblin" 4* "parrot" 4 (blue) "frog" 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) "snog" 22 "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. # "ACID BLAST" 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. # "CACAODEMON" 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 # "CONE OF COLD" Usage : cast 'cone of cold' Accumulative: - Duration : Instantaneous. Level : Level 19 mage. Save : vs spells for half damage This spell does the caster's level * 5 damage to all those not grouped in a room. See also: - # "TRUE SIGHT" 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, or will soon. # "CONJURE ELEMENTAL" Conjuring elementals involves sacrificing an object: red stone for fire elementals pale blue stone for water elementals grey stone for earth elementals clear stone for air elementals # "CALM" Calm makes an aggressive monster non-aggressive # "STONE SKIN" Stone skin makes your skin stone-like, improves your armor class(-40 AC) and makes you resistant to piercing attacks. # "SPELL SPELLS" Mage Cleric First Level: First Level: Detect Magic Armor Magic Missile Bless Shield Cause Light Shocking Grasp Cure Light Turn Detect Evil Ventriloquate Turn Second Level: Second Level: Detect Invisibility Create Water Sleep Detect Poison Refresh Third Level: Third Level: Chill Touch Create Water Fly Detect Magic Knock Know Alignment Refresh Fourth Level: Fourth Level: Armor Cure Blind Invisibility Locate Object Know Alignment Remove Paralysis Strength Water Breath Weakness Fifth Level: Fifth Level: Burning Hands Detect Invisibility Infravision Monsum One Sixth Level: Sixth Level: Dispel Magic Blindness Protection from Evil Dispel Magic Seventh Level: Seventh Level: Acid Blast Animate Dead Ice Storm Remove Curse Monsum Two Sense Life Cause Serious Cure Serious Eighth Level: Eighth Level: Charm Monster Earthquake Blindness Poison Fear Second Wind Teleport Ninth Level: Ninth Level: Enchant Weapon Cause Critical Lightning Bolt Cure Critical Monsum Three Tenth Level: Tenth Level: Animate Dead Word of Recall Control Weather Eleventh Level: Eleventh Level: Colour Spray Flamestrike Cone of Cold Monsum Four Twelfth Level: Twelfth Level: Curse Curse Dispel Evil Dispel Good Thirteenth Level: Thirteenth Level: Monsum Five Control Weather Fourteenth Level: Fourteenth Level: Charm Person Fly Fifteenth Level: Fifteenth Level: Clone Call Lightning Fireball Monsum Sixth Paralyze Sixteenth Level: Sixteenth Level: Summon Seventeenth Level: Seventeenth Level: Energy Drain Harm Monsum Seven Heal Eighteenth Level: Eighteenth Level: Summon Succor Nineteenth Level: Nineteenth Level: FireShield Twentieth Level: Meteor Swarm Twenty First Level: Succor # "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" Very similar to charm person, but allows you to charm monsters too. # "ANIMATE DEAD" creates a zombie servant who will obey your commands. It has your level d8 or 10d8 hit points (whichever is less). It hits as a 2 HD monster, and is resistant to piercing weapons. Cityguards and vampire bats hate zombies, and attack them immediately. # REFRESH increases the targets movement by 1d4+1 per level, with a mininum of 20 points. # "SECOND WIND" increase the targets movement by 1d8+1 per level. # TURN 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 creates a shield of magic around the target, some protection(-10 AC), and nullifies all magic missile attacks. # SUCCOR creates a word of recall scroll. # FIRESHIELD different from D&D, creates a shield of fire around the target, and makes every attack against them do 2 * that damage to the attacker. Similar to sanctuary in duration. # RACE Various monsters belong to various races. For example: Llama and rabbits are of the same race because they are herbivores (cows, horses, etc) Dragons are of the same race. 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... # "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 (e.i. 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 GODS will give you a list of all currently active (and visible) gods. Please consult this list before shouting "Is there a god on?" # 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. # STRING For changing the text-strings associated with objects and characters. The format is: string <type> <name> <field> [<string> | <keyword>] Type is either 'obj' or 'char'. Field is one of the following(the names may be abbreviated): Name (the call-name of an obj/char - kill giant) Short (for inventory lists (objs) and actions (chars)) Long (for when obj/character is seen in room) Title (for players) Description (For look at. For objs, must be followed by a keyword) Delete-description (only for objs. Must be followed by keyword) Where a string is expected as the last argument, a newline will make you enter a string mode, and the game will prompt you for new lines to the string until you exceed the maximum length for the string or you end a line with a '@'. # LOAD For loading new objects or characters from the database. The format is: load <type> <number> Where <type> is either 'obj' or 'char', and number is the number of the object or character you wish to create. # THINK What people are supposed to do before they do something. Gods also have the uncanny ability to let other gods know what they are thinking via this command. # NOHASSLE A god may (is supposed to) set this upon themselves to prevent mobiles from attacking them. # STEALTH Gods use this to sneak into a room withoout their bamfin and and bamfout messages apprearing. Mortals usually wish they could do this, but so far none have been able to. # BAMFIN Bamfin <bamf definition> Additional arguments can include ~N for where you Want your name (if you want your name). If you use ~H, it puts in either his or her depending on your sex. If you use the keyword 'def' for your bamf, it turns on the default bamf. # BAMFOUT Bamfout <bamf definition> Additional arguments can include ~N for where you Want your name (if you want your name). If you use ~H, it puts in either his or her depending on your sex. If you use the keyword 'def' for your bamf, it turns on the default bamf. # SETSEV This command will set a god's severity levels. Basically, at 0 you get all wiz messages. As you increase your severity level, you get fewer and fewer of the log messages until they are filtered out completely. # 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. 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. # 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 # 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 ligh > 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 # PURGE A way to make the world a little cleaner. Usage: purge To empty a room of monsters and objects. purge <character> To remove a living thing. Kicks out a player. purge <object> Figure this one out yourself. # STAT If you are interested in a person and want to find out about his/her/its skills, strength, mana, hitpoints etc. In addition, 'stat room' will give you useful information about the room you are in. # 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: applaud, beg, bleed, blush, bounce, bow, burp, cackle, chuckle, clap, comfort, cough, cringe, cry, cuddle, curtsey, dance, daydream, fart, flip, fondle, french, frown, fume, gasp, giggle, glare, grin, groan, grope, grovel, growl, hiccup, hold, hop, hug, yawn, kiss, laugh, lick, love, moan, nibble, nod, nudge, pat, peer, point, poke, ponder, pout, puke, punch, purr, ruffle, scream, shake, shiver, shrug, sigh, sing, slap, smirk, smile, snap, snarl, sneeze, snicker, sniff, snore, snuggle, spank, spit, squeeze, stare, steam, strut, sulk, tackle, taunt, thank, twiddle, wave, whine, whistle, wiggle, wink, worship (not all of these work) # WIZ A listing of the commands for immortals (should be unavailable for mortals :) # COMMANDS A mechanical listing (the code already exists) of the known verbs. # WARRIOR FIGHTER Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they 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 practise 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 Midgaard typo 'sence' should be spelled 'sense' # QUIT When you get tired of playing, you can leave the game by typing 'quit'. Note that whatever stuff you might be carrying with you is simply left on the ground. If you wish to have your equipment put away until you are able to come back, you 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 (What is this, a wish list? I don't think this really works, bud -Hammor) 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. Also, Hammor doesn't have the responsibilities of an implementor, just the priveleges. He only hacks code. # 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. 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. # USERS Tells you who is logged on to the game, and where they are playing from. # LEVELS Lists the levels of your class. # BRIEF Toggle "brief mode". When in brief mode, you 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' [self] Accumulative: No Duration : 24 Hours The Armor spell will improve your AC(Armor Class) by 2. See Also: AC # TELEPORT Usage : cast 'teleport' [self] Accumulative: - Duration : Instant 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. It can also be used as a combat spell See Also: ROOM TELEPORT # BLESS Usage : cast 'bless' <victim or object> Accumulative: No Duration : 6 Hours, permanent for objects. 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. Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC. See Also: AC # CLONE Usage : cast 'clone' <victim or object> Accumulative: - Duration : Instantaneous Due to the ever changing data-structures of DikuMUD, clone is not yet ready. Clone cast on a victim or object, will make a 'nearly' perfect copy. Clone has its limitations. See Also: - # "CONTROL WEATHER" Usage : cast 'control weather' ('better' | 'worse') Accumulative: Yes Duration : - 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 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 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> 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 This spell cures 3d8+3 hitpoints of damage. See Also: - # "CURE LIGHT" Usage : cast 'cure light' <victim> Accumulative: - Duration : Instantaneous This spell cures 1d8 hitpoints of damage. See Also: - # "CAUSE CRITIC" Usage : cast 'cause critic' <victim> Accumulative: - Duration : Instantaneous This spell causes 3d8+3 hitpoints of damage. See Also: - # "CAUSE LIGHT" Usage : cast 'cause light' <victim> Accumulative: - Duration : Instantaneous This spell causes 1d8 hitpoints of damage. See Also: - # CURSE Usage : cast 'curse' (victim | object) Accumulative: No Duration : 7 Days, permanent on objects. 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 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 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 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 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 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+ +2 +2 See Also: - # HEAL Usage : cast 'heal' <victim> Accumulative: No Duration : Instantaneous 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. Self Explanatory. Attacking while invisible will immediately break the spell. See Also: "detect invisibility" # "LOCATE OBJECT" Usage : cast 'locate object' <object> Accumulative: - Duration : Instantaneous 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. 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 The meaning of this spell is not yet fully defined. See Also: - # "REMOVE CURSE" Usage : cast 'remove curse' <person | object> Accumulative: No Duration : Instantaneous Will remove a curse on carried objects or any persons in the room. See Also: - # "REMOVE POISON" Usage : cast 'remove poison' <victim | food | drink> Accumulative: No Duration : Instantaneous Will remove poison. See Also: Poison # "REMOVE PARALYSIS" Usage : cast 'remove paralysis' <victim> Accumulative: No Duration : Instantaneous Will remove paralysis. See Also: Paralysis # SANCTUARY Usage : cast 'sanctuary' [self] Accumulative: No Duration : 3 hours When protected by this spell, you take 1/2 damage from all attacks See Also: Fireshield # FLAMESTRIKE Usage : cast 'flamestrike' target Damage : 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 This spell increases the victim's strength by a random ammount. 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 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 The caster will be transferred back to his sanctuary (presently the Temple of Midgaard). See Also: - # SUMMON Usage : cast 'summon' <victim> Accumulative: - Duration : Instantaneous 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 sumon 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 summone 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. Is 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 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 1d4+1/ 2 levels. 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 is more powerful than the magic missile spell, d3 per level. A victim failing its saving throw will get its strength reduced 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. 1d4+1/level. Area of Effect (All those not in caster's group) See Also: CHILL TOUCH # "SHOCKING GRASP" Usage : cast 'shocking grasp' <victim> Accumulative: - Duration : Instantaneous Level : Level 1 magic user. Save : Neg 2-9 + 1/level. A save indicates that the touch required to hit failed. 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. 1d6/level. 1 target. See Also: SHOCKING GRASP # "COLOUR SPRAY" Usage : cast 'color spray' <victim> Accumulative: - Duration : Instantaneous Level : Level 15 magic user. Save : Versus spell for half damage. 4 points of damage per level. 1 target. 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 : type allspells. 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 # EARTHQUAKE Usage : cast 'earthquake' Accumulative: - Duration : Instantaneous Level : Level 18 cleric. Save : - This spell will damage everybody except the caster's group by 2d8+level_of_caster hitpoints. See Also: - # "DISPEL EVIL" Usage : cast 'dispel evil' <victim> Accumulative: - Duration : Instantaneous Save : Special This spell will banish evil summoned creatures. See Also: - # "DISPEL GOOD" Usage : cast 'dispel good' <victim> Accumulative: - Duration : Instantaneous 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 successufl if the caster makes a successful hit roll on the victim. If it does work, Ttis 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 newbies (characters up to 5th level, and the first belonging to that character) is ABSOLUTELY forbidden. Killing of experienced players, while not specifically forbidden, is frowned upon, and if a player becomes a problem, he or she can be penalized, barred from the game, or deleted. Also, since the decisions of 59rd levellers is final, the actions taken by gods after a player killing can be somewhat unpredictable. # 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. # PROMPT Your prompt will display Hitpoints, Mana and Movement (H M V) if you are a magic user or cleric, and just Hitpoints and Movement if you are a fighter or thief. If you wish this feature turned off, complain to the management. # WIMP "WIMP MODE" 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. # EDIT Edit allows you to edit rooms. The room you are currently in is the one that is edited. You can edit any room, but the changes will not be permanent. However, using the rsave, and rload commands, you can save your changes into a file, and reload them later into the game, (if it crashes, for example). NOTE: If you are confused by this, and try it anyway, you may crash the game. Please be very sure that you know what you are doing. Also, try to avoid making too many changes to the existent areas for the moment. Also note: You need to have an area, before you start editing it. this does not create rooms, only edits them. Contact Loki if you want an area. Also ask him any questions that you have about room editing. The fields work as follows: edit <field> <attributes> field is one of the following: name : changes the name of the room. desc : changes the room description. exit : adds, deletes or modifies a room's exits fs : changes the Flags, and Sector type. exdsc : adds, changes or deletes an exit description extra : adds an extra description to a room. riv : adds special parameters for rivers. tele : makes the room a teleport room. tunn : makes the room a tunnel room. attributes: name <name of room> desc <enter> (it will prompt you for text) exit <dir> <door flags> <key> <to_room> fs <flags> <sector_type> exdsc <dir> <enter> (prompts you for text) extra <keywords> <enter> (prompts you for text) riv <speed> <dir> tele <time> <to_room> <look-flag> tunn <mob_lim> <dir> 0 = n, 1 = e, 2 = s, 3 = w, 4 = u, 5= d. <door flags> 0 = no door. (just exit). 1 = door, 2 = pickproof door, 3 = climbable, 4 = climbable with door, 5 = climbable with pickproof door. <key> item # that opens door, (if no door, use -1) <to_room> The room # that the exit goes to. <flags> type help roomflags. <sector_type> Type help sector_type <time> The time interval between teleports. Must be a multiple of 10 10 is very fast. 60 is much slower. <look-flag> whether to do a look when the characters are teleported. if this number is 0, they won't konw they've been teleported unless they look on their own. if the number is not 0, each time they are teleported, they are forced to look. <keywords> which things will trigger info.. for example if the keyword is case then if you type look at case, the text will be displayed. <speed> must be a multiple of 15. if you do not want the river to flow, speed should be 0. <mob_lim> A number, indicating the number of mobiles that can be in the room at one time. The TUNNEL roomflag must be set, although use of edit tunn X automatically sets the flag. # ROOMFLAGS DARK 1 DEATH 2 NO_MOB 4 INDOORS 8 PEACEFUL 16 /* No fighting */ NOSTEAL 32 /* No Thieving */ Does not work (yet) NO_SUM 64 /* No summoning of creatures in these rooms */ NO_MAGIC 128 Does not work yet TUNNEL 256 /* only X people in room (X set by edit tunn) */ PRIVATE 512 no teleport to this room, no goto when more than 2 people # 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 Midgaard [3001] NOTE: Hammor needs to fix it so that the bloody title is not printed as part of the name. # 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 undocumented, ask another wizard # 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) # 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. #~